SAVAGE STARCRAFT - gregoryhuyghe.com · When I looked if there was a Starcraft role-playing game, I...

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SAVAGE STARCRAFT Author Grégory Huyghe http://www.gregoryhuyghe.com “This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.”

Transcript of SAVAGE STARCRAFT - gregoryhuyghe.com · When I looked if there was a Starcraft role-playing game, I...

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SAVAGE STARCRAFT

Author

Grégory Huyghe

http://www.gregoryhuyghe.com

“This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.”

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Table of contents

Introduction .......................................................................................................................................4

Quick History .....................................................................................................................................5

Starcraft Universe : Great War & Brood War ........................................................................6

Starcraff 2, from the Wings to the Void .............................................................................. 15

Terran Dominion and other factions .................................................................................... 34

Protoss ........................................................................................................................................ 41

Zerg Swarm................................................................................................................................ 49

Planets ........................................................................................................................................ 53

Playable Characters ...................................................................................................................... 64

Terran .......................................................................................................................................... 65

Protoss ........................................................................................................................................ 74

Primal Zerg ................................................................................................................................ 80

Non-playable units and Offensive buildings ......................................................................... 84

Terran .......................................................................................................................................... 86

Protoss ...................................................................................................................................... 101

Zerg ........................................................................................................................................... 117

Buildings ........................................................................................................................................ 133

Terran ........................................................................................................................................ 134

Protoss ...................................................................................................................................... 137

Zerg ........................................................................................................................................... 140

Short Story .................................................................................................................................... 143

Campaign ...................................................................................................................................... 151

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Introduction

When I looked if there was a Starcraft role-playing game, I found nothing useful and easy to play, so, there it is, Savage Starcraft with the amazing rules of Savage Worlds. I worked an entirer year (2017) to adapt Starcraft to Savage Worlds.

The setting takes place after the end of StarCraft 2: Legacy of the Void. As a result I didn’t take into account the main characters of the video game so the GM and the Players are able to adapt the game to their story.

The main idea is to allow the players to play of course Terran, but also Protoss and Zerg, all in the same team. The story starts after the novel Starcraft: Evolution, hence there is peace among the galaxy and I imagined that the three factions have created a common peace force.

Some units of the game are playable as classes, so your player characters will be asymetric. I didn’t want to make a Ghost equal to a Marine.

Why Savage Worlds?

Because it suits very well the brutal and heroic gameplay of Starcraft. Your players will face dangerous situations and some tokens will not be too many.

It is the best system I know and Starcraft is fun and savage, so it was an obvious choice.

Acknowledgment

I also want to thank Blizzard and all the other artists for their amazing work to illustrate Starcraft, I have no rights on the images in this book.

As well as the fan Wikia about Starcraft which gave me all the background I needed to do this game. The Quick History came from this website.

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Quick History

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Starcraft Universe : Great War & Brood War

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The Xel'naga

The Xel’naga are a seemingly extinct race of extragalactic scientists. They arrived in the Milky Way Galaxy in their worldships, and there they began manipulating various species, intending to create something with purity of form and purity of essence, as a necessary part of their life cycle.

They first modified the Protoss, an intelligent psychic species they discovered on the outlying world of Aiur. To their joy, they discovered the Protoss had both purity of form and essence. However, the Xel’naga pushed their creation too far, causing their psychic link to disappear and their purity of essence to vanish. The Protoss fell into madness as the Xel’naga abandoned them.

The Xel’naga discovered another species, the Zerg, on the central world of Zerus. These small insectoids demonstrated purity of essence. The Xel’naga created the Overmind, which contained their sentient desires, holding them together with a hivemind. However, the Overmind became aware of the Xel’naga's presence and, upon acquiring space flying breeds, ordered its minions to attack the worldships. The greater whole of the Xel’naga race was wiped out.

The Protoss

The Protoss, bereft of their gods (as they viewed the Xel’naga), fell into the Aeon of Strife, a massive generations-long civil war. The mystic Khas, using the power of Xel’naga artifacts called khaydarin crystals, reforged the Protoss psionic link, which he called the Khala, and helped heal their racial wound. The sanity of the Protoss was restored.

The new Protoss society divided itself into three castes – the Judicator Caste which consisted of religious leaders, controlled by the Conclave; the Templar Caste, the warriors who protected the people; and the Khalai Caste, which provided laborers and artisans. The Protoss used much Xel’naga technology.

The Protoss expanded their influence over many worlds formerly controlled by the Xel’naga, and both protected and manipulated lesser races according to their philosophy of Dae'uhl. When the Terran arrived in the Koprulu sector, in the shadow of Protoss space, the Protoss secretly protected them too.

Shortly before the Great War, the Protoss became aware of the Zerg, another race modified by the Xel’naga. The Zerg had secretly begun infesting a number of Terran worlds. Executor Tassadar of the Templar Caste was ordered to take his fleet and purify the most heavily-infested world, Chau Sara. Tassadar followed his orders – sparking panic in the Terran Confederacy – but when ordered to purify the next world, Mar Sara, he refused, as he believed the Terran there still stood a chance against the Zerg.

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The Dark Templar

Following the Aeon of Strife, Protoss society codified itself with the Khala, a religion and psionic philosophy governing their behavior which was intended to prevent another Aeon of Strife.

A number of Protoss, called the Rogues, refused to submit to the Khala and tried to hide themselves from the Conclave. Eventually the Conclave ordered the leader of the Templar, young Executor Adun, to terminate them. Adun taught them how to hide themselves from the Conclave instead. However, the Rogues were unable to control their powers without the Khala and their presence was revealed when they accidentally created massive psionic storms over Aiur.

Unable to hide their presence any longer, the Conclave ordered them banished from Aiur. Over time, they became known as the Dark Templar for their habit of cutting their psionic appendages to separate themselves from the Khala.

Following their exile, the Dark Templar settled on the dark planet of Shakuras, led by their Matriarch Raszagal.

The Zerg

The Zerg are a biologically-engineered species and the second (after the Protoss) to be engineered by the Xel’naga. Possessing a purity of essence, the Zerg were originally a race of worm-like parasites which over time could "absorb" the genetics of their victims. They were controlled by the Xel’naga-crafted Overmind, which broke contact with the Xel’naga and eventually spurred the Zerg Swarm into destroying its masters, stealing their knowledge. The Zerg Swarm formed into a hierarchy, led by the immortal Overmind, the immortal cerebrates underneath it, and the overlords. The modern Zerg Swarm emerged as a collection of breeds, capable of living in harsh conditions – most were adapted for combat.

The Overmind became aware of the Protoss and was determined to assimilate them into its own species. Upon discovering the Terran, it intended to assimilate their psionic potential to help it in its conquest of the Protoss. When the Zerg overwhelmed Chau Sara, the Protoss responded by destroying all life on the planet's surface. By then, the Zerg had already infested numerous other Terran worlds. The Zerg prepared to fight a war with the Protoss, leaving the Terran trapped between them.

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The Terran

The humans of Earth fell under the control of the United Powers League in 2229. The new government believed in the "divinity of mankind" and worked to eliminate anyone who had undergone genetic engineering or used non-essential cybernetic equipment. Government forces also cracked down on criminals, religious people, political activists and other "dissidents".

About forty years later, scientist Doran Routhe collected thousands of such prisoners onto four supercarriers as part of a colonization project. The prisoners were cryogenically frozen and supplied with materials needed to found colonies, including ATLAS, a revolutionary new AI. However, the ships sped right past their target planet.

During the journey, ATLAS detected a relatively high rate of mutations leading to psionic powers in the prisoners, sending the information back to Routhe.

The lost ships ended up in the Koprulu sector after three decades of travel, approximately two hundred years ago. The new Terran colonists settled the worlds of Tarsonis, Moria and Umoja. The colonists of Tarsonis had access to ATLAS and would form the most powerful of the three civilizations – the Terran Confederacy.

Many Confederate colonists disagreed with their government on economic and other matters, sparking numerous rebellions. These were generally swiftly put down by Confederate forces.

The Confederacy engaged in economic warfare with the military of the Morian colony, the Kel-Morian Combine, continually stealing their mining claims. Ten years before the Great War, this eventually broke out into the Guild Wars in 2485. The two sides fought for almost four years before the Confederacy claimed victory.

The Confederacy mistreated its colonies, and eventually its most prosperous one, Korhal IV, rebelled against it. The Confederacy killed the rebel leader, Angus Mengsk. However, this action was a mistake, since it put his genius son, Arcturus, in charge. The younger Mengsk immediately began a series of bombings and assassinations. When Mengsk was visiting the allied Umojan Protectorate, the Confederacy struck Korhal IV with a massive nuclear blast, destroying all life on its surface. Mengsk, now calling his rebel movement the Sons of Korhal, continued a guerrilla-style struggle with what few forces remained under his command.

In his first mission against the Confederacy, he raided a secret installation, rescuing a ghost, Sarah Kerrigan, and becoming aware of secret experiments with newly discovered xenomorphs.

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The Great War

As the 25th century drew to a close, a hivemind of bioengineered creatures, the Zerg Swarm, descended on the Sector.

The Zerg, then called "xenomorphs" by the Terran, arrived on Chau Sara and began infesting the planet. The Confederacy sent Alpha Squadron troops and the "Cerberus" attack squad to contain and suppress knowledge of the alien invasion. The Confederacy were using Zerg for weapons development and wished to keep any knowledge of them secret; they did not yet know the full danger the Swarm posed.

"Mr. Liberty, let me make myself perfectly clear. We have made first contact with another alien civilization. This contact consisted of them vaporizing the colony of Chau Sara. They burned it to the ground, and then burned the ground beneath it." - Alpha Squadron commander Edmund Duke(src)

The Protoss were not so complacent. The Protoss were the scions of the Xel’naga, and in the Zerg they recognized another offspring of their ancient mentors. The Protoss were wary of the Zerg's potential and their fears were confirmed when they witnessed the infestation and destruction wrought on Chau Sara. They took decisive action and cleansed the planet of all life. However, it was too late to stop the Zerg spreading to other Terran worlds.

The Confederacy flew into a state of panic, throwing a fleet in the path of the Protoss in an attempt to protect the nearby colony of Mar Sara. The Confederacy fell into a multi-sided war with two alien races.

In a short period of time the Terran had come into contact with two seemingly hostile species. The Great War had started.

Rebel Yell

Even as Chau Sara was being put to the Protoss torch, the Zerg had already arrived on neighboring Mar Sara and begun infesting that planet as well. The Magistrate of Mar Sara was charged with protecting the local colonists, but as on Chau Sara the Confederate military, locally led by Edmund Duke, was more interested in suppressing knowledge of the Zerg than helping the colonists secure their homes. Marshal Jim Raynor and his troops were arrested by Duke after taking a proactive stance against the Zerg. They were freed by the Sons of Korhal, an anti-Confederate group led by Arcturus Mengsk; the colonials needed little persuading to join the rebels after their treatment by the Confederacy. With Mar Sara falling to the Zerg and the Confederacy evacuating, the rebels managed to acquire data showing that the Confederacy was purposely attracting Zerg to disloyal colonies with secret devices called psi emitters.

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Mar Sara was lost to the Zerg and then to the Protoss cleansing. The rebels moved on to Antiga Prime where they hoped to foment open rebellion against the Confederacy and gain additional support. Here Sarah Kerrigan, a telepath and former covert agent, became friends with Raynor, and Mengsk forcefully persuaded Duke to join his side. The colony was liberated before the arrival of the Confederate counter-attack. The Sons of Korhal used psi emitters to unleash the Zerg on the Confederate blockade and the rebels escaped. The Protoss followed on the heels of the Zerg and cleansed Antiga Prime as well.

The road to Tarsonis was clear. The Sons of Korhal attacked the capital as the Confederacy scrambled to meet the threat posed by the aliens. Nonetheless Mengsk was not confident he had the strength to fatally cripple the enemy alone. Therefore he again, above the protests of subordinates, ordered the use of psi emitters. The converging Zerg crushed the defenses and began devastating the cities. Mengsk sent Kerrigan to defend the Zerg from the pursuing Protoss so the Zerg could complete their work. Kerrigan held off the Protoss but was subsequently overrun by the Zerg; despite pleas for evacuation Mengsk abandoned her. This betrayal led Raynor and his troops to desert Mengsk and form Raynor's Raiders.

With Tarsonis in ruins the power of the Confederacy was broken. The Sons of Korhal transformed into the Terran Dominion, a new hegemony based on Korhal, with Mengsk as its Emperor. Raynor bitterly realized that the ideals he had been fighting for had been betrayed.

The Overmind and the Fall of Aiur

The Zerg were the second "perfect creation" of the ancient Xel’naga, and gifted with the "purity of essence". The Zerg continuously assimilated new species into the hive mind. Control the collective sentience of the Swarm was invested in the Overmind. The Zerg trek from their galactic central homeworld to the distant Koprulu sector was driven by knowledge forcibly assimilated from the Xel’naga; the Protoss were the Xel’naga's first creation and the Overmind wished to assimilate the Protoss such that the Zerg might become "perfect". Unfortunately the exact location of Aiur, remained unknown; in addition the Zerg sought a counter to the Protoss' immense psionic powers. A solution for the latter seemed within reach when the Swarm stumbled upon the Terran, a species with immense, but as yet untapped, psionic potential.

The Zerg captured Kerrigan on Tarsonis and began transforming her into a Zerg/Terran hybrid. The Overmind created a new cerebrate to oversee and safeguard Kerrigan's gestation. The hybrid Kerrigan was instrumental in unlocking the secrets of how to assimilate the Protoss. The Zerg withdrew from Tarsonis to Char. They fended off attacks from Terran and Protoss inadvertently lured by a gestating Kerrigan's psionic calls. Forces led by Protoss Executor Tassadar, Dark Prelate Zeratul, and Raynor were stranded on

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Char and formed a three-way alliance to survive. Ironically it was one of the alliance's major victories that revealed the location of Aiur to the Overmind.

Cerebrates were nominally reincarnated by the Overmind upon death. It was thus a shock to the Swarm when Zeratul managed to permanently kill the Cerebrate Zasz; only the Dark Templar wielded the energies needed to perform such a feat. However, when Zeratul killed Zasz the Protoss' mind briefly touched that of the Overmind, allowing both to read the other's mind. The Overmind extracted the location of Aiur from Zeratul.

Aiur was invaded in short order and the Zerg established themselves on the surface. The Overmind relocated from Char to Aiur.

Tassadar refused the Conclave's summons to return to Aiur after the fall of Tarsonis; he journeyed to Char without the knowledge of his superiors and was stranded there. While there he became allies with the Dark Templar Zeratul and Raynor's Raiders; from Zeratul he learned the ways of the Dark Templar, something forbidden to the Khalai, the Protoss of Aiur, by the Conclave. Tassadar was still out of contact when the Zerg invaded Aiur and the Conclave opted to promote Artanis to executor in Tassadar's place.

Tassadar finally managed to contact Aiur and explain his recent activities. The former executor's admission of cooperating with the Dark Templar sparked outrage in the conservative Conclave. Ultimately the Conclave ordered Artanis and the Fleet of the Executor to arrest Tassadar at Char. It was a diversion of force the defenders could ill afford; contrary to the Conclave's beliefs, the Zerg were winning the war. Tassadar was dismayed that an entire fleet was sent from the beleaguered homeworld just to arrest him because of an ideological issue.

Tassadar was willing to return to Aiur and face judgment but not without first finding the Dark Templar, whom he believed were the only way to defeat the Zerg. Artanis was sympathetic. The Fleet of the Executor returned to Aiur with Tassadar and his allies, the recovered Dark Templar and Raynor's Raiders. The war with the Zerg was faring quite badly under the Conclave's inept leadership. Tassadar caused a civil war by attempting to remove the Conclave from power; this failed when Tassadar surrendered rather than continue to witness Protoss fight Protoss. He was saved from execution by the Dark Templar Zeratul. Once free Tassadar sent his allies to fight the Overmind. The assault broke through the defenses but began faltering after severely damaging the Overmind. To make matters worse the creature began opening a warp portal in a desperate bid to escape. Tassadar brought the battle to a decisive end by channeling the combined energies of the Dark Templar and High templar through his ship, Gantrithor, and rammed the carrier into the target. The Overmind and Tassadar were annihilated.

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Brood War

Following the Protoss and Zerg attacks on the Terran Confederacy, the government of Earth re-formed, calling itself the United Earth Directorate. The UED planned and launched an invasion of the Koprulu Sector, intending to overthrow the local governments, take control of the Zerg and pacify the Protoss. The invasion was led by Admiral Gerard DuGalle and Vice Admiral Alexei Stukov.

The Brood War was a massive Zerg civil war between forces "loyal" to Daggoth and his second Overmind against those "loyal" to Kerrigan, against a backdrop of the Protoss struggling to survive and the UED attacking the Terran Dominion and the Zerg.

The Fall

Following Tassadar's sacrifice, the Zerg on the Protoss homeworld were overwhelmingly numerous but in disarray. Protoss refugees retreated to the homeworld of the Dark Templar, Shakuras, despite protests from Judicator Aldaris. The Zerg followed them to Shakuras. The Protoss and Dark Templar reluctantly joined forces with Kerrigan's Zerg forces, after she explained she was free from the Overmind's control, and she needed help with a new Overmind that was growing on Char. Kerrigan asked for their help to kill it before it reached maturity and took control of her mind again. She promised them a favor in return: two ancient crystals, fused with the powers of the dark and light templar, had to be recovered and put in the Xel’naga temple to defeat the Zerg on Shakuras, and Kerrigan would assist in this quest. Aldaris strongly opposed this alliance, but was overruled by Raszagal.

During the quest, the UED intervened. However, the Protoss recovered both crystals.

Aldaris, troubled by their relations with the "traitorous" Dark Templar, split off and declared war on the Dark Templar and their ally Artanis. This was because Aldaris had become aware of Kerrigan's manipulations of Raszagal's mind. After Aldaris had been defeated, Zeratul and Artanis activated the Xel’naga temple by placing two crystals inside. These energies spread across the planet, wiping the Zerg from the face of Shakuras.

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The UED Invasion

A captain joined the United Earth Directorate Expeditionary Fleet, assigned to subdue the Dominion worlds in this sector. The UED made some initial successes, teaming up with the Confederate Resistance Forces and capturing a powerful anti-Zerg weapon, but their high-handed tactics quickly made enemies of all the various Zerg and Protoss factions as well. Mengsk's Dominion was the first to fall. Kerrigan convinced Raynor to rescue Mengsk. Though crippled by the treachery of a Zerg-infested Terran-seeming spy, the UED succeeded in capturing and enslaving the new Overmind and taking control of Zerg swarms.

Rebirth of the Swarm

Kerrigan was severely threatened by the growing control the massive UED fleet had over the Zerg swarms. By painting herself as a victim and arguing that the combined UED and Zerg forces were the greater enemy, Kerrigan gained the reluctant assistance of the scattered Terran, Protoss and Dark Templar forces. As the UED was beaten back, however, she turned on each of her "allies" with the assistance of an enigmatic minion. The new Overmind was killed, Kerrigan gained control of all the Zerg... and her minion disappeared.

Dark Origin

Zeratul discovered revealed a hidden plot behind the scenes of the story, a secret project of combining Zerg and Protoss genes. When Zeratul approached the last stasis cell containing the Zerg/Protoss hybrid creature, the voice of Kerrigan's enigmatic "minion" was heard.

He explained he was not really Kerrigan's servant, and had served a far greater power for millennia. He told Zeratul that destroying the cell would not hinder the project, as there were other cells in locations across the universe and Zeratul would not be able to find them all in time to stop the evil plan.

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Starcraff 2, from the Wings to the Void

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Wings of Liberty

Mar Sara

After nine years of being a convict, Tychus Findlay was released from cryo-prison, but not without a price. Meanwhile, rebel leader Jim Raynor was present on Mar Sara, fighting against a Terran Dominion takeover of a local colony.

Traveling back to Joeyray's Bar, he met up with Tychus Findlay, who was an old friend of his. Findlay offered Raynor a business proposal; "liberating" alien artifacts from the Terran Dominion. The Dominion had recently prohibited transportation of such artifacts, and had begun excavating them on planets such as Mar Sara. The artifacts would be sold to his contact, the formerly legitimate Moebius Foundation. Raynor and Findlay's forces teamed up to steal one such artifact from the Dominion.

The Zerg invaded Mar Sara en masse, starting at the location of the dig. The Raiders defended a town until the Hyperion could rescue them. The Zerg had, in fact, struck many Dominion worlds. Afterward, Raynor had the choices of rescuing the colonists of Agria and retrieving an artifact from Protoss fanatics at Monlyth.

Tal'darim Troubles

On Monlyth, the Raiders had to contend with both the Tal'darim, a fanatical Protoss splinter faction, and Kerrigan's Zerg. They performed a quick smash and grab mission, wrestling the artifact and escaping before Kerrigan could arrive...but not before she could taunt Raynor. Afterwards, Findlay familiarized himself with the Queen of Blades via the Hyperion's archive, much to Matt Horner's irritation at the lack of permission granted for such access. Findlay saw Kerrigan as a threat to be dealt with. Horner however, was more sensitive and aware of Raynor's past with the former ghost.

The next artifact uncovered was on the dead world of Xil, where a Moebius Foundation team had been wiped out. The Raiders descended to the surface and discovered why—the Tal'darim. However, using the Drakken laser drill as both excavator and weapon, the Raiders succeeded where Moebius had failed and retrieved the artifact.

Whispers in the Dark

After Xil, Raynor was confronted by another Protoss, one who didn't want to kill him—Zeratul. He gave Raynor a cryptic warning about Kerrigan, that for all her sins, she was the only one who could save them from a looming catastrophe. The rebel received a khaydarin ihan crystal from the Nerazim, one that contained Zeratul's memories. Memories that would allow the Terran to understand what his Protoss friend had seen and experienced.

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Raynor stared into the crystal, seeing Zeratul arrive on the world of Ulaan, seeking a prophecy that heralded the return of the Xel’naga. However, Kerrigan was present as well, along with her Zerg. The two fought and Kerrigan held her own, but her heart wasn't in it. Like Zeratul, she had seen portents of what the future would bring. And unlike the Dark Templar, she was willing to let fate take her. Zeratul however, clung onto hope and retrieved the prophecy's fragments. He traveled to Zhakul, where the fragments might be translated.

Raynor was losing himself in the crystal, prompting the concern of those around him. Nonetheless, he watched as Zeratul arrived on Zhakul, finding the three preservers he sought imprisoned by a hybrid and the local Protoss corrupted by its influence. The prelate defeated the creature and freed the preservers, who in turn interpreted the prophecy. It spoke of a "Fallen One" and that what had begun with the Great Hungerer would end in utter darkness. Zeratul realized that the "Great Hungerer" might be the Overmind and departed for Aiur.

Aiur was a ruined world, and the area around the corpse of the Overmind was no exception. Zeratul accessed its thoughts from its tendrils, sensing, strangely enough, fear of the future, yet also joy. Arriving at its cortex, the Nerazim was confronted by the spirit of Tassadar, thought dead four years ago. Tassadar had never truly died, and in the high templar's own words, never would. He explained that the Overmind was not always the monstrous creature the Protoss had fought in the Great War. Instead, its personality had been altered by an outside force, the Dark Voice, compelling it to assault the Protoss rather than merge naturally to perform the Xel’naga's cycle of rebirth. The Overmind knew it had been corrupted, but had been created without free will and could therefore not fight its overriding directive. It could, however, create a being who might save its species from manipulation...the Queen of Blades. For it had seen what the future held. And through Tassadar, Zeratul saw it as well.

In the present, Raynor took the final step and saw what others before him had—Armageddon. Humanity had been consumed, the galaxy was in flames, the Protoss were making a final stand on a distant, shadowed world and the Swarm had come under the control of the hybrids, as well as their mysterious leader. The Dark Voice mocked the Protoss, revealing that in this future, Kerrigan, the one person who might have saved them, was dead, killed in the perception that she had been the true threat. The Protoss were eventually overcome and darkness descended over the galaxy. And Kerrigan, the same being responsible for bringing death and destruction to the Koprulu Sector, was the only one who could avert this.

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The Final Artifacts

Sarah Kerrigan made another play for the artifacts. She personally led an invasion of Tyrador VIII, where the Moebius Foundation was based. Their own forces had managed to evacuate for the most part, but were unable to destroy their data cores which would reveal the locations of the rest of the artifacts. Raynor's Raiders were hired by the Foundation's leader, Dr. Emil Narud, to destroy the data cores before Kerrigan could get to them. The Raiders were successful in this action. However, this close call with Kerrigan caused Raynor to fall into a depression.

The next artifact was located on Typhon XI. As the Hyperion neared the planet, the star it orbited began to fall into a supernova. Raynor's Raiders had to quickly descend, fight their way past Tal'darim and make off with the artifact before the planet was consumed. The Raiders once again stole an artifact from the Tal'darim.

The Raiders, expecting to meet with the Moebius Foundation, instead came across a Dominion fleet, led by its flagship, the Bucephalus. Raynor and Findlay invaded the Bucephalus, intending to kill Arcturus Mengsk. Instead, Raynor found his son, Valerian, who offered to work with him in order to rescue Sarah Kerrigan from her infestation. Raynor agreed.

Raynor's Raiders located the last piece of the artifact on a Xel’naga worldship occupied by the Tal'darim. The Tal'darim Executor made a personal appearance in his own mothership but it was useless; the Raiders made off with the last piece.

The Return to Char

Raynor allied with Valerian Mengsk to go down to Char to try to de-infest Kerrigan. Many members of his crew became distrustful of Raynor, especially Milo Kachinsky and Tychus Findlay, who drunkenly branded Raynor as a coward. Raynor overheard this, and after besting an armored Findlay during a fight, Raynor explained that the Zerg invasion was the greater of two evils and doing so would save humanity, turning the crew back to his side.

After an unpleasant meeting with General Horace Warfield, Raynor was briefed on the battlecruiser Bucephalus, the flagship of the Dominion fleet. Valerian received a transmission from his father, who was proud of his son's ambition, which was to prove himself a worthy heir by de-infesting Kerrigan and allying with the biggest terrorist ever, but believed he was in "way over your head." Arcturus was then shocked that Raynor allied with his son, which Raynor assured Arcturus that they had a "score to settle." After the transmission, Valerian was pleased. The Zerg then launched a pre-emptive strike.

The initial landing was a disaster. Many attack groups were destroyed while in-flight and those that landed were either wiped out by Zerg forces on the planet or were scattered.

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Raynor and his forces were able to take a foothold on Char, soon afterward proceeding to rescue General Warfield and his men, who had crash landed in the initial assault. Warfield commended Raynor on his bravery.

The Zerg's ground or air support then had to be taken out. The Terran forces couldn’t assault the main hive because of the massive number of Zerg around it. More Zerg were also incoming from previously invaded Terran Dominion worlds. Therefore, the Zerg's nydus network had to be taken out or their air support.

After the Zerg's support was taken out, the Terran forces rallied to launch the final attack on the primary hive, after an inspiring speech by Raynor. General Warfield, with a new cybernetic arm, delivered the fully assembled Xel’naga artifact to Raynor, where the Terran forces had to hold out against the Zerg until the artifact was fully charged to de-infest Kerrigan. The artifact became fully charged and launched a powerful energy nova that destroyed the Zerg forces and partially de-infested Kerrigan.

Raynor and Findlay then led a small team of marines into the main hive to retreive Kerrigan. Tychus then tried to fulfill his deal with Mengsk by killing Kerrigan and earning his freedom. Raynor defended Kerrigan from Tychus and then shot him. Raynor then walked outside to a sunrise, carrying Sarah Kerrigan over a war-torn Char. Valerian Mengsk's gambit paid off; Kerrigan has been de-infested. While the Zerg invasion was halted, Tychus Findlay is dead, and Arcturus Mengsk remains secure on his throne.

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Heart of the Swarm

Following the Dominion victory on Char, the Zerg Swarm was scattered, and Kerrigan was transformed into a human form but still has some infested elements (such as her Zerg "dreadlocks"), and whether she had her original personality back. Kerrigan was taken by Jim Raynor and Valerian Mengsk to a Umojan Protectorate lab in order to escape the pursuit of Arcturus Mengsk, who wanted her dead. Valerian and the Umojan scientists experimented on her control of the Zerg swarm, which angered Kerrigan, and she sent Zerglings against the robotic defenses of the lab. Valerian later let her go, but a Terran Dominion force under Nova stormed the facility to capture Kerrigan. Kerrigan escaped, but Jim Raynor was captured. Kerrigan went to the rendezvous site to find Jim, but found only a Dominion force that had set up a Drakken pulse cannon. She reclaimed the Naktul Brood in the region, and destroyed the Dominion forces, but Jim was nowhere to be found. She tuned into a UNN broadcast reporting that Jim Raynor had been killed, which set her on the path of revenge against Mengsk.

Kerrigan boarded a Zerg Leviathan, and took control of the broods there. She found Abathur and Izsha aboard it, who had served as her assistants when she was the Queen of Blades.

Kerrigan sought to regain the broods of the rogue broodmother Nafash on the planet Kaldir. When she arrived, she found the brood feral and scattered, and that the Protoss colonists there had slew Nafash. They tried to contact Shakuras to bring their fleets against her, but she destroyed their psi-link spires and ark shuttles before they could contact the Golden Armada. The colonists then attempted to escape on the Daelaam Ark, but using a larva implanted in the Protoss Lasarra, Kerrigan spawned a broodmother on the shuttle. All Protoss on board the ship were killed before they could contact Shakuras.

Kerrigan set her broods to reclaim the planet Char, which was under the control of the Terran Dominion under General Warfield. She first fought against the rogue Broodmother Zagara, who did not recognize Kerrigan's authority as the leader of the swarm. Kerrigan spared her, and began having Abathur manipulate her to make her more powerful. She then broke through Warfield's Bone Trench, and assaulted his base. The Dominion on Char were broken, and Kerrigan killed Warfield. However, his last condemning words gave Kerrigan a moment of mercy, and she allowed the wounded Dominion forces to escape.

In the aftermath, the Leviathan was boarded by Prelate Zeratul. Kerrigan was initially hostile to Zeratul, but he granted her a vision of Zerus, the Zerg homeworld, and that the prophecy demanded that she be remade there as a primal Zerg. Kerrigan was hesitant, but acted on the prophecy, and moved on Zerus, wanting the power to get revenge on Mengsk. She battled the pack leaders of the planet, and awakened Zurvan, the most

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ancient primal Zerg on the planet. Zurvan told her of the first spawning pool, where she could be reborn as primal Zerg. Kerrigan did this, leaving her assistants to defend her. After battling the pack leaders, Kerrigan was reborn with more power than she ever had as the Queen of Blades. A primal Zerg named Dehaka saw her power, and offered his allegiance, but the other primals gathered their packs to challenge her. Kerrigan used her new power to defeat all of the pack leaders, including Zurvan himself, and gathered the primal Zerg under her control.

Kerrigan was then contacted by Mengsk, who told her Raynor was alive and if she attacked the Dominion he would kill her. Kerrigan could not sense Raynor, but swore to find him. She contacted Matt Horner and Valerian Mengsk, who knew only Colonel Orlan could get through the Dominions deep-encryption network to find Jim Raynor. The group met with Mira Han who had him in custody, but refused to give him up. Matt Horner lead the Hyperion against Mira Han, and destroyed her fortress, getting Orlan back. Orlan found Jim Raynor on the Moros, a secure Dominion prison vessel. Kerrigan raided the vessel and found Jim, but he refused her as she had reinfested herself. He left the ship, but refused to talk to her.

The Swarm got a psionic message from an infested Terran named Alexei Stukov, who told Kerrigan of the Dominion Hybrid Breeding Program on Skygeirr Platform. Kerrigan agreed to help Stukov, and boarded the platform, infesting the marines guarding it. She broke into the facility, discovering the ancient Xel’naga Narud in the guise of a Moebius Foundation Terran. Kerrigan destroyed the Hybrid dominators he sent to assault her, and pushed further into the Xel’naga ruins the base was built on. The swarm engaged the Tal'darim guarding the inner ruins, and Kerrigan engaged with Narud in single combat. Stukov set about commanding the swarm to deactivate the Xel’naga shrines powering Narud, allowing Kerrigan to push his null zone back at him. He was wounded, but not killed. Kerrigan then pursued Narud into the ruins, where he took the guise of Jim Raynor, then her in her uninfested form. After a close battle, Kerrigan slew Narud, but he told her of the fallen Xel’naga Amon and his return. She was rescued by Zagara, who commanded the swarm while she recovered. Kerrigan swore that after she killed Mengsk, she would face Amon.

Kerrigan then began her final assault on Korhal to kill Mengsk, bringing her broods in for the final battle. Valerian told Kerrigan to set her brood down outside the city so he could evacuate the civilian population, to which Kerrigan reluctantly agreed. Korhal's orbital defenses were heavy, and destroyed millions of Zerg upon entry. Kerrigan engineered bile launchers that were able to destroy Korhal's defense network. As they closed on the capitol, Mengsk unleashed the psi destroyer, a platform that could destroy any Zerg connected to the hive mind. Dehaka lead the primal Zerg unconnected to the hive mind to destroy the power generators on the platform, allowing Kerrigan to destroy the weapon. In the final assault, Mengsk sent his elite guard against Kerrigan. Jim Raynor moved in with the Hyperion to support Kerrigan's forces. After fighting their way through

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his elite guard, Kerrigan entered the palace herself to kill Mengsk. However, Mengsk was prepared with the Keystone, which could still harm Kerrigan. Raynor was close behind, and crushed Mengsk's control device. Without his artifact, Kerrigan sent a psionic pulse through Mengsk, killing him. Kerrigan thanked Jim, then mobilized her broods to face Amon.

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Legacy of the Void

The campaign starts with Hierarch Artanis planning to invade Aiur, Selendis at his side as Executor. Zeratul appears upon his flagship and wants to stop him, imploring him to help fulfill the prophecy and get the artifact piece back from Raynor.

Amon goes on to use the Khala, the psionic link that binds all Protoss together, to assault and enslave the bulk of the Protoss on Aiur, including Artanis. By the time Zeratul reaches Artanis, it is too late - he has been taken over by Amon. They engage in an epic battle, where Zeratul aims to sever Artanis's nerve cords and consequently Artanis's link to the Khala. He succeeds, but at the cost of his own life.

Artanis feels deep, mournful regret, and redoubles his efforts to reunite the now scattered and enslaved Daelaam Protoss. While doing so, he discovers allies such as Karax, the phase-smith, who pledges to assist Artanis in his task of freeing the Protoss and discovering the prophecy that had led to the events prior. Artanis and his band of Protoss carry on severing nerve cords in order to free the enslaved Protoss from slavery.

The next order of action for Artanis was to secure a suitable flagship – the Spear of Adun, which is similar in function to the Hyperion for Raynor. This was done by destroying the locks that kept the Spear of Adun trapped on Aiur. After successfully doing so, Artanis and his motley crew scramble onto the Spear of Adun before leaving Aiur.

Aboard the Spear of Adun, Artanis starts to organize the remainder of the Protoss civilization under his grasp. He knows that Aiur is lost, and mournfully comments upon the loneliness of not having the Khala as a link to Karax. He now understands what it is like to be like the Dark Templar – to feel ‘truly alone’ in the universe, for the Khala was all he had known.

Artanis and Karax explore the Spear of Adun, and discover Rohana within a stasis chamber. Rohana is a preserver who has the ability to tap onto the ideas, knowledge and personalities of past Judicators and Executors in order to share her tactical expertise with the current Hierarch, Artanis. Artanis and Rohana have a confrontation over her link to the Khala, for fear of it endangering their position – and Rohana refuses to relinquish that link. This will lead to a source of conflict throughout the story of Legacy of the Void.

Artanis chose to go straight to Jim Raynor in order to retrieve the Artifact and further Zeratul’s prophecy. The Spear of Adun travelled to the Koprulu Sector, where he met Jim Raynor. Jim Raynor was very willing to hand over the artifact, but he required assistance from Zeratul to protect Augustgrad from the rogue Moebius Corps. The Moebius Corps were trying to crush Augustgrad by letting an important platform fall. Artanis helped by stabilizing the platform, taking back the stabilizers from the Moebius Corps and putting them into Raynors’ hands. With that, Augustgrad was saved.

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However, in the ensuing chaos, it was discovered that the Moebius Corps had escaped with the artifact, known to the Protoss as the Keystone to the Prophecy. Artanis made quick pursuit, and so did Jim Raynor and Valerian. They cornered the Moebius Corps and managed to recover the artifact from them.

When he returns, he discovers that Rohana has been possessed by Amon through the Khala, and Amon delivers a dark message to Artanis: “Let me release you all, from the suffering of life.” Due to this incident, he implores, more forcefully, that Rohana should sever her link to the Khala. However, she refuses adamantly, leading Artanis to confine her within a stasis chamber. Artanis continues his search, going to look for weapons in the upcoming war against Amon. He recalls the Planet Glacius, where Khalai scientists experimented on new technology and weapons in secret. It was there that the Purifier technology was developed. When he arrives there, however, he discovers that the Tal’darim had already set foot upon the planet. The Taldarim threaten to annihilate the technology vault, but Artanis manages to reach it in time.

It is there that Artanis discovers Fenix. Or at least, what seems to be Fenix’s personality, in a Purifier prototype. Fenix believes that he was brought from stasis and made a dragoon. It is shown that he does not exactly know that he is not Fenix, and that he is no longer in the same time as he thought he was. Fenix ends up telling Artanis about the Purifier programme.

Artanis decides to go to Shakuras to find the Dark Templar. He ends up helping them evacuate Shakuras, as Amon has already reached this world. He releases the Launch Bays and protects the Warp Conduit that will bring the entire of Shakuras’ dark templar population onto the Spear of Adun. There, Matriarch Vorazun thanks him and pledges to aid him in the coming battles.

It is decided then, that Shakuras has been far too overrun by Zerg and hybrid, because a warpgate had been opened from Aiur to Shakuras. Artanis and Vorazun make a joint decision to destroy Shakuras and exterminate all the Zerg and hybrid armies upon it. However, it is decided that they will attempt to hold out for as long as possible so that more Zerg and hybrid will go through the warpgate. By doing so, they can cripple Amons’ forces even further. And so it was done – much like in Utter Darkness, they hold out for billions of Zerg and hybrids to come before causing the planet to implode using the Xel’Naga temple on Shakuras.

On the bridge, Vorazun comments that Artanis has truly become dark templar during the latest battle, after having endured the Shadow Path. When Artanis interacts with Karax, Karax informs him that he has finally discerned the artifacts’ purpose – to act as a compass towards the further fulfilment of the prophecy. The artifact points to Ulnar in the Altarian Rift, a hazardous astral anomaly, an area of unrelenting force which would destroy anyone that would enter.

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After a short while of marvelling at the awe of having transcended metaphysics and living to tell the tale, Artanis and the others get down to business. As usual, the Taldarim have already made their way there and have locked the temple. Artanis and friends have to reclaim the celestial locks on Ulnar, the Xel Naga homeworld, in order to uncover the secrets of the prophecy locked within the Xel Naga temple.

After breaching the temple, Artanis goes in alone to search for the prophecy. It is there that he discovers Kerrigan battling with Hybrid, and he agrees to a tentative alliance with Kerrigan whilst they search for the prophecy that shows them the way.

Artanis and Kerrigan traverse the Xel’Naga temple in search of the prophecy, which is guarded by numerous Xel’Naga sentinels and Tal’darim. They discover three pieces of the prophecy, which state that the Xel’Naga are infinite beings who take different physical forms. Upon their death, they are thrust back into the Void. The Xel’Naga have waited for eons for the Protoss and Zerg to assemble the keystone and find their way to Ulnar and revive them. From Ulnar, the Xel’Naga began to seed the universe with life. They observed and identified the potential of their offspring, never interfering. The infinite cycle will always be the same. Two races are destined to emerge. One would have the purity of essence (the Zerg) and the other, purity of form (the Protoss). Artanis discovers here that Amon was the one who had uplifted their people, and created the Zerg – to him, he feels that their existence was a lie. What a heartbreak! When Artanis discovers the Xel’Naga, they’re all dead. Amon had reached them earlier.

Artanis ends up getting captured, of course. We return to the Spear of Adun, where Alarak, the snarky, sardonic Taldarim First Ascendant, appears and strikes a bargain with Vorazun, who had been put in charge of the ship in Artanis’s absence. He feels betrayed by Amon, and the Highlord. They exchange for information about Artanis and cessation of hostilities, he requests the aid of the Daelaam Protoss to help him usurp the power of Highlord Ma’lash. They subsequently rescue Artanis together and destroy the void crystals that empower Amon on Ulnar.

Alarak forces Artanis and Vorazun to deliver on their promise and help him with the ritualistic usurpation of Highlord Ma’lash’s role – the Rak’shir. He tells them that they have to assist him in clearing out Ma’lash’s Guardians, a group of high templar, before he will be able to challenge him directly according to their honor code and take charge of the Tal’darim. Artanis promptly does so.

Alarak reveals that the previous step was not crucial or even necessary in the preparation for the Rak’Shir, which leads to some tension between him and Artanis. Artanis tells him he’s not a toy to be used or lied to, and Alarak brushes it off, preparing for the Rak’Shir with Ma’lash. The Rak’Shir is a ritual in which two Protoss of the Tal’darim pit their psionic forces against each other in a straight line. At the end of each side of the line, there is a Pit of Sacrifice where they will forfeit their life if they fall in, with the winner usurping the position of the loser. However, supporters of either side can aid by lending their own

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psionic power. Artanis aids Alarak in clearing out Ma’lash’s forces and lends his psionic aid to Alarak in order for him to beat Ma’lash in the Rak’Shir, allowing Alarak to ascend to Highlord of the Tal’darim. (Rak’Shir)

It becomes clear here that Alarak and Artanis are two very different leaders. Alarak is focused on vengeance and believes in ruling by brute force and sheer might, but Artanis is a much more diplomatic leader who attempts to unite opinions of those under him. Artanis and Alarak come to a tentative bargain once again.

Artanis decides to attack the Moebius facility in order to weaken Amons’ hybrid training facilities. When the Moebius ambush the Spear of Adun, Artanis leaves Karax in charge of the operations on the ground, where Karax destroys the Power Cores that stabilize the Moebius facility with the help of carriers. When he successfully accomplishes the mission and returns aboard the Spear of Adun, Artanis congratulates him and commissions him as a templar – deciding at that moment to abolish the caste system with Protoss society.

In search of stronger weapons and allies in the battle against Amon, Artanis goes on to Endion to discover more about the Purifier project – a group of highly advanced mechanical Protoss that have been implanted with the duplicate personalities of many of the strongest templar in history. But first, they have to disable the Stasis locks on Endion in order to get to the planet that houses the Purifiers. They accomplish this by escorting the Megalith, a giant colossus, from Stasis Lock to Stasis Lock, unlocking them all in order to access the Purifier Planet.

Upon landing on the Purifier Planet, they discover that it has been taken over by Amon’s Zerg. Karax reveals that in order to release the Purifiers and request their aid, they must first destroy the Null Circuits that keep them unpowered. After doing so, the Purifiers, led by Executor Clolarion, become sentient and help to clear the planet of any remaining Zerg lifeforms. When Artanis implores them to help their cause, however, they wrongfully believe that they were being lured to a similar fate as before, when the Conclave treated them as robots rather than as templar.

After some brief convening with Fenix, they agree to help Artanis in his fight against Amon. At this point, Rohana gets possessed by Amon and discovers critical plot information that will help to advance the agenda – where Amon is housed, and his weakness. Artanis once again implores her to sever the link, which she does – she leaves behind the burden of the past and history. Artanis suggests that history is not meant to be lived in the past, but to be examined from the present.

Fenix the Robot has an existential crisis. Is he Fenix, or a robot who is like Fenix?

The Artanis-Team now has a semblance of a plan due to Karax’s research – they can use the keystone to trap Amon because Amon does not yet have a corporeal form. This means he only has form when he is in the Khala. By causing a disruption of the Khala, Amon

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would be forced out and his void energy would go into the keystone. But first they destroyed the Power Structures that powered the large psi-matrix under Aiur, preventing the Golden Armada from returning to Aiur and wrecking them before they could check themselves.

To weaken Amon even further, Artanis destroys the Void Shards that are manifest over Aiur in order to harm his host body.

“Brace yourself for the full might of the Firstborn!” Artanis

Robo-Fenix decides to rename himself Talandar. Artanis also gives a very motivating speech to the people who are going down to help capture Amon.

The combined strength of the new Daelaam (Daelaam, Tal’darim, Nerazim and Purifier combined) bear down upon Amon’s headquarters. They implant themselves into a key location and protect the Keystone from Amon’s forces while it charges up. Amon gets stressed and begins throwing everything they have at the artifact.

The artifact finally charges up, and then it goes to a cutscene – mindslave Selendis starts fighting Artanis. The Artifact activates, containing Amon and disrupting his control over the Protoss. Then, Artanis implores the enslaved Protoss to sever their nerve cords en-masse, giving them back their freedom. Selendis offers a weak protest. “Without the Khala, what will we become?” Artanis replies: “Free.”

“En Taro Artanis!” – Executor Selendis

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Epilogue

People are happy after the capture of Amon and his subsequent return to the Void. However, Kerrigan arrives and she implores all of them to go into the Void, for she had a call from the supernatural. Raynor argues that if they do not go, they are only postponing the danger, because Amon will continue to plot and scheme just as he had done before. Artanis, Raynor and friends are game for it, so off they go.

They go into the Void and are confronted by Narud, who tells them that they will be destroyed by Amon. Of course, they destroy Narud, along with any large structures of Void Corruption. Whilst in the Void.

After defeating Narud, they discover that there has been a Xel’Naga hiding in the Void this whole time – Ouros. Ouros was the source of the ‘odd yet benevolent’ calls to Kerrigan. He explains to them that he is the Last Shepherd of the Cycle, whose duty was to ensure that the Infinite Cycle carries on. However, during all this time, he was waiting for them to come, having been trapped by Amon. He pleads for Kerrigan to merge with his essence in order to become the next cycle of the Xel’Naga.

Kerrigan accepts. She begins harvesting Ouros’ essence. Amon is stressed out and starts throwing entire broods of Zerg at their fortified position while Raynor is protecting her.

Kerrigan finally absorbs the last of Ouros, who congratulates her on her new form. She becomes a blazing hawk Lina Inverse type female figure, hailed as the new form of Xel’Naga; the only being able to match Amon’s power.

Kerrigan, in her new form, is very powerful, and she endeavours to destroy Amon by destroying the source of his energy, the Void Shards. However, the Void is Amon’s realm, and he puts up a valiant fight. However, Kerrigan prevails, and Amon is forever banished.

Two years later, being the 3rd anniversary of the fall of Arcturus Mengsk’s reign, (the entire of Legacy happened in one year!) we see Jim Raynor sitting in Joey Ray’s bar in Mar Sara. (Homecoming) He looks at his Confederate Marshal badge, watching Admiral Matthew Horner as head of the military on the telly. He begins thinking back to his memories while looking at the pictures on the walls, his eyes resting on Kerrigan’s cute ghost face. While he thinks, he hears Zeratul’s voice – “You will hold her life in your hands.” Just then, the doors open. He sees red hair flowing.

Kerrigan – “You about ready to get out of here cowboy? ” Raynor – “Hell…. It’s about time.” He lays his badge on the table.

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Epilogue Redux

James Raynor was never heard from again. His badge was recovered from Joey Ray’s Bar on Mar Sara.

Under the steady leadership of Emperor Valerian Mengsk and Admiral Matthew Horner, the Dominion enters an age of prosperity and peace.

Led by their new queen, Zagara, the Zerg forcibly lay claim to the systems surrounding Char.

Highlord Alarak declines an alliance with the unified Protoss, and his people leave Aiur to establish their own homeworld. Any Tal’darim who oppose his decision are permitted one opportunity to join the Templar.

Scientists have reported a strange regrowth of life on formerly barren planets across the Koprulu sector. The origin of these vast changes is unknown…

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One-Day War

Background

In the wake of the End War, the powers of the Koprulu sector enjoyed an uneasy peace, but struggled to rebuild. The Daelaam struggled to heal from the deep societal scars from the loss of the Khala, and continued their reconstruction efforts on Aiur. The Terran Dominion meanwhile was suffering from famine and droughts, as they struggled to rebuild their scarred worlds. Heavily damaged worlds were putting an intense economic strain on the rest of the Dominion, and a massive number of physically and psychologically scarred war veterans stretched the nation to capacity. Emperor Valerian Mengsk sought help from the Umojan Protectorate, but due to distrust between the two nations after the reign of Arcturus Mengsk and the recently ended Umojan-Dominion Cold War, was denied aid.

The Zerg Swarm meanwhile underwent a drastic change under Overqueen Zagara. Sarah Kerrigan, former ruler of the Swarm, had ascended into a Xel’naga at the conclusion of the End War. She first gave the Zerg the power to choose their own destiny, and then gifted samples of Xel’naga essence for them to use. Zagara sought to use this to rebuild the planets destroyed by the various wars. She had Abathur, the Zerg evolution master, create a new breed from a mix of Zerg, another unknown race of sentient beings, and the Xel’naga. This breed, known as the adostra, rested in pods and could "dream" life into the surrounding land, forcing life to grow as the Xel’naga did.

Zagara then moved on the planet of Gystt, which had been destroyed by Protoss purification in the Great War in 2500 shortly after the incineration of Chau Sara. She disabled the Protoss satellites in orbit, and used the adostra to change the world from a barren land to a flourishing jungle.

The creation of the adostra, however, displeased Abathur, who thought that the Zerg should always be the dominant species in any assimilation. In addition, Abathur saw the peace between factions as a betrayal of what the Swarm was, that war was necessary to the Zerg's purpose, and that their ultimate goal should be the assimilation of all life. Thus, Abathur made fake pods for some of the adostra, and instead used their part of the Xel’naga essence to make a new breed named the chitha, which could disrupt psionics and communications. These breeds could command lesser Zerg, and had developed speech centers, so they could be commanded outside of the Zerg hive mind. Abathur instead used a biomechanical replication of the United Earth Directorate valkyrie communicators to relay commands to them.

Abathur came up with a plan, during peace talks between the three races, he'd use the chitha to draw the Dominion and Daelaam into destroying the adostra. Doing so would spark conflict again, and remove what he saw as an abomination from the Swarm.

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The Web is Drawn

Soon Hierarch Artanis of the Daelaam noticed that the satellites around Gystt had stopped transmitting. When he arrived there with a small Protoss fleet, he found Gystt transformed into a flourishing ecosystem. Artanis then blockaded the planet and prepared to purify it again. In response, Overqueen Zagara sent a leviathan to the Korhal system, with a queen named Mukav, to ask for aid from the Terran Dominion, and to relay peace talks. What she did not know was Mukav was under the sway of Abathur, and that aboard that leviathan Abathur hid the chitha.

Mukav arrived at Korhal, and repeated the same command over and over; Zagara requested their presence on the planet Gystt, and they were under threat from the Protoss fleet of the Daelaam. With such a strange request, Emperor Valerian sought to investigate, but he and his advisers were concerned it may be a trap. In response, Valerian sent six battlecruisers; the Hyperion, Fury, Titan, Phobos, Circe, and Cerebrus as well as the 934th Marines and reaper, goliath and warhound detachments to support him. He arrived to find the planet full of life, and the Protoss ready to destroy them.

Zagara contacted them both, and made offers of peace. She requested that the two leaders meet her on the surface to discuss how she could use the ability to spread life on planets to aid in their reconstruction efforts. Skeptical of peace offerings made from the Zerg, Artanis and Valerian agreed to the conditions, but only if they could send a survey team down to the planet to investigate if her claims were true. She agreed, and Colonel Abram Cruikshank put together a small team to investigate the surface: Master Sergeant Foster "Whist" Cray, a marine, Lieutenant Dennis "Dizz" Halkman, a reaper, Tanya Caulfield, a ghost, Dcotor Erin Wyland, a xenobiologist, and Ulavu, an exiled Protoss researcher. They were sent planetside as Zagara met with the delegation.[1]

Conflict Erupts

The survey team came down and studied the fauna, before Caulfield noteds a nearly mechanical psionic signal coming nearby. On the way there however, they were ambushed by a group of Zerglings and ravagers. This was communicated back to Valerian, who asked Zagara for explanation. She explained that they had crossed the border between two broodmothers, and that the Zerg there had reverted to their feral instincts. She bid that they move on. The group continued to follow the signal, arriving at a large structure. After fighting their way inside, they discovered the chitha, who immediately unleashed a psionic burst at Caulfield, knocking her unconscious. Only after Ulavu revealed he was a Nerazim did they defeat the chitha. They then found the adostra in the pods, which looked similar to the chitha. Thus, the group destroyed the nest, killing the adostra inside.

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Zagara heard news of this, and was enraged. She explained to them the nature of the adostra, and that she could not make any more. The peace talks nearly broke out into conflict, as Zagara and Abathur denied the existence of the chitha, and Hierarch Artanis returned to his ship. Emperor Valerian refused to leave however. He was then notified that Protoss forces near second of the three nests of adostra was under attack. Admiral Matt Horner ordered Colonel Cruikshank to send part of their ground forces to aid them, while the survey team was to secure the third nest.

Cruikshank did so, but found that the battle had gotten too intense, and the Protoss were being overrun. The force's commander Sagaya ordered the detonation of a disruptor inside the nest, which Cruikshank obliged in spite of his orders being to protect the nest. The detonation destroyed the Zerg in the area, but also the nest. All but three Protoss from the force were killed.

Meanwhile, the survey team moved in a dropship to the final nest, but Zerg forces had begun to mass toward it. In response, Admiral Horner deployed a psi emitter in order to stop the flow of Zerg to the nest. However, a pack of mutalisks caught the dropship as it was moving to the point. The survey team managed to fight off the mutalisks, and the Dominion fleet launched a nuclear missile at the emitter, shutting it off and killing the Zerg immediately around it. However, that was not all of them, and the survivors once again moved to the third nest.

In response, Colonel Cruikshank and Commander Rahas, new commander of the Protoss forces, came up with a plan to serve as a buffer to the survey team and buy them time to reach the nest. They did so, making a line to stop the Zerg advance, but as they were setting up a devourer downed Rahas's shuttle, and he was trapped and wounded. Alikka, a Nerazim, took over in his place. In space, Zagara sent a devourer with a chitha sample to the Hyperion, which allowed Doctor Talise Cogan to perform an autopsy on it.

The survey team was forced to land due to heavy damage, but was able to go on foot to the last nest. On they way they encountered light chitha resistance, but noticed they were holding some of the broods back. They were able to enter the nest, and discovered the biomechanical communicators that allowed Abathur to communicate with the chitha. However, soon they also found that the

Cruikshank's line meanwhile had begun to wear down as Zerg continued to assault them. He noted that after a certain line on the field, the Zerg's attacks would become slow and sluggish. He surmised that if he moved the line back, he would fight on more even terms, but that would leave Rahas to die. Instead, he put a Terran pilot in one of the downed phoenixes, and used its ion cannons to wipe out the Zerg as they arrived. The Zerg forces were pushed back, and the team rushed to save the survey team.

Meanwhile at the third nest, light Zerg began to pour in. Erin Wyland, after taking the samples she needed, used her perdition flamethrowers to destroy the Zerg that were

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flooding in, but in the process was consumed by the flame. She was saved by Ulavu, and only suffered moderate burns. Soon a Protoss force and Zagara arrived, and was able to relieve them.

The Web Collapses

Valerian questioned Zagara as to what the chitha were and the whereabouts of Zagara, but she did not know. The survey team then realized he was in the one leviathan on the surface, and the one that they used to communicate with the Dominion. Valerian asked to meet Zagara aboard the Hyperion, and Zagara, though confused, accepted. In reality, this was a ploy to find Abathur, who they expected would try to hijack the leviathan and escape, making the Terran and Protoss think Zagara was fleeing and sparking another conflict. In response, Valerian had Caulfield's C-10 rifle replaced with a communicator that could penetrate the shroud of the chitha.

The group boarded the leviathan, and inside found Abathur with a large group of chitha and Mukav. Abathur revealed his plans, and that he wanted both conflict and the destruction of the adostra. However, Caulfield revealed that her rifle was a communicator, and now the Dominion and Daelaam fleets knew of his presense. In response, Mukav attacked the survey team, Zagara attacked Abathur, and a large amount of chitha poured in the room.

Zagara was hampered by a large number of chitha that began to pile on her. The survey team fought Mukav, and were able to down her quickly with a flurry of fire and Ulavu's warp blade. However, there were still too many chitha to handle. As a last ditch effort, Caulfield overloaded her neural inhibitor, incinerating all chitha in the room but knocking herself unconscious. Zagara tore into Abathur, but kept him alive, and the survey team were returned to the Hyperion.

Aftermath

With the plot of Abathur revealed and the chitha seemingly destroyed, peace talks and discussions on how to use the adostra to benefit the three factions could now commence. Abathur was kept alive, but put in a place where he could cause no harm. The Zerg Compliance Ground-Force Unit was formed by the Terran Dominion as a motion of peace, which was to aid in guarding the adostra, hunting down additional chitha if more arose, and ensuring Abathur could not damage the peace that had been won between the three races.

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Terran Dominion and other factions

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Early History

The humans of Earth fell under the control of the United Powers League in 2229. The new government believed in the "divinity of mankind" and worked to eliminate anyone who had undergone genetic engineering or used non-essential cybernetic equipment. Government forces also cracked down on criminals, religious people, political activists and other "dissidents".

About forty years later, scientist Doran Routhe collected thousands of such prisoners onto four supercarriers as part of a colonization project. The prisoners were cryogenically frozen and supplied with materials needed to found colonies, including ATLAS, a revolutionary new AI. However, the ships sped right past their target planet.

During the journey, ATLAS detected a relatively high rate of mutations leading to psionic powers in the prisoners, sending the information back to Routhe.

The lost ships ended up in the Koprulu Sector after three decades of travel, approximately two hundred years ago. The new Terran colonists settled the worlds of Tarsonis, Moria and Umoja. The colonists of Tarsonis had access to ATLAS and would form the most powerful of the three civilizations – the Terran Confederacy.

Terran Confederacy

The largest and strongest of the three Terran factions in the Koprulu Sector, the Confederacy, based on Tarsonis, included several core worlds and numerous fringe colonies.

The Confederacy, equipped with the most advanced military technology, maintained economic domination over its chief rival, the Kel-Morian Combine, based on Moria, by continually stealing their mining claims, usually through creating pretexts for invasion. The Confederacy also oppressed its own people, especially in the downtrodden fringe worlds, leading many to join numerous anti-Confederate rebel groups. The most important was the secret Rebellion of Korhal based on the "crown jewel" colony world of Korhal and led by Angus Mengsk; it had formed an alliance with Umoja.

In 2485 the Guild Wars broke out between the Confederacy and the Combine. It took the Confederacy four years to achieve victory. Immediately afterward, Angus Mengsk declared the independence of Korhal but was swiftly assassinated by ghosts, the Confederacy's corps of psychic special forces. This in turn caused formerly loyal Confederate military officer Arcturus Mengsk, a genius, to take over the leadership of the Rebellion of Korhal and prompted Umoja to found a defensive military, the Umojan Protectorate. Two years later, the Confederacy destroyed the colony of Korhal with massive nuclear weapons, which severely damaged but failed to destroy the rebels.

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Naming the remnants the Sons of Korhal, Arcturus Mengsk would continue to fight the Confederacy for eight years.

By the outbreak of the Great War, heralded by the Protoss purifying the colony of Chau Sara, the Confederacy consisted of thirteen primary worlds and numerous fringe colonies.

During the Great War the Confederacy was invaded by the Zerg. The Sons of Korhal took advantage, luring the Zerg to Tarsonis with the Confederacy's own psi emitter technology. Mengsk would later form a new government, the Terran Dominion, upon the ashes of the Confederacy.

Remnants of the Confederacy still existed, even after the Brood War. One such group struck an alliance with the United Earth Directorate.

Raynor’s Raiders

The roots of Raynor's Raiders lay with Jim Raynor, a marshal of Mar Sara, a Confederate fringe world. During the Zerg invasion early in the Great War, Raynor became disgusted with Confederate disregard for the civilian population and their politics (including arresting him). Raynor joined the rebel Sons of Korhal movement when they rescued civilians and freed him from Confederate imprisonment.

He became a valuable officer in the Sons of Korhal and eventually formed a strong relationship with the second-in-command, Sarah Kerrigan. Raynor severed his relations with the Sons when Arcturus Mengsk used unethical tactics to destroy Tarsonis, homeworld of the Confederacy, and abandoned Kerrigan to the Zerg.

Raynor's Raiders became a small anti-Dominion rebel movement. In addition, it has undertaken numerous operations to rescue Terran from Zerg forces.

The Raiders are unique among the Terran factions for having made long-term peaceful contact with the Protoss, even fighting beside them on their homeworld.

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United Earth Directorate

The UED are the descendants of the United Powers League government of Earth, which banished the Terran colonists two hundred years ago. They secretly watched the Koprulu Sector for two centuries, making no attempt to interfere until the Confederacy made disastrous first contact with the Protoss.

The UED dispatched a fleet to the Sector, led by its most decorated officer, Gerard DuGalle, with orders to conquer the Terran Dominion, take control of the Zerg Overmind and conquer the Protoss. However, they failed to maintain control over the Terran and Zerg. The UED fleet was weakened by Kerrigan's clever manipulations and finally defeated in a massive battle over her home planet, Char.

Since then, the UED has lost interest in the Koprulu Sector, leaving the scattered remnants of their forces in the Sector to themselves.

Umojan Protectorate

The Umojan Protectorate was formed in an emergency sitting of the Umojan Ruling Council after it had seen what blatant abuse the Terran Confederacy was capable of when it appropriated nearly all of the mining guilds affiliated with the Kel-Morian Combine at the end of the Guild Wars in 2489.

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When the Terran Dominion was formed, the Protectorate rallied to its side. However, the Protectorate distanced itself from the Dominion when its heavy-handed tactics began to resemble those of the Confederacy.

By 2512, the Umojan Protectorate had some of the most advanced biotechnology in the sector, and made efforts to secure its borders against any future Zerg or Dominion attack. In the case of an outbreak of infestation on their southern border, the Umojans were counting on aid from the Daelaam for its defense. Envoy Louise DuPre was sent to the Dominion to continue peace talks with Emperor Valerian Mengsk, but was skeptical of the Dominion as a continuing and real threat given all the Protectorate suffered from Arcturus's ambitions. The Dominion meanwhile was undergoing a series of droughts and famines, and requested Umojan biotechnology to aid them in return for stationing forces on their southern border to defend against a resurgent Zerg swarm, but this request was denied as the Umojans remained convinced there were still many within the Dominion government who wanted to see the Protectorate as part of the Dominion.

Kel-Morian Combine

The Kel-Morian Combine was formed when the Morian Mining Coalition and the Kelanis Shipping Guild merged out of fear that the Terran Confederacy might attempt to move in and use its military strength to regulate their lucrative operations. This shady, corrupt corporate partnership pledged military aid to any mining guild that was threatened by Confederate policy. Led by General Mah Sakai, the two groups also banded together in order to maximize their ability to drain the resources from the numerous worlds within the Koprulu sector. The line between corporation and government vanished.

Tensions heated up as the Confederacy continually stole Kel-Morian mining operations from locations such as the Paladino Belt and the world of Sonyan, actions internally justified that the Combine was composed of pirates and other criminals. The Combine planned on war with the Confederacy so it could control all the scarce resources. The Combine became increasingly antagonistic towards the Confederacy over its actions.

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During the End War, a Kel-Morian Combine mining colony, under the command of Guildmaster Deborah Greene, came under attack by Amon's Forces and an army of his infested Terran. Initial attack waves were led by a blightbringer, and the Umojan Protectorate eradicators sent to protect the colony malfunctioned. Greene called upon allied commanders to aid in the evacuation of the colony. The commanders successfully defended the evacuation transports as they escaped the planet, holding back both the infested, the hybrid and Amon's forces.

Years after the End War, the Terran Dominion reformed under Emperor Valerian Mengsk and the Kel-Morian Combine were undergoing new trade negotiations, which looked to being close to approved.

Terran Dominion

The roots of the Terran Dominion lay in the economic oppression of the colonists of Korhal by the Terran Confederacy. Twenty-one years before the Great War, Angus Mengsk, a senator of Korhal, created a secret revolutionary movement which allied with Umoja in order to attack the Confederacy. However, he could not gain the cooperation of his son, Arcturus Mengsk, who would join the Confederate Marine Corps.

When the Confederacy achieved victory in the Guild Wars, Angus Mengsk declared the independence of Korhal. The Confederacy assassinated him with ghosts, and an angry Arcturus became the new leader. The Umojans created a new military body, the Umojan Protectorate, to protect themselves from the Confederacy and continued to cooperate with the rebel movement. Arcturus Mengsk was a more effective leader than his father, and two years after the elder's death, the Confederacy retaliated by destroying Korhal with nuclear weapons. Arcturus Mengsk was at Umoja at the time and so survived. Calling the remnants of the group the Sons of Korhal, he immediately recruited troops at Umoja and soon struck back against the Confederacy. In his first such mission, he recruited former ghost Sarah Kerrigan.After eight years of hit-and-run attacks, the Great War broke out. The Sons fought on the behalf of fringe world colonists against the Zerg invaders, gaining the support of colonists such as Jim Raynor. Mengsk eventually co-

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opted Confederate general Edmund Duke and stole the psi emitter technology, using it to lure massive waves of Zerg to the Confederate home planet of Tarsonis. While sealing victory, Mengsk lost the support of both Kerrigan and Raynor. The former he abandoned to the Zerg, and the latter became his foe.

The Terran Dominion, the successor to the Sons of Korhal, is now led by Emperor Arcturus Mengsk I and his secret heir, Valerian, became the most powerful Terran government in the Koprulu Sector when it was founded about four years ago on the ashes of the Confederacy.

Scars of the Wars

By 2512, the Terran Dominion was still struggling to rebuild from the wars of the 2500s. Though a tenuous peace had been won, famine and drought had broken out across many of the planets undergoing reconstructing. Planets that took severe damage were economically draining the healthier ones. There were also a vast number of physically and psychologically scarred individuals from the wars that it was struggling to provide for. The Dominion sought aid from the Umojan Protectorate, but as they still saw the Dominion as a threat, and were hesitant to supply aid.

Unexpectedly a call for aid came from the Zerg Swarm, who called Emperor Valerian Mengsk to the planet of Gystt, a supposedly purified planet that had been regrown by the Zerg. There Overqueen Zagara met with Valerian and Hierarch Artanis, stated that Sarah Kerrigan had gifted them the essence of the Xel’naga before she departed, allowing them to regenerate world such as Gystt. They spun these into creatures named adostra. However, Abathur saw these creatures as abominations, and the peace between races as contradictory to the goals of the Swarm. He engineered a second species named the chitha, who used Xel’naga essence to disrupt psionics and communications. Though he nearly succeeded in destroying the adostra nests and sparking a war with the powers of the Koprulu sector, the Dominion's survey team eventually discovered his plot and destroyed his chitha, allowing Zagara to apprehend him.

In the fallout of the One-Day War, peace talks began between the Daelaam, Zerg Swarm and Dominion. The Dominion founded the Zerg Compliance Ground-Force Unit to oversee the peace between the races, and would help aid in the hunting down of chitha, the guarding of the adostra and the prevention of Abathur from sparking another conflict.

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Protoss

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The Protoss, a race of powerful long-lived psychics originally found on Aiur, were the first successful creation of the prior incarnation of the Xel’naga. They possess purity of form and are larger, stronger and tougher than Terran. They also have more advanced technology partially powered by psionics. The Protoss of Aiur, called the Khalai, are linked by a psychic bond now called the Khala.

The Xel’naga modified the Protoss for thousands of years before they descended to the surface. The Protoss worshipped them as gods and learned much from them. However, as individual psionic and scientific achievements became more important, the Protoss tribes began to separate themselves from each other as the Protoss psychic bond vanished. The Xel’naga now felt they had pushed the evolution of the Protoss too quickly and abandoned their first creation.

The Protoss tribes, feeling betrayed by their gods, fell into a massive civil war called the Aeon of Strife which lasted countless Protoss generations, causing their technology to fall to a Stone Age level. The Strife finally ended when the mystic Khas recreated the bond, calling it the Khala, pacifying the tribes and teaching them some of what he learned from the Xel’naga.

The Protoss religion centers around the Khala, and it is the center of all their psionic power. In order to maintain its purity, Protoss culture, led by the Conclave following the Aeon of Strife, became very conservative, leading to philosophical differences between the Khalai and the Dark Templar – the latter being a group who refused to join the Khala.

The Dark Templar were exiled a thousand years ago, and the Khalai watched over much of the universe, establishing colonies, engaging in wars with some of the alien races and avoiding contact with the lesser species. They did not interfere when the Terran arrived in the Koprulu Sector, virtually in their shadow, until the Zerg entered the Sector and began attacking the Terran. In an effort to stem the infestation, the Conclave ordered the executor, Tassadar, to destroy the tainted worlds, starting with Chau Sara.

Tassadar eventually failed to save heavily populated Tarsonis from the Zerg, and then did the unthinkable – striking an alliance with the Dark Templar prelate, Zeratul, to fight the Zerg. The two had to defeat the Conclave in a civil war before they could destroy the Zerg Overmind. Even then, the Khalai were forced to flee to the Dark Templar world of Shakuras and live in unease amongst their new hosts.

The Protoss suffered heavy losses during the Brood War and are being forced to rebuild their civilization, but are protected from the Zerg by a Xel’naga temple on Shakuras.

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Dark Templar – Nerazim

The Nerazim, or the Dark Templar as they are known to outsiders, is a tribe of Protoss who shun the Khala.

Driven by individuality and a thirst for knowledge, the Nerazim developed along a very different path than the Khalai. Nerazim work in smaller groups than the Khalai, and are far more individualistic. With a less monolithic culture, each Nerazim is encouraged to forge their own path, and they believe that fostering this attitude leads to their great successes. They remain willful and often fiercely independent, with their closest allegiance being first to clannish warrior bands and then to the Nerazim, the great tribe to which all Dark Templar belong. By their nature the Nerazim are a diverse group of freethinkers motivated by their regard for one another and tribal bonds rather than abstract notions of authority. Different clans take great pains to distinguish themselves through variations in weapons, armor, markings, and dress. Regardless of clan, reputation and personal responsibility are paramount in the eyes of any Nerazim: individuals must always be accountable for their actions. As a result, deeds rather than words act as the Dark Templar's guide. Individual clans can be prone to feuding and rivalry, but they are quick to band together against a common threat, such as that presented by the Zerg. Family is important to the Nerazim, and the family unit is part of their social structure. They are less demonstrative than the Khalai when it comes to the display of emotion.

End War

The Nerazim tracked the reclamation of Aiur until they were cut off and the warp gate linking Shakuras to Aiur was reopened. The Shadow Guard was decimated by hybrid and Zerg under Amon, who proceeded to obliterate Shakuras's cities. Vorazun's dark templar aided Artanis in clearing the infestation from the launch bays in the southwest quadrant of Talematros, allowing Vorazun to complete the evacuation. The Nerazim then fought alongside Artanis's warriors unto the destruction of Shakuras.

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Vorazun sent her most elite dark templar scour the Koprulu sector. They tracked Moebius Corps to their base within Revanscar.

Nerazim born on Shakuras saw Aiur for the first time when they came to strike at Amon, having only heard tales of their homeland. Vorazun purged Antioch of the Zerg with Tal'darim Highlord Alarak, then sent her dark templar to aid Artanis in the Xel’naga caverns. The Nerazim assisted in destroying the Void shards surrounding Amon's host body and held the northern entrance to the temple where the Keystone charged

In the aftermath of their victory, the Nerazim had successfully reclaimed Aiur alongside their Protoss brethren. In the months to come, Nerazim structures were seen among those being rebuilt on Aiur.

When Hierarch Artanis lead the Daelaam into the Void for the final strike against Amon, Nerazim dark templar, stalkers and annihilators accompanied him.

After the defeat of Amon, the Nerazim began developing new technologies, including a throwing weapon named the warp disk. In addition, the Nerazim wished to observe their Terran neighbors, to ascertain whether they would be a long term ally or a future threat. With the blessings of Hierarch Artanis, the Nerazim sent a dark templar named Ulavu to both observe the Terran and find how the telekinesis of their psionic ghosts could be used with the warp disk.

Tal’Darim

The Tal'darim, otherwise referred to as "the Forged" or "the Chosen", are a fanatical and war-like sect of Protoss that were taken from Aiur as Amon and his followers abandoned the planet. They stand apart from both the Khalai and Nerazim. They do not use the Khala.

The Tal'darim possess a culture that is distinct from their Khalai and Nerazim counterparts, as is their manner of thought. Their morals and ethics are considered barbaric by their breathren, but their power in battle is undeniable. Tal'darim warriors wield bane blades, ancient red psionic blades that draw power from the Void.

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The Tal'darim have a brutal and war-like society, and all members adhere to a Chain of Ascension. This chain determines who is in command of the society, and is ruled by a Highlord. No Tal'darim may fight or kill another above his rank unless he first challenges them to Rak'Shir, rite by ritual combat. Attacking a superior outside a Rak'Shir duel is punished through public execution. Hostile toward outsiders, the Tal’darim have little interaction with other Protoss. However, closer examination of their war machines revealed them to be exact duplicates of Khalai designs, with little variation beyond construction materials. This has led to speculation that tales of lost Khalai expeditions and missing patrols over the eons may have been the result of encounters with the Tal'darim pilfering their technology instead. They have likewise pilfered Nerazim designs. The Tal'darim do not utilize scientists or engineers within their ranks—every Tal'darim is a warrior, and believe that it is one's strength in battle that defines an individual.

Their hostility has also extended to Terran, such as the Terran Dominion, and even Jim Raynor who has befriended other branches of the Protoss.

Khalai

The Khala was the defining trait of Khalai culture. With their highly advanced technology and potent psionic abilities, the Khalai have long considered themselves the most powerful species in the known galaxy.

Khalai are more demonstrative than the Nerazim in regards to the display of emotions. However, their culture is more monolithic. Khalai place heavy emphasis on collectivism and conformity. The concept of family does not exist in Khalai culture in the same manner as Terran or the Nerazim, though warrior Khalai will often call other members of their kindred "brother," as a sign of familiarity and respect. Some Khalani phrases are exclusive to the Khalai's vocabulary, while others that are also used by the Nerazim have a different meaning to the Khalai than their counterparts.

The caste system once ensured that a Khalai was fated to remain in the caste to which they were born into. With the end of the system, Artanis declared that a Khalai could

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aspire to whatever position they desired, and be judged by their deeds rather than their standing.

Prior to the Great War, Khalai under 300 years rarely had any significant political positions. Artanis, who was 262 years old during the Brood War, was considered young, despite his powerful military position.

Female Khalai rarely attain positions of power. They are rare among the Templar Caste and were never part of the Conclave.

If the Khalai have a weakness, it's their difficulty in accepting change. The tenets of the Khala formed a rigid path, and the Khalai were loath to deviate from it in fear of losing all they have built. Since the disbandment of the Conclave and formation of the Hierarchy, some Khalai have accepted the Nerazim as their kin, but old hatreds still remain beneath the surface.

Purifiers

The Purifiers are an ancient robotic race created by the Protoss.

The original Purifiers bear the same general Protoss form, if not biology. They operate more efficiently when in close proximity to each other, and a Purifier's personality can be uploaded into an empty shell. They possess a data web that is similar to the Khala, though it does not possess the same emotional connectivity. Purifiers connected through this link can speak through different vessels (e.g. one Purifier can speak through another Purifier's body provided that the link is shared).

Talandar, the only Purifier of the revived program, bore similar, if not identical synthetic properties of the original Purifiers, though with a quadrapedal form.

During the war between Amon and the Daelaam, Hierarch Artanis came to Cybros to reactivate them, though also had to deal with the presence of the Zerg. After activating the Purifiers in Cybros, the Purifiers set to purify Endion through the vessel's weaponry, purging it due to massive Zerg infestation. They then agreed to fight for the Daelaam

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after given reassurance by Hierarch Artanis that they will be treated as equals, as long as the Purifier with Fenix's consciousness became their representative. The Purifiers were present during the Daelaam's second attempt to reclaim Aiur, alongside the Tal'darim and Nerazim. When Amon's host body was exposed, Cybros, the Death Fleet, and the Spear of Adun rained heavy weapon support and destroyed his physical form. The Purifiers held the southern entrance during the final defense of the Keystone, and were commanded by Phase-smith Karax. The Purifiers and their Daelaam allies were successful in activating the Keystone and driving Amon back into the Void.

When Hierarch Artanis lead the Daelaam into the Void for a final strike against Amon, Purifier sentinels and colossi accompanied his forces.

Daelaam

The Daelaam, otherwise referred to as the Protoss Protectorate or Unified Protoss is the unity government of the Khalai, Nerazim, the Purifiers, and some Tal'darim.

Because of the Discord, Protoss society came to be split into two—the Khalai of the Protoss Empire and the exiled Nerazim, who came to settle on Shakuras. Because of the Great War and subsequent Brood War, the former body collapsed and both branches of Protoss were forced to band together for mutual survival. This included sharing and integrating technology In posterity, Matriarch Raszagal of the Nerazim was viewed as the one responsible for laying down the foundations of the Daelaam by welcoming the Khalai to Shakuras. While the Nerazim were initially welcoming of the Khalai, their breathren's demand for resources soon stirred tensions.

By 2502, Hierarch Artanis was leading both the Khalai and Nerazim. However, over time, the Protoss began sliding into tribalism. Artanis ordered the construction of the Golden Armada, with the explicit intention of someday using it to retake Aiur. Shakuras was strip mined to fuel the Daelaam war machine, and multiple Nerazim began abandoning their traditions in favor of the Khalai.

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By 2512, the Daelaam had struggled to rebuild from the devastation of the wars of the previous decade. While they had made great progress technologically, the loss of the Khala hampered their reconstruction efforts, and deep cultural scars still existed in their society. As such, the Daelaam could not provide aid to their Terran neighbors, in spite of the great famine in the Terran Dominion and the Umojan Protectorate relying on the Protoss to secure their southern border.

However, the Daelaam received word that their satellites around the planet Gystt had stopped transmitting. Gystt was purified by the Protoss Empire early in the Great War, and Hierarch Artanis sent a small detachment of the Great Fleet to examine the situation. He found that Gystt had been complete regrown, and was now a thriving jungle world thanks to the Zerg presence there. The Daelaam prepared to annihilate the planet, when the Dominion Fleet arrived under Emperor Valerian Mengsk. The two were contacted by Overqueen Zagara, new ruler of the swarm, who stated that she wished to make an offering of peace to the two factions and help their reconstruction efforts. Artanis was resistant to any offer the Zerg would make, but agreed to come down to negotiate.

However, the diplomatic meeting was disrupted by Abathur, who sought to spark a war between the powers of the sector and the Zerg Swarm as well as remove the adostra which generated the world, who were a fusion of Zerg and Xel’naga essence. To do so he created a breed of Zerg known as the chitha, which could weaken Protoss psionics and break their focus in battle. Using these he tricked the Dominion into destroying one of the adostra nests, and used the Daelaam ground forces to destroy the other. However, the Daelaam were able to rally long enough to prevent the third nest's destruction, and the survey team sent to the planet discovered Abathur's betrayal before the Protoss fleet above purified the planet. Abathur was incapacitated and his chitha were destroyed, and peace talks began between the Daelaam, Zerg Swarm and Dominion regarding how to use the adostra to reconstruct their worlds.

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Zerg Swarm

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The Zerg have been described as a "genetic whirlwind", traveling the galaxy and absorbing dangerous strains into itself, transforming them into combat breeds. The Zerg can regenerate their health quickly. The Zerg do not use technology, instead growing what they need. Entire colonies consist of living structures which grow upon a living carpet called the creep.

The Zerg are a biologically engineered species and the second (after the Protoss) to be created by the last incarnation of the Xel’naga. Possessing a purity of essence, the Zerg were originally a race of worm-like parasites which over time could "absorb" the genetics of their victims. They were controlled by the Overmind, which broke contact with the Xel’naga and eventually spurred the Swarm into destroying its masters, stealing their knowledge. The Zerg Swarm took on a hierarchy, led by the immortal Overmind, the immortal cerebrates underneath it, and the overlords. The modern Zerg Swarm emerged as a collection of breeds, capable of living in harsh conditions and most were adapted for combat.

The Overmind became aware of the Protoss and determined to assimilate them into its own species. Upon discovering the Terran, it intended to assimilate their psionic potential to help it in its conquest of the Protoss. When the Zerg overwhelmed Chau Sara, the Protoss responded by destroying all life on the planet's surface.

A three-sided war broke out amongst the Zerg, Protoss and Terran. The Zerg finally gained what they wanted at Tarsonis in the midst of a Terran civil war – Sarah Kerrigan, the powerful psychic who would become the Queen of Blades.

After the death of the Overmind Kerrigan fought in the Brood War broke out between the factions, with Kerrigan and her pawn Samir Duran manipulating the Protoss and other factions in order to give her the edge, but the plans were hampered by the arrival of the United Earth Directorate. Kerrigan defeated all her opponents in a massive battle over her home base of Char, but Duran meanwhile disappeared.

The Zerg Swarm has been "too quiet" for four years.

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A New Queen

"Reports of Zerg sightings near outer colony worlds. Have you seen anything? Send tips to us here." - Kate Lockwell

By 2508, the Zerg Swarm was unified under Broodmother Zagara. This year, a ceasefire was declared between the Swarm, the Daelaam, and the Dominion. She forcibly laid claim to Char and all of the surrounding worlds, bringing the ceasefire into question. Before Kerrigan departed from the swarm, she gave Zagara two gifts, one was the ability to choose the Zerg's fate for themselves, to potentially lead them away from their warlike ways. The second was the location of creature that could house Xel’naga essence. Zagara had what essence she could gathered from Ulnar, but there was only a limited amount.

At some point, the Zerg attacked a Umojan Protectorate expedition to Jarban Minor, infesting most of the research team.

Years later a Terran separatist group known as the Defenders of Man began planting psi-emitters on Dominion planets, prompting feral Zerg to attack. The feral Zerg struck Antiga Prime first, then the colony of Bountiful. Emperor Valerian Mengsk affirmed to his people that the Dominion was not at war with the Zerg Swarm. Each time, the Defenders of Man would arrive to repel the Zerg, as a motion to show how weak the Dominion was in the face of an alien invasion. Psi-emitters were planted on Borea, and the Dominion was forced to evacuate. Finally, the feral Zerg struck Tyrador IX in number when several psi-emitters were planted, but were attacked by the Tal'darim Death Fleet. After the Dominion defeated the Tal'darim, the Defenders of Man fleet sent to rescue the civilians defeated the feral Zerg.

By 2512, Zagara's experiments with fusing Zerg and Xel’naga essence had seen fruition. Under the direction of Abathur, the swarm created the adostra, a creature that could generate life on planets passively as the Xel’naga did. Abathur however despised these creatures, and Zagara's peaceful stance, which he saw as contradictory to the Swarm's purpose of domination. In response, Abathur siphoned off some of the Xel’naga essence, and instead made a breed named the chitha, Zerg that could be verbally commanded and had a strong psionic presence that could disrupt communication and other psionic beings. He modified a queen named Mukav, and brought her to his side, and set about his plot to spark a new war.

Zagara used the adostra to regenerate the planet of Gystt, which had been purified in the Great War. The adostra turned the planet into a vibrant jungle, fresh with life. Soon the Daelaam arrived, seeking to purify the planet, so Zagara sent a message to Emperor Valerian Mengsk of the Terran Dominion asking for aid. He arrived, and she extended a hand of diplomacy, saying the Swarm had changed and that she would be willing to help

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the ailing factions rebuild their planets as she had Gystt. Though skeptical, Artanis and Valerian agreed to meet with her as long as they could survey the planet.

However, Abathur soon put his plans into motion, using his chitha to force the Terran and Protoss to destroy two of the three adostra nests, hoping to respark hostilities. This enraged Zagara, but the three factions were able to intervene before the last nest was destroyed, hold off the chitha, and discover Abathur's plot. Zagara and the survey team slew Mukav and the remaining chitha, and incapacitated Abathur. Zagara refused to kill Abathur, but said he would be kept in a place where he could do no more harm.

With the One-Day War resolved and true war adverted, peace talks began between the three factions, with the Swarm offering to aid in reconstruction efforts if the Daelaam and Dominion provided aid for them as well.

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Planets

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Space travel

I didn’t find enough clues about the locations and distances between planets to work on a map. I would have loved to, but it would have been a personnal interpretation with too many approximations.

So, instead, I prefer to propose you a chart with some hints to manage the space travel between the different worlds. Starcraft is anyway not oriented toward space travel, the most interesting part happen on the planets.

This chart is based upon the Terran speed travel written in hours (h) or days (d).

1 2 3 4 5 6 7 8 9

UED (1)

6h 365d

365d

365d

365d

365d

365d

365d

365d

Dominion Space (2)

365d

6h 18h 18h 18h 18h 18h 18h 18h

Outer Colonies (3)

365d

18h 6h 18h 18h 18h 18h 18h 18h

Fringe Worlds (4)

365d

18h 18h 6h 18h 18h 18h 18h 18h

Kel-Morian (5)

365d

18h 18h 18h 6h 18h 18h 18h 18h

Umoja (6)

365d

18h 18h 18h 18h 6h 18h 18h 18h

Daelaam (7)

365d

18h 18h 18h 18h 18h 6h 18h 18h

Zerg Quarantine (8)

365d

18h 18h 18h 18h 18h 18h 6h 18h

Zerg Swarm (9)

365d

18h 18h 18h 18h 18h 18h 18h 6h

Here how I estimated the distances:

When the UED tried to invade the Koprulu Sector, It takes them one terrestrial year to accomplish the travel, so a distance of 60,000 light-years (ly) in 365 days. It gives a speed of 164 ly per day, 7 ly per hour.

Inside a zone, the Dominion space for example, the planets are from each other at a distance of around 40 ly, around 6 hours of travel.

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To go to a new zone, from the Dominion space to the Daelaam territory for example, it takes about 18 hours of travel for a distance of around 120 ly.

I give an advantage to the Protoss thanks to their superior technology, they travel at 8 ly per hour. On the contrary, the Zerg travel at 6 ly per hour.

Terran Worlds

Terran Dominion

Braxis

Dominion Space

1 satellite 4 oceans 3 continents

+/- -60° C

Ice World Ø 9,480 km G 0.96 7k pop

Inhospitable world covered in ice sheets with one satellite (Edis), the Protoss were the first inhabitants before the Terran. The Zerg tried to conquer the planet during the Second Great War, and there might be some nests still hidden.

Korhal IV

Dominion Space

2 satellites 2 oceans 6 continents

+/- 25° C

Wasteland Ø 12,248 km G 0.98 6b pop

Colonized by Tarsonis settlers, the planet, lead by Arcturus Mengsk, became independent from the Terran Confederacy and was then bombarded with nuclear missiles. The is now the capital of the Dominion and enjoys a massive reconstruction.

Mar Sara

Outer Colonies

2 satellites Only land +/- 34° C

Arid World Ø 9,265 km G 1.09 80k pop

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Mar Sara, with its two satellites (Pyramus and Thisby), was one of the first planets to be infested by the Zerg. After the recolonization, took place the Annual Hydralisk Derby. Annexed by the Dominion, the planet is nowadays fully recolonized.

New Folsom

Dominion Space

1 satellite 3 lava seas 4 continents

+/- 51° C

Lava Ø 6,391 km G 1.30 ? pop

An inhospitable world where you will only find the New Folsom Prison, a high security penitentiary where no one espace.

Shiloh

Fringe Worlds

1 satellite 3 oceans 3 continents

+/- 27° C

Plains, Savannah

Ø 10,694 km G 0.98 255m pop

A world which alternates extreme temperatures with one satellite (Bivouac). This is an important planet for Terran agriculture, but only a little of its surface is really interesting, the rest gives a hard life for the farmers.

Tarsonis

Dominion Space

4 satellites 2 oceans 1 continents

+/- 24° C

Wasteland Ø 8,894 km G 0.96 7k pop

Tarsonis, with its four satellites (Ender, Orson, Treason, Worthing) was the capital of the Terran Confederacy before being destroyed by the Zerg. It is now inhabited by few Terran, mainly criminals, and maybe some feral Zerg, but nobody knows for sure.

Anselm: Close to the Zerg world Sorona, Anselm is an icy planet in the Dominion space.

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Borea: snowy and mountainous planet with one satellite. The Dominion maintain a military base on its surface.

Brokas Hur: A forest planet used as a storage world by the Dominion. Not a lot of Terran and some packs of Zerg might be encountered.

Brontes: Formerly a core world, this planet was the scene of a Zerg infestation and a great spaceship battle. It is now a salvage yard for these spaceships.

Castanar: A fringe world not yet well known, maybe the next El Dorado?

Dylar IV: A desert world were took place several battles, formerly a core world with important shipyards. The Dominion has rebuilt the shipyards.

Maltair IV: A fringe world devastated by Zerg. Maybe the Dominion will send new settlers to extract again vespene gas.

Nephor II: A core world of the Dominion which knew a terrorist attacked made by rogue ghosts.

Sigmaris Prime: It is a distant world near the Koprulu sector and newly colonized.

Valhalla: Moon of Sigmaris Prime with a top-secret research center for vehicles and weapons. The Thor Project was developped there.

Tyrador IX: An important Dominion world once used as a tourist destination and not far from Tarsonis. The Dominion repelled a Zerg infestation and a Protoss death fleet coming to incinerate the planet.

Ursa: A mountainous moon of Korhal IV, and an important satellite with the Ghost Academy and the Ursa Shipyards.

Vardona: A core and temperate world with well developed cities and home of an expansive subway system.

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Kel-Morian Combine

Moria

Kel-Morian Combine

2 satellites 6 dust seas 5 continents

+/- 32° C

Arid World Ø 13,528 km G 1.16 4b pop

Colonized by the passengers of the Argo, Moria became the home planet of the Kel-Morian Combine. It is a big planet with two satellites also inhabited, Brutus and Vito. Moria is quite far from the Dominion space, but not as the Fringe Worlds.

Boone: A temperate world quite far.

Chau Sara: A fringe world/outer colony from the Koprulu sector, Sara system, incinerated by the Protoss after the Zerg invasion. The minerals have acquired unique properties.

Raydin IV: An isolated mining world.

Warrant VI: A mining world near the Koprulu Sector known for its Labyrinth.

Umojan Protectorate

Umoja

Umojan Protectorate

1 satellite 3 oceans 4 continents

+/- 22° C

Grasslands, Plains

Ø 8,543 km G 0.92 2b pop

The Reagan safely landed on the planet, as opposed to the Sarengo, and the passengers quickly colonized this planet. The Umojans are skilled in technology and are fiercely independent. Umoja has one satellite, Thunis, and is quite far from the Dominion space.

Icarus IV: An agricultural world not far from Umoja.

Orbital Platform UE3255: Orbiting Icarus IV, 100k people are living there.

XT39323: A planetoid where Umoja scientists are working on new technologies like the Raven’s AI or Zerg specimens in the research station EB-103.

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United Earth Directorate

Earth

UED Luna 4 oceans 7 continents

+/- 12° C

Grasslands, Plains

Ø 12,756 km G 1 23b pop

Home of the UED and of the Terran. The Zerg have the localization of the planet but have not yet attacked it. In fear of an infestation, Luna became the HQ of a giant orbital defense system. Earth remains the main world for the Humans among the galaxy, even if they don’t like its government.

Centauri Colonies: The Alpha Centauri system, made of three stars and three planets, was also colonized by the Humans.

Solar system: All the planets and satellites of the Solar system are colonized, even if it is only with a military base. There are also a lot of orbital stations around the gas giants.

Tau Ceti system: A close system from Earth colonized by the Humans.

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Protoss

Aiur

Daelaam Saalok 4 oceans 5 continents

+/- 30° C

Jungle Ø 13,273 km G 0.98 5b pop

Homeworld of the Protoss with a spiritual significance, Aiur was lost to the Zerg during the first Great War, and taken back from Amon forces in 2506. The planet was never totally occupied by the Zerg, and a lot of Protoss had a harsh life during these years. Artanis is now building a new Protoss civilization from the ashes of the past.

Artika: This is a planet on the outskirts of the Koprulu sector where there is a Xel’naga temple.

Ash’Arak: A Protoss jungle world which have never suffered an invasion.

Ehlna: A sacred world to the Nerazim. Some of them, the Alysaars, are living permanently in the Alys’aril, where they record and store the memories of Dark Templar in khaydarin crystals.

Glacius: The Purifier Revival Program was developed on this oceanic planet. Artanis got the prototype during the End War and the facility was destroyed.

Nelyth: Home of the mitoscarab, the Zerg attacked this planet to assimilate this critter. This is now a Protoss planet but zome feral Zerg can be spotted.

Zhakul: Formerly a Xel’naga world, it became an archive world with a trio of preservers. There are still some preservers on the planet.

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Zerg

Char

Zerg Quarantine

2 Satellites 5 lava seas +/- 48° C

Lava Ø 10,521 km G 0.91 10b pop

The main hive planet of the Zerg Swarm, and a really inhospitable one. It has two satellites, Eris and Ate, and two stars. Easy to defend, in a remote location which gives access to the Terran and Protoss space, a high radiation levels increasing mutation, this is Char.

Phaeton

Zerg Swarm

0 Great desert +/- 30° C

Arid Ø 12,500 km G 0.98 ? pop

Located at a considerable distance from the centers of Protoss and Terran civilization, the swarm is here under the command of the Broodmother Naktul.

Agria: A formerly important botanical reserve for the Confederacy, now infested by the Zerg. It is a fringe world of the Koprulu sector.

Antiga Prime: An arid fringe world populated by feral Zerg.

Astrid III: An arid planet of the Koprulu sector taken from the Terran, which allowed the swarm to create the swarling strain.

Calus: A planet covered of forests which allowed the raptor Zergling strain.

Cavir: Formerly populated by feral Zerg, the broodmother Kilysa was sent by Sarah Kerrigan to take control of these Zerg.

Cruxas III: A large military force with nuclear silos were on this planet before the Zerg invasion. A native species allowed the creation of the flying locusts.

Garxxax: A tropical world which allowed the Zerg to create the roach strain.

Gurdlac: An arid world with vast mineral reserves once extracted by the Terran.

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Gystt: An important world where overqueen Zagara offered peace to the Terran and the Protoss, showing them the adostra, a creature made of Xel’naga essence. It was also the scene of the One Day War.

Ignus: A volcanic world inhabited by ash worms which allowed Abathur, the evolution master, to create the creeper strain.

Jarban Minor: Rich in terrazine, with a rocky climate, and formerly colonized by the Umojan Protectorate.

Jontur II: A world where the Dominion manufactured its newest ships. The broodmother Ryloth conquered it.

Maltair IV: A fringe world conquered by the swarm.

Marek V: A world colonized by the Zerg for a long time. A scouting brood discovered the ancient impaler colonies which allowed the hydralisks to morph into impalers.

Mehlus IV: Inhabited by the Zerg and the Protoss, Abathur created the roach strain and used it to destroy the Protoss forces.

Meinhoff: Used by refugees awaiting to reach the core worlds during the Second Great War, it was attacked by the swarm and infected with a virus.

Mistaff IV: A hub for the Dominion military production, conquered by the broodmother Kilysa when she rejoined the swarm.

Monlyth: The Terran and the Swarm both wanted to take the piece of the Keystone from the Protoss. The Terran absconded while the Zerg conquered the planet.

Redstone III: An instable volcanic planet abandoned by the Kel-Morian Combine after the Zerg invasion.

Samiku: A backwater taken from the Protoss but the Zerg are leaderless, without any broodmother or queen to have order.

Scoria: Once a mining facility for the Dominion, this volcanic planet was conquered by upgrading the banelings strain.

Sorona: A mining world close to Anselm. Tiria: A former Dominion world.

Tyrador VIII: Neighbor of Tyrador IV, this planet with extremes of climate belongs now to the swarm.

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Zerus: A planet in the central regions of the Milky Way and birthworld of the Zerg. The Zerg swarm under Kerrigan’s leadership fight against the primal Zerg on Zerus and won, including them into the swarm. It takes 180 days at 7 ly/hour to go there.

Zz’gash: An inhospitable desert world located just outside the Koprulu sector, inhabited by the dune runners which allowed the creation of Zerglings.

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Playable Characters

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Terran

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Your players can either create a squad of only one race, or with a mix of Terran, Protoss and Zerg.

No physical hindrance in Starcraft, but you can be violent, mad or psychotic.

I also changed the rank names by the ones of Starcraft 2:

Experience Points Terran Protoss Zerg 0-19 Recruit Disciple Predator

20-39 Corporal Mentor Slayer 40-59 Sergeant Instructor Ravager 60-79 Captain Master Assassin

80+ Commander Executor Metamorph

These ranks have also some consequences in game:

Experience Points

Max Terran units under command

Max Protoss units Max Zerg Units

0-19 10 6 14 20-39 30 18 42 40-59 100 60 140 60-79 500 300 700

80+ 1.000 600 1.400

Here some names for the formations:

Experience Points Terran Protoss Zerg 0-19 Squad Phalanx Pack

20-39 Platoon Cohort Wave 40-59 Company Century Plague 60-79 Battalion Division Swarm

80+ Army Legion Hive

For example, 1.000 marines are an army, but a battlecruiser is also an army with a crew of 1.000 people.

Often, an army, a legion or a hive is a mix of different units, while specialized forces quite always act in a squad, a phalanx or a pack.

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As a Terran, you have six classes offered to you:

- Marine, Marauder, Reaper, Medic, SCV and Ghost

The classes are not equal, you want to play a Ghost, you are more trained than a Marine but you have also greater duties on the battlefield!

The skills for the Terran are the following:

Fighting Shooting Throwing (also to set an explosive charge) Athletic : Climbing + Swimming Piloting (include Driving, -2 penalty if not your usual vehicle, a license per vehicle) Stealth Repair (repair 1 wound take 3 turns instead of 2 hours) Survival Tracking Notice Healing Intimidation (includes Taunt) Persuasion Knowledge Investigation Gambling (the core skill of Terran forces)

For each class, you have a fixed start for the Attributes and Skills, but you can choose your Hindrances (no physical disabilities) and your Edges. Terran, as Humans, have a free edge.

You also have a list of development based upon the updrages of the video game, so you can choose between technical or skill upgrades. One technical upgrade is equal to increasing a skill equal or superior to its linked attribute. A vehicle license cost the same as a skill lower than its linked attribute. At the creation of the character, you can prefer a technical upgrade instead of an attribute or a skill increasing for a major hindrance.

No magic skill, only a Psionic Edge which allows some characters to use their capabilities. Spirit attribute is sufficient to use psionic powers.

Spectre Grenade (Smoke grenade to take cover, 1 per Terran) Range: 5/10/20 / Smoke on a MBT / -4 penalty to shoot/notice through for 3 turns

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Marine

Agility Smarts Spirit Strength Vigor

D6 D4 D6 D6 D8

Charisma Pace Parry Toughness

0 6 6 12 (6)

You want a piece of me boy?

Skills

Upgrades Infantry Weapons 1 / 2 / 3 Novice / Seasoned / Veteran +1 damage per level for the C-14 Rifle Infantry Armor 1 / 2 / 3 Novice / Seasoned / Veteran +1 Toughness for each level. Stimpack (Seasoned) Once per fight, +2 damage & pace for 3 turns, cost 1 wound. Combat Shield (Novice) +2 Parry, +2 Armor against ranged attacks.

Fighting Shooting Throwing Athletic Stealth Survival Tracking Notice Gambling

D6 D8 D4 D6 D4 D6 D4 D4 D4

Equipment C-14 Rifle (not unarmed in melee, you can repel the Zerglings!) Melee damage: Str + D4 –Ground/Air Ranged damage: 2D8 / Range 24/48/96 / RoF 3 / Shots 30 / AP 2, Auto, 3RB Ammo (2 clips of standard ammo + 2 clips of your choice) Standard ammo. Armor piercing: +2AP, only 20 shots. U-238 Depleted uranium: +12 to range, so 36/60/108, only 20 shots. Incendiary: +D4 damage against structures and vehicles, only 20 shots. Hollow point spread: -2AP and +2 damages, only 20 shots. CMC Powered Combat Suit Armor +6 / Covers entire body / Protect from space and gives night vision.

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Marauder/Firebat

Agility Smarts Spirit Strength Vigor

D4 D4 D6 D8 D8

Charisma Pace Parry Toughness

0 5 6 14 (8)

Need a light?

Skills (+2 points)

Upgrades Infantry Weapons 1 / 2 / 3 Novice / Seasoned / Veteran +1 damage per level for both weapons Infantry Armor 1 / 2 / 3 Novice / Seasoned / Veteran +1 Toughness for each level Stimpack (Seasoned) Once per fight, +4 damage & +2 pace for 3 turns, cost 2 wounds. Concussive shells (Seasoned) Pace of the targets halved for its next turn.

Fighting Shooting Throwing Athletic Survival Tracking Notice Intimidation Gambling

D6 D8 D4 D8 D4 D4 D4 D4 D4

Equipment (one weapon on each arm) Perdition Flamethrower (use it as a fist in melee: Str + D4) –Ground/Air Damage: 2D10 / Range: Cone / RoF 1 / Shots 10 / Ignores armor, Cone. Twin K12 Grenade launchers (use it as a fist in melee: Str + D4) –Ground/Air Damage: 3D6 / Range: 24/48/96 / RoF 1 / Shots 6 / MBT. Ammo 2 canisters for the flamethrower. 2 clips of standard shells for the grenade launcher, + 2 of your choice. Standard shells EMP shells: Only 2D6 damage, No more shields only for the next turn and -2 powerpoints, only 4 shots Incendiary shells: +D4 damage against structures and vehicles, only 4 shots Toxic shells: +D4 damage against living being, only 4 shots. 5-4 Armored Infantry Suit Armor +8 / Covers entire body / Protect from space and gives night vision. Pace -1. Run with a D4 instead of a D6, Fleet-footed gives +1 and a D8.

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Reaper

Agility Smarts Spirit Strength Vigor

D8 D4 D6 D4 D6

Charisma Pace Parry Toughness

0 8 6 9 (4)

Fear the Reaper man.

Skills (+2 points)

Upgrades Infantry Weapons 1 / 2 / 3 Novice / Seasoned / Veteran +1 damage per level for the P-45 Scythe +1AP to KD8 Charge at each level Infantry Armor 1 / 2 / 3 Novice / Seasoned / Veteran +1 Toughness for each level Nitro Packs (Novice) Pace+2 when flying KD8 Remote Charge (1 per mission) (Seasoned) Damage: 4D10 / AP1 / Burst: LBT

Fighting Shooting Throwing Athletic Survival Tracking Notice Gambling

D6 D8 D4 D6 D4 D4 D6 D4

Equipment P-45 Scythe (2 weapons, 1 per arm) –Ground/Air Damage: 2D8 / Range: 12/24/48 / RoF 3 / Shots 30 / AP1, Auto Ammo (4 clips of your choice) Standard ammo. U-238 Depleted uranium: +12 to range, so 24/36/60, only 20 shots. Hollow point spread: -2AP and +2 damages, only 20 shots. Light Reaper Suit Armor +4 / Covers entire body / Protect from space, gives night vision and fly. Pace +2. Can fly up to 12”, you are able to intercept a Mutalisk at very low altitude! 3 turns of fly for 1 turn of break, must succeed a Grappling roll with a raise to take off while in melee. When flying, can be hit by an anti-air units weapon. Combat Drugs +1 to rolls for natural healing and recover from being shaken.

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Ghost

Agility Smarts Spirit Strength Vigor

D6 D6 D6 D6 D6

Charisma Pace Powerpoints Parry Toughness

0 6 10 4 9 (4)

Target in my sights.

Skills (+4 points)

Upgrades Infantry Weapons 1 / 2 / 3 Novice / Seasoned / Veteran +1 damage per level for the C-10 Rifle Infantry Armor 1 / 2 / 3 Novice / Seasoned / Veteran +1 Toughness for each level Steady Targeting (Novice) Cost 2 powerpoint +2 to Aim and to Damage EMP Round (Seasoned) Cost 3 powerpoints Damage: 3d8 against shields / SBT Vehicles are disabled for the next turn

Fighting Shooting Throwing Athletic Stealth Survival Tracking Notice Knowledge Gambling

D6 D8 D4 D6 D6 D6 D6 D6 D4 D4

Equipment C-10 Rifle –Ground/Air Damage: 2D10 / Range: 50/100/200 / RoF 1 / Shots 10 / AP4 Nuclear Strike: 5 turns focused to guide a nuclear tactical missile 1 per mission. Lost if you move or be hit, even without damage. Damage : 12D12 / LBTx2 / Ignores armor. Range 20” to target with the laser. Ammo (2 clips of standard ammo + 2 clips of your choice) Standard ammo. Armor piercing: +2AP, only 5 shots. U-238 Depleted uranium: +24 to range, so 74/124/224, only 5 shots. Hollow point spread: -2AP and +2 damages, only 5 shots. Hostile environment suit (Psionic edge compulsory, no free edge.) Armor +4 / Covers entire body / Protect from space, gives night and thermal vision. Cloak (cost 1 powerpoint per turn, no roll needed) The Ghost is invisible, Notice rolls against him with -4. When he shoots, he is no longer cloaked.

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Medic

Agility Smarts Spirit Strength Vigor

D6 D8 D8 D4 D4

Charisma Pace Energy points Parry Toughness

0 6 10 4 8 (4)

This is gonna hurt.

Skills

Upgrades Infantry Weapons 1 / 2 / 3 Novice / Seasoned / Veteran +1 damage per level for the C-7 Pistol Infantry Armor 1 / 2 / 3 Novice / Seasoned / Veteran +1 Toughness for each level Stabilizer Medpacks (Novice) Only 1 energy point per wound Restoration (Seasoned) Cost 3 energy points Remove all negative effects for the target.

Fighting Shooting Throwing Athletic Stealth Survival Notice Healing Persuasion Knowledge Gambling

D4 D6 D4 D4 D4 D4 D4 D8 D4 D6 D4

Equipment C-7 Pistol Damage: 2D6 / Range: 12/24/48 / RoF 1 / Shots 20 / AP1 –Ground/Air A-13 Grenade launcher (flash grenades, small grenade launcher under the pistol) Damage: Vigor roll at 6 or stunned / Range: 12/24/48 / RoF 1 / Shots 2 / SBT. Ammo 2 clips for the pistol and 2 for the grenade launcher. CMC-405 Light Combat Suit Armor +4 / Covers entire body / Protect from space and gives night vision. Healing (1 energy point recovered per hour, not psionic) 2 energy points per wound, it takes your turn to accomplish. You can spend more energy points to heal 2 or 3 wounds in a turn. Healing skill Back in the old days, but you and the wounded have to take off your armors. It takes 3 turns to take off or put on a combat suit. You still have the minimum stuff to heal thanks to your armor.

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SCV

Agility Smarts Spirit Strength Vigor

D6 D6 D4 D8 D6

Charisma Pace Parry Toughness

0 6 5 9 (4)

SCV good to go, sir.

Skills

Upgrades Infantry Armor 1 / 2 / 3 Novice / Seasoned / Veteran +1 Toughness for each level Ammo maker (Novice) With some minerals and vespene gas, you can make a clip. It takes 3 turns. Orbital support (Seasoned) A battlecruiser throws a pod with the stuff to build a defense neosteel low wall, 10” long. Toughness of the wall: 14, can be climbed. 3 turns to get it and 3 to build it.

Fighting Shooting Throwing Athletic Piloting Repair Notice Knowledge Gambling

D6 D4 D4 D6 D6 D8 D4 D4 D4

Equipment (1 attack per arm maximum, not per tool) -Ground Fusion cutters (under the utility clamp) Damage: 2D8 / Melee, Reach 1 / AP2. Plasma welders (under the Power drill) Damage: 2D6 / Melee / AP2 / The tool to build and repair. Power drill (on the left arm) Damage: 2D10 / Melee, Reach 1 / The tool to get minerals. Utility clamp (on the right arm) Damage: Grapple your ennemy, then D12 damage. T-280 space construction vehicle Armor +4 / Covers entire body / Protect from space and gives night vision. Allows to build and repair buildings, and to repair vehicles, weapons and armors. You can bring with you enough minerals and vespene gas to make 10 clips.

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Protoss

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As a Protoss, you have four classes offered to you:

- Zealot, Adept, High Templar and Dark Templar

The classes are still not equals, and they are not either with the Terran.

The skills for the Protoss are the following:

Fighting Shooting Throwing (also to set an explosive charge) Athletic : Climbing + Swimming Piloting Stealth Survival Tracking Notice Intimidation (includes Taunt, no Persuasion for Protoss) Knowledge Investigation Psionic (the core skill of the Protoss civilization)

No Repair skill, the Psionic skill may be used to regenerate your damaged equipment. Also no Healing skill, Protoss rely on their shields to survive on the battlefield. The Armor Penetration (AP) is halved against Protoss shields for all weapons. No vehicle license, the Protoss piloting system is standardized and rely on intuition. For each class, you have a fixed start for the Attributes and Skills, but you can choose your Hindrances (no physical disabilities) and your Edges. Protoss don’t have a free edge, but instead the Psionic edge.

You also have a list of development based upon the updrages of the video game, so you can choose between technical or skill upgrades. One technical upgrade is equal to increasing a skill equal or superior to its linked attribute.

At the creation of the character, you can prefer a technical upgrade instead of an attribute or a skill increasing for a major hindrance.

The Psionic skill is used only when specified or if the circumstances are not normal, for example a Zealot who would want to use his blades with a broken armor, and also for the High Templar abilities. It also gives a sort of night/thermal vision to the Protoss.

Warp disc (1 per Protoss) Damage: 2D10 / Range : 5/10/20 / AP4 / Cut everything until 20” if hit, reusable if picked.

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Zealot

Agility Smarts Spirit Strength Vigor

D6 D4 D6 D8 D6

Charisma Pace Powerpoints Parry Toughness

0 6 10 6 13 (8)

My life for Aiur!

Skills (+2 points)

Upgrades Ground Weapons 1 / 2 / 3 Novice / Seasoned / Veteran +1 damage per level for the Psionic Blades Ground Armor 1 / 2 / 3 Novice / Seasoned / Veteran +1 Toughness for each level Plasma Shield 1 / 2 / 3 Novice / Seasoned / Veteran +1 to take another damage after the first when the attack is equal to your toughess value. Charge (Seasoned) Pace+2, if you run and attack in the same turn, you get a +2 bonus to your damage for both attacks

Fighting Throwing Athletic Stealth Survival Tracking Notice Intimidation Knowledge Psionic

D8 D4 D8 D4 D4 D4 D6 D4 D4 D4

Equipment Psionic Blades (one for each arm, no powerpoint = no blades) Damage: Str + D10 / AP4 Blue blades: standard blades. Special blades cost 1 powerpoint per attack. Red blades: +2AP. Green blades: +2 damage. Yellow blades: if hit, Vigor roll or stunned. Power Suit Armor +8 / Covers entire body / Protect from space. Plasma Shield 3 shield points, when an attack is equal to your toughness, you lose 1 shield point, and one more for each +1 damage. When it comes to 0, you use the normal rules for toughness and wounds. It takes 3 turns for one shield point to come back.

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Adept

Agility Smarts Spirit Strength Vigor

D8 D4 D8 D4 D6

Charisma Pace Powerpoints Parry Toughness

0 6 10 4 11 (6)

Glory to the Daelaam.

Skills (+2 points)

Upgrades Ground Weapons 1 / 2 / 3 Novice / Seasoned / Veteran +1 damage per level for the Glaive Cannon Ground Armor 1 / 2 / 3 Novice / Seasoned / Veteran +1 Toughness for each level Plasma Shield 1 / 2 / 3 Novice / Seasoned / Veteran +1 to take another damage after the first when the attack is equal to your toughess value. Resonating Glaives (Seasoned) Double Taps for the Glaive Cannon (RoF 2)

Fighting Shooting Throwing Athletic Stealth Survival Tracking Notice Intimidation Knowledge Psionic

D4 D8 D4 D6 D6 D4 D4 D6 D4 D4 D4

Equipment Glaive Cannon (not unarmed in melee, Str + D4 damage) –Ground/Air Damage: 2D10 / Range: 24/48/96 / RoF 1 / AP4 Unlimited ammo as long as you have at least 1 powerpoint, otherwise it can’t shoot. Blue discs of psionic energy : standard damage. Red discs: +2AP, cost 1 powerpoint. Green discs: +2 damage, cost 1 powerpoint. Yellow blades: Small Blast when target is hit, cost 2 powerpoints. Power Suit Armor +6 / Covers entire body / Protect from space. Plasma Shield 3 shield points, when an attack is equal to your toughness, you lose 1 shield point, and one more for each +1 damage. When it comes to 0, you use the normal rules for toughness and wounds. It takes 3 turns for one shield point to come back. Psionic Transfer (cost 2 powerpoints). You can teleport yourself up to 10”.

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High Templar

Agility Smarts Spirit Strength Vigor

D4 D8 D8 D4 D6

Charisma Pace Powerpoints Parry Toughness

0 6 10 4 9 (4)

The Firstborn shall persevere.

Skills (+4 points)

Upgrades Ground Armor 1 / 2 / 3 Novice / Seasoned / Veteran +1 Toughness for each level Plasma Shield 1 / 2 / 3 Novice / Seasoned / Veteran +1 to take another damage after the first when the attack is equal to your toughess value. Khaydarin Amulet (Seasoned) +5 powerpoints Summon Archon (Veteran) Merge with a fellow Templar, you lost your individuality in the process.

Fighting Shooting Throwing Athletic Stealth Survival Tracking Notice Intimidation Knowledge Psionic

D4 D4 D4 D4 D4 D4 D6 D6 D8 D8 D8

Equipment Light Armor Suit Armor +4 / Covers entire body / Protect from space. Plasma Shield 3 shield points, when an attack is equal to your toughness, you lose 1 shield point, and one more for each +1 damage. When it comes to 0, you use the normal rules for toughness and wounds. It takes 3 turns for one shield point to come back. Psionic Bolts (1 powerpoint per bolt, maximum 3) Damage: 2D8 / Range: 12/24/48 / Ignores armor. Psionic Storm (5 powerpoints) Damage: 2D10 per turn during 3 turns / Range: 12/24/48 / Ignores armor / MBT. Feedback (3 powerpoints) Opposed against victime Spirit, if succeeded, removes half energy + 1 wound. Hallucination (2 PP, Range: Psionic x2, last 3 turns, +2 to hit you with a ranged attack). Creates a duplicate that mimic yourself without really attacking.

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Dark Templar

Agility Smarts Spirit Strength Vigor

D8 D4 D6 D6 D6

Charisma Pace Powerpoints Parry Toughness

0 6 10 6 9 (4)

By the Void.

Skills (+4 points)

Upgrades Ground Weapons 1 / 2 / 3 Novice / Seasoned / Veteran +1 damage per level for the Warp Blade Ground Armor 1 / 2 / 3 Novice / Seasoned / Veteran +1 Toughness for each level Plasma Shield 1 / 2 / 3 Novice / Seasoned / Veteran +1 to take another damage after the first when the attack is equal to your toughess value. Shadow Stride (Seasoned) 1 powerpoint, teleport yourself up to 10”. Summon Archon (Veteran) Merge with a fellow Templar.

Fighting Shooting Throwing Athletic Stealth Survival Tracking Notice Intimidation Knowledge Psionic

D8 D4 D4 D4 D8 D4 D6 D6 D4 D4 D4

Equipment Warp Blade (no powerpoint = no blade) Damage: Str + D12 / AP6 Shadow Fury (2 powerpoints) Gives 1 more free attack with your blade, on the same or another enemy. Light Power Suit Armor +4 / Covers entire body / Protect from space. Plasma Shield 3 shield points, when an attack is equal to your toughness, you lose 1 shield point, and one more for each +1 damage. When it comes to 0, you use the normal rules for toughness and wounds. It takes 3 turns for one shield point to come back. Permanent cloaking (a minimum of 2 powerpoint to remain active) +4 to Notice you. You stay cloaked even when attacking.

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Primal Zerg

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As a Primal Zerg, you have two classes offered to you:

- Zergling and Hydralisk

The classes are still not equals, and they are not either with the Terran and Protoss.

The skills for the Zerg are the following:

Fighting Shooting Athletic : Climbing + Swimming Stealth Survival Tracking Notice Intimidation (you are quite naturally intimidating, but always can do more) Knowledge Investigation (Primal Zerg are not dumb) Assimilation (the core skill shared among Primal Zerg) (Spirit) No Healing skill, imagine a Zerg helping another one! Primal Zerg know how to speak, and thanks to assimilation, a lot of languages. Zerg have a natural night and thermal vision.

Assimilation allows you to make temporarily an enemy ability your own when you have devoured it, if it makes sense, so not the nuclear strike of the Ghost. You can also upgrade one of your attribute or skill if your enemy had a better one. With a success, you get the ability or upgrade for 3 turns, with a raise, you get it for 6 turns or for 3 turns during the next fight. It takes 1 turn to eat a corpse, Zerg are quite hungry. For each class, you have a fixed start for the Attributes and Skills, but you can choose your Hindrances (no physical disabilities) and your Edges. Primal Zerg don’t have a free edge, but instead have Zerg Regeneration which is a fast regeneration without a weakness or vulnerability and whitout limitation to raises. You also have a list of development based upon the upgrades of the video game, so you can choose between organic or skill upgrades. One organic upgrade is equal to increasing a skill equal or superior to its linked attribute.

At the creation of the character, you can prefer an organic upgrade instead of an attribute or a skill increasing for a major hindrance.

No grenade for the Zerg, instead they can Burrow. The burrow Pace is 2 and the standard rules of Burrowing apply. +4 to Notice you when burrowed.

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Primal Zergling

Agility Smarts Spirit Strength Vigor

D8 D4 D6 D6 D6

Charisma Pace Parry Toughness

0 8 6 9 (4)

"It's a Zergling, Lester...smaller type of Zerg..."

Skills

Upgrades Melee Attacks 1 / 2 / 3 Novice / Seasoned / Veteran +1 damage per level for Sickles and Fangs Carapace 1 / 2 / 3 Novice / Seasoned / Veteran +1 Toughness for each level Adrenal Glands (Novice) Fighting +2 when attacking, and Parry +1. Metabolic Boost (Novice) Pace +2. Hardened Carapace (Seasoned) +2 Armor.

Fighting Athletic Stealth Survival Tracking Notice Knowledge Assimilation

D8 D6 D6 D4 D4 D6 D4 D6

Body Sickles (one for each arm) Damage: Str + D8 / AP2 Fangs Damage: Str + D6 Carapace Armor +4 / Covers entire body / Protect from space.

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Primal Hydralisk

Agility Smarts Spirit Strength Vigor

D6 D4 D6 D8 D6

Charisma Pace Parry Toughness

0 6 6 11 (6)

"Can't block these with your rifles.”

Skills (+2 points)

Upgrades Missile Attacks 1 / 2 / 3 Novice / Seasoned / Veteran +1 damage per level for Sickles and Jaw Carapace 1 / 2 / 3 Novice / Seasoned / Veteran +1 Toughness for each level. Muscular Augments (Novice) Pace +2. Grooved Spines (Seasoned) +24 range, so 48/96/120. Ancillary Carapace (Seasoned) Cancel 2AP from the enemy.

Fighting Shooting Athletic Stealth Survival Tracking Notice Intimidation Assimilation

D8 D8 D6 D4 D4 D6 D6 D4 D4

Body Spines (unlimited ammo) –Ground/Air Damage: 2D10 / Range: 24/48/96 / RoF 1 / AP4 Tri-bladed Scythes (one for each arm) Damage: Str + D10 / AP4 Jaw Damage: Str + D8 / AP2 Carapace Armor +6 / Covers entire body / Protect from space.

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Non-playable units and

Offensive buildings

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Here you will find the stat blocks for all the units of the three races, even the playable ones with only what you need to put them in front of your players.

Of course, all these units can be improved by the weapons, armor and even shield (for the Protoss) upgrades.

You will also have the rules for the specific upgrades. More they are upgraded, more they are dangerous, so be careful when you are preparing a fight.

If you want, you also can make playable a non-playable unit, but I will not give you advise for this because I think the current playables units are the interesting ones for the players.

You will also find the rules to put bunkers, missile turrets or photon cannons on the path of your players.

To simplify the toughness and size modifiers: Small creature = 1 square on the plan / Toughness -2 / Penalty to hit +2 Normal creature = 2 squares on the plan / Bonus to hit if vehicle +1 Large creature = 4 squares on the plan / Toughness +4 / Bonus to hit +2 Huge creature = 8 squares on the plan / Toughness +8 / Bonus to hit +4 The toughness modifier has to be apply on the stat-blocks.

Because it is Starcraft and I want to be close to the video game, there are no heavy armors for the vehicles and ships. So several marines might destroy a siege tank by attacking from behind. But the toughness is high enough to make it quite hard, and impossible against the front armor.

To give the vehicles and ships more importance, consider them as Minor Wild Card, no Wild die or benny, but they can suffer 3 damage. It is an easy way to have a realistic proportion of armored vehicles and infantry in an army, like one siege tank for 50-100 marines, or one ultralisk for hundreds of Zerglings.

I also kept the ranges quite equal, so the units on the battlefield are close. It is not really interesting in a game to endure shots if you can’t do anything.

For buildings, consider they also need to suffer 3 damage to their structure before collapsing.

Energy: Some vehicles and ships use energy points. They recover 1 energy point per hour, like the powerpoints.

Ammunition: To make faster and easier the use of NPC, the non-playable units can fire 2D10+4 turns before needing ammo. Don’t tell the score to your players.

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Terran

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MARINE

Agility D6 Charisma 0 Smarts D4 Pace 6 Spirit D4 Strenght D6 Parry 5 Vigor D6 Toughness 11 Fighting D6 Shooting D6 Throwing D4 Athletic D4 Stealth D4 Notice D4

Infantry Weapons 1 / 2 / 3 +1 damage per level for the C-14 Rifle Infantry Armor 1 / 2 / 3 +1 Toughness for each level Stimpack Once per fight, +2 damage & pace for 3 turns, cost 1 wound Combat Shield +2 Parry, +2 Armor to ranged shots

C-14 Rifle (not unarmed in melee, you can repel the Zerglings!) –Ground/Air Melee damage: Str + D4 Ranged damage: 2D8 / Range 24/48/96 / RoF 3 / Shots 30 / AP 2, Auto, 3RB CMC Powered Combat Suit Armor +6 / Covers entire body / Protect from space and gives night vision.

MARAUDER

Agility D4 Charisma 0 Smarts D4 Pace 5 Spirit D4 Strenght D6 Parry 5 Vigor D8 Toughness 14 Fighting D6 Shooting D6 Throwing D4 Athletic D4 Stealth D4 Notice D4

Infantry Weapons 1 / 2 / 3 +1 damage per level for both weapons Infantry Armor 1 / 2 / 3 +1 Toughness for each level Stimpack Once per fight, +4 damage & +2 pace for 3 turns, cost 2 wounds Concussive shells Pace of the targets halved for its next turn

Quad K12 Grenade launchers (use it as a fist in melee: Str + D4) -Ground Damage: 3D6 / Range: 24/48/96 / RoF 1 / Shots 6 / MBT. 5-4 Armored Infantry Suit Armor +8 / Covers entire body / Protect from space and gives night vision. Pace -1. Run with a D4 instead of a D6, Fleet-footed gives +1 and a D8.

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FIREBAT

Agility D4 Charisma 0 Smarts D4 Pace 5 Spirit D4 Strenght D6 Parry 5 Vigor D8 Toughness 14 Fighting D6 Shooting D6 Throwing D4 Athletic D4 Stealth D4 Notice D4

Infantry Weapons 1 / 2 / 3 +1 damage per level for both weapons Infantry Armor 1 / 2 / 3 +1 Toughness for each level Stimpack Once per fight, +4 damage & +2 pace for 3 turns, cost 2 wounds Incinerator Gauntlets Enemies hit = cone + 1d4

Twin Perdition Flamethrowers (use it as a fist in melee: Str + D4) -Ground Damage: 2D10 / Range: Cone / RoF 1 / Shots 10 / Ignores armor, Cone. 5-4 Armored Infantry Suit Armor +8 / Covers entire body / Protect from space and gives night vision. Pace -1. Run with a D4 instead of a D6, Fleet-footed gives +1 and a D8.

REAPER

Agility D8 Charisma 0 Smarts D4 Pace 8 Spirit D4 Strenght D4 Parry 4 Vigor D6 Toughness 9 Fighting D4 Shooting D8 Throwing D4 Athletic D4 Stealth D4 Notice D4

Infantry Weapons 1 / 2 / 3 +1 damage per level for the P-45 Scythe +1AP to KD8 Charge at each level Infantry Armor 1 / 2 / 3 +1 Toughness for each level Nitro Packs Pace+2 when flying KD8 Remote Charge (1 per mission) Damage: 4D10 / AP1 / Burst: LBT

P-45 Scythe (2 weapons, 1 per arm) Damage: 2D8 / Range: 12/24/48 / RoF 3 / Shots 30 / AP1, Auto –Ground/Air Light Reaper Suit Armor +4 / Covers entire body / Protect from space, gives night vision and fly. Pace +2. Can fly up to 12”, you are able to intercept a Mutalisk at very low altitude! 3 turns of fly for 1 turn of break, must succeed a Grappling roll with a raise to take off while in melee. When flying, can be hit by an anti-air units weapon. Combat Drugs +1 to rolls for natural healing and recover from being shaken.

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GHOST

Agility D6 Charisma 0 Smarts D6 Pace 6 Spirit D8 Strenght D6 Parry 6 Vigor D6 Toughness 10 Fighting D8 Shooting D8 Throwing D6 Athletic D6 Stealth D8 Notice D6

Infantry Weapons 1 / 2 / 3 +1 damage per level for the C-10 Rifle Infantry Armor 1 / 2 / 3 +1 Toughness for each level Steady Targeting Cost 2 powerpoint +2 to Aim and to Damage EMP Round Cost 3 powerpoints Damage: 3d8 against shields / SBT Every vehicle are disabled for the next turn

C-10 Rifle –Ground/Air Damage: 2D10 / Range: 50/100/200 / RoF 1 / Shots 10 / AP4, Heavy weapon Nuclear Strike: 5 turns focused to guide a nuclear tactical missile 1 per mission. Lost if you move or be hit, even without damage. Damage : 12D12 / LBTx2 / Ignores armor. 20” to target with the laser.

Hostile environment suit (Psionic edge compulsory, no free edge.) Armor +4 / Covers entire body / Protect from space, gives night and thermal vision. Cloak (cost 1 powerpoint per turn) The Ghost is invisible, Notice rolls against him with -4. When he shoots, he is no longer cloaked.

MEDIC

Agility D4 Charisma 0 Smarts D6 Pace 6 Spirit D6 Strenght D4 Parry 5 Vigor D4 Toughness 14 Fighting D4 Throwing D4 Athletic D4 Healing D6 Stealth D4 Notice D4

Infantry Weapons 1 / 2 / 3 +1 damage per level for C-7 Pistol Infantry Armor 1 / 2 / 3 +1 Toughness for each level Stabilizer Medpacks Only 1 energy point per wound Restoration Cost 3 energy points Remove all negative effects for the target.

C-7 Pistol –Ground/Air Damage: 2D6 / Range: 12/24/48 / RoF 1 / Shots 20 / AP1 –Ground/Air A-13 Grenade launcher (flash grenades, small grenade launcher under the pistol ) -Ground Damage: Vigor roll at 6 or stunned / Range: 12/24/48 / RoF 1 / Shots 2 / SBT.

CMC-405 Light Combat Suit Armor +4 / Covers entire body / Protect from space and gives night vision. 2 energy points per wound, it takes your turn to accomplish. Healing skill Back in the old days, but you and the wounded have to take off your armors. It takes 3 turns to take off or put on a combat suit.

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SCV

Agility D4 Charisma 0 Smarts D4 Pace 6 Spirit D4 Strenght D6 Parry 5 Vigor D4 Toughness 14 Fighting D4 Piloting D6 Throwing D4 Athletic D4 Stealth D4 Notice D4

Infantry Armor 1 / 2 / 3 +1 Toughness for each level

Build all the Terran building. Fusion cutters (under the utility clamp) Damage: 2D8 / Melee, Reach 1 / AP2. Plasma welders (under the Power drill) Damage: 2D6 / Melee / AP2 / The tool to build and repair. Power drill (on the left arm) Damage: 2D10 / Melee, Reach 1 / The tool to get minerals. Utility clamp (on the right arm) Damage: Grapple your ennemy, then D12 damage.

T-280 space construction vehicle Armor +4 / Covers entire body / Protect from space and gives night vision. Allows to build and repair buildings, and to repair vehicles, weapons and armors. Can build Terran buildings, it takes 1 turn per 5 points of Toughness

HELLBAT

Agility D6 Charisma 0 Smarts D4 Pace 5 Spirit D4 Strenght D6 Parry 4 Vigor D8 Toughness 14 Fighting D4 Shooting D6 Throwing D4 Athletic D4 Stealth D4 Notice D4

Vehicle Weapons 1 / 2 / 3 +1 damage per level Vehicle Plating 1 / 2 / 3 +1 Toughness for each level Infernal Pre-Igniter +D6 damage Hellion Transformation (2 turns)

Napalm cannon -Ground Damage: 2D10 / Range: Cone / RoF 1 / Shots 10 / Ignores armor, Cone.

Transformers suit Armor +8 / Covers entire body / Protect from space and gives night vision. Pace -1. Run with a D4 instead of a D6, Fleet-footed gives +1 and a D8. Can healed and repaired.

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HELLION

Acc 10 Crew 1 TS 40 Toughness 17 Shooting D6 Piloting D6 Notice D4

Vehicle Weapons 1 / 2 / 3 +1 damage per level Vehicle Plating 1 / 2 / 3 +1 Toughness for each level Infernal Pre-Igniter +D4 damage Hellbat transformation (2 turns)

Napalm cannon -Ground Damage: 2D10 / Range: Cone / RoF 1 / Shots 10 / Ignores armor, Cone.

Notes: Armor +13 (more compact form) Night and Thermal vision Four Wheel Drive Stabilizer Can be only repaired.

VULTURE

Acc 10 Crew 1 TS 40 Toughness 17 Shooting D6 Piloting D6 Notice D4

Vehicle Weapons 1 / 2 / 3 +1 damage per level Vehicle Plating 1 / 2 / 3 +1 Toughness for each level Cerberus mines +1d8 for the mines

AGP-2 grenade launcher -Ground Damage: 3D8 / Range: 24/48/96 / RoF 1 / MBT. Spider Mines (3 mines in stock) 1 round to deploy the mine which burrow itself. When an enemy is around 2” of the mine, it digs itself out and detonates. Damage: 4D8 / MBT, against the rear armor

Notes: Armor +13 Night and Thermal vision Stabilizer

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WIDOW MINE

Acc 10 Crew 0 TS 20 Toughness 20 Shooting D6 Notice D4 Piloting D8

Vehicle Weapons 1 / 2 / 3 +1/+2/+D4 damage per level Vehicle Plating 1 / 2 / 3 +2 Toughness for each level Drilling Claws Only 1 turn to burrow instead of 2

Sentinel missiles –Ground/Air Damage: 5D10 / Range: 40/80/120 RoF 1 / AP 24 / SBT 1 turn to reload.

Notes: Armor +5 Night and Thermal vision Improved Stabilizer Can burrow

SIEGE TANK

Acc 5 Crew 4 TS 20 Toughness 80/60/30 Shooting D6 Notice D4 Piloting D6

Vehicle Weapons 1 / 2 / 3 +1/+2/+D4 damage per level Vehicle Plating 1 / 2 / 3 +2 Toughness for each level Siege Mode Allow the transformation, takes 2 turns

90 mm Twin cannons -Ground Damage: 4D10 / Range: 50/100/200 RoF 1 / AP 24 / SBT 180 mm Shock cannons -Ground Damage: 6D10 / Range: 75/150/300 RoF 1 / AP 32 / MBT 1 turn to reload between each shot

Notes: Size = Large Armor +20 – Sloped armor Night and Thermal vision Tracked Improved Stabilizer

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CYCLONE

Acc 5 Crew 1 TS 20 Toughness 70/50/30 Shooting D6 Notice D4 Piloting D6

Vehicle Weapons 1 / 2 / 3 +1/+2/+D4 damage per level Vehicle Plating 1 / 2 / 3 +2 Toughness for each level Lock On (last 2 turns, 1 per battle) Ignores armor of the locked air unit No penalty to fire more than 2 missiles

Mag-Field Launchers Range +50

Twin-Typhoon launchers –Ground/Air Damage: 2D12 / Range: 75/150/300 RoF 2 / AP 12 / SBT 2 missiles per launcher each turn, but with -2 penalty to the shooting roll with both launchers.

Notes: Size = Large Armor +10 Night and Thermal vision Tracked Improved Stabilizer

GOLIATH

Acc 5 Crew 1 TS 25 Toughness 25/25/25 Shooting D6 Notice D4 Piloting D8

Vehicle Weapons 1 / 2 / 3 +1/+2/+D4 damage per level Vehicle Plating 1 / 2 / 3 +2 Toughness for each level Multi-lock weapons system Allow to attack ground and air enemies in the same round

Twin autocannons –Ground-Air Damage: 2D8 / Range: 50/100/200 RoF 3 / AP 8 Belly mounted canon –Ground Damage: 2D10 / Range: 25/50/100 RoF 3 / AP 8 Hellfire missiles -Air Damage: 2D10 / Range: 25/50/100 RoF 2 / AP 16

Notes: Armor +5 Night and Thermal vision Improved Stabilizer

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THOR

Acc 5 Crew 1 TS 20 Toughness 100/80/50 Shooting D6 Notice D4 Piloting D8

Vehicle Weapons 1 / 2 / 3 +1/+2/+D4 damage per level Vehicle Plating 1 / 2 / 3 +2 Toughness for each level High-Impact Payload (once per battle) Allow the use of the Punisher Cannons Uses all the turn, no second attack

Thor’s Hammer particle beams -Ground Damage: 5D10 / Range: 50/100/200 RoF 1 / AP 24 / SBT Javelin missiles launchers -Air Damage: 2D10 / Range: 50/100/200 RoF 2 / AP 12 / SBT 250mm cannons -Air

Damage: 5D10 / Range: 50/100/200 RoF 1 / AP 24 / SBT Punisher cannons -Ground Damage: 8D10 / Range: 50/100/200 RoF 1 / AP 32 / LBT The Thor can fire with 2 weapons at the most, one Ground and one Air.

Notes: Size = Huge Armor +40 Night and Thermal vision Improved Stabilizer

VIKING

Acc A1

0 G5 Crew 1

TS A40 G20

Toughness

Climb 2 25/25/25 Shooting D6 Notice D4 Piloting D

8 Vehicle Weapons 1 / 2 / 3 +1/+2/+D4 damage per level Vehicle Plating 1 / 2 / 3 +2 Toughness for each level Ripwave missiles Add SBT to missile attacks

Twin Gatling cannons -Ground Damage: 2D8 / Range: 50/100/200 RoF 4 / AP 6 Only in ground mode. MT-50 Lanzer torpedoes -Air Damage: 2D10 / Range: 50/100/200 RoF 2 / AP 16 Only in air mode.

Notes: Armor +5 Night and Thermal vision Improved Stabilizer 1 turn to change mode AMCM

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LIBERATOR

Acc 10 Crew 1 TS 30 Toughness Climb 2 35/35/35 Shooting D8 Notice D4 Piloting D6

Ship Weapons 1 / 2 / 3 +1/+2/+D4 damage per level Ship Plating 1 / 2 / 3 +2 Toughness for each level Advanced Ballistics Concord cannon range +10

Lexington rockets -Air Damage: 2D8 / Range: 50/100/200 RoF 4 / AP 14 / SBT Only in Fighter mode. Concord cannon -Ground Damage: 8D10 / Range: 20/40/60 RoF 1 / AP 28 / Only in Defender mode. Can’t move in this mode.

Notes: Size = Large Armor +20 Night and Thermal vision Improved Stabilizer 1 turn to change mode AMCM

BANSHEE

Acc 10 Crew 1 TS 40 Toughness Climb 2 30/30/30 Shooting D6 Energy 10 Notice D6 Piloting D6

Ship Weapons 1 / 2 / 3 +1/+2/+D4 damage per level Ship Plating 1 / 2 / 3 +2 Toughness for each level Hyperflight Rotors Acc +5 and TS +10

Backlash rockets -Ground Damage: 3D6 / Range: 50/100/200 RoF 2 / AP 20 / SBT

Notes: Armor +20 Night and Thermal vision Improved Stabilizer AMCM

Cloaking field (1 energy per turn) The Banshee is invisible, Notice rolls against him with -4. When it shoots, it stays invisible.

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WRAITH

Acc 10 Crew 1 TS 40 Toughness Climb 3 30/30/30 Shooting D6 Energy 10 Notice D6 Piloting D6

Ship Weapons 1 / 2 / 3 +1/+2/+D4 damage per level Ship Plating 1 / 2 / 3 +2 Toughness for each level Apollo Reactor +5 energy points

Burst lasers -Ground Damage: 4D6 / Range: 50/100/200 RoF 1 / AP 20

Gemini missiles -Air Damage: 4D6 / Range: 50/100/200 RoF 2 / AP 16 / SBT

Notes: Armor +20 Night and Thermal vision Improved Stabilizer AMCM

Cloaking field (1 energy per turn) The Wraith is invisible, Notice rolls against him with -4. When it shoots, it stays invisible.

MEDIVAC

Acc 10 Crew 2 TS 40 Passengers 8 Energy 20 Toughness Climb 1 30/30/30 Notice D6 Piloting D8

Ship Plating 1 / 2 / 3 +2 Toughness for each level Advanced Healing AI Allow to heal 2 units – RoF 2

Healing laser beam Range: 20/40/60 / RoF 1 Cost 1 energy point per wound

Notes: Armor +20 Night and Thermal vision AMCM

Can transport 8 playable characters, no matter their size, or 1 ground vehicle. Unload 1 unit per turn.

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RAVEN

Acc 10 Crew 2 TS 40 Toughness Climb 1 30/30/30 Shooting D6 Energy 20 Notice D8 Piloting D8

Ship Plating 1 / 2 / 3 +2 Toughness for each level Recalibrated explosives +1D10 damage and Range +50

Seeker missile (4 energy points) Damage: 5D10 / Range: 50/100/200 RoF 1 / AP 30 / LBT 1 turn to aim before shooting Ground/Air Auto-Turret (2 energy points) Range to construct: 10 See below Point Defense Drone (2 energy points)

Range to construct: 10 See below

Notes: Armor +5 Night and Thermal vision Improved Stabilizer AMCM Detector No penalty to notice cloaked, burrowed or hallucinated units. Range 100”

AUTO-TURRET

Acc 0 Crew 0 TS 0 Toughness 20 Shooting D6 Notice D4

Building Armor 1 / 2 / 3 +2 Toughness for each level Hi-sec Auto Tracking Range +24

12mm Gauss cannon –Ground/Air Damage: 2D10 / Range: 24/48/96 RoF 3 / AP 12

Notes: Armor +5 Night and Thermal vision Last 5 turns

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POINT DEFENSE DRONE

Acc 0 Crew 0 TS 0 Toughness 20 Shooting D8 Notice D6

Building Armor 1 / 2 / 3 +2 Toughness for each level Hi-sec Auto Tracking Range +24

Point Defense Laser –Ground/Air Range: 50/100/200 RoF 1 / Destroy projectile on impact

Notes: Armor +5 Night and Thermal vision Last 5 turns

BATTLECRUISER

Acc 10 Crew 1k TS 30 Toughness Climb 0 60/60/40 Shooting D8 Notice D8 Piloting D8

Ship Weapons 1 / 2 / 3 +1/+2/+D4 damage per level Ship Plating 1 / 2 / 3 +2 Toughness for each level Weapon Refit (once per battle) Enables use of the Yamato cannon

ATS Laser batteries -Ground Damage: 3D10 / Range: 50/100/200 RoF 3 / AP 20 ATA Laser batteries -Air Damage: 3D10 / Range: 50/100/200 RoF 3 / AP 20 Yamato cannon -Ground

Damage: 8D10 / Range: 50/100/200 RoF 1 / AP 40 / MBT Notes: Size = Huge Armor +20 Night and Thermal vision Improved Stabilizer Tactical Jump: 2 turns to prepare, then warp anywhere you want if you have coordinates

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BUNKER

Crew 0 Toughness 20

Building Armor 1 / 2 / 3 +2 Toughness for each level Neosteel Frame +2 slots

Notes: Size = Huge 4 playable characters can be in a bunker, no matter their size Gives +20 armor to the units inside without a called shot

SENSOR TOWER

Toughness 15 Notice D8

Building Armor 1 / 2 / 3 +2 Toughness for each level Hi-sec Auto Tracking Range +24

Radar –Ground/Air +4 to notice units, except cloaked, burrowed and hallucinated ones. Range of detection : 200” Armor +5 Size = Large

MISSILE TURRET

Toughness 20 Shooting D8 Notice D6

Building Armor 1 / 2 / 3 +2 Toughness for each level Hi-sec Auto Tracking Range +24

Longbolt missiles –Air Damage: 3D8 / Range: 50/100/200 RoF 2 / AP 10 Armor +10 Size = Large Detector No penalty to notice cloaked, burrowed or hallucinated units Range 100”

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PLANETARY FORTRESS

Toughness 40 Shooting D6 Notice D4

Building Armor 1 / 2 / 3 +2 Toughness for each level Hi-sec Auto Tracking Range +24

Ibiks cannon –Ground Damage: 4D10 / Range: 30/60/120 RoF 2 / AP 20 / SBT Armor +20 Size = Large These are the stats only for the planetary fortress, not the all command center.

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Protoss

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Here the generic rule for the Protoss shield:

Plasma Shield 3 shield points, when an attack is equal to your toughness, you lose 1 shield point, and one more for each +1 damage. When it comes to 0, you use the normal rules for toughness and wounds. It takes 3 turns for one shield point to come back.

For an extra, it only gives 1 shield point.

Some vehicles have powerpoints. Of course these powerpoints don’t come from their mind, but all the Protoss technology is based upon the use of the psionic energy with the Khaydarin crystals. The recovery is the same as with standard powerpoints, and no roll is needed to use them, except when attacking or warping units.

The Protoss vehicles have a unique toughness value. It would be quite impossible to have front/side/rear toughness values for a shield, so because of their high technology, their armor is the same everywhere. Their toughness is on average lower than the Terran’s one because they have a shield and favor light vehicles which are faster.

All buildings other than a Pylon, Nexus, and Assimilator must be built within power range from a nearby Pylon.

The Protoss are really strong on the battlefield, but they deploy less units than the Terran who also deploy less than the Zerg.

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ZEALOT

Agility D6 Charisma 0 Smarts D4 Pace 6 Spirit D6 Powerpoints 10 Strenght D6 Parry 6 Vigor D6 Toughness 13 Fighting D6 Throwing D4 Athletic D6 Stealth D4 Notice D6 Psionic D4

Ground Weapons 1 / 2 / 3 +1 damage per level Ground Armor 1 / 2 / 3 +1 Toughness for each level Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value Charge Pace+2, if you run and attack in the same turn, you get a +2 bonus to your damage for both attacks

Psionic Blades (one for each arm, no powerpoint = no blades) Damage: Str + D10 / AP4

Power Suit – Plasma shield Armor +8 / Covers entire body / Protect from space.

ADEPT

Agility D6 Charisma 0 Smarts D4 Pace 6 Spirit D6 Powerpoints 10 Strenght D4 Parry 6 Vigor D6 Toughness 11 Shooting D6 Fighting D4 Throwing D4 Athletic D6 Stealth D6 Notice D4 Psionic D4

Ground Weapons 1 / 2 / 3 +1 damage per level Ground Armor 1 / 2 / 3 +1 Toughness for each level Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value Resonating Glaives Double Taps for the Glaive Cannon (RoF 2)

Glaive Cannon (not unarmed in melee, Str + D4 damage) –Ground/Air Damage: 2D10 / Range: 24/48/96 / RoF 1 / AP4 Unlimited ammo as long as you have at least 1 powerpoint, otherwise it can’t shoot.

Power Suit - Plasma shield Armor +6 / Covers entire body / Protect from space. Psionic Transfer (cost 2 powerpoints). You can teleport yourself up to 10”.

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HIGH TEMPLAR

Agility D4 Charisma 0 Smarts D8 Pace 6 Spirit D8 Powerpoints 10 Strenght D4 Parry 4 Vigor D6 Toughness 9 Shooting D4 Fighting D4 Throwing D4 Athletic D4 Stealth D4 Notice D6 Psionic D8

Ground Weapons 1 / 2 / 3 +1 damage per level Ground Armor 1 / 2 / 3 +1 Toughness for each level Plasma Shield 1 / 2 / 3 See Zealot Khaydarin Amulet +5 powerpoints Summon Archon (2turns) Merge with a fellow Templar, you lost your individuality in the process

Light Armor Suit – Plasma shield Armor +4 / Covers entire body / Protect from space. Psionic Bolts (1 powerpoint per bolt, maximum 3) Damage: 2D8 / Range: 12/24/48 / Ignores armor. Psionic Storm (5 powerpoints) Damage: 2D10 per turn during 3 turns / Range: 12/24/48 / Ignores armor / MBT. Feedback (3 powerpoints) Opposed against victime Spirit, if succeeded, removes half energy + 1 wound. Hallucination (2 PP, Range: Psionic x2, last 3 turns, +2 to hit you with a ranged attack). Creates a duplicate that mimic yourself without really attacking.

DARK TEMPLAR

Agility D8 Charisma 0 Smarts D4 Pace 6 Spirit D6 Powerpoints 10 Strenght D6 Parry 6 Vigor D6 Toughness 9 Shooting D4 Fighting D8 Throwing D4 Athletic D6 Stealth D8 Notice D6 Psionic D4

Ground Weapons 1 / 2 / 3 +1 damage per level Ground Armor 1 / 2 / 3 +1 Toughness for each level Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value Shadow Stride 1 powerpoint, teleport yourself up to 10”. Summon Archon (2 turns) Merge with a fellow Templar

Warp Blade (no powerpoint = no blade) Damage: Str + D12 / AP6 Shadow Fury (2 powerpoints) Gives 1 more free attack with your blade, on the same or another enemy.

Light Power Suit – Plasma shield Armor +4 / Covers entire body / Protect from space. Permanent cloaking (a minimum of 2 powerpoint to remain active) +4 to Notice you. You stay cloaked even when attacking.

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ARCHON

Agility D6 Charisma 0 Smarts D6 Pace 6 Spirit D8 Powerpoints 10 Strenght D6 Parry 4 Vigor D8 Toughness 20 Shooting D8 Fighting D6 Athletic D4 Stealth D4 Notice D6 Psionic D6

Ground Weapons 1 / 2 / 3 +1 damage per level Ground Armor 1 / 2 / 3 +1 Toughness for each level Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value Khaydarin Amulet +5 powerpoints Psionic Storm –Ground/Air Damage: 6D10 / Range: 24/48/96 / RoF 1 / AP20 / LBT / 5 powerpoints Plasma Surge When a Psionic storm is cast, friendly Protoss units recover their full shield

Psionic Shockwave –Ground/Air Not unarmed in melee, can shoot like pistols Damage: 3D10 / Range: 24/48/96 / RoF 1 / AP12

Plasma shield Armor +14 / Covers entire body / Protect from space. It takes 2 turns to become an Archon.

PROBE

Acc 15 Crew 0 TS 40 Toughness 10 Notice D4 Piloting D4

Ground Armor 1 / 2 / 3 +1 Toughness for each level Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value

Particle Beam –Ground Damage: 2D8 / Melee / AP 4

Plasma shield Armor +2 Can warp a Protoss building. It takes 1 turn per 5 points of Toughness.

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DISRUPTOR

Acc 15 Crew 0 TS 45 Toughness 16 Powerpoints 10 Psionic D6 Notice D4 Piloting D4

Ground Armor 1 / 2 / 3 +2 Toughness for each level Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value

Purification Nova –Ground Damage: 5D10 / Range: 50/100/200 RoF 1 / AP 20 / MBT Cost 1 energy point 1 turn to charge before firing

Plasma shield Armor +6 Improved Stabilizer

SENTRY

Acc 15 Crew 0 TS 45 Toughness 16 Powerpoints 10 Shooting D6 Psionic D6 Notice D4 Piloting D4

Ground Weapons 1 / 2 / 3 +1/+2/+D4 damage per level Ground Armor 1 / 2 / 3 +2 Toughness for each level Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value

Distruption Beam –Ground/Air Damage: 3D10 / Range: 50/100/200 RoF 1 / AP 12 Force Field –Ground / Cost 2 PP Range: 20/40/80 / LBT / Last 3 turns No ground unit can enter the area except Thor, Colossus and Ultralisk Guardian Shield –Ground/Air If an allied unit within 4” is targeted by a ranged attack, the attacker suffer a -2 penalty to his roll. Cost 2 powerpoints Last 3 turns Hallucination –Ground/Air Range Psionic x2 / Cost 2 PP Create a false copie of a unit which have half the toughness and can’t attack. The copie last 3 turns. Dark Templars can’t be copied.

Plasma shield Armor +6 Improved Stabilizer

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DRAGOON

Acc 10 Crew 1 TS 40 Toughness 30 Powerpoints 10 Shooting D6 Psionic D6 Notice D4 Piloting D6

Ground Weapons 1 / 2 / 3 +1/+2/+D4 damage per level Ground Armor 1 / 2 / 3 +2 Toughness for each level Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value Singularity Charge Range+20

Phase Disruptor –Ground/Air Damage: 4D6 / Range: 50/100/200 RoF 1 / AP 22

Plasma shield Armor +10 Improved Stabilizer

STALKER

Acc 10 Crew 1 TS 40 Toughness 30 Powerpoints 10 Shooting D6 Psionic D6 Notice D4 Piloting D6

Ground Weapons 1 / 2 / 3 +1/+2/+D4 damage per level Ground Armor 1 / 2 / 3 +2 Toughness for each level Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value Blink The Stalker teleports for 1 powerpoint each 10”

Particle Disruptors –Ground/Air Damage: 3D10 / Range: 50/100/200 RoF 1 / AP 18

Plasma shield Armor +10 Improved Stabilizer

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IMMORTAL

Acc 10 Crew 1 TS 30 Toughness 40 Powerpoints 10 Shooting D6 Notice D4 Piloting D6

Ground Weapons 1 / 2 / 3 +1/+2/+D4 damage per level Ground Armor 1 / 2 / 3 +2 Toughness for each level Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value Hardened Shield Can avoid suffering more than 1 wound. Cost 1 PP per absorbed wound No roll needed

Phase Disruptors –Ground Damage: 5D6 / Range: 50/100/200 RoF 2 / AP24

Plasma shield Size = Large Armor +14 Improved Stabilizer Barrier When the shield is off, the barrier automatically appears. The Immortal can’t suffer any damage for his next turn. Cost 4 powerpoints

REAVER

Acc 5 Crew 1 TS 20 Toughness 40 Powerpoints 10 Shooting D6 Notice D4 Piloting D6

Ground Armor 1 / 2 / 3 +2 Toughness for each level Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value Scarab Housing Double the Scarabs capacity

Scarabs –Ground Acc: 10 / TS: 40 / Damage: 4d8 / AP12 / SBT / Range: 50/100/200 Toughness: 10 / Piloting d6 4 scarabs per reaver

Plasma shield Size = Large Armor +10 Improved Stabilizer

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COLOSSUS

Acc 10 Crew 0 TS 20 Toughness 50 Shooting D6 Notice D4 Piloting D8

Ground Weapons 1 / 2 / 3 +1/+2/+D4 damage per level Ground Armor 1 / 2 / 3 +2 Toughness for each level Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value Extended Thermal Lance Range +25

Thermal Lance –Ground Damage: 6D10 / Range: 50/100/200 RoF 2 / AP24

Plasma shield Size = Huge Armor +18 Improved Stabilizer Cliff Walk The Colossus can walk up and down cliffs at its speed halved.

OBSERVER

Acc 10 Crew 0 TS 40 Toughness 12 Climb 2 Notice D8 Piloting D6

Air Armor 1 / 2 / 3 +2 Toughness for each level Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value Gravitic Boosters Acc and TS +10

Plasma shield Armor +4 Permanent Cloak The Observer is permanently cloaked. Detector No penalty to notice cloaked, burrowed or hallucinated units Range 100”

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SHUTTLE

Acc 10 Crew 0 TS 40 Toughness 16 Climb 2 Notice D6 Piloting D8

Air Armor 1 / 2 / 3 +2 Toughness for each level Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value Gravitic Drive Acc and TS +10

Plasma shield Armor +4 Can transport 8 playable characters, no matter their size, or 1 ground vehicle. Unload 2 units per turn.

SCOUT

Acc 10 Crew 1 TS 40 Toughness 22 Climb 3 Powerpoints 10 Shooting D6 Psionic D6 Notice D4 Piloting D6

Air Weapons 1 / 2 / 3 +1/+2/+D4 damage per level Air Armor 1 / 2 / 3 +2 Toughness for each level Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value Gravitic Thrusters Acc & TS +5

Photon Blasters –Ground Damage: 3D6 / Range: 50/100/200 RoF 2 / AP16 Anti-Matter missiles –Air Damage: 4D6 / Range: 50/100/200 RoF 2 / AP16

Plasma shield Armor +8 Improved Stabilizer

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CORSAIR

Acc 10 Crew 1 TS 40 Toughness 22 Climb 2 Powerpoints 10 Shooting D6 Psionic D6 Notice D4 Piloting D6

Air Weapons 1 / 2 / 3 +1/+2/+D4 damage per level Air Armor 1 / 2 / 3 +2 Toughness for each level Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value Stealth Drive The Corsair is permanently cloaked

Neutron Flare –Air Damage: 4D8 / Range: 50/100/200 RoF 1 / AP16

Plasma shield Armor +8 Improved Stabilizer Disruption Web Enemy ground units can’t move in the area Range: 25/50/100 / MBT Cost 2 powerpoints, last 2 turns

PHOENIX

Acc 10 Crew 1 TS 40 Toughness 24 Climb 3 Powerpoints 10 Shooting D6 Psionic D6 Notice D4 Piloting D6

Air Weapons 1 / 2 / 3 +1/+2/+D4 damage per level Air Armor 1 / 2 / 3 +2 Toughness for each level Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value Anion Pulse-Crystals Range +25

Ion cannons –Air Damage: 2D10 / Range: 50/100/200 RoF 2 / AP18

Plasma shield Armor +10 Improved Stabilizer Graviton Beam The Phoenix lift up a ground unit (not a Thor, Colossus or an Ultralisk). The lifted unit can’t move, attack or use an ability, the Phoenix also can’t move or attack. Then a fall of 30 feet. Cost 2 powerpoints, last 2 turns. Range: Psionic x2

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TEMPEST

Acc 10 Crew 1 TS 40 Toughness 30 Climb 2 Powerpoints 10 Shooting D8 Notice D4 Piloting D6

Air Weapons 1 / 2 / 3 +1/+2/+D4 damage per level Air Armor 1 / 2 / 3 +2 Toughness for each level Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value Disruption Blast The targets make a spirit roll and are stunned with a failure Cost 1 powerpoint

Kinetic Matrix –Ground/Air Damage: 4D10 / Range: 50/100/200 RoF 1 / AP18 / SBT

Plasma shield Size = Large Armor +16 Improved Stabilizer Disintegration The Tempest shoots a bigger energy sphere which deal 7D10 damage / MBT. Cost 3 powerpoints.

WARP PRISM

Acc 10 Crew 0 TS 40 Toughness 20 Climb 2 Notice D4 Piloting D6

Air Armor 1 / 2 / 3 +2 Toughness for each level Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value Gravitic Drive Acc and TS +5

Plasma shield Armor +8 Improved Stabilizer Phasing Mode Generates a power radius like a pylon. Units from a warp gate can warp around the warp prism. Buildings can also be built. Can transport 8 playable characters, no matter their size, or 2 ground vehicles or 1 colossus. Unload 1 unit per turn.

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VOID RAY

Acc 10 Crew 1 TS 40 Toughness 24 Climb 2 Powerpoints 10 Shooting D6 Notice D4 Piloting D6

Air Weapons 1 / 2 / 3 +1/+2/+D4 damage per level Air Armor 1 / 2 / 3 +2 Toughness for each level Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value Prismatic Range From 2D12 damage, each turn of aiming gives +20 range

Prismatic Beam –Ground/Air Damage: 2D12 per turn aiming a target, max 6D12 / Range: 50/100/200 RoF 1 / AP18

Plasma shield Size = Large Armor +10 Improved Stabilizer Prismatic Alignment The Prismatic Beam gains +12AP Cost 2 powerpoints.

ARBITER

Acc 10 Crew 1 TS 40 Toughness 24 Climb 1 Powerpoints 10 Shooting D6 Notice D4 Piloting D6

Air Weapons 1 / 2 / 3 +1/+2/+D4 damage per level Air Armor 1 / 2 / 3 +2 Toughness for each level Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value

Warpspace cannon –Ground/Air Damage: 4D10 / Range: 50/100/200 RoF 1 / AP18

Plasma shield Armor +10 Improved Stabilizer Cloaking Field The Arbiter cloaks all units and buildings within 4”, if at least 1PP available. Stasis Field –Ground (3PP) Range: 20/40/80 / MBT All the units are immobilized and can’t attack or be attacked for 3 turns. Recall (3PP) All the units in a range of 200” and in a SBT, can be teleported under the Arbiter.

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ORACLE

Acc 10 Crew 1 TS 40 Toughness 20 Climb 1 Powerpoints 10 Shooting D6 Psionic D6 Notice D4 Piloting D6

Air Armor 1 / 2 / 3 +2 Toughness for each level Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value Stasis Calibration Allow to attack trapped units by a Stasis Ward

Pulsar Beam –Ground Damage: 3D10 / Range: 50/100/200 RoF 1 / AP16

Plasma shield Size = Large Armor +8 Improved Stabilizer Revelation Gives to 4 units the ability to detect burrowed, cloaked and hallucinated units Cost 2 powerpoints, Range: Psionic x2 Stasis Ward Places a cloaked Stasis Ward, when an enemy ground unit is close (2”), it can be activated when you want. On a MBT, the units are trapped, can’t move, attack or be attacked for 3 turns. Cost 2 powerpoints to place it. Activate Pulsar Beam Allow to shoot, cost 1 powerpoint.

CARRIER

Acc 10 Crew 5h TS 40 Toughness 45 Climb 1 Powerpoints 10 Shooting D6 Notice D6 Piloting D8

Air Armor 1 / 2 / 3 +2 Toughness for each level Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value Graviton Catapult 4 interceptors can be launched per turn

Interceptors –Ground/Air Acc: 20 / TS: 60 / Damage: 2D10 Range: 50/100/200 / RoF: 1 / AP12 Toughness: 10 / Piloting & Shooting D6 4 Interceptors can merge their attacks, allowing to do 8D10 damage.

Plasma shield Size = Huge Armor +16 Improved Stabilizer Build Interceptors 8 interceptors per carrier Takes 1 turn to build one Repair Interceptors Takes 1 turn to repair an interceptor which stay close (2”), without attacking, to the carrier 2 interceptors repaired max per turn Release Interceptors 2 interceptors can be launched per turn

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MOTHERSHIP CORE

Acc 5 Crew 0 TS 30 Toughness 20 Climb 1 Powerpoints 10 Shooting D6 Psionic D6 Notice D4 Piloting D6

Air Weapons 1 / 2 / 3 +1/+2/+D4 damage per level Air Armor 1 / 2 / 3 +2 Toughness for each level Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value Anion Pulse-Crystals Range +25

Repulsor cannon –Ground Damage: 3D10 / Range: 50/100/200 RoF 1 / AP20

Plasma shield Size = Large Armor +8 Improved Stabilizer Photon Overcharge (1 PP) Allows a pylon to attack during 3 turns. Damage: 3D10 / Range: 50/100/200 Rof: 1 / AP20 Mass Recall (2 PP) Teleports the Mothership and all allied units within 4” to the targeted Nexus Time Warp (2 PP) Range : 25/50/100, the enemy units in a LBT have their pace, speed and acceleration halved

MOTHERSHIP

Acc 5 Crew 0 TS 30 Toughness 22 Climb 1 Powerpoints 10 Shooting D8 Psionic D8 Notice D4 Piloting D6

Air Weapons 1 / 2 / 3 +1/+2/+D4 damage per level Air Armor 1 / 2 / 3 +2 Toughness for each level Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value Anion Pulse-Crystals Range +25

Repulsor cannon –Ground/Air Damage: 3D10 / Range: 50/100/200 RoF 1 / AP20

Plasma shield Size = Huge Armor +9 / Improved Stabilizer Cloaking Field The Mothership cloaks all units and buildings within 4”, if at least 1PP available Photon Overcharge (1PP) Allows a pylon to attack during 3 turns Damage: 3D10 / Range: 50/100/200 Rof: 1 / AP20 Mass Recall (2PP) Teleports the Mothership and all allied units within 4” to the targeted Nexus Time Warp (2PP) Range : 25/50/100, the enemy units in a LBT have their pace, speed and acceleration halved

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WARP GATE

Toughness 20 Powerpoints 10 Psionic D6 Notice D4

Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value

Plasma shield Size = Huge Armor +10 Warp-In Any ground unit can be teleported around the Warp Gate in the Psionic Matrix. Costs 1 PP for an organic unit, 2 PP for a vehicle and 3 for a colossus. The teleported units have their toughness halved for the next turn.

PYLON

Toughness 10 Notice D4

Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value

Plasma shield Size = Large Armor +0 Psionic Matrix Creates a radius of Psionic Matrix of 10” wide. It allows the Protoss to warp buildings and units.

PHOTON CANNON

Toughness 15 Notice D8 Shooting D8

Plasma Shield 1 / 2 / 3 +1 to take another damage after the first when the attack is equal to your toughess value.

Phase Disruptors –Ground/Air Damage: 5D6 / Range: 50/100/200 RoF 1 / AP24

Plasma shield Size = Large Armor +5 Detector (range 100”) No penalty to notice cloaked, burrowed or hallucinated units.

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Zerg

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The Zerg are different from the Zerg Primordial. They don’t have any individuality and live for the ruche. They still have a natural Vision nocturne et thermique. They don’t have Assimilation as a single capacity, however the ruche can assimilate an entire species if it is interesting. They still have Zerg Regeneration, which is a fast regeneration without a weakness or vulnerability and whitout limitation to raises. For the buildings, use a Vigueur of D4 to the regeneration lancé. They also still have the capacity to Burrow.

Some Zerg units use their own Energie for some abilities. It is an organic Energie which works the same way the psychisme does, except it only distinguishes the intelligent Zerg from the others, no real psychisme power.

The Zerg have a +2 bonus to their Pace when on the Creep, even the flying units. The buildings disintegrate in 10 turns when the Creep is no longer here.

The Zerg may seem to suffer from a lack of power, but they outnumber their enemies, so they can surround an enemy vehicle, gang up and try a called shot. A called shot on a vehicle allows to ignore the armor with a penalty of -4. It works on Protoss vehicles when they have lost their shield.

Ground units may also lack of speed with a Pace of 6 as opposed to a TS of 20 for a Siege Tank. But their air units are fast, and I think of them as a wave which might be slow, but is unstoppable.

Of course Terran and Protoss also can try a called shot, but it is harder for them to gang up, hence to succeed this type of attack.

It takes 2 turns for a Zerg to mute into its more evolved form.

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LARVA

Agility D4 Charisma 0 Smarts D4 Pace 2 Spirit D4 Strenght D4 Parry 2 Vigor D8 Toughness 12 Athletic D4 Stealth D6 Notice D4

Carapace 1 / 2 / 3 +1 Toughness for each level

Carapace Armor +4 / Covers entire body / Protect from space.

Size = small

Can into a: drone, overlord, zergling(2), roach, corruptor, mutalisk, scourge(2), hydralisk, swarm host, viper, infestor, and ultralisk.

Takes 1 turn for each 4 points in Toughness to create a unit.

DRONE

Agility D4 Charisma 0 Smarts D4 Pace 6 Spirit D4 Strenght D4 Parry 4 Vigor D4 Toughness 8 Fighting D4 Athletic D4 Stealth D4 Notice D4

Melee Attacks 1 / 2 / 3 +1 damage per level Carapace 1 / 2 / 3 +1 Toughness for each level Adrenal Glands Fighting +2 when attacking, and Parry +1 Metabolic Boost Pace +2

Claws(one for each arm) Damage: Str + D4

Carapace Armor +4 / Covers entire body / Protect from space. It is consumed when building a Zerg structure. It takes 1 turn per 5 points of Toughness.

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ZERGLING

Agility D6 Charisma 0 Smarts D4 Pace 8 Spirit D4 Strenght D4 Parry 4 Vigor D4 Toughness 8 Fighting D4 Athletic D6 Stealth D4 Notice D4

Melee Attacks 1 / 2 / 3 +1 damage per level Carapace 1 / 2 / 3 +1 Toughness for each level Adrenal Glands Fighting +2 when attacking, and Parry +1 Metabolic Boost Pace +2

Sickles (one for each arm) Damage: Str + D8 / AP2 Fangs Damage: Str + D6

Carapace Armor +4 / Covers entire body / Protect from space. Two Zergling can morph into a Baneling, it takes 2 turns to accomplish. The cocoon has a toughness of 12.

BANELING

Agility D6 Charisma 0 Smarts D4 Pace 6 Spirit D4 Strenght D4 Parry 4 Vigor D4 Toughness 6 Fighting D4 Athletic D4 Stealth D4 Notice D4

Melee Attacks 1 / 2 / 3 +1 damage per level Carapace 1 / 2 / 3 +1 Toughness for each level Centrifugal Hooks Pace+2

Suicidal Explosion -Ground Damage: 2D10 / MBT

Carapace Armor +2 / Covers entire body / Protect from space.

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HYDRALISK

Agility D6 Charisma 0 Smarts D4 Pace 6 Spirit D6 Strenght D6 Parry 5 Vigor D6 Toughness 11 Fighting D6 Shooting D4 Athletic D4 Stealth D4 Notice D4

Missile Attacks 1 / 2 / 3 +1 damage per level Carapace 1 / 2 / 3 +1 Toughness for each level Muscular Augments Pace +2 Grooved Spines +24 range, so 48/96/120

Spines (unlimited ammo) –Ground/Air Damage: 2D10 / Range: 24/48/96 / RoF 1 / AP6 Tri-bladed Scythes (one for each arm) Damage: Str + D10 / AP2 Jaw Damage: Str + D8

Carapace Armor +6 / Covers entire body / Protect from space. Can morph into a Lurker, it takes 2 turns. The cocoon has a toughness of 12.

LURKER

Agility D4 Charisma 0 Smarts D4 Pace 6 Spirit D6 Strenght D6 Parry 4 Vigor D8 Toughness 12 Fighting D6 Shooting D6 Athletic D4 Stealth D6 Notice D4

Missile Attacks 1 / 2 / 3 +1 damage per level Carapace 1 / 2 / 3 +1 Toughness for each level Seismic Spines Range: Cone x2 in lenght

Spines (unlimited ammo) –Ground Damage: 3D10 / Range: Cone / RoF 1 / AP6 Always hit the rear armor. Jaw Damage: Str + D6

Carapace Armor +6 / Covers entire body / Protect from space.

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ROACH

Agility D6 Charisma 0 Smarts D4 Pace 6 Spirit D6 Strenght D4 Parry 4 Vigor D6 Toughness 13 Fighting D4 Shooting D6 Athletic D4 Stealth D6 Notice D4

Missile Attacks 1 / 2 / 3 +1 damage per level Carapace 1 / 2 / 3 +1 Toughness for each level Glial Reconstitution +2 Pace, even when burrowed

Acid Saliva (unlimited ammo) –Ground Damage: 4D8 / Range: 24/48/96 / RoF 1 / AP10 / SBT Jaw Damage: Str + D6

Carapace Size = Large Armor +8 / Covers entire body / Protect from space. Roach Regeneration +2 to the Zerg Regeneration roll when burrowed. Can morph into a Ravager, it takes 2 turns. The cocoon has a toughness of 12.

RAVAGER

Agility D6 Charisma 0 Smarts D4 Pace 6 Spirit D6 Energy 10 Strenght D4 Parry 4 Vigor D6 Toughness 15 Fighting D4 Shooting D6 Athletic D4 Stealth D6 Notice D4

Missile Attacks 1 / 2 / 3 +1 damage per level Carapace 1 / 2 / 3 +1 Toughness for each level Potent Bile +1D8 damage to Acid Saliva Bloated Bile Ducts Now a MBT radius to Acid Saliva

Acid Saliva (unlimited ammo) –Ground Damage: 5D8 / Range: 50/100/200 / RoF 1 / AP12 / SBT Corrosive Bile -Ground Damage: 5D10 / Range: 50/100/200 / RoF 1 / AP14 / MBT +2D10 damage against shields. Cost 2 powerpoints Jaw Damage: Str + D6

Carapace Size = Large Armor +10 / Covers entire body / Protect from space.

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ULTRALISK

Agility D4 Charisma 0 Smarts D4 Pace 6 Spirit D6 Strenght D12 Parry 4 Vigor D12 Toughness 48 Fighting D6 Athletic D4 Stealth D4 Notice D4

Melee Attacks 1 / 2 / 3 +1/+2/+D4 damage per level Carapace 1 / 2 / 3 +2 Toughness for each level Chitinous Plating AP halved against Ultralisk

Kaiser Blades–Ground Damage: Str + 5D12 / AP30 / SBT One on each arm Jaw Damage: Str + D12

Carapace Size = Huge Armor +40 / Covers entire body / Protect from space. Frenzied Can’t be stunned, controled or slowed.

INFESTOR

Agility D4 Charisma 0 Smarts D4 Pace 6 Spirit D8 Energy 10 Strenght D4 Parry 4 Vigor D6 Toughness 11 Fighting D4 Shooting D6 Athletic D4 Stealth D4 Notice D4

Carapace 1 / 2 / 3 +2 Toughness for each level Pathogen Glands +5 powerpoints

Neural Parasite Spirit opposed roll, with a success, the target is controlled for the next turn. Cost 1PP, and 1 more per turn, with a new opposed roll. Range: Spirit x2 Fungal Growth Damage: 3D10 / Range: 24/48/96 / RoF 1 / AP8 / LBT Also immobilize hit units. No bonus being cloaked or burrowed in the radius (LBT). Cost 3 powerpoints. Infested Terran Contaminate an organic Terran unit which fight for the Zerg for the next 3 turns before dying. The target can resist with a spirit roll. Range: Spirit x2 Cost 2 PP for a Marine, 3 for others.

Carapace Armor +6 / Covers entire body / Protect from space.

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INFESTED TERRAN

Agility D4 Charisma 0 Smarts D4 Pace ? Spirit D4 Strenght D4 Parry 5 Vigor D4 Toughness ? Fighting D6 Shooting D6 Throwing D4 Athletic D4 Stealth D4 Notice D4

For the weapons and the armor, it depends of the Terran who is infested.

C-14 Rifle (not unarmed in melee, you can repel the Zerglings !) –Ground/Air Melee damage: Str + D4 Ranged damage: 2D8 / Range 24/48/96 / RoF 3 / Shots 30 / AP 2, Auto, 3RB CMC Powered Combat Suit Armor +6 Perdition Flamethrower (use it as a fist in melee: Str + D4) -Ground Damage: 2D10 / Range: Cone / RoF 1 / Shots 10 / Ignores armor, Cone. Twin K12 Grenade launcher (use it as a fist in melee: Str + D4) -Ground Damage: 3D6 / Range: 24/48/96 / RoF 1 / Shots 6 / MBT. Armored Infantry Suit Armor +8 P-45 Scythe (2 weapons, 1 per arm) Damage: 2D8 / Range: 12/24/48 / RoF 3 / Shots 30 / AP1, Auto –Ground/Air Light Reaper Suit Armor +4

DEFILER

Agility D6 Charisma 0 Smarts D4 Pace 6 Spirit D6 Energy 10 Strenght D4 Parry 4 Vigor D6 Toughness 11 Fighting D4 Shooting D6 Athletic D4 Stealth D4 Notice D4

Carapace 1 / 2 / 3 +2 Toughness for each level Consume Can eat a friendly unit in a turn, gaining as many PP as the wounds suffered by the unit. 1 for a carcass

Plague -Ground Infects all enemy units and buildings in a LBT range, dealing 4D10 damage (against the rear armor) each turn, for 3 turns. Can’t inflict more than 2 wounds. Reveals cloaked and burrowed units caught in the area of effect. Range: Spirit x2 Cost 5 PP / LBT Dark Swarm -Ground Allied units in the area of effect take 0 damage from ranged attacks for the next turn. Range: Spirit x2 Cost 2 PP / MBT

Carapace Size = Large Armor +6 / Covers entire body / Protect from space.

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CHANGELING

Agility D4 Charisma 0 Smarts D6 Pace 6 Spirit D6 Strenght D4 Parry 4 Vigor D4 Toughness 10 Fighting D4 Shooting D4 Athletic D4 Stealth D4 Notice D4

Shapeshifting The Changeling can transform into either a Marine, a Zealot or a Zergling, if present within it’s range (Spirit x4) The transformation is permanent and not detectable by detector units or buildings. Like in the movie “The Thing”, the Changeling will spy and may try to kill an enemy when isolated. You can detect it with its behavior, for example a false Marine who prefers to go to sleep instead of drinking some Scotch, or a Zealot who doesn’t fight with all his will among his brothers.

Carapace Armor +6 / Covers entire body / Protect from space.

SWARM HOST

Agility D4 Charisma 0 Smarts D6 Pace 6 Spirit D6 Strenght D4 Parry 4 Vigor D8 Toughness 14 Fighting D4 Athletic D4 Stealth D4 Notice D4

Carapace 1 / 2 / 3 +1 Toughness for each level Flying Locusts The locusts can fly, but can’t attack when flying

Locusts-Ground Attributes : D4 & Toughness 8 Fighting : D4 & Parry 4 Pace : 4 Armor +4 Damage : Str + D4 The Swarm Host can spawn 1 locust per turn with a maximum of 4. The Locusts can merge their attacks to deal more damage. 4 locusts = 4xStr + D4.

Carapace Size = Large Armor +8 / Covers entire body / Protect from space.

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OVERLORD

Agility D4 Acc 5 Smarts D6 Ts 20 Spirit D6 Climb -1 Strenght D4 Parry 2 Vigor D4 Toughness 12 Athletic D4 Stealth D4 Notice D4

Flyer Carapace 1 / 2 / 3 +1 Toughness for each level Ventral Sacs Can transport 8 ground units :Drone, Zerg, Hydralisk, Roach, Changeling. Unload 1 unit per turn Pneumatized Carapace Pace +2

Excrete Creep The Overlord create a creep on an area of 2”. It keeps growing, 1” per turn in all direction. If the Overlord stays.

Carapace Size = Large Armor +8 / Covers entire body / Protect from space. Can morph into an Overseer, it takes 2 turns. The cocoon has a toughness of 12.

OVERSEER

Agility D4 Acc 5 Smarts D6 Ts 20 Spirit D6 Climb -1 Strenght D4 Parry 2 Vigor D4 Toughness 12 Energy 10 Athletic D4 Stealth D4 Notice D4

Flyer Carapace 1 / 2 / 3 +1 Toughness for each level Pneumatized Carapace Pace +2

Spawn Changeling The Overseer can spawn a Changeling. It costs 8 powerpoints. Contaminate The Overseer covers an enemy structure in slime. The structure will be unable to function for 3 turns. Cost 2 powerpoints.

Carapace Size = Large Armor +8 / Covers entire body / Protect from space. Detector No penalty to notice cloaked, burrowed or hallucinated units. Range 100

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MUTALISK

Agility D8 Acc 15 Smarts D4 Ts 45 Spirit D4 Climb 3 Strenght D4 Parry 4 Vigor D6 Toughness 21 Fighting D4 Shooting D6 Athletic D4 Stealth D4 Notice D4

Flyer Attacks 1 / 2 / 3 +1/+2/+D4 damage per level Flyer Carapace 1 / 2 / 3 +2 Toughness for each level Sundering Glaive Glaive no longer bounces, but has AP20 Vicious Glaive Glaive bounces two more times dealing 2D8 damage

Glaive Wurm –Ground/Air Damage: 4D8 / Range: 50/100/200 / RoF 1 / AP10 Bounce on the next enemy within 2” from the target and deal 3D8 damage, then 2D8 on the third one.

Carapace Armor +16 / Covers entire body / Protect from space. Can morph into a Guardian, it takes 2 turns. The cocoon has a toughness of 20. Tissue Regeneration +2 to the Zerg Regeneration roll.

GUARDIAN

Agility D6 Acc 10 Smarts D4 Ts 40 Spirit D4 Climb 1 Strenght D4 Parry 4 Vigor D8 Toughness 24 Fighting D4 Shooting D6 Athletic D4 Stealth D4 Notice D4

Flyer Attacks 1 / 2 / 3 +1/+2/+D4 damage per level Flyer Carapace 1 / 2 / 3 +2 Toughness for each level Prolonged Dispersion Range +20

Acid Spores –Ground Damage: 5D8 / Range: 50/100/200 / RoF 1 / AP12

Carapace Size = Large Armor +18 / Covers entire body / Protect from space. Tissue Regeneration +2 to the Zerg Regeneration roll.

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VIPER

Agility D6 Acc 10 Smarts D4 Ts 40 Spirit D8 Climb 1 Strenght D4 Parry 4 Vigor D6 Toughness 16 Energy 10 Fighting D4 Notice D4 Athletic D4 Stealth D4

Flyer Carapace 1 / 2 / 3 +2 Toughness for each level Virulent Microbes Range Spirit x3

Blinding Cloud –Ground Create a cloud of 10” wide. Penalty +6 to shoot in or through the cloud. Cost 2 PP, last 3 turns and range Spiritx2 Abduct –Ground/Air Pull a unit to the location of the Viper with a pace of 6. Cost 1 PP and Range Spirit x2 Doesn’t work against Thor, Battlecruiser, Colossus, Carrier and Ultralisk. Parasitic Bomb –Air The bomb deals 4D10 damage (No armor) to the target (SBT) for 3 turns, and last 3 more turns after it was destroyed. Cost 4PP, range Spirit x2. Consume –Ground Deals 1 wound to an allied unit and allows to recover 2 powerpoints. Range Spirit x2

Carapace Size = Large Armor +12 / Covers entire body / Protect from space.

QUEEN

Agility D4 Acc 10 Smarts D6 Ts 30 Spirit D8 Climb 1 Strenght D4 Parry 5 Vigor D6 Toughness 18 Energy 10 Fighting D4 Shooting D6 Athletic D4 Stealth D4 Notice D4

Missile Attacks 1 / 2 / 3 +1/+2/+D4 damage per level Flyer Carapace 1 / 2 / 3 +2 Toughness for each level

Acid Spines (unlimited ammo) –Ground/Air Damage: 3D10 / Range: 50/100/200 / RoF 1 / AP8 Jaw Damage: Str + D6

Carapace Armor +12 / Covers entire body / Protect from space. Spawn Larva Spawn 3 larvas into a Hatchery. Range Spirit x2. Cost 1 PP. Spawn Creep Tumor Spawn a Creep Tumor which generates Creep like the Overlord. Can also generates 1 more tumor in a range of 10”. Cost 2PP, range Spirit x2. Transfusion Heals a friendly unit, 2PP per wound. Range Spirit x2.

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CORRUPTOR

Agility D4 Acc 10 Smarts D4 Ts 30 Spirit D6 Climb 1 Strenght D4 Parry 4 Vigor D8 Toughness 20 Energy 10 Fighting D4 Shooting D8 Athletic D4 Stealth D4 Notice D4

Flyer Attacks 1 / 2 / 3 +1/+2/+D4 damage per level Flyer Carapace 1 / 2 / 3 +2 Toughness for each level

Parasite Spores –Air Damage: 4D10 / Range: 50/100/200 / RoF 1 / AP14 Caustic Spray –Air The target is covered in slime, and suffer 50% more damage for the next turn. Cost 3 PP, range 24/48/96

Carapace Armor +14 / Covers entire body / Protect from space.

SCOURGE

Agility D8 Acc 20 Smarts D4 Ts 45 Spirit D4 Climb 3 Strenght D4 Parry 4 Vigor D4 Toughness 12 Fighting D4 Stealth D4 Athletic D4 Notice D4

Virulent Spores LBT instead of MBT

Plasma explosion –Ground/Air Damage: 4D10 / AP0, against rear armor / MBT

Carapace Armor +8 / Covers entire body / Protect from space.

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BROOD LORD

Agility D4 Acc 10 Smarts D4 Ts 20 Spirit D6 Climb 1 Strenght D4 Parry 4 Vigor D8 Toughness 22 Fighting D4 Shooting D8 Athletic D4 Stealth D4 Notice D4

Flyer Carapace 1 / 2 / 3 +2 Toughness for each level Porous Cartilage Ts +10

Broodling Strike–Ground See Broodling. Spawn 2 broodlings at its first attack, then 1 per turn.

Carapace Size = Large Armor +16 / Covers entire body / Protect from space.

BROODLING

Agility D4 Charisma 0 Smarts D4 Pace 10 Spirit D4 Strenght D4 Parry 6 Vigor D4 Toughness 6 Fighting D4 Shooting D4 Athletic D4 Stealth D4 Notice D4

Melee Attacks 1 / 2 / 3 +1/+2/+D4 damage per level

Explosion on impact –Ground Damage: 5D10 / Range: 50/75/100 / AP14

Carapace Armor +2 / Covers entire body / Protect from space.

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NYDUS NETWORK

Toughness 10

Build a Nydus Worm Size = Large It takes 10 turns to build a Nydus Worm on a position where the Zerg are, in a range of 200”. The Nydus Network can make multiple Nydus Worms, but only one at a time. 20 ground units (Ultralisks count for 10) can enter simultaneously a Nydus Network or Worm, and it takes 2 turns to exit, so 100” a turn. If all the Nydus are destroyed, the units die instantly under the ground, crushed by the Nydus entrails.

Carapace Armor +2

NYDUS WORM

Toughness 10

The Nydus Worms are also connected together in a radius of 200”.

Carapace Size = Large Armor +2

SPINE CRAWLER

Toughness 20 Pace 1 Fighting D6

Impaler Tentacle –Ground Damage: 6D10 / Range: 20/40/60 / RoF 1 / AP20

Carapace Size = Large Armor +6 Detector No penalty to notice cloaked, burrowed or hallucinated units. Range 100” Root/Uproot The Spine Crawler can uproot to move and root somewhere else where there is creep. It can’t attack or detect while uproot. It takes 1 turn to uproot and root.

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SPORE CRAWLER

Toughness 20 Pace 1 Fighting D6

Seeker Spores–Air Damage: 4D10 / Range: 50/100/200 RoF 1 / AP10

Carapace Size = Large Armor +6 Detector No penalty to notice cloaked, burrowed or hallucinated units. Range 100” Root/Uproot The Spore Crawler can uproot to move and root somewhere else where there is creep. It can’t attack or detect while uproot. It takes 1 turn to uproot and root.

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Buildings

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Terran

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Command Center (T40)

Huge The core of every important Terran base. With at least 30 marines in garrison and a Corporal, the Command Center often has confidential military files. Don’t take lightly a Terran base with a Command Center, orbital backup is surely ready to interverne.

Orbital Command (T30)

Large This Command Center upgrade allows to :

- Scan an aera of 500” without a penalty for cloaked units.

- Summon a MULE, an upgraded SCV, for 5 turns.

Supply Depot (T15)

Large The backbone of a Terran base. Food, water, tools, ammo, all the necessary stuff is stocked in the Supply Depots. Always watched by marine patrols.

Refinery (T20)

Huge The best way to extract Vespene gas. Industrial and dangerous building. When destroyed, it does 5D10 damage with a LBT radius.

Barracks (T30)

Huge Barracks are where Marines, Marauders, Reapers and Medics live. There is always at least a squad of 10 soldiers in it. Here they sleep, eat, play and get medical support.

Reactor (T15)

Large The Reactor is an upgrade for a Barrack or a Factory which improve the living conditions, allowing to accommodate twice as many soldiers or crew members.

Factory (T35)

Huge Where Hellions, Siege Tanks, Cyclones and Thors are produced. Also has spare parts for the vehicles and quite often an Hellion or a Siege Tank ready to fight.

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Starport (T30)

Huge The factory of all the aircrafts : Vikings, Dropships, Banshees, Wraiths, Ravens and Battlecruisers. Always watched by a squad of marines because of the importance of air supremacy.

Techlab (T15)

Large Gives the material for Marauders, Reapers, Ghosts, Siege Tanks, Thors, Banshees, Battlecruisers and Ravens, if link to the proper building.

Engineering Bay (T25)

Huge The training building and laboratory for the infantry. There are always soldiers, officers, and a lot of cartridge cases.

Armory (T25)

Huge The research building for the vehicles. Engineers, spare parts, this is where you upgrade your siege tank before going back to the battlefield.

Fusion Core (T20)

Huge The Battlecruiser needs not only a starport but also a fusion core. Quite dangerous, if it is destroyed, it does 8D10 damage on a LBT radius.

Ghost Academy (T25)

Huge The most secret building of a Terran base. Only ghosts and high officers are allowed here. If a ghost academy is destroyed with a nuke in it, it does 12D12 damage on a LBTx2 radius and ignores armor.

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Protoss

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Nexus (T40)

Huge The core of an important Protoss base. The most ranked Protoss take the decisions and lead their troops from here.

Assimilator (T25)

Huge The building to extract vespene gas. Thanks to Protoss technology, if it destroyed, it only does 2D10 damage on a MBT radius.

Gateway (T35)

Huge Where Zaelots, Stalkers, Sentries, Adepts, High and Dark Templars are teleported. Can be transformed into a Warp Gate.

Robotics Facility (T30)

Huge Where Warp prisms, Observers, Immortals, Colossus and Disruptors are teleported. Highly qualified Protoss engineers work here.

Robotics Bay (T30)

Huge The building for robotic researchs. Important to get the best from the Robotics facility.

Forge (T30)

Huge The laboratory for the Infantry weapons. The Zealots like to upgrade their blades here. This building doesn’t have any doors, the engineers are teleported inside.

Cybernetics Core (T25)

Huge Essential to upgrade aircrafts and cybernetic units. Allows the teleportation of Stalkers and Sentries.

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Stargate (T30)

Huge The building to teleport Phoenix, Void Rays, Oracles, Tempests and Carriers.

Fleet Beacon (T25)

Huge Allows the teleportation of Tempests and Carriers, and also a lot of upgrades for the aircrafts. A powerful building thanks to its sphere made of khaydarin crystals.

Templar Archives (T25)

Huge Essential to have High Templars in his army, and this is where they trained and improve their skills. Such a building if only for important bases.

Twilight Council (T25)

Huge A research building really important for Zealots, Stalkers and Adepts.

Dark Shrine (T25)

Large The key building to have allow the teleportation of Dark Templars, essential for their energy. Not a building really liked by the other Protoss.

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Zerg

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Hatchery (T20)

Huge The Hatchery is the heart of any new Zerg colony. It spontaneously generates larva, which in turn are used to spawn various warriors and minions.

Lair (T25)

Huge The lair is the second major step in the evolution of Zerg breeds, providing increased toughness and extended access to the stored genetic knowledge of the the Swarm than the hatchery.

Hive (T35)

Huge The hive is the primary structure of the Zerg and is the key that unlocks the final stages of their evolution. Once the hive is present, the being commanding it has the potential to unleash the full fury of the Zerg.

Extractor (T15)

Huge The structure to get vespene gaz. If destroyed, and because Zerg don’t really care about security, it does 7D10 damage on a LBT radius.

Spawning Pool (T15)

Large The spawning pool is a pit of primordial ooze which contains the genetic makeup of the Zergling.

Baneling Nest (T15)

Huge The baneling nest is a structure that allows Zerglings to morph into Banelings. When destroyed, it does 5D10 damage on a LBT radius.

Hydralisk Den (T20)

Huge The hydralisk den bears only a passing resemblance to the nests of the once peaceful slothien that the Hydralisks evolved from. Containing Hydralisk genetics, the structure allows larvae to morph into Hydralisks.

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Lurker Den (T20)

Huge The lurker den is an upgrade of the hydralisk den. It is required for the production of Lurkers.

Creep Tumor (T15)

Large The creep tumor is a structure which extends the creep. It resembles a cluster of boils protruding from the creep. Creep tumors are created by queens or by other creep tumors and must be built on creep.

Evolution Chamber (T15)

Huge The evolution chamber provides a testing ground for the genetic code of lesser breeds, helping to increase the offensive and defensive capabilities of the Zerg ground-based breeds.

Roach Warren (T20)

Huge The roach warren is a structure which allows Roaches and Ravagers to be spawned.

Infestation Pit (T20)

Huge The infestation pit is a structure which allows Infestors and Swarm Hosts to be spawned.

Ultralisk Cavern (T30)

Huge The ultralisk cavern is a shelled structure in which there are numerous high-radiation deposits and other dangerous substances. It allows Ultralisks to be spawned.

Spire & Greater Spire (T20)

Large The spire allows Mutalisks and Corruptors to be spawned. Its evolution, the greater spire, also allows the creation of Brood Lords.

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Short Story

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Hold your position

I was sit in my rocking-chair, looking at the sundawn, my grandchild around me. It made me remember of my enlistment in the Marine corps, it was thirty years ago. I was in the Rasczak's Roughnecks unit and served during the Second Great Yar.

My father was also in the army, in the marines. He died on Char when all this shit began. His death made me wanting to kill al these bugs.

- Come child, go inside before it gets cold, I will start the open fire and tell you another story of the old times, when sundawn meant fear.

They were so cute, all smiling and playing in the grass. They only knew the Zerg by the history books and the TV. Even after thirty years of peace, no Zerg was allowed on a Terran world, the risks of infestation were too high.

As for the Protoss, they agreed to help us reconstruct Mar Sara, so the Dominion would forget this annihilation and forgive them. A lot amongst us would never forgive, but this was an Emperor call, so let's do it and make peace.

I had now my Sarah, James and Greg, looking at me, waiting for the story, some mushmallows in their hands.

- Grandpa, you promised a story, and not the last battle on Gystt, we know it by heart, told me Sarah with her big green eyes.

- Yes, yes, I know. This one is new, I never told you it before because you were too young. But now, if you promised me to not have nightmares, and to not tell your parents, I may continu.

- We promised, they all shouted as one voice.

- Ok, remember it is a story about the old times, we are now in peace and... security.

I took some time to say security, I deeply believed we would never be in security in this shitty Koprulu sector. But this was the personal though of a marine, and it meant nothing for the Empire confident elite.

Then, I began my story, with the fire crackling in the background and three pairs of curious eyes staring at me.

You all know I was in the Rasczak’s Roughnecks, the toughnest marines squad. We were on a mission on Sorona to kick some Zerg asses, and we kicked a lot, at the price of a lot

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of my friends. The objective was too take possession of an old military base, and to defend the position until reinforcements arrive.

We landed 20 clicks away from the position, to be sure not to fall into a vicious Zerg trap. Rasczak was not confident in the mission, it seemed too easy, just go, defend and wait, a fairytale. The officers didn't share a lot of info with him, surely because they didn't know a shit about the Zerg colonies on this planet.

Sorry for my language, my bad soldier's habits.

So we began to walk, in alert, side by side and one of us looking behind, never too cautious.

I forgot to say, we were twenty, and I was only a marine with my C-14, the one you can see on the wall. You must understand that this weapon was more important than your grandma during the war. I couldn't sleep or eat without it or her, I cleaned it the most often possible to keep her at full potential. It was my cross against the devilish Zerg.

We got two Reapers, one Medic and one Firebat with us. I have always despised the reapers even if they were useful, but I deeply feared the firebat and his crazy flamethrowers. I heard stories about entire units burned to their bones by their own firebat, so I kept a look at our own, above all because he was new and no one knew his past. Another psycho who got free thanks to the war.

The walk was well, nothing happened. This arid planet was a real Zerg pain in the ass. Sorry again, please don't tell it to your parents. Rasczak was a not a tall woman, not really the strongest one either, but I can say that I fully trusted his leadership, rest in peace.

We arrived at our destination. The camp was obviously empty and heavily damaged. Remained only two bunkers and one detection tower not working. The surrounding wall was not able to protect us, too many holes. It would only offer us some cover against the Hydralisk spines.

I was assigned to clean the best I could the camp with six other comrades. Remove the cadavers, the stuff on the ground that could make one of us fall in the middle of the battle, this kind of things.

Rasczak was speaking with the officers on the Battlecruiser. No a good exchange as I could see on his face. The other guys were looking for a Zerg, and they were here to meet us.

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Rasczak told us the reinforcements would arrive in five hours. They had mechanical problems on the bay door that prevented the shuttles to come. With this war without ending, material problems killed sometimes more than our enemies.

Four clips for my C-14 and one grenade. I would be wise to aim before firing, but it was not the kind of behavior easy to have in front of a Zerg wave.

I was now assigned with my buddy Ace Jefferson to the West wing of the camp. Not lucky enough to be in a bunker... But Rasczak was not either. She always had preferred the real confrontation, face to face with the Zerg. I should say, rifle against claws to be more precise.

We could see a hundreds of Zerglings, canon fodder of the Zerg Swarm. Rasczak turned back toward two guys who were repairing an automatic cannon, telling them to speed up.

Oh yes they should, I thought, because I could already see at the horizon some Mutalisk coming to our position. At this moment I wondered where were the Hydralisk. They usually took part in every battle, they were the spin column of the Zerg strategy. Surely burrowed somewhere, maybe just behind the walls of the base and nobody noticed them, maybe right under... our feet!

And this is how began the battle which last for three hours.

One of this giant scorpion-coackroach was just at my right, but from behind, and his claws were going to slaughter my buddy Jefferson.

I heard the screaming and the panic amongst our squad. How did we ending up trapped like recruits? Rasczak was shouting orders and was the first to open fire, no fear, no doubt, running towards one of this monster who wanted to kill the men repairing the automatic cannon.

As for me, I opened fire on the back of the Hydralisks, tough skin of them, but it disturbed it enough to make it delays its attack, allowing Jefferson to jump on his left before the two claws close on him.

By chance, there were only a bunch of it, not enough to really threaten us. Jefferson opened fire, laid on the ground, aiming for the neck of the Hydralisk. I began to shoot to its right claw to cut it and reduce its fight ability.

Racszack had secured the automatic cannon and was helping the two marines to put it in position against the coming wave of Zerglings.

Once the Hydralisk's threat eliminated, Rasczak sworn against the fleet.

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- Who the hell forgot to do a detection of the area before we fucking land!

This is what heard the comm officer aboard the battlecruiser.

But Rasczak didn't have much time to waste arguing with the officers. The Zerglings were coming, as the Mutalisk, and the mission was still to accomplish, and our lives to save.

- In position, fire on my command. Don't waste your ammo, and look up in the sky!

The automatic cannon was a Goliath autocannon without the mechanic arm. One marine to pull the trigger, a second to hold the ammo belt. They were our angels for this day.

The Mutalisks, vicious huge bats, waited that the Zerglings were in contact to rush at us.

- Opeeen Fiiire.

For half a minute I heard only the rifles, a brutal melody of death without wrong note.

The Zerglings lost their legs, arms or even heads in their run. The autocannon was slaughthering them.

Then, the first claws began to cut some human flesh, and it last like this for an hour. Our circle always reducing a little bit more to its center. The Zerglings pushing again and again, foot by foot. We were lacking of ammo, forced to aim well before shooting, a non-sense in this context.

Rasczak was speaking again with the officers onboard.

They had managed to make the repairs faster, so it would not be too long before reinforcements arrive. Six goliaths and Two squads of reapers. Then later a bunch of siege tanks and VCS to build missile turrets. It was great, but for now, we were no more than 10 men, including Rasczak, the firebat and the medic.

We lost some men against the Mutalisks which headed them off flying at high-speed right above us. It distracted us from the Zerglings for a moment, but thanks to the ad hoc gunners they didn't succeed to use this at their advantage.

- Hold your position. Don't die for the Dominion, make these fucking bugs die for their Swarm!

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It was my last clip and my armor was heavily damaged. We just lost Jefferson five minutes ago, cut in half by a charge of Zerglings. Thanks for us, he detonated his grenade at this moment, making a big hole in their death wave.

Us, lacking of ammo, the autocannon under the bugs wave, without any reinforcements in sight, I began to think it was lost.

I saw in the look of Rasczak that he thought the same, it was maybe the worst.

The firebat tried a break, he got surely crazy by the battle, the tension, the despair, and also because he was a firebat. We could follow him as his flamethrowers were dancing in the Zerglings wave. It gave us a short but useful break to check our guns and armors. But it started again quickly as we saw him disappeared amongst the Zerglings.

At this moment where everything seemed lost, I saw Rasczak raising his head and looking at the sky. 4 Protoss shuttles were flying, the old ones. They were using stuff in the stacks like we did with the goliaths, this war had already lasted for too long.

The Zergling stopped the fight and reorganized in small groups. Some banelings unborrowed, Rasczak understood we would have to secure a landing position or the baneling would put them all in pieces.

- Push at 8, we have to secure a landing zone for the Protoss. Fire at will!

I don’t know why, but Rasczak seemed to believe they were here to help us. It is true that against the Zerg, the Terran and the Protoss were often allied, but I never considered them as “allies”.

We killed a dozen of Zerglings, making our way through their steaming carcasses. But they didn't counterattack, all focused on the Protoss shuttles. We just followed the flow to be there when they landed, and to be sure no Baneling achieved to do its kamikaze attack agaist them.

The shuttles were close to the ground right now, we killed each Baneling close enough. Some Zerglings tried to attack us but it wasn’t an organized counterattack. The Zerg commanding these Zerglings was really not satisfied to see a Protoss force incoming.

Rasczak received a message:

The Protoss are no help. Ancient artifact in the base. Defend it until death. Reinforcements on their way.

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- Fuck, they lied to us, we are not here for the base, there is a Xel'naga artifact right here. Stop killing the Banelings, we move back to the base and prepare the autocannon. Reinforcements are incoming.

We were at the base when the shuttles landed and opened their back doors. I could see a lot of Zealots and... the dark purple light of a warp blade, there was a Nerazim, it was bad news...

The Protoss easily made their way through the Zerglings, the Nerazim leading them. We suffered loss, lacked of ammo, and now we would have to deal with ten Zealots and a Dark Templar...

We were ready, the autocannon had still enough firepower to make them think before charging at us, and Rasczak was determined to hold the position no matter the cost.

When they finished cutting into pieces the Zerglings, and thanks for us, they have lost one Zealot in the combat, they were right in front of us.

The Nerazim was looking at Rasczak, they were gauging each other.

It last only some seconds but it seemed like an hour for me, my finger on the trigger, ready to unleash all my firepower on them before they cut off my head with their psionic blades.

"Give us the artifact and we will leave peacefully" the Nerazim said with a voice cleary showing that it was a warning.”

"I have orders, I can't let you pass" answered Rasczak.”

"So you will die on this planet"

The Nerazim became instantly invisible and we lost track of him. The autocannon shooted at the Zealots who were charging at us. I also fired at them, we all did, and the first Terran limbs began to fly in the air as the Protoss were in close combat.

I turned my head and saw a shadow behind Rasczak, and following my instinct, aimed and fired behind him. The blurry shape charged at me but I couldn't see it anymore and no one, fighting the Zealot, was looking in my direction.

Suddenly I heard something, glance at the sky and saw a pair of Ravens coming to our position. They detected the Nerazim and it allowed me to dodge his attack, I did a forward roll and ran towards Sanchez, struggling with a wounded zealot.

I shot at the Zealot, automatic fire, emptying my clip and killing him. The Nerazim was still behind me, but the Raven had sent auto-turrets to support us.

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The Zealots wasted some time fighting the turrets and it allowed us to regroup. We were now only three Marines (including myself) and Rasczak.

Five of them remained, plus the Nerazim who left the area to be invisible again. One of the Raven was looking for him, but both of them didn't have anymore enough energy to put a turret.

We started shooting and the Zealots attacked us. A psionic blade ran through my stomach and I fell on the ground, unable to keep fighting. I saw my brothers fell one after another, until Racszack was brutally killed in front of me.

Everything was lost, I cursed the hierarchy, their technical problem and their lie about the mission.

I was ready to die when I heard the powerful noise of the gatling cannons of Vikings. Their bullets pierced the Zealot's armor and they all die in pain, I loved it, even with my guts burnt by the psionic blade.

But the main problem was that the Nerazim had taken advantage of the chaos to get the artifact, and I saw a Protoss shuttle taking off. The Vikings got back in fighter mode and chased the it.

I saw them all living the atmosphere of Sorona and a Medivac came to help me, I was the only survivor.

I can't tell you what happened next, I was only a Marine and didn't have access to classified files. So, I don't know from whom between the Protoss or the Terran took possession of the artefact.

I only pay homage to my brothers in arms and to Rasczak.

I lost a lot of friends this day.

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Campaign

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Defeat the traitors

Foreword

The short campaign is divided in chapters with I intended to create for session of 3-4 hours each.

One level advancement (+5) per session.

This short campaign will help you to feel easy with all the new units you have to manage, and to discover Savage Starcraft.

Synopsis

Thirty years after the end of the One-Day War, the galaxy is at peace.

The Terran factions have barely finished to rebuild their worlds, the Protoss are still reunited and working to make Aïur great again, and the Zerg are living calmly on their numerous planets.

One time per year the three leaders meet to speak about the problems of the galaxy and the potential disagreements. They also each have an advisor dedicated to keep relations with their fellow colleagues to maintain good relations and peace.

The respective armies are as important as before but the new generation of soldiers only know war through books and the veteran stories. Military technology doesn’t really evolve because the three races had to rebuild their worlds and take care of their population. It was less hard for the Zerg but they had their own problems, like how to leave peacefully when all your creatures are made for war?

Your players will be part of a squad in the United Task Force (UTF), a military unit of which the main goal is to preserve peace and eliminate all major threats. In this cosmopolitain military unit, your players will have to face the betray of the Umojan Protectorate which does not stand anymore the supremacy of the Terran Dominion.

They will have to fight lured Zerg and infiltrate Umojan military installations to finally avoid a new war in the Koprulu sector.

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United Task Force

Thirty years after the One-Day War, the Koprulu Sector is now at peace and the Terran, Zerg and Protoss have created a United Task Force (UTF) of which the main goal is to preserve peace and eliminate all major threats.

This army is under the command of a triumvirat with the Governor Leonis, Executor Enytros, and Broodmother Xalanya. Its base in on Gystt which became the first (and single) neutral planet with inhabitants from the three races.

Independent, the triumvirat has only to answer to Emperor Valerian Mengsk, Hierarch Artanis and Overqueen Zagara. If necessary, UTF can collaborate with other military forces, for example with the Terran Dominion to eliminate a pirate leader in the Dominion Space.

The UTF is organized like this:

Each Platoon (Terran size) is divised in three Squads. The players start in one of these Active Squad and choose its name.

The Fleet is made of one Leviathan, three Carriers and three Battlecruisers, plus several smaller vessels.

Triumvirat

Gystt Company

Active Platoon

Support Platoon

Koprulu Company

Active Platoon

Support Platoon

Outer Company

Active Platoon

Support Platoon

Logistics Fleet

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Character Creation

Your players belong to an Active Squad (Koprulu Sector) of the UTF, a squad consists of 10 soldiers with eight Terran, one Zerg and one Protoss.

The reason behind a majority of Terran is that they are the more engaged to maintain peace. The Protoss are not so many but enough powerful so that one of them is sufficient. The Zerg are not wet fully trusted and more than one could be stressful for its “brothers in arms”.

One of the players is the Squad Leader, so your players will feel free. It would have been weird to have the Game Master giving direct orders through the squad leader. The leader must be a Terran, have the Command edge and Knowledge (Battle) at d4. He will fully be in command, the other players will have to follow his orders. The martial law is still applying and hanging is the common sentence.

Some advice:

- The NPC squad members are Extra, your players are the real heroes

- Unless a player really wants to, the Medic and the VCS are good NPC

- No more than 1 Ghost

- At least 3 Marines

An example of a diversified squad:

- 3 Marines

- 1 Marauder/Firebat

- 1 Reaper

- 1 Ghost

- 1 Medic

- 1 VCS

- 1 Protoss

- 1 Zerg

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Chapter 1:

Synopsis

The first Chapter is the initiation one, to the world of Starcraft and even to the Savage Worlds system.

Your players are soldiers of an Active Squad of the Korpulu Company and receive their very first mission.

A pirate fleet has been detected near Tarsonis and is transporting a dangerous virus stolen from a laboratory ship. This threat must be eliminated and the virus under control.

But the players will realize that the Umojan Protectorate is behind all this, and will learn that a spaceship carrying a psi emitter is heading for Korhal IV with Zerg swarm behind it.

Scenario

The day before the first mission, your PC spend the night at “Hydrunklisk”, the bar of the UTF base. It is the moment to discover what is a bar made of Terran, Protoss and Zerg. Protoss have some good drinks but very strong for Terran brains. Zerg of the UTF have discovered the pleasure of drinking some weird liquids, their favorite is the Vlix, a synthetic acid which would give a cirrhosis to an imprudent Terran.

The bartender is Dot, a strong and tall man always with a cigar.

Nothing special this night, only the classic bar scene before the battle. Do your PC will have a sleepless night? It would be a bad idea to begin the mission with a penalty of -1 because of fatigue.

The squad is under the command of the Active Platoon led by the Corporal Igor Ilivitch, which is itself under the command of the Koprulu Company led by the Sergeant Maximus Fritz.

At the morning of the 6th of June 2542, they are awaited in the briefing room for a new mission.

- A famous pirate called the Draft was detected near Tarsonis. The intel have warned us that there are great chances he is transporting a dangerous virus stolen from a Dominion laboratory ship. Your mission is to arrest or kill him and secure the virus. According to our information, the fleet is composed of 1 trader ship he has equipped with military weapons.

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The plan is to board his spaceship, avoid space confrontation. In order to succeed, you will fly with a civilian ship under false identities and make him believe you have high-rank information and are interested to buy the virus he has stolen. The virus container can’t be even lightly damaged, and you can be sure he has it next to him. The virus is resistant to space and can spread to the planet if near. Be cautious, the lives of million of people are in your hands. When the mission is accomplished, bring back the ship to Gystt.

The UTF base has one copy of each building of the three races. Each character goes to the proper building to equip himself, recharge its energy, eat… Then they regroup at the Starport and get onto the civilian spaceship.

The players have a six hours flight before they get in position near Tarsonis. During the flight they get the information that the Draft has already a potential buyer, so they might need to use force as soon as they arrive.

Draft – Wild Card Agility d6 / Intellect d6 / Spirit / d8 / Strenght d6 / Vigor d6 Fighting d6 / Persuasion d8 / Shooting d8 / Streetwise d8 / Throwing d6 Charisma 2 / Pace 6 / Parry 5 / Toughness 6 Charismatic and Greedy (major) Equipment : a C-14 rifle with standard ammo

He has 11 men (bunk beds in the bunkhouse), all with C-14 rifles and a defensive grenade (like the Mk67 of the corebook). The virus is hidden behind the boxes in the Depot Room 5.

Different scenarios are possible:

- The players follow the plan and try to lure Draft. But you don’t fool so easily a pirate and he nevertheless have asked his men to be ready to fight.

- They go by force, the decompression chamber is closed and the henchmen have trapped the door with a 2d10 explosive.

When inside the trader ship, they will have to fight the 11 men of Draft who will take advantage of the crates (square crossed on the map). Draft is in the cockpit, arguing with his contact (who is herself in contact with the Umojan) that this attack was not expected and the cost is now higher to deliver the virus.

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Put the henchmen where you want, it depends of what your players are playing. With the crates you can create some ambushes and slow their progression. If they take too much time, tell them the ship is getting closer to Tarsonis.

A crate has a toughness of 6.

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If the PC succeed to take control of the trader ship and of the virus, Tarsonis is saved.

If not, the virus spread in the atmosphere and will kill thousands of people each day for several months.

In any case, they learn from Draft that this operation was decided by the Umojan Protectorate to create a diversion. He doesn’t know about the real attack on Korhal IV.

When the PC tell what they learned to Corporal Igor Ilivitch, he warns them that an Umojan spaceship is heading to Korhal IV with a Zerg swarm following him.

All units are called in reinforcements to protect the planet.

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Chapter 2:

Synopsis

The Umojan spaceship had crashed on Korhal IV and now the Zerg swarm is besieging the capital and the Emperor’s palace, but the Overqueen Zagara in a goodwill gesture have sent her own troops to help the Terran.

Your players will have to defend the access to the palace in order to keep the Emperor secure and alive.

The objective is to defend the Emperor who is entranched in his imperial palace. The sky is too dangerous to try an extraction of the Emperor, the players can’t failed in this mission.

They will have to defend an important access to the palace, but the lured Zerg are far too many and the players will have to withdraw behind the fortified wall around the palace. Then they will have to eliminate an Umojan special forces unit which has infiltrated the palace and is looking for the Emperor.

Scenario

This mission is divided in three parts.

First a tower defense in the streets of Korhal IV. Several waves of Zerg will attack the players, each time stronger. Luckily, the engineers had enough time to build a bunker and a missile turret. They will anyway have to withdraw to the fortified walls. The more they will hold their position in the streets, the easier it will be after.

Another difficulty is that they will have to protect the civilians who are fleeing the Zerg. The civilians are running to the Fortified wall.

The players also have the order to stay in the streets and avoid the apartment blocks. The plan is to destroy them with the Yamato cannon to block the way to the Zerg. The players will be able to call on this weapon when they withdraw.

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The Players start where they want on the map and then have 1 turn to get ready.

The players can only withdraw by the northern border.

The missile turret is useless, no flying Zerg for this map. But let the players defend it if they want to.

The pillars have a toughness of 12 against blunt and explosion damage.

Tens of citizens are running in the street from the South to the North, fleeing the Zerg invasion. Put 20 civilians on the map, including 5 on the southern limit.

At the beginning of the secound turn, 4 Zergling enter the area from the southern limit, then 4 more for the next two turns.

At the beginning of the fifth turn, in addition to the 4 Zergling, there are also 2 hydralisk until the seventh turn.

At the beginning of the eighth turn, there are now 6 Zergling, 2 hydralisk and 1 baneling until the tenth turn.

At the beginning of the eleventh turn, there are also a roach and an infested Terran until the the thirteenth.

At the beginning of the fourteenth turn, you add a defiler.

At the beginning of the fifteenth turn, there is also an ultralisk.

From the sixteenth turn until the players leave the area, there are each turn 6 Zergling, 2 hydralisk, 1 baneling, 1 roach, 2 infested Terran, 1 defiler and 1 ultralisk.

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The Fortified wall scene is also a tower defense, but this time with mainly flying Zerg, and also a lot of ground units if they withdraw too soon from the streets. The players will have to protect the Siege tanks, deployed with their shock cannons. Some missile turrets will also help the players against the flying Zerg.

The players also start where they want to.

There is a blind spot line of sight for the siege tanks which is 2 squares large from the wall. The players will have to kill themselves the Zerg which are piling up.

The toughness of each square of wall is 20. The siege tanks can move back to avoid falling from the wall.

For the Zerg’s ground units, you add all the unit in stock until the sixteeth turn. So if the players have withdrawn at the seventh turn, there are a lot of Zerg for the first turn. The wall is 20 yards tall and the Zerg will pile up to climb it. A Zergling is 1 yard tall, a hydralisk 2 yards, an ultralisk 10.

At the beginning of the first turn, there are 5 scourge and 20 Zergling until the third turn.

At the beginning of the fourth turn, there are 5 scourge, 5 mutalisk, 20 Zergling and 10 hydralisks until the sixth turn.

At the beginning of the seventh turn, you add 2 overseer, 1 viper and 2 ultralisk until the ninth turn.

At the beginning of the tenth turn, there are 5 scourge, 5 mutalisk, 2 overseer, 1 viper, 1 queen, 20 Zergling, 10 hydralisk, 2 ultralisk and 2 brood lord until the twelfth turn when the players receive the order to go to the palade.

The players receive the order to go as fast as they can to the palace. An Umojan special task force has killed the entrance guards and is surely looking for the Emperor. They have to find and eliminate it.

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In the Palace, the players have to find their way among a lot of dead bodies. The Umojan special task force is well equipped and is a serious threat for the players and the Emperor.

The Umojan troops are on the first floor, looking for the secret entrance to the underground basement. The players will fight them before they find it.

The first floor is opened to the citizen and is a library. There is a large gallery around the several rooms with the books. This gallery allows to walk and enjoy the landscape (since the palace was built on top of a hill), and to sit down on a bench to read. Each room is dedicated to a subject. The books are arranged in small cubic furniture set randomly in the rooms. Each cube gives cover even if it is not very resistant (8).

The Umojan task force is composed of 6 elite marines determined to accomplish their mission. They are all wild cards with 2 bennies for each of them.

UMOJAN MARINE

Agility D6 Charisma 0 Smarts D4 Pace 6 Spirit D4 Strenght D6 Parry 5 Vigor D6 Toughness 14 Fighting D6 Shooting D6 Throwing D4 Athletic D4 Stealth D4 Notice D4

Infantry Weapons 3 +1 damage per level for the C-14 Rifle Infantry Armor 3 +1 Toughness for each level. Stimpack ok Once per fight, +2 damage & pace for 3 turns, cost 1 wound. Combat Shield ok +2 Parry, +2 Armor to ranged shots.

C-14 Rifle (not unarmed in melee, you can repel the Zerglings !) –Ground/Air Melee damage: Str + D4 Ranged damage: 2D8 / Range 24/48/96 / RoF 3 / Shots 30 / AP 2, Auto, 3RB CMC Powered Combat Suit Armor +8 / Covers entire body / Protect from space and gives night vision.

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Chapter 3:

Synopsis

Now that the attack was repelled, it is time to strike back and strong.

The Dominion wants to depose the Umojan Ruling Council, but Umoja is very heavily defended and your players will have to desactivate the Anti-Orbital Cannons in order to let the Dominion fleet invade the planet.

The Dominion wants to spare the civilians, the galaxy has endured enough destruction. So no orbital bombardment is planned.

Then the Dominion will attack the Umojan fortress in which the council have found shelter.

The players will have to ambush and intercept the 4th Elite Guard Platoon which is coming to help to the defense of the Umojan fortress.

The Protoss help the Dominion forces in this attack, but some rogue Dark Templars have secretly chosen to help the Umojan. One of them is with the 4th Elite Guard Platoon.

Then it’s time for a leave to enjoy the pleasures of the Koprulu sector.

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Scenario

To defend the Anti-Orbital Cannons (depicted by the circle), there are 4 bunkers with neosteel plates, 3 missiles turrets, 1 sensor tower and siege tank.

The 4 bunkers have each 4 standard Umojan marines and two marauders.

The outer wall of the cannon location has a toughness of 16 against blunt and explosive damage and is 2 yards tall, while the inner wall has a toughness of 12 against blunt and explosive damage and is 1 yard tall. So it is impossible to damage them with bullets, blades or claws which deal piercing/cutting damage.

2 gunners are operating the cannon with 2 marines to protect them.

The players can start where they want, together or not, but some approaches are better than other:

- The siege tank has a penalty of +2 to hit a target in the direction of the sensor tower.

- The bunkers on the southern flank are more spaced than the ones on the northern flank.

They can try to do a diversion. If at least 1 building is destroyed or 4 soldiers killed, the others will leave their bunkers and come to help, which opens their flank.

When the cannons are under control, the players move to intercept the 4th Elite Guard Platoon which can flank the main Dominion army.

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30 Umojan soldiers are on their way, coming from the North. The players have infiltrated the Umojan territory to ambush this elite platoon on a weak point on their defense system.

If the platoon reach the southern limit, the mission is failed because they can enter the main defense system of the Umojan fortress. So the players have to intercept all of them here.

The platoon is composed of:

- 15 elite marines (the same who attacked the palace.), including the Corporal

- 3 marauders

- 3 reapers

- 1 medic

- 2 hellbats

- 2 goliaths

- 1 siege tank

The platoon also had 3 bennies but each unit is only an extra. Each unit has all its upgrades. The corporal also has the edge Command.

The platoon moves at a pace of 6, with the two Goliaths in front, followed by the hellbat, the marines, the medic, the marauders, the reapers and the siege tank to bring up the rear.

A hidden dark templar is also with them and can attack the players when and where he wants.

The players start where they want on the map and have 2 turns to get ready.

The circles are trees, toughness of 8 against all types of damage. The polygons are rocks, toughness of 16 against blunt and explosive damage.

---

After the conquest of Umoja and the end of the ruling council, peace prevails again in the galaxy.

The PC are honored by the leaders: Emperor Valerian Mengsk, Hierarch Artanis and Overqueen Zagara.

Now it is time to have some fun until the next threat…

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