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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So, its been ages since I've played the Starcraft 1 campaign, but I'm pretty sure there's a mission where the Confederacy leaves Duke to die, and then Mengsk and Raynor save him, so he swaps sides. So its entirely possible the Confed's reported General Duke was KIA and the Sons of Korhal never publicly revealed otherwise til after these confederates were cut off from the rest of the sector.
Yep, very true, which plants us in the Starcraft 1 Expansion w/ SC2 elements mixed in, neat.
 
Kosjurake is correct!

EDIT: Also, one thing to remember that may be easy to forget if you haven't played Starcraft 1 for a while but...goddamn Edmund Duke is the smuggest, most condescending asshole in the universe. He speedruns hatability, it's great. Hence why Clarke definitely, 100% doesn't like him.
 
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[x] Operation: Long Term Plans(air) - use your nanofabrication skill, flat out, to create Mass 6 (Mass 6 (Limited Fortification Sparks (2))) and let them try and batter through that. They likely will in a round, and may still have some damage left afterwards to hit you, but it'll slow them down. Then cache in your Economic Outposts spark to get +3 to buying gear and purchase a Air Factory for diff 7+1, taking 3 heat to do so. Vent 3 heat using Just As Planned to get 4 Planning sparks and immediately apply those to add +4 to your defenses.
 
Adhoc vote count started by DragonCobolt on Oct 26, 2023 at 1:53 AM, finished with 23 posts and 12 votes.

  • [X] Operation: Long Term Plans
    [x] Operation: Long Term Plans(air) - use your nanofabrication skill, flat out, to create Mass 6 (Mass 6 (Limited Fortification Sparks (2))) and let them try and batter through that. They likely will in a round, and may still have some damage left afterwards to hit you, but it'll slow them down. Then cache in your Economic Outposts spark to get +3 to buying gear and purchase a Air Factory for diff 7+1, taking 3 heat to do so. Vent 3 heat using Just As Planned to get 4 Planning sparks and immediately apply those to add +4 to your defenses.
    [X] Operation: Aggressive Turtling - cash in your Economic Outpost sparks to get +3 to buying gear, then buy Turrets for diff 9, taking 4 heat to do so. Then, attack the Mutalisks with your vehicle weapon skill. Augmented by turrets, your damage and range work as secondary characteristics, negating their people (3) to nothing! Diff 5+1 vs your skill of 2 allows you to succeed for 4 heat, putting you at 2 overheat - adding +1 Shock and dropping your heat to 0.
    [x] Operation: Airforce - use your nanofabrication as a secondary characteristic to negate their people (3) down to People (1) characteristic by fabricating a small air squadron of interceptors, then attack with your Leadership 2 skill vs People 6 (Diff 5.) Take 9 heat to succeed, overheating to 3 - adding +2 to the Shock for the scene and dropping your heat to 0.
    [X] Operation: Long Term Plans - use your nanofabrication skill, flat out, to create Mass 6 (Mass 6 (Limited Fortification Sparks (2))) and let them try and batter through that. They likely will in a round, and may still have some damage left afterwards to hit you, but it'll slow them down. Then cache in your Economic Outposts spark to get +3 to buying gear and purchase a Air Factory for diff 7+1, taking 3 heat to do so. Vent 3 heat using Just As Planned to get 4 Planning sparks and immediately apply those to add +4 to your defenses.


Lets see how it goes!

*does very basic arithmetic*

you have died

(this is a joke, you are not dead.)
 
ACT ONE, MISSION THREE: The Great Grave Robbery (0.6)
You had no time to think about the Dominion for the next few desperate seconds. Your nanolathe beam lashed out, throwing down armored screening walls that would keep anything on the ground back, then blazed up a mixture of defensive turrets, some armed with fast firing railguns for the sky, and others armed with high explosive rounds lobbed in a short arc for the ground. As you worked, your eyes glanced up again and again, and...it was one thing to see the dots on the mini-map, another thing entirely to hear Stukov's soft whisper.

"Bozhe Moi..."

You'd seen Aeon experimental attack craft on Mu Cetai, incinerating entire coastlines with their coherent beam weapons, and watched whole fleets of autonomous wetnavy ships going down to submarine attack flotillas armed with nuclear torpedoes, and been the last one to evacuate off Come By Chance before Cybran atomics scoured every last trace of UEF from the planetary surface...and all of that still hadn't prepared you for what it looked like to see the Zerg on the march.

Biological fliers with hanging, gangly limbs swept towards your defensive line like stooping hawks, their wings flared. They spat globules of hissing acid that struck buildings and rebounded between them with unerring precision - striking multiple structures at once. As the turrets started to pepper the air, you worked frantically to repair as many of the turrets as you could while sending orders to your engineers. Land based factories were starting to go up behind you, but even with your focused efforts, turrets started to go down.

They didn't explode.

They melted.

Their support struts collapsed and their railguns smashed into the dirt - only to be shredded by the claws of the ground force that had swarmed from fucking nowhere. Stukov's voice was calm in your ear: "The purple hive has launched their attack through some kind of burrowing worm creature, General. We didn't detect it - there's so much crawling on the planet-"

"It's all right," you said as the small zerg, the zerglings, rushed straight towards you.

Despite the scale differences, despite knowing you were in solid durasteel, despite all that...you still tensed as the rushed forward. The soaring fliers overhead swept down to spit their acidic globules at you. You lasered a few out of the air with a casual swipe of your left arm, but your ACU couldn't put a dent in their numbers - for each one you sent burning to the ground in multiple meaty chunks, five more seemed to be spawned to take their place. The combined distraction of the fliers and the small, swift speed of the zerglings worked together to let the zerglings rush at your feet.

They leaped up. Claws dug into your ACU's shins, and they started scrabbling...

And falling back. Their backs struck the writhing mass of zerglings sprawling around you, hissing and snapping and biting their jaws. Shoulder mounted, bladed limbs scrabbled at your feet. Your eyes flicked to the readout. It was green - no, no, there was a tiny flash of yellow. You sighed, quietly. The yellow flicked to green as your nanotech repair systems got to work - the scouring in the armor filling in slightly slower than the claws making the marks.

"I think this would be a lot more intimidating if I was in those colonial power armor suits," you said, dryly.

"Indeed, General." Stukov chuckled. "For a second there, I was concerned."

"As was I," Matt said, wryly.

The fliers seemed to be a bit uncertain as well, swirling around you. Then Stukov barked: "General, a unit of zerg bioforms are on the move."

You risked a quick glance. The overhead view showed that these bioforms were fairly hefty, but didn't seem to have any kind of combat attachments or armor - they were simply large, graceful manta ray looking critters that skimmed a few meters above the ground, naturally buoyant and almost...beautiful in the smooth way they rippled towards the stretch of ruined city between your base and the Confederate survivors. Then you watched them settle their bellies down...and in a flash, thick, mucous covered membranes stretched from their backs and sunk itself into the glistening purple biomass that seemed everywhere in this place. In less than a heartbeat, the membranes began to swell upwards, pumping full of vicous fluid.

"Oh my god...they're filling with a...mineral rich broth of some kind," Dr. Hanson said. Then, whispering. "Of course. Of course! These drones are the same bioforms that are collecting minerals and bringing them to the centralized structures in each of the bases, the ones with the largest interconnections between their organic matting, their...their..."

"Creep," Matt said.

"Apt name, it gives me the fucking creeps," you said as the first of your factories came online - the zerglings more focused on your feet then on them.

"Those drones are creating gestation pods for large scale zerg bioforms. I believe...I theorize that that's how the zerg hives build additional organic structures - organs, generated out of drone mutations!" Dr. Hanson said, sounding almost excited.

"A secondary base?" you asked.

One of the pustules burst with a spray of blood and ichor. What had been grown in place was a curved ring of spines and blades. Emerging from it was a long, chitenous tentacle that ended in an acid dripping spike longer than the ACU.

"They're turtling, General," Stukov said.

And that was just the most surreal thought you'd had all day: To have something in common with a feral hive of mindless fucking bugs.

---
Mechanically: The Mutas flew in and created sparks - not hit sparks, so they don't impact your heat. They're putting down "Harassing Air Cover", which prevents you from moving around land units! They needed to knock your defensive sparks out first, so, they used their Damage as a secondary characteristic, giving them Heroic Effort 6 (Heroic Effort 6 (Harassing Effort 5) versus your Defensive Sparks. Worse, since their harassment is augmented by their People characteristic, they're getting People 6 (People 6 (People 6 (Harassing Air Cover 5) vs your Mass 6 (Mass 6 (Limited Fortification Sparks (6)) - leaving them with Harassing Air Cover 5!

This is good, actually. It means the effects are temporary and don't get worse. Then the round ends! The zerg sparks don't drop, cause they have yet to negate any of your actions.

Next round begins and I, the perfidious and untrustworthy GM, full of inscrutable motives, spend 4 shock and 2 shock to spawn a swarm of zerglings (diff 1, people 3) and a small swarm of drones (diff 1, people 1.) As they arrive, they get to act!

The zerglings are gonna use the Harassing Air Cover to give themselves +5 to their attack, and use their people characteristic as a way to negate your durability characteristics! You got 4 durability, so that's Heroic Effort 6 (Heroic Effort 6 (Heroic Effort 6 (6 Rarrrarh Hit Sparks))) against your Durability 6 (Durability 6 (Durability 6 (Durability 6))). Which means they do...JACK SHIT!

The Drones are gonna go "gngngnghke" and make sparks, like the mutas, augmented by their people characteristic - and they're gonna start making some spine crawlers. Just to be annoying little fuckin'...pieces of shit.


HEAT
0/6

ENEMY SHOCK
5 (-4, -2)

STICKY SPARKS
None

BASE
Economic Structures (Work[Waste]: None | Sparks: None | Adds: +3 (Nanofabrication)
Land Factory (Work[Waste]: People[Size] (2)(2) | Sparks: \Land Forces (1) | Adds: +0 (Leadership)

SPARKS
Drone Mutation 6 (Spine Crawlers 1))

ENEMIES
A huge swarm of Mutalisks: Difficult 5, Damage (2), People (3)
A swarm of zergling (they're a smaller type of zerg): Diff 1, People (3)
A squad of Drones: Diff 1, People (1) [-12 range penalties]

What is your plan, General?
[ ] Operation: Clear The Way - first, attack the zerglings using your Vehicular Weapons, tapping your size and durability as secondary characteristics, and thus, squishing them with a 0 heat action. Next, assist in the construction of some anti-air Archers, then clear the skies with them using Leadership 2 vs Diff 5+1 versus the Mutas. Your barracks negates 2 of their people, and your nanofabricate miracle takes care of the last, meaning you only need to gain 4/6 heat to clear them out. Next, use your free move to send out the tanks, reducing the range penalty to the drones by 6. Vent 4 heat using Take Cover Men to have the tanks be protected by a mobile shield emitter to keep them safe from any counter attacks.)
[ ] Operation: Drone Extermination - ignore the zerglings. Take 3 heat to clear the mutalisks, then push your tanks out to range 6 and open fire on the Drones. That's a -4 (2-6) skill check versus diff 2, meaning it'll take you 6 heat, putting you at 2 overheat, but it takes out the drones and the mutalisks - the zerglings are no threat to you. This creates +1 shock and sets your heat to 0.
[ ] Operation: Hunker Down - the same as Clear the Way, save rather than moving tanks at the end, you use your Nanofabricate miracle at a diff 1+2 for 1 more heat to build your own nested sparks: Mass 6 (Expanding Economy 1). Vent yourself down to 0 with Just as Planned (creating 2 Planning Sparks for future use.)

TLDR: Clear the Way clears out the mutas and zerglings and moves some tanks into closer range for the drones and the growing nest of spine crawlers. Nice and easy, but leaves your base stagnant.

Drone Extermination is just Clear the Way, but you're risking Zerglings will remain focused on chewing on your ankles - and removes the drones BEFORE they can make more sparks. While narratively, the drones spawned during last round are "used up", mechanically, the zerg hives can make more and still use them to make more buildings.

Hunker Down is the more defensive option, and will give you 6 sticky sparks to use for future efforts once they decay (as a note - if you beat this combat encounter, then move onto another one, those sticky sparks remain and will bolster that next conflict.)
 
So the zerg are attempting to turtle by setting up a bunch of defensive structures limited to line of sight attacks and with no shield cover. Well, if the zerg want to spend their hard earned minerals on artillery fodder stationary defenses instead of offensive units who are we to discourage them.

[X] Operation: Hunker Down
 
one thing I'm not sure about, mechanically, is if enemies should be able to add danger to a scene with sparks.

Say an enemy is an evil necromancer: Is it okay for him to spend his turn creating sparks that become new enemies? Normally, the danger of an encounter winds down naturally...
 
Eh, while that seems logical on the surface you don't actually want games to spend a lot of time winding down combats after a winner has been decided. You need things to have options for upsets, be able to keep escalating in some fashion, or be able to close out an encounter that has already been won. Now some of that is what a GM is for, to decide the baddies have had enough and the party can stop river dancing on them. That said it's still something that needs to be considered as part of enemy and encounter design.

Another thing to consider is who those sparks represent, is it the individual units or the guiding will and cunning of the swarm? A given zerg bioform probably isn't a spawner, but some are, and the swarm as a whole certainly is.
 
ACT ONE, MISSION THREE: The Great Grave Robbery (0.7)
You glanced down with your forward cameras - and at the writhing masses of zerglings. Your blood went cold as you saw a thick clump of them drawing slightly back, their snouts lifting into the air. They seemed to be almost listening for something...but then, rather than attacking your factories or anything like that, they surged back towards your foot, harmlessly. You breathed out a sigh of relief.

"I think they're just animals," you said. "Right now, at least."

Just bugs.

And you knew what to do with bugs.

You lifted up the massive foot of your ACU - then brought it smashing down. Zerglings went crunch by the dozens as your fingers played along your console. By the time you lifted your foot and brought it smashing down again, crunching even more of the squalling creatures - blood spurting out from underneath the metal plane of your foot, the first Archie came off the production lines. The four wheeled robotic vehicles didn't need to be told what to do as they came trundling down off the ramp from the automatic factories.

Their anti-air firepower started to pepper into the air with a rythmic thump thump thump noise. You hastily selected more of your factories with a swipe of your finger, typing in a quick que up pattern - mixing in some mech marines as the zerglings had taken three stomps before their gestalt agression broke in the face of how much crunching you could do.

The remainder scattered as the Archies filled the air with spitting death. Something thick and red slapped against your camera.

"Ugh," you said.

"We may need to upgrade the self cleaning systems on the ACU, General," Stukov said, his voice cheery - at least he was enjoying the show. You took a moment to glance at the red blips cycling overhead. One by one, they were being cut down by the Archies, while the few remaining zerglings were being hunted down by the few mech marines you had worked into the factory.

You wondered what the Dominion and that smug bastard Duke was thinking of this - how much could they see through your force fields? A small, petty part of you hoped that Duke was sweating in his oversized metal pants. You grinned, then selected the mech marines with your first control group - keyed to one of the half a dozen buttons along the left flank of your console. With them in control, you fanned them out through the ruins of your defensive line. Their machine guns continued to hammer away as you spun the ACU around and started to add to the mass fabricator and fusion plant field - your mind ranging ahead.

You were fairly sure that you could get the...

"General, the drones! They're hatching!" Stukov said.

"That was fast," Matt said, quietly.

"Incredibly fast, if this biotech could be harnessed..." Dr. Hanson said, her voice excited.

"Uh, I'm not sure we want this biotech anywhere near us," Matt said, sounding slightly concerned.

"R-Right, of course," Dr. Hanson said - but you could tell she was still considering possible...hell, for all you knew, she was thinking out medical possibilities. Every the optimist. You? You were too busy checking out what the Zerg had...built for lack of better word. There were several yawning cavern-like buildings, with a hideous esophageal motion to them, like they were breathing. As you watched, a few slithering creatures came from them. Bioforms could enter into tunnels back at the main base, then emerge out here. Fantastic. But there were also these oddly spindly buildings studded with glistening, spherical nodules. You zoomed in on one of them.

"Theories?"

"Uh..." Dr. Hanson paused, then you heard typing noises. "All right. We're getting a close up scan. It's creating similar biostructures to the purple mass that they're building on-"

"The creepy shit," Stukov muttered.

"Quite, uh, we'll need to come up with a better name than the Creep, though," Dr. Hanson said, her voice distracted. "It looks like they're creating bouyant propelled creatures out of the biomatter, uh, filled with similar material as those orbital cruise missiles..."

"...they're anti-aircraft turrets," you said, slowly.

"I believe so, yes," Dr. Hanson said, a bit nervously.

"Tentacles for stabbing tanks, anti-aircraft, mobile unit transport tunnels. They've turtled as well as we have," you said, frowning slightly. "God, I was just thinking they're feral creatures. How much of this is planning? How much of this is instinct?"

"Could be all instinct - that facility is being avoided by attack swarms because of their Zerg in hibernation," Matt said, quietly. "They may just be defending a hive."

You rubbed your jaw with your hand. Attacking through that was going to be a bitch and a half. And you didn't exactly have a ton of time - the countdown timer was still ticking along in the corner of your vision. While you'd be safe, the Confederates would be toast if the OP hit the dirt.

Well.

If this shit was easy, everyone would do it.

---

So, breakdown: I have 5 shock - I could spawn easy units buuuuuuut you've smashed the initial attack, and I did promise multiple encounters. Thus, I decided: The fight has wrapped, I spend all 5 shock on adding +5 to their Drone Mutations, bumping it from 6 to 11! You gain 10 XP! Good for you! The sparks in existance all decay into sticky sparks, giving you Expanding Economy (6) and they...get Zerg Defensive Line (11.)

If you attack that line, it'll be another Danger 10 fight - but that defensive line sticky will turn into regular sparks, which are then added right into their Danger, bumping it to 21! Then 22 by hunted!

It'll definitely be a fight to remember...still, maybe you can come up with something more clever?


HEAT
0/6

STICKY SPARKS
Zerg Defensive Line (11)
Economic Structures (6)

BASE
Economic Structures (Work[Waste]: None | Sparks: None | Adds: +3 (Nanofabrication)
Land Factory (Work[Waste]: People[Size] (2)(2) | Sparks: Land Forces (1) | Adds: +0 (Leadership)

SPARKS
Planning 2

[ ] Unleash Hell! - turn your sticky spark into a buff for buying an Air Factory (which will cost 0 heat, as it's diff 7 versus a skill of 2+8), then attack with everything and hope your robust and huge base carries you through a Danger 21 fight.
[ ] Do Something Sneaky - write in a sneaky plan! Be creative and I can tell you how you can mechanically manage something if you're not sure!
 
What I would do for a Noah Experimental Unit Cannon right about now.

I'm thinking we switch over to building Lobos, have them hold fire until we get a nice artillery park's worth of them, then smother the zerg defensive line before it has any idea what's even going on. Either that or go up to T2 and do the same thing but with Klink Hammers.
 
[ ] Do Something Sneaky - write in a sneaky plan! Be creative and I can tell you how you can mechanically manage something if you're not sure!
No idea how to mechanically prepare this, but could we create a distraction with a minor probing attack and sneak a couple of engineers to where the scientists are holed up?
And if we can do that, can we then use the engineers to start building up defenses (like shields and turrets) to protect their location from both the zerg and the falling piece of space station.
 
What I would do for a Noah Experimental Unit Cannon right about now.

I'm thinking we switch over to building Lobos, have them hold fire until we get a nice artillery park's worth of them, then smother the zerg defensive line before it has any idea what's even going on. Either that or go up to T2 and do the same thing but with Klink Hammers.

So, to make Klink Hammers, what you'd do, is you'd buy them as gear.

I'd say...

Work[Waste] Characteristics: Range 2[Mass 2] (6 cost), Damage 1 [Reliability 1] (3 cost), Area 2 [Reliability 1] [6 cost]

For a total of 15 cost - but your economic sparks bump you up to an effective buying skill of 8 - so, you can manage it for 7 overheat...

But if you give it -1 add, that'd knock -3 off the cost (and reflect how the Klink Hammer isn't really THAT accurate), that's only 4 heat!

That would give you a huge, devastating weapon to use in combat, though it would have a delay between shots (due to the reliability waste characteristic. You couldn't vent the heat, though, as it'd let enough narrative time to pass that the OP would hit!

No idea how to mechanically prepare this, but could we create a distraction with a minor probing attack and sneak a couple of engineers to where the scientists are holed up?
And if we can do that, can we then use the engineers to start building up defenses (like shields and turrets) to protect their location from both the zerg and the falling piece of space station.

That'd be one action (Leadership Skill, Diff 1 to create Distracting Feint Sparks), then another action to use your nanofabrication check to create defensive sparks (diff 1+1, but with an enviromental penalty of -6 for needing to be Sneaky.) Each Feint Spark would negate one enviromental penalty! Protecting the Confederates would, just like when you force fielded yourself, but harder since their innate durability is lower (by 1), so it'd cost 6 heat.

So, Leadership 2 vs diff 1 makes 2 sparks, then nanofab -4 vs diff 2 costs 6 heat. You can make the Force Fields, but it'd put you at 12 overheat! That is possible - but it'd cause two wounding effects (using the same choices from the 0.4 update!) Thus, building defenses sneakily is possible, but risky - it'd require putting yourself in harms way, or possibly risking the situation getting worse.
 
Could we build gunships to outrange the AA structures, or would we run into the same issues as Klink Hammers? Could we also just punch a hole in their defense (effectively using seige to create 'incomplete defenses' sparks that would allow air transports to do their job)? Also, how many more rounds do we have before the orbital strike hits?
 
That'd be one action (Leadership Skill, Diff 1 to create Distracting Feint Sparks), then another action to use your nanofabrication check to create defensive sparks (diff 1+1, but with an enviromental penalty of -6 for needing to be Sneaky.) Each Feint Spark would negate one enviromental penalty! Protecting the Confederates would, just like when you force fielded yourself, but harder since their innate durability is lower (by 1), so it'd cost 6 heat.

So, Leadership 2 vs diff 1 makes 2 sparks, then nanofab -4 vs diff 2 costs 6 heat. You can make the Force Fields, but it'd put you at 12 overheat! That is possible - but it'd cause two wounding effects (using the same choices from the 0.4 update!) Thus, building defenses sneakily is possible, but risky - it'd require putting yourself in harms way, or possibly risking the situation getting worse.

OK. Can we increase the difficulty of the first action to create more sparks? Or is it just straight up as is? I'm note even sure if there's a mechanical benefit, I just figure that we have Leadership 2, let's make the check diff 2 and create 4 sparks.
Would it be easier (and mechanically still useful) to build some basic infrastructure and/or fortifications (walls/turrets, not shields). And then look to add the shield in a future turn? (we still have time on the clock, right?)
 
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