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THE ZERG:  Structures & Upgrades

All Zerg structures are actually living entities created from the complex Zerg genome.  They serve as the biological organs of the Swarm, responsible for feeding, birthing, and evolving the Zerg breeds.  Zerg structures (with few exceptions) must be  built upon a thick mat of bio-matter known as the Creep, which feeds the new structures and intimately links them to the will of the Overmind or its local commanders.  Finally, as living things, the structures can heal themselves over time.

Zerg upgrades may also be called Evolutions.  Like those of other species, they depend upon the availability of certain structures, units and resources.  Once an Evolution has been completed, it will affect all existing units and any new units of the same type produced by the same colony.  Because each Zerg colony has a very minor genetic variation from all others, the Zerg born in another colony will be unaffected by the advancement.



Hatchery
Type:  Primary Larva Spawning Grounds / Resource Metabolizer 
Body Points:  1000
Armor: 40
Regeneration Rate:  5 pts / round.
Facilities: 
  • Larval Spawning:  the Hatchery synthesizes large eggs that hatch into Zerg Larva. 
  • Egg Fields:  when ordered to pupate into another Zerg breed, the Larva enter a new egg stage to pupate.  These eggs are secured around the Hatchery, where they can be feed by the Hatchery and better guarded.
  • Digestive System:  the Hatchery also metabolizes natural resources brought to it and then disperses those nutrients through the Creep to where they are needed within the colony.
  • Limited Genetic Code:  by themselves, Hatcheries produce Larva capable of mutating into only the most basic of Zerg strains: Drones and Overlords.  Additional structures are needed for the proper genetic manipulation required for more advanced breeds.
Communications:  Primal telepathic link to the Overmind.
Upgrades:
  • Burrowing:  through the Hatchery, the Overmind may teach its children how to bury themselves in any substrate to better ambush prey..
    • Effect:  all Zerg able to Burrow may bury themselves in one melee round.  Difficulty is generally Very Easy (5), but may be modified for particularly hard substrates.
    • Cost:  3 RP.
     Like all Zerg structures, the Hatchery is a living entity.  It's internal walls are bulbous and slime covered, with the steam of its breath clouding the inner passageways through its bowels.  Though it does not need the Creep to survive (it builds its own), it is intimately connected to the living essence of the Zerg community and serves as the primary birthing grounds and feeding mechanism for a colony.  Until higher order breeds come to command the colony, the Hatchery is the central "command" structure for the Overmind's presence or proxy.

Lair
Type:  Advanced Hatchery
Body Points:  1500
Armor: 45
Regeneration Rate:  10 pts / round.
Facilities: 

  • Extended Genetic Expression:  Lairs provide greater access to the Zerg genetic code, permitting Drones and Larva to mutate into more advanced Zerg breeds and structures.
Communications:  Primal telepathic link to the Overmind.
Upgrades:
  • Overlord Ventral Sacs:  the Overmind may choose to mutate its Overlords to have tough ventral sacs in which the beast may carry troops or cargo.
    • Effect:  Overlords may carry up to 2 units of ground troops.
    • Cost:  1 RP.
  • Overlord Antennae:  Overlords may be manipulated to grow strong, sensitive antennae that expand its sensory range.
    • Effect:  Increases all sensor ranges by 2 units and adds 1D to the Overlord's Sensors skill per Evolution.
    • Cost:  Current Evolution Level x 1 RP. 
  • Pneumatized Carapace:  Overlords may be treated to carry pockets of Vespene gas under their carapace, increasing their buoyancy and overall speed..
    • Effect:  Increases Overlord Atmospheric Speed by 10 m and Space Speed by 2 units per Evolution.
    • Cost:   Current Evolution Level x 1 RP.
     The Lair is simply a Hatchery that the Overmind has chosen to invest more resources and genetic stock in. For that, the Lair provides greater access to the genetic machinery of the Zerg, permitting the construction of more advanced structures and breeds for a new colony.

Hive
Type:  Advanced Hatchery
Body Points:  2200
Armor: 45
Regeneration Rate:  10 pts / round.
Facilities: 

  • Full Genetic Expression:  Hives have access to nearly the entire Zerg genome.  However, other structures must still be built to properly mutate lower breeds into more advanced Zerg forms.
Upgrades:  None.
     The Hive is the pinnacle of Hatchery evolution, providing a colony with the broadest possible range of Zerg genetic stock from which to build the most advanced structures and breeds.

Extractor
Type:  Vespene Mining Tendril
Body Points:  150
Armor: 25
Regeneration Rate:  2 pts / round.
Facilities: 

  • Vespene Extraction Organs:  Extractors sit atop Vespene geysers and catch the emitted gasses in small sacs that are carried by Drones to the Hatcheries.
Upgrades:  None.
     Extractors are an essential element of all Zerg colonies, providing the rich Vespene gasses needed by the Overmind to expand the colony and produce more advanced Zerg breeds.

Creep Colony
Type:  Creep Production Organ
Body Points:  100
Armor: 30
Regeneration Rate:  2 pts / round.
Facilities: 

  • Creep Glands:  the Creep Colony absorbs nutrients from local resources and transforms them into the bio-matter of the Creep.  It exudes Creep in concentric circles from its base for up to 500 m.  This is a fairly odiferous and noisy process, not unlike a massive stomach at work.
  • Creep Sensory Link:  Creep Colonies not only extend and feed the Creep, but they sense the presence of any animal or object that touches the Creep and transmits that knowledge back to the Zerg colony. As such, they are excellent early detection units.
Communications:  Primal telepathic link to the Overmind.
Upgrades:    the Colony does not upgrade other units, but it may itself be mutated into more useful forms.  These new forms will continue all the functions of the basic Creep Colony, but provide the Zerg with greater defense.
  • Spore Colony:  once established, the Creep Colony may be evolved into a sensitive detection and anti-air unit weapon.
    • Sensor Growth:  Automatically detects cloaked units as if they were not cloaked.  Gains the following Sensors, which it uses at 6D:
      • Passive:  3000 m / 3 Space
      • Scan:  10 km / 10 Space
      • Search: 25 km / 25 Space
      • Focus: 1 km / 1 Space
    • Corrosive Spores:    the Spore Colony may eject balls of corrosive spores at air targets.
      • Damage:  4D. 
        • Corrosive Effects:  Even if the sores do not pierce the target's armor, they will reduce its Armor Value by 1.
      • Scale:  Starfighter (6D over Character)
      • Skill: 6D
      • Range:  Atmosphere: 100 / 300 / 500 / 1000.  Space:  1 / 2-5 / 10 / 20
    • Cost:  1 RP.
  • Sunken Colony:  Colonies may also be evolved into octopus-like creature with multiple tendrils that are hidden beneath the Creep.  These tendrils may erupt up through the ground to attack invading ground units.
    • Tendril Attack:  
      • Damage:  6D (Armor Piercing)
      • Scale: Tank (4D over Character)
      • Attack Skill:  5D
      • Range:  10 / 30 / 50 / 100
    • Cost:  1 RP. 
     Creep Colonies are an essential part of any Zerg base, exuding the Creep like a layer of skin over the terrain.  But is in their evolved forms that the Colonies become vital to base survival.  While valued by the Zerg, the Colonies are recognized as expendable and will not necessarily be heavily guarded or defended.

Spawning Pool
Type:  Zergling Breeding Grounds
Body Points:  600
Armor: 35
Regeneration Rate:  5 pts / round.
Facilities: 

  • Zerg Genome:  Spawning Pools provide the gene strains needed to produce the Zerglings, the most basic attack unit of the Swarm.  Some of these genes require greater resource and time investment, but may produce faster, more dangerous Zerglings. 
Communications:  Primal telepathic link to the Overmind.
Upgrades:
  • Metabolic Boost:  supercharges the already fast metabolism of the Zerglings.
    • Effect:  Adds 1D to the Dexterity and 10 m / round to Movement of all Zerglings for each Evolution.
    • Cost:  Current Evolution Level x 2 RP.
  • Adrenal Glands:  enhances the combat reflexes of Zerglings.
    • Effect:  Provides the Zergling with 1 additional attack per round (no additional action required).
    • Cost:  Current Evolution Level x 2 RP.
     The Spawning Pool is seen in nearly every Zerg colony.  It appears as a steaming, bubbling, viscous pit with large egg-like bulbs sometimes bobbing to the surface.  This is actually the amniotic fluid of the Colony, used to feed the Zergling zygotes growing in the pool.  The zygotes are extracted and merged with a ready Larva, infusing it with the proper genetic sequences to begin pupation.  During this stage of the development, the zygotes actually split into twins, thus producing two Zerglings for every single Larva invested.

Evolution Chamber
Type:  Zerg Genetic Laboratory
Body Points:  600
Armor: 35
Regeneration Rate:  5 pts / round.
Facilities: 

  • Experimental Spawning Grounds:  the Evolution Chamber is a direct extension of the Overmind, with various sensors and tendrils growing from the walls. These are used to conduct various genetic experiments and grow new Zerg strains.  Once a viable strain is discovered, the Chamber will nurture it, test it, then dissect it for futher study. 
  • Proving Grounds:  new and modified Zerg breeds are brought into a secure chamber where their new abilities may be tested in a secure, confined space.  Tested subjects are almost always killed after the test, so the Overmind may learn more through their vivisection.
Communications:  Primal telepathic link to the Overmind.
Upgrades:
  • Sharpen Blades (Melee Attacks):  the bone blades of the Zergling, Ultralisk and Lurker may be improved through this Evolution.
    • Effect:  Adds 1D to the Melee Attack damage for each affected unit.
    • Cost:  Current Evolution Level x 1 RP.
  • Enhance Projectiles (Missile Attacks):  the missile weapons of the Drone, Hydralisk and Defiler may be augmented.
    • Effect:  Adds 1D to the Missile Attack damage for each unit.
    • Cost:  Current Evolution Level x 1 RP. 
  • Harden Ground Carapace:  the Overmind may invest energy into reinforcing the armor of its ground units.
    • Effect:  Adds to the Armor Value of all ground units.  The amount depends on the particular unit type affected.
    • Cost:   Current Evolution Level x 1 RP.
     The Evolution Chamber may be considered the bubbling, dark laboratory of the mad scientist that is the Overmind.  The Chamber can simultaneously breed new strains, test their abilities, and hack them apart for study.  Bits and pieces of discarded experiments clutter the ground, blood freely flows along the halls until absorbed by the living floor, even loyal Zerglings scream in pain as they are dissected alive and without anaesthetic. 

Hydralisk Den
Type:  Hydralisk Cocooning Womb
Body Points:  600
Armor: 35
Regeneration Rate:  5 pts / round.
Facilities: 

  • Hydralisk Genome:  the Dens hold the key elements of the Hydralisk genetic code necessary to transform Zerg Larva into marauding Hydralisks.
Communications:  Primal telepathic link to the Overmind.
Upgrades:
  • Muscular Augments:  Hydralisks may be treated to have improved running musculature.
    • Effect:  Increases Hydralisk Movement by 10 m per round per Evolution.
    • Cost:  Current Evolution Level x 1 RP.
  • Grooved Spines:  Carefully reworks the Hydralisk spines that are projected as weapons to enhance range in combat.
    • Effect:  Increases the Hydralisk's missile weapon range by 10 m in each category per Evolution.
    • Cost:  Current Evolution Level x 1 RP. 
     Like the Spawning Pool, the Hydralisk Den is found in nearly every Zerg Colony.  Its progeny, the mighty Hydralisk, is a staple unit for the Swarm and necessary to nearly every conquest and defense endeavor.  The Dens are said to resemble the nests that the Slotheins built before being corrupted up the Zerg.  Now, they are large, dome-like masses of heaving steam, slime and stench.  Within their walls, Hydralisk gametes are growin in thick cocoons attached to a central feeding stalk.  When the Overmind commands it, these gametes are taken to the Hatchery and merged with Larva, which then pupate into Hydralisks.

Nydus Canal
Type:  Long Range Colony Artery
Body Points:  650
Armor: 40
Regeneration Rate:  5 pts / round.
Facilities: 

  • Transit Corridor:  the Canals are a mysterious Zerg adaption taken from a species known as the Worldbeast, which lived submerged in a planet and extended its root-like organs for thousands of miles in any direction.  With the Canals, the Zerg can link the core colony with small outposts, resource extractors, or military units that would otherwise be unreachable because of terrain or sheer distance.  Not only do the subterranean passages provide protected travel, they transport creatures at hypersonic speeds via highly adapted cilia on the passageway walls (Speed = @ 100 m / round).
Communications:  Primal telepathic link to the Overmind.
Upgrades:    None.
     Like all Zerg structures, the Canals are living organs of the Colony.  Indeed, the strong hair-like cilia that line the walls will grip any creature or object they touch, but they will not harm it.  Rather, they await the command of the Overmind to transport goods back to the Colony.  However, the Canals remain for some time once a Colony has died, or at least retreated from the Canals entrance.  These dead arteries form underground passageways that may extend for thousands of miles beneath a planet's surface.  The cilia decay quick once the Canal is dead, but the walls may remain strong for hundreds of years.

Spire
Type:  Zerg Flyer Breeding Grounds
Body Points:  1500
Armor: 45
Regeneration Rate:  10 pts / round.
Facilities: 

  • Mutalisk Nests: Spires provide the genetic code Larva need to mutate into Mutalisks.
  • Scourge Clutches:  Spires also house the small eggs that will develop into the screaming Scourge.
  • Evolution Node:  Spires have also produce the chitinous plating and explosive parasites and other noxious projectiles  used by Zerg flyers in attacking.
Communications:  Primal telepathic link to the Overmind.
Upgrades:
  • Flyer Attacks:  the weaponry of the Mutalisks, Guardians and Queens may be enhanced in the Spire.
    • Effect:  Increases each attack by 1D per Evolution unless otherwise noted.
    • Cost:  Current Evolution Level x 1 RP.
  • Flyer Carapace:  hardens the aerodynamic plating that protects all the Zerg aerial units.
    • Effect:  Increases the Armor Value of all flying units by an amount unique to that breed.
    • Cost:  Current Evolution Level x 1 RP. 
    Spires tower over many Zerg colonies, often surrounded by small flocks of newly hatched Mutalisks or Scourge.  They almost approach beauty in their grandeur--as much as any Zerg structure may be considered beautiful.  Within their walls, Zerg organs pump, producing the gametes needed to bind to Larva and produce Zerg flyers.

Greater Spire
Type:  Advanced Spire
Body Points:  700
Armor: 40
Regeneration Rate:  5 pts / round.
Facilities: 

  • Mutalisk Mutation Chambers:  Greater Spires house special cocooning chambers into which a Mutalisk may crawl.  It is then wrapped in a silky husky, covered with nutrient slime, and left to pupate into a greater form as a Guardian or Devourer.
Communications:  Primal telepathic link to the Overmind.
Upgrades:  None.
     Greater Spires reach even higher than the Spires from which they evolve.  These huge, top-heavy towers are essentialy to heavy assault forces of the Zerg--and to be feared by their enemies.  From their dark, seeting depths, massive assault breeds are born. 

Queen's Nest
Type:  Queen's Lair
Body Points:  600
Armor: 40
Regeneration Rate:  10 pts / round.
Facilities: 

  • Queen Birthing Chamber:  Queens may only be produced through the careful nurturing of special eggs that are created by the Nest.
  • Queen Evolution Den:  Queens may crawl into secure coves and attach themselves directly to the walls of the Nest.  The Overmind then manipulates the Queen's body, introducing new powers through powerful mutations.
Communications:  Primal telepathic link to the Overmind.
Upgrades:
  • Gamete Meiosis:  the Queen's reproductive system may be enhanced to more quickly produce Broodlings.
    • Effect:  Permits the Queen to produce Broodling Spores at a rate of 1 spray per round.
    • Cost:  2 RP.
  • Spawn Broodlings:  some Queens may develop special spawning sacs that will spray forth spores.  These spores wil attach to living flesh, imbed themselves in the tissue and rapidly develop into ravenous Broodlings.
    • Effect:  Spores either embed in the target or reduce the Armor Value of inanimate objects.  See Zerg: Queen.
    • Cost:  2 RP. 
  • Ensnare:  forced mutations provide some Queens with the ability to spew forth a web of extremely viscous mucous to trap enemy units.
    • Effect:  Grants the Queen the Ensnare ability.  See Zerg: Queen.
    • Cost:   2 RP.
  • Infestation:  some Queens become so familiar with Terran technology and biology, they discover how to infest Terran systems with Zerg spores.  They take control of Terran structures and infest their inhabitants to become willing servants of the Zerg.
    • Effect:  Grants the Queen the Infestatoin ability.  See Zerg: Queen.
    • Cost: 3 RP.
     The Queen's Nest is one of the prime indicators of the importance of a colony to the Overmind.  The Quees born there take over the local command of colony functioning with a kind of cruel matriarchal rule.  Nests will be fiercely guarded and defended by all Zerg breeds in the colony.

Ultralisk Cavern
Type:  Ultralisk Breeding Grounds
Body Points:  500
Armor: 30
Regeneration Rate:  5 pts / round.
Facilities: 

  • Ultralisk Radiation Core:  Caverns are built with a fused technology of Zerg biological matter, crystaline laser emitters, and modified Vespene gasses to create the extremely hostile environment required to breed the mighty Ultralisk.  The viable Ultralisk gametes are housed in protective husks and delivered to the Hatcheries, where they are merged with Larva who then transform into Ultralisks.
Communications:  Primal telepathic link to the Overmind.
Upgrades:  None.
    Caverns appear mainly as large mounds covered with Zerg slime and Creep matter.  Occasionally, flashes of lights and explosions will escape from the small entrance.  No creature would survive the rigors inside without a quality protective suit or special biological adaptions.

Defiler Mound
Type:  Defiler Spawning and Evolution Chamber
Body Points:  600
Armor: 40
Regeneration Rate:  10 pts / round.
Facilities: 

  • Defiler Womb:  Defiler Mounds have a central birthing chamber in which the huge Defile gamete is nourished and protected.  When it reaches maturity, it may be transferred to the Hatchery and merged with a Larva to create the terrible Defiler adult.
  • Defiler Pit:  Deep within the Mound is a bubbling, toxic pool from which the Defiler gathers the nourishment to create its corrosive and poisonous venom. 
Communications:  Primal telepathic link to the Overmind.
Upgrades:
  • Metasynaptic Node:  the Overmind may mutate his Defilers to expand the section of the brain that controls the secretion of the Defiler bio-toxins that control local insects and form its venom.
    • Effect:  Permits the Defiler to launch its Dark Swarm or Plague attacks 1 time per round (rather than 1 per 2 rounds).
    • Cost:  2 RP.
  • Plague:  some Defilers may spew forth their natural toxins in a corrosive cloud.
    • Damage:   8D.  Will continue to damage for 5 rounds, but will be reduced 1D each round after the first.
    • Area of Effect:  Full damage to all targets within 10m.  -1D for each 10 m from primary target.
    • Corrosive Effects:  Will reduce Armor by 5 each round, even if the Armor is not pierced by the attack.
    • Scale:  Character.
    • Cost:  2 RP. 
  • Consume:  some Defilers may cannibalize other Zerg breeds to reinvigorate themselves.
    • Effect:  For every 1D of Constitution absorbed from the target, the Defiler regenerates 1D6  points of Health and Armor.
    • Cost:   2 RP.
     As hard as it may be to believe, the Defiler Mound is by far the most foul and disturbing structure in any Zerg colony.  Not only is it covered in slime, emitting a foul stench, and pulsating with the rasping breath of the living colony, the Mound reveals the dark and corrupt nature of the Defiler itself.  The bones and flesh of other Zerg breeds that have wandered too close litter the periphery and innards of the Mound.  Deep within the Mound's recesses, a toxic stew bubbles, both bath and nourishing soup to the Defilers.  Even Zerg treat these beasts with a mixture of awe and fear.