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Growing Horizons: Inner Sphere - Quest

They also suddenly starting to change their social structure important to said pseudo-religion and offered citizenship to AI after being afraid of Caspar drones, at this point they are starting to be unpredictable. Other Clans would be still obsessed about Terra, but that's another reason to have no presence on it. Let FedCom be defilers of Terra in Clans' eyes.
The Cats are radically changing in ways that the other clans would see as anathema. The cats would be subject to trials of absorption or annihilation if the others saw this Lupus Republic. Which could be taken as a good sign that they are going so far and Karenhas not seen Human rights abuse. And any case Terra's defilement would be causi belli for a invasion and even many wardens might e rather pissed about it.

Said cultists are pretty much in charge of Terra, as we didn't intervene on the planet, and helping it would require a massive occupation force. If we want to change Terra we need larger occupation force than they have the population. Which we can theoretically do with AI-controlled warfare waged by robots, but it's nor worth the issue. Besides it's probably easier to fix the planet than minds. Which is something, considering they will probably go through the ice age
What? The FedCom is in control plus local leaders who actually ruled instead of comstar who just oversaw the planet. This is a insurgency probable made up of left over ROM pulling a spoil sport campaign. If Blakes Will will not be done then let all things burn who cares his whole thing was preserving Humanity and knowledge from that. We cant take the system any way. Its to far and deep inside other states territory and we dont conqour people without good reason. Our war was with comstar who id functionally dead not the people of the earth.

Another reason to go for Hyperwave Faults I think, perhaps it will help with creating this myth of space Bermuda triangle no ships return from.
IT might and we will get to it but frankly everything we can research right now is useful and far as we know faults could catapult us into the next act early.
 
Given the FedCom-Combine War progression and our shitty rolls on the Terra situation some very grim shit is bound to go down in the next few turns :(

Feel like we should have pushed for some sort of psy corps the moment free style proposals were permitted or perhaps try to task one of our godlike OP characters on the task of rooting out the doom cultists.

@Warringer can we do anything of the sort?

Or are they too hands off/constrained even if a whole planet and billions are about to go boom?

I admit I am not familiar with the previous fic that spawned this :(
 
Given the FedCom-Combine War progression and our shitty rolls on the Terra situation some very grim shit is bound to go down in the next few turns :(

Feel like we should have pushed for some sort of psy corps the moment free style proposals were permitted or perhaps try to task one of our godlike OP characters on the task of rooting out the doom cultists.

@Warringer can we do anything of the sort?

Or are they too hands off/constrained even if a whole planet and billions are about to go boom?

I admit I am not familiar with the previous fic that spawned this :(
If we have psykers that is news to me and frankly crap like this was going to happen. The blakists were never going down without making it ugly though burning earth is something was not expecting but makes sense. Fanatics flip their shit when reality ensues and like any corrupt organization its all about the power. Still things can only get better. The combine is dying and comstar is in its death throes and a headless snake. Baring something very bad happening things look pretty positive even if Terra needs to be evacuated.
 
Given the FedCom-Combine War progression and our shitty rolls on the Terra situation some very grim shit is bound to go down in the next few turns :(

Feel like we should have pushed for some sort of psy corps the moment free style proposals were permitted or perhaps try to task one of our godlike OP characters on the task of rooting out the doom cultists.

@Warringer can we do anything of the sort?

Or are they too hands off/constrained even if a whole planet and billions are about to go boom?

I admit I am not familiar with the previous fic that spawned this :(
We do not have any psykers, as far as we know. Certain abilities of certain individuals are not known to anyone, but the individuals in question. One of those individuals is a head of state and a religion and the other has a lot of money.

And they are not able to force someone to change their minds. Its all about using already existing thought processes and reason with people in a way. And fanatics cannot be reasoned with.
 
[X] Hyperwave Faults

Should the Survey Office forward Combine Intelligence to FedCom?
[X] Yes

Should the OCP lease JumpShips to the Lupus Republic to move more people quicker from Clan Space to the Lupus Republic?
[X] Yes
 
The Cats are radically changing in ways that the other clans would see as anathema. The cats would be subject to trials of absorption or annihilation if the others saw this Lupus Republic. Which could be taken as a good sign that they are going so far and Karenhas not seen Human rights abuse. And any case Terra's defilement would be causi belli for a invasion and even many wardens might e rather pissed about it.
And Cats know it. They already plan to bug off. And if whatever is happening on Terra triggers Clans we still probably want them to make a beeline to Terra rather than attacking us. If we don't put anything on Terra, we can't be blamed for any "defiling"

What? The FedCom is in control plus local leaders who actually ruled instead of comstar who just oversaw the planet. This is a insurgency probable made up of left over ROM pulling a spoil sport campaign. If Blakes Will will not be done then let all things burn who cares his whole thing was preserving Humanity and knowledge from that. We cant take the system any way. Its to far and deep inside other states territory and we dont conqour people without good reason. Our war was with comstar who id functionally dead not the people of the earth.
For what signals we detected out of Terra, they are still spewing a Blakist version of the story, which proves FedCom has no control over the planet. And the fact we can't hold it or profit to it, while it triggers possibly more enemies, that's are all reasons why we should ignore what happens to Terra. Messing with it, in any way, only makes things worse for us. So why put our people in danger trying to save our enemies? Consider we can't help them without taking control of the planet, and we can't control the planet for various reasons, we can just let them burn their own trash pile and focus on tracking down Blakists that actually fled. If Blakists still believe we want their trash pile, which we don't, we have Helm Datacore, them burning the planet works for us the best.

IT might and we will get to it but frankly everything we can research right now is useful and far as we know faults could catapult us into the next act early.
When we discovered the robot I thought it's most likely safe because it is from our (Warringer's) original universe. It is proven that it is a link to psycho hamsters that obviously got to this universe before us and are the true threat we need to prepare for. It was our warning. Hyperspace faults are exploring the mechanic of this universe (Battletech's) instead. Since we know the crisis is our native universe related, we can consider faults relatively safe. If we don't, we can't follow any obvious rule of what is or isn't trigger for endgame crisis. You may thus say the same for Number Station, it was obvious plot hook too.
 
And Cats know it. They already plan to bug off. And if whatever is happening on Terra triggers Clans we still probably want them to make a beeline to Terra rather than attacking us. If we don't put anything on Terra, we can't be blamed for any "defiling"
We are not to blame unless you are a crazy fanatic. We kicked comstar ass and then let the FedCom move in. Which actually probable confuse the fuck out of the some of the clans because we won against comstar but we did not absorb them or terra... Still this is all happening on the Fedcoms watch so yeah. Frankly its just a excuse they can flip the table with like the way the Jaguars turned the outbound light accidentally discover of them into the IS is rapidly rebuilding and might be preparing to invade and might remake the star league without us.

For what signals we detected out of Terra, they are still spewing a Blakist version of the story, which proves FedCom has no control over the planet. And the fact we can't hold it or profit to it, while it triggers possibly more enemies, that's are all reasons why we should ignore what happens to Terra. Messing with it, in any way, only makes things worse for us. So why put our people in danger trying to save our enemies? Consider we can't help them without taking control of the planet, and we can't control the planet for various reasons, we can just let them burn their own trash pile and focus on tracking down Blakists that actually fled. If Blakists still believe we want their trash pile, which we don't, we have Helm Datacore, them burning the planet works for us the best.
So the taliban talking smack means they hold dominion over the middle east? These are terrorisst carrying out terrorist actions and getting away with it because till recently they were probable part of ROM who helped ran the world and still have access to a number of caches of weapons and gear. They are also being hunted like the rabid animals they are. We are also calling for volunteers here as well as well because of the danger and got to remember it looks great trying to save the world it is great karma and our people on the ground can learn much. Terra is still the single most advanced world in the IS who knows what we could learn or puck up while saving it and who knows we might grab quite a few people who would rather immigrate to us than a house. Need to screen the frak out of them though.

When we discovered the robot I thought it's most likely safe because it is from our (Warringer's) original universe. It is proven that it is a link to psycho hamsters that obviously got to this universe before us and are the true threat we need to prepare for. It was our warning. Hyperspace faults are exploring the mechanic of this universe (Battletech's) instead. Since we know the crisis is our native universe related, we can consider faults relatively safe. If we don't, we can't follow any obvious rule of what is or isn't trigger for endgame crisis. You may thus say the same for Number Station, it was obvious plot hook too.
The faults are a potentially very useful tech and we will get to them but until we get to it we dont know what we will out of it and probable just start of its own chain and we have a lot of tech to get to already. Hell we still need to do that last comm tech thats been sitting there like 20 turns as well. Just because it is plot hook does not mean we have to throw ourselves at it fast. In fact we should want to stretch it out a bit to give ourselves more time to build up and grow.
 
We are not to blame unless you are a crazy fanatic. We kicked comstar ass and then let the FedCom move in. Which actually probable confuse the fuck out of the some of the clans because we won against comstar but we did not absorb them or terra... Still this is all happening on the Fedcoms watch so yeah. Frankly its just a excuse they can flip the table with like the way the Jaguars turned the outbound light accidentally discover of them into the IS is rapidly rebuilding and might be preparing to invade and might remake the star league without us
Jaguars plans may have changed a bit, but I don't think they changed the plans greatly so if we can get them, and everyone else that follows them (which may be all Clans) to attack FedCom, it will be best for us. They can't hold all the Fedcom territory while they steadily advance to Terra.

So the taliban talking smack means they hold dominion over the middle east? These are terrorisst carrying out terrorist actions and getting away with it because till recently they were probable part of ROM who helped ran the world and still have access to a number of caches of weapons and gear. They are also being hunted like the rabid animals they are. We are also calling for volunteers here as well as well because of the danger and got to remember it looks great trying to save the world it is great karma and our people on the ground can learn much. Terra is still the single most advanced world in the IS who knows what we could learn or puck up while saving it and who knows we might grab quite a few people who would rather immigrate to us than a house. Need to screen the frak out of them though.
They are not Taliban equivalent, as Terra is not equivalent to Afghanistan in the galaxy.
Terra right now is fighting off FedCom invasion, literally, and we may not want to help the crazier part of the conflict only for fanatics to turn against us later on. I think this is only part of the Afganistan analogy that might hold here.

The faults are a potentially very useful tech and we will get to them but until we get to it we dont know what we will out of it and probable just start of its own chain and we have a lot of tech to get to already. Hell we still need to do that last comm tech thats been sitting there like 20 turns as well. Just because it is plot hook does not mean we have to throw ourselves at it fast. In fact we should want to stretch it out a bit to give ourselves more time to build up and grow.
Depends if faults research does upon the success indeed does what I think it does. I may be wrong.
However, my interpretation of technology can be wrong. On the other hand, we had very little to gain from the Inner Sphere tech. Hyperwave lines or comms may be a better choice, as Inner Sphere tech only unlocks the technology that either is worse that ours or at very least based on the different tech trees. Most use it has is by having the technology we can sell to our enemies which is a bad choice in itself. Or perhaps we should go for plasma weapons instead.
 
Jaguars plans may have changed a bit, but I don't think they changed the plans greatly so if we can get them, and everyone else that follows them (which may be all Clans) to attack FedCom, it will be best for us. They can't hold all the Fedcom territory while they steadily advance to Terra.
Eh they will attack them anyway. The goal is Terra and becoming Ilclan, whatever that is worth, they have to fight through whoever is in the way to get at it. Everything else is window dressing.

They are not Taliban equivalent, as Terra is not equivalent to Afghanistan in the galaxy.
Terra right now is fighting off FedCom invasion, literally, and we may not want to help the crazier part of the conflict only for fanatics to turn against us later on. I think this is only part of the Afganistan analogy that might hold here.
@Warringer the fanatics are a insurgency and most everyone on the planet is very pissed with them and wants them dead?

Depends if faults research does upon the success indeed does what I think it does. I may be wrong.
However, my interpretation of technology can be wrong. On the other hand, we had very little to gain from the Inner Sphere tech. Hyperwave lines or comms may be a better choice, as Inner Sphere tech only unlocks the technology that either is worse that ours or at very least based on the different tech trees. Most use it has is by having the technology we can sell to our enemies which is a bad choice in itself. Or perhaps we should go for plasma weapons instead.
No tech is truly useless and a lot of what we have is enhanced by IS tech. Armor, weapons, engines, and, reactors all enhanced or radically improved by studying IS tech. The Helm core and our newer members is giving plenty of useful stuff like geoforming and better water reclamation among other things. Studying their path opens branches on ours and if nothing else knowing how they do something is still useful and e can sell cheap knockoff at a profit or to help neighbors without giving out tech samples. The export fleet for example or us eventually selling export weapons to friendly people to bolster their defenses without giving out stuff they cant maintain and we dont want enemies getting a hold of.
 
Eh they will attack them anyway. The goal is Terra and becoming Ilclan, whatever that is worth, they have to fight through whoever is in the way to get at it. Everything else is window dressing.
Another reason to make sure that "whatever gets in their way to Terra" isn't us.

No tech is truly useless and a lot of what we have is enhanced by IS tech. Armor, weapons, engines, and, reactors all enhanced or radically improved by studying IS tech. The Helm core and our newer members is giving plenty of useful stuff like geoforming and better water reclamation among other things. Studying their path opens branches on ours and if nothing else knowing how they do something is still useful and e can sell cheap knockoff at a profit or to help neighbors without giving out tech samples. The export fleet for example or us eventually selling export weapons to friendly people to bolster their defenses without giving out stuff they cant maintain and we dont want enemies getting a hold of.
We can make most technologies either the same or better. Missiles or guns aren't that advanced, we can make PPCs too, and we have Gauss weapons too.

What is hidden behind Helm Datacore is Lostech, generally, things IS barely knows it exists. Which comes to the category of things we don't actually want to sell them or let them know we have it. It just motivates them to attack. We can research it, but it is mostly looking for some hidden gems neither we nor anyone in IS really had as it was destroyed early on then League fell. Even the best IS tech simply relies on infrastructure planetside, why we are moving industry to space and so far fought them in the way they don't expect us to do.
(I constantly have a tendency to call it Archeotech but that's a term from the different franchise)
 
We can make most technologies either the same or better. Missiles or guns aren't that advanced, we can make PPCs too, and we have Gauss weapons too.
Our techs are radically different at times to achieve the same goal. Our mass guns are varations of rail guns. Theirs still use propellant on the ground save for the currently lostech gauss rifle with navel guns using plasma or literal nuke charges to propel rounds. Their ground autocannon can come in a number of forms or will with a number of ammo types. Different and ours are better overall but theirs are still competitive to a degree. Lasers? We use centralized cores that pipe the beam to apertures on the hull while theirs are stand alone units. Ours are again better but they can fit competitive weapons in individual packages. Something taking out the laser core on our ship takes out all the laser weapons while they could just shrug it of and keep fighting. PPC's look similar with ours better primarily because of better underlining material/computer science and we have better missiles again but theirs cannot be counted out. Slower and stupider they can still be very dangerous threats. They bypass anti missles systems by swarming missiles on the ground and in space pretty sure their old naval missiles where pure KKV's accurate enough to slap combat maneuvering fighters out of the sky. Our tech is overall better but that does not mean they cannot get lucky or are not dangerous or we cant learn from them just as they learn from us. They are still very dangerous to us on the ground or superior in direct combat and in space if they can make it a close quarters slugging match they can cripple or kill our ships. We just make sure to play to our advantages at every chance.

What is hidden behind Helm Datacore is Lostech, generally, things IS barely knows it exists. Which comes to the category of things we don't actually want to sell them or let them know we have it. It just motivates them to attack. We can research it, but it is mostly looking for some hidden gems neither we nor anyone in IS really had as it was destroyed early on then League fell. Even the best IS tech simply relies on infrastructure planetside, why we are moving industry to space and so far fought them in the way they don't expect us to do.
(I constantly have a tendency to call it Archeotech but that's a term from the different franchise)
Most of Helm is stuff we know or adds to it but there is some we do not have a firm grasp on like geoforming and perhaps some engineering/manufacturing stuff and some material science. They will also unlock their versions in a decade or so anyway but we can sell the unlocked version now for a profit or favors while still benefiting first.Attack us? First they have to believe we have unlocked it or that they can win. We have made it very clear that attacking us would be very foolish.
 
We should use our technology and industry to gain market share and good public relations in civilan markets. While the inner sphere fights over earth we build up industry on the periphery. We can repair and modernize industries and rebuild planets that have build struggling since the first succession war.
 
Our techs are radically different at times to achieve the same goal. Our mass guns are varations of rail guns. Theirs still use propellant on the ground save for the currently lostech gauss rifle with navel guns using plasma or literal nuke charges to propel rounds. Their ground autocannon can come in a number of forms or will with a number of ammo types. Different and ours are better overall but theirs are still competitive to a degree. Lasers? We use centralized cores that pipe the beam to apertures on the hull while theirs are stand alone units. Ours are again better but they can fit competitive weapons in individual packages. Something taking out the laser core on our ship takes out all the laser weapons while they could just shrug it of and keep fighting. PPC's look similar with ours better primarily because of better underlining material/computer science and we have better missiles again but theirs cannot be counted out. Slower and stupider they can still be very dangerous threats. They bypass anti missles systems by swarming missiles on the ground and in space pretty sure their old naval missiles where pure KKV's accurate enough to slap combat maneuvering fighters out of the sky. Our tech is overall better but that does not mean they cannot get lucky or are not dangerous or we cant learn from them just as they learn from us. They are still very dangerous to us on the ground or superior in direct combat and in space if they can make it a close quarters slugging match they can cripple or kill our ships. We just make sure to play to our advantages at every chance.
If out weakness is a slugging match we certainly should take armor development as a priority (although this does not option this turn), or generally think of the way they might bypass our defenses like jumping up close which we can hopefully prevent upon completion of Faults research. If this Faults research is interdictors, then we can prevent them from jumping us. If we can take plasma weapon research and it works the way sci-fi often portrays them, it can bypass their armor altogether.

I wonder if Data Core research does unlock a lot of research will can follow ... I can think of multiple technologies IS would have difficulty fighting if we can make it work.

Most of Helm is stuff we know or adds to it but there is some we do not have a firm grasp on like geoforming and perhaps some engineering/manufacturing stuff and some material science. They will also unlock their versions in a decade or so anyway but we can sell the unlocked version now for a profit or favors while still benefiting first.Attack us? First they have to believe we have unlocked it or that they can win. We have made it very clear that attacking us would be very foolish.
They are very fickle and could attack us anyway despite warning or promises.
 
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We should use our technology and industry to gain market share and good public relations in civilan markets. While the inner sphere fights over earth we build up industry on the periphery. We can repair and modernize industries and rebuild planets that have build struggling since the first succession war.
We are well positioned for it really. Lyrans are the industry/merchant house so we should get a lot of business with them across the border and the Free worlds are going to be real desperate for lots of cheap imports and exports to boost their economy in the face of the FedCom juggernaut. Have to see how magistracy shakes out but they are another great market and through them easy access to Taurian markets and there are smaller nations and colonies between them as well. Aurgans are here and we could help them a lot by being a cheap sources of parts and equipment to rebuild their ravaged worlds.
If out weakness is a slugging match we certainly should take armor development as a priority (although this does not option this turn), or generally think of the way they might bypass our defenses like jumping up close which we can hopefully prevent upon completion of Faults research. If this Faults research is interdictors, then we can prevent them from jumping us. If we can take plasma weapon research and it works the way sci-fi often portrays them, it can bypass their armor altogether.

I wonder if Data Core research does unlock a lot of research will can follow ... I can think of multiple technologies IS would have difficulty fighting if we can make it work.
Slug it out with who? The only warships near are the Cats moving in with no reason to try and the relics we gave the FedCom they can barely use. We still have time and we are working on it. We cant make new armor till we succeed at weapons so we know a ballpark to aim for in defensive value. Faults and lanes are probable also going to be two try research projects so i guess we can start one when HFEG is done though frankly i am more concerned at the moment with our upcoming industry stuff with the sphere finally happening as we show case them helping Terra probable and a full military overhaul as new tech comes on line in at least the navel circle. Plasma gave us smaller reactors and thrusters. HFEG promises a new integrated engine of both our ftls and new weapons research means we are probably redesigning our ships with at least some of it trickling down to the ground arm.

Though if you have idea please lay them out. Could be very useful. Though doubt plasma will work like that. Perhaps high armor penetration but not completely lol nope it. Plasma weapons exist in anon to and they are useful but not game changers.

They are very fickle and could attack us anyway despite warning or promises.
Possible but that is live and we can mitigate it by being to dangerous to petty fight with and to valuable as trade partners to piss off. Though would not be surprised if we start seeing deniable ops and mercs trying to raid at us. Treat them like pirates.
 
You know since we are in a less populated part of space we can work on new weapons, technologies and tactics unobserved. Basically we are a small fish but we make ourselves very, very hard to digest. For a state like the FedCom or FWL to take us on will take time and resources away from other borders and I doubt they would leave the Blakists or Combine alone. We would be able to see if they were massing a invasion fleet since we have operatives in the various state. Also, I thought we can see vessels based on the Germanium they use for FTL?
 
You know since we are in a less populated part of space we can work on new weapons, technologies and tactics unobserved. Basically we are a small fish but we make ourselves very, very hard to digest. For a state like the FedCom or FWL to take us on will take time and resources away from other borders and I doubt they would leave the Blakists or Combine alone. We would be able to see if they were massing a invasion fleet since we have operatives in the various state. Also, I thought we can see vessels based on the Germanium they use for FTL?
Thats the thing we are already to hard to digest. We have a utterly massive navy and army comparable or better in size to the great houses and they cant come after us without stripping the borders elsewhere and our home systems are pretty secure and we are quite divergent. Name OCP is more than just the acronym of our over arching government we are a OCP. And ys we currently us germanium in out bigger warships as part of their KF drives we derived from them though Warringer has mentioned we could learn to use silicon or something else down the road. Or perhaps around the corner with our current ftl drive research.
 
Slug it out with who? The only warships near are the Cats moving in with no reason to try and the relics we gave the FedCom they can barely use. We still have time and we are working on it. We cant make new armor till we succeed at weapons so we know a ballpark to aim for in defensive value. Faults and lanes are probable also going to be two try research projects so i guess we can start one when HFEG is done though frankly i am more concerned at the moment with our upcoming industry stuff with the sphere finally happening as we show case them helping Terra probable and a full military overhaul as new tech comes on line in at least the navel circle. Plasma gave us smaller reactors and thrusters. HFEG promises a new integrated engine of both our ftls and new weapons research means we are probably redesigning our ships with at least some of it trickling down to the ground arm.
Our capital weapon development is already outgoing and we can start our armor development as soon as we have military action to start the project, as we could easily take an educated guess what firepower would a warship of the IS would have if in good condition. Especially for having Nova Cats nearby, Clans started with SLDF best equipment at the time, as Kerensky left with the majority of their military, so we can guess based on that, since IS was left with less equipment, and worse overall.

Though if you have idea please lay them out. Could be very useful. Though doubt plasma will work like that. Perhaps high armor penetration but not completely lol nope it. Plasma weapons exist in anon to and they are useful but not game changers.

We had recovered a plasma weapon which supposedly works as ones in other fiction, and even if we can't actually remake it, we can most likely make plasma warheads after the research. If Battlemech is hit with an explosion of superheated plasma and isn't destroyed in the process, its armour may literally melt, and even if it doesn't it will brute force reactor emergency shutdown even in the best-case scenario for them. Those things don't handle heat very well.

We may be able to have targeting system that is good enough to hit a mech from orbit with a tungsten round fired from a sufficiently large railgun, it's power along with the gravity of the planet will make sure it will blast the mech completely to pieces along with anything around it. Collateral damage won't be worse than the reactor explosion. IS is no stranger to orbital bombardment, but they can only use nuclear weapons which their treaty forbids.

I am not sure if we can pull optical camouflage. It would help, as their mechs fire over visual ranges.

Mounting some equivalent of CIWS on our mechs would also help, we can have it computer-guided, and shoot down missiles fired at us.


Another thing we should be able to do thanks to the precedent of Smart Dust is nano plague. Infect planets with self-replicating nanomachines, let them spread as they have no means to detect it and shut down everything undesired at once, including both technology and people. We might be able to pull out puppeteer parasite, but that's on the more extreme end.
I bet it is possible to use nanomachines to start replacing neurons and be able to essentially facilitate mind upload. We have precedent with our sentient AI and direct neural interfaces of Battletech, so I bet mind upload is also possible in-universe.
 
Our capital weapon development is already outgoing and we can start our armor development as soon as we have military action to start the project, as we could easily take an educated guess what firepower would a warship of the IS would have if in good condition. Especially for having Nova Cats nearby, Clans started with SLDF best equipment at the time, as Kerensky left with the majority of their military, so we can guess based on that, since IS was left with less equipment, and worse overall.
Eh we have a decent idea of what the league considered good fire power from captured ships but the clans? Who knows in character they had centuries to do stuff and we also still think the houses just keep not showing us their warships as well. We have good data but or weapons hit harder and we are doing research to improve them but next free military slot probable will be armor.


We had recovered a plasma weapon which supposedly works as ones in other fiction, and even if we can't actually remake it, we can most likely make plasma warheads after the research. If Battlemech is hit with an explosion of superheated plasma and isn't destroyed in the process, its armour may literally melt, and even if it doesn't it will brute force reactor emergency shutdown even in the best-case scenario for them. Those things don't handle heat very well.
Melta weapons would be hilarious to have and use. Have to see what we actually get though.
We may be able to have targeting system that is good enough to hit a mech from orbit with a tungsten round fired from a sufficiently large railgun, it's power along with the gravity of the planet will make sure it will blast the mech completely to pieces along with anything around it. Collateral damage won't be worse than the reactor explosion. IS is no stranger to orbital bombardment, but they can only use nuclear weapons which their treaty forbids.
We should be able to do that now but not sure if Warringer will let us because it would make ground fights to easy. IS has that as well though their bombardment can be very imprecise which is why it is usually reserved for saturation smiting.
I
am not sure if we can pull optical camouflage. It would help, as their mechs fire over visual ranges.
Should be very double and league had very effective systems in limited numbers.
Mounting some equivalent of CIWS on our mechs would also help, we can have it computer-guided, and shoot down missiles fired at us.
We got that. Go check the tech readouts. We got laser ams on vehicles.

Another thing we should be able to do thanks to the precedent of Smart Dust is nano plague. Infect planets with self-replicating nanomachines, let them spread as they have no means to detect it and shut down everything undesired at once, including both technology and people. We might be able to pull out puppeteer parasite, but that's on the more extreme end.
I bet it is possible to use nanomachines to start replacing neurons and be able to essentially facilitate mind upload. We have precedent with our sentient AI and direct neural interfaces of Battletech, so I bet mind upload is also possible in-universe.
Not just no but hell no. One of our races lost their homeworld to a plague and nano can mutate out of control. Upload is a maybe but need to check with Warringer.
 
Rods from God are a horrible weapon against moving targets, as they are still bound to orbital mechanics and finally reenty mechanics when fired at a ground target. They still need several minutes to travel the distace to the target to hit it.

So they are best used against fixed targets.
 
Turn 64 - Summer 2190/3040 - Results
Turn 64 - Summer 2190/3040

Confederated Forces:

[] Extended Anti-Piracy Patrols: active
Time: 5 turns, Chance of success: 60%
Roll 1 of 5, Roll 1d100: 97+15+10 = 122 - Crit Success (All Action, Interstellar Communication Network)
Roll 2 of 5, Roll 1d100: 59+15+10 = 84 - Success
Roll 3 of 5, Roll 1d100: 38+15+10 = 63 - Success
Roll 4 of 5, Roll 1d100: 39+15+10 = 64 - Success

Practically Space Patrol had been given the go ahead for full operation by Parliament and the funding to provide more advanced combat craft, as well as Arethusa Patrol Leader craft. Two of the Arethusa class were missing for a full complement of Arethusas for all eight sectors of Space Patrol and an allowance was made for Space Patrol to order those two more Arethusa to complete the initial Main Patrol Force for each Sector.

Additionally, the first four of the eight FTL capable Raytan Patrol Bases were completed and outfitted, before being prepared to be moved to their target systems to begin their work to present a fixed installation for their Sector Patrol Force.

Result: +2 Arethusa for Space Patrol on Turn 65, does not impact Fleet Extension
active for 1 more turns


[] Capital Weapons: active
Time: 4 turns, Chance of success: 65%
Roll 1 of 4, Roll 1d100: 62+5+5+10 = 82 - Success (All military R&D, Space Weapon R&D, Interstellar Communication Network)
Roll 2 of 4, Roll 1d100: 24+5+5+10 = 44 - Success

Development of newer Capital Weapons continued after the initial work had been largely concerned with collecting and collating data on existing Inner Sphere capital WarShip weapons. What came to the front was that there was little in the way of intermediate weapon systems, specially designed for the more numerous dropships, sitting in between actual capital and 'conventional' weapon systems.

Additionally, many of the technological decisions made for capital weapons made researchers and engineers wonder. The main kinetic 'Autocannons', were making use of a form of light gas gun to propel projectiles, though the 'light gas' was in afact a fusion plasma to reach an exponentially higher energy density compared to even conventional light gas guns. Additionally the projectiles themselves not equipped with terminal guidance systems. There were eletro-motive kinetics in the Helm Database, here gauss guns, which had been used for close to a century on Earth, before taking up Helical Railguns. But compared to even modern Gauss designs, these were less powerful overall. And again, missing any terminal guidance capabilities in the projectile.

Missiles were a mixed bag, both in utility and warheads. The guidance systems were powerful for their intended use case, but the missiles themselves lacked any internal countermeasures against anti-missile systems. Warheads were limited to large kinetic impactors, conventional explosives and conventional thermonuclear devices, missing options for Cabasa Warheads, MIRV thermonuclear submunitions or 'sandblasting' warheads. They were also comparably slower, with only reaching maybe three quarters of the acceleration Confederated missiles used. Still, these missiles presented a threat, as they were heavily armed and when they hit, they would leave heavy damage.

Laser weapons however, were somewhat more advanced than conventional lasers used by the Confederation. Each laser was packaged up within its own system, with support and other systems in one single package. Laser optics were also reasonably advanced, but the complete Laser Core system, which used direct energy conversion by utilizing a reactors' fusion plasma as a lasing medium, was more compact, but needed wave guides for directing the laser beams, which in turn coupled the laser core, support systems and apertures into the weapon system, so that any redesign of the laser system needed a redesign of the carrying vessel's internal layout.

Finally, large scale Particle Projector Cannons, were the most advanced weapon systems, though they combined thermal, kinetic and electromagnetic effects, when Patricle Beam Projectors were mostly used for their thermal and radiation effects. Additionally, PPCs created a discrete 'packet' of ions or protons, where the PBP created a continuous beam. The PPC certainly could be improved, but it has a distinct use case compared to the PBP, and the researchers believed the PPC could be adapted as a complete weapon system, after being modified.

While the PPC might have a future ahead of it, the other systems were a mixed bag. The need for propellants and their less advanced design, made Autocannons and Gauss Cannons from the Helm Database non-viable for the Confederation, while the missile systems had their use, if only for learning to further armor them and improve their power. Finally, the lasers were an area to learn from, or at least adapt to, future weapons. If it was possible to design more compact lasers, something Tiaunt engineers believed they could do, these Capital Lasers could be integrated with MIL-STD-102343, to create a laser that could be clotted directly into existing MIL-STD-102343 weapon mounts to increase laser firepower without having to redesign a combat craft with new laser wave guides. Additionally, when combined with the 35 mm Helical Railguns, they might make new Anti-Missile mounts that could be used to increase anti-missile coverage.

Still, the various Capital Weapons avaiable to anyone possessing the Helm Datacore would be more than powerful enough to damage any OCP WarShip.

active for 2 turns

OCP Survey Office:


[] Combine Intelligence: active
Time 6 turns, Chance of success: 60%
Roll 1 of 6, Roll 1d100: 61+15 = 76 - Success (All Intel actions)
Roll 2 of 6, Roll 1d100: 98+15 = 113 - Crit Success
Roll 3 of 6, Roll 1d100: 38+15 = 53 - Success
Roll 4 of 6, Roll 1d100: 33+15 = 48 - Success
Roll 5 of 6, Roll 1d100: 97+15 = 112 - Cirt Success

Should the Survey Office foward Combine Intelligence to FedCom?
[] No - 5 votes

The option of possibly sharing intelligence on the Combine with the Federated Suns and the Lyran Commonwealth was considered, but ultimately shut down. For the most part, the Survey Office did not want to show their intelligence gathering abilities to the Inner Sphere, but also believed that the two aggressor nations did not need the intelligence.

Intelligence gathering continued, with one Walsingham remaining within the Luthien System.

One of the Walsinghams, CSF Ian Flemming stumbled over something of high interest in the New Samarkand system, where two WarShips were docked with a large orbital station. At first, it was believed these WarShips were in dock for refitting, but over a week, it became clear that these WarShips would not mover any time soon, as they appeared to be in various stages of disrepair, missing huge swathes of armor, obvious weapon damage and other missing parts. One was even missing its entire engine section. On top of this, long range optical reconnaissance showed micrometeorite damage on the obvious battle damage and the underlaying structure where armor and weapons were missing, indicating that these ships had been docked for at least a hundred fifty years.

On top of this, there was no observed attempt to affect any repairs or replacement of the damaged WarShips, even in the dire situation the Draconis Combine was finding itself in, especially since two former Comstar WarShips of the Lyran Commonwealth and the Federated Suns were now used in the 'Race for Luthien'.

active for 1 more turns

[] Number Station: active
Time: 5 turns, Chance of success: 45%
Roll 1 of 5, Roll 1d100: 14+15 = 29 - Failure
Roll 2 of 5, Roll 1d100: 80+15 = 95 - Success

It did take a while, but eventually the mission to discover the position and nature of the unknown Number Station in the Inner Sphere. As a covert operation, it was decided to make use of two Walsingham class Survey Vessels, CFS Juan Pujol García and CFS Rissdar Wartasi Osyss, which would be used in triangulating and attempting to recover the source of the Number Station, which was believed to be an unmanned satellite.

By the end of Summer, both vessels arrived in the area around Terra and began their work.

active for 3 more turns

OCP Diplomatic Corps:


[] Diplomatic Contact: Taurians active
Time: 4 turns, Chance of success: 70%
Roll 1 of 4, Roll 1d100: 55 - Success
Roll 2 of 4, Roll 1d100: 36 - Success
Roll 3 of 4, Roll 1d100: 59 - Success
Roll 4 of 4, Roll 1d100: 79 - Success
Combined: 57 - Success

Talks between the Diplomatic Mission and the Taurian Concordiat remained friendly and were largely conducted by Edward Calderon, while his father Thomas, the Protector of the Concordat, remained at the sidelines. The Concordat welcomed the present of four JumpShips brought along, though it was clear Thomas Calderon was suspicious about the gift and the Taurian Ministry of Intelligence went over the Jumpships with a fine toothed comb more than once on his insistence.

His suspicious was smoothed over by Edward, however, who clearly wished peaceful relations to the Confederation, more than once saying that the Periphery should present closed ranks towards the Inner Sphere. To this end, he notes that the Taurians should somewhat normalize their relation to the Federated Suns, at least as far as being able to trade with them. In turn, the Confederation Ambassador, Enrice Valdez, noted that the Confederation hoped they could help the Concordat in this.

In the end, the Concordat allowed the Confederation to open an Embassy in the Taurian capital Samantha.

Result: Embassy in the Taurian Concordat, +10 on diplomatic actions to Taurians

[] Diplomatic Contact: Canopus active
Time: 4 turns, Chance of success: 70%
Roll 1 of 4, Roll 1d100: 60 - Success
Roll 2 of 4, Roll 1d100: 31 - Success
Roll 3 of 4, Roll 1d100: 12 - Failure
Roll 4 of 4, Roll 1d100: 23 - Failure
Combined: 31 - Failure

The diplomatic talks between the Magistracy of Canopus and the Confederation diplomats were not as successful as those with the Taurians, as the largely non-human diplomats appeared to present a too heavy of an 'out of context' problem with the Magistracy. Again and again, there were attempts of the Canopians to entice the diplomats with various drugs, pleasures and other things, which were rejected every time.

While the gifts of the four JumpShips as well as the documents to operate the Canopian HPGs were welcome, the rest of the diplomatic talks quickly collapsed and while there were vague indications of 'keeping in touch'. This was of course regarded as limited diplomatic contact with the Canopians and the entirety of the diplomatic mission left the Magistracy without being able to set up a permanent embassy.

Result: No Embassy in the Magistracy of Canopus

OCP Trade Organization:


[] Geoforming: active
Time: 6 turns, Chance of success: 55%
Roll 1 of 6, Roll 1d100: 35+10+10+10+10 = 75 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Mining)
Roll 2 of 6, Roll 1d100: 4+10+10+10+10 = 44 - Success
Roll 3 of 6, Roll 1d100: 95+10+10+10+10+10 = 145 - Crit Success (Space Industry)
Roll 4 of 6, Roll 1d100: 14+10+10+10+10+10 = 64 - Success
Roll 5 of 6, Roll 1d100: 6+10+10+10+10+10 = 56 - Success

More geoforming projects began to take shape, as the various forms of geoforming were combined by various newly formed companies.

active for 1 more turns

[] Inner Sphere Technologies: active
Time: 4 turns, Chance of success: 65%
Roll 1 of 4, Roll 1d100: 33+10+10+10+10+10 = 83 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Mining, Space Industry)
Roll 2 of 4, Roll 1d100: 13+10+10+10+10+10 = 63 - Success
Roll 3 of 4, Roll 1d100: 60+10+10+10+10+10 = 110 - Success

With the incentives and good diplomatic relations with the various Inner Sphere nations, more and more companoies began to produce Inner Sphere technologies, though for the most part the only open markets were the Illyran Palatinate, the Lothian League and the Lupus Republic.

active for 1 more turns

OCP Office for Science and Development:


[] HFEG Jump II: active
Time: 6 turns, Chance of success: 50%
Roll 1 of 6, Roll 1d100: 45+10+10 = 65 - Success (Research Center Sol, Interstellar Communication Network)
Roll 2 of 6, Roll 1d100: 47+10+10 = 67 - Success
Roll 3 of 6, Roll 1d100: 81+10+10 = 101 - Success
Roll 4 of 6, Roll 1d100: 53+10+10 = 73 - Success
Roll 5 of 6, Roll 1d100: 54+10+10 = 74 - Success

The next step towards further development of the current FPU device was to combine it into a configuration that would, on a modest scale, mimic the effects of an HFEG system. To prevent any problems that could lead to the destruction of the laboratory, tests were conducted in deep space, outside the Feynman Limit, where the device had been installed into an ALI controlled civilian dropship. Thankfully the activation of the device did not lead to its destruction, but instead had the effect of a Heim-Feynman Event Generator, though the field strength was insufficient for a translation onto The Everchanging Black. Further development of this device would allow to remove one of the most dangerous parts of the HFEG, the twin counter-rotating superconducting rings, replacing this largely analogue solution with a digital solution not only safer, as far as could be disconcerned, but also lighter and easier to construct, even though the FPUs did need to be constructed with germanium doted graphene layers.

Result: New Economy action, Advanced HFEG
active for 1 more turns


[] Inner Sphere Technology: - 5 votes active
Time: 6 turns, Chance of success: 50%
Roll 1 of 6, Roll 1d100: 81+10+10 = 101 - Success (Research Center Sol, Interstellar Communication Network)

For the most part, the Helm Database is little more than a collection of documents describing how to build many of the devices and technologies in the database, with only enough technological basics to build the tools to build the tools. In some cases, scientific documentation is simply missing, though it is possible that this data was contained in those parts of the data core that was lost during the recovery of the data core and the subsequent multiple copies and the final decryption of the database by the data recovery specialists of the Confederation.

As such, it was thought that engineers and scientists should come together and look over specific parts of the database in an attempt to discover lost parts of the Inner Sphere knowledge base.

active for 5 more turns

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

OCP Internal Events:

CFS Market Garden, CFS Jedburgh, CFS Undyerlor and CFS Und-athtas, the last four Engrod Landing Craft Carriers and vessels of the 2189 Fleet Extension are put into service and are attached to the 4th and 5th Confederation Expeditionary Division.

On Circinus, preparations were made for the plebicite to be held in Autumn.

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

Intelligence Report:

Lupus Republic:


While Karen S'jeet did work on the completion of the O'Neill Cylinder in the barycenter of the Plato-Aristotle double planet system, as well as producing more and more construction materials, she had enough time to reflect on her work. She did converse with various people of the Leader Caste, noting many of the former Warriors of the Republic present were fully aboard with the conversion of their former society and it was not only limited to the Nova Cats, but also the Hell Horses and Star Adder. She got more and more into philosophical discussions with the various Leaders, be they Warriors or Scientists, but also workers, merchants and others in the Prole Caste.

These discussions strongly reflected a wish for some sort of self-reliance, independent of their past, and for building a society where an almost Kantian secular belief system guided everyone, though it was combined with a Nietschean outlook as well as mythical trappings of being guided by visions, which was apparently stronger than previously within the Nova Cats and more widespread, not only among the Leaders, but also the Proles.

To a degree, S'jeet began to more and more identify with the people of the Republic, deliberating about taking the offer of membership in the Republic, though the was more leaning towards a dual citizenship.

Should the OCP lease JumpShips to the Lupus Republic to move more people quicker from Clan Space to the Lupus Republic?
[] Yes - 10 votes

Sophist Winters meanwhile continued his visit of the Confederation, during which he invited for a private audience with the God Emperor of Jerat, where he also met Adam Prometheus. While the details of this audience are not known, the Emperor made an offer in the name of the Confederation, to employ a considerable number of JumpShips constructed for an Inner Sphere market, but were currently stored in several mothball yards. When asked about the number, he was offered about two hundred JumpShips, which apparently left him speechless for about ten minutes, before he accepted.

He later returned to the Republic.

Taurian Concordiat:

No additional informations needed.

Magistracy of Canopus:

No additional informations needed.

Lothian Pact:
Lothian League:
Illyrian Palatinate:


The occupation of the former Marian Hegemony continued.

Inner Sphere:

Federated Commonwealth:
Lyran Commonwealth:
Federated Suns:

Draconis Combine:


With the increased pressure on the DCMS from both the LCAF and the AFFS, the defensive measures were able to grind the 'Race to Luthien' to a halt, even as both larger Successor States pushed more forced into the 'Race'. This stalemate did not last very long, however, as the former Comstar WarShips LAS Brandenburg Crusader and FCS Hammerstrike, a pair of Essex class destroyers, arrived to support the attacking forces. At most, they are visible and more of a morale boost, and from the data, were not used as a WarShip should be. Additionally, it appeared that these vessels had been rushed into service with the Lyran Commonwealth and the Federated Suns, which put massive doubt on the belief that the Inner Sphere was operating WarShips. Additionally, the two remaining Comstar WarShips were unaccounted for.

Still, the WarShips allowed the Lyrans to take both Tarazed and Avon, while the Federated Suns took Dover, Omagh and Yardly. However, the pressure on the Combine has increased to a level where the DCMS has first threatened use of nuclear devices, before utilising several against their own cities, while Lyran and AFFS forces were in those cities.

The resulting direct threat to Luthien seems to have triggered more internal strife as an assassination attempt is made against Takashi Kurita, which fails and leads to the execution of Marcus Kurita, who appears to have been the instigator.

Free Worlds League:

Not much of interest is happening within the FWL.

Dutchy of Andurien:

Not much of interest is happening within the Dutchy of Andurien.

Terra Situation:

[x] Provide disaster relief to Terra.
-Ask permission to dispatch at least 2 Van Neumans - 4 votes - Less than half of all votes (10) - Motion not taken

Existing Disaster relief, Roll 1d100: 58 - Marginal success
Other Event, Roll 1d20: 11 - Belters join in

In the aftermath of several volcano eruptions around Yellowstone, the OCP volunteers tried their best to prevent any actual eruption of the entire caldera, or at least delay it to allow the civilian population to evacuate to Europe, Asia and other parts of the planet. However, this led to direct attacks on the volunteers from forces that could only be from the 'Brotherhood of St. Cameron', who in turn attempted to kill all volunteers and destroy their works. However, several of the other factions on Terra had already put their differences behind themselves and offered their protection to the engineers, knowing that the eruption of Yellowstone could spell the end for Terra. In the end the attack was defeated, but several volunteers were heavily injured and evacuated to the Asteroid Belt, where several Belter habitats offered their extensive medical knowledge to help.

After this long, the Belters finally joined into the disaster relief, though this was mostly considered an attempt to curry favour from the Successor States and the population of Terra. While technicians and engineers were offered, most of the support came through raw materials for The Moot, the single Von Neumann that had joined the disaster relief. Most of the material was used to produce prefab buildings based on Inner Sphere and Confederation designs, as well as self-contained reactor and recycling systems and automatical medical stations for refugee camps, which were set up in various places with the help of local government.

This, of course, led to a 'Brotherhood' attempt to damage or destroy The Moot which was operating in geostationary orbit. A group of twenty dropships, all later discovered to be laden with capital missiles and high explosives, made a direct burn towards The Moot, managing to slip through the limited dropshiop presence in Terra orbit. They initially launched their payload of capital missiles, which were intercepted and destroyed by the point defence systems of The Moot before attempting to kamikaze the Von Neumann. This failed as well, as the large vessel was equipped with capital grade self defence weaponry and controlled by an ASI, Bob.

Following this attack, Bob offered to produce a few surveillance satellites (about a hundred), for use by the LCAF and AFFS forces and their local allies in hunting down the 'Brotherhood'.

Expansion and Suggestions:

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

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

Random Event - Nothing happens

-----------------------
 
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Turn 65 - Autumn 2190/3040
Turn 65 - Autumn 2190/3040

Confederated Forces:

[] Extended Anti-Piracy Patrols: active (1 turns)
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: active (2 turns)
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

[] Fleet Extension:
The last Fleet extension is finished, but now the Confederated Space Force requests more vessels.
Time: 3 turns, Chance of Success: 70%, Reward: Construction of (5+2d6) new WarShips
Only avaiable after the last Fleet Extension is finished

[] 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

[] Advanced Armor:
It is generally known that many of the vessels, be they Advanced Combat Craft or WarShips, of the Confederated Forces are unable to take their own weaponsfire to any large degree and survive. So research should be done into upgrading existing armor to improve the survivability of those vessels and perhaps even ground vehicles. The Helm Datacore might be of assistance.
Time: 6 turns, Chance of success: 50%, Reward: Improved Advanced Composite Armor

OCP Survey Office:

[] Combine Intelligence: active (1 turns)
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.
Time: 6 turns, Chance of success: 60%, Result: Inteligence data on the Draconis Combine

[] Number Station: active (3 turns
The activation of a Hyperwave number station has come as a surprise and might be connected to the bio-attack on Hanse Davion and the problems on Terra. An operation should begin to find the number station and recover it intact, hopefully to learn who made it and from where the final transmissions come.
Time: 5 turns, Chance of success: 45%, Reward: 25% chance to recover number station intact, 50% chance of recovering data intact

[] Clan Space:
The OCP has some idea who or what the Clans are, but does not know where the Clans actually are. So an operation should be launched to covertly follow some of the Nova Cat JumpShips back to Clan Space and do some general signal intelligence work.
Time: 10 turns, Chance of success: 50%, Reward: Discovery of Clan Space, general clan intelligence

[] Operational Intelligence:
The Confederation is lacking much in the way of concrete intelligence on the various Inner Sphere Powers military forces and aperatus. An Intelligence Operation should be launched to gather intelligence, to support any military operational planning against an Inner Sphere power.
Time: 6 turns, Chance of success: 55%, Reward: +5 to Operational Planning against Inner Shere nation
Select one Inner Sphere nation to concentrate on

[] Targeted Intelligence:
A targeted Intelligence Operation should begin to gather targeted intelligence.
Time: 4 turns, Chance of Success: 50%, Reward: Targeted Intelligence
Suggest a target for the Intelligence Operation

OCP Diplomatic Corps:

[] 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, may be selected multiple times

[] 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

OCP Trade Organization:

[] Geoforming: active (1 turns)
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

[] Inner Sphere Technologies: active (1 turns)
With the decopding of the Helm Datacore, it would be possible to build those technologies and systems described in it and sell it to the Inner Sphere powers.
Time: 4 turns, Chance of success: 65%, Reward: +10 to external trade, +5 to diplomatic actions with the Inner Sphere

[] 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 II:
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 II:
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, +5 on internal and external trade

[] Advanced Hein-Feynman Event Generator:
One result of the HFEG Jump Research was a compact new HFEG system. As far as it can be seen, it works, so for the time being it is largely an engineering problem to design and build the system and test it.
Time: 5 turns, Chance of success: 55%, Reward: The new HFEG system becomes standard

OCP Office for Science and Development:

[] HFEG Jump II: active (1 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

[] Inner Sphere Technology: active (5 turns)
With the decoding of the Helm Database, it should be possible to do some general research on the Inner Sphere technology base and come up with a few answers to problems that have bugged everyone.
Time: 6 turns, Chance of success: 50%, Reward: New Economic Actions

[] 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)

[] Hyperwave Lanes:
The discovery that it might be possible to use hyperwaves to improve FTL speed in the Everchanging Black is interesting news and should be followed up on, as it might improve interstellar commerce.
Time: 6 turns, Chance of success: 40%, Reward: New Economic Action

[] Hyperwave Faults:
The discovery of some sort of fault line in n-dimensional Hyperspace was an interesting discovery and more research should be done to look into them and their effect and possible use.
Time: 6 turns, Chance of success: 35%, Reward: New ? Action

[] Basic Plasma Weapon Research:
While there are some who believe that this type of research would be more of a work for the military, there are enough others who believe that this is a basic research that would not only support military, but also civilian designs.
Time: 4 turns, Chance of success: 55%, Reward: Plasma Weapon research, 50% for civilian plasma research, 10% chance of surprise research

[] 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:
Diplomacy

1 Action for:

----------------------------
 
[X] Diplomatic Contact:
-[X] Belters
-[X] Lupus Republic

I think we should try to establish official relations with Belters, they are already friendly I think. As for other activities, it could be either Inviting Others or Humanitarian Aid, as We need new members will certainly fail with 25% chance

Edit:
I am changing a vote for a diplomatic contact with the Lupus Republic in addition to previously suggested Belters as I thought we already have diplomatic relationship with Lupus, but it doesn't seems to be case
 
Last edited:
Rods from God are a horrible weapon against moving targets, as they are still bound to orbital mechanics and finally reenty mechanics when fired at a ground target. They still need several minutes to travel the distace to the target to hit it.

So they are best used against fixed targets.
We should have predictive algorithms that's to our advanced computing, and failing that, we can manage some smart projectile for minor course correction after atmospheric entry
 
We should have predictive algorithms that's to our advanced computing, and failing that, we can manage some smart projectile for minor course correction after atmospheric entry
And laser ortillery is a thing as well... Precision sniping should be possible and kkv can easily be "to whom it may concern" against clustered enemies or strong points. Get a full response out in a bit. Busy morning.
 
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