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Growing Horizons: Inner Sphere - Quest

What I referred to is the fact they didn't reach other lost colonies that didn't arrive with us, those were most likely known only to pirates that raided them for essentially free supplies


Marik should be easily able to hire a mercenary company as Steiner would, which one should be logically already on Circinus, as this proxy war seems to be standard practice. Especially if they both technically border us, unlike others that are half galaxy away.


You didn't change the previous vote, by the way.

Don't care its what I rather get done. Build the tech is sweet low hanging fruit but von is something we are going to need sooner than later. Could have been colonies in our swapped region but oh well sucks for them, or not depending if berserkers find them, and no one probable knows about them because even pirates probable cant be arsed to hunt them down for crap loot. Mercenaries? Well guess both sides could but why? No merc company worth a damn against us is going to be wasted on us when they have jobs in the sphere and both houses are going to want their own troops to do the fighting and looting so the good stuff actually gets back to them.
I will note project Byzantium will give uscapital ship building options.

*hint* *hint*
And we will get to it when we get to it. Sucks having what amounts to a research topic under the same tab as military action because those actions tend to stay tied up dealing with actual military problems. Hopefully next action free that is not needed swatting that pirate haven.
 
[X] Base Operations:
FOB Pine Gap proved itself to be very useful in the previous quarters and it might be a good idea to extend FOB Pine Gap to become an operational hub, as well as give the DSSINOO one or two squadrons of advanced spacecraft to improve their work flow. The Survey Squadron might also be involved to take a closer look at the habitable planet of the system.
Time: 4 turns, Chance of success: 60%, Reward: Extension of FOB Pine Gap, +5 on DSSINOO operations


[X] Build the Technology:
With mechs been taken apart, it might be a possibility that parts for them could be replicated and sold on the open market in the future. Especially Myomer bundles are interesting in thie regard, though WCDC technology allows to make motive materials that are more compact compared to IS Myomer.
Time: 4 turns, Chance of success: 60%, Reward: Ability to build IS mech components, Options to upgrade IS Mech components, Possibility to sell Mech components
 
Don't care its what I rather get done. Build the tech is sweet low hanging fruit but von is something we are going to need sooner than later. Could have been colonies in our swapped region but oh well sucks for them, or not depending if berserkers find them, and no one probable knows about them because even pirates probable cant be arsed to hunt them down for crap loot. Mercenaries? Well guess both sides could but why? No merc company worth a damn against us is going to be wasted on us when they have jobs in the sphere and both houses are going to want their own troops to do the fighting and looting so the good stuff actually gets back to them.
Because Circinus was classic periphery proxy conflict with mercenary companies hired by different sides, and since it borders Free Wolds League it is actually expected to have someone hired by Marik. They originally didn't know we were around, nor that we could come around, hence mercenary company involvement rather than Steiner's and Marik's own forces. Now we are there, things would likely change
 
Because Circinus was classic periphery proxy conflict with mercenary companies hired by different sides, and since it borders Free Wolds League it is actually expected to have someone hired by Marik. They originally didn't know we were around, nor that we could come around, hence mercenary company involvement rather than Steiner's and Marik's own forces. Now we are there, things would likely change
...What? The houses don't have time or give a damn about proxy wars in the periphery when they rather directly fight each other for stuff that actually matters. They do have to play the houses of a bit but for circinus that was traditionally we are totally a civilized nation that hates pirates honest! even as their troops raided the shit out of everyone they could. The outworlds had to play of both davion and kurita but that's because they are basically a failed state held down by hyper stupid Amish expies and border the most hyper aggressive state the combine. Hell they only survive because they aint worth the trouble to take and trying would give Davion a opening to jump them.
 
...What? The houses don't have time or give a damn about proxy wars in the periphery when they rather directly fight each other for stuff that actually matters.
Why any of them are there (on Circinus) if it doesn't matter? Isn't a whole mercenary company here just for plausible deniability for people that hired them?
 
[X] Base Operations:
FOB Pine Gap proved itself to be very useful in the previous quarters and it might be a good idea to extend FOB Pine Gap to become an operational hub, as well as give the DSSINOO one or two squadrons of advanced spacecraft to improve their work flow. The Survey Squadron might also be involved to take a closer look at the habitable planet of the system.
Time: 4 turns, Chance of success: 60%, Reward: Extension of FOB Pine Gap, +5 on DSSINOO operations


[X] Build the Technology:
With mechs been taken apart, it might be a possibility that parts for them could be replicated and sold on the open market in the future. Especially Myomer bundles are interesting in thie regard, though WCDC technology allows to make motive materials that are more compact compared to IS Myomer.
Time: 4 turns, Chance of success: 60%, Reward: Ability to build IS mech components, Options to upgrade IS Mech components, Possibility to sell Mech components
 
Why any of them are there (on Circinus) if it doesn't matter? Isn't a whole mercenary company here just for plausible deniability for people that hired them?
Because they fucked up or otherwise could not hack it in the sphere and had to run? Mercenaries are shockingly common in the sphere but most start ups die or death spiral inside a year and get ate or go pirate usually by running to periphery were the houses cant or wont follow. Deniability work does happen but 9 out of 10 a "merc" group on the rim is either a pirate or will happily supplement with piracy.
 
Updated Tally w/ 6 voters: Letsparty, beast_regards, Blade4, Schreiben, Eliar, Alias

DSSIN
[6] Base Operations (Letsparty, beast_regards, Blade4, Schreiben, Eliar, Alias)
Trade
[1] Build the Technology (Letsparty, beast_regards, Alias)
[5] Von Neuman (Blade4, Schreiben, Eliar, Letsparty, beast_regards)

And we have a tie between the two trade options. Might I convince Letsparty, beast_regards, and Alias to change their vote towards von Neumann, or at least hear my argument?

Von Neumann profits the most from its exponential growth, since the basic premise of the tech, self-replication, has this basically baked in. Thus I expect this example in the quest to follow similar lines. To get the most out of exponential growth, we have to start early. An early start leads to a better penetration and distribution of VN bases in our systems. For instance, if we assume 8 turns for full VN industrialisation of a system (that means a certain number of VN in the system was reached and the system has an appreciable and useful industrialisation level, hopefully, maybe on par with any of the Three Systems), and the successive industrialisation by other systems as the current system is ready, then we would have supplied and uplifted 7 whole systems within 24 turns, or 15 in 32.
However we start later by four rounds, we'll have 7 fully VN'ed systems and 8 half-VN'ed. If we start early by four turns, we have 15 fully VN'ed systems and 16 half VN'ed.

I know we don't have this many systems, but we could, for instance, lend VN use to favoured systems at cost (ANZAC for instance might appreciate a low-cost expansion of their orbital infrastructure this would represent).

Furthermore, in my long post before I argued for Built the Weapons (=knock off IS weapons) rather than Build the Technology (=knock off IS Mechs). The gist of my argument there was that we would be able to build up name recognition as a reliably producer/provider of known and possibly improved matériel first before we get into providing the same for Mechs. By now most of the nearby polities know about us, as do probably the two big IS blocks facing us, and pirates/mercenaries will at least have heard rumours. We obviously don't know what some of them think of us, but I'd rather have them underestimate us for a while longer rather than jumping to wrong conclusions, like us sitting on enough mechs that unable to field them all and instead decided to sell them off.

I hope you took these arguments into consideration, and if not, re-evaluate your vote.
Still, you're free to vote whatever you want regardless, of course.
 
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Due to a well reasoned argument and to avoid a deadlock on this particular issue i will alter my vote to:
[] Von Neuman:

I would also like to have the same consideration extended to Project Byzantium when it comes up again.
With the appearance of probable hostile scouting force it must be remembered that the inner sphere is not only capable of a nuclear, chemical and biological warfare but that they have engaged in it extensively and repeatably.
Thus i feel that I need to bring to your attention that an enemy force equipped with NBC weapons and armed with a willingness to use them can appear over Terra in a blink of an eye, and do so from anywhere within a sphere of 60 light years centered on Terra.

One could think that such an attack would be difficult to mount, usually due to needing a detailed system survey, unfortunately we don't have such luck. The orbital mechanics are well understood for the SOL system by all IS powers not in the least by COMSTAR that are headquartered in a mirror system of our own. And wouldn't you know it we allowed one of their survey craft more then sufficient time to map all the differences between their and our SOL system to enable precision jumps to Earth Lagrange points before we allowed them to leave and transmit all that information back home.

The Superliminal Wave Detector coupled with our FTL comm network is absolutely vital to prevent this, but this is only one side of the coin, we also need to ensure our forces that are sent to engage the enemy prevail. For this we need a much better understanding of IS Warships.
In particular we need to know both the effectiveness of our weapons and tactics on them and their weaponry on our craft as well. Not to mention proceeding into designs of heavier spacecraft without such an understanding of our opponents would be folly.
 
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You bring up very good arguments, Letsparty.

The mirror-quality of Sol (IS) and Sol (WCDC) had honestly slipped my mind, and thus I didn't think through the implications this will have for the jump tactics available to the major IS powers (in particular ComStar).

I always try to take arguments into considerations as new data or analysis comes around, and so I will for Byzantium. The two Defence slots will become available during/after summer 2183/3033, so I'll be revisiting the available options in 2–3 turns at the latest.
That said, for now going by my gut preferences:

[1] Improved System Defense & Forward Operation Base (4 turns @45%, New FTL capable Defensive Station)
[3] Project Byzantium (6 turns @ 60%, Belisarius put into service for the WCDC, additional research options for large scale weaponry & combat spacecraft)
[4] Project Hunter Killer (4 turns@ 50%, AI controlled ground combat vehicles)
[2] Operation Tortuga Down (3 turns @60%, 0 piracy in former CF worlds, all former CF occupied, lesser piracy nearby)

I'll do a more in depth write-up after the next one or two turns are done, especially since there's a good chance we'll have more options by then, not to mention what the completion (or failure) of FOB Circinus and Indigo Putter will force us to do (current odds of total success: 77% and 92% respectively).

PS:
It did, beast, thanks!

Incidentally, I dislike bandwagoning myself, which is why I try to write up my thoughts about options and conclusions on why I vote how I vote. I enjoy being shown flaws in my assumptions, since it means I'll be better able to model hereafter (case in point, what I wrote above).
 
Do remember guys our civilization before coming to this universe was in a protracted war with berserker ai that would happily use nuclear and unspeakable bio weapons. Comstar jumps into a pirate point around one of our worlds it will find itself under a lot of guns and any package they try to throw will be intercepted by defenses intended to stop crap just like that.

edit: Defense depends on what is actually happening. I would rather kill the pirate haven and station a fleet in system to snap up incoming pirates now they know there is a new "haven" and we might have to devote resources to stop a comstar ROM blitz or clean up.

Edit the second: Also need not worry about deadlock to much. In that case Warringer rolls a die and odd or even takes it. So far its been roll offs against two things we need anyway.
 
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Due to a well reasoned argument and to avoid a deadlock on this particular issue i will alter my vote to:
[] Von Neuman:

I would also like to have the same consideration extended to Project Byzantium when it comes up again.
With the appearance of probable hostile scouting force it must be remembered that the inner sphere is not only capable of a nuclear, chemical and biological warfare but that they have engaged in it extensively and repeatably.
Thus i feel that I need to bring to your attention that an enemy force equipped with NBC weapons and armed with a willingness to use them can appear over Terra in a blink of an eye, and do so from anywhere within a sphere of 60 light years centered on Terra.
Its Earth, not Terra. The IS got Terra, the WCDC got Earth.
One could think that such an attack would be difficult to mount, usually due to needing a detailed system survey, unfortunately we don't have such luck. The orbital mechanics are well understood for the SOL system by all IS powers not in the least by COMSTAR that are headquartered in a mirror system of our own. And wouldn't you know it we allowed one of their survey craft more then sufficient time to map all the differences between their and our SOL system to enable precision jumps to Earth Lagrange points before we allowed them to leave and transmit all that information back home.

The Superliminal Wave Detector coupled with our FTL comm network is absolutely vital to prevent this, but this is only one side of the coin, we also need to ensure our forces that are sent to engage the enemy prevail. For this we need a much better understanding of IS Warships.
In particular we need to know both the effectiveness of our weapons and tactics on them and their weaponry on our craft as well. Not to mention proceeding into designs of heavier spacecraft without such an understanding of our opponents would be folly.
Do remember guys our civilization before coming to this universe was in a protracted war with berserker ai that would happily use nuclear and unspeakable bio weapons. Comstar jumps into a pirate point around one of our worlds it will find itself under a lot of guns and any package they try to throw will be intercepted by defenses intended to stop crap just like that.

edit: Defense depends on what is actually happening. I would rather kill the pirate haven and station a fleet in system to snap up incoming pirates now they know there is a new "haven" and we might have to devote resources to stop a comstar ROM blitz or clean up.

Edit the second: Also need not worry about deadlock to much. In that case Warringer rolls a die and odd or even takes it. So far its been roll offs against two things we need anyway.
The Three Worlds were not in a protracted war with the Berserkers. That were the people of 'On the Shoulders of Giants'. The Three Systems on the other hand KNEW from the Quetzal about the Onouch'l Automatons that deployed THe Plague (aka Little Boy) on several worlds and killed them. They did not attack Earth or Jerat, but both planets are protected by one of the densest planetary defense grids this side of Macross Earth, designed to destroy any space craft and missile heading for the planet as far away from the world as possible, because even one slightly damaged part that enters the atmosphere and manages to survive reentry and carry a single bacteria of The Plauge down to the planet, its game over for that planet and it'll get quarantined ASAP, with everything trying to flee off world being shot down, while still in athmo.

So, an attempt of a NBC attack on either Jerat or Earth has a low chance of success, unless it uses subterfuge.

EDIT: And preparing for the next turn, I realized that I completely missed the various bonuses for internal and external trade actions for who knows how many turns... >_<
 
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Its Earth, not Terra. The IS got Terra, the WCDC got Earth.


The Three Worlds were not in a protracted war with the Berserkers. That were the people of 'On the Shoulders of Giants'. The Three Systems on the other hand KNEW from the Quetzal about the Onouch'l Automatons that deployed THe Plague (aka Little Boy) on several worlds and killed them. They did not attack Earth or Jerat, but both planets are protected by one of the densest planetary defense grids this side of Macross Earth, designed to destroy any space craft and missile heading for the planet as far away from the world as possible, because even one slightly damaged part that enters the atmosphere and manages to survive reentry and carry a single bacteria of The Plauge down to the planet, its game over for that planet and it'll get quarantined ASAP, with everything trying to flee off world being shot down, while still in athmo.

So, an attempt of a NBC attack on either Jerat or Earth has a low chance of success, unless it uses subterfuge.
Does the WCDC have samples of Little Boy?

...because when, not if, ComStar brings out what the fuck was that SLDF-developed Biosphere Eater plague shit that got deployed during the 1st and 2nd Succession Wars by one or several Houses, we will need to make an example out of them.

EDIT: And preparing for the next turn, I realized that I completely missed the various bonuses for internal and external trade actions for who knows how many turns... >_<
So get number crunching! I am in quarantine and have too much free time on my hands!
 
Does the WCDC have samples of Little Boy?

...because when, not if, ComStar brings out what the fuck was that SLDF-developed Biosphere Eater plague shit that got deployed during the 1st and 2nd Succession Wars by one or several Houses, we will need to make an example out of them.
No, the WCDC does not have any samples. Because that stuff WILL chew through your quarantine and kill you. Its safely contained on Cterin, with Petan in orbit intercepting anyone attempting to land. If you land, you will be destroyed on launch. If you manage to make orbit, Petan will hunt you down. If you manage to harm Petan, the cult following him will hunt you down. If you manage to destroy them? The entire population of the 61 Virginis System is going to com after you, with everyone from Sol and Beta Hydri joining in the hunt.

Because that stuff, if you don't properly quarantine it on a world, is a civilization killer, and if you are unlucky? A galaxy killer.

This version of Little Boy is what that SLDF plague wants to be when it grows up.
 
Its Earth, not Terra. The IS got Terra, the WCDC got Earth.


The Three Worlds were not in a protracted war with the Berserkers. That were the people of 'On the Shoulders of Giants'. The Three Systems on the other hand KNEW from the Quetzal about the Onouch'l Automatons that deployed THe Plague (aka Little Boy) on several worlds and killed them. They did not attack Earth or Jerat, but both planets are protected by one of the densest planetary defense grids this side of Macross Earth, designed to destroy any space craft and missile heading for the planet as far away from the world as possible, because even one slightly damaged part that enters the atmosphere and manages to survive reentry and carry a single bacteria of The Plauge down to the planet, its game over for that planet and it'll get quarantined ASAP, with everything trying to flee off world being shot down, while still in athmo.

So, an attempt of a NBC attack on either Jerat or Earth has a low chance of success, unless it uses subterfuge.

EDIT: And preparing for the next turn, I realized that I completely missed the various bonuses for internal and external trade actions for who knows how many turns... >_<
Oh ok so no war but were ready for it. Yeah just save yourself pain and just ignore it or give a flat bonus somewhere. Redoing piles of math is soul killing.
Does the WCDC have samples of Little Boy?

...because when, not if, ComStar brings out what the fuck was that SLDF-developed Biosphere Eater plague shit that got deployed during the 1st and 2nd Succession Wars by one or several Houses, we will need to make an example out of them.


So get number crunching! I am in quarantine and have too much free time on my hands!
Not just no but hell no. Fuck to the hell no. Never. Unleash. Little. Boy.

Cant even get at it anyway. We would have to kill a ancient ai and his cult and fight a entire species traumatized by it.
 
And preparing for the next turn, I realized that I completely missed the various bonuses for internal and external trade actions for who knows how many turns... >_<
Yeah just save yourself pain and just ignore it or give a flat bonus somewhere. Redoing piles of math is soul killing.
If the bonuses were forgotten for more 10 turns just Give a random tech discovery as a eureka Dice roll.
The Tech Depending on the number on the Die.
 
Not just no but hell no. Fuck to the hell no. Never. Unleash. Little. Boy.

Cant even get at it anyway. We would have to kill a ancient ai and his cult and fight a entire species traumatized by it.
Indeed. Though we do have the genetic code and a lot of knoledge on The Plague (aka Little Boy) thanks to some very didicated Turukal scientists who studied it, while it killed them, trying to find a way to cure it. If not themselves, than at least other infected.
If the bonuses were forgotten for more 10 turns just Give a random tech discovery as a eureka Dice roll.
The Tech Depending on the number on the Die.
Which is what I have decided to do.
 
Indeed. Though we do have the genetic code and a lot of knoledge on The Plague (aka Little Boy) thanks to some very didicated Turukal scientists who studied it, while it killed them, trying to find a way to cure it. If not themselves, than at least other infected.
Can't we simulate Little Boy inside a computer? I mean atomic-level precission simulation?
 
Can't we simulate Little Boy inside a computer? I mean atomic-level precission simulation?
Its been done, but that does not help at all. Due to narrativium pollution, The Plague remains as deadly as ever, with no cure or way to kill it of.
 
Because that stuff, if you don't properly quarantine it on a world, is a civilization killer, and if you are unlucky? A galaxy killer.
Its been done, but that does not help at all. Due to narrativium pollution, The Plague remains as deadly as ever, with no cure or way to kill it of.
Ah. Here I'd thought heating the planet with orbital mirrors until it's surface temperature is Venus++ would have likely killed all the spores.

I mean, that's not something you want to do to your home planet, naturally, but given what they're dealing with any method to kill the Plague that doesn't increase its chance of spreading would be at least tentatively open to testing.
 
Ah. Here I'd thought heating the planet with orbital mirrors until it's surface temperature is Venus++ would have likely killed all the spores.

I mean, that's not something you want to do to your home planet, naturally, but given what they're dealing with any method to kill the Plague that doesn't increase its chance of spreading would be at least tentatively open to testing.
Honestly I would not mind doing that to the planet. The plague has devoured or choked out all other life and the way it eats at everything any artificial and many natural formations are probable long gone. I assume its a oxygen environment only because there is nothing changing it. Turn it into a hell to match what it is and be done with it. Wont kill the plague but should inconvenience it and make it far harder for fools to try and get at it.
 
@Warringer are you using Schreiben as your Vote Counter?
Because This either a mistake or a deliberate misrepresentation to manipulate the vote.
I voted before Alias And Build the Tech won by One Vote it wasn't a Tie like he stated.
Updated Tally w/ 6 voters: Letsparty, beast_regards, Blade4, Schreiben, Eliar, Alias
And we have a tie between the two trade options.
 
@Warringer are you using Schreiben as your Vote Counter?
Because This either a mistake or a deliberate misrepresentation to manipulate the vote.
I voted before Alias And Build the Tech won by One Vote it wasn't a Tie like he stated.
I am doing my own counting.

And I believe that its a mistake.
 
Turn 34 - Winter 2182/3032 - Results
Turn 34 - Winter 2182/3032

WCDC Defense Council:

[] Forwards Operation Base Circinus: active
Time: 4 turns, Chance of success: 50%
Roll 1 of 4, Roll 1d100: 87 - Success
Roll 2 of 4, Roll 1d100: 87 - Success

Slowly the 3rd and 4th WCDC Expeditionary Regiment were transported to Circinus, while local contractors were hired for the construction of a more permanent base ten kilometers outside of Clayborne Remembered. Most of the barracks were built from local woods, with conventional concrete employed for foundations and Macadam for the construction of streets and various fields. Hangars for vehicles and mechs were constructed from advanced reinforced microbial nanoconcrete for increased stability and protection, while modern polymer concrete was used for ammo dumps.

An additional landing area of almost three square kilometers near FOB Circinus was set up to land the various Undessa Batallion Landing Craft, carrying the additional Expeditionary Batallions, as well as several planetary defense squadrons, with the various service buildings nearby. To fuel the spacecraft, large water ponds were set up to provide propellant, while a small refinery would produce deuterium and tank batteries holding helium-3.

The entire base and its automated defenses would be supplied with energy by a 1GW fusion reactor, which supplied its surplus to Claymore Remembered and the slowly growing native industry.

active for 2 more turns

[] Project Indigo Putter: active
Time: 4 turns, Chance of success: 70%
Roll 1 of 4, Roll 1d100: 41 - Success
Roll 2 of 4, Roll 1d100: 48+5 = 53 - Success (Recent Pirate Attack)

The failed attempt to intercept the attack on Santa Alvarez, drove home the need to improve the defenses, with the majority of systems involved in Indigo Putter changing their tune to welcome the installation of WCDC surveillance satellites in their systems.

Slowly, the first modified Ternary Ansible Nodes are installed in various systems, which include the system to observe the system in question with optical and electro magnetic detectors, with a specialized ALI responsible for collating the data and sending flash messages through the network to the nearest patrol squadron.

active for 2 more turns

Singular Event
For forgetting the Internal and External Trade Bonuses for more than ten turns

[] Project Hunter Killer:
50% chance of AI controlled compact mechs, Roll 1d100: 58 - Success

Without any prompting or being contracted to deliver a product, a Project Team of Boston Dynamics approached the Military Apropriation Office in the Rocky Mountain Arcology with a new autonomous combat system in tow, the Hunter Killer Autonomous Combat System.

This advanced Combat System included three autonomous 'drones' set into a team of twelve, around a single central controlling unit, the Handler, a humanoid 5 meter tall compact mech, shaped like an overly large Heavy Power Armor, controlled by a volunteer AGI, who would observe a battle field or engagement zone and reach decisions to be shared with the 'combat drones'.

These 'combat drones' came in two versions, the Gracilis and the Fatalis, both shaped like over sized felines of the extinct genus Smilodon, with the Gracilis standing 1.5 meters at the shoulder, while the Fatalis stood 2 meters. Both systems were controlled by ALI that was designed to straddle the line to AGI as closely as possible, with the ability to develop their own personality, while remaining on an animalistic level of general intelligence. While these 'drones' were equipped with tungsten carbide claws and teeth, they were additionally equipped with 30 mm mortars and other compact kinetic weapons for long range engagement.

Their armor was designed along the line of modern ballistic fabrics with ceramic inserts, designed to survive high velocity impacts as well as laser burns, while being coated in a semi holographic camouflage material that would allow the 'drone' to reach its intended target quickly and relatively unseen, and strike from ambush.

The Team was given the opportunity to officially test the Hunter Killer System, against actual military targets during a training exercise, where the System showed its excellent potential as patrol and ambush system, as all three component 'drones' were autonomously equipped with nano fusion reactors and super conducting batteries for long duration operations.

Result: Hunter Killer Autonomous Combat System avaiable for deployment

WCDC Survey Office:

[] Deep Cover Intelligence: active
Time: 10 turns, Chance of Success: 60%
Roll 1 of 10, Roll 1d100: 93+10 = 103 - Success (Permanent Squadrons)
Roll 2 of 10, Roll 1d100: 62+10 = 73 - Success
Roll 3 of 10, Roll 1d100: 69+10 = 79 - Success
Roll 4 of 10, Roll 1d100: 20+10 = 30 - Failure
Roll 5 of 10, Roll 1d100: 37+10 = 47 - Success
Roll 6 of 10, Roll 1d100: 61+10 = 71 - Success
Roll 7 of 10, Roll 1d100: 31+10 = 41 - Success
Roll 8 of 10, Roll 1d100: 21+10 = 31 - Failure
Roll 9 of 10, Roll 1d100: 86+10 = 91 - Success
Roll 10 of 10, Roll 1d100: 40+10 = 50 - Success
Combined: 62 - Success
Roll 1d100 for Intel Network: 27 - Failure

After some jumps through Cavanaugh II, Timbiqui and Poulsbo, the crew of A Ship With A View finally jumped into Circinus, expecting an opposed entry. Or at least a warm welcome. Instead, they were intercepted by 4th Squadron of Task Force Market Garden. This led to some confusion on the part of the crew, even though it was a welcome one. They were informed the HPG had been destroyed during the initial invasion of the planet, which meant that the majority of messanges during the past year had not been received.

It also meant the attempt to set up an intelligence network in the Lyran Commonwealth had failed, as the agents did not have a convenient way to inform Berlin about their information.

Jureck's Jaegers were informed about the actual mission of A Ship With A View as an intelligence gathering operation and were offered a contract with the WCDC on Circinus, reinforcing the defense of the world with additional mechs. They might also be employed to crash the budding pirate heaven at Clayborne II.

Meanwhile, A Ship With A View continued on towards the Three Systems and 61 Virginis, where a dock had been set up near the Zenit Point to service and resupply the jump ship. The crew returned to Sol, to be debriefed and given leave for rest and recuperation after the nearly two and a half years of operation within the Lyran Commonwealth.

The information gathered by the A Ship With A View certainly was going to be of use, informing the WCDC Council about their neighbors. For one, the Lyran Commonwealth was identified as a highly mercantile nation, with a strong economy, even though the actual observation showed the economy was spread thin, compared to the actual size of the star nation. While the economic information needed to be revised, it was noted the Lyran Commonwealth still had the potential to massively hurt the local economy of the Three Worlds and by extension the WCDC.

On the military side, it was noted the Lyrans were mostly focusing their view on the Draconis Combine and to a smaller degree the Free Worlds League. However, some information showed that most of the military command staff were 'Social Officers', rather than actual career military, and that any conflict with them should take this into account for psychological warfare.

In the end, the suggestion was made to officially open diplomatic contact with the Lyran Commonwealth as the first major Inner Sphere nation, as they would be more interested in business deals than military operations against the WCDC at the moment.

Reward: Information about the Lyran Commonwealth

[] Abandoned Settlements: active
Time: 3 turns, Chance of Success: 60%
Roll 1 of 3, Roll 1d100: 94+10 = 104 - Success (Permanent Squadrons)
Roll 2 of 3, Roll 1d100: 80+10 = 90

Landings on the various abandoned worlds were successful, even though at least one landing craft was damaged when the ground beneath it caved in from an abandoned cellar underneath.

Archeologists were soon employed to dig for the remains of settlements, attempting to find usable data, while biologists studied potential biological causes. In one case they were successful relatively quickly, as a survey team discovered some enormous predators in the forest around the main settlement that apparently had developed a liking for humans as a food source, with a thick hide protecting them from conventional weapons. This resulted in the world being written off as uninhabitable for the time being.

active for 1 more turn

Deep Space Signal Intelligence Network

[] Base Operations: - 6 votes active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 90 - Success

So far FOB Pine Gap has+d performed well since its construction. With the implementation of the new Ansible backed real time observation, the importance of the station as a base for the analysis of intelligence data and rapid reaction away from Berlin diminished. As such, the decision was made to extend the stations' role in the region. For one, the station's docking arrangements were to be extended to allow docking of up to three Sqadrons at a time, with two Squadrons worth of specialized surveillance craft being prepared to ship out to the station to work on the extension of the Real Time Onservation Network, with new surveillance enabled Ternary Ansible Nodes.

To reduce the need to ship these Nodes to FOB Pine Gap the construction of asteroid mining bases was approved, together with the fabricator capacity to produce up to five of the new Surveillance Ansible Nodes per week.

active for 3 more turns

WCDC Diplomatic Corps:

[] Long Range Diplomacy - Illyrian Palatinate: active
Time: 6 turns, Chance of success: 50%
Roll 1 of 6, Roll 1d100: 51 - Success
Roll 2 of 6, Roll 1d100: 20 - Failure
Roll 3 of 6, Roll 1d100: 87 - Success
Roll 4 of 6, Roll 1d100: 77 - Success
Roll 5 of 6, Roll 1d100: 41 - Failure
Roll 6 of 6, Roll 1d100: 98 - Crit Success
Combined: 62 - Success

While the diplomatic relations had been soured by the recent 'temper tantrum' by the Illyrian government, the diplomatic talks continued well for the remaining weeks of the initial diplomatic talks, with the government falling over itself once it became clear that their worlds would be included into the Limited Bandwidth Ansible Network that had been set up for the surveillance satellites in the area, offering one of the oldest and most prestigious buildings in the capital city, not used by the government, as an embassy.

In the end, the Illyrian Government was given to understand that traders would eventually arrive to prepare business deals similar to those that were offered to the Lothian League.

Reward: Diplomatic Contact with the Illyrian Palatinate

[] Circinus Uplift: active
Time: 4 turns, Chance of Success: 60%
Roll 1 of 4, Roll 1d100: 80 - Success
Roll 2 of 4, Roll 1d100: 28 - Failure
Roll 3 of 4, Roll 1d100: 99 - Crit Success

With the theft of vehicles and fabricators, military police was brought in on the case and met with success fast, tracking down the still missing vehicles and fabricators to several cells of supporters of the old regime, who appeared to have been backed by a deep cover agent, possibly ROM. For the most part, the theft of the vehicles had been meant to obstruct the view at the theft of the fabricators, so that the agent could eventually move off world with his/her prise and return to Comstar.

Through diligent use of Smart Dust, surveillance drones and enhanced interrogation (use of special drugs) on the culprits, it was possible to tack down the agent in question and try to apprehend them. However, they committed suicide, rather than be taken by WCDC military police.

Meanwhile, the communication constellation available with the Planetary Settment Kits were put into orbit around Circinus, while several Fabricator Compex Sites were constructed near the largest cities of Circinus, while the Prometheus Foundation imported additional trainers and teachers to help the population gain the skills needed to operate WCDC machinery and technology.

Already this low commitment into the Circinan economy and social order was giving dividends in support of the population for the Military Governor.

active for 1 more turn

WCDC Trade Organization:

[] Combat Vehicle Development: active
Time: 3 turns, Chance of success: 70%
Roll 1 of 3, Roll 1d100: 100+10+10+10+10 = 140 - Crit Success (Military-Industrial Complex, Stronger Economy, Economic Ties, Interstellar Communication Network)
Roll 2 of 3, Roll 1d100: 92+10+10+10+10 = 132 - Success

Again, much like it happened with the earlier MBT and Mech development programs, the contractors flooded the WCDCTO and Military with designs within a relatively short time frame. For one, MIL-STD-102343 allowed the development of vehicles without the need to already integrate weapon systems, merely needing to provide weapon bays for various standardized sizes of weapons and other systems.

It was of note the various contractors appeared to have standardized around certain powerplants, like the Tomokino 200MW Microfusion* reactor, used in the Karakal II and the Fisilier, but also smaller Warech 150MW* and Sul'arde 100MW Nanofusion* reactors, as well as certain Milspec Computer and communication systems.

active for 1 more turn

[] Von Neuman: - 5 votes active
Time: 6 turns, Chance of success: 40%
Roll 1 of 6, Roll 1d100: 88+10+10+10+10 = 128 - Success (Scientific-Industrial Complex, Stronger Economy, Economic Ties, Interstellar Communication Network)

Plans to create autonomous space craft capable o fabricating copies of itself had been in the public mind for a long time, from many of the species of the WCDC. For the most part, the negative example of the Onouch'l Automatons that had destroyed at least three civilizations over three thousand years ago had held back the idea from being implemented.

The need to improve the livelihood of a growing number of worlds, as well as potentially setting up additional settlements as well as substantial amounts of orbital infrastructure, was limited by the availability of fabrication and transport, so it was deemed to be better to build a mobile fabrication and refinement vessel that could, if need be, copy itself and provide a growing number of mobile industrial complexes.

As such, several contractors were asked to design a Von Neumann space craft, to be controlled by an ASI and equipped with the ability to mine raw materials and fabricate everything saved to its databases.

active for 5 more turns

WCDC Office for Science and Development:

[] Superliminal Wave Detector: active
Time: 5 turns, Chance of success: 55%
Roll 1 of 5, Roll 1d100: 47+10+10 = 67 - Success (Research Center Sol, Interstellar Communication Network)
Roll 2 of 5, Roll 1d100: 8+10+10 = 28 - Failure

The team developing the Superliminal Wave Detector quickly ran into a huge block that stood in the way of their success, as they attempted to develop the sensor needed to detect the specific sort of hyper wave created by the entry and exit events of both the jump drive and the Heim-Feyman Event Gernerator, as the waves of either FTL propulsion system were vastly different .

active for 3 more turns

[] Project Blue Danube: active
Time: 3 turns, Chance of success: 75%
Roll 1 of 3, Roll 1d100: 57+10+10 = 77 - Success (Research Center Sol, Interstellar Communication Network)
Roll 2 of 3, Roll 1d100: 86+10+10 = 106 - Success

The three vessels selected for the test of the HFE Generator system together with a jump drive, Size Isn't Everything, Just Testing and No Pirate Life For Me, were moved to a new dock yard created near the Sol Nadir Point, where they were prepared to receive their new HFE Generators.

Extensive modeling of the interaction between the super conducting rings of the HFEG and the equally super conducting Jump Core, as well as the potentially docked spacecraft already equipped with an HFEG system, had shown that the HFEG system for a jump ship would be different from a conventional FTL spacecraft. There would not only be the need for a single dual superconducting ring system, but three for the larger spacecraft and two for smaller ones, as to overcome the interference of the other super conducting materials. However, those super conductors supported the magnetic fields of the HFEG to a considerable degree, reducing the size of the superconducting rings by such a margin that they could easily be tucked away inside the general hull of a jump ship, with the exterior unchanged. This would allow for 'stealth' use of HFEG equipped jump ships for recon missions.

active for 1 more turn

Deep Space Signal Intelligence Network Report:

Lothian League:

It appears most of the new FTL communication traffic in the Lothian League happens to be attempts of Grand Mistress Logan attempting to micromanage the local planetary governments, which is currently leading to a bit of backlash against her rule. However, most of that backlash consists mainly of messages of 'Leave us alone, we got things in hand' for the most part.

Illyrian Palatinate:

There is little of note to say.

Circinus Federation:

The raids sent out by Clayborne II return, while the pirate band that has raided Santa Alvarez arrives at the planet to fence off their ill-gotten gains.

Marian Hegemony:

All we can tell is the Legions moved into the area closest to the Lothian League and the Illyrian Palatinate appear to run constant drills, which might point towards an impending attack against the Lothians and/or the Illyrians.

Inner Sphere:

Lyran Commonwealth:

Nothing out of the ordinary as far as can be decerned.

Federated Suns:

Nothing out of the ordinary as far as can be decerned.

Draconis Combine:

Nothing out of the ordinary as far as can be decerned.

Free Worlds League:
Dutchy of Andurien:

The Free Worlds League declares war on the Dutchy of Andurien, though it is couched in terms of 'reunification', and many of the attacks are directed into formerly Capellan space, where the defensive preparations of Andurien have officially been weakest. However, many of the attacked worlds have surrendered to Andurien out of their own volition and retained their defensive capabilities, enabling them to hold out in the conflict, with some mercenary forces, some of them formerly employed by the Federated Suns, strengthening the defense.

In turn, Adurien attack forces cross the border to attack worlds near it, though even here, there are worlds friendlier to Andurien, who are not putting up considerable resistance, with some garrisons remaining in their bases, while Andurien troops gain the governmental buildings. Additionally, several smaller systems away from the Andurien border rebel against the Free Worlds League and attempt to secede, which are brutally suppressed by the FWL Military, inciting more revolts, which forces the FWLM to pull forces from the front lines.

Comstar:

Currently, there is no new information avaiable about Comstar, aside from potential additional agents on Circinus.

Expansion and Suggestions:

Attempts should be made to find a way to directly intercept HPG messages with the use of the Extended Range Secure HPG.

Random Event - Refugees

In late winter, several jump ships arrived at Circinus and were stopped by the 4th and 5th Squadron of Task Force Market Garden. It had been possible to track these jumpships over some distance with the Deep Space Signal Intelligence Network, identifying some regions of the Free Worlds League as the origin point of the jump ships.

As it turned out, the various dropships carried by the jump ships contained about five thousand rebel refugees from the planet of Bismarck, where one of the revolts against the Free Worlds League had been brutally beaten down. They had heard rumors, from an unknown source, that a new powerful and free nation had arisen past the Circinus Federation, and they intended to fleet towards this nation.

It was unknown where those rumors had originated, but it was decided, after some political wrangling, to accept those refugees. However, it was believed this refugee column might be used to insert agents of various intelligence agencies, like ROM and the currently unknown Free Worlds League intelligence, and it was decided, after communication with the refugee leaders, to land them on Circinus, where the refugees might be of use during the rebuilding of the planet, while they could be vetted by counter-espionage specialists of the Survey Office and various other national intelligence agencies.

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

* Tomokino 200MW Microfusion = 240 rated Fusion + Superconducting Batteries
Warech 150MW Microfusion = 180 rated Fusion + Superconducting Batteries
Sul'arde 100MW Nanofusion = 120 rated Fusion + Superconducting Batteries
 
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