Blue Swarm (Mass Effect/Starcraft Swarm Control Quest)

Turn 5
The Zerglings move around the hive cluster running over creep and dodging around the structures and watching over the volcanic world around them. They have claws ready and legs moving nothing will be sneaking up on you at least for now. You are less sure about your ability to repulse any attacks with the meager forces.

You consider your overlords relaying your instructions giving the Zerglings particular orders. You know that the swarm is fluid but the Queens, Overlord, Cerebrates, and more specialized control structures like the Lair represents the nodes through which all others flow. If that chain breaks.

You shudder remembering the death of the Overmind the Brood Wars, the second Overmind and UED control. Perhaps it would be best to create contingencies so that the swarm even if fractured can work as one.



Examine the Void Machine 118

The body of the machine took the brunt of your probing, the structure is almost completely sealed. However there is a line an opening at the top where the metal breaks inside as far as you can see with the senses you have is a glowing blue flesh. You push down the pang of hunger, of greed, of want this kept you alive you could not eat it, take its essence yet.

(380/??)


Creep Colony Volcanic Slopes, Southern Plane
[-150]

Creep crawls down the sides of the small plateau singeing and withering tendrils grow too close. The mine deep to the caverns grows softer as threads of the Zerg coating grow out and deep. It will help mining in minor ways. Ways that are sure to help.

Creep grows out from the cluster expanding the net of Zerg flesh that covers this small part of the southern continent. The Hatchery's own reach is multiplied.



Metamorph Creature Drone x2
[-100]

Two drones break from their cocoons crawling forth onto the supple creep their questing pincers snapping as they unfurl their wings and head into the darkness. You had turned your focus there to the tunnels deep below even as another fresh pair of drones work tirelessly at the southern plane. You watch and consider as more minerals come in.



A Worm?

The beast is massive tunneling through the earth it's nearly the size of a smaller Nydus for such a thing to support itself in this environment is impressive. You are left to wonder about its dietary habits though as the thing is quick to launch itself from the ground, its massive jaws nearly catching one of the overlords though they pull back.

The creature is covered in small scars and buried under ash and rock on the plateau it dominates is the wreckage of several small shuttle crafts similar to the one you saw before. You don't know the weapons they could bring to bear but you consider how well your Zergling forces would do and reconsider. The Spire would likely be the best solution, though its genetics are a mess and it requires materials the lair provides the cluster. For now, the worm is out of your reach as you are want to waste your forces.



  • Minerals: 570
    Biomass: 175
    Vespine Gas: 0

    Production +750 Minerals

    Sources
    Pillar Field +50 Per Drone. Drone Cap Unlimited -5 production for all drones here for every 5 drones here, Max Unknown. 5/ꝏ
    Poor Mine +10 Per Drone. Drone Cap 2 Max 2,000 0/2
    Rich Caves +100 per Drone. Drone Cap 100 Max 99,999,800 4/100
  • Volcanic Slopes (Cluster 1)
    Deep Caverns (Unoccupied)
    Rocky Basin (Unoccupied)
    Southern Plane (Cluster 2)
    Western Ridges (Unoccupied)
    Nothern Plane (Under Magma)
    Shattered Mountain (Unoccupied)
    Stable Range (Occupied Unknown)
  • Hive Cluster 1
    Overlord 2
    Drones 4
    Zerglings 12
    Cerebrate (Unnamed) 1
    Hatchery 1
    Creep Cluster 2
    Evolution Chamber 1
    Spawning Pool 1
    Protoss? Void? Machine? 1?

    Hive Cluster 2
    Drones 5
    Overlord 1
    Hatchery 1
    Creep Cluster 1

    Control 10/16|5/8|0/100
    Larva 12
    Larva 12
  • Military: 1|+5
    Research: 2|+10
    Diplomatic: 0|-10
    Growth: 3|+5
    Exploration: 1|+5
    Free: 0

    Perfection of Metamorphosis any growth die rolled under 25 become 25 instead
  • When spawning structures a hatchery must be present, or another source of creep. Hatcheries are exceptions to this.

    When at a hive cluster that can produce a resource drones that are not busy will produce the resources available. The projected resources are listed in resources.

    /Name\ as part of an action means that a creature or structure of that name is required to be sacrificed. (Read mutate) to make the new item. All structures require drones unless they use this notation to indicate another structure or creature.

    Free Dice can be used to take actions even in categories with no action availability.

    Actions shown in growth with |#L| Means they use Larva meaning that growing creatures to fill out your ranks is easy with materials to do so. You do not need to use a dice to take the action but you will need to use a Larva, you have # larva

    <##%> Shows and action that has a random chance of success, failure in these can reduce minor assets like drones, each die is another roll and another chance of success. <??%> The chance is unknown.

    Biomass can be used as Minerals 1 to 1. Or as Vespine 100 to 1. You can convert minerals into biomass in a ratio of 10 to 1.

    A Hatchery is needed to evolve new creatures. An evolution chamber is helpful but not needed in researching swarm forms.

    When voting use -[X]# to show how many dice you are using for each action this is not needed if you are only using one. Please vote by plan.

    (#/#) shows the progress of an action, the second number shows when the action will be completed. If the action has (#/0) then any die assigned to the action will complete the action regardless of the roll. (#/??) This means that the number needed to complete the action is unknown.

    [#] Shows the number of minerals needed for the action.
    [#] Shows the number of biomass needed for the action.
    [#] Shows the number of vespine gas needed for the action.


Military Actions
[]First Strike <??%>
You have found some space-faring race moving around this world. You need to make them a non-threat. The Zerg have a simple solution to this.

[]Defensive Positioning (0/0)
Set up the zerglings to defend in case of an attack. Though you don't think any attack is near.

[]Instinct and Claw (0/??)
You wish to ingrain combat and cooperation instincts into the zerg so that when feral they will thrive to a greater degree.
Research Actions
[]Examine the Void Machine (380/??)
You wish to see what is keeping you alive at this moment.

[]Repair an available damaged Essence
-[]Hatchery (0/??)
-[]Lair (0/??)
-[]Evolution Chamber (0/??)
-[]Hydralisk Den (0/??)
-[]Sunken Colony (0/??)
-[]Spore Colony (0/??)

[]Play with evolution (0/??) [10]
-[]What?
Try and create something with the available genes, drone, overlord, zergling, creep cluster, spawning pool, hatchery.

[]Develop the Tarantula (0/100)
Your ideas have merit and by working out the exact enzymes needed for its growth you will be able to mutate a structure for it, or at least determine which structure already makes the needed chemicals.

[]Reach out into the Void (0/??)
You only reached gently looking for your kin a louder attempt may be able to call them but something else could hear such powerful Psionics.

[]Try to Speed up the Development of your Psionic Specialty <??%>
You need to be ready now any tool that is delayed is time lost to the swarm.

[]Instinct and Mind (0/??)
You wish to create a swarm controller that will lay dormant until it is disconnected from higher-level control. Giving it orders so that lost broods will try and reach out.

[]Geneweaver (0/??) [100]
You have seen Abathur the mind behind much of the swarm, and some small fragments of his genes remain in you. With effort and creativity perhaps you can remake a similar creature.
Diplomatic Actions
[] A Name? (0/??)
Loneliness is not an emotion of the swarm the feeling is alien the machine keeps you alive but a name will remind you that soon there will be others in the swarm that will have the ability to use it.

[] Speaking? (0/??)
You see aliens Keriggian did use diplomacy to work alongside the humans and protoss in the brood wars perhaps communication is better than eating.
Growth Actions
You can grow new structures at Hive Cluster 1, or 2. Please Specify.

[]Hatchery (0/50) [300]
Grow a hatchery without more control organisms and with the damage to your genes, you will watch over it carefully as it grows to ensure no issues arise. You know deeply the damages to the code of the hatchery and can carefully ensure that it does not come up as it grows.

[]Hatchery Far (0/75) [300]
You wish to start a new hive cluster. Select a location to send the drone.

[]Spawning Pool (0/0) [200]
Grow a spawning pool you understand what is needed and it will be simple for another to be built though without large numbers of zerg dying or disconnected creep it is unneeded at this time.

[]Evolution Chamber (0/75) [75]
Grow an evolution chamber without more control organisms and with the damage to your genes, you will watch over it carefully as it grows to ensure no issues arise. You know deeply the damages to the code of the Evolution Chamber and can carefully ensure that it does not come up as it grows.

[]Creep Colony (0/0) [75]
More creep means more area for you to expand and to move, while the hatchery will make more creep, you already know that the colony's genes work.

[]Hydralisk Den (0/125) [100] [50]
Grow an Hydralisk Den without more control organisms and with the damage to your genes, you will watch over it carefully as it grows to ensure no issues arise. You know deeply the damages to the code of the Evolution Chamber and can carefully ensure that it does not come up as it grows.

[]Sunken Colony (0/50) [50] /Creep Colony\
The Sunken Colony is one of the zerg broods' defensive structures and even with the damage to the genes, it is still viable. Though you need to work to ensure nothing happens as it mutates.

[]Spore Colony (0/50) [50] /Creep Colony\
The Sunken Colony is one of the zerg broods' defensive structures and even with the damage to the genes, it is still viable. Though you need to work to ensure nothing happens as it mutates.

[]Lair (0/200) [150] [100] /Hatchery\
The Lair is mutated from the hatchery using the complex enzymes the spawning pool produces it does the catalytic conversion of those compounds into proteins needed for the heavier zerg fliers. Though the damage to the essence of the swarm means it might take a long time and while mutating the Lair will not produce larva. Without another hatchery, it is a slight risk.

[]Cerebrate (0/2000) [1000]
You do not wish to be alone this will leave you critically low on supplies and make it hard to grow any other structures ad the two of you will take nearly all the available creep. The look into genes reminded you of the complexity and difficulty it is to grow a new Cerebrate.

[]Metomorph Creature |24L|
Grow a member of the swarm.
-[]Drone [50]
-[]Overlord [100]
-[]Zerglings 2x [50]

[]Mine <??%>
You can try to access minerals buried in the ground, however, with pockets of gas and magma, it does risk the drones.
Exploration Actions
[]Space (0/0)
You have an overlord of the basics of the swarm's movement through space. You can see what the system is like beyond this world. However, any other would likely be able to detect the overlord as it moves in orbit.

[]Worm Watch (0/??)
You need to know more if you are to eventually take out the beast need to know its habits and its weaknesses.

[]Examine
Select an area to examine in greater depths possibly discovering more than your quick scouting.
 
Ok as much as I want to complete the machine I think we need to start repairing our damaged essence. Also we really need to find some vespine gas hopefully we can find some around one of our Clusters.

Edit: Plan
[X]Repair Spore Colony and search vespine gas
Military actions:
[X]Instinct and Claw (0/??)1 Die
Research actions:
-[x]Repair an available damaged Essence
--[X]Spore Colony (0/??) (2 dice)
Growth actions:
-[X]Spore Colony (0/50) Volcanic Slopes (1 die)
-[X]Spore Colony (0/50] Southern Plane (2 die)
-[x]Metomorph Creature |24L|
--[X] x2 Overlord [100] 1 at each Cluster
--[x]Drone [50] x 5 rich cave
Exploration actions
-[X]Examine volcanic slopes for Vespine gas (1 Die)
 
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Hmmm, I kind of want to make our own Abathur analogue now; because it may be able to take on the burden of repairing sequences for us.

[X] Plan: Every Helping Hand
-[X]Instinct and Claw (0/??) - 1 Die
-[X]Geneweaver (0/??) [100] - 2 Dice
-[X]Metomorph Creature |24L| - 3 Dice
--[X]Overlord [100]
--[X]Zerglings 2x [50] x2
-[X]Examine Shattered Mountain - 1 Die
 
I'll make a plan in a bit, but maybe having a moratorium so people don't bandwagon the first plan to come up will help?

At work right now so yeah…
 
[X]Repair Spore Colony and search vespine gas

Get that AA up and further improve our economy.

@Planetary Tennis the latest update is threadmarked as Turn 4 when it should be Turn 5 I believe.
 
[X]Repair Spore Colony and search vespine gas

i can agree with this, if next turn we get some air and ground defenses, spending a priority on getting more minerals, as well as finishing the void-thing.
 
Another Approach
Omake: Another Approach

The Cerebrate was pondering the current strategic situation. Things had taken a notable turn for the better. Multiple sources of minerals had been located. The creep had been notably expanded. Multiple combat forms, even if they were only zerglings, had been morphed. Most importantly it was finally able to seriously expand with the rich mineral deposit found.

The problem was the time and how to go about it. Even with the mineral deposits it would take a substantial amount of time to build a sizable combat force. The drones performed there task well, but could only harvest so much at once. More drones could of course be morphed, but that cut into the stored supply. Which slowed down the expansion elsewhere.

Then of course there was the delicate matter of the essence. Much of it's arsenal had been damaged during the relocation. Numerous structures had been hindered by it. Now they required more effort and attention from the Cerebrate to properly grow. And without certain structures it be impossible to grow more powerful troops. Of course repairing the damage further ate into it's time and energy. Even fixed they would still require time and minerals to fully develop.

In all that time there was the risk of discovery. The Terrans were likely here for the planet's resources. Meaning they were bound to come out this way at some point. Leading to the cluster's discovery and subsequent destruction. Along with the Cerebrate itself. Which was naturally an unacceptable outcome.

So a thought occurred to the Cerebrate. It was true that the Swarm preferred to crush their enemies. Overwhelming them with vast numbers and force. However that was not the only way they possessed to bring down their foes. They had another way that even made them into something useful. The Cerebrate carefully searched through it's memories for what it desired.

Infestation. One of the Swarm's greatest weapons. The ability to twist and absorb their enemies into the whole. It was how the Queen herself came to be Zerg. Albeit in a much more controlled and precise way. Something that was used in the past to destroy Terran colonies. Simply infest a few and they would do the rest. Entire planets had been conquered using this method.

Here was what it was looking for. Why build an army and likely be detected when it can make the Terrans into an army for itself. If nothing else it could recycle the biomass. Potentially gain information from their minds as well. It even had an idea as to how. Well two to be exact.

During the reign of the queen two new units were created that specialized in this role. The appropriately named Infestors and the Virophages. The two served a very specific role in the swarm. Namely by infesting non-zerg and their structures. Even vehicles could become infested and controlled. The infested buildings in the meantime could be used to produce more infested. They were more or less cannon fodder of course, but they were useful all the same.

The Infester was a ground unit that went across the field gathering victims. It would swallow them and infect them. To defend itself it used spore and poison based abilities. The Virophage on the other claw was closer to being a structure. Immobile once planted down, but highly durable. It's bile would infest structures and any Terran inside.

They could ensure a quick victory for the Cerebrate here. There had been few movements from the Terran's nest in the observed time frame. Suggesting they had little contact with their fellows. That and they were in an enclosed space with no method of escape save the shuttle.

So which could it use for this? The Infester could go inside and get all of them to be certain. While the Virophage could contaminate the entire facility. Much to it's displeasure the essence for both had been damaged. It would take time to fully restore them. Still it didn't have to be perfect. It just had to work the once. It wasn't sure if it would use this plan, but it would make a decent back up if needed.

@Planetary Tennis
 
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Ok as much as I want to complete the machine I think we need to start repairing our damaged essence. Also we really need to find some vespine gas hopefully we can find some around one of our Clusters.

[X]Repair Spore Colony and search vespine gas
Military actions:
[X]Instinct and Claw (0/??)1 Die
Research actions:
-[x]Repair an available damaged Essence
--[X]Spore Colony (0/??) (2 dice)
Growth actions:
-[X]Spore Colony (0/50) Volcanic Slopes (1 die)
-[X]Spore Colony (0/50] Southern Plane (2 die)
-[x]Metomorph Creature |24L|
--[X] x2 Overlord [100] 1 at each Cluster
--[x]Drone [50] x 4 rich cave
Exploration actions
-[X]Examine volcanic slopes for Vespine gas (1 Die)
Any particular reason we are only growing 4 drones rather than 5?

We have 570 minerals - 2x50 for spores, -2x100 for overlords and we still have 270 minerals left.
 
Omake: Another Approach

The Cerebrate was pondering the current strategic situation. Things had taken a notable turn for the better. Multiple sources of minerals had been located. The creep had been notably expanded. Multiple combat forms, even if they were only zerglings, had been morphed. Most importantly it was finally able to seriously expand with the rich mineral deposit found.

The problem was the time and how to go about it. Even with the mineral deposits it would take a substantial amount of time to build a sizable combat force. The drones performed there task well, but could only harvest so much at once. More drones could of course be morphed, but that cut into the stored supply. Which slowed down the expansion elsewhere.

Then of course there was the delicate matter of the essence. Much of it's arsenal had been damaged during the relocation. Numerous structures had been hindered by it. Now they required more effort and attention from the Cerebrate to properly grow. And without certain structures it be impossible to grow more powerful troops. Of course repairing the damage further are into it's time and energy. Even fixed they would still require time and minerals to fully develop.

In all that time there was the risk of discovery. The Terrans were likely here for the planet's resources. Meaning they were bound to come out this way at some point. Leading to the cluster's discovery and subsequent destruction. Along with the Cerebrate itself. Which was naturally an unacceptable outcome.

So a thought occurred to the Cerebrate. It was true that the Swarm preferred to crush their enemies. Overwhelming them with vast numbers and force. However that was not the only way they possessed to being down their foes. They had another way that even made them into something useful. The Cerebrate carefully searched through it's memories for what it desired.

Infestation. One of the Swarm's greatest weapons. The ability to twist and absorb their enemies into the whole. It was how the Queen herself came to be Zerg. Albeit in a much more controlled and precise way. Something that was used in the past to destroy Terran colonies. Simply infest a few and they would do the rest. Entire planets had been conquered using this method.

Here was what it was looking for. Why build an army and likely be detected when it can make the Terrans into an army for itself. If nothing else it could recycle the biomass. Potentially gain information from their minds as well. It even had an idea as to how. Well two to be exact.

During the reign of the queen two new units were created that specialized in this role. The appropriately named Infestors and the Virophages. The two served very a specific role in the swarm. Namely by infesting non-zerg and their structures. Even vehicles could become infested and controlled. The infested buildings in the meantime could be used to produce more infested. The were more or less cannon fodder of course, but they were useful all the same.

The Infester was a ground unit that went across the field gathering victims. It would swallow them and infect them. To defend itself it used spore and poison based abilities. The Virophage on the other claw was closer to being a structure. Immobile once planted down, but highly durable. It's bile would infested structures and any inside.

They could ensure a quick victory for the Cerebrate here. There had been few movements from the Terran's nest in the observed time frame. Suggesting they had little contact with their fellows. That and they were in an enclosed space with no method of escape save the shuttle.

So which could it use for this? The Infester could go inside and get all of them to be certain. While the Virophage could contaminate the entire facility. Much to it's displeasure the essence for both had been damaged. It would take time to fully restore them. Still it didn't have to be perfect. It just had to work the once. It wasn't sure if it would use this plan, but it would make a decent back up if needed.

@Planetary Tennis

Choose:
Guarantee that the Infestors and Virophage are in recoverable.
Free Die
100 Biomass
 
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