Turn 69 - Autumn 2191/3041
Confederated Forces:
[] Advanced Armor: active
Time: 6 turns, Chance of success: 50%
Roll 1 of 6, Roll 1d100: 33+5+5+10 = 53 - Success (All military R&D, Space Weapon R&D, Interstellar Communication Network)
Roll 2 of 6, Roll 1d100: 83+5+5+10 = 103 - Success
Roll 3 of 6, Roll 1d100: 80+5+5+10 = 100 - Success
Work on the armor development continued, with the first samples being fabricated to test out both the carbon lattice structure and the electron bond strengthening. But there were other ideas to further improve on the armor, surprisingly using centuries old chemical analysis from the early 20th century by Dr E.E. Smith, a classic Science Fiction author and chemist. He had theoretically created several alloys with platinum group and other so-called rare earth elements, theoretically extremely resilient and with surprisingly high melting points. With fabrication technology, these alloys could easily be created now and one of the teams working on armor began to look into these alloys.
Another theoretical armor scheme was more active in its nature, combining the already existing Shrivatsa System and combining it with the alien plasma technology. This active armor, many didn't like calling it an energy shield, was to a large degree an application of the plasma window technology and it was hoped it might allow to improve the defensive properties of the Shrivatsa System.
active for 3 more turns
[] Sub Capital Weapons: - 10 votes active
Time: 4 turns, Chance of success: 65%
Roll 1 of 4, Roll 1d100: 81+5+5+10 = 101 - Success (All military R&D, Space Weapon R&D, Interstellar Communication Network)
As the new Capital Weapons had been developed from the technology in the Helm Database, several proposals had been made to develop lighter Sub-Capital Weapon systems that were more suited for using within Advanced Combat Craft, or Pocket WarShips as they were sometimes called. It was perceived that most weapon systems used by the ACCs were more of a stop gap measure taken to improve the early WCDCs defences, while larger vessels had been in development, especially after the SLS Belisarius had been recovered and modernised.
In some cases the weapons used on ACCs were modified weapon systems previously used in the older Combat Craft, which did not need to utilise fast tracking, hard hitting weapons as much as ACCs needed and in most cases their weapons had been developed from ground weapons. They were effective in their new roles, but in the end they were not as effective as purpose built weapon systems.
As such, the Confederated Forces set up a program to develop dedicated Sub-Capital Weapon systems to bridge the gap between conventional weapons and Capital Weapons.
active for 3 more turns
OCP Survey Office:
[] Clan Space: active
Time: 10 turns, Chance of success: 50%
Roll 1 of 10, Roll 1d100: 40+15 = 55 - Success (All Intelligence Operations)
Roll 2 of 10, Roll 1d100: 22+15 = 37 - Failure
Roll 3 of 10, Roll 1d100: 63+15 = 78 - Success
Roll 4 of 10, Roll 1d100: 44+15 = 59 - Success
The Scout Force slowly continued to make their way towards Clan Space, by now passing several previously unknown smaller periphery nations, like the Oberon Confederation and the Chainelane Isles.
active for 6 more turns
[] Number Station Data: active
Time: 4 turns, Chance of success: 65%
Roll 1 of 43, Roll 1d100: 99+15 = 114 - Crit Success (All Intelligence Operations)
Roll 2 of 43, Roll 1d100: 10+15 = 25 - Failure
While there had been some success with the discovery of a potential survey target more than 2000 light years away from the Confederation, work on the data storage device of the Number Station satellite itself ran into numerous problems, largely involving problems with the format of the data storage. At the time, it was believed the satellite was merely a relay station, retransmitting a data stream incoming from the unknown 'Far Star Station'.
active for 1 more turns
OCP Diplomatic Corps:
[] Lupus Alliance: - 7 votes active
Time: 3 turns, Chance of success: 50%
Roll 1 of 3, Roll 1d100: 88+10 = 98 - Success
With formal diplomatic contact with the Lupus Republic, there was a majority of diplomats believing that a mutual defence pact with the Lupus Republic, or maybe even an Alliance, might be useful, especially in the light of information about the Clans coming to the forth, disturbing politicians, diplomats and military personnel alike.
Some believed Lupus should be invited into the Lothien Pact, while others considered that it would be better to set up an independent treaty for mutual defence.
active for 2 more turns
[] Lupus Conference: - 7 votes active
Time: 4 turns, Chance of success: 50%
Roll 1 of 4, Roll 1d100: 18+10 = 28 - Failure
The thoughts about setting up a mutual defence pact with the Lupus Republic also caused some people to consider it might be a good idea to inform the Inner Sphere about the Clans and help them prepare possible defence, especially in the light of the belief in a 'Manifest Destiny' of the Clans to first take Terra and then the Inner Sphere and transform society of the Inner Sphere into their own Clan society.
At the least, the Lothian Pact should be informed, as such would improve the mutual defence treaty.
For the time being, however, plans for such a conference were put on hold, pending talks with the Lupus Republic about the situation.
active for 3 more turns
OCP Trade Organization:
[] Advanced Heim-Feynman Event Generator:active
Time: 5 turns, Chance of success: 55%
Roll 1 of 5, Roll 1d100: 17+10+10+10+10+10 = 67 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Mining, Space Industry)
Roll 2 of 5, Roll 1d100: 30+10+10+10+10+10 = 80 - Success
Roll 3 of 5, Roll 1d100: 94+10+10+10+10+10 = 144 - Success
Roll 4 of 5, Roll 1d100: 82+10+10+10+10+10 = 132 - Success
Work on the Solid State HFEGs continued, with some companies already going past the conventional initial tests and testing their effect on Squadron sized spacecraft groups, as this was generally improving FTL speeds.
These first tests of the Solid State HFEG, were promising as even one vessel alone could reach FTL speeds ten percent higher than with a conventional HFEG, allowing speeds of up to 1825c (5 ly/d) for single vessels and 2737.5c (7.5 ly/d) for Squadrons of twenty vessels.
active for 1 more turns
[] Heim-Feynman Kearney-Fuchida Drive Core:active
Time: 5 turns, Chance of success: 55%
Roll 1 of 5, Roll 1d100: 92+10+10+10+10+10 = 142 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Mining, Space Industry)
Roll 2 of 5, Roll 1d100: 7+10+10+10+10+10 = 57 - Success
Size Reduction, Roll (50+3d20%): 65 - 65% size of the Advanced Jump Core
Roll 3 of 5, Roll 1d100: 84+10+10+10+10+10 = 134 - Success
Roll 4 of 5, Roll 1d100: 10+10+10+10+10+10 = 60 - Success
By mid Autumn the first RSN Drive Core was successfully installed into the Just Testing, being the smaller of the two test spacecraft, and was moved out past the Feynman Limit to begin the initial testing period. The first tests were made with the HFEG mode of the Drive Core and showed that at least this mode was working as intended, though it was not yet as fast as the dedicated Solid State HFEG, only being about five percent faster than a conventional HFEG.
Only by late Autumn testing of the Jump Mode of the RSN Drive Core began and the first successful jump happened on the last day of Autumn, with the Just Testing jumping from one side of Sol to the other without any apparent problems.
active for 1 more turns
OCP Office for Science and Development:
[] Inner Sphere Technology: active
Time: 6 turns, Chance of success: 50%
Roll 1 of 6, Roll 1d100: 81+10+10 = 101 - Success (Research Center Sol, Interstellar Communication Network)
Roll 2 of 6, Roll 1d100: 98+10+10 = 118 - Crit Success
Roll 3 of 6, Roll 1d100: 79+10+10 = 99 - Success
Roll 4 of 6, Roll 1d100: 81+10+10 = 101 - Success
Roll 5 of 6, Roll 1d100: 54+10+10 = 74 - Success
Roll 6 of 6, Roll 1d100: 59+10+10 = 79 - Success
Combined: 95 - Crit Success
Slowly work on the Helm Database came to a close and a conclusion. While there was information in the Database that were somewhat uninteresting due to the technology base of the Confederation, like computer and fabrication technologies contained in the database, much the other information had been extremely useful. The data gathered from the systematic work of collating all the data would improve the creation of Inner Sphere technology, allowing the development of new systems that could be sold to the Inner Sphere.
Simultaneously, diplomats were interested in the results of the project to potentially sell to the Inner Sphere nations to improve diplomatic relations.
Reward: New Economic/Diplomatic Actions
[] Improved Fusion Torch Drives: active
Time: 4 turns, Chance of success: 50%
Roll 1 of 4, Roll 1d100: 17+10+10 = 37 - Failure (Research Center Sol, Interstellar Communication Network)
Roll 2 of 4, Roll 1d100: 35+10+10 = 55 - Success
Roll 3 of 4, Roll 1d100: 61+10+10 = 81 - Success
Roll 4 of 4, Roll 1d100: 98+10+10 = 118 - Crit Success
Combined: 72 - Success
Size reduction, 2d20: 29%
The results of the Project to create an Improved Fusion Torch Drive completed successfully, utilising data from the Helm Database as well as the alien plasma containment technology. With these two technologies, it was possible to improve on the power of the drive systems compared to the initial Fusion Torch drives developed in the early days of involvement with the Inner Sphere.
Compared to thrusters used in the Inner Sphere, the Improved Fusion Torch Thrusters were 29% smaller for the same power rating, meaning that tonne for tonne, Confederation Thrusters would be about 40% more powerful.
Result: Improved Fusion Torch Drives, 29% smaller than comparable Inner Sphere Fusion drives
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OCP Internal Events:
The first two Engrod Class Landing Craft Carrier of the 2191 Fleet Extension, CFS Ach-hinond and CFS Dan-omcha are put into service and attached to the 6th Confederated Expeditionary Division.
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Intelligence Report:
Lupus Republic:
Should the Confederation cooperate militarily with the Lupus Republic?
[] Yes - 8 votes
While there had been some remains of the old Clan structures left in the Republic, largely to keep some continuity and have an existing governing body during the past years of construction on Plato and Aristotle, Sophist Winters has finally set up an actual new governing body for the Republic in form of the Council of Sophists. While sixty of the hundred seats of the Council would be taken up by members of the Leader Caste, elected from the former Warriors and Scientists, the remaining forty seats would be taken by elected representatives of the Prole Caste, giving them a voice in the Council, even if not fully equal. The Council then voted on the leader of the Council, with the first one being Sophist Winters, which was not that much of a surprise.
One of the Council's first acts was to welcome the proposal for some military cooperation, even ahead of any talks for a mutual defence pact or any sort, suggesting that the Warriors already in the Republic should face of against the forces of the Confederation in manoeuvres, partially to expose the warriors to soldiers and their way of waging war, as well as giving the Confederation a first glance at how the Clans were waging war.
This in turn was taken up by the Confederated Forces, who dispatched the 2nd Confederation Expeditionary Division on CFS ANZAC Cove and CFS Juno Beach.
Taurian Concordiat:
Not much of interest is happening within the Concordat.
Magistracy of Canopus:
Not much of interest is happening within the Magistracy.
Lothian Pact:
Lothian League:
Illyrian Palatinate:
The occupation of the former Marian Hegemony continued.
Inner Sphere:
Federated Commonwealth:
Lyran Commonwealth:
Federated Suns:
The Circinus Incident finally found a solution, as Archon Steiner washed her hands of Baron Kohlmann and the leading officers of the 8th Lyran Regulars, allowing the Confederation to put them on trial for piracy. In return, the 8th were allowed to return to the Lyran Commonwealth with their remaining and salvaged equipment.
There had been some resistance against the Archons decision by the Estates General and in the Royal Court, but she silenced them by noting she would have needed those troops on Luthien, not haring off to invade a friendly nation. A friendly nation that was selling them a lot of industrial goods.
Draconis Combine:
The slow slog of taking Luthien continued, as the two WarShips, as well as the Assault Dropships of the LCAF and the AFFS have to fight off two attempts of the remaining Combine Rump state to reinforce Luthien.
Free Worlds League:
With the reopening of trade with the Lyran Commonwealth, trade with the FWL did continue on its higher level, as both OCP and FWL traders find their trade lucrative.
Dutchy of Andurien:
Not much of interest is happening within the Dutchy of Andurien.
Terra Situation:
Existing Disaster relief, Roll 1d100: 57
Other Event, Roll 1d20: 7
As Yellowstone continued to blast ash into the atmosphere of Terra, Bob and the volunteer engineers and technicians began to work on way to attempt and remove ash and sulphur dioxide from the air, in an attempt to prevent massive planetary cooling. Meanwhile, the Belters offered to bring in food to prevent starvation in the evacuation camps and the rest of the planet.
Meanwhile, the Knights and the Brotherhood were able to link up in South East Asia, pulling together all their forces and terrorising the populations of Vietnam, Cambodia, Laos and Thailand, forcefully putting down civil disobedience against them. The Knights were able to keep most of their vehicles, after the destruction of their Dropships by the modified Class III missiles from The Moot. As AFFS, LCAF and the remains of the ComGuards, that have sided with the moderates and now the FedCom forces, move in on Saigon to get a beach head, the Brotherhood threatens to release a bioweapon to kill the population of the area, unless the Invaders leave Terra.
It was possible to triangulate the source of the signal, which was then bombarded from orbit with several 'Rods from God'.
Expansion and Suggestions:
The DSSI Network slowly continues to expand into the Inner Sphere.
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Random Event - Nothing happens