MUNICIPAL EMERGENCY NETWORK

DISASTER RESPONSE

Establishing uplink…

FIELD MANUAL 01

STANDING ORDERS

01 — Read the map

Nine districts. Civic Center is your house. Incidents light up as amber markers. Roads between districts can slow, jam, or close. Storms and floods rewrite the graph while you watch.

02 — Spend the floor

Rescue crews, medics, heavy gear, and transport are finite. Select an incident, assign what it actually needs, then dispatch. Units travel from Civic. Travel time is weather plus the road they have to take.

03 — Match the job

Fires want gear and crews. Wrecks want rescue and transport. Floods want gear and transport. Civilian clusters want medics and transport. Wrong units still grind, just slowly. Leave a job cold and it spreads, blocks a road, or writes casualties.

04 — Decisions stick

Ignore the yards and you inherit a chemical later. Save the harbor and South Flats stays reachable. Overwork a crew and they start the next shift short. Between missions you spend budget on bays, desks, and new service types.

05 — Clock and weather

The shift ends when the clock runs out — or when the casualty ceiling breaks. Pause with Space. Speed with 1 / 2. A weather desk upgrade shows the next front before it hits.

06 — Unlock the bench

Fire Brigade owns flames. Engineers open roads and kill floods. Airlift ignores the ground. Hazmat is the only clean answer to a chemical plume.

SHIFT 01 / 05

RISING WATER

ER-OPS-114

    DISASTER RESPONSE

    SHIFT 01

    MISSION CLOCK

    T+00:00

    WEATHER

    RAIN

    SAVED0
    CASUALTIES0
    LOSS0
    Fire F Wreck W Flood D Civilians C Chemical X Collapse K
    NET

    AFTER ACTION

    SHIFT CLOSED

      INFRASTRUCTURE WINDOW

      CIVIC ANNEX

      BUDGET 0

      Spend what the last shift bought you. New bays put more bodies on the floor. New service types change which jobs you can even touch.

      CAMPAIGN CLOSED

      EMBER RIDGE HOLDS