Baneling Plushie Buy [BEST]
Banelings are created from zerglings following a brief chrysalis phase. In the new form, the zergling's claws shrivel and become withered, and a swollen sac filled with volatile chemicals grows out of its back.[1] The zergling's skin is repurposed, stretching over newly formed growths while its bone plates soften to hold bulbous, pulsating acid sacs in place. Though the remains of the carapace offer no real protection, they allow for unhindered delivery of the baneling's payload. The digestive and reproductory tracts are assimilated as nutrients to accelerate the process, and make room for the fleshy, mutated adrenal glands. These are re-purposed to produce and store large quantities of highly corrosive acid.[2] Few materials can withstand this acid burst.[3]
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As all Soronan mold proteins exist in banelings, they are capable of surviving on minimal oxygen and moisture.[2] Terran scientists theorize the triggering enzyme for the baneling's ability to detonate was adapted from those of early infested terrans.[5]
When a baneling gets close enough to an enemy, it triggers a reaction within its volatile chemical payload, causing the creature to explode with a shower of searing acid. The explosion destroys the baneling but also inflicts terrible damage to its enemies,[2] highly effective against both structures and ground forces. In fact, a clutch of them is capable of wiping out a group of vehicles and infantry in the blink of an eye. The banelings' lethality is further enhanced by the zerg predilection for burrowing. An apparently safe area can soon turn into a deathtrap as these monstrosities erupt beneath their foes, giving enemies virtually no time to react.[1] By 2511, the Terran Dominion had developed a neutralizing spray for their vehicles that could stop the corrosion from baneling acid.[4]
Banelings were first observed during the Siege of Cask on Sorona, in 2503.[6] Its defenders held out against the zerg long enough so that it came to pass that only minor breeds such as zerglings continued to be spawned to be sent into battle.[7] However, queens drove the development of a new strain,[1] via zerglings incorporating an acidic native mold into themselves.[7] These new banelings were thus sent against Cask, their spray of acid destroying its defenses and eradicating the terrans present.[7]
During the same year,[8] when other terrans encountered the baneling for the first time they thought it was a mutation of a previously unknown genus rather than a morph of the zergling. The baneling was duly added to the list of threats and scientists began an effort to develop chemical rounds to detonate banelings prematurely.[1]
In 2505, Abathur used the baneling strain as a base for a mutation upgrade to the mutalisk, allowing its glaive wurms to explode on impact.[9] After joining Kerrigan, Dehaka would selectively breed his pack to create similar strains of creatures among the primal zerg.
Baneling acid sacs were harvested for use in Project Simulant in the project's attempt to recreate the baneling in robotic form. The engineers had to deal with the sacs constantly melting through the surrounding plate infrastructure. Eventually they made it work. Controlled banelings with replaced nervous systems were utilized by the Cerberus Program, in spite of the significant cost to do so for a suicidal creature.[3]
It is strong against marines, zealots, and zerglings, and weak against thors, stalkers, and roaches. Siege tanks are also very effective against banelings while in Siege Mode. High templar with psi storm can also obliterate tightly packed baneling groups, while the sentry can use Force Field to prevent the banelings from getting into melee range. Banelings are also useful when facing massed light units such as hydralisks.
Groups of banelings do not attack individual targets with overkill, they will only detonate as many of themselves as needed to destroy one target before moving on to the next (or waiting for new orders). When assaulting multiple targets banelings can transition from a just-slain target to a still living one in a fraction of a second.
Banelings are a powerful economy-raiding force; by using overlords to transport them into an enemy base, they can quickly devastate the workers. However, a planetary fortress is well suited to destroy the banelings.[14] Use of raiding is recommended even until late game.[23]
As they do splash damage, banelings are effective against cloaked units. For instance, a group of dark templar attacking a hatchery can be eliminated by banelings that target the hatchery itself,[28] or by commanding the baneling to explode on the spot.[29]
In the campaign of Heart of the Swarm, banelings are unlocked upon playing the mission "Domination." Banelings may be evolved into either splitters or hunters after completing the required evolution mission. At Level 20, Kerrigan can use a Spawn Banelings ability to instantly create 6 banelings.
Damage output of baneling acids low. Room for improvement. Acidic compounds can be altered. Mutation of production cells within membrane of acid sacs is required. Would increase acid potency two-fold, deliver significant damage to target.
Discovery. Successful mutation of baneling acid spray, infused with debriding properties of swarm queen's transfusion. Upon detonation, acid spray dissolves necrotic tissue from injured zerg within radius. Allows wounded zerg to regenerate quickly.
Decentralized nervous system of splitter strain increases efficiency at siege warfare. Upon detonation, two baneling spawn split from remains, continue pressing assault. Split only occurs once. Further splits invariably result in acidic fluids of limited sentience.
Morphed from zerglings, banelings are as cute as the latter, and they always smile with upper zigzag lip as teeth. They receive head plates above their faces. They have eyes unlike in StarCraft II whose eyes are barely shown. They carry a single sac of acid instead of multiple sacs originally. 041b061a72