Infested Human
(Version 1.00 - Last Modified: 07/12/2002)
History
Following the standard pattern for invasion, the Overmind created several temporary
Zerg strains that would assist in the destruction of the Terran Confederacy. One of
these temporary strains became known simply as the Infested Human. Using a modified
Human body filled with volatile chemicals, the Overmind created a walking bomb, a
land companion for the Scourge. The Infested Humans are converted from captured Humans
and cannot be bred from a Larva. Like all of the temporary strains, the Overmind
planned to abandon the Infested Human once it had completed the assimilation of the
Terran Confederacy, but when its plans were cut short by the invasion of Aiur, it
decided that it would keep the Infested Human until it could create temporary
Protoss-based strains. No Protoss-based strains were ever created as the Overmind was
destroyed before it could begin experimenting in this area.
Much of the internal structure of the Infested Human is borrowed from the Scourge
creatures, such as the separate organs for holding the chemicals and the incredible
increase in adrenalin moments before it detonates. Since the Zerg considers Infested
Humans cannon fodder, masses of the poor creatures are thrown in battle with little
regard for their welfare. Infested Humans are completely taken over by the infestation
and there is no chance that a particular person can be retrieved after they have been
converted into an Infested Human.
Racial Statistics
- Alignment: None, considered to be an evil animal.
- Attributes:
- I.Q.: Low Animal Intelligence, considered an IQ of 2.
- M.E.: 6 (4+1D4)
- M.A.: 3 (1D6)
- P.S.: 11 * (3D6)
- P.P.: 10 (3D6)
- P.E.: 11 * (3D6)
- P.B.: 7 (2D6)
- Spd: 16 (12+2D4)
- * PS and PE are considered supernatural
- Size: Same as a standard Human
- Weight: Same as a standard Human
- M.D.C.: 36 in magic rich areas (PE attribute x2 +4D6)
- M.D.C. Armor Rating: See ability number 3, Armor, under the Natural Abilities section.
- S.D.C.: 30 in non-magic rich areas (1D6x10)
- Hit Points: 28 in non-magic rich areas (PE attribute +5D6)
- Armor Rating: See ability number 3, Armor, under the Natural Abilities section.
- Average Life Span: 6 months after becoming an Infested Human.
- Horror Factor: 8
- P.P.E.: 10 (3D6)
- Magic Powers: None
- I.S.P.: None
- Psionic Powers: None
- Natural Abilities:
- Chemical Detonation:
Normally the volatile chemicals within the Infested Human remain dormant, but when
the creature is within 50' (15.2 m) of its target, the chemicals begin to mix and
the creature's speed is instantly increased to ten times its normal value. At that
time the creature will travel towards its target in at maximum speed and the only
other action it will perform will be to dodge incoming attacks. When the creature
gets within arm reach of its target, it will detonate causing 2D4x100 M.D. to the
target and 1D6x10 M.D. to everything within a 30' (9.1 m) radius. Once the creature
detonates, it is destroyed, there is no chance of survival.
- Burrow:
Many land-based Zerg creatures have the ability to burrow underground. This provides
the Zerg some measure of protection from attacks and allows them to ambush
unsuspecting opponents. The Zerg creatures can burrow up to 100’ (30.5 m) in
soil, sand, and similar material and only 10’ (3.1 m) in solid rock. Opponents
have a penalty of -25% to their detect ambush skill when trying to find a
burrowed Zergling.
- Armor:
All Zerg creatures have incredibly tough exoskeletons that reduce the damage that
they receive from any incoming attacks. Reduce all damage, either from normal or
magical attacks, by 5 points. For example, if a volley of mini-missiles
inflicted 66 points of damage, it would be reduced to 61 points of damage.
Damage cannot be reduced below zero. The creature has an M.D.C. Armor Rating of 7
in magic-rich environments.
- Regeneration:
A feature from the original Zerg creature, the Infested Human can regenerate at
an amazing rate, and can regenerate whole limbs and body parts. The creature
regenerates at a rate of 3 M.D.C. per melee. It will take five minutes to
regenerate a leg, an arm, and an eye.
- Hive Mind Immunities:
From the fact that at a basic level all Zerg share the same mind as the Overmind,
individual Zerg creatures are very resilient to mental attacks. Any mind
altering or mind affecting spells or psionic powers such as sleep, possession,
or hypnotic suggestion will not work on a Zerg creature. This also functions as
a permanent Mind Block on all Zerg creatures.
- Survival Instincts and Immunities:
From the ingrained survival instincts that were developed by evolution and the
Xel’Naga, and incorporated by the Overmind, all Zerg creatures are immune to
diseases, toxins, poisons, and gases, both normal and supernatural. The Zerg are
also unaffected by Horror Factor and Awe Factor and any attempts to intimidate them.
With the assimilation of several space borne creatures, all Zerg can function
completely normally in space, in an atmosphere, or underwater, with no maximum
depth, with no penalties. Zerg creatures can survive temperatures between -200
to 500 degrees Celsius. Land based Zerg creatures have no way of propelling
themselves in space besides pushing off from solid structures.
- Combat Skills: 3 attacks per melee, +1 to strike, +2 to parry, and +1 to dodge.
- Damage: A Claw Jab inflicts 1D6 M.D. with a W.R. (Weapon Rating) of 7, a Claw Slash
inflicts 2D6 M.D. with a W.R. of 7, and a Ram Attack inflicts 1D6 M.D. with a W.R. of 6.
Increase W.R. of all attacks by +1 for every four points of supernatural PS above 10 (at
values 14, 18, 22, etc.). In non magic-rich environments, attacks inflict S.D.C. damage,
but normal PS damage bonuses apply.
- Bonuses: +2 to save vs. all types of magic, and +2 to save vs. psionics (counts as a
non-psychic).
- Penalties: Since so little attention has been made to perfect the Infested Human
strain, it is quite stupid and if left alone it can be easily confused and will even attack
unimportant targets if its primary target eludes it.
- Natural Skills:
- Land Navigation (80%)
- Prowl (45%)
- Allies: The Zerg have no real allies, but since the death of the Overmind, several
independent Cerebrates have banded together and given each other aid.
- Enemies: The Zerg have made many enemies over the millennia that they have been
traveling throughout the galaxy.