The Zerg

The race called Zerg are actually composed of several different types of creatures that have been integrated into the swarm by the Overmind. These creatures have been selectively evolved to become horribly efficient killers. The Zerg Overmind maintains a constant psionic link with its servants, but in order to issue commands on an individual level, it must use Overlords to relay its orders to the other Zerg breeds. A zerg colony cannot grow beyond the collective ability of the Overlords to provide the necessary amount of control.

The Zerg are all hatched from the same larvae. While the breeds are radically different from each other, they are still the same species. A new breed is created when the Overmind deems a species worthy of joining the swarm and integrates the DNA into its own. Once integrated, the Zerg larvae can mutate into the new form. Within a few generations of mutation, the form will have been modified to suit the needs/desires of the Overmind, usually ending up vicious and unrecognizable.

Powers common to all Zerg:

All Zerg regenerate at the rate of 5 health/turn when not in combat.

All Zerg are telepathically linked to the Overmind through Overlords. Whatever any individual Zerg knows, the entire swarm knows. No Zerg is capable of disobeyed a command from the Overmind while it is still linked.

ZERGLING

F- RM (30)
A- GD (10)
S- PR (4)
E- GD (10)
R- FB (2)
I- FB (2)
P- FB (2)
H- 54
K-6

Powers: Claws GD (15)
Lightning Speed GD (4 areas/turn)
Extra Attacks total of 2/round
Burrowing AM (limited to burying itself about 2-6 feet down)

Zerglings, though little more than feral animals about the size of a large dog, can be dangerous foes in large numbers. They are normally used as scouts and initial assault troops. They attack using the claws of their front legs and are very fast. Because of the simplicity of their genetic structure, a single larva can mutate into two separate Zerglings.

HYDRALISK

F- GD (10)
A- EX (20)
S- GD (10)
E- EX (20)
R- PR (4)
I- PR (4)
P- PR (4)
H- 60
K- 12

Powers: Claws EX (20)
Needles EX (20), body armor functions at -2CS, 3 area range
Burrowing AM (limited to burying itself about 2-6 feet down)

Hydralisks are spindly, snakelike creatures with a hunger for blood and a penchant for acting in a particularly sadistic manner. Their bodies house hundreds of armor-piercing needles with their upper carapace plates which can be fired in volleys at enemies to deadly effect.

MUTALISK

F- TY (6)
A- IN (40)
S- GD (10)
E- RM (30)
R- PR (4)
I- PR (4)
P- PR (4)
H- 86
K- 12

Powers: Wings Flight at EX speed about 150 mph
Acid Burst
A strange sort of acid is spewed out of the Mutalisks mouth and hits the target and the next two closest targets within an area. The first target takes RM (30), the second EX (20), and the third GD (10) acid damage. Range 4 areas.

Mutate Mutalisks can mutate into another form called the Guardian.

Mutalisks appear to be worm-like creatures with thin leathery wings. They attack by spewing forth acid which can hit multiple targets. They are capable of flight both in atmosphere and in deep space.

GUARDIAN

F- TY (6)
A- EX (20)
S- EX (20)
E- IN (40)
R- PR (4)
I- PR (4)
P- PR (4)
H- 86
K- 12

Powers: Flight TY speed about 100 mph
Acid Globs Explosive acid globs with do IN 40 damage to the target and EX 20 damage to all others in the same area. It is only effective against ground targets. Range 6 areas.

Guardians are the mutated form of Mutalisks. Guardians are tougher and attack by lobbing explosive globs of acid at their targets below. Guardians are unable to attack air targets and are usually escorted by Mutalisks or Scourge.

ULTRALISK

F- RM (30)
A- TY (6)
S- IN (40)
E- UN (100)
R- FB (2)
I- FB (2)
P- FB (2)
H- 176
K- 6

Powers: Body Armor EX (20)
Claws AM (50)
Size +1 CS to be hit

Ultralisks are huge beasts that are used as the backbone of the Swarm's armies. They are about 20 feet long and 10-15 feet high at the shoulder. They aren't very intelligent but are devastating weapons when directed by the Overmind. They have large bone-like scythes protruding from their backs which can tear through most known substances with ease.

SCOURGE

F- FB (2)
A- EX (20)
S- PR (4)
E- PR (4)
R- FB (2)
I- FB (2)
P- FB (2)
H- 30
K- 6

Powers: Flight RM speed about 200 mph
Suicide Attack RM ability to hit. Target and Scourge take AM (50) damage
Detect Energy UN

Scourge are blind, but have the ability to seek out energy sources. They are useless against living targets but can be devastating to vehicles and buildings. Catalytic agents with the Scourge cause it to explode like a living plasma bomb when smashing into the hull of a building or vehicle. Like the Zergling, the Scourge are so simple that a single Larva may produce two of them.

QUEEN

F- GD (10)
A- EX (20)
S- EX (20)
E- IN (40)
R- GD (10)
I- GD (10)
P- GD (10)
H- 90
K- 30

Powers: Flight EX Speed about 150 mph
Parasite: The turn after a successful grapple, the Queen may implant a parasite in the target. The parasite enables the Overmind to use the target's senses as a spying mechanism. The parasite cannot be removed by any known method. Costs 6 Karma to use.

Ensnare Adhesive goo that covers everything within an area causing all actions to be performed at half speed and -2CS. Costs 10 Karma to use.

Spawn Broodling After a successful grapple, the Queen may implant a pair of Broodlings in the target. If the Broodlings are not removed within an hour, they burst out doing 30 points of Edged damage each and causing the victim to roll on the Kill table. Costs 20 Karma to use.

The Queen regenerates 1 point of Karma/turn up to its maximum of 30.

Though not a producer of larvae, as the name suggests, the Queen earned her name through her ability to spawn various other parasitic creatures. Not able to attack on her own, the Queen depends on its special abilities and other Zerg to protect itself.

BROODLING

F- GD (10)
A- GD (10)
S- PR (4)
E- GD (10)
R- FB (2)
I- FB (2)
P- FB (2)
H- 34
K- 6

Powers: Claws GD (10)

Broodlings are small vicious parasites which do nothing but attack the enemies of the Zerg.

DEFILER

F- GD (10)
A- EX (20)
S- EX (20)
E- RM (30)
R- GD (10)
I- GD (10)
P- GD (10)
H- 80
K- 30

Powers: Burrowing AM (limited to burying itself about 2-6 feet down)

Consume: Consume another Zerg to replenish its bio-energy. Allow the Defiler to regain 10 Karma.

Dark Swarm: The Defiler can release a number of the small creatures that live on its body into the air, creating a thick cloud of insects that confuse enemies and reduce the visibility of the affected area to a couple of feet. No ranged combat into, out of, or within target area. Range 1 area. Cost 12 Karma to use.

Plague: The Defiler can fill the air with corrosive spores that are highly toxic, corroding everything in the area. All in target area must make an Endurance Feat every turn for 10 turns or lose 10 health for each failed Feat. Range 1 area. Cost 20 Karma to use.

The Defiler regains Karma at 1 point/turn up to its maximum of 30.

The Defiler is a large insect-like creature that uses its unique nature to produce a variety of harmful effects. It is covered in smaller insects and uses the bio-energy of other Zerg to produce corrosive spores that can decimate opposing forces.

OVERLORD

F- PR (4)
A- PR (4)
S- EX (20)
E- IN (40)
R- GD (10)
I- GD (10)
P- RM (30)
H- 68
K- 50

Powers: Flight TY Speed about 100 mph
Transport Overlords are so huge that they can transport other Zerg in the large hollows of their bodies.

Detection Overlords have AM ability to detect invisible objects. Overlords are the field commanders of the Zerg, relaying orders from the Overmind and its Cerebrates. They are also used to transport units and as observers to detect cloaked units.

By Chuck Cottle


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