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Growing Horizons: Inner Sphere - Quest

@Blade4 which tank laser is a naval subcap? the spreadsheets largest listed is a 100MW pulse which seems comparable to an improved PPC/large pulse laser?
The 150mm Helical. It does 20 Damage/2 Capital Damage over quite a range. If it can see you, it will hit you. And it will HURT.

It is comparable to the 150MW Light SubCapital Laser in the Subcapital List on the 'Capital Weapon' Sheet.
 
Our Atlas analog was specifically designed to be able to take a medium mech and either yeet it hella far, or to use it to bludgeon another mech with it. To beat one motherfucker with another motherfucker.
Yeah like said literally beat them to death and its fraking hilarious. Unless you are in the mech being used as a club...
@Blade4 which tank laser is a naval subcap? the spreadsheets largest listed is a 100MW pulse which seems comparable to an improved PPC/large pulse laser?
Tosen tank. For one you just want to bitch slap a bastard or shoot his dropship out of the sky while still trying to burn in to atmo.

And on spreedsheet look along lower screen and switch tab to capital and scroll down.

Edit: ok why did Warringers post not show up till i posted even though refreshed page and supposedly answered a hour ago?
 
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@Warringer how do you spit out a design onto the forum?

Edit: some functions apparently broken like armor calculations but seem to be able to work around most part.
 
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Leak FedCom Helicals and MRMs to the FWL
[X] Yes, And give basic data on exoframes so they can make their own version of exoskeleton frames and if possible quietly slip all this data to Taurians as well.

Should the Illyrian Palatinate be inducted into the Confederation as member state?
[X] Yes

[X] Military Action: Dispatch a significant fleet to the area of the Far Star Station
Dispatch a considerable force of warships and at least one Von Neumann to the region.
There are significant developments in the region and we should have forces there to respond or deals ourselves into whatever the game is, should we decide to do it.
Additionally it would protect the forces dispatched to the graveyard system.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies

[X] Follow the Unknowns:
With the battle of 'Far Star Station' and its destruction by the hands of the unknowns, the Scouting Force should be sent immediately to follow the unknowns back to their homebase.
Time: ? turns, Chance of Success: 65%, Reward: Some information on the Unknowns

[X] Diplomatic Action:
There is always some diplomatic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Brief Lupus that yes we know where clan homeworlds are and have active link to them but also give them data on graveyard and the two new powers and the fact one is actively hostile and is also watching the homeworlds...

[] Industrial Export/Trade Delegations:
With the analysis of the Helm Database and the preparations of many OCP companies to build and export Inner Sphere technology, trade delegations should be sent out to look for customers for the technology in the Inner Sphere and with it improve diplomacy as well.
Time: 4 turns, Chance of success: 60%, Reward: +10 to external trade with selected world/polity, +10 to diplomacy with selected world/polity
Taurian Concordat
 
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@Warringer how do you spit out a design onto the forum?
Copying stuff by hand into a txt file. And than using the code bbcode.

I might eventually write a little python script to automate it for me, by exacting stuff from a CSV file...
Edit: some functions apparently broken like armor calculations but seem to be able to work around most part.
In what sense? So that I can fix it...
 
Transit Drive: Improved Torch Drive Safe Thrust: 2g Maximum Thrust: 3g Fuel: 5,00 tonnes
@Blade4
We really fucking need to upgrade our Fusion drives with BT Fusion drives. This acceleration is anemic. BT Fusion drives on Frigates are capable of acceleration of up to 10Gs. BT Dropships and small craft like ASF are even more nuts.
 
@Blade4
We really fucking need to upgrade our Fusion drives with BT Fusion drives. This acceleration is anemic. BT Fusion drives on Frigates are capable of acceleration of up to 10Gs. BT Dropships and small craft like ASF are even more nuts.
Our Drives are already more powerful than those of the Inner Sphere... I'd need to reduce something else to improve the acceleration there... Like weapons, armor or structure.

Besides... Inner Sphere Frigates are also around 2g of acceleration. The only outlier is the Comstar Dante, which is doing 2.5g of normal acceleration. All others are either 1.5g or 2g.

Where do you get the 10g from anyway?
 
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Leak FedCom Helicals and MRMs to the FWL
[X] Yes, And give basic data on exoframes so they can make their own version of exoskeleton frames and if possible quietly slip all this data to Taurians as well.

Should the Illyrian Palatinate be inducted into the Confederation as member state?
[X] Yes

[X] Military Action: Dispatch a significant fleet to the area of the Far Star Station
Dispatch a considerable force of warships and at least one Von Neumann to the region.
There are significant developments in the region and we should have forces there to respond or deals ourselves into whatever the game is, should we decide to do it.
Additionally it would protect the forces dispatched to the graveyard system.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies

[X] Follow the Unknowns:
With the battle of 'Far Star Station' and its destruction by the hands of the unknowns, the Scouting Force should be sent immediately to follow the unknowns back to their homebase.
Time: ? turns, Chance of Success: 65%, Reward: Some information on the Unknowns

[X] Diplomatic Action:
There is always some diplomatic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Brief Lupus that yes we know where clan homeworlds are and have active link to them but also give them data on graveyard and the two new powers and the fact one is actively hostile and is also watching the homeworlds...
And you are missing the economic action.
 
And you are missing the economic action.
Leak FedCom Helicals and MRMs to the FWL
[X] Yes, And give basic data on exoframes so they can make their own version of exoskeleton frames and if possible quietly slip all this data to Taurians as well.

Should the Illyrian Palatinate be inducted into the Confederation as member state?
[X] Yes

[X] Military Action: Dispatch a significant fleet to the area of the Far Star Station
Dispatch a considerable force of warships and at least one Von Neumann to the region.
There are significant developments in the region and we should have forces there to respond or deals ourselves into whatever the game is, should we decide to do it.
Additionally it would protect the forces dispatched to the graveyard system.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies

[X] Follow the Unknowns:
With the battle of 'Far Star Station' and its destruction by the hands of the unknowns, the Scouting Force should be sent immediately to follow the unknowns back to their homebase.
Time: ? turns, Chance of Success: 65%, Reward: Some information on the Unknowns

[X] Diplomatic Action:
There is always some diplomatic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Brief Lupus that yes we know where clan homeworlds are and have active link to them but also give them data on graveyard and the two new powers and the fact one is actively hostile and is also watching the homeworlds...

[] Industrial Export/Trade Delegations:
With the analysis of the Helm Database and the preparations of many OCP companies to build and export Inner Sphere technology, trade delegations should be sent out to look for customers for the technology in the Inner Sphere and with it improve diplomacy as well.
Time: 4 turns, Chance of success: 60%, Reward: +10 to external trade with selected world/polity, +10 to diplomacy with selected world/polity
Taurian Concordat
 
Copying stuff by hand into a txt file. And than using the code bbcode.

I might eventually write a little python script to automate it for me, by exacting stuff from a CSV file...

In what sense? So that I can fix it...
Well thats annoying but see if can figure it out. And a lot of it was just me figuring out the program and me messing up but i know the armor section is borked. Points per side refuses to change no matter what i do. And so do more than few values like armor points and points per tonne seems to be a null value not effecting anything.

Fun fact did you know you could fit 3 1.5Tev Focused PBP on a 75,000 ton craft and still have enough room for a useful design? Tried it with 500 gev guns first then switched and took very little to make it work just to push it. Just dropped the 9 subcap plasma guns.

Class Name Design Study 83
Year 2192
Faction OCP
Tech Base OCP


Chassis
Spacecraft Mass 75,000.00 t
Vessel Type Heavy Sniper
Lithium Fusion Battery FALSE
Structue Type Fabricated Monostructure
Structural Integrety 79
Spacecraft Shape Truncated Cone

FTL Drive Type RSN Drive

Transit Drive Improved Torch Drive
Safe Thrust 3
Max Thrust 5

HeatSinks
Type Advanced Heatsink
Heat 4066
Needed Sinks 2140
Free 117
Total Sinks 2023

Collar Type Compact

Dropship Collars

Small GravDecks (<100m) 1
Large GravDecks (100-250m) 0

Fuel 5,000.00 t
TechBase Type Turreted Count Mass Heat Damage Ammo per Weapon Ammo Mass Overall Ammo
OCP Capital Weapons 1.5TeV Focussed Wakefield Particle Beam Projector FALSE 3 13,500.00 t 2700 1170 0.00 t 0
OCP SubCapital Weapons 150MW Multi-Wavelength Sold State Laser TRUE 24 1,320.00 t 312 48 0.00 t 0
OCP SubCapital Weapons 500MW Multi-Wavelength Sold State Laser TRUE 12 2,310.00 t 504 48 0.00 t 0

OCP Capital Weapons Laser Kinetic AMS TRUE 110 605.00 t 550 22 1500 110.00 t 165000
Combined 39 17,735.00 t 4066 1288 110.00 t
Mass Summary
Transit Drive 9,585.00 t
Fuel 5,000.00 t
Structure 4,443.75 t
FTL Drive 22,500.00 t
LF Battery 0.00 t
Sail 0.00 t
Crew Quarters 2,270.00 t
Heatsinks 2,023.00 t
Armor 200.00 t
Weapons 17,735.00 t
Ammunition 110.00 t
Fire Control 654.00 t
Transport Bays 7,530.00 t
Dropship Hardpoints 0.00 t
Grav Decks 100.00 t
Life Boats 2,300.00 t
Misc 182.50 t

Total 74,633.25 t
Empty Mass 366.75 t

Armor Type Smith Composite
Allocated Armor 200.00 t
Max Armor 200.00 t
Unallocated Armor 0.00 t
Points per Tonne
Armor Points 3245
Armor Sheme Balanced

Active Defense Shrivatsa System
Additional Protection 649
Full Armor Points 3894
Armor Location Armor mass per side points per side
Bow 36.00 t 700.92
Front Left/Right 33.00 t 642.51
Aft Left/Right 33.00 t 642.51
Aft 32.00 t 623.04
Bays
Type Size Doors Mass
Small Craft 2 2 420.00 t
Drones/Fighters 20 10 3,100.00 t
Fabricator 2000 1 4,010.00 t

A design created from concept of "if missile first strike is not working then we need a heavy gun ACC to act as heavy fire support and since missiles are not working then what?"... And then someone decided to mix a unknown drug in to the Ormiold coffee equivalent everyone was trying and this happen. Literally 3 1.5Tev Focused PBP mounted in a tripod manner with a ship wrapped around it. It needed a structure more secure than a standard cruisers to hold together and we are uncertain if any reactior can actually power it but one thing is certain. A Arethusa strolling up with a strike package of 2 to 6 of these in its squadron can make even a Tillman rethink its options.

More sane weapon mix, for relative measure of sane, looks like this:
TechBase Type Turreted Count Mass Heat Damage Ammo per Weapon Ammo Mass Overall Ammo
OCP Capital Weapons 500GeV Focussed Wakefield Particle Beam Projector FALSE 3 4,200.00 t 810 360 0.00 t 0
OCP SubCapital Weapons 150MW Multi-Wavelength Sold State Laser TRUE 24 1,320.00 t 312 48 0.00 t 0
OCP SubCapital Weapons 500MW Multi-Wavelength Sold State Laser TRUE 12 2,310.00 t 504 48 0.00 t 0
OCP SubCapital Weapons 200mm Plasma Bolter TRUE 9 9,900.00 t 378 252 0.00 t 0
OCP Capital Weapons Laser Kinetic AMS TRUE 110 605.00 t 550 22 1500 110.00 t 165000
Combined 48 18,335.00 t 2554 730 110.00 t

TechBase Type Turreted Count Mass Heat Damage Ammo per Weapon Ammo Mass Overall Ammo
OCP SubCapital Weapons 250GeV Focussed Wakefield Particle Beam Projector FALSE 8 4,000.00 t 960 720 0.00 t 0
OCP SubCapital Weapons 150MW Multi-Wavelength Sold State Laser TRUE 24 1,320.00 t 312 48 0.00 t 0
OCP SubCapital Weapons 500MW Multi-Wavelength Sold State Laser TRUE 12 2,310.00 t 504 48 0.00 t 0
OCP SubCapital Weapons 200mm Plasma Bolter TRUE 9 9,900.00 t 378 252 0.00 t 0
OCP Capital Weapons Laser Kinetic AMS TRUE 110 605.00 t 550 22 1500 110.00 t 165000
Combined 53 18,135.00 t 2704 1090 110.00 t

@Blade4
We really fucking need to upgrade our Fusion drives with BT Fusion drives. This acceleration is anemic. BT Fusion drives on Frigates are capable of acceleration of up to 10Gs. BT Dropships and small craft like ASF are even more nuts.
He is not wrong. Remember we did research that shrunk engines size a fair bit while keeping the same power. Unless we can add some mete material bullshit we probable are not getting that much better. And thank you for a sane vote.
 
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Basing partially on the Hinaughy but wedge shaped the Enterprise design study is to produce a heavy drone carrier to heavily supplement a fleets drone compliment hopefully swamping enemy aerospace and rapidly attrition heavier assets. At 900,000 tons it is very much a heavy weight vessel and carries a staggering 180 drones on top of 6 light ACCs and 10 collars for heavier ships. Primary concerns is if it carries enough cargo space actually fuel its swarm fleet in a sustain fight.

Class Name Enterprise
Year 2192
Faction OCP
Tech Base OCP


Chassis
Spacecraft Mass 900,000.00 t
Vessel Type Heavy Cruiser CV
Lithium Fusion Battery FALSE
Structue Type Fabricated Monostructure
Structural Integrety 75
Spacecraft Shape Wedge

FTL Drive Type RSN Drive

Transit Drive Improved Torch Drive
Safe Thrust 4
Max Thrust 6

HeatSinks
Type Advanced Heatsink
Heat 5486
Needed Sinks 2887
Free 336
Total Sinks 2551

Collar Type Compact
Max Dropship Collars 72
Dropship Collars 10

Small GravDecks (<100m) 4
Large GravDecks (100-250m) 1


Fuel 5,000.00 t

Crew 227
Officers 45
Enlisted 182
AI 1
Life Boats 23



Misc Equipment
Misc Mass
HPG 0.00 t FALSE
ERS-HPG 50.00 t TRUE
Laser Com Suite 25.00 t TRUE
AI Core 90.00 t TRUE
Caldran Ansible 100.00 t TRUE
Flag Compartmenrs 0.00 t FALSE
Combined 265.00 t
Mass Summary
Transit Drive 153,360.00 t
Fuel 5,000.00 t
Structure 50,625.00 t
FTL Drive 270,000.00 t
LF Battery 0.00 t
Sail 0.00 t
Crew Quarters 2,270.00 t
Heatsinks 2,551.00 t
Armor 141,667.00 t
Weapons 120,137.00 t
Ammunition 33,710.00 t
Fire Control 654.00 t
Transport Bays 102,020.00 t
Dropship Hardpoints 10,000.00 t
Grav Decks 100.00 t
Life Boats 2,300.00 t
Misc 265.00 t

Total 895,689.00 t
Empty Mass 4,311.00 t

Armor Type Smith Composite
Allocated Armor 141,667.00 t
Max Armor 141,667.00 t
Unallocated Armor 0.00 t
Points per Tonne 0.0229
Armor Points 3245
Armor Sheme Balanced

Active Defense Shrivatsa System
Additional Protection 649
Full Armor Points 3894
TechBase Type Turreted Count Mass Heat Damage Ammo per Weapon Ammo Mass Overall Ammo
FALSE 2 0.00 t 0 0 0.00 t 0
TRUE 2 0.00 t 0 0 0.00 t 0
OCP Capital Weapons 400mm Plasma Bolter TRUE 12 36,300.00 t 1008 672 0.00 t 0
OCP Capital Weapons 800MW 300nm Laser TRUE 24 7,392.00 t 768 148.8 0.00 t 0
OCP Capital Weapons 275mm Plasma Bolter TRUE 40 66,000.00 t 2320 1540 0.00 t 0
OCP Capital Weapons Class III Missile FALSE 24 5,760.00 t 360 144 70 16,800.00 t 1680
OCP Capital Weapons Class IV Missile FALSE 12 4,080.00 t 480 96 35 16,800.00 t 420
OCP Capital Weapons Laser Kinetic AMS TRUE 110 605.00 t 550 22 1500 110.00 t 165000
Combined 116 120,137.00 t 5486 2622.8 33,710.00 t
Armor Location Armor mass per side points per side
Bow 25,500.06 t 700.92
Front Left/Right 23,375.06 t 642.51
Aft Left/Right 23,375.06 t 642.51
Aft 22,666.72 t 623.04
Bays
Type Size Doors Mass
Small Craft 4 2 820.00 t
Drones/Fighters 180 60 27,600.00 t
Large Craft 6 6 66,060.00 t
Fabricator 2000 1 4,010.00 t
Refinery 1000 1 4,010.00 t

A smaller spin of design for heavier drone compliments in a fleet. A heavy ACC carrying 80 drones. It carries minimal direct weaponry more self defense than anything counting on staying far back from engagement and its drones to protect it. Like its larger cousin there are issues of if it carries enough cargo space for sustained action but far more mitigated since it should be able to feed off its warship carrier for needed supplies within reason.

Class Name Taskmaster CV
Year 2192
Faction OCP
Tech Base OCP


Chassis
Spacecraft Mass 80,000.00 t
Vessel Type ACC CV
Lithium Fusion Battery FALSE
Structue Type Fabricated Monostructure
Structural Integrety 75
Spacecraft Shape Truncated Cone

FTL Drive Type RSN Drive

Transit Drive Improved Torch Drive
Safe Thrust 4
Max Thrust 6

HeatSinks
Type Advanced Heatsink
Heat 1126
Needed Sinks 592
Free 131
Total Sinks 461

Collar Type Compact
Max Dropship Collars 6.4
Dropship Collars

Small GravDecks (<100m) 1
Large GravDecks (100-250m) 0

Fuel 5,000.00 t

Crew 227
Officers 45
Enlisted 182
AI 1
Life Boats 23



Misc Equipment
Misc Mass
HPG 0.00 t FALSE
ERS-HPG 50.00 t TRUE
Laser Com Suite 25.00 t TRUE
AI Core 8.00 t TRUE
Caldran Ansible 100.00 t TRUE
Flag Compartmenrs 0.00 t FALSE
Combined 183.00 t
Mass Summary
Transit Drive 13,632.00 t
Fuel 5,000.00 t
Structure 4,500.00 t
FTL Drive 24,000.00 t
LF Battery 0.00 t
Sail 0.00 t
Crew Quarters 2,270.00 t
Heatsinks 461.00 t
Armor 200.00 t
Weapons 2,915.00 t
Ammunition 110.00 t
Fire Control 654.00 t
Transport Bays 20,840.00 t
Dropship Hardpoints 0.00 t
Grav Decks 100.00 t
Life Boats 2,300.00 t
Misc 183.00 t

Total 77,165.00 t
Empty Mass 2,835.00 t

Armor Type Smith Composite
Allocated Armor 200.00 t
Max Armor 200.00 t
Unallocated Armor 0.00 t
Points per Tonne #N/A
Armor Points 3245
Armor Sheme Balanced

Active Defense Shrivatsa System
Additional Protection 649
Full Armor Points 3894
TechBase Type Turreted Count Mass Heat Damage Ammo per Weapon Ammo Mass Overall Ammo
OCP SubCapital Weapons 150MW Multi-Wavelength Sold State Laser TRUE 24 1,320.00 t 312 48 0.00 t 0
OCP SubCapital Weapons 250MW Multi-Wavelength Sold State Laser TRUE 12 990.00 t 264 3.36 0.00 t 0

OCP Capital Weapons Laser Kinetic AMS TRUE 110 605.00 t 550 22 1500 110.00 t 165000
Combined 36 2,915.00 t 1126 73.36 110.00 t
Armor Location Armor mass per side points per side
Bow 36.00 t 700.92
Front Left/Right 33.00 t 642.51
Aft Left/Right 33.00 t 642.51
Aft 32.00 t 623.04
Bays
Type Size Doors Mass
Small Craft 2 2 420.00 t
Drones/Fighters 80 40 12,400.00 t
Fabricator 2000 1 4,010.00 t
Refinery 1000 1 4,010.00 t
 
Where would the Star League store archives of all the amoral things they did? I am windering if their maybe clues on this new "Hedgemony" in those old archives I am assuming they were stored in the BT Sol System. Is the things like graveyard, that fight between the new hedgemony and whatnot on our side of the sphere or closer to OWA or TC/MoC?
 
They would not have or long since destroyed. I mean what kind of crazy keeps a atrocities diary? There would be general and secret archives that would contain all sorts of data but those by and large were destroyed or secreted by their holders. And everyone has committed atrocities. Everyone. Until we can get more data we can only speculate.
 
We don't have/need Lithium Fusion, they are just in the spreadsheet to allow making IS WarShips with it.
Even though they are already baked in I wonder if we could build auxiliary batteries to boost range or fast charge anyway? Recharge stations are also a thing even if is visitors would get more use out of it. In fact might be worth building a line of stations to Circinus from borders...
 
So i hear you want missiles to go with your missiles?

Additionally ammo counter is not factoring into weight unless i place a value...

Class Name Ship study 99
Year 2192
Faction OCP
Tech Base OCP


Chassis
Spacecraft Mass 850,000.00 t
Vessel Type Cruiser/Frigate
Lithium Fusion Battery FALSE
Structue Type Fabricated Monostructure
Structural Integrety 75
Spacecraft Shape Truncated Pyramid

FTL Drive Type RSN Drive

Transit Drive Improved Torch Drive
Safe Thrust 4
Max Thrust 6

HeatSinks
Type Advanced Heatsink
Heat 7018
Needed Sinks 3693
Free 328
Total Sinks 3365

Collar Type Compact
Max Dropship Collars 68
Dropship Collars 10

Small GravDecks (<100m) 3
Large GravDecks (100-250m) 1

Fuel 5,000.00 t

Crew 227
Officers 45
Enlisted 182
AI 1
Life Boats 23



Misc Equipment
Misc Mass
HPG 0.00 t FALSE
ERS-HPG 50.00 t TRUE
Laser Com Suite 25.00 t TRUE
AI Core 85.00 t TRUE
Caldran Ansible 100.00 t TRUE
Flag Compartmenrs 0.00 t FALSE
Combined 260.00 t
TechBase Type Turreted Count Mass Heat Damage Ammo per Weapon Ammo Mass Overall Ammo
FALSE 0.00 t 0 0 0.00 t 0
TRUE 0.00 t 0 0 0.00 t 0
OCP Capital Weapons 7.5GW Multi-Wavelength Laser TRUE 12 34,650.00 t 1800 960 0.00 t 0
OCP Capital Weapons 800MW Multi-Wavelength Laser TRUE 24 7,392.00 t 768 192 0.00 t 0
OCP Capital Weapons Class II Missile TRUE 60 11,880.00 t 600 240 70 0.00 t 4200
OCP Capital Weapons Class III Missile FALSE 60 14,400.00 t 900 360 70 16,800.00 t 4200
OCP Capital Weapons Class IV Missile FALSE 60 20,400.00 t 2400 480 40 16,800.00 t 2400
Armor Location Armor mass per side points per side
Bow 25,500.06 t 700.92
Front Left/Right 23,375.06 t 642.51
Aft Left/Right 23,375.06 t 642.51
Aft 22,666.72 t 623.04

OCP Capital Weapons Laser Kinetic AMS TRUE 110 605.00 t 550 22 1500 110.00 t 165000
Combined 216 89,327.00 t 7018 2254 33,710.00 t
Bays
Type Size Doors Mass
Small Craft 2 2 420.00 t
Drones/Fighters 40 20 6,200.00 t
Large Craft 6 6 66,060.00 t
Fabricator 2000 1 4,010.00 t
Refinery 1000 1 4,010.00 t
Cargo 30000 8 30,080.00 t

Edit: Also i have tried to recreate the drashy more or less and cant seem to make it without upping to 30,000 tons. Not sure if messing something up.
 
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Basing partially on the Hinaughy but wedge shaped the Enterprise design study is to produce a heavy drone carrier to heavily supplement a fleets drone compliment hopefully swamping enemy aerospace and rapidly attrition heavier assets. At 900,000 tons it is very much a heavy weight vessel and carries a staggering 180 drones on top of 6 light ACCs and 10 collars for heavier ships. Primary concerns is if it carries enough cargo space actually fuel its swarm fleet in a sustain fight.

Class Name Enterprise
Year 2192
Faction OCP
Tech Base OCP


Chassis
Spacecraft Mass 900,000.00 t
Vessel Type Heavy Cruiser CV
Lithium Fusion Battery FALSE
Structue Type Fabricated Monostructure
Structural Integrety 75
Spacecraft Shape Wedge

FTL Drive Type RSN Drive

Transit Drive Improved Torch Drive
Safe Thrust 4
Max Thrust 6

HeatSinks
Type Advanced Heatsink
Heat 5486
Needed Sinks 2887
Free 336
Total Sinks 2551

Collar Type Compact
Max Dropship Collars 72
Dropship Collars 10

Small GravDecks (<100m) 4
Large GravDecks (100-250m) 1


Fuel 5,000.00 t

Crew 227
Officers 45
Enlisted 182
AI 1
Life Boats 23



Misc Equipment
Misc Mass
HPG 0.00 t FALSE
ERS-HPG 50.00 t TRUE
Laser Com Suite 25.00 t TRUE
AI Core 90.00 t TRUE
Caldran Ansible 100.00 t TRUE
Flag Compartmenrs 0.00 t FALSE
Combined 265.00 t
Mass Summary
Transit Drive 153,360.00 t
Fuel 5,000.00 t
Structure 50,625.00 t
FTL Drive 270,000.00 t
LF Battery 0.00 t
Sail 0.00 t
Crew Quarters 2,270.00 t
Heatsinks 2,551.00 t
Armor 141,667.00 t
Weapons 120,137.00 t
Ammunition 33,710.00 t
Fire Control 654.00 t
Transport Bays 102,020.00 t
Dropship Hardpoints 10,000.00 t
Grav Decks 100.00 t
Life Boats 2,300.00 t
Misc 265.00 t

Total 895,689.00 t
Empty Mass 4,311.00 t

Armor Type Smith Composite
Allocated Armor 141,667.00 t
Max Armor 141,667.00 t
Unallocated Armor 0.00 t
Points per Tonne 0.0229
Armor Points 3245
Armor Sheme Balanced

Active Defense Shrivatsa System
Additional Protection 649
Full Armor Points 3894
TechBase Type Turreted Count Mass Heat Damage Ammo per Weapon Ammo Mass Overall Ammo
FALSE 2 0.00 t 0 0 0.00 t 0
TRUE 2 0.00 t 0 0 0.00 t 0
OCP Capital Weapons 400mm Plasma Bolter TRUE 12 36,300.00 t 1008 672 0.00 t 0
OCP Capital Weapons 800MW 300nm Laser TRUE 24 7,392.00 t 768 148.8 0.00 t 0
OCP Capital Weapons 275mm Plasma Bolter TRUE 40 66,000.00 t 2320 1540 0.00 t 0
OCP Capital Weapons Class III Missile FALSE 24 5,760.00 t 360 144 70 16,800.00 t 1680
OCP Capital Weapons Class IV Missile FALSE 12 4,080.00 t 480 96 35 16,800.00 t 420
OCP Capital Weapons Laser Kinetic AMS TRUE 110 605.00 t 550 22 1500 110.00 t 165000
Combined 116 120,137.00 t 5486 2622.8 33,710.00 t
Armor Location Armor mass per side points per side
Bow 25,500.06 t 700.92
Front Left/Right 23,375.06 t 642.51
Aft Left/Right 23,375.06 t 642.51
Aft 22,666.72 t 623.04
Bays
Type Size Doors Mass
Small Craft 4 2 820.00 t
Drones/Fighters 180 60 27,600.00 t
Large Craft 6 6 66,060.00 t
Fabricator 2000 1 4,010.00 t
Refinery 1000 1 4,010.00 t

I find it a bit funny that this Enterprise has less than a fifth of the fighter/drone capacity of the Enterprise listed in the Boondoggle EXRO. Of course it would make mincemeat of it, but that it beside the point.
 
I find it a bit funny that this Enterprise has less than a fifth of the fighter/drone capacity of the Enterprise listed in the Boondoggle EXRO. Of course it would make mincemeat of it, but that it beside the point.
Well almost literally half the size of the boondoggle but remember the taskmaster acc. Each carries 80 drones. So with 4 it brings 500 drones to a fight. Fill all ten collars it bring a rough 980 drones which frankly is just ridiculous amount if all are fighters and in a far more flexible and economical package.
 
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Turn 79 - Spring 2193/3043 - Result
Turn 79 - Spring 2193/3043

Confederated Forces:

[] Plasma Shield Development: active
Time: 5 turns, Chance of success: 45%
Roll 1 of 5, Roll 1d100: 63+5+5+15 = 88 - Success (Space Weapon development, all military R&D, all military actions)
Roll 2 of 5, Roll 1d100: 13+5+5+15 = 38 - Failure
Roll 3 of 5, Roll 1d100: 82+5+5+15 = 107 - Success

After some number crunching on various simulations, some idea was formed in the minds of the engineers, developing a form of directed Plasma Barrier over only a limited area of the Shrivatsa System field envelope. This would allow Smart Dust to continue functioning in their normal specifications, while increasing the protection over the area covered by the Directed Plasma Barrier.

This Directed Plasma Barrier could also be made stronger than previously expected, as the Plasma could be contained within a specific area, here the direction of the enemy, who had to fire through the Plasma Barrier. This in turn brought up a potentially different problem as the vessel projecting the Plasma Barrier would have to fire through it as well.

However, the plasma generation could be stopped for the duration of a weapon system being fired, before being turned on again afterwards. The only light speed weapons deployed on WarShips were lasers, which were not as effected by the Plasma Barrier in any case, so with AI control the Plasma Barrier could be made to 'flicker', or to be only active when enemy fire was imminent, saving on hydrogen needed to generate the plasma.

active for 2 more turns

[] Graveyard Shift: - 5 votes active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 100+15 = 115 - Crit Success (All Military Actions)

With the discovery that the Terran Hegemony apparently had formed a government in exile of some sort and was at War with another party, there were more than a few people in the higher echelons of the Confederated Forces that anticipated the danger to the Graveyard Expedition. The same was true for politicians, who would be negatively impacted, should the Graveyard Expedition turn into a disaster, because an unknown force had attacked it.

Additionally, there might be some need to set up a military base out there, should the situation with the War between the Terrans and the Algareons turn towards the Inner Sphere, which in turn would involve the OCP to some degree.

As such, additional funding was released to send a small Task Force after the Graveyard Expedition to set up a defensive perimeter and a forwards military base. To this end, 1st Battle Fleet was selected to be sent towards Graveyard, around CFS Tillmann, CFS Endeavour, CFS Admiral Ushakov and CFS Rademaker, as well as their support vessels. Additionally, two Lerbtur class Mobile Forwards Operating Bases were sent along, as these vessels were technically militarised versions of the Von Neumann design and would set up in system infrastructure.

While this would decrease the defensive capabilities of Sol, it was expected that 1st Battle Fleet would be adequately be replaced by the WarShips of the various Sol based member nations. The only problem remained that the 1st Battle Fleet would need to be upgraded to the new specs at Graveyard, by the two Lerbturs, which would decrease their defensive value for a while.

Either way, the Graveyard Expedition was informed about their new defensive screen and the new information on the system potentially being in a battle zone.

active for 3 more turns

OCP Survey Office:


[] Counter-Espionage Operations: domestic action against MIIO and others active
Time: 5 turns, Chance of success: 50%
Roll 1 of 5, Roll 1d100: 81+15 = 96 - Success
Roll 2 of 5, Roll 1d100: 64+15 = 79 - Success
Roll 3 of 5, Roll 1d100: 67+15 = 82 - Success
Roll 4 of 5, Roll 1d100: 80+15 = 95 - Success

While a good number of agents from national intelligence agencies were discovered, there was a surprising number of agents working for various corporations on industrial espionage active within the OCP and especially the Sol system.

While the various corporations targeted by the latter were informed, as were law enforcement agencies, decisions had to be made regarding the other agents. In the end, it was decided that in the next quarter, about half of the agents would be 'discovered' and allowed to inform their colleagues before being arrested, who would then be kept under close surveillance and be used to feed false intelligence to their agencies.

active for 1 more turns

[] Follow the Unknowns: - 7 votes active
Time: ? turns, Chance of Success: 65%
Roll 1 of ?, Roll 1d100: 95+15 = 110 - Success

In the end, the Scouting Force was unwilling to wait for orders from home and decided to take matters into their own hands. One of the Walsinghams and one Jumpship would remain at Far Star to try and recover more information from the destroyed Terran Hegemony WarShips and Station, while the other two Walsinghams and two Jumpships would move to immediately follow the Algareon Self Defense Force fleet at a safe distance of about ten lightyears, which appeared to be the range of at least the Terran Hegemony Superluminal Wave Detectors.

The distance could be held as it had been discovered a few years earlier that the Superlimunal Wave Detectors would continue to work in The Everchanging Black.

They would still drop Hypercom Relays occasionally, as needed, to keep contact with Berlin and allow the other vessels to eventually catch up.

In the end, two weeks after they began following the Algareon force, they got the order to immediately begin persuit and not wait on any other message.

active for ? more turns

OCP Diplomatic Corps:


[] Interstellar Peace Corps: active
Time: 4 turns, Chance of success: 50%
Roll 1 of 4, Roll 1d100: 76+10 = 86 - Success (All Diplomatic Actions)
Roll 2 of 4, Roll 1d100: 95+10 = 105 - Crit Success
Roll 3 of 4, Roll 1d100: 33+10 = 43 - Failure

The political bombshell of the battle between the Terran Hegemony (in Exile) did have some negative effects on the proposal of the Interstellar Peace Corps, as envisioned by Adam Prometheus, as everyone was distracted from the situation, taking guesses about both forces.

active for 1 more turns

[] We Know What You Don't: - 4 votes active
Time: 3 turns, Chance of success: 50%
Roll 1 of 3, Roll 1d100: 63+10+20+10 = 103 - Success (Periphery Alliance, Diplomatic Relations, All Diplomatic Actions)

The discovery that there had, until the destruction of Far Star Station, been a hyperwave link into the general direction of Clan Space, had caused alarm bells go on in the head of various members of the Confederation's military, intelligence services and the Diplomatic Corps. This showed a possibility of the Terran Hegemony infiltrating Clan Space, as was, presumably, the Inner Sphere. Already the situation on Terra had made more sense with Hegemony involvement.

Now the idea was what their involvement in Clan Space meant. What were their goals there? Where were their agents hidden?

After several close conferences about the problem, it was decided to take a leap of faith concerning the Lupus Republic and inform them about the situation as it was known to the Confederation. The Confederation was helping the Republic to establish itself and had allied with them already. And perhaps the efforts to evacuate those that wished to go to the Republic from Clan Space needed to be increased.

active for 2 more turns

OCP Trade Organization:


[] >4&*: Go forth and multiply: active
Time: 4 turns, Chance of success 50%
Roll 1 of 4, Roll 1d100: 78+10+10+10+15+15 = 138 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)
Roll 2 of 4, Roll 1d100: 43+10+10+10+15+15 = 103 - Success

With the project to double the number of Von Neumanns, almost all Von Neumanns themselves began to produce new 'offspring' as their situation allowed, while several yards in the Three Systems offered to begin with the construction of more Von Neumanns.

In the background, there was the idea to begin with the design and production of smaller versions of the Von Neumanns as little more than mobile fabricator systems, as to supply additional production capacity. With the correct cargo, they could potentially build mining and refinery systems in situ.

active for 2 more turns

[] Industrial Export/Trade Delegations: Taurians - 2 votes (1, 4)
[] Space Industry III: - 2 votes (2, 5)
[] Double >4&*: Go forth and multiply - 2 votes (3, 6)
Roll 1d6: 5 - Space Industry III

[] Space Industry III: - 2 votes
Time: 4 turns, Chance of success: 60%,
Roll 1 of 4, Roll 1d100: 88+10+10+10+15+15 = 148 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)

There were a number of potential new projects that had come up in the wake of the political bombshell that was the Terran-Algareon War and some people had panicked. While the War was still kept top secret, there had been proposals to again double the numbers of Von Neumanns, or to further increase the budget to promote the construction of new Space Industry. While these two proposals were clearly favoured, some were suggesting to set up trade relations with the Taurian Concordat.

In the end, the proposal to increase the promotion budget for the new space borne industry, as it would have more far-reaching effects for a minimum of investment.

active for 3 more turs

OCP Office for Science and Development:


[] Tesseract Transportation: active
Time: 4 turns, Chance of success: 40%
Roll 1 of 4, Roll 1d100: 57+10+10 = 77 - Success (Research Center Sol, Interstellar Communication Network)
Roll 2 of 4, Roll 1d100: 15+10+10 = 35 - Failure
Roll 3 of 4, Roll 1d100: 16+10+10 = 36 - Failure
Roll 4 of 4, Roll 1d100: 97+10+10 = 117 - Crit Success
Combined: 66 - Success

As the researchers and engineers prepared a new JumpShip and prepared for yet another failure and with it of the program, the HFEG equipped spacecraft that was sent through the tesseract simply returned.

From the data collected by the volunteer AGI controlling the vessel, it had remained inside the tesseract for more than 45 days for the simple transit to the other end. During this time, it had sought to minimise the generation of waste heat, but had not been fully successful, though the tesseract seemed to allow the dissipation of more heat into The Everchanging Black. Either way, once the vessels had reached the other end of the tesseract, it had simply dropped back into Einstein Space, with damage to its radiators and heat sinks.

The distance it had travelled was just over about 4000 lightyears spinwards into interstellar space. Here, the AGI had made repairs using its own stores and the small fabricator and attempted to improve its heat situation for the return trip. The return trip had been another 45 days of straight travel through the tesseract, trying to manage heat as best as it could.

Travel through the tesseract had been able to father enough data on the structure of the tessearact from the inside. Analysing the data showed that, apparently, each tesseract had a specific internal n dimensional frequency, and a Jump Drive needed to be adapted to this frequency. HFEGs in contrast seemed to allow access without this adaption. It took a while, but it was possible to extract the specific frequency from the readings of the superluminal wave scanners.

While the new RSN drive would merely need a simple firmware fix to adapt it to tesseract travel through any tesseract, the more conventional JumpShip needed a light hardware fix before it was ready.

In late Spring the Jumpship was ready and jumped into the tesseract. And it was not destroyed. Controlled by the same AGI as the HFEG vessel, it returned after a week, with the AGI noting it had needed to perform some repairs, but that most of the time had been needed to recharge the jump drive, as the tesseract jump had drained it completely, even with attempting to make just a fractional distance jump.

This meant that travel through tesseracts was now open, through one would need to find a few more of them, before there could be any talk about a viable travel lane.

Reward: Tesseracts can be used for long range transportation, Scouting for Tesseract Action

[] Digging up Gravyard: active
Time: 6 turns, Chance of success: 50%
Roll 1 of 6, Roll 1d100: 67+10+10 = 87 - Success
Roll 2 of 6, Roll 1d100: 39+10+10 = 59 - Success
Roll 3 of 6, Roll 1d100: 28+10+10 = 48 - Failure

Shortly after the news of the Terran-Algareon War had hit, the Graveyard Expedition had been informed and all but ordered to stop where it was, and to wait for more orders, as they were potentially journeying directly into a war zone. The scientists aboard the vessels were less than thrilled about the order and that their captains were following those orders.

In their minds they were a privately funded expedition and not beholden to any military orders they could get from the Confederation. However, the displeasure was limited to loud grumbling of the scientists and one or two smaller fights between people who were of different opinion about the situation. The information that came later, that they would need to wait for the Confederation's 1st Battle Fleet to catch up with them as an escort, only cheered up some.

active for 3 more turns

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

OCP Internal Events:

There is not much happening domestically.

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

Intelligence Report:
Periphery Alliance:


Lupus Republic:


The build up on the worlds of the Lupus Republic continued, with more and more new citizens being brought in from Clan Space.

Lothian League:
Illyrian Palatinate:


Should the Illyrian Palatinate be inducted into the Confederation as member state?
[] Yes - 7 votes

While the Terran-Algareon War was a more important potential diplomatic issue, Parliament took the time to decide on the issue of the Illyrian Palatinate joining up with the Confederation as a new member state. The situation was put to a vote, which was 76 percent in favor for the induction of the Palatinate. As a result, the Ambassador to the Palatinate was asked to begin the talks, to welcome the Palatinate in Summer.

Meanwhile, in the Lothian League, Grand Mistress Logan tried her best to keep the reins of power over the other worlds of the League, almost like her attempts to impose micro management of those worlds. But like it had been at the time the Caldran Ansible had been introduced to the League, the other worlds pushed back. And they pushed back hard. Many of the planetary rulers and governments were willing to bet that the Confederation would support them over the Grand Mistress and threatened to leave Lothario hanging high and dry as they left the League and independently joined up with the Confederation. After all, being a minor voice in the Confederation might be better than having to suffer the power politics of the Grand Mistress, couldn't it? At least then they would be able to do as they pleased, within reason, instead of being browbeaten by Lothario.

As the Confederation Ambassador looked on, he tried to keep himself out of the growing conflict, as the Grand Mistress threatened to retaliate with mercenaries against anyone who dared to defy her.

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

Taurian Concordat:

With more help from Confederation technicians, old factories were slowly put back into working order, after having been derelicted for decades and even centuries, slowly getting Taurian industry back on track.

Magistracy of Canopus:

Not much of interest is happening within the Magistracy.

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

Inner Sphere:

Federated Commonwealth:


Not much of interest is happening within the Federated Commonwealth.

Draconis Combine:

The Draconis Combine continues to splinter and collapse.

Free Worlds League:

Leak FedCom Helicals and MRMs to the FWL
[] Yes - 3 votes (even)
And give basic data on exoframes so they can make their own version of exoskeleton frames and if possible quietly slip all this data to Taurians as well. - 3 votes
[] No - 3 votes (odd)
Roll 1d6: 6 - even => Yes, and give them and the Taurians...

Perhaps it was the information of the Terran-Algareon War that had tipped the balance, but ever since it had been discovered the Federated Commonwealth had developed their own Helicals, as well as MRMs and powered armor, there had been discussions about possibly handing the information on those weapons over to the FWL, largely to strengthen the FWL against the Commonwealth, which would undoubtedly have a military advantage over the FWL once they had recovered from the war with the Combine.

Even though for all intents and purposes the rebuilding of the FedCom military was mostly directed against the Clans, there was some fear that they could instead decide to take on the FWL, with the help of Andurien, which was supported by Davion.

Eventually it was decided not only would the FWL be given the information of the FedCom weapons, so that they could develop their own versions, but that the Taurians would also be given the same data. And so, information of the FedCom Helicals and MRMs, as well as the MIL-STD-102343 specifications and some data concerning the construction of exoskeletons for powered armor, and informations about FedCom powered armor were given to newly formed contacts of the Cultural Attaches within SAFE and the Taurian Ministry of Intelligence.

Meanwhile, the buildup along the Andurien-FWL border continued.

Dutchy of Andurien:

Some information surfaces, inducating that Davion might be supplying some helicals and MRMs to Andurien.

The buildup along the Andurien-FWL border continued.

Confederation of Habitats:

Not much of interest is happening within the CoH.

Terra Situation:

For the time being, the situation on Terra appeared to be stable, as more of the cure is provided by the CoH and the first results of developing an anti-body vaccination appeared to give good results.

Expansion and Suggestions:

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

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

Random Event - Inner Sphere Company tries to butt into OCP Economy

New York Times - February 27, 2193

Locheed Martin sued by Lockheed CBM

Today, Kathrin Davidson, CEO of Lockheed Martin, has informed the press that a company from the Federated Commonwealth had sued Lockheed Martin for their use of the name Lockheed. Lockheed CBM of Donegal stated in the lawsuit that they were the older corporation and had previous rights to the name 'Lockheed'. Based on our information, this follows an attempt of Lockheed CBM to take over Lockheed Martin.
 
Turn 80 - Summer 2193/3043
Turn 80 - Summer 2193/3043

Confederated Forces:

[] Plasma Shield Development: active (2 turns)
By taking the Shrivatsa System and combining it with the alien plasma containment technology, it might be possible to create a form of plasma shielding capable of reducing the effect of enemy fire on a shielded vessel.
Time: 5 turns, Chance of success: 45%, Reward: Plasma Sheilding system

[] Graveyard Shift: active (3 turns)
Dispatch a considerable force of warships and at least one Von Neumann to the region.
There are significant developments in the region and we should have forces there to respond or deal ourselves into whatever the game is, should we decide to do it.
Additionally it would protect the forces dispatched to the graveyard system.
Time : 4 turns, Chance of success: 60%, Reward: Military Outpost in the Graveyard System

[] 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
Only avaiable after completion of the WarShip Upgrade Program


[] Bulwark Circinus:
After the renwed invasion of Circinus, now a member of the Confederation, it is believed that the Circinus region should receive additional defenses to prevent such a thing from happening again.
Time: 4 turns, Chance of success: 50%, Reward: Circinus gets 1d4 additional Frontier Fleets

[] Military Action:
There is always some military action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Please suggest a military action

OCP Survey Office:

[] Counter-Espionage Operations: domestic action against MIIO and others active (1 turns)
With the recent involvement of the Lyran agency Loki in the Attack on Circinus, it seems prudent to run some operations to counter either Loki or any other intelligence agency within the Inner Sphere.
Time: 5 turns, Chance of success: 50%, Reward: ?
Select an Inner Sphere Intelligence Agency to counter

[] Follow the Unknowns: active (? turns)
With the battle of 'Far Star Station' and its destruction by the hands of the unknowns, the Scouting Force should be sent immediately to follow the unknowns back to their homebase.
Time: ? turns, Chance of Success: 65%, Reward: Some information on the Unknowns
This action is only possible on THIS TURN

[] 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

[] Intelligence Action:
There is always some intelligence action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Please suggest an intelligence action

OCP Diplomatic Corps:

[] Interstellar Peace Corps: active (1 turns)
Massively increase funding and remit to the Prometheus Foundation to set up uplift packages/diplomatic contact to all worlds in 30ly and bejond.
Time: 4 turns, Chance of Success: 50%, Reward: Humanitarian Aid Action is automated.

[] We Know What You Don't: active (2 turns)
Brief Lupus that yes we know where clan homeworlds are and have active link to them but also give them data on graveyard and the two new powers and the fact one is actively hostile and is also watching the homeworlds...
Time: 3 turns, Chance of success: 50%

[] Technological Help:
With the Federated Commonwealth poised to take the technological lead in the Inner Sphere over the other powers (safe the Confederation and the Republic) it might be a good idea to offer technological aid to any of the other Inner Sphere Powers that might be interested in it, to help bridge the gap between them and the FedCom. Technically a similar program exists with the FedCom already, with the Scholarly Exchange, but direct support might yield some improved relations and a potential ally, should the FedCom act against the Confederation and/or the Alliance.
Time: 4 turns, Chance of Success: 40%, Reward: +10 diplomatic relations, +5 external trade
Select a nation or nations, cannot be the Federated Commonwealth

[] 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

[] Diplomatic Action:
There is always some diplomatic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Please suggest a diplomatic action

OCP Trade Organization:

[] >4&*: Go forth and multiply: active (2 turns)
An idea is to increase the number of our Von Neumann ships so they can be used for further construction activities in the future, to assist with uplifting now the Prometheus initiative started, or bulwarking planets, or assist in megastructure construction, and so on.
Time: 4 turns, Chance of success 50%, Reward: Doubleing the number of Von Neumanns

[] Space Mining III: active (3 turns)
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

[] Industrial Export/Trade Delegations:
With the analysis of the Helm Database and the preparations of many OCP companies to build and export Inner Sphere technology, trade delegations should be sent out to look for customers for the technology in the Inner Sphere and with it improve diplomacy as well.
Time: 4 turns, Chance of success: 60%, Reward: +10 to external trade with selected world/polity, +10 to diplomacy with selected world/polity
Select a world or polity to export to

[] Space Industry III:
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

[] Economic Action:
There is always some economic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Please suggest an economic action

OCP Office for Science and Development:

[] Digging up Gravyard: active (3 turns)
With the discovery of the 'Graveyard' system, archeologists, historians and xenobiologists have requested to be allowed to go to the system and begin digging on 'Graveyard' itself to recover as much of the knowledge of the dead civilization as possible to allow them to live on in the memory of the Confederation.
Time: 6 turns, Chance of success: 50%, Reward: Semi-permanent archeology station on 'Gradeyard', ?

[] Scouting for Tesseract:
Perhaps it would be a good idea to go ahead and look for other tesseracts out there. And to see what is on the other side
Time: 4 turns, Chance off success: 50%, Reward: Discovery of 2d4 additional tesseracts and their end points

[] 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

[] 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 Actions for:

1 Action for:
Science
 
[X] Scouting for Tesseract:
Perhaps it would be a good idea to go ahead and look for other tesseracts out there. And to see what is on the other side
Time: 4 turns, Chance off success: 50%, Reward: Discovery of 2d4 additional tesseracts and their end points

Military is going hilariously well though expedition members should perhaps be more great full we are sending them backup as they enter a war zone. Eh bad roll... Any kind of shield at all is a Godsend. Intel more concerned with. Why are there so many and why only being caught now? The whole point of a central intel agency was to passively prevent this situation among other things. Might also want to consider steadily blacklisting known companies for a time as well. See how it goes and how we fuck them over but a lot off data probably got siphoned off and assholes probably trying to copyright it as theirs. Lookheed situation as well is hilarious. Probably thrown out fast with prejudice by our courts and if they keep being uppity ask them what army will enforce it? FedCom will bitch slap them. Scouting force is fine but should be careful of potential ambushes. We don't know these people actual capabilities.

Peace corps probably fine and we know off to great start. Hope luck holds. Trade is more disappointing but industry is still useful if not precisely what we actually need at. Mobile factory ships? Small and medium ones might be useful but not sure would want them out of secure areas. Perhaps several designs? To busy to play with right now. Family problems that this is giving me a small distraction from...

Tesseracts is a big win here. Was not expecting a crit roll but damn good luck there. Now to actually expand on it and find highways. Also that first line going 4k light-years sounds like a good explore/colonizing path. Also might want to refine our technique more and see if we can get better roll next time.

We are absorbing one neighbor and the other looks to be joining in any case. Logan is a fool. She would gain far more as leader of a lothian block than petty lord of a weak and barely functional state. Threats just means the worlds will leave and ask for protection as they join us. Mercs will only piss us off.

Taurian is going very well and glad we gave data. Especially if FedCom is boosting Andurian I assume to bleed FWL in a coming war. The aid to both should really solidify good will we will need down the road.
 
[X] Scouting for Tesseract:
Perhaps it would be a good idea to go ahead and look for other tesseracts out there. And to see what is on the other side
Time: 4 turns, Chance off success: 50%, Reward: Discovery of 2d4 additional tesseracts and their end points
 
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