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But the Greatest IMO of them all?
Ultralisks, 8 feet high, 12 feet wide, 20 feet long, weighing at 2000 pounds and capable of running 30 mph these bad boys would obliterate any thing the flood could throw at them.
# Natural Abilities: 1. Improved Ultralisk Upgrade: It will take 12 hours to transform a standard Ultralisk into an improved Ultralisk. During this time, the Ultralisk enters into a period of deep hibernation, from which it cannot be disturbed even by the Overmind. During this hibernation period, the creature’s body changes subtly: its mandibles become sharper, its armor will become thicker, and it will grow several new internal organs that increase its speed. After the transformation is concluded, the Ultralisk will have the following bonuses: +15 to PS, +20 mph (+32.2 km/h) to Spd, +100 M.D.C. / S.D.C., +1 attack per melee, +5 M.D. to mandible jab, +10 M.D. to mandible slash, +3 M.D. to bite attack, +5 to damage reduction and +1 to M.D.C. Armor Rating (see natural ability #3), and regenerates at an increased rate of +5 M.D.C. per melee. This improvement causes the Ultralisk to lose 90% of its PPE, reduces its life span by 80%, and gives it a penalty of -3 to initiative.
2. Armor: All Zerg creatures have incredibly tough exoskeletons that reduce the damage that they receive from any incoming attacks. Reduce all damage, either from normal or magical attacks, by 15 points. For example, if a volley of mini-missiles inflicted 66 points of damage, it would be reduced to 51 points of damage. Damage cannot be reduced below zero. The creature has an M.D.C. Armor Rating of 9 in magic-rich environments.
3. Regeneration: A feature from the original Zerg creature, the Ultralisk can regenerate at an amazing rate, and can regenerate whole limbs and body parts. The creature regenerates at a rate of 5 M.D.C. per melee. It will take five minutes to regenerate a leg, ten minutes to regenerate an eye, and ten minutes to regenerate a mandible (needs only one to perform a mandible attack of any type and does not need either to perform a bite attack).
4. Hive Mind Immunities: From the fact that at a basic level all Zerg share the same mind as the Overmind, individual Zerg creatures are very resilient to mental attacks. Any mind altering or mind affecting spells or psionic powers such as sleep, possession, or hypnotic suggestion will not work on a Zerg creature. This also functions as a permanent Mind Block on all Zerg creatures.
5. Survival Instincts and Immunities: From the ingrained survival instincts that were developed by evolution and the Xel’Naga, and incorporated by the Overmind, all Zerg creatures are immune to diseases, toxins, poisons, and gases, both normal and supernatural. The Zerg are also unaffected by Horror Factor and Awe Factor and any attempts to intimidate them. With the assimilation of several space borne creatures, all Zerg can function completely normally in space, in an atmosphere, or underwater, with no maximum depth, with no penalties. Zerg creatures can survive temperatures between -200 to 500 degrees Celsius. Land based Zerg creatures have no way of propelling themselves in space besides pushing off from solid structures.
Only Fault: Penalties: Ultralisks have no long range attacks and will often ignore threats from airborne attackers. For example, it will consider an area that has several enemy fighters flying above it to be free of danger unless directly controlled by the Overmind, a Cerebrate, or an Overlord.
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