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Growing Horizons: Inner Sphere - Quest

Mostly that comes from knowing people from former communist countries and hearing about how bad things get when they collapse.
That is true... But that collapse happened about four hundred years ago...
 
That is true... But that collapse happened about four hundred years ago...
As the players we don't know the backstory of these planets which you the QM created. We only know what little you've decided to give us so far. So we make a decision on what is known. I know as a fellow QM sometimes players need to make decisions on very little info but it's a little frustrating to have you second guessing our choice when once again your only slowly dribbling out info about a place that your average person would surmise ain't in a great position if it has devolved from a paradise to a feudal society.
 
Hey... I'm just starting out as a QM, so I'm learning about running a Quest as I go...
 
Worlds around the Walker Cluster
Quick List of Worlds

Llyn Ogwen, 35.8 ly from Sol

Settled in 2467 by refugees from Cavanaugh II fleeing from the conflict between the Free Worlds League and the Lyran Commonwealth, the people of Llyn Ogwen have strongly identified themselves by their Welsh heritage and Welsh language. While there were a few jumpships that carried the refugees, the initial settlement was of less than four thousand people and only a few dropships.

Over the centuries, they slowly expanded on their new world, settling almost the entirety of the continent of Gwynnedd. While the population has retained a few advanced technologies, these come sorely from traders that visit the world now and again. Most of that technology is needed to make their lives easy on the planet, as it does not have much farmable land, leaving food production heavily dependent on pasture and the sea.

Llyn Ogwen is also under regular attack from pirates. While Llyn Ogwen can field a small professional army, they are unable to field any Battlemechs and are limited to simple light tank with primitive armor and primitive guns for their own defense. And in most cases are unable to react to the actual landings fast enough and only once within the past hundred years it could intercept a pirate raiding party with aerial forces and damage a Battlemech. This led to the razing of the city of Dyfed by the pirates.

The technology level of Llyn Ogwen can be compared to the 1980s.

The government of Llyn Ogwen is a representative democracy.

Hannover, 36.6 ly from Sol

Hanover was settled in 2312 by two groups of german speaking settlers from Terra, with the dream of recreating the Federal Republic of Germany in some way. They were joined by a group of Japanese refugees from the Draconis Combine in 2373, fleeing to the other side of the Terran Hegemony from their original world, following a massacre.

Hanover was a thriving world with contact to its neighbors until 2456, when a 10 km asteroid impacted on the far side of the world from the settled continent of Westfalen, over land, kicking large amounts of dust into the atmosphere. Models of the impact showed it would make the world unlivable, if nothing was done. The government of Hannover sent out its jumpships to get relief material from the Lyrans or the Free Worlds. Sadly, these jumpships were followed by a group of privateer jumpships, who destroyed the jumpships once they reached Hannover and then stole all relief goods.

With Hannover left without any outside help and no way of purchasing more relief goods and systems to attempt to prevent the long asteroid winter, plans were made by a group of engineers around Hermann von Hohenzollern to build several large industrial complexes to clean and maintain the atmosphere as well as large green house areas to keep the populations fed. Simultaneously, technology would slowly fail and reduce their capabilities, so Hannover would need to 'scale down' its technology to a level that could be sustained until the Project was done. And with the failing technology, the worsening weather and the need to rebuild their industrial base, everyone of the population would need to help, leading to the formation of the Arbeitsdienst, where every adult had to work on the various projects for two months yearly.

All these problems were compounded by a slowly failing ecosphere, so that the various projects were projected to need several hundred years. And in the worst years, there would be years, maybe even decades where the temperature would fall down to less than 0° C over the entire year.

The Von Hohenzollern family remained in charge of the projects and slowly became more and more important to the still democratically elected government, until they ended up as hereditary Kaiser in command of the Arbeitsdienst and the armed forces in 2765. The armed forces were needed to try and react to pirate attacks sometimes coming to abduct people and smash technologies.

At the time of their discovery by a WCDC scout squadron, the technology of Hannover had stabilized at a level comparable to the 1910s, with the odd high tech system, like the fusion reactor of Döhren, the planets capital, and some computer systems hidden away deep within a mountain to protect the advanced technological knowledge of the Hannoverians.

These days the government of Hannover is a parliamentary constitutional monarchy.

NOTE: in 2654 Michael von Hohenzollern married Mariko Kurita, who was related to a dissident part of the Kuritas of the Draconis Combine. As such the Von Hohenzollerns are related to the Kuritas and have a massive chip on their shoulders about them.

Ammann, 50.2 ly from Sol

Ammann was settled in 2311 by a group of Amish from Lanchaster area in the old United States of America. Finding a perfectly habitable world without large predators, the Amish found themselves a small paradise and lived in peace until 2565, when they were targeted by the first pirate raid.

Still, the Amish of Ammann keep living in peace, as their insufficient technology or any exploitable resource by pirates leave them a low priority target. As such Ammann is only raided by pirates every maybe 50 years.

The government is a Council of Elders.

Craigh, 34.6 ly from Sol Irish (Gaelic Speaking)

Craigh is a Gaelic-speaking world settled by Irish refugees, leaving the war between the Free Worlds League and the Steward Confederacy behind with chartered jumpships and dropships.

With only two thousand people and little in the way of technology, the first decades of the settlement was all about making sure that everyone would survive and David O'Malley and his sons were most important people to keep the settlers alive. The settlers lost most of their technology during the first decades and had to rebuild it over the next centuries, while sometimes raided by pirates.

Today the technology level of Craigh is comparable to the 1940s on Earth, With primitive tanks and jet planes for defense against the pirates.

The government is a monarchy.


Farnham's Planet, 41.3 ly from Sol

Farhman's Planet was colonized by several groups of communists from various nations in the late 2350s, trying to get far away from the Terran Hegemony, while trying to build a communist utopia. However, from the beginning the attempt was an unmitigated disaster.

First their dropships and jumpships deserted as soon as most of the settlers had been set down, with most of their settlement supplies. When the various leaders tried to come up with a plan how to deal with the desertion, internal philosophical differences, like those between Marxists, Leninists and even some Maoists, broke out it open fighting, when each group tried to come out on top. Relatively quickly the entire endeavor collapsed into anarchy, with the splintering groups moving to different parts of the single continent and setting up their own places to try and set up their own settlements.

Over time these groups developed into small feudal states, each still influenced by socialist and communist ideas. As such there are some noble (Elder, Laird, Particians) elites governing their feudal proles. These nobles are heavily interested in treating their proles the best they can, while the proles work hard to provide for their noble.

Eventually, some groups managed to consolidate themselves around two nations, the Commune of Engels and the Bogdanov Soviet, who are nominally at peace, but regularly are at war , their leaders (Chairman Dabrov for the Commune and Premier Cheng of the Soviet) blaming each other's nation for the failure of the Utopia. Armies are feudal levies that freely follow their nobles into battle for glory and honor. The only times when the two nations cooperate is during Pirate rais that happen once in fifty years.

The technology level of Farnham's Planet is on an early industrial level, with simple repeating firearms and artillery used during the wars between the nations.

The governments are monarchies with a socialist bend.

Pandemonium, 43.8 ly from Sol

Pandemonium was settled in the early 2350s by English settlers from various cities in the former United Kingdom on Terra. While they did realize Pandemonium was a desert world, they believed that living on that world was better than living under the thumb of the Terran Hegemony. With the realization that the planet could support life through its many oases, rivers and lakes, the settlers broke off into various groups that settled at various places.

During the first decades after settlement their used and sub par technology slowly failed, but they managed to keep themselves alive as they lost contact slowly. Some deserts animals could be tamed and over time some splinter groups broke off from their original settlements and became nomadic, moving from settlement to settlement, developing a caravan based communication and trade system.

Over time the various groups developed tribal structures, with the fixed settlements housing several tribes, some of them semi-permanently.

Eventually some technology was rediscovered and by now telegraph lines span the planet for closer communication and three simple rail lines connecting close oasis.

The technology level of Pandemonium is comparable to the early 1830s, with some off advanced technology surviving.

The government is a Concil of Tribes.

NOTE: The people of Pandemonium all speak heavy Cockney.

Bernstein, 50.1 ly from Sol

Bernstein is a world settled in 2390 by Jewish settlers seeking peace from their original home in Israel, as there were still tensions in the area, even after more than four hundred years.

The first settlement was New Tel Aviv in the shores of a large inland sea, filled with a rich bounty of aquatic life. The settlement developed peacefully, until 2480, when it came to riots of orthodox jews after the government tried to issue laws they saw as intruding into their freedom. These riots quickly became a coup against the existing government, and they instituted a theocratic government instead of the previous democratic government, and broke off any contact with the outside galaxy.

However, much like the various neighboring planets, they eventually came under attack of pirates, forcing the theocratic Council of Rabbis to adapt less orthodox practices and rebuild their armed forces and technology level, which had slipped slowly over the past centuries.

The technology level is comparable to the 1970s, with some advanced technologies.

The government is a theocratic Council of Rabbis.

Santa Alvarez, 36.8 ly from Sol

Santa Alvares is a world settled by settlers directly from various South American areas during the Age of War. Some settlers also came from the Carribian, Central America and Mexico.

However, ten years after the planet was settled, a civil war started, slowly breaking down the internal order and destroying some irreplaceable technology. The original settlements slowly coalesced into three large and about two dozen smaller nations with varied forms of governments. The three big nations are Nuevo Tejas, Gran Bolivar and Hispanola, and they have been in varied stages of cooperations or war over the past centuries. Currently they find themselves in a cold war, as all three have managed to re-develop nuclear weapons around the same time.

So far, their nuclear weapons have been only used once, in an airburst in the upper atmosphere, heavily damaging a pirate dropship, which subsequently impacted in the ocean and sunk into one of its deepest parts.

The world managed to keep itself at a 1960s level of technology, while the governments vary from a liberal democracy for Nuevo Tejas, to a full hereditary dictatorship for Hispanola.

Solidarność, 50.9 ly from Sol

The world known as Solidarność, is a world perhaps the oldest of all worlds within 60 ly of Sol, as it has been colonized by a long range colony mission made up of Polish and Lithuanian settlers during the 22nd century, attempting to get as far away from Tera and the politics and even prosecution. Initially, both the Polish and Lithuanian settlers build their own settlements.

However, insufficient resources due to deficits in the planning from the initial settlement, the settlers had to cannibalize technology to repair other, slowly leading to a slow slide down to early industrial level technology as the settlers attempted to keep their technological knowledge alive. This was needed to fight against a species of semi-intelligent predators that called the world their home and decimated the settlers.

New settlements needed to be defended from these predators and the settlers needed to work together and the leaders of both major settlements, Warsow and Vilnius, began to use history, proclaiming a Polish-Lithuanian Commonwealth would be the only thing that could keep everyone alive. The democratic institutions of both settlements combined into a parliament, the Sejm. Initially the Sejm elected a president, but over the centuries, it became an elected kingship.

The military was strengthened to fight against the predator and occasional pirate raids. Neither of these threads lessened and even today, Commonwealth army forces are needed to drive into the planetary jungle to hunt down nests of the predator. The first pirate raids to hit the planet also introduced the concept of battlemechs to the Commonwealth, with the armed forces developing their own primitive battlemechs over the past two centuries.

The people of Solidarność were able to slowly claw their way back up the technological development tree, and they were able to develop to an early 21st century technology level, complete with space flight and several smaller bases on nearby celestial bodies.

Washington, 54.2 ly from Sol

Washington is also among the oldest settlements within 60ly around Sol, having been settled by Native Americans and Afro Americans during the 22nd century, both groups attempting to leave prosecution and politics of Terra behind. That both groups settled on the same world was mostly chance, but surprisingly they were able to complement each other, leading to a merging of their cultures into a new one, while keeping the 'American spirit' awake and founding a democratic nation based on the US constitution, where the President is elected every six years. Other than many known similar systems in the Inner Sphere, this system has not transformed into an hereditary system, though there are political families that do dominate Congress.

Other than most other worlds in the area, they managed to hold onto some of their advanced technology over the centuries, but are unable and/or willing to produce jumpships, while having several off world settlements throughout their system.

While there are pirate raids every now and again, most pirates decide to take on easier targets, as the Washington military is professionally trained and equipped.
 
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Wish we had this earlier. Can I change the planet targeted for humanitarian work to Hannover?
Everyone can change their votes until the time the vote is closed.
 
Last notification, I will close the poll/vote tomorrow.

Currently, with the changed votes, we have a 2 votes each for Hannover and Farnham's Planet.
 
Turn 4 - Summer 2175/3025 - Results
Very well, Gentlepeople, the voting is over, have the results.

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

Turn 4 - Summer 2175/3025

WCDC Defense Council:


[] Navy Men:
Time: 3 turns, chance of success: 75%
Roll 1 of 3, Roll 1d100: 69 - Success
Roll 2 of 3, Roll 1d100: 1 - Critical Fail (1d100: 96 - It can be recovered from)
Roll 3 of 3, Roll 1d100: 69 - Success
Combined: 46 - Success

While there had been some setbacks concerning the Project, in the end all data had been recovered from various sources, be if offsite backups or the memories of the members of the think tank.

As the final report is typed up, it is taken as a success and a full list of defense installations and space craft is available. The first few simple tactics have been written up, mostly based around using squadrons of FTL capable spacecraft stationed in the L1 points of various planets, as well as cycling at least one squadron of spacecraft through the defense of the so called 'Nadir' and 'Zenith' jump points.

In the climate of wishful thinking the Defense Counsl and the Office for Science and Development began to inquire with Köhler Military Services, whether it would be possible to take a much closer look at the design and construction of these massive machines, hoping to gain a lot more insight into them, hoping to gain more insight.ing.

Reward: Full survey of all space forces available in all major systems, initial tactics to defeat dropships, +5 to engagements against dropships

[] Standartized Equipment (Ground): active
Time: 4 turns, chance of success: 70%
Roll 1 of 4, Roll 1d100: 92 - Success
Roll 2 of 4, Roll 1d100: 37 - Marginal Success
Roll 3 of 4, Roll 1d100: 89 - Success

More data is gathered by the think tank, and they begin to collate the data. Over time, it becomes clear that human weapons are squarely in the average of all weapons used by the Three Systems.

The Aldmoru of 61 Virginis had designed superior kinetic weapons over the past 3000 years since the fall of Cterin and occasional low intensity warfare between the various nations, though most of their weapons were mostly designed for micro and low gravity use.

The Tiaunt comparatively had developed superior laser based weapons, considering their natural leaser weapons.

So far the only weapon systems of human make better than average were artillery and ground-to-ground and ground-to-air missiles.

Any of the ground vehicles of the Tiaunt and humans were broadly comparable in capabilities, with the various designs largely differing with their design goals. The same went broadly for aerospace fighters and bombers, with Tiaunt planes being larger due to the generally larger size of the Tiaunt compared to humans. The Aldmoru however were more effective when it came to low gravity ground vehicles and lack of any aerospace planes as none of their moons has an atmosphere.

All that would be left to do, was to decide what weapons would need to be standardized around.

active for 1 more turn


WCDC Survey Office:


[] Initial Survey 2: - 4 votes active
Time: 2 turns, Chance of success: 75%
Roll 1 of 2, Roll 1d100: 55 - Success

Some time used to collect and then collate the data collected by the first initial survey, there was the additional discovery of two more planets that used to be settled, but are by now uninhabited. However, as there was at the time no obvious settlement, no shuttle had settled down on the planets.

As it was decided the previous scout squadrons had worked well together, they were sent out again, aiming to scout out the remaining third of the volume up to 60 ly distance from Sol. This brought the scouts into contact with the planet of Santa Alvarez, colonized by Latin American settlers.

active for 1 more turn

[] Rimworlds Research: - 3 votes active
Time: 8 turns, Chance of success: 25%
Roll 1 of 8, Roll 1d100: 24 - Fail

Another, much bigger scouting mission was proposed by some people in the Survey Office and to go to the system of Erdvynn, the former provincial capital of the Erdvynn Province of the Rim World Republic, about 111.6 lightyears distant from Earth. During the Fall of the Rimworlds Republic about 250 years ago, it appeared to have fallen after a large scale battle and the proposal noted it might be possible to find some remains in system. Maybe a Jumpship, maybe even a warship.

The scope of this mission was larger than the relatively simple scouting missions however, mostly due to the distances involved. While it would certainly help with learning how to run missions over this distance, especially once there were scouting missions into the nearby star nations, there remained significant misgivings about the planning.

Rather than fully endorse the plans however, the upper management of the Survey Office only tentatively endorsed the plan, beginning to only slowly pull together some logistical support, while any scout squadron that could be used was instead sent out to survey close by systems instead, leaving the missions in a planning stage limbo for the moment.

active for 7 more turns


WCDC Diplomatic Corps:


[] We want to help: - 4 votes active
Time: 3 turns, Chance of success: 65%
Roll 1 of 3, Roll 1d100: 60+5 = 65 - Success

Slowly the first diplomatic missions were prepared to visit Llyn Ogwen, Hannover and Ammann, aiming to gather more information about these three worlds the WCDC had the most contact with, as well as opening some more conventional diplomatic contact.

A few diplomats of all Three Systems have been selected on the credentials and previous work and small squadrons of space craft, some civilian craft with military escorts, to bring the ambassadors to the three worlds and initialize more official contact.

active for 2 more turn


[] Humanitarian Aid: - 4 votes - Hannover (3 votes) active
Time: 3 turns, Chance of success: 50%
Roll 1 of 3, Roll 1d100: 29+5 = 39 - Fail

While the diplomatic mission prepared itself, the Prometheus Foundations did the same, but they started out badly.

As a new NGO, backed by an extremely wealthy ASI, who also happened to be the former god of an entire religion, but had fled from that responsibility on the ground of 'it being tedious repetitive work without any real effectiveness', brought its own problems. While the Prometheus Foundation did manage to buy a pair of spacecraft, both of them medium transports for up to 5000 tonnes, it turned out that one of them was run down and all its systems needed a massive overhaul before it could even be used, making it stuck in dock for at least six months.

Additionally, new applicants for the organizations needed to be screened to keep out members of the Church of the Universal Algorithm, the former religion of Adam Prometheus, trying to get closer to their god and likely to thoughtlessly follow his suggestions, while Adam was much more interested in people who would creatively deal with any problem.

There were also problems with the three Planetary Settlement Kits the Foundation had managed to build on the open source plans available, as hard and software did not work as expected, necessitating long hours of bug fixing and repairs.

It was not a lucky beginning for the work of the Prometheus Foundation.

active for 2 more turn

WCDC Trade Organization:


[] Agile Economy: - 4 votes active
Time: 2 turns, Chance of success: 60%
Roll 1 of 2, Roll 1d100: 68-10 = 78 - Success

The fears of being swamped by potentially cheaper good from outside of the Walker Cluster and the Successor States remaining, the WCDC Trade Organization began to plan for the countless companies and corporations of the Three Systems to improve their own organizations to react faster to the potential new goods that would come in from the Inner Sphere and develop comparable and perhaps even superior good on a short notice.

As such incentives were given out to begin strengthening the various R&D departments of these companies. Time would tell how well these incentives would be taken up by the companies to make the economy more agile in its reactions to external 'threats'.

active for 1 more turn

[] Diversifying Economy: - 4 votes active
Time: 2 turns, Chance of success: 60%
Roll 1 of 2, Roll 1d100: 46-10 = 56 - Success

While the economy saw itself under threat from the Successor States, many economists in the Trade Organization also saw new markets for good from the Three Systems appear, as more and more settled systems were discovered by the Survey Office. Most of these planets were behind in their technological development however and going the history of the species of the Walker Cluster, swamping these markets with comparably massively advanced goods might lead to the destruction and failure of these new markets.

So the economists within the Trade Organization began to plan for giving out more incentives for companies to develop less advanced good of various forms that could be sold in these new markets for a good profit.

active for 1 more turn


WCDC Office for Science and Development:[/I][/B]

[] Kearney-Fuchida Fusion Thruster - 4 votes active
Time: 4 turns, Chance of success: 65%
Roll 1 of 4, Roll 1d100: 37 - Marginal Success

Following the almost disaster of getting Dosctor Sandoval to talk about Kearney-Fuchida theory to the scientists at CERN, trying to digest the theory itself proved to be something of a challenge to any of the scientific centers of the Three Systems. Documentation was understandably scarce and the video documentation was only partially useful, especially for the non-human scientists that needed to work out human idioms and saying before they could make out any useful information at all.

Given the origin of the theory itself in fusion research, it was decided in the Office for Science and Development, that it would only be natural to begin working from the fusion angle of the theory, as likely the most easily understandable and grants were given out to various researches in the area to begin working on the theory to that angle, but the research itself proved to be problematic in itself.

Though most researchers were looking forward to the challenge. And some noted it might be possible to use that work to develop a Kearney-Fuchida Fusion Thruster system to replace conventional fusion thrusters.

active for 3 more turns

[] Big Stompy Robots: - 3 votes active
Time: 3 turns, Chance of success: 70%
Roll 1 of 3, Roll 1d100: 31 - Marginal Success

With Köhler Military Services under contract with the United Nations for one year now and more than enough footage about the Battlemechs of the mercenary company available on the Internet, many people began to look wistfully at the large war machines. Would it not be cool or awesome if the WCDC had some of them of their own?

In the climate of wishful thinking the Defense Counsl and the Office for Science and Development began to inquire with Köhler Military Services, whether it would be possible to take a much closer look at the design and construction of these massive machines, hoping to gain a lot more insight into them, hoping to gain more insight.

The chief engineer, Doctor Sandoval, however was not looking forward to having 'Earth science monkeys' all over her Battlemechs, no doubt feeling significant lingering resentment, considering her treatment at CERN and the comments of one Dick Feynman to have been below anything she had ever experienced before in the scientific community of the Inner Shpere, even though she had only been in it for a short while.

It needed significant intervention by Stephan Köhler and his second in command Martina Jäger, to get Doctor Sandoval to grudgingly allow Earth technicians and scientists to have a closer look at her precious Battlemechs.

active for 2 more turns

Random Event:[\i][\b]

Nothing of note happens.
 
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Turn 5 - Autumn 2175/3025
Turn 5 - Autumn 2175/3025

WCDC Defense Council:

(1 action)

[] Army Men:
With the limited intelligence available, the Defense Council must make a decision whether to concentrate on the ground and aerospace forces or the space forces when it comes for the main defensive line. The policies outside of the local cluster are mainly ground and aerospace forces, but their spacecraft are a lot faster than any of the spacecraft available to the nations of the WCDC. So for the time being the best choice for a successful defense is to survey the ground forces and develop tactics and strategies to defend the local cluster on the ground.
Time: 3 turns, chance of success: 75%, Reward: Full survey of all ground forces available on all major worlds, initial tactics to defeat BattleMechs, +5 to engagements against BattleMechs

[] Standartized Equipment (Ground): active (1 turns)
Taking a book from the old NATO in the 20th and 21st centuries on Earth, some people within the Defense Council begin to think it is the nations of the WCDC begin the development of standardized equipment as early as possible, so that any defense against pirate raids or the polities of the Inner Sphere can be improved. As the Inner Sphere seems to employ largely ground forces to combat each other, it is only natural that the ground forced need standardized equipment.
Time: 4 turns, chance of success: 70%, Reward: Initial Designs for standardized ground force equipment, weapons and weapon delivery platforms, +5 to ground weapon development

[] Standartized Equipment (Space):
Taking a book from the old NATO in the 20th and 21st centuries on Earth, some people within the Defense Council begin to think it is the nations of the WCDC begin the development of standardized equipment as early as possible, so that any defense against pirate raids or the polities of the Inner Sphere can be improved. As the Inner Sphere seems to employ largely ground forces to combat each other, it is only natural that these ground forced need to be intercepted and defeated in space and easier with standardized equipment.
Time: 4 turns, chance of success: 70%, Reward: Initial Designs for standardized space force equipment, weapons and weapon delivery platforms, +5 to developments of space weapons

[] Jump Point Defense:
After the initial survey of the space forces, the think tank made the recommendation to develop a form of static jump point defense and deploy them to the zenith and nadir jump points. It might be a good idea to talk to several contractors to begin the development of such stations. Perhaps it might even be possible to develop a design that can be carried through FTL and deployed as a local jump point defense outside the Walker Cluster.
Time: 3 turns, chance of success: 70%, Reward: Basic design of a static Jump Point defense system, 35% chance of the design being FTL mobile


WCDC Survey Office:

(0 actions)

[] Initial Survey 2: active (1 turn)
The beginning of the Initial Survey has found 4 habitated systems, and uncovered two-thirds of the space outside of the Walker Cluster, so it is only logical to survey the rest.
Time: 2 turns, Chance of success: 75% Reward: All systems outside of the Walker Cluster surveyed (up to 60ly), followup action allows surveying of the space out to 90ly

[]Further Survey:
Following the Initial Survey, more information should be gathered further outside of the Walker Cluster and the already known space.
Time: 4 turns, Chance of success: 65%, Reward: (10+2d20) systems from 60 to 90 ly discovered, followup action allows surveying the remaining space

[] Deep Signal Intelligence:
With the information provided by the mercenaries of Köhler Military Services it is possible to begin some long range intelligence gathering missions. Initial targets of these missions would be the Lothian League and the Illyrian Palatinate.
Time: 4 turns, Chance of success: 70%, Reward: Simple signal intelligence network that needs to be regularly visited to collect the intelligence

[] Rimworlds Research: active (7 turns)
From the information already gathered, there appears a now defunct polity to the core-spinwards of the position of the Walker Cluster, the Rimworlds Republic. It has apparently been destroyed in the massive war that destroyed the Star League, following a coup. Considering the massive use of warships and ground forces in the area, it might be possible to find one or two battlefields and potentially recover technology from any dropship or warship wreck.
Time: 8 turns, Chance of success: 25%, Reward: Discovery of an old Battlefield, 1d6 jump ships and 1d4 derelict warships, 30% chance of one recoverable jump ship, 15% chance of one recoverable warship


WCDC Diplomatic Corps:

(0 actions)

[] We want to help: active (2 turns)
Three systems outside of the local cluster have been discovered to be the home of humans. Every one of them remembers a bit of their past and it would be a good idea to offer them help and in the least open diplomatic relations with them.
Time: 3 turns, Chance of success: 65%, Reward: diplomatic relations with three human systems, new Trade option available

[] We need new members:
There are 14 nations in the Three Systems that have declined to become members of the WCDC. The Three Systems can't effort to have some nations working on cross purposes and endanger the entire rest of the Walker Cluster. So there is a need to get them aboard and into the WCDC.
Time: 2 turns, Chance of success: 20%, Reward: 1d6 nations of the 14 nations that declined WCDC membership initially, become WCDC members

[] Humanitarian Aid: active (2 turn)
With the formation of the Prometheus Foundation, it would be a shame not to make use of it. As such, it might be useful 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


WCDC Trade Organization:

(0 actions)

[] Agile Economy: active (1 turn)
With the knowledge about the sheer size of the policies outside of the local cluster, some of which count several hundred systems, immediate action is needed. When they get contact they could well flood the markets of the local cluster with cheap goods made in hundreds of systems. So the WCDC needs to prepare for that inevitable moment and make the economy more agile and able to react to new opportunities quickly, be it new technologies or new production techniques that make non-Fabricator production more effective.
Time: 2 turns, Chance of success: 60%, Reward: +10 on external trade actions, +5 on adaption of new products

[] Diversifying Economy: active (1 turn)
With more and more known worlds habited by humans outside of the Walker Cluster, it might be a good idea to give incentives to set up factories and corporations to produce lower tier technologies that can be exported to any of these worlds. This would give the economy some experience with external trade and potentially allow more diplomatic success with the worlds surrounding the Walker Cluster.
Time: 2 turns, Chance of success: 60%, Reward: +5 on external trade actions, +5 on diplomatic actions on nearby worlds


WCDC Office for Science and Development:

(0 actions)

[] Kearney-Fuchida Fusion Thruster active (3 turns)
One of the first things revealed by KF theory, was the potential to massively improve existing fusion drive systems. Considering that current combat space craft face a large disadvantage compared to drop ships, it would certainly a boon to space flight if it was possible to reduce that disadvantage. It would also make interplanetary travel faster and surprisingly enough reduce fuel consumption noticeably.
Time: 4 turns, Chance of success: 65%, Reward: Inner Sphere equivalent drive systems, new economy action for designing and building these drive systems

[] Great Unifying n-Dimensional Theroy
One thing that has come out of Doctor Sandoval's talks is Kearny-Fuchida theory has a few similarities with Heim-Feynman theory. Now, there are some within the Scientific community that believe it should be possible to integrate both theories into a single theory. A theory that can only lead to new knowledge and scientific advancement.
Time: 8 turns, Chance of success: 50%, Reward: Great Unifying n-Dimensional Theroy, new research action

[] Big Stompy Robots: active (2 turn)
With the contact to the wider galaxy in general and the mercenaries in particular, it became clear they have developed a new form of weapons platform not used by any of the nations of the local cluster. So it is only natural that they should be asked to show us those weapon platforms and allow us to make detailed studies of their weapons effects and their protection. Who knows, maybe the friends of big stompy robots will have their wet dreams come true afterwards?
Time: 3 turns, Chance of success: 70%, Reward: +10 on research of Inner Shpere weapons, +5 on military ground actions to better knowledge of Inner Sphere capabilities[/I]

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

As it is, there is only one action avaiable in the Defense Council.
 
WCDC Space Forces, Summer 2175/2025
Code:
WCDC Space Forces:

Planetary Defenses:


Sol:
    50+ Ground Based defense Installations
        armed with various ground to orbit missiles with various warheads
    10 Planetary Defense Stations
        Primarily armed with Class III and IV missiles (Cabasa and Scattershot Warheads)
    243 Planetary Defense Satellites
        Armed with Class II, III and IV missiles (Cabasa and Scattershot Warheads)
        Dual Laser Core Systems
        Heavy Mass Drivers
Beta Hydri:
    50+ Ground Based defense Installations
        armed with various ground to orbit missiles with various warheads
    15 Planetary Defense Stations
        Armed with Nuclear tipped missiles (comparable to Class III and IV)
        Heavy UV Laser Batteries
    150+ Planetary Defense Sattelites
        Armed with Nuclear tipped missiles (comparable to Class II, III and IV)
        Heavy UV Laser Batteries
61 Virginis:
    50+ Ground Based defense Installations
        armed with various ground to orbit missiles with various warheads
    25 Planetary Defense Stations
        Armed with Nuclear tipped missiles (comparable to Class III and IV)
        Heavy Mass Drivers
    150+ Planetary Defense Sattelites
        Armed with Nuclear tipped missiles (comparable to Class II, III and IV)
        Heavy Mass Drivers
    Cterin:
        Citadel of Petan
            armed with heavy nuclear tipped missiles (comparable to Class VI+)
            super heavy Mass Drivers
        Unknown number of planetary defense sattelites
    

Mobile Defenses:

1 squadron = 20 spacecraft
squadrons may be mixed

Sol:
    50 Squadrons of Combat Space Craft (non FTL)
        75 Bombardment type space craft (Battleship equivalent)
        50 Partrol type spacecraft (Battle Cruiser equivalent)
        350 Guard type space craft (Cruiser equivalent)
        525 Escort type space craft (Frigate/Destroyer equivalent)
    25 Squadrons of FTL capable Combat Space Craft
        25 Bombardment type space craft (Battleship equivalent)
        50 Partrol type spacecraft (Battle Cruiser equivalent)
        140 Guard type space craft (Cruiser equivalent)
        285 Escort type space craft (Frigate/Destroyer equivalent)
Beta Hydri:
    40 Squadrons of Combat Space Craft (non FTL)
        55 Bombardment type space craft equivalent
        45 Partrol type spacecraft equivalent
        289 Guard type space craft equivalent
        411 Escort type space craft equivalent
    20 Squadrons of FTL capable Combat Space Craft
        12 Bombardment type space craft equivalent
        38 Partrol type spacecraft equivalent
        125 Guard type space craft equivalent
        225 Escort type space craft equivalent
61 Virginis:
    60 Squadrons of Combat Space Craft (non FTL)
        125 Bombardment type space craft equivalent
        125 Partrol type spacecraft equivalent
        475 Guard type space craft equivalent
        475 Escort type space craft equivalent
    30 Squadrons of FTL capable Combat Space Craft
        35 Bombardment type space craft equivalent
        65 Partrol type spacecraft equivalent
        175 Guard type space craft equivalent
        325 Escort type space craft equivalent
    Cterin:
        Petan, ASI controlled Heavy Battleship equivalent
        25 Diciples, ALI controlled Battle Cruiser equivalent
        24 Faithful, Cruiser equivalent space craft controlled by Aldmoru worshiping Petan
 
[X] Jump Point Defense:
After the initial survey of the space forces, the think tank made the recommendation to develop a form of static jump point defense and deploy them to the zenith and nadir jump points. It might be a good idea to talk to several contractors to begin the development of such stations. Perhaps it might even be possible to develop a design that can be carried through FTL and deployed as a local jump point defense outside the Walker Cluster.
Time: 3 turns, chance of success: 70%, Reward: Basic design of a static Jump Point defense system, 35% chance of the design being FTL mobile
 
[X] Jump Point Defense:
After the initial survey of the space forces, the think tank made the recommendation to develop a form of static jump point defense and deploy them to the zenith and nadir jump points. It might be a good idea to talk to several contractors to begin the development of such stations. Perhaps it might even be possible to develop a design that can be carried through FTL and deployed as a local jump point defense outside the Walker Cluster.
Time: 3 turns, chance of success: 70%, Reward: Basic design of a static Jump Point defense system, 35% chance of the design being FTL mobile

Yea we gotta have the beginnings of something in case of some dumbass stambling upon us. I hope we will get an option later for some sort of mobile computer assisted pirate point defense as well.
 
[X] Jump Point Defense:
After the initial survey of the space forces, the think tank made the recommendation to develop a form of static jump point defense and deploy them to the zenith and nadir jump points. It might be a good idea to talk to several contractors to begin the development of such stations. Perhaps it might even be possible to develop a design that can be carried through FTL and deployed as a local jump point defense outside the Walker Cluster.
Time: 3 turns, chance of success: 70%, Reward: Basic design of a static Jump Point defense system, 35% chance of the design being FTL mobile

While defense doesn't win battles it does make battles a lot harder to lose.
 
Turn 5 - Autumn 2175/3025 - Results
Turn 5 - Autumn 2175/3025

WCDC Defense Council:

[] Jump Point Defense: - 4 votes
Time: 3 turns, chance of success: 70%
Roll 1 of 3, Roll 1d100: 8 - Failure

As the initial studies to shore up the defenses of the Three Worlds was largely dependent on the development of strategies to defend a systems Nadir and Zenith jump points, it was only logical for the military that they should go and go to their contractors and begin an official Request for Designs.

The Defense Council did still have teething problems however and miscommunication as well as insufficient bureaucracy within the new organization (rather than too much of it) delayed the Request for Designs from being given out. And by the time the RFDs were sent out, the deadline for the designs was just six months away...

[] Standartized Equipment (Ground): active
Time: 4 turns, chance of success: 70%
Roll 1 of 4, Roll 1d100: 92 - Success
Roll 2 of 4, Roll 1d100: 37 - Marginal Success
Roll 3 of 4, Roll 1d100: 89 - Success
Roll 4 of 4, Roll 1d100: 82 - Success
Combined: 75 - Success

The remaining time of the look into standardized ground equipment was needed to write up the report for the Defense Council, as well as making a few recommendations.

For kinetic assault rifles, the Think Tank recommended using the Quetzal 5.4 mm sabot coil gun ammunition, making use of copper drive rings integrated into a 5.4 mm self forging tungsten penetrator dart in a polymer sabot, with muzzle velocities of up to 3430 m/s, capable of penetrating Type V personal protective armor over a distance of 1.5 km, and 20 mm of rolled homogeneous armor over a distance of 750 m. Against soft targets, hydrostatic shock would have devastating effects.

While a Tiaunt laser rifle was recommended, it would be less effective against hardened targets, but more successfully deployed in specialist applications against soft targets and sensory equipment.

Artillery was recommended to make use of either human 155 mm or 205 mm calibers with its various sub munitions, from conventional explosives, over armor penetrating to terminal guided ammunitions. Similar was true for the various missile systems developed by various human nations, from 75 mm guided short range missiles to large long ranged theater artillery missiles.

For tanks, no fixed design was recommended, rather noting these vehicles should be developed based on the final role. Here, both laser and 135 mm mass drivers have been recommended as weapons.

In the end, suggestions were made to compare Inner Sphere armor to the present composite armor employed by the Three Systems. Potentially reactive armor would be useful against weapons employed by Battlemechs.

Reward: Initial Designs for standardized ground force equipment, weapons and weapon delivery platforms, +5 to ground weapon development


WCDC Survey Office:

[] Initial Survey 2: active
Time: 2 turns, Chance of success: 75%
Roll 1 of 2, Roll 1d100: 55 - Success
Roll 2 of 2, Roll 1d100: 53 - Success
Combined: 54 - Success

The time of the remaining survey of the space up to 60 lighyears around Sol and the Walker Cluster was successful and the twenty squadrons of survey craft returned to their previous posts. With their return, the number of habitated worlds around the Walker Cluster increased by three.

Santa Alvarez, with a Latin American population, Washington, a world with a population of Native and African American Settlers from the Pacific Northwest of the United States, and Solidarność with somehow is the home of a Polish-Lithuanian Commonwealth.

To these planets, two more worlds were found to have been previously settled, but there were no people around when the shuttles landed and there was no time to look further into the abandoned settlements.

Reward: All systems outside of the Walker Cluster surveyed (up to 60ly), followup action allows surveying of the space out to 90ly

lfHVSRR.png

[] Rimworlds Research: active
Time: 8 turns, Chance of success: 25%
Roll 1 of 8, Roll 1d100: 24 - Fail
Roll 2 of 8, Roll 1d100: 65 - Marginal Fail/Almost Success

While the plans for the Forwards Research Mission to Erdvynn continued to be made, but as before, the higher ups on the Survey Office did not think that the mission would be of any use for the moment.

There was some hope for the mission to get off the ground as there was a vote in the Survey Offices Control Council, but the Mission to Erdvynn lost by 4 to 7 votes.

active for 6 more turns


WCDC Diplomatic Corps:

[] We want to help: active
Time: 3 turns, Chance of success: 65%
Roll 1 of 3, Roll 1d100: 60+5 = 65 - Success
Roll 2 of 3, Roll 1d100: 75+5 = 80 - Success

Initial talks successfully begin on the planets of Llyn Ogwen, Hannover and Ammann.

While the Amish of Ammann are skeptical about their contact with the WCDC and fear it would bring in influences that might destabilize their world, they do note they would be grateful concerning help against any pirate raid. They were also informed the discovery of their world by the WCDC made it likely that Amish from Earth would like to immigrate to their world, something they were surprised by, but would welcome any new immigrants.

On Llyn Ogwen the contact went more geared into the direction of helping the population with their limited arable land, with farmers interested in any crops, bio-engineered or not, as well as fertilizer. When asked about that, one diplomat notes it might be possible to set up a plant for modern fertilizer, which was surprising for the Llyn Ogwen representatives, who noted it was unusual for a more advanced world to import production plants onto a lesser advanced one. There was of course also the problem of pirates to consider.

Hannover finally welcomed the diplomats with open arms, with Kaiser Hiroshi von Hohenzollern himself giving a party to welcome them himself, as well as taking part in the talks along with the Bundestag. Talk largely feature support with technology that would help supply the industrial complexes that stabilize the planets' ecosphere, while simultaneously going into more direct help improve the planets' industry itself. Pirates are less of a problem to the Hannoverians, though there has been at least one raid targeting one of the industrial complexes, heavily damaging it and abducting many technicians.

active for 1 more turn


[] Humanitarian Aid: Hannover (3 votes) active
Time: 3 turns, Chance of success: 50%
Roll 1 of 3, Roll 1d100: 29+5 = 34 - Fail
Roll 2 of 3, Roll 1d100: 77+5 = 82 - Success

Compared to the beginning, the Prometheus Foundation was finally able to get their problems squared away, the refit of their second transport craft complete. Some logistics support was given by the WCDC, before the two transports and two passenger craft were finally on the way to Hannover.

The arrival of the four space craft was taken with some trepidation by the diplomatic mission already on the planet, but after being informed about the mission itself, Kaiser Hiroshi von Hohenzollern giving his support to the Foundation. Allowed landing at a military airfield near Döhren, the capital of Hannover, the Foundation landed two large single use 5000 tonne cargo pods, containing not just one, but two Open Source Planetary Settlement Kits, containing all systems needed to set up a settlement on a 'virgin planet'. Additionally, some technicians were provided to support the local industrialists to make use of them.

To top it off, the Foundation would support a set of one thousand students with stipends in universities and other technical campuses on Earth. It was made clear any other planet would be getting the same help from the Foundation.

active for 1 more turn

WCDC Trade Organization:

[] Agile Economy: - 4 votes active
Time: 2 turns, Chance of success: 60%
Roll 1 of 2, Roll 1d100: 68+10 = 78 - Success
Roll 2 of 2, Roll 1d100: 12+10 = 24 - Fail
Combined: 51 - Success

The attempt to make the economy of the Three Systems more agile and help the various companies to adapt to any external commercial threat from the Inner Sphere was taken up by the companies with almost insufficient enthusiasm.

While many of the companies had asked for some support from the WCDC in monetary incentives, initially most instead used them to invest into anything but their R&D departments. Especially Chinese companies were adept in this, receiving most of the Trade Organizations ire.

It took the heavy hand of the Trade Organization to inform the various companies that taken up the support, that the contracts contained various sanctions against any corporation that would not follow the contract to the latter.

So with a measure of grumbling, the companies were made to see sense and adapt their organizations to be more agile.

Reward: +10 on external trade actions, +5 on adaption of new products

[] Diversifying Economy: - 4 votes active
Time: 2 turns, Chance of success: 60%
Roll 1 of 2, Roll 1d100: 46 - Marginal Success
Roll 2 of 2, Roll 1d100: 85 - Success
Combined: 65 - Success

Other than the incentives to make the economy more agile, the encouragements for companies to diversify their offerings to the less developed planets surrounding the Walker Cluster, were taken up much more enthusiastic. Cynics would of course note this was largely due to the greater potential to make more money from those new markets on the newly discovered planets.

In the end, many corporations began to produce the first items meant for the new markets, even though most were mostly old technology, slightly refurbished, needing less development than entirely new designs.

Reward: +5 on external trade actions with Llyn Ogwen, Hannover and Ammann, +5 on diplomatic actions on Llyn Ogwen, Hannover and Ammann


WCDC Office for Science and Development:

[] Kearney-Fuchida Fusion Thruster active
Time: 4 turns, Chance of success: 65%
Roll 1 of 4, Roll 1d100: 37 - Marginal Success
Roll 2 of 4, Roll 1d100: 69 - Success

The challenge of Kearney-Fuchida Fusion Theory was taken up willingly by the various scientific institutions of the Walker Cluster. Insufficient fast communication between the various teams on different systems was making cooperation harder however, making most of the scientists wish for a viable FTL communication system, like the Hyper Pulse Generator used in the Inner Sphere.

Still, the theory slowly was worked on and the various teams did manage to set up some communication links through the courier craft currently linking the Three Systems.

active for 2 more turns

[] Big Stompy Robots: active (1 turns)
Time: 3 turns, Chance of success: 70%
Roll 1 of 3, Roll 1d100: 31 - Marginal Success
Roll 2 of 3, Roll 1d100: 51 - Success

While Doctor Sandoval of Köhler Military Services still gave air to her grievances concerning her perceived treatment at CERN, work on inspecting the various systems and designs of the Battlemechs were coming along nicely. Eventually it was possible to get the Chief Engineer to shut up, after telling her that this was helping out KMS as well, as it might allow various Earth companies to supply KMS with replacement part, maybe even upgrades.

Additionally, some observers were present during some training maneuvers of the Battlemech pilots, allowing the technicians to get a feel for the capabilities of the Battlemechs themselves.

active for 1 more turn


Random Event:

Roll 1d100: 68 - Political scandal at newly discovered World with Survey Squadron present - Planet: Washington

New Portland Daily Telegraph said:
Senator Aliston Oronhiatékha Arrested for Murder amidst WCDC Contact

Today, Iroquois Senator Alliston Oronhiatékha (WIG) had been arrested by the New Portland Police, after FOI investigations have linked her to the Bearfoot Blood Cult. From the evidence collected Oronhiatékha is alleged to have taken part in at least ten of the Cults murders (blood offerings) and in three cases is alleged to have been the killer.

...

This comes with bad timing, as Senator Oronhiatékha has been part of the delegation dealing with the arrivals from the 'Walker Cluster Defense Committee'. This might present our world as being primitive to the newcomers.

...

It is expected the President and the State Department will work harder with the WCDC following this revelation.

Chance of the Washington State Department working on better relations following the scandal: 50%

Roll 1d100: 3 - Failure

New Portland Daily Telegraph said:
Walker Cluster Delegates Leave Amidst Bearfoot Blood Cult Scandal

Today, the representatives of the Walker Cluster Defense Committee have left New Portland aboard their shuttle craft and even now their starships are on the way out ouf our system.

This presents a failure of President Williams, after the revalation that former Senator Oronhiatékha is alledged to be a member of the Bearfoot Blood Cult.

...

It is hoped that future contact with the WCDC will be able to alleviate the views the representatives might have of our world.

Result: -5 in diplomatic actions with Washington

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

I've also updated the various Informational Pages with Known Worlds
 
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Turn 6 - Winter 2175/3025
Turn 6 - Winter 2175/3025

WCDC Defense Council:

(1 action)

[] Army Men:
With the limited intelligence available, the Defense Council must make a decision whether to concentrate on the ground and aerospace forces or the space forces when it comes for the main defensive line. The policies outside of the local cluster are mainly ground and aerospace forces, but their spacecraft are a lot faster than any of the spacecraft available to the nations of the WCDC. So for the time being the best choice for a successful defense is to survey the ground forces and develop tactics and strategies to defend the local cluster on the ground.
Time: 3 turns, Chance of success: 75%, Reward: Full survey of all ground forces available on all major worlds, initial tactics to defeat BattleMechs, +5 to engagements against BattleMechs

[] Standartized Equipment (Space):
Taking a book from the old NATO in the 20th and 21st centuries on Earth, some people within the Defense Council begin to think it is the nations of the WCDC begin the development of standardized equipment as early as possible, so that any defense against pirate raids or the polities of the Inner Sphere can be improved. As the Inner Sphere seems to employ largely ground forces to combat each other, it is only natural that these ground forced need to be intercepted and defeated in space and easier with standardized equipment.
Time: 4 turns, Chance of success: 70%, Reward: Initial Designs for standardized space force equipment, weapons and weapon delivery platforms, +5 to developments of space weapons

[] Jump Point Defense: active (2 turns)
After the initial survey of the space forces, the think tank made the recommendation to develop a form of static jump point defense and deploy them to the zenith and nadir jump points. It might be a good idea to talk to several contractors to begin the development of such stations. Perhaps it might even be possible to develop a design that can be carried through FTL and deployed as a local jump point defense outside the Walker Cluster.
Time: 3 turns, Chance of success: 70%, Reward: Basic design of a static Jump Point defense system, 35% chance of the design being FTL mobile

[] Future Space Combat Craft:
With the Kearney-Fuchida Fusion Thruster in development, the future of space combat is about to change, as soon as the first prototypes are in development. So it only makes sense if the Defense Councils Think Tanks begin to think about future space combat craft and their roles. How will the use of Escort, Guard and Bombardment craft change with the much more powerful thrusters ad multi gravity accelerations? How will weapons systems need to change to be equipped for the new combat environment?
Time: 4 turns, Chance of success: 60%, Reward: Basic initial designs for light combat spacecraft, new economic action once Kearney-Fuchida Fusion Thruster are availabl for production


WCDC Survey Office:

(1 actions)

[]Further Survey:
Following the Initial Survey, more information should be gathered further outside of the Walker Cluster and the already known space.
Time: 4 turns, Chance of success: 65%, Reward: (10+2d20) systems from 60 to 90 ly discovered, followup action allows surveying the remaining space

[] Deep Signal Intelligence:
With the information provided by the mercenaries of Köhler Military Services it is possible to begin some long range intelligence gathering missions. Initial targets of these missions would be the Lothian League and the Illyrian Palatinate.
Time: 4 turns, Chance of success: 70%, Reward: Simple signal intelligence network that needs to be regularly visited to collect the intelligence

[] Rimworlds Research: active (6 turns)
From the information already gathered, there appears a now defunct polity to the core-spinwards of the position of the Walker Cluster, the Rimworlds Republic. It has apparently been destroyed in the massive war that destroyed the Star League, following a coup. Considering the massive use of warships and ground forces in the area, it might be possible to find one or two battlefields and potentially recover technology from any dropship or warship wreck.
Time: 8 turns, Chance of success: 25%, Reward: Discovery of an old Battlefield, 1d6 jump ships and 1d4 derelict warships, 30% chance of one recoverable jump ship, 15% chance of one recoverable warship

[] Abandoned Settlements:
The initial Survey has discovered several previously habitated worlds where the initial settlers seem to have died out of left for greener pastures. Maybe it would be a good idea to take a closer look at these worlds and look for anything the old habitants might have left behind. Maybe it would also be possible to resettle these worlds, if the ecology allows it.
Time: 3 turns, Chance of Success: 60%, Reward: Discovery of 1d10 useful artifacts, 1d4 of these worlds can be resettled

[] Permanent Survey Squadrons:
Following more than a year of cooperation between the various nations and their space forces to survey the large volume of space around the Walker Cluster, someone within the Survey Office suggested that it might be a good idea if they could request these space craft and squadrons to be semi permanently attached to the Survey Office. Such a move would further cooperation between the nations as well as allowing the crews to do what they apparently did best, Survey and gather intelligence.
Time: 2 turns, Chance of Success: 60%, Reward: 20 squadrons removed from military and attached to the Survey Office, +10 to survey and intelligence actions


WCDC Diplomatic Corps:

(0 actions)

[] We want to help: active (1 turns)
Three systems outside of the local cluster have been discovered to be the home of humans. Every one of them remembers a bit of their past and it would be a good idea to offer them help and in the least open diplomatic relations with them.
Time: 3 turns, Chance of success: 65%, Reward: diplomatic relations with three human systems, new Trade option available

[] We want to help II:
Seven more systems outside of the local cluster have been discovered to be the home of humans. Every one of them remembers a bit of their past and it would be a good idea to offer them help and in the least open diplomatic relations with them.
Time: 3 turns, Chance of success: 60%, Reward: diplomatic relations with seven more human systems, new Trade option available

[] We need new members:
There are 14 nations in the Three Systems that have declined to become members of the WCDC. The Three Systems can't effort to have some nations working on cross purposes and endanger the entire rest of the Walker Cluster. So there is a need to get them aboard and into the WCDC.
Time: 2 turns, Chance of success: 20%, Reward: 1d6 nations of the 14 nations that declined WCDC membership initially, become WCDC members

[] Humanitarian Aid: active (1 turn)
With the formation of the Prometheus Foundation, it would be a shame not to make use of it. As such, it might be useful 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


WCDC Trade Organization:

(2 actions)

[] Economic Ties:
One of the biggest problems that would be faced by the Three Systems of the WCDC at the moment would be that internal trade was not all that much up to what people were expecting concerning the healthy economy. Instead the Three Systems were islands of their own when it came to internal trade. There would be a need to set up incentived for the economies of the Three Systems to mesh into each other stronger than before.
Time: 3 turns, Chance of success: 60%, Reward: +10 on internal trade actions, official WCDC merchant marine

[] Scientific-Industrial Complex:
The industry always profited by the developments of the scientific community and in these trying times of massive change brought by the mere idea of the Inner Sphere and the Successor States this was only going to increase. So it would only be logical and prident of ther ties between the scientific community and industry was stengthened. Not only in the Three Systems internally, but going as far ans integrating the scientific and industrial communities of the entirety of the Three Systems.
Time: 3 turns, Chance of success: 70%, Reward: +10 on trade actions initiated by the scientific community

[] Military-Industrial Complex:
The industry always profited by working closely with the military and in these trying times of massive change brought by the mere idea of the Inner Sphere and the Successor States this was only going to increase. So it would only be logical and prident of ther ties between the military and industry was stengthened. Not only in the Three Systems internally, but going as far ans integrating the military and industry of the entirety of the Three Systems.
Time: 3 turns, Chance of success: 70%, Reward: +10 on trade actions initiated by the military

[] Standartized Ground Weapon Systems
Following the work by the Defense Council on cataloging the military weapons of all nations that were part of the WCDC, they were able to come up with some recommendations concerning the development of new standartized equioment. Giving it out to the various contractors building these weapon systems, it was going to be time to begin trials to select these weapons.
Time: 4 turns, chance of success: 60%, Reward: Standartized Weapon systems for ground combat, +5 to ground combat


WCDC Office for Science and Development:

(0 actions)

[] Kearney-Fuchida Fusion Thruster active (2 turns)
One of the first things revealed by KF theory, was the potential to massively improve existing fusion drive systems. Considering that current combat space craft face a large disadvantage compared to drop ships, it would certainly a boon to space flight if it was possible to reduce that disadvantage. It would also make interplanetary travel faster and surprisingly enough reduce fuel consumption noticeably.
Time: 4 turns, Chance of success: 65%, Reward: Inner Sphere equivalent drive systems, new economy action for designing and building these drive systems

[] Great Unifying n-Dimensional Theroy
One thing that has come out of Doctor Sandoval's talks is Kearny-Fuchida theory has a few similarities with Heim-Feynman theory. Now, there are some within the Scientific community that believe it should be possible to integrate both theories into a single theory. A theory that can only lead to new knowledge and scientific advancement.
Time: 8 turns, Chance of success: 50%, Reward: Great Unifying n-Dimensional Theroy, new research action

[] Big Stompy Robots: active (1 turn)
With the contact to the wider galaxy in general and the mercenaries in particular, it became clear they have developed a new form of weapons platform not used by any of the nations of the local cluster. So it is only natural that they should be asked to show us those weapon platforms and allow us to make detailed studies of their weapons effects and their protection. Who knows, maybe the friends of big stompy robots will have their wet dreams come true afterwards?
Time: 3 turns, Chance of success: 70%, Reward: +10 on research of Inner Sphere weapons, +5 on military ground actions to better knowledge of Inner Sphere capabilities[/I]

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

The voting is going to end on Wednesday, November 6, in the afternoon UTC.
 
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WCDC Defense Council:

[X] Army Men:
With the limited intelligence available, the Defense Council must make a decision whether to concentrate on the ground and aerospace forces or the space forces when it comes for the main defensive line. The policies outside of the local cluster are mainly ground and aerospace forces, but their spacecraft are a lot faster than any of the spacecraft available to the nations of the WCDC. So for the time being the best choice for a successful defense is to survey the ground forces and develop tactics and strategies to defend the local cluster on the ground.
Time: 3 turns, Chance of success: 75%, Reward: Full survey of all ground forces available on all major worlds, initial tactics to defeat BattleMechs, +5 to engagements against BattleMechs

Did we seriously set out to standardize equipment without knowing the full number of potential troops at hand? Madness.

WCDC Survey Office:

[X] Abandoned Settlements:
The initial Survey has discovered several previously habitated worlds where the initial settlers seem to have died out of left for greener pastures. Maybe it would be a good idea to take a closer look at these worlds and look for anything the old habitants might have left behind. Maybe it would also be possible to resettle these worlds, if the ecology allows it.
Time: 3 turns, Chance of Success: 60%, Reward: Discovery of 1d10 useful artifacts, 1d4 of these worlds can be resettled

Someone or something either took everyone or forced a mass exodus from their homes and we want to find any clue about that.

WCDC Trade Organization:


[X] Military-Industrial Complex:

[X] Military-Industrial Complex:
The industry always profited by working closely with the military and in these trying times of massive change brought by the mere idea of the Inner Sphere and the Successor States this was only going to increase. So it would only be logical and prudent of their ties between the military and industry was strengthened. Not only in the Three Systems internally, but going as far as integrating the military and industry of the entirety of the Three Systems.
Time: 3 turns, Chance of success: 70%, Reward: +10 on trade actions initiated by the military

[X] Standardized Ground Weapon Systems
Following the work by the Defense Council on cataloging the military weapons of all nations that were part of the WCDC, they were able to come up with some recommendations concerning the development of new standardized equipment. Giving it out to the various contractors building these weapon systems, it was going to be time to begin trials to select these weapons.
Time: 4 turns, chance of success: 60%, Reward: Standardized Weapon systems for ground combat, +5 to ground combat

Logistics is the word of the day, month, and maybe year.
 
WCDC Defense Council:

[X] Army Men:
With the limited intelligence available, the Defense Council must make a decision whether to concentrate on the ground and aerospace forces or the space forces when it comes for the main defensive line. The policies outside of the local cluster are mainly ground and aerospace forces, but their spacecraft are a lot faster than any of the spacecraft available to the nations of the WCDC. So for the time being the best choice for a successful defense is to survey the ground forces and develop tactics and strategies to defend the local cluster on the ground.
Time: 3 turns, Chance of success: 75%, Reward: Full survey of all ground forces available on all major worlds, initial tactics to defeat BattleMechs, +5 to engagements against BattleMechs



WCDC Survey Office:

[X] Abandoned Settlements:
The initial Survey has discovered several previously habitated worlds where the initial settlers seem to have died out of left for greener pastures. Maybe it would be a good idea to take a closer look at these worlds and look for anything the old habitants might have left behind. Maybe it would also be possible to resettle these worlds, if the ecology allows it.
Time: 3 turns, Chance of Success: 60%, Reward: Discovery of 1d10 useful artifacts, 1d4 of these worlds can be resettled



WCDC Trade Organization:


[X] Military-Industrial Complex:

[X] Military-Industrial Complex:
The industry always profited by working closely with the military and in these trying times of massive change brought by the mere idea of the Inner Sphere and the Successor States this was only going to increase. So it would only be logical and prudent of their ties between the military and industry was strengthened. Not only in the Three Systems internally, but going as far as integrating the military and industry of the entirety of the Three Systems.
Time: 3 turns, Chance of success: 70%, Reward: +10 on trade actions initiated by the military

[X] Standardized Ground Weapon Systems
Following the work by the Defense Council on cataloging the military weapons of all nations that were part of the WCDC, they were able to come up with some recommendations concerning the development of new standardized equipment. Giving it out to the various contractors building these weapon systems, it was going to be time to begin trials to select these weapons.
Time: 4 turns, chance of success: 60%, Reward: Standardized Weapon systems for ground combat, +5 to ground combat
 
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