Zergling
(Version 1.02 - Last Modified: 03/30/2003)
History
The Zerglings are a common sight at any Zerg hive cluster and can be encountered in
large numbers wherever the Zerg are found. At some point during their long
search for the Protoss home world, the Zerg encountered a species of
dune-runners on the planet of Zz’gash. This species was quick, dangerous, and
deadly and the Overmind believed it would make an excellent addition to the
swarm. Soon after, the Zerg decimated the planet of Zz’gash and assimilated the
DNA and genetic code of the dune-runners.
Traits common to all Zerg creatures were engineered into the DNA of the dune-runners,
as was thicker armor and sharper claws. The creatures were then named Zerglings
by the Overmind and placed as the frontline warriors of the swarm. One of their
greatest advantages is their relatively simple genetic code, which allows two
Zerglings to be created from a single larva. Only one other Zerg creature
shares this feature, and that is the short-lived Scourge.
For the invasion of Aiur, the Overmind devised an upgraded breed of Zerglings.
These new Zerglings were stronger and more deadly than their brethren and helped
the Zerg overwhelm the powerful Zealot armies of the Protoss. The upgraded
Zergling can be created in two different ways; the first is by morphing an
existing Zergling, while the other is creating an upgraded Zergling directly
from a larva. Unfortunately, to make the new upgraded Zerglings from a larva, the
creature must remain in an egg for 10% longer then normal.
Racial Statistics
- Alignment: None, considered to be an evil animal.
- Attributes:
- I.Q.: Low Animal Intelligence, considered an IQ of 2.
- M.E.: 12 (10+1D4)
- M.A.: 3 (1D6)
- P.S.: 14 * (10+1D6)
- P.P.: 17 (12+2D4)
- P.E.: 13 * (10+1D6)
- P.B.: 3 (1D6)
- Spd: 30 (25+2D4)
- * PS and PE are considered supernatural
- Size: 3’ (0.9 m) high, 2’ (0.6 m) wide, and 5’ (1.5 m) in length.
- Weight: 110 lbs (49.9 kg)
- M.D.C.: 59 in magic rich areas (PE attribute x3 +1D4x10)
- 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: 56 in non-magic rich areas (PE attribute x2 +1D6x10)
- Armor Rating: See ability number 3, Armor, under the Natural Abilities section.
- Average Life Span: 80 years after transforming from a Larva.
- Horror Factor: 12
- P.P.E.: 40 (1D4x10+20)
- Magic Powers: None
- Natural Abilities:
- Improved Zergling Upgrade:
It will take 12 hours to transform a standard Zergling into an improved Zergling.
During this time, the Zergling enters into a period of deep hibernation, from
which it cannot be disturbed even by the Overmind. During this hibernation
period, the creature’s body changes subtly: its claws become sharper, its armor
will become thicker, and it will grow several new internal organs that increase
its speed and its agility. After the transformation is concluded, the Zergling
will have the following bonuses: +6 to PP, +10 to Spd, +20 M.D.C. / S.D.C., +2
attacks per melee, +2 to initiative, +5 M.D. to claw strike, +3 M.D. to bite
attack, +2 to damage reduction (see natural ability #3), and regenerates at an
increased rate of +2 M.D.C. per melee. This improvement causes the Zergling to
lose 50% of its PPE and reduces its life span by 25%.
- 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 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 Zergling can regenerate at an
amazing rate, and can regenerate whole limbs and body parts. The creature
regenerates at a rate of 4 M.D.C. per melee. It will take five minutes to
regenerate a leg, twenty minutes to regenerate an eye, ten minutes to regenerate
a mandible (needs both mandibles to perform a bite attack), and fifteen minutes
to regenerate a claw arm.
- 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, +1 to initiative, +3 to strike, +2 to parry, +2
to dodge.
- Damage: A Claw Jab inflicts 3D4 M.D. with a W.R. (Weapon Rating) of 9, a Claw Slash
inflicts 4D4 M.D. with a W.R. of 8, a Bite inflicts 2D4 M.D. with a W.R. of 8, and a
Ram Attack inflicts 1D6 M.D. with a W.R. of 7. Increase W.R. of all attacks by +1 for every
four points of supernatural PS above 14 (at values 18, 22, 26, 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: Zerglings have no long range attacks and will often ignore armored opponents
in order to attack more “natural” looking targets unless directly controlled by the Overmind, a
Cerebrate, or an Overlord.
- Natural Skills:
- Land Navigation (75%)
- Prowl (75%)
- 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.