Croachers
Appearance
Croachers, from Queen to Worker, share largely the same overall shape and structure, with little variation between types other than overall size and/or girth. In most cases the Croacher's upper body accounts for roughly 2/3 of its overall mass and is comprised primarily of an elliptical torso and protective exoskeleton. The Croacher's mandibles (atrophied and used entirely for eating, never as an offensive weapon) are located close to the head which itself attached by short, thick over-arching neck to the front of the torso. To either side of the neck and head, two articulated arms sport hard, extremely sharp spikes used to pierce and slash opponents. By all appearances these are the original third pair of legs of whatever original creature the Croacher mutated from, now retracted and altered to serve as offensive weapons. Supporting the upper torso are four articulated legs, spread out evenly to either side atop sharp talons used to travel equally well across a flat surface or along the top or sides of an underground tunnel.
The major differences (variances of size and girth) exist primarily in Harvesters, who are simply much larger than others, and the Queen, who is larger even that the Harvester and typically swollen with pregnancy at any given moment as well. Beyond these two the other types are distinguishable by certain markings, minor variations in striation and assorted small exoskeletal features. Workers, Soldiers, Patrol Soldiers and Royal Guards are all roughly the same size and shape otherwise. Drones are generally indistinguishable in appearances from Workers, though strikingly thin by comparison.
The Croacher Hive
The sole purpose of any Croacher hive is dominate the entire area around the hive, usually limited by the Queen's personal telepathy range (roughly 500 yards). Once the hive becomes large enough the Queen is able to expand this range by utilizing the Croachers under her dominance as telepathic transceivers, though most hives are still limited to roughly 1/2 mile by the individual duties that require a Croacher's proximity to its complex. By this time the hive will have reached the comfortable population level that most Queen's desire before producing young Queens to found new hives. For that reason even the largest hive will rarely expand beyond twice that number (4000 Workers, 200 Soldiers, etc.)
An individual hive's territory is readily apparent when encountered. All plant life is cleared away (devoured by Harvesters typically) and replaced with the various crops that the Workers tend to. Usually this is a mix-mash of the traditional human crops (corn, potatoes, wheat, various vegetables). Workers will usually cram the entire area with as many types and amounts of crops that they can possibly fit and can be found hard at work tending them at all times. Croachers will typically plant and tend whatever seed and root the Queen brought with her when founding the hive but are always on the lookout for new crops. To that end, at any given moment at least one Patrol Soldier will be away from the hive, looking for anything that might prove beneficial to raid (as well as potential threats). Croacher raids are normally conducted solely by Patrol Soldiers and Soldiers. In such instances, away from the contact with the Queen, Patrol Soldiers are able to maintain discipline and provide for the need for telepathic contact for the Soldiers and themselves long enough to conduct a raid. Usually the limit here is roughly 24 hours, after which discipline begins to break down and the unit typically self destructs before 48 hours have elapsed.
While Croachers do tend to form a mound-like structure near the center of the territory, directly above the Royal Chamber, this is not the entrance to the complex. Rather stone, loose rubble, old automobiles and everything else the Harvesters aren't able to consume is piled there merely to protect the Royal Chamber from threats from above. Entrances to the Croacher complex are typically scattered about around this central mound, leading first to various chambers within (store rooms, hatchery, etc) before approaching the Royal Chamber and the defenses protecting it.
Throughout the Queen's territory her direct telepathic contact with each individual Croacher in her hive allows for rapid respond to potential threats as well as the ability to micromanage every element of life in the hive, if she wishes. Nevertheless Croachers have some measure of individuality, subsumed though it may be to the collective will (i.e. service of the Queen). Most Queens are wise enough to make ample use of that, choosing merely to issue general orders and allow the individual Croachers to handle the details. When it comes to defense of the hive however (and, again, that typically means defense of the Queen) they have no compunction against micromanaging the heck out of everyone in the hive in order to protect themselves, even sacrificing every Croacher under her command to that end.
Unlike the typical anthill, which it might otherwise resemble, Croacher complexes tend to be small and simple, at least initially. Little space is wasted and the complex itself is kept as close as possible to the Royal Chamber (for efficiency's sake). Almost all share the same redundant design, sporting a central Royal Chamber with adjoining Hatchery, two Barracks (at opposite sides for even deployment), two Storage Rooms to cache food pellets and two chambers for Harvesters (with larger sized tunnels leading to the surface to accommodate them). Workers have no chamber of their own and are expected to work near constantly, utilizing the tunnels themselves on the rare occasion they actually do break from work for a few moments. Most sections of the small complex are isolated from one another, though all runs lead eventually to the Royal Chamber and are thus connected indirectly from there. At each point where tunnels approach the Royal Chamber bottlenecks are constructed leading into small chambers where Soldiers can gather to hold off intruders. From each such chamber a separate tunnel runs back alongside the approaching tunnel to stop just short of joining the tunnel again. There other Soldiers are able to move into position behind intruders, break through the wall and attack them from the rear. Other than that the complex is as limited in overall size as possible, relying on zigzagging tunnels and the Croachers themselves to delay any incursion.
On the rare occasion that a hive should manage to grow large enough (a process of at least six years) that the Queen feels comfortable establishing new colonies, things change significantly. With the hive no longer actively growing, less work will be required freeing the Workers to begin dabbling in a little creative engineering in their "spare time". False runs, dead ends, pit traps and all manner of clever delays, hazards and dangers begin to feature into the complex's layout. Tunnels begin to branch out further beneath the hive's territory and chambers are often enlarge, fortified or even relocated altogether. A hive that manages to survive long enough may eventually honeycomb the entire underground area beneath it's territory, up to several hundred feet down, with a veritable nightmare of a death trap for anyone foolish enough to invade. To date only one hive (the original first Croacher hive) has managed to survive so long, with most being detected sooner or later by other sentients and quickly stamped out.
Worker
Agi D6, Str D10, Vit D6, Ale D4, Int D4, Will D4
Initiative D6 + D4
Life Points 10
Skills
Athletics D6/Wall Crawling D12
Discipline D6/Morale D12/Resistance D12
Perception D6/Scent D10
Survival D6/Subterrainian Camouflage D10/Tracking D10/Tunnelcraft D10
Unarmed Combat D4
Description
Workers tend the fields and conduct all the manual labor necessary to maintain and expand the hive complex. This includes cultivating crops, ferrying food pellets to and from storage, moving eggs, tunneling, trapping, etc. Workers tend to be focused on whatever work they're on at the moment (and they're always hard at work on something) but when confronted with trespassers they will put it aside long enough to respond. In most cases that amounts to calling soldiers from the complex to come kill the trespassers and fertilize the field with their remains. Workers outside the complex won't typically react aggressively unless directly threatened or if they happen to be close to an entrance an intruder is attempting to make use of. Any workers encountered inside the complex will attack immediately however, while simultaneously informing the rest of the hive that there are intruders inside.
Harvester
Agi D4, Str D8, Vit D12, Ale D4, Int D4, Will D4
Initiative D4 + D4
Life Points 16
Skills
Athletics D6/Wall Crawling D12
Discipline D6/Morale D12/Resistance D12
Perception D6/Scent D10
Survival D6
Unarmed Combat D6
Description
Harvesters are even less likely to attack than workers, though just as sure to respond aggressively to intruders inside the complex. The sole duty of the harvester is to consume the crops outside and pass food pellets which the workers then transfer to storage. As this is a duty that can be attended to both quickly and irregularly, harvesters tend to be rather lethargic and spend most of their time in their chambers inside the complex. Harvesters are much larger than the average Croacher, second only to Queens and each roughly the size of a small horse.
Soldier
Agi D8, Str D8, Vit D8, Ale D6, Int D4, Will D4
Initiative D8 + D6
Life Points 12
Skills
Athletics D6/Wall Crawling D12
Discipline D6/Morale D12/Resistance D12
Perception D6/Scent D10
Survival D6/Tracking D10
Unarmed Combat D6/Claw D8
Description
Soldiers are the fighting force of the hive and have no other duties. Soldiers spend the majority of their time patrolling inside the complex, venturing outside only when called to respond to trespassers. Intruders within the complex can expect to be swamped by soldiers as soon as their presence is reported. When confronted with particularly tough intruders, that might actually threaten the royal chamber, soldiers will typically fall back to the bottlenecks near the chamber. There they will hold the intruder(s) at bay as long as possible, while other soldiers move around behind them through side tunnels to break through the walls and attack from behind.
Patrol Soldier
Agi D10, Str D4, Vit D4, Ale D10, Int D6, Will D6
Initiative D10 + D10
Life Points 10
Skills
Athletics D6/Wall Crawling D12
Discipline D6/Morale D12/Resistance D12
Perception D6/Scent D10
Survival D6/Tracking D10
Unarmed Combat D6/Claw D8
Description
Patrol Soldiers are charged with patrolling the perimeter of the territory the hive controls, reporting the presence of any intruders they detect and summoning soldiers to deal with them. Once they've made their report they aren't designed to put up a significant fight but will make the attempt anyway if confronted with the trespassers themselves rather than their scent or track. So long as they can delay any trespassers long enough for soldiers to arrive then they're considered both successful and expendable. Patrollers are also the only breed of Croacher that can survive out of contact with the rest of the hive for extended periods, allowing them to be sent on long-range patrols, scouting expeditions and scavenger missions. Nevertheless, should the hive be destroyed (the Queen, essentially) even Patrol Soldiers will succumb to madness and death eventually, just as any other Croacher.
Royal Guard
Agi D4, Str D8, Vit D10, Ale D4, Int D4, Will D8
Initiative D4 + D4
Life Points 18
Skills
Athletics D6/Wall Crawling D12
Discipline D6/Morale D12/Resistance D12
Perception D6/Scent D10
Survival D6/Tracking D10
Unarmed Combat D6/Claw D8
Description
Royal Guards are posted in the Royal Chamber, protecting the Queen first and foremost (and the Hatchery as well, so long as this does not put the Queen in any greater risk). As they represent the last line of defense against threats to the Queen and the eggs, they're a little tougher than the average soldier but aren't normally posted in significant enough numbers to crowd the Royal Chamber.
Queen
Agi D4, Str D12, Vit D12, Ale D8, Int D8, Will D10
Initiative D4 + D8
Life Points 22
Skills
Athletics D6
Discipline D6/Morale D12/Resistance D12
Perception D6/Scent D10
Survival D6
Unarmed Combat D6/Claw D8
Description
The Queen is the biggest bug in the complex and tends to be the most ornery when confronted with intruders who've manage to get that far. As the core of the hive and the focal point for the Group Mind the Croachers share, a hive without a Queen quickly dies out. Most Croachers separated from their Queen will simply lay down and die, go mad or even actively attempt suicide. When confronted with a threat that's managed to break through all the perimeter defenses, intrude into the Royal Chamber and defeat the Royal Guard, the Queen won't hesitate to attack personally. By that point there's nothing left to lose. Nevertheless, the Queen will typically avoid combat, even suffering direct attacks so long as there are any soldiers or Royal Guards left alive and still in the fight.
Queens, while young, are capable of flight but quickly lose the ability (and their wings) after founding a hive and beginning to lay eggs. Once she's hatched workers and harvesters enough to seek, secure and deliver food to her she will begin laying eggs at a rate of roughly one per day. As the eggs are formed she is able to determine the type of Croacher that will eventually hatch, depending on whatever the hive requires. Queens will always lay a few workers and a harvester first, in order to secure a food supply and begin building her hive complex. Once a food supply is secured and the work has begun Queens will typically strive to achieve a fairly uniform number of Croachers before she begins laying young Queens and Drones, sending them off to found new hives.
Before feeling comfortable enough to begin founding new colonies a Queen will strive to reach a particular quota of Croachers in her hive: 2000 Workers, 100 Soldier, 10 Patrol Soldiers, 10 Royal Guard and 5 Harvesters. Thereafter the Queen will focus on maintaining the ratios between the various types of Croachers, replacing lost members and slowly expanding her hive more and more. A young Queen will typically be hatched once or twice per month and leave the hive within only a few days of being hatched.
Drone
Agi D6, Str D4, Vit D4, Ale D4, Int D2, Will D4
Initiative D6 + D4
Life Points 8
Skills
Athletics D6/Wall Crawling D12
Discipline D6/Morale D12/Resistance D12
Perception D6/Scent D10
Survival D6
Unarmed Combat D4
Description
Drones are almost mindless and exist solely to accompany young Queens as the fly off to found new hives. Once the Queen and the Drone have dug the central chamber and sealed themselves in, the Drone will impregnate the Queen and she'll then kill and devour him to sustain her until her workers and harvesters can provide a steady food supply. Drones are thus typically only encountered on the move with a young Queen who's looking for a spot to build her hive.
Traits (all Croachers)
Enhanced Senses (Night Vision) D8
Enhanced Senses (Scent) D8
Enhanced Communication (Group Telepathy) D6
Inherent Armor (Wounds) D2
Inherent Weapons (Mandibles) D6
Impaired Communication (Mute) D8
Impaired Senses (Deaf) D12
Appearance
Croachers, from Queen to Worker, share largely the same overall shape and structure, with little variation between types other than overall size and/or girth. In most cases the Croacher's upper body accounts for roughly 2/3 of its overall mass and is comprised primarily of an elliptical torso and protective exoskeleton. The Croacher's mandibles (atrophied and used entirely for eating, never as an offensive weapon) are located close to the head which itself attached by short, thick over-arching neck to the front of the torso. To either side of the neck and head, two articulated arms sport hard, extremely sharp spikes used to pierce and slash opponents. By all appearances these are the original third pair of legs of whatever original creature the Croacher mutated from, now retracted and altered to serve as offensive weapons. Supporting the upper torso are four articulated legs, spread out evenly to either side atop sharp talons used to travel equally well across a flat surface or along the top or sides of an underground tunnel.
The major differences (variances of size and girth) exist primarily in Harvesters, who are simply much larger than others, and the Queen, who is larger even that the Harvester and typically swollen with pregnancy at any given moment as well. Beyond these two the other types are distinguishable by certain markings, minor variations in striation and assorted small exoskeletal features. Workers, Soldiers, Patrol Soldiers and Royal Guards are all roughly the same size and shape otherwise. Drones are generally indistinguishable in appearances from Workers, though strikingly thin by comparison.
The Croacher Hive
The sole purpose of any Croacher hive is dominate the entire area around the hive, usually limited by the Queen's personal telepathy range (roughly 500 yards). Once the hive becomes large enough the Queen is able to expand this range by utilizing the Croachers under her dominance as telepathic transceivers, though most hives are still limited to roughly 1/2 mile by the individual duties that require a Croacher's proximity to its complex. By this time the hive will have reached the comfortable population level that most Queen's desire before producing young Queens to found new hives. For that reason even the largest hive will rarely expand beyond twice that number (4000 Workers, 200 Soldiers, etc.)
An individual hive's territory is readily apparent when encountered. All plant life is cleared away (devoured by Harvesters typically) and replaced with the various crops that the Workers tend to. Usually this is a mix-mash of the traditional human crops (corn, potatoes, wheat, various vegetables). Workers will usually cram the entire area with as many types and amounts of crops that they can possibly fit and can be found hard at work tending them at all times. Croachers will typically plant and tend whatever seed and root the Queen brought with her when founding the hive but are always on the lookout for new crops. To that end, at any given moment at least one Patrol Soldier will be away from the hive, looking for anything that might prove beneficial to raid (as well as potential threats). Croacher raids are normally conducted solely by Patrol Soldiers and Soldiers. In such instances, away from the contact with the Queen, Patrol Soldiers are able to maintain discipline and provide for the need for telepathic contact for the Soldiers and themselves long enough to conduct a raid. Usually the limit here is roughly 24 hours, after which discipline begins to break down and the unit typically self destructs before 48 hours have elapsed.
While Croachers do tend to form a mound-like structure near the center of the territory, directly above the Royal Chamber, this is not the entrance to the complex. Rather stone, loose rubble, old automobiles and everything else the Harvesters aren't able to consume is piled there merely to protect the Royal Chamber from threats from above. Entrances to the Croacher complex are typically scattered about around this central mound, leading first to various chambers within (store rooms, hatchery, etc) before approaching the Royal Chamber and the defenses protecting it.
Throughout the Queen's territory her direct telepathic contact with each individual Croacher in her hive allows for rapid respond to potential threats as well as the ability to micromanage every element of life in the hive, if she wishes. Nevertheless Croachers have some measure of individuality, subsumed though it may be to the collective will (i.e. service of the Queen). Most Queens are wise enough to make ample use of that, choosing merely to issue general orders and allow the individual Croachers to handle the details. When it comes to defense of the hive however (and, again, that typically means defense of the Queen) they have no compunction against micromanaging the heck out of everyone in the hive in order to protect themselves, even sacrificing every Croacher under her command to that end.
Unlike the typical anthill, which it might otherwise resemble, Croacher complexes tend to be small and simple, at least initially. Little space is wasted and the complex itself is kept as close as possible to the Royal Chamber (for efficiency's sake). Almost all share the same redundant design, sporting a central Royal Chamber with adjoining Hatchery, two Barracks (at opposite sides for even deployment), two Storage Rooms to cache food pellets and two chambers for Harvesters (with larger sized tunnels leading to the surface to accommodate them). Workers have no chamber of their own and are expected to work near constantly, utilizing the tunnels themselves on the rare occasion they actually do break from work for a few moments. Most sections of the small complex are isolated from one another, though all runs lead eventually to the Royal Chamber and are thus connected indirectly from there. At each point where tunnels approach the Royal Chamber bottlenecks are constructed leading into small chambers where Soldiers can gather to hold off intruders. From each such chamber a separate tunnel runs back alongside the approaching tunnel to stop just short of joining the tunnel again. There other Soldiers are able to move into position behind intruders, break through the wall and attack them from the rear. Other than that the complex is as limited in overall size as possible, relying on zigzagging tunnels and the Croachers themselves to delay any incursion.
On the rare occasion that a hive should manage to grow large enough (a process of at least six years) that the Queen feels comfortable establishing new colonies, things change significantly. With the hive no longer actively growing, less work will be required freeing the Workers to begin dabbling in a little creative engineering in their "spare time". False runs, dead ends, pit traps and all manner of clever delays, hazards and dangers begin to feature into the complex's layout. Tunnels begin to branch out further beneath the hive's territory and chambers are often enlarge, fortified or even relocated altogether. A hive that manages to survive long enough may eventually honeycomb the entire underground area beneath it's territory, up to several hundred feet down, with a veritable nightmare of a death trap for anyone foolish enough to invade. To date only one hive (the original first Croacher hive) has managed to survive so long, with most being detected sooner or later by other sentients and quickly stamped out.
Worker
Agi D6, Str D10, Vit D6, Ale D4, Int D4, Will D4
Initiative D6 + D4
Life Points 10
Skills
Athletics D6/Wall Crawling D12
Discipline D6/Morale D12/Resistance D12
Perception D6/Scent D10
Survival D6/Subterrainian Camouflage D10/Tracking D10/Tunnelcraft D10
Unarmed Combat D4
Description
Workers tend the fields and conduct all the manual labor necessary to maintain and expand the hive complex. This includes cultivating crops, ferrying food pellets to and from storage, moving eggs, tunneling, trapping, etc. Workers tend to be focused on whatever work they're on at the moment (and they're always hard at work on something) but when confronted with trespassers they will put it aside long enough to respond. In most cases that amounts to calling soldiers from the complex to come kill the trespassers and fertilize the field with their remains. Workers outside the complex won't typically react aggressively unless directly threatened or if they happen to be close to an entrance an intruder is attempting to make use of. Any workers encountered inside the complex will attack immediately however, while simultaneously informing the rest of the hive that there are intruders inside.
Harvester
Agi D4, Str D8, Vit D12, Ale D4, Int D4, Will D4
Initiative D4 + D4
Life Points 16
Skills
Athletics D6/Wall Crawling D12
Discipline D6/Morale D12/Resistance D12
Perception D6/Scent D10
Survival D6
Unarmed Combat D6
Description
Harvesters are even less likely to attack than workers, though just as sure to respond aggressively to intruders inside the complex. The sole duty of the harvester is to consume the crops outside and pass food pellets which the workers then transfer to storage. As this is a duty that can be attended to both quickly and irregularly, harvesters tend to be rather lethargic and spend most of their time in their chambers inside the complex. Harvesters are much larger than the average Croacher, second only to Queens and each roughly the size of a small horse.
Soldier
Agi D8, Str D8, Vit D8, Ale D6, Int D4, Will D4
Initiative D8 + D6
Life Points 12
Skills
Athletics D6/Wall Crawling D12
Discipline D6/Morale D12/Resistance D12
Perception D6/Scent D10
Survival D6/Tracking D10
Unarmed Combat D6/Claw D8
Description
Soldiers are the fighting force of the hive and have no other duties. Soldiers spend the majority of their time patrolling inside the complex, venturing outside only when called to respond to trespassers. Intruders within the complex can expect to be swamped by soldiers as soon as their presence is reported. When confronted with particularly tough intruders, that might actually threaten the royal chamber, soldiers will typically fall back to the bottlenecks near the chamber. There they will hold the intruder(s) at bay as long as possible, while other soldiers move around behind them through side tunnels to break through the walls and attack from behind.
Patrol Soldier
Agi D10, Str D4, Vit D4, Ale D10, Int D6, Will D6
Initiative D10 + D10
Life Points 10
Skills
Athletics D6/Wall Crawling D12
Discipline D6/Morale D12/Resistance D12
Perception D6/Scent D10
Survival D6/Tracking D10
Unarmed Combat D6/Claw D8
Description
Patrol Soldiers are charged with patrolling the perimeter of the territory the hive controls, reporting the presence of any intruders they detect and summoning soldiers to deal with them. Once they've made their report they aren't designed to put up a significant fight but will make the attempt anyway if confronted with the trespassers themselves rather than their scent or track. So long as they can delay any trespassers long enough for soldiers to arrive then they're considered both successful and expendable. Patrollers are also the only breed of Croacher that can survive out of contact with the rest of the hive for extended periods, allowing them to be sent on long-range patrols, scouting expeditions and scavenger missions. Nevertheless, should the hive be destroyed (the Queen, essentially) even Patrol Soldiers will succumb to madness and death eventually, just as any other Croacher.
Royal Guard
Agi D4, Str D8, Vit D10, Ale D4, Int D4, Will D8
Initiative D4 + D4
Life Points 18
Skills
Athletics D6/Wall Crawling D12
Discipline D6/Morale D12/Resistance D12
Perception D6/Scent D10
Survival D6/Tracking D10
Unarmed Combat D6/Claw D8
Description
Royal Guards are posted in the Royal Chamber, protecting the Queen first and foremost (and the Hatchery as well, so long as this does not put the Queen in any greater risk). As they represent the last line of defense against threats to the Queen and the eggs, they're a little tougher than the average soldier but aren't normally posted in significant enough numbers to crowd the Royal Chamber.
Queen
Agi D4, Str D12, Vit D12, Ale D8, Int D8, Will D10
Initiative D4 + D8
Life Points 22
Skills
Athletics D6
Discipline D6/Morale D12/Resistance D12
Perception D6/Scent D10
Survival D6
Unarmed Combat D6/Claw D8
Description
The Queen is the biggest bug in the complex and tends to be the most ornery when confronted with intruders who've manage to get that far. As the core of the hive and the focal point for the Group Mind the Croachers share, a hive without a Queen quickly dies out. Most Croachers separated from their Queen will simply lay down and die, go mad or even actively attempt suicide. When confronted with a threat that's managed to break through all the perimeter defenses, intrude into the Royal Chamber and defeat the Royal Guard, the Queen won't hesitate to attack personally. By that point there's nothing left to lose. Nevertheless, the Queen will typically avoid combat, even suffering direct attacks so long as there are any soldiers or Royal Guards left alive and still in the fight.
Queens, while young, are capable of flight but quickly lose the ability (and their wings) after founding a hive and beginning to lay eggs. Once she's hatched workers and harvesters enough to seek, secure and deliver food to her she will begin laying eggs at a rate of roughly one per day. As the eggs are formed she is able to determine the type of Croacher that will eventually hatch, depending on whatever the hive requires. Queens will always lay a few workers and a harvester first, in order to secure a food supply and begin building her hive complex. Once a food supply is secured and the work has begun Queens will typically strive to achieve a fairly uniform number of Croachers before she begins laying young Queens and Drones, sending them off to found new hives.
Before feeling comfortable enough to begin founding new colonies a Queen will strive to reach a particular quota of Croachers in her hive: 2000 Workers, 100 Soldier, 10 Patrol Soldiers, 10 Royal Guard and 5 Harvesters. Thereafter the Queen will focus on maintaining the ratios between the various types of Croachers, replacing lost members and slowly expanding her hive more and more. A young Queen will typically be hatched once or twice per month and leave the hive within only a few days of being hatched.
Drone
Agi D6, Str D4, Vit D4, Ale D4, Int D2, Will D4
Initiative D6 + D4
Life Points 8
Skills
Athletics D6/Wall Crawling D12
Discipline D6/Morale D12/Resistance D12
Perception D6/Scent D10
Survival D6
Unarmed Combat D4
Description
Drones are almost mindless and exist solely to accompany young Queens as the fly off to found new hives. Once the Queen and the Drone have dug the central chamber and sealed themselves in, the Drone will impregnate the Queen and she'll then kill and devour him to sustain her until her workers and harvesters can provide a steady food supply. Drones are thus typically only encountered on the move with a young Queen who's looking for a spot to build her hive.
Traits (all Croachers)
Enhanced Senses (Night Vision) D8
Enhanced Senses (Scent) D8
Enhanced Communication (Group Telepathy) D6
Inherent Armor (Wounds) D2
Inherent Weapons (Mandibles) D6
Impaired Communication (Mute) D8
Impaired Senses (Deaf) D12