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​
 
Last edited:
The only thing, I'm certain I want to vote for right now, is sending Raynor's Raiders to deal with the pirates. They'd definitely be useful elsewhere, but the Raider's are masters of hit and runs, so they know exactly how pirates operate and are in fact probably going to be the most effective against them. Also, Jim has a habit of gathering allies so there's non terrible odds, we end up with pirate forces on our side if we send the Raider's. Which probably wouldn't happen against Amon controlled forces.

But I'm drawing a complete blank on what the other commanders are good for. I guess Duke might make a good hammer, so breaking a siege or stalling out Kerrigan's hive fleet?

But also, where are the Nerazim in all this? They aren't amon controlled cause they don't have the khalai to hijack. Cause I'm wondering if we could send them intentionally after the Golden Armada to start slicing nerve cords and freeing the Khalai protoss from the Amon controlled Khala.
 
My two cents right now is that Pirates and Borealis we should send Jim and Sam respectively since the biggest swing in a fight is if we can take control of the enemy resources.

In that sense Jim is likely better at resonating with these pirates since he himself is technically one. Sam OTOH has the telepathic powers to subvert the Zerg fleet if we can kill of the overmind/queen in charge of the thing.
 
The only thing, I'm certain I want to vote for right now, is sending Raynor's Raiders to deal with the pirates. They'd definitely be useful elsewhere, but the Raider's are masters of hit and runs, so they know exactly how pirates operate and are in fact probably going to be the most effective against them. Also, Jim has a habit of gathering allies so there's non terrible odds, we end up with pirate forces on our side if we send the Raider's. Which probably wouldn't happen against Amon controlled forces.

But I'm drawing a complete blank on what the other commanders are good for. I guess Duke might make a good hammer, so breaking a siege or stalling out Kerrigan's hive fleet?

But also, where are the Nerazim in all this? They aren't amon controlled cause they don't have the khalai to hijack. Cause I'm wondering if we could send them intentionally after the Golden Armada to start slicing nerve cords and freeing the Khalai protoss from the Amon controlled Khala.

That is a good point with the Raiders.

For What the other Commanders are good for?

I think you have the fight of it is that Duke would be a big hammer with lots of units but vulnerable to erosion and protracted conflicts due to needing personal for most troops.

Matt has a few traits that you can find back at the beginning for his combat personality but using the UEF tech means that he will have tools for defense and Artillery compared to the other Supcom factions and if we have the mighty Percies a good armoured Core

Sam would be Matt+ zerg abilities and bit more skill.

Doysta as our Cybran is a bit more speced into stealth and Assassination. With the roster a fairly good good at armoured assault as well that will only improve once we get the Brick and the Megalith.

Rhiza I am unsure how she will be characterized but the Aeon are dominated by having a large amount of specialist units that need the support of others. This combined with the Aeon ability to escalate in the form of the Paragon (Unit that produces near Infinite Resources, but costs you a real life arm and a leg in game and when it dies it goes off like a nuke) should be good in big fights and big pushes on hard targets. The Sniper bots will also be useful in dealing with Hybrids and experimentals.
 
Obviously, you can't send an NPC to two places at once. Each NPC will succeed at their mission - the main difference is in HOW they succeed, which is based on their character and the mission!
We don't have general Dossiers for everyone right now, so in the interest of the forgetful and those new to the quest, could we get a brief set of traits for each leader under our command to see their strengths and weaknesses?

Also, hypothetically, if we hit exp 36+, does that mean we unlock the super secret post-game set of missions?
 
Sending Sam would please the GM's itch to write Drama and would be a desperate play for True Love to snap Kerrigan out of it. From an OOC perspective it allows us to control the type of problems that we have. Namely personal problems. Although defending Sam in the Protoss counterattack will be much more difficult in this case. But still doable if we focus on defense and using the base as a soapbox. (Playing cheesy 80's music till Amon rage quits optional)
If we can combine the third artifact that we never got with samples of Feral Zerg DNA, we might be able to permanently make the Zerg un-controllable, and instead a Cybran-like faction. I could see the Artifact combined with downspin energy and 'the Way' as a counter to Amon's control of the Protoss as well.

Ultimately, while the Koprulu sector might seem tiny, the amount of habitable worlds and natural resources make it as valuable as the rest of the galaxy. If we can secure it, we may be able to stall Amon while we reverse their gains and permanently kick them out of this universe.
 
The only thing, I'm certain I want to vote for right now, is sending Raynor's Raiders to deal with the pirates. They'd definitely be useful elsewhere, but the Raider's are masters of hit and runs, so they know exactly how pirates operate and are in fact probably going to be the most effective against them. Also, Jim has a habit of gathering allies so there's non terrible odds, we end up with pirate forces on our side if we send the Raider's. Which probably wouldn't happen against Amon controlled forces.

But I'm drawing a complete blank on what the other commanders are good for. I guess Duke might make a good hammer, so breaking a siege or stalling out Kerrigan's hive fleet?

But also, where are the Nerazim in all this? They aren't amon controlled cause they don't have the khalai to hijack. Cause I'm wondering if we could send them intentionally after the Golden Armada to start slicing nerve cords and freeing the Khalai protoss from the Amon controlled Khala.
I second this because Mira Han might know about the Pirates and would be able to either explain weaknesses or turn them to our cause. Mutual annihilation is great for temporary alliances.
 
Matt has a few traits that you can find back at the beginning for his combat personality but using the UEF tech means that he will have tools for defense and Artillery compared to the other Supcom factions and if we have the mighty Percies a good armoured Core

Sam would be Matt+ zerg abilities and bit more skill.

Doysta as our Cybran is a bit more speced into stealth and Assassination. With the roster a fairly good good at armoured assault as well that will only improve once we get the Brick and the Megalith.

Rhiza I am unsure how she will be characterized but the Aeon are dominated by having a large amount of specialist units that need the support of others. This combined with the Aeon ability to escalate in the form of the Paragon (Unit that produces near Infinite Resources, but costs you a real life arm and a leg in game and when it dies it goes off like a nuke) should be good in big fights and big pushes on hard targets. The Sniper bots will also be useful in dealing with Hybrids and experimentals.
Matt is incredibly charismatic and loyal to a fault, while still being an everyman. He's not incredibly creative, but give him a clear problem, people to rally, or something to defend and he'll probably do an excellent job.

Dostoya has said her specialty is Monkeylords, so we should keep in mind that she's specced to send out big super units in addition to whatever else she might be able to do.

Rhiza's specialty here should be remembered. Her ground units all have hover capabilities, so she's effectively ignoring water, something Zerg or Protoss wont expect.

Beyond that, we should remember that of the ACUs, the UEF have the weakest defensive options, but have build speed enhancements too.
 
One thing to note about Typhon II, we're low on ACUs. The enemy might not expect what I'm about to suggest (it's incredibly high risk), but we could aim to capture their ACU, giving us access to their tech tree and enhancements for all of our forces. It might also give us access to a true Xel'Naga that we can either capture or eliminate.
 
One thing to note about Typhon II, we're low on ACUs. The enemy might not expect what I'm about to suggest (it's incredibly high risk), but we could aim to capture their ACU, giving us access to their tech tree and enhancements for all of our forces. It might also give us access to a true Xel'Naga that we can either capture or eliminate.

Let us first figure out if we beat them first before we get our hopes up on capturing them. Remember escaping a conflict is relatively easy outside of our sector. This is the point of the campaign where some commanders using Recall Beacons. So we are going to need to be ambushing an ACU when it gates in if we want one alive (this is what the Coalition did in the Campaign).

Plus most of the Xel'Naga capabilities are unknown to us. We can speculate off of the Seraphim and the Hybrids but fundamentally the GM can take the Infinite Empire in any direction they want. it might be something to scare a little more caution into us and to sell the threat of Amon.
 
Sam should go take Borealis since our Command Power should refresh by then.

Specifically we're trying to bait out the Golden Armada, then using our Command spark on the Overmind of the Borealis zerg as a representation of our psionic/telepathy speciality.

This should let us to , temporarily, do an Amon and backstab the Golden Armada via their zerg allies. And withoud a zerg psychic of sufficient strength, they are unlikely to counter us until after we successfully snuff out a significant amount of their sparks
 
I wonder if we can send Matt and Mira to go talk to the pirates. That would also free up Jim to go after Kerrigan, if we want to try that.

As for the Golden Armada, they're pretty scary. Like, every time they appear until the finale the mission objective is "don't allow them to show up, they'll murder you." So that's a strong argument for going to Borealis to have good ground to face them.
 
Well the game is finally underway.

Well here is my thinking at the moment

For the Pirates I am leaning toward either bribe them or use Duke here. Mostly due to wanting to use other assets elsewhere. Might give us a better idea of how we can use Duke in later fights compared to the Raiders or ACU rosters.

@DragonCobolt do the supcom factions have access to the Forged Alliance units yet or do they get those later in? And for that matter are there any Starcraft 2 units that are getting incorporated into our ranks that would change the equations or how those forces will act?

Yup! Mechanically, each background resource (the Aeon fleet and Allied ACUs) produce gear you can use, and that gear can represent being supported by whatever units you choose in combat missions.

You forgot to include a separate area to write in who to send against the Golden Armada.

I did not! The only way to remove an opponent is to attack recklessly - hence why each vote option involves the armada attempting to assassinate you

But also, where are the Nerazim in all this? They aren't amon controlled cause they don't have the khalai to hijack. Cause I'm wondering if we could send them intentionally after the Golden Armada to start slicing nerve cords and freeing the Khalai protoss from the Amon controlled Khala.

Right, shit, I knew I was forgetting someone...for now, we'll say they're busy doing ~something mysterious~

For What the other Commanders are good for?

Based on what you know: Dostya and Ryza are both big into teching up to experimentals for overwhelming force, Matt does artillery and defense well, Duke excels at hammering things flat with overwhelming firepower, and Jim is the hit and run master. Hall is essentially "Sam from the Beginning of the Campaign"

One thing to note about Typhon II, we're low on ACUs. The enemy might not expect what I'm about to suggest (it's incredibly high risk), but we could aim to capture their ACU, giving us access to their tech tree and enhancements for all of our forces. It might also give us access to a true Xel'Naga that we can either capture or eliminate.

capturing an ACU is absolutely a high risk operation that requires you to be there to manage it. Great write in!
 
capturing an ACU is absolutely a high risk operation that requires you to be there to manage it. Great write in!
How about 2 commanders instead?

My idea right now is to have Sam and her [The Hilt : Telepathy dominion] go to Borealis for a scene where the Golden Armada comes in and get ambushed by their own zerg. Especially with our Legendary command sparks and a short window to the cerebrate on Borealis

The point isn't strictly to just deal damage, but to pull the Golden Armada out of position for the other commanders.

Potentially we could have 2 commanders like Jim/ Dostya try to capture the ACU in this first bout.
 
Going to throw out two plan votes to try and get the ball rolling:

[X] Plan Wait and Bait
-[X] Pirates: Matt and Mira (write in)
-[X] Typhon II (Xel'naga Commander): Dostya
-[X] Hive Fleet (Kerrigan): Jim Raynor
-[X] Borealis (Zerg Defense): Sam

Start slow, have Jim get a read on the Kerrigan situation, have Dostya take on the enemy ACU with Cybran stealth, while we try to bait out the Golden Armada on an easier mission.

[X] Plan 1v1 Me Bro
-[X] Pirates: Matt and Mira (write in)
-[X] Typhon II (Xel'naga Commander): Sam
-[X] Hive Fleet (Kerrigan): Jim Raynor
-[X] Borealis (Zerg Defense): Duke

Go after the Xel-Naga commander ourselves, using our strongest piece against the most dangerous army and maybe getting the chance to capture an ACU. Have Duke take our place on Borealis because it's a defense mission and Terrans are the kings of defense.
 
[X] Plan What's Amon is now ours (hopefully)
-[X] Pirates: Jim Raynor
-[X] Typhon II : Matt
-[X] Hive Fleet : Dostya
-[X] Borealis : Sam

This plan is basically about maximising our ability to convert people to our side and in the Hive fleet case to maximise our anti zerg capabilities.

In order

  1. Pirates
    1. Jim has basically the best chance of converting the pirates to our side, at their hit and run ability is probably the most efficient at getting rid of the pirates if push comes to shove. More specifically he is the only one whose strat doesnt make him vulnerable to SURPRISE ARMADA
    2. Typhon has a hostile ACU and only another ACU can handle it. That said the Xel'Naga has to build up their eco while Defensive Matt has a preexisting eco to help him.
    3. Hive Fleet we don't know what they are, Dostya is pick primarily because as an ACU nothing can really threaten her if the Golden Armada is otherwise occupied
    4. Sam is a LEGENDARY commander with COMMAND sparks. More specifically we're trying to bait out the golden Armada to help the other 3 do their jobs better by positioning Sam to maximise her damage onto the Armada early in the war.
 
[X] Plan What's Amon is now ours (hopefully)
-[X] Pirates: Jim Raynor
-[X] Typhon II : Matt
-[X] Hive Fleet : Dostya
-[X] Borealis : Sam

Sounds good to me.
 
ALso, I hope everyone's excited to be in charge again after the campaign of being Sarah Kerrigan's sub though you were absolutely topping from the bottom
 
Let us first figure out if we beat them first before we get our hopes up on capturing them. Remember escaping a conflict is relatively easy outside of our sector. This is the point of the campaign where some commanders using Recall Beacons. So we are going to need to be ambushing an ACU when it gates in if we want one alive (this is what the Coalition did in the Campaign).

Plus most of the Xel'Naga capabilities are unknown to us. We can speculate off of the Seraphim and the Hybrids but fundamentally the GM can take the Infinite Empire in any direction they want. it might be something to scare a little more caution into us and to sell the threat of Amon.
Given how DC said this will work, the early part of this campaign is absolutely the time to make the bigger plays, it's the endgame where defensive, careful actions will be more valuable.

ALso, I hope everyone's excited to be in charge again after the campaign of being Sarah Kerrigan's sub though you were absolutely topping from the bottom
Is there supposed to be an option to deal with the Golden Armada?
 
I'm all about salvage corvettes in Homeworld. Nothing is better than taking your opponent's stuff. As much as I'd like another ACU, I think that I'd rather bait the Golden Armada at Borealis first.

[X] Plan What's Amon is now ours (hopefully)
-[X] Pirates: Jim Raynor
-[X] Typhon II : Matt
-[X] Hive Fleet : Dostya
-[X] Borealis : Sam
 
[X] Plan What's Amon is now ours (hopefully)
-[X] Pirates: Jim Raynor
-[X] Typhon II : Matt
-[X] Hive Fleet : Dostya
-[X] Borealis : Sam

While I am hesitant to send Dostya tracking the Zerg considering what happened when we first were introduced to her. I hope she has better preparations for evac should things go wrong.

Hopefully the plan works with snatching some of the zerg with Sam but even if Amon has prepared for that she should have a defensible position and perhaps allow Zertul to do something.

And Matt is a professional in a familiar element. He is the most vulnerable here if the IE ACU pulls out a trick that he is not prepared for. Ironically Mira would be a good choice to help him out if things go bad.
 
[X] Plan What's Amon is now ours (hopefully)
-[X] Pirates: Jim Raynor
-[X] Typhon II : Matt
-[X] Hive Fleet : Dostya
-[X] Borealis : Sam

We could try to steal an ACU next turn instead, right?
 
[X] Plan What's Amon is now ours (hopefully)
-[X] Pirates: Jim Raynor
-[X] Typhon II : Matt
-[X] Hive Fleet : Dostya
-[X] Borealis : Sam
 
[X] Plan 1v1 Me Bro
-[X] Pirates: Matt and Mira (write in)
-[X] Typhon II (Xel'naga Commander): Sam
-[X] Hive Fleet (Kerrigan): Jim Raynor
-[X] Borealis (Zerg Defense): Duke
 
Back
Top