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 .
Do you know how hard it is to turn a solid into particles?
FYI: Most particle beam weapons use other things as it's beam of particles (from gases to electrons). There are not many designs that call for usage of a solid source for the particles. The majority of the energy losses in this type of weaponry is getting enough high energy particles to the target. Firing in a atmosphere causes secondary ionization (akin to laser thermal blooming) and increases performance losses. My view on GDI's Ion Cannon is that it somehow finds a way to maintain cohesion of the particle blast/beam.
Also:
nitrogen rich air which is a noble gas
Nitrogen or for that matter most of the gasses in the atmosphere are not noble elements. Noble elements are those that have a full outer shell and can be found in Group 8. Most systems using ions (mostly ion drives (not all, there are other factors involved in the choice of ions)) use the noble elements because they are relatively easy to ionize. Air is less easy to ionize.
 
Let's Get this Party Started (Turn 1)
[X] Valley
After 3 days of travel, your convoy finally arrived at Shanxi. But before we can start landing procedures, the landing area needed to be secured. Jackson, the 140th, 52nd, and the 99th will use the GST's drop pod and secure the area so that the GST can land safely. You are currently in the GST command room where a hologram of the valley itself is shown in front of you. Strongarm, West, and Liang is standing nearby since they don't have much to do at the moment, while Zhong is busy organizing the colonists in the civilian GST.

The hologram table suddenly shows Jackson's drop pod landing in the Valley, which is currently in the night cycle but EVA merely brightened up the hologram to compensate. You see Jackson exit the drop pod along with the 140th while the 99th and the 52nd stayed inside before the 'All Clear' sounded.

"Alright people, you know the drill. 140th, split up into squads and secure the Valley, make sure there isn't any surprises waiting for us. 99th get started on that GST landing pad. 52nd, get on that drop pod and provide overwatch for the 140th." You listen as Jackson lead the ground mission smoothly and professionally. The 140th slowly revealed more of the valley as EVA used the helmet cams to build a detailed picture of the valley in real time. So far so good, you saw a river running along the valley, and most likely the one responsible for eroding the valley into existence, there are a lot of trees on the slopes and growing out of the valley cliffs itself, one of the snipers noted several heat signatures on the cliff trees about the size of birds and a couple of heat signatures hiding in the trees about the size of a horse, and all the while, the Engineers are building a landing pad for the GST since the valley is at an incline.

After a half hour a large perimeter is secured and Jackson ordered the 140th to dig in a build temporary trenches and keep an eye out. The engineers manage to set up lights to illuminate the area while the landing pad slowly unpacks itself. So far, everything is going smoothly.
=19

"Incoming Transmission

"General? this is Jackson, one of the Engies run a few tests on the river. They said the river is snowmelt so some basic filtering and a little fire and we have a stable drinking source. They also found silver particulates in the river and is certain that there is a silver vein up river, judging by the size and amount, he said it'll be a big one."

Autopass Silver Prospecting Roll

"Sounds like we are off to a good start then. Any other news?"

"Depending on what it is like upstream, it may be possible to build a dam and that should be enough to supply the colony with power for a good while and prevent the risk of flooding the valley. Hard hats said that it would be expensive and should probably be shelved for the future. Other than that, this looks very defensible, I would hate to have to invade this place."


"Lots of trees and sheer cliffs that would make navigating in an armored vehicles a pain. It'll be a tight squeeze but with the Subterranean tech we should be able to expand below ground."

"Just got word that the landing pad is done. We'll have to unload the GSTs one at a time we'll probably finish by morning."

"Alright, hang tight soldier, we're on our way. End Transmission."

"Transmission Terminated."

---------------------------
It is currently sunrise and the civilian GST is currently being offloaded. Everyone is currently in the command center of the Construction Yard and ready to get started on building a colony. Strongarm already gotten the go ahead to place the farms, housing, and lab that was brought with us and suggested a couple of projects for your perusal. Liang is waiting for you to give the order to get started on researching, Jackson is ready to assign the duty roster so he can get some much needed rest, and Zhong is herding the colonist to their assigned roles and jobs.

- MCV (1x, +5 Power, -2 Space)
- Housing Complex (1x, -1 Power, -4 Space) (Lin brought 1 Housing)
- Mine (1x, Packed)
- Refinery (1x, -2 Power, -2 Space, Packed)
- Conventional Farm (3x, -3 Space) (Lin brought 2 Farms)
- Tech Lab (1x, -3 Power, -1 Space)

Construction Materials: 5000
Power: 4/5
Population/Housing: 15/20
Space: 19/25

Primary Objective:
- 1 Barracks complexes by Turn 2
- Generate 2000 Food/Turn by Turn 3
- Build 2 Mines and 1 Refinery by Turn 3
Secondary Objective:
- Build Outpost to expand food supply
- Generate 3000 Food/Turn by Turn 4

Military Action: Jackson reported that his men are ready for duty.
140th Infantry Regiment: a Regiment of Riflemen armed with Railgun Rifles and accompanying Missile Troopers 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 Battalions = 3 Actions)

[] [IR] Patrol Perimeter: Have your infantry patrol the perimeter of the colony to prevent any of the local wildlife from getting someone injured. (Negate Wildlife Attack Roll on Colony)

[] [IR] Build Basic Fortifications: Have your Infantry put their fortification training to work and build a basic perimeter defence of Bunkers and Walls. (Walls and Bunkers Constructed,-1 Space, Costs 500 M)

[] [IR] Explore Surroundings: The initial surveyors only did a flyby of the area, have your infantry explore the area around the colony to get a better lay of the land (Reveal surrounding environment)

[] [IR] Protect Prospecting Team: Have your infantry guard the people prospecting the mountains from getting attacked by the wildlife. (Negate Wildlife Attack Roll on Prospectors)

[] [IR] Write-In:

99th Engineer 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 Corps = 2 Actions)

[] [EC] Build Basic Fortification: Have your Engineers put their fortification training to work and build a basic perimeter defence of Bunkers and Walls. (Walls and Bunkers Constructed, -1 Space, Costs 500 M)

[] [EC] Prospect Valley Mountains: Before you can mine the earth, you'll need to find an ore vein so you won't be wasting your time. (4/4 Tries Remaining, Rolls 10 D100 to see if you find any metals to harvest)

[] [EC] Help with Colony Construction: Have your Engineers be assigned to Strongarm to help with general Construction. (Exchange Engineer Actions to Construction Actions)

[] [EC] Write-In:

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 Snipers = 1 Action)

[] [SP] Overwatch the Colony: Have your snipers overwatch the colony to prevent any of the local wildlife from getting someone injured. (Negate All Wildlife Attack Roll on Colony)

[] [SP] Hunt Local Wildlife: Using Ionized Railguns on local wildlife might be overkill but you never know if they encounter something the only a Railgun can penetrate. (Gain information on local wildlife & receive bonus food income)

[] [SP] Explore Surroundings: Snipers are trained to move unseen in the wilderness and would attract much less attention from any local wildlife than a whole battalion of infantry (Reveal surrounding Environments + information on local wildlife)

[] [SP] Write-In:

Construction Options: Strongarm submitted a whole list of options that you could (4 Actions)

[] Build Housing Complex: The colonists need roofs over so their heads so they won't die of exposure and have access to basic amenities like water and electricity. (+1 Housing Complex, Houses 20 Population, -1 Power, -4 Space, Costs: 2000 M)

[] Build Barracks Complex: Your soldiers will also need a place to sleep, they could sleep outside but they wouldn't be happy about it. (+1 Barracks for your soldier, -1 Power, -1 Space, Cost: 500 M)

[] Build Conventional Farm: 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, Requires 3 Population, +500 tons of Excess Food/Year, -3 Space, Costs: 500 M)

[] Build Hydroponics Farm: With the much of the world's farm land becoming Tiberium Wastelands, Hydroponics helped prevent millions of people from starving both in Blue and Yellow Zones. Having your own Hydroponics Farm should help provide a steady food supply for your colony that won't be affected by pests or weather at the cost of being more expensive, takes up more space, and produce less food. (+1 Hydroponics farm, -3 Power, Requires 2 Population, +250 tons of Excess Food/Year, -1 Space, Costs: 1000 M)

[] Build Granary: A place to safely store your food so it doesn't spoil. (+1 Granary, -1 Power, Secures Food Surplus, -1 Space, Costs: 500 M)

[] Build Sawmill: When Tiberium covered most of the Earth, trees either becomes Blossom Trees that help spread Tiberium growth or heavily mutated into something alien. By the time of the 3rd Tib War, Tiberium becomes so toxic that it kills faster than it can mutate, trees become a rare luxury as large swathes of them died out. GDI have managed to document and preserve many different species of trees, both mutated and non-mutated and are currently in the middle of a tree replanting program on Earth. For the colonists trees provide a wood supply for cheap construction and furniture that could be sold to other colonies too. (+1 Sawmill, Requires 2 Population, -2 Power, +200 tons of Wood/Turn, -1 Space, Costs: 600 M)

[] Build Mine: 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 Mine, Requires 2 Population, +250 tons of Ore/Turn, Costs: 500 M)

[] Build Refinery: Once you have a supply of ore, you'll need a location to smelt it. 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 Refinery, -2 Power, Refine Ore 500 tons of Ore/Turn into Metal Ingots, -2 Space, Costs: 1500 M)

[] Build Factory: Once you have a steady supply of metal, you'll need a Factory to transform the metal into useful components. Fabrication technology has come a long way and specialized fabrication equipment will open a large variety of useful possibilities. (+1 Factory, -2 Power, Unlocks Vehicle Production Tab + Airfield + Tech Lab + Tier 2 Defences, -2 Space, Costs: 2000 M)

[] Build Warehouse: You'll need a place to store all of the goods you plan to sell to GDI. (+1 Warehouse, Unlocks Inventory Tab Secures Resources, -2 Space, Costs: 500 M)

[] Build Power Plant: A growing Colony needs a lot of power best to get that up and running as soon as possible. (+1 Biomass Power Plant, +10 Power, Requires 100 tons of Wood/Turn, -1 Space, Costs: 800)

[] Build Wind Turbine Farm: Wind Turbines is a cheap and hassle free form of power, the drawback is that it isn't as consistent as other power plants and during an invasion, very obvious targets. (+1 Wind Turbine Farm, +10 Power, Costs: 1000)

[] Build Watchtowers: Automatic Perimeter Defenses should be able to shred any hostile wildlife. (+1 Watchtower Perimeter, -5 Power, Negate Wildlife Attack Roll on Colony, -1 Space, Costs: 1200 M)

[] Build Surveyor: It is essentially a miniature MCV, the Surveyor can construct buildings from materials like the MCV a Surveyor can unpack into an outpost once it finds a suitable location. (+1 Surveyor, +2 Construction Action, Costs: 1500 M)

Research: With the lab set up, Liang and his team are waiting for your order on what to start first. (1 Action)

[] 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 HFV, Sonic Grenades, & Sonic Cannons) (1 Turn Required)

[] Zone Armor Tech: While you don't have access to the current generation Zone Armor currently in use by GDI. It does supply a variety of upgrade packages to make Colonial Militia Zone Troopers a combat effective fighting force. (Unlocks Zone Trooper Militia Training, Armory, Zone Armor, Zone Upgrade Packs, Zone Heavy Weapons, Jump Jets) (1 Turn Required)

[] Robot 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) (1 Turn Required)

[] 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 Tunnel Excavator, Subterranean APC, Drill Pod, and Tunnel Network System) (1 Turn Required)


-----------------​
AN: You'll notice that there is no Intrigue or Diplomacy equivalent were this a standard CK2 quest. Well it's because I can't think of any. Now for Military Actions think of each unit having 1 action. Diplomacy and Intrigue will open up at Turn 4 once the colony has developed. There will be no rolls for successful actions, only cumulative progress and if you find any goodies.

Your objective at the moment is to get everyone housing and start up your mining economy. You'll get new objectives next turn, but expect it to be building more housing for the incoming colonist at turn 3 and get a food stockpile up. Construction Materials is an arbitrary number similar to money that you can spend for your MCV to build buildings. Power works like in Command and Conquer, if the left number (amount of power drained) exceeds the right number (power generated), you enter low power mode, that means that buildings that require power are less efficient or not function at all like your automated defenses. Housing is sort of like Starcraft's supply, they are where your colonists will be living in and not having housing for 6 months is terrible and may lead people to die of exposure if not given housing. Housing Complexes are several apartments which is why it is fairly expensive.

Currently you Mine and Refinery is still in a 'Packed' state and will stay that way until you find an ore vein after which they will unpack automatically. Until then they will not do anything. Wind Turbines doesn't need space because they will be built on hill tops where very few buildings can be built there so I feel it is alright to not bother with that. You can also make Construction Material from Wood by turning them into Wooden Concrete which is currently under going testing irl.

Let me know if a mechanic isn't clear enough or I missed a mistake.

Moratorium in 4 Days and Voting will open for 3 days after Moratorium. Vote by Plan

Have Fun :^)
 
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Hmm tunneling is a must I'd say adding to this securimg the perimeter is a must as is prospecting.
 
We should also build Surveyor, 2 more construction action would be useful
 
Prospecting Mechanics
For those of you curious here is how the prospecting mechanics work. I haven't tested if this is a good system tho and it may change in the future.
10 D100 Rolls and each of them are rolled in order.

Copper 1: DC 20
Copper 2: DC 25
Copper 3: DC 25
Tin-Tungsten: DC 30
Iron 1: DC 25
Iron 2: DC 35
Iron 3: DC 35
Silver: DC 60
Gold: DC 75
Heavy Metals: DC 90
Heavy Metals include Platinum, Iridium, and Palladium.

If any of these rolls get a crit I'll roll on an event table to see what goodies you'll find.
1= Interesting Wildlife
2= Salt
3= Aluminium
4= Lithium
5= Fossil Fuel
6= Quarry Stone
7= Geothermal Activity
8= Gems
9= Radioactive Elements
10= Small Eezo Deposit
 
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We probably want to play it safe first? Maybe have the infantry stays, research subterra to grow faster and build the essential stuff first? We do have 4 or 5 construction action too I think
You have 4 from the ConYard and 1 or 2 from the Engineers. If you have your Engineers help construction and not go prospecting, you have 6 actions. If they are split with 2 jobs, they only give 1 Con Action.
We should also build Surveyor, 2 more construction action would be useful
Yeah, they are literal Mini-MCVs so unlike in C&C3 they can pack themselves back up and move to a different location while also be able to build like a Crane.
 
I mentioned in the bottom that Heavy Metals like Palladium or Platinum, lol. I'll roll a D4 or something on what heavy metals you are gonna get.
heh

Palladium would be nice as well as some Iridium or Uraimium or maybe some Boron.

gold is not exactly worth all that much when asteroid mining exists as you can just mine asteroids the size of continents made all most entirely out of solid gold
Pretty useful in some Medical, Electronic and Areospace applications though.
 
I have to ask, how many people equal 1 pop ? Considering we are colonizing the planet and to have a firm base to resist the invasion on the future.
 
@Warmach1ne32 hey with sonic tech could we develop something like those sonic deterrents that some campsites in the wilderness use to keep the local wildlife away.
 
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Well, things look good and I was trying to make a plan just one question how do we get more space? Because I ran into an issue there?
 
Is that Build a new Housing Complex by turn 2? Or does the one Lin brought count?
I'm currently interpreting the " - Build 1 Housing complex and 1 Barracks complexes by Turn 2 " bit to mean that we need to build another Housing complex and a Barracks this turn, which would use up all our space and draw more power than we have.

Other than that...
[] [IR] Patrol Perimeter: Have your infantry patrol the perimeter of the colony to prevent any of the local wildlife from getting someone injured. (Negate Wildlife Attack Roll on Colony)
2x[] [IR] Protect Prospecting Team: Have your infantry guard the people prospecting the mountains from getting attacked by the wildlife. (Negate Wildlife Attack Roll on Prospectors)
2x [] [EC] Prospect Valley Mountains: Before you can mine the earth, you'll need to find an ore vein so you won't be wasting your time. (4/4 Tries Remaining, Rolls 10 D100 to see if you find any metals to harvest)
[] [SP] Explore Surroundings: Snipers are trained to move unseen in the wilderness and would attract much less attention from any local wildlife than a whole battalion of infantry (Reveal surrounding Environments + information on local wildlife)
Scouting!

I also think that we should do the Wind Turbine Farm and Subterranean Research.
 
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We will need to build some housing and Barracks this turn though sleeping under canvas or in the Transport will be uncomfortable.
 
Well, Things are a bit tight so not the best plan in my opinion.

So I am thinking of a plan like this. Though I am open to more suggestions because this one really only meets the goals and is trying to discover what is around while trying to avoid the bottle neck on space and what looks like materials depending on how much we get.

[] [IR] Explore Surroundings: The initial surveyors only did a flyby of the area, have your infantry explore the area around the colony to get a better lay of the land (Reveal surrounding environment)
[] [IR] Protect Prospecting Team: Have your infantry guard the people prospecting the mountains from getting attacked by the wildlife. (Negate Wildlife Attack Roll on Prospectors)
[] [IR] Patrol Perimeter: Have your infantry patrol the perimeter of the colony to prevent any of the local wildlife from getting someone injured. (Negate Wildlife Attack Roll on Colony)

[] [EC] Prospect Valley Mountains: Before you can mine the earth, you'll need to find an ore vein so you won't be wasting your time. (4/4 Tries Remaining, Rolls 10 D100 to see if you find any metals to harvest) (Is it possible to do this twice because I can not think of anything that they would be good for right now.)


[] [SP] Hunt Local Wildlife: Using Ionized Railguns on local wildlife might be overkill but you never know if they encounter something the only a Railgun can penetrate. (Gain information on local wildlife & receive bonus food income)

[] Build Barracks Complex: Your soldiers will also need a place to sleep, they could sleep outside but they wouldn't be happy about it. (+1 Barracks for your soldier, -1 Power, -1 Space, Cost: 500 M)
[] Build Housing Complex: The colonists need roofs over so their heads so they won't die of exposure and have access to basic amenities like water and electricity. (+1 Housing Complex, Houses 20 Population, -1 Power, -4 Space, Costs: 2000 M)
[] Build Wind Turbine Farm: Wind Turbines is a cheap and hassle free form of power, the drawback is that it isn't as consistent as other power plants and during an invasion, very obvious targets. (+1 Wind Turbine Farm, +10 Power, Costs: 1000)
[] Build Surveyor: It is essentially a miniature MCV, the Surveyor can construct buildings from materials like the MCV a Surveyor can unpack into an outpost once it finds a suitable location. (+1 Surveyor, +2 Construction Action, Costs: 1500 M)

We really lack the space and material to do much at the moment and I think the Surveyor will come in handy with at least expanding somewhere else to get the space we need till we start digging underground. Though food is gonna be a bit tight I think if we go with this plan.

[] 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 Tunnel Excavator, Subterranean APC, Drill Pod, and Tunnel Network System) (1 Turn Required)

Material Cost: 5000
The new power will be: 6/15
 
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I would recommend shifting gold to silver. Gold in space is ridiculously abundant, to the point where it would basically be at the price of iron if widely mined. Silver on the other hand is very scarce, at least on an astronomical scale.
 
Well, things look good and I was trying to make a plan just one question how do we get more space? Because I ran into an issue there?
I did mention that once you research Tunnel Tech you can expand underground. You can also send the Surveyor to another area and build a 2nd settlement there.

Is there any chance for a tiberium asteroid to crash on shaanxi?
Nope, Scrin are terrified of the Reapers so they stay as far away from Mass Relay systems as they could.
- Build 1 Housing complex and 1 Barracks complexes by Turn 2
Just build a barracks, forgot to change that.
Is it possible to do this twice because I can not think of anything that they would be good for right now.)
Yes just add a 2x at the end.

I would recommend shifting gold to silver. Gold in space is ridiculously abundant, to the point where it would basically be at the price of iron if widely mined. Silver on the other hand is very scarce, at least on an astronomical scale.
I'll leave it up to the questors if they want silver or gold.
 
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