CORELINE (D20 Modern/D20 BESM Setting).


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Magma Graboids
Magma graboids are a newly discovered variant of graboid, found near volcanos and deep underground, farther than any other graboid can survive due to the increased heat and magma. Their hides are incredibly tough and resistant to heat. The hide seems to have a scaly appearance upon closer inspection, being made up of iron sulphides, aragonite along with iron-mineralised sclerites, very similar to the scaly-foot snails. They are larger than their American and African cousins, being 8 to 10 feet across, measuring 60 to 80 feet long, weighing 60 to 90 tons. The black armoured beak appears to even have obsidian incorporated into it, making their bites particularly nasty. Magma graboids lack the three long tentacles, instead having a single hooked tongue that can reach up to 15 feet past the tip of the beak to pull food into its maw. Magma graboids have two glands that when the fluids mix create a napalm like substance that it can spit globs at a fair distance. Its body also radiates heat around itself that being near it can cause damage, while touching it can cause significant burns. Magma graboids have both vibration sense and a form of sonar to allow it to navigate while moving through magma. Surprisingly, the magma graboid can use its sonar to create a powerful blasts that can injure those around it, particularly while within lava or magma, but still useful even when not in the molten rock.
Magma graboids have several other significant differences compared to their cousins, they are incredibly long lived compared to other graboids, living up to 70 years. They seem to survive on both eating flesh, certain types of ores with low melting points, and able to go up to 2 years between eating. However they go on feeding frenzies during mating seasons. After females have lived for at least 20 years, and once every 1 to 4 years until they are about 60 years old, they can lay a small clutch of armoured eggs within lava flows or thermal vents. They must eat at least their body weight in food for a month before their mating season so they can mate and the females can lay eggs, which take up to 2 years to hatch. Males will typically stay with the female they mated with until 2 years after the eggs hatch to help raise the young to ensure they are able to hunt on their own, before the pair separate and the young leave to establish their own hunting grounds. So far no shrieker or blasters have been seen created from magma graboids, most likely due to these creatures are spend virtually all their life underground, where the shrieker and blaster are not capable of moving around or survive.
Magma graboids are sometimes hunted for their hides, which, if properly harvested and prepared, can be used to make heat resistant armour, and their beaks can be used in bladed melee weapons.

Magma Graboid
Type: monstrosity/beast
Size: Colossal (-8) 90 ft long
CR: 9
Hit Points: 161 (14d12+70)
Mas: 31
Init: +0
Speed: burrow 60 ft, 20 ft on ground
Defense: 11 (-8 size +9 natural)
BAB/Grp: +10/+5 +36* grapple
FS/Reach: 30 ft x 30 ft / 15 ft
Attacks: Bite +14 melee 6d6+7 slashing and bite +9 melee 6d6+7 slashing , or tongue +14 melee 4d6+7 bludgeoning and bite +9 melee 6d6+7 slashing
Special Attacks: Swallow, napalm spit
Special Qualities: blindsight 60 ft, tremorsense 60 ft, eyeless, improved grab, DR 12, Fire Immunity, tremendous strength, heat aura, serrated beak, magma healing, sonar burst.
Allegiances:
Saves: Fort +15, Reflex +9, Will +5
Reputation: +3
Abilities: Str 24 (+7), Dex 11 (+0), Con 22 (+6), Int 12 (+1), Wis 12 (+1), Cha 5 (-3)
Skills: Listen +15, Search +8*, Spot +8*
Feats: improved natural attack (bite)

Combat
Magma Graboids lurk underground and in lava pools and around volcanos. Once they sense potential food they will burst through the ground, tunnels or lava tubes, biting the target with their large sharp beaks, and if the target manages to avoid it, it'll spit its naplam-like spit or grab with its thick tongue before pulling into their mouths. Magma graboids are incredibly aggressive during mating season and when protecting eggs and young.

Improved Grab
When the graboid bites a target, it automatically initiates a grapple and if it succeeds it can attempt to swallow the target. If the graboid also successfully damages with its tongue, it automatically initiates a grapple, and if it wins, it pulls the target into the mouth and makes a second grapple check, with the graboid gaining a +4 bonus. If the magma graboid manages to lose this second grapple check, the target is still considered grappled as the tongue is still holding it.

Swallow
The graboid may attempt to swallow one of the creatures it has grappled. The target must be huge sized or smaller, and either break the grapple, or beat a Strength check DC 16. A save means the creature has managed to keep outside the mouth, while swallowed creatures a blind and restrained, has total cover against attacks and other effects outside the graboid and suffers 2d6 points of acid damage and 1d6 fire damage each round. If the target can deal 20 points of damage or more in a single turn, using slashing, piercing or ballistic weapons of small size, the graboid must make a Fort save DC 15+ damage dealt or regurgitate the swallowed creature up to 10 ft away. If the graboid is killed, the swallowed creature is no longer restrained, and can escape as a full round action.

Eyeless
Graboids are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Tremendous Strength
While the graboid is underground, it's strength is considered to be 35 for purposes of carrying weight, able to drag, or push incredible weights without slowing down. It can easily pull cars underground, and if a harness is attached, it can pull several tons easily at full speed.

Heat Aura
The magma graboid radiates heat around it, capable of melting items with a melting point of 50 degrees Celsius or less. Anything within 15 feet of the magma graboid suffers 1d4 points of fire damage, while anything touching them suffer 1d6 points of fire damage.

Serrated Beak
The beak of the magma graboid has serrated edges, partly due to the impregnated obsidian in them. Each time a target suffers damage from its bite, the target suffers 2 points of continuing bleed damage, which increases by 2 each time the target suffers additional damage from the magma graboid's bite. This damage can only be stopped with proper first-aid treatment or magical healing.

Napalm Spit
The magma graboid can spit a napalm like substance up to 50 feet as a ranged touch attack at +7 attack roll, dealing 4d6 fire, covering a 10 foot radius, continuing to burn for 5 rounds dealing 2d6 fire damage. Targets struck don't get to save, but those in the radius can make a Reflex save DC 16. This glob leaves a burning puddle of fire for 5 rounds dealing 2d6 fire damage, being a hazard to anyone but the magma graboid that moves through it. Also, target struck are slowed due to the sticky nature of the spit, suffering -2 to attacks, defense, Reflex and any skills requiring movement, and speed reduced by 10 ft. Anyone moving through the burning puddle the round after it lands, only suffer -1 to rolls and -5 ft to speed. Removing the spit takes 2 rounds to scrap off, or requires to be fully submerged in water for 3 rounds, while submerged the fire damage is reduced to only 1d6 damage until extinguished. The magma graboid can use this once ever 1d4+1 rounds (rolled once at start of combat)

Magma Healing
While the magma graboid is within lava or magma, it gains Fast Heal 4, which lasts as long as within the lava or magma, and 1 round after leaving.

Sonar Burst
The magma graboid can release a potent burst using its sonar. While submerged in lava or magma, releases a burst in a 50 foot sphere that deals 5d6 concussive damage, Reflex save DC 22 for half damage, plus those caught are stunned for 1 round, and those that save are only dazed for 1 round. When not submerged, this burst only affects a 30 foot area, dealing 2d6 sonic and 1d6 concussive damage, Reflex save DC 19 for half, and targets are dazed, regardless if they save or not. The magma graboid can use this once every 1d6 rounds (rolled once at start of combat).
 


Fangbrood

History
The Fangbrood is a Zerg brood that embodies speed, relentless aggression and adaptability. Although it does limit itself in some ways, as it doesn't rely on high-tier units like the Mutalisks, Lurkers, etc, but instead swarms with overwhelming numbers of Zerglings ang Hydralisks, enhanced by brood-specific mutations. They emphasize coordination: the Zerglings pin down enemies in melee while Hydralisks rain destruction from the rear.
After Amon’s defeat, the Zerg are fragmented. Kerrigan has ascended beyond mortality, and the Swarm has no single ruler. Some broods wander aimlessly, others carve out empires, and ambitious broodmothers rise to fill the power vacuum. Amidst this chaos, Ssythara emerges with a radical vision: to rebuild the Swarm from simplicity and discipline, using only the two most fundamental strains — Zerglings and Hydralisks — refined into terrifying perfection.

Ssythara's Fangbrood had landed on a distant Terran mining colony in the Koprulu Fring during the End War, and hadn't expanded much upon setting up a small foothold before Amon's defeat within subterranean caverns to additional protection. While building her forces, and sensing Kerrigan's ascension, Ssythara decided her views were the best, and began preparing to prove it.

“The Swarm splinters. Its heart has ascended, its claws scatter like carrion birds. But I am no scavenger. I am hunger… endless, perfect hunger.”

  • Ssythara

To aid Ssythara in her goals, she created a trio of advisors and assistance to help in her goals. Skryth the Mawtender who began developing the new strains for the zerglings that currently made up her forces, and later the hydralisks. Ylyth the Fangseer took to the role of tactical intelligence, guiding Ssythara's forces as they expand and strike. Finally Voryth the Carrion Host, acting as a field commander, particularly through attrition, boosting swarms with expandible spawns.

Quickly expanding her holdings, Ssythara struck the Terran mining colony with a force of zerglings, consuming everything in their path. She also learns to create new strains of zerglings, shaderclaw, Ravagerspawn, which overwhelms the colony, taking them by surprise with the unusual new strains.

Ylyth is birthed after it is found that Terran ghosts begin striking Ssythara's brood unseen. Ylyth leads attacks to destroy 3 Terran Ghost Command Centers, while fending off waves of ghost attacks on Fangbrood hives.

Ssythara shortly moves to an abandoned Protoss jungle world to reclaim ancient spawning pools to expand her hydralisks. There she fights and defeats rogue feral zerg broods, and deal with heavy Protoss automated defenses. Ssythara creates new strains of hydralisks, the Impaler hydra, Venom Hydra and the Brood Hydras, declaring them the "second fang" of her vision, using them to devastating effect to tear through the broods and Protoss defenses.
“The second fang awakens. Spines of death, perfected not in form, but in purpose. Together, they shall carve the galaxy clean.”

  • Ssythara

During this time, Ssythara sends Skryth to Dominion hybrid labs, where they are experimenting with Zerg DNA, creating unstable hybrids, to consume and perfect these flawed experiments. Later it is learned that Protoss Purifiers are dissecting zerg tissue to "cleanse genetic corruption. Skryth demands they be destroyed and their technology reverse-engineered. Three Purifier cleansing arrays are found and destroyed, with Skryth feeding on their psionic cores, which allow Skryth to accelerate evolution research.
Protoss deploy Dark Templar and Oracles to conceal a new base after the automated defense systems report increased zerg presence and their systems being destroyed. Ylyth leads forces to destroy the Protoss, granting the Fangbrood forces incredible coordination the Protoss were not expecting and were quickly overrun. During this time Voryth works to destroy Protoss psi-pylons that are powering purifying psi-fields, where Voryth sends swarms of carrion worms to overwhelm the defenses as the psy-field was slowing zergling and hydralisks, but was not affecting the carrion worms.
A Dominion fortress is discovered, and is blocking Ssythara's advance off world. Voryth proposes flooding them with endless expendable units, where Voryth takes to the field, spawning carrion worms to assist a force of zerglings and hydralisks. As the Terran forces killed zerglings and hydralisks, they quickly found themselves overwhelmed as from the fallen corpses, more carrion worms would burst from the corpses and quickly overwhelm their defenses.


After solidifying her forces, Ssythara travels to Char to fight for dominance with rival Zerg broodmothers and face Zygmara. Her forces proving that Ssythara's doctrine works against more diverse Zerg forces. Through brutal attrition, this simplicity -perfected - triumphs over excess, and the other broods are consumed.

Ssythara learns of a hidden Terran-Protoss research world, where they are experimenting on Zergs, traveling there to destroy and absorb the captive zerg into her brood before they are dissected. Taking to the field herself, she and her new zerg and hydralisk strains fight elite Protoss and Dominion hybrid task forces and orbital strikes from orbiting ships. Eventually, Ssythara consumes the hybrid core, crushing the Terran and Protoss alike, feeding on the hybrids to further refine her visions.

“The galaxy will be consumed not by endless diversity, but by endless hunger. Two fangs, sharpened to perfection, shall bite through all.”

  • Ssythara

After solidifying her position as a powerful brood that isn't going anywhere on Char, Ssythara expands her Fangbrood by absorbing other zerg broods and twisting their iconic strains into zergling/hydralisk hybrids, further refining the perfection of these two core strains, consuming the other broods' strengths, weaving them into her Fangbrood, but never allowing any strain to exist unaltered, reshaping their essence into her brood's core philosophy: only fangs, only.
She starts with a brood that favours mutalisks and corruptors, on a Terran mining world that consists of expensive mountain ranges. Fending off flocks of mutalisk and corruptor flocks, the Fangbrood fend off aerial attacks as they roam the mountains and Terran mining operations to find, and consume the rival brood's central hive and spires to obtain the mutalisk essence. From this essence, Skryth developed the Skyfang zerglings capable of gliding leaps, and Wingspine Hydralisks where their spines are capable of ricocheting to damage nearby foes.

Shortly after obtaining the Skyfang and Wingspine strains, Ssythara came across a zerg that was impressed in psionic chains by a rival brood. Seeing potential in this tall, eel-like zerg, named Zyrath, she released Xyrath, fighting across a jungle, leading them to safety, where Xyrath swore loyalty to Ssythara.

Next Ssythara directs her forces to strike caverns that contain a brood that has a high population of roaches and ravagers, fighting off waves of roach ambushes. Her forces strip them of their shells, gifting resilience to her fangs, with the Burrowfang zerglings that are capable of moving and ambushing from underground; and the Chitinfang Hydralisks, which are covered in heavier armour, although they are slower, capable of shrugging off greater damage.

A rival brood is discovered using ultralisks to trample Terran and Protoss fortifications, and she plans to shrink their titanic might into her swarm's jaws. Her forces lure ultralisks into ambushes where they are overwhelmed with massive swarms. Their essence provides the Titanfang zerglings, that are capable of rending thicker armour than before, with each strike greatly compromising enemy armour; while Spinebore Hydralinks attacks are capable of cleaving in a line, mimicking the ultralisks frontal sweep.
Xyrath would prove to be exceptionally useful while engaging Protoss airships, immobilizing them long enough for Ssythara's forces to destroy them.


As Ssythara continues to expand a hive on another world, a rival hive denies ground with lurker spines, ambushing her forces. Eventually consuming this brood using a mix of her core units and the new Skyfang and Wingspines, the essence gained provides the spinefang zerglings that upon death launch spines damaging everything around their corpse; while the burrowfang hydralisks are capable of moving while burrowed, and unleashing lurker-like spines, but affect a shorter area.

Shortly after her successful consumption of the lurker essence, a brood specializing in infestors, banelings and other plague creatures strikes. Fending off waves of infestors and banelings, this brood's essence provided the venomfang zerglings, which inject venom through claw strikes, ensuring even upon their death, wounded foes will eventually fall to the venom; while blightfang hydralisks leave pools of corrosive acid from those they kill.

While travelling between planets, Ssythara's bio-ship was attacked by another brood's leviathan, and she wanted their essence dragged to the ground, binding its might to her fangs. Luring the leviathan to the surface, her forces struck, eventually killing it and consuming its essence, gaining the voidfang zerglings, capable of short range psionic leaps, phasing through terrain; and leviathyr hydralisks, that have void tendrils that lash out, slowing targets.

Throughout all these conflicts, Ssythara's forces landed on various planets, and would find some unique lifeforms to draw essence from to create new strains, such as the Volcarapace created from the Pyroclast Behemoth found on the volcanic planet Dravak IV.

Major Clashes
Ssythara, during the time of absorbing essence from other broods, would clash with the advisors of Kerrigan the Queen of Blades, after her accension, where they clash repeatedly.
Zagara Broodmother to Swarm Queen, became the effective leader of the Swarm after Kerrigan ascends, believing in unity of the Swarm under one leader, while Ssythara rejects centralized leadership, favouring predatory strength. Zagara sees Ssythara as a dangerous splinter threatening fragile stability, while Ssythara views Zagara as weak, too diplomatic, too unwilling to devour rivals. Ssythara raids the occasional Zagara fringe holdings, but avoids direct conflict, as she gathers new essence. Zaraga sends agents and overseers to "warn" Ssythara.

  • Zagara: "Your Fangbrood bites recklessly. The Swarm must endure, not tear itself apart.”
  • Ssythara replies:
    “Endure? Prey endures. Predators consume. I will not serve.”

Niadra Broodmother of the Leviathan, was left alone on a Protoss world and been growing her own brood, and is fanatically loyal to Kerrigan, seeing Ssythara as a blasphemer, dishonouring Kerrigan's gift. Ssythara considers Kerrigan's ascention as irrelevant, the future is Fang and Claw, with Niadra being delusional, chained to a departed master. They would clash, with Ssythara consuming part of Niadra's Leviathan Spawn.

  • Niadra: “The Swarm belongs to Kerrigan! I serve her alone!”
  • Ssythara: “Your queen is gone. You bind yourself to a ghost while I devour the living.”

Ssythara sees Stukov as an aberration, a Terran parasite wearing Zerg flesh, thus he is prey to be consumed. Stukov attempts to subvert her Fangbrood with infestation. Several of their clashes are over derelict Terran installations.

Abathur, the Evolution Master, continues crafting strains and preserving Swarm evolution, valuing diversity of strains, perfecting through variety, finding Ssythara's brood.. "inefficient, dangerous philosophy." Ssythara rejects his values, believing two perfected strains are superior to endless variety. She will seek ways to consume or imprison Abathur for his knowledge.

  • Abathur: “Brood narrow. Focused. Limits adaptation. Risk high. Philosophy flawed.”
    • Ssythara: “Philosophy? No. Predation. Fangs pierce all.”


Eventually, Zagara calls a convergence of Broodmothers to Char to deside the future of the Swarm. Ssythara arrives with her Fangbrood, fangs bared. This is not a council - it is a hunt.

  • Zagara: “The Swarm must endure. We cannot fracture again.”
  • Ssythara: “Endure? No. Prey endures. Predators devour. Today, I bite.”

Ssythara begins striking out at the other broods, with others either waiting to see what happens after her first strike to see if they will fight her, or join in the opening strikes. Eventually Ssythara consumes a brood, causing all the others to become hostile, and she starts striking at the others, switching between consuming and subjugating other broods, eventually coming out on top.

The New Queen
After proving her philosophy is stronger, and consuming or subjugating other broods after Zagara's convergence on Char, she began transcending the role of "Broodmother." Where Kerrigan channeled the Swarm's unity into will and purpose, Ssythara embodied the hunger and endless recursion of Zerg evolution itself. Ssythara doesn't seek to control, she seeks to devour endlessly, birthing infinite variations of the swarm until all other life is subsumed. She undergoes a physical transformation, where her final form dwarfs even Kerrigan's Queen of Blades transformation. Her lower body is serpentine, her arms split into four serrated limbs, two tipped with bladed claws, two elongated into tendrils ending in fanged maws. Her head has grown a fanged jawplate that opens wider than her entire torso, surrounded by a crown of spined, hydralisk-light crests. Massive wings of chitin and membrane trail behind her. She's capable of spawning zerglings and hydralisks from glowing sacs that pulse with embryonic zerg strains in her wings, allowing her to create endless swarms.
With her transformation, she also evolved Skryth and Ylyth to aid her in her new form, along with new strains.

Her transformation started on a shattered Protoss research world, littered with ruins and imprisoned psionic echoes, where she infested these Protoss Archive sites, where she hears echoes of Amon's corruption and Kerrigan's ascension. After she travels to a Dominion weapons depot on a volcanic planet, where she corrupts Terran Arsenal Forges into mawpits to spawn and test mawspawnlings against entrenched Terran fortresses.
Following information from the psionic echoes, Ssythara travels to a long-dead Zerg graveyard planet, where titanic Zerg skeletons form valleys of bone. Here Ssythara awakens and absorbs genetic remnants of colossal Zerg horrors. Her forces fight against ancient feral Zerg guardians. Upon their defeat, she gains the Bonegrinder and Bonepiercer evolutions.
Eventually travelling to a Nexus of converging void rifts, infested with Protoss, Terran, and feral Zerg defenders. Here Ssythara begins her transformation into the Infinite Maw. As biomass was channeled into Ssythara at 3 Ritual Maw Pits, her forces defend her against multiple waves of attackers. Finally finishing her transformation, Ssythara rises, no longer broodmother but cosmic horror. Her maw splits the sky, an infinite void wehre biomass spirals inward. Protoss and Terran fleets retreat in terror as her brood floods reality. She whispers "Karrigan sought transcendence… Amon sought dominion… But I seek only to devour."


Brood Symbol
A spiraling fang pattern (representing Zergling fangs and Hydralisk spines intertwined).

Unique Mutations & Traits
To make up for their lack of other units, the Fangbrood has brood-specific bonuses:
Zerglings

  • Razor Claws: Extra damage vs light units.
  • Pack Instinct: Each additional Zergling in melee grants a stacking micro-damage bonus (snowball effect in swarms).
  • Adaptive Carapace: Slightly higher base armor than normal Zerglings.
Hydralisks
  • Split Spines: Hydralisks deal splash damage in a small arc, making them more effective against groups.
  • Chitinous Scales: Minor bonus armor against siege damage, allowing them to survive longer against tanks and colossi.
  • Burrow Spines: Hydralisks can burrow and attack (weaker damage while burrowed, but great for ambushes).

Brood Leader

  • Broodmother Ssythara, the Endless Maw
    • A cunning matriarch who rejected reliance on costly or specialized strains. She believes that quantity, ferocity, and precise evolution of two versatile breeds are superior to diversification.

Brood Leader

  • Broodmother Ssythara, the Endless Maw
    • A cunning matriarch who rejected reliance on costly or specialized strains. She believes that quantity, ferocity, and precise evolution of two versatile breeds are superior to diversification.
  • Skryth the Mawtender
    • Calm, analytical, obsessed with perfecting evolution, works to bring Ssythara's vision to reality by creating and perfecting new strains of her breeds.
  • Ylyth the Fangseer
    • Cold, calculating, eeriee, sees everything. Tactical leader, coordinates and provides vision to guide Ssythara's forces to achieve her goals.
  • Voryth the Carrion Host
    • Grotesque, gluttonous, constantly belching laughter. Loves waste becoming life. Field commander of attrition, embodies Ssythara's hunger to consume as spawns expendable organisms to consume even more.

Gameplay Style

  • Zerglings form the frontline shock troops, swarming bases, harassing lines, and pinning down targets.
  • Hydralisks act as the flexible core — anti-air, anti-armor, and sustained DPS.
  • The brood relies on upgrades, synergy, and numbers to outmaneuver more advanced unit compositions.



Strengths

  • Overwhelming numbers and momentum.
  • Flexible against ground and air despite unit diversity limits.
  • Strong early and mid-game dominance.
Weaknesses
  • Vulnerable to splash (Siege Tanks, Psionic Storm, Colossi).
  • Lacks heavy armor units (Ultras) or mobility flyers (Mutas, Brood Lords).
  • Requires constant aggression — stagnation leads to being outscaled.
 

some near future ammunition that were probably in development before the 23 hours finally deployed, or used by groups that don't like all the super future tech

Frangible Micro-Matrix (FMX) (PL 5)
These cartridges are filled with tightly bonded micro-ceramic/polymer matrix that fragments on hard impact but stays cohesive in soft tissue or ballistic gel analogs. These rounds are excellent for home defense, or where reduced ricochet, over-penetration is important, such as in facilities with easily damaged equipment, or inside vehicles. Found in pistol, rifle below BMG 50 cal, and shotgun cartridges.
Against soft targets, such as people, without hard armour, deals damage that is +2 damage per die. Against targets with a Defense bonus from equipment or natural armour of +1 or greater, or has DR/hardness of 1 or higher, reduce damage by 1 die to a minimum of 1 and -1 damage per original numbers of die. For example a weapon that deals 2d6 against an unarmoured person suffers 2d6+2 damage, while someone wearing armour with an equipment bonus to Defense of +3, the weapon deals 1d6-2 damage.
Damage Type: Ballistic
Purchase DC: +2
Restriction: Licenced to Restricted (+1-2).

Programmable Terminal (PT) Mode Round (PL 5-6)
A cartridge with a small, sealed inert payload and an external programmable fuse that sets one of several terminal behaviours (soft-expansion, controlled fragmentation, marking). Programming occurs in the magazine or weapon interface prior to firing. For weapons not equipped with the equipment to program the rounds, can be preprogrammed prior to loading with a docking station before being loaded into a weapon. The dock can program up to 30 rounds in 5 minutes with Computer Use check DC 10. With a weapon with a compatible interface, a free action to select which mode at the start of the round before firing. These rounds are available in most pistol and rifle and shotgun cartridges.
Once the mode is selected, each mode has its own effects. Soft-expansion the bullet functions as normal although suffers -1 damage. Controlled fragmentation functions as frangible ammunition, dealing +1 damage to unarmed opponents, but this bonus damage is negated by wearing armour or natural armour bonus +2 or more. Marking mode deals only 1d4 subdual damage, plus the target is marked with an adhesive powder that glows in UV light, emits a nonlethal radioactive signature that can be tracked with sensors tuned to its frequency. This powder lasts until washed off, or becomes inert within 2 days and fades away.
Damage Type: Ballistic
Purchase DC: +3
Restriction: Restricted to Military (+3).

Electro-Dissipative Conductive Stun (EDC) (PL 5)
These projectiles are non-penetrating, that upon impact, spreads an electrically conductive net or pad and delivers a short, low-energy pulse to disrupt voluntary motor control briefly. These rounds are only available in shotguns, large pistol and large rifle calibers.
Upon striking the target, suffers an electrical shock, 1d4 electrical non lethal for pistols, 1d6 electrical non lethal for rifles, 1d8 electrical non lethal damage for shotguns, plus the target must make a Fort DC 14 for Pistols, 15 for Rifles, 17 for shotguns, or be stunned for 1 round and paralyzed for the following round. A successful save the target is paralyzed for 1 round only.
Damage Type: Electrical, non lethal
Purchase DC: +2
Restriction: Restricted (+2).
 

The Imperium of Man is slowly starting to adapt to the new technologies and threats within Coreline.

Lament Lasgun
A modernised lasgun design refined for higher reliability under auric interference fields. Economical to produce. Swept forend, enlarged condenser pod, reinforced stock and a longitudinal venting fin. It still comes with iron sights, alterable power levels and a bayonet lug for fitting a knife under the barrel. Currently provided for elite units and newly raised regiments, with already deployed regiments and other forces slowly equipped as supplies and currently campaigns allow.

Lament Pattern Lasgun (PL6 Personal Firearms Proficiency)
Damage: 3d8+3
Critical: 20x2
Damage Type: Fire
Range Increment: 90 ft
Rate of Fire: S, A
Size: Large
Weight: 9 lbs
Ammo: 60 box
Purchase DC: 21 Res (+2)
Notes: Low Power Setting, bayonet lug, shielded.
Low Power Setting - the lasgun can be switched to two lower power settings, 2d8+2 which increases number of shots in the magazine by 50% (90 shots if none fired yet), or 1d8+1 with double number of shots (120 if none fired). Takes a free action to switch between the settings but can only do so once per round.
Shielded - +4 to saves against EMPs, suer/mutant abilities, magic and Chaos powers that interfere with electronics. On a failed save, the weapon functions as if in lowest power level (1d8+1 damage, but does not increase number of shots, using the same as normal) until effect wears off, or leaves the area of effect.

Patterns
A few Patterns were developed and released at the same time as the base model.

Lament Pattern LPatrol (Short Carbine)
Issued to light infantry, vehicle crews, and assault squads who need a compact, reliable beam weapon with the same condenser resilience as the standard Lament. Favoured on cramped hive streets and in vehicle bays.
Shortened barrel and compact condenser pod; folding skeletal stock; under
forend picatinny rack for bayonet or underbarrel tools.
Changes:
Range increment reduced to 50 ft;
Rate of Fire is Semi and 3 round burst (without burst file feat, additional 2 shots waisted);
Size medium;
Weight 6 lbs;
Ammo 50 box (PDC +1, smaller size to reduce snagging);
PDC: +1
Notes: attacks within 30 ft critical modifier now x3, has shoulder strap as standard, allows to function as Quickdraw feat.

Lament Pattern Longshot (Marksman Rifle)
A sniper version of the Lament Lasgun. Field marksmen and overwatch teams fit the standard Lament with longer barrel assemblies and an amplified condenser coil for tighter beam focus. Retains the Lament’s interference resilience while trading rate for precision. Extended, fluted barrel; stowable monopod; high
magnification optic housing and thermal overlay; larger condenser housing with cooling fins.
Changes:
Range increment increased to 110 ft;
Damage increased to 3d8+5;
Critical modifier now 19x20x2;
Rate of Fire is Single;
Weight 11 lbs;
Ammo box reduced to 30, or Longshot specific power pack is PDC +2, but adds 2 lbs and is slightly longer than standard, but has same number of shots.
PDC: +1
Notes: Mounts for scope, can not change power levels, ignore 2 DR/2 points of Defense from equipment.

Lament Pattern Volley (AutoEmitter)
A heavier variant designed to act as the squad’s suppressive weapon. Reinforced emitter banks and a highcapacity condenser pack allow sustained bursts while the stabilised venting system reduces jam risk in auric storms.
Heavier forend with dual emitter rails; large drum condenser pack on the stock; reinforced cooling vents along receiver.
Changes:
Damage decreased to 2d8+3;
Rate of Fire Semi, Automatic;
Weight 12 lbs;
Ammo replaced with drum that has 110 rounds (PDC +2 over normal box, can be fitted to Lament Lasgun).
PDC: +2
Notes: Mount for bipod or tripod, spray mode, overheat.
Spray mode - selected once per round as a free action, releases a cone of laser fire that fills a 75 foot long, 40 foot wide cone, dealing 2d6 fire damage, Reflex save DC 17.
Overheat - If using automatic or spray mode for more than 5 rounds in a row, chance the weapon overheats and safety system automatically engages, venting steam 5 foot to either side of the weapon that deals 1d4 fire damage (doesn't affect the wielder if they are not standing directly beside the weapon), Reflex save DC 13 for half, and the weapon is not usable for 2 rounds as the weapon cools down.
 

Carapace Armour
This type of armour is a type of heavy body armour used by many agencies of the Imperium of Man, from the Imperial Guard, Navy to the Adeptus Arbites. It consists of large rigid plates of armaplas, ceramite that fit over the torso, arms, legs and includes a helmet, providing better protection than flak armour. Typically assigned to Imperial Guard officers, Storm Troopers, and other elite units. Some types include simple slots for carapace plates to be inserted or swapped for different types, or remove parts for improved mobility, but reducing protection.

Carapace Armour (PL6)
Type: Medium
Equipment Bonus: +4
Nonprof. Bonus: +2
Str Bonus: 0
Nonprof Str Bonus: +0
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 25
Weight: 20 lbs
Purchase DC: 25
Restriction: Mil +3
Accessories: Military radio, air filters, magnetic boots, ammo belt (6 clips),
Notes: +2 Fort vs airborne toxins, +2 Fort against attacks at could cause deafness from sonic attacks.

Carapace Armour Patterns
Several different patterns are known, typically used by specific elite units, or environmental adaptions.

Cadian-Pattern Kasrkin Storm Trooper
This pattern is used by the Cadian Shock Troopers elite Kasrkin infantry. The helmet comes with rebreathers that have 1 hour air canisters which can be quickly swapped, to allow the suits to be environmentally sealed, if for limited times. The helmets also include photo-visors for low light vision and protect against light based attacks to blind or daze the wearer, and military radios that are encrypted. A wrist mounted Auspex, or scanner, mounts motion sensors, basic environmental sensors (detects radiation, breathable air, common airborne or water toxins and diseases, and energy given off by vehicles and living troops). The armour has a mount for a grav-chute so they can function as drop troops. The back mounts a small power pack that powers the suits for a week, mounted on the lower back. Has sealed containers on the back and legs for carrying a week's worth of rations and water.

Cadian Storm Trooper Armour (PL6)
Type: Medium
Equipment Bonus: +4
Nonprof. Bonus: +2
Str Bonus: 0
Nonprof Str Bonus: +0
Max Dex: +3
Armour Penalty: -2
Speed (30 ft): 25
Weight: 23 lbs
Purchase DC: 26
Restriction: Mil +3
Accessories: Military radio, air filters, 1 hour oxygen canister (typically carries 5 canisters), low light vision, magnetic boots, ammo belt (6 clips), waste disposal system, telescopic vision, motion sensor (50 ft), Chemicomp/Electricomp (+4 to Repair checks but also detect nearby electronics, chemicals, poisons, diseases in air and water samples, or biological samples)
Notes: +2 Fort vs airborne toxins, low light vision, +2 Fort against attacks at could cause deafness or blindness, 7 days of food, +1 Fort against radiation.

Grav-Chute
These packs are designed to replace parachutes from previous ages. The packs are about half the size of parachutes and strap to the upper back, around the shoulders. When active, two small winglets deploy form the sides which are the suspensor field emitter surfaces. The user can control direction somewhat and rate of decent with a thumb joystick and descent finger lever on a control stick attached by a cable to the pack. The system is silent for a faint humming, which makes it an excellent insertion method for special forces. Only designed to control a fall rather than power a boost up into the air. Has enough power for 1 hour of operation before needing a replacement.
If using Tumble skill for parachute rules, grants a +2 equipment bonus to checks to determine if on course, or for landing in dangerous terrain. .
Weight: 9.5 lbs
PDC: 22
 

Fangbrood Zergling Strains
The Fangbrood zerglings are even far more aggressive than other zerglings, with razor sharp claws excellent for rending light armour, work even better within groups, coordinately their attacks so well that multiple zerglings can delivery successful strikes and each can take advantage of the initial wounds to make them even more devastating. To aid them in their increased aggression is a thicker and hardened carapace to protect them from enemy attacks to allow them to swarm over their foes. This base zergling would make up the backbone of Ssythara's forces, and lost the ability to evolve into banelings as Ssythara focused on purity of the zergling and hydralisk, and would make some use of the Raptor and Swarmling strains of zergling for a time, or when the situation required. Eventually Ssythara has created variant strains of zergling that are unique to her Brood, and eventually dropped the use of the Raptor and Swarmling unless absolutely required, seeing them a relic of Kerrigan's rule.


Fangbrood Zergling
CR
1;
Medium aberration [zerg];
Hit Dice: 1d8+1; hp 6; Mas —; Init +6;
Speed: 40 ft, burrow 20 ft;
Defense 13, touch 12, flat-footed 11 (+2 Dex, +2 natural);
BAB: +0; Grap +4; Atk +0 melee (1d4, claw); Full Atk +0 melee 2 claws 1d4 and -5 melee bite 2d4;
FS: 5 ft. by 5 ft.; Reach 5 ft.;
SQ: darkvision 60 ft., fast healing 1, zerg traits;
AL: cerebrate;
SV: Fort +1, Ref +2 , Will +1; AP 0; Rep +0;
Ability Scores: Str 11, Dex 15, Con 12, Int 3, Wis 8, Cha 2.
Skills: Climb +2, Jump +10, Listen +1, Spot +1, Swim +1, Survival +1
Feats: Improved Initiative.
Advancement:
2–5 HD (Medium).
Organization: Found in groups of 1, pairs or swarms as large as thousands.


Species Traits
Bonus Feat:
Zerglings gain Improved Initiative as a bonus feat.
Fast Healing (Ex): Zerglings heal 1 hit point of lethal damage (or nonlethal if it is the only hit point damage remaining) per round. This functions otherwise as per the typical Zerg trait of Fast Healing.
Leaper (Ex): Zerglings are excellent jumpers, gaining a +8 racial bonus to Jump checks, and are not restricted in the height or length they can jump by their size.
Pounce (Ex): If the zergling leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Skill Bonuses: Zerglings gain a +2 species bonus on Climb and Survival checks.
Zerg Traits: A Zergling possesses the standard Zerg traits as defined elsewhere.
Zergling Advancement: Zerglings are adaptable creatures and may grow in strength, speed, and resilience with certain genetic manipulations by nearby Zerg hatcheries, lairs, or hives. Zerglings advanced to 3 hit dice gain a +2 increase to Strength, an increase of +20 feet to their base land speed, a burrow speed of +5 feet, and Damage Reduction 1/- functioning as per the same ability of the Tough character class. A Zergling can, and instinctively does, hide any signs of its burrowing on the surface, except where impossible. Zerglings advanced to 4 hit dice gain the aforementioned benefits as well as a further +2 increase to Strength, an increase of Damage Reduction to 2/-, an increase of +2 to their natural armor, and an extraordinary special attack called Zergling Frenzy. The Zergling Frenzy special attack allows the Zergling to attack with either two claws or a claw and a bite with any standard attack and with any charge attack. The extra attack in that case does not count as secondary. Zergling Frenzy also allows the Zergling to attack one extra time with each claw during any full-attack action, with the same modifiers as normal for such primary and secondary attacks. Regardless, any time that Zergling Frenzy is used, the attacks made with that Zergling Frenzy all suffer a -2 penalty on the attack rolls. Zerglings advanced to 3 hit dice have a base Challenge Rating of 2 instead of 1, while those advanced to 4 hit dice have a base Challenge Rating of 4 instead. Zerglings cannot be advanced to 3 hit dice unless they are within 10 miles of a Zerg lair or hive, and a spawning pool. Zerglings cannot be advanced to 4 hit dice unless they are within 10 miles of a Zerg hive and spawning pool. Either way, they need only be within such range when actually advancing to those hit dice. The process of advancing Zerglings in hit dice takes much time and resources from a Zerg lair or hive.
Razor Claws (Ex): Fangbrood zergling claws are capable of penetrating armour better than regular zerglings, ignoring 1 point of Hardness/DR and 1 point of Defense provided by natural armour or equipment.
Pack Instinct (Ex): Fangbrood zergling become even more deadly in greater and greater numbers. For every 4 zerglings within 20 feet, the zergling's attacks deal +1 damage.
Adaptive Carapace (Ex): Fangbrood zerglings have thicker carapace, granting them +1 Natural armour (already factored in stats).

Mutations

A number of mutations are available to zerglings only in addition to those common to the rest of the swarm.

Metabolic Boost
The zegling's metabolic rate is increased to give it a boost in speed and reflexes, granting +10 ft to all speeds and +2 to Reflex saves.

Adrenal Glands
The adrenal glands of the zergling is increased, giving the zergling +1 to attack rolls, and an extra attack during a full attack, which stacks with Zergling Frenzy.

Fangbrood Exclusive Mutations
Blood Frenzy

Upon slaying a foe, the zerg releases a pheromone, driving the swarm into a frenzy.
All Fangbrood Zerglings and Hydralisks gain 1 additional attack, regardless if they made a full attack or not, at -5 with their primary weapon (Hydralisks can use claws or spines), for 2 seconds after a kill. Stacks up to 3 times.


Chitin Weave
Interwoven plates of hardened chitin protect the swarm against space and piercing damage
Fangbrood zerg gain +1 natural armour to all strains and DR 1 against area attacks (explosives for examples) and Piercing and Ballistic damage types. Can be applied twice.


Hive Synergy
The Fangbrood coordinates via instinctual signals, turning mixed forces into hyper-effective killers.
Zergling strains gain +5 ft movement speed when within 100 feet of Hydralisk strains; Hydralisk strains gain +1 attack at -5 to attack rolls with primary attack when making full attack when within 100 feet of Zergling strains.


Variant Strains
A number of variants of the zergling exist, each with different abilities over the standard zergling. Ssythara has access to the Raptor and Swarmling, and will make use of them occasionally, particularly when they will fill be useful tactically, or to probe new worlds, and in one occasion to fool a Terran force into believing a different brood was responsible for the initial attack; but she has created three new strains unique to her Brood to fill roles and expand her perfect units.

Ravagerspawn
Ravagerspawn are larger, bulkier zerglings with bone plating and acid sacs along their flanks, making them excellent for smashing heavy armour of heavy vehicles and structures. Their jaws are much larger than zerglings, capable of crushing and tearing much heavier armour than other zergling strains. Upon their deaths, the acid sacs explode with potent concussive force, splashing bone, chitin and acid to heavily damage armour. They are typically found working with Hydralisks to break base and hive defenses.
Make the following changes to a Fangbrood zergling to turn it into a Ravagerspaw:
Increase size to Large;
Added 3d8+3 (16) die (average to 22 hit points);
Reduce speed to 35 ft;
Increase Strength by +2;
Increase base attack to +x;
Bite becomes primary attack, now dealing 2d6+3 damage, ignoring 4 points of Defense from Natural armour or Equipment, 5 points of DR/Hardness;
Gains Seismic Charge;
Can only receive the Hardened Carapace mutation once.


Seismic Charge (Ex): Upon the Ravagerspawn's death, it explodes violently, spraying the area in bone, chitin and acid. Deals 5d6 damage that is half acid, half concussive, which ignores half the hardness for buildings, in a 10 foot radius, Reflex save DC 15 (14 base + Con modifier) for half. Also large sized and smaller vehicles, robots, creatures must make a secondary Reflex save at same DC or be knocked prone, vehicles loose control and must make a Drive/Pilot check to maintain control (DC the same).

Ravagerspawn Mutations
Seismic Resonance

Increases explosion radius on death, damaging clustered structures and mechanical units. Blast radius increased by 5 ft.

Terror Bite
Attacks briefly reduce enemy armor by 1, allowing allies to deal more damage. Bite attacks reduce the target's DR/Hardness and bonus to Defense from Natural armour or equipment by 1. These reductions can be repaired, or healed after 24 hours.

Shadeclaw
Shadeclaws are sleeker, darker zerglings with chitin ridges adapted for stealth, making them excellent scouts and infiltrators. When they are stationary, they blend into shadows and darkness perfectly, cloaking them from prying eyes and sensors.
Make the following changes to a Fangbrood zergling to turn it into a Shadeclaw:
Reduce Constitution by 1, reduces hit points by 1 per hit die;
Increase Dex by +2, increasing Defense by 1 (total +3 Dex);
Reduce Natural armour to +1;
Gain +8 racial bonus to Hide and Move Silently (plus +3 from Dex grants +11 to each);
Add Natural Cloak;
Add Ambush Leap.
Can't receive the Hardened Carapace, Chitin Weave mutations.


Natural Cloak (Ex): Shadeclaws are built for stealth, striking from the shadows. When motionless, the Shadeclaw is effectively invisible to visual, IR/Thermal senses, and scent, gaining a +20 to Hide checks, which stacks with their racial bonus.

Ambush Leap (Ex): Shadeclaws are deadly first strike, ambush predators. If their first attack against a target while hiding, is a pounce attack as a full attack, it deals double damage, and each attack has critical modifier increased by 1 (19-20), and critical modifier increased by 1 (x3).

Shadeclaw Mutations
Shadow Hunger

Cloak duration after moving is extended, leting them dart between shadows. For 1 round after start moving, their natural cloak still renders them invisible, granting +20 to Hide, even moving at full speed that round and the round immediately after moving.

Silent Pack
Shadeclaws can coordinate and function in groups. When 3+ Shadeclaws attack from cloak at the same time, first strikes deal double damage, which stacks with their Ambush Leap if using pounce attack.


Spinescourge
A Zergling with its forelimbs evolved into barbed launchers, resembling a smaller, feral Hydralisk. Used when the larger Hydralisk is not practical, such as in tight quarters or mixed in with other zergling units as surprised ranged combatants.
Make the following changes to a Fangbrood zergling to turn it into a Spinescourge:
Burrow Speed reduced to 15 ft;
Increase Dex by +2, increasing Defense by 1 (total +3 Dex), ranged attack +1;
Loses Claw attacks;
Add Barbed Spines (1d6, spine 50 ft, 19-20x2);
Swarm Instinct.
Can add Hydralisk ranged attack mutations only once.


Swarm Instinct (Ex): When within 100 ft of a Hydralisk, gain +1 ranged attack with Barbed Spines at -5 when using full attack.

Spinescourge Mutations
Serrated Barbs

Spines now apply a bleed effect, dealing 1 point of cumulative bleed damage over time, only stops when treated (Treat Injury DC 15 or magical healing, or Fast Heal 1, Regeneration).

Twin Launchers
Can make two Barbed Spine attacks, with second attack at -5.
 

I suggest the Fangbrood might use the swarm host as a second line support unit, even if they wouldn't use infestors. The infestation pit, which allows the spawning of swarm hosts, is a requirement to transform a lair to a hive after all and the swarms of locusts would complement the swarms of variant Zerglings of the Fangbrood.
 

I suggest the Fangbrood might use the swarm host as a second line support unit, even if they wouldn't use infestors. The infestation pit, which allows the spawning of swarm hosts, is a requirement to transform a lair to a hive after all and the swarms of locusts would complement the swarms of variant Zerglings of the Fangbrood.
Fangbrood are based around the idea that the Zergling and Hydralisk are perfect forms, and have created several variant strains of each. so in the beginning there's the basic zergling and hydralisk, with the common variant strains available in SC2, then slowly they gain other strains that take on aspects of the other core zerg units, like the swarm hosts, but not the swarm host itself, as that's against Ssythara's ideals. She's like, hype focused that these two base lineages are the best and evolves those as necessary.
I'll get the Fangbrood Hydralisks soon, plus I have some "hero" or elite members of the strains, like Brakkal
 

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