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Growing Horizons: Inner Sphere - Quest

Now that you mention it...

It would be funny to have a reaction on hardened tech that lasts centuries vs cheap easily produced tech that peaple throw away withou second thought and the cultural implications...

Like Mech heads that inherit their mechs vs grunt that get one issued and easily get a new one after the old got shot out under their asses.
I think Hanse, the genius he is, will be the first to grasp the implications here: The latter implies that people have to rely on each other equally to create an interweb of supply chains that support this structure, while the former would create Lord-Vassal social bonds.

Guess what the Inner Sphere has ended up as after the initial Terran Alliance/Hegemony industrial/technologic fuckery.
 
They honestly won't be able to comprehend it but then we probably would not comprehend making stuff last for generations. It ties back into the whole tech stagnation and centralization of industry to very few sites. Economically it makes sense to last that long when you don't have to worry about next year making what you have now garbage. Which also let's them get away with absurd few factories on worlds or in a given region. Our systems are forge worlds to them. Need to see if we can integrate the two paths though. We have amazing efficiency and capacity but in comparison our stuff, even military, is made of glass.
 
They honestly won't be able to comprehend it but then we probably would not comprehend making stuff last for generations. It ties back into the whole tech stagnation and centralization of industry to very few sites. Economically it makes sense to last that long when you don't have to worry about next year making what you have now garbage. Which also let's them get away with absurd few factories on worlds or in a given region. Our systems are forge worlds to them. Need to see if we can integrate the two paths though. We have amazing efficiency and capacity but in comparison our stuff, even military, is made of glass.
On the other hands, we iterate on our existing technology extremely quickly, so that todays tech is outdated tomorrow.
 
They don't have to know that while we sell it and I assume some tech will stabilize enough to Ragnarok it as back up.
 
Turn 26 - Winter 2180/3030 - Results
Turn 26 - Winter 2180/3030

WCDC Defense Council:

[] Keeping Mercenaries Happy:active
Time: 2 turns, Chance of success: 65%
Roll 1 of 2, Roll 1d100: 87 - Success
Roll 2 of 2, Roll 1d100: 27 - Failure
Combined: 57 - Success

While Köhler Military Services got the permission to hire new personnel, only a surprisingly low number of adventurers and similar people choose to join up with the mercenary company and most of those people were more technically inclined.

Still, KMS did manage to take a few loans, at reasonable rates and backed up by their continued contract with the UN, to buy a single additional Leopard class dropship that used to belong to the Black Warriors, as well as the three Phoenix Hawk Battlemechs, as well as the Shadow Hawk. These 'Mechs reinforce their existing two lances of Mechs and allow them to have a third half lance as backup.

Since all these Mechs and the Dropship are technically salvage and not of that much use to the WCDC, they have been sold for a good rate, which was apparently low compared to prizes in the Inner Sphere.

Reward: stronger ties of KMS to the UN and the WCDC, KMS less likely to end their contract, +5 on military actions

[] Com Buoy: - 4 votes active
Time: 4 turns, Chance of success: 55%
Roll 1 of 4, Roll 1d100: 59+5 = 64 - Success (All R&D)

There was a little time to allow the prospect of the new Caldran Ansible technology to settle down in the minds of the various military commanders. Especially the various high commands and the Defense Council itself were interested in keeping tabs on their forces and for that, the Holy Grail of communication, FTL communication, is god sent.

So, a Project Team was put onto the project to design a Com Buoy as a ternary node. Such a Node would need to be compact and highly redundant in its systems, with its power systems able to provide a continuous 5GW to power the up to ten connections.

active for 3 more turns

WCDC Survey Office:

[] Deep Cover Intelligence: active
Time: 10 turns, Chance of Success: 60%
Roll 1 of 10, Roll 1d100: 93+10 = 103 - Success (Permanent Squadrons)
Roll 2 of 10, Roll 1d100: 62+10 = 73 - Success

After the stopover at Circinus and the successful insertion of the agents, the next target of the A Ship With A View was Pancader, where the crew of the two dropships I Blame Your Mother and I Blame My Mother landed to sell some products, while buying others. There was little information gathered, aside from a Mercanary Unit on the planet and the instable political situation.

The next target was Abramkovo, where some trade was conducted, before the Recon Team reached Bolan.

The planet was the capital of the Bolan Province and as such the Recon Team remained on the system for a longer time. Being the regional headquarters of the Lyran Commonwealth Armed Forces and likely their intelligence agency, it was believed to be a good idea that two of the deep cover agents should remain on the planet. Ostentatiously, to set up trade for the people backing the A Ship With A View mission, but mostly to establish a small ring of agents and recover intelligence.

The two agents were given some equipment, including a mini fabricator able to produce Smart Dust, allowing them to collect more intelligence.

To get this intelligence to Berlin, they choose to make use of the agents on Circinus, sending a highly compressed and encrypted stream of data to Circinus over the local HPG, from where the information was transmitted through the Survey Satellites to FOB Pine Gap and onto Berlin.

active for 8 more turns

[] Project Trawler: - 4 votes active
Time: 3 turns, Chance of success: 60%
Roll 1 of 3, Roll 1d100: 98 - Crit Success

The discovery of the Bug Eye class surveillance ship Mata Hari at Erdvynn came to a surprise to the Survey Office. It lead directly into some worry about the capabilities of the spacecraft and the order to go over its systems with a fine toothed comb.

However, it gave the mission designers of the Servey Office an idea to create a specialized spacecraft to act as a surveillance platform, much like the old intelligence trawlers in the 20th century. Light and small spacecraft stuffed to capacity with intelligence gathering systems and possibly an ALI to work through this information.

Such a spacecraft would need to be stealthy, with small heat and radar crossections and a low visibility, some weapons to defend itself, systems to deploy recon drones, and Smart Dust, an FTL drive and extremely powerful drive systems.

active for 2 more turns

Deep Space Signal Intelligence Network

[] HumInt: - 4 votes active
Time: 3 turns, Chance of success: 40%
Roll 1 of 3, Roll 1d100: 12 - Failure

The success of inserting agents into Circinus made the Deep Space Signal Intelligence Network Operations Office think. For the moment all information they had come from SigInt, but the few months that the Circinus Agents were active made it clear that HumInt was a great source of information as well. However, it was hard to insert people onto planetary surfaces.

It might have been possible to use a dropship for such an operation, but the need to use a jumpship as well to deliver the dropship, was considered a larger problem, with the limited number of these craft available.

active for 2 more turns

WCDC Diplomatic Corps:

[] Long Range Diplomacy - Lothian League: active
Time: 6 turns, Chance of success: 50%
Roll 1 of 6, Roll 1d100: 38+5 = 43 - Failure (Prometheus Foundation)
Roll 2 of 6, Roll 1d100: 76+5 = 81 - Success
Roll 3 of 6, Roll 1d100: 46+5 = 51 - Success
Roll 4 of 6, Roll 1d100: 23+5 = 28 - Failure
Roll 5 of 6, Roll 1d100: 80+5 = 85 - Success

The diplomats had some success in changing the mind of the Lotharian government and especially Lorelei Logan, Grand Mistress of the Lothian League. They took more than two weeks to carefully explain they were not at all connected to any pirates and that, instead, they were looking into making the life of pirates harder.

To this end, the diplomats informed the Lotharian government that they had been allowed to inform them about the potential of selling new arms, be they small arms, weapon systems or even Main Battle Tanks to Lothario, giving some examples of these weapons and their effectivity against Mechs, though the latter was largely based around simulations. Some mercenary companies commanders, who were present during these talks, scoffed about comparing tanks to mechs, but Grand Mistress Logan noted they could need everything to defend themselves better. There was the suggestion that any arms trade with Lothario would come with training personnel for these weapons and that some companies would be willing to set up factories to produce replacement parts and ammunition locally. This would not only present a local source of parts ad ammunition, but also work and work training.

The potential civilian trade was sadly mentioned on the sidelines, as Grand Mistress Logan was more interested in a better defense for her people.

active for 1 more turn

[] Long Range Diplomacy - Comstar: active
Time: 4 turns, Chance of success: 50%
Roll 1 of 4, Roll 1d100: 64+5 = 69 - Success (Prometheus Foundation)
Roll 2 of 4, Roll 1d100: 70+5 = 75 - Success
Roll 3 of 4, Roll 1d100: 2+5 = 7 - Failure
Roll 4 of 4, Roll 1d100: 2+5 = 7 - Failure
Combined: 40 - Failure

The attempt to set up diplomatic contact with Comstar completely collapsed. This had multiple reasons. One was the media coverage of the 'Marriage Incident' and a second the attempt of the ROM agent to set up a sort of human intelligence network, which fails partially due to the media coverage and partially from active interference.

Other reasons come from the Comstar end, as the Endeavour transmits the preambles of several papers about the Caldran Ansible, the Heim-Feynman Event Generator and several other technologies, followed by the general political situation in the WCDC. For some reason, the Comstar personnel is ordered to gather as much information as they can and then make their way back as fast as they can, even if this meant ending the contact. No reason was given.

As a precaution, any additional internet access for the Comstar personnel was blocked, no matter of which they were using the connection they were given of if they made connections through public terminals. This of course led to protests from the Comstar personnel, which were played down and eventually lead to the James Cook attempting to leave Ceres after one final protest.

This coincided with the official discovery of several kilograms of high explosives in the central bearing nodes of three Asari habitat rings. Unofficially, the Survey Office, the Federal Intelligence Agency and the local police knew of these explosive packages and the attempt to destroy not only these three habitats, but others in a chain reaction, since the ROM agent had earlieremplaced them two days earlier. It was believed the explosives should have detonated at the time of the explosion, to create chaos to allow the dropship to leave.

Instead, the James Cook was intercepted by a squadron of Sleipnir and Im-umi class craft of the Cereran Defense Forces, the crew was taken into custody and the dropship searched. The ROM agent committed suicide.

This prompted a massive outcry by Comstar, transmitted directly from the Endeavour to Ceres, but by the time it reached the minor planet, the search had already been completed. The main computer had part of its memory erased and over written multiple times with random noise, and no personal storage devices were discovered that contained any data deemed to be dangerous. Even an ASI specialized in cryptography and employed by the FIA was unable to find any encrypted information.

This of course did not mean that there was none.

With the ROM agent dead, no information found, and no additional official connection between Comstar and the attempted bombing present, the crew of the James Cook was released and allowed to return to the Endeavour, which meant any diplomatic contact to Comstar was severed for the time being.

Still, the search of the James Cook allowed the intelligence community of the WCDC to collect data on Comstar, especially copies of various important documents about standard operations that were not deleted.

Reward: No continous Diplomatic Contact with Comstar, -10 to diplomacy with Comstar, Comstar classed as potentially belligerent

WCDC Trade Organization:

[] New Settlement Initiative: active
Time: 6 turns, Chance of success: 50%
Roll 1 of 6, Roll 1d100: 2 - Crit Failure
Roll 2 of 6, Roll 1d100: 41 - Failure
Roll 3 of 6, Roll 1d100: 9 - Failure
Roll 4 of 6, Roll 1d100: 17 - Failure
Roll 5 of 6, Roll 1d100: 16 - Failure
Roll 6 of 6, Roll 1d100: 61 - Success
Combined: 25 - Failure

Eventually the entire project to sell the abandoned planets to find someone willing to settle on them was given up as a complete failure.

However, by the end of the project, there were two or three interested groups, but they demanded to know why these planets were abandoned and if they were dangerous, before they would be willing to go and begins settling on any of these worlds.

Reward: No new settlements on abandoned planets, action cannot be repeated until Abandoned Settlements is completed successfully

Choice between Arms Export (even) and Interstellar Communication Network (odd), Roll 1d10: 5 - odd

[] Interstellar Communication Network: - 2 votes active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 21+10+10 = 41 - Success (Stronger Economy, Economic Ties)

With the Caldran Ansible finally penetrating the minds of the business people in the WCDC, the cry for its immediate realization could almost be heard at Jupiter from Earth and Jerat. It was not only business people who were clamoring for a viable FTL communication link to their partners in other systems, but also the scientific community itself that wanted a real time link to any and all their colleagues. And on top of this was the military that demanded their share of the future bandwidth of the new technology.

Seeing the future need and use of an FTL Interstellar Internet, the WCDCTO sent out a Request for Proposals to the various communication companies as a first reaction.

active for (3 more turns)

WCDC Office for Science and Development:

[] Research Center Sol: active
Time: 4 turns, Chance of success: 70%
Roll 1 of 4, Roll 1d100: 11 - Failure
Roll 2 of 4, Roll 1d100: 52 - Success

While the initial reaction had been negative, it slowly changed to be seen in a more positive light. Sol was located centrally within the WCDC and its main systems. Most of the scientific progress concerning technologies and science coming from the Inner Sphere had for some reason mostly gone to Sol (though it was believed that a lot of universities in Sol had gone and hired non-human staff after they made a breakthrough, offering more money) and it was believed that at least, Sol should be given a chance, even though the possibility of FTL communication with the other systems in the near future might make the entire situation obsolete.

active for 2 more turns

[] Project Big Proton: active
Time: 3 turns, Chance of success: 50%
Roll 1 of 4, Roll 1d100: 21 - Failure
Roll 2 of 4, Roll 1d100: 98 - Crit Success

With the protests on the 'Research Center Sol' ended and the views on the project changed, Project Big Photon finally picks up steam, fast.

With two docks selected to create the first prototypes for the Advanced Jump Core and the prototype spacecraft, the engineers and scientists seemed to work overtime, delivering the first prototype within three weeks, followed by the second prototype one week later. Fabricators were employed to begin the construction of both, slightly different, jump cores, while the hulls for the test spacecraft were build in parallel.

The Jump Core of the first craft, called Just Testing would end up massing 6750 tonnes, with the entire craft massing 15000 tonnes, while the second, Size Isn't Everything, was to be a 300000 tonne spacecraft with a 135000 tonne jump core.

Thanks to fabricators, it was expected that the Just Testing would be ready for the first tests in early Spring, while the Size Isn't Everything would be ready in late Spring.

active for 2 more turns

Deep Space Signal Intelligence Network Report

Lothian League:

A mercenary company, Cramers Cavalry, arrives at Lothario from Circinus, ostensively to reinforce the defenses of the planet, telling Grand Mistress Logan about the growth of mercenaries at Circinus, however it is unclear if that is truely their goal.

Illyrian Palatinate:

A trader arrives at Illyria. Nothing else of note to be reported.

Circinus Federation:

The number of mercenary companies has stabilized with no new arrivals, but one of the companies, Cramer's Cavalry, has moved on to Lothario. As far as the agents on the ground can tell, they have loudly proclaimed not to be willing to work with several of the other companies and that they would end their contract with Circinus, before leaving. However, the actual situation is a bit hazy.

The HPG Radio Backscatter analysis doe not give much more information concerning these mercenary company.

Otherwise, the agents have established themselves as traders and received the first HPG messages from the Deep Cover Agents on Bolan and transmitted the data to the surveillance satellite.

Marian Hegemony:

Nothing much of interest is happening.

Inner Sphere:

Lyran Commonwealth:

The Lyran Commonwealth and the Federated Suns celebrate the birth of Conrad and Angelica Steiner-Davion, who are born on December 15, 3030 on Tharkad.

Federated Suns:

To celebrate the birth of his first children, First Prince Hanse Davion throws a massive party by all accounts.

Meanwhile, Federated Suns forces continue to make inroads into the Capellan Confederation, taking about eight worlds, though they are slow, thanks to the limited number available, as more forces have to be moved to the Draconis March to fend of incursions of the Combine.

Draconic Combine:

Draconis Combine Forces continue to probe the border to the Federated Suns to test their defenses.

Free Worlds League:

In the light of Captain-General Janos Marik's health problems, his son, Comstar Precentor Thomas Marik, is called back to Areus to support his father, in the light of problems between Duggan and Duncan Marik. It is believed he is to support his father in dealing with the situation.

Dutchy of Andurien:

The Dutchy of Andurien makes more and more gains within the Capellan Confederation, any by the end of Winter that has conquered or otherwise gained half of the remaining Confederation, about 37 worlds, with the Magistracy of Canopus taking another nine worlds.

Capellan Confederation:

The governmental structure of the Confederation all but collapses during Winter as more and more worlds either get conquered by the Dutchy of Andurien, the Magistracy of Canopus and the Federated Suns, with only 19 worlds remaining of about 217 worlds prior to the 4th Sucessor War.

Chancellor Romano Liao meanwhile has completely lost her mind, killing anyone within her palace who is even looking at her strangely, with the military command rapidly dissolving completely.

Comstar:

Comstar, as an organization, must be classed as potentially belligerent, like the Circinus Federation and the Marian Hegemony. The actions shown by personnel and agents of this organization have been aimed to the detriment of anyone involved.

Expansion and Suggestions:

For the moment it would be a good idea to slowly expand the Network into the direction of the Inner Sphere, but the establishment of an FTL communication link to Sol and Berlin as well as FTL communication to the surveillance probes must have priority. There is the potential to design a Ternary Network Node with Surveillance capabilities, allowing to use the network for communication with operations within the DSSI Network.

Random Event: Political scandal at Colony

Roll 1d2: 2 - Alden

A political scandal rocks the thirty-year-old colony of Alden, following a heavy accident of the City Ship Tinnef, populated sorely by Quetzal. It after a collision with a tidewale, a native macroorganism of Alden, more of the watertight partitions of the City Ship have ruptured than should have happened. Additionally, a sonic defensive system should have kept the tidewale away from the City Ship in the first place.

An investigation shows the City Ship has been constructed with sub-standard parts, that were unable to take the load of the impact with the square kilometer sized tidewale. Further investigations show the City Ships' builder has provided the sub-standard parts and paid off the quality control officers and, in several government officials, including the current governor, who used to be a quality control officer when the City Ship was build.

The governor or Alden may face charges.

Event Chain

In late Winter, an Invader class Jumpship arrives at Solidarność carrying three Union class dropships. All three Dropships detach and slowly make their way towards the planet. After first thought to be pirates, the Solidarność Space Control challenges them, which asks the few WCDC spacecraft in orbit for help should the need arise.

The dropships identify themselves as belonging to a mercenary company called Cranston Snord's Irregulars, who were under contract with the Lyran Commonwealth and on a peaceful mission, hoping to have some R&R on the planet. They were given permission to land on Solidarność, though put under scrutiny by the local police and military forces.

It was soon discovered the mercenaries were telling the truth, as they were soon mingling in the spaceport area, though surprisingly a number were visiting museums. Cranston Snord himself, together with a man named Joshua Wolf, met with the King of Solidarność, to confer about their reason to be around. It appeared that they had received the order from Archon Steiner herself to seek out a supposed Star League depot somewhere in the area, from which a trader had bought some noteputers he brought back to the Inner Sphere.

This in turn led to a meeting between Snord, Wolf and the WCDC Ambassador, a Tiaunt, and his aides, an Ormiold, and two humans, with resulted in some curious reactions from Snord and Wolf. The followup discussion informed both men that apparently the trader had gotten his hands on a few simple tablet computers of the WCDC, which in turn made Snord ask if it would be possible to enter the WCDC, to see one or more of the organization's systems for themselves.[/b]
 
Turn 27 - Spring 2181/3031
Turn 27 - Spring 2181/3031

WCDC Defense Council:

[] Com Buoy: active (3 turns)
It is to be expected that at some point, the WCDC is going to have to conduct offensive operations. For such an eventuality, it is a requiorement to have a near real time communication between the expeditionary force and command. This in turn speaks for the design of Caldran Ansible communication buoys that can be placed along the line of advance towards the objective to supply a near real time com channel between various forces.
Time: 4 turns, Chance of success: 55%, Reward: compact com buoys to mbe placed along the line of advance.

[] Offensive Defense Planning:
Interrogation of the Black Warrior prisoners taken in 61 Virginis have allowed the Survey Office and the Military Intelligence wing to gather some information about the Circinus Federation, in addition to the initial signal intelligence. True, they are currently unlikely to send more Jump Ships after their now failed attack, as they are preoccupied with a growing conflict in the Inner Sphere, but there are voices that call for a retaliatory attack on the Circinus Federation to make them and others think twice about attacking the Walker Cluster again. Either way Plans should be drawn up.
Time: 5 turns, Chance of success: 50%, Reward: Plans for an offensive operation against the Circinus Federation, in space and on the ground

[] Improved System Defense & Forward Operation Base:
While the Raytan Jump Point Defense Stations do their job for system defense, there are ideas how to improve on the system, giving it FTL capabilities, so that they can be emplaced in systems without existing interplanetary infrastructure. Additionally, such a station could potentially act as a mobile Forward Operation Base for offensive operations. Together with the Caldran Ansible, it would also allow the operations command and staff to remain protected bhind the potential front lines. Potentially, such a design might be equipped with the new Jump Drive.
Time: 4 turns, Chance of success: 45%, Reward: New FTL cpable Defensive Station

[] Project Byzantium:
With the successful recovery of the SLS Belisarius it should be a priority to put this large spacecraft back into service and take the time to take a look at its weaponry and other systems, as they are replaced by their WCDC equivalent. This would potentially allow the design of heavy weapon systems, including lasers and kinetics, a vessel of similar size might be equipped with. At the least, it should be possible to determine, whether a massive combat spacecraft of this size makes any sense. At the very least it might be possible to carry a number of dropship collar equipped conventional combat spacecraft to be carried into combat, backed up by a lot of firepower and even act as a Forwards Operations Base.
Time: 6 turns, Chance of success: 60%, Reward: Belisarius put into service for the WCDC, new research options for large scale weaponry and large scale combat spacecraft

[] Project Hunter Killer:
Some of the Project Teams have started to think that since there are now AutoWars in the space forces, it might be a good idea to ask AIs whether they would be willing to operate ground combat vehicles and compact mechs of some sort, so that the ground forces can operate on a similar level as the space forces.
Time: 4 turns, Chance of success: 50%, Reward: AI controlled ground combat vehicles, 50% chance of specialized compact mechs for use by AIs

[] Project Chop Shop:
It might have been some time now, but with the potential of a natively designed 'Mech being about, There should be a look or two taken at some of the 'Mechs that have been recovered from the Black Warrior attack. Mainly to take a look at mech scale weaponry, as well as trying to find more weaknesses of the general design. In the end it might be useful to put them back together and sell them off afterwards, and maybe copy the weapons to sell later on, or adapt to WCDC standarts.
Time: 3 turns, Chance of success: 60%, Rewards: New military options, +10 on ground operations against 'Mechs, new economy options

WCDC Survey Office:

[] Deep Cover Intelligence: active (8 turns)
With the Preparations successful, it is time to send the Deep Cover Intelligence mission out into the Inner Sphere and begin trading with the Lyran Commonwealth and the Free Worlds League. And while doing so, gather information about the economy and military of the two Inner Sphere nations. It might also be possible to place some deep cover agents into both nations to gather long term information.
Time: 10 turns, Chance of Success: 60%, Reward: Information about the Lyran Commonwealth and the Free Worlds League, 75% chance of emplacing an intelligence network

[] Project Trawler: active (2 turns)
With the successful recovery of the Mata Hari, it should be a priority to take the vessel apart and see whether it might be a good idea to use the smallest available of the new Improved Jump Drives to design a few jump capable surveillance space craft that fill the same niche as the Bug Eye class.
Time: 3 turns, Chance of success: 60%, Reward: Designs for a jump capable Surveillance space craft

[] Further Survey IV:
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

[] 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 seek for anything the early 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 valuable artifacts, 1d4 of these worlds can be resettled

[] Marian Intelligence:
While the Deep Space Signal Intelligence Network is slowly growing towards the Marian Hegemony, it might be a good idea to start a one off survey of the Marians to get a good image of the capabilities, should they prove to be more belligerent than they currently appear.
Time: 4 turns, Chance of success: 50%, Reward: One off information about the Marian Hegemony

Deep Space Signal Intelligence Network

[] HumInt: active (2 turns)
Find a way to emplace HumInt agents into places of interest.
Time: 3 turns, Chance of success: 40%, Reward: A way to insert agents to planets where they can gather human intelligence

[] Real Time Deep Space Signal Intelligence:
Creation of a deep space FTL communcation network to link all Surveillance Sites to FOB Pine Gap and Berlin.
Time: 5 turns, Chance of success: 40%, Reward: Real Time Data avaiable for Survey and intelligence work


WCDC Diplomatic Corps:

[] Long Range Diplomacy - Lothian League: active (1 turns)
It took a few months, but there is the idea it would be time to contact at least with the Lothian League, the closest of the small star nations of the Inner Sphere. It had also been the target of Köhler Military Services and as such, there is a bit of information on the nation available. The recent raids of the Marian Hegemony might allow us to make some offers of support towards the League.
Time: 6 turns, Chance of success: 50%, Reward: Diplomatic Contact with the Lothian League

[] Invite Others III:
The WCDC was working out nicely and maybe it was time to invite one of the other worlds outside the Three Systems into the WCDC?
Time: 4 turns, Chance of success: 35%, Reward: The selected world joins the WCDC as a member
Please select a world from the list of Known Habited Worlds neat the Walker Cluster

[] Charm Offensive III:
In the wake of the Black Warrior Attack and the fears that are still around in the nearby systems, it would be a good idea to alley their fear.
Time: 4 turns, Chance of success: 60%, Reward: Better diplomatic relations to the ten known worlds, +5 to diplomatic actions with the ten worlds

[] 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: 25%, Reward: 1d6 nations of the 14 nations that declined WCDC membership initially, become WCDC members

[] Humanitarian Aid III:
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

[] Long Range Diplomacy - Illyrian Palatinate:
In the wake of the raids of the Marian Hegemony on thge Palatinate, it might be preferrable to open diplomatic contact to the nation and potentially offer some support.
Time: 6 turns, Chance of success: 50%, Reward: Diplomatic Contact with the Illyrian Palatinate

WCDC Trade Organization:

[] Interstellar Communication Network: active (3 turns)
With the Caldran Ansible Node Network available for construction, it is a project that should be places high on the list of priorities. As such, a lot of money shouzld be put into setting up an Ansible Network for real time communication between systems.
Time: 4 turns, Chance of success: 60%, Reward: +10 to internal trade, +10 on defensive actions, +10 to research actions

[] New Settlement Initiative:
The recent attack of the Black Warriors on 61 Virginis has brought the vulnerability of the Three Systems and the WCDC into focus, even if the forces in the system have been able to defeat the invaders. There are also many virgin, uninhabited planets nearby discovered by the initial survey missions. So it is only natural that the Trade Organization should offer a few incentives to send out a few new settlement missions. Perhaps one or two Planetary Settelment Kits for free would do for settling an additional planet or two.
Time: 6 turns, Chance of success: 50%, Reward: 1d4 newly settled planets

[] Heavy Combat Space Craft:
After the success of the previous projects to build light and medium space craft with the new technologies, it is not time to begin with the development of heavy combat space craft to replace the current classes of Bombard type spacecraft
Time: 6 turns, Chance of success: 60%, Reward: One design of a heavy combat spacecraft, 30% chance of a working prototype

[] Von Neuman:
AIs of various stripes have been a fact of life for all nations of the Three Systems for some time now and there had always been ideas of space craft that could reproduce by themselves and to a degree the Planetary Settlement Kits were a version of such a Von Neumann machine. Now, with both the economic and military situation somewhat in the balance, concerning the Inner Sphere, maybe it would be time to make use of the available technology and create fully automated factory space craft that could go into a system, begin mining raw materials from asteroids and then produce just about everything with its fabricators, from shoes over shuttles to combat space craft and even a copy of itself. The military would be interested in such a spacecraft to produce munitions, replacement parts and entire stations.
Time: 6 turns, Chance of success: 40%, Reward: Design of a Von Neumann Factory Spacecraft, 5% chance of a working prototype

[] Arms Export:
With the development of new ground combat vehicles and other systems to improve the WCDCs defenses, some arms companies have begun to think about exporting some older weapon systems and vehicles to worlds and entities outside the WCDC, including worlds around the WCDC, the Lothians, the ANZAC Union and later on other nearby polities. This would give those worlds and polities a better chance of defense against pirates and the Marian Hegemony, as well as improve the diplomatic situation.
Time: 4 turns, Chance of success: 60%, Reward: +10 to defenses of selected world, +10 to external trade with selected world, +10 to diplomacy with selected world
Select a world or polity to export to

[] Industrial Export:
Some surprising things have come up during historical research, including the Terran Hegemony flooding the Periphery with cheap goods and systems that killed off local suppliers and left worlds in the cold, following the Amaris Crisis and the following Successor Wars. Now some companies believe they could make a profit selling power generation, atmospheric processors, water purification and other similar systems to the worlds and polities surrounding the WCDC. Some even propose to set up factories for these things on other planets and polities. This would certainly improve the economic situation of these worlds, diplomatic contact with them, as well as improve the WCDC economy.
Time: 4 turns, Chance of success: 60%, Reward: +10 to external trade with selected world, +10 to diplomacy with selected world
Select a world or polity to export to

[] MBT & Battemech Development
With the Combined Arms Doctrine continuing to be used, it is time to develop a new Main Battle Tank and the Fusilier Battlemech for general use by the WCDC militaries.
Time: 3 turns, Chance of success: 70%, Reward: New MBT & Battlemech designs, +5 to ground combat

[] Combat Vehicle Development
With the Combined Arms Doctrine continuing to be used, it is time to develop the designs for IFVs, Self Propelled Artillery, High Moblility Vehicles and Armored Logistics Vehicles.
Time: 3 turns, Chance of success: 70%, Reward: Combat Vehicle designs, +5 to ground combat

[] Interstellar Jump Trader:
There are several large jump ships now available as a base to design a large jump capable trade space craft that would allow carrying dropships and cargo. It might be a good idea to give some incentives to some dock yards to begin with the development of large jump capable vessels that can operate like the jump ships of the Inner Sphere and either use or sell them on the open market of the Inner Sphere, using a conventional jump drive.
Time: 4 turns, Chance of success: 60%, Reward: 1d4 Jumpship designs that can be used locally or sold

WCDC Office for Science and Development:

[] Research Center Sol: active (3 turns)
With the headquarters of the Office for Science and Development in Paris, more and more research seems to have flown into Sol on a somewhat natural basis. So there are now voices to set up a large reseach center somewhere in Sol, much like the venerable CERN on Earth. Several nations around Sol, especially in the asteroid belt have shown interest in providing space for such a research center.
Time: 4 turns, Chance of success: 70%, Reward: Research center in the Asteroid Belt (Roll to determine where), +10 on research

[] Project Big Proton: active (3 turns)
With the completion of the Jump Drive Project, it would be a good idea to design and build an automated prototype spacecraft equipped with one of the new jump drives to test whether the drive actually works or not.
Time: 3 turns, Chance of success: 50%, Reward: Development of Jump drive equipped space craft available

[] Hypercom III:
With the Caldran Ansible Node Network available, it would be a shame to let the research on the other FTL com technologies go to waste. So the research should be continued.
Time: 4 turns, Chance of success: 70%, Reward: FTL communication system, 50% for Improved Black Box, 50% for Improved Hyper Pulse Generator

[] Superliminal Wave Detector:
The new N Field Theory tells about the possibility of a form of n-dimensional waves that move at faster than light speeds for a certain distance. It should be possible to build some sort of detector for such waves. Already there are some possible uses for such a detector, such as detecting the use of jump drives over a certain distance. Though how long the distance will be is to be determined. Certainly, it would help detecting the emergance of jump drives inside a solar system and react faster for defensive purposes.
Time: 5 turns, Chance of success: 55%, Reward: Superluminal wave detector, (10+3d20)ly detection range

[] Project Blue Danube:
The recent Attack on 61 Virginis has left the WCDC with easy access to three intact and the wreckage of one more jump ships. This allows to do some tests floating about within the minds of various researchers ever since they learned about KF theory. What would happen if a jump ship was to carry a Heim-Feynman Event Generator? Either if carried by a dropship like craft or by the jump ship itself. Project Blue Danube would take one of the Invader class jumpships available for the current moment, model its magnetic characteristics and then equip it with a Heim-Feynman Event Generator. Then an automated system would do the experiments.
Time: 4 turns, Chance of success: 55%, Reward: In the future jumpships may be equipped with a HFEG based secondary FTL drive

[] Project Heavy Mysterious Mustard:
With the completion of the Jump Drive Project, it might be a good idea whether or not it would be possible to burn some research time to further improve the Jump Drive, Improve the range, materials, allow faster charing from a fusion reactor, this kind of thing.
Time: 5 turns, Chance of success: 40%, Reward: Improved Jump Drive

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

2 Action for:

1 Action for:
Military
Diplomacy
Trade
 
Well. Who is for informing the Wolf Dragoons about ComStar's shenanigans? We really need to fuck up the Toaster Worshipper's Inner Sphere plans as much as possible to slow them down from realizing counter actions against us. The Wolf brothers are the 'in' with the Federated Commonwealth and Melissa and Hanse...and the MIIO is about to enter its "God Mode cheater" years. We need to sic these guys on them fast.
 
Not going to lie glad ansibile won out because we need that far more to me than a trade boost. Though we need to start moving to a war footing now because comstar is going to start the crap now. And with fake Thomas heading to power we will need to watch the border carefully because Marik raiders are probable coming as well. Though with the feeding frenzy and shock of the fall of the Confederation the IS will probable be distracted for a year or two. Oh and we need to send to prep a task force/marine expedition because looks like Lothian League is about to get hit. That merc company is probable to get their feet in the door so the rest of the invasion force has a easier time landing. Hope the Lothian Grand Mistress sends them packing. Also might as well talk with the Clanners and see what happens. The Dragoons should be useful and hell technically they can find out about comstar shenanigans through the news because that bullshit should be all over it.

[x] Arms Export:
With the development of new ground combat vehicles and other systems to improve the WCDCs defenses, some arms companies have begun to think about exporting some older weapon systems and vehicles to worlds and entities outside the WCDC, including worlds around the WCDC, the Lothians, the ANZAC Union and later on other nearby polities. This would give those worlds and polities a better chance of defense against pirates and the Marian Hegemony, as well as improve the diplomatic situation.
Time: 4 turns, Chance of success: 60%, Reward: +10 to defenses of selected world, +10 to external trade with selected world, +10 to diplomacy with selected world
Lothian

[X] Project Chop Shop:
It might have been some time now, but with the potential of a natively designed 'Mech being about, There should be a look or two taken at some of the 'Mechs that have been recovered from the Black Warrior attack. Mainly to take a look at mech scale weaponry, as well as trying to find more weaknesses of the general design. In the end it might be useful to put them back together and sell them off afterwards, and maybe copy the weapons to sell later on, or adapt to WCDC standarts.
Time: 3 turns, Chance of success: 60%, Rewards: New military options, +10 on ground operations against 'Mechs, new economy options

[x] 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: 25%, Reward: 1d6 nations of the 14 nations that declined WCDC membership initially, become WCDC members

Arms export to Lothians since option is open so yeah... Chop Shop to clear it out low hanging fruit and sweet econ options and the fact we might be fighting mechs in several turns and "We need new members" to hopefully use comstar blunder to unify the cluster more though surprised no option to bring in the Dragoons and talk to them.
 
What is the likelihood of ComStar trying to RKKV our Earth or one of the alien homeworlds or releasing a World Eater-like like Little Boy (by RandomJ).

God. We need HPG's and Black Box communicators to create surveillance drones nets surrounding our systems and have a Real-Time FTL sensor network.
The chance is low at the moment. For one, they don't know our military capabilities, especially with, pfeh, tanks.

I don't know if WoB used any RKKVs at all and the planetary defense networks are so well developed against anything slower than .75c that they can't deploy a world killer plague, especially since the Quetzal homeworld Cterin was hit by a Little Boy like bio-weapon 3000 years ago and Petan still stands guard over it for quarantine and everyone used to panic about the 'berserkers' attacking Earth or Jerat to deploy that to us.

As for RKKVing itself. They better use .75+c weapons in that case. And the RKKV would be resulting in us going full war and likely send all our forces towards Terra, with a few RKKVs of our own. Especially since we are not dependent on Jump Points at all.
 
The chance is low at the moment. For one, they don't know our military capabilities, especially with, pfeh, tanks.

I don't know if WoB used any RKKVs at all and the planetary defense networks are so well developed against anything slower than .75c that they can't deploy a world killer plague, especially since the Quetzal homeworld Cterin was hit by a Little Boy like bio-weapon 3000 years ago and Petan still stands guard over it for quarantine and everyone used to panic about the 'berserkers' attacking Earth or Jerat to deploy that to us.

As for RKKVing itself. They better use .75+c weapons in that case. And the RKKV would be resulting in us going full war and likely send all our forces towards Terra, with a few RKKVs of our own. Especially since we are not dependent on Jump Points at all.
I am fearing Petan may decide as retaliation for any attempt to glass BT Terra.
 
Not going to lie glad ansibile won out because we need that far more to me than a trade boost. Though we need to start moving to a war footing now because comstar is going to start the crap now. And with fake Thomas heading to power we will need to watch the border carefully because Marik raiders are probable coming as well. Though with the feeding frenzy and shock of the fall of the Confederation the IS will probable be distracted for a year or two. Oh and we need to send to prep a task force/marine expedition because looks like Lothian League is about to get hit. That merc company is probable to get their feet in the door so the rest of the invasion force has a easier time landing. Hope the Lothian Grand Mistress sends them packing. Also might as well talk with the Clanners and see what happens. The Dragoons should be useful and hell technically they can find out about comstar shenanigans through the news because that bullshit should be all over it.
Fake Thomas is not up at the moment, he's the real one.

As for those mercs, I will let the dice decide what they are actually up to.
I am fearing Petan may decide as retaliation for any attempt to glass BT Terra.
He might. Especially since he is a WCDC member right now and likely transferring into a large, faster hull soon enough...
 
Fake Thomas is not up at the moment, he's the real one.

As for those mercs, I will let the dice decide what they are actually up to.
Interesting and worrying because if he does stay true believer he will be a long term problem but that is a problem for later. And mercs well still would like military ready to jump anyway because those pirates are about to go somewhere. Kinda have to they need to eat and work and just sitting there to long is asking for trouble.
@Blade4
Hey Blade! It seems that Terra here is gonna get the Illium treatment from that one RP game you played in.
Hope not. Terra needs to stop fucking things over for everyone but being brutalized is pointless. The average person has nothing to do with upper level of comstar being monsters.
 
Ok immediate concern is what ever comstar and those pirates do. Three options I see is they help turn the circinus into a comstar ally/puppet, they hit a neighbor power like the Lothian and absorb them into the circinus or at least break them as anything but a humanitarian disaster or they come attack us. Option 1 depends on political factors we can't see such as if father or son is more willing to play comstar games. Option 3 is unlikely to me because comstar knows enough that the pirates are not hitting anything vital to use before our warships can break them so that leaves option two and sure looks like they are going after the Lothian but that could be a ploy to attract our attention while they do something else.

All we can do is prepare and see which way they go.

After that we need to unify our house getting the 14 in line if not already. Secure our borders and begin uplifting and absorbing the neighboring world and then periphery micro nations. The Circinus will need to be broken at least and the Marian will need at least one solid clubbing to get them to rethink their bullshit. The IS houses will be more dicey but solid peace and trade treaties and selling jumpships should be very agreeable to the lyrans. The mariks to might like it but this is the point comstar increasingly entrenches in them so irrational behavior can be expected.

Comments?
 
Uh fuck Comstar has gone full Blake. You never ever go full Blake!



[x] Arms Export:
With the development of new ground combat vehicles and other systems to improve the WCDCs defenses, some arms companies have begun to think about exporting some older weapon systems and vehicles to worlds and entities outside the WCDC, including worlds around the WCDC, the Lothians, the ANZAC Union and later on other nearby polities. This would give those worlds and polities a better chance of defense against pirates and the Marian Hegemony, as well as improve the diplomatic situation.
Time: 4 turns, Chance of success: 60%, Reward: +10 to defenses of selected world, +10 to external trade with selected world, +10 to diplomacy with selected world
Lothian

[X] Project Chop Shop:
It might have been some time now, but with the potential of a natively designed 'Mech being about, There should be a look or two taken at some of the 'Mechs that have been recovered from the Black Warrior attack. Mainly to take a look at mech scale weaponry, as well as trying to find more weaknesses of the general design. In the end it might be useful to put them back together and sell them off afterwards, and maybe copy the weapons to sell later on, or adapt to WCDC standarts.
Time: 3 turns, Chance of success: 60%, Rewards: New military options, +10 on ground operations against 'Mechs, new economy options

[x] 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: 25%, Reward: 1d6 nations of the 14 nations that declined WCDC membership initially, become WCDC members

Lets see what the dice will say then
 
Keep in mind that this is the pre Focht days (if those ever come), and that Waterly is Primus. She be cray-cray.
But not completely nuts in this era. She has not had time to neuter the other members of the first circuit and gone completely quietly mad with no one to stop her... Until someone simple shoots her. Iirc by this point they also know the comguard is near useless being green as grass so if not Focht they will want someone actually good to take that role. I suddenly find myself wanting to rush the Texas research because now I am wondering how well do our ships stack up because they could try to get their fleet going. Would take a decade at least but they do have several Dante class they could try raiding with. Honestly big threat is them using influence and intrigue to turn all the powers nearby against us to try and contain until they can find a proper stick.
 
But not completely nuts in this era. She has not had time to neuter the other members of the first circuit and gone completely quietly mad with no one to stop her... Until someone simple shoots her. Iirc by this point they also know the comguard is near useless being green as grass so if not Focht they will want someone actually good to take that role. I suddenly find myself wanting to rush the Texas research because now I am wondering how well do our ships stack up because they could try to get their fleet going. Would take a decade at least but they do have several Dante class they could try raiding with. Honestly big threat is them using influence and intrigue to turn all the powers nearby against us to try and contain until they can find a proper stick.
Yes, but keep in mind that she put in Focht as Precator ROM and expected him to hit the MIIA hard to destroy it, rather than the orderly retreat she got.
 
Yes, but keep in mind that she put in Focht as Precator ROM and expected him to hit the MIIA hard to destroy it, rather than the orderly retreat she got.
Yeah and keeping his forces intact and not giving evidence to the houses to murder comstar did not result in him being murdered or reeducated just moved to control the comguards where he was far more effective. She was nuts but I think it was only in the 30050 or so she was so far gone she was blind to reality otherwise why would she even attempt operation scorpion when the vast majority of her forces were dying gutting the clans.
 
[x] Arms Export:
With the development of new ground combat vehicles and other systems to improve the WCDCs defenses, some arms companies have begun to think about exporting some older weapon systems and vehicles to worlds and entities outside the WCDC, including worlds around the WCDC, the Lothians, the ANZAC Union and later on other nearby polities. This would give those worlds and polities a better chance of defense against pirates and the Marian Hegemony, as well as improve the diplomatic situation.
Time: 4 turns, Chance of success: 60%, Reward: +10 to defenses of selected world, +10 to external trade with selected world, +10 to diplomacy with selected world
Lothian

[X] Project Chop Shop:
It might have been some time now, but with the potential of a natively designed 'Mech being about, There should be a look or two taken at some of the 'Mechs that have been recovered from the Black Warrior attack. Mainly to take a look at mech scale weaponry, as well as trying to find more weaknesses of the general design. In the end it might be useful to put them back together and sell them off afterwards, and maybe copy the weapons to sell later on, or adapt to WCDC standarts.
Time: 3 turns, Chance of success: 60%, Rewards: New military options, +10 on ground operations against 'Mechs, new economy options

[x] 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: 25%, Reward: 1d6 nations of the 14 nations that declined WCDC membership initially, become WCDC members
 
Turn 27 - Spring 2181/3031 - Results
Turn 27 - Spring 2181/3031

WCDC Defense Council:

[] Com Buoy: active
Time: 4 turns, Chance of success: 55%
Roll 1 of 4, Roll 1d100: 59+5 = 64 - Success (All R&D)
Roll 2 of 4, Roll 1d100: 19+5 = 24 - Failure

The Project to design and build a Ternery Caldran Ansible Com Buoy hit a few snags during the design phase, as there was a need to make the buoy as compact as possible and still integrate a 5GW fusion reactor and enough cooling. Not to mention the need for attitude control systems to keep the buoys in a proper orbit.

There was a lack of any idea how to implement the software for the routing system for the Caldran Ansible, as there was currently no standard protocol available, as the civilian project had yet to compromise on one of the three available possibilities, for example TCP/IP or UDP from the Sol side. Perhaps there would even be a completely new protocol designed specially as an interface layer for the three main network protocols of the WCDC.

active for 2 more turns

[] Project Chop Shop: - 3 votes active
Time: 3 turns, Chance of success: 60%
Roll 1 of 3, Roll 1d100: 50+5 = 55 - Success (All R&D)

With the potential to export weapon systems to neighbors, the Logistics Branch of the Defense Council realized there was insufficient knowledge about the actual inner workings of many of the Inner Sphere weapons, as deployed on various mechs, especially those recovered from the various Black Warrior dropships in various stages of repair. Until then, Köhler Military Services had been allowed to scavenge and take replacement parts from these mechs, but some contractors had noted they were interested in building copies of the Inner Sphere weapons for export.

As such, numerous different mechs had been selected and given to some contractors, to be taken apart piece by piece, scanned, de-fabricated and turned into blueprints. Some ammunition had already been prepared to be copied, mostly to supply KMS.

active for 3 more turns

WCDC Survey Office:

[] Deep Cover Intelligence: active
Time: 10 turns, Chance of Success: 60%
Roll 1 of 10, Roll 1d100: 93+10 = 103 - Success (Permanent Squadrons)
Roll 2 of 10, Roll 1d100: 62+10 = 73 - Success
Roll 3 of 10, Roll 1d100: 69+10 = 79 - Success

The A Ship With A View remained at Bolan for almost a month, during which the dropships began to haggle for trade goods that could be loaded and traded at the next target, Drosendorf. During the stay, the crew of A Ship With A View encountered a small Mercenary Company, Jureck's Jaegers, which were looking for a new contract after their contract with the Lyran Commonwealth had expired. They were a mixed Mech and infantry unit, using a single Union class dropship, the Jaeger Barracke, replacing four of its Mech Cubicles and its aerospace fighter bays with space for the infantry and a few IFVs.

The Recon Team commander decided to hire the company for the remaining duration of their mission to provide additional security, with the provision to be kept on for the return to Sol.

Following the move to Drosendorf and a short stay, the A Ship With A View moved to Halfway and then to Smolnik, on the way towards Tharkard, where it was hoped to release a deep cover recon team of four.

Reports back to Berlin via Comstar HPG were sent from Drosendorf and Smolnik.

active for 7 more turns

[] Project Trawler: active
Time: 3 turns, Chance of success: 60%
Roll 1 of 3, Roll 1d100: 98 - Crit Success
Roll 2 of 3, Roll 1d100: 50 - Success

The project team, working on the new surveillance spacecraft, soon decided the best way to create such a spacecraft, would be to take an existing spacecraft design and modify it to suit the needs of the Survey Office, so it would be possible to hide the spacecraft in plain sight, should the need arise.

The selection fell on the Sleipnir class and the Survey Office contacted the Newport Vesta Dockyards, which had the security clearance to work on such a problem, and had the designers of the Sleipnir at hand. The needs of the project were specified and the designers began to work on a new design externally identical to the Sleipnir, codenamed Loki.

active for 1 more turn

Deep Space Signal Intelligence Network

[] HumInt: active
Time: 3 turns, Chance of success: 40%
Roll 1 of 3, Roll 1d100: 12 - Failure
Roll 2 of 3, Roll 1d100: 6 - Failure

Work on the problem how to insert agents onto various planets without using jumpships and dropships continued, but the problems with the project itself mounted.

If the insertion was to be made by one of the new spacecraft, say a Sleipnir, the spacecraft's drive plume would be visible in the entire system for about half the time the craft was on the way from an L1 point towards the planet. With many planets having the infrastructure to observe the sky, reentry would be visible as well, as were the landing of the spacecraft to unload its cargo. And with everything clearly visible the insertion would not be covert.

There were suggestions of making use of one time reentry devices, including a blunt body or a lifting body, which would be visible during reentry as well and the used craft could easily be found.

As such, no easy answer was forthcoming.

active for 1 more turn

WCDC Diplomatic Corps:

[] Long Range Diplomacy - Lothian League:active
Time: 6 turns, Chance of success: 50%
Roll 1 of 6, Roll 1d100: 38+5 = 43 - Failure (Prometheus Foundation)
Roll 2 of 6, Roll 1d100: 76+5 = 81 - Success
Roll 3 of 6, Roll 1d100: 46+5 = 51 - Success
Roll 4 of 6, Roll 1d100: 23+5 = 28 - Failure
Roll 5 of 6, Roll 1d100: 80+5 = 85 - Success
Roll 6 of 6, Roll 1d100: 67+5 = 72 - Success
Combined: 60 - Success

During the final weeks of the initial diplomatic mission to Lothario, the ups and downs of the discussion about setting up a more permanent diplomatic service with an embassy. Perhaps these last few weeks are helped by the suggestion of successful economic contact and selling the small Pperiphery nation several battalions or regiments worth of tanks, IFVs, arms and support vehicles.

Finally, the mission is given a green light by Grand Mistress Logan and allowed to purchase a piece of real estate for the new embassy.

Reward: Diplomatic Contact with the Lothian League, +10 on diplomatic and economic actions with the Lothian League

[] We need new members: - 3 votes active
Time: 2 turns, Chance of success: 25%
Roll 1 of 2, Roll 1d100: 76 - Success

The 'Marriage Incident' with Comstar and the consequent failure of setting up good diplomatic relations with this organization, has left the Russians Federation humiliated in the eyes of international diplomacy and made several members of the Russians attempt to be a counter weight to the WCDC uneasy. This is strengthened by the situation that the Russians are only getting new technology second hand and are several years behind any production of modern combat space craft and other weapon systems.

It becomes rapidly clear the Russians Federation had attempted to get more influence and better conditions by playing coy. The strategy had backfired, however, and both Washington and Hannover had joined up the WCDC, accepting the existing conditions, while the Russians fell further and further behind.

So, this time, it was the Russian Federation and their satellites and cohorts approaching the WCDC to join up.

active for 1 more turn

WCDC Trade Organization:

[] Interstellar Communication Network: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 21+10+10 = 41 - Success (Stronger Economy, Economic Ties)
Roll 2 of 4, Roll 1d100: 43+10+10 = 63 - Success

Whereas the Military Com Buoy Project faltered from the size restrictions, the civilian companies answering to the Request for Proposals were not. They presented many highly detailed and thorough proposals, with several communication companies forming an interstellar joint venture, The Three Systems Ansible Corporation, TSAC.

In the end, the TSAC proposal won the contest and the company was given the permission to build and maintain the main Ansible network for the WCDC.

The TSAC hard and software engineers had worked out it would be best to create the new independent, but open source Ansible Packet Protocol APP, which would transfer information between the Ansible Nodes, with the Nodes themselves converting to, for example, TCP/IP or UDP and back to APP for the communication between nodes, transparently connecting the different planetary and interplanetary networks, so that a Tiaunt could watch videos on YouTube without a problem or any hurdles.

Additionally, they had already talked to several dock yards, which were willing to build the large Primary Ansible Node Satellites, powered by large 50GW fusion reactors and making use of large conventional heat radiators, while orbiting the primary about 1 AU inside the Heim-Feynman Limit of the primary on highly ecliptic orbits. Based on the TSAC proposals, three Primary Nodes would orbit every star, allowing a larger number of parallel connections, as the data throughput in general is limited per connection.

active for 2 more turns

[] Arms Export: - 3 votes (Lothian League) active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 90+10 = 100 - Artificial Crit Success (Agile Economy)

With the WCDCTO opening the market to sell arms to the Lothian League, mostly to improve diplomatic relations, as well as supporting the legitimate government and add to the defense of the small nation, several armament companies begin to work on several joint ventures to go to Lothario and offer their goods.

As there was a possibility for new contracts for the WCDC, several companies would offer their previous generation products, including the Krauss-Maffei Wegmann Karakal Main Battle Tank, with a 125 mm coil gun, a 10MW laser and, for the use by Lothario, hard points for external LRM and SRM launchers. Additional to its last generation armor, it was equipped with a laser based Active Protection System, which was already equipped to intercept LRMs and SRMs, as well as some conventional kinetic warheads.

No less than three missions of these joint ventures arrived at Lothario just before the final talks between the diplomatic mission and the government, giving an additional incentive to Grand Mistress Logan to look positively at the WCDC.

active for 3 more turns

WCDC Office for Science and Development:

[] Research Center Sol: [active
Time: 4 turns, Chance of success: 70%
Roll 1 of 4, Roll 1d100: 11 - Failure
Roll 2 of 4, Roll 1d100: 52 - Success
Roll 3 of 4, Roll 1d100: 92 - Success

With the idea of the Research Center in Sol gaining more and more traction, the Office for Science and Development began to look around for a place to set up at least four of these Research Centers, asking the various universities in Sol to make offers.

This additional source of funding for research was of course strongly sought, even though hotly debated in the various faculties, but in the end four Universities were selected to set up these new Research Centers. Three would be on Earth, while the fourth would be on one of the other habited worlds of Sol.

The first was Cambridge, Massachusetts, where Harvard University and the MIT had cooperated to win one Research Center. The second one on Earth was the Tsinghua University in China, which had grown in status over the past centuries to become the best university in Asia, comparable to Harvard and the MIT. The third would be the Universität zu Göttingen in Germany, which was already had links to several high status scientific institutes, like the Max Plank Gesellschaft and had produced more than 60 Nobel laureates. The final University to see the establishment of a Research Center was to be the University of Ceres in Asari, which produced almost 50 percent of all university level graduates on the minor planet.

active for 1 more turn

[] Project Big Proton: active
Time: 3 turns, Chance of success: 50%
Roll 1 of 4, Roll 1d100: 21 - Failure
Roll 2 of 4, Roll 1d100: 98 - Crit Success
Roll 3 of 4, Roll 1d100: 15 - Failure

In early Spring, the Just Testing, the smaller of the two Test Jump Drive vessels, was finished and moved towards the Nadir Point of Sol for the first tests.

These tests completely failed, largely due to various problems with failures in the drive software, electrical faults in wiring, short circuits within the capacitors of the jump drive, failure of the liquid helium cooling systems, leaks in the same and many, many more things that went wrong. While some problems could be addressed easily in situ, some problems were so severe, that the vessel had to be brought back to the Dock Yards several times to fix damages, failures and just wrong work.

While the problems are addressed, work on the Size Isn't Everything continues, with the dock yard going over the test craft again and again, to make sure that there is nothing wrong with their craft. By the time the larger jump drive vessel is completed, the Just Testing leaves its dockyard for the sixth time, hopefully for a successful test program this time.

active for 1 more turn

Deep Space Signal Intelligence Network Report

Lothian League:

The Diplomatic Mission to the Lothian League allowed the creation of a small ring of agents on Lothario, which in turn made it possible to get more information on Cramer's Cavalry, some gathered by HumInt, some by Smart Dust. As far as it is possible to tell, the Mercenery company has genuinely left the employ of Circinus and came to the Lothian League, with the express goal to drum up the paranoia of Grand Mistress Logan, concerning the Circinus Federation, to be paid more, especially for the information concerning the collection of mercenaries at Circinus.

That Colonel Cramer has about halved the forced that are at Circinus in his report to Grand Mistress Logan, makes it likely that he knows in general terms about the objective of the mercenary force at Circinus.

Illyrian Palatinate:

A small mercenary force, the tank based Gotterdammerung Society, arrives in the Illyrian Palatinate, after having entered into a contract with the Illyrian Commonwealth. They have not previously been at Circinus, so it is believed they are genuine.

Circinus Federation:

The Endeavour arrives at Circinus long past the time the vessel was expected at Circinus and it is believed the jump ship had been using the time to make some observations of the Three Systems during that time. While there is some HPG radio backscatter from the jump ship with reports, those reports only contain information about the current status of the craft and not much of interest. As such, it is believed any information the craft has gathered had been transmitted to Comstar HQ en route.

Most of the mercenary force is down on the planet, and from the information of the agents in place, they are largely bored. One or two of the smaller, more piratical of these companies seem to have raided one or two planets in the Lyran Commonwealth and the Free Worlds League, but aside from that most of the mercenaries are waiting for something to happen.

The rumor mill of these mercenaries note there appears a mother lobe of Star League technology somewhere close by and that the mercenaries have been hired to attack and take over the place. Other rumors note one or two of the larger companies have other contracts.

Aside from the Endeavour, there is not much activity from Comstar.

Marian Hegemony:

Not much of interest is happening.

Inner Sphere:

Lyran Commonwealth:

There are some small border scirmishes between the Lyran Commonwealth and the Draconis Combine.

Federated Suns:

The Federated Suns take a further four worlds of the Capellan Confederation, three of which surrender without even a single dropship landing on either world.

Draconis Combine:

The Draconis Combine seems to stop their probing attacks against the Federated Suns for the time being.

Free Worlds League:

Captain-General Janos Marik returns to his office to continue to bargain with the Dutchy of Andurien, while his son Thomas appears to fully support him.

While Thomas seems to be able to arrange something with Duggan Marik, Duncan is killed by a terroristic attack of supposed Andurien supporters, which in turn riles up the population and makes Janos Marik's attempts for a peaceful resolution more problematic.

Dutchy of Andurien:

The Dutchy of Andurien makes more and more inroads into the Capellan Confederation, until they launch a surprise attack against Capella, supported by Brannan's Buckaneers. The heavy all out attack leads to a nearly two weeklong battle around Memorial City, leveling nearly half of the Capellan capital.

During the fighting, it appears that Romano Liao is killed. From the evidence, her own people had killed her, while railing against the attack, refusing to believe that it happened.

With the death of Romano Liao, Capella surrendered and the Capellan Confederation ceased to be, its remains partitioned by the Federated Suns, the Dutchy of Andurien and the Magistracy of Canopus in the Outreach Conference.

Comstar:

So far, Comstar keeps quiet on Circinus and Alpharez, with only some minor orders arriving for the ROM agents on both worlds.

Expansion and Suggestions:

Random Event

With the arrival of Cranston Snord's Irregulars and being informed about the collection of mercenaries and pirates, the Sejm and the King of Solidarność began a series of meetings, talking about what would be the best thing to do. Sure, the Army and Air Force, could fight back against the occasional pirate raid, but against that number of pirates and mercenaries? Not to mention the newly closer contact with the Inner Sphere...

At the end of these meeting, the King of Solidarność, Jarosław Waskiewicz, invited the WCDC Ambassador, Błażej Szafranski, for a meeting. During the meeting, King Waskiewicz informed Ambassador Szafranski, that the Sejm and himself had decided Solidarność wished to become a member of the WCDC.

This led to a quick message to the Imperial Palace on Jerat and the Diplomatic Corps and a decision process. Until now, the WCDC had offered membership, but had not had a nation request becoming a member. This was setting a positive precedent, one which might as well repeat. So, the request for membership was granted to the Polish-Lituanian Commonwealth of Solidarność, making them the third single planet member of the WCDC, after Hannover and Washington.

Habitated world outside the Walker Cluster (60ly zone) requests membership in WCDC
Roll 1d10: 5 - Solidarność

Result: Solidarność joins the WCDC

Event Chain

After some deliberation and in the wake of the request of King Waskiewicz that Solidarność may join the WCDC, Cranston Snord's Irregulars were allowed to enter WCDC space in something of a copy of the earlier Comstar visit. The jumpship of the mercenary company arrived at the Nadir Jump Point of Sol, with all three dropships again directed to Ceres, largely due to security concerns.

Much like the Comstar visit, the mercenaries were put under constant surveillance with Smart Dust and other means. They appeared to be surprised about the level of sophistication of Ceres and the activity on the minor planet and somewhat bewildered when they were informed, after some questions, that there were about 251 independent nations in Sol alone. The reactions of both Snord and Wolf, the apparent leaders of the mercenary force, to the aliens were telling, showing a lingering xenophobia, though realizing that the aliens were fully integrated into Cereran society mollified them.

The surveillance gathered that neither Snord, nor Wolf were inclined positively towards Comstar and after hearing about the recent visit of Comstar on Ceres talked privately about a few incidents that were very informative to the Survey Office and the new section dealing with Comstar. Additionally, it revealed a connection between Cranston Snord's Irregulars and another mercenary outfit called Wolf's Dragoons, as well as some linguistic oddities, believed to be some sort of private code, used in private conversations.

During the first few weeks there were openly interested in everything, not much of a surprise, considering their stated mission and were surprised to learn that the tablet computer, which they called 'noteputer', were cheap open source models everyone could make with a home desktop fabricator. Another surprise were the lack of any mechs within any military organization, the size of the individual national militaries, as well as the overabundance of military space assets, which were later a topic of discussion between Snord and Wolf.

Apparently the Wolf's Dragoons had been ordered by their home world, to prepare the Inner Sphere for something, but that Joshua Wolf's brother, Jamie, was dragging his feet, no matter how often he was reminded by Joshua. They also alluded to dreams and that the WCDC might be somehow involved with these dreams for some reason, but that might be either code or a metaphor.
 
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Turn 28 - Summer 2181/3031
Turn 28 - Summer 2181/3031

WCDC Defense Council:

[] Com Buoy: active (2 turns)
It is to be expected that at some point, the WCDC is going to have to conduct offensive operations. For such an eventuality, it is a requiorement to have a near real time communication between the expeditionary force and command. This in turn speaks for the design of Caldran Ansible communication buoys that can be placed along the line of advance towards the objective to supply a near real time com channel between various forces.
Time: 4 turns, Chance of success: 55%, Reward: compact com buoys to mbe placed along the line of advance

[] Project Chop Shop: active (2 turns)
It might have been some time now, but with the potential of a natively designed 'Mech being about, There should be a look or two taken at some of the 'Mechs that have been recovered from the Black Warrior attack. Mainly to take a look at mech scale weaponry, as well as trying to find more weaknesses of the general design. In the end it might be useful to put them back together and sell them off afterwards, and maybe copy the weapons to sell later on, or adapt to WCDC standarts.
Time: 3 turns, Chance of success: 60%, Rewards: New military options, +10 on ground operations against 'Mechs, new economy options

[] Offensive Defense Planning:
Interrogation of the Black Warrior prisoners taken in 61 Virginis have allowed the Survey Office and the Military Intelligence wing to gather some information about the Circinus Federation, in addition to the initial signal intelligence. True, they are currently unlikely to send more Jump Ships after their now failed attack, as they are preoccupied with a growing conflict in the Inner Sphere, but there are voices that call for a retaliatory attack on the Circinus Federation to make them and others think twice about attacking the Walker Cluster again. Either way Plans should be drawn up.
Time: 5 turns, Chance of success: 50%, Reward: Plans for an offensive operation against the Circinus Federation, in space and on the ground

[] Improved System Defense & Forward Operation Base:
While the Raytan Jump Point Defense Stations do their job for system defense, there are ideas how to improve on the system, giving it FTL capabilities, so that they can be emplaced in systems without existing interplanetary infrastructure. Additionally, such a station could potentially act as a mobile Forward Operation Base for offensive operations. Together with the Caldran Ansible, it would also allow the operations command and staff to remain protected bhind the potential front lines. Potentially, such a design might be equipped with the new Jump Drive.
Time: 4 turns, Chance of success: 45%, Reward: New FTL cpable Defensive Station

[] Project Byzantium:
With the successful recovery of the SLS Belisarius it should be a priority to put this large spacecraft back into service and take the time to take a look at its weaponry and other systems, as they are replaced by their WCDC equivalent. This would potentially allow the design of heavy weapon systems, including lasers and kinetics, a vessel of similar size might be equipped with. At the least, it should be possible to determine, whether a massive combat spacecraft of this size makes any sense. At the very least it might be possible to carry a number of dropship collar equipped conventional combat spacecraft to be carried into combat, backed up by a lot of firepower and even act as a Forwards Operations Base.
Time: 6 turns, Chance of success: 60%, Reward: Belisarius put into service for the WCDC, new research options for large scale weaponry and large scale combat spacecraft

[] Project Hunter Killer:
Some of the Project Teams have started to think that since there are now AutoWars in the space forces, it might be a good idea to ask AIs whether they would be willing to operate ground combat vehicles and compact mechs of some sort, so that the ground forces can operate on a similar level as the space forces.
Time: 4 turns, Chance of success: 50%, Reward: AI controlled ground combat vehicles, 50% chance of specialized compact mechs for use by AIs

WCDC Survey Office:

[] Deep Cover Intelligence: active (7 turns)
With the Preparations successful, it is time to send the Deep Cover Intelligence mission out into the Inner Sphere and begin trading with the Lyran Commonwealth and the Free Worlds League. And while doing so, gather information about the economy and military of the two Inner Sphere nations. It might also be possible to place some deep cover agents into both nations to gather long term information.
Time: 10 turns, Chance of Success: 60%, Reward: Information about the Lyran Commonwealth and the Free Worlds League, 75% chance of emplacing an intelligence network

[] Project Trawler: active (1 turns)
With the successful recovery of the Mata Hari, it should be a priority to take the vessel apart and see whether it might be a good idea to use the smallest available of the new Improved Jump Drives to design a few jump capable surveillance space craft that fill the same niche as the Bug Eye class.
Time: 3 turns, Chance of success: 60%, Reward: Designs for a jump capable Surveillance space craft

[] Further Survey IV:
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

[] 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 seek for anything the early 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 valuable artifacts, 1d4 of these worlds can be resettled

[] Marian Intelligence:
While the Deep Space Signal Intelligence Network is slowly growing towards the Marian Hegemony, it might be a good idea to start a one off survey of the Marians to get a good image of the capabilities, should they prove to be more belligerent than they currently appear.
Time: 4 turns, Chance of success: 50%, Reward: One off information about the Marian Hegemony

Deep Space Signal Intelligence Network

[] HumInt: active (1 turns)
Find a way to emplace HumInt agents into places of interest.
Time: 3 turns, Chance of success: 40%, Reward: A way to insert agents to planets where they can gather human intelligence

[] Real Time Deep Space Signal Intelligence:
Creation of a deep space FTL communcation network to link all Surveillance Sites to FOB Pine Gap and Berlin.
Time: 5 turns, Chance of success: 40%, Reward: Real Time Data avaiable for Survey and intelligence work


WCDC Diplomatic Corps:

[] We need new members: active (1 turn)
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: 25%, Reward: 1d6 nations of the 14 nations that declined WCDC membership initially, become WCDC members

[] Invite Others III:
The WCDC was working out nicely and maybe it was time to invite one of the other worlds outside the Three Systems into the WCDC?
Time: 4 turns, Chance of success: 35%, Reward: The selected world joins the WCDC as a member
Please select a world from the list of Known Habited Worlds neat the Walker Cluster

[] Charm Offensive III:
In the wake of the Black Warrior Attack and the fears that are still around in the nearby systems, it would be a good idea to alley their fear.
Time: 4 turns, Chance of success: 60%, Reward: Better diplomatic relations to the ten known worlds, +5 to diplomatic actions with the ten worlds

[] Humanitarian Aid III:
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

[] Long Range Diplomacy - Illyrian Palatinate:
In the wake of the raids of the Marian Hegemony on thge Palatinate, it might be preferrable to open diplomatic contact to the nation and potentially offer some support.
Time: 6 turns, Chance of success: 50%, Reward: Diplomatic Contact with the Illyrian Palatinate

WCDC Trade Organization:

[] Interstellar Communication Network: active (2 turns)
With the Caldran Ansible Node Network available for construction, it is a project that should be places high on the list of priorities. As such, a lot of money shouzld be put into setting up an Ansible Network for real time communication between systems.
Time: 4 turns, Chance of success: 60%, Reward: +10 to internal trade, +10 on defensive actions, +10 to research actions

[] Arms Export: active (3 turns)
With the development of new ground combat vehicles and other systems to improve the WCDCs defenses, some arms companies have begun to think about exporting some older weapon systems and vehicles to worlds and entities outside the WCDC, including worlds around the WCDC, the Lothians, the ANZAC Union and later on other nearby polities. This would give those worlds and polities a better chance of defense against pirates and the Marian Hegemony, as well as improve the diplomatic situation.
Time: 4 turns, Chance of success: 60%, Reward: +10 to defenses of selected world, +10 to external trade with selected world, +10 to diplomacy with selected world
Select a world or polity to export to

[] New Settlement Initiative:
The recent attack of the Black Warriors on 61 Virginis has brought the vulnerability of the Three Systems and the WCDC into focus, even if the forces in the system have been able to defeat the invaders. There are also many virgin, uninhabited planets nearby discovered by the initial survey missions. So it is only natural that the Trade Organization should offer a few incentives to send out a few new settlement missions. Perhaps one or two Planetary Settelment Kits for free would do for settling an additional planet or two.
Time: 6 turns, Chance of success: 50%, Reward: 1d4 newly settled planets

[] Heavy Combat Space Craft:
After the success of the previous projects to build light and medium space craft with the new technologies, it is not time to begin with the development of heavy combat space craft to replace the current classes of Bombard type spacecraft
Time: 6 turns, Chance of success: 60%, Reward: One design of a heavy combat spacecraft, 30% chance of a working prototype

[] Von Neuman:
AIs of various stripes have been a fact of life for all nations of the Three Systems for some time now and there had always been ideas of space craft that could reproduce by themselves and to a degree the Planetary Settlement Kits were a version of such a Von Neumann machine. Now, with both the economic and military situation somewhat in the balance, concerning the Inner Sphere, maybe it would be time to make use of the available technology and create fully automated factory space craft that could go into a system, begin mining raw materials from asteroids and then produce just about everything with its fabricators, from shoes over shuttles to combat space craft and even a copy of itself. The military would be interested in such a spacecraft to produce munitions, replacement parts and entire stations.
Time: 6 turns, Chance of success: 40%, Reward: Design of a Von Neumann Factory Spacecraft, 5% chance of a working prototype

[] Industrial Export:
Some surprising things have come up during historical research, including the Terran Hegemony flooding the Periphery with cheap goods and systems that killed off local suppliers and left worlds in the cold, following the Amaris Crisis and the following Successor Wars. Now some companies believe they could make a profit selling power generation, atmospheric processors, water purification and other similar systems to the worlds and polities surrounding the WCDC. Some even propose to set up factories for these things on other planets and polities. This would certainly improve the economic situation of these worlds, diplomatic contact with them, as well as improve the WCDC economy.
Time: 4 turns, Chance of success: 60%, Reward: +10 to external trade with selected world, +10 to diplomacy with selected world
Select a world or polity to export to

[] MBT & Battemech Development
With the Combined Arms Doctrine continuing to be used, it is time to develop a new Main Battle Tank and the Fusilier Battlemech for general use by the WCDC militaries.
Time: 3 turns, Chance of success: 70%, Reward: New MBT & Battlemech designs, +5 to ground combat

[] Combat Vehicle Development
With the Combined Arms Doctrine continuing to be used, it is time to develop the designs for IFVs, Self Propelled Artillery, High Moblility Vehicles and Armored Logistics Vehicles.
Time: 3 turns, Chance of success: 70%, Reward: Combat Vehicle designs, +5 to ground combat

[] Interstellar Jump Trader:
There are several large jump ships now available as a base to design a large jump capable trade space craft that would allow carrying dropships and cargo. It might be a good idea to give some incentives to some dock yards to begin with the development of large jump capable vessels that can operate like the jump ships of the Inner Sphere and either use or sell them on the open market of the Inner Sphere, using a conventional jump drive.
Time: 4 turns, Chance of success: 60%, Reward: 1d4 Jumpship designs that can be used locally or sold

WCDC Office for Science and Development:

[] Research Center Sol: active (1 turn)
With the headquarters of the Office for Science and Development in Paris, more and more research seems to have flown into Sol on a somewhat natural basis. So there are now voices to set up a large reseach center somewhere in Sol, much like the venerable CERN on Earth. Several nations around Sol, especially in the asteroid belt have shown interest in providing space for such a research center.
Time: 4 turns, Chance of success: 70%, Reward: Research center in the Asteroid Belt (Roll to determine where), +10 on research

[] Project Big Proton: active (1 turn)
With the completion of the Jump Drive Project, it would be a good idea to design and build an automated prototype spacecraft equipped with one of the new jump drives to test whether the drive actually works or not.
Time: 3 turns, Chance of success: 50%, Reward: Development of Jump drive equipped space craft available

[] Hypercom III:
With the Caldran Ansible Node Network available, it would be a shame to let the research on the other FTL com technologies go to waste. So the research should be continued.
Time: 4 turns, Chance of success: 70%, Reward: FTL communication system, 50% for Improved Black Box, 50% for Improved Hyper Pulse Generator

[] Superliminal Wave Detector:
The new N Field Theory tells about the possibility of a form of n-dimensional waves that move at faster than light speeds for a certain distance. It should be possible to build some sort of detector for such waves. Already there are some possible uses for such a detector, such as detecting the use of jump drives over a certain distance. Though how long the distance will be is to be determined. Certainly, it would help detecting the emergance of jump drives inside a solar system and react faster for defensive purposes.
Time: 5 turns, Chance of success: 55%, Reward: Superluminal wave detector, (10+3d20)ly detection range

[] Project Blue Danube:
The recent Attack on 61 Virginis has left the WCDC with easy access to three intact and the wreckage of one more jump ships. This allows to do some tests floating about within the minds of various researchers ever since they learned about KF theory. What would happen if a jump ship was to carry a Heim-Feynman Event Generator? Either if carried by a dropship like craft or by the jump ship itself. Project Blue Danube would take one of the Invader class jumpships available for the current moment, model its magnetic characteristics and then equip it with a Heim-Feynman Event Generator. Then an automated system would do the experiments.
Time: 4 turns, Chance of success: 55%, Reward: In the future jumpships may be equipped with a HFEG based secondary FTL drive

[] Project Heavy Mysterious Mustard:
With the completion of the Jump Drive Project, it might be a good idea whether or not it would be possible to burn some research time to further improve the Jump Drive, Improve the range, materials, allow faster charing from a fusion reactor, this kind of thing.
Time: 5 turns, Chance of success: 40%, Reward: Improved Jump Drive

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

2 Action for:

1 Action for:
Diplomacy
 
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