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Chapter 8 - Farming, Farming!

Since the Swarm Overmind has already intervened, it must go all out to annihilate the enemy and secure this planet.

The awakening of the Weirdboyz was within the Overmind's expectations. Orks are like that—psychic potential, biological traits, and technological know-how are all hidden within their DNA. Whether they awaken or not depends on the strength of the WAAAGH! and whether they 'fink it'll work.'

As long as they start believing, it wouldn't be surprising at all if they built ships larger than Leviathans.

For now, everything is still within the Overmind's expectations.

I can't compete with a massive WAAAGH! like Ghazghkull Thraka's, but can't I handle the WAAAGH! of a single planet? Don't you dare look down on me, the Swarm Overmind!!!

Under the oceanic onslaught of the Overmind's psychic power, the number of Orks decreases drastically.

The Ork Warboss, as the center of the WAAAGH!, possesses extremely strong psychic resistance even without being a psyker himself. However, facing the Overmind's psychic might, this powerful green-skinned boss is severely affected.

His vision blurs, the battlefield before him becoming hazy. Simultaneously, he sees a gigantic, sky-blotting figure in the distance behind the Swarm. The Swarm Overmind's massive single eye stares directly at him, making the Warboss feel immense pressure.

The Swarm Overmind isn't having an easy time either. In its own blurred vision, it sees two mountain-sized figures emerge behind the Ork lines.

One is big an' 'ard, the other is 'ard an' big.

Don't ask what the difference is—that's just the Ork style. Their gods are called Gork and Mork.

Gork is brutally cunning, Mork is cunningly brutal. That's Gork and Mork, the deities worshipped and revered by the Orks, whom they dream of becoming as powerful as.

Are Gork and Mork already targeting me? That can't be right.

Of course not. This Warboss isn't powerful enough to warrant the personal attention of Gork and Mork. Soon, the visions of the two gods fade from the Overmind's sight.

Then.

With a *BOOM*, the Warboss is inundated by the Overmind's planet-spanning psychic power, instantly exploding into countless pieces.

The death of the Warboss causes the unified WAAAGH! field to instantly split into several smaller WAAAGH! fields. Although this is invisible, the Overmind can judge from the diminished resistance to its psychic power that the Ork WAAAGH! no longer has a central, unified force.

Zasz, wipe these Orks out completely for me.

"As you command, Overmind."

The Cerebrate Zasz begins directing the Swarm to launch a full assault on the Orks. He can feel the Orks' resistance has significantly weakened.

Moreover, a large number of Orks are fleeing. These fleeing Orks can't possibly outrun Zerglings, who catch up and surround them, killing them all.

The Squiggoths are systematically eliminated by the Hierophants. Soon, there are no organized Ork formations left on the battlefield, only scattered remnants.

With the battle over, what remains is cleaning up the battlefield.

Massive Drones appear, hoisting the carcasses of the Squiggoths and transporting them to be dumped into the nutrient pools.

The nutrient pools break down these corpses into biomass. As biomass is replenished, the Zerg Creep begins to spread rapidly, showing a clear tendency to cover the entire planet.

More and more Larvae hatch, crawling aimlessly around the Overmind, awaiting its command to morph.

First, continue producing Zerglings and Hydralisks. Then produce a batch of Roaches and Mutalisks. After accumulating more resources, build a Leviathan. I don't dare stay on this damn planet for a second longer.

Others might not know, but the Overmind knows how dangerous that outburst of psychic power was.

It's highly likely the four Chaos Gods of the Warp have already noticed him.

Don't send Daemons in the early game, don't send Daemons in the early game. Daemons in the early game would be a huge loss for me!

Warp Daemons do not possess physical flesh and blood. When they die, they dissipate into pure Warp energy.

The Swarm gains nothing from fighting them. Moreover, the individual prowess of Daemon units is higher than that of the Zerg Swarm. It's questionable whether a dozen Zerglings could kill even the lowest-tier Daemon; a hundred might still fail.

In short, it's best to avoid fighting them if possible.

Even the Tyranids can't be bothered to fight them, let alone the Zerg Swarm.

System. I should be able to unlock other Zerg units, right? Like variants of Zerglings and Banelings.

**Yes. As long as biomass with similar capabilities is collected, these units can be unlocked.**

Good. At least my core Zerg abilities haven't been nerfed.

The Swarm can continuously refine genetic sequences to evolve its units.

Zerglings capable of leaping across cliffs or performing leaping attacks are examples of such evolution.

What about the Primal Zerg?

**The Primal Zerg are not under the Overmind's control. Specific conditions must be met to unlock them, and the difficulty is extremely high.**

Tch. So Dehaka is off the table, huh? Makes sense.

The Primal Zerg are a strain of Zerg not controlled by the Swarm's hive mind. Correspondingly, their individual physical prowess is superior to that of the Zerg Swarm.

The Zerg Swarm relies on collective strength, favoring more stable, efficient, and easily mass-produced individuals. The Primal Zerg, however, survive by consuming each other to produce ever-stronger individuals. They are somewhat at odds with the Zerg Swarm.

Ah, whatever. First, increase the numbers of Mutalisks and Roaches. Roaches hold the line, Mutalisks provide mobility. Secure this planet's safety first, then worry about the rest. We also need to build a Leviathan, lest we can't escape when we need to run.

The Swarm Overmind feels no excitement from this victory. It knows that in the dark and hopeless universe of Warhammer 40K, no faction can survive without worries.

It could encounter problems the Swarm cannot handle at any moment.

For example, a squad of Custodians might drop in, or they might be discovered by the endless blue-armored "Smurfs" (the Ultramarines Chapter), or a Warp rift might open on the planet, or they might be raided by the Drukhari of Commorragh.

In short, this world is far too dangerous for an Underlord who hasn't fully developed its forces yet. Caution is a necessity.

The Leviathan, currently the largest unit of the Zerg Swarm, is the primary means of interstellar travel for the Zerg.

However, it also consumes a staggering amount of biomass, making a Hierophant seem trivial in comparison.

After all, a Leviathan starts at a size of five kilometers. Being a living creature, its size isn't fixed, and Leviathans exceeding ten kilometers are not uncommon.

The Overmind plans to build a Leviathan over ten kilometers in size, which will require time and biomass.

Continue hunting down those Orks. Also, set aside an area. Place some Ork corpses there, and when mushrooms grow, harvest the Orkoid individuals underneath to accumulate biomass.

So poor... so poor that the Swarm Overmind has to resort to farming just to build a Leviathan.

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