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Growing Horizons: Inner Sphere - Quest

That reminds me... I have to add the Planetary Settlement Kit to the Wiki...
Which would be a pretty critical part of supplies. A ship like that could carry quite a few i would think. Set up a pile of pre fabbed towns and fill them as able. Terraforming and infrastructure building the whole way.
 
The way you describe it the setup sounds more akin to an invasion than a settlement and colonisation effort. Settlement in force, so to speak.
But honestly, if we had a Settler configuration there'd be a couple PSKs, and at least one of those would remain in space and start building up spaceborne infrastructure on the respective moons and nearby asteroids. Or the Settler would be quickly followed (or even preceded) by a Von Neumann that lays groundwork.

As for the OCP abbreviation, for the P all I can think of is pact, but the other two are more open.
Outworld Cohabitation Pact – more a location descriptor, and one with a whiff of acknowledgement toward the IS being the centre of the world
Orion Cooperation Pact – Less pandering localisation decriptor plus something of a mission statement added
Optimal Cooperation Pact – Pure mission statement, and it can sound a bit ominous when considering our InfoLife residents (Prepare to be OP-TI-MISED!)
 
The way you describe it the setup sounds more akin to an invasion than a settlement and colonisation effort. Settlement in force, so to speak.
But honestly, if we had a Settler configuration there'd be a couple PSKs, and at least one of those would remain in space and start building up spaceborne infrastructure on the respective moons and nearby asteroids. Or the Settler would be quickly followed (or even preceded) by a Von Neumann that lays groundwork.
Honestly it is brute force colonizing. Instead of just dropping off a initial group of colonists on a cleared world with kits and supplies we bring everything that could be needed. Indeed first wave might not even be the colonists but entire engineer and biology/geology teams that set up the initial colony and study the environment and began terraforming local surroundings for better habitation. By time colonist arrive it to find basic city and infrastructure already up and any problems being dealt with. Oh initial survey did not catch arsenic or a weird bacterium in the ground water? Handled by terraformers and bio teams. Local insects or animals keep trying to eat the planted test crops or just wont grow right? Handled by bio teams. Need in depth geological survey and mineral resources opened up for colonists to reach? And roads need to be built with special mixtures because they keep breaking down or don't set right? Geo teams and engineers again. Basically this thing can be considered a plus 20 on colonizing rolls helping to prevent problems by having problem shooters right there with whatever they need. Though a Von Neumann would probable help to...
 
Turn 47 - Spring 2186/3036 - Result
Turn 47 - Spring 2186/3036

WCDC Defense Council:

[] Project Black Light: active
Time: 4 turns, Chance of success: 45%
Roll 1 of 4, Roll 1d100: 4+5+5 = 14 - Failure (Bonus to all military R&D, Bonus to Space Combat R&D)
Roll 2 of 4, Roll 1d100: 7+5+5 = 17 - Failure
Roll 3 of 4, Roll 1d100: 48+5+5 = 58 - Success
Roll 4 of 4, Roll 1d100: 15+5+5 = 25 - Failure
Combined: 28 - Failure

Even with the alien plasma weapon taken apart on an atomic level and researchers being able to identify some weapon components, it becomes clear that the biological parts seemed to have played an integral part in the weapons function. For one, there had been no controlling system found inside the weapon, while channels for the biological matter had been found throughout the weapon, suggesting that the weapon itself had been controlled by a biological computer of some sort.

Without the ability to take a look at the controlling system, the feeding mechanism and several other systems integral to the weapon's function, it was considered to be outside of the scope of the project to work out how to design a native plasma weapon. However, the methods hypothetically used in the device to control the plasma flow could be used to improve existing fusion reactor technology. This in turn might even lead to the development of a different form of plasma weapon.

Result: No success in trying to copy the alien plasma weapon, New Scientific Project

[] Ground Warfare Training: active
Time: 5 turns, Chance of success 70%
Roll 1 of 5, Roll 1d100: 50 - Success
Roll 2 of 5, Roll 1d100: 42 - Success

While some tactics were developed during the first few weeks of spring of 2185, the invasion of Circinus by McCarron's Armored Cavalry has shown glaring problems with existing tactics when engaging an elite force of Inner Sphere mercenaries.

While the situation had been a huge problem, it had allowed to gain current intelligence about the combat styles of the Inner Sphere forces along all the Inner Sphere nations, which had to be analyzed to come up with tactics and strategies to counter any of these forces in the future, should the need arise.

Massed use of artillery and guided munitions would certainly play an important role in those tactics, but it also became clear that conventional MBTs and the medium-sized Fusilier Mech were not always adequate, when engaging heavy and assault type mechs, showing the need to develop couters to these weapon carrier systems.

active for 3 more turns

WCDC Survey Office:

[] Project Orange Grass: active
Time: 5 turns, Chance of success: 65%
Roll 1 of 5, Roll 1d100: 49 - Success
Roll 2 of 5, Roll 1d100: 46 - Success
Roll 3 of 5, Roll 1d100: 62 - Success
Roll 4 of 5, Roll 1d100: 80 - Success

While the project continues, there is a new sense of urgency, following the invasion of Circinus by McCarron's Armored Cavalry, and the work to upgrade the Jump and Dropships are stepped up.

active for 1 more turn

[] Operation Ma Bell: - 7 votes
Time: 6 turns, Chance of success: 45%
Roll 1 of 6, Roll 1d100: 83 - Success
Roll 2 of 6, Roll 1d100: 12 - Failure

While the first plans had been made to insert messages into the Comstar HPG network to sow further discontent in the ranks, the invasion of Circinus by McCarron's Armored Cavalry cut the first insertions short as the first ground engagements witnessed the destruction of the Circinus ERS-HPG by McCarron's forces, though it was believed to be by complete chance.

active for 4 more turns

Deep Space Signal Intelligence Network

[] Operation Green Granite: active
Time: 8 turns, Chance of success: 50%
Roll 1 of 8, Roll 1d100: 43+5 = 48 - Failure (All DSSINOO operations)
Roll 2 of 8, Roll 1d100: 86+5 = 91 - Success
Roll 3 of 8, Roll 1d100: 28+5 = 32 - Failure
Roll 4 of 8, Roll 1d100: 14+5 = 19 - Failure

The streak of apparent failures of the Superluminal Wave Detectors continues, as the detection of jump ship traffic continues to be surprisingly low to what was expected. Technicians in the Surveillance Craft continue to try and find the apparent systemic errors in the code of the detector to come up with a bug fix.

active for 4 more turns

WCDC Diplomatic Corps:

[]Circinus Conference: active
Time: 6 turns, Chance of success: 65%
Roll 1 of 6, Roll 1d100: 98 - Crit Success
Roll 2 of 6, Roll 1d100: 33 - Failure
Roll 3 of 6, Roll 1d100: 59 - Success
Roll 4 of 6, Roll 1d100: 75 - Success
Roll 5 of 6, Roll 1d100: 78 - Success

Freaking Comstar Roll, 1d20: 19
1d2: 2 - Comstar hires McCarron's Armored Cavalry to hit Circinus
Success, 1d100: 4 - Crit Failure
Hanse Davion Fudge Factor, 1d20: 12 - Hanse does nothing

Even with the Diplomatic Incident involving the Kaiser of Hannover, the talks did continue without further incident for a while and it is even possible to get the FWL and Andurien into direct talks, though apparently there was some pressure put on the FWL delegates by Hanse Davion and his wife Melissa outside of the actual conference.

Meanwhile, the Combine delegation kept itself in the background, though even they put some slight political pressure on the FWL delegation, led by Duggan Marik. Surveillance from one of the shielded rooms showed the intention was more to preserve FWL strength in case the Combine needed their support to once again declare war against the Federated Suns and/or the Lyran Commonwealth to prevent the formation of the Federated Commonwealth. Other Combine internal talks concern possible retaliation against the Kaiser of Hannover, at the apparent slight on the 'honor' of the Combine.

On this note, surveillance of Hanse Davion showed he has watched the incident on video at least five dozen times over the month following the incident.

While the Conference is a general success so far, the peace of Circinus is shattered at February 28, 2186, when several heavy jumpships and two WarShips jump into the Circinus L1 point, also called a 'Pirate Point' in the Inner Sphere, surprising WCDC Forces in the system completely. The flotilla of jump capable vessels had been detected previously in one of the uninhabited systems near the Circinus-FWL border, but there had not been any attempt to discover the reason of them being there.

Code:
Space Engagement:
McCarron, Roll 1d100:    90+10+10 = 120 (Surprise, Pirate Point Use)
WCDC Forces, Roll 1d100: 57+5+10+25+20+10 = 127 (Against Dropships, Squadrons with Autowars, Autowar Squadrons, Warships, Redoubt FTL Jumpd Point Defense)
                         120 vs 127: WCDC Win, but McCarron lands all his forces (1st, 2nd, 3rd McCarron's Armored Cavalry)

The jump directly into the deep gravity well of the Circinus Primary by a dozen jumpships and two WarShips, later identified to be Comstar Dante class WarShips, completely surprised and undermined the System Defense of Circinus set up to protect the Conference against possible intervention by Comstar. Jumping into the so-called 'Pirate Point' of Circinus L1, they evaded the Redoubt Jump Point Defense Station and WCDC Belisarius and threw the planetary defense into confusion.

This confusion of total surprise allowed the Dropships of McCarron's Armored Cavalry to undock and move towards the planet, while the two WarShips, Bordeaus and Montpellier, escorted the Dropships, likely to provide orbital bombardment capabilities and additional defense against Advanced Combat Craft. In the confused state, the flotilla of Dropships and WarShips was allowed to move half the way towards Circinus, before both the Redoubt and [/i]Belisarius[/i] could move to the Circinus L1 point themselves and prepare to engage the invading fleet.

Realizing the arrival of the two heavy combatants, Monpellier turned back to prepare an engagement against thee WCDC defenders, while Bordeaux remained with the dropships to defend them against any Advanced Combat Craft, only now moving in from Circinus. The confusion in the planetary defense and the two Comstar WarShips meant that most units of the defending space forces concentrated their engagements on these vessels, allowing the dropships to slip through the defensive grid almost uncontested.

While losses on both sides were comparably light, long range missile fire destroyed the two Comstar WarShips that overwhelmed their close-in anti-missile defenses. Monpellier was completely destroyed, after several Cabasa Warheads hit the drive and jump core sections, setting off internal detonations, while Bordeaux was hit several times with more conventional weaponry in the drive section and its internals exposed to vacuum in several places. The latter craft launched only a few escape pods to be recovered by Belusarius in the aftermath and 35 Comstar ComGuard personnel were interred and put under suicide watch following the murder suicide of four additional Comstar personnel.

Code:
Ground Engagement - Battle of Clayborne Remembered
3rd McCarron's Armored Cavalry, Roll 1d100:        75+15 = 90 (Elite Force)
1st & 2nd WCDC Expeditionary Regiment, Roll 1d100: 78-5+10+5+5 = 93 (Surprise, Knowledge of the area, Superior Communication, Superior Sensors)
                                                   90 vs 93: WCDC Phyrric Victory, McCarron force disengages

The first of McCarron's forces landed near Clayborne Remembered, opposite to Fort Defiance, and disembarked the 3rd McCarron's Armored Cavalry, commanded by Colonel Linda Chandrasekar, which immediately moved in on the capital of the planet. As there had been time beforehand, even in the chaotic state of the planetary defense, the 1st and 2nd WCDC Expeditionary Regiment had been sent into the city to defend against the Elite Mercenary Force.

Only later it became clear McCarron's forces were known for several heavy war crimes, explaining their operation inside the city, as they moved to destroy any housing in their way, mostly as a way to keep the defending force from using the buildings as cover, but also to terrorize the population. In several cases McCarron forces resorted to deliberately killing civilians that had sought out protection by WCDC forces, ahead of taking on said forces.

Here the Elite Status of the Mercanaries showed clearly, as did their knowledge on urban warfare that could only barely be countered by the defenders' knowledge of the area, superior communications and superior sensors.

The Battle of Clayborne Remembered ended five hours after it began, with WCDC forces driving Chandrasekar's forces out of the capital, but with horrendous losses, while McCarron only took limited losses. They would have likely continued to fight in Clayborne Remembered, had the other battles not ended as they did.

Code:
Ground Egnagement - Battle of Dag Hammarskjöld Resort:
2nd McCarron's Armored Cavalry, Roll 1d100:                  2+15 = 17 (Elite Force)
6th & 7th WCDC Expeditionary Regiment, Roll 1d100: 67-5+10+5+5+15 = 97 (Surprise, Knowledge of the area, Superior Communication, Superior Sensors, Fixed Defenses)
                                                   17 vs 97: Total WCDC Victory, McCarron force completely destroyed

The second ground engagement was to be fought at the Dag Hammerskjöld Resort by the 2nd McCarron's Armoed Cavalry unit under Colonel Marcus Barton, who was known as 'Fort Buster' due to several engagements in previous operations, especially against the Federated Suns. This was initially believed to be a direct attack on the Circinus Conference itself, to kill the delegates, especially Hanse Davion and his wive Melissa, which was later conformed by Colonel Barton himself, after he was taken into custody.

Here, the 6th and 7th WCDC Expeditionary Regiment was tasked with the defense, but could fall back onto the fixed defenses of the Resort now activated. The defense of the Resort of course happened in full view of the delegations, who had been ushered into the main conference room, where they could watch the entire defense through several holographic displays.

Drones and Smart Dust were used to locate Barton's forces, after it became clear they were utilizing several advanced ECM systems they had 'liberated' during the fall of the Capellan Confederation. Using Smart Dust and direct observation through drones, none of which appeared to have been detected or believed to use dangerous by Barton and his forces, allowed pin point location of the mechs and armor used by the invading force.

Following several initial engagements with light mechs, apparently in an attempt to draw the Expeditionary forces into the thick forest used to hide Barton's forces and into ambush. Rather than follow, and engaging several of the medium mechs with the fixed laser apertures, it was decided to make use of heavy artillery bombardment to reduce Barton's forces. What followed was an almost hour long artillery and missile bombardment of the forest used by Barton to hide, which almost completely leveled the forest in question, forcing the remainder of Barton's forces into a direct engagement.

Here the fixed defenses, be they helicals or lasers, and the Expeditionary Forces completely destroyed the remnants of Barton's force, taking about five dozen survivors, in various stages of health, into custody.

Code:
Ground Engagement - Battle of Fort Defiance
1st McCarron's Armored Regiment, Roll 1d100:            27+15 = 42 (Elite Forces)
3rd, 4th, 5th WCDC Expeditionary Regiment, Cranston Snord's Irregulars, Wolf's Dragoons Alpha Regiment, FWL Forces, Andurien Forces, Draconis Forces
                                 Roll 1d100: 55-5-5+10+5+5+10 = 75 (Surprise, Lack of coordination , Knowledge of the area, Superior Communication, Superior Sensors, Veteran Forces)
                                             42 vs 74: Defender Victory, 1/4th of McCarron forces disengage

The third of the initial engagements was fought by the 1st McCarron's Armored Regiment against the entirety of forces contained within Fort Defiance. Here the 3rd, 4th and 5th WCDC Expeditionary Regiments, Cranston Snords Irregulars, the Wolf's Dragoon Alpha Regemient, as well as the security forces of the FWL, Andurien and Combine delegations, all of which were settled down in Fort Defiance. Here, Archibald McCarron commanded the attacking regiment himself.

The initial Battle was joined immediately by McCarron calling out the Wolf's Dragoons, who apparently had previous problems with McCarron and McCarron himself, together with his command lance engaged the Dragoons. While there were some problems in coordinating the defensive operation between the widely disparate forces present, the Veteran and Elite status of the Inner Sphere Forces greatly influenced the outcome of the fight and in turn allowed to observe the operation of those selfsame Inner Sphere forces.

Following an almost three hour long engagement between forces, the heavily depleted forced of McCarron managed to retreat, while informing the more successful Colonel Chandrasekar to retreat as well and combine forces for a final push against the defenders.

Code:
Ground Engagement - Battle of The Downs
Remains of McCarrons Armored Cavalry, Roll 1d100: 56+15+10 = 81 (Elite Force, Last Stand Mentality)
All forces on Circinus, Roll 1d100:        67+10+5+5+10+20 = 117 (Knowledge of the area, Superior Communication, Superior Sensors, Orbital Surveillance, Overwhealming Force)
                                           81 vs 117: Defender Victory, McCarron forces destroyed
                                           Roll 1d6: 2 - even, McCarron is taken into custody

The final battle happened in a flood plains area between Clayborne Remembered and the Dag Hammersköld Resort known as The Downs. McCarron had been able to combine his remaining forces with those of Chandrasekar, before being taken in a pincer movement between the forces coming from Fort Defiance and those of the 6th & 7th WCDC Expeditionary Regiment coming from the Dan Hammerskjöld Resort. While they did have the advanced ECM systems online, orbital surveillance had been able to track them down and long range artillery fire had been able to bracket the remains of McCarron's forces, forcing them into a specific direction.

Surprised by the swift movement of the defending forces, McCarron did have one final speech to his force, calling for a 'glorious last stand'. The resulting battle lasted for about half an hour, before the last of McCarron's mechs was destroyed. In the aftermath, infantry forces were able to discover that McCarron had survived and was determined to commit 'suicide by enemy', which was cut short by use of non-lethal force, allowing the defenders to take McCarron into custody.

The entire situation was a massive incident that stopped the actual diplomatic work of the conference for the remainder of Spring, as the diplomatic delegation had to come to terms with what they had witnessed and their limited cooperation taking down McCarron and one of the most elite mercenary forces in the Inner Sphere.

In this situation Hanse Davion requested the extradition of McCarron to the Federated Suns as a war criminal, following "McCarron's Long March" and its effects on the Federated Suns. This however clashed with WCDC plans to try McCarron and his surviving people for the invasion and their subsequent war crimes on Circinus itself. However, diplomatic relations with those nations present could only improve.

Result: +5 to diplomatic relations with Inner Sphere (minus Comstar), recovery of proof that Comstar is behind the attack
active for 1 more turn


[] Calls for Confederation: - 8 votes (Confederation of Sophonts, Wildest Party of the Galaxy, Galactic Confederation, Orion Concordiat, Cluster Confederation, Organization of Confederated Planets, Outworld Cohabitation Pact, Orion Cooperation Pact, Optimal Cooperation Pact) active
Time: 4 turns, Chance of success: 42%
Roll 1 of 4, Roll 1d100: 73 - Success

While the Circinus Conference happened on Circinus, the delegates of the various WCDC member nations came together on Jerat to talk about the possible formation of a more integrated Confederation of the member nations. While the WCDC itself had shown the various nations could work together towards a common goal of defense, the economic and scientific improvements were also taken seriously.

But a deeper cooperation would be needed to better represent them members, especially considering some voices in the Circinus Conference's delegations, questioning the legitimacy of the WCDC dealing between the FWL and Andurien.

A final straw breaking for the Question of Confederation is t he attack of McCarron on Circinus, backed by Comstar, which could only be negative for any future dealings with the Inner Sphere, should the WCDC not pull closer together.

active for 3 more turns

WCDC Trade Organization:

[] Build the Technology: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 45+10+10+10+10 = 85 - Success (Stronger Economy, Economic Ties, Military-Industrial Complex, Interstellar Communication Network)
Roll 2 of 4, Roll 1d100: 80+10+10+10+10 = 120 - Artificial Crit
Roll 3 of 4, Roll 1d100: 86+10+10+10+10 = 126 - Artificial Crit
Roll 4 of 4, Roll 1d100: 47+10+10+10+10 = 87 - Success
Combined: 102 - Crit Success

To the success of the initiative to set up factories to produce technologies to sell to the Inner Sphere could be added the success of trade talks with, mainly, the Lyran Commonwealth and the Federated Suns. While this was mostly for components for mechs and upgraded mech components, they were also quite interested in other technologies, like reverse osmosis water filtration, super conducting batteries and similar systems.

Reward: Ability to build IS mech components and upgraded IS Mech components, Trade Agreements for mech components with the Lyran Commonwealth and the Federated Suns, +5 to relations with the Lyran Commonwealth and the Federated Suns

[] New Settlement Initiative: active
Time: 6 turns, Chance of success: 65%
Roll 1 of 6, Roll 1d100: 40+10+10+10 = 70 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network)
Roll 2 of 6, Roll 1d100: 10+10+10+10 = 40 - Success
Roll 3 of 6, Roll 1d100: 89+10+10+10 = 119 - Artificial Crit Success

While the previous quarters had shown some interest in settling the newly discovered worlds, the Dpring of 2186 proved to be one that witnessed a comparably massive wave of new settlements being founded on several of the abandoned planets that had been discovered, but also in some systems where there was no habitable world, where settlers from the various orbital and belter communities of the Three Systems founded new habitats, largely to exploit the existing resources present in these systems.

As such, the systems of Bleak Rock, York and Ares saw resettlement, while the new systems of Tristan, Nysrage and Senalcha received an initial settlement.

active for 3 more turns

WCDC Office for Science and Development:

[] HFEG Jump: active
Time: 12 turns, Chance of success: 25%
Roll 1 of 12, Roll 1d100: 40+10+10 = 60 - Failure (Research Center Sol, Interstellar Communication Network)
Roll 2 of 12, Roll 1d100: 14+10+10 = 34 - Failure
Roll 3 of 12, Roll 1d100: 77+10+10 = 97 - Artificial Crit
Roll 4 of 12, Roll 1d100: 84+10+10 = 104 - Artificial Crit
Roll 5 of 12, Roll 1d100: 75+10+10 = 95 - Arfificial Crit
Roll 6 of 12, Roll 1d100: 12+10+10 = 32 - Failure
Roll 7 of 12, Roll 1d100: 62+10+10 = 82 - Success
Roll 8 of 12, Roll 1d100: 46+10+10 = 66 - Failure

The same pattern as before continued to show, as some other refined models for the HFEG Jump technology were fed into one of the various super computing systems, resulting in less than stellar results that opened more questions than answers and completely ignored the actual experimental results that had been obtained in one experiment or another.

active for 4 more turns

[] Project Heavy Mysterious Mustard: active
Time: 5 turns, Chance of success: 40%
Roll 1 of 5 turns, Roll 1d100: 62+10+10 = 82 - Success (Research Center Sol, Interstellar Communication Network)
Roll 2 of 5 turns, Roll 1d100: 39+10+10 = 59 - Success
Roll 3 of 5 turns, Roll 1d100: 76+10+10 = 96 - Artificial Crit Success

As the various attempts to improve on the existing Advanced Jump Drive were correlated and compared to one another, it became clear that the first actual improvement on the Jump Drive would be coming as a software upgrade to allow the Jump Drive to make use of its stored energy more efficiently in one way or another. How this improvement would look like would be understood eventually.

active for 2 more turns

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

WCDC Internal Events:

Reactions to the attack on Circinus by Comstar and McCarron lead to outrage across the population of the majority of WCDC member nations, most of who are beginning to perceive the worlds of the former Circinus Confederation to be a sort of protectorate, just as the invasion of these worlds had been seen as a liberation from an authoriatarian pirate regime. News reports that used some of the information regarding McCarron and his actions in the past, especially past atrocities, only inflamed the public opinion even more, calling for harsh sentences for McCarron and his subordinates and to improve the defense of Circinus. At the same time voices came up that called for open conflict with Comstar.

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

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:

Due to the Circinus Conference, a truce has been declared between the two warring powers.

Comstar:

We have definite proof Comstar has been involved in the McCarron Invasion of Circinus. While it appears the commanding officers of Bordeaux had attempted to set off the self-destruct charges of the vessel, the heavy damage had prevented the charges from detonating outside of those set off in the command center of the vessel. As such, almost all of the vessel's computer systems could be recovered fully intact. Their contents have been copied by one of the intelligence ASIs on Circinus for decoding, containing the explicit orders from Primus Myndo Waterly to meet up with McCarron in one of the uninhabited systems near Circinus and attack any WCDC vessels in the system to ensure that the Invasion would follow through. The communication also explicitly stated that the death of Hanse Davion and Melissa Steiner-Davion had to be ensured, while the death of Duggan Marik was a welcome side effect, as it would set off a succession crisis in the Free Worlds League.

There were also many older orders saved on the computer system, including one to operate in the Taurian Concordiat to ensure the destruction of the former SLS Tirpitz.

There have now been some suggestions to inform the Inner Sphere powers about Comstar involvement, to hand them documentation to operate HPGs and perhaps even give them access to ERS-HPG technology. Either of the latter would include talks to create a treaty to ensure cross border communication, as to ensure that the powers would keep talking to one another. This in turn would of course make the Conference last longer.

Expansion and Suggestions:

The DSSI Network slowly continues to expand into the Inner Sphere.

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

Random Event - Nothing happens

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

mY1JbtD.jpg
 
Turn 48 - Summer 2186/3036

WCDC Defense Council:

[] Ground Warfare Training: active (4 turns)
Upon the meeting of better and heavier equipped forces of the Inner Sphere on Tharkad, especially the Kell Hounds, the Defense Council believes that it is time to step up the training of any military force to improve their efficiency against Inner Sphere troops, especially as previously these forces had only engaged much less coordinated Pirate Forces. To this end, new strategies should be divised to increase the efficiency of the WCDCs combined arms forces, as well as programs to increase the number of newly developed weapon systems, such as the Karakal II MBT and the Fusilier medium mech.
Time: 5 turns, Chance of success 70%, Reward: +10 against IS ground forces, +5 against mechs, new tactics, 50% chance of starting new weapon development programs

[] Extended Anti-Piracy Patrols:
While the project to improve the defense against piracy in Known Space around the WCDC was a success, many within the Diplomatic Corps and the Military believed that more should be done to prevent piracy in this sector of space, as the destruction of any 'Pirate Heaven' close by would proove to remain a problem not only for the WCDC, but also for any nearby nation the WCDC had contact with. As such, longer duration and longer ranged patrols to discover any potential pirate havens in known space and destroy them before they can be fully established.
Time: 5 turns, Chance of success: 60%, Reward: Long Duration, long range patrols, reduction of pirate activity to almost zero within known space

[] Capital Weapons:
While the majority of weapon systems used on the Belisarius are in a sense prototypes, it might be a good idea to take a closer look at the various weapon systems taken from the WarShip to figure out how to build better weapons for such massive vessels.
Time: 4 turns, Chance of success: 65%, Reward: Multiple new Capital Weapon Systems

[] Heavy Mechs and Tanks:
The invasion of McCarron's Armored Cavalry on Circinus has shown that MBTS and the Fusilier mech are not allways adequate in combat situations in the Inner Sphere, making it nessecary to develop Heavy Tanks and Mechs to counter those of the Inner Sphere.
Time: 4 turns, Chance of success: 70%, Reward: Heavy Mechs and Tanks (1d2 for each)

WCDC Survey Office:

[] Project Orange Grass: active (2 turns)
The complete overhaul of A Ship With A View has been quite successful, so it might be a good idea to request the remaining Invader class Jumpships and Leopard Class dropships to be upgraded to the new Invader MKII and Leopard MKII specifications, to be used for low profile recon missions into the Inner phsere.
Time: 5 turns, Chance of success: 65%, Reward: 7 Invader MKII, 15x Leopard MKII avaiable for Deep Cover missions

[] Operation Ma Bell: active (5 turns)
With the newly developed 'HPG Phreaking', it will be possible to insert messages into the Comstar HPG data stream. This could be used to further the divide already existing within Comstar to possibly force the organization to break down on its own, delaying any moves against the WCDC.
Time: 6 turns, Chance of success: 45%, Reward: More internal strife for Comstar, chance of a breakup increased by 2d20%

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

[] Operation Prometheus:
With the almost direct attack of Comstar on Circinus, there is a need to gain more knowledge about Comstar itself and their capabilities, especially on Terra and the local version of Sol. As such, several vessels should be sent to Terra to operate in the systems Kuiper Belt and gather close up information, perhaps even going as far as attempting to directly insert agents on Terra.
Time: 6 turns, Chance of success: 45%, Reward: More information about Comstar and terran defenses, 10% chance to emplace several agents on Terra, 5% chance of contact with Belters

[] Deep Cover Intelligence IV:
With a few more Inader II dropships avaiable, it should be possible t o send out a few more of them for long duration deep cover missions to gather intelligence data of all Inner Sphere powers, even those periphery powers that are some distance away.
Time: 1 turn, Chance of success: 60%, Reward: continous intelligence reports over several years, while other operations are available
This option takes one turn to initiate, than continues without using up an option
Dependent on Project Orange Grass


Deep Space Signal Intelligence Network

[] Operation Green Granite: active (5 turns)
There are a number of Walsingham class jumpships avaiable to the DSSINOO, which have recently been upgraded with HFEGs. They should be additionally equipped with Superluminal Wave Detectors and used to analyze jumpship movements inside the borders of both the Lyran Commonwealth and the Free Worlds League, as well as the Marian Hegemony to paint a good picture of any jumpship operations there.
Time: 8 turns, Chance of success: 50%, Reward: Detailed information about jumpship movements deep in the Inner Sphere

[] HumInt:
Find a way to emplace HumInt agents into places of interest.
Time: 3 turns, Chance of success: 40%, Reward: A way to insert agents to planets where they can gather human intelligence

[] Network Extension:
The worlds of New St. Andrews and Niops appear to be good cancidates for the extension of the Network.
Time: 2 turns, Chance of success: 60%, Reward: Network extension into New St. Andrews and Niops

[] DSSIN Survey Squadron: (4 turns)
PErhaps it would be a good idea to put some dedicated survey squadron under the command of the DSSINOO to help them with some survey work in the area surroiunding FOB Pine Gap
Time: 4 turns, Chance of success: 60%, Reward: 1d4 Survey squadrons for the DSSINOO, +1d6 on DSSINOO survey operations

WCDC Diplomatic Corps:

[] Circinus Conference: active (2 turns)
The WCDC was forced into this coference by the First Prince of the Federated Suns and the complicit Archon of the Lyran Commonwealth to host a peace conference on Circinus to broken a peace between the FWL and the Dutchy of Andurien. While not something that we wish to do, we should do our best to get this conference to a good end and hopefully impress our neighbours into not attacking us. Perhaps Belisarius might make a good argument for that.
Time: 6 turns, Chance of success: 65%, Reward: Contact with all IS powers, Diplomatic Bonuses: +10 with FedCom and Andurien, +5 with FWL, 0 with Draconis, ? to Comstar

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

[] Charm Offensive IV:
In the wake of the Black Warrior Attack and the fears that are still around in the nearby systems, it would be a good idea to alley their fear.
Time: 4 turns, Chance of success: 60%, Reward: Better diplomatic relations to the ten known worlds, +5 to diplomatic actions with the ten worlds

[] We need new members:
There are 8 nations in the Three Systems that have declined to become members of the WCDC. The Three Systems can't effort to have some nations working on cross purposes and endanger the entire rest of the Walker Cluster. So there is a need to get them aboard and into the WCDC.
Time: 2 turns, Chance of success: 25%, Reward: 1d6 nations of the 8 nations that declined WCDC membership initially, become WCDC members

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

[] Calls for Confederation:
The WCDC has muddled along as a defense and trade organization for nearly ten years by now and the nations had come together. But while dealing with smaller powers usually was not a problem, dealing with the big powers of the Inner Sphere leaves the WCDC with several legal problems, which would neatly be avoided if the WCDC would turn into a Confederation of nations with a clear leadership and political structure for the Inner Sphere to deal with, while the members of the Confederations would retain their internal independence.
Time: 4 turns, Chance of success: 42%, Reward: WCDC turns into a Confederation, 1dn to decide on new name
Please suggest a new name for the new Confederation (which does not include 'Walker Cluster').

WCDC Trade Organization:

[] New Settlement Initiative: active (4 more turns)
There are many virgin, uninhabited planets nearby discovered by the initial survey missions. So it is only natural that the Trade Organization should offer a few incentives to send out a few new settlement missions. Perhaps one or two Planetary Settelment Kits for free would do for settling an additional planet or two.
Time: 6 turns, Chance of success: 65%, Reward: 1d4 newly settled planets

[] Light Warship:
With the Belisarius and the Petan derives Warship hulls avaiable, maybe it is time to design a few Warships that are lighter than the Petan derived hulls to act as larger support vessels.
Time: 4 turns, Chance of success: 60%, Reward: 1d2 designs of a Light Warship (<500ktonnes), 25% chance of a working prototype
Only available after completion of Warship Roles

[] Medium Warship:
With the Belisarius and the Petan derives Warship hulls avaiable, maybe it is time to design a few Warships that are in the same weight area as the Petan derived hulls to act as medium combatants.
Time: 4 turns, Chance of success: 60%, Reward: 1d2 designs of a Medium Warship (<1Mtonnes), 25% chance of a working prototype
Only available after completion of Warship Roles

[] Heavy Warship:
With the Belisarius and the Petan derives Warship hulls avaiable, maybe it is time to design a few Warships that are as heavy as Belisarius to give the WCDC fleets more of a punch in every situation.
Time: 4 turns, Chance of success: 60%, Reward: 1d2 designs of a Heavy Warship (>1Mtonnes), 25% chance of a working prototype
Only available after completion of Warship Roles

[] Industrial Export:
Some surprising things have come up during historical research, including the Terran Hegemony flooding the Periphery with cheap goods and systems that killed off local suppliers and left worlds in the cold, following the Amaris Crisis and the following Successor Wars. Now some companies believe they could make a profit selling power generation, atmospheric processors, water purification and other similar systems to the worlds and polities surrounding the WCDC. Some even propose to set up factories for these things on other planets and polities. This would certainly improve the economic situation of these worlds, diplomatic contact with them, as well as improve the WCDC economy.
Time: 4 turns, Chance of success: 60%, Reward: +10 to external trade with selected world, +10 to diplomacy with selected world
Select a world or polity to export to

[] Build the Weapons:
Since the weapons used by the Inner Sphere were successfully reverese engineered, it is not possible to build carbon copies of them and perhaps even build up on them, though mostly for export. Handing the plans over to several arms cpmpanies will allow that they can be sold easily
Time: 4 turns, Chance of success: 70%, Reward: Ability to build IS weapons, Options to create upgraded IS weapons, Possibility to sell weapons

WCDC Office for Science and Development:

[] HFEG Jump: active (5 turns)
In the wake of the success with the Jump Drive and the HFEG working in parallel, there have been some signs that it might be possible to combine both systems into a single drive system.
Time: 12 turns, Chance of success: 25%, Reward: HF Jump Drive

[] Project Heavy Mysterious Mustard: active (3 more turns)
With the completion of the Jump Drive Project, it might be a good idea whether or not it would be possible to burn some research time to further improve the Jump Drive, Improve the range, materials, allow faster charing from a fusion reactor, this kind of thing.
Time: 5 turns, Chance of success: 40%, Reward: Improved Jump Drive

[] Hyperwave Local Area Mesh Network:
The development of the Hypwerwave Communication system has brought a few interesting possible uses for the technology. For one, some scientists have compared it to WiFi technology. Perhaps it would be possible to take the system and develop it into a FTL equivalent for use in local area (system) mesh networks.
Time: 4 turns, Chance of success: 45%, Reward: Hyperwave Local Area Mesh Network

[] Compact Hyperwave Transceiver:
The scientists are sure that it will be possible to create much more compact hyperwave transcivers than the scurrently microwave sized designs. These transceivers might take a hit in range and network speed however.
Time: 4 turns, Chance of success: 45%, Reward: Compact Hyperwave transceivers (1d6 for final size)

[] General Hyperwave Research:
There are some things that came up during the research into Hyperwave Trenceivers and HYDAR. MAybe it would be some time to take a closer look at the various things that have come to mind.
Time: 4 turns, Chance of success: 40%, Reward: Unknown new Research Option

[] Plasma Containment Research:
While the research of the Alien Plasma Weapon has failed, there are some ideas that were gleamed from the project. Perhaps those gleams could be used to improve existing fusion reactors and maybe even design a new form of directed plasma projecting weapon.
Time: 4 turns, Chance of success: 45%, Reward: Improved Fusion Reactors, 50% chance of new Plasma Weapon research option

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

Other questions:

Should the Inner Sphere delegations be informed about Comstar involvement with the McCarron Incident?
[] Yes
[] Only tell Hanse and Melissa, becase they were named in the orders
[] No

Should the Inner Sphere powers receive documentation to operate Comstar HPGs? (will add one turn to the Circinus Conference)
[] Yes
[] No
[] Meh

Should all Inner Sphere Powers receive the plans and documentation to build ERS-HPGs? (will add one turn to the Circinus Conference)
[] Yes
[] No
[] Are you out of your mind?

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

2 Action for:

1 Action for:
Military
Trade
 
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[X] Heavy Mechs and Tanks:
[X] Build the Weapons:

Should the Inner Sphere delegations be informed about Comstar involvement with the McCarron Incident?
[X] Yes

Should the Inner Sphere powers receive documentation to operate Comstar HPGs? (will add one turn to the Circinus Conference)
[X] Yes

Should all Inner Sphere Powers receive the plans and documentation to build ERS-HPGs? (will add one turn to the Circinus Conference)
[X] No
 
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[X] Heavy Mechs and Tanks:
[X] We need new members:


Should the Inner Sphere delegations be informed about Comstar involvement with the McCarron Incident?
[X] Yes

Should the Inner Sphere powers receive documentation to operate Comstar HPGs? (will add one turn to the Circinus Conference)
[X] Yes

Should all Inner Sphere Powers receive the plans and documentation to build ERS-HPGs? (will add one turn to the Circinus Conference)
[X] No
Sorry... I made a slight error, we got a Trade action open, not a Diplomatic one... >_>
 


HOLY CRAP. This went so well. We annihilated them. Caught the bastard himself and so much evidence that comstar as a organization is finished. They were already walking dead but this will see the houses dismantle them hard and fast. Actual proof of their crimes? What is orders and memorabilia from Holy Shroud in there to? HAHA would not surprise me.

Ok Ok... Honestly yeah this is a learning lesson and many mistakes were made on both sides. And we came perilously close to losing at least one engagement. Their flotilla was detected but not checked or prepared for in case they jumped towards us once their recharge timer was up and the pirate points which would be a primary means of attack were apparently horrible undefended and we over prioritized the warships at cost of letting the bastards land functionally uncontested. Here they really fucked up because if they had actually concentrated on their mission they might have won. Instead they split up being fucktards with one unit going to commit pointless atrocities i guess for giggles and tie up responding units maybe? Probable just for giggles. One decided to commit suicide by throwing itself in front of a army and the one trying to do the mission was apparently not informed about our abilities so made horrible tactical miscalculation that got them light the fuck up by artillery. Frankly we got lucky and could have lost hard here if McCarron luck had not run out.

Still we won. Got lots of data. Looked really good to the houses and units like the Dragoons. Personally i would not be opposed to letting Davion have the bastard. We can execute the assholes who rampaged in the city and frankly they have a very understandable need to try him themselves. Comstar reaction should be very interesting with Myondo possible about to be violently deposed for this glorious fuck up.

Ok rest of turn? Going to call black light a success because still gave us a more projects and improved reactors would be very useful and we still have a chance at plasma guns. Ground combat will probable get a boost from the new data. Survey is good though sad thing is Ma Bell might be superfluous. Hammer will probable drop on comstar before it really has chance to bear fruit. Green granite still has problem grokking what they are actually seeing. Conference itself is going well though assume Free Worlds are probable rethinking alliance with the combine and its everything. Probable expect diplo talks with them for trade and defense. Have to wait and see how things play out but conference should be a success barring some great disaster. Call for confederation not worrying about. Should work especially after this latest attack. Trade actions are bloody awesome. Science is going about as well as can be expected.

Internal event means some sort of unity is going to happen. Though war on comstar is difficult given how diffused they are and how far their Terra is. That and the problem should sort itself out pretty soon.

Should the Inner Sphere delegations be informed about Comstar involvement with the McCarron Incident?
[X] Yes
Should the Inner Sphere powers receive documentation to operate Comstar HPGs? (will add one turn to the Circinus Conference)
[X] Yes
Should all Inner Sphere Powers receive the plans and documentation to build ERS-HPGs? (will add one turn to the Circinus Conference)
[X] No

Spread Comstars crimes to all. And yes tell them how to operate the stations so they can freely kill the cancer in their midst but no need to tell them about our better version. Combine does not need any more advantage than we have to give them and we can us enhanced as a bargain point with relations with Free Worlds and other powers. Kinda regret giving enhanced to FedCom but that is still a useful lever with them. We need go relations with the 1 ton gorilla.

As for new actions:

[X] Heavy Mechs and Tanks:
The invasion of McCarron's Armored Cavalry on Circinus has shown that MBTS and the Fusilier mech are not allways adequate in combat situations in the Inner Sphere, making it nessecary to develop Heavy Tanks and Mechs to counter those of the Inner Sphere.
Time: 4 turns, Chance of success: 70%, Reward: Heavy Mechs and Tanks (1d2 for each)

[X] Build the Weapons:
Since the weapons used by the Inner Sphere were successfully reverese engineered, it is not possible to build carbon copies of them and perhaps even build up on them, though mostly for export. Handing the plans over to several arms cpmpanies will allow that they can be sold easily
Time: 4 turns, Chance of success: 70%, Reward: Ability to build IS weapons, Options to create upgraded IS weapons, Possibility to sell weapons

Let get weapons research out of the way. Might need it sooner rather than later. Comstar might try at least one more desperation attack. Though i wonder if we can reverse engineer the Dante? Be useful reference design if nothing else.
 
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Should the Inner Sphere delegations be informed about Comstar involvement with the McCarron Incident?
[X] Yes
Should the Inner Sphere powers receive documentation to operate Comstar HPGs? (will add one turn to the Circinus Conference)
[X] Yes
Should all Inner Sphere Powers receive the plans and documentation to build ERS-HPGs? (will add one turn to the Circinus Conference)
[X] Yes

[X] Heavy Mechs and Tanks:
[X] Build the Weapons:
 
Should the Inner Sphere delegations be informed about Comstar involvement with the McCarron Incident?
[X] Yes
Should the Inner Sphere powers receive documentation to operate Comstar HPGs? (will add one turn to the Circinus Conference)
[X] Yes
Should all Inner Sphere Powers receive the plans and documentation to build ERS-HPGs? (will add one turn to the Circinus Conference)
[X] No

Spread Comstars crimes to all. And yes tell them how to operate the stations so they can freely kill the cancer in their midst but no need to tell them about our better version. Combine does not need any more advantage than we have to give them and we can us enhanced as a bargain point with relations with Free Worlds and other powers. Kinda regret giving enhanced to FedCom but that is still a useful lever with them. We need go relations with the 1 ton gorilla.

As for new actions:

[X] Heavy Mechs and Tanks:
The invasion of McCarron's Armored Cavalry on Circinus has shown that MBTS and the Fusilier mech are not allways adequate in combat situations in the Inner Sphere, making it nessecary to develop Heavy Tanks and Mechs to counter those of the Inner Sphere.
Time: 4 turns, Chance of success: 70%, Reward: Heavy Mechs and Tanks (1d2 for each)

[X] Build the Weapons:
Since the weapons used by the Inner Sphere were successfully reverese engineered, it is not possible to build carbon copies of them and perhaps even build up on them, though mostly for export. Handing the plans over to several arms cpmpanies will allow that they can be sold easily
Time: 4 turns, Chance of success: 70%, Reward: Ability to build IS weapons, Options to create upgraded IS weapons, Possibility to sell weapons


Shit fucked up all over the place and Mindo proven to be one cray cray beyotch!


Wonder if extended antipiracy patrols would have influenced this whole mess either way.


As for Mac? He probably underestimated very much the *Neobarbs* defending the planet, because I am willing to bet heavily Comstar probably fed him some VERY shitty intelligence about us as evidenced by his shitty deployment. Attacking with an 1-3 numerical inferiority means you are neither a moron or believe your opponent is in shambles.

Still despite all our advantages Elite forces are Elite. Had the fight happened elsewhere or the dice been more unforgiving we would have been creamed.


What else? Engaging one vs three in pitched space combat against opponents outmassing you 5-2 individually?

Either the Comguard Captain was a fanatic moron or we have another victim of faulty or outright fabricated intelligence. Did the think Bellisarious and the rest were showpiece hulks or something?
 
If i may ask? Why?
1. To facilitate communications between Various worlds beyond the Comstar chokepoints they could build themselves.
2. Pushed to the limits the Fanatics of Comstar would rather destroy all of the FTL coms than surrender control.
3. If the second option goes through other than Our Confederation Hanse is the only other source for FTL coms.
4. Having Hanse be the only viable source for FTL coms for the Sphere would be tactically and strategically untenable.
5. With FTL coms in the wild it would give far better warning for the upcoming invasion of the Sphere be it from the clans or other.
 
Shit fucked up all over the place and Mindo proven to be one cray cray beyotch!
We held the line and she is probable dead or soon to be. Primus's usually only retire in a box and she just fucked up by the numbers and probable only make things worse lashing out in madness. I assume their third Dante was simply unable to reach the fight in time or was being used elsewhere. Might have been watching to relay back fast the results of this.

Wonder if extended antipiracy patrols would have influenced this whole mess either way.
Dont know man. And might not be over. They still have at least one warship and probable more jumpships loaded with fighters. They could still try to hit us somewhere.

As for Mac? He probably underestimated very much the *Neobarbs* defending the planet, because I am willing to bet heavily Comstar probably fed him some VERY shitty intelligence about us as evidenced by his shitty deployment. Attacking with an 1-3 numerical inferiority means you are neither a moron or believe your opponent is in shambles.
He was a expendable pawn. Feed a pile of bullshit then sent to die. He probable thought this a hard invasion with attached objective raid and only once on the ground realized they had been sent to die. There was near certainly no way they would get off world but then Myndo might have though her warships would brush aside our "relics" without understanding what she was seeing. Trying to understand the mad is futile. They were chosen because they could actually maybe pull it off and their natures as walking war crime generators meant even if the lost they would still hurt us. That and what he did was not that far from standard tactics anyway. He should have kept his forces together and overrun the conference first but the Cav did not get its rep without doing all sorts of crazy shit. Their luck simply finally ran out.
Still despite all our advantages Elite forces are Elite. Had the fight happened elsewhere or the dice been more unforgiving we would have been creamed.
Yes a needed learning experience to show how far we need to go to get up to snuff.

What else? Engaging one vs three in pitched space combat against opponents outmassing you 5-2 individually?

Either the Comguard Captain was a fanatic moron or we have another victim of faulty or outright fabricated intelligence. Did the think Bellisarious and the rest were showpiece hulks or something?
Fanatic. Again this was a suicide mission or Myndo was just insane. The warships were needed just to get the expendable pawns in the door.

1. To facilitate communications between Various worlds beyond the Comstar chokepoints they could build themselves.
2. Pushed to the limits the Fanatics of Comstar would rather destroy all of the FTL coms than surrender control.
3. If the second option goes through other than Our Confederation Hanse is the only other source for FTL coms.
4. Having Hanse be the only viable source for FTL coms for the Sphere would be tactically and strategically untenable.
5. With FTL coms in the wild it would give far better warning for the upcoming invasion of the Sphere be it from the clans or other.
Ok that make some sense. Though if we just give them base hpg tech they can handle it themselves and most of those powers are probable going to be subsumed soonish anyway. Combine is probable going to get wrecked soon and Free Worlds probable make a alliance rather than get wrecked to but the enhanced probable will get out anyway and could be useful to see what they do with it and it could be useful in invasion spreading word faster...
 
Though if we just give them base hpg tech they can handle it themselves and most of those powers are probable going to be subsumed soonish anyway.
That vote wasn't available for giving out Baseline FTL Coms though just telling them how operate something not build something that's likely to be destroyed shortly and how to build our Gear.
I'd have voted for telling every one how to build Baseline FTL coms just to spike Hanses soon to be monoply.
But I voted the only available option that lets any FTL com Genie out into the wild.
 
That vote wasn't available for giving out Baseline FTL Coms though just telling them how operate something not build something that's likely to be destroyed shortly and how to build our Gear.
I'd have voted for telling every one how to build Baseline FTL coms just to spike Hanses soon to be monoply.
But I voted the only available option that lets any FTL com Genie out into the wild.
Uh... I think i made a mistake. I though by operate it meant hand out tech to make and use not just the owners manual. @Warringer?

EditAnd if willing what does the casualties both military and civilian look like. At least two regiments got mauled in first attack and the cav did not go down easy. Civilian is probably sickening. Dragoons and other forces probably took damage to and probably squabbling over salvage rights. And who gets to line the cav against a wall.
 
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Uh... I think i made a mistake. I though by operate it meant hand out tech to make and use not just the owners manual. @Warringer?

EditAnd if willing what does the casualties both military and civilian look like. At least two regiments got mauled in first attack and the cav did not go down easy. Civilian is probably sickening. Dragoons and other forces probably took damage to and probably squabbling over salvage rights. And who gets to line the cav against a wall.
Only operation manuals. We don't know the makeup and design for conventional HPGs.

Losses... Pretta much a mission kill for the two Expeditioary Regiments that engaged the Big MAC in Clayborne Remembered, with about eight thousand civilian losses and about a fourth of the city/town leveled to the ground or in various stage of destruction.

As for salvage... Our people ager going to go WTF about it, before deciding to se sensory data to get an objective split for the IS forces, while standing back, as we got enough Mechs we don't use already.
 
[x] Heavy Mechs and Tanks
[x] Light Warship

Should the Inner Sphere delegations be informed about Comstar involvement with the McCarron Incident?
[x] Yes

Should the Inner Sphere powers receive documentation to operate Comstar HPGs? (will add one turn to the Circinus Conference)
[x] Yes

Should all Inner Sphere Powers receive the plans and documentation to build ERS-HPGs? (will add one turn to the Circinus Conference)
[x] Yes

Comstar is clearly a major enemy, no one can deny that after this. Providing the Inner Sphere with insterstellar comms that they can build and control themselves will hurt Comstar wallet and credit rating more then anything else. When even 2 of the major powers decide to deploy their own networks the Terran banks are going to go in freefall.

I've chosen Light warships since we can already copy the Belisarius and Petan derived hulls. This would give us a patrol craft we can deploy with parasite craft attached. Or provide a screening element that can keep up with the heavier warships.
 
Only operation manuals. We don't know the makeup and design for conventional HPGs.
Well shit. Then if we dont give the other houses enhanced they are probable about to lose hpgs because manuels will not help much with the heavily trapped and rub goldberged machines comstar uses. That they will probbale try to blow up rather than let fall into house hands. Honestly rather make a side deal giving Free worlds and Andurion enhanced and not give Kurita anything.
Losses... Pretta much a mission kill for the two Expeditioary Regiments that engaged the Big MAC in Clayborne Remembered, with about eight thousand civilian losses and about a fourth of the city/town leveled to the ground or in various stage of destruction.
Triple fuck. Thats going to take lot of time to fix/heal and we might need to send another aid package. The two units will need to be rotated home for rebuilding. But they should be proud of this at least. They held their ground against elites who would have genocided that city wholesale if not for them.
As for salvage... Our people ager going to go WTF about it, before deciding to se sensory data to get an objective split for the IS forces, while standing back, as we got enough Mechs we don't use already.
Yeah that will be a interesting culture shock to see them fight over scrap though hopefully we grab at least a few units if they are of interest. The ecm carriers should definitely be a high priority. Or at least a intact ecm unit or two if we can find them.
 
MILITARY
[X] Extended Anti-Piracy Patrols:
Capital Weapons are nice, but not yet. And as we grow (Which is something I'll want to push for after we'll hopefully start on Further Survey in two turns), we'll want to basically get pirates to nil, because the more settled systems we have, the more the likelihood of pirate attacks increases.
Also the mechs and tanks see like schmuck bait, something shiny to dangle in front of us. I for one don't want to get locked into taking reactionary actions more than necessary.

TRADE
[] Light Warship:
[X] Build the Weapons:

Can't decide yet, either are good. I tend towards the latter to finish that line of actions.

Should the Inner Sphere delegations be informed about Comstar involvement with the McCarron Incident?
[X] Yes
[] Only tell Hanse and Melissa, becase they were named in the orders
[] No

Let's not provide the local Xanatos with ammunition, yes?

Should the Inner Sphere powers receive documentation to operate Comstar HPGs? (will add one turn to the Circinus Conference)
[X] Yes
[] No
[] Meh

While there are monopolies worthy of protection, this needs to be broken.

Should all Inner Sphere Powers receive the plans and documentation to build ERS-HPGs? (will add one turn to the Circinus Conference)
[X] Yes
[] No
[] Are you out of your mind?

Here I'm a bit ambivalent. Let's see what the comments say…
Ah, good. Wildredlifer made good points, I'll go with yes. If we had the blueprints for a vanilla HPG I'd have added these to the deal instead, but since we don't, cutting off interstellar telephone for everyone (by Comstar's inevitable and retaliatory move to cut off their own nose to spite their face) would be too disastrous a move for the whole of the IS.

As such, the systems of Bleak Rock, York and Ares saw resettlement, while the new systems of Tristan, Nysrage and Senalcha received an initial settlement.
Aw yiss, motherfucking settlements!

Hm… looking at the map, @Warringer, do we have a standing policy to not claim the nearest bubble of systems around already known and settled systems? I'm in particular looking at Santa Alvarez, which is very close to 61 Virginis and thus I understand that we're not ceding that bubble of space, what with 61 Virginis being one of the three original systems. But then there are Llyn Ogwen, Bernstein, Pandemonium, and Craigh, which do have that five-ish light year bubble around them. And to a lesser extent maybe Farnham's Planet, though I don't know to which extent they're interested in the surrounding systems.
 
Aw yiss, motherfucking settlements!

Hm… looking at the map, @Warringer, do we have a standing policy to not claim the nearest bubble of systems around already known and settled systems? I'm in particular looking at Santa Alvarez, which is very close to 61 Virginis and thus I understand that we're not ceding that bubble of space, what with 61 Virginis being one of the three original systems. But then there are Llyn Ogwen, Bernstein, Pandemonium, and Craigh, which do have that five-ish light year bubble around them. And to a lesser extent maybe Farnham's Planet, though I don't know to which extent they're interested in the surrounding systems.
Its largely having to make a decision. And since neither Santa Alvarez, nor Farnham's Planet really have the capability to actially claim the space... And the Quetzal of 61 Virginis can.
 
Its largely having to make a decision. And since neither Santa Alvarez, nor Farnham's Planet really have the capability to actially claim the space... And the Quetzal of 61 Virginis can.
If they wish to complain they can but they are not using those systems nor do they seem to want to so... yeah free real estate.

Actually if we provide documentation and training do they both add one turn or is it just a extra turn period?

I am actually enjoying this. So many different opinions.
 
Only one turn. Mostly to get all sides to sign a treaty for free information flow (yeah right) and to keep international communication open.
Free flow of?:ROFLMAO: Oh thats a good one but yeah can be useful i guess and if we want to be crazy and hand over such incredable tech why should they stop use from being silly buggers? Playing along might get them more down the road and open comm lines would be useful. Especially ones not controlled by raving genociders.
 
Free flow of?:ROFLMAO: Oh thats a good one but yeah can be useful i guess and if we want to be crazy and hand over such incredable tech why should they stop use from being silly buggers? Playing along might get them more down the road and open comm lines would be useful. Especially ones not controlled by raving genociders.
It's useful because when ComStar cuts the throat of the FTL com network the new one won't be totally under the control of Hanse.
It's useful because Hanse wouldn't spread it out across the sphere after said throat cutting.
Leaving large Swaths of said Sphere Vulnerable to Annihilation Unable to even scream out into the Dark in warning.
 
It's useful because when ComStar cuts the throat of the FTL com network the new one won't be totally under the control of Hanse.
It's useful because Hanse wouldn't spread it out across the sphere after said throat cutting.
Leaving large Swaths of said Sphere Vulnerable to Annihilation Unable to even scream out into the Dark in warning.
Thing is? I kinda want him to be in that position because i know he will actually build a stable empire worth living in. The next generation is more iffy but i want him in a postion to be a strong meat shield or give them a chance at actual peace regardless how small it is. Besides he got the tech from us and there is no exclusivity clause. Hell he fucked himself playing game starting the confernce way he did. We can trade it to the Free worlds and Andurians or even periphery powers for useful deals ourselves. We can be a neutral middle man that can sway the way things go playing both sides if needed. The combine is pure evil and needs to die. Anything that hasten that is a net good because they will be a problem long term if allowed to survive.
 
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