Turn 50 - Winter 2186/3036
WCDC Defense Council:
[] 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
Roll 3 of 5, Roll 1d100: 69 - Success
Roll 4 of 5, Roll 1d100: 21 - Failure
Roll 5 of 5, Roll 1d100: 80 - Success
Combined: 52 - Success
New Weapon Dev Programm, Roll 1d6 (even = yes, odd = no): 2 - Yes, New weapon Systems
While there have been some setbacks in Autumn, the goal of providing new tactics and strategies to WCDC ground forces has been productive, making use of data recovered during the McCarron Raid on Circinus. The raid of an elite Inner Sphere Mercenary Force and the direct observation of two additional Elite Mercenary Forces, Cranston Snord'd Irregulars and Wolfs Draggon, as well as conventional military forces of the FWL, Andurien and the Combine, had allowed the planners a deep look into commonly used tactics. Many of these tactics were for open ground combat and new tactics for urban combat, even though the reactions of the other IS forces taking part in the defense have shown McCarron's Forces went out of their way to induce civilian losses.
In the end, the reaction to the use of massed indirect fire by the IS delegations and the complete loss of an entire Batallion of the raiding forces to this indiscriminate artillery bombardment have been noted, determining future use of additional artillery against any IS forces a more central part of future tactics. Additionally, it showed that potentially new indirect fire weapon systems would be a good future investment and that a new weapon development project for such weapons should be initiated.
Reward: +10 against IS ground forces, +5 against mechs, new tactics, new weapon development programs
[] Heavy Mechs and Tanks: active
Time: 4 turns, Chance of success: 70%
Roll 1 of 4, Roll 1d100: 68+5+5 = 78 - Success (All R&D, All Ground R&D)
Roll 2 of 4, Roll 1d100: 17+5+5 = 27 - Failure
Roll 3 of 4, Roll 1d100: 23+5+5 = 33 - Success
While there was insufficient actual design experience for heavy and super heavy mechs and tanks, those problems were temporary, largely helped by modern computer aided design and modeling of such weapon carriers, aided by the data gathered by the previous projects to take apart heavy IS mechs.
As such, there were several designs in the medium stages of development and one or two prototypes were already in production, ready for the formal tests to determine whether they would be used or not.
active for 1 more turn
WCDC Survey Office:
[] Operation Ma Bell: active
Time: 6 turns, Chance of success: 45%
Roll 1 of 6, Roll 1d100: 83 - Success
Roll 2 of 6, Roll 1d100: 12 - Failure
Roll 3 of 6, Roll 1d100: 28 - Failure
Roll 4 of 6, Roll 1d100: 52 - Failure
Roll 5 of 6, Roll 1d100: 91 - Success
After more than nine months of failure of Operation Ma Bell, due to the destruction of the main ERS-HPG on Circinus and the subsequent inability to replace the device, a new device was finally installed in early Winter and modified in its soft and hardware to finally begin its work to sow discontent within Comstar.
Following several new test messages, the actual operation began, taking a page out of the operation of 'Capt'n Cruch' as it continued to be studied by the Survey Office. Using the alias of 'Guy Fawkes', messages were sent out to a number of recipients within Comstar, utilizing several 'membership registries' circulated within the network, targeting already discontented Comstar Adepts and Acolytes, and a few higher level members.
This initial set of messages did not seem to result in problems with Comstar, though for some reason 'Capt'n Crunch' did message 'Guy Fawkes' in turn. A limited conversation was started, indicating that 'Guy Fawkes' was willing to support 'Capt'n Crunch' in subverting the First Circuit. Of course, 'Capt'n Crunch' was weary about this support, which continued, until the first global messages were sent out by Operation Ma Bell, containing transcripts from First Circuit Meetings before the McCarron Raid on Circinus, recovered by HPG Backscatter on Tharkad.
These global messages led to a massive reaction by the ROM, including an additional meeting of the First Circuit, talking about the message and how to best suppress it in late Winter.
active for 1 more turn
[] Operation Prometheus: active
Time: 6 turns, Chance of success: 45%
Roll 1 of 6, Roll 1d100: 1 - Crit Failure
Roll 2 of 6, Roll 1d100: 58 - Success
While the initial attempts to get an intelligence operation to directly target Terra off the ground had been unsuccessful, Operation Prometheus was finally approved in early Winter.
It utilized the recently upgraded Invader class Jump Ship Don't Mind Me to carry a trip of Sleipnir with intelligence equipment. By late Winter the Don't Mind Me left for Terra, to reach the systems Oort Cloud by early Spring and begin its operation, sending data back to Berlin via Hyperwave.
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
Roll 5 of 8, Roll 1d100: 27+5 = 32 - Failure
Roll 6 of 8, Roll 1d100: 54+5 = 59 - Success
Roll 7 of 8, Roll 1d100: 62+5 = 67 - Success
With the belated realization that the previous data had been correct, the subsequent information gathering took more care, the initial analysis showing that the expected density of jump traffic was indeed far below what had been expected and that likely actual trade within the FWL and the Lyran Commonwealth was quite a bit lower than models of both states had previously shown, making it important to rethink those models.
active for 1 more turn
WCDC Diplomatic Corps:
[] Calls for Confederation: active
Time: 4 turns, Chance of success: 42%
Roll 1 of 4, Roll 1d100: 73 - Success
Roll 2 of 4, Roll 1d100: 94 - Success
Roll 3 of 4, Roll 1d100: 27 - Failure
Roll 4 of 4, Roll 1d100: 100 - Crit Success
Combined: 73 - Success
Even if there had been some factional politics in Autumn, with Hannover preventing trade talks with the Draconis Combine, the remainder of the talks concerning the formation of a Confederation were quite successful. What is surprising, is that none of those nations that had previously shown doubt concerning membership in the new Confederation had now fully come around to become members, even if only due to the potential ramifications, should an IS nation prepare to fully invade the WCDC.
As such, by the end of Winter, all member nations of the WCDC had their internal talks and finally had signed the Confederation Treats, forming the Organization of Confederated Planets, a new single nation, that still gave its members full freedom in their internal politics.
The Imperial City on Jerat would host the government of the OCP and in one of the first sessions of the new, though probatory, parliament, the first Chairman of the Confederation was elected, Rynem of the Gerant Vorem, the generally respected Elder Statesperson of the Quetzal.
Reward: WCDC turns into the Organization of Confederated Planets as single nation
[] Invite Others III: - 5 votes (5 Pandemonium) active
Time: 4 turns, Chance of success: 35%
Roll 1 of 4, Roll 1d100: 6+40 = 46 - Failure (Diplomatic Relations)
While the final parts were put into place for the Organization of Confederated Planets, some diplomats were prepared to search for new members for the WCDC, coming to the planet of Pendemonium. While there were some initial talks about membership, the Council of Elders was less than supportive about the situation, noting that the WCDC was on the way to form a single nation, fearing for their own internal independence from the outside world, especially in these times, where they were massively industrializing to catch up technologically.
active for 3 more turns
WCDC Trade Organization:
[] 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
Roll 4 of 6, Roll 1d100: 31+10+10+10 = 61 - Success
Roll 5 of 6, Roll 1d100: 56+10+10+10 = 86 - Success
Roll 6 of 6, Roll 1d100: 37+10+10+10 = 61 - Success
Combined: 73 - Success
As the New Settlement Initiative has finally run it course, with the WCDCTO handing out about incentives to almost a hundred of settlement ventures for eight different systems. Some settlements had failed to get to the stage where they could be considered successful, but the vast majority had indeed formed into viable settlements on their own right, independent of external food and material imports and pulling in new settlers by the hundreds.
Reward: 8 newly settled planets
[] Build the Weapons: active
Time: 4 turns, Chance of success: 70%
Roll 1 of 4, Roll 1d100: 69+10+10+10+10 = 109 - Artificial Crit (Stronger Economy, Economic Ties, Military-Industrial Complex, Interstellar Communication Network)
Roll 2 of 4, Roll 1d100: 19+10+10+10+10 = 59 - Success
Roll 3 of 4, Roll 1d100: 56+10+10+10+10 = 96 - Artificial Crit
More Inner Sphere weapon systems are developed into new directions, as the various versions of the standard short and long range missiles are taken apart and improved. Modern micro electronics easily allow integrating improved targeting and control systems into the warheads, improving the yield of their warheads, while the accuracy of the missiles remains the same.
As these weapons are developed, the Militaries of the WCDC show interest in more advanced versions of these weapons, with further improved range and accuracy.
Result: +5 to artillery weapon R&D for ten turns
active for 1 more turn
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
Roll 9 of 12, Roll 1d100: 67+10+10 = 87 - Success
Roll 10 of 12, Roll 1d100: 50+10+10 = 70 - Failure
Roll 11 of 12, Roll 1d100: 8+10+10 = 28 - Failure
The problems just remain the same, as model after model for the proposed theories and even designs prove to be unfeasable again and again.
active for 1 more turn
[] Plasma Containment Research: - 7 votes active
Time: 4 turns, Chance of success: 45%
Roll 1 of 4, Roll 1d100: 31+10+10 = 51 - Failure (Research Center Sol, Interstellar Communication Network)
With the results of the failed plasma weapon project, some researchers are sure that the systems encountered within that weapon could theoretically be used to improve existing fusion reactors into more compact designs.
Wile there were some grants handed out, the main problem was that the theory behind the potential designs had to be worked out and with the large super computers hogged by the HFEG project, this proved to be harder than expected.
active for 3 more turns
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WCDC Internal Events:
The first of the Von Neumanns, Bob, successfully build two new Von Neumans after having placed several defense platforms in the Neu Berlin System, bringing the number of Von Neumans up to four, with two AIs, Tim and Allan, joining the Von Neumanm Club.
Meanwhile, the United States of America, the People's Republic of China, the Republic of Quaud and the United Colonies each finished with the construction of modified Petan and Haing class WarShips with biological crews.
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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:
Following the Circinus Conference, news are getting out that the FWL and Andurien have signed a peace treaty, which allows both sides to retain their conquered territory.
Comstar:
The reaction to the Circinus Peace Treaty by Comstar was mixed. While it is clear the rank and file welcome the peace, the First Circuit is less than thrilled with the result. They clearly had expected that either nation would ratify the treaty. Additionally, they had expected to at least see some delegations reduced in number, perhaps with several of the members at least heavily injured in the followup of the McCarron Raid.
Primus Waterly clearly did not take the news calmly, as she all but ranted for half an hour during a First Circuit meeting via HPG, all but ordering Preceptor Rom Focht to pull the WarShips out of deep storage and prepare them for deployment, as the two WarShips sent to Circinus clearly were destroyed by 'a fluke'. Only in a later meeting did Focht notify the First Circuit that we have a Texas class Battleship in their possession, as he received information from a deep cover ROM agent in the FWL diplomatic team. This in turn led to Waterly demanding that the fleets be all prepared as soon as possible to 'crush those periphery upstarts'.
Expansion and Suggestions:
The DSSI Network slowly continues to expand into the Inner Sphere.
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Random Event - Nothing happens