Starcraft?

Post/Author/DateTimePost
#1

u-235

Jun 18, 2003 14:58:29
Sorry if I am posting in someone's personal space... But what is this forum about? Anything to do with the game by Blizzard?
#2

ranger_reg

Jun 18, 2003 15:08:26
Yup. TSR once published a Starcraft RPG about the same time they published a Warcraft RPG.
#3

zombiegleemax

Jun 18, 2003 16:13:42
Originally posted by Ranger REG
Yup. TSR once published a Starcraft RPG about the same time they published a Warcraft RPG.

Unfortunately it used watered down Alternity rules instead of the real thing.

Daryl B
#4

zombiegleemax

Jun 25, 2003 0:51:58
Anyone know if the warcraft version is still findable? I have the Starcraft set, and thought it was rather interesting.
#5

ranger_reg

Jun 25, 2003 3:28:38
You could wait for Sword & Sorcery Studios to publish a Dungeons & Dragons Warcraft Roleplaying Game. And yes, it will be a licensed D&D product (similar to Kenzer & Co.'s Kingdom of Kalamar Campaign Setting).
#6

l337_monkey_dup

Jun 25, 2003 23:44:16
Zerg Traits (Ex): All zerg possess darkvision 60 ft., +4 racial bonus to Fortitude saves versus poison and environmental affects such as extreme heat or cold, +4 racial bonus on Will saves versus mind-influencing affects, cold and fire resistance 5, and fast healing 1. In addition they are able to survive in the vacuum of space with little discomfort.
Zerg also subsist on nutrient derived from the creep, a carpet of biomatter produces by zerg hives and required to sustain their structures.

Larva
Tiny Aberration
Hit Dice: 1/2d8+1 (3 hp)
Initiative: -2 (Dex)
Speed: 20 ft.
Defense: 14 (-2 Dex, +2 size, +4 natural)
Attacks: Bite -2 melee
Damage: Bite 1d4-4
Face/Reach: 1 1/2 ft. by 1 1/2 ft./0 ft.
Special Qualities: Mutation, zerg traits
Saves: Fort +1, Ref -2, Will +4
Abilities: Str 3, Dex 6, Con 13, Int 1, Wis 11, Cha 5
Skills: Spot +2
Feats: Iron Will
Climate/Terrain: Any
Organization: Brood (6-10)
Challenge Rating: 1/6
Allegiances: Overmind, cerebrate
Advancement: By mutation

The closest creatures to the original zerg insectoids are the zerg larvae. Although their size and toughness were greatly boosted by the Xel'Naga during their experiments, they still possess the two traits that originally intrigued the ancient masters: genetic versatility and psychic sensitivity.
Maggot-like, zerg larvae contain within them the genetic code for all other zerg breeds. When a new breed of zerg is needed, an individual larva will enter a pupal state and begin replicating the DNA of one specific zerg breed at an astounding rate. After a short gestation period, the new mature zerg hatches.
A young hive will only have the genetic code for the most basic of zerg breeds, such as the drone, but as it grows and develops new structures, its library of genetic strains is expanded. With a command from the overmind, the larva will enter a pupal state and begin the metamorphosis into whichever breed is required by the hive.

Combat
Larva are ineffective at any form of combat, and will usually attempt to flee. They only form of defense is their weak bite attack, which they will only use when no other options are left.
Mutate (Ex): As a full-round action a larva can enter a cocoon-like state and begin mutating into another zerg strain. The strain chosen must be chosen from the zerg strain list and once chosen cannot be cancelled without killing the larva. See Zerg Strains for more information.

Drone
Medium-size Aberration
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 30 ft., burrow 20 ft.
Defense: 13 (+3 natural)
Attacks: Spines +0 ranged
Damage: Spines 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Mutation, zerg traits
Saves: Fort +2, Ref +0, Will +5
Abilities: Str 11, Dex 10, Con 14, Int 2, Wis 13, Cha 7
Skills: Listen +3, Spot +3
Feats: Iron Will
Climate/Terrain: Any
Organization: Solitary, pair or brood (3-6)
Challenge Rating: 1/4
Allegiances: Overmind, cerebrate
Advancement: By mutation

Like the larvae from which they hatch, zerg drones contain within them the genetic code required to morph into any of the large zerg "buildings", which are actually living (but immobile) structures. They can only grow on areas where the creep has established itself, as they require its nourishment and building material. The drones also harvest any raw materials that are needed. Vespene gas is very important to the zerg: the high energy state of the gas powers their accelerated metabolisms and is essential for the production of the more advanced zerg breeds.

Combat
Drones possess limited combat abilities and will fight back with their relatively weak spine attack when if unable to burrow and hide.
Mutate (Ex): Like larva, drones possess the ability to mutate into other forms. Use of this ability is a full-round action. The drone's new form must be selected from the zerg structure list. See Zerg Structures for more information.

Zergling
Medium-size Aberration
Hit Dice: 2d8+6 (15 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft., burrow 20 ft.
Defense: 16 (+3 Dex, +3 natural)
Attacks: 2 claws +4 melee, bite -1 melee
Damage: Claw 1d4+2, bite 2d4+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Zerg traits
Saves: Fort +3, Ref +3, Will +5
Abilities: Str 14, Dex 17, Con 16, Int 2, Wis 14, Cha 8
Skills: Listen +4, Move Silently 6, Spot +4
Feats: Improved Initiative, Weapon Finesse (bite, claw) (B)
Climate/Terrain: Any
Organization: Solitary, pair, or brood (6-12)
Challenge Rating: 1
Allegiances: Overmind, cerebrate
Advancement: 3-4 HD (medium-size); 5-6 HD (medium-size)

The small, savage Zergling is one of the few breeds that a core species has been found for. It is so closely related to the dune-runners of Zz'gash that it is believed that the Zerg at some point encountered and "absorbed" the DNA structure of the dune-runners. Mutated by the Zerg to be more efficient killers, the voracious Zergling are capable of ripping a larger creature to shreds with their razor-edged forearms and sharp fangs. Their DNA structure is so simple that two Zerglings can be created from a single Larva.
Zerglings are the first producible attack units the Zerg have at their disposal. With the ability to spawn in pairs, they can be produced in large numbers in a very short period of time. They serve as prime choices for rushing and depending on the build order used, they can execute the fastest rush in the game. Their small size and large pack movement make them virtually impossible to select one at a time, making it difficult for an enemy to systematically destroy them.

Combat
Zerglings charge at their foes, savagely biting and slashing in a ravenous fury with their numerous claws and powerful bite.

Hydralisk
Large Aberration
Hit Dice: 5d8+15 (37 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft., burrow 20 ft.
Defense: 15 (+1 Dex, -1 size, +5 natural)
Attacks: 2 claws +7 melee, bite +2 melee or spines +5 ranged
Damage: Claw 1d6+4, bite 2d6+2, spines 2d6
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Qualities: Darkvision, zerg traits
Saves: Fort +4, Ref +2, Will +6
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 14, Cha 10
Skills: Listen +6, Move Silently +5, Spot +6
Feats: Point Blank Shot, Weapon Focus (spines)
Climate/Terrain: Any
Organization: Solitary, pair, or brood (6-20)
Challenge Rating: 3
Allegiances: Overmind, cerebrate
Advancement: 6-7 HD (large); 8-9 HD (large)

This species, first seen in security camera footage discovered on a dead Terran cargo vessel, is one of the fiercest and most dangerous of the Zerg strains. The upper carapace plates of the Hydralisk can open to expose hundreds of spines that are projected with such force that they can penetrate 2cm Neosteel. Fortunately, they move quite slowly on open terrain.

Combat
Hydralisk assault their foes from a distance with their powerful spines, then close in to tear their foes apart with their blades.

Mutalisk
Large Aberration
Hit Dice: 6d8+18 (45 hp)
Initiative: +3 (Dex)
Speed: 10 ft., fly 60 ft. (average)
Defense: 17 (+3 Dex, -1 size, +5 natural)
Attacks: Glaive wurm +7 ranged
Damage: Glaive wurm 2d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Ricochet shot
Special Qualities: Darkvision 60 ft., zerg traits
Saves: Fort +5, Ref +5, Will +6
Abilities: Str 17, Dex 16, Con 16, Int 2, Wis 13, Cha 8
Skills: Listen +7, Spot +7
Feats: Flyby Attack, Hover
Climate/Terrain: Any
Organization: Solitary, pair or brood (4-8)
Challenge Rating: 4
Allegiances: Overmind, cerebrate
Advancement: 7-8 HD (large); 9-10 HD (large)

Frankly, the Mutalisk is an enigma. It is not known how they are capable of maneuvering through a vacuum, or even of controlled flight within an atmosphere, but they have been able to stand toe-to-toe (so to speak) against Wraith fighters along the Coreward border worlds. The Mutalisk's attack is quite unusual. The Mutalisk produces and projects much smaller, voracious creatures that rapidly fly between enemy targets as it disintegrates explosively.

Combat
Mutalisks are typically used to assault large groups of air or ground troups, where their glaive wurms can damage multiple foes.
Ricochet Shot (Ex): Whenever a creature is struck by a mutalisk's glaive wurm, the attack immediately ricochet's off of the stricken target and attempts to strike the nearest adjacent target. This attack is made at a -2 penalty and my only strike a target that is within 15 feet of the original target and inflicts 1d6 points of damage if it hits.
If the glaive wurm hits a second time, it will attempt a final third attack at an additional -2 penalty. The target must be another target within 15 feet of the second one stricken, but my not be the first target. A successful strike inflicts 1d4 points of damage.

Scourge
Small Aberration
Hit Dice: 1d8+2 (6 hp)
Initiative: +3 (Dex)
Speed: 10 ft., fly 60 ft. (average)
Defense: 17 (+4 Dex, +1 size, +2 natural)
Attacks: Bite +5 melee
Damage: Bite 1d6-2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Suicide
Special Qualities: Darkvision 60 ft., zerg traits
Saves: Fort +5, Ref +5, Will +6
Abilities: Str 6, Dex 18, Con 14, Int 1, Wis 11, Cha 7
Skills: Spot +2
Feats: Weapon Finesse (bite) (B)
Climate/Terrain: Any
Organization: Solitary, pair or brood (4-12)
Challenge Rating: 1
Allegiances: Overmind, cerebrate
Advancement: None

Combat
Scourge typically swarm around larger targets, biting and tearing until it is destroyed or slain. Against more powerful foes, scourge utilize their deadly suicide ability.
Suicide (Ex): As a standard action a scourge can detonate itself, causing a chemical reaction which causes it to explode, showering the area around it in caustic fluids and highly corrosive acids. The attack deals 10d6 damage to a 10-foot radius around the scourge, with a Reflex save (DC 12) for half.

Ultralisk
Huge Aberration
Hit Dice: 11d8+66 (115 hp)
Initiative: +0
Speed: 30 ft.
Defense: 21 (-2 size, +13 natural)
Attacks: Kaiser blades +15/+10 melee
Damage: Kaiser blades 4d6+13
Face/Reach: 10 ft. ft. by 15 ft./10 ft.
Special Qualities: Darkvision 60 ft., zerg traits
Saves: Fort +9, Ref +3, Will +7
Abilities: Str 27, Dex 10, Con 24, Int 1, Wis 11, Cha 5
Skills: Listen +11, Spot +11
Feats: Improved Bullrush, Improved Critical (kaiser blades), Weapon Focus (kaiser blades)
Climate/Terrain: Any
Organization: Solitary, pair or brood (3-6)
Challenge Rating: 8
Allegiances: Overmind, cerebrate
Advancement: 12-13 HD (huge); 14-15 HD (huge)

The Zerg use these massive creatures as living tanks. Their immense mandibles have a monomolecular edge, enabling them to cut through armored vehicles and infantry alike. A handful of these creatures are believed to have been responsible for the death of an entire Confederate garrison on Timul IV. The best way to deal with these beasts is from the air.

Combat
Ultralisks follow aimilar attack pattern as a zergling, simply charging into the fray, cutting's it's foes down with it's massive tusks. Most often they will start off by bull rushing or charging into melee.
Kaiser Blades (Ex): Kiaser blades inflict such a high amount of damage because the ultralisk uses both at once. In addition, they have a threat range of 20/x3. With the improved critical feat this becomes 19-20/x3.

Defiler
Medium-size Aberration
Hit Dice: 4d8+12 (30 hp)
Initiative: +3 (Dex)
Speed: 20 ft., burrow 20 ft.
Defense: 17 (+3 Dex, -1 size, +5 natural)
Attacks: Bite +4 melee
Damage: Bite 2d4+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Consume, dark swarm, plague
Special Qualities: Zerg traits
Saves: Fort +5, Ref +5, Will +6
Abilities: Str 13, Dex 16, Con 16, Int 8, Wis 14, Cha 11
Skills: Hide +8, Listen +7, Move Silently +8, Spot +7, Wilderness Lore +4
Feats:
Climate/Terrain: Any
Organization: Solitary, pair, or brodd (3-4)
Challenge Rating: 4
Allegiances: Overmind, cerebrate
Advancement: 5-6 HD (large); 7-8 HD (large)

This breed is very rarely encountered, and we can be thankful for that. Vaguely resembling a scorpion in appearance, Defilers are veritable cancer factories. They generate a number of virus-like biochemicals which are capable of overpowering even the most effective anti-toxins. Defilers also appear to feed on other Zerg for biomaterial to produce these chemicals, and are often found with Zergling escorts. This self-destructive behavior only underscores the Zerg's single-mindedness.

Combat
Defilers prefer to ambush their enemies with their plague ability and provide cover for their allies using their dark swarm. When attacked they will attempt to flee and hide by burrowing underground.
Consume (Ex): The defiler can devour his zerg brethren, allowing it to utilize its plague and dark swarm abilities sooner.
Dark Swarm (Ex): Once per day the defiler can unleash a swarm of insect-like creatures. The swarm covers an cubic area of 20 ft. by 20 ft. by 20 ft., and provides three-quarters concealment for all creatures within it's area. The swarm moves in 10 feet in a random direction each round on the defiler's turn. Creatures without any natural armor and are not in environmental armor suffer a -2 circumstance penalty to all attacks and skill checks requiring concentration due to biting and irritation. For creatures using psionics a concentration check is required (-2 to the check).
Plague (Ex): Three times per day the defiler can vomit forth a globule of thick, corrosive chemicals and acids up to 30 ft. away. The attack is resolved as if a grenade-like effect. The globule bursts on impact in a 5-foot radius, splashing on every creature in its area of effect unless they make a successful Reflex save (DC 15). Creatures who fail this save take 1d6 points of damage each round for ten rounds.

Guardian
Large Aberration
Hit Dice: 8d8+32 (45 hp)
Initiative: +2 (Dex)
Speed: 10 ft., fly 40 ft. (clumsy)
Defense: 17 (+2 Dex, -1 size, +6 natural)
Attacks: Acid +7 ranged
Damage: Acid 2d10 plus splash damage
Face/Reach: 10 ft. by 5 ft./5 ft.
Special Attacks: Acid splash
Special Qualities: Zerg traits
Saves: Fort +5, Ref +5, Will +6
Abilities: Str 18, Dex 14, Con 18, Int 2, Wis 14, Cha 8
Skills: Listen +7, Spot +7
Feats: Flyby Attack, Hover
Climate/Terrain: Any
Organization: Solitary, pair or brood (6-10)
Challenge Rating: 5
Allegiances: Overmind, cerebrate
Advancement: 9-10 HD (large; 11-12 HD (large)

Frankly, the Mutalisk is an enigma. It is not known how they are capable of maneuvering through a vacuum, or even of controlled flight within an atmosphere, but they have been able to stand toe-to-toe (so to speak) against Wraith fighters along the Coreward border worlds. The Mutalisk's attack is quite unusual. The Mutalisk produces and projects much smaller, voracious creatures that rapidly fly between enemy targets as it disintegrates explosively.

Combat
Guardians lazily float above the battlefield, launching deadly globs of acid at unsuspecting ground forces. They are vulnerable to air attacks, unable to effectively fight creatures that are not below them. Guardians are able to spit their acid spores with a range increment of 30 feet.
Acid Splash: Creatures adjacent to stricken by a guardian's acid spore in combat must make a successful Reflex save (DC 18) or suffer 1d6 points of acid damage.

Devourer
Large Aberration
Hit Dice: 8d8+32 (45 hp)
Initiative: +2 (Dex)
Speed: 10 ft., fly 60 ft. (average)
Defense: 17 (+2 Dex, -1 size, +6 natural)
Attacks: Corrosive acid +7 ranged
Damage: Corrosive acid 2d10
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Acid splash
Special Qualities: Zerg traits
Saves: Fort +5, Ref +5, Will +6
Abilities: Str 18, Dex 15, Con 18, Int 2, Wis 13, Cha 8
Skills: Listen +7, Spot +7
Feats: Flyby Attack, Hover
Climate/Terrain: Any
Organization: Solitary, pair or brood (6-10)
Challenge Rating: 5
Allegiances: Overmind, cerebrate
Advancement: 7-8 HD (large); 9-10 HD (large)

Combat
Acid Splash (Ex): Creatures adjacent to a creature struck by a devourer's corrosive acid must make a successful Reflex save (DC 18) or suffer 1d6 points of damage. In addition, living creatures must make a Fortitude save (DC 18) or be slowed for 1d4 rounds (partial actions only).
#7

psiseveredhead

Jun 26, 2003 23:30:51
D20 Future is on it's way!

It might have rules for things like powered armor. For the moment, you can convert nearly any unit except the Ghost using the D20 Modern rules.

If you take a look at StarCraft: Ghost you'll see that they gave the Ghost insanely unbalanced abilities like virtual Time Stop.
#8

ranger_reg

Jun 27, 2003 6:05:39
Originally posted by (Psi)SeveredHead

D20 Future is on it's way!

Heh. If it is on its way, it is taking the long, scenic route. Unless plans have changed, we won't see this product until 2004.
#9

l337_monkey_dup

Jun 27, 2003 8:06:01
Originally posted by (Psi)SeveredHead
D20 Future is on it's way!

It might have rules for things like powered armor. For the moment, you can convert nearly any unit except the Ghost using the D20 Modern rules.

If you take a look at StarCraft: Ghost you'll see that they gave the Ghost insanely unbalanced abilities like virtual Time Stop.

Mayhap a high-level Ghost would get a similar ability?
#10

zombiegleemax

Jul 07, 2003 7:57:05
Originally posted by (Psi)SeveredHead
D20 Future is on it's way!

It might have rules for things like powered armor. For the moment, you can convert nearly any unit except the Ghost using the D20 Modern rules.

If you take a look at StarCraft: Ghost you'll see that they gave the Ghost insanely unbalanced abilities like virtual Time Stop.

Ghost are just battlemind with a different power list. Many "talented" humans will ahve some 0-level power too because humans are in their psionic birth
#11

zombiegleemax

Jul 20, 2003 12:43:19
but in the actual starcraft, the normal ghost stinks!
#12

zombiegleemax

Jul 20, 2003 12:44:31
DISCLAIMER: i mean for normal combat, excluding their special abilities
#13

l337_monkey_dup

Jul 20, 2003 13:01:56
In Ghost they are able to elaborate on a single unit. Give each unit 9 or more user-activated skills, with about 9 units per army, and you are going to have a hard time micromanaging.
Ghost only forces you to use a single unit.
#14

zombiegleemax

Jul 28, 2003 20:53:43
Cool that there used to be a Starcraft RPG. I enjoyed the game, myself.
#15

psiseveredhead

Aug 01, 2003 23:25:46
Originally posted by WyldMooN
Ghost are just battlemind with a different power list. Many "talented" humans will ahve some 0-level power too because humans are in their psionic birth

Can battleminds manifest Detect Thoughts? Plus, someone has to explain the hyper-speed from Star*Craft: Ghost.
#16

l337_monkey_dup

Aug 10, 2003 22:38:10
Ghost would be a new advanced class altogether, maybe even a prestige class.
#17

zombiegleemax

Aug 11, 2003 10:42:28
Originally posted by l337_monkey
Ghost would be a new advanced class altogether, maybe even a prestige class.

That sounds pretty good.

I've been thinking of buying D20 modern and running a Starcraft based campaign. If I scrap the D&D type monsters, it'd work good, as long as I can juggle DMing 2 diffrent games.....
#18

zombiegleemax

Jul 05, 2004 11:44:06
Go and check out our try at Starcraft d20. All help and critisism appreciated.