Chapter five hundred and eighty seventh composition of arms
The Zerg Guard is like a moving shield, with amazing ability to resist strikes.
This creature has no vision and is completely controlled and driven by the protected head. Their bodies are biochemically enhanced to fight decapitation attacks specifically targeting Zergs.
The Tyrant and its Guards can be regarded as a unit, and at this time the special rules of the Tyrant as a monster unit are ignored are no longer a separate target.
A tyrant without wings can be a entourage with a litter of guards, and can have up to three guards.
The Zerg Guard has a pair of tearing claws, a pair of sickle-shaped giant claws and can be equipped with spine meat hook attacks.
The Nest Lord is a gene thief, and the final form that has been constantly evolved and changed, is a perfect creature for close combat.
They are lightning-fire, and their sharp fingers as sharp as diamonds can easily tear the armor apart like tearing a rag.
They often lead Zerg forwards to infiltrate the defense line before the enemy has yet to notice, eliminating important targets that may pose a threat to the large forces.
Each nest lord can be paired with a litter of gene thieves and has a pair of tearing claws and a pair of sickle giant claws. Its specific appearance may also vary depending on the type of host.
The nest lord is the head of a Zerg, and can use the special rules of the head. If the task allows, the nest lord and the nest it leads can use the special rules of penetration to deploy.
The Lair Lord is an independent character, and its attacks are too powerful, so all attack damage it causes ignores armor protection, just like energy weapons.
Zerg warriors are one of the most important Zerg creatures on the battlefield. This is not only because they are big and strong enough, but also can act as a hub for Zerg command system. Like relay stations and resonators, they relax the group consciousness on the battlefield and convey it to the smaller Zerg creatures around them.
Zerg warriors are like officers in the army, commanding the entire swarm to advance. Zerg warriors have the spiritual power of their heads, and they are the most common heads in Zerg.
To show this, Zerg warriors are also regarded as a command and special forces choice.
Only one litter of colored insects can be arranged in an army. The colored insects have giant sickle claws and tear claws, and always have feeding tentacles and spiny meat hooks.
The colored bugs always use deep strikes to play, no matter what mission they are in, they are used to show that they always jump out of elusiveness.
When using deep strikes, they must be deployed in the regional terrain. If they are not careful to enter the unpassable terrain, they will not be eliminated.
Chamomile has chameleon-like scales, which makes it extremely difficult to detect and attack. No matter where it is, even in the open space, it has minimum shelter protection.
In addition, when in the bunker, protect the color and allow
Its bunkers are benefited from concealment, and driven by Zerg group consciousness, the chameleon is completely unaware of what it is to be afraid of.
Chameleons will leave pheromones along the way, and nearby Zerg creatures will come to visit. They will fight whenever they want, and run whenever they want. They can choose to take the initiative to leave melee.
Gene thieves are pioneers of the Zerg army, infiltrating and lurking, looking for food to devour. Gene thieves are fierce melee creatures with lightning-like reflex nerves and deadly claws, and can tear thick armor with bare hands.
Gene thieves can show different characteristics according to different host species. They have their own telepathic methods, so they can still act independently without being controlled by group thoughts. Gene thieves outside the distance controlled by the head's spiritual power will not use instinctive behavior.
The Soldier is a fast, cunning and deadly Zerg creature, and its size is much smaller than other Zergs.
The most common one is the thunder worm. This form can also be said to be the basic infantry in the Zerg army. They often flock forward on the battlefield, exhausting the defender's ammunition before the main force launches an attack.
The warrior must be equipped with only the same biological weapons, and a nest of bugs can only have the same equipment. When three pairs of footwork move quickly together, the warrior can run on land.
The hornworm is a simple creature with a simple purpose, which is to get close to a sufficient distance and use a giant sickle claw to shatter the opponent.
They move quickly and tirelessly, and you can often see insects, mountains and seas of insects composed of sickles and carapaces on the battlefield.
The hornworm can be said to be a variant of the hornworm. Compared with the thunderworm, they are more upright. The two pairs of forefoots have turned into developed sickles. The slender and powerful hind feet usually shrink into the abdomen. Once they are unfolded, they can burst out with amazing elasticity, allowing the hornworm to jump to the enemy in a few jumps.
In the final stage of Zerg's attack, billions of tiny Zerg creatures often descend onto the surface of the planet. These small insects that are wandering around will swallow all resources, leaving only complete scorched earth.
Then they spit out the swallowed materials again and allow the Zerg fleet to absorb them. After recombining them into new insect creatures, these small insects have various forms, but the most are tearing insects. They are both active and stubborn and can knock down many huge opponents.
The tearing worm uses its own fine claws, sharp teeth and spikes to attack the enemy. At the same time, the tearing worm is a creature that has no mind and only knows how to eat. Therefore, they are born fearless and do not follow the special rules of individual behavior. They will not retreat or be suppressed. Even some weapons that do not require morale testing and will not retreat.
Snakes and insects are twisted, snake-like creatures. They have the biological weapons of Zerg warriors and the speed advantages of gargoyles and hornworms.
The only disadvantage is that it is easy to be damaged by heavy weapons, but they can use claws as sharp as blades to dig holes anywhere. They come to the opponent's position without anyone noticing, feel the vibration of the ground before drilling out, and use the weapons on their chest to kill unprepared enemies.
Snakes and insects can drill deep into the opponent's defense line and then drill out to launch a surprise attack. So if the mission allows, snakes and insects can use special rules for in-depth strikes.
Gargoyles are ferocious flying creatures, often the earliest Zerg creatures to appear on the battlefield.
Their main purpose is to search for enemies and spread panic and chaos in their hearts.
Therefore, the sound of flames and gargoyles swelling their wings are often a sign of the arrival of the Zerg army. The enemies driven into the open space are then buried in the sea of insects.
Gargoyles are similar to thunderworms on the outside, and can be said to be a variant of the warriors. They have broad cortical wings, and of course sharp claws and spiked tails. They also have three pairs of limbs and feet, and the pair has shrunk into a very short piece in the end.
Gargoyles have wide, cortical wings that can fly quickly without shooting. With their wings, they can glide from high altitude in war and land anywhere on the battlefield.
In addition, Zergs often spread a large number of biological bombs in places suitable for invasion, which is called spore thunder. They float in the air with the wind, searching for heat sources or any signs of activity. As long as the tentacles floating behind them come into contact with any non-Zerg life form, the entire bunch of spore thunder will explode in succession, and use sharp shrapnel or toxins to eliminate everything nearby.
All Zergs are organized in a way of spiritual communication. Some Zergs with larger sizes and more agile movements have developed communication skills, just like a network connection center, and can serve as leaders of nearby insect swarms.
All Zergs within a certain range of the Zerg head, including the head themselves, are affected by group consciousness and will never retreat.
Sometimes a Zerg unit that is retreating can still be chased and destroyed by pursuers, or surrounded and eliminated. Any Zerg unit can be reorganized as long as it enters a certain range of the head.
On the other hand, because the force of group consciousness is too strong, any insect will attack in a semi-crazy state, even if they have been seriously damaged at this time.
The bug with the head ability can induce spore thunders within a certain range to explode on their own during the shooting stage, or even cause a series of explosions.
Zerg creatures outside the control range of the Zerg head often act according to animal instinct because they are not under unified command of the group's will.
Chapter completed!