Chapter 448: Terrible Zerg

"I just hope that stinky boy can really take over this catastrophe!" The old profiteer Akara looked at the Zerg who were constantly attacking in the void, and his expression was a little sad. Pen @ fun @ pavilion wWw. biqUgE怂 ļ½‰ļ½Žļ½†ļ½

If this group of ugly-looking and extremely aggressive big guys really rushed into the world, wouldn't the tragedy be repeated?

No, these guys must not be allowed to break through the Void Array by half a step!

Akara secretly swore in his heart that he was bound to live and die with the Void Array!

And at this time, the Zerg above the void began to have a new movement.

Under the command of the Zerg commander, the cannon worms were divided into three echelons and carried out non-stop rotational attacks.

Not only that, but the positions they attacked were all selected on a few points, instead of the comprehensive artillery coverage as before.

"Bang...... Boom....... Boom........ Boom....... Boom....... Boom....... Boom....... Bang ........"

Many dull sounds rang out non-stop, viciously smashing on the protective shield generated by the Void Array, and the protective shield trembled for a while.

The shield seems to have a feeling that it is about to be broken, and the human conductor who is frightened can't stop directing the transferee to strengthen the energy input.

Not only that, but he also ordered people to continuously invest various energy sources into the energy pool of the Void Great Array to maintain good energy output.

"I order, attack!"

Amid the shouts of the old profiteer Akara, many commanders gave orders one by one, and those who had been transferred poured their own energy into the energy nodes of the Great Array.

Then, under the lock-in of the commander's respective spirits, the Void Array trembled suddenly, and huge pillars of light, as if sunlight was projecting through dark clouds, stabbed through those cannon insect swarms.

Everywhere the pillar of light went, everything was nothing, and nothing was left. The power of the Void Array's magical attacks can be seen from this!

The Zerg commanders didn't really care about the demise of these classes, and at the beginning of the war, their more important task was to constantly attack in order to obtain enemy data.

This data includes offense, defense, attack style, attack type, and more. These data allow the main brain to analyze a series of data of the enemy, so as to create a suitable class of troops and attack in a targeted manner!

The enemy is good at long-range attacks, and the main brain creates a large number of melee troops, and when it consumes a lot of energy, it will attack suddenly, and use the melee class as a propulsion to attract the enemy's attention.

Then, use those assassin-type zergs as a rushing force to slash and harvest the enemy. Not only that, but behind the Zerg of those melee units, there are also ranged units that suppress firepower.

In addition, it is a trick to have flying units in mid-air to attack in order to distract the enemy's line of sight and attention.

If you think that's the end of it, you're wrong.

In the Brain's genetic map, there are not only air units, melee units, assassin units, meat shield units, assault units, but also retreat units.

Among the units in the retreat, the most famous ones are the Abyssal Giant Worm and the Snake Dragon.

The basiosaurus, as the name suggests, was a large, serpentine creature taller than an executioner. It is a heavy monster that is armed from head to toe with carapace and creature baffles.

When the snake dragon moves, the activated snake dragon will generate a static biochemical power plant in its body to surround its forelimbs. By spraying ionic droplets from under its gills at enemies, the snake dragon can use a deadly one million volts to completely overshoot its enemies.

The snake dragon's claws are not only a formidable weapon for hand-to-hand combat, but also allow the snake to burrow in almost any geological condition. When the snake dragon senses an enemy on its head, it will dig through the ground with great explosive force like a devouring worm and rush out of the ground to knock the enemy on their head over, and then serve the hapless enemies and tanks with the harvest of giant claws.

This attack is difficult to detect, and even more difficult to defend. In many worlds, the snake's whereabouts are like some light earthquake of magnitude 3-5, which is difficult to detect, so that the enemy has little or no time to organize defenses.

Once the beast emerges from the ground, the only way to take it down is to use heavy fire saturation bombardment, as the snake dragon's armor is virtually invulnerable.

The snake dragon excavates a series of intricate underground networks. Other Tyranid creatures will use its web after the basilian wakes up and leaves, and quietly moves forward when the heat on the surface is poor.

The burrowing snake dragon means a large wave of Tyranid attacks, and when the tunnel is dug, the Tyranid chorus will sound: "Tunnel warfare, hey, tunnel warfare, ambushing millions of bugs......"

This kind of retreat is often used only when it is aimed at the fortresses of those enemies who are full of firepower and defense, and even more powerful.

The Abyssal Worm, on the other hand, is a giant worm, the Tyrannical creature. They operate on the periphery of the swarm, and their main job is to dig a deep pit under the enemy's feet that allows them to cross the enemy's front line.

Once it reaches the outer border of the war zone, the Abyssal Giant Worm will seize the opportunity to break out of the ground. Accompanied by flying dust and rubble, the Abyssal Bug will continue to wreak havoc on enemy supply points, ammunition depots, and headquarters until enemy help arrives.

The huge surface shock was only a deliberate warning before the Abyssal Giant Worm's attack, because when the Hive Fleet pressed in, it was indeed a night's torture for the enemy forces who were still looking for the epicenter to defend themselves.

Because the work given by the main brain is highly specialized, the physiological structure of the abyssal giant insect is incredibly simple. Its six small claws don't have much of an advantage in hand-to-hand combat, but they can gain a lot of extra traction when digging underground.

The Abyssal Giant Worm may have short legs, but if you think it's defenseless, you're wrong. Beneath its large, jagged mouth is its unique "hole" esophagus.

The victims of the Abyssal Worms all go on a five-day trip to the "hole", where they end their trip in the form of after a days of painful digestion.

Enemies large enough for the Abyssal Worm to get stuck in its spacious sac will be slapped by the Worm's muscular tail and beaten into pancakes before being eaten.

Don't be fooled by the sheer size of giant insects, they are extremely dexterous. You might not believe how gracefully it performs John Woo-style bullet-dodging techniques and 360-degree Thomas maneuvers in a hail of bullets.

One has to admire the ingenuity of the Mother of Fate: the pressure-sensing organs that grow on the sides of the Abyssal Giant Worm's body have enabled it to accomplish a series of impossible feats.

This organ is so delicate that as the Abyssal Giant Worm sneaks through the ground and in the water, it can absorb and decode the pressure ripples that emerge in the brain in layers and instantaneous images of the things around it.

This allows the Abyssal Worm to hunt down its prey even in the dark underground. Even the slightest tremor on the surface can provide valuable intelligence to the hunting Abyssal Worms, allowing them to intercept their prey halfway with incredible speed and accuracy. The more regular the vibration, the more accurate the intelligence.

The frightened beating of a prey's heart is as bright as a shining beacon in the sea to the Abyssal Giant Worm. In this way, the victim's own fears become the best ticket to the "Five Days in Tyranny's Stomach......

These two units are nightmares for the enemy, because you never know when these zergs will emerge and take the lives of their warriors.

What's even more terrifying is that you can't even notice it, and once you do, it often means that the Zerg attack has begun, and you can't stop their crazy feast.

I have to say that the Zerg can become a race in the universe that can sit side by side with the human race, and its unique talent and fighting instinct are really amazing.

But what makes human beings feel the most chilling is their almost perverted way of reproduction and evolution - the mastermind controls all reproduction and the selection of troops, and in their long lifeline, all kinds of genetic maps can be said to be everything, and it is effortless to create any new type of Zerg unit!

Despite this, the Masterminds still have some commonly used class units. Basically, these basic units are Zerg units that have gone through hundreds of millions of battles and can still perfectly interpret their own value.

For example, the units of the Hornworm class survive in tens of billions of units in the Hive Fleet.

Each hornworm has a sharp blade that can cut armor like a vegetable, and a pair of well-developed dog legs. It chases its prey like a jumping spider, calculating its distance and killing it through a series of jumps, giving the lightweight hornworm an insect-like gait.

Hornworms are extremely tenacious creatures. They will be tireless, ignoring their pain, and will chase their prey in a frenzy until they are torn to pieces by their scythe-like claws.

When the prey dies, the hornworm feasts on the victim's corpse with its razor-sharp teeth. The carnivorous metabolic system arranged by the main brain for the hornworm will make it hungry immediately and immediately set off in search of new prey.

Hornworm attacks are usually a harbinger of the arrival of a large group of biters. Waves of hornworm claws and fangs will sweep straight towards the enemy's front line like an avalanche.

Hornworms have a fearsome hunting instinct, and the master doesn't need to give them any instructions, and once they start attacking, they start to "act cheap". Occasionally, the main brains will give their quick and simple commands to attack a closer and more valuable enemy target, such as attacking a closer and more valuable enemy target, but this is not common. Because hornworms are just "consumables" made by the brain.

Hornworms usually descend to the planet of their prey through orbital cysts. Many of the cysts may have been destroyed by the planet's orbital defenses before they even reached the surface, but that didn't matter. Because as long as one sac lands, the planet is in big trouble.

First, the landed hornworms will ambush native creatures in all directions. To make matters worse, unlike other Tyranids, which only reproduce through cloning, hornworms are parthenogenesis. They will lay hundreds of eggs beneath the surface before their short life cycle ends.

As a result, the front wave of the hornworm just died on the beach, and the back wave immediately pushed up. When the main body of the fleet arrived, the guardians of the planet were still troubled by the chaotic sea of hornworms on the planet!

Another example is the Devourer, which can perform lightning raids and secret tracking missions issued by the mastermind.

The Devouring Worm is about the same as its sinic brother, and the hunger that devours everything drives its six-kneeling, serpentine body forward. Twisted and tough muscles allow them to move at breakneck speeds in any landscape.

Devouring insects can jump over small obstacles, parkour between large obstacles, and float on muddy swamps. But these are not terrifying ways to get close, because the prey deliberately dies at least the moment of death, knowing who killed him.

The most terrifying thing about devouring insects is that they burrow and sneak, they can sneak underground for a long time, wait for the right time to arch out of the ground, overturn their prey, and then let them die in the baptism of scythe claws and symbiote weapons, perfectly.

Despite the similarities between devouring insects and samurai insects, there is a big difference between them. Devourers are not node creatures, they were created by the Mastermind for lightning raids and covert tracking.

Although the Mole's IQ is not comparable to that of a wolf, the Devouring Worm is far more sensitive than his cousin Samurai Worm in terms of hearing and hearing. The Devourer can sense the slightest fluctuations in the ground and air, and it can see "the energy generated by the cacophony of various signals, sense invisible units, and even the pigeon that sends the message."

Their senses are so precise that a small nest of devourers can track unprotected contact signals. Devourers instinctively follow the electromagnetic trajectory of the signal to its source.

In this way, the enemies of the Devourer often dig their own graves. But this also comes with trouble: the Devourers are always at the top of the Imperial Guard's hunt lists, as no outpost can truly disguise itself for the roving Devourers.

Like many other Tyranid lifeforms, the Devouring Worm can only exert 100% of its predator's efficiency under the direct influence of the Mastermind. When separated from the main brain, the phagophagous is also a novice.

They lose their notion of which is more important, chasing their active prey like frogs, leaving the stunned cowards at bay. The most bullish extraterrestrial biology brick believes that without the full supervision of the mastermind, the perception of the devouring insect will be weakened.

Perhaps it is this weakening that prevents the devourer from being able to detect its immobile prey. Of course, neither the theory of bricks nor the beast is comparable to practice. In an experiment by biologist N'Talan, he ordered his bodyguards to remain motionless in front of a captured devouring worm, which resulted in missing arms and legs.

But the truth is, without the supervision of the mastermind, the devouring worm really cannot overcome its stubborn nature: chasing prey that flees in terror. (To be continued.) )