I Am the Swarm
Chapter 643

Squad

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Because the battles against the Zerg were almost entirely space battles, the Zerg combat units appeared enormous to the outsiders in the Star Sea Alliance. Even the most basic unit, the Octopus Monster Larval Form, was at least ten meters in size.

The B-3 Engineering Robot is less than three meters tall. Compared to its size, its tentacle, which can only be seen clearly after being slowed down more than 500 times, is only about two meters long.

Based on the proportions calculated from Zerg combat unit big data, with tentacles over two meters long, the unit itself wouldn't be that large.

Although the Zerg's melee units have demonstrated formidable strength in the few recorded instances, they can be effectively Zerg with proper preparation.

For example, if a 500-meter-long Octopus Monster gets close to it, even a 3,000- or 4,000-meter-long warship would almost certainly lose in a one-on-one fight, regardless of the level of technology of any civilization that has appeared so far.

Furthermore, the Zerg have enhanced their delivery methods for these giant Octopus Monster, using electromagnetic catapults to increase their flight speed. Once these monsters get close, it's easy to disrupt formations, creating a breakthrough point, and then slowly whittling away at their manpower. The Yuntu Clan's fleet was destroyed in this way before.

However, with superior firepower and ample reserves, the Zerg could easily kill these massive, ball-shaped creatures in flight. If the Zerg were to employ this tactic at this point, it would be nothing more than a pointless loss of troops. In the early stages of the war, the Zerg did just that, much to the delight of the Coalition Army races.

In the early days, before the Alliance had learned and adapted to the Zerg's tactics, they didn't pay much attention to the small Zerg combat units that were ten or twenty meters long. Therefore, they were very careless when the Zerg got close, and didn't even care about the ship's airstrip.

This gave these small Zerg combat units an opportunity; their soft-body advantage meant that even the seemingly narrow internal passageways couldn't stop them.

Moreover, while their external biological armor is easily destroyed by the main and secondary guns of a warship, it proves excessively strong when facing small, individual combat weapons inside the warship's cabins.

While this is partly due to the fact that the Alliance's external races did not prioritize internal ship defenses—after all, no one had anticipated the existence of a race like the Zerg —it cannot negate the formidable combat power displayed by those small Zerg combat units in that unique environment.

However, no tactic is invincible. After several successful attempts, the Zerg's small combat units' fighting style was figured out by the Alliance's other races, who found ways to counter it.

The first step is to fundamentally prevent these small combat units from getting close. In large-scale battles, this is not difficult to achieve.

Because these small combat units lack their own energy recycling systems, their operational radius is extremely limited in the space environment. Therefore, they usually need to be carried by larger combat units to get close to the Alliance fleet.

Dozens or even hundreds of small units are crammed into a large unit, which prevents them from utilizing their numerical advantage. Under the fierce firepower of large-scale battles, they are either intercepted midway or their carriers are destroyed. They have neither the energy to return to their home unit nor the energy to continue to the target location, and can only wander helplessly in the center of the battlefield.

Meanwhile, to prevent unforeseen circumstances, the various the Alliance races reinforced certain compartments in the warships and deployed medium and heavy individual weapons there, enough to support a high-intensity battle.

While these individual weapons are still insufficient on a warship-level battlefield, they are more than enough to deal with the small Zerg combat units.

Therefore, the crew did not panic too much after learning that a certain part of the cabin had been invaded by the Zerg. The Zerg units on the surveillance footage were not large, and the ship's defense system was sufficient to eliminate them.

Even if they can't be eliminated, panicking won't help; their authority isn't enough for them to do anything, so they can only silently wait for the outcome.

The captain of this warship was no incompetent fool seeking credit; he had obtained and deduced this information much earlier, and the battle orders had already been issued.

This time, the Z-series guard robots are making their appearance, and it's a complete combat squad. They are quite well-equipped, consisting of four Z-1-16s, four Z-2Q-15s, and four ZR-2 modified robots.

The Z-1-16 resembles those in-cabin maintenance robots, also in a disc shape, but much larger, reaching two meters in diameter. They are equipped with multiple reconnaissance instruments to provide intelligence support for the team.

Meanwhile, two small Vulcan cannons can be extended from under their fuselages, and they also have missile launchers and storage compartments, capable of carrying and launching small homing missiles with a length of 30 centimeters, with a standard ammunition capacity of twelve. Four Z-1-16s are sufficient to launch several rounds of small-scale coverage strikes, providing air support for the team.

The Z-2Q-15 is a ground unit that resembles a spider, but this wasn't inspired by the Zerg. Rather, it's based on the fact that arthropod robots have significant advantages in speed, agility, and cost in actual combat. Robots of this shape have existed in various industries for a long time.

The Z-2Q-15's main body diameter is also just over two meters, and its legs are about three meters long. At the bottom of its mechanical limbs are bionic grappling hooks and electromagnetic adsorption devices, allowing it to run freely inside the cabin in zero-gravity environments. Furthermore, its agile body, combined with sophisticated algorithms, allows it to wreak havoc on small obstacle courses.

Their weapon configuration is not much different from that of the Z-1-16. A small Vulcan cannon is mounted on the upper side of the main body, and missile supports and launchers are hidden in the belly. There is also a magazine inside the belly with a capacity of six missiles. They can provide frontal fire support for the team, and at the same time, they can quickly penetrate into the enemy formation and disrupt the enemy's deployment.

Their functions overlap somewhat with those of the Z-1-16, but while their main body is not significantly different from the Z-1-16, they not only carry one less Vulcan cannon, but also have half the ammunition capacity. The reason for this is that they integrate a high-explosive shell inside their bodies. In critical moments, their slender mechanical limbs are enough for them to grab onto the enemy and take them down with them.

The ZR-2 Kai, which appeared last, was the only Humanoid Mecha in the team. It was nearly four meters tall, almost a meter taller than the B-3 repair robot, but its four-meter size still allowed it to fight at full strength in most of the environment inside the ship's cabin.

The standard version of the ZR-2 is equipped with a dedicated energy rifle, specially made high-explosive grenades, a powerful dynamic visual capture system, and information support from the Z-1-16, making it capable of fighting any enemy in the cabin environment.

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