GDI Platoon Commander: A "GDI Edition" side-quest (non-canon)

Alright, the plan is that the hit is carried out by the zone armor. Three squads dropping in from the north and attacking, supported by two Oxs ferrying in two more squads while the APCs carry the remaining two squads (escorted by the Orcas)

One minor problem is that the Guardian Spotter doesn't transport infantry - all the space is taken up by target designation, tracking equipment and sensors, as well as a couple of sweaty guys in cramped chairs calling out artillery fire missions.
 
One minor problem is that the Guardian Spotter doesn't transport infantry - all the space is taken up by target designation, tracking equipment and sensors, as well as a couple of sweaty guys in cramped chairs calling out artillery fire missions.
Damn, looks like a regular ZA and the Spotter are joining the diversion, then, since I can't see a way to get another ride for the squad.
 
Been a long weekend. Not sure if I'll be able to get the update done tonight, but we'll see.

dj_forgotten_history_wave_two_truth(remix_feat_tiberium_exiles).mp3
Scheduled vote count started by NickAragua on Oct 28, 2022 at 11:10 AM, finished with 4 posts and 2 votes.

  • [X] Final Turn
    -[X] Ox Transport (-200 credits per unit transported, unlimited use)
    --[X] Pick up Marauder Squad, loop around to the west and insert at C1 from the north
    --[X] Pick up Zone Raider, loop around to the west and insert at C1 from the north
    -[X] Diversionary Attack
    --[X] Predator
    --[X] Pitbull
    --[X] Mammoth
    --[X] Spotter APC
    --[X] Zone Trooper
    --[X] Overseer (required)
    --[X] Infantry
    -[X] Right away
    -[X] 24 hours prior to target arrival
    --[X] Drop north of C1
    [X] Final Turn
 
Mission 13 - Operation Star Strike - Turn 7-8 (October 16-17, 2060)
Raw Plan/Resolution:
[X] Final Turn
-[X] Ox Transport (-200 credits per unit transported, unlimited use)
--[X] Pick up Marauder Squad, loop around to the west and insert at C1 from the north
-[X] Ox Transport (-200 credits per unit transported, unlimited use)
--[X] Pick up Zone Raider, loop around to the west and insert at C1 from the north
-[X] Diversionary Attack
--[X] Predator
--[X] Predator
--[X] Pitbull
--[X] Mammoth
--[X] Spotter APC
--[X] Zone Trooper
--[X] Overseer (required)
--[X] Infantry
--[X] Infantry
-[X] Right away
-[X] 24 hours prior to target arrival
--[X] Drop north of C1

O16:
Drop pod target D-1
Scatter 1d3-1: 1. No scatter
Cost (-4500, 502 left)
[Air force liaison - avoiding likely Carryall flight path] 2x Raider, 1x Trooper set up in D0

Mammoth C6 -> D6
Refinery dismantled B6 (+700, 1202 left)
2x Harvester, MCV B6 -> A6
APC D6 -> C6, APC + Trooper C6 -> C5 -> C4 -> C5;
Trooper, Raider, Marauder stage at C6
detect 2x Scorpion PD, 2x Buggy LE, 2x Flame Tank T in C3; cannot proceed on ground, retrating to C5

O17:
T+0
2x Harvester, MCV A6 -> A5
Dismantle 4x silo (+200, 1402 left)
APC + Trooper C5 -> C6

T+1
Refinery A5 (-1400, 2 left)

T+2
Harvester A5 (+1500, 1502)

Trooper x2 (one in APC), Raider, Marauder in Ox x4 (-800, 700 left), 2x Orca
Planned route: C6 -> B6 -> A6 -> -A6 (5) --> -A-1 (T+11) --> B-1 (arrival at T+12)

T+3
Harvester A5 (+1500, 3002 total)
Silo E6 (-100, 2902 total)

T+7
Carryall enters C0
Ox Squad (2x Trooper, APC, Raider, Marauder) A5 -> A4

T+8
Carryall C0 -> C1
2x Raider, 1x Trooper D0 -> D1
Ox Squad A4 -> A3

T+9
2x Predator, Pitbull, Mammoth, Spotter, 2x Overseer, 2x Infantry; Overseers setting up
Ox Squad A3 -> A2
2x Raider, 1x Trooper D1 -> C1

Combat D5:
Overseers have +10 due to spotter vehicle
178 (100%) Specter vs 20: (100%) Overseer #1 & #2; Specter takes 101 damage, destroyed

Combat C1:
129: (100%) Zone Raider #2 vs 83: (100%) Ops Center; Ops Center takes 26 damage
117: (100%) Zone Trooper #3 vs 53: (100%) Tech Lab; Tech Lab takes 29 damage
99: (100%) Zone Raider #3 vs 30: (100%) Air Tower; Air Tower takes 23 damage

T+10
Ox Squad A2 -> A1

Combat D5:
55: (100%) Overseer #2 & #1 (Artillery +25) vs 6: (100%) Refinery; Refinery takes 137 damage, destroyed

Combat C1:
3x Centurion, 3x Militant HG C2 -> C1;
At least one attack must be made vs Ops Center or target is able to escape

154: (100%) Zone Trooper #3 vs 99: (82%) Ops Center; no damage
154: (100%) Zone Trooper #3 (Railgun +20) vs 137: (100%) Centurion #3 (Missile -10); Centurion stunned, mech shield absorbs 88 damage
137: (100%) Centurion #3 vs 104: (100%) Zone Raider #3 (Grenade -5); Raider takes 28 damage
119: (100%) Centurion #1 vs 104: (67%) Zone Raider #3; Raider takes 10 damage, 62 left
119: (100%) Centurion #1 (Missile -10) vs 104: (52%) Zone Raider #3 (LMG -15); Raider takes 52 damage, 10 left, withdrawing
100: (124%) Militant LCI #2 (Laser +5) vs *89: (100%) Zone Raider #2 (LMG +5); Raider takes 43 damage, hallucinating
89: (52%) Zone Raider #2 (Grenade +15) vs 73: (124%) Militant LCI #3 & #1 (Laser +5); Militant takes 24 damage, 101 left
89: (52%) Zone Raider #2 vs 68: (100%) Centurion #2; Raider takes 23 damage, 34 left, withdrawing

T+11
Ox Squad A1 -> B1 ("all hell's broken loose redirection")

Combat C1:
154: (124%) Militant LCI #1 (Laser +5) vs 97: (24%) Zone Raider #2 (Rocket -5); Raider takes 23 damage, 11 left, still withdrawing
141: (101%) Militant LCI #3 (Laser +5) vs 97: (-4%) Zone Raider #2 (Grenade +15); Militant takes 61 damage, 44 left, withdrawing
108: (100%) Centurion #2 vs 91: (100%) Zone Trooper #3 (LMG -15); Centurion takes 32 damage
108: (73%) Centurion #2 (Missile -10) vs 91: (100%) Zone Trooper #3 (Railgun +20); Mech shield absorbs 20 damage

Raider #2, #3 disengage (ignoring engagement status due to jump jets)

T+12
Ox Squad B1 -> C1

2x Scorpion PD, 2x Buggy LE, 2x Flame Tank T, 3x Stealth Tank, 6x Shadow Team C5 -> D5, D4 -> D5, E5 -> D5
Nod Particle Beam Turret built C1
C1 Combat:
379: (100%) Orca #2 vs 120: (124%) Militant LCI #1 (Laser +5); Militant takes 27 damage
129: (125%) Zone Raider vs 16: (77%) Air Tower; Tower takes 66 damage
129: (125%) Zone Raider & Orca #1 (AtG +15) vs 102: (100%) Centurion #3; Raider takes 12 damage, 113 left
129: (113%) Zone Raider (LMG -15) & Orca #1 vs 102: (100%) Centurion #3 (Missile -10); Raider takes 17 damage, 96 left
103: (100%) Zone Trooper #3 (LMG +5) vs 88: (124%) Militant LCI #2 (Laser +5); Trooper takes 87 damage, 13 left, hallucinating
103: (13%) Zone Trooper #3 vs 83: (100%) Turret (PBeam +10); Turret takes 27 damage
76: (125%) Zone Trooper #2 (Railgun +20) vs 74: (68%) Centurion #2; Trooper takes 33 damage, 92 left
76: (92%) Zone Trooper #2 (LMG -15) vs *74: (68%) Centurion #2 (Missile -10); Trooper takes 18 damage, 74 left
58: (100%) Centurion #1 vs 36: (125%) Zone Trooper #1 (LMG -15); Mech shield absorbs 1 damage (lol)
58: (100%) Centurion #1 (Missile -10) vs *36: (125%) Zone Trooper #1 (Railgun +20) & Marauder; Centurion takes 17 damage
32: (100%) Zone Marauder (LMG +5) vs 30: (44%) Militant LCI #3 (Laser +5); Marauder takes 21 damage, hallucinating

D5 Combat:
S-Team #5, #2 plant charges on Overseer #2; destroyed
S-Team #3, #4 plant charges on Overseer #1; destroyed
350: (100%) Stealth Tank vs 164: (125%) Predator #1 (Railgun +20); Stealth tank takes 75 damage, stunned, withdrawing
263: (100%) Buggy #1 (Laser +5) vs 151: (100%) Pitbull (Mortar -10); Buggy takes 47 damage, EMP stuns both
160: (100%) Buggy #2 (Laser +5) vs 151: (100%) Pitbull (Misile +10); Pitbull takes 20 damage
204: (100%) Stealth Tank #2 (Missiles +15) vs *125: (100%) Spotter APC; Stealth Tank takes 5 damage
133: (115%) Scorpion #2 (Plasma +25) vs 95: (125%) Predator #2 (Railgun +20); Predator takes 30 damage, 95 left
147: (100%) Flame Tank #1 (T-Flamer +45) vs *88: (100%) Infantry (Grenade -5); Flame Tank takes 38 damage somehow
99: (115%) Scorpion #3 (Plasma +25) vs *82: (200%) Mammoth (DRailgun +30); No damage, both stunned
146: (100%) S-Team #1 (Small arms -10) & Flame Tank (T-Flamer -10) vs *82: (200%) Mammoth (Missile -5); S-Team takes 73 damage, stunned, withdrawing
66: (100%) S-Team #6 vs *5: (100%) Infantry; S-Team takes 19 damage

T+13
C1 Combat:
255: (100%) Orca #1 (AtG +15) vs 7: (74%) Ops Center; Ops Center takes 23 damage, 51 left
255: (100%) Orca #1 vs 134: (97%) Militant LCI #1 & *Marauder (Missile +30); Militant takes 54 damage, withdrawing
399: (100%) Orca #2 vs *86: (124%) Militant LCI #2 (Laser +5); No damage
*177: (79%) Zone Marauder vs 54: (13%) (withdrawing)Zone Trooper #3; Trooper takes 15 damage, destroyed
131: (125%) Zone Trooper #1 (Railgun +20) vs 115: (68%) Centurion #2; Centurion takes 49 damage, 19 left, withdrawing
131: (125%) Zone Trooper #1 (LMG -15) vs *115: (19%) Centurion #2 (Missile -10); Centurion takes 39 damage, destroyed
99: (74%) Zone Trooper #2 (Railgun +20) vs *92: (83%) Centurion #1; Centurion takes 23 damage, 60 left
99: (74%) Zone Trooper #2 (LMG -15) vs *92: (60%) Centurion #1 (Missile -10); Centurion takes 71 damage, destroyed
115: (96%) Zone Raider vs *21: (100%) Centurion #3; Centurion takes 79 damage, 21 left, withdrawing
115: (96%) Zone Raider (Grenade -5) vs *21: (21%) Centurion #3 (Missile -10); Raider takes 50 damage, 46 left, withdrawing
115: (46%) Zone Raider vs *57: (73%) Turret (PBeam +10); Raider takes 35 damage, 11 left, withdrawing

D5 Combat:
252: (95%) Stealth Tank #2 (Missile +15) & S-Team (Small arms -5) vs 103: (100%) Spotter; Spotter takes 82 damage, withdrawing
196: (115%) Scorpion #2 (Plasma +25)& S-Team (Small arms -10) vs 66: (125%) Predator #1 (Railgun +20); Scorpion takes 1 damage 114 left
256: (100%) Buggy #2 (Laser +5) & Stealth Tank #3 vs 151: (95%) Predator #2 (Railgun +20); Predator takes 36 damage, stunned, 31 absorbed by PD
175: (100%) Specter #2 vs 76: (200%) (stunned)Mammoth; No damage, Specter stunned
109: (100%) Specter vs *76: (200%) (stunned)Mammoth; Mammoth takes 46 damage, 154 left
174: (100%) S-Team #5 & Flame Tank #2 (T-Flamer +45) vs 26: (100%) Infantry (Grenade +10); Infantry takes 26 damage, stunned
137: (100%) S-Team #2 & Flame Tank #1 (T-Flamer +45) vs 13: (100%) Infantry; S-Team takes 9 damage
79: (81%) S-Team #6 vs 112: (80%) (stunned)Pitbull (Mortar +10); no damage

Stealth Tank #1, S-Team #1, Buggy #1, Scorpion #3 stun clears
Pitbull, Mammoth stun clears
?Emergency air support, Orcas (-500, 2402 left) ETA D6 T+14

October 17, 2060

You sigh, having plotted and re-plotted the Ox' approach path. After an aborted attempt to get some of your zone armored units through the only realistic route towards the strike target (it turns out that an APC driver is not willing to try to plow through six Brotherhood vehicles out on patrol around the base perimeter) and a slight misunderstanding about the Guardian Spotter's transport capabilities ("Ma'am, we couldn't even fit a baby zone trooper in here, let alone a fully-grown squad of zone trooper adults and their armor"), you decide that you'll transport the drop team's reinforcements via Ox. It'll be a little more expensive, and the drop team will be on their own for a few minutes, but once you've got the A5 operation re-established, you can do it - and you figure with the distraction and element of surprise, the drop team should be able to handle it for a little bit. You're still a little concerned about the drop team being spotted by incoming Carryalls, but that's why you have them hide out in a nearby sector off the projected Carryall flight path - all that air traffic plotting practice is paying off after all.

The drop goes without a hitch, the pod landing directly in the designated sector - the nightmare scenario of the pod scattering into the Nod base doesn't happen, and neither does the less nightmarish scenario of the pod scattering too far away from the Nod base. You order the APC and zone armor units to stage in sector C6, then, once you've got the credits for it, you call in the Ox transports to have them picked up.

It really tries your patience, making you nervously tap your foot like a metal drummer during a solo, in between bouts of re-tightening your ponytail to the point where you have to pause and check to make sure you haven't ripped half your hair out accidentally. But, you somehow manage to convince yourself that you're not a worthless coward if you stay in the command post to coordinate the action. There's just going to be too much stuff happening - the diversionary attack, the drop team assault, the reinforcement air drop, managing any Nod counterattacks - if you're too busy lighting things up with your LMG, as fun as it is, you're going to miss something and then your people are going to die. Plus, you're leaving basically nothing except emergency personnel at your base. If the Brotherhood comes at you, it's going to be you and whatever random vehicle parts/turret components the work crew at the factory can throw together. With that in mind, you're in your command suit, with just the helmet and gloves to put on - as it turns out, it's impossible to operate a G-Pad with zone armor gloves. Not to mention the heads up overlay on the helmet is just confusing as all hell when combined with all the data displayed on the command post wall projections. And it also looks pretty dumb to be sitting at a desk, indoors, fully suited up.

Your jaw set, you watch the unit indicators move around - your diversionary attack force grouping up, your Ox transports slowly making their way the long way around the west side of the battlefield, your harvesters and MCV starting to clear the A5 Tiberium field. Including a pair of hostile airborne contacts that turn out to be carryalls dropping what appears to be nothing in particular into said Tiberium field. You'd send the Pitbull to investigate, but you don't have one to spare - although you're guessing it's the Brotherhood grabbing some of your crystal.

Then, the report finally comes from your orbital drop team. "Ma'am, sensor contact approaching air tower from the south. Carryall." The waiting is over. The fairly hellish drop, the week of planning, it's led to this. "Acknowledged. Second platoon, form up and move out. Artillery, engage and destroy all targets in sector D4 as planned." you order. "Transports, proceed on course for now. Drop team, move in on the air tower and eliminate the target. Do not let him get away." you add. A little redundantly, but it's not like you have anything meaningful to contribute at the moment anyway.

---

The diversionary attack begins with a bang - that Specter that's been hanging out in D4 taking pot shots at your previous "efforts" in that direction opens fire again. This time, your Overseer crews are on the ball - combined with the Guardian spotter's fire direction, the counter-battery fire annihilates the Nod artillery piece, freeing your Overseers to begin dropping shells on the refinery.

To the north, you watch via helmet cams and overhead feed as your zone armor units enter sector C1 - not a single Brotherhood unit to be seen. Other than the three carryalls, which remain calmly perched on the air tower. The Lieutenant in charge of the drop crew details a squad to move to each building and begin searching for the target. "Target located." A command-suited individual reports. "He's holed up in in the Ops Center pretty tight, gonna need some help."

But help isn't coming - a trio of mechs and three militant squads have moved in from sector C2. You saw them on the command suit's sensors, but short of aborting the assault and letting the target get away, there's nothing you could have done about it. Other than "Airdrop team, redirect along designated flight vector immediately" - sending your Ox transports and escorting Orcas directly east, rather than on a roundabout route. That'll shave a few minutes off their arrival and hopefully get the drop team the backup they need in time. You note idly as a green patch vanishes from your map - the Brotherhood has cleared the B1 sector of Tiberium, so no wonder they're air-dropping harvesters into "your" territory.

The raiders aren't built to stand toe to toe with heavy war machines such as the Centurion - so you're not too surprised when their attempts to engage the combat walkers with rockets and sonic grenades don't pan out. You still cringe whenever one of your troopers takes a hit - which happens a lot. In short order, the three zone armor squads are more like one and a quarter. The railgun-equipped trooper squad rips into one of the Centurions, punching through the energy shield, but it's not enough - they're getting swarmed, the command suit inside the ops center is "purple" (meaning its on-board sensors have come into contact with hallucinogen gas) and the other remaining raider is pinned down behind the tech lab.

It wouldn't be so bad normally - the Ox transports and Orcas are about to arrive and change the balance of power, but what you now realize is that the lack of pressure on the assassination target has allowed him access to the comms systems. Which he uses to send an unencrypted message over the general frequency.

"G.D.I. Commander. I will destroy your forces. Then, I will make this traitor wish he had never been born."

For a minute, you think he might actually be able to do it. Your Ox transports finally arrive and drop their zone armor units off (they skip the landing part and simply hop down, softening their landings by firing their jump jets). The fire from the Nod ground forces is pretty withering, nearly eliminating a whole Trooper squad while inflicting moderate damage on the others, making you wonder if this was ill-advised and you should simply abort the whole operation - you've lost several squads worth of zone armor already.

An attack alert draws your attention from sector D5 - it's a little too late for the Nod refinery in D4, but the Brotherhood has finally decided to mount their counterattack. You've never seen a stealth tank in action before, but the Pitbull and Guardian spotter are both equipped with advanced sensor suites, so it's not as impressive as you expected - one of your Predators nearly cracks one in half with a railgun slug before it even finishes disengaging its optical camouflage to fire its missile salvo. Still, while your units pivot to engage the new arrivals, two pairs of shadow teams sneak up to your Overseers, planting charges and destroying the artillery pieces.

"Boss, we've got a Nod officer running for the air tower." one of your zone armor squad leaders reports, interrupting your consideration on whether to call in additional air support. "You want I should paste him?"

You look at the camera feed. No helmet, laser pistol firing randomly back towards the ops center. Must have been in a hurry. Zoom in - wrong hair color. Blond, not brunet. Maybe he dyed it? Probably not, but it doesn't matter - height is wrong, mass is wrong. Definitely not your guy.

"Negative." you reply. "Not our target. Omicron-two, keep an eye on the carryalls, tail if one lifts off."

"You sure, ma'am?" the squad leader asks, obviously champing at the bit.

"Yes. Focus, please." you answer, trying to maintain some control of the situation.

Despite a good chunk of your zone armor units getting gassed, the momentum shifts decisively against the Brotherhood. Two of the three mechs are eliminated by concentrated railgun fire from your Troopers, while a good chunk of the militants get gunned down. You'd also be pretty happy with your Marauders' performance in eliminating their targets if they weren't shooting at the wrong people - eliminating a zone armor squad entirely.

Two more Specter artillery pieces open fire from the north at your diversionary force as the melee continues. Your armored units hold their own, even the Mammoth, which shrugs off a direct hit from a Specter shell. The Shadow Teams turn out to not be that effective against anything other than infantry, the two groups exchanging casualties. You still don't like your odds and your finger hovers over the air support request button to call up a flight of Orcas. The main decision being, if you call them up, what do they target - the artillery? Or the main body of the enemy engaging your force at the moment. The former option will likely eliminate the artillery, unless there's an excessive number of anti-aircraft installations down there, giving your ground units a little breathing room. But then your armor team will have to handle the attacking swarm of Nod units themselves. Meanwhile, engaging the attacking swarm will almost guarantee their defeat, but you're likely to lose more units to the continued artillery bombardment as you disengage.

[] Call in Orca support (-500 credits)
-[] Target artillery in D4:
-Likely concealed anti-air installations, won't contribute to main battle
-[] Target main enemy body in D5:
-Good likelyhood of overall victory, artillery will continue firing for the duration of the battle
[] Nah, your guys can handle it on their own.

---

Incoming one-way transmission. Source: Carryall #1. Authentication: Brotherhood of Nod-InOps direct contact(one-use only in case of dire emergency). Accept.

"Well. This went sideways pretty quickly. But we can still salvage it. Eliminate the Ops Center to prevent long-range communications. Eliminate the air tower to prevent airborne escape attempts. Meet in 4 hours at previous dead drop location to discuss further details in person."

That's kind of a pickle. You can do it if you call up and Ox and hop in right away. This will slightly reduce your ability to direct the various combats happening on your watch, but so far your actual contribution during the actual events has been minimal. The orbital and air drop squads basically have things wrapped up as long as they don't try to go into the Nod base proper - that's where the Obelisks are and is a great way to get everyone flash fried. You're a little bit concerned about the Brotherhood trying to pull a fast one, but you can have the air-to-air Orca tail the Carryall and pretend to fail to shoot it down.

Or, you could make the contact wait until you've finished the current combats up and things have settled down a little. You're busy, after all. Granted, you don't know if the contact has a couple of hours to spare at this point - you wait too long and they may have to leave, or the "loyalists" may find and kill them. And the whole point of this exercise is not only to eliminate the one Nod guy but to put another one in his place.

[] Call up an Ox and go, now
[] Wait until on-going conflicts have resolved, go later
 
Well that was a shitshow. Unfortunately, given the sustained misunderstandings for a couple of turns that led to suboptimal votes, I suspect it may have been a bit unavoidable. Anyway...

Definitely want to call in an Orca, although I'm not entirely sure about the target; as for going in, I suspect we might have to at this point, given the situation.
 
So question?

At the beginning of the attack our 3 zone squads each attacked a separate building instead of focusing on one.

Was the attacks purpose to locate the VIP? Otherwise not sure why they didn't focus on demolishing the Ops Center.
 
So question?

At the beginning of the attack our 3 zone squads each attacked a separate building instead of focusing on one.

Was the attacks purpose to locate the VIP? Otherwise not sure why they didn't focus on demolishing the Ops Center.

That's exactly it, our guys didn't know which building the target was in. Found him after the first round, but then things got rough.
 
Mission 13 - Operation Star Strike - Turn 8 continued - (October 17, 2060)
Raw Plan/Resolution:
[X] Call in Orca support (-500 credits)
-[X] Target main enemy body in D5:
[X] Call up an Ox and go, now

T+14
Commander bonus negated for infantry/APC units
Carryall C1 -> B1
Orca AtA C1 -> B1 (tailing)
3x Orca arrive D6
Venom D3 -> D4

C1 Combat:
389: (100%) Orca #1 (Railgun) & Trooper & Marauder (LMG +5) vs 81: (124%) Militant LCI #2 (Laser +5); Militant takes 131 damage, destroyed
389: (100%) Orca #1 (AtG +15) vs 154: (21%) (withdrawing)Centurion #3 (Missile +20); Centurion takes 4 damage
140: (125%) Zone Trooper #1 (LMG +5 & Railgun) vs 128: (43%) (withdrawing)Militant LCI #1 (Laser +5); Militant takes 43 damage, destroyed
126: (74%) Zone Trooper #2 (Railgun) & Marauder (DMissile) vs 65: (73%) Turret (PBeam +10); Turret takes 50 damage, 23 left

Raider disengages

D5 Combat:
278: (100%) Stealth Tank #3 (DMissile +20) vs 269: (80%) Pitbull (Mortar -10); Stealth tank takes 9 damage
270: (100%) Buggy #2 (Laser +5) vs *269: (80%) Pitbull (Missile +10); Buggy takes 35 damage
215: (95%) Stealth Tank #2 (DMissile) & Buggy #1 (Laser +5) vs 109: (125%) Predator #1 (Railgun +20); 2 damage absorbed by ablative plating
182: (62%) Flame Tank #1 (T-Flamer +45) & S-Team #4 vs 83: (100%) Infantry; Infantry takes 84 damage, stunned, withdrawing
169: (114%) Scorpion #2 (Plasma +25) & Specter vs 58: (59%) (stunned)Predator #2 (Railgun +20); Predator takes 43 damage, stunned, withdrawing; 43 damage absorbed by PD
156: (91%) S-Team #2 & #6 (Small Arms -10) vs 57: (154%) Mammoth (DRailgun); S-Team takes 49 damage, 42 left, withdrawing
125: (100%) S-Team #3 & #5 (Small Arms -10) vs 57: (154%) Mammoth (DMissile); Mammoth takes 16 damage, 138 left
123: (115%) Scorpion #3 (Plasma +25) vs 38: (18%) (withdrawing)Spotter APC (LMG -15); Spotter takes 25 damage, destroyed
121: (100%) Flame Tank #2 (T-Flamer +45) vs *56: (74%) (stunned)Infantry; Infantry takes 33 damage, 41 left, stunned, withdrawing

Stealth Tank #1, S-Team #1 disengage

T+15
3x Orca D6 -> D5

C1 Orca endurance 4/8

C1 Combat:
200: (100%) Orca #1 (AtG +15 & Railgun) vs *41: (23%) Turret (PBeam +10); Turret takes 57 damage, destroyed
107: (79%) Zone Marauder (DMissile & LMG -15) vs 38: (-26%) (withdrawing)Centurion #3 (Biprop); Centurion takes 117 damage, really destroyed
64: (125%) Zone Trooper #1 (Railgun +20 & LMG -15) vs 38: (17%) (withdrawing)Centurion #3 (Missile -10); Centurion takes 43 damage, destroyed
19: (74%) Zone Trooper #2 (Railgun & LMG) vs Ops Center; Ops Center takes 1 damage, 50 left

D5 Combat:
336: (100%) R-Orca #2 vs 284: (100%) Venom (Laser +5); Orca takes 37 damage
336: (63%) R-Orca #2 (AtG +15) vs 201: (100%) Flame Tank #2; Flame tank takes 24 damage
288: (100%) R-Orca #1 (AtG +15) vs 118: (62%) Flame Tank #1; Flame tank takes 35 damage, 27 left, withdrawing
288: (100%) R-Orca #1 (Railgun) vs 150: (115%) Scorpion #3; Scorpion takes 41 damage, 74 left
214: (53%) Buggy #1 (Laser +5) vs 187: (80%) Pitbull (Missile +10); Buggy takes 23 damage, 30 left, withdrawing
187: (80%) Pitbull (Mortar +10) vs 185: (100%) S-Team #5 (Small Arms -5); S-Team takes 109 damage, destroyed
179: (81%) S-Team #6 (Small Arms -10) vs 134: (125%) Predator #1; S-Team takes 59 damage, 22 left, withdrawing
*175: (100%) R-Orca #3 (AtG +15) vs 54: (65%) Buggy #2 (Laser +10); Orca takes 43 damage
*175: (57%) R-Orca #3 vs *93: (100%) S-Team #4; S-Team takes 77 damage, 23 left, withdrawing
166: (91%) Stealth Tank #3 (DMissile) & Specter vs 96: (138%) Mammoth (DMissile +15); Mammoth takes 79 damage, 59 left
152: (95%) Stealth Tank #2 (DMissile) & Specter vs 96: (59%) Mammoth (DRailgun +30); Mammoth takes 29 damage, 30 left, withdrawing, S-Tank & Mammoth stunned
109: (114%) Scorpion #2 vs 45: (41%) (stunned)(withdrawing)Infantry (-10 grenade); Infantry takes 58 damage, destroyed
39: (100%) S-Team #3 vs 20: (16%) (stunned)(withdrawing)Infantry; Infantry takes 53 damage, destroyed

S-Team #2 disengages

T+16
C1 Combat:
116: (125%) Zone Trooper #1 & Orca vs 17: (50%) Ops Center; Ops Center takes 11 damage, 39 left
105: (74%) Zone Trooper #2 & Orca vs 12: (71%) Tech Lab; Tech Lab takes 7 damage
125: (79%) Zone Marauder vs 4: (11%) Air Tower; Air Tower takes 123 damage, destroyed

D5 Combat:
306: (100%) R-Orca #1 (AtG +15) vs 164: (74%) Scorpion #3; Scorpion takes 45 damage, 29 left
306: (100%) R-Orca #1 & *#2 (Railgun) vs 83: (76%) Flame Tank #2; Flame tank takes 57 damage, 19 left, stunned, withdrawing
272: (91%) Stealth Tank #3 (DMissile +15) vs 260: (80%) Pitbull (Mortar -10); Pitbull takes 99 damage, destroyed
264: (65%) Buggy #2 (Laser +5) vs 260: (-19%) Pitbull (Missile +10); Buggy takes 53 damage, 12 left
*229: (63%) R-Orca #2 (AtG -15) vs *111: (22%) (withdrawing)S-Team #6; S-Team takes 7 damage, 15 left, still withdrawing
216: (100%) Venom vs 184: (57%) R-Orca #3; Venom takes 13 damage
195: (100%) S-Team #3 & Specter vs 90: (30%) (stunned)(withdrawing)Mammoth; Mammoth takes 7 damage, 23 left
90: (114%) Scorpion #2 & Specter vs *90: (23%) (stunned)(withdrawing)Mammoth & Predator #1 (Railgun +20); Scorpion takes 18 damage, 96 left stunned

S-Team 4, Buggy #1, Flame Tank #1 disengage; Predator #2 disengages
Mammoth stun clears

T+17
C1 Combat:
Ops Center destroyed
Tech Lab intact

D5 Combat:
383: (87%) Venom (Laser +5) vs 372: (63%) R-Orca #2; Orca takes 31 damage, 32 left, withdrawing
363: (57%) R-Orca #3 (AtG +15 & Railgun) vs 294: (95%) Stealth Tank #2 (DMissile +30); Stealth tank takes 61 damage, 34 left, stunned, withdrawing
254: (100%) R-Orca #1 (AtG +15 & Railgun) vs 208: (91%) Stealth Tank #3 (DMissile +30); Stealth tank takes 27 damage, 64 left, stunned
187: (100%) S-Team #3 & 2x Specter vs 92: (125%) Predator #1; PD absorbs 13 damage, Predator takes 20 damage

T+18
C1 Combat:
Tech lab still intact somehow

D5 Combat:
All GDI units receive +5 comms bonus
372: (87%) Venom (Laser +5) vs 235: (100%) R-Orca #1; Orca takes 1 damage
235: (99%) R-Orca #1 (AtG +15) vs 152: (96%) Scorpion #2; Scorpion takes 53 damage
211: (57%) R-Orca #3 vs 176: (100%) S-Team #3; S-Team takes 22 damage, stunned
211: (57%) R-Orca #3 (AtG +15) vs 159: (64%) (stunned)Stealth Tank #3 (DMissile +30); Stealh Tank takes 26 damage, 38 left, withdrawing

Tech lab eventually destroyed

As you suspected, even though three out of your seven zone armor squads are combat ineffective and one squad KIA, the remainder, supported by the Orca firing air-to-ground missiles, mop up the remaining opposition in sector C1 pretty quickly. The militants try to make a run for the base's main defensive perimeter but are gunned down rapidly.

The Centurion doesn't make it back to base, either, a few railgun rounds and missiles to the back dropping it face first into the dirt. The particle beam turret never quite actually manages to hit anything despite spraying high-energy charged particle clusters every which way - your troopers outsmart the automated system, allowing a well-placed missile from the Orca to crack the stalk lifting the weapon system off the ground, the little turret clattering around and throwing a few final sparks. This frees your zone armor units to regroup and begin demolishing the outlying structures.

The diversionary attack continues to go less than well until your Orca backup arrives; once again you find yourself thankful for having gone through all that training plotting flight paths - you shudder to imagine what would have happened if you didn't direct the Orcas along the optimum flight vector. Likely all your infantry would have gotten melted by flame tanks, rather than just three quarters of them.

Of course, a stray Scorpion tank and an enterprising shadow team can't leave well enough alone, and you get to watch your infantry squads get fried or perforated anyway. Worse, your Mammoth's status indicator flashes red as the lumbering behemoth absorbs missile after missile from the stealth tanks intending to take it out.

The Orcas do run a good number of Nod units off, including one of the flame tanks and two shadow teams - one of which makes an ill-advised attempt to try to board a Predator tank, only for the crew to put the point defense system into manual control and inflict several laser punctures on the approaching squad.

As your Ox flies along its flight pattern towards the rendezvous point, you search frantically for anything else you can do to help the diversionary force disengage. Amazingly, one of the Predators is able to get clear, while the Mammoth, despite having more missile impact holes than armor, survives - thanks to the other Predator which spangs an oblique railgun round off the offending Scorpion, ruining the enemy tank's aim.

"Pi-One, watch the buggy, it's screen...." you begin, but it's too late. You've seen this move what feels like a hundred times - the buggy moves forward in a straight line, presenting a "great" target for the Pitbull's missiles, which your recon vehicle takes. Unfortunately, it's bait - the stealth tank is right behind the buggy, which swerves aside, and then what looks like about a hundred little red-green rockets cause the Pitbull to more or less evaporate. "... dammit."

You really wish your zone armor folks would hurry up and destroy the Ops Center - instead of pelting it with the occasional railgun round. Not only will it prevent the Brotherhood from sending out additional transmissions, but it would also reduce their local coordination capability, maybe helping turn the tide on the diversionary action that's becoming quite costly at this point. You convey your sentiment and priority to the Lieutenant in charge. "Yes ma'am, working on it." You sigh. At this point, there's nothing you can do to make it happen faster. At least they level the air tower.

It must be extremely galling for the Nod commander to allow the Mammoth tank to withdraw, but your Orcas force his hand by occupying his ground units. Although one of the Orcas reports critical damage after being strafed by the lone Venom - but everything except a Scorpion and a Stealth tank are in retreat, trailing smoke and debris off to the northwest. Or, in the case of the shadow teams, sprinting north at impossible speeds then nearly instantly unfolding their gliders and zipping off over the cliff.

And then, just like that, it's over. Your second Predator disengages from its pursuers, joining the trundling Mammoth, the other Predator and... literally nothing else. All your lighter units destroyed. "What a fucking disaster." you mutter to yourself, running a hand through your hair as the Ox hums along, vectoring to the north and beginning to descend. Sure, you probably caused more damage in purely credit terms - but the vast majority of the Nod response force survived. All they need to do is run back to base, repair real quick, then hit you again. You estimate you have at most 96 hours before that happens; less if they just decide to do some more quick attacks with shadow teams - you've got basically nothing that can stop them.

The only bright spot that you can see is that the Brotherhood is basically out of credits. They'll have to cannibalize their base or try to fly harvesters over to "your" Tiberium patches. You can send your Orcas to patrol the ones where you don't have a direct presence. Oh, and good luck to them flying anything anywhere without an air tower. You smirk. Maybe it's not so bad. Other than the horrific casualties you just took.

Combat Results: "Successful" Diversion; Nod Base partially destroyed
D5:
2x infantry squad KIA
Pitbull destroyed
Spotter APC destroyed
2x Overseer destroyed

1x Shadow Team destroyed
1x Refinery destroyed
1x Specter destroyed

C1:
1x Zone Trooper Squad KIA
3x Raider Squad critical damage

3x Centurion destroyed
2x Militant LCI destroyed
Particle beam turret destroyed
Ops Center, Air Tower, Tech Lab destroyed

Predator #1 is veteran
Predator #2 is veteran gunner
Mammoth is veteran

Zone Marauder is now veteran
Orca #1 (AtG) is now veteran

+4 Tiberium in D5
Probable 3x Visceroid in D5

---

Your Ox lands at the nearest clear space outside of the town and you emerge, after securing your gloves and helmet and running an atmospheric seal check. The "dead drop" was a large, rectangular trash container outside the church - which has since been burnt to the ground by the Brotherhood. The church, the trash bin has remained intact. You know the way - you've gone through here before, shooting at buggies then getting pelted with rocks. You catch the occasional glimpse of motion as people try to look at you from around a corner or through a window, but you advance at a brisk pace with a firm grip on your LMG, discouraging any approach. Perhaps the rock thrower(s) were Nod agitators, it's not entirely unheard of. Still, you were a finger squeeze short of gunning down a crowd of relatively unarmed civilians. Not exactly something that makes you feel great about the job you're doing.

You make your way past a wrecked corrugated metal shack, the one a Nod buggy had crashed into. The locals are pretty quick with the scavenging, you can't see hide nor hair of the vehicle, although the arid climate has preserved the skidmarks on some of the remnants of pavement. You approach the dead drop, eyes on your sensors. You know the carryall has already landed outside the town; your Orca is hovering around just out of line of sight, waiting to back you up or haul you out if necessary. You've got jump jets that'll carry you several buildings away from any direct fire ambush on a moment's notice - and for lighter threats, you can simply hose them down.

The Nod officer steps out from behind a corner as you approach the empty trash container. Average height, blond hair, falling forward a little on his forehead. Five o'clock shadow. Got an air filter somewhere along the way, probably from the carryall. Scar running along his right cheek, towards his ear. Black smudge and scorch mark along the right side of his face - recent, from the looks of it.

Your mouth hangs open, while your heart starts jumping up and down your throat. It's not a coincidence. You're annoyed. But excited, and have no idea what to do while the various parts of your brain catch up to one another. Your suit's helmet beeps with an incoming authentication request, which you have just enough cognitive ability left to acknowledge and respond to with the flicker of an eyelid - you've been provided with the digital version of a one-time pad.

"Good." he begins once your authentication response comes back. "As long as we can keep a cordon around... "

The hell with it, what's a little relatively low likelyhood Tiberium exposure between friends? you tell yourself as you let your LMG hang and click the release latches on your helmet, ignoring the suit's indignant warnings about "standard yellow zone atmospheric exposure risks". You almost immediately regret the decision as your surroundings reek - of human waste and Kane knows what else. But you steel yourself, suppress your gagging and finish lifting the helmet off.

"... Violet?" Victor interrupts himself. Maybe it's the tears in your eyes from the awful stench, or your somewhat disturbed mental state in general, but you're having trouble reading his expression, other than as startled. He recovers quickly, certainly quicker than you, as you're still not quite sure whether to smile or go in for a handshake or a hug or punch him or just go for broke and grab him for a power-armored kiss. Well, maybe skip most of those - a full-power handshake from a command suit is a great way to wind up with a crushed hand. You eventually settle on a faint smile competing with a deer-in-headlights look.

Victor chuckles, shaking his head. "It is quite a small world, it seems."

Some sarcastic, cynical part of your brain pipes up. "Not that small. I'm pretty sure someone stacked the deck here, and I have a few ideas as to who it was."

"Perhaps not." he continues. "Regardless, as I was saying - if you can keep a cordon around the north edge of... " he rolls his eyes. "I was going to say my, but it's not really, any more... base to keep any additional troops from escaping to the north. Also, beef up your electronic warfare capabilities in case they rebuild the Ops Center to prevent long-range comms. Then we can probably continue to maintain comms isolation and finish this. We'll just need some time to purge any real loyalists."

Whatever can be said about the rest of your brain at the moment, the tactical part of your brain still works just fine. "I hate to tell you, and you should know it anyway, but zone armor isn't exactly built with fast recon vehicle pursuit in mind. If they crank out a bike and try to run it past us, it's going to get away." you lift a finger. "And what about those two carryalls that flew off?"

Victor nods. "Yes, I understand that. I'll be taking this carryall off the field to bring in additional reinforcements to," he makes air quotes with his fingers, "deal with the traitors."

You sigh. Victor looks a little beat up, but still proud, determined - both characteristics of his that you admire greatly. But as usual, you're pretty sure he's overestimating his capabilities. Chances are, your assassination target sent a bunch of other messages out already and the gig is up - nobody's going to be handing Victor command of a harvester tendril, let alone a regional Brotherhood army. You frown, putting your hands on your hips (which causes you to smirk a little - you're pretty sure it looks a lot more intimidating when you do it in your command suit) and decide to tell him what-for.

"Look, I admire your persistence, but this plan is incredibly convoluted and dumb." you begin. "First of all, I'm sure that word of all of this is already all over Nod-Net, or whatever you guys call it."

"... Voice of Kane. I did shoot the comms terminal, so maybe... " Victor pipes in with a small voice.

You scoff. "Whatever. And what, don't tell me you crystal worshippers don't have backup comms terminals?" You lift two fingers. "Second, your plan relies on capabilities my forces just don't have. Hell, I don't even know if we can hold out against the next Nod attack ourselves, let alone keep a picket way over to the north where it'll get chewed up." you tick up another finger. "And finally, if you take that carryall over to Nod Central or wherever you're planning to go, they're going to have a bunch of cyborgs waiting for you when you land ready to feed you into the grinder."

Victor scowls. "I don't have much of a choice. I've got..."

Your expression softens. "... people to protect. I remember." you pause. "Maybe you can tell me who and why and where. Then we can get them out."

He frowns. "Why?"

You roll your eyes, walking closer. "Because, dummy. I'd rather have you around than getting ground up into Tiberium paste."

Victor's features relax a little as he looks at the church. Or, rather, its charred remains, with a line cut through the debris where it looks like a large container was hauled out after it collapsed.

"People used to worship here. Supposedly it granted them spiritual fulfillment. Or faith in a higher power. Even after Tiberium and the Scrin. They always find a way to rationalize it. Even though the invisible man in the sky is actually a swarm of bio-mechanical freaks."

You frown. "I don't disagree, but your point is?"

"It's hard to change old habits, Violet." he adds with a sigh.

You fix Victor with a gentle but firm look, putting an armored hand on his shoulder. Somehow, even in your zone armor, you're still shorter. "Sure. And all this philosophy is well and good, but I owe you for saving my life... " you pause for a second, trying to figure out if being kidnapped but then allowed to escape really counts; for the sake of your current argument, you decide to assume it does, "... and debts don't pay themselves. So..." you say, a finger raised. "... once again. Who. Where."

He holds up his N-Pad, turning the screen towards you, wordlessly. Your feelings, as you look at the screen, are mixed. Again.

"He definitely looks like you." you say with a smirk that belies what's going on inside your head. "How old?"

"Five." Victor replies, holding up his hand with all fingers up.

"I uh... never figured you for a father." you state. "How old are you anyway?'

Victor chuckles. "Me either. And twenty nine." He smiles. "It's kind of nice not having to worry about maintaining operational security from you anymore."

You return it, and then the gears in your head start turning and your smile turns to a frown (and feel your ears turning slightly red?) - you suddenly feel foolish for not realizing the obvious. "Are you, uh..."

Victor shakes his head. "No. His mother... I don't want to discuss it right now. But she is no longer among us. Not for a long time."

You nod, looking at the dirt, the nearby rubble piles, anywhere but his face. "I'm sorry."

Victor clears his throat. "As for where... " he brings up a location on his N-Pad. Pretty deep within the yellow zone, even deeper than you are right now. This operation probably got authorized because of the potential to effectively neutralize half a country's worth of Brotherhood's forces. With that unlikely to happen now, you don't really know that a mid-level defecting officer would be worth any kind of deep penetration/extraction operation that far in. From an InOps standpoint, they could probably just snatch him up right now and save everyone the trouble. Unless he escapes again.

"For what it's worth, you're probably right, Violet." he points out, to your surprise, interrupting your runaway train of thought. "That Ops Center was up way too long after the initial transmission. And even if it wasn't, the two Carryalls and the Venom all got away." he sighs. "I don't have much time. And neither does he." he points to the highlighted dot on his N-Pad. "I need to refuel this aircraft." he points with his thumb to where you know his Carryall landed. "... and uh, toss the dead body out, wipe the seats down a little. Then I'm going."

He looks at you, stepping closer. Your left eye twitches a little.

[] "Not by yourself, you're not."
-Expect a zone armor powered dungeon facility crawl!
[] "Fine. I'll see what I can do to help from here."
-No zone armor powered dungeon facility crawl :(, but maybe you can do something to support him from here anyway?
[] Other options locked due to Violet's current mental state, but sufficiently-justified in-character write-ins may be considered
 
[X] "Not by yourself, you're not."

Well that's a twist. As for the overall battle status, what a wreck this turned to be. Far higher casualties then it should have been. Ughh
 
As for the overall battle status, what a wreck this turned to be. Far higher casualties then it should have been. Ughh

Heh, you guys really dodged a bullet in some ways by deploying to Russia instead of sticking around in Africa, otherwise it would have been all stealth tanks all day every day with a side order of shadow teams and other stealth bullshit, lol. With a little less mechs, though.
 
Mission 14 - Personnel Extraction - Turn 0 - (October 18, 2060)
"Not by yourself, you're not." you blurt out. You shake your head. It's such a bad idea. You're not an infiltration specialist by any stretch of the imagination. You're not an expert in personal combat. You'll have no outside support, and the disciplinary action you face for this will be somewhere between fatal and career ending. Unless you bring back results. Really good results.

Victor sighs, nodding. "I wish you'd told me that the last time I asked you."

You shake your head. "I couldn't, then, and you know it." you smirk. "At least you're meeting me halfway this time."

Victor steps towards you, closer. Goddammit he's still taller than me, this powered armor isn't helping enough, runs through your head. "A little more than halfway." he whispers as he leans in. It takes you a second to close your eyes, and another second to put your hand (the one that's not holding the LMG) around him, realizing at just the last moment that you shouldn't squeeze at full power to avoid cracking his ribs. This one is still confusing as all hell, but at least you're not in handcuffs this time.

You blink as you separate, taking a second before resuming breathing. "Right. We'll need a map. And a plan."

---

October 18, 2060

"I dunno, Captain." your exec tells you once you explain the overall plan. "Seems like a bad idea. I mean, I get not wanting to walk away with nothing and field interpretation of orders, but this is on a whole another level."

You nod with a smirk. "You're right, Lieutenant. It's probably the single worst plan I've come up with during my career." you breathe in, slowly, then breathe out, equally slowly. "I'm not going to order anyone to come with me - in fact, the rest of the unit is to disassemble the base and withdraw as ordered. I don't know if we're going to accomplish anything here, strategic, tactical or otherwise. I don't even know if this is the right thing to do." you shake your head. "But goddammit, this one's personal. For me."

Your exec nods, looking around at the other orbital strike people lounging around the small room in the command post.

"You heard the Captain." he holds up four fingers, looking around the room. "Volunteers, now. Rescue party."

Nearly everyone in the room steps forward. Truth be told, you're kind of humbled by the display of personal loyalty and are thankful that the lighting in the command post is dim enough that nobody can see your eyes tear up a little.

"Right." your exec looks at you. "I'll hold down the fort here, oversee the withdrawal and get everyone cleared out before the Brotherhood comes back. Good luck, Captain."

You consider telling him that people make their own luck, but it's a figure of speech. It bugs you a little, but you don't need to correct someone every time they say it.

---

You, Victor and the small group of volunteers rendezvous at the next meeting point. A sergeant squad leader, and three other troopers. The zone armor stays in the Ox, charging their internal and external battery packs from the transport aircraft's power plant. The six of you huddle inside the carryall, Victor's N-Pad projecting the map of an Operations Center further into the yellow zone - floor plan diagrams, little icons showing personnel counts, everything you'd need to plan how you're going to seize control of a building.

"Our first target." you begin - you and Victor having decided non-verbally that your volunteer squad would probably not react well to taking orders from a Brotherhood of Nod officer - "Is this Operations Center. We will need to capture and hold the Comms Control room here, in this giant blister, long enough to compromise their computer systems and locate our extraction target. Only two naturally occurring access points - from the rooftop here and this loading door here along this rail." you point to the rooftop in what you've designated as section A1 and the southern wall in section B2. "If we've got breaching charges, we could probably plow through one of these outer walls, but we may want to try to avoid excessive noise and damage to the comms equipment in here."

"Our intel indicates between six and ten personnel will be crewing this facility, including at least one low-ranking officer. Standard infantry and non-combatants, unless an alert gets sounded along the way, then we can expect company."

"From where?" the Sergeant asks. "They don't have any doors, so they'll have to climb in through these not-so-big access points."

You point down to sector B2-2. "From what our intel tells us... " you pointedly avoid specifying the source of the intel, "... down here through this silo area is an access tunnel to a nearby Hand of Nod. So that's a likely entry vector. And of course if any doors we create on our own." you add with a slight smirk.

"Missile control?" the Sergeant asks. "That sounds promising."

"Yeah." you reply. "Some Ops Centers usually have an EMP missile on deck. We might be able to launch it either at a target or just because, and the backblast will fry anything below it in B2-1 and B2-2. So try to stay out of those areas if you can." You pause, pointing back at sector A1. "Control over the comms area will allow us to jam outgoing comms, preventing alerts from being sounded remotely - but that still means that loose personnel may escape through one of the other egress points. Ideally we want to prevent that."

"Any idea where we're going afterward? Are we gonna be able to come back to the Ox for reloads? Where are we parking our ride? What about that sensor control room?" and a hundred other questions come at you. You do your best to answer:

"I don't know. Probably. We've identified here as a decent out-of-sight landing zone. A few hours walk after landing, but it's worth it to stay off the radar. We don't care about it but we may want to make sure it's clear of bad guys so they don't disturb us while we're working."

Eventually, you flesh the plan out to everyone's satisfaction. You don't know if it's any good. However, you may not be an expert on building clearance, but your squad sergeant obviously is. So if it gets the thumbs up from him, it's good enough for you. You take a chomp of your ration bar, taking a few seconds to chew.

"All right, let's figure out who's carrying what, then get this show on the road." you tell everyone.

---

Pick your force loadout. You have the following capabilities already:

-Engineer: Victor has the tools and knowhow to compromise Brotherhood electronics, and is a decent shot with a laser gun.
-"Captain" Command Suit: You've got your command suit with its advanced sensor suite and LMG, a decent anti-personnel weapon

All zone armor suits have articulated hands, thus can be equipped with supplemental or scavenged hand-held infantry weapons, or just used to punch things.
Zone armor suits can bust through all but the toughest doors, but it's not a quiet process.
Engineer/Command Suit can open doors quietly and operate special equipment

Pick four additional suits:
[] Trooper: Two-handed railgun. Medium Armor.
-Great against individual and/or armored targets.
-struggles against groups
-40 shots
-2x Consumable slot
[] Raider: Grenade launcher. Shoulder rockets. Light Armor.
-Great against unarmored crowds and fast, light vehicles/aircraft respectively
-struggles against armored targets.
-grenades destroy usable equipment as well as personnel
-Runs out of ammo quicker
-20/20 shots
-2x Consumable slot
[] Marauder: Dual rockets. Heavy Armor.
-Great in case you find yourself outdoors facing a swarm of light vehicles/aircraft
-Bulky and difficult to maneuver indoors, does not perform well against infantry
-20 shots
-1x Consumable slot
[] Captain: LMG. Light Armor. Sensors.
-Decent against unarmored targets unless swarmed
-Struggles against armored targets
-40 shots
-Sensors can identify presence, location and count of individual comms equipment in adjacent rooms
-4x Consumable slot

Consumables (may pick each more than once, make picks for each suit brought, including Violet's):
[] Breaching Charge
-permanently opens a door or "creates" one, free attack on targets and equipment in room whether wanted or not
[] Flash Grenade
-disables all unarmored personnel for a turn in target room without destroying equipment
[] Remote mine
-after placement, can be detonated upon explicit command or when the user considers it optimal
[] Anti-personnel mine
-after placement, will detonate when hostile infantry pass by
[] Repair kit
-restore damage from a single "wound" done to a zone armor suit
[] Extra ammo
-10 extra shots
[] Sidearm
-Instead of having to punch people when you run out of ammo, you can shoot them

Target Building (Operations Center) Map:
B2-1 and B2-2 are downward from B2.
A hallway separates A1 and B1. There is a doorway leading from A1 to the hallway and from the hallway to B1.
The hallway continues down to B2, with a doorway leading from said hallway into B2
Anything not designated as a sector is outside the building.
A1: Comms Control
Roof Entrance (1)
||B1: Sensor Dish Control
==(1)
||
||B2: Missile Control
||External Rail Entrance (1)
|=(1)
B2-1: Missile Ventilation
Spiral Ramp Maintenance Access Up/Down (many)
B2-2: Underground Access (2)
[Connected to nearby Hand of Nod]

Objective: Victor will need the Comms Blister cleared of enemy personnel and will need to continue work undisturbed until finished.

Designate entry point for every squad member. Valid entry points are:
[] A1 Comms Blister: Rooftop Access (1 person per turn)
[] B2 Missile Control: Loading Rail Access (1 person per turn)
[] Breach (designate sector, uses breaching charge)

Special Actions Available:
[] B2: Activate Missile Engine (fries anyone present in B2-1 and B2-2)
[] A1: Jam Comms (prevents activated alarms from summoning reinforcements)

Designate destination/hold point/consumable usage for every squad member. Examples:
[] [Violet] Clear A1 Comms Blister -> hold door to B2 hallway
[] [Raider 1] Clear B1 Sensor Dish Control -> hold B1 hallway
[] [Raider 2] Clear B2 Missile Control -> plant AP mine in B2 hallway -> hold B2 hallway
[] [Command 2] Clear B2 Missile Control -> activate missile engine test -> hold loading rail access
[] [Trooper 1] Clear B2 hallway -> hold B2 hallway

AN:
For this one, we're going to get a little bit up closer and personal. Expect to visit several Nod facilities, spending one-three turns in each; some resupply will be available, mostly of the "field expedient" variety.
 
Can't get a plan done right now, but I'll hammer something together later today. Looking forward to this, especially now that I realize it's not just VV going off on their own.
 
Hmm... thinking a relatively balanced spread of two Troopers, a Raider, and a Marauder (or possibly two Raiders, depending on suspected opposition). As for consumables, definitely several repair kits, probably at least a couple extra ammo, and I'm not sure about the rest. Thoughts?
 
[X] Plan Prepare for Insertion*
-[X] Raider: Grenade launcher. Shoulder rockets. Light Armor.
--[X] Repair kit
--[x] Breaching Charge
-[X] Raider: Grenade launcher. Shoulder rockets. Light Armor.
--[x] Repair kit
--[X] Breaching Charge
-[X] Trooper: Two-handed railgun. Medium Armor.
--[X] Repair kit
--[x] Remote mine
-[x] Marauder: Dual rockets. Heavy Armor.
--[X] Extra ammo
-[X] Violet's Command Suit
--[X] Repair kit
--[X] Remote mine
--[X] Flash Grenade
--[X] Flash Grenade
-[X] A1 Comms Blister: Rooftop Access (1 person per turn)
--[X] Violet and Trooper
-[] B2 Missile Control: Loading Rail Access (1 person per turn)
--[X] Victor, Raider 1, Raider 2, Marauder
-[] B2: Activate Missile Engine (fries anyone present in B2-1 and B2-2)
-[] A1: Jam Comms (prevents activated alarms from summoning reinforcements)
-[X] Violet breaches A1, operates Jam Comms
-[X] Victor breaches B2, holds on Marauder report
-[X] Trooper breaches A1, holds door to B1 hallway
-[X] Raider 1 breaches B2, moves to breach B1
-[X] Raider 2 breaches B2, moves to breach B1
-[X] Marauder breaches B2, moves to get eyes on B2-1 to see if it's worth activating the missile engine

Any room on Victor to give him accessories as well?

*Later on, Violet will need another plan for an insertion with Victor that will involve significantly less gear and people.
 
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