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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The alien's glowing red eyes narrowed fractionally. His voice dripped with a menace you were used to hearing in combat - the kind of fierce, attentive voice that another commander could fling at the other. "The Chain of Ascension is clear. Our master does not brook allies like yours. We will see your base broken, your people slaughtered, and your profane technology reduced to their component atoms. For we are the Forged. The Tal'Darim. And we do not falter."

The line clicked off.

"I wonder if they know how much they sound like an Aeon," you mutter. Then, firmly. "All right, Stukov. What are we looking at here?"

Stukov threw up the OrbSat view of the battlefield you were going to take. It was just outside of the pickup range of your current economic structures - annoying as hell, but at least you could reach it relatively quickly. Your ACU started to move even before you finished checking over the terrain - your autopilot up to moving you without your full attention.

"They're holed up in some kind of ruin structure - surrounded by jungle, mountains, some rivers," Stukov said.

You already saw the possibilities.

Okay! You have the trait "Tactical Genius" - and I skipped using it last time for simplicity. But we're now more comfortable with the system, so lets chuck it in! The way this works is at the beginning of a structured scene (say, combat), you can create a piece of the environment that exists as a Spark (which means you can use it narratively!) So, pick one! The value is randomized since the battlefield is never fully under your control, with a value between 1-6, which I shall roll after I post!
[ ] "There's a lot of raw material and gas there." (Resource Spark)
[ ] "That harbor looks useful - I wonder how these people handle wet navies..." (River Access)
[ ] "Ah, do they know that we can traverse that terrain with the right gear?" (Secret Access to Enemy Base)​

Stukov chuckled. "I like the way you think, General."

"No need to butter me up, Lieutenant," you said, voice faux-stern. "You're already earmarked for ACU duty."

He chuckled - while you scrolled back the view, frowning. "What's that...we're getting slightly better images on their base. It's like their stealth field has dropped."

"Yes. Detecting some infantry, fliers...walkers of some kind. Quadrupedal." Your view zoomed in and you saw half a dozen of the things clattering around - they were swift and as you watched, they vanished from a low path to appear on a high ridge, continuing their path rather than finding a way around. You frowned. "Capable of short ranged quantum teleportation. These aliens and their mastery of point to point transport is incredible. But...we're not detecting the quantum signatures we would expect. It's very strange."

"I'll try and get some intact for Dr. Hanson," you said. "What do you think those are?"

"From the energy signatures? I'm not sure. Dr. Hanson?"

"They appear to be storing large amounts of power in subterranean systems, our deep penetration scans can't read much resolution past their shielding." Dr. Hanson sounded focused. "And yes, their buildings appear to be all equipped with a shielding system - rather than one centralized shield system, like we would use."

"Hurm," you frowned. "Their placement says defensive." You tapped at the screen, highlighting the circular buildings you had spotted. "See how they cover this area here, here, here?"

"That does make sense," Stukov said.

"I'll leave defensive fortifications to- oh my!" Dr. Hanson sounds shocked - and you can't blame her. As you watched, another set of their infantry had appeared - en mass, shimmering and crackling as they popped into existence from one of the angular, black and red buildings. "That's a quantum gate."

You nodded. "They're getting reinforcements from somewhere. This fight might be interesting."

You smiled, slightly.

As you hit the rise that separated your last few steps from the autopilot route, you tapped on a private message to Tosh. "Yes, General?" he drawled.

"There's a lot of Terazine here." You paused. "We'll see about trying to avoid too much collateral damage."

"My thanks, General Clarke," he said, having that fucking self satisfied sound of a cat who had gotten her paws on the canary and was planning to enjoy it. "I've begun to open up a dialog with the locals. Very interesting stories they have to tell about the last few years. Very interesting. I'll see what I can find here that's true."

"Good," you said. Then. "Keep an eye out for that Lt. Duran. I want to know where he's been."

"Yes sir."

The line clicked off and you regarded your options. In the distance, settled among ancient ruins of dark stone and massive, monolithic statues of alien beings, you could see the Tal'darim base - their structures angular and bladed, their dark black and red color scheme reminding you of the Cybrans, almost as much as their hovering structures and graceful curves made you think of the Aeon Illuminate. You frowned, then took up the controls.

Time to get to work.

---
Okay! This is a Danger 15 battle, +1 for your Hunted!

We got...three platoons of Slayers (Three Diff 3, 1 Range Characteristic for teleportation, but also, a penalty size characteristic.) This means they can teleport a few hundred yards at any time, but you find it easier to hit them at range if you can pin them down (size is normally a positive/neutral characteristic, since it increases toughness, but Slayers are relatively fragile.)

Then we have Protoss Base (1)->5 Proton Canons (5) nested sparks! You can't destroy the base without dealing with the cannons first! However, each round, the Proton Canon sparks will decay by 1 - and once they hit 0, the Protoss Base spark will decay - so, at round 6, the nested sparks decay! But remember, nested sparks decay into Sticky Sparks, and become a permanent fixture. In this case, that represented them becoming so fortified that it gets REALLY hard to dislodge them and, I'd say, counts as a failure condition.

Since the enemy has a base and we're moving from the simple tutorial to the complex one, we're adding in range modifiers! The way this works is you get 5 free "movement" per turn, that lets you erode the range penalty to any unit/object you want. You can take additional actions/heat to sprint at them, or spend sparks to do so!

Slayer Platoon 1: -10 range
Slayer Platoon 2: -20 Range
Slayer Platoon 3: -30 Range
Protoss Base: -30 Range

"What about the zealots?" they're narrative fluff and don't exist mechanically at the moment. But they may later, as I spend shock!

Now, what you do for the first round really depends on what lucky break you picked. So, here's some examples.


[ ] Operation: Breakwall: Use your Nanofabrication (2) skill vs Diff 1 to build a nested Spark in the Resource spark of Metal Extractors & Energy Generators (2). Then take a pair of actions to use the same skill (at 1+1 and 1+2 diff) to make a pair of nested sparks of Defensive Buildings (1)->Dragon's Teeth (1) for a total cost of 1 heat. Since only one spark is easy to boop away, take and +2 heat to make the Dragon's Teeth (3). This puts you at 3/6 heat! Vent 3 heat to use your power Take Cover, Men! to make an additional Take Cover (2) spark for additional protection. At the end of your turn, each spark value drops by 1. When they hit 0, they'll decay into the Sticky Sparks of "Fully Functional Economy" (2) and "Defensive Fortifications" (3). The Take Cover spark decays into nothing since it's not nested!

Mechanically, this one is nice and defensive. The enemies are still far away, and even if one manages to get close enough to attack, they need to bash down 1 take cover, then 3 dragon's teeth, then 1 defensive buildings before they can attack you or your resources. If you keep everything safe until it decays, you'll have a permanent base that will require an equally potent sticky spark to remove (requiring the enemy to nest and let their attacks decay, which gives you just as long to blast them!)

[ ] Operation: Brown Water Navy: Use your Awareness (2) vs Diff 1 skill to "find" Resource (2) sparks for 0 heat, then use Nanofabricate (2) vs a diff 1+1 to build a nested spark of Metal Extractor & Energy Generator (1) for 0 heat. Follow this up with Nanofabricate (2) vs Diff 1+2 and a Organizational Expertise (2) vs Diff 1+3 for a cost of 1 and 2 heat to create a Shipyard (1) and Tier 1 Navy (1). Take an additional 3 heat to add +3 to the Tier 1 Navy. Vent 6 Heat with Just as Planned... to create 1 just as planned spark! This...it doesn't really matter, you're mostly just ditching heat. Your economic sparks decay immediately into the sticky spark of "Fully Functional Economy" (1), and after four turns, the Naval Sparks will decay into "Deadly Navy" (4). The just as planned spark is irrelevant, honestly.

Mechanically, this one is a long term scheme. A Deadly Navy spark will let you use your Background skill to "buy" gear (gear is purchased via background skill checks, and gives you access to characteristic values that alter actions.) Basically, it lets you go, "I now have [Battleship], it has 3 range characteristics and 2 damage characteristics" much easier, which means that the Protoss...can't do shit about it unless they spawn something of equal or greater characteristics. You just need to survive until then!

[ ] Operation: Commander Rush: Use the value of your Secret Route sparks to erode the distance to the Protoss the nearest Stalker platoon, then use your Vehicular Weapons (2) skill to blow them to hell and gone for a cost of 1 heat. Then use Awareness (2) to find Resources at diff 1+1, creating a Resource (1) spark and Nanofabrication (diff 1+2) and take 1 heat to make your economy. Then use your Strategic Training (2) vs diff 1+3 for a cost of 1 heat to make a Hidden (1) spark. Then take 3 more heat to bump it to Hidden (4). Vent 6 heat to make a useless just as planned spark to just zero out your heat! Your economy sparks decay into the sticky spark you're all familiar with by now, and your hidden spark decays to 3. Hopefully it keeps you hidden until the next turn!

Mechanically, this is the most aggressive. You blow away some Stalkers (removing them from play completely) and build your economy in an unexpected place. Since range is loosy goosy and abstracted, you're still -20, -30 and -30 away from everything else. Cause I say so! That's my job, as the GM!
So, uh...that's a lot! But I hope someone tries a write in. But also, if no one does, I do not blame you, lol.
[X] Plan: Ironclad
[X] "That harbor looks useful - I wonder how these people handle wet navies..." (River Access)
[X] Operation: Brown Water Navy: Use your Awareness (2) vs Diff 1 skill to "find" Resource (2) sparks for 0 heat, then use Nanofabricate (2) vs a diff 1+1 to build a nested spark of Metal Extractor & Energy Generator (1) for 0 heat. Follow this up with Nanofabricate (2) vs Diff 1+2 and a Organizational Expertise (2) vs Diff 1+3 for a cost of 1 and 2 heat to create a Shipyard (1) and Tier 1 Navy (1). Take an additional 3 heat to add +3 to the Tier 1 Navy. Vent 6 Heat with Just as Planned... to create 1 just as planned spark! This...it doesn't really matter, you're mostly just ditching heat. Your economic sparks decay immediately into the sticky spark of "Fully Functional Economy" (1), and after four turns, the Naval Sparks will decay into "Deadly Navy" (4). The just as planned spark is irrelevant, honestly.

I plan to make sure that Just As Planned spark is critical.

Btw, what mechanical effect would building additional construction drones have?
 
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Hmmm. I'm tryna make sense of the system but i feel like my brain is just bouncing off pretty hard.

Anyway, why not just take the refugees and some of that gas and leave? The Tal'Darim seem to have an issue with us being on this planet specifically so let's just remove the source of conflict, head over to Agria.

Also, so far as range, does it just increase checks by the number? So attacking the slayers 10 away is 13 difficulty? How far can they move per turn, 9 or 4?
 
Also, so far as range, does it just increase checks by the number? So attacking the slayers 10 away is 13 difficulty? How far can they move per turn, 9 or 4?

Yup and since they have no speed characteristics, they can move 5 range increments. But they can also teleport 5 increments, so if they move and act, they can go 10!

Btw, what mechanical effect would building additional construction drones have?

If you make a sticky spark that buffs a background skill, it adds directly to your purchasing checks. So if you made the sticky sparks of "lots of construction drones" (3), it'd make getting gear via your background 3 easier! Which is how you build the big guns!
 
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Neat. That means that they can get here next turn but not act so we don't need to do anything defense wise this turn.

[x] plan you can leave
-[x] "There's a lot of raw material and gas there." (Resource Spark)
-[x] Use your Nanofabrication (2) skill vs Diff 1 to build a nested Spark in the Resource spark of Metal Extractors & Energy Generators (2). Use nanofab again (2+1 heat v dif 2) with the existing infrastructure from last encounter and the resource spark to make a nested Gate Construction Engineers (1) at the settlement. These will decay into a Quantum gate (1) that will let us evacuate the civilians. Next nanofab, also nested in the resource spark, (2 + 2 heat vs dif 3) a gas containment vessel (1) which will decay into a Terrazine gas sample (1). Then nanofab a nested defensive works (2) (2 + 3 heat v dif 4) which will decay into Base Defenses (2). Finally vent 6 to give the civilians an as planned spark.

Edit: i think this should work?? It works
 
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Question: Are these proper tal'darim or just reskinned Dalaam? Because that changes some of the tactics.
 
Question: Are these proper tal'darim or just reskinned Dalaam? Because that changes some of the tactics.

Proper ones, styling style!

And almost, @Eater! You need to nest two sparks together - have two interrelated bits of fiction. So, for example, Terazine Gas samples can be wrung from "Collector Drones" and "Refinery" sparks, which decay into "Terazine Gas Samples"

but other than that minor flub, your plan's 100% doable and a great write in!
 
If eater vents 6, then they generate one "just as planned" spark, not 6. Vent less to generate more sparks with the powers.
 
So, based on the fact that we're facing a danger 15 opponent, we probably should do one of two things: either bank as much as possible in construction drone & extractor sparks to construct a larger/more powerful force than them, or we should plan to avoid their big fat defense. I have a feeling that those teleporter units are going to hit & run us, building up a large force at our doorstep & causing a lot of headache if we can't match them soon, as well.
 
Since these are Tal'Darim, they will have Wrathwalkers to kill big/slow things and Vanguards to completely kill anything that's not in the air, so I'm wary of trying to rely on naval units, at least early on. Once we get T2 and especially T3 though, we should be able to outrange them entirely and win with either artillery or air units.

[X] Plan Breakwall/turtle-boom
-[X] "There's a lot of raw material and gas there." (Resource Spark)
-[X] Operation: Breakwall: Use your Nanofabrication (2) skill vs Diff 1 to build a nested Spark in the Resource spark of Metal Extractors & Energy Generators (2). Then take a pair of actions to use the same skill (at 1+1 and 1+2 diff) to make a pair of nested sparks of Defensive Buildings (1)->Dragon's Teeth (1) for a total cost of 1 heat. Since only one spark is easy to boop away, take and +2 heat to make the Dragon's Teeth (3). This puts you at 3/6 heat! Vent 3 heat to use your power Take Cover, Men! to make an additional Take Cover (2) spark for additional protection. At the end of your turn, each spark value drops by 1. When they hit 0, they'll decay into the Sticky Sparks of "Fully Functional Economy" (2) and "Defensive Fortifications" (3). The Take Cover spark decays into nothing since it's not nested!

Edit: named plan
 
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Since these are Tal'Darim, they will have Wrathwalkers to kill big/slow things and Vanguards to completely kill anything that's not in the air, so I'm wary of trying to rely on naval units, at least early on. Once we get T2 and especially T3 though, we should be able to outrange them entirely and win with either artillery or air units.

[X] "There's a lot of raw material and gas there." (Resource Spark)
[X] Operation: Breakwall: Use your Nanofabrication (2) skill vs Diff 1 to build a nested Spark in the Resource spark of Metal Extractors & Energy Generators (2). Then take a pair of actions to use the same skill (at 1+1 and 1+2 diff) to make a pair of nested sparks of Defensive Buildings (1)->Dragon's Teeth (1) for a total cost of 1 heat. Since only one spark is easy to boop away, take and +2 heat to make the Dragon's Teeth (3). This puts you at 3/6 heat! Vent 3 heat to use your power Take Cover, Men! to make an additional Take Cover (2) spark for additional protection. At the end of your turn, each spark value drops by 1. When they hit 0, they'll decay into the Sticky Sparks of "Fully Functional Economy" (2) and "Defensive Fortifications" (3). The Take Cover spark decays into nothing since it's not nested!
If I remember correctly, you don't even really get long range boats till t2, you're stuck w/ AA & short ranged anti-ship in t1.
 
Right, T1 gives us subs with torpedoes and a deck gun plus frigates with mediocre AA and a medium deck gun.

T2 though has the destroyer with decently ranged powerful guns and the cruiser with infinite, extremely long range tactical missiles and SAM launchers

[X] Plan: Ironclad
 
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So, for example, Terazine Gas samples can be wrung from "Collector Drones" and "Refinery" sparks, which decay into "Terazine Gas Samples"
I shoulda just specified that all the sparks were nested in the resource spark :V

And I misinterpreted the ability re as planned. It says 'per vent reduction' which i read as 'per heat reduced by as planned' not 'per heat remaining'

Edit: all fixed now
Also, in case it wasn't clear the idea is to also retreat the acu off planet once the civilians are gone
 
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[x] plan you can leave

I like this. Whether or not the ACu stays and fights or retreats with the civilians our core objectives of terazine samples and saving human civilian lives are met. We have also got important combat data on the tal'darim and started winning hearts and minds for the UEF among the locals.
 
[X] Plan: Ironclad


Like the idea of hitting Tal'Darim from unexpected angle (i.e. water). That said, @Mailstrome , you might want to check if your plan gets tracked correctly, because I'm not sure if the forum will read it without hyphens.
 
Can we, in fact, leave? Do we have the transport capacity to get all the human refugees out and somewhere safer?
(There's also the matter of leaving not securing the planet and its resources for us, but that'd be a matter of tradeoff and decision rather than raw capability.)

edit: Never mind on the transport capacity front, I misunderstood something (assuming that quantum gate is indeed something we can build). There's still the question of where we'd move them to, though.
 
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Can we, in fact, leave? Do we have the transport capacity to get all the human refugees out and somewhere safer?
(There's also the matter of leaving not securing the planet and its resources for us, but that'd be a matter of tradeoff and decision rather than raw capability.)

edit: Never mind on the transport capacity front, I misunderstood something (assuming that quantum gate is indeed something we can build). There's still the question of where we'd move them to, though.
I was thinking Agria. That's where Horner is at, so making a receiver shouldn't be too tough? I'm thinking about this like a PA teleporter though, I don't recall how quantum gates work in/if they're ever shown in Supreme Commander.

Otherwise, Expeditionary One should be able to hold them temporarily? Not sure how that all is gonna work tbh. Presumably @DragonCobolt will set a difficulty for evacuating the civilians?
 
Not so:
Adhoc vote count started by Eater on Oct 8, 2023 at 12:04 AM, finished with 26 posts and 10 votes.

  • [x] plan you can leave
    -[x] "There's a lot of raw material and gas there." (Resource Spark)
    -[x] Use your Nanofabrication (2) skill vs Diff 1 to build a nested Spark in the Resource spark of Metal Extractors & Energy Generators (2). Use nanofab again (2+1 heat v dif 2) with the existing infrastructure from last encounter and the resource spark to make a nested Gate Construction Engineers (1) at the settlement. These will decay into a Quantum gate (1) that will let us evacuate the civilians. Next nanofab, also nested in the resource spark, (2 + 2 heat vs dif 3) a gas containment vessel (1) which will decay into a Terrazine gas sample (1). Then nanofab a nested defensive works (2) (2 + 3 heat v dif 4) which will decay into Base Defenses (2). Finally vent 6 to give the civilians an as planned spark.
    [X] Plan: Ironclad
    [X] "That harbor looks useful - I wonder how these people handle wet navies..." (River Access)
    [X] Operation: Brown Water Navy: Use your Awareness (2) vs Diff 1 skill to "find" Resource (2) sparks for 0 heat, then use Nanofabricate (2) vs a diff 1+1 to build a nested spark of Metal Extractor & Energy Generator (1) for 0 heat. Follow this up with Nanofabricate (2) vs Diff 1+2 and a Organizational Expertise (2) vs Diff 1+3 for a cost of 1 and 2 heat to create a Shipyard (1) and Tier 1 Navy (1). Take an additional 3 heat to add +3 to the Tier 1 Navy. Vent 6 Heat with Just as Planned... to create 1 just as planned spark! This...it doesn't really matter, you're mostly just ditching heat. Your economic sparks decay immediately into the sticky spark of "Fully Functional Economy" (1), and after four turns, the Naval Sparks will decay into "Deadly Navy" (4). The just as planned spark is irrelevant, honestly.
    [X] Plan Breakwall/turtle-boom
    -[x] "There's a lot of raw material and gas there." (Resource Spark)
    -[X] Operation: Breakwall: Use your Nanofabrication (2) skill vs Diff 1 to build a nested Spark in the Resource spark of Metal Extractors & Energy Generators (2). Then take a pair of actions to use the same skill (at 1+1 and 1+2 diff) to make a pair of nested sparks of Defensive Buildings (1)->Dragon's Teeth (1) for a total cost of 1 heat. Since only one spark is easy to boop away, take and +2 heat to make the Dragon's Teeth (3). This puts you at 3/6 heat! Vent 3 heat to use your power Take Cover, Men! to make an additional Take Cover (2) spark for additional protection. At the end of your turn, each spark value drops by 1. When they hit 0, they'll decay into the Sticky Sparks of "Fully Functional Economy" (2) and "Defensive Fortifications" (3). The Take Cover spark decays into nothing since it's not nested!
 
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