Mutalisk
(Version 1.01 - Last Modified: 01/25/2003)
History
The Mutalisks represent the most prolific air unit in the Zerg Swarm; they are
fast, dangerous, and extremely versatile. Mutalisks are capable of flying at
high speeds and can be a dangerous opponent to any airborne enemy. It is not
known exactly how the creatures fly, but research conducted by the Protoss Dark
Templar concludes that it is probably more magic based than biological. The
Mutalisks attack by using a small symbiotic creature that explosively
disintegrates while attacking several different targets. This tiny creature is
incredibly fast and will damage not only the first target it hits, but up to
two additional targets if they are within range.
Mutalisks are used in large swarms for attacking, defending, and giving support to
the much larger Devourer and Guardian units. Due to their small size and agility,
Mutalisks are hard to target and are often ignored by opponents until it is too
late. The only problem with Mutalisks is their relatively slow natural speed,
especially compared to fighters from technologically advanced planets. For this
reason, the Overmind has built into the Mutalisks’ genetic code certain magical
abilities that greatly increase their abilities.
Mutalisks are also the core of the Guardian and Devourer units as well. Each Mutalisk
has the potential to mutate into either a Guardian or a Devourer with a single
command from an Overlord, a Cerebrate or the Overmind.
Racial Statistics
- Alignment: None, considered to be an evil animal.
- Attributes:
- I.Q.: Low Animal Intelligence, considered an IQ of 7.
- M.E.: 17 (15+1D4)
- M.A.: 3 (1D6)
- P.S.: 18 * (15+1D6)
- P.P.: 16 (12+2D4)
- P.E.: 13 * (10+1D6)
- P.B.: 3 (1D6)
- Spd: 350 mph (563.3 km/h)
- * PS and PE are considered supernatural
- Size: 12’ (3.7 m) long and 3’ (0.9 m) wide, with a wingspan of 9’ (2.7 m).
- Weight: 400 lbs (181.4 kg)
- M.D.C.: 170 in magic rich areas (PE attribute x10 +2D4x10)
- M.D.C. Armor Rating: See ability number 3, Armor, under the Natural Abilities section.
- S.D.C.: 140 in non-magic rich areas (4D6x10)
- Hit Points: 95 in non-magic rich areas (PE attribute x5 +1D6x10)
- Armor Rating: See ability number 3, Armor, under the Natural Abilities section.
- Average Life Span: 150 years after transforming from a Larva.
- Horror Factor: 12 when encountered alone, 14 when two to ten Mutalisks are
encountered, and 16 if more then ten Mutalisks are encountered.
- P.P.E.: 100 (2D4x10+60)
- Magic Powers: The creature has magical abilities that have been built into
its genetic code by the Overmind. For an initial cost of 10 PPE and 1 PPE for every
ten minutes thereafter, the creature can magically fly in space, and for an initial
cost of 15 PPE and 2 PPE for every ten minutes thereafter, the creature can fly at
ten times its original speed.
- Natural Abilities:
- Glaive Worm:
The Mutalisk attacks by firing a small living creature at its target. The small
creature, called a Glaive Warm, will only live a short time outside of the
Mutalisk’s body, but during its short life it can cause a great deal of damage.
The Glaive Worm travels at a speed of Mach 5 (3725 mph / 6000 km/h), has a
maximum range of 25 miles (40.2 km), and can only survive for one melee after
being fired. The Glaive Worm can perform three attacks before it dies and once
it hits its first target it will continue to attack the nearest target and the
closest target after that. If there is only one target within range, then the
Glaive Worm will damage that target three times, and if there are only two
targets, then the second target will be attacked twice. As the creature
explosively disintegrates as it hits each target, it will do less damage with
each attack. The Glaive Worm’s first attack will do 1D6x10 M.D., the second
attack will do 6D6 M.D., but the third attack will only do 3D6 M.D. to the
final target. Each attack by the Glaive Worm has a Weapon Rating of 14. A
Mutalisk can hold 40 Glaive Worms at any given time and regenerates one worm every
melee, so it would take 10 minutes to completely regenerate all of its worms. The
creature has a bonus of +4 to strike with its Glaive Worms.
- Guardian Aspect:
A Mutalisk can be transformed into a Guardian. A Guardian
is a special modification of a Mutalisk and is one of the races that belong to the
original Mutalisk species before it was absorbed into the Swarm. To transform into a
Guardian, the Mutalisk will form an egg around itself and will stay in there for two
weeks before emerging as a fully mature Guardian. The egg has 200 M.D.C., has an
M.D.C. Armor Rating of 10, and regenerates at a rate of 1 M.D.C. per melee.
- Devourer Aspect:
A Mutalisk can be transformed into a Devourer. A Devourer
is a special modification of a Mutalisk and was only integrated into the Zerg Swarm
after the invasion of Aiur. To transform into a Devourer, the Mutalisk will form an
egg around itself and will stay in there for two weeks before emerging as a fully
mature Devourer. The egg has 300 M.D.C., has an M.D.C. Armor Rating of 10, and
regenerates at a rate of 1 M.D.C. per melee.
- 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 6 points. For example, if a volley of mini-missiles
inflicted 66 points of damage, it would be reduced to 60 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 Scourge can regenerate at an
amazing rate, and can regenerate whole limbs and body parts. The creature
regenerates at a rate of 7 M.D.C. per melee. It will take two minutes to
regenerate each foot length of its body (12’ long in total), ten minutes to
regenerate an eye, and ten minutes to regenerate a wing.
- 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: 5 attacks per melee, +2 to strike, +2 to parry, and +5 to dodge.
- Damage: A Bite inflicts 2D6 M.D. with a W.R. of 9 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: +3 to save vs. all types of magic and +3 to save vs. psionics (counts as a
non-psychic).
- Penalties: Most fighters and spaceships can easily outmatch Mutalisks and they also
have no real defense against missile attacks.
- Natural Skills:
- 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.