Ch.1818. Reorganization

    In my current present, which I believe is the timeline of Episode 6, twenty years have passed since the final boss raid against S6 (Essex) at the end of Episode 5.

    There have been minor issues like companies going bankrupt and nations collapsing in the meantime, but setting aside such meaningless information, there’s only one fact I need to keep in mind right now.

    That is, the world setting that always emphasized humanity’s disadvantage has somehow shifted due to technological advancement, forcing monsters into specific zones and creating a situation where monsters are now at a disadvantage.

    If we assume this is a game, it seems like a balance patch due to the introduction of monster players. However, it appears the developers couldn’t just leave it at that, as they’ve finally unveiled the psychic countermeasure weapons they had absolutely refused to include in the setting until now.

    The so-called Anti-Psychic Bomb. It spreads a special energy wavelength unique to anti-psychic technology that temporarily paralyzes psychic energy… this is a weapon specifically designed to counter the Hive Mind.

    The Hive Mind and its subordinate monsters are connected through psychic energy, and if this connection is severed, the legion immediately scatters into individual entities.

    This is the kind of weapon they had sworn never to introduce to easily create crisis situations in the story, especially because it would greatly impact the balance between psychic users and other classes.

    Oh, of course, perhaps for this reason, it’s established that this isn’t the kind of weapon that can be used carelessly, which is reflected in the current reality where the game has become real.

    Due to its expensive price, inability to be miniaturized, and high risk of friendly fire, it’s not something you can throw like a grenade, but it’s undeniably dangerous nonetheless.

    It means the scenario we discussed before—dying after taking a few missile hits—could actually happen.

    ※ ※ ※

    However, despite this desperate situation, my monsters have generally all become stronger.

    Especially after using all of modern monster engineering to thoroughly modify all my monsters, the legion has become incomparably stronger than before.

    First, for the Hive Infantry, I’ve differentiated them into two types—A and B.

    Hive Infantry-A

    Rank :: 7

    Level :: 66

    Stats

    Strength :: 25

    Agility :: 15

    Vitality :: 20

    Intelligence :: 10

    Resistance :: 10

    Energy :: 10

    Command :: 0

    Traits

    Monster Gene(D), Predator(D), Hive Mind(D), Subjugation(EX), Close Combat Expert(D), Cooperative Combat(D), Regeneration(D), Lightweight Enhanced Exoskeleton(D), Tenacity(D)

    Skills

    Charge(E)

    Bio-weapons

    None

    The A-type Hive Infantry is essentially a slightly enhanced version of the existing monster, specialized for close combat. It’s particularly modified for all-out frontal warfare, designed to withstand enemy ranged firepower and close the distance.

    Of course, while it’s a close combat infantry, it’s not completely incapable of ranged attacks. Though it lacks shooting-related traits or skills, reducing its precision, this issue can be solved by equipping heavy weapons like medium machine guns or flamethrowers.

    Hive Infantry-B

    Rank :: 7

    Level :: 66

    Stats

    Strength :: 15

    Agility :: 15

    Vitality :: 18

    Intelligence :: 15

    Resistance :: 15

    Energy :: 15

    Command :: 0

    Traits

    Monster Gene(D), Predator(D), Hive Mind(D), Subjugation(EX), Shooting Expert(D), Cooperative Combat(D), Volley Fire(D)

    Skills

    Detection(D), Combined Fire(D), Stealth Cover(D)

    Bio-weapons

    None

    The B-type, on the other hand, has been completely redesigned from the ground up. Its appearance has changed from the original six-legged alien insect to a bipedal insect-humanoid, and its role is entirely different from before.

    I’ve given it traits and skills specialized for fighting like modern soldiers, and transplanted special forces tactics acquired through various methods, enabling them all to fight as special forces and humanoid infantry.

    Of course, I had to completely give up close combat capabilities in exchange, but that’s not a problem.

    Since the enemies that Hive Infantry-B will face are primarily infantry, they can simply overpower ordinary infantry in close combat with their superior physical abilities.

    However, after creating these dedicated ranged infantry, a problem emerged.

    It was the ammunition issue for the weapons these ranged infantry use, or more precisely, the supply problem.

    If it were simply energy needed for activities or ammunition for energy weapons, they could just devour corpses, but the supply of laser weapons presented a serious problem for me.

    Laser weapons consume power, and while mid-tier or higher monsters with bio-cores can manage this, lower-tier monsters need external supply.

    Of course, I could absorb and reproduce all troops regularly, but that would be suicidal in wartime, so I created a separate supply monster.

    It advances to the front lines, transports new monster recruits, supplies energy and power, and returns carrying large numbers of corpses—a kind of biological supply truck.

    The Hive Supplier.

    Hive Supplier

    Rank :: 6

    Level :: 66

    Stats

    Strength :: 105

    Agility :: 55

    Vitality :: 210

    Intelligence :: 20

    Resistance :: 55

    Energy :: 200

    Command :: 0

    Traits

    Monster Gene(C), Predator(C), Hive Mind(C), Subjugation(EX), Bio-core(C), Psychic Storage(C), Energy Storage(C), Tireless Stamina(C), Superhuman Strength(D), Regeneration(D)

    Skills

    Rough Terrain Movement(C), Transport(C)

    Bio-weapons

    Laser Blaster(C)

    This monster, created solely for transport purposes, is based on the physical structure of the Hive Flamer.

    However, I changed it to have eight legs, greatly increased its size, and attached a transport basket and energy supply bio-organs on its back.

    It might look somewhat pathetic for a monster legion, but what can I do?

    Having decided to mimic human armies, I had to mimic their structure as well.

    While creating the Hive Supplier, it occurred to me that if I added sturdy armor and mounted weapons on it, it could be used as a tank—and the result was the Hive Tank.

    Hive Tank

    Rank :: 5

    Level :: 41

    Stats

    Strength :: 210

    Agility :: 75

    Vitality :: 340

    Intelligence :: 20

    Resistance :: 250

    Energy :: 100

    Command :: 0

    Traits

    Monster Gene(C), Predator(C), Hive Mind(C), Subjugation(EX), Bio-core(C), Heavy Armor(C), Psychic Resistance(C), Tireless Stamina(D), Superhuman Strength(D), Regeneration(D)

    Skills

    Rapid Regeneration(C), Endurance(C), Shooting(D)

    Bio-weapons

    Energy Blaster(C), Laser Shooter(C), Energy Claw(C)

    This new Hive Tank is overwhelmingly stronger than the previous entity named Hive Tank. It has one weapon for close combat, weapons for dealing with cannon fodder, and artillery weapons for ranged combat.

    Basically, it’s a larger version of the Hive Supplier with metallic bio-armor attached to the surface, giving it a massive feel. It has one Energy Blaster mounted on its back and Laser Shooters installed throughout its body.

    Because of this, whenever I look at this creature, it reminds me of a tank or armored vehicle with eight legs instead of treads.

    Its appearance itself would be better described as resembling a dragon or, more bluntly, an eight-legged turtle made of metal rather than a lizard.

    Of course, its combat power is naturally at the top of Rank 5. Its stats are neatly distributed exactly as needed, and its traits and skills include only what’s necessary without unnecessary waste.

    Additionally, its equipped bio-weapons have a nearly perfect combination.

    The Energy Blaster, which uses energy generated from the internal bio-core as shells, and the Energy Claw, which surrounds the surface with that energy and force fields for close combat, provide excellent combat capabilities at both long and short ranges.

    The four Laser Shooters installed throughout are meant for conveniently dealing with minor enemies rather than facing strong opponents. Since they use energy from the internal fusion reactor as batteries, they can be fired freely without concern.

    Hive Fortress

    Rank :: 4

    Level :: 66

    Stats

    Strength :: 255

    Agility :: 115

    Vitality :: 350

    Intelligence :: 50

    Resistance :: 300

    Energy :: 150

    Command :: 0

    Traits

    Monster Gene(B), Predator(B), Hive Mind(B), Subjugation(EX), Bio-core(B), Bio Heavy Armor(B), Psychic Resistance(B), Tireless Stamina(C), Bio Transport(C), Superhuman Strength(C), Super Regeneration(D)

    Skills

    Rapid Regeneration(B), Endurance(B), Concentrated Fire(C)

    Bio-weapons

    Energy Blaster(B), Laser Blaster(B)

    And the strongest entity I can currently use is the Hive Fortress, which was modified from the original Hive Tank to serve as a mobile fortress.

    Its rank has increased by one level to Rank 4, and with the resulting capacity, I’ve improved all its overall performance.

    Its height has increased significantly from 5 meters to 8 meters, and in this process, the internal structure has expanded from 3 floors to 4, allowing me to more than double the number of blasters it carries.

    I’ve also mounted a massive cannon at the top that could be called a fortress gun—it fires specialized Rank 7 monsters designed for self-destruction as psychic bombs, performing like bio high-explosive armor-piercing shells.

    It can also accommodate 100 Hive Infantry customized specifically for deployment from the Hive Fortress, and simultaneously transport energy or ammunition to other entities.

    If it only had a psychic shield generator, which it currently lacks, it would certainly qualify as a Rank 3 monster.

    …Of course, after creating it, I realized it feels like an ultimate weapon that’s expensive but lacks survivability, so I only made three of them with no plans for mass production.

    Anyway, besides what I’ve introduced, I’ve produced various other monsters.

    There are bio-bomb monsters created as substitutes for bombs and mines, worm-like monsters for underground infiltration, dragon-type flying monsters for aerial combat, and bio-helicopters for air-to-ground combat.

    I’ve truly let my imagination run wild and produced all kinds of monsters, but there was one thing that bothered me.

    That is, despite creating all these monsters, there’s no opportunity to deploy them in battle.

    I’ve long since completely dominated the forests of Gangwon Province, and attacking humans would be suicidal.

    Despite these reasons, I still needed steady expansion. At this rate, growth would stagnate, which means death was approaching.

    Therefore, I tried to find ways to expand—and unexpectedly, the breakthrough was nearby.

    It was the former North Korean region, which wasn’t covered in the game due to political issues.


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