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Growing Horizons: Inner Sphere - Quest

[x] Army Men:
With the limited intelligence available, the Defense Council must make a decision whether to concentrate on the ground and aerospace forces or the space forces when it comes for the main defensive line. The policies outside of the local cluster are mainly ground and aerospace forces, but their spacecraft are a lot faster than any of the spacecraft available to the nations of the WCDC. So for the time being the best choice for a successful defense is to survey the ground forces and develop tactics and strategies to defend the local cluster on the ground.


[x] Inner Sphere Armor:
Modern armor as used by the Three Systems compares favorably with the armor used by the Inner Sphere in trials reaching 95% of the protection value of the pieces of Armor donated by Köhler Military Services. However, protection against the weapons used in the Inner Sphere has a comparably high importance. So steps should be made to replicate and maybe even improve on the armor used by the Inner Sphere.
Time: 3 turns, Chance of Success: 65%, Reward: Inner Sphere equivalent Armor, 40% chance of higher protection (1d20% more protection)
 
Turn 8 - Summer 2176/3026
Turn 8 - Summer 2176/3026

WCDC Defense Council:

(1 action)

[] Future Space Combat Craft: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 7 - Failure
Roll 2 of 4, Roll 1d100: 37 - Marginal Failure
Roll 3 of 4, Roll 1d100: 24 - Failure

More and more problems made themselves known to the Think Tank for the Future Space Combat Craft. There were no standardized weapon systems, no standardized life support equipment and a whole slew of other things that made the project harder and harder, leaving some team members almost tear their hair or feathers out.

It looked grim for the project and the higher up echelons of the Defense Council began to wonder whether to make changes to the think tanks.

active for 1 more turn

[] Army Men: - 3 votes active
Time: 3 turns, Chance of success: 75%
Roll 1 of 3, Roll 1d100: 49 - Success

Finally, it was time to get a good look at the ground and aerospace forces of the WCDC nations, in the minds of the Defense Council, something considered a bit late by some, as there had already been a good look at the various weapon systems of said ground forces.

The ground forces were to be the last line of defense against any invading Inner Sphere power and would need to not only fight against Battlemechs, but also make sure that any other ground forces would have a bad time. So to best make use of the forces within the WCDC and develop strategies against the predominating tactics of the Inner Sphere, it was needed to take a close look at the size and makeup of all ground forces within the WCDC.

One of the first thing to make note of however was that the various nations of the Aldmoru in 61 Virginis didn't have what others would think of as ground forces, as their habitats and worlds were almost entirely low and microgravity worlds and has at least two and a half millennia of experience of fighting in these environments. It was hard to decide whether they would be categorized as Marines/Espatiers or conventional Army/Air Force.

actibe for 2 more turns


WCDC Survey Office:

(0 actions)

[] Deep Signal Intelligence: active
Time: 4 turns, Chance of success: 70%
Roll 1 of 4, Roll 1d100: 56 - Success
Roll 2 of 4, Roll 1d100: 82 - Success
Roll 3 of 4, Roll 1d100: 3 - Failure

For the most part the Deep Signal Intelligence operation was successful in this quarter, with a number of systems seeded with the observation satellites.

As soon as the DSI Squadron sent into the Circinus system itself began its work, it was detected and hailed, with several Dropships launching from the capital world of the Circinus Federation. While orders had been given to go and try to appear as jumpships if detected, the communication coming from the Circinus dropships indicated that lingering overly long would be a problem.

In a decision that came hard to the commander of the squadron, the squadron retreated by one light year, to plan for the continued operation and find a way to emplace the satellites. The satellite that had already been placed was written off and through its programming activated its self-destruction charges. It did not however keep the Circinus dropship from recovering some debris from the satellite, which were given over to the Analysis Division of the Federal Intelligence Command.

Result: The Circinus FIC knows someone is snooping around
active for 1 more turn1

[] Rimworlds Research: active
Time: 8 turns, Chance of success: 25%
Roll 1 of 8, Roll 1d100: 24 - Fail
Roll 2 of 8, Roll 1d100: 65 - Marginal Fail/Almost Success
Roll 3 of 8, Roll 1d100: 41 - Fail
Roll 4 of 8, Roll 1d100: 94 - Success
Roll 5 of 8, Roll 1d100: 61 - Marginal Fail/Almost Success

It seemed that the Erdvynn Project was fated to have severe problems from the start. Not only had the project lingered in a sort of Limbo for months, but as soon as the Erdvynn squadron had gone half the way, an unfortunate incident happened.

One craft, the transport MacBeth, encountered a small asteroid upon leaving Heim-Feynman Space, destroying half its radiator systems, it propulsion and loosing most of its cargo. The worst problem however was the loss of its Heim-Feynman Event Generator, which made is necessary to leave the craft behind. Additionally, the quickly rotating drive rings of the HFEG shattered during the incident and two large pieces, each weighing at least fifty tonnes, impacted in the nearby Escort USS Porter, destroying half of its armament, penetrating its armor and opening up the water propellant tank in the quadrant, as well as the small gravity deck.

The incident made it necessary to leave the transport behind, while the Porter had to return to the Walker Cluster, escorted by another Escort HMS Encounter, leaving only seventeen spacecraft to complete the Project.

active for 3 more turns


WCDC Diplomatic Corps:

(0 actions)

[] We want to help II: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 52 - Success
Roll 2 of 4, Roll 1d100: 51 - Success

The missions to the ten systems arrived at their destination, where they were welcomed, though on Santa Alvarez and Farnham's Planet the reception was icy, thanks to the split political reality on both worlds. In both cases, the diplomatic missions chose to select on of the multiple nations to land and initiate talk, leaving the other nations to wait, not something they were keen on, as they feared these nations would get help over them.

While the diplomatic climate on Santa Alvarez and Farnham's Planet worsened, it was not a situation that would lead to one of the frequent wars, especially on Santa Alvarez, where nuclear missiles were a big concern.

active for 2 more turns

[] We need new members: active
Time: 2 turns, Chance of success: 20%
Roll 1 of 2, Roll 1d100: 97 - Success
Roll 2 of 2, Roll 1d100: 40 - Failure
Combined: 68 - Failure

Even if the talks with the thirteen of the fourteen nations outside of the WCDC had been successfully initiated and some diplomatic arrangements made, none of the fourteen nations showed any willingness to become a member of the WCDC.

It was suspected that, in the case of the Interstellar Federation, the Russian Federation wanted to work towards receiving strong concessions and more power within the WCDC, before they were willing to become a member. As such it was considered a repeat of the initial talks that had led to the formation of the WCDC.

Still, the diplomats were sure that eventually, they would talk some nations into joining.

Reward: The action may be attempted again


WCDC Trade Organization:

(0 actions)

[] Economic Ties: active
Time: 3 turns, Chance of success: 60%
Roll 1 of 3, Roll 1d100: 34 - Failure
Roll 2 of 3, Roll 1d100: 61 - Success
Roll 3 of 3, Roll 1d100: 80 - Success
Combined: 58 - Success

More and more ideas had been shared with the various economists of the Trade Organization and slowly a workable model for an interstellar economy had emerged.

While there was little need to transport raw materials and most industrial products between systems perfectly self-sufficient, there were still enough things to trade that would make the economy successful and permit growth. Even stock trading would be possible and lucrative again, after it had become dominated by electronic means.

In the end, the incentives given to the various shipping and trading companies within the Three Systems lead to the growth of the merchant marine, though most transports were designed for passengers and electronic data.

Reward: +10 on internal trade actions, official WCDC merchant marine

[] Scientific-Industrial Complex: active
Time: 3 turns, Chance of success: 70%
Roll 1 of 3, Roll 1d100: 70 - Success
Roll 2 of 3, Roll 1d100: 96 - Crit Success (Roll 1d100: 28)
Roll 3 of 3, Roll 1d100: 13 - Fail
Combined: 59 - Success

One past the initial Hype surrounding the interstellar Scientific-Industrial Complex and several high profile cooperations between researchers and private industry, it was as if more pessimistic heads had taken control. There were little in the way of cooperation between the systems, as the Trade Organization noted they would soon stop giving out incentives to companies to work with researchers from other systems.

It was something that the economists had expected to happen. Before, the Trade Organization had paid for the majority to transports to carry scientists into other systems, but now the companies would have to pay for themselves.

The economists remained positive however, the great Hype might have been short, but the high profile results would certainly make sure that the project was a success and that slowly the Interstellar Scientific Industrial Complex would grow.

Reward: +10 on trade actions initiated by the scientific community


WCDC Office for Science and Development:

(1 actions)

[] Inner Sphere Heatsinks: active
Time: 3 turns, Chance of success: 65%
Roll 1 of 3, Roll 1d100: 17 - Fail
Roll 2 of 3, Roll 1d100: 19 - Fail

There was little in the way of any progress in the attempt to investigate Inner Sphere heat sink technology. While there were some theoretical models made and even a physical test model, the test model had a much lower efficiency, not even 25%, compared to the actual heat sinks employed by the Inner Sphere.

The problem was simple for the most part. Without a physical model to take a good look at, it would be hard to copy the technology.

active for 1 more turn

[] Inner Sphere Armor: - 3 votes active
Time: 3 turns, Chance of Success: 65%
Roll 1 of 3, Roll 1d100: 69 - Success

Where the teams working on the Heat Sink technology were lacking any physical models to take apart and make use of, the new project to attempt and copy, maybe even improve on Inner Sphere armor was much more successful.

Indeed, there were several physical samples of armor plate available from Köhler Military Services, and they were closely studied by the researchers. The analysis of the armor was pretty straight forwards.

Inner Sphere armor turned out to be a composite armor as used by any of the militaries within the WCDC. The first layer is an extremely strong, but brittle titanium-iron alloy, the result of crystal alignment and radiation treatment. The second layer is a ceramic, cubic boron nitride, which combined with a web of artificial diamond fibers acts as a backstop to the steel layer. These two layers rest atop a titanium alloy honeycomb structure which provides support, and a layer of self-sealing polymer sealant which allows for space and underwater operations.

It would certainly be possible to straight up copy this form or armor, using specialized fabricators, but perhaps it would be possible to improve on the armor and several researchers already had an idea or two.

active for 2 more turns

Random Event: - Trader Arrival at habitated planet outside the Walker Cluster - Solidarność

On August 4, 2176/3026 a trader arrived in the system of the planet Solidarność, in the form of the Merchant class jump ship Valerian, carrying two Mule class dropships, the Albatross and the Big Bargain. As it turned out the trader was a relatively common sight on Solidarność, coming once every five or six years, trading in some raw materials, food and industrial products from the planet for materials and technology from the Inner Sphere.

This last item lead to the involvement of the WCDC diplomatic team with the trader, buying a few samples of IS technology.

It was however not enough for Tomasz Jarosinski, one of the young aides of the team. He had his eyes on a KK78 Laser Pistol one of the traders had to offer. The trader himself readily told Tomasz that the pistol was very, very valuable and had belonged to a hero of the Star League, which, of course, was far from the truth, as the KK78 was a common laser pistol within the Inner Sphere. The young man however bought the story without problem, but not without some deviousness on his own part.

Seeing the high price for the pistol, he tried to find a way to pay for it and found it in the tablet he was using. It was a commonly used tablet computer, a completely open source design, from the software to the hardware and easily produced by a home desktop fabricator within two days. The mission was using hundreds of these tablets, preloaded with data about the WCDC during the initial programming of the device. Tomasz was sure that some tablets would not be missed, so he got his hands on twenty of them and exchanged them for the laser pistol.

While the trader was now the owner of twenty low cost and low power tablet computers, he himself was of the opinion that he had received priceless Star League artifacts from a periphery hick, something he could turn into much money fast once he had returned into the Inner Sphere.

And so, both sides left the trade in the knowledge to have outsmarted the other side.

It would not be the only tablet computer that would end up in the hands of the trader and his crew, as several ended up in the hands of crew men who were impressed by the pre-installed games and media collections.
 
Turn 9 - Autumn 2176/3026
Turn 9 - Autumn 2176/3026

WCDC Defense Council:

(0 actions)

[] Army Men: active (2 turns)
With the limited intelligence available, the Defense Council must make a decision whether to concentrate on the ground and aerospace forces or the space forces when it comes for the main defensive line. The policies outside of the local cluster are mainly ground and aerospace forces, but their spacecraft are a lot faster than any of the spacecraft available to the nations of the WCDC. So for the time being the best choice for a successful defense is to survey the ground forces and develop tactics and strategies to defend the local cluster on the ground.
Time: 3 turns, Chance of success: 75%, Reward: Full survey of all ground forces available on all major worlds, initial tactics to defeat BattleMechs, +5 to engagements against BattleMechs

[] Standartized Equipment (Space):
Taking a book from the old NATO in the 20th and 21st centuries on Earth, some people within the Defense Council begin to think it is the nations of the WCDC begin the development of standardized equipment as early as possible, so that any defense against pirate raids or the polities of the Inner Sphere can be improved. As the Inner Sphere seems to employ largely ground forces to combat each other, it is only natural that these ground forced need to be intercepted and defeated in space and easier with standardized equipment.
Time: 4 turns, Chance of success: 70%, Reward: Initial Designs for standardized space force equipment, weapons and weapon delivery platforms, +5 to developments of space weapons


[] Future Space Combat Craft: active (1 turns)
With the Kearney-Fuchida Fusion Thruster in development, the future of space combat is about to change, as soon as the first prototypes are in development. So it only makes sense if the Defense Councils Think Tanks begin to think about future space combat craft and their roles. How will use of Escort, Guard and Bombardment craft change with the much more powerful thrusters' ad multi gravity accelerations? How will weapons systems need to change to be equipped for the new combat environment?
Time: 4 turns, Chance of success: 60%, Reward: Basic initial designs for light combat spacecraft, new economic action once Kearney-Fuchida Fusion Thruster are available for production

[] It's a Gundam!:
With Battlemechs having gotten a crucial inspection and watches during training and maneuvers, the 'Mech Heads' among the observers have gushed with praise for the effectiveness of Battlemechs and started to get more and more observers to their side. Combined with the fact that everyone is the Inner Sphere has used Battlemechs for centuries and found no better combat vehicle, it is only natural that the WCDC should adopt Battlemechs and develope their own to adopt this new weapon to replace the now outdated Combined Arms doctrine.
Time: 3 turns, Chance of success: 60%, Reward: Battlemech technology development action, +5 on Battlemech development, Battlemechs become the primary replacement for combined arms
If this is selected Combat Evolved is unavailable. If Unsuccessful, Combat Evolved gets a 10% higher chance of success during the next action.

[] Combat Evolved:
With Battlemechs having gotten a crucial inspection and watches during training and maneuvers, the 'Tankers' remained on top of the few 'Mech Heads'. While Battlemechs are impressive weapon system carriers, they remain extremely complex machines that needs significant maintenance and repairs, even after simple overland trecks. While there are one or two specialized roles where a Battlemech can support conventional Combined Arms doctrine, they should not be considered a replacement for tanks and other weapon system carriers.
Time: 3 turns, Chance of success: 60%, Reward: Tank technology development action, Battlemech development action for specialized Battlemech, +5 on conventional ground vehicle development, Combined arms remain main doctrine
If this is selected It's a Gundam! Is unavailable. If Unsuccessful, It's a Gundam! gets a 10% higher chance of success during the next action.

[] System Defense MKI:
With the Raytan Jump Point Defense Station available for construction, it would be a good idea for yards within the Three Systems to build a few of them and emplace them within the Jump Points of their systems.
Time: 4 turns, Chance of success: 75%, Reward: Two Raytan Jump Point Defense Stations placed into the Jump Points of Sol, 61 Virginis and Bety Hydrii, +15 against belligerent jumpships and dropships


WCDC Survey Office:

(0 actions)

[]Further Survey:
Following the Initial Survey, more information should be gathered further outside of the Walker Cluster and the already known space.
Time: 4 turns, Chance of success: 65%, Reward: (10+2d20) systems from 60 to 90 ly discovered, followup action allows surveying the remaining space

[] Deep Signal Intelligence: active (1 turns)
With the information provided by the mercenaries of Köhler Military Services it is possible to begin some long range intelligence gathering missions. Initial targets of these missions would be the Lothian League and the Illyrian Palatinate.
Time: 4 turns, Chance of success: 70%, Reward: Simple signal intelligence network that needs to be regularly visited to collect the intelligence

[] Rimworlds Research: active (3 turns)
From the information already gathered, there appears a now defunct polity to the core-spinwards of the position of the Walker Cluster, the Rimworlds Republic. It has apparently been destroyed in the massive war that destroyed the Star League, following a coup. Considering the massive use of warships and ground forces in the area, it might be possible to find one or two battlefields and potentially recover technology from any dropship or warship wreck.
Time: 8 turns, Chance of success: 25%, Reward: Discovery of an old Battlefield, 1d6 jump ships and 1d4 derelict warships, 30% chance of one recoverable jump ship, 15% chance of one recoverable warship

[] Abandoned Settlements:
The initial Survey has discovered several previously habitated worlds where the initial settlers seem to have died out of left for greener pastures. Maybe it would be a good idea to take a closer look at these worlds and look for anything the old habitants might have left behind. Maybe it would also be possible to resettle these worlds, if the ecology allows it.
Time: 3 turns, Chance of Success: 60%, Reward: Discovery of 1d10 useful artifacts, 1d4 of these worlds can be resettled

[] Permanent Survey Squadrons:
Following more than a year of cooperation between the various nations and their space forces to survey the large volume of space around the Walker Cluster, someone within the Survey Office suggested it might be a good idea if they could request these space craft and squadrons to be semi-permanently attached to the Survey Office. Such a move would further cooperation between the nations as well as allowing the crews to do what they apparently did best, Survey and gather intelligence.
Time: 2 turns, Chance of Success: 60%, Reward: 20 squadrons removed from military and attached to the Survey Office, +10 to survey and intelligence actions


WCDC Diplomatic Corps:

(1 action)

[] We want to help II: active (3 turns)
Seven more systems outside of the local cluster have been discovered to be the home of humans. Every one of them remembers a bit of their past and it would be a good idea to offer them help and in the least open diplomatic relations with them.
Time: 4 turns, Chance of success: 60%, Reward: diplomatic relations with Ten more human systems, new Trade option available

[] We need new members:
There are 14 nations in the Three Systems that have declined to become members of the WCDC. The Three Systems can't effort to have some nations working on cross purposes and endanger the entire rest of the Walker Cluster. So there is a need to get them aboard and into the WCDC.
Time: 2 turns, Chance of success: 25%, Reward: 1d6 nations of the 14 nations that declined WCDC membership initially, become WCDC members

[] Humanitarian Aid II:
With the formation of the Prometheus Foundation, it would be a shame not to make use of it. As such, it might be useful to send out a diplomatic mission to one of the neighboring systems discovered recently, and offer the planet some humanitarian aid. Rumors within the Foundation note they have been able to produce a couple of Planetary Settlement Kits, usually meant to establish new settlements on habitable worlds.
Time: 3 turns, Chance of success: 50%, Reward: +10 on diplomatic action on targeted world, targeted world is slowly brought up to a Walker Cluster tech level
Please select a world from the list of Known Habited Worlds neat the Walker Cluster


WCDC Trade Organization:

(2 actions)

[] Military-Industrial Complex:
The industry always profited by working closely with the military and in these trying times of massive change brought by the mere idea of the Inner Sphere and the Successor States this was only going to increase. So it would only be logical and prudent of their ties between the military and industry was strengthened. Not only in the Three Systems internally, but going as far ans integrating the military and industry of the entirety of the Three Systems.
Time: 3 turns, Chance of success: 70%, Reward: +10 on trade actions initiated by the military

[] Standartized Ground Weapon Systems
Following the work by the Defense Council on cataloging the military weapons of all nations part of the WCDC, they were able to come up with some recommendations concerning the development of new standardized equipment. Giving it out to the various contractors building these weapon systems, it was going to be time to begin trials to select these weapons.
Time: 4 turns, Chance of success: 60%, Reward: Standardized Weapon systems for ground combat, +5 to ground combat

[] New Fusion Drives:
As the Kearney-Fuchida Fusion Thruster has been successfully understood by the scientists, it is now the turn of the engineers and corporations to turn that knowledge into a viable fusion thruster that can be used in future spacecraft.
Time: 4 turns, Chance of success: 70%, Reward: Various companies within the Three Systems now produce Kearney-Fuchida Fusion Thrusters of various sizes and power levels


WCDC Office for Science and Development:

(0 actions)

[] Great Unifying n-Dimensional Theroy:
One thing that has come out of Doctor Sandoval's talks is Kearny-Fuchida theory has a few similarities with Heim-Feynman theory. Now, there are some within the Scientific community that believe it should be possible to integrate both theories into a single theory. A theory that can only lead to new knowledge and scientific advancement.
Time: 8 turns, Chance of success: 50%, Reward: Great Unifying n-Dimensional Theroy, new research action

[] Hypercom:
With Kearney-Fuchida slowly percolating through the scientific community, some physicists have locked on the information that the theory can be used for FTL communication. Not knowing all that much about the method of communication, some of these researchers nonetheless thing it should be possible to develop an FTL communication system out of the currently knowledge of Kearney-Fuchida theory.
Time: 6 turns, Chance of success: 40%, Reward: FTL communication system, 50% for Black Box, 50% for Hyper Pulse Generator

[] Inner Sphere Heatsinks: active (1 turns)
Following the observation of the Battlemechs and closer inspections led some engineers to wonder if it would be possible to replicate the technology for heat sinks. Currently the fusion reactors of modern MBTs were making use of large radiators and forcing cooler air through them with high volume blowers. If the technology could be replicated, and maybe improved, the technology could be used to replace current day radiator systems.
Time: 3 turns, Chance of success: 65%, Reward: Inner Sphere equivalent Heatsinks, 40% chance of higher efficiency heat sinks (1d100% more efficient)

[] Inner Sphere Armor: active (2 turns)
Modern armor as used by the Three Systems compares favorably with the armor used by the Inner Sphere in trials reaching 95% of the protection value of the pieces of Armor donated by Köhler Military Services. However, protection against the weapons used in the Inner Sphere has a comparably high importance. So steps should be made to replicate and maybe even improve on the armor used by the Inner Sphere.
Time: 3 turns, Chance of Success: 65%, Reward: Inner Sphere equivalent Armor, 40% chance of higher protection (1d20% more protection)

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

There are two Trade actions and one Diplomatic Actions open.

The vote will be closed on Wednesday.
 
[X] Humanitarian Aid II: Pandemonium

[X] New Fusion Drives

[X] Standartized Ground Weapon Systems
 
Last edited:
:unsure:

The tablets making their way to the Comstar will be hilarious.

[X] Humanitarian Aid II: Pandemonium

[X] New Fusion Drives

[X] Standartized Ground Weapon Systems
 
Way more hilarious than OTL AEwaB, when they just got, Moderan-Day electronics.
Especially once they discover that its one integrated block of stuff, printed in place, impossible to take apart and readily made for twenty bucks in raw materials with a 500 buck desktop fabricator.

On that matter, IS computers are as powerful as Three Systems computers, but IS computers are mostly very, very powerful mainframes with all the programming tricks those need, as IBM, DEC and other companies never got into microcomputers. And networking never caught up that much in the IS past.

Anyway... I have something 'fun' planned...
 
Especially once they discover that its one integrated block of stuff, printed in place, impossible to take apart and readily made for twenty bucks in raw materials with a 500 buck desktop fabricator.
Also. They will also discover that those electronics have self-repairing/self-healing properties. The Toaster Worshippers will lose their frickin minds with this one.
 
Also. They will also discover that those electronics have self-repairing/self-healing properties. The Toaster Worshippers will lose their frickin minds with this one.
Not all of them. Certainly not open source designs that everyone can print fabricate at home for 20 bucks.

You gonna take a vote, Durabys?
 
Last edited:
[X] Humanitarian Aid II: Pandemonium

[X] New Fusion Drives

[X] Standartized Ground Weapon Systems
 
Turn 9 - Autumn 2176/3026 Results
Turn 9 - Autumn 2176/3026

WCDC Defense Council:

(0 actions)

[] Army Men: active (1 turns)
Time: 3 turns, Chance of success: 75%
Roll 1 of 3, Roll 1d100: 49 - Success
Roll 2 of 3, Roll 1d100: 53 - Success

More and more information comes in and there are a few surprising pieces of information, but in the end there is little actually new for the think tank, as they continue their work to collate all the data that can be gathered about the over 250 national militaries.

active for 1 more turn


[] Future Space Combat Craft: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 7 - Failure
Roll 2 of 4, Roll 1d100: 37 - Marginal Failure
Roll 3 of 4, Roll 1d100: 24 - Failure
Roll 4 of 4, Roll 1d100: 40 - Almost success
Combined: 27 - Failure

In the end, the conduct and the problems within the Think Tank turns out to be too much as that there would be any success with the project.

It was not only the fact that the entire group decided to collectively play a VR game the moment one of them introduced it, but also the fact that the people of the thing tank had dissolved into bickering groups once the actual work had finally been taken up. Animosity between people within the think tank had boiled over and at least twice it had come to blows.

So the higher management of the Defense Council have decided they would allow the other team to complete their project, but that the mostly freewheeling work had to be more regimented for it to work out better.

Reward: New Action to replace the Think Tanks with better Project Teams, Action may be repeated after the implementation of the new Project Teams

WCDC Survey Office:

(0 actions)

[] Deep Signal Intelligence: active
Time: 4 turns, Chance of success: 70%
Roll 1 of 4, Roll 1d100: 56 - Success
Roll 2 of 4, Roll 1d100: 82 - Success
Roll 3 of 4, Roll 1d100: 3 - Failure
Roll 4 of 4, Roll 1d100: 89 - Success
Combined: 57 - Success

Even with the incident that led to the possible discovery of one of the Squadrons by the Circinus Federation, the Operation has been a success.

All three of the nearby 'small' star nations have been seeded with intelligence gathering satellite networks. The routes to these nations and back have been mapped out and the navigational data is clear. It will be easy and quick to go to do a circuit around the various satellite networks to gather the collected data and return it to Berlin.

Reward: Simple signal intelligence network that needs to be regularly visited to collect the intelligence

[] Rimworlds Research: active
Time: 8 turns, Chance of success: 25%
Roll 1 of 8, Roll 1d100: 24 - Fail
Roll 2 of 8, Roll 1d100: 65 - Marginal Fail/Almost Success
Roll 3 of 8, Roll 1d100: 41 - Fail
Roll 4 of 8, Roll 1d100: 94 - Success
Roll 5 of 8, Roll 1d100: 61 - Marginal Fail/Almost Success
Roll 6 of 8, Roll 1d100: 12 - Failure

The Erdynn Project finally arrives in the system believed to be Erdynn and begins its search, the spacecraft of the diminished squadron spreading out to search for something, anything in the system that could be of interest.

Nothing is to be found however during the two and a half months that the spacecraft are searching and slowly there are suspicions that come up concerning the system, but there is nothing concrete. Eventually, the squadron meets up around the sole habitable planet, the project leaders planning to send a shuttle down to the surface.

active for 2 more turns

WCDC Diplomatic Corps:

(1 action)

[] We want to help II: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 52+5 = 57 - Success
Roll 2 of 4, Roll 1d100: 51+5 = 56 - Success
Roll 3 of 4, Roll 1d100: 48+5 = 53 - Success

The diplomatic missions continue to give good results, though sometimes the idiosyncrasies of the planetary populations give the diplomats pause.

The people of Pandemonium almost always manage to make the diplomats stumble, as they have been selected from both the United Kingdom and Arabia. But none of them area ready for dealing with Bedouins that talk deep, darkest Cockney.

On Farnham's Planet, the hatred between the two planetary nations has almost led to a war over the next two months, as the rhetoric between the two kingdoms intensifies, both strongly attacking the other verbally for their apparent break with Marx, Engels, Lenin... It remains unclear wither either of the monarchs and their nobles are aware of the irony of their statements.

The nations of Santa Alvarez in contrast have somehow managed to come closer together as they are informed about the state of the outside galaxy and especially Nuevo Tejas, a nation that closely resembles Texas in its outlook on life, seems willing to bury the hatchet with Gran Bolivar and Hispanola for a better defense against outside threats.

The best results are made on Solidarność and Washington, where the somewhat modern technology gives both planetary governments are better idea about the potential outside threats. On Washington, one lobby group comes out strengthened, as they have tried to advocate for building native Washingtonian jump ships, something that the planet is capable of doing for the past four hundred years, but has not done due to insufficient need.

All in all it was a successful time for the various diplomatic teams.

active for 1 more turn

[] Humanitarian Aid II: - 4 - Pandemonium
Time: 3 turns, Chance of success: 50%
Roll 1 of 3, Roll 1d100: 49+5 = 54 - Minor Success

The success of the Prometheus Foundation on Hannover has given the NGO a shot in the arm, after their not successful start, but they have managed to acquire several additional FTL capable space craft, bringing their number up to full squadron strength. The past few months since Hannover, the Foundation has also set up a small production line for complete Planetary Settlement Kits.

As the next target, the Foundation selected Pandemonium, the desert world colonized by the English and turned into desert dwellers. Here, not a 'mere' there PSKs are taken to the world, but ten, considering the comparably low technological development of the world. One on orbit around the planet, the Foundation contacts the diplomatic mission already on the planet and some time later a shuttle arrives at the Brimingham Oasis for a closer contact and talks with the Council of Elders.

active for 2 more turns


WCDC Trade Organization:

(2 actions)

[] Standartized Ground Weapon Systems - 4
Time: 4 turns, Chance of success: 60%
Roll 1 of 4: Roll 1d100: 21+10+10 = 41 - Minor Success (Stonger Economy, Economic Ties)

Finally, it is time to begin the work on Standartized Ground Weapon Systems, after the WCDCTO has heard of the problems that had popped up during some projects in the Rocky Mountain Arcology concerning advanced space craft. The contacts to the Defense Council are adamant about beginning this economic project that would provide standardized weapons to the various national militaries, the number of them to replace older weapons enough to vitalize the defense economy.

So, having learned from past mistakes, even though they had almost been repeated, the Trade Organization begins to send out Requests for Designs to the many defense contractors of the various nations, containing the complete documents from the Defense Council think tank available for a while now.

active for 3 more turns

[] New Fusion Drives: - 4
Time: 4 turns, Chance of success: 70%
Roll 1 of 4, Roll 1d100: 98+10+10+10 = 128 - Crit Success (Roll 1d100: 31) (Stonger Economy, Economic Ties, Scientific-Industrial Complex)

The other development project the WCDCTO began was that for the new fusion drive. There were of course many companies in the development and the production of fusion drives already, and they all knew that as soon as the first of the new fusion drives were to hit the market, they would be out of customers.

As a response to that potential threat to their business, each of the companies greedily accepted the full scientific papers to present to their engineers and engineering AGIs. Another response was the formation of new joint-ventures specially to develop, build and sell these new fusion thrusters. Some of these joint-ventures were even formed between different systems, with Interstellar Thruster Works being formed by three companies, each from one of the Three Systems.

active for 3 more turns


WCDC Office for Science and Development:

(0 actions)

[] Inner Sphere Heatsinks: active (1 turns)
Time: 3 turns, Chance of success: 65%
Roll 1 of 3, Roll 1d100: 17 - Fail
Roll 2 of 3, Roll 1d100: 19 - Fail
Roll 3 of 3, Roll 1d100: 42 - Success
Combined: 26 - Failure

Eventually, one of the development teams for the Heatsink technology managed to talk Doctor Sandoval of Köhler Military Services into allowing them to take one of the heat sinks apart and take a close look at them. They would have to put it back together however, as it belonged to one of the mercenary units Pheonix Hawk 'mechs, undergoing repairs after some mishaps during training.

After the coolant was drained, in this case a high boiling point hydrocarbon, the team could take a close look at the heat sink, measuring its components and function.

However, the project ended before any progress could be made. Leaving just some data on the heat sink to be picked up by other followup teams.

Reward: Action may be tried again with 70% chance of success

[] Inner Sphere Armor: active (2 turns)
Time: 3 turns, Chance of Success: 65%
Roll 1 of 3, Roll 1d100: 69 - Success
Roll 2 of 3, Roll 1d100: 24 - Failure

As soon as the research team looking into IS armor had analyzed the pieces they got from KMS, they encountered problems. Computational analysis of the initial data did not show the observed effectiveness of the armor, making the team wonder about their data.

They analyzed the armor again, but again, the data did not lead to the results expected. Over the course of several weeks the samples were analyzed again and again, refined to a degree that a fabricator was used to analyze the armor to the atomic level, but the computational analysis continuously not meeting up with the observed test data.

Eventually it turned out that the analysis program used by the research team had several bugs in it that messed up the initial data and time had to be spent to correct the bugs.

active for 1 more turn

Random Event: - Well regarded politician dies

London Times said:
The Emperor Of Jerat Is Dead
On September 3, 2176, the 37th Emperor of Jerat has died at the age of 76 years.

...

The Empire of Jerat now goes into a two-week period of mourning, during which all work, whether governmental, civil or military will come to rest. Following this time of national mourning, the Priests of the Imperial Faith will begin their search for the new Emperor, who is said to be the reborn soul of the old Emperor and born on the exact moment the Emperor has died.

...

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

He did not know where he was. His eyes were open, but he could not see. Or rather, he could see, but all he saw was black. A few moments passed, and he thought that he could see the shade of perfect blackness chance to another shade of perfect blackness. Then it changed again. And again. It took another few moments to realize that the surrounding blackness was always changing.

There was no panic as he looked around in the perfect blackness, trying to find patterns around him. Trying to find something, anything. No panic, no fear.

It was suddenly there. The creature.

It stood there in the darkness of the always changing blackness, as if standing on a floor, while he himself seemed to float like in microgravity. It visible as if illuminated by the light of day.

He tried hard to gauge its size. It could be the size of a horse, standing just a few meters away. It could be smaller, standing closer. Or much, much larger, standing far away.

The creature had four legs, two arms and a pair of wings sprouting from its back. It looked much like an old dragon, if one put a pair of arms to its chest. It was covered in brown fur like feathers or feather like fur and its face has not two, but six open eyes, each seeming to contain the same everchanging blackness as was surrounding it.

Those black eyes were looking at him and its head tilted to a side, judging him.

"Who are you, Child of Kerensky?" the creature asked, its voice soft and curious. He realized that he could perfectly understand the creatures question, even as he knew it was not speaking in a language that could be pronounced by a human tongue.

He opened his mouth to answer, to give his name to the creature, but it held up one of its hands, stopping him from giving his answer.

"Who is it that you revere?" it asked. "The father or the son?"

Slowly the creature began to walk, moving around him, as it kept its black eyes on him.

"The father? The man who swore to protect his lord and his lands? The man forced into the most despicable acts by circumstance and his belief in what he protected above all? Who in the end lost it all and fled as a broken man? Who tried to rebuild in exile and lost all again before he died? A man who was always true to himself, an honorable man and a protector?"

He could feel the creatures gaze glance at his back.

"Or the son? Who was broken long before his father by the constant danger, as the father was away to protect him and the lands? Who, in this broken state turned to become ambitious and power hungry, killing his own brother? Who went into exile and created a society, only to conquer what he left behind, to remake it in his own image? A man who told lies to his followers to destroy those who rejected his 'truth'? A Conquerer?"

The creatures words rang in his ears as it came around again, moving closer and its six open, everchanging black eyes staring into his own, as if to stare into his soul.

"Who are you, Son of Kerensky? Who do you follow?"

The creature paused.

"What are you?"

The pause lasted longer as he felt himself wondering.

"Are you a Conquerer?" it asked and to its left, the everchanging black of their surroundings seemed to open a rift, allowing him to see into real space.

"Who goes out to conquer entire worlds for your own advantage and aggrandizement?"

The rift showed how dropships descended from the sky of a planet, landing on and crushing buildings of a city. It bays opening and large masses of... things swarming out of them. Things of flesh, skin, feathers, fur, scales and metal that moved in a frenzy as they demolished buildings, destroyed vehicles and ripped people, that weren't people, apart.

"Who crushes everything before him, leaving nothing of consequence to rule over? Who will slink back when defeat comes near?"

Another rift opened up to the right of the creature.

"Are you a Protector?" it continued. This rift showed a different image, but perhaps it was from a different angle to that image of the left rift.

"Who goes to protect those who cannot protect themselves from those that want to conquer?"

The right rift showed a large 'mech, a Wolverine, accompanied by infantry vehicles and infantry. They were fighting their way through the things that had swarmed into the city, firing their weapons lasers and autocannons into the teeming masses, destroying countless of the things. But there were always more it seemed. They practically swarmed all over the 'mech and the vehicles starting to cover them with their bodies, even as their weapons continued to speak in fury and defiance, while they ripped apart the infantry. As it was covered up completely, there was an intense flash of light as the 'mechs pilot seemed to had ignited a nuclear device in his 'mech.

"Who will do everything in his power to defend what it is yours? Fighting until the end, sacrificing yourself to buy reinforcements the time to arrive or to facilitate an evacuation?"

The last image of the mech, covered by the unnatural things remained in his mind, showing him a number painted in the mechs arm. '331'

The creatures face came much closer to his face, until he could almost feel its muzzle touch his nose, feel its breath on his skin.

"Who are you, Joshua Wolf of Clan Wolf?" the creature asked. "A Protector or a Defender? Like father? Or like son?"

He awoke with a start, shooting up in his bed, eyes wide open, his body covered in sweat, the prosthetic of his right arm and many scars itching, the images of the dream burned into him mind and a question nagging at him.

'Who are you, Joshua Wolf of Clan Wolf?'

He would only be one of hundreds of thousands of the Clans who received this dream over the next five months.

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

I forgot to add the diplomatic and economic bonuses in the last few turns... >_<

But as far as I can tell, there haven't been any different results due to those...
 
Turn 10 - Winter 2176/3026
Turn 10 - Winter 2176/3026

WCDC Defense Council:

(1 action)

[] Army Men: active (1 turn)
With the limited intelligence available, the Defense Council must make a decision whether to concentrate on the ground and aerospace forces or the space forces when it comes for the main defensive line. The policies outside of the local cluster are mainly ground and aerospace forces, but their spacecraft are a lot faster than any of the spacecraft available to the nations of the WCDC. So for the time being the best choice for a successful defense is to survey the ground forces and develop tactics and strategies to defend the local cluster on the ground.
Time: 3 turns, Chance of success: 75%, Reward: Full survey of all ground forces available on all major worlds, initial tactics to defeat BattleMechs, +5 to engagements against BattleMechs

[] Standartized Equipment (Space):
Taking a book from the old NATO in the 20th and 21st centuries on Earth, some people within the Defense Council begin to think it is the nations of the WCDC begin the development of standardized equipment as early as possible, so that any defense against pirate raids or the polities of the Inner Sphere can be improved. As the Inner Sphere seems to employ largely ground forces to combat each other, it is only natural that these ground forced need to be intercepted and defeated in space and easier with standardized equipment.
Time: 4 turns, Chance of success: 70%, Reward: Initial Designs for standardized space force equipment, weapons and weapon delivery platforms, +5 to developments of space weapons

[] New Project Teams:
The total failure of the 'Future Space Combat Craft' Project in its first iteration has been put down to problems within the classic 'think tank' nature of the projects. As such the upper echelons of the Defense Council, military and civilian, believe that a new structure of the project teams is needed. Especially the initial problems due to a new computer game needs to be addressed.
Time: 1 turn, Chance of success: 75%, Reward: New Project Teams, +5 for military research actions, 'Future Space Combat Craft' Project may be reattempted

[/s][] Future Space Combat Craft:[/s]
With the Kearney-Fuchida Fusion Thruster in development, the future of space combat is about to change, as soon as the first prototypes are in development. So it only makes sense if the Defense Councils Think Tanks begin to think about future space combat craft and their roles. How will use of Escort, Guard and Bombardment craft change with the much more powerful thrusters' ad multi gravity accelerations? How will weapons systems need to change to be equipped for the new combat environment?
Time: 4 turns, Chance of success: 60%, Reward: Basic initial designs for light combat spacecraft, new economic action once Kearney-Fuchida Fusion Thruster are available for production

[] It's a Gundam!:
With Battlemechs having gotten a crucial inspection and watches during training and maneuvers, the 'Mech Heads' among the observers have gushed with praise for the effectiveness of Battlemechs and started to get more and more observers to their side. Combined with the fact that everyone is the Inner Sphere has used Battlemechs for centuries and found no better combat vehicle, it is only natural that the WCDC should adopt Battlemechs and develope their own to adopt this new weapon to replace the now outdated Combined Arms doctrine.
Time: 3 turns, Chance of success: 60%, Reward: Battlemech technology development action, +5 on Battlemech development, Battlemechs become the primary replacement for combined arms
If this is selected Combat Evolved is unavailable. If Unsuccessful, Combat Evolved gets a 10% higher chance of success during the next action.

[] Combat Evolved:
With Battlemechs having gotten a crucial inspection and watches during training and maneuvers, the 'Tankers' remained on top of the few 'Mech Heads'. While Battlemechs are impressive weapon system carriers, they remain extremely complex machines that needs significant maintenance and repairs, even after simple overland trecks. While there are one or two specialized roles where a Battlemech can support conventional Combined Arms doctrine, they should not be considered a replacement for tanks and other weapon system carriers.
Time: 3 turns, Chance of success: 60%, Reward: Tank technology development action, Battlemech development action for specialized Battlemech, +5 on conventional ground vehicle development, Combined arms remain main doctrine
If this is selected It's a Gundam! Is unavailable. If Unsuccessful, It's a Gundam! gets a 10% higher chance of success during the next action.

[] System Defense MKI:
With the Raytan Jump Point Defense Station available for construction, it would be a good idea for yards within the Three Systems to build a few of them and emplace them within the Jump Points of their systems.
Time: 4 turns, Chance of success: 75%, Reward: Two Raytan Jump Point Defense Stations placed into the Jump Points of Sol, 61 Virginis and Bety Hydrii, +15 against belligerent jumpships and dropships


WCDC Survey Office:

(1 action)

[]Further Survey:
Following the Initial Survey, more information should be gathered further outside of the Walker Cluster and the already known space.
Time: 4 turns, Chance of success: 65%, Reward: (10+2d20) systems from 60 to 90 ly discovered, followup action allows surveying the remaining space

[] Deep Signal Intelligence Network I:
With the Deep Signal Intelligence Network established, the data from the Network needs to be recovered.
Time: 1 turn, Chance of success: 70%, Reward: Some signal intelligence from the nearby stellar nations

[] Rimworlds Research: active (1 turns)
From the information already gathered, there appears a now defunct polity to the core-spinwards of the position of the Walker Cluster, the Rimworlds Republic. It has apparently been destroyed in the massive war that destroyed the Star League, following a coup. Considering the massive use of warships and ground forces in the area, it might be possible to find one or two battlefields and potentially recover technology from any dropship or warship wreck.
Time: 8 turns, Chance of success: 25%, Reward: Discovery of an old Battlefield, 1d6 jump ships and 1d4 derelict warships, 30% chance of one recoverable jump ship, 15% chance of one recoverable warship

[] Abandoned Settlements:
The initial Survey has discovered several previously habitated worlds where the initial settlers seem to have died out of left for greener pastures. Maybe it would be a good idea to take a closer look at these worlds and look for anything the old habitants might have left behind. Maybe it would also be possible to resettle these worlds, if the ecology allows it.
Time: 3 turns, Chance of Success: 60%, Reward: Discovery of 1d10 useful artifacts, 1d4 of these worlds can be resettled

[] Permanent Survey Squadrons:
Following more than a year of cooperation between the various nations and their space forces to survey the large volume of space around the Walker Cluster, someone within the Survey Office suggested it might be a good idea if they could request these space craft and squadrons to be semi-permanently attached to the Survey Office. Such a move would further cooperation between the nations as well as allowing the crews to do what they apparently did best, Survey and gather intelligence.
Time: 2 turns, Chance of Success: 60%, Reward: 20 squadrons removed from military and attached to the Survey Office, +10 to survey and intelligence actions


WCDC Diplomatic Corps:

(0 action)

[] We want to help II: active (2 turns)
Seven more systems outside of the local cluster have been discovered to be the home of humans. Every one of them remembers a bit of their past and it would be a good idea to offer them help and in the least open diplomatic relations with them.
Time: 4 turns, Chance of success: 60%, Reward: diplomatic relations with Ten more human systems, new Trade option available

[] We need new members:
There are 14 nations in the Three Systems that have declined to become members of the WCDC. The Three Systems can't effort to have some nations working on cross purposes and endanger the entire rest of the Walker Cluster. So there is a need to get them aboard and into the WCDC.
Time: 2 turns, Chance of success: 25%, Reward: 1d6 nations of the 14 nations that declined WCDC membership initially, become WCDC members

[] Humanitarian Aid II: active (2 turns)
With the formation of the Prometheus Foundation, it would be a shame not to make use of it. As such, it might be useful to send out a diplomatic mission to one of the neighboring systems discovered recently, and offer the planet some humanitarian aid. Rumors within the Foundation note they have been able to produce a couple of Planetary Settlement Kits, usually meant to establish new settlements on habitable worlds.
Time: 3 turns, Chance of success: 50%, Reward: +10 on diplomatic action on targeted world, targeted world is slowly brought up to a Walker Cluster tech level
Please select a world from the list of Known Habited Worlds neat the Walker Cluster

[] Invite Others:
The WCDC was working out nicely and maybe it was time to invite one of the other worlds outside the Three Systems into the WCDC?
Time: 4 turns, Chance of success: 35%, Reward: The selected world joins the WCDC as a member
Please select a world from the list of Known Habited Worlds neat the Walker Cluster

WCDC Trade Organization:

(0 actions)

[] Military-Industrial Complex:
The industry always profited by working closely with the military and in these trying times of massive change brought by the mere idea of the Inner Sphere and the Successor States this was only going to increase. So it would only be logical and prudent of their ties between the military and industry was strengthened. Not only in the Three Systems internally, but going as far ans integrating the military and industry of the entirety of the Three Systems.
Time: 3 turns, Chance of success: 70%, Reward: +10 on trade actions initiated by the military

[] Standartized Ground Weapon Systems active (3 turns)
Following the work by the Defense Council on cataloging the military weapons of all nations part of the WCDC, they were able to come up with some recommendations concerning the development of new standardized equipment. Giving it out to the various contractors building these weapon systems, it was going to be time to begin trials to select these weapons.
Time: 4 turns, Chance of success: 60%, Reward: Standardized Weapon systems for ground combat, +5 to ground combat

[] New Fusion Drives: active (3 turns)
As the Kearney-Fuchida Fusion Thruster has been successfully understood by the scientists, it is now the turn of the engineers and corporations to turn that knowledge into a viable fusion thruster that can be used in future spacecraft.
Time: 4 turns, Chance of success: 70%, Reward: Various companies within the Three Systems now produce Kearney-Fuchida Fusion Thrusters of various sizes and power levels

[] Civilian Fast Transports:
With the new Fusion Drives almost ready and available for the military, it would be a good idea to get the various yards to design and produce new transport craft, equipped with the new fusion drives. Potentially it would even be possible to use these drives to directly land a spacecraft on a planet, even if the space craft in question was equipped with a Heim-Feynman Event Generator.
Time: 4 turns, Chance of success: 65%, Reward: Civilian transports using the new fusion drives, 50% chance of them being equipped with FTL


WCDC Office for Science and Development:

(1 actions)

[] Great Unifying n-Dimensional Theroy:
One thing that has come out of Doctor Sandoval's talks is Kearny-Fuchida theory has a few similarities with Heim-Feynman theory. Now, there are some within the Scientific community that believe it should be possible to integrate both theories into a single theory. A theory that can only lead to new knowledge and scientific advancement.
Time: 8 turns, Chance of success: 50%, Reward: Great Unifying n-Dimensional Theroy, new research action

[] Hypercom:
With Kearney-Fuchida slowly percolating through the scientific community, some physicists have locked on the information that the theory can be used for FTL communication. Not knowing all that much about the method of communication, some of these researchers nonetheless thing it should be possible to develop an FTL communication system out of the currently knowledge of Kearney-Fuchida theory.
Time: 6 turns, Chance of success: 40%, Reward: FTL communication system, 50% for Black Box, 50% for Hyper Pulse Generator

[] Inner Sphere Heatsinks:
Following the observation of the Battlemechs and closer inspections led some engineers to wonder if it would be possible to replicate the technology for heat sinks. Currently the fusion reactors of modern MBTs were making use of large radiators and forcing cooler air through them with high volume blowers. If the technology could be replicated, and maybe improved, the technology could be used to replace current day radiator systems.
Time: 3 turns, Chance of success: 70%, Reward: Inner Sphere equivalent Heatsinks, 40% chance of higher efficiency heat sinks (1d100% more efficient)

[] Inner Sphere Armor: active (1 turns)
Modern armor as used by the Three Systems compares favorably with the armor used by the Inner Sphere in trials reaching 95% of the protection value of the pieces of Armor donated by Köhler Military Services. However, protection against the weapons used in the Inner Sphere has a comparably high importance. So steps should be made to replicate and maybe even improve on the armor used by the Inner Sphere.
Time: 3 turns, Chance of Success: 65%, Reward: Inner Sphere equivalent Armor, 40% chance of higher protection (1d20% more protection)

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

Next turn voting ends on Sunday.
 
[X] New Project Teams

[X] Deep Signal Intelligence Network I

[X] Inner Sphere Heatsinks
 
[x] System Defense MKI:
With the Raytan Jump Point Defense Station available for construction, it would be a good idea for yards within the Three Systems to build a few of them and emplace them within the Jump Points of their systems.
Time: 4 turns, Chance of success: 75%, Reward: Two Raytan Jump Point Defense Stations placed into the Jump Points of Sol, 61 Virginis and Bety Hydrii, +15 against belligerent jumpships and dropships


[x] Permanent Survey Squadrons:
Following more than a year of cooperation between the various nations and their space forces to survey the large volume of space around the Walker Cluster, someone within the Survey Office suggested it might be a good idea if they could request these space craft and squadrons to be semi-permanently attached to the Survey Office. Such a move would further cooperation between the nations as well as allowing the crews to do what they apparently did best, Survey and gather intelligence.
Time: 2 turns, Chance of Success: 60%, Reward: 20 squadrons removed from military and attached to the Survey Office, +10 to survey and intelligence actions


[x] Inner Sphere Heatsinks:
Following the observation of the Battlemechs and closer inspections led some engineers to wonder if it would be possible to replicate the technology for heat sinks. Currently the fusion reactors of modern MBTs were making use of large radiators and forcing cooler air through them with high volume blowers. If the technology could be replicated, and maybe improved, the technology could be used to replace current day radiator systems.
Time: 3 turns, Chance of success: 70%, Reward: Inner Sphere equivalent Heatsinks, 40% chance of higher efficiency heat sinks (1d100% more efficient)
 
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