THE INFINITE BROOD (Starcraft/Supreme Commander Crossover Quest!)

THE SWARM SHEET
The Brood of Blades
Cerebrate Prime: Samantha Clarke
LEVEL: 5
XP: 205/210
TRAITS
Strategic Genius: Once per structured encounter, Sam can create a piece of the environment that is in her favor as a sticky spark. Roll a d3 for its value.
Empathetic: upon meeting an NPC, learn their motivation!
Legendary Commander: Gain 4 Command sparks at the beginning of each mission/combat. Command sparks may be spent to give NPCs orders, which they may either obey or refuse to obey (doing nothing instead.) Command sparks may not be regained via skills or powers.
Hunted: Something wants her - but for what? +1 Danger to all scenes​
SKILLS
CLOSE COMBAT (2): Brawling, Edged Weapons
PERSONAL (2): Awareness, Resilience
SOCIAL (4): Charm, Empathy, Leadership, Taunt​
MASTERY
ACU Pilot (2): Nanofabrication [Mass], ObSat Operations [Range]
The Hilt (4): Biomorphic Spawning (People), Regeneration (Durability), Physical Perfection (Speed), Telepathic Dominion (Range)​

POWERS
The Living Swarm
Vent: 4-0
Effect: Gain 1 Living Swarm spark, +1 per vent reduction.​
The Living Swarm: While this swarm exists, move in three dimensions and through anything smaller than a keyhole, reforming at will. You may expend these sparks to cause 3 Hit Sparks in a Area 2 radius.​
Area Upgrade: +1 to Area Characteristic​

Biomorphic Reinforcement
Vent: 4-0
Effect: Create 1 Biomorphic Reinforcement spark, +1 per vent reduction, which can be given out to anyone within Range 2, or to yourself
Biomorphic Reinforcement: +1 to Damage or Mass characteristic for the purpose of raw physical strength/feats.

Back to Back
Vent: 4-0
Effect: Choose 1 ally (+1 per vent reduction), within Range 1. Each can take one action using one of your skills, any of them that you wish. Once they have done so, you may make a free attack with your melee weapon, getting +1 to your skill per ally that acted.​

Adaptation
Vent: 4-0
Effect: Create a number of sparks equal to the enemy's difficulty, narratively based on turning their abilities against them. Works on enemies of Diff 2>, +2 per vent reduction.​

Just as Planned…
Vent: 6-0
Effect: Vent 6 heat and create 1 Planning Spark for her or an ally, +1 Spark per vent reduction.​
Planning: The person holding this Spark can expend this to get +1 to a skill check as a free action. Using this Stack counts as you are helping for the purpose of relationships.​

GEAR
Zeratul's Psi-Blades
Adds: +0 (Edged Weapons) | Characteristics: Damage [Speed] (4)[1]​
Shadowstep (3): Can expend as a free action to move without crossing intervening space.
Guarded Space (3): Can expend to use Damage as a secondary characteristic for Durability, reducing incoming Damage characteristics.​

GALACTIC WAR
Victory Points: 5
RESOURCES
TERRAN DOMINION [Background] (1)​
The men and material of the Dominion - limited, but they're mustering as we speak.
ALLIANCE EXPEDITIONARY FORCES [Mastery] (1)​
While you have access to several ACUs of every faction, they lack economic and technological support to be fully effective.
ZERG HIVE [Mastery] (1)​
The scant few Zerg you control that are free of Amon's influence. Mostly Zerglings.
AEON FLEET [Background] (1)​
While half a dozen CZARs seem impressive, they're not actually well made for ship to ship combat.
ALLIED COHESION [Motivation] (1)​
The alliance is fragile and weak.

FRONTS
Trade Sector-34-51 [Pirate Activity]
Pirates Raiding 6 (Supply Lines in Disarray 1)
COMMAND: Jim Raynor | ARMY: Raynor's Raiders
RESULTS: Pending

Braxis [Zerg Invasion]
Borealis Siege 6 (Zerg Rampage1)
COMMAND: General Samantha Clarke | ARMY: Brood Clarke
RESULTS: Pending

Typhan II [Active Xel'Naga ACU]
Typhan II Occupied 6 (Xel'Naga ACU Spotted 1)
COMMAND: Lt. Colonel Mathew Horner | ARMY: UEF Armored Command Unit
RESULTS: Pending

Deep Space Sector 981 [Hive Fleet Identified]
Zerg Hive Fleet Spotted 6 (Kerrigan? 1)
COMMAND: Citizen-Commander Dostya | ARMY: CN Armored Command Unit
RESULTS: Pending
ENEMY ASSETS (Currently Known)
THE GOLDEN ARMADA
ACTIVITY: Unknown | Threat Level: 6​
 
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Well I am feeling better and more active so here is my unsolicited wants.

I want to go air.

The Aeon have pretty good defensive air with the addition of the t2 ASF the Swiftwind and so far we have yet to see a Starcraft faction fight for Air against a determined air player.


The Pros to this:

Amon is just as inexperienced at using the zerg as we are at Aeon, (unfamiliar but not in the total dark, Sam has been fighting the Aeon for most of her life and Amon has parts of the Hivemind that known what they are doing) This helps extenuates our experiences, Aeon and UEF ASF are used in similar manner and microed the same, while throwing the local Zerg for a loop.

The Zerg have critical infrastructure in the air known as overlords, if we can win air we can deny the zerg the ability to produce units at all and may knock a number of Zerg out of the Hivemind for easy pick up for Sam. Plus for Starcraft 2 players if you thought Orcales were bad a single T3 bomber should be able to kill the entire mineral line and the Hatchery in a single drop not even slowing down before moving on to the next one.

OOCly it preps up for the INCOMING GOLDEN ARMADA SNIPE ATTEMPT. The Protoss heavy hitters are their starships and their strikecraft so it is going to transition to a mostly air dominated affair. As I said before the Aeon of the most defensively minded air load out of the Supcom factions so it would be perfect for surviving such an encounter.

Cons:

Micro intensive: Controlling an air force requires a lot more attention and micromanagement than Ground forces and Sam will not be able to jump out of her ACU to do things especially if the enemy air is engaging.


Zerg can fight back: The Zerg will have the first move if we select that option and if they are smart they are either going to dive for their objective or build for a serious Air fight. The Zerg are one of the better equipped factions for taking on Supcom air with AOE on both the mutalisks and the Devourers (Full ASF swarms are about 70 to 300ish T3 units). The are still at the disadvantage thought with the Mutas and especially the Devourers speed, complicated production line and how Gas hungry such an extended conflict would be.

We would not be in trouble unless it happens to be Kerrigan's Cerebrete from Brood War that can overrun and destroy the city in the 12 or so minutes that it would take for us to get air online.

Can we Shoot that?: There is also a bit of wiggly wogglyness if air can engage starships that sit on the edge of the atmosphere, with notably in the game UEF Satellite was immune from everything, but that is up to GMs to decide if we can hit them or if their ships get close enough that we can.

So my vote is for.

[X] Begin nanolathing up a base with a focus on airpower (0 heat) [this takes some narrative time - the enemy will act]
 
[X] Plan Down with the Queen (or flying brain)
-[X] Create some flyers with our Biomorphic Spawning for a blitzkrieg offensive to flush out the Central Zerg Overmind via the real threat that we can specifically target Zerg Overminds.
-[X] Mechanically we use our Biomorphic Spawning to create flyers to deliver us quickly and overwelhm anti air, then use our telephathic Range to intimidate/hunt down the zerg overmind into making a mistake and revealing themselves, flying out to fight at the Central zerg base,then use our Adaptation power to generate sparks representing our ability to influence/use/hurt the previously untouchable zerg overmind/hivemind connections
 
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[X] Begin nanolathing up a base with a focus on airpower (0 heat) [this takes some narrative time - the enemy will act]

The Terrans are going all in on static defense, so let's get a mobile force. (Also, sniping hatcheries might be a good excuse to break out the strat bombers.)
 
I personally prefer a decapitation strike with us as the payload.

We have legendary sparks and Telepathy dominion. Enough for 4 rounds if we can physically touch the Zerg overmind.
 
[X] Immediately go on the offensive solo (0 heat) [this is immediate, the enemy gets no reaction]

I'm also willing to do plans that have us prepare for the Golden Armada, with a caveat. We need air engineers to immobilize/capture whatever they send at us.
 
[X] Immediately go on the offensive solo (0 heat) [this is immediate, the enemy gets no reaction]

I'm also willing to do plans that have us prepare for the Golden Armada, with a caveat. We need air engineers to immobilize/capture whatever they send at us.


That is something Sup com does not have, The closest would be the UEF's Drones from the Commander upgrade or the Kennel engineering Station (That should be available now with the time lapse into FA period) but those are a bit slow, weak and short ranged.

We may be able to pull something off if we blow out a sub hanger and drop some engines on the target vessel itself.
 
The best way to capture the Golden Armada is to probably sever them from the Khala in laser sword duels, not build flying engineers

...I wish SupCom had flying engineers, they were cool in TA...
 
> laser sword duels

And these will be in the air, you say? Capital!

[X] Immediately go on the offensive solo (0 heat) [this is immediate, the enemy gets no reaction]
[X] Plan Down with the Queen (or flying brain)
 
[X] Begin nanolathing up a base with a focus on airpower (0 heat) [this takes some narrative time - the enemy will act]
[X] Immediately go on the offensive solo (0 heat) [this is immediate, the enemy gets no reaction]
[X] Plan Down with the Queen (or flying brain)
 
[X] Begin nanolathing up a base with a focus on airpower (0 heat) [this takes some narrative time - the enemy will act]
[X] Immediately go on the offensive solo (0 heat) [this is immediate, the enemy gets no reaction]
[X] Plan Down with the Queen (or flying brain)
 
down with the queen is a continuation of my anti golden armarda plan.


sacrificing our base defense to rush into a 1v1 with the local overmind to override his control of the zerg. As good gossip doggo shows we can support our own zerg force.

and with the local zerg we can use them to take.on the golden armada
 
[X] Begin nanolathing and spawning to make a hybrid zerg/Aeon base (0 heat) [this takes more narrative time - the enemy will act a lot]

I like this idea. Not really a fan of enemy action but, think of the esthetics.
 
Adhoc vote count started by DragonCobolt on Apr 28, 2024 at 8:37 AM, finished with 24 posts and 10 votes.

  • [X] Immediately go on the offensive solo (0 heat) [this is immediate, the enemy gets no reaction]
    [X] Begin nanolathing up a base with a focus on airpower (0 heat) [this takes some narrative time - the enemy will act]
    [X] Plan Down with the Queen (or flying brain)
    -[X] Create some flyers with our Biomorphic Spawning for a blitzkrieg offensive to flush out the Central Zerg Overmind via the real threat that we can specifically target Zerg Overminds.
    -[X] Mechanically we use our Biomorphic Spawning to create flyers to deliver us quickly and overwelhm anti air, then use our telephathic Range to intimidate/hunt down the zerg overmind into making a mistake and revealing themselves, flying out to fight at the Central zerg base,then use our Adaptation power to generate sparks representing our ability to influence/use/hurt the previously untouchable zerg overmind/hivemind connections
    [X] Begin nanolathing and spawning to make a hybrid zerg/Aeon base (0 heat) [this takes more narrative time - the enemy will act a lot]


wow, both my quests are tied, lol.

I was going to get some writing done this morning, but...guess not!
 
[X] Immediately go on the offensive solo (0 heat) [this is immediate, the enemy gets no reaction]

It was so tempting to vote for Down with the Queen (or flying brain), purely for the 3-way tie. (Actually, it's also a cool plan). But I'd rather break the deadlock so DC can start writing ✍️
 
ACT THREE, MISSION ONE: Among the Black Day (0.5)
You narrowed your eyes, cocking your head slightly to the side. Your eyes flicked from screen to controls and your brows drew in, slightly.

A fulcrum, you thought. You were fairly sure an aggressive push now could short circuit this hive cluster before it got any bigger - and that would mean you'd have a thin margin of error. No base to fall back on, just what you could construct along the way.

Fine.

You grinned and programmed in the directions - and the ACU started to lope forward. It wasn't quite the completely in-tune sensation of running while wearing an infested ACU, but it was still faster than the UEF's lumbering gait. Your view showed the valley ridgeline, and then you reached the crest. Trees thundered and crashed around you as you emerged from the landing zone and came into view of the first of the hive clusters. There were two hatcheries, their bulbous shapes growing from the ice and snow, the creep sweeping slowly around them - covering clean and pristine white with sickly purple. Trees were being left to rot as the creep pushed out under them, uprooting and ignoring them as inefficient and useless biomass. Drones by the dozens were working the exposed mineral fields - taking the crystalline fragments into the hive to use it for growing bioforms. The vespine geysers in the area had been capped by pustule-like extractive organs, and the whole base was growing by leaps and bounds.

The base, fortunately, was relatively lightly defended - there were a few sunks here, there, and a smattering of zerglings. But you could see that eggs were beginning to grow in the heart of the hive. No matter how unnoticed you might feel - after all, no zerglings were sprinting your way - you knew that the hive cluster knew you were there. You weren't sure what was being gestated in those eggs...but you had some guesses. A swarm of Zerglings? Some Hydralisks to go with their initial smattering?

Hurm.

Either way, you had to get to work before the big guns got into play - you didn't spot the organic infrastructure that would really support any of the big forms - but they had a few spires, which were the exact sorts of things that would nest mutalisks...

You got to immediate work scoping out your options.

---
HEAT: 0/6
XP Value: 10
Danger: 0

ENEMIES: Sunken Colonies (Diff 5, Damage[Speed] 4[1]), Zerglings (Diff 4, Damage 1, Speed[Size] 3[1], People[Size] 3[1])

I know it's a short update, but, one of the issues with being on the ball is the bad guys don't have much for me to describe!
Firstly, your tactical genius trait lets you narrate some advantage, so, what is it?

[ ] Write in what your Tactical Genius spots (mineral deposits to use, abandoned material, flanking opportunities, tunnels, whatever you want)

Next, we've got some bad guys! They're relatively easy, so, the actual mechanics of your plan matter less then the narrative. So, just describe what you'll do, and it'll work out
[ ] Write in how you take down this small hive
 
[X] Plan Cannon Rush
-[X] A cliff overlooking the hive, providing natural cover for our attack
-[X] Build some PD turrets to hold off the Zerglings and shred drones, then overcharge the ACU's gun to blow up the sunks from a safe distance.

Doing something with our zerg powers would probably be stronger, but I want to play inside the ACU for once.
 
[X] Plan Cannon Rush
-[X] A cliff overlooking the hive, providing natural cover for our attack
-[X] Build some PD turrets to hold off the Zerglings and shred drones, then overcharge the ACU's gun to blow up the sunks from a safe distance.

A cliff + some resources should do just fine, along with possibly tossing out some basic artillery.
 
[X] Plan Cannon Rush
-[X] A cliff overlooking the hive, providing natural cover for our attack
-[X] Build some PD turrets to hold off the Zerglings and shred drones, then overcharge the ACU's gun to blow up the sunks from a safe distance.

Cheese time
 
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