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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For quick reference for people unfamiliar with Supcom Cybrans:

Scathis is self explanatory as already said. it takes a long time to build up and I would prefer to keep the fighting focused on more replaceable assets than our allies.

Monkeylords or Spiderbots are the cheaper experimental with their big plus is that they have the highest DPS of anything in the Supcom universe, in this case even if Daggoth has a few surprise Butralisks or other big tanky things it will literally evaporate. Plus it being a beam weapon means that it is decent against smaller units with the only difficulty is the turn speed of the main weapon. Zerglings or air are the only real counters that Daggoth has and they are not good ones.

The Soulrippers or the big gunships are very tanky AOE weapon gunships, honestly more in the weight class of battle cursers and Carriers than what we think of when we say gunship. The zerg have a really good counter against them in the form of Scourge but anything on the ground and most things in the air will not be able to stand against them. That is definitely the highest level of risk and level of reward there.

Using standard Units and at the level where multiple experimentals can be use means mass t3, which in pre-Forged Alliance days means the Loyalist, Titan and the Harbinger. Units that the Starcraft loadout are really ill equip to deal with. The combination of speed armour range and kite ability means that only a heavy defense of lurkers are going to be that useful.

Which is probably the set up that Daggoth has. The Lurker from what I remember while a strong attack is more the size of a t2 at most and the Zerg would be more used to dealing with Spaceship weighted threats than something like an experimental on the ground.

@DragonCobolt can we have a few loyalist and bangers mixed in with the Spiderbots to clear out some small fry as supporting troops

Otherwise my support goes to

[X]Plan: Aerospace superiority
-[X] Orbital Support (negates any Duke attacks)
-[X] Carriers (negates air attacks)
-[X] Experimental Spiderbot (produces gigantic mechanical spiders)
-[X] Gather the Swarm - takes control of the outlying sectors

The Monkeylord is the most iconic cybran unit for a reason and we should let this go out with a bang.
 
[X]Plan: Aerospace superiority
Giant mecha-spider (with a big beam that goes bwoommmmmmm) seems a good thematic fit when allying with Zerg. Especially if we can have lots of them 😎
 
[X]Plan: Aerospace superiority
-[X] Orbital Support (negates any Duke attacks)
-[X] Carriers (negates air attacks)
-[X] Experimental Spiderbot (produces gigantic mechanical spiders)
-[X] Gather the Swarm - takes control of the outlying sectors

So first two are obvious, this way we only have to worry about ground and subterranean forces. I still know very little about Supreme Commander, so I don't know what the spiderbot is good for, I just picked it because giant mecha spider is its own reward. And Kerrigan should also cut off any sort of reinforcements Daggoth might be able to flank Sam with.
It has heat seeking AA, it's big stompy legs can destroy things, and it has a giant laser on it's back that you can use to either do big damage to one thing, or do a bunch of damage to several things. Oh, and I think it cloaks things around it too.
 
[X]Plan: Aerospace superiority
-[X] Orbital Support (negates any Duke attacks)
-[X] Carriers (negates air attacks)
-[X] Experimental Spiderbot (produces gigantic mechanical spiders)
-[X] Gather the Swarm - takes control of the outlying sectors

I'd support an alternative where we construct gunships, but giant laser spiders are too good not to use.
 
[x]Write-in: Plan: Deterrent

Terran and Protoss forces pop a weak/ neglected position for a base, then establish Orbital Support( yes, that includes establishing Orbital and Aerial Superiority) While Terran set up base and create a Siege line, Dostya will provide repairs for units that set up for hit & run tactics, as well as building up a Tier II swarm that will poke into Vital hostile position that will weakening their access to more powerful units.

As well as thinning the herd when they're at one another with potshots to low HP/Agro-ed units that NOT targeting your forces.

After several round of harassment and weakening, you send a strike force to capture outlying Zerg and weakening New Overmind control.

If New Overmind Zerg switch target towards yours, kiting some Agro Zerg straight for Duke base while keep them out of range from enemies.
 
Adhoc vote count started by DragonCobolt on Apr 5, 2024 at 2:17 PM, finished with 20 posts and 14 votes.

  • [X]Plan: Aerospace superiority
    -[X] Orbital Support (negates any Duke attacks)
    -[X] Carriers (negates air attacks)
    -[X] Experimental Spiderbot (produces gigantic mechanical spiders)
    -[X] Gather the Swarm - takes control of the outlying sectors
    [X] Plan We Have A Hammer
    -[X] Tunnel Clearing! (negates nydus worms)
    -[X] Orbital Support (negates any Duke attacks)
    -[X] Base Building (produces streams of standard units)
    -[X] Gather the Swarm - takes control of the outlying sectors
    [X]Plan: Lotta bones in these trenches
    -[X] Orbital Support (negates any Duke attacks)
    -[X] Carriers (negates air attacks)
    -[X] Experimental Mobile Rapid-Fire Artillery
    -[X] Gather the Swarm - takes control of the outlying sectors
    [x]Write-in: Plan: Deterrent


You know what's funny? I kinda planned the Zerg campagin to be more of a test of the advanced vehicle combat rules but, just like Heart of the Swarm, it turned out that most of the missions were focused entirely on an overpowered hero unit.

This actually does make sense - vehicles (and other things that the vehicle system represents, like having an RTS style based) are ways to get Characteristics, but your character has two very strong masteries, which mean she...kinda already has the characteristics. Meanwhile, if she had had more background skills, then the base would have been more useful.

This is less of a "i need to rebalance" things and more of a helpful sidebar thing: "Superheroes Rarely Need Tanks and Knights Usually Want Armor"
 
I dunno, what's Hulk gonna use for ranged attacks if he doesn't have the unlimited supply of tanks Old Thunderball is always giving him?
 
ACT TWO, MISSION SEVEN: The Culling (0.2)
You laid out the plan and everyone listened. Artanis nodded. Our fleets will sweep the skies clean, honorable General Clarke. Our warriors will see that no scourge fall upon your back.

"And we have enough Vikings to handle anything those old Alpha Squadron sons of bitches from muckin' anything up," Jim said, nodding as he did so.

You turned to Dostya. "And you?"

"...you do promise to not try and steal the nanotech pattern?" She asked, narrowing those glowing eyes of hers.

You smirked. "Promise."

She cocked her head. Then she grinned. "Then we shall have the Monkeylords you ask for."

Your grin was feral. Fanged.

Swann, then, lifted his mechanical hand into the silence. "What the hell is a Monkeylord?"

***
You settled into your seat, fingers sliding along the arms. It felt like you'd gone a full circle now, your body settling into a chair that was somehow completely familiar, despite being entirely new. This wasn't even your ACU. It was one of the two surviving ones that Major Horner had kept around Haven, and yet...it was yours. Every molecule might have been different, but it was still sturdy, familiar UEF technology. Your hands reached up, touching the headrest and you closed your eyes, feeling the mingled tension and joy. You were home. But you'd never look at home the same way again, would you?

The radio chatter from the ongoing battle threaded through your headset. But you didn't need eyes to see what was happening - your perceptions swept outwards with a thought.

Raynor's Raiders had pulled off a textbook orbital insertion, dropping in right ontop of Alpha Squadron. Laser bolts zipped between battlecruisers, causing cherry red damage to flare to life along armored hulls, ablative chunks flashing into plumes of steam. Like blood of machines. The Wraith fighters flickered in and out of visibility, engaging and disengaging their cloaks as missiles screamed out into space. The Vikings that the Raiders were fielding didn't have cloaking drives, but were able to shift into their combat walker forms - using enemy battlecruisers as their own cover, crouching behind frantically swiveling turrets and forcing Wraiths to pull away, lest their own near run misses smash into Duke's own armada.

And then past them, plunging into the atmosphere like a golden sword, was the core of the Protoss fleet. A half a dozen carriers, clumped together into a tight formation, their shields overlapping and crackling with blue-white flames, like witchfire, they shot through the atmosphere so fast that the entire formation became a rippling, convulsing pillar of fire. The sonic booms of their entrance into Char's atmosphere shucked that smoke away, blowing it - a sabot casing of hellfire. Before the flames had even died, before the sonic boom had even ceased reverberating, their interceptors began to scream into the air.

Thousands of mutalisks and hundreds of thousands of scourge shot from the plateau and towards those carriers. Their interceptor wings flew in twined, writhing snake-formations, coiling and twisting around one another as bolts of blue plasma spurted from their wings. Mutalisks began to get hacked from the sky, while interceptors dove with the fearless courage of a robotic platform between their capital ships an the scourge biological cruise missiles, which screamed towards the carriers with eager, hissing cries of pure delight. Acid exploded in the sky, and the rest of the Protoss fleet emerged at the same time: A second formation, lowering themselves slower through the atmosphere.

Corsair anti-air fighters and Scout interceptors. Antimatter missiles flashed through the space between the stooping secondary wing and the Zerg - joined by hissing, crackling webs of energy that slapped into the vast colonies of spore tumors that spread along the ground beneath the Zerg.

The end result was a slaughter. Focused on the carriers, strung out in a broad, flat formation, the Zerg fliers were mincemeat waiting. Red rained down onto the plains of Char.

Everyone else was busy.

Time for you to make your part.

"This is ACU-2, ready to go."

Matt's voice.

"This is ACU-3, prepared to drop." Dostya sounded focused.

You nodded. "ACU-1 ready." You spoke into the radio.

"All right. You are a go for drop in five."

The light in your cockpit flicked to red as the countdown started. You gripped the controls of your ACU, warming up the laser emitter on the arm...and wondered, a bit abstractly, if you were actually a bit weaker in the ACU than you were on your own feet. Then you snorted. It wasn't like you couldn't pop the hatch on the back.

"Two. One."

The quantum gate flashed around you.

The roaring explosion of your arrival incinerated who knew how many Zerg. The shockwave was loud enough to rattle you inside of your cockpit, your teeth clenching as you gripped onto the controls, knuckles whitening. The straps around your shoulders bit in deep - but you settled back and focused on the forward view. It showed the next best thing to hell. Redstone had been welcoming compared to this...it had maybe been more volcanically active, but Char had a kind of evil to it. The stones were dark, the ash winds blew in slow, hissing susurrations along the plains around your ACU. In the distance, you could see the flashing firefight of the Protoss overhead, and the brilliant red beams of Yamato guns lighting up the orbit.

Another mushroom cloud rose, just a bit beyond the horizon - Dostya, landing with the same flash and thunder as your ACU.

Fortunately, while Char might have been a shithole, it was still rich with vespine and minerals. Vents and crystal outcroppings surrounded your landing position, enough to start up your economy immediately. Your nanolathe flicked left and right as you started to to lay down the beginnigns of your infrastructure. It felt comforting to watch the structures snap into being - the metal extractor, the gas capping hydropower plants. As your economic income flashed up on your HUD, you felt a feathery connection along your mind.

Don't get cocky.

It was Sarah.

You grinned, aiming your lathe down to start building a tier 1 anti-ground defense. Don't teach your Arminger how-

The ground under the half-phantasmal, blue-white outline of the antitank guns shrank, then humped upwards. Dirt and earth and rock exploded outwards in a spray as something nearly as big as your ACU lunged up and out of the ground. There had only been one thing that could have survived the nuclear impact and be this close - and you hadn't known it could burrow like a zergling could.

The ultralisk that emerged from the ground roared, its massive scythe bladed mandibles swinging wide. Another explosion of dirt near your metal extractor jerked your attention behind you as a second ultralisk emerged.

Great.

Told you, Sarah said.

---
HEAT: 0/6
SPARKS: Functional Economy (3)

[ ] They're just where you wanted them, actually. Teleport out of your ACU and cut one's head off with a psi blade - the other will be distracted by your pre-established ultralisk traps to give you time enough to take him down.
[ ] They're just where you wanted them, actually. That's where you had spawned and buried your banelings.
[ ] They're just where you wanted them, actually. Kerrigan isn't the only one who can take control of a Swarm - these are your ultralisks now.
[ ] Write In

XP Value: 10
Danger: 0
Enemy: Ultralisk (Diff 5, Damage 4 (Size 2), Durability 4 (Size 2), Speed 1), Ultralisk (Diff 5, Damage 4 (Size 2), Durability 4 (Size 2), Speed 1)

Plan One: Use your shadowstep sparks to leap out, then use your melee combat to slash them up, taking 3 heat on the first, then venting down to 0 to use Just as Planned. Combine this with slapping all your command sparks onto the Ulralisk to stop it from acting normally. Then, next turn, you kill it for 3 heat.

Plan Two: use your biomorphic spawning to splatter them with Banelings for 1 and 2 heat. Vent 3 heat to use Just as Planned.

Plan Three: Yoink em with telepathic domination. This will take 1, 2, 3 heat to control one and then you use a single Command spark you get for the other because to make the yoinking of the ultralisks permanent, you need to stack sparks and I'm going to say their durability will serve against mental domination cause they're big lads, ya know? So your Range 4 versus their Durability means you only have your base level of spark creation. So, you need to make 1(1), then 1(1) sparks to decay into the sticky sparks of Controlled Ultralisk (1) and Controlled Ultralisk (1). Vent 6 heat to use Just as Planned
 
[X] They're just where you wanted them, actually. Kerrigan isn't the only one who can take control of a Swarm - these are your ultralisks now.

YOINK
 
[X] They're just where you wanted them, actually. Kerrigan isn't the only one who can take control of a Swarm - these are your ultralisks now.
 
[X] They're just where you wanted them, actually. Kerrigan isn't the only one who can take control of a Swarm - these are your ultralisks now.
 
I never quite got the hype behind the hive mind control towers in Wings of LIberty until I saw a youtuber build 50 of em in All In and get 500+ mutalisks by the fifth Kerrigan attack and I was like, "oh...I should have thought of that"
 
[X] They're just where you wanted them, actually. Kerrigan isn't the only one who can take control of a Swarm - these are your ultralisks now.
 
[X] They're just where you wanted them, actually. Kerrigan isn't the only one who can take control of a Swarm - these are your ultralisks now.
 
Dragonofelder said:
Jumping at things count as a ranged attack, right?
Oh hi Veronica, how's the scavenging been recently? :D

[X] They're just where you wanted them, actually. Kerrigan isn't the only one who can take control of a Swarm - these are your ultralisks now.

DragonCobolt said:
I never quite got the hype behind the hive mind control towers in Wings of LIberty until I saw a youtuber build 50 of em in All In and get 500+ mutalisks by the fifth Kerrigan attack and I was like, "oh...I should have thought of that"
IIRC I just went through Wings of Liberty pretty much entirely with marines-marauders-medics, and it seemed to work fine.
(It has been a while, though, so I might be forgetting some exceptions.)
 
I never quite got the hype behind the hive mind control towers in Wings of LIberty until I saw a youtuber build 50 of em in All In and get 500+ mutalisks by the fifth Kerrigan attack and I was like, "oh...I should have thought of that"
Yeh, I never used them because I wrongly assumed each tower could only control one Zerg at a time. More fool me.

[X] They're just where you wanted them, actually. Kerrigan isn't the only one who can take control of a Swarm - these are your ultralisks now.

As was said, Yoink.
 
[X] They're just where you wanted them, actually. Kerrigan isn't the only one who can take control of a Swarm - these are your ultralisks now.
 
[X] They're just where you wanted them, actually. Kerrigan isn't the only one who can take control of a Swarm - these are your ultralisks now.
 
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