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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[X] You'll take the ACU to Bel'Shiar - begin "First Strike."
[X] Major Horner (-1 use of Matt Horner)
 
ACT ONE, MISSION TWO: First Strike (0.1)
The cockpit felt like coming home. The combat suit, tight to your body. The attachment points that would key your hands, your arms, your legs, all of them into the greater body of your Armored Command Unit. The forward screen came online, showing not just the interior of the gantry bay, but also, the display of the strategic mission level - which was currently black, as you were situated in the center of the E1. TacCom's voice came through the line - the voice of Commander Stukov, who was going to be managing your intelligence and updating you on everything that you weren't directly focusing on at the moment.

"General, can you read me?"

"Loud and clear, TC," you said, quietly, tapping your throat com with one finger. "Fusion reactor in the green. Antimatter production at acceptable levels." Your fingers lifted from one of the control interfaces to touch the secondary switches. "We're loading up the full tech tree." Blueprints flickered along the corner of your vision and you smiled, wryly. "Assuming you think you can trust your CO with a fully armed nuclear weapon."

"We are order to limit collateral damage to habitable planets, General," Stukov said, his voice dry. "Everything looks green from your end. We're aiming at placing you within a few hundred kilometers of the largest human settlement on the planet, and a good distance from the alien base. This should give you time enough to assess local conditions, build your basic economic infrastructure, and contact the human governance. For what counts as it, at least."

You nodded, then closed your eyes. "Time to launch?"

"T minus sixty seconds, General."

You settled into the quiet. The low, subliminal human of the quantum gate coming to life around your suit. You murmured softly, under your breath. "I hope the locals don't get too...alarmed."

***
The two who watching...weren't prepared.

They had expected
something.

But not the actinic white flash, more akin to the atomic fire of a detonating tactical warhead than anything else. Not the roaring boom. Not the shockwave of blue energy that whipped out, flattening trees and blowing the ocean mirror flat, then roaring up into a miniature tidal wave, crashing outwards towards sea as it broke on the sea floor. They didn't expend the ozone stink, thick enough to smell dozens of kilometers away.

Her nose wrinkled. "Interesting," she said. "A bit flashy for my tastes."

"We'll see what happens next, I suppose," he said, quietly.

"Are you ready?"

His smile was bright white on dark features.

"Of course, my Queen."


***
You were spared the cataclysmic concussive forces of the quantum tunneling. Just one moment, you were on the E1. The next, you were surrounded by shattered trees and landscape, the nearby ocean waters roaring back to fill the area your concussion wave had blasted away from you. Your fingers immediately tapped the launch button and you felt the CHONK CHONK CHONK noise of the autoloader on your back as your spinal catapult magnetically launched the obsats into orbit. They gave a birds eye view of your local area, with enough zoom that you could see your own ACU - looking toylike and dinky at this scale and angle.

"We've detected some shockingly rich mineral deposits," Stukov said, highlighting them on your map. You frowned, then looked at them visually.

"Well fuck me," you said off mic. In most of the rest of the galaxy, mass deposits were buried underground and needed to be extracted with laborious excavation systems built into a rather large structure called a mass extractor. They were lightly armored, volatile, and vital for any functioning economic base in war. These mineral deposits were just as rich, but placed above the ground in growing, glowing crystals. You aimed your omni-scanner at them, running the data through back to E1. On mic, you kept your voice professional: "Dr. Hanson, I want an assessment on these."

"It's like some kind of force has made the mineral deposits more...efficient," she said, sounding shocked. "I'm seeing geological indications on the surrounding stone that give me enough to guess their formation is only ten, twenty thousand years old. If I was to speculate, I'd say something made these mineral deposits artificially. And...since every other planet in the Koprulu Sector seems to be tailor made to support life, I think that would support the hypothesis that this mineralization is also a byproduct of that, uh, agency."

"ACU actual, we are also detecting a geothermal vent nearby," Stukov said.

You swung your omni-scanner around and frowned. "It's green."

"Uh...that it is, General," Stukov said, sounding amused.

"If you could build a geothermal plant as quickly as possible!" Dr. Hanson said. "It'd provide energy, yes, but also we'd be able to begin to study whatever it is."

"Understood," you said. Then...

You received a signal. It didn't use any radio cypher you were used to, but that wasn't exactly surprising. You tapped it on and a picture in picture snapped on and a young, rather handsome looking man of African decent appeared in the upper right. He was dressed in green coveralls, with a red flag with a blue X through it - the symbol of the overthrown Confederacy of Planets that the Terran Dominion had knocked over within the past few months. He wore a beret, at a jaunty angle, and immediately said: "You're human!?"

"General Samantha Clarke, United Earth Federation Expeditionary Force" you said, nodding to him curtly - aiming your fabrication arm at the mineral field. Nanites began to spray from your arm and towards the minerals. The hazy outline - the nanoscafold - of the mass extractor started to get to work, while you queued up a surrounding collection of micro-fusion reactors to both power the mass extractor and to add more energies to your reserves. Your eyes flicked to the counters and you saw you'd be able to get it done before you started redlining. As you worked with one hand on the control board, the black man shook his head slowly.

"This is...quite remarkable to hear. We have thought Earth a myth..." He sounded shocked.

"We're not," you say, frowning. "The UEFEF is here to liberate the Koprulu Sector from the dictatorship that runs it - this so called Terran Dominion is an affront to the UEF constitution, which grantees all humans a right to self determination under the United Earth Federation's protection."

"I see..." the man said, frowning.

"Now...who are you?" you asked, watching his face. He inclined his head.

"I am Lieutenant Samir Duran, Confederate special forces. I'm what's left of our former detachment, and I've been here for the past two months trying to keep the refugees that the tyrant Mengsk left to fend for themselves. We're under constant attack from fanatic aliens known as the Protoss. They hate humanity - they've burned three of our planets to cinders..." He shook his head. "If you can provide any assistance, we would be overjoyed. And I, personally, will dedicate myself to assisting you."

You felt a faint easement of your nerves.

At least some people were glad to see you here.

"All right, Lieutenant Duran. Consider yourself an ally of the UEFEF - first thing? Tell me everything about what's going on here," you said.

He nodded. "The Protoss-"

Another signal came in.

It was...definitely not any radio message you'd ever seen before. Despite that, your ACU managed to decode it and spit out another image. This...was your first view of an alien. It was hard to see their face, as most of it was covered by a dark silvery helmet. Their skin was smooth leather, drawn over what almost looked like a chin and jawline - but there was no mouth. The helmet had red seams along the edges, reminding you of Cybran design aesthetics, but even they had more humanity to them than this elegant, alien facade. THeir voice...didn't come from the speakers. Instead, it echoed between your ears - resonant and beautiful and...strange.

"More human interlopers?" he boomed. "Come to despoil this sacred place with your...profanity?"

"I am General Samantha Clarke. You must be a Protoss," you said, frowning.

"I am Templar Relashem of the Tal'darim and I have sworn an oath to the Dark One, this world will not be befouled by your kind any longer! Even now, my forces seek to obliterate the mewling wretches that lurk at the edge of our sacred jungles. Once they have been reduced to ashes, you will be destroyed as well. This, I swear!"

The image of the Protoss vanished.

"You can see what threat we're under," Lt. Duran said, seriously.

"General," Stukov said, his voice concerned. "I'm picking up multiple energy signals heading for the refugees. They are definitely hostile!"

You checked the ob-sat. The blips zoomed in on your view and you saw graceful, gull winged craft that twirled in place as they flew, escorting sleek, silver-black vehicles that looked all too similar to fightercraft for your tastes. Your gut said...transports and fighter escort. Even if you saw no way for the gull winged ships to carry anything close to enough troops for an assault, even on a lightly defended colony.

---
Looks like we're in our first fight! It's relatively easy - you're facing three Scouts (diff 2), and two transports representing the Zealots (Diff 1 each.) Defeating a bad guy is just beating their difficulty with a skill check! However, there's some complications! Firstly, each action you take adds +1 difficulty to the next action. Secondly, the enemy also has 8 Shock points (since their total danger is 8: 2+2+2+1+1!) Shock points can be spent to spawn more enemies, or make things more difficult for you!

If your check ever exceeds the difficulty - and you can do this intentionally by gaining extra heat at any time, you can create a Spark. A Spark is a narratively coherent chunk of plot control. So, so long as it makes sense for the thing you're doing, you can chain Sparks together!

so, here are some example turn orders you can do!


[ ] Plan: Airstrikes! (Make a Diff 2 ACU Pilot [Nanofabrication] check to take down the first scout by manufacturing a wing of fighters. Then gain 1 and 2 heat to defeat the other two using your Social [Leadership] skill versus diff 2+1, then diff 2+2. Gain 2 heat to make a diff 1+3 nanofab check to make bombers and blow up the first wave of zealots when they hit the ground. Vent 4 heat to use TAKE COVER, MEN and have your bombers lay down napalm between the last zealot squad and the refugees, creating a "Take Cover" spark for the Refugees.

[ ] Plan: Ground Pounders! (Make a diff 1 ACU [nanofabrication] check to take out the first Zealot group by fabricating a platoon of rapid Mech Marines to engage the enemy infantry. This grants you +1 spark, which you'll use to take out the second Zealot group as they land to try and support. Then make gain 1, 2 and 3 heat to do a diff 2+1, 2+2 and 2+3 fabrication check to build three platoons of tier 1 anti-air Archer tanks to shoot down the first scout! Vent 6 heat to create a "Just as Planned" spark for the Refugees in case they do anything.

[ ] Plan: Working Off Some Tension (Make a diff 2 Guns [vehicular weapon] to start blasting with your ACU's antimatter cannon. Blast the three scouts for 0, 1 and 2 heat. Then vent 3 heat to use your Marksman power twice to blast the Zealots, generating two sparks of "Shock and Awe" which will induce panic in any Protoss units until they're removed!


So, uh, hopefully that makes sense! It's all kind of loosy goosy cause this is a fast and frenetic game. HEAT is big on playing as big damn heroes!
 
[X] Plan: Ground Pounders! (Make a diff 1 ACU [nanofabrication] check to take out the first Zealot group by fabricating a platoon of rapid Mech Marines to engage the enemy infantry. This grants you +1 spark, which you'll use to take out the second Zealot group as they land to try and support. Then make gain 1, 2 and 3 heat to do a diff 2+1, 2+2 and 2+3 fabrication check to build three platoons of tier 1 anti-air Archer tanks to shoot down the first scout! Vent 6 heat to create a "Just as Planned" spark for the Refugees in case they do anything.

I've always liked ground based strategies in RTSs. Also "Just as Planned" sounds like an excellent Spark for the Refugees.
 
[X] Plan: Working Off Some Tension (Make a diff 2 Guns [vehicular weapon] to start blasting with your ACU's antimatter cannon. Blast the three scouts for 0, 1 and 2 heat. Then vent 3 heat to use your Marksman power twice to blast the Zealots, generating two sparks of "Shock and Awe" which will induce panic in any Protoss units until they're removed!

Only newbs don't use thier ACU as a combat unit in the early game. It's too tanky and powerful not to take advantage of.
 
[X] Plan: Ground Pounders! (Make a diff 1 ACU [nanofabrication] check to take out the first Zealot group by fabricating a platoon of rapid Mech Marines to engage the enemy infantry. This grants you +1 spark, which you'll use to take out the second Zealot group as they land to try and support. Then make gain 1, 2 and 3 heat to do a diff 2+1, 2+2 and 2+3 fabrication check to build three platoons of tier 1 anti-air Archer tanks to shoot down the first scout! Vent 6 heat to create a "Just as Planned" spark for the Refugees in case they do anything.

Sounds good to me. While air is good for scouting and junk, it's so fragile.
 
Edit: After rereading possible plans, this one actually takes care of all opposing forces, while the others don't, which might clear enemy danger too.
[X] Plan: Working Off Some Tension (Make a diff 2 Guns [vehicular weapon] to start blasting with your ACU's antimatter cannon. Blast the three scouts for 0, 1 and 2 heat. Then vent 3 heat to use your Marksman power twice to blast the Zealots, generating two sparks of "Shock and Awe" which will induce panic in any Protoss units until they're removed!
 
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[X] Plan: Airstrikes! (Make a Diff 2 ACU Pilot [Nanofabrication] check to take down the first scout by manufacturing a wing of fighters. Then gain 1 and 2 heat to defeat the other two using your Social [Leadership] skill versus diff 2+1, then diff 2+2. Gain 2 heat to make a diff 1+3 nanofab check to make bombers and blow up the first wave of zealots when they hit the ground. Vent 4 heat to use TAKE COVER, MEN and have your bombers lay down napalm between the last zealot squad and the refugees, creating a "Take Cover" spark for the Refugees.

Win the air, win the war
 
[x] Plan: Working Off Some Tension (Make a diff 2 Guns [vehicular weapon] to start blasting with your ACU's antimatter cannon. Blast the three scouts for 0, 1 and 2 heat. Then vent 3 heat to use your Marksman power twice to blast the Zealots, generating two sparks of "Shock and Awe" which will induce panic in any Protoss units until they're removed!
 
[X] Plan: Working Off Some Tension (Make a diff 2 Guns [vehicular weapon] to start blasting with your ACU's antimatter cannon. Blast the three scouts for 0, 1 and 2 heat. Then vent 3 heat to use your Marksman power twice to blast the Zealots, generating two sparks of "Shock and Awe" which will induce panic in any Protoss units until they're removed!

It's early game. The ACU is strong.
 
[X] Plan: Working Off Some Tension (Make a diff 2 Guns [vehicular weapon] to start blasting with your ACU's antimatter cannon. Blast the three scouts for 0, 1 and 2 heat. Then vent 3 heat to use your Marksman power twice to blast the Zealots, generating two sparks of "Shock and Awe" which will induce panic in any Protoss units until they're removed!

Kerblammo
 
The reason I didn't go for the blasting was I was worried that leaving our base unattended wouldn't be a good idea. We don't have any engineers or factories made from what I can tell so rushing straight over there with the acu seems like it would delay our setup to an unacceptable degree. Is this a valid concern, or am I thinking about it too much like a sc match?
 
I was a little concerned about that too. But also, the aliens don't know we even have a base-building capacity. All they've seen us do is build a mineral extractor (if they even saw that much).

And also we could rebuild our base closer to the refugees
 
The reason I didn't go for the blasting was I was worried that leaving our base unattended wouldn't be a good idea. We don't have any engineers or factories made from what I can tell so rushing straight over there with the acu seems like it would delay our setup to an unacceptable degree. Is this a valid concern, or am I thinking about it too much like a sc match?
Mechanically, the HEAT system doesn't really do slow expansion like Starcraft does. Stuff is driven by player actions.

The difference between the 3 plans then are :
[ ] Plan: Airstrikes! (Make a Diff 2 ACU Pilot [Nanofabrication] check to take down the first scout by manufacturing a wing of fighters. Then gain 1 and 2 heat to defeat the other two using your Social [Leadership] skill versus diff 2+1, then diff 2+2. Gain 2 heat to make a diff 1+3 nanofab check to make bombers and blow up the first wave of zealots when they hit the ground. Vent 4 heat to use TAKE COVER, MEN and have your bombers lay down napalm between the last zealot squad and the refugees, creating a "Take Cover" spark for the Refugees.
We get 1 unit of bombers, 1 unit of fighters, but 1 zealot unit survives, and we also end up with 1 heat.

[ ] Plan: Ground Pounders! (Make a diff 1 ACU [nanofabrication] check to take out the first Zealot group by fabricating a platoon of rapid Mech Marines to engage the enemy infantry. This grants you +1 spark, which you'll use to take out the second Zealot group as they land to try and support. Then make gain 1, 2 and 3 heat to do a diff 2+1, 2+2 and 2+3 fabrication check to build three platoons of tier 1 anti-air Archer tanks to shoot down the first scout! Vent 6 heat to create a "Just as Planned" spark for the Refugees in case they do anything.
We get 1 unit of infantry and 3 units of AAA. All units on field eliminated, no heat remaining, refugees boosted.

[ ] Plan: Working Off Some Tension (Make a diff 2 Guns [vehicular weapon] to start blasting with your ACU's antimatter cannon. Blast the three scouts for 0, 1 and 2 heat. Then vent 3 heat to use your Marksman power twice to blast the Zealots, generating two sparks of "Shock and Awe" which will induce panic in any Protoss units until they're removed!
No units build, no heat remaining, all enemies killed, fear and terror on the protoss.

Now, not having units actually doesn't matter much, because our nano-fabrication skill is the same as our leadership skill. This means that killing an enemy with a newly fabricated unit is just as easy as ordering an existing unit to do it.
 
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[X] Plan: Ground Pounders! (Make a diff 1 ACU [nanofabrication] check to take out the first Zealot group by fabricating a platoon of rapid Mech Marines to engage the enemy infantry. This grants you +1 spark, which you'll use to take out the second Zealot group as they land to try and support. Then make gain 1, 2 and 3 heat to do a diff 2+1, 2+2 and 2+3 fabrication check to build three platoons of tier 1 anti-air Archer tanks to shoot down the first scout! Vent 6 heat to create a "Just as Planned" spark for the Refugees in case they do anything.
 
[x] Plan: Ground Pounders! (Make a diff 1 ACU [nanofabrication] check to take out the first Zealot group by fabricating a platoon of rapid Mech Marines to engage the enemy infantry. This grants you +1 spark, which you'll use to take out the second Zealot group as they land to try and support. Then make gain 1, 2 and 3 heat to do a diff 2+1, 2+2 and 2+3 fabrication check to build three platoons of tier 1 anti-air Archer tanks to shoot down the first scout! Vent 6 heat to create a "Just as Planned" spark for the Refugees in case they do anything.

In sup com logostics and production is everything. Build the base and let the output of our factories win the fight.
 
[x] Plan: Ground Pounders! (Make a diff 1 ACU [nanofabrication] check to take out the first Zealot group by fabricating a platoon of rapid Mech Marines to engage the enemy infantry. This grants you +1 spark, which you'll use to take out the second Zealot group as they land to try and support. Then make gain 1, 2 and 3 heat to do a diff 2+1, 2+2 and 2+3 fabrication check to build three platoons of tier 1 anti-air Archer tanks to shoot down the first scout! Vent 6 heat to create a "Just as Planned" spark for the Refugees in case they do anything.

I like the just as planned spark to protect the refugees
 
[x] Plan: Ground Pounders! (Make a diff 1 ACU [nanofabrication] check to take out the first Zealot group by fabricating a platoon of rapid Mech Marines to engage the enemy infantry. This grants you +1 spark, which you'll use to take out the second Zealot group as they land to try and support. Then make gain 1, 2 and 3 heat to do a diff 2+1, 2+2 and 2+3 fabrication check to build three platoons of tier 1 anti-air Archer tanks to shoot down the first scout! Vent 6 heat to create a "Just as Planned" spark for the Refugees in case they do anything.
 
"Working off some tension" says that we "blast" the two ground units, but I don't know that we're mechanically guaranteed to kill them.

The enemy has those 8 points of shock (or something like that) that the GM can spend to mitigate our damage or introduce new enemies, etc, so more units may be relevant for a possible second round.
 
[x] Plan: Ground Pounders! (Make a diff 1 ACU [nanofabrication] check to take out the first Zealot group by fabricating a platoon of rapid Mech Marines to engage the enemy infantry. This grants you +1 spark, which you'll use to take out the second Zealot group as they land to try and support. Then make gain 1, 2 and 3 heat to do a diff 2+1, 2+2 and 2+3 fabrication check to build three platoons of tier 1 anti-air Archer tanks to shoot down the first scout! Vent 6 heat to create a "Just as Planned" spark for the Refugees in case they do anything.
 
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