What's new
Frozen in Carbonite

Welcome to FiC! Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Growing Horizons: Inner Sphere - Quest

Left over from the format i think but it could count as experimental in their eyes since these are brand new designs with shockingly different and new tech. Though... @Warringer could we make export versions of the tanks or at least the m33 by switching out for common IS weapons and gear? Probable can do the same with the Karakal.
We certainly can.
 
Would that take a action though or would it just be rolled under the econ actions already done? Frankly would be rather different vehicle if using is sourced/equivlent armor, weapons, and electronic. Still a lot fucking better that their designs probable.
 
Would that take a action though or would it just be rolled under the econ actions already done? Frankly would be rather different vehicle if using is sourced/equivlent armor, weapons, and electronic. Still a lot fucking better that their designs probable.
I believe that would be open for a new econ option, since there would be some work needed.
 
Turn 52 - Summer 2187/3037 - Results
Turn 52 - Summer 2187/3037

WCDC Defense Council:

[] Organization of Confederated Planets Military: active
Time: 2 turns, Chance of success: 75%
Roll 1 of 2, Roll 1d100: 45 - Success
Roll 2 of 2, Roll 1d100: 77 - Success
Combined: 61 - Success

Summer finally sees the formation of the Confederated Forces, the military arm of the Organization of Confederated Planets, made up of just two combined arms branches. The Ground Forces and the Space Forces.

The Confederated Ground Forces combined the forces of the various army forces with those of the various air forces into the Ground Force Army and the Ground Force Air Corps. While the Ground Force Army take over the entirety of 100 divisions of regular army from Sol, Beta Hydri and 61 Virginis. The Air Corps however took over about 1.25 million personal, with their support equipment and aerospace craft. The landing craft needed to move those divisions, be the Undessa or any other design that might be developed in the future, are operated by the Air Corps, with some Ground Forces personnel present for the artillery positions.

The provisions saw to it that all forces were mixed to improve inter species relations, while the source of the forces were based on the general size of the previous militaries. As such, 30 percent of the Ground Forces are made up of humans, 57 percent of Tiaunt and Rac'ris'ayc, with the remaining 13 percent being of the Aldmoru. This is largely due to the fact that the nations of Jerat had forces almost double the size of all human ground forces.

On the side of the Space Forces, CPS Belisarius was directly handed over to the Confederated Forces, together with the four Petan and Haing based WarShips that had previously been built by four nations of the OCP, additionally Haing and Enthat became officers within the new Confederated Space Forces. Of the remaining Space Forces, almost all Jump capable vessels within the military, be they jumpships or support craft like the Lerbtur.

Of the non-jump capable spacecraft, a hundred Squadrons of Advanced Combat Spacecraft, or compact warships as they have begun to be known, have been put under the command of the Confederated Space Forces. Of these hundred Squadrons, 33 percent come from the various nations of Sol, 40 percent from those of 61 Virginis, while the rest, 27 percent, used to be part of the space forces of the nations of Beta Hydri.

It was decided the Command Structure of the Confederated would be closely modeled on the best practices of all the major military powers of the OCP, with Headquaters remaining in the Rocky Mountains Arcology in Dallas, where the last decade had seen the construction of large scale infrastructure to support the operation of the former WCDC Defense Council. As a whole, the Confederated Forces would operate under the control of the Secretary for Defense of the Organization of Confederated Planets, a staff position of the OCP government.

The already existing 1st through 7th Expeditionary Batallions would be integrated into three new formations, the 1st, 2nd and 3rd Expeditionary Divisions, designed specifically to quickly react to any military need outside of OCP space. As such, all three of these Divisions would be stationed within the former Cirinus Federation.

Reward: Centralized OCP Military, +15 to all military actions

[] Project Cerulean Goddess: - 7 votes active
Time: 2 turns, Chance of success: 70%
Roll 1 of 2, Roll 1d100: 57 - Success

While the Confederated Forces were formed, one of the first actions of the Confederated Space Forces command was to issue a Request for Proposals to the various dockyards within the OCP for the construction of several new medium WarShips to reinforce the Space Forces. This was largely to fill the perceived hole that existed within the defenses of the OCP, should there be any more attacks on OCP space by anyone, especially Comstar.

active for 1 more turn

WCDC Survey Office:


[] 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
Roll 4 of 6, Roll 1d100: 57 - Success

Should Operation Prometheus contact the Terra Belters?
[] Yes - 9 votes

There was some talk in Berlin about the proposed contact with the Terran Belters, with several AIs specializing in Big Data trawling through the data collected and transmitted to Sol. In the end, it was decided it might be a good idea to open contact, considering that the Belters were not positively inclined to Comstar.

As such, the Don't Mind Me jumped in near one of the many habitats and homesteads of the Belters in the outer solar system. While the Belters in the habitat Home Sweet Home were surprised about the sudden and unscheduled arrival, but did not raise a fuss, especially after some basic communication and the transfer of one of the modified Leopards to the Belter Habitat for closer communication.

The Belter Habitat turned out to be something of a gold mine for the gathering of information on Comstar and their operation on Terra. The Belters were generally left alone, though Comstar expected all external, foreign relations to go through them, and attempting to bombard the Belters with Comstar propaganda, which the Belters seemed to simply ignore, which was of course helped by the high educational standard of the Belters in general.

The Sol Belters aboard Don't Mind Me hit it off well with the Terra Belters, even though there was something of an ideological difference between both types of belters, with the Terra Belters being more individualistic, where the Sol Belters were more communally minded. However, both were knew the dangers of space intimately. The various genetic manipulations observed within the Terra Belter community, be they obvious, like several furries, or non-obvious, like gene mods for longer survival in a vacuum, were unsurprising, as genetic manipulation within the Sol Belter community was standard as well, though perhaps not to this extent.

Overall, the contact with the Terra Belters seemed to be boding well for the future.

active for 2 more turns

[] Operation Ma Bell II: - 5 votes active
Time: 2 turns, Chance of success: 55%
Roll 1 of 2, Roll 1d100: 75 - Success

With the surprising success of Operation Ma Bell in its last six months after almost a year of failure, the intelligence community was of the opinion that the operation should continue and that it should be spun off into its own independent operation for the duration of the war with Comstar. It was clear that the rift between what was now called the Waterly Faction and the Idealist Faction could be widened even further.

With this decision made, the operation continued from Circinus, with a second suitably modified ERS-HPG being installed on FOB Pine Gap to have a secondary insertion point for HPG signals into the network.

'Capt'n Crunch' certainly welcomed the continued support of his work, especially as the knowledge of the First Circuits actual internal communication had convinced him that Comstar had strayed so far from the actual goals of Blake that they should rather be destroyed as a whole.

active for 1 more turn

Deep Space Signal Intelligence Network


[] Network Extension: - 6 votes ctive
Time: 2 turns, Chance of success: 60%
Roll 1 of 2, Roll 1d100: 89 - Success

As it became clearer that the DSSINOO might be a victim of the future reorganization of the former WCDC Survey Office into a full intelligence operation, the higher echelons of the organization believed they might as well attempt one last substantial operation to attempt and finally find the worlds of New St. Andrews and Niobs, which had eluded them so far. While they continued to extend the DSSIN, Survey vessels were sent out to search.

By the end of Summer, at least one was successful, discovering the world of New St. Adrews, not far outside the 90 lightyear bubble around Sol. New St. Andrews turned out to be a relatively well-developed world, with a decent Inner Sphere based tech base, even though it was comparatively primitive in nature. First contact was established with the population, which turned out to be strongly Scottish, with four Clans making their home on the world.

active for 1 more turn

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
Roll 3 of 4, Roll 1d100: 40+40 = 80 - Success

Talks with the Council of Tribes continue, which slowly came around to become a member of the Organization of Confederated Planets, which would certainly allow their world to prosper. Already they had established a closer connection to the Hannoverians, who were interested in supporting the people of Pandora and attempted to work out some terraforming techniques to make the dessert world much more habitable, which would be supported financially by the Organization of Confederated Planets Settlement Office.

active for 1 more turn

[] Organization of Confederated Planets Diplomatic Corps:active
Time: 2 turns, Chance of success: 75%
Roll 1 of 2, Roll 1d100: 52 - Success
Roll 2 of 2, Roll 1d100: 32 - Success
Combined: 42 - Success

There was little in the way of strife within the Diplomatic Corps as the restructuring continued. The Ambassadors already in place in the various Inner Sphere and periphery powers remained in place, as they already knew the situation on the ground, and as such the transitional period was not really felt out in the various embassies.

Reward: new OCP Diplomatic Corps, +10 to all diplomatic actions

OCP Trade Organization:


[] Light Warship: 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)
Roll 2 of 4, Roll 1d100: 19+10+10+10+10 = 59 - Success

With the project being put into practice, the various design offices and dock yards began with their work, designing a Light WarShip that could close the gap between the Ishtar class Heavy Combat Craft and the Petan class Medium Warship (Cruiser). Generally, it was believed this new light WarShip should be capable of carrying an entire Squadron of Combat Craft along with it, to allow rapid deep strike missions and rapid support operations.

An outlier of a design choice was a light WarShip that could carry thirty dropships. However, these vessels were designed to operate in pairs, together carrying not only the 40 landing craft needed to move an entire Expeditionary Division and a single Squadron of ground support Combat Craft, like the Sleipnir and the Im-umi. At the same time these WarShips would provide orbital superiority and ortillery.

active for 2 more turns

[] Industrial Export: - 6 votes (5 - ANZAC) active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 50+10 = 60 (External Trade)

As some of the industries having geared up to export industrial goods and technology to other nations, it was the decision of the Diplomatic Corps and the Trade Organization to support trade with the ANZAC Union, a close by nation of two systems that would certainly be grateful for these more modern technologies.

To this end the Ambassador of the OCP, David McGrady, approached the ANZAC government and a number of industrial conglomerates to probe them for any interest in trade with the OCP. He was successful and secured several meetings of OCP companies with ANZAC companies and government agents to talk about trade relations. Indeed, there were a few companies within the OCP that wished to operate factories on either Woomera or Ohakune.

active for 3 more turns

OCP Office for Science and Development:


[] Plasma Containment Research: 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 - Failure
Roll 3 of 4, Roll 1d100: 17+10+10 = 37 - Failure

The problems with the Work on improved fusion continued, making the scientists believe that there is something that they are missing within the design.

active for 1 more turn

[] Hyperwave Local Area Mesh Network: - 9 votes active
Time: 4 turns, Chance of success: 45%
Roll 1 of 4, Roll 1d100: 99+10+10 = 119 - Crit Success (Research Center Sol, Interstellar Communication Network)

With Hyperwave Communication being slowly phased in for several applications, including rapid local communication between satellites for traffic control, some engineers and computer scientists believed there was a way to modify the general hard and software of the hyperwave transceiver in such a way that it could be used to create ad-hoc mesh networks, where every node could contact and communicate with any other nearby node.

Expecience with such networks already existed in the form of the vast number of Smart Dust networks and various weather station LoRa Mesh networks on Earth or Jerat, so it was believed the work on this new network would be a relatively straightforward proposition.

active for 3 more turns

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

OCP Internal Events:

While the protests within the United Principalties of Jerat continied well into Summer, the rsponse of the UP government was measured and aimed excluseively towards peacefully. There were certainly those who spoke out against the OCP on general principle, but a majority of those protesting were largely misinformed by those groups within the populations aiming to ferment dicontent and information compaigns in the conventional and social media of the UP were able to reduce the protests to a rump by the end of summer, where they all but fizzled out.

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

Deep Space Signal Intelligence Network Report:

Marian Hegemony:


Continued movements within the border regions of the Marian Hegemony raise concerns within the Diplomatic Corps.

Lothian League:

The Lothian League is informed by the OCP ambassador about the increased military activity within the Marian Hegemony and the possibility of an attack.

Illyrian Palatinate:

The Illyrian Palatinate is informed by the OCP ambassador about the increased military activity within the Marian Hegemony and the possibility of an attack.

Inner Sphere:

Lyran Commonwealth:


The No Pirate Life For Me arrives at the planet Sudeten in late Summer, where they come into contact with the Gray Death Legion. This specific mercenary outfit turns out to be special, as they seem to have been able to recover a so called 'Data Core' from the planet Helm, apparently an extensive database of technical information from the Star League. This database is however damaged and while the Inner Sphere nations own their own copies of the database, they do not appear to have not been able to decode the database.

Taking the chance, the survey crew of the No Pirate Life For Me inquire about purchasing a copy of the 'Data Core' and after some haggling with Grayson Carlyle they were able to get a copy, with the note they will need significant time to decode it. So far the Data Core remains untouched, waiting for some time in deep space to be copied into the computer systems of the No Pirate Life For Me and transmitted back to the OCP via Hyperwave.

Federated Suns:

While the trial against McCarron continues, several agents are active on New Avalon, taking a special interest in the New Avalon Institure of Science. While some Smart Dust and miniature drone operations are underway to infiltrate the systems of the NAIS, the OCP envoys are informed by Hanse Davion that the 'Federated Commonwealth' will soon test the first ERS-HPG connection between New Avalon and Tharkad.

Draconis Combine:

Nothing out of the ordinary as far as can be decerned.

Free Worlds League:

Nothing out of the ordinary as far as can be decerned.

Dutchy of Andurien:

Nothing out of the ordinary as far as can be decerned.

Comstar:

Chance of Comstar Shism: 24%, Roll 1d100: 20 - No Shism

Internal Communication within Comstar remains in a state of uproar, as a 'purge' sweeps through its ranks. The HPG meetings of the First Circle get more regular and on more than one occasion it appears a Preceptor is forced to attent. Indeed, the former Preceptor Sian is openly executed during an HPG meeting.

However, it appears Anastasius Focht slowly tries to distance himself from Waterly.

Expansion and Suggestions:

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

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

Random Event - Succession Crisis on OCP associated World (Craigh)

The Succession Crisis on Craigh intensifies for a short while, but OCP diplomats can get both sides onto a table to talk things out, rather than have the situation develop into a Civil War. While it is not believed the situation would be resolved easily, the chances are good.
 
Turn 53 - Autumn 2187/3037
Turn 53 - Autumn 2187/3037

Confederated Forces:

[] Project Cerulean Goddess: active (1 turn)
With the WarShips that were used by Comstar for the McCarron Raid, the WCDC should set some funds to the side to begin with the production of a few WarShips, even though there are currently only three viable designs.
Time: 2 turns, Chance of success: 70%, Reward: Production of (1d6+4) WarShips over the next 4 turns, Reduction of time needed to develop new WarShips by 1 turn

[] 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

[] Operation Doolittle:
As the McCarron Raid has been pretty much the initial steps in a more open war of Comstar against the WCDC, so there should be steps taken against Comstar in turn. Data recovered from Bordeaux suggest that two systems, Luyten 68-28 and Ross 248, are used as fleet bases by Comstar and that the WarShips in those fleets might be in mothballs. Perhaps it might be a good idea to take a visit of one of those systems, capture a number of those WarShips, before destroying the rest and as much critical space infrastructure as possuble.
Time: 4 turns, Chance of success: 65%, Reward: Reduction of Comstar space forces, capture of (1d6+3) WarShips

[] Project Green Bracket:
IS Forces have shown themselves to be vulnerable to artillery fire and such a vulnerability should be exploited with new indirect fire weapon systems.
Time: 4 turns, Chance of success: 65%, Reward: 1d2 new Atrillery systems

WCDC Survey Office:

[] Operation Prometheus: active (3 turns)
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

[] Operation Ma Bell II: active (1 turn)
With the Success of 'Operation Ma Bell', the Survey Office thinks about extending the operation, until either Comstar would break up internally, or would be taken apart by the Inner Sphere nations.
Time: 2 turns, Chance of success: 55%, Reward: Operation Ma Bell turns into a permanent background operation, taking no turns, Increased Internal strife for Comstar, Chance for breakup increased by 1d10%

[] 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

[] 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


[] Organization of Confederated Planets Intelligence:
With the Formation of the Organization of Confederated Planets, in combination with the mixed results of the WCDC intelligence operations, a new Intelligence organization should be formed, integrating more personall of the various national intelligence agencies into the new organization, with the DSSINOO folded into this new organization and Survey spun off into its own organization.
Time: 2 turns, Chance of success: 75%, Reward: Centralized OCP Intelligence, +15 to all intelligence operations, Survey becomes passive operation, DSSINO gets disbanded and DSSIN extension becomes passive operation

Deep Space Signal Intelligence Network

[] Network Extension: active (1 turn)
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

[] 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

[] DSSIN Survey Squadron: (3 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

OCP Diplomatic Corps:

[] Invite Others III: active (1 turns)
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

[] 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

OCP Trade Organization:

[] Light Warship: active for 2 more turns
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

[] Industrial Export: active (3 turns)
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

[] 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

OCP Office for Science and Development:

[] Plasma Containment Research: active (1 turns)
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

[] Hyperwave Local Area Mesh Network: active (3 turns)
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

[] HFEG Jump II: cooldown 4 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: 6 turns, Chance of success: 50%, Reward: HF Jump Drive

[] 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

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

2 Action for:

1 Action for:
Military
Dilpomacy

----------------------------
 
Let's make doe eyes at our neighbours ;)

Diplomacy
[X] Charm Offensive IV

Military
[X] Operation Doolittle

Plasma Containment isn't dead yet. If the final roll is high, it might still succeed, but the odds aren't that good.
Anyway, unless someone wants to present convincing arguments for waiting for Light Warships to finish first, I'd start on Doolittle now. We'll have a few more warships regardless, thanks to Cerulean Goddess finishing next round (meaning at least 5 warships), and there's no shortish bridging action in defence available (all are 4 rounds), and there's a good chance that we'll be able to take a light warship prototype onto a shakedown cruise to Comstar. Not ideal, but we always have the option to use the warship 'only' as a carrier for a squadron of attack craft, without it actively participating in the battle. Or at least not planning to.

Warringer, does Cerulean Goddess' 1d6+4 mean 5–10 warships total over the course of the next 4 rounds, or do we get 5–10 new warships for each of the next four rounds? Sorry, that's a bit ambiguous.
 
Warringer, does Cerulean Goddess' 1d6+4 mean 5–10 warships total over the course of the next 4 rounds, or do we get 5–10 new warships for each of the next four rounds? Sorry, that's a bit ambiguous.
Crulean Goddess only lays down the hull for the warships. It means that we get the number of warships over the course of the next four rounds, not that number every single round.
 
[X] Operation Doolittle:

[X] We need new members:
 
Yeah just go a head and put actions because pretty obvious.

Diplomacy
[X] Charm Offensive IV

Military
[X] Operation Doolittle

As for outcomes... Military is going very well. Once we get divisional transports ready we conceivable could bitch slap a successor state or two. 100 divisions as main line forces with another 300 as second line? Thats just insane. Our front line can probable equal the entire Fedcom forces in general much less their front line troops with just the 100 from what i can tell looking through older source books. If the houses knew just how militarized we are they would be quite scared. And that sweet sweet +15 military... Lets see goddess is going well and should bolster us. As fast get ships out we should pair them with squadron and send on patrols. Get them experience and let the house spies probable watching by now see yes we have even more ships. Prometheus is going shockingly well with meeting the belters. They generally go out of the way to hide their everything from outsiders. Ma Bell should give results pretty soon at this rate. If Warringer is rolling now per turn and Waterly antics keeps up they will shatter pretty soon. Need to keep a eye on Focht he is probable going to be the pivotal player in that drama and perhaps the core that will try to keep comstar going... if not for houses about to jump them. But a thing? I thought Capt'n Crunch was one of us? The two personas are us playing games inside the system for fun and profit. He is a blakist?

Suprise suprise deep space can find its own arse. At least planet of the scotts is found but will they want contact and where are they in their civil war? 4 way fight or two united trying to re-civilize the other two? Diplo is going well and a good +10 bonus and baring a crit fail should get a new world soon. Anzac wait and see but looks good. Light warships? Not sure like idea of paired ships but the concept looks sound and it gives a better strike package at probable reduced cost for a single big ship.

Plasma? Going to be honest guys i want to cancel it. If it crit fails like it looks like it will we probable be cut off from it till something external happens to open it up or waste another research action trying to pry it open. Local area at least seems not hit by the fail bug. Should keep teams quarantined from each other. Jerat still concerns me even if situation is contained hopefully we can find out what started such a campaign. At least succession crisis seems to being managed. Really hope we do not have to intervene hard. Fedcom intrigue looks very useful. The core needs to be uploaded home soon as can and next free research action should be used to see if we can decode it fast. Not sure how much value we will get out of it but we should benefit several ways and having a decoded core to trade could be a very useful bargaining chip with the houses because they really could use it. Also smart dust in NAIS? Holy crap probable pick up who knows what. Its probable the best lab period the houses have.

Marians wait and see what they try then we swat them as needed.
 
[X] We need new members
[X] Operation Doolittle

I would like to postpone the Charm Offensive and do something about our own rogue states. We ignored them for long enough and considering they have our own technology they are in a good position to screw us over, especially now we went public and all IS knows about us.
 
I would like to postpone the Charm Offensive and do something about our own rogue states. We ignored them for long enough and considering they have our own technology they are in a good position to screw us over, especially now we went public and all IS knows about us.
Way i understand all major states have joined and the hold outs are either incompatible with us or failing states because they are cut off and we take pains to ensure they cant dick us. They can join any time they just refuse to.
 
Way i understand all major states have joined and the hold outs are either incompatible with us or failing states because they are cut off and we take pains to ensure they cant dick us. They can join any time they just refuse to.
It seems that their attitude is not going to change unless we take some action, as none of the turn summaries references them much, yet we still have an action to remedy the situation which suggests they do have some importance. We never took an action against them either, which means we aren't taking any precaution against them dicking us over. We just ignored them. And I still think we should try to do something about them. Those who are too incompatible politically would still have our technology they can hand over to Comstar, and failing states would do the same as they tend to be the home of criminal organizations and the huge black market no one controls or oversees.
 
Plasma? Going to be honest guys i want to cancel it. If it crit fails like it looks like it will we probable be cut off from it till something external happens to open it up or waste another research action trying to pry it open.
Why would you cancel it the rolls have been 51,48,37 and we needed 55 or more so the first failed by 4 the second by 7 and the third by 18, that means that if we roll 85 or better it is complete (and that is 85 with +10 +10).
 
It seems that their attitude is not going to change unless we take some action, as none of the turn summaries references them much, yet we still have an action to remedy the situation which suggests they do have some importance. We never took an action against them either, which means we aren't taking any precaution against them dicking us over. We just ignored them. And I still think we should try to do something about them. Those who are too incompatible politically would still have our technology they can hand over to Comstar, and failing states would do the same as they tend to be the home of criminal organizations and the huge black market no one controls or oversees.
I think it is implied at least they are being starved out. They have little to no access to advanced tech and are mostly cut of from trade. Every time interaction with the outside happens it is generally us in charge and watching them so they cant cause trouble. Well Russia back when it was a outsider did for fuck if i know reasons but in the end that became a pr disaster when the comstar agent got drunk and start mouthing off how all aliens should die and we should be brought under their control iirc. Once Russian joined that was all major players with the outsiders mostly small nations with no interest or compatibility to join us. They could try to fuck us but we control the narrative and outside interaction has consistently been hang together or be murdered separately. The nation need each other or the hyper states that are the houses and rogue terrroists that are the blakists will try to conquer or murder us. Still a lot of resources are probable spent keeping a eye on them.
Why would you cancel it the rolls have been 51,48,37 and we needed 55 or more so the first failed by 4 the second by 7 and the third by 18, that means that if we roll 85 or better it is complete (and that is 85 with +10 +10).
Because it has failed literally every turn. A success at this point would be a hail mary. At best it is going to rotate and in 2 to 4 turns we can try again for hopefully a easier time or it might just lock out the tech. Going by the text it looks like it might be a lock out because the scientists are not sure what is missing.
 
Because it has failed literally every turn. A success at this point would be a hail mary. At best it is going to rotate and in 2 to 4 turns we can try again for hopefully a easier time or it might just lock out the tech. Going by the text it looks like it might be a lock out because the scientists are not sure what is missing.
You know that canceling the action would have the same effect as just letting it go on. Either way it would be finished next turn and cancelling would get rid of any potentially positive effects another fail may have.
 
You know that canceling the action would have the same effect as just letting it go on. Either way it would be finished next turn and cancelling would get rid of any potentially positive effects another fail may have.
Then we roll and hope the fail wont be to bad because unless we basically crit the project is going to fail.
 
needing to roll at least 65 on a d100 is not criting it :p
 
New Econ action? A expo of safe tech we can sell. Send it to the house capitals. Probable best to make it a targeted mission instead of general. Take spare jumpships to sell as well and use Schreiben idea of a waypoint they can go buy more at. Could also sell military export tanks there as well once we make the designs.
 
[X] Charm Offensive IV

[X] Operation Doolittle
 
Back
Top Bottom