The Zerg Swarm is constantly adapting, evolving to overcome any obstacle the Dominion or the Protoss Empire puts in its path. When heavy fortifications and entrenched positions threaten to stall the swarm's advance, the Queen of Blades turns to the Ravagers. Evolved from Roaches, these lumbering artillery beasts lob corrosive plasma bile that melts through steel and flesh alike.
On the tabletop, the Ravager is a moving biological artillery piece. What truly makes the Ravager a nightmare for defensive formations is its Corrosive Bile Special Ability. During the Movement Phase, the Zerg player can spend Biomass to have each Ravager model in a Unit place a Corrosive Bile token with a range longer than a Hydralisk’s Needle Spines (12”). This represents a high-arcing glob of bile crashing down, but it doesn't strike immediately. Instead, it lingers as a battlefield hazard. At the End of the Assault Phase, any Unit caught within the radius of the token suffers a brutal amount of hits before the token finally dissolves.
This delayed blast creates intense tactical pressure and forces the opponent into lose-lose scenarios. Let’s say a Terran opponent has moved their Marines behind a wall to block the Line of Sight of some Hydralisks.
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In response, Zerg deploys Ravagers and simply lobs a Corrosive Bile token over said wall, right into their tightly packed ranks. When the Assault Phase begins, the Terran player must make a terrible choice: use their activation to Run to escape the blast radius, but doing so will reveal the Marines to the attack of the Hydralisk or newly deployed Ravagers. Or to hold their ground, and take hits that go directly into their Armour Pool at the end of the phase.
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In response, the Terran player brings their Medics onto the battlefield, intending to hold their ground. That's where the last part of the trap comes into fruition. The Zerg player deploys a Zergling unit onto the Battlefield with Burrow Ambush, threatening the Marines once again.
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During the Assault Phase, the Terran brings the Medics into the range of the Marines, while the Zerg player charges with the Zerglings. The charge is successful, now the Marines are in Close Combat and cannot run from the Bile.
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At the end of the Assault Phase, the Marine Unit suffers hits from the Corrosive Bile. What's more important, with the special upgrade “Potent Bile”, the Marines also gained a Debuff to their Armour roll, making them more fragile against Zergling Claws, which will tear them apart in the upcoming Combat Phase.
During army building, Zerg commanders can spend Minerals on horrific mutations to make this artillery even deadlier. Mentioned before, “Potent Bile” is only one of them, but we will let you discover the rest on your own.
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When it comes to building your roster, the Ravager provides a radically different tool for the Zerg arsenal. Rather than relying purely on the Swarm's trademark speed and numbers, this beast is designed to break enemy formations and deny crucial areas of the board. To get the most out of these artillery beasts, commanders will want to field them with cheaper front-line Zerglings and Roaches to keep the enemy grounded while the Ravagers safely rain destruction from afar.
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Translating this terrifying creature to the tabletop was an exciting design journey. We knew we had to get the feel of Corrosive Bile exactly right. Early playtests featured bile as a strike at the start of the Assault Phase, but it didn't capture the essence of the video game. The defining characteristic of the Ravager is the sheer panic of seeing the acid incoming and having a split second to react. By placing a lingering token and delaying the hits until the End of the Assault Phase, we successfully preserved that iconic, panic-inducing mind game.
Ready to unleash the Ravager and rain Corrosive Bile on every enemy foolish enough to stand in the Swarm’s path? Make sure you don’t miss any future unit reveals or development diaries. Follow us on Facebook, X, and Instagram.
The Swarm is evolving!
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