Scourge
(Version 1.00 - Last Modified: 07/15/2002)
History
Knowing that its units were not truly capable of fighting dedicated airborne attackers,
such as space ships or fighters, the Overmind began looking for a suitable
solution to its latest problem. What it found on a small planet in a far way
star system was a flying creature that lived in a hive society. The society had
a rigid hierarchy: there was the queen, the drones, and the defenders. What
intrigued the Overmind was the method that the defenders used to defend the
hive from danger. The creatures would fly at an enemy and cause a massive
chemical reaction in their bodies and explode on the target, hopefully killing
it. Humans would recognize this tactic as similar to the defense tactics of
Earth bees, but it was the first time the Overmind had encountered such a mechanism.
The hive defenders had all of the basics of everything that the Overmind was looking
for: they had speed and a method of devastating those they attacked, even if the
intruders were much more powerful than the defenders. When the Zerg Swarm was finished
with the planet, the entire hive society was assimilated and the creature known as the
Scourge was born.
Genetically, the Scourge creatures are very simple creatures and two can be produced
from a single larva, and their tactics are limited to closing with a target and
detonating, but they had great potential. The Scourge creatures were never
fully tested by the Overmind against a dedicated airborne military, but all
tests against Zerg creatures proved that the Scourge held great potential. The
Overmind was not disappointed when the Scourge were used first against the
Terran Confederacy and later against the remains of the Protoss Grand Fleet.
A Scourge’s body contains several chemicals and acids that it keeps separated
into special internal organs until it is ready to attack a target. When the
Scourge acquires a target, the chemicals begin to mix, but several key
ingredients are kept separate to prevent a premature explosion. The Overmind
laced small Khaydarin Crystals into a Scourges body to enhance the explosion
and make it even more powerful.
Racial Statistics
- Alignment: None, considered to be an evil animal.
- Attributes:
- I.Q.: Low Animal Intelligence, considered an IQ of 2.
- M.E.: 10 (8+1D4)
- M.A.: 3 (1D6)
- P.S.: 8 (6+1D4)
- P.P.: 24 (20+1D6)
- P.E.: 12 * (10+1D4)
- P.B.: 4 (1D6)
- Spd: 200 mph (321.9 km/h)
- * PS and PE are considered supernatural
- Size: 3’ (0.9 m) long and 1’ (30.5 cm) wide, with a wingspan of 4’ (1.2 m).
- Weight: 90 lbs (40.8 kg)
- M.D.C.: 38 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 (1D4x10)
- Hit Points: 31 in non-magic rich areas (PE attribute x2 +2D6)
- Armor Rating: See ability number 3, Armor, under the Natural Abilities section.
- Average Life Span: 40 years after transforming from a Larva.
- Horror Factor: 8
- P.P.E.: 32 (4D6+18)
- Magic Powers: The creature has magical abilities that have been built into its
genetic code by the Overmind. For an initial cost of 5 PPE and 1 PPE for every ten
minutes thereafter, the creature can magically fly in space, and for an initial cost
of 7 PPE and 2 PPE for every ten minutes thereafter, the creature can fly at ten times
its original speed.
- I.S.P.: None
- Psionic Powers: None
- Natural Abilities:
- Chemical Detonation:
Normally the volatile chemicals within the Scourge remain dormant, but when the
creature begins chasing a target, its base speed increase by ten times, which
can be increased again by using its magical abilities. Once the Scourge is within
100' (30.5 m) of its target in an atmosphere or 10 miles (16.1 km) in space, the
final chemicals will begin mixing, doubling its increased speed. 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 it physically hits
the target, the Scourge, an Overlord, a Cerebrate, or the Overmind must expend 12
PPE to achieve detonation. Since the detonation is not just chemical but magical
in nature, it will damage targets that are immune to chemical reactions but
vulnerable to magic, and vice versa. The detonation will inflict 4D6x100 M.D. to the
target and 3D6x10 M.D. to everything within a 30' (9.1 m) radius. The chemical
detonation has a Weapon Rating of 25. Once the creature detonates, it is destroyed,
there is no chance of survival.
- 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 2 points. For example, if a volley of mini-missiles
inflicted 66 points of damage, it would be reduced to 64 points of damage.
Damage cannot be reduced below zero. The creature has an M.D.C. Armor Rating of 5
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 3 M.D.C. per melee. It will take two minutes to
regenerate each foot length of its body (3’ long in total), ten minutes to
regenerate an eye, and ten minutes to regenerate a wing (needs both wings to
fly in an atmosphere).
- 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, +5 to strike, and +3 to dodge.
- Damage: A Bite inflicts 1D6 M.D. with a W.R. of 6 and a Ram Attack inflicts 1D4 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: +1 to save vs. all types of magic and +1 to save vs. psionics (counts as a
non-psychic).
- Penalties: Most fighters and spaceships can easily outmatch the Scourge. 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.