Contingency plans (Starcraft Zerg Quest)

Hmm I'm considered either doing another variant of this or of doing another Starcraft related quest.

My question how would you want me to wrap this one up?
[x] All at once: I give you guys a 'list' of units and technologies and you guys vote for them using 'points' to form the final faction, you will also carry out major decision during this proverbial mega vote,
[x] I skip regular turns and focus on major events only shortening things up a bit.
[x] I just focus on my other quests until I feel like updating this one normally and just put aside the other ideas for now.
 
Last edited:
[x] All at once: I give you guys a 'list' of units and technologies and you guys vote for them using 'points' to form the final faction, you will also carry out major decision during this proverbial mega vote,
 
Oh right feel free to propose unit/technology ideas if you've got one you want to get off your chest. Heck if it's not something too nonsensical I might even put them up as options.
 
[x] I just focus on my other quests until I feel like updating this one normally and just out aside the other ideas for now.
 
I had few ideas recently, one was a stripped down SC2 queen unit that was just the legs and spine launcher with only rudimentary intelligence used as a sort of base defense, they weren't/aren't as cost effective as other types what with costing 2/3rds as much in minerals but only doing half the average damage, on the other hand though they could move around and attack without rooting while hitting both ground and air targets.

I'm thinking that they also won't cost against the unit counter because they can't leave the crap fields or they die and they can't actually be controlled and sort of randomly wonder/patrol the base/s.

The other was a stealth/spy unit that was also a short range detector based off of big cats, each one is only as powerful as a single zergling in direct combat, they cost the same as a pair of lings plus a small infusion of vespene, but they have permanent cloak unless they are attacking/in combat and have a boosted first/alpha strike ability which means that they do extra damage from cloak/stealth.
 
[x] I just focus on my other quests until I feel like updating this one normally and just out aside the other ideas for now.
 
[x] I skip regular turns and focus on major events only shortening things up a bit.
 
Mega Turn 1
[x] Mega Turn 1

The next few months see the Steel Swarm hard at work growing its numbers and doing its best to improve the technology, as well as the genetics at its disposal. Space is vast and you enemies, both the Hybrids that the Overmind had warned you off and the Protoss are powerful forces that are more than capable of great destruction, an neither are particularly inclined to let you live.

Soon enough the worlds that you already have presence in do not prove enough to support your number and you are forced to explore the stars in search of new worlds to inhabit?

What types of worlds do you focus on?
[x] Plentiful Worlds that can hold a large population, you will however run a much higher risk of running into Terrans if you decide that this is the path for you.
[x] Tough Worlds such as Volcanic Planets and Ice Planets other Zerg will be more likely to menace you, but you feel that the rewards will outweigh the costs.
[x] Former Terran Worlds they'll be able to hold plenty of your kind and will have resources to make use of…but you'll likely to have deal with both Zerg remnant and Terran reclamation attempts if you want a foothold on such a planet.
[x] Far Worlds out of the way planets without much in the way of resources or growing room, it may not sound all that good but you won't be likely to attract much notice…though if there was ever a world with a good chance of encountering Dark Templar it would be one of these.
[x] Rocky Worlds, rich in resources your biology means that you won't have as much problem with the smaller carrying capacity, be careful though as both Terran Miners and Protoss interesting in gather resources to rebuild their military will likely take notice.
[x] Worlds with Xel'naga ruins. These planets are rarely uniform but in addition to the many powerful relics that can be found they usually have either plentiful resources of can hold great population, and in many cases both. Still Zerg, Terrans, and Protoss all hold a very keen interest in these worlds so you are very likely draw a lot of attention if you make a habit of colonizing them.

Beyond simple expansion you've undergone major efforts into the research of psychic powers, and to your joy you've managed to consistently preserve the Terran's natural psychic abilities within some of your subjects, though you've had to put more resources into those then normal. Still the old terran facilities have given you a very important key to full incorporation. What was it?
[x] A list of terran psychic skills, this should help with the variety of your psychic forces.
[x] A stash of the substance known as Terrazine.
[x] Stash of the substance known as Jorium.
[x] The blueprints for Terran physicist based equipment this should help with the integration of psychic potentials into greater machinery.

However the most complex issue by far is the research Terra had taken part in, she perhaps not without reason has been extremely motivated to help and in many ways revolutionized the technology of the steel swarm. You have no doubt that if she had been born a 'normal' Terran she would have become among the greatest minds among them.

What did she research? (60 Points)

Infantry techs
[x] Hellhound: The final evolution of the infested canine, the infested canine is more durable than the average Zerglings and gains the power to 'focus' on a given enemy allowing them to keep track of said enemy no matter what part of the map they retreat too. In addition all infested canine's gain an attack bonus against an enemy unit that has this 'focus' on it though each one can only do so on one unit. 5 Points.
[x] Infested Ghost: The first forays into physicist infested Terrans the Infested Ghost is basically a match for its uninfected counterpart. 5 Points
[x] Sergeants: More powerful variants of your existing infantry units sans infested canines the Sergeant leaders 5 to 10 of its compatriots and uses minor psychic powers to coordinate with it's fellows. 5 Points
[x] Captain: The next step up from Sergeants the Captain coordinates around 20 or more sergeants and has increased combat capabilities to match. 10 Points.
[x] Colonials: Commanding 40 or so Captains in a combat area the Colonial is the strongest infantry strain and have the power to boost allied forces from a distance. 15 Points.

Infrastructure
[x] Infested Workers: An improvement on the infested Civilian the Infested Worker is more durable and comes equipped with a cybernetic appendage that lets it both ease the healing of organic issue and weld together metallic constructs. This is a great step up from the miserable stat of their previous existence and should allow increase that rate at which new planets are settled. 5 Points.
[x] Magma Plant: Large cybernetic lifeforms that drain the energy from the molten metals found on volcanic planets and acquiring both large amounts of energy and raw materials in the process the Magma Plants vastly increases the productivity of volcanic planets. 10 Points.
[x] Frost Bastion: Large cybernetic housing structures specialized for surviving in icy worlds, research this technology allows you to hold a much larger population than normal on icy planets.
[x] Hive Cities: Utterly massive housing and food production structures that can hold incalculable numbers of infested Terrans the Hive City boosts the already massive stable population of Plentiful worlds to truly obscene levels.
[x] Fused Bunker: The final form of the infested Bunker the fused bunker has double the life of it's normal infested counterpart and will regulation if it isn't destroyed once again after it's garrison is forced to evacuate. 5 Points.
[x] Spike Turret: Massive slow firing turret the Spike turrets organic weapon is none the less a potant force against armored foes, though it tends to suffer against infantry. 5 Points.

Ground Projects
[x] Next Stage Infested Siege Tanks: Unlocks the choices for an infested Goliath replacement. 5 Points.
[x] Next Stage Infested Goliath: Unlocks the choices for an infested Goliath replacement. 5 Points.

Space Forces
[x] The Sneaker: A strange fighter the Sneaker uses its stealth to close in on enemies and then once within range grabs onto the hostile units and start spewing acid onto it. It is a little cheaper than the Infested Wraith but it's still going to be less common than say a Mutalisk. 5 Points.
[x] The Grudge: Bigger and more powerful than the other choices the Grudge does away with the steal all together and comes with a wide variety of powerful weapons including lasers, Scourges, and even rear mounted turren to guard against sneak attacks from behind. In addition the Grudge possess increased armor making it the most durable of the possible replacements.5 Points

Old Projects 5 Points Each
[x] Shrike turrets "Hey dad! Let's put a gun on those infested bunkers it'll make them even better at shooting the enemy!"
[x] Fortified Bunker "If we make bunkers tougher and able to hold more marines that's good! Right daddy!?"
[x] Next Gen Infested Medics. "Now that outline infantry have been updated I think we could do some pretty interesting with the infested medic strain. "
[x] Infested Firebats: "These things have lagged behind our other infantry, I think it's time we either update them or look for a replacement."
[x] Manufacturing Building: "With the higher number of mechanical units I have a feeling that we'll need a structure that focuses on building machinery before we find our limits in that area tested."
[x] Perdition Turret (Fire) "With these we can burn all the bad guys!"
[x] Perdition Turret (Chemical) "On the other hand we can melt them with acid instead!"
[x] Bioports: "It will cost the infested Starports ability to take flight, but if you want I can modify the infested startport so it can create pure Zerg strains in addition to infested terran units."
[x] Juggernaut Plating: "Firebats are very potent but they tend to lack a bit in the durability department, I think we should fix that!"'
[x] Explosive Marines: "Those old school exploding marines are pretty potent, maybe we should see if we can copy them?"
[x] Larger Ships: "While we've already got one design down the others are always open if you feel like it." (Choose one of the four ship designs from earlier.)
[x] The strange blueprints: "You know with these I can probably finish up the designs and put this ship into service…with some modifications of course."
 
[X] Plan mass army

[x] Plentiful Worlds that can hold a large population, you will however run a much higher risk of running into Terrans if you decide that this is the path for you.

[x] A list of terran psychic skills, this should help with the variety of your psychic forces.

[x] Infested Ghost: The first forays into physicist infested Terrans the Infested Ghost is basically a match for its uninfected counterpart. 5 Points
[x] Sergeants: More powerful variants of your existing infantry units sans infested canines the Sergeant leaders 5 to 10 of its compatriots and uses minor psychic powers to coordinate with it's fellows. 5 Points
[x] Captain: The next step up from Sergeants the Captain coordinates around 20 or more sergeants and has increased combat capabilities to match. 10 Points.
[x] Colonials: Commanding 40 or so Captains in a combat area the Colonial is the strongest infantry strain and have the power to boost allied forces from a distance. 15 Points.
[x] Infested Workers: An improvement on the infested Civilian the Infested Worker is more durable and comes equipped with a cybernetic appendage that lets it both ease the healing of organic issue and weld together metallic constructs. This is a great step up from the miserable stat of their previous existence and should allow increase that rate at which new planets are settled. 5 Points.
[x] Hive Cities: Utterly massive housing and food production structures that can hold incalculable numbers of infested Terrans the Hive City boosts the already massive stable population of Plentiful worlds to truly obscene levels.
[x] Bioports: "It will cost the infested Starports ability to take flight, but if you want I can modify the infested startport so it can create pure Zerg strains in addition to infested terran units."
[x] The strange blueprints: "You know with these I can probably finish up the designs and put this ship into service…with some modifications of course."
 
How many points does the hive cities take?

[x] Plentiful Worlds that can hold a large population, you will however run a much higher risk of running into Terrans if you decide that this is the path for you.

[x] The blueprints for Terran physicist based equipment this should help with the integration of psychic potentials into greater machinery.

[x] Infested Ghost: The first forays into physicist infested Terrans the Infested Ghost is basically a match for its uninfected counterpart. 5 Points
[x] Sergeants: More powerful variants of your existing infantry units sans infested canines the Sergeant leaders 5 to 10 of its compatriots and uses minor psychic powers to coordinate with it's fellows. 5 Points
[x] Captain: The next step up from Sergeants the Captain coordinates around 20 or more sergeants and has increased combat capabilities to match. 10 Points.
[x] Infested Workers: An improvement on the infested Civilian the Infested Worker is more durable and comes equipped with a cybernetic appendage that lets it both ease the healing of organic issue and weld together metallic constructs. This is a great step up from the miserable stat of their previous existence and should allow increase that rate at which new planets are settled. 5 Points.
[x] Hive Cities: Utterly massive housing and food production structures that can hold incalculable numbers of infested Terrans the Hive City boosts the already massive stable population of Plentiful worlds to truly obscene levels.
[x] Next Stage Infested Siege Tanks: Unlocks the choices for an infested Goliath replacement. 5 Points.
[x] Next Stage Infested Goliath: Unlocks the choices for an infested Goliath replacement. 5 Points.
[x] The Grudge: Bigger and more powerful than the other choices the Grudge does away with the steal all together and comes with a wide variety of powerful weapons including lasers, Scourges, and even rear mounted turren to guard against sneak attacks from behind. In addition the Grudge possess increased armor making it the most durable of the possible replacements.5 Points
[x] Next Gen Infested Medics. "Now that outline infantry have been updated I think we could do some pretty interesting with the infested medic strain. "
[x] Manufacturing Building: "With the higher number of mechanical units I have a feeling that we'll need a structure that focuses on building machinery before we find our limits in that area tested."
[x] The strange blueprints: "You know with these I can probably finish up the designs and put this ship into service…with some modifications of course."
 
[x] Former Terran Worlds they'll be able to hold plenty of your kind and will have resources to make use of…but you'll likely to have deal with both Zerg remnant and Terran reclamation attempts if you want a foothold on such a planet.
[x] The blueprints for Terran physicist based equipment this should help with the integration of psychic potentials into greater machinery.


[x] Infested Ghost: The first forays into physicist infested Terrans the Infested Ghost is basically a match for its uninfected counterpart. 5 Points
[x] Sergeants: More powerful variants of your existing infantry units sans infested canines the Sergeant leaders 5 to 10 of its compatriots and uses minor psychic powers to coordinate with it's fellows. 5 Points
[x] Captain: The next step up from Sergeants the Captain coordinates around 20 or more sergeants and has increased combat capabilities to match. 10 Points.
[x] Colonials: Commanding 40 or so Captains in a combat area the Colonial is the strongest infantry strain and have the power to boost allied forces from a distance. 15 Points.

[x] Infested Workers: An improvement on the infested Civilian the Infested Worker is more durable and comes equipped with a cybernetic appendage that lets it both ease the healing of organic issue and weld together metallic constructs. This is a great step up from the miserable stat of their previous existence and should allow increase that rate at which new planets are settled. 5 Points.

[x] Next Stage Infested Goliath: Unlocks the choices for an infested Goliath replacement. 5 Points.
[x] The Sneaker: A strange fighter the Sneaker uses its stealth to close in on enemies and then once within range grabs onto the hostile units and start spewing acid onto it. It is a little cheaper than the Infested Wraith but it's still going to be less common than say a Mutalisk. 5 Points.
[x] Manufacturing Building: "With the higher number of mechanical units I have a feeling that we'll need a structure that focuses on building machinery before we find our limits in that area tested."
[x] The strange blueprints: "You know with these I can probably finish up the designs and put this ship into service…with some modifications of course."
 
[x] Plentiful Worlds that can hold a large population, you will however run a much higher risk of running into Terrans if you decide that this is the path for you.

[x] The blueprints for Terran physicist based equipment this should help with the integration of psychic potentials into greater machinery.

[x] Infested Ghost: The first forays into physicist infested Terrans the Infested Ghost is basically a match for its uninfected counterpart. 5 Points
[x] Sergeants: More powerful variants of your existing infantry units sans infested canines the Sergeant leaders 5 to 10 of its compatriots and uses minor psychic powers to coordinate with it's fellows. 5 Points
[x] Captain: The next step up from Sergeants the Captain coordinates around 20 or more sergeants and has increased combat capabilities to match. 10 Points.
[x] Infested Workers: An improvement on the infested Civilian the Infested Worker is more durable and comes equipped with a cybernetic appendage that lets it both ease the healing of organic issue and weld together metallic constructs. This is a great step up from the miserable stat of their previous existence and should allow increase that rate at which new planets are settled. 5 Points.
[x] Hive Cities: Utterly massive housing and food production structures that can hold incalculable numbers of infested Terrans the Hive City boosts the already massive stable population of Plentiful worlds to truly obscene levels.
[x] Next Stage Infested Siege Tanks: Unlocks the choices for an infested Goliath replacement. 5 Points.
[x] Next Stage Infested Goliath: Unlocks the choices for an infested Goliath replacement. 5 Points.
[x] The Grudge: Bigger and more powerful than the other choices the Grudge does away with the steal all together and comes with a wide variety of powerful weapons including lasers, Scourges, and even rear mounted turren to guard against sneak attacks from behind. In addition the Grudge possess increased armor making it the most durable of the possible replacements.5 Points
[x] Next Gen Infested Medics. "Now that outline infantry have been updated I think we could do some pretty interesting with the infested medic strain. "
[x] Manufacturing Building: "With the higher number of mechanical units I have a feeling that we'll need a structure that focuses on building machinery before we find our limits in that area tested."
[x] The strange blueprints: "You know with these I can probably finish up the designs and put this ship into service…with some modifications of course."

Should we call our self the borg?
 
[x] Former Terran Worlds they'll be able to hold plenty of your kind and will have resources to make use of…but you'll likely to have deal with both Zerg remnant and Terran reclamation attempts if you want a foothold on such a planet.
[x] The blueprints for Terran physicist based equipment this should help with the integration of psychic potentials into greater machinery.


[x] Infested Ghost: The first forays into physicist infested Terrans the Infested Ghost is basically a match for its uninfected counterpart. 5 Points
[x] Sergeants: More powerful variants of your existing infantry units sans infested canines the Sergeant leaders 5 to 10 of its compatriots and uses minor psychic powers to coordinate with it's fellows. 5 Points
[x] Captain: The next step up from Sergeants the Captain coordinates around 20 or more sergeants and has increased combat capabilities to match. 10 Points.
[x] Colonials: Commanding 40 or so Captains in a combat area the Colonial is the strongest infantry strain and have the power to boost allied forces from a distance. 15 Points.

[x] Infested Workers: An improvement on the infested Civilian the Infested Worker is more durable and comes equipped with a cybernetic appendage that lets it both ease the healing of organic issue and weld together metallic constructs. This is a great step up from the miserable stat of their previous existence and should allow increase that rate at which new planets are settled. 5 Points.

[x] Next Stage Infested Goliath: Unlocks the choices for an infested Goliath replacement. 5 Points.
[x] The Sneaker: A strange fighter the Sneaker uses its stealth to close in on enemies and then once within range grabs onto the hostile units and start spewing acid onto it. It is a little cheaper than the Infested Wraith but it's still going to be less common than say a Mutalisk. 5 Points.
[x] Manufacturing Building: "With the higher number of mechanical units I have a feeling that we'll need a structure that focuses on building machinery before we find our limits in that area tested."
[x] The strange blueprints: "You know with these I can probably finish up the designs and put this ship into service…with some modifications of course."
 
[x] Former Terran Worlds they'll be able to hold plenty of your kind and will have resources to make use of…but you'll likely to have deal with both Zerg remnant and Terran reclamation attempts if you want a foothold on such a planet.
[x] The blueprints for Terran physicist based equipment this should help with the integration of psychic potentials into greater machinery.

[x] Infested Ghost: The first forays into physicist infested Terrans the Infested Ghost is basically a match for its uninfected counterpart. 5 Points
[x] Sergeants: More powerful variants of your existing infantry units sans infested canines the Sergeant leaders 5 to 10 of its compatriots and uses minor psychic powers to coordinate with it's fellows. 5 Points
[x] Captain: The next step up from Sergeants the Captain coordinates around 20 or more sergeants and has increased combat capabilities to match. 10 Points.
[x] Infested Workers: An improvement on the infested Civilian the Infested Worker is more durable and comes equipped with a cybernetic appendage that lets it both ease the healing of organic issue and weld together metallic constructs. This is a great step up from the miserable stat of their previous existence and should allow increase that rate at which new planets are settled. 5 Points.
[x] Hive Cities: Utterly massive housing and food production structures that can hold incalculable numbers of infested Terrans the Hive City boosts the already massive stable population of Plentiful worlds to truly obscene levels.
[x] Next Stage Infested Siege Tanks: Unlocks the choices for an infested Goliath replacement. 5 Points.
[x] Next Stage Infested Goliath: Unlocks the choices for an infested Goliath replacement. 5 Points.
[x] The Grudge: Bigger and more powerful than the other choices the Grudge does away with the steal all together and comes with a wide variety of powerful weapons including lasers, Scourges, and even rear mounted turren to guard against sneak attacks from behind. In addition the Grudge possess increased armor making it the most durable of the possible replacements.5 Points
[x] Next Gen Infested Medics. "Now that outline infantry have been updated I think we could do some pretty interesting with the infested medic strain. "
[x] Manufacturing Building: "With the higher number of mechanical units I have a feeling that we'll need a structure that focuses on building machinery before we find our limits in that area tested."
[x] The strange blueprints: "You know with these I can probably finish up the designs and put this ship into service…with some modifications of course."
 
Inserted tally
Adhoc vote count started by UbeOne on Nov 16, 2017 at 6:31 PM, finished with 547 posts and 8 votes.

  • [x] Former Terran Worlds they'll be able to hold plenty of your kind and will have resources to make use of…but you'll likely to have deal with both Zerg remnant and Terran reclamation attempts if you want a foothold on such a planet.
    [x] The blueprints for Terran physicist based equipment this should help with the integration of psychic potentials into greater machinery.
    [x] Infested Ghost: The first forays into physicist infested Terrans the Infested Ghost is basically a match for its uninfected counterpart. 5 Points
    [x] Sergeants: More powerful variants of your existing infantry units sans infested canines the Sergeant leaders 5 to 10 of its compatriots and uses minor psychic powers to coordinate with it's fellows. 5 Points
    [x] Captain: The next step up from Sergeants the Captain coordinates around 20 or more sergeants and has increased combat capabilities to match. 10 Points.
    [x] Colonials: Commanding 40 or so Captains in a combat area the Colonial is the strongest infantry strain and have the power to boost allied forces from a distance. 15 Points.
    [x] Infested Workers: An improvement on the infested Civilian the Infested Worker is more durable and comes equipped with a cybernetic appendage that lets it both ease the healing of organic issue and weld together metallic constructs. This is a great step up from the miserable stat of their previous existence and should allow increase that rate at which new planets are settled. 5 Points.
    [x] Next Stage Infested Goliath: Unlocks the choices for an infested Goliath replacement. 5 Points.
    [x] The Sneaker: A strange fighter the Sneaker uses its stealth to close in on enemies and then once within range grabs onto the hostile units and start spewing acid onto it. It is a little cheaper than the Infested Wraith but it's still going to be less common than say a Mutalisk. 5 Points.
    [x] Manufacturing Building: "With the higher number of mechanical units I have a feeling that we'll need a structure that focuses on building machinery before we find our limits in that area tested."
    [x] The strange blueprints: "You know with these I can probably finish up the designs and put this ship into service…with some modifications of course."
    [x] Plentiful Worlds that can hold a large population, you will however run a much higher risk of running into Terrans if you decide that this is the path for you.
    [x] The blueprints for Terran physicist based equipment this should help with the integration of psychic potentials into greater machinery.
    [x] Infested Ghost: The first forays into physicist infested Terrans the Infested Ghost is basically a match for its uninfected counterpart. 5 Points
    [x] Sergeants: More powerful variants of your existing infantry units sans infested canines the Sergeant leaders 5 to 10 of its compatriots and uses minor psychic powers to coordinate with it's fellows. 5 Points
    [x] Captain: The next step up from Sergeants the Captain coordinates around 20 or more sergeants and has increased combat capabilities to match. 10 Points.
    [x] Infested Workers: An improvement on the infested Civilian the Infested Worker is more durable and comes equipped with a cybernetic appendage that lets it both ease the healing of organic issue and weld together metallic constructs. This is a great step up from the miserable stat of their previous existence and should allow increase that rate at which new planets are settled. 5 Points.
    [x] Hive Cities: Utterly massive housing and food production structures that can hold incalculable numbers of infested Terrans the Hive City boosts the already massive stable population of Plentiful worlds to truly obscene levels.
    [x] Next Stage Infested Siege Tanks: Unlocks the choices for an infested Goliath replacement. 5 Points.
    [x] Next Stage Infested Goliath: Unlocks the choices for an infested Goliath replacement. 5 Points.
    [x] The Grudge: Bigger and more powerful than the other choices the Grudge does away with the steal all together and comes with a wide variety of powerful weapons including lasers, Scourges, and even rear mounted turren to guard against sneak attacks from behind. In addition the Grudge possess increased armor making it the most durable of the possible replacements.5 Points
    [x] Next Gen Infested Medics. "Now that outline infantry have been updated I think we could do some pretty interesting with the infested medic strain. "
    [x] Manufacturing Building: "With the higher number of mechanical units I have a feeling that we'll need a structure that focuses on building machinery before we find our limits in that area tested."
    [x] The strange blueprints: "You know with these I can probably finish up the designs and put this ship into service…with some modifications of course."
    [X] Plan mass army
    [X] Plan mass army
    [x] Plentiful Worlds that can hold a large population, you will however run a much higher risk of running into Terrans if you decide that this is the path for you.
    [x] A list of terran psychic skills, this should help with the variety of your psychic forces.
    [x] Infested Ghost: The first forays into physicist infested Terrans the Infested Ghost is basically a match for its uninfected counterpart. 5 Points
    [x] Sergeants: More powerful variants of your existing infantry units sans infested canines the Sergeant leaders 5 to 10 of its compatriots and uses minor psychic powers to coordinate with it's fellows. 5 Points
    [x] Captain: The next step up from Sergeants the Captain coordinates around 20 or more sergeants and has increased combat capabilities to match. 10 Points.
    [x] Colonials: Commanding 40 or so Captains in a combat area the Colonial is the strongest infantry strain and have the power to boost allied forces from a distance. 15 Points.
    [x] Infested Workers: An improvement on the infested Civilian the Infested Worker is more durable and comes equipped with a cybernetic appendage that lets it both ease the healing of organic issue and weld together metallic constructs. This is a great step up from the miserable stat of their previous existence and should allow increase that rate at which new planets are settled. 5 Points.
    [x] Hive Cities: Utterly massive housing and food production structures that can hold incalculable numbers of infested Terrans the Hive City boosts the already massive stable population of Plentiful worlds to truly obscene levels.
    [x] Bioports: "It will cost the infested Starports ability to take flight, but if you want I can modify the infested startport so it can create pure Zerg strains in addition to infested terran units."
    [x] The strange blueprints: "You know with these I can probably finish up the designs and put this ship into service…with some modifications of course."
    [x] Former Terran Worlds they'll be able to hold plenty of your kind and will have resources to make use of…but you'll likely to have deal with both Zerg remnant and Terran reclamation attempts if you want a foothold on such a planet.
    [x] The blueprints for Terran physicist based equipment this should help with the integration of psychic potentials into greater machinery.
    [x] Infested Ghost: The first forays into physicist infested Terrans the Infested Ghost is basically a match for its uninfected counterpart. 5 Points
    [x] Sergeants: More powerful variants of your existing infantry units sans infested canines the Sergeant leaders 5 to 10 of its compatriots and uses minor psychic powers to coordinate with it's fellows. 5 Points
    [x] Captain: The next step up from Sergeants the Captain coordinates around 20 or more sergeants and has increased combat capabilities to match. 10 Points.
    [x] Infested Workers: An improvement on the infested Civilian the Infested Worker is more durable and comes equipped with a cybernetic appendage that lets it both ease the healing of organic issue and weld together metallic constructs. This is a great step up from the miserable stat of their previous existence and should allow increase that rate at which new planets are settled. 5 Points.
    [x] Hive Cities: Utterly massive housing and food production structures that can hold incalculable numbers of infested Terrans the Hive City boosts the already massive stable population of Plentiful worlds to truly obscene levels.
    [x] Next Stage Infested Siege Tanks: Unlocks the choices for an infested Goliath replacement. 5 Points.
    [x] Next Stage Infested Goliath: Unlocks the choices for an infested Goliath replacement. 5 Points.
    [x] The Grudge: Bigger and more powerful than the other choices the Grudge does away with the steal all together and comes with a wide variety of powerful weapons including lasers, Scourges, and even rear mounted turren to guard against sneak attacks from behind. In addition the Grudge possess increased armor making it the most durable of the possible replacements.5 Points
    [x] Next Gen Infested Medics. "Now that outline infantry have been updated I think we could do some pretty interesting with the infested medic strain. "
    [x] Manufacturing Building: "With the higher number of mechanical units I have a feeling that we'll need a structure that focuses on building machinery before we find our limits in that area tested."
    [x] The strange blueprints: "You know with these I can probably finish up the designs and put this ship into service…with some modifications of course."
 
[x] Former Terran Worlds they'll be able to hold plenty of your kind and will have resources to make use of…but you'll likely to have deal with both Zerg remnant and Terran reclamation attempts if you want a foothold on such a planet.
[x] The blueprints for Terran physicist based equipment this should help with the integration of psychic potentials into greater machinery.


[x] Infested Ghost: The first forays into physicist infested Terrans the Infested Ghost is basically a match for its uninfected counterpart. 5 Points
[x] Sergeants: More powerful variants of your existing infantry units sans infested canines the Sergeant leaders 5 to 10 of its compatriots and uses minor psychic powers to coordinate with it's fellows. 5 Points
[x] Captain: The next step up from Sergeants the Captain coordinates around 20 or more sergeants and has increased combat capabilities to match. 10 Points.
[x] Colonials: Commanding 40 or so Captains in a combat area the Colonial is the strongest infantry strain and have the power to boost allied forces from a distance. 15 Points.

[x] Infested Workers: An improvement on the infested Civilian the Infested Worker is more durable and comes equipped with a cybernetic appendage that lets it both ease the healing of organic issue and weld together metallic constructs. This is a great step up from the miserable stat of their previous existence and should allow increase that rate at which new planets are settled. 5 Points.

[x] Next Stage Infested Goliath: Unlocks the choices for an infested Goliath replacement. 5 Points.
[x] The Sneaker: A strange fighter the Sneaker uses its stealth to close in on enemies and then once within range grabs onto the hostile units and start spewing acid onto it. It is a little cheaper than the Infested Wraith but it's still going to be less common than say a Mutalisk. 5 Points.
[x] Manufacturing Building: "With the higher number of mechanical units I have a feeling that we'll need a structure that focuses on building machinery before we find our limits in that area tested."
[x] The strange blueprints: "You know with these I can probably finish up the designs and put this ship into service…with some modifications of course."
 
Mega Turn 2
[x] Mega Turn 2

The colonization of the former Terrain worlds goes pretty well as the Infested Terrans you have are already at home in the environments that many of these planets possess and the already present infested Terrans are swiftly brought under you control and used to increase your numbers, the other Zerg strains are swept aside as you have no real use for them, but you do make sure to take note of any improvements made to the base strains either for use on a frame more compatible with your needs or so that you'll have an easier time developing potential counters if need be.

Still you do run into a few 'normal' terran factions mainly of a group known as the 'combine' if you continues as you do you're almost certain to find

Do you continue as you are now or switch colonization priorities?
[x] Continue
[x] Switch, if chosen you'll need to pick one of the other options from last turn.

In other news you add new strains called the 'Sergeants', 'Captains', and the 'Colonials' in order to help guide the lesser strains. They do have not unique appearances but instead change depending on their 'base' forms and each variant has its own abilities and strengths for use in combat.

Terra also makes use of those blueprints that you'd found on one of the earlier terran worlds to make a ship she calls the 'Elemental' a ship that pour energy into allied air units to either give them a direct boost to their attack rate or increase the energy they have for use in their own special abilities.

As far as mechanical units producing structures goes Terra comes up with two ideas. The 'Blacksmith's' a building that focuses on customizing the machine units that come from it and the 'Guild' a mass production based structure that can produce more of a given unit but lacks the customization ability of the Blacksmith.

Which do you choose?
[x] Blacksmith
[x] Guild

In addition she proposes a handful of idea for an infested Goliath replacement.

The options she proposes is the Giant Slug a much slower machine that possess a great deal of firepower and focuses on the Goliath's role as a direct combatant, the Ranger a light bipedal much that looks like a stripped down version of the normal Goliath but is much cheaper and faster, the Archer a quadruped machine that carries more anti-air missiles than any machine should logically need, and the Fighter a tank of all things that retains both the direct damage attack of the normal Goliath and the anti-air missiles…it's also the second most durable option after the giant Slug.

What do you pick?
[x] Giant Slug
[x] Ranger
[x] Archer
[x] Fighter

Note: You can purchase another of these for 10 points as a normal research option in addition to the one you get free.

"Hey dad I finished the research on the Sneaker and the infested Ghost….I did good right daddy?"

Yes Terra, yes you did.

What does Terra Research? (60 Points)

Infantry techs
[x] Hellhound: The final evolution of the infested canine, the infested canine is more durable than the average Zerglings and gains the power to 'focus' on a given enemy allowing them to keep track of said enemy no matter what part of the map they retreat too. In addition all infested canine's gain an attack bonus against an enemy unit that has this 'focus' on it though each one can only do so on one unit. 5 Points.
[x] Generals: The end result of the 'Field Commander' strains the general is less an infantry units and more of a small but powerful vehicle that uses an infantry unit for inspiration. Each general commands about 40 Colonials and reports directly to the 'Cerebrate' equivalent in a given force. 20 Points
[x] Next Stage Infested Ghost: "Hey daddy! As nice as Infested Ghosts are I think I can do better…do you mind if I tinker with them a little bit?" 20 Points.

Infrastructure
[x] Magma Plant: Large cybernetic lifeforms that drain the energy from the molten metals found on volcanic planets and acquiring both large amounts of energy and raw materials in the process the Magma Plants vastly increases the productivity of volcanic planets. 10 Points.
[x] Frost Bastion: Large cybernetic housing structures specialized for surviving in icy worlds, research this technology allows you to hold a much larger population than normal on icy planets.
[x] Hive Cities: Utterly massive housing and food production structures that can hold incalculable numbers of infested Terrans the Hive City boosts the already massive stable population of Plentiful worlds to truly obscene levels.
[x] Fused Bunker: The final form of the infested Bunker the fused bunker has double the life of it's normal infested counterpart and will regulation if it isn't destroyed once again after it's garrison is forced to evacuate. 5 Points.
[x] Spike Turret: Massive slow firing turret the Spike turrets organic weapon is none the less a potent force against armored foes, though it tends to suffer against infantry. 5 Points.
[x] Oracles: "Psychic powers are really nifty! So I made giant buildings that look like brains and are really good at tracking enemy units that land on the same continent…well ok they aren't as good with machines but they can still find them from quite a ways out!" 20 Points.
[x] Next Gen Missile Turrets: "Those Old Terran missile turrets we use are really behind the times, good thing I've got some ideas for replacements ready!" 10 Points.

Ground Projects
[x] Next Stage Infested Siege Tanks: Unlocks the choices for an infested Siege Tank replacement. 5 Points.

Space Forces
[x] The Grudge: Bigger and more powerful than the other choices the Grudge does away with the steal all together and comes with a wide variety of powerful weapons including lasers, Scourges, and even rear mounted turren to guard against sneak attacks from behind. In addition the Grudge possess increased armor making it the most durable of the possible replacements. 5 Points
[x] The Hive: "Basically a giant Cargo Ship loaded to the brim with Scourges the Hive is capable of devastating Alpha strikes but the long time it takes to reload prevents it from being much use after that point." 15 Points.
[x] The Alchemist: "Based off of a Science Vessel the Alchemist can add an extra layer of armor over allies, temporarily strip the armor off of its enemies or even render hostile targets unable to tell friend from foe for a while, it only has a few point defense guns beyond those abilities though so you gatta be careful with it." 15 Points.
[x] The Ranger: "I used this using salvage Battlecrusier parts the Archer gets its name because of the ships resemblance to a giant bow. Sadly I could not give it the power to shoot giant armors but I do have later plans to put a main gun in the center and it currently has more than enough gun batteries and armor to fight it's normal counterparts and come out on top." 15 Points.

Upgrades: Projects that improve an existing unit.
[x] Lighting Bolts: "I think I can modify the Elemental so it can use its powers to benefit grounds units….I bet that would be a shocking revelation to our enemies too say the least!" 5 Points.

Old Projects 5 Points Each
[x] Shrike turrets "Hey dad! Let's put a gun on those infested bunkers it'll make them even better at shooting the enemy!"
[x] Fortified Bunker "If we make bunkers tougher and able to hold more marines that's good! Right daddy!?"
[x] Next Gen Infested Medics. "Now that outline infantry have been updated I think we could do some pretty interesting with the infested medic strain. "
[x] Infested Firebats: "These things have lagged behind our other infantry, I think it's time we either update them or look for a replacement."
[x] Perdition Turret (Fire) "With these we can burn all the bad guys!"
[x] Perdition Turret (Chemical) "On the other hand we can melt them with acid instead!"
[x] Bioports: "It will cost the infested Starports ability to take flight, but if you want I can modify the infested startport so it can create pure Zerg strains in addition to infested terran units."
[x] Juggernaut Plating: "Firebats are very potent but they tend to lack a bit in the durability department, I think we should fix that!"'
[x] Explosive Marines: "Those old school exploding marines are pretty potent, maybe we should see if we can copy them?"
[x] The strange blueprints: "You know with these I can probably finish up the designs and put this ship into service…with some modifications of course."

OOC: I'll update the unit list tomorrow, right now I'm a bit out of it.
 
Last edited:
Back
Top