Here's my version of a Zergling, actually...... I'm using D20 Modern for the moment..... According to pictures Zerglings are roughly human-sized. Zerglings are described as little more than feral beasts, while their subserviant nature to the Swarm lends them a weak will and little sense of self. So I used the Magical Beast creature type as it best represents the basic Zerg qualities (good hit dice and BAB, good Fort and Ref, poor Will, few skill points, proficiency only in natural weapons). The minor psionic nature of Zerg further justifies the choice of creature type, to me (t'would be nice though if D20 Modern had called that creature type simply "Beast" or "Supernatural Beast"). An important note to consider though is that I figure a typical Confederate Marine is around 3rd-5th level, generally being an ex-convict of some experience and skill, or a career military man who's trained hard to get into the academy, either way they get some significant combat training in the military. I'm considering a +10 increase or so to Massive Damage Threshold for all characters and creatures if I run a Starcraft campaign in D20 Modern/Future, but haven't decided yet.
Zerg Traits
Creatures of the Zerg subtype possess the following traits. Certain traits have specific exceptions and alterations noted for particular varieties of Zerg.
Fast Healing (Ex): All Zerg possess Fast Healing, but the rate at which they heal varies slightly amongst Zerg breeds, as noted in the individual entries. However, unlike most creatures with Fast Healing, a live Zerg regenerates severed or destroyed body parts at the rate of 1 per 1d4x10 days.
Hivemind (Su): A Zerg has a limited telepathic connection to other Zerg nearby. Any large concentration of Zerg in one place will also collectively transmit their overall emotional state empathically across space to an unknown but significantly vast distance. Zerg are constantly transmitting empathically and telepathically to other Zerg within 10 miles, and they can sense the general direction to any other Zerg within that distance by following such transmissions. Certain varieties of Zerg may transmit and sense to a greater distance empathically and telepathically, as noted in their individual descriptions. Zerg receive telepathic commands from Zerg Overlords within this distance, or from Zerg Cerebrates on the same planet (or equivalent distance), or from a Zerg Overmind within the same star system (or equivalent distance). Zerg cannot resist these telepathic commands from such superior Zerg. Zerg not within the controlling telepathic influence of any such superior Zerg will behave viciously and instinctively, and their instinct is to kill and devour anything organic near them, including other Zerg. Once they run out of organic things to kill and devour, they become catatonic until more creatures approach that they can kill. Thus, they behave as though
confused (as per the
confusion spell in the D20 Modern System Reference Document, except nonmagical) when not under the telepathic guidance of the aforementioned superior Zerg. A Zerg hatchery, lair, or hive within 1 mile can also keep a Zerg under control. Zerg Overlords, Cerebrates, and Overminds need no telepathic control from others, and can function normally and rationally without such input, while such superior Zerg are also immune to the telepathic control of others of the same kind. For instance, Overlords don't take orders from other Overlords, though they are still compelled to follow the commands of Cerebrates and Overminds. Likewise, Cerebrates receive telepathic orders only from an Overmind, while an Overmind has no master and heeds no telepathic commands.
Immunity to Fear (Ex): Zerg are immune to all fear effects, as their Zerg nature suppresses their survival instinct. However, Zerg with Intelligence of 3 or higher can still worry and can still recognize when they ought to be afraid, though it is not felt with any intensity, merely felt as a realization that fear would be normal and logical at certain times.
Keen Sight (Ex): Zerg have darkvision to a range of 60 feet, and also possess low-light vision.
Psychic Sensitivity (Ex): Any Zerg senses the presence of, and general direction to, any reasonably strong telepathic or empathic transmitter within 1 mile, organic or otherwise. These include such things as an active Protoss pylon, an active Protoss temple, a Protoss character with 5 or more levels of Templar, or a Protoss character with 10 or more levels in any combination of classes. Specially-built telepathic transmitter machines may also make themselves detectable from a greater range. A Zerg within 500 feet of any minor psychic source can sense it in this manner as well. This would include any Protoss characters or any Protoss devices that are psionically-powered, as well as any Terrans or other creatures with psychic abilities, such as a Terran "Ghost" soldier. Certain superior varieties of Zerg can sense psychic emanations from greater distances, as noted in their individual descriptions. Zerg are instinctively drawn to psychic energy sources and, if presented with a non-Zerg psychic source that they can sense, the Zerg will attempt to kill and devour it if organic, or will attempt to attack and destroy it if inorganic. Zerg cannot sense the actual location or form of a psychic transmitter, only the general vicinity, so their Psychic Sensitivity is not of any significant help in finding invisible targets such as a cloaked Terran "Ghost". Zerg cannot sense the presence or direction to any psionically-cloaked psychic transmitter, anyway. However, a few Zerg exceptions exist, as noted in their individual descriptions.
ZERGLING
Medium Magical Beast (Zerg)
Hit Dice: 2d10-2 (9 hp)
Massive Damage Threshold: 8
Initiative: +7
Speed: 40 ft.
Defense: 14 (Dex +3, size +0, natural armor +1), touch 13, flat-footed 11
Base Attack Bonus: +2
Grapple: +2
Fighting Space: 5 ft. by 5 ft.
Reach: 5 ft.
Attack: Claw +2 melee (1d4+0) or bite +2 melee (1d6+0)
Full Attack: 2 claws +2 melee (1d4+0) and bite -3 melee (1d6+0)
Special Attacks: None
Special Qualities: Fast Healing 1, Zerg Traits
Allegiances: Overmind, Cerebrate, Overlord
Advancement: 3-4 HD (Medium)
Saving Throws: Fort +2, Ref +6, Will -2
Action Points: 0
Reputation: +0
Ability Scores: Str 11, Dex 17, Con 8, Int 2, Wis 6, Cha 7
Challenge Rating: 2
Skills: Climb +5, Jump +5, Listen +1, Spot +1, Swim +1, Survival +1
Feats: Improved Initiative
Possessions: None
Zergling description goes here, whenever I bother writing it up.
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.
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 3 instead of 2, 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.
BROODLING
Small Magical Beast (Zerg)
Hit Dice: 1d10 (6 hp)
Massive Damage Threshold: 10
Initiative: +2
Speed: 30 ft.
Defense: 13 (Dex +2, size +1), touch 13, flat-footed 11
Base Attack Bonus: +1
Grapple: -3
Fighting Space: 5 ft. by 5 ft.
Reach: 5 ft.
Attack: Claw +2 melee (1d3+0) or bite +2 melee (1d4+0)
Full Attack: 2 claws +2 melee (1d3+0) and bite -3 melee (1d4+0)
Special Attacks: None
Special Qualities: Zerg Traits
Allegiances: Overmind, Cerebrate, Queen
Advancement: None
Saving Throws: Fort +2, Ref +4, Will -2
Action Points: 0
Reputation: +0
Ability Scores: Str 10, Dex 15, Con 10, Int 2, Wis 6, Cha 5
Challenge Rating: 1
Skills: Climb +3, Listen +1, Spot +1
Feats: None
Possessions: None
Broodling description goes here. Zerg Broodlings have a lifespan of only 1 hour.
Species Traits
Zerg Traits: A Broodling possesses the standard Zerg traits as defined elsewhere, except that Broodlings do not possess Fast Healing; their lifespans are short and their cells actually die off within an hour of birth, rather than being highly regenerative in the manner of other Zerg breeds.