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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This is definitely Bel'Shir, not Bel'Shiar. Unless that's meant to be a translation/linguistic drift thing?

Also, ugh, Narud and Kerrigan are already messing with us. Do not trust Duran, he's almost certainly not on our side (he's not even on Kerrigan's side either, though he's working with her for now)

I don't really get the system, but if I understood correctly Working Off Some Tension leaves us with no additional eco. It also requires hitting air units with the ACU cannon (it can't shoot up in canon)

[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.
 
This is definitely Bel'Shir, not Bel'Shiar.

I can't spell for shit!

I don't really get the system, but if I understood correctly Working Off Some Tension leaves us with no additional eco. It also requires hitting air units with the ACU cannon (it can't shoot up in canon)

It's an RPG of my own devising! I'm testing it before it's going onto kickstarter. How exciting! It may or may not become more clear, but...it should work basically how Starcraft (and, to be honest, Supreme Commander) work. Which is wild, it was designed to emulate Mass Effect of all things...

Also, ugh, Narud and Kerrigan are already messing with us. Do not trust Duran, he's almost certainly not on our side (he's not even on Kerrigan's side either, though he's working with her for now)

You can trust Duran a lot more than that shifty Dr. Narud...now that guy you have to look out for!
 
On a side note, people noticed Jericho Dostya's likely link to the Cybran (Jericho in canon was a Cybran sleeper agent in the UEF, though on a different planet), but is seems like nobody mentioned that Abigail Toth was basically the leader of the Aeon (being the primary "advisor" to the last 3 princesses)

I'm not sure if "her documentation is incredible" was meant to be an indication of Aeon mind-control backed fabricated info or she was just a fun callout like the Starcraft characters, but still I feel like it's something that should've been mentioned.

You can trust Duran a lot more than that shifty Dr. Narud...now that guy you have to look out for!
Oh, I'm sorry sir, but it seems your signal's... fading out. I couldn't... make out that last part. I'll try to... reestablish contact later.

Anyway, yeah, you're right, Duran is definitely totally trustworthy!
 
Adhoc vote count started by DragonCobolt on Oct 1, 2023 at 2:13 AM, finished with 23 posts and 15 votes.

  • [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: 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: 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.
    [x] Plan: Working Off Some Tension


*theme starts*


View: https://youtu.be/r2THaIuAiuA?t=5
 
ACT ONE, MISSION TWO: First Strike (0.2)
Time to get to work.

You aimed your fabrication arm - and a flickering webwork of blue lines exploded, then solidifed. Mass filled in, expanded, then settled. The nanites worked quite well in Koprulu air and conditions, you had to say. You weren't really expecting that they'd suddenly go on the fritz...but...everything else had been fucking weird here. When you lowered the arm on your ACU, a large land-based factory had been constructed. The flat plane of metal that made up the center of the factory floor was already pre-programmed plan you had typed into your command interface before it had even finished. You turned and began to stomp to a nearby area to construct another mine.

The factory buzzed and nanites flowed. Within seconds, the first of your tier one infantry started to march off the factory, still steaming in the early morning light.

They were mech marines - light assault bots, or LABs. Each faction had their own riff on them, but the UEF preferred simple, direct, proven methods. No beams, no sonic disruptors, just straight up machine guns and kinetic weaponry and armor plating. The first ten were off the rack before you had even finished your second mineral extraction system. You had begun work on the geothermal station that Dr. Hanson had asked for by the time the platoon was finished - and the first of the Archer class tier one anti-air vehicles were trundling away from the second factory you had established to branch out your production.

"General, the enemy forces are ETA, five minuets from the colony," Stukov said.

You tapped at your internal screen. Green and red lines drew along your screen and the ETAs snapped up.

You grinned.

Four minuets.

"Damn," you murmured off com, just to yourself. "It's almost like I'm good at this."

The alien forces were moving towards the colony at a steady marching pace: Two contingent of platoon strength infantry. They were putting out energy signatures that made you think of a low level shield emitter - but you had no idea what their actual gear was. You frowned and considered queing up some additional heavier hitters when the LABs and AA started to move into positions. You had commanded your Archer squads into a pair of hills that overlooked the curving, winding pathway that led to the colony proper. You chined in a picture in picture POV camera of one of the lead LABs as they thundered towards the position. The sound of their mechanical legs chewing up the meters by the second filled your cockpit - but you also got your first look of actual Koprulu Sector humans through actual cameras. Civilians, at least.

They watched the LABs thunder by - and several of them went sprinting for their tents. You tapped at your secondary control interface and your POV LAB swung off and stomped towards the first collection of gaping civilians. Upon seeing you approach, they immediately started to break and run - some of them to the tents, but some to a low, dense looking bunker that had been built near the entrance of the colony. You commanded your LAB to slow and stop, patched into their PA system, and spoke through it.

"This is General Samantha Clarke. Everyone, remain calm. We are going to keep you safe. If you have shelters, get to them. It's going to get hot out here."

Then you went back to the overhead view.

The LABs had formed up into platoon formation in the center of the row - blocking.

The alien fliers were keeping pace with their infantry - moving so glacially slowly that you were fairly sure they were full hover units. But as the infantry got close, the fliers swept in. They had weaponry mounted under their stubby wings - and they opened up as they stooped on your mechs. A few of the LABs blew in brilliant white flares as their internal reactors cooked off - and a spinning hunk of debris got almost halfway to the bunker before drawing a furrow in the green grass. But as the enemy fliers started to pull up and sweep around for their second pass, the Archers started to hammer away with their gauss guns. High velocity rounds whipped through the sky and you threw up a picture in picture view.

"Shit," you whispered.

The fighters screamed away - one of them smoking, then bursting into an explosion of blue-white fire and scattering, silver-black chunks.

The others kept going, outlined with flares of blueish light, the rippling impact of projectiles hitting defensive shielding clear, even at their relatively slow speed.

"They appear to have shields," Stukov said.

"Amazing. Their shields are drawing far less power than I'd have thought possible," Dr. Hanson said. "Maybe we can study the wreckage afterwards."

You threw up a picture in picture view from one of the mech marines. The enemy infantry were starting to approach faster. They were digitigrade, their legs pumping along. Then your brow furrowed. "What the fuck?" you whispered.

The infantry...

Were alive.

You almost gave the order to hold fire - an intense revulsion exploding inside of you. These weren't an enemy Commander, not some equal on the field of battle. These were people. Holy shit, did they use people as soldiers here? The idea made you clench your jaw - but you forced it down. You had a job to do. You lifted your chin. The words were remarkably hard to say. "This is General Clarke to headquarters. Rescind the biological locks on my units."

"...oh...yes, yes sir, General," Stukov said, and the tiny warning indicators on your HUD cleared up.

You just hoped it hadn't wasted too much time. The enemy were close enough for small arms fire. You tapped at the controls - but then as your mech marines lifted their arms and prepped to fire, the enemy spread their arms and crackling blue blades of raw energy burst from their arms. You were too shocked to even respond.

Fortunately, your infantry weren't.

Machine gun rounds started to kick up dust around the rushing aliens. They sprinted faster, blue-white flashes crackling around their bodies. They were shielded. They got them through the first few meters, then the next, then the next. Your mech marines started to back up, their Tom Cat MGs hammering away as they held their arms up and sprayed the incoming enemy. The first shield popped and the alien got a few more paces on sheer fucking willpower, blue blood bursting from his body. He got a few more paces before his entire form exploded into blue flames and vanished. Then the next, then the next, and the next.

Then it got into melee. Their blades were, it turned out, more than sharp enough to slash into the armored core of your LABs. One blew, then another - but you kept moving the remainder backwards and the last alien burst into flames and dropped. "Jesus Christ," you whispered under your breath. You'd lost half the platoon - but that was fine. You could replace them. You had no idea how long these aliens lived, nor how fast they bred. Or...maybe those were...biological robots?

You shook your head, then scrolled back on your overhead view.

Their surviving fliers were withdrawing, but that didn't seem to be them letting the colony off the hook - about half the fliers were clustering around their base - and something...

"What's that energy signature I'm reading?" you asked.

"It...looks like a much more stable, controlled, focused quantum teleportation effect and-"

Something bloomed on the screen. Six hundred meters of gleaming silver and glowing red - hovering in the air above the base that the aliens had established. Their fliers formed into an escort around it as you frowned. "Well, that's going to be tricky."

It wasn't just tricky.

It was fast.

The immense vehicle rumbled through the air - clearing the distance as the scouts broke off. They dove on your archers - and this time, they were joined by friends. The big new ship was a carrier, and she was launching interceptors. They were smaller, more nimble than the fliers, and they confused the Archer's guns - opening up space for Archer after Archer to pop. Your front line was starting to collapse...but hey. What else was new with Tier One?

Which was when the missiles started to streak up from the colony. Someone there had some defensive fortification you hadn't noticed before - likely cause you hadn't known what to look for. Missiles flew straight at the carrier - slamming into the side and blooming like small flowers against a shield thicker and larger than most you'd see around bases back in a regular engagement.

"They have fight, at least," you murmured.

---
Okay! Your turn ended when you used your Power. This let up to 4 (or a number of enemies equal to the players, whichever is higher) enemies act! ...all the enemies were dead. So, the round ended.

New Round begins with "arrivals" and I spent 1 shock to spawn another flight of Scouts - but these are just the heavily damaged survivors (hence why they're only Diff 1) of the first sortie. Then I spent the remaining 7 shock to create a Diff 7 Carrier! Since combat has actually started, it gets to act when it arrives.

So, in HEAT, when you act, you create Sparks - these are tiny nuggets of narrative control. Like, when you used your nanolathe skill, you were making "Platoon of Mech Marine" sparks, which justified you then blasting enemies. Sparks decay naturally and narratively, but some sparks are "sticky" - these would be sticky since, you still have those mech marines around!

Anyway, the Carrier created 7 sparks (since it is diff 7) and used 4 of them to turn your Mech Marine spark and Archer sparks into "Lots of burning, smoking, ruined wreckage." Which, hey, free mass if you suck it up! Then its remaining 3 sparks were used to create Imposing Air Cover 3, which you're going to have to work around if you want to accomplish anything! Fortunately, the 'just as planned' spark you gave the NPCs is being used, reducing the carrier's diff by 1 for this round (until the missile turret is, uh, ker smoked.)

Destroying the carrier just requires you to beat a diff 6 check somehow!

Once again, I will provide some example turns - but you can also do write ins! The system is pretty simple!


[ ] Operation: The Bigger they Fall - while your factories are producing your counter attack (narrative background fluff, not a skill check), you will show these aliens why they don't put all their eggs in one basket. You will advance, tanking interceptor damage (using your Endurance 2 skill and gaining 1 heat to negate all the air cover sparks), then blast the Carrier with your Vehicular Guns skill, taking 5 heat to do it, venting 4 heat to use Marksman and blast the surviving scouts too with your antimatter gun.

[ ] Operation: We Fight Different - use your Nanofabrication skill to build tier 1 AA guns nearby the engagement field (taking 1 heat to negate all 3 air cover), then use your Leadership skill and take 5 heat to convince the carrier to go back where it came from by demonstrating just how differently you fight - throw the fact no human has died in this fight, and you can just keep making things until they get the picture. Vent 4 heat to use Take Cover Men, and begin fabricating cover for the colonists as further demonstration of how the Protoss should just go.

[ ] Write In
 
The system is pretty simple!
So, the problem there is that we don't really understand the system. Is there a rulebook somewhere that I missed? Going just by what we know, it seems like we always want to be trying to get sticky sparks since they're just as efficient at dealing with opponents as using non-sticky sparks but that's all guesswork.

We increase our heat to create sparks and then vent the heat with our Powers, but going by the examples each power can only be used once per battle? Otherwise we'd just spam the 6-vent Just as Planned rather than using the other powers ever, since being able to spend 6 heat per turn infinitely rather than just 4 seems far more important in the system than anything else.

[X] Operation: We Fight Different

Not sure if intimidation/leadership would actually work against the Tal'Darim, but even if it fails the AA guns should deal with the interceptors and then they can't do anything but rebuild them next turn, whereas we'll be able to just walk up and shoot them unopposed rather than trying to do so while being under constant fire.
 
[x] Operation: We Fight Different - use your Nanofabrication skill to build tier 1 AA guns nearby the engagement field (taking 1 heat to negate all 3 air cover), then use your Leadership skill and take 5 heat to convince the carrier to go back where it came from by demonstrating just how differently you fight - throw the fact no human has died in this fight, and you can just keep making things until they get the picture. Vent 4 heat to use Take Cover Men, and begin fabricating cover for the colonists as further demonstration of how the Protoss should just go.
 
[X] Operation: We Fight Different - use your Nanofabrication skill to build tier 1 AA guns nearby the engagement field (taking 1 heat to negate all 3 air cover), then use your Leadership skill and take 5 heat to convince the carrier to go back where it came from by demonstrating just how differently you fight - throw the fact no human has died in this fight, and you can just keep making things until they get the picture. Vent 4 heat to use Take Cover Men, and begin fabricating cover for the colonists as further demonstration of how the Protoss should just go.
They are deploying a carrier already? Those are like a kilometer long.
While most real time strategy games have to pace themselves, we don't have to. It'd make sense that they'd have at least one Carrier available, just in the sense that every major military installation in the sector will probably have one cruiser sized ship to defend it. They're most likely trying to use their own Shock & Awe tactics to win more than anything else, which will easily fail them given that we can match them from the get-go & it'll only get worse for them once we have time to make engineering drones.
 
[X] Operation: We Fight Different - use your Nanofabrication skill to build tier 1 AA guns nearby the engagement field (taking 1 heat to negate all 3 air cover), then use your Leadership skill and take 5 heat to convince the carrier to go back where it came from by demonstrating just how differently you fight - throw the fact no human has died in this fight, and you can just keep making things until they get the picture. Vent 4 heat to use Take Cover Men, and begin fabricating cover for the colonists as further demonstration of how the Protoss should just go.
 
[X] Operation: We Fight Different - use your Nanofabrication skill to build tier 1 AA guns nearby the engagement field (taking 1 heat to negate all 3 air cover), then use your Leadership skill and take 5 heat to convince the carrier to go back where it came from by demonstrating just how differently you fight - throw the fact no human has died in this fight, and you can just keep making things until they get the picture. Vent 4 heat to use Take Cover Men, and begin fabricating cover for the colonists as further demonstration of how the Protoss should just go.

It is a good plan, plus ACU guns can't shoot up anyways so the other plan doesn't really make sense.

I'm surprised that our T1 had so much trouble though. Mech Marines are roughly the size of a colossus and fire "machine guns" the same size as a siege tank cannon. I can't imagine the Protoss could deal with a sky boxer or pillar with anything smaller than a void ray, nonetheless a percival
 
Hmm, I should not post when I'm so sleepy.

Also, wait, mech marines are the same size as COLOSSUS?

Hah.

Scale.

There is going to be scale fuckery cause both Supreme Commander and Starcraft make actual scale kinda...hard to judge. Like, Battlecruisers are not 5 marines long. I'm going to use what seems right to me and for the story and if that's wrong based on the wiki, just assume that it's my disdain for wiki and wiki writers*!

But in a bit, I will write up a quick tutorial on how HEAT works, since...I did not explain it very well, and I'm sorry about that. I can't just link the document I'm using since it's for development only, and the old document is full of kruft.


*it's entirely wookipedia and how they have destroyed the concept of understanding art in Star Wars
 
[X] Operation: We Fight Different - use your Nanofabrication skill to build tier 1 AA guns nearby the engagement field (taking 1 heat to negate all 3 air cover), then use your Leadership skill and take 5 heat to convince the carrier to go back where it came from by demonstrating just how differently you fight - throw the fact no human has died in this fight, and you can just keep making things until they get the picture. Vent 4 heat to use Take Cover Men, and begin fabricating cover for the colonists as further demonstration of how the Protoss should just go.
 
[X] Operation: We Fight Different - use your Nanofabrication skill to build tier 1 AA guns nearby the engagement field (taking 1 heat to negate all 3 air cover), then use your Leadership skill and take 5 heat to convince the carrier to go back where it came from by demonstrating just how differently you fight - throw the fact no human has died in this fight, and you can just keep making things until they get the picture. Vent 4 heat to use Take Cover Men, and begin fabricating cover for the colonists as further demonstration of how the Protoss should just go.

There is going to be scale fuckery cause both Supreme Commander and Starcraft make actual scale kinda...hard to judge. Like, Battlecruisers are not 5 marines long. I'm going to use what seems right to me and for the story and if that's wrong based on the wiki, just assume that it's my disdain for wiki and wiki writers*!

*it's entirely wookipedia and how they have destroyed the concept of understanding art in Star Wars
The Star Craft Wiki is one of the good ones in that it has a lot of lore and sources to back it up fully. Terrans have a lot of tech that I hope we get to see, as well as insanity that is well mad scientist-like. Ranging from more than one attempt to make cyber Zerg, all the way to the fact they build some weird ass shit at times to live one. Also the flying buildings is going to be fun.
 
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Hmm, I should not post when I'm so sleepy.

Also, wait, mech marines are the same size as COLOSSUS?

Hah.

Scale.

There is going to be scale fuckery cause both Supreme Commander and Starcraft make actual scale kinda...hard to judge. Like, Battlecruisers are not 5 marines long. I'm going to use what seems right to me and for the story and if that's wrong based on the wiki, just assume that it's my disdain for wiki and wiki writers*!

There is real scale mod for Starcraft. From what I remember, all the ground stuff is rescaled to lore-accurate sizes and air units are 1/3 of that (because otherwise they were too big for normal play). And indeed, battlecruisers cover a significant chunk of the map there, those things are city-sized (see Heart of the Swarm opening cinematic). Can't comment on SupCom scale since I never played it, but I'm sure somebody on the internet did the math for that.
 
I haven't seen official measurements for Supreme Commander units, with most estimates putting light assault bots around 10-12 meters high. Apparently Colossus are around 17 meters tall. So not the same size, but certainly the same scale in relation to a zealot or marine. Scaling is much harder with SC2 units because they are all compacted to marine scale, when a carrier or battlecruiser is absolutely massive in reality. Supreme Commander units are at least all scaled correctly to one another and to trees, etc to make the determination easier.

Of course, no reason to stick to these at all for the story!
 
Yeah, SupCom's scale is not the most out there but it is batshit compared to most other strategy-properties. Even if only using the in-game palm-tree scale :p

(These could still be special alien palm trees, or one could use the argument supcom gameplay uses stuff-scale compression, but if using the numbers I stole off google, an average palm tree is between 32-50ft/9.6-15m tall with some species able to grow up to 60 meters, this gives the poor little Mech Marine a decent scale range)

But enough pedantic supcom-scale-ism. Noone listen to me, just wanted to share. For all I care they are Zealot sized.
 
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Hmm, I should not post when I'm so sleepy.

Also, wait, mech marines are the same size as COLOSSUS?

Hah.

Scale.

There is going to be scale fuckery cause both Supreme Commander and Starcraft make actual scale kinda...hard to judge. Like, Battlecruisers are not 5 marines long. I'm going to use what seems right to me and for the story and if that's wrong based on the wiki, just assume that it's my disdain for wiki and wiki writers*!

But in a bit, I will write up a quick tutorial on how HEAT works, since...I did not explain it very well, and I'm sorry about that. I can't just link the document I'm using since it's for development only, and the old document is full of kruft.


*it's entirely wookipedia and how they have destroyed the concept of understanding art in Star Wars

What you do with this is your business of course.

But in canon, Mechmarines are about the size of Starcraft's Thor's, have rapid-fire real-life wetnavy battleship gun autocannon arms, and run at F1 car speeds. (200+ km/h)

In the VS debates subforum, it's pretty much settled fact that you could drop a single SupCom ACU to Char, give it the ingame unit cap limitation, and all of Zerg would still lose.
Which isn't saying much given that Raynor and Mengsk the younger invaded with 25 battlecruises, and created and held a substantial ground presence.

But anyway, yeah, an order of magnitude nerf on Supcom is pretty much needed to make any of Starcraft in any way relevant. Which personally, I encourage, because ultimately canon should not get in the way of a good story.
So Mechmarines needing time to gun down zealots? Great! Not an issue at all. All that matters is consistency, so that we know what to expect once we have a handle on the rules.
 
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What you do with this is your business of course.

But in canon, Mechmarines are about the size of Starcraft's Thor's, have rapid-fire real-life wetnavy battleship gun autocannon arms, and run at F1 car speeds. (200+ km/h)

In the VS debates subforum, it's pretty much settled fact that you could drop a single SupCom ACU to Char, give it the ingame unit cap limitation, and all of Zerg would still lose.
Which isn't saying much given that Raynor and Mengsk the younger invaded with 25 battlecruises, and created and held a substantial ground presence.

But anyway, yeah, an order of magnitude nerf on Supcom is pretty much needed to make any of Starcraft in any way relevant. Which personally, I encourage, because ultimately canon should not get in the way of a good story.
So Mechmarines needing time to gun down zealots? Great! Not an issue at all. All that matters is consistency, so that we know what to expect once we have a handle on the rules.
This, if anything we can probably count on the minerals & gas
being less effective than normal, which means smaller units are necessary. Even at 45 meters, these things should out-shoot a goliath easily.
 
I don't love either of the two vote options - exposing an ACU to danger against an unknown foe makes General Clarke out to much more reckless than I think she should be, and while I like the idea of building defenses to help the locals, I think the big heat spend shouldn't be on threatening the enemy into leaving, but on creating a superior tactical position - from which we can negotiate or threaten as need be.

Ideally I think we'd want to find some way to use Just As Planned - set up some kind of unsolvable dilemma for the enemy - but I'm sufficiently hazy on the mechanical aspect of how we'd get that to work.
 
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