Tiberium Storm (A Mass Effect and Command and Conquer AU Xover)

Do you guys want Turn 1 to take place at 2112 or 2152 like in canon?

  • 2112

    Votes: 44 93.6%
  • 2152

    Votes: 3 6.4%

  • Total voters
    47
  • Poll closed .
That was more for the immediate aftermath after the last tiberium war
 
I'm kind of wondering what's happened to whats left of the Forgotten? Have they intergrated imto GDI or do they exist as Isolationist tribes and nomads.
 
I'm kind of wondering what's happened to whats left of the Forgotten? Have they intergrated imto GDI or do they exist as Isolationist tribes and nomads.
They are sort of like what is happening with the Native Americans. GDI give them land with a signed agreement to keep a source of Tiberium there, since I remember that they need Tiberium radiation to survive. They are happy to be left alone and GDI does not want a Mutant dying and their Tiberium to spread to other worlds so they are kinda under planet arrest. They exist in communities and some even travel in trade caravans between settlements. GDI non-profits donate resources to those communities too and Mutants are allowed to work in GDI cities. It's just that the good old human "us vs them" causing something akin to racism still happen now and then.
 
Hey!
I managed to break into GDI's allegedly impenetrable servers and got us this: LINK.
Anyone want to comment?
 
*yawn* good morning folks *reads comments* okay IC's, so here's something strange I noticed, Tib war 1 and 2 the IC's acted as a single lance but had a relatively quick recharge time- which turned out to be the satellite's recalibrating and repositioning- Tib war 3 had what I personally call a resonant IC where multiple beams converge together and create what was effectively an unstable area of space that causes a build up of energy before dispersing it-again it was less of a recharging of capacitors and just the recalibration and moving of satellites-. Tib war 4 had a rapid firing IC that had a variable charge time but also once fully charged have an EMP effect (I think for gameplay purposes its an EMP but I think its a THPMP (transitory high powered microwave pulse aka it does not overload circuits but shreds them with subatomic particles))
 
So Cerberus is already around and a nod successor group. I cant wait to see how these successor groups play out will they be like brother marsius who called Kane out to be a traitor, are some still loyal to him but keep it secret or are some fanatics who don't care
 
My view:
Tib1-2: Early Ion cannons. The only/best way for them to use the tech was in a single pulse with lower energy outputs. A simple nuclear reactor would suffice for power supply.
Tib3: Advances in tech allowed for greater energy output.
Tib4: More advances allowed for variable charge in the same weapon and enhanced the aftereffects.
Throughout the wars, there was a considerable focus on allowing for a fairly rapid strike time.
 
My view:
Tib1-2: Early Ion cannons. The only/best way for them to use the tech was in a single pulse with lower energy outputs. A simple nuclear reactor would suffice for power supply.
Tib3: Advances in tech allowed for greater energy output.
Tib4: More advances allowed for variable charge in the same weapon and enhanced the aftereffects.
Throughout the wars, there was a considerable focus on allowing for a fairly rapid strike time.
Tib war 1- we see a IC satellite and from what I can tell it would not have fit a nuclear reactor, it seemed to be a solar powered one plus whatever it uses to collect the particles it uses to charge and turn into the ionized particle beam
Tib war 2- I dont remember seeing it in any cutscenes but it did have an increase in power, which could be anything from upgraded capacitors, an increase particle density and so on.
Tib War 3- was the most radical change where it was separate beams that create a bubble of energy, that signifies a leap forward in a number of tech.
and finally Tib war 4- the IC there were weaker and the beams look to be less coherent, so unless they started to change tactics and turn their IC's into Directed HPMP's it almost seems that GDI high command went backwards in tech.
 
It would depend on whether the attack drops off a force to attack us and moves on or focuses on us.
First case would take some time.
Second case would have help coming in 1-2 turns(at most an year).
 
Finishing Touches
[X] Plan Maxed Out
-[X] 140th Infantry Regiment: a Regiment of Riflemen armed with Railgun Rifles and accompanying Missile Trooper armed with FGM-150 Missile Launchers to provide Anti-Armor and Air support. The regiment wears the new standard issue exo-skeletal body armor which is much slimmer than the Zone series heavy armor but is still an exo-skeleton it just noticeably weaker yet cheaper to make. They are also trained in deploying Infantry Bunkers, to provide additional protection. (+3 Infantry Battalion) 200/150

-[X]99th Engineering Corp: A Corp of Engineers, there isn't much to say about them, they can make basic defences like Watchtowers, AA Turrets, Trenches, Bunkers, Minefields, and etc. They can also help with civilian construction if you feel that you are sufficiently protected. (+1 Engineering Corp & +2 Construction Action) 150/100

-[X]52nd Sniper Platoon: A Platoon of Snipers, armed with an Ionized Railgun Rifle, the same technology used in the Main cannon of the Hunter AFV allowing it to have extremely high penetration. Sniper teams are also equipped with a stealth cloak to hide in plain sight. (+16 Sniper Teams) 150/20

-[X]MCV: The Mobile Construction Vehicle has been in the GDI arsenal since it's very founding and while it has gone through many iterations, its core purpose stays the same. The MCV supplied by GDI are based on the old MCVs of the 3rd Tib War but has been modified for Colony use. You are only allowed 1 MCV for now as they are in high demand with other colonies too. (+1 MCV & +4Construction Action) 300/200 (only 1 allowed)

-[X]Mining Equipment: While everyone agreed that Tiberium is a poison and caused the most deaths in history, they do also admit that it made extracting minerals from the earth incredibly easy. Now that Tiberium is contained on Earth with GDI Navy feeding asteroids to be processed by the TCN, the colonist will have to mine resources the old fashion way. With drills, explosives, a mining truck. (+1 RA1 style Ore Mine) 150/100

-[X]Smelting Equipment: Once you have a supply of ore, you'll need a location to smelt it so that it can be useable in many different applications. Using lessons learnt from Tiberium refining, a single refinery can process multiple different types of ores and separate them into their component elements and transformed into ingots for easy storage. (+1 RA2 style Refinery) 100/150

-[X]Farming Equipment: While the colony have a store of rations that can last for a year, getting locally produced food will be essential to long term survival. Creating conventional farms can is a fairly cheap source of food, however it may be vulnerable to pests or weather that will damage the yield. The advantage is that it is fairly easy to make and expand. (+1 Conventional Farm & +500 tons of Excess Food/Year) 50/100

-[X]Tech Lab: While Battles are won in the field, Wars are won in the Lab. Without R&D, GDI would not have the Sonic technology needed to beat the Scrin, the Ion Cannon, the Mammoth Tank, Walkers, and etc. Having your own would allow you to analyse and study the technology that GDI has available as well as make prototypes to see if they are viable to be produced. (+1 Tech Lab & Unlocks Tech Tree Research) 200/100

-[X]Sonic Tech: Through the use of sonic crystals, GDI is able to project a wave of sonic energy that can vibrate any target to piece. This is instrumental in abating the spread of Tiberium on Earth and while Tiberium isn't a threat to Earth anymore, with the Tiberium Control Network up and running; Sonic technology still has a place in GDIs arsenal. (Unlocks Shockwave/Shatterer, Sonic Grenades, Sonic Cannons) 200/10

-[X]Zone Armor: While it doesn't hold a candle to the stuff currently in use by the military, GDI does supply a variety of upgrade packages to make Colonial Militia Zone Troopers a combat effective fighting force. (Unlocks Basic Zone Trooper Armor, Zone Upgrade Packs, Zone Heavy Weapons, and Jump Jets) 200/10

-[X]Robotic Drone Tech: GDI have rarely used Robots in their arsenal, mainly due to the dangers of an enemy taking control of your own robots, the control signal being jammed due to interference, and study done decades ago that proves Humans supported by AI is superior than AI controlled armies. However, robots have found a niche for themselves as patrol and scout units. A recent robotic addition to GDI's arsenal is the War Dog which is a scaled down Mastadon frame with a machine gun head. Advanced sensors and pack intelligence makes it an ideal scouting unit while being very cheap to produce. (Unlocks War Dogs, Drone Swarm, Repair Drones, Custom Drones Designs) 200/10

-[X]Subterranean Tech: During the 2nd Tib War, GDI ruled the heavens but Nod ruled the underworld and they do that through subterranean technology. Nod used this network to great effect as it is the only place where they are protected from GDI Air superiority and our Ion Cannons. By the 3rd Tib War, Tiberium has grown deep within the Earth's crust and tunnelling through Tiberium is too difficult and dangerous, thus the tunnels were abandoned until the TCN has been established and managed to clear most of the Tiberium, allowing Nod's global tunnel network to return to service. This technology is relatively simple and GDI saw potential in having a Tunnel Network in their colonies in the event the Scrin achieved orbital supremacy. It should be made aware however that unscrupulous individuals may make use of these tunnels if they are not properly supervised. (Unlocks Subterranean APC, Drill Pod, and Tunnel Network System) 200/10

You arrive at the colony of Benning's main Space Station in what looks like mid-day. The port is bustling with Freighters docking and loading up on food, dockworkers checking incoming cargo, and soldiers out patrolling the station.

You are here because GDI's Colonization Office is headquartered here and Benning is where the colonization wave will launch from. You can see a dozen GSTs being loaded with supplies and equipment, most likely the destined for the other 3 colonies to be established. The GST you had just departed from is currently being loaded with the equipment and MCV you requested.

"General Williams?" You see a corporal approach you from your left with a security guard right behind him. He wore the Standard GDI Vest but it is over a long sleeved shirt with a pistol in his belt holster. The security guard wears the standard BDU with helmet, vest, and hip holster. "Corporal Gibson, I'm part of the Colonization Office. I'll be your guide to the Colonization Office." As he introduced himself, he and the guard both saluted at you.

You return the salute, "Lead the way."

With the Corporal in front of you and the guard behind you, you are led through the space port and into the CO's HQ attached to the Benning Space Port. The HQ looked like your standard office with a secretary, GDI logo above the Colonization Office logo, potted plants, and waiting chairs across the secretary's desk. The Corporal nods at the secretary and continues toward an elevator. We descend into the lower levels before it opened into a sparse hallway with many doors. He eventually led you to one of the doors and then pressed a keycard on the panel. The door opens into an occupied conference room, the Corporal salutes and hands you the keycard. You accept the keycard, returned the salute, and enter the conference room.

As the door closes behind you, 5 people turned their head in your direction. 3 of the saluted while the other 2 nodded. Thanks to the briefing packet you have read on your way to Benning, you recognise these people as your future advisors for Shanxi. You return the salute and nod to toward the 2 that didn't salute, best to get official introductions out of the way.

"At ease, before we begin the briefing, I would like to know each and every one of you. I may have read your file but it does not replace a face to face meeting. I am General Alfred Williams and as you know I will be the Colonial governor of Shanxi. You can call me either as General, Williams, or sir but I will be relying on your help in developing and growing Shanxi into a self-sufficient colony it was meant to be."

---------------------------------------------------------------------------

You spent several minutes getting to know each of your advisors.

Colonel Markus Jackson is your Field Commander on Shanxi. He will be in charge of keeping the GDI Army a well-oiled machine. He came from a long line of Commissioned Officers and even graduated from GDI's new Commando Program. Much less lethal than the 2050 iteration but more varied than the 2070 version, by including vacuum and zero-g training along with naval boarding actions. He also has a fairly confident personality that is stereotypical among Commandos, but he assures you that he knows when to pull out of a bad situation. You have high hopes that he would be an excellent Commander.

Lin Zhong is your Colonial Steward and a graduate of the CO's Colony Resource Management Course. It's a 2 year program that trains applicants how to grow and maintain a colony. Her job will be to manage the civilian population and keep the economy running smoothly. There isn't much to say about her, she rose through the ranks of the Colonization Office and this will be her first major assignment managing a colony. She is polite and professional, if a little nervous, most likely wanting to make a good first impression. You aren't as confident that Ms. Zhong abilities due to her inexperience, but CO did sent a glowing recommendation of her performance so you'll give her the benefit of the doubt.

Dr. Shin Liang is you Colonial Researcher and a former scientist of Otani-Lincoln Laboratory. While Otani-Lincoln's 100-year contract ended decades ago, their pre-fab building designs are still in use today in the form of the MCV used in every GDI colony. Dr. Liang applied to be a Colony Researcher as a form of retirement so that he can settle down with his wife and be there for his kids, as a father yourself you understand his motivation. His job is to make various GDI technologies simple enough to be re-produced with off the shelf parts in a frontier colony. The man himself is calm and relaxed, maybe content would be a more accurate state of mind. You feel that Dr. Liang could be relied upon with what you have planned for Shanxi.

Lieutenant Samatha Strongarm is your Colony Engineer and will handle all of the construction and planning of the colony. She has been extensively trained in operating an MCV and had a degree in Colony City Planning. She is fairly cheerful and optimistic, said that both of her parents were engineers and wanted to follow in their footsteps. Being the head Engineer for a colony is a great honour and would put her in the history books. You can tell that she will give it her all in making sure Shanxi will be a successful colony.

The woman who introduced herself as Rachel West is your aide and is an InOps Intelligence Agent she will keep you updated on events in your backyard and behind closed doors. You aren't even sure that is her real name but GDI wouldn't place someone they couldn't trust to help a Frontier Colony so you'll give her the benefit of the doubt. You have to if she will be your eyes and ears.

Now that everyone is introduced, you all sit down and begin to be briefed on what Shanxi is like and pick a landing zone. Shanxi is fairly temperate world with a large super continent dominating the surface. This super continent was the result of several major tectonic plates crashing into each other, which is the main cause of its multitude of mountain ranges and hills. There are a variety of island around but they aren't worth mentioning for the time being.

After an hour, all that left is to pick a landing zone:

[] Mountainous Coast
Advantages
- Access to Ocean for transport and food
- Higher mining yield
Disadvantages
- Danger of Tsunamis
- Possibility of Amphibious Assaults

[] Lake
Advantages
- Plentiful supply of water results in increased farm yield
- River could be a source of Hydro-electric power and transport
Disadvantages
- Mountains are farther away
- Less mining yield

[] Valley
Advantages
- Increased mining yield
- Fewer chokepoints = more defendable
Disadvantages
- Reduced farm yield until the valley can be terraced
- Possible Rockslides

Everyone had their own opinions on where the Capital should be located. Markus wanted the Valley to create defensive fields of fire and reinforced chokepoints would make defending the capital easier. Lin feels that it would take a lot of effort to make the colony self-sufficient when the city eventually runs out of room. She prefers the Lake or Coast that would make expansion and feeding the colonist much easier. Dr. Shin admits that he wouldn't mind having a home on the coast where he can fish and maybe study the wildlife. Samantha would prefer the Lake and Coast as they have more space for her to work with. She did point out that the Coast could be vulnerable to a tsunami but that could be negated by protecting the city with a wall of Firestorm Shields. Rachel prefers the Valley for easy access to the mountains and being able to take cover inside them should the colony be invaded.

Ultimately the final decision is yours.

AN: I had a hard time making these landing zones interesting yet fair. Do note that all of the disadvantages can be negated with a bit of effort. And if you have an advantage for a region that I didn't think about let me know so I can add that in when Voting opens.

Moratorium in 2 days and then Voting will open for another 2 days.
 
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I will vote for the Valley.

Increased mining yield = more money.

And with few chokepoints we can better focus our defenses making direct assualts costly.
 
I will vote for the Valley.

Increased mining yield = more money.

And with few chokepoints we canbetter focus our defenses making direct assualts costly.
aye, plus if needs be we can always reinforce the valley itself and turn the whole think into a macro sized fort, that should also help stabilize the ground and prevent rockslides
 
I'm wondering if it is possible to create outposts?
 
Or just go full dwarf and build underground fortress-city.
but if we go full dwarf we might dig too deep and unleash a cosmic horror and call the reapers early or something..... Im not saying that its tempting to outright build a underground fortress/City but logistics/expansion and all that would be a pain in the ass
 
Tib war 4 had a rapid firing IC that had a variable charge time but also once fully charged have an EMP effect (I think for gameplay purposes its an EMP but I think its a THPMP (transitory high powered microwave pulse aka it does not overload circuits but shreds them with subatomic particles))
The TibWar3 Ion Cannon Ionized the air first, making it combustible, and then uses the TibWar1&2 lance to detonate it. TibWar4 also mentioned that they also made smaller IC sats for Zone Captian use. That type of IC can be carried and launched from Carriers to support an invasion with Orbital IOn Cannon support. So instead of calling for an Airstrike, just call in an Ion Cannon strike.
So Cerberus is already around and a nod successor group. I cant wait to see how these successor groups play out will they be like brother marsius who called Kane out to be a traitor, are some still loyal to him but keep it secret or are some fanatics who don't care
The Liberated is not Cerberus, Cerberus was formed after the Turian War ended. The Liberated's leader was an old Nod field officer in the 3rd TibWar. He faked his death and goes into hiding and started to build his support base from his experience under Nod. Eventually he found a database of Nod files that shows a lot of Nod's dirty laundry from the 3rd and 2nd Tib War. But he didn't release it immediately, so long as Kane is there to kill him later so he waited until Kane left. After Kane left, and made sure he is really gone, then he released the damning evidence. And without Kane to dispute it. Nod collapsed under the weight of disillusioned followers who followed someone who is only interested in himself.

Now the Liberated help GDI root out any Nod Remnants that didn't listen and still stayed loyal to Kane or just gangs using the Nod name. After 3 decades, the only Nod Remnants left, are the really smart ones. These are the Cerberus and Hydra cells that are very hard to root out and found even with InOps and the Liberated working together. Since you didn't go with the nuclear option, there are still hidden bunkers on Earth or Nod sympathizers among GDI citizens.

Hey @Warmach1ne32 after Turian attack how long we have to wait for reinforcements to show up ?
Depends on how long GDI can send organize a relief fleet in. @cryptoam has a better idea on fleet management and organization than I do. But the Turians thought Shanxi was the capital planet so they most likely thought that the other Mass Relay lead to less developed colonies due to how well defended Shanxi is.

you know, have we ever seen a amphibious assault in Mass effect? its common in C&C but never done in ME
Shuttles flying in low from the sea to avoid AA fire could be considered Amphibious
I'm wondering if it is possible to create outposts?
Yes, this is more free-flowing narrative quest than hard numbers, mostly cause I don't want to deal with math.

If you all want to go full fortress valley, you can, just remember that space will be a premium and farming might be a problem if you got a bad harvest. Also power may be an issue so you better think up on ways to power your city than just regular power plants. And next year be prepared to house triple your population and you also have 3 more shipment of colonist.
 
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I personally like the ocean, we have ocean food and transport, and we can build the mountain into a fortress we can retreat into. A good middle ground choice
 
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