• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Starcraft; Zerg Biomass

Blue Ghost

SOC-14 5K
Knight
Has anyone ever used the Starcraft setting, or the Zerg, or any other trappings for their Traveller gaming sessions?

The Zerg biomass, or something like it, was presented in a documentary about possible alien life forms. The biomass in question was described as a "sea of living protein."

Thoughts? Comments?
 
Thoughts: cool and creepy.

I get the same feeling when playing against the Zerg that I do when I played Space Hulk, or watched any of the Alien movies.

So let's talk about the biomass. Let's use the animal rules to describe it.

I think it's easier to describe the masses which live ON and therefore DEFINE the "creep", rather than try to characterize the creep itself.

So for example, the Creep Colony is an animal. Call it an Eater with Speed 0, Attack 0 (always attacks). 2D (or more) are present when encountered, and the Colonies form an area "network" as their bases merge to form one set of tactile senses. So when someone attacks one Colony, the others know about it.
 
Interesting.

In Starcraft (the original game, I haven't played the sequel) you can't really effect the biomass except through destruction of Zerg nodes; one of the buildings.

One wonders if something similar in a Traveller game environment could hold true; i.e. no effect of the biomass unless you torch it (not an aspect of Starcraft) or destroy one of the buildings that seem to act like as organs.

I'm wondering how the attack from the mass itself would occur. You mentioned that it always attacks, so if you step on it, or get appreciably near it, would it "ooze" up on your boot and try to devour you feet and ankles first, or would it but more cinematic?
 
I'm wondering how the attack from the mass itself would occur.

I've also only played the first one, so I'll stick with the Creep Colony as the attacker. I suppose those attacks are actually intended to be subterranean?
 
Yes, the creep colony, against ground units, uses a subterranean talon or spike. In a strictly "Starcraft for Traveller" sense, I guess that's how you would formulate the attack.

But if you were more inventive or wanted to be different, would you have the ooze itself attack?
 
Haven't played any of them since about 1999... when my daughter was born.

There is that. I pretty much stopped around 2001, after Sara was born. Tried to pick it back up a couple years ago. Just don't have the time. Donated it last year :(
 
But in terms of a Traveller game, are there any unique ideas (that don't deal with police work, that much of this game seems to be aimed at) on how to deal with a Zerg biomass?
 
But in terms of a Traveller game, are there any unique ideas (that don't deal with police work, that much of this game seems to be aimed at) on how to deal with a Zerg biomass?

saturation bombardment?

nerve gas?

meason fire?

traveller has quite a few weapons that could make zerg swarm rushes rather....cost ineffective.
 
But in terms of a Traveller game, are there any unique ideas on how to deal with a Zerg biomass?

My first post simply looked at it as an Animal Encounter, via the Creep Colony.

Your question above makes me consider how to describe the Zerg as a sophont for Traveller.

I would make it a Casted sophont, where the Caste corresponds to a different form taken.

And I would require the following rule:

RULE: The Zerg uses biology as a technological analogue. They do not have technology.

The Animals

Code:
Spawning Pool (1) Omnivore Siren  100 kg  20/10 S0 Always attacks (acid)
Creep Colony (4D) Omnivore Siren  500 kg  40/20 S0 Always attacks  +Life Awareness
Zergling (4D)     Omnivore Reducer 20 kg  12/0  S2 Always attacks
Notes. The Spawning Pool generates the Creep Colony. The Creep Colony hatches Zerg. Zerg parasitically infect hosts to turn into a new Spawning Pool.

The Sophonts

Sophont Zerg are the product of uplift, so they resemble the animal forms. The Zerg are a casted race, where each form represents a different caste. I can see sophont Hives, Overlords, and Queens. It is possible to see sophont Guardians. I'm not so sure about Hydralisks, Mutalisks, and Drones. And I seriously doubt that Zerglings are intelligent.

There are no genders.

Code:
Zerg Hive (Swamp Omnivore Siren) Size 312 (312 kg)

Immobile.

Str 20D
Gra 2D
Vig 10D
Int 2D
Ins 3D
Cas 2D

There are no genders.

Life Stages: 

Young Adult at 18 years.
Physical Aging begins at 34 years.
Mental Aging begins at 92 years.

Yes, there can be senile Hives.
No, I have no idea how a Hive would have a "Career".

Senses:

Vision: no
Hearing: 16 (average)
Smell: no
Touch: 32 (excellent)
Life Awareness: 16
 
Last edited:
Haven't played any of them since about 1999... when my daughter was born.

I pick up interesting ideas wherever. SC is an old "low res" game by today's standards, and aimed at a younger demographic, but I still think there're some interesting ideas there.

What's even more interesting is that they pillaged every popular sci-fi property without apology, but contorted those things in a humorous way to fit the game.

Take that a step further, and any aspect of that game can be imported into a Traveller setting.
 
Back
Top