Turn 37 - Autumn 2183/3033
WCDC Defense Council:
[] Project Byzantium: - 8 votes active
Time: 6 turns, Chance of success: 60%
Roll 1 of 6, Roll 1d100: 88+5+5 = 98 - Artificial Crit Success (Bonus to all military R&D, Bolus to Space Combat R&D)
After three years of being docked with the large dockyard constructed in 61 Virginis near the Heim-Feynman Limit of Dran, the Defense Council decided it was time to do something with SLS Belisarius, after there had already been several jumpships been overhauled within the past months. The decision was made to carefully remove the large scale weaponry of the vessel, to take a glimpse at their designs, followed by possibly completely reworking the structure, propulsion, weapons and other systems, followed by putting it into service with the WCDC as the first internationally operated vessel of the organization.
Work crews had used the time to slowly remove everything that could be moved, carefully cataloging everything, as well as taking stock of all the damages the massive vessel had sustained in its last fight. Smart Dust had been used to carefully build a 60 percent complete construction template for the Belisarius, enabling the crews to carefully begin with the removal of the weapon systems, before taking care of the damaged sections.
The more than one kilometer long spaceship had been equipped with several interesting weapon systems to the Defense Council, like 35 massive self-contained laser systems, with several damaged sections where more weapons of this type had been installed, and 12 weapon systems that appeared to be massively enlarged versions of the PPC as used in some recovered mechs. The remaining weapons were two large kinetic weapons and more conventional missiles, comparable to the native Class IV.
Since it was hoped to return the giant vessel to duty, a critical eye was put on the compact jump drive, which made up about fifty percent of the spacecraft mass. Battle damage and the forced recharging from a small fusion reactor might not have been gentle to the delicate system, making replacement with an Advanced Jump Drive a possibility. At least the existing jump drive could be recycled in such an event and allow saving on germanium, until sources for the material could be found.
active for 7 more turns
[] Operation Tortuga Down: - 4 votes active
Time: 3 turns, Chance of success: 60%
Roll 1 of 3, Roll 1d100: 87 - Success
With the Forward Base on Circinus fully operational and well protected as far as they were concerned, the Defense Council decided it was time to finally deal with the pirates that had set up shop in Clayborne II. Already the decision had been made not to announce the destruction of this new pirate heaven, hoping that the system could be used as a 'pirate black hole', where pirates went and then disappeared as their jumpships and dropships were destroyed or taken by the WCDC.
To this end, several more squadrons were sent towards Circinus, together with the new 8th WCDC Expeditionary Batallion, fully equipped with the new combat vehicles, which would be joined by the 6th and 7th to take Clayborne II. Additionally, the 4th and 5th would jump from system to system and take the other worlds of the former Circinus Federation.
Commanding Operation Tortuga Down would be Generalmajor Andreas Werneke, of the Hannoverian Bundesarmee. Much like the appointment of Brigadier General Tiast Kerod Ildunt, Werneke was a political selection, to show that not only the nation of the Three Worlds would be in command of WCDC forces.
By late Autumn, Operation Tortuga Down was ready and the forces launched from Circinus.
active for 2 more turns
WCDC Survey Office:
[] Marian Intelligence: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 27+10 = 37 - Failure (Permanent Survey Squadrons)
Roll 2 of 4, Roll 1d100: 74+10 = 84 - Success
Roll 3 of 4, Roll 1d100: 67+10 = 77 - Success
After arriving at New Venice the No Pirate Life For Me detached its dropships and traded on the world for a while, inserting two agents into the world under the guise of a trade mission, before leaving for Alphard, via Addhara and Stafford.
Landing on Alphard, the crews of the two dropships Profit Margain and Flexible Demeanour were surprised to learn that the Caesar or the Marian Hegemony was quite taken up with trade and was interested in trading with the porported homeworld of the No Pirate Life For Me, Tatooine. Where the crews had expected some token trade agreements, instead they were in full trade talks, while the team of four agents slowly disappeared into Nova Roma, prepared to slowly set up the network of agents.
active for 1 more turn
[] Deep Cover Intelligence II: active
Time: 10 turns, Chance of Success: 60%
Roll 1 of 10, Roll 1d100: 78+10 = 85 - Success (Permanent Survey Squadrons)
Roll 2 of 10, Roll 1d100: 23+10 = 33 - Failure
While at Circinus, A Ship With A View was delayed, when some software and hardware failures occurred on the dropship I Blame Your Mother, necessitating the dropship to remain on the surface of the planet, while repairs and fixes were implemented. Additionally, the dropship I Blame My Mother was examined as well, to determine whether the failures were systemic or not.
During this maintenance, several more hardware faults were discovered, as well as software problems, which had to be fixed, as the new hardware sometimes appeared to have problems talking to and operating on top of the original hardware. Still, in the end these problems were all taken care of and the A Ship With A View could make the transit into the Free Worlds League, Cerillos, where they encountered a jumpship of the Free World League, carrying three Overlord class dropships, which appeared to reinforce the planetary garrison.
active for 8 more turns
Deep Space Signal Intelligence Network
[] Base Operations: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 90 - Success
Roll 2 of 4, Roll 1d100: 84 - Success
Roll 3 of 4, Roll 1d100: 78 - Success
Roll 4 of 4, Roll 1d100: 50 - Success
Combined: 75 - Success
The final touches were put on the rebuild FOB Pine Gap with the installation of two Kalpana Two class habitats constructed from local materials, each with a diameter of a hundred meters and a width of one hundred meters. This added about 63000 m² of habitat space and 6000 additional personnel to the station. Additionally, a dock yard was installed at right angles to the docking area, allowing to service and repair up to ten space craft simultaneously, with the fabricators being able to build spacecraft up to the size of a Sleipnir, should the need arise.
Several Enhanced Range Secure HPGs were also added to the station, as well as additional Caldran Ansible Nodes to enable better communication with surrounding space.
Overall, it was believed the newly enlarged FOB Pine Gap would improve the capabilities of the Deep Space Signal Intelligence Network.
Reward: Extension of FOB Pine Gap, +5 on DSSINOO operations
WCDC Diplomatic Corps:
[] Long Range Diplomacy - Lyran Commonwealth: active
Time: 8 turns, Chance of success: 50%
Roll 1 of 8, Roll 1d100: 33 - Failure
Roll 2 of 8, Roll 1d100: 73 - Success
Roll 3 of 8, Roll 1d100: 67 - Success
While at Circinus, preparing for the jump into the Lyran Commonwealth, the diplomatic mission prepared to split up. While the Unexpected Oversupply Of Gravitas would take a roundabout way towards Tharkad, with plans to be v at all times, the Escort Squadron was to shadow the jump ship at a safe distance of about 1 light year, ready to come in, if the need arose, while keeping in touch via Caldran Ansible, as well as emplacing Ternary and Surveillance Nodes along the route.isible
In an experiment of the Defense Council, which was not approved off by the Diplomatic Corps, Hunter Killer Squad One, the first of these 'prides' in operation, under AGI US Army Lieutenant Aurdy Murphy, was seconded to the mission, to determine whether a Hunter Killer Squad could be used for as protective detail, on top of the protective detail of several Fusilier Mechas carried by the It's Character Forming.
After some back and forth, the Star Lord finally launched into the Lyran Commonwealth in mid Autumn, arriving at Rajkot, where the ship officially announced its presence with an official request from the WCDC to open diplomatic relations with the Lyran Commonwealth. This in turn led to a scramble within the local government as they contacted Tharkad using Comstar. HPG Backscatter showed that for the most part the information was transmitted towards Tharkad and answered. However, there were some artificial delays in the communication as the return message, inviting the Unexpected Oversupply Of Gravitas to Tharkad, which was officially transmitted to the ship after only two weeks. Based on several Comstar internal messages, the Primus of the HPG station had been ordered to keep the message back as long as possible.
Still, the invitation made its way to the Unexpected Oversupply Of Gravitas, allowing the ship to jump to Biloela and then Maisons at the end of Autumn.
active for 5 more turns
[] Humanitarian Aid III: [active
Time: 3 turns, Chance of success: 50%
Roll 1 of 3, Roll 1d100: 74+20 = 94 - Success (Various Boni)
Roll 2 of 3, Roll 1d100: 32+25 = 57 - Success (Various Boni)
With the Planetary Settlement Kits spread out over the several nations of Santa Alvarez, the trainers and teachers of the Prometheus Foundation followed, accompanied by diplomats hoping to help the local population to enter a new era of peace, especially in the fake of the brief civil war in Hispanola, that had resulted in the nations being split apart in two.
The people of Santa Alvarez, even though being at a 1960s level of technology, were able grasp the basics of the Plentary Settlement Kits and the underlaying implications of the technology quickly, as there had been initial attempts to create the first local 3D printing systems already. As such, much like on Hannover, the Frabricator systems of the Planetary Settlement Kits were put into 'reproduction mode' and began to copy themselves to massively supplement the existing industry of Santa Alvarez.
On a sidenote, at least Nuevo Tejas showed some interest in becoming a member of the WCDC.
active for 1 more turn
WCDC Trade Organization:
[] Von Neuman: 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)
Roll 2 of 6, Roll 1d100: 64+10+10+10+10 = 104 - Success
Roll 3 of 6, Roll 1d100: 54+10+10+10+10 = 94 - Success
Roll 4 of 6, Roll 1d100: 48+10+10+10+10 = 88 - Success
With the asteroid mining vehicles slowly being finalized, work began on the structure of the Von Neumann space craft itself. It had already been decided to make use of an advanced jump drive, supplemented by a Heim-Feynman Event Generator, leaving about half of the vessel's mass free to carry one of the most complex and compact refining and fabrication units ever devised.
From the ground up, it was designed to not only make use of fabricator technology, which could be quite slow even for relatively simple systems, and included additional miniaturized conventional production facilities, including automated CNC machines, or a miniaturized smithy.
To facilitate construction within a relatively secure space, the entire front of the vessel could split apart and extend, with thin barriers of highly resistant plastics extending in between, creating a free space where a Von Neuman could easily copy itself, with the help of hundreds of smaller ALI controlled manufacturing drones combining components created in the internal factory of the Von Neumann.
active for 2 more turns
[] Interstellar Jump Trader: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 24+10+10+10+10 = 64 - Success (Scientific-Industrial Complex, Stronger Economy, Economic Ties, Interstellar Communication Network)
Roll 2 of 4, Roll 1d100: 16+10+10+10+10 = 56 - Success
With the relative success of the various plans to create different classes of Jump Ships, the WCDCTO attempted to reign the dockyards and design offices back a little, noting it might be a good idea for cooperation between the various companies and that they did not believe there was too big of a market for the number of jump ship designs in the Inner Sphere. It did help that the WCDCTO had been kept apprised of the designs, allowing them to point some design companies to dockyards and vice versa to consolidate the plans.
The note of caution was taken up by the companies and the number of projects to build jump ships coalesced to four from a starting fifty, each design being in something of a specific niche as perceived by the companies and the WCDCTO.
active for 2 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
Roll 3 of 5, Roll 1d100: 32+10+10 = 52 - Scuccess
Roll 4 of 5, Roll 1d100: 64+10+10 = 84 - Success
Roll 5 of 5, Roll 1d100: 86+10+10 = 106 - Success
Combined: 66 - Success
Detection Range: 10+3d20 = 10+16+16+20 = 62 - 62ly range
Following the first prototype, several more were constructed, each not only being longer ranged and more accurate, but also more compact, until a final prototype was constructed, the size of a semi truck. It could detect both jump ships, and a Heim-Feynman Transition Event, allowing for the detection of previously unknown spacecraft transiting through the detection space. During testing, several interesting situations came up, where apparently at a short range hyperwaves appeared to be reflected by something, a situation that should be investigated.
However, it was soon discovered the accuracy of detection of various n-dimensional events was dependent on the range, with the inner thirty lightyears of range being accurate, before the accuracy dropped significantly, until it became useless at about a range of 62 lightyears.
By the end of the project, a workable Superluminal Wave Detector was produced, waiting to be put into service by the WCDC. They had even designed a version that could easily be slotted into existing 'Surveillance Nodes' shich had been designed to be extended by additional modules.
Reward: Superluminal wave detector, 62ly detection range
[] Alien Robot!: active
Time: 4 turns, Chance of success: 55%
Roll 1 of 4, Roll 1d100: 27+10+10 = 47 - Success (Research Center Sol, Interstellar Communication Network)
Roll 2 of 4, Roll 1d100: 25+10+10 = 45 - Success
Slowly taking the alien robot apart and analyzing its makeup and construction, it became rapidly clear the robot was not of human make, be it Inner Sphere or WCDC. Indeed, Carbon-14 analysis of the material showed that apparently the robot was at least 250 years old, with grit from the planet it was found on, being about 200 years. This meant whoever had destroyed the robot with the unknown plasma weapon, which had done so only ten years after the settlement had been abandoned and had been from outside known space.
While some had feared there would be hidden compartments with a biological plague, any biological material found in sealed areas of the robot turned out to be harmless and in most cases quite dead bacteria, with their DNA and equivalent showing that they were from a world completely unknown.
The construction of the robot was unusual, as its structure and artificial musculature was unlike anything previously known and made liberal use of graphene and other carbon nano materials, something completely unknown in the Inner Sphere.
active for 2 turns
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Deep Space Signal Intelligence Network Report:
Lothian League:
There is little of note to say.
Illyrian Palatinate:
There is little of note to say.
Circinus Federation:
There is little of note to say.
Marian Hegemony:
There is little of note to say.
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 stalemate between the Free Worlds League and the Dutchy of Andurien mostly continues, with Andurien getting support from several additional mercenary units that used to be in the employ of the Federated Suns.
Whil the FWL is unable to make gains, Zeta Batallion, working for the Dutchy, is able to retake Fondras.
Comstar:
As observed during the incident with the delayed messages at Rajkot, Comstar seems to continue to act hostile towards us, seemingly attempting to prevent, delay or sabotage any diplomatic talks with the Lyran government. While there appear to be mostly attempts to delay the Unexpected Oversupply Of Gravitas, we should be prepared for more active opposition.
Expansion and Suggestions:
Currently there is a gradual expansion of the Deep Space Intelligence Network deeper into both the Lyran Commonwealth and the Free Worlds League.
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Random Event - Nothing Happens
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Event Chain:
The commander and the crew of the Bright Star appear mostly friendly, though the inspection of their craft by the Tiaunt HIMSS Algaron led to some curious comments by the crew. Star Captain Bavros identified himself as a scout from Clan Nova Cat, though several people supported him from other Clans, like Clan Hell Horse and Clan Star Adder. Indeed, one of the dropships carried along by the Bright Star was a Hell Horse Union.
Apparently, they had been asked to survey the area of space taken up by the WCDC and determine what was there before returning. Now, however, they wished to visit the WCDC to take a close look at it.
With some trepidation from the Diplomatic Corps, they were allowed to enter deeper into the WCDC and the Sol System, where, much like Comstar and Snord's Irregulars before them, they were allowed to dock on Ceres for some limited diplomatic work.
One incident was striking, however, as Star Captain Bavros, and the highest ranking Star Adder and Hell Horse, met with Sir Adam Prometheus in the bar 'The Atomic Rocket'. While the meeting was official, no surveillance footage or other information about the content of that meeting exists, as something deactivated all Smart Dust surveillance and none of the other patrons remembered anything said between them.
By the end of Autumn, the Bright Star left Ceres and Sol, apparently returning to their home worlds.
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AN: Yes, the worlds 'How's the weather on Strata Mechty' did fall during that conversation.