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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[X] Operation: Organized Retreat - use your Bluff skill on the Techs to make them remove the scanning sparks for you: Diff 4 vs skill 0, take 6 heat to make 1 Deceived sparks on both. While Deceived is in effect, they'll make Poorly Aimed Scanner sparks, which will eat their scanning sparks up! Vent 6 heat to add +1 Planning spark to your stack, and then keep make similar deception checks for the three rounds it takes to install the bug - the marines will take down the mech marines, but since the commander is out of play, they will need to move to the headquarters to report in.
 
[X] Operation: Organized Retreat - use your Bluff skill on the Techs to make them remove the scanning sparks for you: Diff 4 vs skill 0, take 6 heat to make 1 Deceived sparks on both. While Deceived is in effect, they'll make Poorly Aimed Scanner sparks, which will eat their scanning sparks up! Vent 6 heat to add +1 Planning spark to your stack, and then keep make similar deception checks for the three rounds it takes to install the bug - the marines will take down the mech marines, but since the commander is out of play, they will need to move to the headquarters to report in.
 
So, what if instead of attacking the Scanning sparks we instead tap them and use them ourselves.

To be blunt, E1 getting detected isn't a loss condition but rather a complication (They know our flying brick is out there)- and instead of dealing with the Scanning Sparks we tap them ourselves by revealing the E1 and using the sparks to empower our Bluff Check?

[X] Plan "Operation Grab Bag"
-[X] Command the E1 to be made to appear as menacing as possible to the Dominion Omni-Scanner
-[X] Bluff the Dominion Commander that this ship is no longer a safe C&C Center and that the Mech Marines will assist with Escort and Evac once the E1 is revealed, using the Scanning Sparks to empower the check ("Unknown ship from an unknown enemy that detonated a fusion bomb and slipped in a strike team. Safe bet they are after an intel officer, what I would do.")
-[X] Once the Commander leaves with the Dominion Marines, get the bug planted and the propaganda transmitted
-[X] If possible catch up with the fleeing commander and 'assist' in the 'escort' to 'commandeer' a shuttle docked in another section 'for his safety' and the extraction back to E1 with the Marines, Commander, and Allies in tow.

This is something that is going to make our lives a bit more complicated in the future, but making the E1 more defensible in future level-ups, Mira's Battlecruiser, and future allies with Raynor should mitigate that risk. Would have to get a heat reading on this with what characteristics of the props can be used, empowering with the sparks the enemy has placed, and might overheat us still but we do stand to get everything and a Dominion Officer out of all of this- and the Dominion Marines might be able to be bought off because Prison Conscripts don't tend to be the most loyal.

Edit: I also just have this image where a Mech Marine pulls out a big sack and just drops it over their commander when no one is looking and walks off. It amuses me greatly.
 
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On a separate note, the one downside I can see to "Operation: Organized Retreat" is the possibility of leaving behind nanolathe and robot debris that may allow the Dominion to reverse engineer UEF technologies. Right now our oversided production capacity and stable drone tech are the only things allowing us to even consider fighting on equal ground with the numerically superior Dominion but that would cease to be the case if they could improve their larger manufacturing base with SupCom technologies and leverage it to produce their own automaton troops.
 
On a separate note, the one downside I can see to "Operation: Organized Retreat" is the possibility of leaving behind nanolathe and robot debris that may allow the Dominion to reverse engineer UEF technologies. Right now our oversided production capacity and stable drone tech are the only things allowing us to even consider fighting on equal ground with the numerically superior Dominion but that would cease to be the case if they could improve their larger manufacturing base with SupCom technologies and leverage it to produce their own automaton troops.
For some level of realistically, I feel like that'd realistically be an issue on the order of years, something for Future Sam to deal with. And even if they grab UEF tech, they don't grab the UEF doctrine that makes it as powerful as it is.

On the other hand, it could be a fun consequence to have to deal with sometime, lol

[X] Operation: POWs for Fun and Profit - Clarke has Swann use his technical know how to prevent Techs 1 and 2 from doing their jobs. The mech-marines push up to the Dominion troops and capture them alive. (HEAT: 7/6)

Maybe not the best idea, but I like it a little more than Organized Retreat. "Grab Bag" is fun, but seems too ambitious. (both in-character and maybe mechanically? I dunno if we have the resources to like.... do most of that, at least not without Complications)
 
[X] Operation: POWs for Fun and Profit - Clarke has Swann use his technical know how to prevent Techs 1 and 2 from doing their jobs. The mech-marines push up to the Dominion troops and capture them alive. (HEAT: 7/6)
 
... "Grab Bag" is fun, but seems too ambitious. (both in-character and maybe mechanically? I dunno if we have the resources to like.... do most of that, at least not without Complications)
One of the reasons why Grab Bag could work is because it is ceding an enemy prop (their Omni-Scanner and what it is risking) to tap the sparks it is placing as a positive for us to be amped by instead of an obstacle to beat down. That, and it will be also Tapping the Mass Characteristic of the E1 for Intimidation Sparks, and Space Ships are MASSIVE and the Science Vessel is unarmed so we should get the difference at a minimum.

(And each rank of a Characteristic places a Nesting of 6 sparks. So Mass 2 would be X6[X6] while Mass 6 is X6[X6[X6[X6[X6[X6]]]]] and this wouldn't work against a combat ship like a Battlecruiser unless our Mass was bigger and they didn't have things like numbers to even it out and even then we would only get the difference at most.)

Edit: Thematically, it is taking the punch to the face without contest to get a bonus modifier to the intimidation check. They are trying to pull us from stealth and are expecting a tiny little dropship, not a Battlecruiser+ sized vessel of unknown make and origin -that is sneaking around and teleports away- so because of this, though the Diff might be a bit high for some of the actions, the Sparks being made by gear and situations should more than pay for it so most of the listing there is heat neutral (But would still need a Heat Cost breakdown from the GM of course)
 
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The trouble with using the E1 to scare the opposition, as I see it, is that it only works so long as they believe it can cause harm. As soon as one of the ships escorting the Galileo get into range and find that they aren't taking return fire it'll be pretty obvious that the ship is a paper tiger.

There's also the risk of being too successful and prompting the Galileo's crew to warp out of the system which would reveal the marines in the command center to be fakes, blow our chances of successfully planting a bug, leave Stetmann and Swann holding the bad, and fully lock us out of using the ship to broadcast a propaganda message.
 
Adhoc vote count started by DragonCobolt on Nov 19, 2023 at 12:44 AM, finished with 19 posts and 10 votes.

  • [X] Operation: POWs for Fun and Profit - Clarke has Swann use his technical know how to prevent Techs 1 and 2 from doing their jobs. The mech-marines push up to the Dominion troops and capture them alive. (HEAT: 7/6)
    [X] Operation: POWs for Fun and Profit
    [X] Operation: Organized Retreat - use your Bluff skill on the Techs to make them remove the scanning sparks for you: Diff 4 vs skill 0, take 6 heat to make 1 Deceived sparks on both. While Deceived is in effect, they'll make Poorly Aimed Scanner sparks, which will eat their scanning sparks up! Vent 6 heat to add +1 Planning spark to your stack, and then keep make similar deception checks for the three rounds it takes to install the bug - the marines will take down the mech marines, but since the commander is out of play, they will need to move to the headquarters to report in.
    [X] Operation: Organized Retreat
    [X] Plan "Operation Grab Bag"
    -[X] Command the E1 to be made to appear as menacing as possible to the Dominion Omni-Scanner
    -[X] Bluff the Dominion Commander that this ship is no longer a safe C&C Center and that the Mech Marines will assist with Escort and Evac once the E1 is revealed, using the Scanning Sparks to empower the check ("Unknown ship from an unknown enemy that detonated a fusion bomb and slipped in a strike team. Safe bet they are after an intel officer, what I would do.")
    -[X] Once the Commander leaves with the Dominion Marines, get the bug planted and the propaganda transmitted
    -[X] If possible catch up with the fleeing commander and 'assist' in the 'escort' to 'commandeer' a shuttle docked in another section 'for his safety' and the extraction back to E1 with the Marines, Commander, and Allies in tow.


Okay, I think that overheating needs to be linked to the XP value of the encounter rather than PCs because, uh, adding +1 Danger to a scenario is fucking farcical

"Dragon, when using the playtest, please read the rules" - my co-author



So, the XP value is 10, so 50% of the danger is 5! It used to be linked to PC number.
 
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ACT ONE, MISSION FIVE: Media Squad (0.7)
You adjusted the position of your lead mech, turning to face Swann slightly. You tapped to his frequency. "Swann," you said. "Can you take out that sensor console without it seeming like you did it."

"i, ah..." he paused for a moment. You swore you could hear gears turning in his head. Then he chuckled. "I wouldn't have, if you hadn't been so flashy out there. But a nuke's a nuke and this old sucker's gotta have a lotta electrical systems that are being stressed like crazy to bring the old detection system online." He shifted in his power armor. "Cover me."

You shifted some marines subtly as the commander of the base continued to shout into the com unit. "What do you mean you can't find any sign of them in the prison? No sign of their egress? ...they had a what unit made out of a what?"

As Swann got to work, you cracked your knuckles. "Lets see what we can do with the units we have left." Your fingers paused, then you started to give new commands to your mech-marines. You sent a chevron swinging out wide, programming in a micromanaged suite of fire orders and authorizations. Their rounds began to peel apart the crates and boxes that the Dominion were using as defensive fortifications, forcing the bulky, armored suits down. One of the smarter marines tried to get out by stepping out into the field fire with his medic standing to his left, shielding his body with her shield - her fabricator buzzing and whirring to try and repair his armor as quickly as he took it. You quickly routed two units to fire at her shield.

Bullets slammed home again and again, staggering the medic - forcing her to retreat back into cover. The marine left out in the open tried to continue standing there. As you watched, his body jerked, jolted, and he continued to spray bullets even faster, his weapon jumping from target to target. Whatever he was on, you were able to push your units around, flanking behind the remaining marines. Your units surrounded them and the marines hesitated.

"Sir, what do we do?" the commander's PA crackled.

"hah!" Swann hissed.

You saw through one of your mech-marine cameras that Swann had touched two wires together with remarkably delicacy, considering he was using a single hand on his suit of power armor. The other was tucked against his side a little awkwardly - but neither of that mattered because a hissing spark whipped along the cable, flowed into one of the consoles and, with a few seconds of grace, caused the scanning console that the techs were hunched over to spray, hiss and explode with sparks. Sputtering smoke bloomed from them and the techs jerked back, crying out.

"What the hell just happened?" The commander bellowed.

"Sir, the ship's old - we just got nuked, the damn thing's shorting out systems everywhere. We can't get the detector array online - not without hours of work!" the first tech said, while the second did the far more practical job of grabbing a fire extinguisher and spraying the console as it hissed, sputtered and coughed up. The commander threw his hands up, then slammed them down onto his interface, glaring down at his surrounded marines. You watched him and wondered - how much was he...typified.

Was he the average?

Some shitty scut-officer?

A maligned genius who was tucked into the back of beyond for political reasons?

That last one seemed unlikely, as he sighed and then gave the order. "Surrender to the damn robots. Who the hell are these people?" he growled, softly - while Stukov's voice came over the PA.

"Our long ranged sensors are picking up a quantum tunneling event...a ship is arriving in system, sir," he said.

You lifted your head, frowning slightly. Through one of your mech-marine's helmets, you saw a tiny pinprick flash as atomic-level devastation was turned into a merest twinkle by distance. You tensed your shoulders and waited for the hammer to fall, bringing up a picture in picture view on your own command interface as the incoming telemetry came in. The shadow slipped off the approaching bulk of the ship and you groaned quietly as you saw the red painted hull and boxy shape of an elongated hull. The vehicle wasn't nearly as large as a battlecruiser, but it was still larger than anything the E1 could fabricate in a hurry, and the telescope and scanning systems picked out several heavy duty weapon systems.

"This is the TDF Lost Cause," a drawling voice came over the line. "This is Commander Tevin calling in the Galileo, I hear you have some rowdy customers we're here to pick up?"

"Thank god you've made it - we're being attacked by an unknown hostile force, possibly alien in origin!" The commander said. "They've got robots technology the likes of which I've never seen - they nuked your initial shuttle."

You checked distances.

You had approximately thirty eight seconds for light to crawl through space, reach the Terran Dominion starship, enter into the ears of Commander Tevin, then trigger the obvious question - then another thirty eight seconds for light to crawl back to the Galileo where it would enter the radio antenna and emerge from the grainy, crackly speakers as something like what initial shuttle.

If you didn't think very, very, very quickly within that minute and change and come up with a very, very good line...everything you had done, every life you had risked, every life you had taken, would have gone up in the same glowing vapor as your fabricated shuttle.

And they didn't even pay you in anything but fabricator access, back in the Federation.

What a rip off.

You just hoped against hope, prayed to God, that the commander of the TDF Lost Cause was a real moron.

---
HEAT: 0/6

DANGER: 0

SPARKS: Planning 6, Scanning 3 (Omni-Scanner 4), Stetmann Tech 2)

ENEMIES: TDF Lost Cause (Diff 1, Size 4)

So, the TDF Lost Cause has spawned! It's a Diff 1, Size 4 NPC. That size 4 is going to apply as a secondary characteristic for a HELL of a lot - range for her sensor and communications, durability for her armor plating, damage for her gunnery banks. But since secondary characteristics can only snuff out sparks created by other characteristics, this means that her Size 6 (Size 6 (Size 6 (Size 6))) sparks only remove the Mech Marine 2 sparks that your planning had create, leaving their diff 1 to reduce your planning.

What do you do?


[ ] Write In (this is the last real "roll" of the mission and I want to see what creative stuff you guys get up too)
 
This feels like it might be Jim's "improvising" an extraction method. Stealing a ship to run a rescue mission is absolutely his MO.
 
The trick here is for Clarke to implicate the Lost Cause as the imposter first. Trust me, I've played Among Us.

Edit:

[ ] "Uh, Commander? Why's a ship warped in to pick up a dropship that can jump on its own?"
 
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The trick here is for Clarke to implicate the Lost Cause as the imposter first. Trust me, I've played Among Us.

Edit:
[ ] "Uh, Commander? Why's a ship warped in to pick up a dropship that can jump on its own?"

Does that make sense? It sounds like they're responding to Galileo's distress call, which makes their appearance very reasonable.
 
They're not actually. When Tevin mentioned rowdy customers they weren't doing so in reference to the ongoing attack but in regards to Stetmann and Swann who were caught in the middle of infiltrating. They've got no idea what's going on, hence why the Galileo's commander was frantically informing them of the current situation.

[ ] Plan: Sus - Use the disguised Mech-Marines to ask questions of the Galileo's commander implying the Lost Cause's arrival is suspicious. In the meanwhile have the undisguised Mech-Marines start broadcasting 'warnings' to the Lost Cause, 'informing' them that the 'actual' prisoner pickup arrived before they did and because of that they were forced to attack to prevent the prisoners from being moved off of the station.

Edit:
As a side note, we've got a way to get off the Galileo with our cover intact now thanks to the Mech-Marines capturing those Dominion troops as it establishes a precedent of them taking captives. In the lead up to exfil we could have Stetmann and Swann be captured by the Mech-Marines and brought along with the other captives with no one the wiser.
 
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[ ] Use the disguised Mech-Marines to ask questions of the Galileo's commander implying the Lost Cause's arrival is suspicious. In the meanwhile have the undisguised Mech-Marines start broadcasting 'warnings' to the Lost Cause, 'informing' them that the 'actual' prisoner pickup arrived before they did and because of that they were forced to attack to prevent the prisoners from being moved off of the station.
So the idea's basically "sow more confusion"? The undisguised marines have to be picked up by both the Galileo and The Lost Cause (well they'd probably be more confused/suspicious than anything, so the Galileo *has* to pick this up) for this to work- if I'm reading this right?
But- would it make sense for their radio or whatever to be picked up by the Galileo? Just to doublecheck

It's probably not gonna last very long- but we basically need one or both officers to panic, I thiiink??
 
Anyone with a radio should be able to pick up an outbound radio signal, though whether or not they could crack the encryption is the bigger story. Still even without being able to see the contents of those messages, for the Mech-Marines to start broadcasting shortly after the Lost Cause's arrival should be enough to set off alarm bells in the head of the Galileo's commander.

Because that means the Mech-Marines, despite fighting in the bowels of the Galileo, were somehow able to figure out that the Lost Cause arrived. With a person suggesting that the Lost Cause's arrival is suspicious, the hope is that'd prime the Galileo's commander into thinking that there is some manner of connection between the newly arrived ship and the attacking robots.
 
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Because that means the Mech-Marines, despite fighting in the bowels of the Galileo, were somehow able to figure out that the Lost Cause arrived. With a person suggesting that the Lost Cause's arrival is suspicious, that'll prime the Galileo's commander to thinking that there is some manner of connection between the newly arrived ship and the attacking robots.
Oh, yeah, fair enough.

Also outta curiosity/maybe I didn't read things right- but what forces are actually onboard the Galileo/how many of them are left, and how many undisguised marines do we actually have? Is it like, a 1:5 disadvantage?
 
Anyone with a radio should be able to pick up an outbound radio signal, though whether or not they could crack the encryption is the bigger story. Still even without being able to see the contents of those messages, for the Mech-Marines to start broadcasting shortly after the Lost Cause's arrival should be enough to set off alarm bells in the head of the Galileo's commander.

Because that means the Mech-Marines, despite fighting in the bowels of the Galileo, were somehow able to figure out that the Lost Cause arrived. With a person suggesting that the Lost Cause's arrival is suspicious, the hope is that'd prime the Galileo's commander into thinking that there is some manner of connection between the newly arrived ship and the attacking robots.
I'm really agreeing with this line but I am having a few points of other leverage on my mind:

How long has it been since the fighting started? Cause we can have one of our Marines bitch out "That was fast, when is the Calvary ever in the nick of time? This reeks." This might earn the ire of the Commander a bit, a wee bit of diminishing the glory of the Terran Dominion, but both the Confeds and the Doms have a history of being too late to the party and that's an image we would be able to craft by this point with what we have witnessed and what we have seen in their own propaganda.

And, is there anything we can do to disrupt the signal between the two ships? The light lag of normal communications does gives us a bit of time and if we could disrupt their ability to exchange information like the Stripped Down Mech Marines having the Engineer flash print a localized jammer could serve to do some heavy lifting in dealing with the Scanning Sparks, cast doubt on The Lost Cause (because the situation is already strange and stressful enough as is, a ship that cannot verify it's identity in battle can appear to be a Trojan Horse,) and keep The Lost Cause from blowing our cover.
 
And, is there anything we can do to disrupt the signal between the two ships? The light lag of normal communications does gives us a bit of time and if we could disrupt their ability to exchange information like the Stripped Down Mech Marines having the Engineer flash print a localized jammer could serve to do some heavy lifting in dealing with the Scanning Sparks, cast doubt on The Lost Cause (because the situation is already strange and stressful enough as is, a ship that cannot verify it's identity in battle can appear to be a Trojan Horse,) and keep The Lost Cause from blowing our cover.
I'm not sure if we'll have enough time to actually do it- but I think it would be nice if we could manage that- we'll definitely wanna slowly round out our skills by the next few level-ups- tho Iunno how many levels we'll actually get to/the rate that we get levelups per mission, so we can plan which stats to really specialize in and which ones to just round out to an average (and what level that average is) or even which ones to dump or just leave at a low level
How long has it been since the fighting started? Cause we can have one of our Marines bitch out "That was fast, when is the Calvary ever in the nick of time? This reeks." This might earn the ire of the Commander a bit, a wee bit of diminishing the glory of the Terran Dominion, but both the Confeds and the Doms have a history of being too late to the party and that's an image we would be able to craft by this point with what we have witnessed and what we have seen in their own propaganda.
Oh, yeah- actually fair point, there's always a bit more holding on needed to get the cavalry. Lets you have "survive this long" missions, tho that might just be cuz we have to play through those missions.
 
I like the idea of jamming communications so they don't hear the reply. Maybe have the E1 fab a jammer and launch it at the station? Don't know how fast it can be on the scene.

Alternatively, do we still need to be in the command center to finish the job? Because 60 seconds sounds like enough time for our squad to find an excuse to leave the CC and shed the disguises before the commander figures things out.
 
Slipping out risks the Dominion discovering the true identities of the marines that were in the command center and gives them reason to conduct a check of the compartment. We want to minimize the chances of the Dominion looking over what our team did while in disguise so that people don't go looking around and end up finding the bug.
 
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