Blue Swarm (Mass Effect/Starcraft Swarm Control Quest)

nay, focus on econ first, more minerals, more gas, more drones, more overlords! Money for the Overlandlord!

then we can spam enough zerglings and drones for mass mining operations and defensive structures, the virophage alone would make assaulting a zerg base a FUCKING NIGHTMARE...as lets face it, having the zerg unleash a siege tank level attack that INFESTS all your units in a radius with the zerg infestation process would be horrific.

lets also not forget infestors can make temporairly availble (short lived) infested terrans from all the human dna that swarm has assimilated and examined. Sure the bodies will look like infested terran marine armor but they will be basically horror zombie style units to throw at the enemy that are extreme levels of chaff that even zerglings will laugh at.

only thing that would be worse would be the zombie apocolapse...hell if one cerebrate specializes in that shit we got ourselves a war-crime to unleash on some poor sod.

Edited: next turn will have us at 750 minerals, so we might want some extra zerglings going around along with drones, so 9 more drones+creep clusters, so thats 675 just for the creep clusters and 450 minerals for the drones alone. That gives us 1125 minerals to get so we can have a proper defensive structures in our two clusters. This is what i consider basic defenses in order to stall for time against any threats, add in zergling swarm of at least 100 along with researching the basic foundations of cooperation instinct and such, our feral broods will at least attempt then to reconnect with the main swarm as we give as many fucking back-ups as possible...

as well as contingencies so they can rebuild up to cerebrates once we devour the essence of the blue flesh within the void generating machine...

i wonder if our new form will be akin to a Primal Zerg+ Swarm Zerg form? (Primal base form with the Hive mind as intended by the Xel-Naga before Amon fucked everything up.)
 
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It would be nice to get a diplomacy die from something.
That's not going to happen for a while...but for now we have BIGGER things to worry about rather than constantly look for a diplomatic die, the basis of zerg diplomacy isnt going to make "niceties" with anyone, its "This is my territory now, fuck off". Zerg, especially ones descended from a Fucking Hell-World like Zerus (which was char on steroids and with an entire ecosystem that makes catachan from 40k take notes) are going to be territorial to the extreme.

how far we take it will be up to the thread, but im more of "GET OFF MY LAWN!" live and let live...if they want to protest, they can *try* to do so...only to be swarmed with scourge, mutalisks, devourers, guardians, and other nasties that makes invading a zerg held world a NIGHTMARE to fight.

let's not forget that kerrigan sent most of her forces off to the frontlines so the dominion forces barely had a chance to succeed, which was an AMON plot to get the zerg essence to make the hybrids more accessible.

but i understand the need and want for dice...especially when there are some interesting things locked behind them. most likely we will have to wait to get a storage of 10000 minerals to convert to biomass to make a cerebrate. during that time i want us to have conquered our immediate area and have air, ground, and underground superiority. Also let's not be like the old swarm and waste genetics of an entire world and just choosing one species and slaughter the rest.

there are millions of useful adaptations that a single planet can have that can make micro benefits to the entire swarm, hell something like a garden world would give the swarm an immense value of biomass and genetic resources.

though getting us attaining a gene weaver would immensely help with mutations and adaptations along with new zerg strains. especially if we get multiple ones, say like one for every brood for now on so they can compare "notes" on each brood's status and specialty and seeing if a more baseline could be utilized.

hell, a terrasquel would be hilariously overpowered, just send the fucker on a constant rampage every now and then against the enemy until the cerebrate is either dead or defeated.
 
I just want to meet the rest of the Mass Effect people. Forge some alliances. See where we are in the timeline.

Be the nicest galactic horror we can possibly be.
 
That's the fun part!

We're horrifying! Worse than the Rachni! We can devour solar systems!

Hello! Nice to meet you.

<terrified screaming>
 
Adhoc vote count started by Planetary Tennis on Jan 4, 2022 at 10:11 PM, finished with 32 posts and 14 votes.

  • [X]Repair Spore Colony and search vespine gas
    [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
    [X]Instinct and Claw (0/??)1 Die
    -[x]Repair an available damaged Essence
    --[X]Spore Colony (0/??) (2 dice)
    -[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
    -[X]Examine volcanic slopes for Vespine gas (1 Die)
 
Well not bad over all but that last dice ouch!. Anyone got something that they can add to it.
 
Results
[X]Instinct and Claw (0/??)1 Die
93

[x]Repair an available damaged Essence
--[X]Spore Colony (0/??) (2 dice)
86

[X]Spore Colony (0/50) Volcanic Slopes (1 die)
47

[X]Spore Colony (0/50] Southern Plane (2 die)
204

[x]Metomorph Creature |24L|
--[X] x2 Overlord [100] 1 at each Cluster
--[x]Drone [50] x 5 rich cave

[X]Examine volcanic slopes for Vespine gas (1 Die)
19
 
good news is that our metamorphosis is going to net us either +250 or +500 minerals a turn now, instinct and claw was closest to a crit, so that should do well.

repairing the damaged essence is going to be carefully needed again, and hopefully we can finish that up and continue our efforts on the void generator.
 
With our spore colonies starting to come online we should be defended by attacks from ships, our zerglings should also be able to take most standard ME troops. (At least until people start adapting their weaponry and armour to counter them.) So I think the main threats to us right now would be Krogan, biotics, and of course krogan biotiocs. Krogan can probably stand up to a single zergling in melee combat but should fall if swarmed but biotics could be pretty effective against a swarm of lings if they use aoe disables like singularity. So question for people familiar with SC1 zerg units, what's our best counter to biotics? because I think it would be a good idea to start working toward that next.
 
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With our spore colonies starting to come online we should be defended by attacks from ships, our zerglings should also be able to take most standard ME troops. (At least until people start adapting their weaponry and armour to counter them.) So I think the main threats to us right now would be Krogan, biotics, and of course krogan biotiocs. Krogan can probably stand up to a single zergling in melee combat but should fall if swarmed but biotics could be pretty effective against a swarm of lings if they use aoe disables like singularity. So question for people familiar with SC1 zerg units, what's our best counter to biotics? because I think it would be a good idea to start working toward that next.

Probably the Defiler or Queen units.

Defilers are harassment specialists with various debilitating abilities including a cloud which blinds enemies (represented as a damage debuff for ranged units either in the cloud or against things in the cloud.

Spawn Broodling is a stupidly potent ability that insta kills an organic entity and spawns to temporary units.
 
Probably the Defiler or Queen units.

Defilers are harassment specialists with various debilitating abilities including a cloud which blinds enemies (represented as a damage debuff for ranged units either in the cloud or against things in the cloud.

Spawn Broodling is a stupidly potent ability that insta kills an organic entity and spawns to temporary units.

To elaborate more what they meant, the defilers when taking into account their abilities and their lore are biowarfare specialists as their bodies are basically cancer factories in function, they do not engage in infestation but create extremely hazardous, stupendously resistant to even the most anti toxins virus like biochemicals to the point they are dangerous for even Zerg organisms which are not the defiler. The material which it uses to create are from "festering, carcinogenic pathogens". They are energy intensive for the defiler to create rapidly which is why they also have the ability to rapidly consume other Zerg on the battlefield to rapidly "refuel" to power the processes to produce the compounds.

They are usually surrounding by Zerglings as both escorts and mobile fuel packets as they are somewhat slow and to ensure it can refuel itself during battle to use its abilities and to protect it, when not engaged it can rapidly refuel through also burrowing which uses when not battling. Along with that defilers main mode of attack outside bioweapons are launching small organisms which live on its carapace which are likely very deadly due to the constant interaction with the toxins and bioweapons of the defiler. The cloud it hurls at enemies are extremely corrosive spores which explodes into a dense cloud which both toxic and continuously corrodes anything it touches along obscuring your vision and blinding you.

Also the clouds have both the strength and weakness of being prone to igniting meaning if you are in the cloud and shoot, you will also explode. They are in essence extraordinarily effective in killing all forms of biological infantry, damaging and destroying vehicles with the clouds and eradicating any form of organic life without any protections with maximum efficiency if infestation is somehow not an option. These are rare Zerg units which act as spellcasters in the Zerg Swarm tailor made to be extreme counters for any biological biotics.

As for the queens I will elaborate more later, as they are quite different from Starcraft 2 queens in several ways that must be mentioned.
 
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Turn 6
Instinct and Claw 93

The smallest creatures without psionic control will continue on their last command for quite some time. It is the larger ones that represent an issue, the overlords, Lairs, Hives, and Queens, they are able to control the lesser creatures to various degrees.

However, they will take the most work, for now, you work with instincts for less aware creatures to continue under orders without being directed. It gives you experience with setting up such directives.

(93/??)


Spore Colony 86

The spore colony like many of the ranged zerg bioforms relied on the rapid generation of their living munitions in order to attack. Unlike some of the more specialized organisms that had reserves of nutrient pouches that they would consume for this energy, they had to be able to attack constantly.

The ability to do so in most zerg was completed by using the properties of Vespine gas to produce rapidly multiplying cells to generate the structures at will. Instead, the Spore colony would expand underground to produce a large gut where the spores it would use as a weapon were bred the massive size of this store meant that they would always have a supply but it also meant that without constant feeding from the Creep cover the Spore colony would run out of materials to breed more. This made the Spore Colony very complex in its essence, many places where it can go wrong when not directed.

(86/??)


Spore Colony Volcanic Slopes 47
[-50]

The growth of the spore colony provided additional information on and reinforced the knowledge of issues it would have when growing. Working over them you have a better idea of how to address the mistakes in the essence however the time you dedicated and how you slowed the growth did leave it underdeveloped. It needs more time to finish its mutation.

(47/50)


Spore Colony Southern Plane 204
[-50]

The one you were focusing less on however seemed to grow better without overt management grew quite well to the point where you actually were surprised as it completed a full day ahead of the expected time. The complexities of their growth could be reduced however you can feel the psionic power infused into it helping it grow which gives you the idea to use prod your growing powers into such a channel. Or it could be modified to affect creatures allowing you to grow them with fewer resources. The power would fade soon and you are left to decide quickly.

[][PA]Let the Chance pass
Instead, focus on what it did reduce the difficulty of spore colonies by 25 to 25.
[][PA]The Structures
The Psionic power can imbue and help structures grow helpful now when they are unstable but it may grow as that becomes less relevant.
[][PA]The Creatures
Focus on how it fixed the issue and try to extrapolate for creatures. 75% chance that you gain Psionic Growth: When metamorphing creatures from larva double the amount is born. 10% chance ?? is gained.

(204/50)


Metamorph Creature 2 Overlord, 5 Drone
[-450]

Two new overlords speak with those already present while the new drones go to work quickly gathering materials from deep in the cave system.



Examine volcanic slopes for Vespine Gas 19

Vespine gas has not appeared in the whole world in the form of natural geysers of the material. However that's only one way, deeper underground reservoirs can be tapped by extractors with time and effort though finding them is a challenge. With the issues of essence mutation and your own growing psionic powers though you fail to do much about the discovery of such wells.

(19/??)


  • Minerals: 770
    Biomass: 200
    Vespine Gas: 0

    Production +1250 Minerals
    +5 Biomass

    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 99,999,300 9/100
  • 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 3
    Drones 9
    Zerglings 12
    Cerebrate (Unnamed) 1
    Hatchery 1
    Creep Colony 1
    Spore Colony 1
    Evolution Chamber 1
    Spawning Pool 1
    Protoss? Void? Machine? 1?

    Hive Cluster 2
    Drones 5
    Overlord 2
    Hatchery 1
    Spore Colony 1

    Control 15/24|5/16|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
  • Dice Mod, as a Cerebrate you can use your mental prowess in many ways, even if you are using parts designed for particular tasks. Whenever you wish you can expend a die from one category to gain another in a category of your choosing. However, in addition to the normal mods for the category, you gain an additional -15 to that roll.

    Unfinished structures progress by 5 each turn. Dice can be used to finish them but are not needed.

    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 (93/??)
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
-[]Spawning (0/??)
Hatchery Lair
-[]Unlocking (0/??)
Hydralisk Den
-[]Defense (86/??)
Spore Colony, Spore Cannon, Sunken Colony

[]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.

[]Spore Cannon (0/100) [100] [50] /Spore Colony\
The expanded systems allow this cannon to fire spores further at higher speed, it loses much of its function as an anti-air weapon but becomes an important member of anti-orbital defenses and can be used to send biomass and genetic information quickly between planets in a system.

[]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.

[]Vespine Hunt Volcanic Ridge (19/??)
 
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