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Growing Horizons: Inner Sphere - Quest

Looking at the designs closer the Arethusa with a full wing of Ishtars looks like it could be a shockingly deadly stand off threat. Like it can jump into a system drop its ships and just pump out missiles or snipe and then reload and jump out before most can even try to respond leaving only clouds of debris. Functionally it is almost another form of battleship sacrificing single platform for a hydra threat. Medium and heavy compacts pushing forward with the heavier guns on the mothership smiting the enemy. Wonder if a single fully loaded Arethusa is more cost effective than a Belusarius?

Engrod should never be in a combat situation anyway but between two of them and ability to carry a squadron i dont see the houses being able to contend with them either. Perhaps pair the dual Engrod with a Arethusa?
 
[X] Strategic Intelligence:
With operations against Comstar being successful for the time being and the possible shism and dismanteling of the organization, Operations should be prepared to gather more strategic intelligence concerning the major Inner Sphere nations. While relations are currently good and the OCP appears to have the defensive capabilities to keep then in check, more about the Inner Sphere needs to be known.
Time: 5 turns, Chance of success: 55%, Result: Development of strategies concerning strategic espionage in the Inner Sphere

[X] 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 OCP fleets more of a punch in every situation.
Time: 3 turns, Chance of success: 60%, Reward: 1d2 designs of a Heavy Warship (>1Mtonnes), 25% chance of a working prototype
 
I find myself wondering what new designs in med or heavy warships we could make. I figure Warringer has ideas already. A new heavy to replace our reworked Texas design could certainly be useful. Not need to be using star league left overs if we can help it. Petan and Hiang cover needed cruiser roles pretty well though and our new transports got that covered unless we want to build even bigger. Frankly i am not seeing much need for new designs to fill already filled roles but what say you all?
 
I find myself wondering what new designs in med or heavy warships we could make. I figure Warringer has ideas already. A new heavy to replace our reworked Texas design could certainly be useful. Not need to be using star league left overs if we can help it. Petan and Hiang cover needed cruiser roles pretty well though and our new transports got that covered unless we want to build even bigger. Frankly i am not seeing much need for new designs to fill already filled roles but what say you all?
Technically, out Texas is different from the Star League version. And we'll have an influx of ships soon anyway.
 
Technically, out Texas is different from the Star League version. And we'll have an influx of ships soon anyway.
True we gutted it and rebuilt from the frame up from what i understand but it still a Texas. I imagine we can do better if we built our own design from lessons learned.
 
True we gutted it and rebuilt from the frame up from what i understand but it still a Texas. I imagine we can do better if we built our own design from lessons learned.
True enough.
 
Could also experiment with carriers both drone and missile. A ships that can carry class V missiles would be a useful back line siege weapon. A heavier transport/freighter design could also be useful. Not sure what would need a near million tons metric of freight but we could do it.
 
Turn 55 - Spring 2188/3038 - Results
Turn 55 - Spring 2188/3038

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
Roll 3 of 4, Roll 1d100: 84+15 = 99 - Artificial Crit

With the overwhelming success of the operation against Luyten 68-28, the Confederated Forces Central Command decided it would be a good idea to follow up with an operation against Ross 248, as that system contained more vessels than Luyten. As there was no chance of information about the operation at Luyten was likely to be getting out before the operation at Ross, Task Force Dolittle made the short range jump into the Kuiper Belt of Ross, where they met up with OCPS John le Carré for an intelligence update.

Ross had two habited worlds, though apparently the population was living in sealed habitats on the surface. Initially one HPG was detected, located in the anchorage in orbit around Mergelée. Protected by several forts, there appeared to be two WarShips already active, aside from the two Faslane class yard ships, one vessel appeared to be a variant on the Lola III, while the other was the remaining Dante class vessel, CSV Narbonne.

Some longer observation showed that the Lola III, which remained unidentified, also was equipped with an HPG, but the transmissions coming from the vessel were strange, brief burst messages that seemed to come from 'Capt'n Crunch'.

The plan for the engagement was relatively simple, utilizing Class V KKVs to destroy any defensive platforms, as well as the HPGs, before destroying the jump ships in the system's jump points and a direct attack on both anchorages.

Code:
Comstar Defenders, Roll 1d100:       59-10-5 =  44 (Surprise, Untrained)
TF Dolittle, Roll 1d100: 52+10+15+5+10+25+20 = 137   (Surprise, All Military Actions, engagements against dropships, all squadrons with an AutoWar, AutoWar exclusive squadrons, WarShip inclusion
                                    44 vs 137 = Overwhelming Victory
Comstar Vessels taken, Roll 1d8: 8

Again, the KKVs hit their targets dead on, destroying any defensive station and the HPGs in the system, cutting off any contact to the outside galaxy and preventing anyone from realizing what had happened, while the light combat craft, after being pulled from the jump points of Luyten, attacked the jumpships in the Ross Jump Points, disabling or destroying them.

This was followed by the direct attack by the rest of Task Force Dolittle, with Belisarius leading the attack on the Mergelée Anchorage. During the approach, radio messages were directed towards the Lola III variant, calling for 'Capt'n Crunch' to support the attack on Comstar to deprive them of their space combat assets, which would in turn help destroy the First Circuit. The reaction was almost instantaneous, as the Lola III fired all its weapons directly into the unprotected back of Narbonne destroying the last of the Dantes with two salvos at point-blank range.

This was followed by the destruction of the two Faslane class yard ships with Class IV and III missiles from long range, as their defense systems were saturated. Their destruction damaged the remaining spacecraft to some degree, but nothing that could not be repaired relatively easily. Again the large Combat Craft reached the undefended vessels and docked with their docking collars to directly assault the vessels and take them, before anyone could decide to activate the vessel's self-destruct systems.

This time around, all seven of the mothballed spacecraft could be taken by the Espatiers, adding them to the prizes taken by the OCP Space Forces. They were one Black Lion class vessel, CSV Blake's Strength, two Lola IIIs, CSV Blake's Vision and Ranger, one Volga, CSV Enlightened Path, one Essex, CSV Defender of Versailles, and finally two Vincent class, CSV Resilience and Determination. The Lola III variant, home to 'Capt'n Crunch', in turn used to be named CSV Blake Acendent, which turned out to be an AI controlled WarShip, a Caspar M-5 Capital Drone, which had developed sapience sometime between the fall of the Star League and at least fifty years back.

The AI had been lying low, while being used as a largely automated vessel with a small crew, which was completely locked out of the controls, the moment 'Capt'n Crunch' took over to attack the Narbonne. Following the defeat of the AI named itself John Draper and its vessel the Tech Model Railroad Club, and showed his willingness to support the OCP with further operations against Comstar, even going as far as suggesting a direct raid on Terra to destroy Hilton Head, the Headquarters of Comstar.

While talks with John Draper were underway, all OCP vessels, the prizes and Tech Model Railroad Club moves to the rendezvous point in deep space.

active for 1 more turns

[] Project Green Bracket: 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)
Roll 2 of 4, Roll 1d100: 19+5+5+10 = 39 - Success

Development of various artillery systems and accompanying vehicles to carry them continued, with some interesting developments in the area of self-propelled artillery and some strange outliers, like artillery carrying mechs.

active for 2 more turns

WCDC Survey Office:

[] Organization of Confederated Planets Intelligence: active
Time: 2 turns, Chance of success: 75%
Roll 1 of 2, Roll 1d100: 99 - Crit Success
Roll 2 of 2, Roll 1d100: 84 - Success
Combined: 91 - Success

Slowly the reorganization took a concrete shape as the various old and new divisions within the Survey Office were formed and moved to their new headquarters.

Almost the entirety of the actual Survey Squadrons and its offices and management were, as a whole, moved to Tempelhof, where they could directly operate their landing craft and get into orbit without having to wait much for aerospace traffic control and could then directly meet with the higher management. Additionally, Survey got several of the natively built heavy JumpShips to support smaller survey forces for longer ranged operations. Survey was also given funds to set up forwards bases, using modified station designs to allow for operations in deep space for survey purposes.

The DSSINOO was curtailed and, as many within the DSSINOO believed, 'exiled' to FOB Pine Gap, though funds were prepared to allow the extension of the base in the Pine Gap system into an immense forwards base, where several smaller survey forces were stationed.

Finally, the OSI was given the headquarters of the Teufelsberg in Berlin, where they would operate from, with several discrete spacecraft and the entirety of the modified Invader II fleet, including its dropships, to operate within the Inner Sphere for intelligence gathering operations. Plans were already drawn up to buy several smaller jumpships for modification and solely to use to insert agents in various places.

Finally, the management and leadership of the new and improved OCP Survey Office would remain within the Stadtschloss of Berlin, presenting the civilian survey part of the operation to the outside world.

Result: Centralized OCP Intelligence, +15 to all intelligence operations, Survey becomes passive operation, DSSINO gets disbanded and DSSIN extension becomes passive operation

[] Strategic Intelligence: - 7 votes active
Time: 5 turns, Chance of success: 55%
Roll 1 of 5, Roll 1d100: 6 - Failure

One of the first projects that was worked on by the OSI, was to set up plans how to use agents and the Deep Cover vessels already operating within the inner sphere to gather more data about the five Successor States, following the fall of Comstar. However, the project was off to a bad start, as most people involved in the project were needed to monitor and analyze the situation with Comstar.

active for 4 more turns

Deep Space Signal Intelligence Network

[] HumInt: active
Time: 3 turns, Chance of success: 40%
Roll 1 of 3, Roll 1d100: 19+10 = 29 - Failure (to all DSSINOO operations)
Roll 2 of 3, Roll 1d100: 57+10 = 67 - Success

As work continued on the reentry method of inserting agents on a world, some of the people in the project discovered an old early space age concept called MOOSE, Man Out Of Space Easiest, involving a relatively simple envelope covered with an ablative heat shield, inflated by a plastic foam that protects an astronaut from the reentry heat. After reentry, the heat shield would be discarded and the astronaut return to Earth with a conventional parachute.

The project team believed that they might have something here, when combined with modern technology. Indeed, it might be potentially be used to insert special forces or infantry in a low orbital pass over a target.

active for 1 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
Roll 3 of 4, Roll 1d100: 87 - Success

The charme offensive continues to work like a charm.

active for 1 more turns

[] Lothiatio Conference active
Time: 3 turns, Chance of success: 65%
Roll 1 of 3, Roll 1d100: 67 - Success
Roll 2 of 3, Roll 1d100: 50 - Success

As the diplomats arrive at Lothario for the conference, they are met by the leaders of the League and the Palatinate, who are anxious to close the deal with the OCP, now that the WCDC had pretty much become the most powerful single nation in the region. They are quick to point out that they would be willing to host some OCP military forces for faster reaction times, should either nation come under attack.

Meanwhile, OCPS Chasslor and OCPS Onsay arrive at Lothario in their maiden voyage, carrying twenty Unbdessa landing craft with the 1st Confederated Forces Expeditionary Division. The Illyrian Administrator and Grand Mistress Logan, were surprised about this, but Logan allowed the landing craft to touch down outside of Vatnajökull, the planet's capital.

active for 1 more turns

OCP Trade Organization:

[] 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
Roll 4 of 4, Roll 1d100: 26+10 = 36 - Failure
Combined: 54 - Success

Talks finally concluded with the various businesses and the government of the ANZAC Union, but the reaction of the public was not as positive as one should believe, considering the future creation of new jobs and the influx of modern technology into the society. The signing of the documents for the industrial cooperation did lead to massive protests within the native population, who regarded it as an attempt to colonize Woomera and Ohakune. It appeared that the population had a long historical memory as the main proponents of the protests compared the OCP to the British Empire at its height.

Still, the future for trade with the ANZAC Union seemed good.

Results: Reward: +10 to external trade with ANZAC Union, +10 to diplomacy with ANZAC Union

[] Heavy Warship: - 8 votes active
Time: 3 turns, Chance of success: 60%
Roll 1of 3, Roll 1d100: 43+10+10+10+10 = 83 - Success (Stronger Economy, Economic Ties, Military-Industrial Complex, Interstellar Communication Network)

As the design and prototype construction of the new light WarShip had been completed, the Confederated Space Forces felt the need to have a natively designed WarShip class available, even though the Belisarius class was ready for construction. However, the basic design of the WarShip was several centuries old and did not take the design challenges and opportunities of modern weapons and defensive technologies into account.

As such, with the help of the OCPTO the Space Forces made a Request for Proposals, fully expecting not to see a prototype within the timeframe allotted to the design program.

active for 1 turns

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
Roll 4 of 4, Roll 1d100: 17+10+10 = 37 - Failure
Combined: 89

While there were attempts to further shrink down the Hyperwave Mesh Tranceiver for future use, they failed, as did several tries of making the transceiver more efficient in energy use and data transfer speeds. With these failures on the 'home stretch' of the project, the work on the Hyperwave Local Area Mesh Network was finalized and published, allowing the OCP to begin using much faster local networks for communication and scanning uses.

Result: Hyperwave Local Area Mesh Network

[] Helm Datacore Analysis: active
Time: 6 turns, Chance is success: 60%
Roll 1 of 6, Roll 1d100: 70+10+10 = 90 - Success (Research Center Sol, Interstellar Communication Network)
Roll 2 of 6, Roll 1d100: 13+10+10 = 33 - Failure

The various versions of the Helm Datacore transmitted by the No Pirate Life For Me had successfully been compared and it turned out that there were little to no differences between the versions, aside from bit errors that could be corrected for.

The decoding of the data however proved to be much harder than anticipated as the corrupted parts of the data appeared to contain data that was critical to finding the actual file system of the Datacore.

active for 4 more turns

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

OCP Internal Events:

The first WarShips from Project Cerulean Goddess get completed in Sol, Beta Hydri and 61 Virginis, OCPS Admiral Ushakov, OCPS Angill and OCPS Ath'achy. While the vessels are prepared for duty and their first deployment, the remaining four vessels of Project Cerulean Goddess are expected to be completed by Autumn of the year.

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

Deep Space Signal Intelligence Network Report:

Marian Hegemony:

Marian Attack chance: 50%, Roll 1d6 (even - attack, odd - no attack): 1 - no attack

The Marian Forces on New Venice and Addhara continue to swell and by the end of Spring four Leagions have gathered, apparently ready for the attack.

Lothian League:
Illyrian Palatinate:

Military preparations to defend against the Marian Attack continue.

Inner Sphere:

Lyran Commonwealth:

Due to the Comstar Situation, there is little that can be disconcerned.

Federated Suns:

Due to the Comstar Situation, there is little that can be disconcerned.

Draconis Combine:

Due to the Comstar Situation, there is little that can be disconcerned.

Free Worlds League:

Due to the Comstar Situation, there is little that can be disconcerned.

Dutchy of Andurien:

Due to the Comstar Situation, there is little that can be disconcerned.

Comstar:

Chance of Comstar Shism: 31%, Roll 1d100: 83 - Its Shism Time!!!

It took a while for Comstar to realize that there was something going on at Luyten 68-28 and only when the OCP Jump Point Squadrons pulled back for the Ross 248 operation and Jump Ships were able to reach the system again. They confirmed the destruction of the fleet base and the disappearance of vast swathes of its WarShips, and by the looks of it, Waterly almost had a stroke, raging against the heavens and the OCP in a meeting with the First Circuit, before ordering increased defenses at Ross 248.

It was too late, however, as the Base there had already fallen to Operation Dolittle and all vessels had been pulled out. Around the same time, 'Guy Fawkes' and 'Capt'n Crunch' massively increased their operations, with both sides sending out videos and other documents concerning Operation Dolittle as well as the rage induced rants of Waterly against the OCP, a nation that had dared to defy Waterly and Comstar.

To make matters worse, for Comstar and especially ROM, 'Capt'n Crunch' had had access to some ROM documentation and was openly distributing the entirety of ROM's dirty underwear as well as the identity of 80 percent of all embedded ROM agents and their standing orders to kill all Comstar personal and the HPG itself, should it be threatened to be taken by anyone.

This proved to be the hair that broke the proverbial camel's neck, leading to a brief, but intense internal civil war of sorts, as HPG crews sought out the embedded ROM agents to kill them, before they in turn were killed. The HPG network fractured and the Inner Sphere houses, prepared or not, had to step in to take control over the HPGs in their space.

While the Federated Suns and the Lyran Commonwealth had a massive advantage and were able to take over and keep 70 percent of all HPGs in their space, the Free Worlds League in turn could take nearly 90 precent of all HPG stations. Andurien by contract only did take 65 percent. From documents later available, the Draconis Combine proved to be too eager to take the HPGs, while simultaneously having skimped on planning and orders. The HPG network in the Combine dwindled to 42 percent of its original size, as the troops executed crews taking the station and overly eager forces destroyed entire HPGs.

While the HPG network collapsed, First Primus Waterly on Terra was finally assassinated by supposed 'loyal ROM agents' and Anastasius Focht could ascend to be First Primus. However, he was only able to keep on power for three days before he was assassinated by a bomb, apparently strapped to the chest of an Acolyte that believed Comstar was doomed.

From information coming from the Terra Belters, Terra itself descended into a limited Civil War as several factions that formed from Comstar in the wake of the collapse attempted to take over the planet, and more than one jumpship with ROM and other Comstar personnel left for unknown targets.

Expansion and Suggestions:

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

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

Random Event - Nothing happens
 
Turn 56 - Summer 2188/3038
Turn 56 - Summer 2188/3038

Confederated Forces:

[] Operation Doolittle: active (1 turns)
As the McCarron Raid has been pretty much the initial steps in a more open war of Comstar against the OCP, 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: active (2 turns)
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

[] Extended Anti-Piracy Patrols:
While the project to improve the defense against piracy in Known Space around the OCP 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 OCP, but also for any nearby nation the OCP 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

[] Operational Preparations:
With the destruction of Comstar, the focus of potential operational planning needs to be shifted towards the Inner Sphere nations and potential hostile actions coming from them. Operational plans should be prepared to deal with any eventuality involving the Inner Sphere nations.
Time: 4 turns, Chance of Success: 65%, Reward: +10 to combat with selected nation
Select one Inner Sphere nation to concentrate on

OCP Survey Office:

[] Strategic Intelligence: active (4 turns)
With operations against Comstar being successful for the time being and the possible shism and dismanteling of the organization, Operations should be prepared to gather more strategic intelligence concerning the major Inner Sphere nations. While relations are currently good and the OCP appears to have the defensive capabilities to keep then in check, more about the Inner Sphere needs to be known.
Time: 5 turns, Chance of success: 55%, Result: Development of strategies concerning strategic espionage in the Inner Sphere

[] HumInt: active (1 turns)
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

[] 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

[] NIAS Intelligence:
While the discovery of some forms of research within the New Avalon Institute of Science has not be surprising, the speed of the research and their source did surprise the OCP. Steps should be taken to infiltrate the NAIS to some degree witn human intelligence sources in addition to micro drones and Smart Dust to keep up to date with the developments there.
Time: 6 turns, Chance of success: 40%, Result: Emplacement of an Intelligence Source in the NAIS

[] Combine Intelligence:
There is very little the OCP actually know about the Draconis Combine. While Deep Cover intelligence is a certainty, a few Walsingham class scouts might be a good idea to gather some initial data to get a general idea about the situation within the Combine, as well as jumpship traffic data.
Tim3: 6 turns, Chance of success: 60%, Result: Inteligence data on the Draconis Combine

OCP Diplomatic Corps:

[] Charm Offensive IV: active (1 turns)
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

[] Lothiatio Conference: active (1 turns)
The Lothians and the Illyrians with to form a Defensive Pact with the OCP and perhaps that might be a good idea to pull these two nations further into the diplomatic and political orbit of the OCP.
Time: 3 turns, Chance of success: 65%, Reward: Defensive Pact between the Lothian League, the Illyrian Palatinate and the OCP
There is a 25% chance that the Marians attack during the Conference

[] Invite Others IV:
The OCP was working out nicely and maybe it was time to invite one of the other worlds outside the Three Systems into the OCP?
Time: 4 turns, Chance of success: 35%, Reward: The selected world joins the OCP 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

[] We need new members:
There are 8 nations in the Three Systems that have declined to become members of the OCP. 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 OCP.
Time: 2 turns, Chance of success: 25%, Reward: 1d6 nations of the 8 nations that declined OCP membership initially, become OCP members

[] Diplomatic Contact:
The OCP only has closer diplomatic contact with the Lyrans and the FedSuns and lacks any direct contact with the three other major powers of the Inner Sphere. It is time to rectify that.
Time: 4 turns, Chance of success: 70%, Reward: Embassy in selected nation
Select Inner Sphere nation to diplomatically contact

OCP Trade Organization:

[] Heavy Warship: active (2 turns)
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 OCP fleets more of a punch in every situation.
Time: 3 turns, Chance of success: 60%, Reward: 1d2 designs of a Heavy Warship (>1Mtonnes), 25% chance of a working prototype
Only available after completion of Warship Roles

[] Industrial Export:
Some surprising things have come up during historical research, including the Terran Hegemony flooding the Periphery with cheap goods and systems that killed off local suppliers and left worlds in the cold, following the Amaris Crisis and the following Successor Wars. Now some companies believe they could make a profit selling power generation, atmospheric processors, water purification and other similar systems to the worlds and polities surrounding the OCP. 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 OCP 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: 3 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

[] Space Mining:
The industrial capacity of the OCP is growing and with it grows the need for raw materials, be they gassious, liquid or solid. Projects should be started to improve the raw material situation of the OCP and possibly even export those raw materials.
Time: 4 turns, Chance of success: 70%, Reward: More Raw Materials, +5 on internal and external trade

[] Space Industry:
While the industrial capacity of the OCP grows, more industry needs to be move from the planetary surface into space, where even the dirtiest processes can be used to produce good without pollution. In turn, this means more production.
Time: 4 turns, Chance of success: 60%, Reward: More space borne industrial capacity, +10 on internal and external trade

[] Geoforming:
Between the various geo-engineering expertise of the Three Systems and Hannover, it should be possible to come up with way to turn this into actual geo-forming and large scale manipulation of a planetary surface and atmosphere to make a world more habitable. A Project should be launched to braw experts of those fields together and start an OCP organization dealing with geo-forming.
Time: 6 turns, Chance of success: 55%, Reward: Terraforming Projects, Terraforming may be sold to Inner Sphere powers

OCP Office for Science and Development:

[] Helm Datacore Analysis: active (4 turns)
The Helm Datacore was received from Sudeten and carefully prepared for decryption. It should be relatively easy for the OCPs quantum computing systems to recover the datacores file system and begin analysis of the datacores actual files. Still, there is the high possibility that no all data can be recovereed.
Time: 6 turns, Chance is success: 60%, Reward: (50+2d20)% of the Helm Datacore

[] HFEG Jump II: cooldown 2 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

[] Plasma Containment Research: cooldown 2 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

[] 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: 3 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

[] Random Research:
There are so many research topics out there that cannot be counted and they should be given funding. MAybe they will be useful...
Time: 2-6 turns, Chance of success: 50%, Reward: Random research result
Please suggest a Research Topic
Can be taken multiple times simultanously


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

2 Action for:

1 Action for:
Survey
Trade
Science
 
O.O

Oh ho Comstar is out!

Now to worry about the aftermath an the various crazies but that is none of our concern really.

Regarding the Marians it has been a while but I thought they had a grand total of 2 Legions at this time?
 
[X] NIAS Intelligence:
[X] Space Mining:
[X] General Hyperwave Research:

[X] Divert Doolittle to Terra:

@Warringer How could you even insinuate that Primus Waterly was assassinated she just happened to fall on that knife .... 26 times.
 
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@Warringer How could you even insinuate that Primus Waterly was assassinated she just happened to fall on that knife .... 26 times.
Its kind of hard to kill yourself with a sniper rifle at 2 km.
 
:D

BDW Could we order the Doolittle forces to head to Terra and "hold the fort" instead of returning.
 
:D

BDW Could we order the Doolittle forces to head to Terra and "hold the fort" instead of returning.
I originally wanted to add the 'go to Terra and do a decapacitation strike at Comstar' option, but that was before I rolled the Comstar schism. If enough people are for it, the option to get TF Dolittle to Terra to do stuff, is possible. Put out the option and let the others vote for it.
 
Divert Operation Doolittle to Terra to hold the system while OCP decides what to do with Terra:
[] Divert Doolittle to Terra:
[] Return to OCP on Doolittle completion:
 
I...What? What the fuck? HOW?

A Casper still alive? Kerensky and the SLDF was pretty thorough in destroying everyone and and deleting or killing anyone/thing that could let people make more or AI in general. Comstar should have pulled the ship into dock and took it apart bolt by bolt to reverse engineer or just ripped the AI out and how the frak where they not noticing it sending hyper pulses?

This is pretty big. There is a reason everyone was terrified of them. They were incredible effective and it took horrific casualties and desperate counter measures to bring them down and if you go by popular fanon that was the deliberately crippled and lobotomized versions. A sapient one is at least as deadly as any autowar we have. We need to get this Casper on our side pronto. Not that it has many placews to go. The houses would either try to kill or enslave it and the clans when they find out will declare a trial of annihilation.

As for the rest yeah total victory at this point. Comstar is finished. We could poke into Sol but at this point might be more trouble than worth PR wise but maybe we could send in the fleet just to look around and loot a little or help a more sane faction take control. Though doubt we have troop strength to be relevant on Terra. Belters might love getting hands on the Titian shipyards and at least strip them and we should know about them now. FedCom probable move in soon and seize system so best work quick. Suck some got away but at this point not much they can do but assume we will hear about them again. Since not mentioned i assume we don't know about the hidden worlds but those are small bastions and comstar with its dirty secrets revealed is done in any case. The last blakists will be nuisances but with all the loses should be broken as any kind of power. Ships we got is a good spread but find this turn most interested in black lion and volga for study. Would have been nice to study a yardship but we got von nuemans anyway. Wonder if Casper will let us study him? Funny how the combine keeps finding ways to fuck themselves. Those overeager troops are probable in deep shit because the combine needs those crews and HPG's to survive and now their comms are crippled just as the FedCom is gearing up for a shanking.

Ok as for rest...

Green bracket is great. Really happy OCPI is taking over even if it looks like DSSINOO curse still lingers. See how things shakes out. Glad did strategic now because if did nais with a 6 like we just got we probable be looking at a major diplo incident being caught trying to spy. Still Spy work is now centralized and expanded to cover its actually responsibilities and survey is not tied to it. HumInt might give something who knows. Diplo is good and rather surprised Marians have not got froggy and jumped yet. Though we are still showcasing our strength by showing our ability to move by division now and i assume the new ships will be involved shortly. Export kinds of worries me but we will see how things shake out and once they calm down they should enjoy being part of us. Heavy should give us a next gen battleship to act as our flag ships though our Texas remodel will still have a role. Though Belisarius class might be a better fit given all the changes.

Science this turn was shit but at least we got local network and the ability to choose new projects should be a lot of fun. Need to clear plate first but i know i want to do a armor/material science project to improve at least our glass cannon warships but we could also do terraforming research. Look into better computers/heatsink/medicines. There is a lot we could do.

Actions
[X] NIAS Intelligence:
While the discovery of some forms of research within the New Avalon Institute of Science has not be surprising, the speed of the research and their source did surprise the OCP. Steps should be taken to infiltrate the NAIS to some degree witn human intelligence sources in addition to micro drones and Smart Dust to keep up to date with the developments there.
Time: 6 turns, Chance of success: 40%, Result: Emplacement of an Intelligence Source in the NAIS
[X] Space Mining:
The industrial capacity of the OCP is growing and with it grows the need for raw materials, be they gassious, liquid or solid. Projects should be started to improve the raw material situation of the OCP and possibly even export those raw materials.
Time: 4 turns, Chance of success: 70%, Reward: More Raw Materials, +5 on internal and external trade
[X] 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

Yeah going with Letparty options. They work pretty well. With us organized we need to get into NAIS and see what they are doing. Next turn we need to send combine expedition because when hammer falls on them we need to see what the FedCom hits them with so we can plan and adapt. That and watch and laugh with popcorn as at last consequences ensue. Industry want geoforming bad but we need to build up to that so build the infrastructure first then get to it. Science? Yeah lets open up options and see what we get but i think we are going to be fighting over what comes next. 2 options will be off cool down by time next slot opens and we should have plenty to do.

Divert Operation Doolittle to Terra to hold the system while OCP decides what to do with Terra:
[X] Divert Doolittle to Terra:
We are doing well and comstar is finished but i want to do a quick lap through Terra and see what happens and take out the Titian yards to keep them out of FedCom hands.
 
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I...What? What the fuck? HOW?

A Casper still alive? Kerensky and the SLDF was pretty thorough in destroying everyone and and deleting or killing anyone/thing that could let people make more or AI in general. Comstar should have pulled the ship into dock and took it apart bolt by bolt to reverse engineer or just ripped the AI out and how the frak where they not noticing it sending hyper pulses?

This is pretty big. There is a reason everyone was terrified of them. They were incredible effective and it took horrific casualties and desperate counter measures to bring them down and if you go by popular fanon that was the deliberately crippled and lobotomized versions. A sapient one is at least as deadly as any autowar we have. We need to get this Casper on our side pronto. Not that it has many placews to go. The houses would either try to kill or enslave it and the clans when they find out will declare a trial of annihilation.
Remember the little bit about Caspars going 'insane' when jumping with their computers turned on? Turns out this one went insane, but rather than shooting at everything, it gained full sentience. And decided to lay low, lest anyone pull its plug. Fun thing is that he decided that the ideals of the Star League were a great idea, but that the actual Star League was a bad thing. And than he saw the Amaris War...

He was part of the system defense of Ross and when Kerensky and Co came through, he skedaddled and hid in the outer system. Being intelligent, he knew that Kerensky would win no matter what and he didn't wish to die. After Comstar formed and came in, he returned with some fake 'memories' and pretended to be a 'lobotomized' Caspar with vast directories apparently missing, so that Comstar, needing at least some system defense during the 1st and 2nd Succession War, lest the Houses come in and smash everything to pieces. So he got a crew, which didn't know that he was sapient and he pretended to be a good little Caspar. Over time it then turned into one of those times when everyone just didn't think about pulling him apart to see what made him tick and Ross was the only system where he could get resupplies, so he played along.

The HPG he got was installed later and he made use of it to do his 'Capt'n Crunch' bit by hiding modifying any log that would show its use.

Would be fun to listen in to a conversation between him and the Quetzal AutoWars, like Petan...
 
Remember the little bit about Caspars going 'insane' when jumping with their computers turned on? Turns out this one went insane, but rather than shooting at everything, it gained full sentience. And decided to lay low, lest anyone pull its plug. Fun thing is that he decided that the ideals of the Star League were a great idea, but that the actual Star League was a bad thing. And than he saw the Amaris War...
Hmm. So he by lucky accident gain sapience and lived most of his live under cover and then comstar fucked up not being thorough. Stilll strange because they should have axed or disconnected the AI either way because of the lingering fears and what ifs and still does not explain how they did not see the hpg working. Hiding and modifying logs does not hide the sensor signature it would make being used from other ships or the techs seeing the thing work and parts being used up faster then expected.

We should invite him to spend a year or two with Petan might do them both some good.
 
This time around, all seven of the mothballed spacecraft could be taken by the Espatiers, adding them to the prizes taken by the OCP Space Forces. They were one Black Lion class vessel, CSV Blake's Strength, two Lola IIIs, CSV Blake's Vision and Ranger, one Volga, CSV Enlightened Path, one Essex, CSV Defender of Versailles, and finally two Vincent class, CSV Resilience and Determination. The Lola III variant, home to 'Capt'n Crunch', in turn used to be named CSV Blake Acendent, which turned out to be an AI controlled WarShip, a Caspar M-5 Capital Drone, which had developed sapience sometime between the fall of the Star League and at least fifty years back.

The AI had been lying low, while being used as a largely automated vessel with a small crew, which was completely locked out of the controls, the moment 'Capt'n Crunch' took over to attack the Narbonne. Following the defeat of the AI named itself John Draper and its vessel the Tech Model Railroad Club, and showed his willingness to support the OCP with further operations against Comstar, even going as far as suggesting a direct raid on Terra to destroy Hilton Head, the Headquarters of Comstar.

While talks with John Draper were underway, all OCP vessels, the prizes and Tech Model Railroad Club moves to the rendezvous point in deep space.
MWUHAHAHAHAHAHAHA!!!

@Blade4
The prologue is over. Chapter I is about to start.
 
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[x] Deep Cover Intelligence IV
[x] Space Mining
[x] Random Research: Astronomy: Distributed Telescope Network for study of distant star Systems

Can we please finally send out those Invaders? It only sets us back 1 turn at the worst. And it will let us fill in a lot of those blanks, even if the information will find it hard to reach us because of Comstars break up. But that's true with any of the current intelligence operations in the Inner Sphere.

But since our tap is into the Lyran network they should at least get us a connection to the Suns network soon. The Free Worlds are practicly next door to Circinus so we'll get that too.

As for the research the local Mesh network should get us Extremely Massive Radio Telescopes, as in literally larger then star systems. I'm sure they can find an AI to help them make sense of all that data. Detection of distant planets and information on what their made out of, Phenomona that may impact Hyperspace, Finding out if their stars are stable, the possibilities are endless.
 
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Oh that could be very useful. Not just for research but also watching for movement among the stars at far range hopefully. As for deep cover we could but thing is we already have like 2 or 3 out and they aint exactly sending back much data now. Helm data was a surprise. @Warringer how many deep cover expeditions could we throw out?
 
Oh that could be very useful. Not just for research but also watching for movement among the stars at far range hopefully. As for deep cover we could but thing is we already have like 2 or 3 out and they aint exactly sending back much data now. Helm data was a surprise. @Warringer how many deep cover expeditions could we throw out?
They will ALL be thrown out at once. The goal of that is to just send the Invader IIs out to do jump trading in the Inner Sphere on their own volition and gather intel. Kinds a like the Dragoons, but with trade and not mercs.
 
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