Starcraft
D6
Table of
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Basics
Characters
Attributes
& Skills
Psionics
Actions &
Combat
Space Travel
Allies &
Enemies
Terrans
Protoss
Zerg
Units
Structures
Resources
Equipment
Cybernetics
Gamemaster's
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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.
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