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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Teleporting is very cool, but it solves one specific problem.
Our industrial and engineering capacity can be applied to many different problems.

The teleporter could be leveraged to rapidly establish a two base economy. Once Clarke finishes setting up her initial base she could immediately teleport to a mass or mineral rich site within the teleporter's range – which has been stated as being several kilometers – and get to work building a resourcing operation there. It would happen in the blink of an eye with no time wasted waiting for engineers to cross hundreds of meters of ground, or to build up an air transport to carry them over impassable terrain, or clearing out a hostile force standing in the way.
 
It's very nice to have Aeon T3 SCUs because you can just chuck them via teleporter to cleared positions lategame, or to just build a small mini-base at somewhere the enemy isn't looking to distract them. Here we'd have that from the start, of every mission! Albeit not as expendable.

Teleporting also means ambushing our ACU isn't really a thing if we have a secure position somewhere, unless they catch us on the cooldown or if we're guarding something we don't want to lose.

Technically we could also do enemy assassination but that's super risky and not the kind of move we'll want to have to do ever. Desperation ploy to be avoided.
 
[X] Plan: Engineering Upgrade

Because the faster we can macro the faster we can win!
 
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Adhoc vote count started by DragonCobolt on Nov 7, 2023 at 12:31 AM, finished with 40 posts and 16 votes.

  • [X] Plan: Telefrag
    - [X] Ifrit Pattern Point to Point Quantum Transmat System [cost 18]
    - [X] Enhanced Fusion Systems (x5) [cost 6]
    [X] Plan: Engineering Upgrade
    - [X] T2-X Fabricator [cost 18]
    - [X] Enhanced Fusion Systems (x5) [cost 6]
    [x] Plan: Power Overwhelming!
    -[x] Enhanced Fusion Systems - combining Zerg bioform bioelectric systems with nutrient baths provides a significant edge in power generation. [+24 Fusion Reactor Sparks - Cost 24]
    [X] Plan: Engineered Answers
    - [X] T2-X Fabricator [cost 18]
    -[X] ISO-Metric Sparks - these sparks can be spent to learn one fact about the enemy within your line of sight - Cost 6)


*teleport noises*
 
INTERLUDE
You watched as the new backpack attachment was affixed to the last of the ACUs - all three having now been augmented with Zerg and Protoss derived quantum tunneling devices. Next to you, Matt tapped his palm against his pad, frowning. "Now, hopefully they'll work in combat situations." He glanced aside, then leaned in, quietly. "Tosh has an idea to pitch you."

"Great," you said.

"...General, can I speak freely?"
You nodded. "Major."

"Is it..." he paused. "Is it ethical to, ahem, have a relationship with one of these..."

"They're going to be citizens of the United Earth Federation. UEF military officers are allowed to have relationships," you said, your cheeks heating slightly.

"It's just..." Matt looked at the ACU. "Hell, General, it just seems a bit fast is all."

"Whirlwind romance," you said, dryly as the final technician's hissing, spurting nanolathe finished attaching the device to the ACU. The crews started to swarm away in their bots. As they left, you turned and leaned against the railing, regarding Matt with a stern expression. He was looking out at the ACU, his brows drawn in in an intense, focused expression. He sighed, quietly.

"I'm not a teenager," you said. "Major."

His expression of consternation broke into a smile. "Of course not, General. I'm just worrying over nothing."

You nodded. "Now, lets see what the PolitBeura wants-"

"Wait, first, before you do," he said, holding up his hand. "Our intelligence says that the facility on Redstone we were discussing? It's still in place. I think the Dominion doesn't know that we know that it exists, so no one has gone to clean up. If they haven't cleared it out after Tarsonis, I think they're confident we don't know where it is. So..."

"It'll keep if we have other things to focus on?" you nodded. "Sounds good."

The two of you started away.

The ACU stood, looking bulkier than ever.

***
"We have a unique opportunity," Tosh said, his voice jovial as you sat in the conference room. "Currently, the Terran Dominion thinks that they're ontop of us. They don't quite know our full resources, but they know enough to be scared. They're beefing up their defenses on multiple planets - but their propaganda game is trying to pretend we don't exist. That won't last. They will break the news story sooner or later, and paint us as whatever they want."

"Quite," you said, drumming your fingers on the desk.

"That's where this comes in," Tosh said, his fingers sliding along the controls. A projection hummed to life and a large, orblike structure appeared, surrounded by curving protrusions.

"This is the Galileo," Tosh said. "A Confederate scientific vessel, repurposed for broadcasting information and news channels into the outer systems. It's lightly guarded, and it's where the Dominion news traffic is most centralized - other than their broadcasting centers on Khoral."

You frowned.

"We can infiltrate it with a small team," Tosh said, grinning. "And we can upload a propaganda program that can break the news of our arrival as we see fit. The outer colonies are already simmering with rebellion - Mar Sara, for instance. There are reports coming in of something called the Raiders..."

"Not just the Raiders," Matt said, sitting up. "Raynor's Raiders."

The name was faintly familiar. Your brow drew in and your fingers drummed on the counter. "Isn't he dead?" You asked, slowly.

"The Dominion stopped mentioning him in any of their propaganda," Matt said, smirking slightly. "We think that they were hoping to utilize him as a martyr. They must have thought he was dead - but, well. As we've noticed, the Dominion's spy network isn't exactly perfect."

Dr. Hanson, who had been listening to all of this attentively, lifted her hand. "General, sir, Mar Sara was listed as one of the first sites that the Zerg arrived. Large portions of it were glassed by the Protoss - and we have reason to believe that those ships didn't accomplish their orbital attacks without damage. After all, the Zerg are fully capable of surface to space attacks. This means that...Mar Sara could have samples of both species on its surface. And, uh, if there's a rebellion against the Dominion running out there, why not just go to it straight off?"

You nodded.

She had a point.

But, tickling at the back of your mind, there was the question of where to place the colonists. Even Matt had gotten so used to them being aboard, he had forgotten the plan to place them down on Haven. Thinking of Sarah, thinking of those Zerg cryo-containers (what were left after Dr. Hanson's vivisections and harvesting for biomatter and other studiable resources), and thinking of the combination of the two was enough to make your stomach knot. Getting them off your ship and onto a planet had its appeals.

But at the end of the day?

The choice was yours.

---
[ ] Head to the Galileo (Begin Operation: Media Squad - installation mission!)
[ ] Head to Mar Sara (Begin Operation: Alliance Day)
[ ] Head to Redstone (Begin Operation: Ruins of the Confederacy)
[ ] Head to Haven (Begin Operation: Safe Haven)
 
[x] Head to the Galileo (Begin Operation: Media Squad - installation mission!)

Since we just got assured Redstone will wait, let's go do a proper installation mission! I'm curious as heck to see what options we'll have, and what might be aboard the 'just a broadcasting science vessel honest' ship.
 
Alright, so. We've got colonists to drop off and it'd be nice to claim some territory. Redstone will keep, so that leaves Haven, although Mar Sara is a priority too.

Edit: Specifically, I think for this mission or the next, we need to get some land, claim it, and get infrastructure on-point.

Edit: w/ new info on the Redstone mission, I've changed my vote.
 
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[X] Head to Redstone (Begin Operation: Ruins of the Confederacy)

I want an excuse for Sarah to stay aboard the E1 for a little while longer so I'm of a mind to hold off on Haven and I want to see her reaction to how the crew acts when hitting up the ghost facility on Redstone.
 
[X] Head to Redstone (Begin Operation: Ruins of the Confederacy)
lets save some ghosts. Or rather some traumatized children who are not ghosts yet.
 
[X] Head to Haven (Begin Operation: Safe Haven)


I think the refugees are the more urgent priority, and it makes sense to hold off on the propaganda broadcast until we have something nice to propagandize.

(Also, the installation mission doesn't usually come this early in the game. We've barely finished the tutorial!)
 
[X] Head to the Galileo (Begin Operation: Media Squad - installation mission!)

This seems like potentially the most urgent.

[X] Head to Redstone (Begin Operation: Ruins of the Confederacy)

But if not that, then this, I think.
 
They allll sound pretty good, honestly!

I think I like Haven the most from an in-universe perspective, but Redstone or the Galileo offer a greater chance of Fun Crazy Shit happening

Mar Sara also exists but I can't quite imagine the Fun Stuff That Would Happen, though I can kinda see making that alliance as a big step for the characters
 
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I think the refugees are the more urgent priority, and it makes sense to hold off on the propaganda broadcast until we have something nice to propagandize.

(Also, the installation mission doesn't usually come this early in the game. We've barely finished the tutorial!)

While I agree with you on the propaganda broadcast, I think we can also afford to hold off on settling the refugees and think it may be the better choice strategically until we can make allies with others in Koprulu. Right now we do not have the manpower to permanently dedicate to defending a civilian settlement from concerted attack by any of the major powers, not with the frontline troops aboard the E1 being limited to three ACUs and an indeterminate number of lesser SCUs and not without any means as of yet to counter capital scale starships.

The E1 is ironically one of the safer places we can keep the civilians as it is where we keep the rest of our forces and since the ship can conduct an FTL jump should it encounter a hostile capital ship which is the simpler task compared to a planetary evacuation. The fact that there are zerg aboard is a mark against it from the point of view of Clarke and crew, but we know that Koprulu is lousy with zerg and that there are tons of the critters buried in most every system out there, and preventing zerg infiltration of a planet is a difficult task. At least aboard the E1 everyone knows where the zerg are being kept and the ship's defenses are pointed in their direction.

Moreover Clarke's forces are still woefully uninformed in regards to psionics and that is going to cause issues the longer the crew stays in the Koprulu sector, what with each of the factions out there having access to psionics. In my view ACU armies are particularly vulnerable to psionic attack. All it takes is for one operative to get close enough and an ACU's pilot could be taken out or worse, taken control of and their entire army lost. In addition infiltration missions like the one proposed to take place on the Galileo are bound to result in snags as the crew would not know the extent of the average ghost's mind reading abilities or have access to the tools required to block them.

Going to Redstone is necessary to bringing the expedition up to the level of the other factions when it comes to an understanding of psionics and is thus critical from a military standpoint. It's also likely home to a bunch of kidnapped kids being indoctrinated in the worst ways to become souless killers for a dictatorial state and in the sense of preventing harm to innocents I would say is the most time sensitive.

Edit:
Polished up my wording and points.
 
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