Turn 51 - Spring 2187/3037 - Results
Turn 51 - Spring 2187/3037
WCDC Defense Council:
[] 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
Roll 4 of 4, Roll 1d100: 90+5+5 = 100 - Artificial Crit
Combined: 59 - Success
Number of Tanks, Roll 1d2: 2
Number of Mechs, Roll 1d2: 2
Development of the Hervy Tanks and MEchs continued with great success and several designs were tested by an ad hoc military procurement group, considering that the new OCP Military force was in the first stages of reorganization.
Still, the testing procedures selected two Heavy Tanks, the Nalhin United Combat Vehicles Toson Heavy MBT, with a mass of 85 tonnes, and the 120 tonnes Oshkosh Corporation M33 Powel Super Heavy MBT. While the Toson was designed around a 150MW Pulse Laser and a DuoDec Missile Launcher, the M33 in turn carried a 165 mm Helical Railgun, a 75GeV Particle Beam Projector and a Heavy Missile Launcher.
On the Mech side, two Heavy Mechs had been designed and prototypes prepared. One was the 90 tonne Norico Xing Tian Heavy Combat Mech, and the Serray Super Heavy Mech, designed by Whaelm Armaments Limited and weighing 125 tonnes. There the Xing Tian was equipped with two 125 mm Helical Railguns and a DuoDec Missile Launcher as its main weaponry, the Whaelm carried a pair of weapons consisting of a 100MW Laser and a 75GeV Particle Beam Projector, as well as heavy armor and had the ability to pick up and throw smaller vehicles of up to 60 tonnes, making it a nasty close quarters combatant. Both mechs were of course designed for a crew of two.
2 Heavy Mechs and 2 Heavy Tanks
[] Organization of Confederated Planets Military: - 6 votes active
Time: 2 turns, Chance of success: 75%
Roll 1 of 2, Roll 1d100: 45 - Success
The creation of the Organization of Confederated Planets had, from the beginning, contained the provision for a combined military force of all member nations, after the quite successful military operations and integration of forces into the Expeditionary Regiments. As such, a new organization was needed to integrate forces of more than 250 different nations into a coherent whole, while minimizing problems, though here the experience with the Expeditionary Regiments was hoped to help.
However, this did not mean that the various national militaries would be disbanded. In fact, those militaries would provide forced for the OCP military, while retaining their existing structures and forces, though at a slightly diminished state, while acting as a sort of National Guard and providing backup and supplementary forces in situations where the OCP military needed more forces.
As the talks began, it was already clear the national military would not only provide forces to the OCP military, but also basic training and limited experience for the OCP soldiers, who would then be transferred. However, to prevent the national militaries from sending the dregs of their forces to the OCP, each potential soldier would be tested intensively by various means, including psychological screening. It was hoped this would reduce the number of problems that would inevitably raise up in this new multi-national military force.
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
Roll 6 of 6, Roll 1d100: 82 - Success
Combined: 58 - Success
Breakup chance, 2d20: 24
'Guy Fawkes' continued to be quite successful for Operation 'Ma Bell', in support of 'Capt'n Crunch', who was surprised about the fidelity of various reports and direct HPG message traffic recorded by the Survey Office.
The results of merely a few months of the operation were surprising, as the oppression of internal dissent within Comstar increased massively, with reports about internal security forces detaining Adepts, Acolytes and even Preceptors being shared between the rank and file of Comstar. Already, there appeared to be several groups forming that intended to break away from Comstar proper, and handing over HPGs to the nations they were located in.
It was hoped that continued operation of 'Ma Bell' might be used to increase this trend and give the First Circuit and ROM something to distract them for the inevitable event when the Inner Sphere nations would take control over their own communication.
Result: More internal strife for Comstar, chance of a breakup increased by 24%
[] 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
Roll 3 of 6, Roll 1d100: 60 - Success
The Don't Mind Me arrives at Terra, for a few weeks keeping deep within the systems Oort Cloud, taking passive radio and optical readings of the entire system. The crew notes it eerie how similar the system is to Sol, down to various smaller objects that could be detected, especially as Terra itself was almost identical to Earth.
The radio traffic in itself is fascinating, while Terra itself was a source of intense radio and HPG radio backscatter, there appeared to be a lot more radio and com laser traffic within the Asteroid Belt, the outer planets and the Kuiper Belt, with some instances of what appeared to be localized HPG traffic. Analysis of this traffic showed there was an entire separate civilization active within the outer system, apparently having little to no active connection to Terra itself.
There was localized jump ship traffic between parts of the Oort Cloud, which is only natural, considering the enormous distances within the outer reaches of the system.
Of note in the local radio traffic was that there was a majority of entertainment channels within the system that had their source on Terra, with only a surprisingly limited number coming from the various habitats in the outer system.
The Don't Mind Me eventually traveled deeper into the system via HFEG, placing itself in a direct line of sight with Terra and began to release a number of surveillance drone craft to enter the inner system and attempt to reach for Terra itself and take a thorough look at the situation on the planet.
Finally, several members of the crew, Sol Belters from Vesta and Ceres, requested permission to attempt communicating with the local Belters, especially since the locals Belters did not appear positively inclined towards Comstar, based on some of the radio traffic gathered in the outer system.
active for 3 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
Roll 8 of 8, Roll 1d100: 46+5 = 52 - Failure
Combined: 50 - Success
The entire Operation Green Granite is hard to categorize. On one hand there were massive problems on the various Walsingham class Jump Ships with the Superluminal Wave Detectors, but on the other hand, once it was realized what the problem was, information could be gleamed from the data gathered.
So on one hand the operation was a limited success, while the rest was an unmitigated failure. The people in charge of the operation, be they in Berlin or aboard the vessels, should have realized quickly that the data gathered was correct and even if not, they should have kept the information anyway. As such, the managers, commanders and technicians responsible were approached to retire from their work and find new employment.
Result: Information about jumpship movements within the Lyran Commonwealth and the Free Worlds League, +5 to intelligence operations in the Lyran Commonwealth and the FWL
WCDC Diplomatic Corps:
[] Invite Others III: active
Time: 4 turns, Chance of success: 35%
Roll 1 of 4, Roll 1d100: 6+40 = 46 - Failure (Diplomatic Relations)
Roll 2 of 4, Roll 1d100: 94+40 = 134 - Crit Success
While the initial reaction of the Council of Tribes was negative, working on them and the various tribes themselves has resulted in a surprisingly quick change of the general mood. Perhaps it had to do with the lengthy talks concerning the makeup of the OCP and their various member nations, especially with Article 15 of the OCP Treaty, which stated any member nation could leave the OCP without repercussions.
active for 2 more turns
[] Organization of Confederated Planets Diplomatic Corps: - 7 votes active
Time: 2 turns, Chance of success: 75%
Roll 1 of 2, Roll 1d100: 52 - Success
With the formation of the OCP and the change of the diplomatic situation, be it internal or external, the existing Diplomatic Corps required restructuring to better reflect the new working environment.
The need for internal diplomatic work had rapidly diminished, with the formation of the three houses of the OCP Federal Parliament and strengthened the ties of the national diplomats for international work, while the external diplomacy had risen in importance. As such, it was believed the Diplomatic Corps could be reduced in size, only keeping on the best of diplomats, with the remainder returning to their previous work for their national governments for work in internal diplomacy.
active for 1 more turn
OCP Trade Organization:
[] 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
Roll 4 of 4, Roll 1d100: 23+10+10+10+10 = 63 - Success
Combined: 82 - Success
The corporations that had begun to develop and deploy the various weapon systems copied from the Inner Sphere were more than satisfied with the results. Already some weapons were sold to the neighboring minor nations, like the Illyrians and the Lothians, which of course was improving their defenses, should the Marians begin to raid them. Additionally, systems adapted to MIL-STD-102343 could and were sold to various smaller national militaries and possible in the future to the OCP military.
Now it was only a matter of time, until contracts could be made with the Inner Sphere.
Result: Ability to build IS weapons, Options to create upgraded IS weapons, Possibility to sell weapons
[] Light Warship: - 6 votes active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 63+10+10+10+10 = 103 - Artificial Crit (Stronger Economy, Economic Ties, Military-Industrial Complex, Interstellar Communication Network)
While there were already viable WarShip designs avaiable, with an upgraded Belisarius, as well as Petan and Haing versions for Autowars and manned vessels, there was a lack of vessels that could fill the space between the Advanced Heavy Spacecraft and the medium sized WarShips like Petan and Haing. WarShips of those sized could comfortably fill this niche, as they would be cheaper in construction, while still able to transport a larger number of Spacecraft with their docking collars. Indeed, a WarShip of 250 ktonnes woulc be able to carry along an entire squadron of combat spacecraft over distances of up to 70 lightyears in a single jump.
As such, a light WarShip could certainly be used as a Patrol Leader for a heavy patrol squadron, support largeer Warships with its Advanced Combat Craft, or act as a show of force in certain areas, as needed.
active for 3 more turns
OCP 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
Roll 12 of 12, Roll 1d100: 94+10+10 = 114 - Success
Combined: 72 - Failure
Just as the funding for the Three Year program to develop a HFEG Jump Drive ran out, the final breakthrough of the project was made, reducing the number of possible methods to achieve it, was reduced to two. Each of these methods, should either of them turn out to be doable, would reduce the size of the method to achieve Hyperspace Jump capabilities, though it was unknown by how much.
Still, even with this, the researchers felt fatigued by the project, so that they would need some time to get into different research projects before they could continue with the development of this new hybrid drive. But the new project would certainly be quicker to accomplish, and have a much higher chance to be completed.
Result: HF Jump Drive chance for success increased to 50%, Time to completion reduced to 6 turns, Cooldown of 4 turns
[] Plasma Containment Research: - 6 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)
Roll 2 of 4, Roll 1d100: 28+10+10 = 48 - Faulure
Indeed, the work on the Improved Plasma Containment proved to be much harder than expected, with computer models of possible devices not working out as expected, with either no improvement on existing systems or even much lower compression.
Still, there were some minor improvements made, even if those were only in the efficiency of existing fusion reactors by maybe one or two percent.
active for 2 more turns
----------------------------
OCP Internal Events:
In the United Principalties of Jerat, massive protests began in early Spring, concerning the move of the UPJ to become one of the member nations of the OCP. The motivation of the protesters was the loss of sovereignty of their nations to the OCP, even though the nation would retain most of it. While these protests were very visible and the media made them appear large, there was only a minority of people of the UPJ actually protesting and a survey during the protests showed that only five percent of a population of around one billion Tiaunt was backing the protesters, with the vast majority either not interested in the change or fully in support of it.
----------------------------
Deep Space Signal Intelligence Network Report:
Lothian League:
There is little of note to say.
Illyrian Palatinate:
There is little of note to say.
Marian Hegemony:
The DSSIN detected jump traffic within the Marian Hegemony that might point towards military movements towards the corewards border of the Hegemony.
Inner Sphere:
Lyran Commonwealth:
Nothing out of the ordinary as far as can be decerned.
Federated Suns:
The Federated Suns Delegation of the Circinus Conference returns to New Avalon, with Hanse Davion at the head. While he must deal with a few situations that popped up during the time he was at the conference, he was present, when McCarron and his people were presented to the judges for their trials. While it was clear the verdict would be 'guilty' from the evidence alone, McCarron had the audacity to plead 'not guilty', as were almost all his people.
Draconis Combine:
Nothing out of the ordinary as far as can be decerned.
Free Worlds League:
Dutchy of Andurien:
While there are still some tensions between the FWL and Andurien, the withdrawal of forces from the FWÖ-Andurien border seems to happen without any major problems.
Comstar:
The entire situation within Comstar appears to decline, following what appears an assassination attempt on First Primus Waterly. This resulted in a massive three-hour rant during one of the full meetings of the First Circuit, with two of the First Circuits members being replaced after what appears a purge. It is of note however that Preceptor ROM Anastasius Focht seems the only one who can moderate the reaction of Waterly somewhat.
Even so, Waterly orders a purge of 'undesirable elements', whoever those may be, during a HGP meeting in late Spring.
Expansion and Suggestions:
The DSSI Network slowly continues to expand into the Inner Sphere.
-----------------------
Random Event - Succession Crisis on OCP associated World (Craigh)
On the planet Craigh, Daniel O'Malley IV dies without an official hair to the throne of the Poblacht na Craigh, leading to a succession crisis that threatens to throw the world into a civil war. Left without children and without brothers and sisters, the king of Craigh was left in the unenviable situation of not being able to choose between several further relations that could have taken up the throne.
Now, three pretenders have come up, one uncle, Michael O'Malley, and two first cousins, Richard and Alexa O'Malley, each in noble positions and with local militia support. The crisis comes to a head, as Richard O'Malley is killed in a car crash, resulting in Michael and Alexa blaming the other for the event, resulting in the clash of their supporters in the streets of Nua Galway, leading to the death of several hundred.
OCP diplomats attempt to work out a peaceful solution, but riots and an overly strong police reaction of the interim government make it hard.
WCDC Defense Council:
[] 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
Roll 4 of 4, Roll 1d100: 90+5+5 = 100 - Artificial Crit
Combined: 59 - Success
Number of Tanks, Roll 1d2: 2
Number of Mechs, Roll 1d2: 2
Development of the Hervy Tanks and MEchs continued with great success and several designs were tested by an ad hoc military procurement group, considering that the new OCP Military force was in the first stages of reorganization.
Still, the testing procedures selected two Heavy Tanks, the Nalhin United Combat Vehicles Toson Heavy MBT, with a mass of 85 tonnes, and the 120 tonnes Oshkosh Corporation M33 Powel Super Heavy MBT. While the Toson was designed around a 150MW Pulse Laser and a DuoDec Missile Launcher, the M33 in turn carried a 165 mm Helical Railgun, a 75GeV Particle Beam Projector and a Heavy Missile Launcher.
On the Mech side, two Heavy Mechs had been designed and prototypes prepared. One was the 90 tonne Norico Xing Tian Heavy Combat Mech, and the Serray Super Heavy Mech, designed by Whaelm Armaments Limited and weighing 125 tonnes. There the Xing Tian was equipped with two 125 mm Helical Railguns and a DuoDec Missile Launcher as its main weaponry, the Whaelm carried a pair of weapons consisting of a 100MW Laser and a 75GeV Particle Beam Projector, as well as heavy armor and had the ability to pick up and throw smaller vehicles of up to 60 tonnes, making it a nasty close quarters combatant. Both mechs were of course designed for a crew of two.
2 Heavy Mechs and 2 Heavy Tanks
[] Organization of Confederated Planets Military: - 6 votes active
Time: 2 turns, Chance of success: 75%
Roll 1 of 2, Roll 1d100: 45 - Success
The creation of the Organization of Confederated Planets had, from the beginning, contained the provision for a combined military force of all member nations, after the quite successful military operations and integration of forces into the Expeditionary Regiments. As such, a new organization was needed to integrate forces of more than 250 different nations into a coherent whole, while minimizing problems, though here the experience with the Expeditionary Regiments was hoped to help.
However, this did not mean that the various national militaries would be disbanded. In fact, those militaries would provide forced for the OCP military, while retaining their existing structures and forces, though at a slightly diminished state, while acting as a sort of National Guard and providing backup and supplementary forces in situations where the OCP military needed more forces.
As the talks began, it was already clear the national military would not only provide forces to the OCP military, but also basic training and limited experience for the OCP soldiers, who would then be transferred. However, to prevent the national militaries from sending the dregs of their forces to the OCP, each potential soldier would be tested intensively by various means, including psychological screening. It was hoped this would reduce the number of problems that would inevitably raise up in this new multi-national military force.
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
Roll 6 of 6, Roll 1d100: 82 - Success
Combined: 58 - Success
Breakup chance, 2d20: 24
'Guy Fawkes' continued to be quite successful for Operation 'Ma Bell', in support of 'Capt'n Crunch', who was surprised about the fidelity of various reports and direct HPG message traffic recorded by the Survey Office.
The results of merely a few months of the operation were surprising, as the oppression of internal dissent within Comstar increased massively, with reports about internal security forces detaining Adepts, Acolytes and even Preceptors being shared between the rank and file of Comstar. Already, there appeared to be several groups forming that intended to break away from Comstar proper, and handing over HPGs to the nations they were located in.
It was hoped that continued operation of 'Ma Bell' might be used to increase this trend and give the First Circuit and ROM something to distract them for the inevitable event when the Inner Sphere nations would take control over their own communication.
Result: More internal strife for Comstar, chance of a breakup increased by 24%
[] 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
Roll 3 of 6, Roll 1d100: 60 - Success
The Don't Mind Me arrives at Terra, for a few weeks keeping deep within the systems Oort Cloud, taking passive radio and optical readings of the entire system. The crew notes it eerie how similar the system is to Sol, down to various smaller objects that could be detected, especially as Terra itself was almost identical to Earth.
The radio traffic in itself is fascinating, while Terra itself was a source of intense radio and HPG radio backscatter, there appeared to be a lot more radio and com laser traffic within the Asteroid Belt, the outer planets and the Kuiper Belt, with some instances of what appeared to be localized HPG traffic. Analysis of this traffic showed there was an entire separate civilization active within the outer system, apparently having little to no active connection to Terra itself.
There was localized jump ship traffic between parts of the Oort Cloud, which is only natural, considering the enormous distances within the outer reaches of the system.
Of note in the local radio traffic was that there was a majority of entertainment channels within the system that had their source on Terra, with only a surprisingly limited number coming from the various habitats in the outer system.
The Don't Mind Me eventually traveled deeper into the system via HFEG, placing itself in a direct line of sight with Terra and began to release a number of surveillance drone craft to enter the inner system and attempt to reach for Terra itself and take a thorough look at the situation on the planet.
Finally, several members of the crew, Sol Belters from Vesta and Ceres, requested permission to attempt communicating with the local Belters, especially since the locals Belters did not appear positively inclined towards Comstar, based on some of the radio traffic gathered in the outer system.
active for 3 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
Roll 8 of 8, Roll 1d100: 46+5 = 52 - Failure
Combined: 50 - Success
The entire Operation Green Granite is hard to categorize. On one hand there were massive problems on the various Walsingham class Jump Ships with the Superluminal Wave Detectors, but on the other hand, once it was realized what the problem was, information could be gleamed from the data gathered.
So on one hand the operation was a limited success, while the rest was an unmitigated failure. The people in charge of the operation, be they in Berlin or aboard the vessels, should have realized quickly that the data gathered was correct and even if not, they should have kept the information anyway. As such, the managers, commanders and technicians responsible were approached to retire from their work and find new employment.
Result: Information about jumpship movements within the Lyran Commonwealth and the Free Worlds League, +5 to intelligence operations in the Lyran Commonwealth and the FWL
WCDC Diplomatic Corps:
[] Invite Others III: active
Time: 4 turns, Chance of success: 35%
Roll 1 of 4, Roll 1d100: 6+40 = 46 - Failure (Diplomatic Relations)
Roll 2 of 4, Roll 1d100: 94+40 = 134 - Crit Success
While the initial reaction of the Council of Tribes was negative, working on them and the various tribes themselves has resulted in a surprisingly quick change of the general mood. Perhaps it had to do with the lengthy talks concerning the makeup of the OCP and their various member nations, especially with Article 15 of the OCP Treaty, which stated any member nation could leave the OCP without repercussions.
active for 2 more turns
[] Organization of Confederated Planets Diplomatic Corps: - 7 votes active
Time: 2 turns, Chance of success: 75%
Roll 1 of 2, Roll 1d100: 52 - Success
With the formation of the OCP and the change of the diplomatic situation, be it internal or external, the existing Diplomatic Corps required restructuring to better reflect the new working environment.
The need for internal diplomatic work had rapidly diminished, with the formation of the three houses of the OCP Federal Parliament and strengthened the ties of the national diplomats for international work, while the external diplomacy had risen in importance. As such, it was believed the Diplomatic Corps could be reduced in size, only keeping on the best of diplomats, with the remainder returning to their previous work for their national governments for work in internal diplomacy.
active for 1 more turn
OCP Trade Organization:
[] 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
Roll 4 of 4, Roll 1d100: 23+10+10+10+10 = 63 - Success
Combined: 82 - Success
The corporations that had begun to develop and deploy the various weapon systems copied from the Inner Sphere were more than satisfied with the results. Already some weapons were sold to the neighboring minor nations, like the Illyrians and the Lothians, which of course was improving their defenses, should the Marians begin to raid them. Additionally, systems adapted to MIL-STD-102343 could and were sold to various smaller national militaries and possible in the future to the OCP military.
Now it was only a matter of time, until contracts could be made with the Inner Sphere.
Result: Ability to build IS weapons, Options to create upgraded IS weapons, Possibility to sell weapons
[] Light Warship: - 6 votes active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 63+10+10+10+10 = 103 - Artificial Crit (Stronger Economy, Economic Ties, Military-Industrial Complex, Interstellar Communication Network)
While there were already viable WarShip designs avaiable, with an upgraded Belisarius, as well as Petan and Haing versions for Autowars and manned vessels, there was a lack of vessels that could fill the space between the Advanced Heavy Spacecraft and the medium sized WarShips like Petan and Haing. WarShips of those sized could comfortably fill this niche, as they would be cheaper in construction, while still able to transport a larger number of Spacecraft with their docking collars. Indeed, a WarShip of 250 ktonnes woulc be able to carry along an entire squadron of combat spacecraft over distances of up to 70 lightyears in a single jump.
As such, a light WarShip could certainly be used as a Patrol Leader for a heavy patrol squadron, support largeer Warships with its Advanced Combat Craft, or act as a show of force in certain areas, as needed.
active for 3 more turns
OCP 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
Roll 12 of 12, Roll 1d100: 94+10+10 = 114 - Success
Combined: 72 - Failure
Just as the funding for the Three Year program to develop a HFEG Jump Drive ran out, the final breakthrough of the project was made, reducing the number of possible methods to achieve it, was reduced to two. Each of these methods, should either of them turn out to be doable, would reduce the size of the method to achieve Hyperspace Jump capabilities, though it was unknown by how much.
Still, even with this, the researchers felt fatigued by the project, so that they would need some time to get into different research projects before they could continue with the development of this new hybrid drive. But the new project would certainly be quicker to accomplish, and have a much higher chance to be completed.
Result: HF Jump Drive chance for success increased to 50%, Time to completion reduced to 6 turns, Cooldown of 4 turns
[] Plasma Containment Research: - 6 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)
Roll 2 of 4, Roll 1d100: 28+10+10 = 48 - Faulure
Indeed, the work on the Improved Plasma Containment proved to be much harder than expected, with computer models of possible devices not working out as expected, with either no improvement on existing systems or even much lower compression.
Still, there were some minor improvements made, even if those were only in the efficiency of existing fusion reactors by maybe one or two percent.
active for 2 more turns
----------------------------
OCP Internal Events:
In the United Principalties of Jerat, massive protests began in early Spring, concerning the move of the UPJ to become one of the member nations of the OCP. The motivation of the protesters was the loss of sovereignty of their nations to the OCP, even though the nation would retain most of it. While these protests were very visible and the media made them appear large, there was only a minority of people of the UPJ actually protesting and a survey during the protests showed that only five percent of a population of around one billion Tiaunt was backing the protesters, with the vast majority either not interested in the change or fully in support of it.
----------------------------
Deep Space Signal Intelligence Network Report:
Lothian League:
There is little of note to say.
Illyrian Palatinate:
There is little of note to say.
Marian Hegemony:
The DSSIN detected jump traffic within the Marian Hegemony that might point towards military movements towards the corewards border of the Hegemony.
Inner Sphere:
Lyran Commonwealth:
Nothing out of the ordinary as far as can be decerned.
Federated Suns:
The Federated Suns Delegation of the Circinus Conference returns to New Avalon, with Hanse Davion at the head. While he must deal with a few situations that popped up during the time he was at the conference, he was present, when McCarron and his people were presented to the judges for their trials. While it was clear the verdict would be 'guilty' from the evidence alone, McCarron had the audacity to plead 'not guilty', as were almost all his people.
Draconis Combine:
Nothing out of the ordinary as far as can be decerned.
Free Worlds League:
Dutchy of Andurien:
While there are still some tensions between the FWL and Andurien, the withdrawal of forces from the FWÖ-Andurien border seems to happen without any major problems.
Comstar:
The entire situation within Comstar appears to decline, following what appears an assassination attempt on First Primus Waterly. This resulted in a massive three-hour rant during one of the full meetings of the First Circuit, with two of the First Circuits members being replaced after what appears a purge. It is of note however that Preceptor ROM Anastasius Focht seems the only one who can moderate the reaction of Waterly somewhat.
Even so, Waterly orders a purge of 'undesirable elements', whoever those may be, during a HGP meeting in late Spring.
Expansion and Suggestions:
The DSSI Network slowly continues to expand into the Inner Sphere.
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Random Event - Succession Crisis on OCP associated World (Craigh)
On the planet Craigh, Daniel O'Malley IV dies without an official hair to the throne of the Poblacht na Craigh, leading to a succession crisis that threatens to throw the world into a civil war. Left without children and without brothers and sisters, the king of Craigh was left in the unenviable situation of not being able to choose between several further relations that could have taken up the throne.
Now, three pretenders have come up, one uncle, Michael O'Malley, and two first cousins, Richard and Alexa O'Malley, each in noble positions and with local militia support. The crisis comes to a head, as Richard O'Malley is killed in a car crash, resulting in Michael and Alexa blaming the other for the event, resulting in the clash of their supporters in the streets of Nua Galway, leading to the death of several hundred.
OCP diplomats attempt to work out a peaceful solution, but riots and an overly strong police reaction of the interim government make it hard.