Blue Swarm (Mass Effect/Starcraft Swarm Control Quest)

Turn 12C
With a flex of your will she is hit by a pulse of thought your mind reaches out and touches hers, not enough to wash the mind from those world but enough to confuse and disorient her and with a swift motion she is dropped from the claw and then caught again and pulled up into the ventral sacs the mucus coated chamber suited for holding Zerg and should do limited damage to her.

The shuttle response immediately to the change the small weapon on the vehicle firing near the overlord in an attempt to get it to drop the Asari from what you can tell. The rounds miss the creature by a large margin probably warning shots or worry about hitting your cargo. They trail the overlord for a few hours before firing again once it is over solid ground. These shots hit the overlord, bouncing off the top carapace but doing far more damage then the size of the weapon on the vehicle would indicate.

You will need to comb through the minds of your prisoners to discover exactly how the weapons work and ways to improve your protection against it. Regardless the shots while chipping carapace hasn't majorly injured the overlord.

You decide to spare them if only to try and minimize outside interest to your brood. Heading back to the cluster the overlord is trailed until the cluster comes into sight past sulfuric clouds. The spore colonies track the shuttle as it stops following the overlord then pulls back. As the overlord drops the delirious Asari in the main Hatchery if an assault comes it may be prudent to get the prisoners into the rich caves though you lack a creature with an adaptation to facilitate it. The infestor would have been perfect for the task.

You start to make plans shifting around the minerals, vespine, and biomass that came in, to prepare for what's to come.
 
*grits teeth*

God-dammit.

This is my nightmare.

they know where we are now.

This is my nightmare.

They can start screaming for reinforcements

This can be a massively dangerous strike against us.

All because of bleeding hearts and wanting infested commanders EARLY ON WHEN WE DIDNT HAVE THE NUMBERS OR RESOURCES TO GET ONE!!!

Okay...okay...fuck. Now i have to throw all the plans out the window and go ape-shit on getting as many scourge and resources up and running. Fuck me sideways.

We aren't getting any of the additional dice anytime soon ladies and gentlemen.

Cause now we're probably going to get fucked over.

edited: had some time to cool down, but dammit we stand a chance of losing a few hatchery clusters to this shit-show if they bring in heavy weapons. Their damn Shuttle did some good chunk of damage to the overlord...a god-damn shuttle.

that does not bold well for the rest of the zerg, at least untill we figure out how to counter this.
 
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  • Minerals: 31,795
    Biomass: 171
    Vespine Gas: 87
    ???: 5

    Production +15050 Minerals
    +77 Biomass
    +51 Vespine

    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 +200 per Drone. Drone Cap 100 Max 99,941,350 74/100

    Gas
    Pillar Field up to +10 Per Refinery. +4 per drone operation. Max 9,999,960 6/6
    Volcanic Shelf up to +15 Per Refinery. +5 per drone operation. Max Unknown 3/3
    Deep Mines up to +8 Per Refinery. +4 per drone operation. Max 999,968 4/4
  • Volcanic Slopes (Cluster 1)
    Deep Caverns (Cluster 3)
    Rocky Basin (Wormlandia)
    Southern Plane (Cluster 2)
    Western Ridges (Unoccupied)
    Nothern Plane (Under Magma)
    Shattered Mountain (Unoccupied)
    Stable Range (Temp Facility)
  • Other Forces
    Zerglings 62
    Spinelings 26
    Overlords 8

    Hive Cluster 1
    Zerglings 33
    Spinelings 12
    Drones 6
    Overlord 9
    Hatchery 2
    Gas Refinery 2
    Sunken Colony 12
    Spore Colony 16
    Evolution Chamber 1
    Spawning Pool 1
    The Void Hybrid 1

    Hive Cluster 2
    Zerglings 33
    Spinelings 12
    Drones 8
    Overlord 6
    Hatchery 2
    Sunken Colony 12
    Spore Colony 15
    Spawning Pool 1

    Hive Cluster 3
    Zerglings 32
    Spinelings 12
    Drones 78
    Overlord 12
    Cerebrate (Unnamed) 1
    Hatchery 2
    Gas Refinery 2
    Sunken Colony 12
    Spore Colony 6
    Spawning Pool 1

    Control 44/64|29/72|31/48|100/96|0/100
    Void Emanations 1/10?
    Larva 24
    Larva 24
    Larva 24
  • Military: 1|+5
    Research: 2|+10
    Diplomatic: 0|-10
    Growth: 3|+5
    Exploration: 1|+5
    Free: 0 +1

    Perfection of Metamorphosis any growth die rolled under 25 become 25 instead.
    Psionic Growth: When metamorphing creatures from larva double the amount is born.

    Psionic Flux: Until the turn, after a research roll that is below 10 on the die all research actions roll a second d100 per die.
  • |#D| shows structures that can be built with a drone. Drones can be used the same turn they are birthed.

    Prototype metamorphosis is very expensive as you build more requirement buildings the cost drops down to standard. They are not from larvae and are not affected by Psionic Growth

    (#/#+) shows an action with a repeatable effect. These actions roll overflow into the action again.

    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
[]Defensive Positioning (0/0)
Set up the zerglings, and spinelings to defend in case of an attack.

[]Pobing <10%>
You are still weak but you can expend a few zerglings against the worm to test it learn more. This is likely to fail without significant support.
-[]Forces

[]Assault <??%>
The aliens lay at the old facility you have forces already pinned down at the location you can easily overrun them though you are sure they can get a message off. Making an attack, is a matter of luck and timing.

[]Crude Anti Orbital Defense (0/??)
You can theoretically hit low orbit with spore colonies it's just limited and slows fire rates. Do some test shots to prep the colonies for hitting orbit when possible.
Research Actions
[]Repair an available damaged Essence
-[]Spawning (0/100+)
Hatchery, Lair
-[]Unlocking (0/100+)
Hydralisk Den, Evolution Chamber
-[]Defense (99/100+)
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.

[]Evolution Master (32/300)
Gain Spawn The Evolution Master as a Growth Option, operates like Grow Cerebrate, the Evolution master gives 3 research dice and the Art of Essence (Whenever working on genes and essence research roll twice and sum the dice.) Can only have one.

[]Adaptation Chamber (45/150)
Gain mutate the Adaptation Chamber as a Growth Option, the first grants an additional research die, broods are more able to adapt individually to specific threats without aid.

[]Geneweavers (32/75)
Gain the metamorph Geneweavers as a Growth Option. The Geneweavers require the Queen's nest and an Evolution Chamber. They are battlefield control and support focusing on healing and buffs.

[]Hybrid Mind Link (19/5000)
A mix of zerg and protoss genes this creature taps directly into the void and replicates the connection of the overmind and the cerebrates. This bares research.

[]Biolensing (0/??)
You need to create a lense that can deal with the heat of combat scale lasers before you can begin to form a creature around one.

[]Bioelectric Research (0/??)
Electricity was used for a thousand things by the terrains and the Protoss. Perhaps it is time for the zerg to exploit it.

[]Material (0/??) [1]
This strange material you found in the alien facility is unlike any other element or metal you have come across more research is required though you have limited supplies.

[]Psionic Protection (0/??)
Find a way to guard your minds and the minds of the swarm from intrusion.
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.

[] Speak <??%>
The survivor, and Asari is not yet part of the swarm yet still you can pull things from it's mind with enough effort.
Growth Actions
You can grow new structures at Hive Cluster 1, 2, or 3. 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.

[]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.

[]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.

[]Spore Cannon (0/50) [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 |72L|
Grow a member of the swarm.
-[]Drone [50]
-[]Overlord [100]
-[]Zerglings 2x [50]
-[]Spineling 2x [50]

[]Spawn Structure |105D|
-[]Sunken Colony [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 [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.
-[]Gas Refinery [50]
A mutation of the Extractor that is able to turn various natural gasses and volcanic gasses into Vespine produces based on local gas availability. Requires Drones to harvest.
-[]Creep Colony [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.
-[]Spawning Pool [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.
-[]Thinker [200]
A secondary mind to expand capacity on pondering and thoughts.

[]Mine <??%>
You can try to access minerals buried in the ground, however, with pockets of gas and magma, it does risk the drones.

[]Prototype Spawning |1E|
Each creature requires a full evolution pit for its gestation, however, you can birth them without the need for the normal structures that provide their many needed biochemicals.
-[]Hydralisk [200] [100]
-[]Queen [450] [150]
-[]Infestor [300] [450]
-[]Nueral Parasite [75] [30]
-[]Mutalisk [300] [300]
-[]Scourge x2 [75] [225]
-[]Defiler [250] [750]
-[]Ultralisk [1000] [1000]
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.

[]Examine
Select an area to examine in greater depths possibly discovering more than your quick scouting.
 
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edited: had some time to cool down, but dammit we stand a chance of losing a few hatchery clusters to this shit-show if they bring in heavy weapons. Their damn Shuttle did some good chunk of damage to the overlord...a god-damn shuttle.
Good news: we haven't actually tried killing Stuff, so they won't be prepared for bioweapons rather than things that would evolve naturally.
Bad news: they still know where we live.

Looks like we need more larva so we can unleash Spam. On the other hand, need a Lair. And danger noodles. And flyers. So...
 
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As she is not dead, basically the Zeratul problem of "we have exchanged information". Which is Bad.
You misunderstood. I am saying that the assumption would be that the Areomorph took her back to the nest as food. They are likely gearing up or calling for help to go get her before it's too late. As in she'll die soon. And if we decide to give up her corpse so they no longer have an immediate reason to attack us. And they will find no answer to what happened when she tried to embrace eternity with us. Because she'll be too dead. A dead mind from a dead corpse can't tell anything. Because it is dead.
 
plan time then...

and god-dammit, scourge too expensive. We can get a spore cannon at the hatchery the lady is at.

and maybe a neural parasite that's it though.

[X] Plan: Way too Early lads!

Military
-[x]Defensive Positioning (0/0) 1 die
Set up the zerglings, and spinelings to defend in case of an attack.

Research
-[x]Repair an available damaged Essence (1 die)
--[x]Defense (99/100+)
Spore Colony, Spore Cannon, Sunken Colony
-[x]Adaptation Chamber (45/150) (1 research and 1 free die, 1 growth die)
Gain mutate the Adaptation Chamber as a Growth Option, the first grants an additional research die, broods are more able to adapt individually to specific threats without aid.

diplomacy
None

Growth
-[x]Spore Cannon (0/50) [100] [50] /Spore Colony\ (1 die, Volcanic Slopes (Cluster 1))
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.

-[x]Metomorph Creature |72L|
--[x]Drone [50] (10L=20 drones, 16 goes to rich mines, 3 go to thinkers of each hive cluster, and 1 goes to creep-spore colony)
--[x]Overlord [100] x10L=20 overlords (split evenly to cover all three clusters, remaining two go to join the rest at the ambush site)
--[x]Zerglings 2x [50] x10=40 zerglings, (split evenly between the three clusters and the ambush site)
--[x]Spineling 2x [50] x42L=164 spinelings (split the 114 between the three clusters, the last 38 goes as reinforcements for the ambush)

-[x]Spawn Structure |105D|
--[x]Creep Colony [75] (1 drone, cluster 1)
---[x]Spore Colony [50] /Creep Colony\
-[x]Thinker [200] (cluster 1 171 biomass+290 minerals, 2 2000 minerals, 3 2000 minerals)
A secondary mind to expand capacity on pondering and thoughts.

-[x]Prototype Spawning |1E|
--[x]Nueral Parasite [75] [30]

Exploration
-[x]Space (0/0) 1 die
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.

okay, a bit munchy on the numbers here, but i think it got it.
Cost for this turn:
171 biomass
8,880 minerals
80 gas+100

things got pricey, but that's a cerebrate for ya...this is going to take a LONG while to make, but thankfully we should be done relatively soon. Especially with the thinker dice on the way giving us possible extra bonuses to our research or more dice in general.

Also, for the gas part of the plan here is what I'm getting towards:
Gas
Pillar Field up to +10 Per Refinery. +4 per drone operation. Max 9,999,960 6/6 (5x10=50 gas to be gathered, each drone gets +4 gas, requiring 12-13 drones to gather the 50 gas a turn)
Volcanic Shelf up to +15 Per Refinery. +5 per drone operation. Max Unknown 3/3 (5x15=75 gas to be gathered, each drone gets +5 gas, requiring 15 drones here to gather the 75 gas)
Deep Mines up to +8 Per Refinery. +4 per drone operation. Max 999,968 4/4 (5x8=40 gas to be gathered, each drone +4, requring 10 drones for 40 gas)
so, in total 38 drones for gas to get up to 165 gas a turn, or a lair and a spore cannon a turn.
 
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-[x]Cerebrate (0/2000) [1000] (2 dice, 10k minerals)
You do not wish to be alone this will leave you critically low on supplies and make it hard to grow any other structures and 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.
...Please don't. We can't finish it right now and it would come at a time when we might be needing to mobilize.

-[x]Thinker [200] (cluster 1 171 biomass+290 minerals, 2 2000 minerals, 3 2000 minerals)
What do these do, actually? Bonus to a research die or..?
 
well, that's convenient! even a +2-5 on every die is AWESOME!

also adaptation chamber should be get done on a average roll thanks to the extra die we got, thank you omake maker!

and as for the cerebrate, do you want two more spore cannons then cause i can do that.

No, sorry. Passive flat increase to research. They generate 10 and can be each dedicated to research. This ticks regardless of dice.

Probably. We just waiting for our Hatchery to finish passively?

If I remember correct it autofinishes this turn.
 
No, sorry. Passive flat increase to research. They generate 10 and can be each dedicated to research. This ticks regardless of dice.

okay...this changes a few things. And will help finish allot of fucking projects on time! YES!

thank you very much...and now this makes the zerg much more terrifying now. especially on a hive world where huge amounts of research are done rapidly.

Probably. We just waiting for our Hatchery to finish passively?

and alright, will change to more spore cannons...going to take allot of minerals-biomass-gas now.

edited: Fuck no were not doing that, its 10 minerals to 1 biomass, 100 biomass to 1 gas that makes it from 50=5000=50,000 minerals needed to do this. Fuck that shit...im putting the two dice on something else...fuck it onto defense.
 
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Devil's advocate here: can we take out anything we absolutely can't live without and let them purge that particular camp?
Or do we only have the one?
 
Devil's advocate here: can we take out anything we absolutely can't live without and let them purge that particular camp?
Or do we only have the one?

cant move the buildings...and reason why i cant make a second spore cannon is because it would cost 50k minerals...just for the gas alone.

thats why we need the drones for the gas refineries now...
 
[X] Plan: Way too Early lads!

Well, for all people who voted for her imprisonment, know that right now Zerg will massacre any rescue party and maybe all enemy combatant on planet. Was it worth it? IMHO, no.
 
Well this is a cluster fuck i joined in on could kill her or puke her up splatting her on the ground after another hit.
Could let her live she has limited information on ant like inteligence and cities of flesh or something ...... actually we put most everything in the open perhaps awe should evolve some saliva glue and build hive structures like termites
Edit: pretend fauna idea perhaps have overlords act as carrion scavengers.
Also why dont we use them as cargo haulers gobbling up crystal/mineral chunks the drones cut up making mining outposts without creep or buildings
 
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