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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Adhoc vote count started by DragonCobolt on Nov 25, 2023 at 10:59 PM, finished with 6 posts and 3 votes.

  • [X] Operation: Turtle (Declare X is "Operational Surprise" (6) and use those sparks to compel the Zerg into inactivity! Then built another 6 Sticky sparks and cash the 12 total in for building defensive structures for when the Zerg do notice you.)
    [X] Operation: Turtle


Hmm...need more votes!
 
Hmm...need more votes!
Eh, I couldn't think or type yesterday sooo-
Well, let's see...

Yeah screw it, we can turtle. Maybe after go Econ and then just steamroller everything? Iunno lmao
[X] Operation: Turtle (Declare X is "Operational Surprise" (6) and use those sparks to compel the Zerg into inactivity! Then built another 6 Sticky sparks and cash the 12 total in for building defensive structures for when the Zerg do notice you.)
 
[X] Operation: Turtle (Declare X is "Operational Surprise" (6) and use those sparks to compel the Zerg into inactivity! Then built another 6 Sticky sparks and cash the 12 total in for building defensive structures for when the Zerg do notice you.)
 
[X] Operation: Turtle (Declare X is "Operational Surprise" (6) and use those sparks to compel the Zerg into inactivity! Then built another 6 Sticky sparks and cash the 12 total in for building defensive structures for when the Zerg do notice you.)
 
I think this would be fun, but I don't really have any idea whether it's a good idea because I don't understand how easy it is for the Zerg Hives to make more enemies.

I think DC has spent 35 danger so far out of 63 total to start with, but I don't get how the existing units only cost 35, so 🤷‍. I think the hive would cost 35 danger to spawn (5 diff + 15 for each characteristic), but then there are the zergling hordes which I'd expect to cost 18 each as well, so maybe the hives made those during setup using some skills we don't see and could do it again every turn?

[X] Operation: Artillery Rush (Declare X is "Rangefinding" (6) and use those sparks to add +6 to your Vehicular weapon attack, then tap the Prelminary Base sparks and turn them into "Artillery Support" (6) to another +6! This is a TV of 14 versus the Zergling's Diff 3, augmented by people 5. Use your nanofabrication miracle and your Ifrit teleporter as a secondary characteristic, so you only face people (2). That means TV 14 versus Lots of Zerglings 6 (So Many Zerglings 6 (Diff 3), which means you can take out Zergling Horde 1 for 1 heat, then take out Zergling Horde 2 for 2 heat. Vent 3 heat to create 2 Intimidating Defenses in the ashes.)

Playtest feedback: this plan is v confusing for me.

Stuff like "Lots of Zerglings 6 (So Many Zerglings 6 (Diff 3)" is hard for me to read (and often the parentheses aren't balanced, which confuses me more) and it mostly just seems to mean "Zerglings (Diff15), or sometimes we care about the characteristics and it means "Zerglings (Diff3, People2)".

Also, it seems like this has us spending our artillery support and rangefinding sparks on two separate checks. Are we allowed to do that? I think precedent is that we can if they're sticky, but also usually sparks need to decay once before they become sticky.

I'm also unsure about how us using our characteristics works. It seems like we're saying we have permanent Mass2, Range2 from "MASTERY, ACU Pilot (2) Nanofabrication [Mass], ObSat Operations [Range]" and then we're using our teleporter to give us Range1 for the turn. And we can use those characteristics once per check to knock down opposing characteristics whenever there's a plausible justification. Are we not allowed to use ACU Pilot (2) twice in one check to get Mass2 and Range2, though?

Anyway, if we can use our characteristics in every check on a turn then it would probably make sense to do a third action on that turn and build e.g. "Distributed defences (Diff 2, People2 Range1)" for three heat and then vent 6 to make 1 "just as planned" spark. That would give us Defences with an effective difficulty of 20 +1 planned Vs the 2 "Intimidating Defences" sparks we get in the plan. If we're allowed to use the 12 initial sparks that we're also using for the two attacks then we could bump.it up to "(Diff 2, People4 Range1)" or whatever (and if not, why not?).
 
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I think DC has spent 35 danger so far out of 63 total to start with, but I don't get how the existing units only cost 35, so 🤷‍. I think the hive would cost 35 danger to spawn (5 diff + 15 for each characteristic), but then there are the zergling hordes which I'd expect to cost 18 each as well, so maybe the hives made those during setup using some skills we don't see and could do it again every turn?

It's cause they got rebates on their characteristic costs by having larger waste characteristics than required! The size characteristics they have are pure bad - representing the massive scale of the zergling hordes and how they can hindered via choke points and narrow angles of approach! The size for the hives, conversely, are because they're immobile structures and would require significant mass to move.

Also, it seems like this has us spending our artillery support and rangefinding sparks on two separate checks. Are we allowed to do that? I think precedent is that we can if they're sticky, but also usually sparks need to decay once before they become sticky.

Sparks that add to a skill do so for the entire turn, then are gone. And no, sticky sparks are just sparks that persist once the scene is done - they stick around in the background until they're used, at which point they transform into whatever narratively appropriate sparks would make sense based on the scene and what the sticky sparks are. The only inherently special thing about sticky sparks beyond this is they can be used to buff gear purchasing (this is so you can't just stack up a bunch of regular sparks, then buy super amazing gear easily without also investing in the time it takes for regular sparks to decay into sticky sparks.)

I'm also unsure about how us using our characteristics works. It seems like we're saying we have permanent Mass2, Range2 from "MASTERY, ACU Pilot (2) Nanofabrication [Mass], ObSat Operations [Range]" and then we're using our teleporter to give us Range1 for the turn. And we can use those characteristics once per check to knock down opposing characteristics whenever there's a plausible justification. Are we not allowed to use ACU Pilot (2) twice in one check to get Mass2 and Range2, though?

Characteristics can only "stack" if they're coming from two different sources. Your Ifrit teleporter is gear, while your nanofabbing is a mastery! Now, you could also stack on the ObSat Operations too if you could argue how the range bonus from that would apply to this situation, but since the terrain is relatively flat and open, being able to see in isometric doesn't really benefit you when battling hordes of zerglings! Not as much as using a point to point teleporter and nanofabrication system to build a ton of artillery does!
 
I thought I was accounting for the halfing:

Diff 5 Hives (Characteristics: Size 5[Size 3], People 5 [Reliability 3])

Danger cost = 5 + 5*6/2 + 5*6/2 = 35

Diff 3 Zergling Swarm (Characteristics: People 5[Size 3])

Danger cost = 3 + 5*6/2 = 18

?

Thanks for the correction about sticky sparks and the info that sparks spent on a skill benefit it for the whole turn.

So if we came up with a plan where we used Nanofab to attack and to build then we could use the 12 sparks to benefit both?
 
[X] Operation: Turtle (Declare X is "Operational Surprise" (6) and use those sparks to compel the Zerg into inactivity! Then built another 6 Sticky sparks and cash the 12 total in for building defensive structures for when the Zerg do notice you.)
 
Diff 5 Hives (Characteristics: Size 5[Size 3], People 5 [Reliability 3])

Danger cost = 5 + 5*6/2 + 5*6/2 = 35

OH, right, also, NPC characteristics cost 1 and 0.5 as part of the game's balance, due to how many advantages PCs have!

So if we came up with a plan where we used Nanofab to attack and to build then we could use the 12 sparks to benefit both?

Almost but nnnnnnnnot quite. Nanofab is based on Mass. So, it can create Mass Sparks - buildings, items, defensive fortifications, terrain sculpting, that kind of stuff. You can use that to buff an attack (for example, whacking someone with a big rock you make) but it's not directly related (since it's not a Damage characteristic.)

This is the distinction between Primary Characteristics and Secondary Characteristics: Primary use means you're making sparks, secondary means you're using it to bolster another action narratively. Secondary Characteristics can only negate Characteristic Sparks. So, you can use Mass 2 to overcome Durability 2, but if you use Mass 2 against Durability 1, you get no bonus effect - while you would with Damage 2 vs Durability 1.

So, you COULD use Nanofab to build to get +6, then also nanofab to batter down any additional characteristic sparks in the way - but you couldn't get a buff beyond that.
 
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Thanks for explaining. Also, I feel like I've given a lot of feedback and that it has maybe not been very helpful Vs the effort it takes me to write it and you to respond. So please explicitly invite feedback from me if you'd like more (and only if you actually want and value that). You can DM me.
 
Thanks for explaining. Also, I feel like I've given a lot of feedback and that it has maybe not been very helpful Vs the effort it takes me to write it and you to respond. So please explicitly invite feedback from me if you'd like more (and only if you actually want and value that). You can DM me.

I think it has been very helpful!

I'm going to update later this week - taking a short break from writing!
 
Adhoc vote count started by DragonCobolt on Nov 28, 2023 at 10:21 PM, finished with 18 posts and 8 votes.

  • [X] Operation: Turtle (Declare X is "Operational Surprise" (6) and use those sparks to compel the Zerg into inactivity! Then built another 6 Sticky sparks and cash the 12 total in for building defensive structures for when the Zerg do notice you.)
    [X] Operation: Turtle
    [X] Operation: Artillery Rush (Declare X is "Rangefinding" (6) and use those sparks to add +6 to your Vehicular weapon attack, then tap the Prelminary Base sparks and turn them into "Artillery Support" (6) to another +6! This is a TV of 14 versus the Zergling's Diff 3, augmented by people 5. Use your nanofabrication miracle and your Ifrit teleporter as a secondary characteristic, so you only face people (2). That means TV 14 versus Lots of Zerglings 6 (So Many Zerglings 6 (Diff 3), which means you can take out Zergling Horde 1 for 1 heat, then take out Zergling Horde 2 for 2 heat. Vent 3 heat to create 2 Intimidating Defenses in the ashes.)


Turtle!
DragonCobolt threw 1 6-faced dice. Reason: 'toss, yo! Total: 2
2 2
 
ACT ONE, MISSION SIX: Emperor's Gifts (0.5)
"Praetor Fenix," you said, tapping on the radio. "We appear to have operational surprise-"

If by that you mean the feral Zerg remain unaware of our arrival, then yes. Remarkable, considering your appearance upon our home world. I think a meteorite would have been less dramatic. The alien's voice echoed in your mind as you started to que up commands in your ACU's cockpit. The cooling vents in the sides of the room continued to blast a stream of cool air against your uniformed body, but you still sore you could feel the blistering heat of the desert through the heavy metal of the cockpit and the chest armor of your walker. That endless heat, the kilometers upon kilometers of sun bleached sand, was probably what had kept the Zerg from noticing your arrival much. It'd take more than their animal intellect and ingrained programming to put the pieces together that a distant mushroom cloud meant the arrival of something more sophisticated than sandstorms and spinning carrion birds.

"Yeah, well, we have yet to figure out how to quantum teleport without dealing with the local mass problem," you said, smirking slightly. "If you've figured out how to prevent the pre-mass fission event that teleportation into an atmosphere requires, then be sure to tell our technicians."

I'm sure if I was a Phase Smith, I would have understood any of those words, Fenix said, his voice sounding distinctly like several of the older, crotchetier members of the General Staff when they had been given technical briefings on some new Aeon doomsday weapon or modern experimental unit.

"Don't they make you Templars read textbooks?" you asked, watching as the queued up orders started to get played out by your ACU. Piloting at this level was a lot less physical than the holovids made it seem - of course, holovids tended to put ACU pilots in the thick of actual combat far, far, far more often than they actually saw anything. If you were blasting with your arm lasers and stomping with your feet, you had already gotten into a damn strange situation for the average Commander on the field of a modern battlefield...the fact this had happened to you at least three times since arriving in the Koprulu Sector didn't escape your notice.

Weird sector, weird battles, you thought.

Actual, proper command - as you were doing right now - involved a lot of tapping out orders to the ACU's automated systems, then sitting back in a remarkably comfortable command chair and watching as it stomped from site to site you had preplanned out, then working to fabricate everything that a modern military needed. Nanobots, streaming from your nanolathe by the trillions, assembled raw minerals using the energy wirelessly beamed to them by the gird you had already established into the shape of heavy factories. From those factories began to trundle the support vehicles that your growing base required - engineer and transport systems. The mining excavators grew in shimmering piles from the desert sands, and small creatures went scittering away from barrows and dunes that were left flattened and replaced with hardened concrete. Pillboxes with autoturrets and antiaircraft emplacements grew between factories and grids of both power generators and mass fabricators. Conveyor belts connected building to building, and glowing power lines sprouted like a fine network of human blood vessels.

All of this unfolded in a spate of a few minuets - and when Fenix spoke again, it was with the sound of a disgruntled man. I see you Terrans remain as uncaring of the natural beauty of the worlds you fight over - no matter where you come from, be it Earth or Tarsonis.

You frowned. "Listen, Praetor, I think the natural beauty of Aiur was ruined well before we got here by the six billion Zerg you have down here. Besides, I can take it all down just as quickly as I put it up."

So you claim, he said, sounding suspicious as his picture-in-picture image contrived to seem condemnatory, despite the fact most of his alien features were obscured by life support systems and sustaining fluid. You frowned back at him.

"What about you? If you're in support, where is it?" you asked. "Your probe robots haven't done anything yet."

We have been searching for accessible mineral fields and vespine geysers - we can't simply crack open the crust as your unsightly machines do, Fenix said, huffily. Behold, Earther, the artistry of the Khalai at work.

You turned your ACU's cameras on Fenix's robotic housing, to see that he was gesturing with one of the Dragoon's spidery legs, at the probes that he had brought with him when the Arbiter had dropped him and his forces off. The probes had fanned out to cluster around some blue and gold crystals that emerged from a gulley in the sand - and nearby, you could see some stubby vents that dug into the earth. Bursting from them was none other than the valuable vespine gas that so many worlds in the Koprulu Sector seemed rich with. As you watched, the probes reached their destinations and sparked: Tiny blue-white crackles flashed from their fronts and vortexes of shimmering blue energy appeared. Within less than a minute, the first of the portals swept outwards, then collapsed in a white flare of light that made you wince and look away from the screen.

When you looked back, a pyramid of golden metal had been left in the sand, with a glowing blue crystal floating above it. The sides of the pyramid opened and revealed several circular portals of blue light that flashed brightly as more probes emerged. First one, then three, then twenty of them, all hovering forward towards the minerals fields. Waves of blue light shot from their bodies, tearing off chunks of minerals to float back towards the pyramid. Several of them, also had headed for the portals that had been flashed over vespine geysers. Those portals finished just in time, creating elegantly curved refinery structures atop the geysers. Soon, rectangular green cubes of stored and packed vespine gas was being carted back to the central nexus of the base.

"Very nice," you said. "So, the Khalai build these things, then you teleport them in?"

Yes, Fenix said, his voice proud. The Phase Smiths are our caste of workers and builders. Their wisdom and artistry are what craft our powerful weapons, carried by the Templar into battle. It was Phase Smiths who fashioned for me this new body after the Zerg laid me low.

"Hurm," you said. "What about those?" Your arm gestured to still remaining portals.

Well, Earther... Fenix said as the portals, finally, snapped into existence, creating hovering structures that looked like two curved conch shells of golden metal, connected to one another by an invisible tether. We call them Stargates.

---

HEAT: 0/6

XP VALUE [21] | DANGER: 35

SPARKS: None

STICKY: Big Base (12), Skytoss Base (6)

ENEMIES: Diff 5 Hives (Characteristics: Size 5[Size 3], People 5 [Reliability 3], Diff 3 Zergling Swarm (Characteristics: People 5[Size 3]), Diff 3 Zergling Swarm (Characteristics: People 5 [Size 3])

So, Fenix was gonna use his Tactical Genius trait to make some extra sparks but then I realized wait, no, shit, he clearly has the Undying trait, what am I stupid? Ignore that d6 I rolled.

Anyway! Fenix took advantage of your Operational Surprise sparks to ALSO nest and build some sparks, which have decayed into Skytoss Base. Skytoss is a Starcraft multiplayer term for Protoss players who just build nothing but fliers! I like it. Skytoss! It's fun to say. Anyway! Now you can cash in your 12 stickies and throw in your UEF General skill and 6 heat for a total of 21 money for buying gear! Fenis is also going to be tossing in his Praetor Hero skill, heat, and his 6 sparks for a total of 14 money!


FENIX'S PURCHASE
Stargates (Cost: 14)
Characteristics: Speed 4[Reliability 2]
Adds: +0 | Sparks: Air Support (2)
Air Support: so long as this spark exists, Speed can be used as a secondary characteristic for Damage.​
Fenix just built some Stargates! It gives him the Speed characteristic since he can move stuff around with Dropships, send out scouts to scout, and he can use the Air Support spark to let Speed negate Durability and People characteristics by having said scouts do some fly-bys on enemies. He'll need to keep topping that spark up with skill checks if he wants it to last!

But what about your purchases?


Many Air/Land Factory (Cost: 12
Characteristics: People 3[Size 2]
Adds: +0 | Sparks: Air/Land Forces (3)
Air/Land Forces: so long as this spark exists, People can be used as a secondary characteristic for Damage.​

Turrets & Artillery (Cost: 18)
Characteristics: Damage 2 [Size 2], Area 2[Reliability 1], Range 2 [Range 1]
Adds: +0 | Adds: None

Economic Structures (Cost: 9)
Characteristics: None
Adds: +3 (Nanofabrication) | Sparks: None

Fatboy (Cost: 24)
Characteristics: Size 3[Size 3], Damage 3[Reliability 2], Area 1 [Area 1]
Adds: +1 Vehicular Weapons | Sparks: Mobile Factory (1), Shield Array (1), Forward Base (1)
Mobile Factory: so long as this spark exists, Size is a secondary characteristic for People.​
Shield Array: so long as this spark exists, Size is a secondary characteristic for Damage.​
Forward Base: Expend this spark to narratively move the Fatboy from position to position.​

So, your purchase breakdown!

The factories will give a huge buff to your numbers and allow those numbers to wear down durability. The people characteristic is also very narratively flexible and will be able to be applied to a lot of actions (while damage is a lot more...restrictive.) The downside is that they're big and have no way to move!

Turrets and Artillery are good for blasting and the huge AOE effects are great if you can get the enemy to come at you. The downside is that they're not only big and have no way to move, but if enemies get too close, they have a hard time AND the artillery takes a long time to reload (but only the artillery - if you don't use the Area characteristic, you can fire for days.)

The economic structures work just like last time - they buff your nanofab skill and let you make even more bullshit with your mass.

Then the Faboy! The Fatboy is a monstrously tough, slow, high damage weapon that can mass produce units on the field using its mobile factory spark. It's "mobile" in that it can move once per fight before you need to create the Forward Base spark again by giving it more orders and clearing the terrain for it. But it can dish it out and it can blast like crazy. The area characteristic is a tad...indiscriminate, though. Fine if you have plenty of room! however!

Buying the Fatman will overheat your character, and add +21 Danger to the scene!!!!

So, what do you buy?


[ ] Write In
 
And now I'm wishing there existed a story where Teal'c and Fenix ran into one another.

Now you can cash in your 12 stickies and throw in your UEF General skill and 6 heat for a total of 21 money for buying gear!

Question! Are we able to cash in the fusion reactor sparks we have thanks to the reactor upgrade for additional purchasing power?
Adds: +0 | Sparks: Fusion Reactor (10)
Fusion Reactor: Can be used to provide power for building projects and similar things
 
Question! Are we able to cash in the fusion reactor sparks we have thanks to the reactor upgrade for additional purchasing power?

hnjmmmmmmmmmm mmmmmmmmmmmmmmmmmhnubugvijnkmopl,; noooooo, sadly

See, you can't use non-sticky sparks to buff gear. Gear sparks are just regular old sparks (tied to gear.) Now you COULLLLLLLLD use it to buff your nanofabrication checks, thus, making your sticky sparks more swoll, and thus, get more purchasing power.

The only problem is doing so takes time - since the nested sparks that become sticky sparks take time to decay! Which means the Zerg would get to act - which is, functionally the same thing as overheating*

*except significantly worse since 21 danger versus letting the zerglings and hive make, in total, like, 70+ sparks is an obvious no brainer choice
 
I'm putting up a the preliminary versions of the plans that I'd personally be interested in, which are predominantly focused on building up industrial power. The plans also include calling up one of Clarke's subordinates for help, in this case Dr. Hanson, which is a thing we've neglected to do for the majority of the quest.

[ ] Plan: Standard Build Up
-[ ] Air/Land Factories (Cost:12)
-[ ] Economic Structures (Cost:9)
-[ ] Ask Fenix if you can send your units through the teleportation network he is using.
--[ ] Assign Doctor Hanson the task of figuring out the technical details.

[ ] Plan: Show Me The Money
-[ ] Economic Structures (Cost:9) x2
-[ ] Ask Fenix if you can send your units through the teleportation network he is using.
--[ ] Assign Doctor Hanson the task of figuring out the technical details.

[ ] Plan: Deserts of Aiur
-[ ] Fatboy (Cost:24)
-[ ] Ask Fenix if you can send your units through the teleportation network he is using.
--[ ] Assign Doctor Hanson the task of figuring out the technical details.

hnjmmmmmmmmmm mmmmmmmmmmmmmmmmmhnubugvijnkmopl,; noooooo, sadly

See, you can't use non-sticky sparks to buff gear. Gear sparks are just regular old sparks (tied to gear.) Now you COULLLLLLLLD use it to buff your nanofabrication checks, thus, making your sticky sparks more swoll, and thus, get more purchasing power.

The only problem is doing so takes time - since the nested sparks that become sticky sparks take time to decay! Which means the Zerg would get to act - which is, functionally the same thing as overheating*

*except significantly worse since 21 danger versus letting the zerglings and hive make, in total, like, 70+ sparks is an obvious no brainer choice

I think I understand. If we were to use Fusion Reactor sparks to buff nanofabrication this turn, then would the invested sparks translate to additional purchasing power for us during the next turn?
 
I think I understand. If we were to use Fusion Reactor sparks to buff nanofabrication this turn, then would the invested sparks translate to additional purchasing power for us during the next turn?

It'd be in the next X rounds where X is how tall you stacked the sparks.

There were technically 6 rounds within this update, we just skipped them since the Zerg were doing nothing due to the 6 Operational Surprise sparks, and Fenix was just making his own sparks and letting them decay!
 
[X] Plan: Standard Build Up
-[X] Air/Land Factories (Cost:12)
-[X] Economic Structures (Cost:9)
-[X] Ask Fenix if you can send your units through the teleportation network he is using.
--[X] Assign Doctor Hanson the task of figuring out the technical details.
 
hnjmmmmmmmmmm mmmmmmmmmmmmmmmmmhnubugvijnkmopl,; noooooo, sadly

See, you can't use non-sticky sparks to buff gear. Gear sparks are just regular old sparks (tied to gear.) Now you COULLLLLLLLD use it to buff your nanofabrication checks, thus, making your sticky sparks more swoll, and thus, get more purchasing power.

The only problem is doing so takes time - since the nested sparks that become sticky sparks take time to decay! Which means the Zerg would get to act - which is, functionally the same thing as overheating*

*except significantly worse since 21 danger versus letting the zerglings and hive make, in total, like, 70+ sparks is an obvious no brainer choice
So, we could have bought the fatboy & dedicated the rest to a partial resource structures group without overheating (or gotten fatboy + structures while overheating, or three stacks of resource structures w/ no overheat).
 
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So, we could have bought the fatboy & dedicated the rest to a partial resource structures group without overheating (or gotten fatboy + structures while overheating, or three stacks of resource structures w/ no overheat).

No, you could have buffed the sparks, then still been waiting for them to decay, then boom! Operational surprise is gone and you're still waiting for your sparks to decay and the Zerg attacks ya without you having any gear save your ACU!
 
[X] Plan: Standard Build Up
-[X] Air/Land Factories (Cost:12)
-[X] Economic Structures (Cost:9)
-[X] Ask Fenix if you can send your units through the teleportation network he is using.
--[X] Assign Doctor Hanson the task of figuring out the technical details.
 
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