Turn 38 - Winter 2183/3033
WCDC Defense Council:
[] Project Byzantium:
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)
Roll 2 of 6, Roll 1d100: 94+5+5 = 104
A detailed structural analysis of the entire hull of the
SLS Belisarius showed the hull under the armor was undamaged. It also showed the structure could survive acceleration greater than those the actual drive systems were capable of. As such, the fusion thrusters were slated to be upgraded to a system that could propel the massive warship at 2.5g continuously, while being able to increase it to 4g for emergencies. With the more powerful thrusters, it could easily be made to carry the largest fusion laser core ever designed, with a total laser power of nearly 500GW, where the previously largest was a 'mere' 10GW.
In combination with lessons learned from the laser optics natively carried by the
Belisarius and various other tricks, most of them developed by the Tiaunt over the millennia, the goal was to provide all laser apertures with the maximum power they were designed for. As such, the rebuild would make use of 60 apertures capable to deliver up to 7500MW of coherent light at 300 nm, each with the ability to keep a beam focused on the target over up to ten seconds. Special crystals inside the aperture were able to pulse the laser, should the need arise, while others were able to shift the spectrum of the laser light as needed, for example for ground engagement through an atmosphere.
Where those 60 large laser apertures were installed in place of the previous laser systems, an additional 60 800MW apertures were spread over the hull, as closer range weaponry to defend against faster and smaller targets. Finally, 200 5MW laser apertures were also spread over the hull to provide close in defense as an anti-missile system, with the apertures combined into the same turret as two 35 mm helical rail guns.
The structural analysis of the compact jump core, by contrast, showed it had been damaged either during the fight that nearly destroyed the
Belisarius or during the improvised journey to 61 Virginis. As such, it had to be removed, to be replaced by an Advanced Jump Core. This, in turn, resulted in the engineers having almost 80000 tonnes of additional mass available for various systems to be integrated into the hull of this war ship.
active for 4 more turns
[] Operation Tortuga Down:
active
Time: 3 turns, Chance of success: 60%
Roll 1 of 3, Roll 1d100: 87 - Success
Roll 2 of 3, Roll 1d100: 92- Success
The attack on Clayborne II differed from the Invasion of Circinus in that the initial attack was directly against the seven jumpships in system.
Code:
Space Combat
WCDC Forces:
6 Squadrons (72 Sleipnir, 30 Im-umi, 18 Drashy)
Roll 1d100: 99+5+10+25 = 139 (vs Dropships, Squadrons with Autowars, Autowar Squadrons)
Pirates:
7 Jumpships (5 Invader, 2 Merchant)
19 Dropshios (12 Leopard, 6 Union, 1 Mule)
Roll 1d100: 54-10-5 = 39 (Surprise, Uncoordinated)
Result: 139 vs 39 - Uncontested WCDC Victory
As the attack was out to disable or destroy the jumpships to prevent them from jumping and warning other pirates, the WCDC squadrons simultaneously struck against the Nadir and Zenit point, leaving Heim-Feynman Space extremely close to the jumpships and opening fire without warning, before they could react. This resulted in the outright destruction of 1 Invader and 1 Merchant, while the remaining ships were heavily damaged, two Invaders loosing their jump cores and the rest being boarded.
Following this initial attack, and before the light cone of the attack could reach the planet Clayborne II, the squadrons, after leaving a few vessels to keep watch at the jump points, translated deeper in the system into the L1 point of the planet and its primary. Again, the surprise and the uncoordinated nature of the pirates lead to a disjointed defense, with only half of the dropships even being able to leave the atmosphere, before being either destroyed or disabled. 5 Leopards, 2 Unions and 1 Mule remained on the surface, their crews unable to reach the dropships before Sleipnirs were able to disable them.
This was followed by the immediate landing of the 6th, 7th and 8th WCDC Expeditionary Regiments in three different landing zones surrounding the capital of the planet, McIntyre's Landing.
Code:
Ground Combat
WCDC Forces:
6th, 7th and 8th WCDC Expeditionary Regiment
Roll 1d100: 82+10+5+5 = 102 (Against Machs, All Ground Combat, Hunter-Killer Prides)
Pirate Forces:
40 Mechs
20 Combat Vehicles
2000 Infantry
Roll 1d100: 29-10-5+5 = 19 (Surprise, Uncoordinated, Experienced)
Result: 102 vs 19 - Uncontested WCDC Victory
While the Pirate Forces on the planet were experienced warriors, most of them used to belong to various military and mercenary forces, once again the surprise hampered the defense and the uncoordinated nature of the pirate bands among each other. The new hardware and better training on the side of the WCDC Regiments showed, as well as the lessons learned on Circinus, as they were able to defeat the partially singular pirate bands deciding to attack piece meal against one Regiment or the other, while they were moving on McIntyre's Landing.
In the end most Pirate forces were defeated, with several mechs and about 400 infantry fleeing into the mountains near the capital. Here, the Hunter-Killer Prides showed their effectivity, as they were able to hunt down these pirates and slowly herd them towards the 7th Regiment, where almost all of them surrendered, rather than facing off against a Hunter-Killer Pride.
The civilian population of McIntyre's Landing welcomed the WCDC forces with open arms, having lived more than a year through hell, as they were exploited and endangered by the pirates. In an eerie mirror of Clayborne Remembered, the self-proclaimed Pirate King of Claryborne II was found dangling from a tree, where a mod had hanged him.
While this part of the operation was successful, the remaining forces of Operation Tortuga Down took on the remaining worlds of the former Circinus Federation, taking half of them without any losses or resistance, most of the worlds not even aware that Circinus had been invaded by the WCDC over a year earlier.
active for 1 more turns
WCDC Survey Office:
[] Marian Agents:
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
Roll 4 of 4, Roll 1d100: 25+10 = 35 - Failure
Combined: 58 - Success
Agent Network, Roll 1d100: 75 - Success
The attempts of Caesar O'Reilly to get trade agreements with the crews of the
Profit Margain and
Flexible Demeanour were not successful, largely due to the survey personnel having no idea what to actually offer to the Marian Federation. Even the Survey Office was at a loss and direct consultation via Ansible did not result in any success either.
Caesar O'Reilly then proved to be somewhat impulsive, as, in a fit of annoyance, he ordered the crews of the dropships to finish their operations and leave the planet within two days, only to return with good trade offers.
Having successfully inserted the agents, however, there was little the Intelligence crew could do in the Marian Hegemony, and they left the planet, and began with the journey home.
Reward: Continous information about the Marian Hegemony, Emplaced intelligence network
[] 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
Roll 3 of 10, Roll 1d100: 95+10 = 105 - Success
The dropships of the
A Ship With A View landed on the planet Cerillos, where they began some trade talks with the locals, while attempting to discover the reason the three Overlord class dropships had arrived, as well as planting rumors Comstar was not telling the truth and that Circinus was taken over by a legitimate organization to stop piracy. All these goals were finished successfully, as there was some little bit of trade and the rumors fell on good soil.
Meanwhile, some agents were able to talk to some Mech Warriors from one of the three Overlords over a beer. They told that they had arrived to defend the border against pirates, but under no circumstances crossed over towards Circinus. They did not know why that order had been given, as they were surely able to beat a few periphery pirates. The agents were also able to get some rumors that the FWLM would send more forces after the War with Andurien, and that the actual orders of the force was to split up and defend several planets in the area against possible Lyran incursion, now that the FWLM was preoccupied.
The latter rumor turned out to be true, as one of the overlords remained on Cerillos, while the other two were routed towards Gallisteo and Griffith.
With these informations transmitted back into the WCDC, the
A Ship With A View left for Allorton, before jumping to Edmondson and Kilarney. In between, however, the jumpship jumped into deep space during these stages, with the
I Blame Your Mother and
I Blame My Mother using their HFEGs to emplace Ternary Ansibles, allowing the mission to remain in contact with the WCDC, a massive difference to the previous mission into the Lyran Commonwealth.
active for 7 more turns
Deep Space Signal Intelligence Network
[] Network Extension: - 7 votes
active
Time: 2 turns, Chance of success: 60%
Roll 1 of 2, Roll 1d100: 2+5 = 7 - Failure (Extended Base)
With the extension of
FOB Pine Gap finished, came the plan to finally take a closer look at the worlds of New St. Andrews and Niops. However, attempting to locate either world proved to be more of a challenge than everyone had expected. For several weeks, the spacecraft of
FOB Pine Gap continued to try and find those worlds without much success.
Additionally, the spacecraft were needed to install the first of the new Superluminal Wave Detectors in key position to supervise jump space traffic throughout known and parts of unknown space.
active for 1 more turn
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
Roll 4 of 8, Roll 1d100: 96 - Success
Over the course of nine weeks the
Unexpected Oversupply Of Gravitas slowly makes its way towards Tharkad, several times jumping into uninhabited systems to shorten the travel between Rosice and Halfway and then between Smolnik and Eutin. Taking these shortcuts led to several concerned messages between the planetary governors and the jump ship, as usually jump ships try not to jump into uninhabited systems.
Once they reached Eutin, however, the jump ship and its visible escort dropships were stopped at Eutin and requested to land on the planet, where apparent customs officials and technicians from the Lyran Commonwealth were to search them for any contraband and to make sure that they would not carry anything dangerous. The entire situation was suspicious, however, as the 'officials' were attempting to distract the crews of the dropships, while the technicians examined everything. Surprisingly, they were unable to identify the HFEG as additional systems in the modified Overlord and Leopards and there was no comment given on the Mechs, tanks and other combat vehicles.
Instead, the 'technicians' searched for several out-of-the-way areas, where they dropped unidentified bundles in all dropships. They were observed doing this by the Smart Dust within the vessels, usually used to measure the environment and inform about damage to the structure or hull breaches. Instead, one of the packages resulted in a radiation warning from the compartment and one of the technicians was caught, attempting to deliver his package into a rarely used storage locker. He was caught by security, but later committed suicide, while the package he attempted to deliver was identified as a nuclear device, attached to a sensor that would have measured the electromagnetics of the jump ship and detonated the device just before a jump.
This resulted in the other packages to be collected, each containing a large mass of high explosives, meant to damage and/or destroy the dropship and the jump ship. In turn, the diplomats raised the problem with the local government, who were perplexed about the situation. They had merely been tasked to delay the mission a little, for Tharkad to fully prepare for the meeting as the jumpship had made the jump through uninhabited systems and shortened their journey. There had never been any customs officials and technicians meant to search the dropships.
While Comstar seemed to be the culprit of this scheme to destroy the diplomatic mission in transit, there was nothing in the HGP traffic that would confirm such a conclusion.
active for 4 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)
Roll 3 of 3, Roll 1d100: 90+25 = 115 - Success
Combined: 87 - Success
With the help of technicians and teachers, the fabricator complexes of the Prometheus Foundations were fully integrated into the economy of Santa Alvarez and began to fabricate copies of themselves. Private companies were allowed to buy some of these copies, as the first more modern computer systems, with modern WCDC designs, hit the market.
With some teachers and technicians remaining to continue teaching using the new technology, the Prometheus Foundation was confident that Santa Alvarez would reach a technological parity with the WCDC in 3060 to 3065.
Reward: +10 on diplomatic action on targeted world, targeted world is slowly brought up to a Walker Cluster tech level
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
Roll 5 of 6, Roll 1d100: 39+10+10+10+10 = 79 - Success
Some final touches were put on the fabricating system, enabling the internal cavern of the fabricator system to grow to a size that would enable it to work to repair or salvage Inner Sphere jump and warships up to twice the size of the
SLS Belisarius. As such, it would work as a mobile dock, even capable of building the large structure of a heavy warship.
With the mining, refining and fabricating facilities done, the Von Neumann Project moved to design the drive system of the massive space craft. Of course the craft would be using an advanced jump drive, in combination with a Heim-Feynman Event Generator, though neither would move the Von Neumann while the fabricating bay was fully extended. For movement inside a solar system, a substantial drive system was added, enabling the craft to move at 1.5g of constant acceleration or 2.5g of emergency thrust.
It would certainly need some defenses. As such, two internally carried Sleipnir Autowars were added to the design.
The computer systems were added, in massively decentralized systems, able to survive heavy damage to the hull and structure., before finally some living quarters for up to a thousand people were integrated, largely to allow the Von Neumann to act as a longer ranged colonization craft, able to build up an entire infrastructure, complete with initial settlers, from the ground up.
While the entire design process was happening, the production of the first prototype was in full progress.
active for 1 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
Roll 3 of 4, Roll 1d100: 80+10+10+10+10 = 120 - Success
With now only four jumpship designs for export into the Inner Sphere available, the various dockyards prepared slips for their construction, while the known larger scale deposits for germanium were tapped to produce the initial starting point for the construction.
active for 1 more turns
WCDC Office for Science and Development:
[] 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: 24+10+10 = 44 - Success
Roll 3 of 4, Roll 1d100: 45+10+10 = 65 - Success
One surprising thing the researchers learned about the robot was that its main processor was situated within its head, behind a semi transparent 'face-shield' with an integrated OLED display. Carfully opening this CPU, they could determine that it had more in common with the computer technology of the WCDC, than with the technology used in the Inner Sphere. The main processing unit contained a massively parallel graphene based central processing unit, with memristor based memory for both RAM and long term storage. On top of this, the entire system had more in common with a neural network, with its simple processors, than a more conventional computer system. On top of this, at least four quantum particle based processing units were embedded deeply inside the main processor.
Based on this information, it was determined that this robot could house a AI up to a level of AGI, maybe a lowe level ASI.
Having learned almost all the robots secrets, the research team careully put the robot back together, repairing any damage done to it.
active for 1 more turn
[] Hypercom III: - 7 votes
active
Time: 2 turns, Chance of success: 60%
Roll 1 of 2, Roll 1d100: 61+10+10 = 81 - Success (Research Center Sol, Interstellar Communication Network)
Finally, the project team that had worked on hyper wave communication for such a long time, was given the means to begin completing their research and build the first prototypes of a Hyperwave transceiver. This first prototype was the site of a microwave and could transmit messages over hyperwave at a maximum velocity of about 20000 times the speed of light, with a theoretical range of about two hundred light years. The transmitter itself could only cope with a data rate of about 56 kbit per second on a single omni directional transmission channel.
However, it showed that the system itself worked nicely and could theoretically already be put into operation. However, the research team had worked long and hard on the theory, which could enable a directed hyper wave, generated with a form of phased transmission array, increase the data rate up to about 1 megabit per second, and the maximum velocity to about 40000c, with a range of up to five hundred light years. At least, that was the hope.
And various organizations were quite interested in the system.
active for 1 more turns
----------------------------
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:
In the war between these two powers, the stalemate continues, though the FWL attempts to retake Fondras, which is successfully help by Zeta Batallion against several incursions of the FWL. Meanwhile Andurien is able to take Kwamashu, while the FWL is sucessful in the invasion of Pella II after several months of hard fighting.
Comstar:
Currently it is unknown whether or not Comstar is behind the attempted sabotage on our deiplomatic mission to Tharkad, but we should certainly keep our eyes open to the possibility.
Expansion and Suggestions:
Currently, the DSSINOO is busy with equipping select Surveylance Nodes with the new Superliminal Wave Detectors.
FOB Pine Gap and Circinus have been given priority with these new systems.
-----------------------
Random Event - Nothing Happens