Field Commander [C&C/Worm]

Well, I would like a few guys to volunteer as Attack Dog units with me to get this job done right.
Probably won't happen. ~30 minutes till vote close, and no-one else has joined you yet.
Patrol
1x Virus
1x Grizzly Tank: Stay close to meet in greet just in case
1x GI
2x GDI
1x Brute
5x Disc Thrower
1x Initiate: Help with squatters

Meeting
1x Brute: Be friendly, shake hands
3x Initiates
1x GDI
1x Nod
1x Nighthawk
2x Virus: Overwatch on a roof out of sight, just in case

Salvage graveyard
4x Brute: One looking for top hat and monocle
2x War Miners
1x GI: Guarding and keeping an eye out
2x Conscripts: One pockets some smokes, One pockets a bag of sugar for the distillery
1x Engineer

Attack Merchants
2x Grizzly Tank: One has the personality of Liberty Prime
1x Disc Thrower
1x Conscript
1x Brute
1x Nod: Try to get to surrender

Get food
1x Nighthawk
1x Engineer: Grind up the Narcotics and Jewelry

Various
1x Engineer: Reconnect Boat Graveyard to local power grid
1x Engineer: Research indoor food production facility. (we're going to run out soon, and it will eventually be a source of income)
1x Engineer: Work on getting utilities in the area back up and running, if done early then work on fixing up a clinic.
1x Engineer: Work on repairing the civilian houses
1x Engineer: If Commander goes to the meeting: Help repairing civilian infrastructure. If Commander goes not to the meeting: Go to meeting rigging up a teleconference
2x Attack Dog: Giant-ass scouting mission. Really too much work for two poor dogs.
 
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[X] Unit: Allied Attack Dog.
-[X] Plan Scout

Probably still too much work for two dogs, but should be more possible now
 
Who's the fourth initiate? If it's me, I switched my vote to Nod trooper and sent them to join the attack.
No, you are the Nod attacking the Merchants.
Though I either miscounted, or someone changed their votes. Only 3 Initates are going to the meeting, though there's a 4th that is basically patrolling, helping out the people coming back in if anyone is squatting in their homes.
 
Votes closed. Can I get a vote count please? (Force Disposition optional.)
Vote Tally : Field Commander [C&C/Worm] | Page 84 | Sufficient Velocity
##### NetTally 1.7.4

[x] Don't go: you have plenty of proxies
No. of Votes: 22

[x] John: Patrol Graveyard
No. of Votes: 10

[X] John
-[X] Assist with an Action: Gather supplies
No. of Votes: 6

[X]John: remain on standby
No. of Votes: 6

[X] Go, you need to meet their leaders face-to-face.
-[X] QM's Idea
No. of Votes: 5

[X] Go, you need to meet their leaders face-to-face.
-[X] Don't Register.
No. of Votes: 4

[X] Go, you need to meet their leaders face-to-face.
-[X] QM's Idea
No. of Votes: 3

[X] Unit: Initiate
-[X] Attend the meeting with the Protectorate.
No. of Votes: 3

[X] Unit: Disc Thrower
-[X] Patrol the Boat Graveyard
No. of Votes: 3

[X] John
-[X] Go to meeting to provide testimonial if needed.
No. of Votes: 3

[X] Unit: Disc Thrower (codename Nat 1)
-[X] Patrol Boat Graveyard and Docks
No. of Votes: 2

[x] John: Remain on standby at the base.
No. of Votes: 2

[x] Unit: War Miner
-[X] assist with salvaging at the Boat Graveyard.
No. of Votes: 2

[X]Go, you need to meet their leaders face-to-face.
-[X] QM's Idea
No. of Votes: 2

-[X] QM's Idea
No. of Votes: 1

[X] Unit: Disc Thrower
-[X] Finish attacking Merchant Bases in the Market
No. of Votes: 1

[x] Unit: Nod Light Infantry
-[x] Finish attacking Merchant Bases in the Market.
--[x] Try to get the enemy to surrender if it seems viable
No. of Votes: 1

[X] Unit: Grizzly Tank
-[X] Finish attacking Merchant Bases in the Market.
No. of Votes: 1

[X] Unit: Conscript
-[X] Gather supplies in the Boat Graveyard and pocket a sack of sugar for the distillery
No. of Votes: 1

[X] Unit: Conscript
-[X] Gather supplies in the Boat Graveyard and pocket some smokes
No. of Votes: 1

[x] Unit: NightHawk Transport
-[x] Take units to the meeting with the Protectorate, stand by on site in case evac is necessary.
No. of Votes: 1

[X] Unit: Brute
-[X] Salvage the Boat graveyard
No. of Votes: 1

[X] Don't go: you have plenty of proxies.
-[X] Don't Register.
No. of Votes: 1

[X]Unit: GI
-[X] Patrol the boat Graveyard
No. of Votes: 1

[X] Unit: Engineer
-[X](Requires a Nighthawk or Transport) Head to the next city and purchase food in bulk.
--[X] Throw several kilograms of Narcotics and the Baubles/Jewelry into the grinder to get the cash before leaving.
No. of Votes: 1

[X] Don't go, you've got plenty of proxies.
No. of Votes: 1

[X] Unit: GDI Light Infantry
-[X] Attend the meeting with the Protectorate.
No. of Votes: 1

[X] Unit: GI
-[X] Guard the salvage team and a heads up to the others over radio if people are coming
No. of Votes: 1

[X] Unit: Engineer
-[X] Reconnect Boat Graveyard to local power grid
No. of Votes: 1

[x] Unit: Engineer
-[x] research indoor food production facility. (we're going to run out soon, and it will eventually be a source of income)
No. of Votes: 1

[X] Unit: Brute
-[X] Attend the meeting with the Protectorate.
--[X] Shake the hand of everyone. Everyone.
---[X] If anyone asks why, tell you want to show off how you can control your strength.
---[X] Whine to the commander if someone doesn't let you shake their hand.
No. of Votes: 1

[X] Why choose? Do a video conference from within the safety of your base.
-[X] QM's Idea
No. of Votes: 1

[X] Unit: Brute
-[X] Salvage the Boat graveyard
--[X] be on the look out for a top hat and a monocle
No. of Votes: 1

[X] Unit: GDI Light Infantry
-[X] Patrol the Boat Graveyard
No. of Votes: 1

[X] Unit: Nighthawk Transport
-[X] If engineer needs transport out of city to buy food go with then, if not just stay at base for rapid support or evac of any engagements that might happen
No. of Votes: 1

[X]Unit: Brute
-[X] Patrol the boat Graveyard
No. of Votes: 1

[X] Unit: Initiate
-[X] help residents with any squatters that have taken up residence in their houses.
No. of Votes: 1

[X] Virus
- [X] Patrol the Boat Graveyard and Docks area.
No. of Votes: 1

[X] Unit: Engineer
-[X] Work on getting utilities in the area back up and running, if done early then work on fixing up a clinic.
No. of Votes: 1

[X] Unit: Engineer
-[X] Work on repairing the civilian houses
No. of Votes: 1

[X] Unit: Brute
-[X] assist with salvaging at the Boat Graveyard.
No. of Votes: 1

[x] Video Confrence
-[x] UltimatePaladin's Idea
No. of Votes: 1

[x] Unit: Virus
-[x] Go to the meet and greet but stay on one of the roofs out of sight and act as overwatch
No. of Votes: 1

[X]Grizzly Tank
-[x] Patrol the Area, but stay close to the meet and greet and act as a quick response force in case of an attack, or a betrayal.
No. of Votes: 1

[X] Unit : GDI Light Infantry
-[X] Patrol for Problems
No. of Votes: 1

[X] Unit: Amphibious Transport
-[X] Salvage the Boat graveyard
No. of Votes: 1

[X] Unit: Conscript
-[X] Finish attacking Merchant Bases in the Market.
No. of Votes: 1

[X] Unit: Allied Attack Dog.
-[X] Plan Scout
No. of Votes: 1

[X] Unit: Nod Light Infantry
-[X] Attend the meeting with the Protectorate.
No. of Votes: 1

[X] John: Attend the meeting with the Protectorate.
No. of Votes: 1

[X] Unit: Brute
-[X] Finish attacking Merchant Bases in the Market.
No. of Votes: 1

[X] Unit: Soviet Attack Dog.
-[X] Plan Scout: Start doing a long-term, long-range scouting of Brockton Bay city starting from the Coalition's areas of control (i.e. the Boat Graveyard and the Docks) and then on to areas that will soon fall to Coalition control (such as the Trainyards and the Market) and then on to the rest of the city. While scouting identify any and all criminal gangs within the city with emphasis on identifying gangs with parahuman members. Identify any and all of the gangs of BB; try to find out their numbers, strength, disposition, etc. as well as any areas and buildings they control (such as drug dens, drug-making factories, arms/weapons depots, human and/or animal fight pits, illegal casinos, whore houses, money laundering/counting facilities, hideouts, etc. and most importantly their main headquarters if such gangs have one). Also, identify any gangs (including ones with parahuman members) that are relatively new to BB and have recently set up shop in the city. Also, identify the local Protecorate and PRT and identify their numbers, strength, disposition as well as their areas on control and their main headquarters. Do the same for any other heroic cape group in BB as well. Moreover, while doing all of these things identify/take note of the general state(s) the city is currently in, especially since it recently just suffered an unnatural disaster (i.e. Leviathan) and also identify which of the areas of BB have been hit hard or have remained relatively unscathed, etc. Make sure to avoid anyone and anything that might impede the mission - including any dog-catchers from the local animal control department that might be around.
No. of Votes: 1

[X] John attends the meeting with the Protectorate.
No. of Votes: 1

[X]Unit Grizzly Tank
-[X] Finish attacking Merchant Bases in the Market
--[X]With the Grizzly tank Commander having the personality of Liberty Prime
No. of Votes: 1

[X] Unit: Brute
-[X] Assist with salvaging the boat graveyard
No. of Votes: 1

[X] Why choose? Do a video conference from within the safety of your base.
-[X] Don't Register.
No. of Votes: 1

[X]Unit: Engineer
-[X] If Commander goes to the meeting: Help repairing civilian infrastructure.
-[X] If Commander goes not to the meeting: Go to meeting rigging up a teleconfernece
No. of Votes: 1

[x] Why choose? Do a video conference from within the safety of your base.
-[x] UltimatePaladin's Idea
No. of Votes: 1

[x] Engineer
-[x] Salvage the Boat Graveyard
No. of Votes: 1

[X] Why choose? Do a video conference from within the safety of your base.
No. of Votes: 1

[X]Unit: Virus
-[X] Provide over watch for Merchant Assault force.
No. of Votes: 1


——————————————————————————————————————————————
Task: John

[X][John] John: Patrol Boat Graveyard.
No. of Votes: 1

Total No. of Voters: 48
I THINK the force disposition at the top of the page is accurate, but feel free to double check me, I have made mistakes before (as evidenced by the post before yours).
To make counting up that stuff easier later, I do suggest divying the vote up by task. That way all the Unit votes are all right beside eachother.
 
Vote Tally : Field Commander [C&C/Worm] | Page 84 | Sufficient Velocity
##### NetTally 1.7.4

[7] Unit: Brute
-[1] Salvage the Boat graveyard
-[1] Plan: Troglodyte — Field Commander [C&C/Worm] | Page 86
-[1] Plan: brainlessdragon — Field Commander [C&C/Worm] | Page 86
-[1] Patrol the boat Graveyard
-[1] assist with salvaging at the Boat Graveyard.
-[1] Finish attacking Merchant Bases in the Market.
-[1] Assist with salvaging the boat graveyard

[7] Unit: Engineer
-[1] Plan: Arkatekt — Field Commander [C&C/Worm] | Page 85
-[1] Reconnect Boat Graveyard to local power grid
-[1] research indoor food production facility. (we're going to run out soon, and it will eventually be a source of income)
-[1] Work on getting utilities in the area back up and running, if done early then work on fixing up a clinic.
-[1] Work on repairing the civilian houses
-[1] Plan: Portec — Field Commander [C&C/Worm] | Page 90
-[1] Salvage the Boat Graveyard

[6] Unit: Disc Thrower
-[3] Patrol the Boat Graveyard
-[2] Patrol Boat Graveyard and Docks
-[1] Finish attacking Merchant Bases in the Market

[4] Unit: Initiate
-[3] Attend the meeting with the Protectorate.
-[1] help residents with any squatters that have taken up residence in their houses.

[3] Unit: GDI Light Infantry
-[1] Attend the meeting with the Protectorate.
-[1] Patrol the Boat Graveyard
-[1] Patrol for Problems

[2] Unit: Nod Light Infantry
-[1] Plan: Asmodemus — Field Commander [C&C/Worm] | Page 85
-[1] Attend the meeting with the Protectorate.

[3] Unit: Grizzly Tank
-[1] Finish attacking Merchant Bases in the Market.
-[1] Plan: Lightning_Strife — Field Commander [C&C/Worm] | Page 89
-[1] Patrol the Area, but stay close to the meet and greet and act as a quick response force in case of an attack, or a betrayal.

[2] Unit: Conscript
-[1] Gather supplies in the Boat Graveyard and pocket a sack of sugar for the distillery
-[1] Gather supplies in the Boat Graveyard and pocket some smokes
-[1] Finish attacking Merchant Bases in the Market.

[2] Unit: NightHawk Transport
-[1] Take units to the meeting with the Protectorate, stand by on site in case evac is necessary.
-[1] If engineer needs transport out of city to buy food go with then, if not just stay at base for rapid support or evac of any engagements that might happen

[2] Unit: War Miner
-[2] assist with salvaging at the Boat Graveyard.

[2] Unit: GI
-[1] Patrol the boat Graveyard
-[1] Guard the salvage team and a heads up to the others over radio if people are coming

[3] Unit: Virus
-[1] Go to the meet and greet but stay on one of the roofs out of sight and act as overwatch
-[1] Provide over watch for Merchant Assault force.
-[1] Patrol the Boat Graveyard and Docks area.

[1] Unit: Amphibious Transport
-[1] Salvage the Boat graveyard

[1] Unit: Allied Attack Dog.
-[1] Plan Scout

[1] Unit: Soviet Attack Dog.
-[1] Plan Scout: Start doing a long-term, long-range scouting of Brockton Bay city starting from the Coalition's areas of control (i.e. the Boat Graveyard and the Docks) and then on to areas that will soon fall to Coalition control (such as the Trainyards and the Market) and then on to the rest of the city. While scouting identify any and all criminal gangs within the city with emphasis on identifying gangs with parahuman members. Identify any and all of the gangs of BB; try to find out their numbers, strength, disposition, etc. as well as any areas and buildings they control (such as drug dens, drug-making factories, arms/weapons depots, human and/or animal fight pits, illegal casinos, whore houses, money laundering/counting facilities, hideouts, etc. and most importantly their main headquarters if such gangs have one). Also, identify any gangs (including ones with parahuman members) that are relatively new to BB and have recently set up shop in the city. Also, identify the local Protecorate and PRT and identify their numbers, strength, disposition as well as their areas on control and their main headquarters. Do the same for any other heroic cape group in BB as well. Moreover, while doing all of these things identify/take note of the general state(s) the city is currently in, especially since it recently just suffered an unnatural disaster (i.e. Leviathan) and also identify which of the areas of BB have been hit hard or have remained relatively unscathed, etc. Make sure to avoid anyone and anything that might impede the mission - including any dog-catchers from the local animal control department that might be around.


——————————————————————————————————————————————
Task: John

[11][John] John: Patrol Graveyard
[9][John] John
-[6] Assist with an Action: Gather supplies
-[3] Go to meeting to provide testimonial if needed.
[8][John] John: remain on standby
[2][John] John: Attend the meeting with the Protectorate.


——————————————————————————————————————————————
Task: Meeting

[24][Meeting] Don't go: you have plenty of proxies.
-[1] Don't Register.
[14][Meeting] Go, you need to meet their leaders face-to-face.
-[10] QM's Idea
-[4] Don't Register.
[5][Meeting] Why choose? Do a video conference from within the safety of your base.
-[3] QM's Idea
-[1] Don't Register.
[1][Meeting] QM's Idea

Total No. of Voters: 48
 
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5.2 (Q&A)
[X] John: Patrol Graveyard
[X] Don't go: you have plenty of proxies.

Force Disposition


Salvage Boat Graveyard
Brute (4) [One is looking for a top hat and monocle.]
Engineer (1)
Conscript (2) [One is looking for sugar for the Distillery.] [One is looking for smokes.]
War Miner (2)
GI (1) [Guarding Salvage Team, radioing in if people are sighted.]
Amphibious Transport (1)

Meet Protectorate
Brute (1) [Be friendly, shake hands with Protectorate to demonstrate control, upset if he doesn't get to shake hands.]
Initiate (3)
GDI Light Infantry (1)
Nod Light Infantry (1)
NightHawk transport (1) [Transporting units there, standing by on site for evac.]
Virus (1) [Staying on one of the rooftops out of sight and on overwatch.]

Patrol Boat Graveyard
Brute (1)
Disc Thrower (5) [One goes by the name of "Nat 1."]
Initiate (1) [Removing squatters that have taken up residence in houses of residents who return.]
GDI Light Infantry (2)
Grizzly Tank (1) [Staying close to the meet and greet in case of things going wrong.]
GI (1)
Virus (1)
John (1)

Attack Merchat Bases in the Market
Brute (1)
Disc Thrower (1)
Nod Light Infantry (1) [Trying to get Merchants to surrender.]
Grizzly Tank (2) [One with the personality of Liberty Prime.]
Conscript (2)
Virus (1) [On overwatch.]

Buy Food in Another City
Engineer (1) [Tossing Narcotics and Baubles/Jewelery for money.]
NightHawk Transport [Carrying Engineer to City.]

Repairing Utilities in the Area
Engineer (3) [One is focusing on local power grid.]

Research indoor food production facility
Engineer (1)

Repairing Civillian Houses
Engineer (1)

Scout
Allied Attack Dog (1)
Soviet Attack Dog (1)


One of your Engineers was hard at work, lifting armfuls of jewelry and narcotics and throwing them into the Grinder.

Within moments, it began to break apart and grind down the items, turning them from complex shapes and varying sizes into their mostly-pure raw components for various uses. Or funds, if a transaction had to be made. It had a harder time processing organic materials and substances, but for inorganic items like the vials and syringes and the jewelry it was very good at it's job. You had to hand it to Yuri: he was a megalomaniac, but he did create some useful technologies.

In addition to your Engineer, there was also a NightHawk transport standing by, ready to take him when the Engineer was finished converting the items to funds. It was going to be an half an hour, you reckon, for your Engineer to finish his work, and a few hours to travel to a nearby city and back with supplies. However, with those supplies you would not have to worry about feeding and caring for the populace for quite some time.



Outside of your base, in the Graveyard proper, your men were continuing their work salvaging material. You had forgone the use of Slave Miners this time around, using a force of Brutes for the hard labor of tearing apart boats and wreckage for scrap metal.

"Not here." A Brute spoke, sullen. He halfheartedly dragged behind him a piece of hull from a ship, torn apart so that the genetically-modified human can take a look inside the cabin.

A nearby Conscript, who was taking a pack of cigarettes off of the ground, looked at the Brute for a moment. Then he turned to look at his partner. "What's he so sad about, Comrade?" He asked.

"How am I to know?" The other Conscript replied. "I am looking for sugar, not Brutes."

"You could try that warehouse over there." The GI walked by, SMG in hand as he looked around. "You go in first, I'll cover you."

"Of course I go first," the second Conscript muttered. Despite that, he had agreed with the GI, and when the latter had their M60 set up, he gingerly opened the door and began to search the place.

In the meantime, an Amphibious Transport emerged from the rusting hulks in the bay, moving towards the rest of the group. Not reducing in speed after coming onto land, it turned around, opening up to reveal a pair of Brutes, who began to lug out small boats they had found during their foray into the water. Once they had left them near the Miners, they walked back in, and the transport entered the bay once more.

In the meantime, a loud, cackling sound emerged from the Warehouse. The work stopped.

"Conscript?" The GI called out. "You alright in there, buddy?"

"Da, Comrade!" A voice shouted from within the weathered structure. "You were right - there's sugar in here!"



In the meantime, you were running patrols in the graveyard and the docks beyond it. Not against any Merchants: you doubted that they would come back after losing their leaders and several men to your forces. Rather, these patrols were meant to deal with the sudden increase in crime that accompanied a mass migration of people.

They were helped by the fact that now you had a Radar up, and were now able to monitor and report crimes in progress to them and have them respond in a timely fashion. Any holes that you had in the area were covered up by a pair of dog scouts you had sent up, granting you sight of nearly everything inside the docks.

Like the sight of a few gangsters holding one of the people returning home at knife-point, threatening them with something. You cycle through your groups, for a moment, before you find one that can respond in time.

In the end, they had taken the man himself, walking him somewhere when they heard it approaching. You weren't exactly sure what they expected, but they probably didn't expect a Grizzly tank to come racing out of one of the streets, it's cannon pointed.

They stood there in shock for a moment, until they realized that the tank was coming for them. They bolted, running for a side-street and leaving the man behind as the tank pursued them. It stopped shortly afterwards, and you ordered it back to it's original patrol route, shifting "Nat 1" (you aren't sure why the Disc Thrower called himself that, it sounds like a rather unfortunate name,) and the other units with him to the area to conduct a more through search.

They were currently escorting a small family into the neighborhood, having found them being accosted by a proto-gang by the looks ofthings. After dispatching the Merchants, they had offered to guard the family on their way home. The father continued to shoot worried glances at the Disc Throwers, but raised no complaints beyond that.

You had an Initiate in the area as well, though a different assignment in mind for him.

He was currently staring down a woman in a house, a small fire burning just above his outstretched palm.

"Out." He spoke.

"C-can't I just stay here a little longer?" She was staring at the Initiate with wide, slighty-clouded eyes, laying down on a bedroll in what used to be the living room of the home. Outside the original owner was looking at the scene, gently nudging his children to go away for a bit.

"Out." He repeated, the flame growing slightly larger. The woman quickly nodded her head, hurriedly packing up her bedroll and a few items scattered around it. With hurried apologies and pleas she rushed out the door, past the man and into the streets. With her gone, the Initiate dispelled the flames in his hand.

"The squatter is gone now, go back to your daily life." The Initiate spoke, brushing past the man and into the streets, where he continued to patrol for problems and provide solutions.



You turn your gaze from the screen to the Engineer in the same room as you. Given how low you were running on food, you wanted to see if you could build some indoor food production facilities. Since he didn't need to be up and about, you just had him in the Construction Yard, mulling over another terminal as he drew up and discarded designs.

"What am I even doing?" He suddenly said, rubbing his forehead. "I'm just trying to re-invent the wheel, here."

You ask for clarification.

"We already have the designs on hand, that and some civilian structures, why didn't I just grab those instead?"

Puzzled, you ask again. As far as you knew, none of the factions had any civilian related buildings. The MCV, if it had the schematics could build those, of course, but they didn't come pre-packaged with them.

The Engineer looks at you for a second, before explaining. "Right, sorry, not a whole lot of Commanders know about it." He clears his throat.

"In the years leading up to Tib War 2, Earth was running out of livable space to live on. Cities and non-military buildings don't hold up that well to Tiberium suddenly growing on them. GDI's R&D team had managed to quickly develop some civillian housing and infastructure that could hold up to Tiberium growth. The problem was, they didn't know how to build a large number of shelters in a short amount of time.

It was at that point that some genius realized that they had tons of GDI military bases all over the damn planet, with most of them having a Construction Yard or MCV on site. So, they loaded the schematics, and told them to build shelters. It worked, and that's why humanity managed to live long enough to continue killing each other."

You ask why you never found such an option during your battles.

"Because building a water purifier isn't as important as building a War Factory. Look, they're buried somewhere in the database, just get me a GDI or Nod Construction Yard and I can pull out the schematics." Hearing your unspoken question, the Engineer continued. "The Brotherhood of Nod saw how much PR points building shelters got you, and for their Tiberium worshiping they don't want to lay in bed with it, so they went out and stole the schematics for the structures."

Would you need those Construction Yards to build civilian structures?

"Just to get the schematics. Afterwards I could just load them up to the other faction's databases and you could build them with any MCV."

You frown at that. From what you remembered, Allied, Soviet, Yuri, GDI and the Brotherhood of Nod were paranoid that someone would steal their designs and use them against their original owners. They black-boxed the designs to hell and back, to the point that Engineers had to use the original hardware in the base itself to get the designs, and couldn't just take them and plug them into their faction's databases.

"GDI didn't have a whole lot of time to black-box them, and these were meant for civilian use so they asked themselves 'why should they?' They were kicking themselves later, but by that point it was less expensive to keep the designs instead of trying to black-box them."

You nod, and turn your attention back to your forces.



"Alright, think this will work?" One engineer asked two others. They had traveled around the graveyard, walking with the patrols whenever possible and fixing up the electrical lines all around. They had originally started with four, but he entered into a wrecked house, walking out a second later with it being completely fixed. As engineers do, he had used up all his tools in the process and returned back to the base, confident in a job well done. The others, finished with their repairs, followed him back for the final step.

"Course it will," One said with a Russian accent. "we walked around a quarter of the day doing nothing but walking around and doing repairs."

"Let's just get on with it." Another spoke.

"Alright!" The first engineer held up two wires. "Reconnecting the boat graveyard area in three, two, one!" He connected the wires.

Nothing happened.

The first engineer's face fell. After a moment, the second Engineer spoke up again. "The generators must be down as well." He said, "or there are damaged lines outside of the area we repaired, or-"

"A thousand different what-ifs," interrupted the third, "all explaining the same result: no power."

"At least we repaired some of the other utilities," the Russian Engineer spoke, "not that they were in terrible shape, all things considered."

An awkward silence reigned over the area, as the Engineers tried to think of something to say. "Well," The first said, "I think we should see if we could check the generators."

"Where would those be?" The second retorted. "We haven't found any local generators in the docks, they're probably located further inland or somewhere more developed in the city, and those would be a long way-"

"We have the Bio-Reactors."

The first two turned to look at the Third. "If it is a matter of power generators, we could always hook them up to the Bio-Reactors. Right now they are producing more energy then what is needed, so it is no problem."

"And how would we do that?" The first engineer asked.

"Watch." The second said. He pulled out a radio, and began talking into it. "EVA, can you route some of the excess power into some of the existing electrical infrastructure?"

Acknowledged. Please Hold...

The first engineer began speaking. "Yeah, I'm getting some current moving through here, it's working!"

Being in the middle of the day, they couldn't see any lights turning on. But with power, they should be able to see some tonight.

"We might need a transformer," the third noted. "We're not providing as much power as we should be with the differences in voltage-"

"Comrade." The second interrupted. "Relax. We did good work today."



"Attention Merchants!" A Nod Light Infantryman shouted, pointing his weapon at the safe house. "You are completely surrounded by Coalition military forces. Come out with your hands up!"

There were two Grizzly tanks in plain view, their cannons pointed at the building. A Brute was standing by the infantryman, glaring hard beneath his visor at the outpost. Watching the rear door was a Disc Thrower, readying his explosive discs for use. On a nearby rooftop was a Virus, looking down the sights of her dart rifle.

When there was no response, the Infantry continued talking. "We have two tanks right outside your door, ready to fire right at you! Your leader is Skidmark is dead, killed by the Cape right next to me! Surrender, and you will live!"

"FUCK YOU!" The cracked glass shattered, and metal gun barrels came bursting out, opening fire blindly at the Coalition forces.

"Engaging Anti-Authority Scum!" One of the Grizzly commanders called over the radio. With two booms, the Grizzlies fired, making the front walls of the Merchant safe house explode into plaster fragments and wood splinters. The body of one of the Merchants fell forward, caught by the tank round as it tore the structure.

At the same time, the Disc Thrower threw an explosive disc through the back window. After a moment, the windows in the back blew out, glass flying everywhere. The firing stopped.

Cautiously, the Brute and the Nod soldier advanced into the structure, looking around for any threats.

"They're dead." The infantryman said at last. "They're all dead." With that, he shouldered his rifle, and began walking down the road, followed by the rest of the strike force.

There they encountered a good number of Merchants, fifteen, sitting on the ground, guarded by two Conscripts who kept their rifles pointed at them and their fronts facing them at all times. When one saw the lack of any prisoners this time, he quizzically tilted his head.

The Nod infantryman answered. "Unlike the last two bases we hit, the Merchants here lacked the brain cells to surrender to us. We made sure to leave no survivors." He could have just spoke it into the comm, keeping it quiet from the Merchants, but he spoke it aloud. A few heads turned to him. "Back to the base, now."

"You heard him, criminal." A conscript spoke, motioning with his rifle to the closest Merchant. "Up."

They settled into a formation. The Nod Infantryman and Brute walked up in front, the two Conscripts each covering a side, with the tanks keeping the pace behind them. The Disc Thrower and Virus went off on their own, acting as surprise reinforcements in case they were attacked.

They walked in (blissful, for some,) silence, until one of the Merchants asked a question.

"Where are we going?"

"You will be taken back to our base." The Nod Infantryman began. "From there? Who knows." Seeing the Merchant's worried expression, he added, "If any of you attempt to run, we will shoot you."

There were no more questions on the way back.



Your NightHawk didn't have enough space to take everyone to the Meeting at once. The solution, of course, was to take two trips.

You had sent four soldiers first: a Virus and three Initiates. The Initiates hung around at the ground level, occasionally kicking a stone or making small adjustments to their backpacks. The Virus, meanwhile, had climbed on top of a nearby rooftop, lying prone against the roof. She had chosen the tallest building around, so unless someone got above her, no one would see her, especially from the ground.

A few minutes later, a little after "same time as yesterday," you spotted a PRT Armored Van enter the area. It came within 500 feet of your Initiates before stopping. The back doors opened, and you saw the people the PRT and Protectorate sent.

First was a squad of PRT troopers. Five walked out and stood opposite the Initiates, three armed with assault rifles, one with a sprayer-weapon and another with a grenade launcher. It was hard to tell their body language under their armor, but they weren't pointing their guns at your men, which you considered a good sign, if any.

At that moment, your NightHawk arrived with your "diplomatic team." You had decided to stay in the comforts of your base, protected by the walls of the Construction Yard, the walls surrounding the base, and a mind-control device plopped down in the center of it all.

However, you still needed to actually talk to them, and since you weren't going to have your Initiates do it, you needed someone else.

'Someone else,' being a GDI Light Infantryman, a Brotherhood of Nod Light Infantryman, and a Brute. They exited the NightHawk, and began at a brisk pace to the middle point between the Initiates and PRT Troopers. At that point you notice two Capes have left the Van.

Assault was there, walking to the meeting with confidence. The other Cape, however, wasn't Battery.

If you had to draw a comparison, you would say that the new Cape resembled Tanya, but it would only go as far as they were both female soldiers, and had pistols. The Cape wore a modified army uniform, more form-fitting then the loose fatigues normally worn. To disguise her identity, she had an American flag wrapped around her face like a scarf.

From your examination, you couldn't see if she had any powers or not. Assault looked like a man in spandex, but he turned out to be completely immune to most of your attacks. The only weapon you could see on her was a pistol, which she kept holstered at her side.

In spite of your worries, your Brute continued on without any fear. "Hi there!" He shouted directly in front of Assault, extending his hand. "I want to shake your hand!"

Everything seemed to stop for a second. Assault looked at the Brute quizzically, before smiling and putting out his hand. You were worried that the Brute was going to shake roughly, but Assault seemed to handle it pretty well. As the Brute walked over to the other Cape, Assault turned to the infantrymen.

"Hi there, an Infantryman!" He paused. "Or is that you?"

"It's me." The Infantryman responded.

"Good! I see you have a friend next to you," he spoke, gesturing to the Nod soldier. "I'm going to call him 'Another Infantryman,' does that work?"

"I shall-" The Nod soldier began.

"Great, that works!"


In the meantime, the Brute was shaking the unknown Cape's hand. "What's your name?" He asked.

The cape pulled away first, shaking her hand a bit. "Miss Militia."

"Nice to meet you Miss Militia!" The Brute excitedly said, "I think we shall be best of friends!"

"Come over here you Brute." The GDI Infantryman ordered. "Let's start this meeting."

The Brute shuffled over to the infantrymen, pouting. There was a brief silence from each side, as both waited for the other one to start talking.

Miss Militia spoke first. "I understand that you are Coalition, correct?"

"Yes." The Nod Infantryman spoke, "Mind telling us what you want?"

"I want to know what the Coalition wants."

The Nod Infantryman responded. "As of right now, the Coalition's only goal is to protect the people in the Docks and the Boat Graveyard. All of our actions up to this point have been to protect them."

"How does burning down the Trainyards help do that?" Miss Militia asked.

"We have said this before and I will say it again. We had determined that the Merchants were going to launch an all-out attack on our position, and as such, we decided that rather then try to weather the storm we would attack in the middle of the night and take them out by surprise."

Miss Militia nodded, before asking another question. "You arrived here the day after Leviathan hit, correct?"

"So I've been told."

"What were you doing here? People don't usually go to cities that were just hit by an Endbringer."

"Trying to figure out where we were. Part of the reason that we got into a battle with the Merchants in the first place was that we were originally going to ask them questions about where we were. Instead they opened fire on us and the Commander deemed them a hostile entity from that point on."

You couldn't see her expression underneath her scarf, but her eyes narrowed. "Would you have fought them otherwise?" she asked.

Your Nod Light Infantryman deliberately paused for a moment. "We likely still would have. We did not approve of the Merchant's actions towards the populace, and we would have used the threat of lethal force to get them to stop. Fighting was inevitable."

Miss Militia nodded. "I see."

Assault, who had been content to watch the proceedings, decided to speak. "I'm going to stop beating around the bush and tell you it plain and simple. As far as we know, you guys are trying to keep the peace in the area. You fought the Merchants because they shot first, and you're here because you really don't want to fight us."

"That works." The GDI infantryman spoke.

"The main issue here is that you used lethal force to do so and, I cannot stress this enough, burned down the Trainyards." Miss Militia spoke. "Your targets were Merchant gang members, but it doesn't change the fact that, legally, you murdered them, and committed arson. If these were normal circumstances, we would mark the Coalition as a criminal organization and deal with it as such."

"These must not be normal circumstances then." 'Another Infantryman' observed. Miss Militia nodded.

"You're correct. We have reinforcements out of city, but Brockton Bay is a mess right now, and we would rather not fight another group in place of the Merchants."

"So have you come asking for a truce, or an alliance?" The Nod infantryman asked.

"What's the difference?" Assault asked back.

"Truce implies that we will work together until there is such a time when it becomes convenient for one of us to back-stab the other. An alliance, meanwhile, suggests a more permanent arrangement."

"We have a deal," Miss Militia forcefully said. "If you agree to it, we won't prosecute you for the murders and arson. We might also be able to get them to be counted as self-defense."

"And in return?"

Miss Militia began to list off a number of rules. Normally, the Protectorate would apply more specific rules in regards to potential allies, she later explained, but as the Coalition was very clearly an organization, they would give you the full list to remember later on. The ones that stuck out to you the most were:
  1. Avoid using lethal force whenever possible. It is permissible, however, if against A or S class threats, or if your life and/or others is in mortal danger.
  2. Do not create any self-replicating organisms or machinery of any kind.
    • Cloning may or may nor apply.
  3. Do not use any biological or nuclear weapons without the approval of the PRT, Protectorate, or similar government organization. Chemical weapons, as long as they do not qualify as WMDs, are allowed.
  4. Turn any master victims over to the PRT as soon as possible. Mastering a villain or individual and keeping them around for your use is not allowed.
When she finished, you told your Soldiers you had some questions for her.

"Our Commander was listening in," The GDI infantryman said "and he has some questions he wants to ask."

"Ask away." Assault said.

Question: (Text)



This isn't going to be a conventional voting segment. Here, you guys can ask questions at will and as you please, and I will write the answer as soon as I can get back to it. When the questions are all answered, I'll compile them into a single update and move on from there. However, for it to count as a question to the Protectorate, it must be in the format: Question: (Text.) You can ask as many questions as you like, but if I feel the question has already been answered I will not answer it again.

Basically, this method would help it feel more like a conversation, and let you ask questions to your heart's content.
 
Question: "What kind of supplies can the PRT, Protectorate, or similar government organization offer to help with the situation of the Civilians in this place?"

Question: "What other factions, criminal, military or otherwise, are around and need to be adressed?"

Question: "What do you mean "might be able to get them counted as self-defense"? With an alliance in place we need assurances. If we are to comply to their rules, as they are not as different from our own goals to see to stability after the Leviathan, the Coalition, as a whole organisation and individuals, requires immediate and public announcement that any actions taken by them prior to meeting the PRT, Protectorate, or similar government organization was legal and can not be brought up later as charges in any court of law, criminal or military."
 
Question: What will it take to get power and food back to the city? We've been repairing the power grid, and may be able to able to help further if you point out the damaged areas.

P.S. I'm not sure whether to mention our capacity to build power plants and food producing buildings. On another note, do we even have any non-lethal units? C&C isn't exactly focused on such tactics.

Maybe we could get the schematics to their foam "weapons", and produce them ourselves? Making units/buildings that can mind control our enemies is technically non-lethal, but is probably a death sentence. Master's are hated in the worm-verse.

The GM has shown that tech that rationally must exist in a setting is available to us, even if not shown in game (ex:food and shelter buildings) If anyone has non-lethal policing units, it would be GDI.

Having to move people to heavily populated areas away from Tiberium, in packed shelters...some of whom might be secretly sympathetic to NOD. They'd have to have a peace keeping force--they seem to be a fairly image focused faction.

Such a unit might even be fairly well armored.
 
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In the training missions of Red Alert 2 you used rubber bullets and it was 'non-lethal.'
Not sure how far that will go plus I don't think they had tanks in those missions.

Maybe our units have a 'training' setting that will let us do non-lethal damage?
 
Given how badly the PRT and government were screwing the pooch before our arrival as well as the fact that they are thoroughly compromised, the rules are pretty much a solid no. Agreeing with them is the equivalent of playing as a strictly Liberal Democrat in the Warhammer 40k universe; you're so screwed it's not even funny and the only way you'll survive is through liberal plot armor.
 
So... they want us to not kill anyone. Idk how that's going to happen since our guys kind of use guns. But I guess using rubber bullets and in turn limiting their effectiveness is always an option... though I am not sure how abiding by the rules that is basically "Be crippled and like it" is going to work
 
In the training missions of Red Alert 2 you used rubber bullets and it was 'non-lethal.'
Not sure how far that will go plus I don't think they had tanks in those missions.

Maybe our units have a 'training' setting that will let us do non-lethal damage?

Nice! That certainly might be an option. On another note, the Chrono Legionnaire has the capacity to break the story entirely. Every unit they destroy is retroactively removed from the time stream.

That's bad enough with someone like Assault, but what happens if they remove an endbringer, or scion?
 
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Nice! That certainly might be an option. On another note, the chrono commando has the capacity to break the story entirely. Every unit they destroy is retroactively removed from the time stream.

That's bad enough with someone like Assault, but what happens if they remove an endbringer, or scion?

The timeline stays the same in game so we can say that while the text says it's retroactive in practice that is not the case. In game you can have a heroic unit that has killed 500 enemy units get erased from time and those units don't come back after the fact and we remember that they were there.
So the flavor text is incorrect when it says retroactive they mean that that unit is removed from play while being erased but units not fully erased (in the present) can be saved by killing the Crono legionnair.
Though if you mean the Crono Commando you have the wrong guy. Crono Commando is a teleporting Navy seal, i.e. dude with enough C4 explosive to level multiple buildings and a rifle that makes enemy infantry cry, and can teleport too. They are awesome.

Edit: found an awesome little movie of them on YouTube, but don't know how to imbed it, will see if I can figure it out.


Edit2:figured it out.
 
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Under ideal conditions I can see us holding to this agreement for around.. maybe three days.

But we can agree to this and focus our immediate efforts on securing our foothold here and in the trainyard, building ourself a GDI base, then later a hidden Nod base, getting the people to rally to our banner, before we totally ignore our agreement with them and take over the city to the cheers of the masses.
 
Question: Do you consider explosively virulent and self-replicating necrotic bio-weapon ammunition to be a violation of Rule 2, 3, or both? Do you consider it be be a violation of any rule at all?

Question: What is your stance on the Constitution of the United States of America's Second Amendment, the right to arm bears?
 
So, I'm thinking that we see if the captured Merchants have any with the potential to be drafted into our army. Get the tower to have them confess their sins and moral failings and work from there to see if they can change for the better without needing to be controlled by it afterwards. Break them in and reform them, like a cult.
 
So, I'm thinking that we see if the captured Merchants have any with the potential to be drafted into our army. Get the tower to have them confess their sins and moral failings and work from there to see if they can change for the better without needing to be controlled by it afterwards. Break them in and reform them, like a cult.
So nod base next? :drevil:
 
The rules as Miss Militia outlined...that's a spectacular way to shoot ourselves first in the foot, second in the nuts and lastly on the head after excruciating pain.

That's just a generous 80% capabilities gone under legalese exploitation.

We hobble ourselves and then give up tech for 'our own good' and be idiots dancing to Cauldron and Coil...

Fuck that noise.
 
Under ideal conditions I can see us holding to this agreement for around.. maybe three days.

But we can agree to this and focus our immediate efforts on securing our foothold here and in the trainyard, building ourself a GDI base, then later a hidden Nod base, getting the people to rally to our banner, before we totally ignore our agreement with them and take over the city to the cheers of the masses.
As long as this doesn't go down the road of "Let's obey and bow down to the government and PRT, just look at how good a job they've already been doing and they're Heroes to boot! Killing is wrong, non-lethal take-downs even against people trying to kill you and who care nothing for the lives of others is the right thing to do, never-mind the fact that they constantly escape the oh-so-great PRT and are soon back on the streets! OMG, I accidentally killed Jack Slash, I'm an even worse monster than he is! Angst! Depression! Stupidity!" I have seen too many Worm quests and fanfictions start out fine only to devolve into a mess that only liberal use of plot armor keeps the main character alive in. Morality (even the legally legislated and media socialized mess) has a time and place, and explaining to Khorne how killing is bad and if he just stops and serves his time he may find repentance and forgiveness sure as hell isn't it. And really, would Earth Bet be that out of place in the Warhammer verse? Would you agree to these restrictions if you found yourself in the Warhammer verse?

If the answer is yes (for whatever inane reason), I have a bridge to sell and you look like a smart cookie!
 

Not yet. We save the Nod base for when we have mobile stealth generators and can make it a hidden base outside of the bay. We don't want ANYONE to know where it is and don't want the foolish to vote to make stealth generators in our existing bases for whatever reason. At least until we reign supreme and without equals in Brockton Bay.

No, next up is GDI. Continue to play the 'heroic' faction.

Would you agree to these restrictions if you found yourself in the Warhammer verse?

If it was temporary while I gathered my power and would keep me from having a threat against me as I amassed my superweapons and army, yes. I'd agree to a lot I didn't mean.
 
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