Saturday, March 23, 2013

Zerg profile Part 1


*credit to Blizzard, people who made photos/videos ect. Basically no credit to me, except for organizing this. 

The Zerg Swarm 

       The Zerg are the Hive Mind like species of Starcraft, a breed which has absorbed countless alien species into it. Created by the mysterious and powerful  ancient race known as the Xel-Naga the Xel'naga gifted the Zerg with the purity of essence, making them the counterparts of the Protoss, gifted with the purity of form; the Zerg and Protoss were intended to eventually merge to perpetuate the Xel'naga life-cycle. However a unseen manipulator known as the Dark Voice sabotaged the process, and so the Zerg consumed the Xel'Naga instead (or at least most of them).

   Now on a all-consuming warpath, the Zerg leader the Overmind was shackled by the Dark Voice to consume the Protoss to complete the cycle in a most hideous fashion. However fate intervened, and the Overmind was given the chance to infest something that would free his race; Sarah Kerrigan, a powerful Terran psychic who was free from the Dark Voice's shackling. After the Overmind happily perished in a heroic assault by the Protoss Tassadar, Kerrigan assumed control of the swarm....and then proceeded wreck every other major power around her before retreating back to Char, having discovered the Dark Voice through a vision. 

    Four years later she re-emerged in a attempt to stop the building of a artifact designed as a superweapon against the Zerg. Though she absolutely devastated the Dominion in the war ultimately she was defeated by Jim Raynor, the man who loved her and knew her most. However the plan of the Dark Voice to have her killed failed due to Raynor, and two years later she launched a campaign of both retribution and to seize control of the Zerg after she mistakenly believed Raynor had been killed. 
        
     On Char she beat down the rebellious Broodmother Zagara and seized control of her forces. Then she wiped out General Warfield's attempt to end her rise prematurely, defeating everything from battlecruisers to nuclear missiles being launched every few seconds to do so. On Kaldir she prevented one of the few forces that could have ended her, the Protoss's Golden Armada, from finding out about her return by brutally and creatively destroying the entire Protoss colony. Then she traveled to the forgotten Zerg homeworld of Zerus, whereupon she went on a evolution to become far more powerful then she ever had been before. After absorbing the energy  of the first Zerg Spawning pool she, leading only a small pack of Zerg, took out four different Primal Zerg bosses and their hordes to both absorb their power and win the allegiance of the remaining Primal Zerg. 

 Together with the infested admiral Stukov she destroyed a Hybrid force controlling both Dominion and Protoss forces, even slaying their leader in a duel (though it was by far her hardest fight). Then, upon finding out Jim Raynor was still alive, she personally led an assault to free him from a heavily guarded Dominion prison ship. Finally she led a viscous and cunning assault on the Dominion capital planet of Korhal, overcoming dozens of battlecruisers, nuclear missiles, a rough landing, and even a Xel-Naga device that could incinerate her Zerg upon contact. At the very conclusion of the conquest she slew Acturus Mengsk, the man that had betrayed her to the Zerg in the first place. Now at her most powerful, she worked to devote her energy to defeating the Hybrids once and for all. 



 The Zerg are the greatest threat to life in the Korpulu sector, and are a highly adaptive species that absorbs whatever useful DNA it can find. Originally a species based upon a single larva, the Zerg can now change into any form from the dog-like Zergling to the massive, many story-tall Utralisk. They are led by the Queen of Blades Sarah Kerrigan who has taken on and beaten the forces of every other major faction in the Korpulu sector- even when all aligned against her at once! It was even stated by Blizzard  that after the Brood War (in which the Queen of Blades first assumed power) Kerrigan could have utterly annihilated all other factions in the Sector but chose not too, in part because of her wanting to test them later, in part because of her premonition of the Dark Voice. 

====Reconnaissance====

 The Zerg have a whole array of scouting mechanisms and organisms. On the base level they will use fast moving Zerglings or Mutalisks to quickly scout an area, often blanking whole wide sections quickly and efficiency. Zerg can communicate via Hive Mind, so results quickly are relayed back to main base.  It is possible for a burrowing unit to silently and quickly dig through an enemy area without sufficient seismic detection, detecting sensitive vibrations as it moves around to get a feel for what is there. Alternately the Zerg could just bury their variants in one spot and wait for stuff to run over the area to get a good idea for when the enemy is moving out. They might also send out overlords and overseers everywhere to detect stuff that way, as both are essentially fast moving alien air balloons (and the latter can see invisible, hidden and burrowed units). 

However while these might seem pretty standard, there are three options that put the Zerg above (most) their competition. The First is the Parasite, a remora-like tiny organism shot from the Zerg Air variant of the Queen that was evolved in the Brood War, the war of the Kerrigan's ascension. Once inside this burrows in a way that apparently does not harm the host too much, and indeed the Terran who this was done to in Last Call had no idea what happened, thinking that she had just been attacked by Zerg. This parasite is undetectable by all but the most advanced medical systems, and it would have to be super-advanced to be able to remove the parasite without killing the victim. This parasite bonds with the victim so utterly that the Zerg see and hear what the victim sees and hears. But that isn't all, as the Zerg have FURTHER evolved following the Brood War. The parasite establishes a link with the Zerg  Hive Mind and allows the Zerg to influence the victim, including wiping any memory of the parasite from the host. 

   As the comic Last Call reveals, the parasite, in addition to performing the functions it can above, can now actively influence the host (who in this case was a singer named Starry Lace) . Manifesting as a internal voice, it can implant and prompt  suggestions and ideas as well as (depending on the degree of control on the host) give outright orders. As the Host is ignorant to the parasite's nature without some advanced and ambiguous medical equipment on hand, he/she will generally believe the voice is a "conscience" though other plausible explanations include that the gods/god are talking to them, an unseen other is mentally communicating with them or that they are schizophrenic, as hearing voices that aren't there may be looked down on some societies. Furthermore the parasite can implant visions as shown by where in Last Call nightmares were induced. It can even, in probably rare moments where the Host's control is drastically weakened, seize outright control. Other Zerg know who has a parasite in them and with not attack the infected if they can help it, as shown by how Starry Lace survived a Zerg ambush. Essentially these parasite-infected will serve as long term reconnaissance, sabotage, and (possibly, depending on how much control) assassins.  Also mind control parasites do exist  though it is rarer then this regular parasite. Swarm Larva (see support) would also be good at infesting, mind controlling, and then creating havoc within an enemy's base. 


Changeling

Weapon Type: Blade Arm, usually none
Armor Type:  Little, described as squishy 
Type of Support: Spy
Classification: Shapeshifting Secret Agent
What Bonus do they give?: Inside Man, possible sabotage/assassination 
The overseer can unleash a very special type of spy known as the Changeling. The changeling, composed of a protoplasmic substance, is capable of shape-shifting into a form resembling another unit of a faction, usually the base unit. It can shift between specific appearances and do so multiple times. It can even send out psionic impressions leading terrans or whoever else it is imititating  to believe that everything is "all right". However someone who knows the target that the changeling is imitating well might be able to discern a few differences, like that a overly talkative victim is now suddenly really quiet, or has awkward social behavior. Also it is advisable for the Changeling to first dispose of the target that it is imitating, or else things might get a little odd (fortunately, the changeling knows to do so). 
Loadout: 

Armament : Blade-Arm: Essentially it can morph one of its arms into a blade that easily disemboweled a Terran (Human). However it probably won't use this unless as a last resort. 
Defense: Extremely light if anything. Its main defense is surprise, and will die pretty easily in a gun-fight. 
Special/Detailed Purpose: 
- It can shift forms multiple times, fooling the enemy based on physical appearances. With its Hive Mind connection it will scout the enemy and immediately relay back information to the Zerg, making it a great addition to Reconnaissance. It might also be able to assassinate with its blade arm if it can get close enough to a target, though admittedly it has not yet done so in lore. It can also apparently operate technology as well as any Zerg can so it might be able to do some light sabotage or more enhanced recon on enemy weapons/armor/capabilities. 
                                      (Joke one) 
Additional Factors: 

  - The Changeling has a limited time duration, with it at least lasting several hours and at most a day or two . Then it dies.
- Role: Recon. Possible Sabotage and Assassination. 
- About 4 can be spawned from one Overseer
-Blizzard lore on it here

 Finally the Zerg like to spread Creep everywhere which is a living-carpet like organism that can overtake a planet, if not checked, in a few days. The Zerg can sense  all but the stealthiest units who walk on the creep, and it would be able to detect someone destroying the Creep too. 



====INFANTRY====



Name: Zergling

Weapon Type: Claws
Armor Type: Chitin Armor
 Mobility: 7.5-8.5 (Depending on variant but even basic can scale near vertical surfaces ) 
 Training: 5
Max Range: Leaping Range
Preferred Range: Melee
Classification: Melee Specialist/ Bullet Sponge
--Basic Description:
The small, savage Dune-Runners of the sandworld Zz’gash were incorporated into the Swarm to serve as lookouts and assault troops. Although Zerglings are little more than feral animals, they work well in large groups under the command of larger Zerg. The voracious Zerglings are fond of ripping enemies to shreds with their razor-sharp, sickle-like limbs and fangs. Because the genetic code of the Zergling is so simple to replicate, a single Larva can spawn two separate Zerglings.


--Loadout: 
 - Ranged: None, though some can leap from really far away
 - Melee: Claws, Fangs, and Talons: Essentially the whole body of the Zergling is armored to the teeth (literally) with melee weaponry. These instruments are extremely sharp and powerful, able to tear through marine neosteel with ease (Neosteel is a fictional metal in Starcraft that is considered more powerful then Titanium). With upgrades such as adrenal boost Zerglings can upgrade their speed to blinding motion and thus are formidable close quarters fighters, especially when considering that Zergling rarely travel alone. 

 - Defense: Chitin Armor: The Zerg have light Chitin armor, which is made deliberately weak to allow zerglings speed of movement. Still would be somewhat effective against small arms given given the Brood War trailer. In fact Speed of Darkness has a Zergling surviving multiple Gauss Rifles rounds to its person, even blowing apart much of its carapace, before being killed. It seems that even the baseline durability of the weakest Zerg organism is much stronger then that of the best human (or non-superhuman). 
Regeneration: Passive Zerg Trait. All Zerg units have minor-moderate regeneration that will eventually allow them to come back from grievous wounds, if not killed first. 
 -Special: 

Mutations: this system is going to be divided in three mutually exclusive mutations that can be changed, at will, by Abathur, the evolution master,  or at the commanding Hive Mind's directions (so any  Zerg hero save Izsha and the broodmother's direction). In this system, agreed upon by the Ork profile creator with me, mutations are going to be delegated to the individual Broods and the Broodmother's commanding them, as frequently in the Heart of the Swarm campaign the Broodmother's are the ones who often initiate the evolutions. There will be at least 6-7 different broods along with Kerrigan's, so its entirely possible we will see all options. 

Heart of the Swarm evolutions take precedence over multi-player ones. 

--Metabolic Boost:  Abathur boosts the metabloic system of the zergling immensely, augmenting enzyme production and improves energy production rate. The result? Zergling that are 60 percent faster then regular Zerglings and are able to outrun some Terran vehicles. Their speed is further enhanced on creep. 

--Adrenal Cortex: Abathur increases the glanduer output to an extreme degree, overloading it and resulting in the zergling attacking 50 percent faster then before. Since zerglings are already described as attacking blindingly fast, they are going to be attacking blindingly fast. 

--Hardened Carapace:  Abathur hardens carapace around the Thorax, protecting vital organs and making the Zergling harder to kill.  


--Evolutions: 

In the beginning to the campaign the various hives will mostly field basic zerglings, however as time goes on the Broods  will have the option of choosing between 1 of 2 permanent strains. This choice will be made tactically ; i.e. a Brood  that needs to overwhelm foes may choose Swarmlings, whereas one looking into more specialized zerglings may choose Raptors. Both strains are still effected by mutations. 

As the middle of the campaign comes these strains are going to be more and more common, with pretty much all zerglings being part of one or the other by the end. Abathur also has the power to turn existing zerglings and force them to mutate into one of these strands. 

--Raptor strain:

Evolved by the consuming the essence of the bird-like leaping kavak, enhancing the quaceps of the creature as well as mutating the wings. A  positive side-effect made the raptor stronger and more aggressive. This creature leaps into battle over hails of gunfire and excels at traversing rough terrain such as cliffs. 

--Swarmling Strain: 

""Their everywhere!"
"Then shoot everywhere!!"
- Dominion first contact force
Abathur reduced the complexity in Zz'gash dune runner core thus allowing the production of the swarmling. The simple sequences allow three swarmlings to hatch from a single egg. Also the gestation period has become almost nonexistent, resulting the rapid creation of this strain. However the dorsal projection of the dune runner has resurfaced in the swarmlings.


Rare Breed: Devouring One:
A leftover strain from the Brood War, this zergling type is stronger and more durable then normal Zerglings, yet is a dying breed. Don't expect these numbers to be replenished. 

Finally one additional upgrade Kerrigan can choose to select: 
--Zergling Reconstruction: Essentially this results in the "respawning" of a number of Zerglings each day, free of cost. 


--Additional Factors: 

- Swarm tactics: Individually a Zergling would undeniably lose to Protoss Zealot in melee combat, and it is quite possible that a Terran Marine in power armor would be able to kill them with their enhanced strength (though a raptor would probably be able to reliably beat a marine in CQC). Zerglings almost always travel in groups when not scouting, and they are extremely easy and fast to produce, with one egg housing two of them(three for the Swarmling). Thus Zerglings often swarm over their enemies, killing them quickly with multiple and devastating stab wounds. 

--Zerg Physiology: The zerg as a whole are extremely tough, tenacious, and deadly. Their natural armor and weaponry is comparable to modern technology in terms of toughness and armor-piercing capabilities. The zerg are extremely resistant to outright immune to chemical agents, but their biological nature still renders them vulnerable to concentrated radiation, such as sigma radiation. A few strains have adapted to do away with the requirement of oxygen outright, and in general most Zerg only need a small period of rest and things to eat. They are going to have regeneration that was already noted in the defense section, with some strains better then others at this, in addition to having adapted to hostile environments such as the volcanic planet of Char and the flash-freezing planet of Kaldir (essentially the Zerg work equally well in extreme heat and cold now). 

--Burrowing: Most zerg ground strains are also capable of burrowing and digging through virtually any surface, using groups of tiny muscles that vibrate at a low frequency and grind dirt and stone along their way, allowing them to "swim through the ground".This ability made them extremely deadly in ambush situations, as many terran or protoss forces suffered losses when suddenly being surrounded by a mass of enemy zerg units.


- If equipped with metabolic boost they can be great, fast, scouts. 
- Often used as meatshields for other, more worthy variants. 
--Very Agile, can even climb vertical surfaces (Starcraft Comic #6)
--Can Morph into Banelings (see below) 
-- Allergic to lemon juice. Yes really. 
--Blizzard Lore here


Name:Baneling 

Weapon Type: Acid explosion
Armor Type: Zerg Carapace light
 Mobility: 5-7
 Training: 5
Max Range: Leaping Range
Preferred Range: Explosive Range
Classification: Cheap Suicide Bomber
--Basic Description:

 Banelings are so bloated with fluid-filled sacs that they can barely walk; they have even been observed tucking into a tight ball and rolling! However don't for a second call the Baneling slow, for it can roll faster then a marine can run.  When a Baneling gets close enough to an enemy, it triggers a reaction within its volatile chemical payload, causing the creature to explode with a shower of searing acid. The explosion destroys the Baneling but also inflicts terrible damage to its enemies. The Baneling’s lethality is enhanced by the Zerg predilection for burrowing. An apparently safe area can turn into a death trap as these monstrosities emerge and charge into the midst of their foes, giving little time to react.
--Loadout: 
 - Ranged: Short Ranged Acid explosion: See Description . Very deadly, and just the small portion that you can fit on the tip of your thumb has been likened to a grenade. In the short story "Just an Overlord" just one Baneling could collapse the foundation of an entire skyscraper. 
 - Melee: Acid
 - Defense: Light Carapace, not much given need of mobility and to explode. 
 -Special: 

Mutations: 
-Corrosive Acid: Through mutating the acid components within the Baneling sacs, the Baneling can be evolved to do far more damage to a primary target. This type of mutation makes it great against anti-armor. 
-Rupture: Abathur causes the acid filled sacs to thicken in volume, resulting in the blast radius, which is already pretty impressive, increasing by 50 percent. 
- Regenerative Acid: Abathur infuses the acid spray with the Queen's healing transfusion one, cuasing necrotic tissues to disolve and enabling wounded Zerg to quickly regenerate. . Now instead of damaging the Zerg around them when they are killed they heal them, making the advancing  Swarm much stronger. 

Evolutions: 
-Splitter strain  

Evolved by consuming the decentralized nervous system of the Mitroscarab, which could split itself in two and survive, has allowed this evolution of Banelings to split up into two upon suicide bombing or premature explosion. After acquiring the essence of the mitoscarab, the splitter was formed. The unique decentralized nervous system of the mitoscarab was emulated by the splitter. Upon death the splitter would split into two smaller baneling spawns. However this process can only occur once, further splitting will result in acidic fluid of limited sentience.

-Hunter Strain: 

The Zerg used as volcanic planet to eventually force Banelings to learn how to leap up cliffs. After many, many failures they succeeded. These hunter banelings can climb harsh terrain and even leap towards targets from the range of a assault rifle. In this way they close the distance much faster then their ground-bound brethren, and they can even launch themselves over other Zerg forces. This presents a tactical advantage, as it spreads chaos among the enemy ranks and gives the main Zerg Horde more time to close the distance. 

--Additional Factors:

--Zerg Physiology: See Zergling
--Can Burrow: See Zergling, but allows them better ambush
-Banelings are morphed from Zerglings, and have a wide variety of uses depending on specialization. Their most common application is against buildings/defenses and against massed hordes of infantry.
--Blizzard Lore Here



Name: Roaches

Weapon Type: Acid 
Armor Type: Heavy infantry Chitin
 Mobility: 5
 Training: 5
Max Range: 250m
Preferred Range: Submachine Gun
Classification: What is its purpose? Standard Grunt is fine.
--Basic Description:



In the years following the Brood War, Kerrigan became obsessed with the genetic codes of species with hyper-regenerative properties. The most impressive example was the unassuming acidic Zantar Slug living in the humid, mountainous depths of Garrxax. This tiny slug was capable of healing itself at rapid rates, and it also excreted mucus that could eat through neosteel. Consequently it was quickly assimilated into the Swarm. Thus the Roach was evolved, a creature that can heal itself rapidly and deliver deadly ranged acid blasts. In a one-on-one battle, not much can stand against this regenerating monstrosity.

--Loadout: 
 - Ranged: Acid Spray Mucus that can eat through neosteel, making it extremely powerful. In the short story "Just an Overlord" it ate through a Terran's CMC armor in mere moments. It also has a range of 250meters. 
 - Melee: They have spikes on their body as well as a couple of sharp claws  for use in CQC. 
 - Defense:  Easily has the greatest defense of any of the Zerg infantry, their durable Chitin can withstand all sorts of punishment, making these effective and powerful shields to other Zerg strains such as the Hydralisk and Infestor. In fact Terran Gauss Rifles apparently bounce off their armor. 
-High Speed Regeneration: These regenerate far faster then normal Zerg and even faster when underground. In fact they regenerate so fast underground that sometimes they regenerate wounds faster then enemies can put them out. 
 -Special: 

--Mutations: 

---Hydroidic Bile: Abathur initiates evolutions to the Bile Ducts, forcing the construction of Hydriodic bile. Upon contact melts tissue, flesh and bones far more effectively and quickly then previous acid strain. Very effective against lightly armored foes. 

---Adaptive Plating: Abathur initiates a evolution that uses modular plates. Upon taking damage the plates react to blood flow and thicken. In game this causes the roach to live far longer then it would otherwise. 

---Tunneling Claws: This evolution allows the Roach to tear through the soil as fast as they can move above ground, allowing them to stealthily travel while burrowed. At the same time the Roach draws increased nutriants from the soil, enhancing life regeneration by a 100 percent (so it regenerates even faster then it did before). 

Evolutions: 

--Corpser Strain: 

During Kerrigan's resurgence, Abathur discovered the corpser strain in a captive scantipede. After collecting the essence of the scantipede, the corpser was formed. The corpser utilizes the parasitic injection ability of the scantipede. Its acidic saliva melts away the flesh of its target. This allows its parasites to burrow and gestate in the target. Upon death, roachlings break free. These little guys emerge from any available orifice and attack foes with needle sharp claws. This often forces the enemy to turn their attention to them, so they kind of serve as a distraction for a roach. 
--Vile Strain: 

During Kerrigan's resurgence, Abathur discovered the vile strain by exposing roaches to microbial organisms reproducing within pools. The roaches that survived the toxic ingestion adapted to produce acidic saliva which were altered by the byproducts of the microbes. When the vile attacks a target, their acidic saliva will act as a constrictive agent. As newer layers are added with each attack, the old layers harden and tighten thus debilitating the target. This results in the enemy having their movement and attack speed massively slowed, with even the most formidable foes only being able to somewhat resist it but not throw it off. 

-Additional Factors: 
--Burrow and Zerg Physiology: see Zergling, but can also move while underground
-Role: In addition to being decent at damage, they are pretty good at serving as shields for other strains. 
--Roach short story lore here


Name: Hydralisk 

Weapon Type: Spines
Armor Type: Light Carapace 
 Mobility: 6
 Training: 5
Max Range: Half a Kilometer 
Preferred Range: Assault Rifle
Classification: Anti-Armor infantry. 
--Basic Description:

 The evolutionary matrix of the caterpillar-like herbivorous Slothien was supercharged by the original Overmind, who twisted the hapless creatures into nightmarish killers known as Hydralisks. Within the plates of their carapaces, Hydralisks house hundreds of armor-piercing spines that can be fired in volleys at enemies approaching from ground or air. The remarkable musculature of the Hydralisk (4,000 muscles compared to a Terran’s 629) can launch a Needle Spine at astounding speeds, easily penetrating 2 centimeters of solid neosteel even at maximum range. Under any circumstances, massed groups of Hydralisks should be approached with extreme caution, and preferably with Siege Tank support.

--Loadout: 
 - Ranged: Hydralisk Spines:  Hydralisks use volleys of 30+mm  armor-piercing spines to attack from a distance. Hundreds of these spines are stored in the upper carapace plates and covered by flaps. The flaps fold back before the spines fire, a process which gives a few seconds warning to an impending volley. When they do fire they fire with greater velocity then a Terran Sniper Rifle, can target something half a kilometer away, and can be fired in such quantity that they are like a machine gun. As the description said they can penetrate neosteel (which is superior to Titanium) and are poisonous. 
--Some lore depicts Hydralisk spines covered in acid, so this might be a optional upgrade, 
 - Melee: The Hydralisk can use its Razor Talons to physically rip foes into twain, even those wearing  CMC power armor. However they are nowhere near as fast as the Zergling in close Combat. 

 - Defense:  Zerg Carapace and regeneration: See Zergling, though slightly heavier. Also the short story "The Teacher" mentions that thier eyelids were capable of repelling a bullet at point blank range, though if this were true it would only be one fired from a small arms weapon. 

 -Special: 
 --Mutations: 
----Frenzy: Initially inhibited by the Zerg, Abathur's research allows the controlling Hive Mind to trigger the Hydralisk's aggressive impulses, making it attack 50 percent faster then before for a limited time. 
----Ancillary Plating: Abathur has the Hydralisks evolve redundant plating, boosting its armor value and allowing to live longer in a fire-fight. 
----Grooved Spines: Makes the Spines of the Hydralisk more aerodynamic, giving bumping up its proffered range from assault rifle to near sniper rifle. 

Evolution: 

For evolution, they can evolve to be able to morph into either the Lurker or the Impaler. Their profiles will be found in the armor/artillery  section.

Rare Variant: Hunter Killers:

An elite strain of Hydralisks, this unit was used by Queen of Blades as her bodygaurd unit until recently. Still there are likely to be some around, and they might see a slight reinforcement rate as they are better then regular Hydralisks in just about every way possible (better range, harder hitting attacks, better armor ect). 

--Additional Factors: 
--Zerg Physiology and Burrow: See Zergling

--Recent Muscular evolution has made the Hydralisks faster then ever before, and despite their slug-like nature they can apparently climb on vertical surfaces. 
--As the Hydralisk lore short story shows, Hydralisks are very acrobatic when they need to be, moving faster then the eye can follow and somewhat climb up vertical surfaces.
-- Hydralisk Lore 



Name: Infested Marine

Weapon Type: Gauss rifle

Armor Type: Power Armor

 Mobility:  4
 Training:  4-5
Max Range: Assault Rifle
Preferred Range: Assault Rifle
Classification: Infested Grunt
--Basic Description:

--Loadout: Fully Describe weapons(ranged and melee), armor and other tools such as stimpacks that might effect the fight. 
 - Ranged: C-14 Impaler

 Infested Marines wield the weapons they used when they were uninfested; the C-14 Impaler Gauss Rifle. The Chief weapon of the marine corps, this weapon fires hypersonic  8 mm armor peircing metal spikes capable of penetrating up to 2 inches of steel.The Impaler is fully automatic with a fire rate of 30 rounds per second, although fully automatic fire is discouraged under most circumstances. A capacitor system is used to fire the weapon in short bursts, conserving ammunition and minimizing power requirements. Due to this factor the C-14 rifle has high recoil however CMC armor is designed to suppress this. The armor can also supplement the rifle's power supply. Has 5 types of ammunition: 
Armor piercing: Used against heavily armored targets.
Depleted uranium: Encompass U-238 shells/spikes. The most popular variant among marines given that they extend the rifle's range up to 25%.
Hollow point spread: Flatten and expand on impact for maximum wounding efficiency. Custom made by Ardo Melnikov.
Incendiary: Used against structures.
Steel tipped: Used to maim rather than kill an enemy
Finally it carries hundreds of rounds, has a retractable bayonet, ability to incorporate a laser designator  and has two different types of grip allowing it to be operated with one or two hands. Some marines have been known to set it down and use it as a makeshift machine gun emplacement.

 - Melee:  

Lets see they have claws, the bayonet on their rifle, spikes and the fact that being in their personal presence is likely to be unhealthy. The Power Armor also gives them enhanced strength. 
 - Defense: 
The CMC-400 Powered Combat Suit is an upgraded version of the CMC-300.  It features NBC shielding , life support and integrated stimpack system, immunity to most small arms fire and a communications array. Its mufflers, if it possesses them, mask even less sound than some of its CMC-300 predecessors. Its visor apparently allows shifting of the amount of reflection, given that different colors have been observed. 

 Advanced NBC (Nuclear Biological Chemical) shielding.
Aural Directional Enhancers: Help clarify the source of external and transmitted sounds.
Full life support.
Built in Communications Array
Gravity Generator: The suit is compatible with gravity accelerators for use on space platforms. Grav-boots may provide an alternative though.
Immunity to small arms fire.
Integrated Stim pack system
HUD: A Heads-Up Display (HUD) is built into the visor. Its features include infra-red vision, a "navigation mode" which superimposes a map of surrounding terrain and pinpoints prominent features, targeting systems, is capable of displaying life support as a percentage and the amount of ammunition in a soldier's equipped weapon, the ability to detect motion to some extent, and a data system which, with the appropriate link, can let the user 'jack in' to video and data feeds, the information scrolling across the visor. The visor itself may be lowered/raised and/or (un)polarized at the user's discretion, though will automatically (un)polarize based on the intensity of light hitting it. Colors that can result include blackand gold.
Integrated communication system.
Lockdown System: Used to stabilize wounded soldiers and/or prevent a shorted-out suit from misfiring. The disadvantage is that it prevents the user from moving.
At least some versions of the suit pump narcotics into the wounded wearer's bloodstream when its user is wounded, which can cause the wearer to fall unconscious.
Mufflers which reduce the amount of noise the suit makes and the user's heat signature. The latest version though has difficulty masking sound, meaning foes can hear them from a mile away.  
Shoulder and/or chest mounted illuminators : The spectrum is determined via voice activation.
Structural Support: The amount of support that the suit provides is greatly increased from the CMC-200 model, increasing his/her strength and speed, stamina no longer becoming an issue. The servos enable a wearer to dash up steep slopes and safely land from heights of twenty feet.
The C-14 rifle may be connected to and powered by the suit.
 Some suits have a built in backpack.


^^^The infested Marine probably wouldn't have all the power armor's features as the armor is clearly a bit effected by the transformation. In fact based on the Heart of the Swarm level "Infested" the NBC shielding and life support  is clearly negligible if it still exists, and the Swarm probably wouldn't care about the Marines enough to waste on the Lockdown system or stimpacks. Oh and the visor is busted based on the screenshots so no HUD.  Essentially its going to be mostly a benefit in terms of physical armor and little else. 

Regeneration: See Zergling
 -Special: 
Variant: Suicide Terran Marine:

Hearkening back from the Brood War some Infested Marines, instead of being slow warriors armed with Gauss Rifles, would simply run up and blow themselves up. The explosion is pretty strong, given that it can take out a Neosteel armored bunker. 

--Additional Factors: 
-Decreased Sentience: The Infestation process has not been fully perfected by Kerrigan or Abathur, and most marines would have most of their cognitive process damaged as a result. 
--Limited Zerg Physiology: They are half-Terran and half-Zerg and don't get the full deal. They get regeneration and the ability to burrow, however they don't seem to have much a resistance to chemical gases. 

-Blizzard Lore Here
--Uncommon: though Stukov uses a large number of these, they are still going to be the rarest of the main Zerg infantry variants (Zergling, Baneling, Roach and Hydralisk) 


MINOR UNITS: 
 To clarify, Broodlings are not spawned as a battlefield unit and thus are not counted towards the 1 million counter. However 4 different units ( Kerrigan, Brood Lord, Airborne Queen, certain variant of Nydus Worms)  and buildings will breed and spawn these as a result of an attack, spell or upon death .

--Infested Colonists: 

Infested terrans (sometimes referred to as infested colonists), are civilians infested by the zerg. They have mixed Zerg traits with humans, want to die but can't off themselves, and attack with mutated claws that are apparently pretty damaging. They attack in massed zombie-style  attacks.  There will only be a couple hundred of these, with a small reinforcement rate (unless their are humans to infest on the planet the Zerg fight on) . 


--Broodlings: 

Broodlings were originally grown from globs of spores launched from queens. These spores attempted to 'fertilize' any organic matter they come into contact with and were capable of eating through even the armored hulls of vehicles to reach the occupants within. If these spores made contact with an organic being, they forced the organism to metabolize, serving as the breeding ground for a near instantaneous metabolization and birth of a pair of broodlings. The explosive birth was fatal to the host. 
Broodlings are fast critters that have 4 talons, 2 claws and spikes all around. They have a short life-span but they are built to accomplish as much damage in that life-span as they can. They emerge from buildings once destroyed, are bred by Brood Lords and Queens, and Kerrigan has a special spell in which she grows crazy with them. Finally some Nydus worms apparently breed a variant known as the "swarmling" in their guts and spawn entire hordes of them when they burst from the ground. 

Pygalisks 

Essentially a smaller, elephant sized version of the Ultralisk, these things attack with vastly smaller Kaiser blade tusks. Stronger and more armored then a Zerglnig for sure, however these are still a far cry from their Ultralisk cousins . Expect these to number in the hundreds, with a small reinforcement rate.
ROVERLISK 

Roverlisks had spines sticking out of the back, armored claws sprouting from the shoulders, four eyes on waving stalks, tusk-like fangs and claws as large as scimitars. They could explode much like an infested terran. Essentially they are infested dogs and as such would be very rare. however if the Zerg do infest any neutral humans then they take their pooches too. 




===ELITES====

Primal Zerg:

Weapon Type:  Various
Armor Type: Zerg Carapace 
Max Range: Various
Proffered Range: Various
Mobility:  Various
Training : 6-8
 CLASSIFICATION: The First Zerg
Basic Description:
The Primal Zerg are those remaining Zerg who were neither subjugated to a binding Overmind nor ever controlled by the Xel'Naga. This predatory race lacked any psionic connection to one another but had the ability to naturally evolve new traits by collecting the "essence" of their prey. By consuming their foes, a primal was able to evolve and change their form in a never-ending evolutionary development. They had a belief in a kill or be killed philosophy with the victor taking the strengths of the defeated.The Primal Zerg are described as in a constant state of evolution, and can in fact get noticeably stronger with each evolution.

As you can probably tell this is going to be about variants
Variants:
5 Variants can be seen here

Primal Zergling: Looks more like the original Dune Runner then the other version of the Zergling.  As the Zerus cutscene shows it is slightly larger, more agile, more durable and arguably quicker then a Swarm Zergling. Other then that has same weapons. 
                                  (In video a Primal Ultralisk and Zergling can be seen) 
-Primal Roach: Roach with Primal Traits, in game is stronger and more damaging then normal Roach. 


-Primal Hydralisk: Hydralisk with primal traits. Neither this or the Roach look too disimmilar from   Swarm counterparts because, according to Abathur, they were adapted into the Primal Zerg army hours after the  Swarm arrived, showing phenomenal adaption abilities. 

- Primal Ultralisk: Much more agile then regular Ultralisk, somewhat more reptile-like, attacks with teeth and claws . 

--Primal Mutalisks: Multiple wings instead of one set. 
--Primal Gaurdian: Faster then regular Gaurdian, still out-ranges Zerg defense and has an anti-air  acid spore attack. 

--Swarm Hosts: See Swarm Host, which was originally a feral strain
--Viper: Viper originally a feral strain. 

--Primal Hive:  Mobile Hive that throws giant globs of Acid and periodically produces  Primal Zerg units. As a mobile structure, it is very durable and well armored. 

Tyrannozor : Massive Zerg Primal, will only see rare use. It has extremely sharp and powerful claws and can fire a giant hail of spikes as a anti-air  or rangedattack. Very well armored and hard to kill. 
--Primal Creeper: A locust variant (see Swarm Host) this version chases after the enemy and explodes. 

--Ravasaur: This unique primal Zerg variant functions somewhat as their version of a siege tank, and fires giant globs of acid at siege range in the same arc as artillery.  Naturally its acidic explosion damages everything in its area of effect. 


Additional Factors: 
--Immunity to all Zerg Weaknesses
--Modified Zerg Physiology: They have most of the same traits as the standard Zerg however lore-wise there is more variation, as the Primals constantly consume their prey and get stronger and stronger. The older variants are essentially minibosses.  More importantly they are all fully sentient, whereas the Swarm Zerg are semi-sentient with a Zerg hierarchy that gradually  raises the bar. 
--Adaptability/Metamophs: According to Abathur the Primal Zerg were already adapting to the regular Zerg mere hours after they arrived by copying the Hydralisk and Roach strains, a fact that pissed him off immensely. He was further frustrated by the difficulty in manipulating the DNA of these variants.   From Dehaka's conversations it is clear that the Primal Zerg evolve independently, as he claimed to direct the evolution of his own talons and scales, and the Primal Zerg in general are able to evolve by absorbing the essence of what they kill. In a campaign they might be able to steal the animal-like variants of their enemies. 
--Can Burrow: See Zergling . Does not apply to Primal Hive of course. 
--Secret Weapon: At current, not even Raynor or the Protoss who she normally fights knows she has Primal Zerg under her command. Thus even factions that know her will be surprised by this weapon. 
--The Primal Zerg love to fight in order to evolve and improve themselves. They live by a kill or be killed attitude in which the loser takes the strengths of the winner, which plays into their adaptability. They follow Kerrigan because she provides this "essence" .  They are more difficult to control then normal Zerg however. 
-- As Kerrigan massacred almost all Primal pack leaders who opposed her, she and her lieutenant Dehaka now have control over the Primal Zerg. 
--Kill or Be Killed Mentality. 


Name: Broodmother 

Weapon Type: Acid Spines
Armor Type: Zerg Carapace (heavy) 
Max Range: (telepathic) Unknown number of miles
Proffered Range:  Assault Rifle
Mobility: 4
Training : 7
 Classification : Zerg Sub-commanders 
Basic Description:


Shortly before being deinfested early in the Second Great War, Kerrigan created the intelligent brood mothers to fill a role similar to the old cerebrates.She was trying to ensure the Swarm could function even if she herself died, a change from her attitude during the Brood War.

The individuals of the new breed were more independent, stronger, and more evolved than the cerebrates, able to survive without their creator and fragmentation of the Swarm.In the event of the Queen's fall, the brood mothers would war with each other until the strongest of them would come to rule the Swarm.

The brood mothers were imprinted with overriding directives that made them pursue evolution and respect strength;this ensured loyalty to Kerrigan, who was the strongest, while allowing the brood mothers to have their own personalities, act independently, and pursue their own ambitions. Kerrigan felt the zerg were always stronger when they had to strive against something, forcing them to adapt. 

LOADOUT 
-Ranged Weapons: Acid Coated Spines: Essentially what Hydralisks use except Acid Coated 
-Melee:  Multiple Spikes and tentacles  on person. 
-Defense: Zerg Heavy Carapace and Regeneration (see Roach) 
-Special : 
Based on the example of Niadra and Za'gara, Broodmothers would have the following abilities. 

--Regenerative Aura: Zerg near them heal much faster then the other Zerg, allowing them to survive longer. 
--Parasitic Invasion: has two effects. It can send a parasite which devours a target from the inside so the Swarm can gain biomass OR it can send in a parasite that will mind control its target. 

--Egg Laying: Broodmothers are master producers and can lay eggs of Zerglings, Roaches and Hydralisks. These will rapidly develop and spawn a little bit later. 

Additional Factors: As always, a catch all for what might have been missed.
--Zerg Physiology and Burrow: See Zergling
--Intelligent : The Broodmothers are the smartest Zerg organisms, barring the Zerg heroes, in the Swarm. They are capable of tactical thinking, agenda setting,  learning, problem solving and strategic command.


===HEROES===
* Reincarnation: According to a Blizzard Interview, Kerrigan and (in campaign) other Zerg heroes cannot really die to non-Xel'Naga weapons unless a ludicrous amount of kill conditions are met. Essentially Zerg Heroes are going to keep coming back when put down . 
Sarah Kerrigan

Height: 5'10
Weight: 163
Age: ~33
Type of Hero Bonus: Command, Mass Destruction
Classification:  The Primal Queen 
No single human being has been more inseparably tied to the twisted destinies of the terran, protoss, and zerg races than Sarah Kerrigan. Potent psionic abilities, unmatched courage, sharp tactical instincts, and lethal training in both melee combat and ballistic weaponry led to Kerrigan’s quick rise through the ranks of the Confederate ghost program. Her biography is long, and since I don't have the patient to write it out check out the full biography here. 
Loadout
Ranged: Energy Blast: 

Kerrigan seems to have mastered the Starcraft version of Sith Lightning, for she shoots it out of her fingertips as a standard move that, in game, kills most infantry instantly. . She can even chain lightning to hit multiple foes at once. 
Melee:Bone Wings and Claws:

These powerful dual sets of wings (six blades in total) are what gave the Queen of Blades her moniker. Roughly the length of her own body, these deadly six blades can function as spears, piercing through even the suits of space marines and the shielding of Protoss with ease. Once inside she has used the wings to literally rip an opponent in half, and demonstrated a degree of finesse. She can even use them to block and parry energetic psi-blades. 

For closer quarters still, she possesses seven inch nails(capable of tearing through Steel doors and Power armor)  and lethal martial arts. In a few notable incidences she has beat a ghost while he was cloaked and she was not, owned Zeratul/Tassadar/Raynor in a three on one duel , knocked out an entire room of marines in seconds and used her legs to break a neck with a single kick. In fact her friend Michael Liberty wrote that he was terrified of her close quarters prowess, writing about how she once took out a whole squad of  fully armored marines armed with assault rifles with only her combat knife, a half operational cloaking suit ( one that flicked in and out) and reflexes. Spikes that litter most of her body can be used as combat weapons too. Finally she also possesses acid spit, though she hasn't used this deliberately in combat before. 

Defense:


Kerrigan doesn't carry much for armor, instead relying on her regeneration, TK  and extreme durability, as well as some agility thrown in. However what she does have is both light and semi durable. Her hardened skin, while not preventing attacks altogether, does reduce them a little bit. In addition she has a light Zerg carapace, which is shown to be effective against small arms fire. The regeneration she possesses is around Wolverine's level, with attacks healing in moments. She can choose the move “consume” to use on one of her broodlings, killing the unit and giving her more energy. 
For further defense she can dig underground to avoid surface attacks or utilize telekinesis to slow down or negate attacks. Finally for when attacks do connect she possesses Wolverine like regeneration, being able to regenerate a wound from a specifically designed Zerg killing blade in thirty seconds. 

Special:
As the primary anti-hero of Starcraft Heart of the Swarm, Kerrigan has a ton of powers. She Might not be able to use all at once however she does have certain broad categories.



Telekinesis: Kerrigan's psionic rating is immeasurable on the Terran scale, and she demonstrates her phenominal powers below.   She can utterly thrash and destroy the brain of a target in a move known as the Psychic Attack, which would she has demonstrated even on those with resistance, like her childhood tormentor Major Rumn. In flashpoint she killed over a hundred Dominion resocialized marines with one blast.  It seems that this attack can also be used for incapitation, given that a young Kerrigan destroyed much of her father's brain but did not kill him and Nova stated that she could shut down brains without killing the target, though admittedly this would probably require more concentration then normal killing. She can mind control someone, though this is a rarely used move (however it was done on a thousand year old Protoss Matriarch, showing that Strength of Mind has to be really high to guarantee fighting it off, as well as on a horde of feral Zerg). Finally she has also demonstrated the ability to force a foe to relive bad memories, feel pain, and see and feel unpleasant things with her mind. There exists a massive charged up version called Armageddon, which Kerrigan used to utterly  and instantly destroy a Terran Base in the Beginning of the invasion of Korhal.
                     (Couldn't find them individually, so here they are all at once) 
Kerrigan has also demonstrated a mastery of telekinesis, and is credited with such  Stunts such as :
-Telekinetically guide bullets while they are in motion to weak points
-Stop bullets while they are in mid motion and turn them around on their attackers
-Throw objects
-Control someone’s limbs against their will
-Fire guns remotely
-Destroy machines/electronics
-Throw someone around
-Paralyze a marine
-Hold up and manipulate massive objects ( a lesser ghost held up ten stories of skyscraper)
-Flying
-Force Choke Prince Valerian
-Being Able to Implode a Battlecruiser
-Inflicting massive damage to enemy vehicles in a move known as Kinetic Blast.

-Additional Psionic/Biological  Powers:
--Psionic Shift : Kerrigan can already move extremely fast by human terms, and this move allows her to quickly dash through multiple foes, leaving a trail of blood in her wake.
--Wild Mutation: A odd New Zergy move that allows her to target a area and induce extreme mutation, making the Zerg creatures there attack much faster and be more difficult to kill.
--Infest Broodlings: Everything killed by Kerrigan in a short period spawns Broodlings, leading to a whole horde being created after a short time.
--Fury: Each attack that Kerrigan pulls off successfully somehow boosts her reaction time, leading her to become a complete blur of motion after a while.
-Spawn Banelings, Summon Drop Pods, Summon Leviathan: Self-explanatory mostly. The Drop Pods summoned contain Primal Zerg units, showing her control over them.
--Mend: Induces rapid healing in everything around her and herself.
Past Moves that she might be able to reacquire:

 The Psionic Storm summons a huge maelstrom of Psionic energy capable of frying brains, damaging vehicles, incinerating the landscape, and even changing the environment  itself. In the novels it is wide enough to cover half a valley.  Kerrigan learned this move from the Protoss, and later adapted it to her own specialized move, the Razor storm. Though lacking the same radius as the Psionic Storm, it summons a storm of energy barbs that tear apart armored units as fast as it does with those with unarmored. Despite their power, or perhaps because of, these are high energy spells, meaning they will drain her of energy if spammed. Thus they must be used frugally, when the time is right.
And she might also have somewhere this, which she kept with her when first going into the Leviathan :

--C-10 Sniper Rifle:
Type: Solid Slug (25mm High explosive round) Max Range: 500 meters Effect: Lockdown (disables mechanized units) . Rate of Fire: Single shot, can switch to full auto in close quarters Ammo: 20~ per clip.
The C-10 was Kerrigan’s weapon of choice as both a ghost, and in the newest game. The sniper rifle possesses a number of targeting lasers and two different ammunition types, one of which is capable of disabling vehicles. The other is a tank busting round capable of destroying them from inside, as well as blowing apart whatever it hits. In close range it has the option to be switched to full auto.


MISC ABILITIES:



--Kerrigan has the Primal Zerg ability to absorb the essence of other beings, evolving herself as she does so.
--She can prevent the Protoss from teleporting over the area as large as a Leviathan and then casually re-enable it.
--She is apparently good at genetics, as she created the Broodmother and Swarm Larva without Abathur's input.
--Has the ability to sense creatures many miles around her such as the Protoss and Ursadons.
--If Zerg ever, for whatever reason, go feral she can mentally force control over them.
--Can fly, as shown at the ending of HOTS.
--Can Cloak, turn invisible to all but the best sensors. 
Additional Factors:  
--Energy Output: On the Space Platform Skyregir she had a long, continuous  and exhausting psionic duel with the Ancient Shapeshifter Narud. The only reason Narud was able to make any gains, despite being an ancient and powerful psionic shapeshifter, was because no less then 5 Xel'Naga temples were constantly powering him. Kerrigan still won, albeit with Stukov's assistance. 
--Role: Overlord: An overlord type of commander has direct network control over the forces. The will of the commander is enacted through the troops that are all united in some form of psyche. Bug-related armies like the Arachnids and Zerg. Most often, troops can be directly controlled by the authority in question through the powerful mind of the commander.

--Training: Ghost Training : Trained since Childhood to kill and excel at it. Essentially has the best training of any Terran in Starcraft. 




Za'gara

Height: 14 feet?
Weight: Unknown
Age: ~3 years
Type of Hero Bonus: Command 
Classification:  Second in Command

After Kerrigan was de-infested and captured by terran forces, Zagara struck out on her own, establishing herself and her brood in an acid marsh on Char.In the absence of the Queen of Blades, Zagara sought to reunite the Swarm under her own leadership.
Kerrigan's return did not change this however, and Zagara challenged her authority. Kerrigan now appeared human and therefore, in Zagara's eyes, was unworthy to lead the Swarm. Kerrigan was able to control far more zerg than Zagara anticipated however and the brood mother was defeated. Kerrigan was about to kill Zagara, who revealed that she was only doing what she was told. The broodmother was forgiven and joined Kerrigan's forces.

Kerrigan decided to take on Zagara as a protégé, but was frustrated by Zagara's lack of vision (and, for that matter, not understanding the concept at all). To this end, she sent Zagara to Abathur for treatments to increase the size and complexity of her brain mass. After several unpleasant manipulations, Zagara's intelligence was finally sufficient to grasp Kerrigan's lessons- it was also sufficient for her to realize that she was not ready to rule the Swarm.

Zagara served as Karrigan's second-in-command for the remainder of her campaign against Mengsk. Most notably, she defended Kerrigan's chrysalis and coordinated the Swarm on Zerus. When Kerrigan was severely injured in her battle with Emil Narud, Zagara briefly assumed command of the Swarm, but declined to kill Kerrigan, as she had still had much to learn.

Loadout
Ranged: See Broodmother
Melee: See Broodmother
Defense: See Broodmother
Special: See Broodmother

Additional Factors:  
--Role: Tactical Commander: In conjunction with the strategic commander, the tactical commander sat on the lower end of the hierarchy but exhibits much greater control over the movement of troops and what they do. In essence, the strategic commander (often his superior authority) states what he wants done and how he wants it done, and the tactical commander sees to it how it is accomplished.
--Whereas normal Broodmothers are capable of problem solving, learning and strategic command, Za'gara's intelligence has been increased on Kerrigan's command, allowing her the ability to hypothesize multiple scenarios, calculate odds and think critically. This proved to be towards Kerrigan's benefit when Za'gara defended her and coordinated a battle against hordes of numerically superior Primal Zerg. She even cunningly managed to kill an optional objective that was behind enemy lines.  A lesser Broodmother would have failed where Za'gara proved superior. 
--Personality: Za'gara is brutal and merciless, far more brutal then the current Sarah Kerrigan. In this manner she reflects the original Queen of Blades, and she will frequently advocate the complete destruction of her foes. She views the other races of the galaxy with utmost contempt and wants to destroy them. However despite this she is not above learning from others and since her intelligence upgrades she has gotten more cunning by far.  She is next in line for control of the Zerg and she knows this. HOWEVER , for those looking upon this as a reason to give the hero category to the enemy; she has actually been given an opportunity, when Kerrigan was dying, to kill her and take over the Swarm. Za'gara refused stating that she still has much more to learn. She has guarded Kerrigan both when she was near death and helpless in a cocoon. 
--Second in Command: Zagara has fought alongside Kerrigan in nearly every battle in the Heart of the Swarm campaign, and often brings her brood along with Kerrigan's. Should Kerrigan somehow be killed, she will lead the Swarm. 
--Zerg Physiology: See Zergling
--Can Burrow


Infested Stukov

Height: 6'2?
Weight: ????
Age: ~ 60 (appears younger due to infestation) 
Type of Hero Bonus: Infestation, Unconventional Ops, Command
Classification:  Infested Command Leader

 Originally a UED admiral in their invasion of the Korhal sector, Stukov was killed as he sought to premptively undermine Narud/Duran's attempt to destroy the invasion fleet from within. However the Zerg captured him and infested him, only for Jim Raynor and Artanis to launch a bold rescue attempt, against Stukov's wishes. They succeed, much to Stukov's chagrin  Then the poor guy was sold to Moebius in a attempt to research a cure for the Zerg infestation, whereupon the secretive group  run by Narud reinfected him and tortured him for several years. Then he escaped, contacted Kerrigan, and together they destroyed the secretive lab station where he was kept and killed Narud.  Now he is a lieutenant for the Zerg. 
Loadout
Ranged: Corrosive Bolt: Fires a hand-held Corrosive Blast that is effective against ground or air units. 
Melee: Has mutated claws, Talons and enhanced physical strength compared to most Terrans. 
Defense:
Special:
--Corrosive Blast: Fires a very high impact Corrosive Blast that will utterly destroy most weaker units. The Stronger ones that survive the initial blast become easier to destroy, as the corrosive fluid sprayed everywhere greatly weakens the armor. 
--Regeneration Aura: See Broodmother
--Spawn Infested Marines: Calls down 4 infested marines to spawn on his location. 

Stukov is also the second strongest psionic in the Zerg Swarm, and presumably has many key psionic moves such as telepathy, telekinesis, Hive Mind Control and others. 
Additional Factors:  
--Experience: Commanded Insurrection campaigns prior to coming to the Korhal sector, lead forces in the Korhal sector against the Zerg, Dominion and Protoss (though he lost against the latter) and finally led forces as Kerrigan's lieutenant. He received plenty of medals for his first campaigns, and somehow gained the universal respect of Artanis, Jim Raynor and Kerrigan through his actions in the Korhal sector when he led the UED forces. Back when he was first infested, he was somehow able to wrest control from the Cerebrate who infested him, an unthinkable move. Without Stukov's aid against Narud, Kerrigan would have been killed, showing that he is a vital commander. 
--Very Intelligent: Stukov's quick and analytic mind are able to rapidly perceive events that occur around him and determine their cause. He determined that Duran was infested and working for the Queen of Blades back when he was a UED admiral when no one else figured it out, determined the secrets behind the Hybrid breeding program and even determined that Narud had used the Old Queen of Blades power to restore his master, Amon. This last inference shocked even Kerrigan. 
--Unconventional Operations: Whereas his childhood friend DuGalle spent much of his life focusing on the conventional, Stukov preferred  using unconventional operations to beat foes. Stukov spent most of his military career in top-secret research rather than in actual combat, constantly striving to push the limit of conventional technology and physical theory to increase the effectiveness of his troops in warfare.


--Zerg Physiology; see Zergling
--Infested Terran Leader: Seems to prefer leading infested Units (Marines, Colonists, Roverlisks,  Abberations, possibly infestors) over the rest of the Swarm, though still capable of leading regular Zerg.
--Role: Tactical Commander/Adviser :Same with most Zerg commanders. 


Dehaka

Height: 7 feet? 
Weight: ???
Age: Probably Hundreds of years at least
Type of Hero Bonus: Spec Ops, Immunity to Zerg Weaknesses 
Classification:  Primal Zerg Leader
""I do not need a wall. I will evolve armor. I do not need a weapon. I will evolve claws. "
"The Toolmakers might create something stronger then your armor or claws. "
"Their Tools stay the Same. I Collect. I Change. "
--Conversation Between Dehaka and Kerrigan, on the Subject of Terran ingenuity 

 Dehaka, by his own words, lives to collect essence. He does this not because of a need for power but because he believes that in order to survive one needs to change, and he changes very rapidly.  Most of the weapons on him were self-evolved.  He serves Kerrigan now, eager to collect the "essence" required for this change that comes alongside serving her. He is a accomplished if primitive leader, and it was through his actions that the Psi Destroyer was destroyed on Korhal (a weapon that could desstroy the Zerg Hive Mind from within). 
Loadout
Ranged: Shoots a giant and powerful glob of acid effective against even aerial foes. 
Melee: Devastating Claws, Talons and a stinger like tail. Also is very strong and headbutts people. 
Defense: Powerful Infantry Carapace, self-evolved. Also Regeneration, like all  Zerg organisms. 
Special:
--Drag: See Viper, but essentially shoots out a tongue that pulls a target to Dehaka's claws. 
--Generate Spawn: Generates two spawn of Dehaka that, while not as durable, can attack just as powerfully. 
--Mend: Causes Dehaka and the units around him to rapidly heal. 

Additional Factors:  

--Extremely Agile: Can jump up and down cliffs. 
--Primal Zerg Traits: See Additional Factors for the Primal Zerg
--Primal Zerg Leader: In battle he commands his own giant Pack of Primal Zerg. 
--Personality: Dehaka is obsessed with change and gathering essence, and follows Kerrigan as he both believes her the strongest and because she leads him to essence. He disdains technology and other forms of static weaponry, believing that the Terrans damn themselves by failing to change. This trait also makes Dehaka more open to new ideas then most of the Primal Zerg, conversely  and he was one of the few to agree to follow Kerrigan. 
--Experience: led and defeated Terrans on Korhal, fought for countless years on the brutal world of Zerus (where everything wanted to kill him for his essence). 
--Role: Tactical Commander: In conjunction with the strategic commander, the tactical commander sat on the lower end of the hierarchy but exhibits much greater control over the movement of troops and what they do. In essence, the strategic commander (often his superior authority) states what he wants done and how he wants it done, and the tactical commander sees to it how it is accomplished.



Abathur

Height: ??
Weight: ???
Age:  Possibly Hundreds if not thousands of years
Type of Hero Bonus: Evolution
Classification:  Evolutionary Master
"Look at flesh. See only potential. Strands, sequences, twisting, separating, joining. See how it could be better. Eat flesh, splinter bone. Inside me, can touch it. Weave it. Spin it... Make it great."


Abathur is an old organism, long serving as an “evolution master” – a guiding hand spinning the strands of zerg DNA into mutations of existing zerg and entirely new strains. Left to its own devices, Abathur’s approach to evolving the Swarm is unorthodox: consuming living tissue, and dissolving it into genetic components able to be quickly reassembled (often painfully).


Abathur’s methods are far from the only means of evolving the Swarm, but the creature has refined them over years of wanderlust following the death of the original zerg Overmind. During its time on Char, the detached, meticulous Abathur modified any zerg it stumbled across, and grew fixated on diversifying the Swarm.


As much as a hive creature can, Abathur sees itself as personally responsible for the continuation of the zerg. It undertakes each experiment as though the survival of the species depended on it alone, and tolerates no evolutionary backstep. Abathur will push the swarm forward…and change it utterly in the attempt.

Loadout
Ranged: None
Melee: Might be able to stab, eat people? He usually stays well away from battle. 
Defense: Regeneration, Evolution mastery
Special:
 Abathur is responsible for the evolutionary advances of the Swarm, and will probably spend these battles dreaming how to incorporate enemy/ambient Fauna's DNA into the Swarm. He allows the Swarm to rapidly change direction as per his- or the Queen's- will.  Essentially he allows the Swarm to acquire the enemies biological traits and facilitates overall upgrades. 

Misc abilities: 
  In a few missions Abathur has demonstrated the ability, upon Queen's command, to focus on a birthing pool or hatchery and accelerate the birthing process immensely, to get critters to near instantly hatch. 
 He can reconstitute dead Zerg, bringing them back to life so long as they have "essence" , though he has only done this a few times. 
Additional Factors:  
-- Personality: Abathur is obsessive with his work of seeking perfection within the Swarm, even as he himself acknowledges that perfection is impossible. Instead he works endlessly to make the swarm as efficient as possible, absorbing the DNA of all that he comes across- preferably while the critter is still barely alive, as that allows for better consumption of biomass. Abathur takes great pride in his work, and when the Primal Zerg replicated a few of the Zerg strains he was driven to such fury that he implored an amused Kerrigan to wipe them all out. 
-Role: Advisor: Advisors have no actual authority. Anything they say has no bearing on the troops being commanded. They have access to intelligence and the commanders within the leadership. They are often highly regarded and leadership would be wise to listen to their council and suggestions. In some cases, commanders rely on their advisors to make strategic, even tactical, decisions.

--Zerg Physiology and Burrowing: He DEFINES Zerg physiology. 
Important Character: Izsha:


Once a Terran named Amanda Haley before infestation, the being now known as Izsha was one of the Queen’s truly unique developments, marrying traits like episodic memory to the collective consciousness of the Swarm. However, as “her” functions were more suited to hive organization than warfare, Izsha remained largely unknown to the enemies of the zerg.


Among the zerg, Izsha occupies a similar role to that of a terran military’s adjutant – assisting with navigation, logistical analysis and record-keeping. Izsha is physically grafted to the nerve center of the Queen of Blades’ Leviathan, where she filters through the ceaseless volume of sensory data that floods the Swarm with each passing moment.



The suggestions and guidance that Izsha offers come from a time before, when the Queen of Blades suspected a great and terrible danger to the Swarm, and took action to preserve her own memories for the future of the zerg. Izsha is literally a living record of the experiences of the Queen of Blades, Kerrigan's former self.  Personality wise she is usually depicted as standing between rationality and the feral nature of the Swarm. 


===Light Calvary===




Mutalisk: 

Type of Armor: Raiding Flyer
Weapon Type: Glaive Wurm
Speed:  Probably close to or above Mach 1? 
Calvary Purpose: Raider, Rapid Response Aircraft
Classification: Hit and Run Zerg Raider
Basic Description: 
 The Mutalisk has changed little from its original incarnation as the spacefaring Mantis Screamer of the desolate Dinares sector. Mutalisks form the primary flying force of the Zerg, making hit-and-run attacks against vulnerable installations and wheeling across the skies in prodigious numbers above Zerg Hives or land-based forces. Mutalisks are agile and dangerous opponents. They can attack foes both in the air and on the ground by expelling a voracious symbiote known as the Glave Wurm, which can rapidly strike at several opponents as it explosively disintegrates.


* Technically this could easily be considered part of Air Combat, however it is also the closest the Zerg have to "Light Calvary", so I put it here. Zerg already have more then enough in Air Combat, anyway. 
LOADOUT: 
Armament: 

The glaive wurm, or glave wurm, is a parasite of mutalisks. Mutalisks attack by firing the parasites. The parasites may bounce off and strike multiple targets while disintegrating explosively.
The glaive wurms are launched from a mutalisk's modified ovipositor, meaning it breeds its own ammo. 

A mutalisk's fangs are also deadly and given that mutalisk blood is acidic, able to melt through even CMC armor, such close quarters are hardly favorable to a mutalisk's intended victim(s). In fact in Speed of Darkness this Acid blood once melted through FOUR Neosteel floors of a command center. 


Defense: 

 Light Zerg Carapace: Extremely light, as the Mutalisks are fragile even by Zerg standards. 
Regeneration: Standard. 
Special: 
-Mutations: 
--Viscous Glaive: The Glaive's cartilaginous framework is upgraded by Abathur, allowing the Galive to hit even more targets and do greater damage with each "bounce".
--Rapid Regeneration: Once out of Combat for a couple of mitues the Mutalisks will rapidly regenerate faster then nearly any other Zerg unit, and be able to return to battle fully healed minutes later. Cannot do this in combat, as Abathur makes it so that the entire body rapidly reconstitutes itself, requiring focus. 
--Sundering Glaive: Makes the parasitic Glaive of the Mutalisk explosive and highly lethal, likened to a mini-baneling. This Glaive cannot bounce but it does massive damage on its primary target. 

--Can Evolve into : Devourer, Guardian, Brood Lord or Viper.
Additional Factors: 
--Usage: In battle, Mutalisks form the primary flying forces of the zerg, making hit-and-run attacks against vulnerable installations and wheeling across the skies in prodigious numbers above Zerg nests or land-based forces. Many attempted engagements with the zerg have collapsed due to the rapid arrival of large numbers of Mutalisks before any meaningful air defense could be mustered. Under these circumstances the total loss of the forces involved is virtually guaranteed. Conversely, powerful air defenses have succeeded in keeping Mutalisks at a distance, for the creatures are limited in vitality. However, they remain agile and dangerous opponents. In large numbers or against weak defenses, Mutalisks will always be a deadly threat.
--Probably the most common Zerg "air" unit, can morph into other creatures. 
--Zerg Physiology: See Zergling
--Role: Hit and Run, Harassment, Raiding, Rapid Insertion
--Weakness: Its wings are exceptionally fragile, and can be easily shredded. Mutalisks will occasionally clump together, making it easy for AOE projectiles to do great damage as Acid from the Mutalisk hit sprays all the other Mutalisks.  They are also stupid even by Zerg standards, though every once in a while a Mutalisk "leader" will evolve that is far smarter then the rest.
--Mutalisk Lore Here 







1 comment:

  1. So, wonder what would happen when the Primal Zerg starting eating Orks.

    ReplyDelete