Turn 54 - Winter 2187/3037
Confederated Forces:
[] Operation Doolittle:
active
Time: 4 turns, Chance of success: 65%
Roll 1 of 4, Roll 1d100: 39+15 = 54 - Success (All military actions)
Roll 2 of 4. Roll 1d100: 50+15 = 65 - Success
Targe, 1d6 (odd: Luyten 68-28, even: Ross 248): 1 - odd - Luyten 68-28
By early Winter, Task Force Dolittle arrived in the Kuiper Belt Luyten 68-28, where it met up with one of the three Wolsinghams,
OCPS Ian Flemming, to get briefed on the information concerning the system. Several months of information gathering had identified two large stations, as well as several smaller ones in orbit around a previously inhabitable planet. There were several large WarShips docked to the two stations, while two more appeared to be active.
Based on information of
CSV Bordeaux, which had its home port in this system, the two active vessels were identified as
CSV Dovere and
CSV Prthsmouth, two Faslane class yard ships. The other vessels were inactive and appeared to be currently in various states of repair, with one vessel being larger and heavier than even
Belisarius. Outside of this, there were several JumpShips hanging in the Jump Points and Dropship traffic between the Jump Points and the stations.
Plans were formed on the spot to make use of the surprise Task Force Dolittle had. The support vessels would jump into the Oort Cloud of the system, where they would wait for any vessels that could be taken, while
Belisarius began preparations to launch missiles specially created for this mission, Class V KKVs. Massing as much as a Sleipnir class light combat craft, their overpowered thrusters were capable of accelerating them to ten percent the speed of light within a limited time frame and retain some targeting capabilities. Painted black and with the most advanced radar and lidar absorbing meta materials and the visible front parts cooled down to the microwave background, these Class V KKVs were targeted at several stations that were expected to house defenses, as well as the station identified as an HPG.
As soon as the missiles would hit and hopefully destroy the Defending stations and the HPG, Almost all TF Dolittle would jump into the L1 point and begin its attack run, while two light squadrons would jump into the Jump Points to destroy the JumpShips there, preventing any information about the attack to leak out.
Code:
Comstar Defenders, Roll 1d100: 35-10-5 = 20 (Surprise, Untrained)
TF Dolittle, Roll 1d100: 68+10+15+5+10+25+20 = 153 (Surprise, All Military Actions, engagements against dropships, all squadrons with an AutoWar, AutoWar exclusive squadrons, WarShip inclusion
20 vs 153 = Overwhelming Victory
Comstar Vessels taken, Roll 1d6: 4
As expected, the Class V missiles hit their targets dead on, completely destroying the HPG and defense stations of the orbital dockyards, while TF Dolittle jumped into the L1 point via HFEG and directly launched itself at the remaining defenses. The two light squadrons reached the Jump Points at the same time and without warning fired on the JumpShips, one of them a Comstar Explorer, which was a priority target due to its HPG, and destroyed all vessels, before they had a chance to react.
At the main planet, the Comstar Defenders tried to put up a working defense, but they were limited to the two Faslane class yard ships, as well as one hastily activated warship, identified as
CSV Invisible Truth, a Cameron class 'Battlecruiser'. The fight against the defenders was brutal and one sided, as almost all weapons carried by TF Dolittle outranged those carried by the Comstar vessels, and the sheer mass of missiles launched in a single volley overwhelmed the limited point defense capabilities, leading to the destruction of all three defending vessels.
Around the same time, the lighter and faster Combat Craft moved ahead to prevent any sabotage on the other vessels in dock, as well as dock with those same vessels to release boarding troops. However, it was impossible to save all five remaining vessels and before any Combat Craft could dock with
CSV Divine Wisdom the crew aboard managed to destroy the vessels with scuttling charges. All other vessels were damaged to one degree or another, but nothing that would prevent their use.
The remaining vessels were two Lola III class 'destroyers',
CVS Holy Martyrdom and
CSV Strength Trhough Adversity, one Vincent class 'Corvette',
CVS Alacrity, and the Potempkin class
CVS Vision of Truth. Neither of these vessels were fully taken out of mothballs yet, something that had boomed the
Invisible Truth, and so the largest Combat Craft made use of their powerful drive systems to slowly move the vessels to the L1 point, from where their combined HFEG systems managed to fully enclose the four vessels, which were brought out into the system's Oort cloud to the waiting support vessels which immediately prepared to bring the vessels into a state where they could be manned by a skeleton crew and jumped towards OCP space.
The Success of the Luyten 68-28 raid made it likely that a similar raid on Ross 248 could be successful if done quickly enough, while a small number of Combat Craft remained behind to destroy any JumpShip that would arrive in Luyten 68-28 before the operation could be completed.
active for 2 more turns
[] Project Green Bracket: - 5 votes
active
Time: 4 turns, Chance of success: 65%
Roll 1 of 4, Roll 1d100: 59+5+5+10 = 79 - Success (Ground Weapon Development, All R&D, Artillery R&D)
Even though the Circinus Raid has been some time ago by now, the visuals of an entire Mech Regiment being destroyed by heavy artillery fire were powerful. As such, the Confederated Forces decided it would be a good idea to begin the development of newer heavy artillery, which could move faster to keep up with the front line forces and could be deployed for fire more quickly.
Primarily, this led to a small race between tube and missile artillery, though tube artillery had a slight advantage, as more projectiles could be fitted in the same volume as missiles.
active for 3 more turns
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
Roll 5 of 6, Roll 1d100: 74 - Success
Roll 6 of 6, Roll 1d100: 77 - Success
Combined: 55 - Success
Should the
Don't Mind Me invite some Terra Belters to the OCP?
[] Yes - 7 votes
With the potential to open up friendly relations to the Terra Belters, who were much closer in their culture to the OCP, compared to the rest of the Inner Sphere, the Diplomatic Corps welcomed the Terra Belters who had shown interest in traveling to the OCP. The hope for their good conduct was improved as they did react well to the Quetzal, Ormiold and Tiaunt within the largely temporary crew of the
Don't Mind Me.
In return, the Belters supported the attempt to insert agents into the society of Terra, backing their legends as Belters who wanted to do business on Terra. The reason for this help largely came down to a shared Belter sentiment of 'if it fucks with Comstar, we'll help you'. This of course helped greatly with the cooperation with the Belters, as the last pieces of information were gathered and the
Don't Mind Me left Terra Sol towards OCP space, already transmitting most important data.
Reward: More information about Comstar and Terran defenses, Emplaced four agents on Terra, Contact with the Belters
[] Organization of Confederated Planets Intelligence: - 6 votes
active
Time: 2 turns, Chance of success: 75%
Roll 1 of 2, Roll 1d100: 99 - Crit Success
With the many jobs the Survey Office had to deal with, many of which were counterproductive and tended to bind forces that could be put into their own operations, including the actual survey work itself, as well as the abyssal operational record of the Deep Space Signal Intelligence Network Operations Office outside of actually maintaining the Deep Space Signal Intelligence Network, it was clear the Survey office was in dire need of being reformed. However, this reform would need to be done without changing the Survey Office to the outside, keeping the Survey work itself, the official reason it existed, rather than the Intelligence work.
As such, the survey office was spun off into its own independent operation, which would continue its survey work and not be dependent on other operations, something most survey commanders welcomed, as they would 'make real discoveries again'. Simultaneously, the DSSINOO was completely reformed and reduced in scope. They would only be responsible for operating and extending the DSSIN, with all other R&D and intelligence operations being returned into the main Survey Office.
The final change was the formation of the new Office of Special Investigation, the actual Intelligence arm of the Survey Office. While the Intelligence character was an open secret, officially it was founded for anthropological studies of the Inner Shpere.
active for 1 more turns
Deep Space Signal Intelligence Network
[] HumInt: - 9 votes
active
Time: 3 turns, Chance of success: 40%
Roll 1 of 3, Roll 1d100: 19+10 = 29 (to all DSSINOO operations)
With the time having passed since the last time an attempt had been made to develop a way to insert Human Intelligence agents onto a planet without detection, the DSSINOO attempted to go out with a bang before it was reduced in scope to its original mission.
With new technologies available, it was hoped it would be possible to develop some way of landing agents on a world, some of which included low orbital parachute jumps, but while special forces were working on those already, the need for light to heavy powered armor to actually survive reentry proved to be a problem, and from the get go, the development project faltered..
active for 2 more turns
OCP Diplomatic Corps:
[] Charm Offensive IV:
active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 58 - Success
Roll 2 of 4, Roll 1d100: 66 - Success
The charm offensive towards the various neighbors continues with the various good will tours and going as far as openly launching media campaigns to better the relations between the various worlds and the OCP.
active for 2 more turns
[] Lothiatio Conference - 9 votes
active
Time: 3 turns, Chance of success: 65%
Roll 1 of 3, Roll 1d100: 67 - Success
The Diplomatic Corps was quick to take the invitation to the Lothario Conference to talk to representatives of the Illyroan Palatinate and the Lothian League about the Defensice Pact between the three nations, even though it was clear that the two neighbours of the OCP wished to make use of the military pwer of the OCP to improve their own defense. But that was secondary to using this Defensive Pact to form even better realations with the two nations.
However due to the 'saber rattling' done by the Marian Hegemony, which had lead to this Defensive Pact, the Diplomatic Corps had asked the Confederated Forces to prepare some forces to defend the Lothians and the Illyrians, should there be an attack on either nation during the Conference.
active for 2 more turns
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
Roll 3 of 4, Roll 1d100: 41+10+10+10+10 = 81 - Success
Roll 4 of 4, Roll 1d100: 8+10+10+10+10 = 48 - Success
Combined: 73 - Success
Number of designs, 1d2: 2
Chance of working prototypes, 1d100: 78 - Success
After scanning through the various designs, the Confederated Forces decided on two designs developed by BAE Systems and the Hindard Dockyards at Beta Hydri, the Arethusa class 'Destroyer' and Patrol Leader, and the Engrod class Landing Craft Carrier and Orbital Support Ship.
The reason those designs were chosen was the high grade of incompatibility of their systems and designs, down to using the same jump core and for the most part the same weapon systems. Both were 350000 tonne designs, with 800 tonnes of armor to protect them. While the Arethusa could carry an entire squadron of twenty Advanced Combat craft, the Engrod would carry 25 craft, twenty of them Landing Craft, while the remaining five would be ground support craft like the Sleipnir, and two of them capable of landing ean entire Division, with orbital fire support with their 400 and 275 mm Helical Railguns and Class II missile batteries.
Both designs had one prototype each, the
OCPS Arethusa and the
OCPS Chasslor, with the
OCPS Onsay already under construction to allow the operation of the first pair of Engrod landing craft carriers.
Results: 2 designs of a Light Warship (<500ktonnes), 2 working prototypes
[] Industrial Export:
active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 50+10 = 60 - Success (External Trade)
Roll 2 of 4, Roll 1d100: 29+10 = 39 - Failure
Roll 3 of 4, Roll 1d100: 70+10 = 80 - Success
With continued work on the various native companies of the ANZAC Union, it was possible for the Ambassadorial staff and the various companies willing to invest into the Union, to slowly reduce their negative reactions to the offers of not only imported good, but also the construction of local factories to fabricate those goods.
Another part of the reduction in hostility was the realization of the companies that cooperation would mean that they could develop their own experience with the advanced fabrication technologies offered by the OCP companies as part of the deal.
active for 1 more turn
OCP Office for Science and Development:
[] Hyperwave Local Area Mesh Network:
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)
Roll 2 of 4, Roll 1d100: 71+10+10 = 91 - Success
Roll 3 of 4, Roll 1d100: 89+10+10 = 109 - Artificial Crit
As work continues, the design and research team notes there is no need for a full size transceiver, considering that most such Hyperwave Mesh Networks would be utilized within a local solar system and that the full range of a standard transceiver would be overkill. As such, to better utilize the Mesh Network design, they begin with the design of a slightly smaller transceiver of about two-thirds the size of the full transceiver. But as there is little additional research done, the transceiver's range drops massively to about one lightyear as the same data transfer rate. In all this new transceiver allows to reduce the development time for better compact transceivers.
Result: -1 turn for Compact Hyperwave Tranceiver
active for 1 more turns
[] Helm Datacore Analysis: - 7 votes
Time: 6 turns, Chance is success: 60%
Roll 1 of 6, Roll 1d100: 70+10+10 = 90 - Success (Research Center Sol, Interstellar Communication Network)
The discovery of the Helm Datacore has been quite a surprise to the Scientific Community of the OCP, though a welcome one. While Inner Sphere technology was somewhat well understood, it was hoped the document that could be gleamed from the Datacore would help deepen the understanding of the various technologies, even some of those from the former Star League, as most of their technologies had been lost in the centuries of warfare.
As such, the various copies of the Datacore, that were still transmitted from the
No Pirate Life For Me to prevent data loss, are compared with the various methods of data rescue on hand to minimize the data loss that was already present.
active for 2 more turns
----------------------------
OCP Internal Events:
With the discovery of the latest Germanium deposits, the decision was made to improve the defense of Neu Berlin and a Von Neuman is rerouted back to the system to begin with the construction of the first two Redoubts in a newly settled system. As the planet only increased in strategic importance, more and more settlers flocked to the system, as it seemed like NEw Berlin would become a well defended place to raise their children on the 'frontier'.
----------------------------
Deep Space Signal Intelligence Network Report:
Marian Hegemony:
For the time being it is silent at the border of the Marian Hegemony, though it is clear that there is training underway within the Legions that had been put there, likely preparation for an invasion.
Lothian League:
Illyrian Palatinate:
With the creation of the current Defensive Pact between the two nations, they request faster communication through the low speed Ansible Links between their systems, so that they can improve their communication, in case the invasion comes.
Inner Sphere:
Lyran Commonwealth:
Nothing out of the ordinary as far as can be decerned.
Federated Suns:
Slowly, the McCarron Trial comes to a close, as the last of the pieces of evidence are taken care of and the observers not that so far everything has gone according to Federation Law. The overwhelming amount of evidence against McCarron and his people is simply enough to lead to capital punishment, with no need to turn the trial into a kangaroo court.
Around the same time Hanse Davion requests the OCP emplace a full embassy on New Avalon, so that he may more directly communicate with the OCP, should the need arise.
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: 28%, Roll 1d100: 14 - No Shism
Raise of Shism chance, 1d10: 3
The oppression against any dissenters within Comstar only increases as more and more of the smaller and out of the way HPG stations simply drop from the net and 'Capt'n Crunch' and 'Guy Fawkes' stroke the fires of opposition within the Comstar Network.
Interestingly, direct observation of the
Don't Mind Me shows there the internal struggles of Comstar even reach into the public news networks of Terra.
Expansion and Suggestions:
The DSSI Network slowly continues to expand into the Inner Sphere.
-----------------------
Random Event - Nothing happens