Command and Conquer - Post War

[X][Training] Mutant Auxiliary
[X][Allegiance] Erase Markings – Contractor
[X][Location] Chapel

We need to keep our options open as far as employment goes until we are out of crossroads and understand the area. We can always align with the GDI later but we'll regret it if it turns out the Nod is running our area or the modern GDI are a bunch of shits.
 
[x][Training] GDI Disc Thrower
[x][Allegiance] Keep Markings – GDI
[x][Location] Chapel
 
[X][Training] Mutant Auxiliary
[X][Allegiance] Erase Markings – Contractor
[X][Location] Chapel
 
[X][Training] Mutant Auxiliary
[X][Allegiance] Erase Markings – Contractor
[X][Location] Chapel
 
Alright, RL got in the way for a while, so I'm going to close the vote now.

EDIT: And... a tie between GDI Disc Thrower and Mutant Auxiliary. I'm going to wait for about 10 more hours, and if there hasn't been a change since then, I'll roll some dice.
Adhoc vote count started by UltimatePaladin on Jan 17, 2018 at 8:42 AM, finished with 12 posts and 10 votes.
 
Last edited:
Prologue - 3
Apologies for taking so long.



Without having to deface your armor and equipment, you can put it all on immediately. If you weren't accustomed to it, putting all the equipment on would be a lengthy process. As it was now, Instructor Roman's constant drills had allowed you to put on your full suit much faster, in about eight minutes or so.

You quickly strip down, placing your yellow-brown GDI fatigues in a neat pile next to you. Out of habit, you rub the skin of your arm: synth-fabric could be made by an Assembler, but it was itchy as all hell. With all your clothes off, you then move on to putting the first piece of the armor: the undersuit. You step into the rubbery garment, pulling it tight over your shoulders and swinging your arms, making sure that you had fitted it properly. If you had, it would not impede your movement any.

Satisfied, you then begin to lay on the external armor components. These would protect you in combat: gauntlets over the hands, greaves over your legs, chest armor around your torso. While it covered much of your body, you could still see the undersuit sticking out of some parts of it, like the inside of the elbow and the back of the leg. The material used did a good job of resisting bullet impacts and shrapnel, but it wasn't very flexible. So, to compensate, the designers had not armored some parts to allow you full range of movement.

After the armor came the backpack. For Disc Throwers, like you and Instructor Roman, it held the explosive discs you needed to fight with. Hefting the bag over your shoulders, you estimate there are about 20 or so discs stored in there. Buckling it around your chest, you decide to check and make sure.

And with that, you also put on the last piece of equipment: the helmet. You examine the filtration system carefully. If you went outside into the Wasteland, the only way you would be breathing is with the helmet, and if there was anything wrong with it you were fucking dead. Not seeing any problems with the important system, you place it over your head, hearing it connect to the undersuit with a loud *click* sound.

A moment after that, the HUD came on. First popped up the navigational aids and the battery life (a little less than fully charged, about 20 hours of operation before you would have to recharge it.) Then popped up armor status: green all around, nothing you had to fix or maintain. You frowned when the ammo count didn't appear before you remembered that you had forgotten to connect the backpack to the armor system. Quickly fishing out a short cable (with enough slack to avoid being yanked out while in combat,) you plug it into the back of a concealed port in your armor. After that, the ammo count finally manifested, lower-right corner of your vision.

You were almost right: about 18 discs sitting in your backpack, all ready to be used.

Finally, you were ready. Private Lazić of GDI, ready for battle!

You march towards the steel door, stopping for a moment to look behind you. You couldn't say the place was tasteful. Like you observed before, it was spartan, boring, devoid of any life or color. You shouldn't have any attachment to this place.

Yet some part of you can't let go. You spent the last few months of your life here, as Instructor Roman turned you from a worker into a soldier. Despite how little you had lived here, you felt it had scarred you, somehow, left an imprint on you. Giving one last glance around the room, you remembered your training: when you had nearly set off an explosive disc in the room, and Instructor Roman made you do push-ups, sit-ups, squats (while holding your backpack) in the corner, along with a myriad of other exercises. You swear that you could still see a faint discolored outline, roughly human-shaped, against the floor.

Or that little speck of green paint on the wall, a leftover of the time Instructor Roman taught you how to throw discs. And then when you had to scrub it all away after you had misthrown one of the paint-filled balloons and hit Instructor Roman's poster on the wall. You could still see a rectangular spot on the wall where it once was, torn down after you had reduced it to illegibility.

Those memories and more passed through your eyes before you turned around and walked out the door.



Walking through the hallways of Crossroads, you couldn't help but turn to look, searching for something that was looking at you.

There was no one in the hall, of course, but that didn't seem to assuage your fear. Instead, it seemed to heighten it. Is there someone there? Is there not? If there is, what are they thinking? There's no one out there. You repeated, mentally. I am safe. No one is after me.

That didn't reassure you, no matter how many times you repeated the mantra, or how you were the only human being walking the halls, with no one else around.

When you finally reached the chapel, you couldn't help but breathe a sigh of relief. You were finally here.

The chapel was one of the more unique rooms you had seen. Most of the rooms and hallways had short ceilings, and when combined with the tight corridors, you felt a sense of claustrophobia no matter where you had gone to. The chapel, meanwhile, had a taller ceiling, which also curved inward and upward, making it feel more open than other parts of the town. The only other part of town that was like that was the Commerce quarter, and that usually saw enough foot traffic to the point where it still felt crowded for you.

Looking around, you could see that the chapel was currently in a "neutral" configuration. All the chairs were folded up and stacked neatly in the far-right corner, there were no religious symbols on the walls, and there was only a podium standing alone in the back.

The chaplains, you knew, were in their offices off to the side, where they waited in-between services or for more private discussions. You didn't see them that much: busy as you were working, but you know where to find them.

Still, you couldn't help but grimace when you saw the Brotherhood's Scorpion Tail painted proudly on one of the office doors. After hearing all the Brotherhood's barbarous, depraved actions, you couldn't look at that black-and-red symbol with anything but disgust.

You tore your attention from the hateful symbol to a more neutral one: a simple cross. Unless it was the Brotherhood's little cult, Instructor Roman had been neutral about religion, simply telling you to go with what worked. With that, you knocked lightly on the door, took a step back, and waited.

A few moments later, the door slid to the side, revealing the chaplain behind it. The man was unremarkable himself, only his white robes distinguishing him in any way. He smiled. "Anything I can do to help you, son?"

"Not for me, sir," you reply, "but a…" you're hesitant to call Instructor Roman a friend, lessons about fraternization drilled into you coming to the forefront of your memory. "Someone I know," you begin again, "has just died. I was wondering if there was anything you could do?"

The chaplain's face lowers a bit at that. "One of your Soldier friends?" He asked. You nod. "I'm sorry for your loss. And yes, there is something I can do."

"What is it?" You ask.

"Funeral service," the chaplain said. "A little event to remember him by before you lay your friend to rest." He waves you into his office, and you step inside, following him to his desk. He sits down in his padded chair and gestures you to do the same with a chair on the opposite side.

When you sit down, he continues. "So how many people do you think are going to come? Usually, I see a squad your fellows come around, after the last time I had to deal with a full platoon I like to make sure now, though."

"Just me," You say.

The chaplain made a humming noise at that. "A little unusual." He said, "I take it you weren't part of a squad?"

"Not yet."

"I see." The Chaplain said. "Now, are you thinking about a burial or cremation?"

"Which one do most soldiers go for?" You ask, in lieu of a preference.

"Cremation," the man answered, "Most soldiers I've seen either let the ashes spread to the winds or carry them with them. There's a few that prefer burials, however, to finally let their sibling-in-arms rest after fighting for so long."

"Burial?" You ask, "What, outside?"

"Yes." The chaplain confirmed. "In a sealed, Tiberium-resistant casket, with a grave marker to identify them."

"It sounds like something the Brotherhood would do." You grumble. Who in their right mind would want to spend their life with Tiberium? Only those crazies.

"The Brotherhood does their burials differently." The chaplain corrected. "They don't use a casket, preferring to leave their dead outside for the Tiberium to claim. Make no mistake, your friend would be protected from the ravages of Tiberium in the coffin. Now, do you have an idea of what you want?"

[][Funeral] Cremation
[][Funeral] Burial
[][Funeral] Write-In (Subject to GM Approval)



You make your way back down the hallways, having worked out what you were going to do with the Chaplain.

As you entered the Commerce quarter, you slow down. You felt you were being watched again. Something wasn't right here.

You had passed by here on the way to the chapel without problems: being a heavily-armed soldier tended to scare people away, even the Mayor's Men took a step back. You didn't feel threatened, a little nervous, perhaps, but not threatened.

Now, the hairs stood up on the back of your spine. Your instincts screamed at you to pop a disc out and hold it, just in case something was out there. Your eyes, hidden beneath your visor dart back and forth. What was different?

The Mayor's Men. They timidly avoided you the first time you walked through here. Now, they were looking at you. Experimentally, you decided to try to meet their gaze. They instantly looked away, focusing their attention on something other than you.

You were their target.

You picked up your pace, looking left and right for more of the Mayor's Men, even as you analyzed your situation. Minimal cover in the Commerce quarter, unless you dive into a storefront which would also limit your movement. Mayor's Men typically carried light arms: pistols, SMGs, with light body armor to protect them. You could probably take a few hits from their weapons while being hit with a disc would kill them and anyone nearby. This was compensated by a significant numerical advantage.

Should you attack first? Right now, they weren't actively attacking you, they were waiting for something.

No, rules of engagement prevent you from being the aggressor. If you did attack them, you would give them the high ground, they can argue that you attacked them out of the blue, and they killed you while protecting themselves. If they wanted to fight, you were going to let them start it.

With that thought, you realized you were surrounded.

In front of you was the main exit out of Crossroads. The mayor always kept a squad of guards next to the airlock, and you could see them noticing you, in turn, straightening up and staring at you. Behind you, there was a two-man team following you. No civilians nearby.

You look around, trying to figure out an escape plan. You cursed quietly: there wasn't one. You could have dived into the Inn, hidden with a squad of GDI soldiers, but the two-man team had already walked past the entrance to that, leaving you with only two avenues of escape – deeper into Crossroads or leave it completely: both of which would require you going against the Mayor's Men.

You look back, and forth, trying to decide as the guards encircled you.

"Interesting little thing we have here." One of them said. "You know who that armor belongs to, boy?"

You didn't respond, keeping your eyes on the loose circle around you. The Mayor's Men weren't advancing, but you were thoroughly cut off and surrounded. You might be able to kill a handful of them with a disc before they returned fire.

"Cause I'm sure as hell it doesn't belong to you." The guard continued. "You know what the rules are, right? You don't get to play soldier, kid."

"What makes you so sure of that?" You ask, your fingers twitching towards the release, to feel the comforting weight of the explosive disc in your hands.

The guard snorts. "I've seen that fucking armor before, boy. The man who wore it was taller than you were." He grinned, "A lot less twitchy too."

Well, fuck that. You weren't going back to working on a farm all-day long or in the Tiberium fields. You almost slide a disc into your hands when a new voice calls out.

"Whoa whoa whoa. What do we have going on here?"

The Mayor's Men look at something behind you, confusion and a little fear writ on their faces. You turn to see what's gotten them so spooked, and see a GDI squad standing there, behind the two-man team that was chasing you.

It was a small squad, about four men in total. The speaker was a Rifleman, and from the three chevrons painted on his breastplate, was the sergeant of the group. Behind him and to his right was a Jump Trooper, who was holding their SMG tightly, finger near the trigger and their thumb next to the safety.

Behind them stood the last two members, a little more back. You recognized the Combat Engineer, who didn't even have their weapon out, just holding a briefcase in their left hand while leaving the weapon holstered near their right. Next to him stood… A mutant?

Yeah, a mutant. You saw the slivers of green running through her skin, a hint of the crystals that ran rampant through their entire body. Her eyes, unobscured by a visor, steadily shifted from each of the Mayor's Men to the next, her DMR out and in her hands.

In the meantime, the guard recovered enough to respond. "Listen, this doesn't concern you." He said. "Just one of our citizens getting a bright idea, not one of yours."

"Don't know about that," The sergeant replied. "Looks like GDI, through and through to me."

"Armor isn't his," the guard continued to talk, "it's one of your guys that retired here a while back, he stole it."

The sergeant shook his head. "Now, now." He said, "We're getting into some serious territory here. Sounds like you're making up stuff about a fellow soldier here, you know we don't take kindly to that, right?"

"Bullshit." The guard replied. "You know this boy ain't one of yours, now get lost."

"Can't do that," The sergeant replied. "Cause I say he is one of mine. See the issue here?"

The guard growled. "Listen here you damned adrenaline-addict. This boy belongs to the Mayor, and the Mayor don't let anyone go, you hear?"

The sergeant chuckled at that. "You and I know both know I can't just let you take any soldier off the streets just because you think they're trying to escape from here." He shook his head. "Listen, we can argue about this all day, you hear? But you keep trying this, right here? The rest of us are going to get involved." He gestured towards the Inn, and you realize that the constant stream of chatter, audible even through the sound-proofing the business had installed, had gone quiet. Looking at the one-way mirrors, you think you can spot faint outlines looking out of them, and at the confrontation.

Looking back at the guard, you think he saw that too. His eyes darted between you and the sergeant for a few moments. "Must have made a mistake somewhere." He said, finally, stepping back, before looking at you. "Carry on." And with that, the guards split up, the five returning to watch the exit and the two-man team walking back into the depths of Crossroads. Now, all that was out there was you, and the squad. You turn to look at them.

The sergeant spoke first. "Paranoid as a Noddie." He said, "Only reason I'm sure these aren't closet cultists is because they bother the Noddies just as much."

"Um, thanks?" You say.

"Don't mention it." The sergeant said, with a wave of his right hand as his left clamped the rifle on his back. Around him, his squad followed his lead, similarly holstering their weapons. "Now, let's get back inside, you too, newbie, I think we can help each other out." You blink but decided to accept the invitation, following the squad inside.

The cacophony of conversations hit you as you enter, a thousand different discussions melting into a single discordant melody. You spend a few seconds searching for the squads before you find them cloistered around a small table, with a single empty chair. Walking over there, you see a Brotherhood Squad sitting on the opposite side of the Inn, and as you walk back, one of the soldiers, not wearing a helmet, glares at you as you walk past. You return the gaze, though they remained hidden behind your visor.

You sit down in the chair, across from the sergeant as you face each other. Neither of you says anything for a moment.

You decide to break the silence. "Thanks for the help."

"Like I said, don't mention it." The sergeant responded. "GDI's got to stick together, standing up to some backwater civvie hicks is the least I could do."

"Thanks anyway." You continue, deciding to cut to the chase. No way he decided to help you out of just charity. "So, why'd you ask me to come along?"

The Engineer speaks up. "You're not part of a squad." He said. "If you were, the militia wouldn't have tried harassing you. Unless I'm wrong?" You shake your head. "You need a squad, and we are looking for another member. Seems simple enough math to me."

You blink. This soon? You thought about trying to see about joining a squad (or even gathering your own,) but you thought you would have a little more time.

But no, it had come up right now. "Any reason why I should join you in particular?" You ask. "Not that I'm not thankful for helping me out back there, but I want to know what I'm getting myself into."

"Fair enough." The sergeant shrugged. "As for why you should join us, we're on our way to one of the big towns, Westwood. It should have plenty of work for a squad like us, especially a well-rounded one."

"How big are we talking about, here?" You ask. Crossroads was your entire existence, the Mayor being sure to clamp down on any information coming into the town. Instructor Roman had some stories about cities before the war, but you knew those weren't accurate, not anymore.

"Easily ten times the size of this backwater." The Jump Trooper cut in. "It's a trade hub, too, so it has plenty of vehicle bays, a GDI section just for us, and lot of rich, scared merchants looking for some strong soldiers to protect them. Easy money."

"How far is out?" You ask.

"About a day's drive normally. We should get there by nightfall, though." The sergeant answered.

"How?" You ask.

"Fully functional APC." The sergeant replied. "Tough enough for us to roll right over the Tiberium fields, save us a little time on the way." You nod. "So have you made up your mind yet?" The man asked.

You frown. "I don't even know your name yet."

"Little advice, private: names are a valuable thing. Tell you what, we'll exchange them if you join my squad."

You think about it, for a moment. You look at the Mutant, but she didn't have anything to add, just staring at you, impassively. Her presence brought something to mind though: Mutants weren't common in the GDI. They served in enough numbers to be recognized, but they were far from being universal. So why was one of them here, part of a squad sitting in a backwater town waiting to pick up some random soldier off the streets. There was something else there, you knew. With that, you decided...

[][Squad] Accept
They did help you out with the Mayor's Men. Besides, you aren't going to get any work here. Westwood, though, sounds like it has plenty of work available, and here you have a squad that's willing to take you there.
-[][Squad] Invite
While you're at it, maybe see if they're interested in attending Instructor Roman's funeral? They didn't know him personally, but with the sergeant's whole talk about how GDI had to stick together, you think they might be open to it if nothing else. Not taking this option means that the funeral will still go on, but only you will be in attendance and will head out with the squad afterward.

[][Squad] Refuse
You are thankful for the help, but you don't think you should join the GDI sergeant at this time. The other GDI squads look like they aren't interested in hiring anyone on, but a few of the Allied and Communist squads look like they can use another member. And if nothing else, there are a few scattered Contractors sitting around the room, maybe you can make a squad out of them? Triggers a turn where you explore other options, including Allied, and Communist squads.
 
[X][Funeral] Cremation
[X][Squad] Accept
-[X][Squad] Invite
 
Alright, Votes Closed!
Adhoc vote count started by UltimatePaladin on Jan 29, 2018 at 8:03 AM, finished with 22 posts and 13 votes.

Adhoc vote count started by UltimatePaladin on Jan 29, 2018 at 8:04 AM, finished with 43 posts and 6 votes.
 
Prologue - 4
QM's Note: Along with this update comes the Information Sheets to help you keep track of your stuff. If you feel that something should be there that isn't, let me know and I'll get to it.



"I'm in." It didn't take long for you to come to a decision: they were GDI, you were GDI, and they helped you out back there before things turned ugly.

The sergeant nodded. "Good, now let's get out of here, pile in the APC and get out of this backwater." At that, he and the other members of the squad (your squad now, you guess,) get out of their seats, and you with them.

"Actually sergeant," You interrupt, "I have something to do here, first."

"What?" He asked, crossing his arms, a touch of annoyance entering his voice. "Saying goodbye to someone?"

"I guess," you say. "The Mayor's Men weren't wrong about what they said about me: armor wasn't mine. It belonged to my Instructor, Roman."

"So what are you doing with it?" Your sergeant asked. He wanted you to get to the point.

There was a pause in the air, a seeming silence that fell over the Inn despite the dozens of conversations going on all around you. "He's dead, died in his sleep." You said, finally. "I was just coming back from the Chaplain when you found me."

"Damn," he said, the irritation in his voice vanishing. "Want to pay your respects before you head out?"

"A little more than that." You admitted. "It was just going to be me there since my Instructor never made friends with anyone here." You swallowed, trying to suppress the nervousness running through your system. "I was wondering if you guys wanted to come? If-"

"Of course." Your sergeant said, cutting off any further conversation. You blink, the motion hidden beneath your visor. "What? You'd expect us not to pay our respects to a GDI soldier?"

He seemed to have made up his mind on whether or not he wanted to come, but what about the rest of...your squad? You look at the engineer, the Jump Trooper, and the Mutant, in turn, trying to figure out what they were thinking. None of them said anything, and you couldn't glean anything from the first two with their armor, and the Mutant's face betrayed nothing. It seemed they were going along with your sergeant.

"Thank you." You said. "He's not too far from here, it shouldn't take long."

"Lead the way." Your sergeant said, and your squad left the Inn. You took the time to look around at the Mayor's Men, who were currently patrolling the Commerce sector. They were looking at you and your squad oddly: typically soldiers didn't head for the residencies in the town, but they made no move to block you.

Uninterrupted, you were able to arrive at the room quickly. Unlocking the door and walking in you, saw that everything was exactly the way you had left it. Behind you was the rest of your squad, who was looking around the room.

"That him, over there?" Your sergeant called out, looking at Instructor Roman, still sitting in bed.

"Yeah." You said, walking closer to your mentor. He was looking the most peaceful he had ever been, with his eyes closed and his body still. His gray hair, bespeckled with white, was still cut short and close to his head, just like he insisted you do it. Pulling back the white sheets, you saw that he was sleeping in partial uniform: desert camouflage pants and tan shirt, with the jacket slung over a bedpost and the boots placed at the foot of his bed.

"Either he joined up late or this is one of the pre-Tibs." Your sergeant said, looking at him.

"Pre-tibs?" You asked.

"People from before Tiberium landed on the planet." He explained, his voice quiet. "Aren't too many of them left, and they're going away, day by day."

You nodded. "Instructor Roman talked about how it was when the Scrin attacked." He'd been deployed in North Africa against the Brotherhood when they arrived, right in the middle of a battle.

"Pre-tib, then." He said, turning to you. "And you said he trained you?"

"Yeah," you said. "Couldn't do everything he wanted to, but he did everything he could."

"Best most soldiers could do these days." He replied. "Now, let's get him out of there." You nodded, bending down to lift Instructor Roman up.



The funeral went by quickly, for you. The priest was surprised to see your squad there when you mentioned that it would be just you but quickly compensated. It was a little cramped, with your squad so close together next to the incinerator, but not uncomfortable enough for you to be bothered by it.

"May you accept this man into your heavenly halls, Father," the Priest concluded, "and let him find peace at last. Amen." With that, he pulled a lever on the incinerator, and the orange flames shining within suddenly cut out. He slowly walked to the other side of the machine, opening a hatch on the side. Reaching in, he pulled out a simple, gray box, before closing the hatch and walking over to you.

You took the box into your hands, put off by the weight. It seemed impossible, almost, how this small thing now held all of Instructor Roman.


Even now, in your squad's APC, you still hold it in your hands, staring at it.

"You alright, private?" Your sergeant's voice called out.

"Yes." You say, tearing your gaze away from the box to look at your NCO, who was sitting across from you. "Anything you need, Sergeant?"

He was quiet, for a moment. "Never introduced me and the squad." He eventually said. "Not going to take off helmets yet, not until we're at Westwood. APC is sealed against Tiberium, but you can't be too careful around the stuff. Anyway, I'm sergeant Patterson."

You look at the Jump Trooper, who was sitting right next to him. "Private Fariss." He said.

Since the engineer and the mutant were driving, sergeant Patterson took over again. "Our engineer's name is Redwall, and the last is Powys." The mutant, then. And with that, it was your turn.

"Private Lazić." You say.

Sergeant Patterson nodded. "Good to meet you." He said. "I'll introduce you to the Redwall and Powys when we get to Westwood. Normally it would be me and Redwall driving in shifts, but I wanted to talk to you."

"How long does it normally take to get to Westwood from Crossroads?" You ask. Your helmet's digital clock read about two hours in.

"About a day on foot, half that if you drive, and a third of that if you're taking the route we are right now." Four hours, then, halfway there.

"Must be a pretty good route if it cuts down a third of the time it takes." You observe. "Does everyone take it?"

Fariss answered your question. "Only reason we're taking that because we have a sealed APC. Most take the half-day route."

"Still," you said. "It cuts down a third of the time if you're driving, why don't more people use it?"

"We're driving right over a Tiberium field right now, right on the border of Scrin territory," Fariss answered. "Scrin are the fucking boogeyman. Just say they're nearby and watch everyone avoid that spot like it's a damned Ion Storm. Trust me, nothing's going to happen."

At that moment, you felt the APC shudder, as a sudden impact rocked the vehicle. You tried to get up, only to be forced back into your seat as the APC turned hard left. The intercom crackled, and you heard the engineer, Redwall, speak. "Scrin contacts, Six O'clock! Large Buzzer swarm, and something walking in the middle of them, likely Disintegrators."

"Damn it, Fariss!" Sergeant Patterson growled. "Get us out of here, Redwall."

"Can't sergeant." He explained, as you felt the APC swerve around and an explosion go off not too far from you. "They scored a direct hit on the APC, we're slowly, uh, slowing down. I can make repairs, but not while I'm driving. Heading for a ruined base nearby, the concrete should let us walk around without having to worry about Tiberium."

"Then get there." Your sergeant ordered, looking at some random spot on the roof. Then he turned to face you and Fariss, looking between the two. "Looks like you're getting your first taste of action, private. Get ready to fight as soon as we hop out of here."

You and Fariss sound off with a "Yes Sergeant!" before checking over your gear. You run diagnostics on your armor and discs and are relieved when the system finds nothing wrong with them. You take the time to assign names to the IFFs that your squad's armors were giving out before you saw a notification pop-up at the bottom of your visor: someone was trying to add you to a local comms net. You saw the IFF, recognizing it as Sergeant's, before accepting.

"Talk to me here," You heard sergeant say over the net. "We're blind in here, what do you see?"

"The base is an island surrounded by a sea of Tiberium." Powys reported, "Most of the structures are piles of rubble, as are the walls, but there is one tower still standing. I can see gunports installed and an open section at the top of the tower."

With her words, you felt the APC rumble again, almost like something pushed the vehicle forward. "Damn it!" Redwall cursed. "Another hit, we can still get there, but it's going to be close-" You felt the vehicle slow down as Redwall pulled another hard left. "Here we are - go, get out of there!"

The door opened slowly, at first, gradually descending down to form a ramp to the ground. Sergeant Patterson, however, stood up and flung a switch to the other side, causing it to loudly slam into the ground. He turned to look at the both of you, now out of your seats. "Get your asses moving, move it!"

With that, he sprinted out of the vehicle, with you and Fariss closely behind him. Stepping out on the weathered concrete, you take the time to look around.

It was a ruined base like it was reported. You're not sure who it belonged to, but it doesn't matter right now. Right now you and your squad were on the very edge of the base, where the Tiberium and concrete met. Looking past the field, you could see a mass of purple light moving towards you, shifting and moving like some sort of blob, with some four-legged creatures walking in the middle of them.

You recall Instructor Roman's lessons: Buzzers and Disintegrators. Buzzers were around the size of large insects and could do little on their own. They typically traveled in ravenous swarms, though, which would eat a soldier down to the bone and then the rest of him. Disintegrators, meanwhile, had a laser cannon for a face that was as big as it was and could rip holes in vehicle armor. Thankfully that also prevented them from targeting infantry as easily.

"Lazić, over here!" Sergeant Patterson called out. With a start, you followed the voice and saw your squad gathered there, hiding behind the APC. Running over, you saw it had seen better days: straight lines of charred armor marked where the lasers have scraped it, and you saw a few holes where they actually hit it.

Redwall is also looking at the damage. "Damn it, still runs but if we want to get anywhere it's going to take ages for me to fix the thing."

"Cut the chatter,"
Patterson said. "We've got about five minutes before the Scrin gets here. Fariss, you fly over and harass the buggers, they don't have any air or anti-air with them, but be careful to avoid getting sniped by a lucky laser."

"Roger Sergeant," Fariss said, and with that, jumped into the air, igniting his jetpack and sailing into the sky towards the approaching hoard, SMG at the ready.

"Redwall, Powys, get to that tower. Powys, shoot the Disintegrators before they scratch more of the paint off. Redwall spot for her and keep tabs on them, report anything new."

"Roger Sergeant," Redwall said, while Powys only gave a nod before the two sprinted for the tower. All that left was you and the Sergeant.

"Lazić, you're with me." He said. "Wish we had more time so I could figure out what you could do, but we're going to have to wing it. Everyone else could take care of the Disintegrators, we're the unlucky bastards who have to deal with the Buzzers."

You grimaced underneath your helmet. Instructor Roman said that the Buzzers were the infantryman's nightmare, their small size making it difficult to hit until they're close enough to attack.

"Explosives." You said. "Bullets don't do too much against them." Disc Throwers were some of the only infantry that could take the Buzzers down without massive casualties, setting traps or throwing discs right into the heart of the swarm.

"Roger." Sergeant Patterson said. He slung the rifle in his hands over his shoulder, and turned to the APC, pulling a container open. You looked over, trying to see what he was going to get when he pulled out a missile launcher. "Damn, it's been too long since resupplied. One shot left." Taking a peek over the side of the APC, you figured that it would take about six to seven missile shots to take out the swarm. By the looks of things, you and your explosive discs would have to kill the rest of them.

You think about it for a moment, before an idea pops into your head. You can only throw explosive discs so fast, but what if you could set them up beforehand to amplify your damage? As you consider possible plans, Sergeant Patterson speaks over the net. "Hope you have an idea of what you're doing, Private."

[][Plan] Minefield - Safe
You plant mines on the edge of the Tiberium field and the base. When deployed as mines, the discs are sensitive enough to detect Buzzers, so it should take out a good number of them. There isn't much space between the mines and the APC, though, and you want to place enough space between the mines to prevent them from setting each other off. As a result, you aren't sure the minefield will be enough to fully destroy the Buzzers.

[][Plan] Minefield - Dangerous
You run out into the Tiberium field to plant mines in there. With enough space between the explosives and the APC, you could plant a lot more mines down. This involves you running out into a field of Tiberium, however. Your armor offers protection, but not that much protection. Also, you would be running towards the Scrin.

[][Plan] Unexploded Ordinance
You can't just throw Discs in mine form - too much risk of detonating prematurely. You could, however, activate the remote-detonation mode and throw them out then, allowing you to set up a pile of explosives ready to go off. It will be less precise then setting up a minefield, however, and you don't have remote detonators to set them off with, meaning you would have to set them off with a thrown disc.

[][Plan] Tactical Retreat
You don't have enough space to set down a minefield without running out into Tiberium like a Brotherhood lunatic. You retreat to the tower where Redwall and Powys are at, setting explosives along the way. If the Scrin decides to follow, the minefield would probably take down all the Buzzers that show up. However, this would mean abandoning the APC, and while a sealed APC is protected against Buzzers, the open hatch in the back would let them inflict some damage if they decided to do so.

[][Plan] Hit and Run
The APC is damaged, you know, but it can still run. While Sergeant Patterson drives it to safety, you stay behind and set up a minefield on the edge. Since the APC will be a safe distance away, you can place more mines then you could with it there. Since Patterson is driving the APC, however, he can't offer assistance in any way, and the closest cover you have is the tower where Redwall and Powys are.

[][Plan] Write-In
You have something else in mind. (Plan is subject to GM approval.)
 
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