Lurker
(Version 1.00 - Last Modified: 07/12/2002)
History
The Lurker is one of the newest and deadliest Zerg strains and they were developed
just prior to the invasion of Aiur. While the Overmind worked to create
improved versions of the Zerglings, Hydralisks and Ultralisks, one of its
Cerebrates, named Daggoth, developed a modification of a Hydralisk that would
be used primarily for defense around a Hive Cluster. The increased defensive
capability of a Lurker would give new Hive Clusters on Aiur a chance to survive
until the Zerg swarm could reinforce every position. The basic genetic structure of
a Lurker was the same as the Hydralisk, but it used genetic material discovered just
prior to the invasion of Aiur. Due to the haste in preparing for the invasion of
Aiur, the Overmind only modified existing Hydralisks into the new Lurker strain,
instead of creating them from the Larvae, as was normal.
The Lurker can attack in several ways; it can attack using its traditional claws
and powerful biting attack, but its main weapon is a long series of retractable
spines that it can shoot in a straight path in front of it. A common tactic for
Lurkers is to have a small cluster of five or six Lurkers that will wait until
an opponent in traveling almost right on top of them before attacking. The
opponent must fend off the attack from all 24 spine tentacles from creatures
buried up to 200’ (61 m) underground. This type of ambush can quickly rip apart
small groups of attackers especially those that are not capable of easily
reaching the buried creatures.
Racial Statistics
- Alignment: None, considered to be an evil animal.
- Attributes:
- I.Q.: High Animal Intelligence, considered an IQ of 6.
- M.E.: 19 (16+1D6)
- M.A.: 3 (1D6)
- P.S.: 19 * (15+2D4)
- P.P.: 10 (8+1D4)
- P.E.: 15 * (12+1D6)
- P.B.: 3 (1D6)
- Spd: 10 (8+1D4)
- * PS and PE are considered supernatural
- Size: 5’ (1.5 m) high, 7’ (2.1 m) wide, and 7’ (2.1 m) in length.
- Weight: 420 lbs (190.5 kg)
- M.D.C.: 135 in magic rich areas (PE attribute x5 +3D4x10)
- M.D.C. Armor Rating: See ability number 3, Armor, under the Natural Abilities section.
- S.D.C.: 100 in non-magic rich areas (3D6x10)
- Hit Points: 70 in non-magic rich areas (PE attribute x2 +2D4x10)
- Armor Rating: See ability number 3, Armor, under the Natural Abilities section.
- Average Life Span: 40 years after transforming from a Hydralisk.
- Horror Factor: 13
- P.P.E.: 60 (3D4x10)
- Magic Powers: None
- I.S.P.: None
- Psionic Powers: None
- Natural Abilities:
- Spine Tentacles:
The Lurkers' main weapons are four spine tentacles that reach out from the
creature’s upper carapace and attack opponents. The tentacles are made up very
powerful muscles that are designed for not only damaging opponents but also
digging through dirt and even solid rock. Each tentacle has a range of 500’
(152.4 m) and will do 5D6 M.D. when it hits its target. Reduce damage by 50% when
used on targets that are more then 100' (30.5 m) in the air and reduce range by
50% when used through solid rock. The creatures have four spine tentacles and can
attack up to four different targets with each attack per melee as long as the four
targets are all within an arc of 10 degrees in from of the Lurker. Alternatively,
the Lurker can use all four tentacles simultaneously against the same target
inflicting 5D6x4 M.D. (or 2D6x10 M.D.) with each attack per melee. The creature
has a bonus of +4 to strike with its spine tentacles. Each tentacle has 20 M.D.C.
and once severed from the creature it will quickly decompose.
- 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 Lurker is better at burrowing then other Zerg creatures
and can burrow up to 200’ (61 m) in soil, sand, and similar material and 20’ (6.1 m)
in solid rock. Opponents have a penalty of -40% 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 8 points. For example, if a volley of mini-missiles
inflicted 66 points of damage, it would be reduced to 58 points of damage.
Damage cannot be reduced below zero. The creature has an M.D.C. Armor Rating of 8
in magic-rich environments.
- Regeneration:
A feature from the original Zerg creature, the Lurker can regenerate at an
amazing rate, and can regenerate whole limbs and body parts. The creature
regenerates at a rate of 6 M.D.C. per melee. It will take ten minutes to
regenerate a leg, twenty minutes to regenerate an eye, five minutes to regenerate
its jaw, ten minutes to regenerate a claw arm, and two minutes to regenerate each
spine tentacle.
- 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: 4 attacks per melee, +6 to strike, and +4 to parry.
- Damage: A Claw Jab inflicts 2D4 M.D. with a W.R. (Weapon Rating) of 9, a Claw Slash
inflicts 2D6 M.D. with a W.R. of 9, a Bite inflicts 3D4 M.D. with a W.R. of 8, and a
Ram Attack inflicts 2D4 M.D. with a W.R. of 8. Increase W.R. of all attacks by +1 for every
four points of supernatural PS above 18 (at values 22, 26, 30, etc.). In non magic-rich
environments, attacks inflict S.D.C. damage, but normal PS damage bonuses apply.
- Bonuses: +5 to save vs. all types of magic, and +5 to save vs. psionics (counts as a
non-psychic).
- Penalties: As Lurkers were designed for stationary defense while positioned
underground, they are quite awkward on the surface and are unfamiliar with attacking
targets while on the surface. They suffer a penalty of –10 to strike any target while
they are on the surface.
- Natural Skills:
- Land Navigation (60%)
- Prowl (80%)
- 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.