What's new
Frozen in Carbonite

Welcome to FiC! Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Growing Horizons: Inner Sphere - Quest

I noticed. Is it something from OTL or the butterfly effect reaching them?
 
I noticed. Is it something from OTL or the butterfly effect reaching them?
Its the Emperor reaching out during/after his death. The Emperors of Jerat aren't exactly normal. Never were...
 
Looking at the wiki it states that a major war called the Fourth Succession War is about to start in about a year plus and with the Emperor influencing these Clans to possibly invade earlier, looks like we're going off the rails of canon earlier than expected.
 
He he he...

Lets just say that within the last two turns, the Event Chains for the Early, Mid and Late Ge Crisis have begun.
 
Last edited:
Turn 10 - Winter 2176/3026 Results
Turn 10 - Winter 2176/3026

WCDC Defense Council:

(1 action)

[] Army Men: active
Time: 3 turns, Chance of success: 75%
Roll 1 of 3, Roll 1d100: 49 - Success
Roll 2 of 3, Roll 1d100: 53 - Success
Roll 3 of 3, Roll 1d100: 9 - Failure
Combined: 37 - Success

Eventually there is little more information to be gathered by the think tank and collated and for the remaining time, there isn't much happening.

Overall, the data suggests the WCDC has access to 427 divisions of regular army, be it infantry, armor, artillery or support and logistics, more than eight and a half million people. For the aerospace forces it is similar, with access to a little more than five million pilots and various support personal, though it is to be noted none of the Aldmoru nations in 61 Virginis have Air Forces as they lack any form of atmospheres.

The data, combined with information about the tactics used by the different armies allowed to develop a few simple tactics to hopefully help defeat any Battlemech on the ground.

Reward: Full survey of all ground forces available on all major worlds, initial tactics to defeat BattleMechs, +5 to engagements against BattleMechs

[] New Project Teams: - 2
Time: 1 turn, Chance of success: 75%
Roll 1 of 1, Roll 1d100: 37 - Success

Everyone knew of the debacle that happened during the Future Space Combat Craft Project and the higher echelons of the Defense Council at the Rocky Mountain Arcology have decided that new Project Teams would need to be formed. New managers, most of them belonging to various militaries and all are of the rank of Major (or equivalent) or higher. It is hoped the military leadership of these project teams will help focus the new teams better on their work and will help prevent something like the VR Game incident to repeat.

Reward: New Project Teams, +5 for military research actions, 'Future Space Combat Craft' Project may be reattempted


WCDC Survey Office:

(1 action)

[] Rimworlds Research: active
Time: 8 turns, Chance of success: 25%
Roll 1 of 8, Roll 1d100: 24 - Fail
Roll 2 of 8, Roll 1d100: 65 - Marginal Fail/Almost Success
Roll 3 of 8, Roll 1d100: 41 - Fail
Roll 4 of 8, Roll 1d100: 94 - Success
Roll 5 of 8, Roll 1d100: 61 - Marginal Fail/Almost Success
Roll 6 of 8, Roll 1d100: 12 - Failure
Roll 7 of 8, Roll 1d100: 10 - Failure

After some deliberation, the leadership of the Erdvynn Project finally decide it would be a good idea to send people down to the planet believed to be Erdvynn. While there is nothing of note to be found within the orbitals of the system, perhaps something can be found on the surface.

After almost two months of search and research, a chilling realization comes to the teams. They were in the wrong system. Rather than Erdvynn, the planet was Yidtall, more than 25 lightyears away from Erdvynn. The realization stuns the survey team and its leaders, making them unable to decide what to do, as they only have a limited time left.

active for 1 more turn

[] Deep Signal Intelligence Network I: - 2
Time: 1 turn, Chance of success: 70%
Roll 1 of 1, Roll 1d100: 66 - Success

Shortly after the Deep Signal Intelligence survey squadrons return from their work, to emplace the various intelligence gathering satellite within the close-by small-ish star nations, the first squadron is sent out to gather the first round of data. This is meant mostly to test whether the system works.

The work of the squadron to recover the first data is relatively short, as it is fast to fly to a system, contact the closest satellite and then have it beam all data back to the squadron.

As the data is brought back to Berlin, it is not much of interest from a military intelligence standpoint, but it is going to be of import for the Diplomatic Corps.

Reward: Some signal intelligence from the nearby stellar nations

WCDC Diplomatic Corps:

(0 action)

[] We want to help II: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 52+5 = 57 - Success
Roll 2 of 4, Roll 1d100: 51+5 = 56 - Success
Roll 3 of 4, Roll 1d100: 48+5 = 53 - Success
Roll 4 of 4, Roll 1d100: 78+5 = 83 - Success
Combined: 62 - Success

Ba the end of winter, the diplomatic missions have done good work and established embassies on the seven worlds, making it ten worlds that have stable diplomatic contact with the WCDC.

The two words that have multiple nations, Santa Alvarez and Farnham's Planet, present somewhat bigger problems for the diplomats however and get different solutions.

On Santa Alvarez, the diplomats manage to find a small nation, San Christobal, that has managed to keep themselves neutral in the political area of the planet. San Christobal makes use of its neutrality to act as a version of Switzerland to Santa Alvarez and the diplomats can set up their embassy there.

On Farnham's Planet however the continued animosity makes it necessary to set up not one, but two embassies. Therefore, the diplomats in both end up being pulled into the political problems of the world, of which they try desperately to preserve their neutrality and facilitate talks between the two nations.

Reward: diplomatic relations with all ten known human systems, new Trade option available


[] Humanitarian Aid II: active
Time: 3 turns, Chance of success: 50%
Roll 1 of 3, Roll 1d100: 49+5 = 54 - Minor Success
Roll 2 of 3, Roll 1d100: 77+5 = 82 - Success

The talks between the Prometheus Foundation and the Pandamonean Council of Elders is successful and while there are one or two tribes that do not believe there are no strings attached to the aid the Foundation gives, ten oases are selected to set up the Planetary Settlement Kits. That each of the ten oasis are named after the main centers of industrialization in Great Britain, Brimingham, Machaster and Liverpool among others, is a source for amusement among the Foundation personal. The same goes for the seamless communication between the Pandemonians and some British members of the Foundations teams, as both parties speak deep Cockney.

The offer of advanced education proves to be something a little more difficult. While there is a university in the Brimingham oasis, it is the only center for advanced education, and there is only few engineers to be found for example, so that the Foundation is forced to extend their selection for students to be sent to Earth. There is only limited industrialization on Pandemonium and most of the engineers and craftspeople are working on preventing their oasis from being swallowed by the large deserts of their world.

It is hoped the technology brought by the Planetary Settlement Kits will support them in their work, and the analysts note the planet would need at least a century to be uplifted to the same technological level as the WCDC has currently.

Active for 1 more turn

WCDC Trade Organization:

(0 actions)

[] Standartized Ground Weapon Systems active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 21+10+10 = 41 - Minor Success (Stonger Economy, Economic Ties)
Roll 2 of 4, Roll 1d100: 16+10+10 = 36 - Failure

Having learned from the debacle that the Defense Council had when contracting out the work on the Jump Point Defense Station, the Trade Council does end up checking three times if their mail server has actually sent out the documentation for the Standartized Ground Weapon Systems Project, and finds no fault in it. This makes the lack of any response to the Request for Designs puzzling.

Searching for a reason for the less than luke warm response, or rather lack of it, it is found the armament industry seems to need a few more incentives to follow the RFD request.

active for 2 more turns

[] New Fusion Drives: active (3 turns)
Time: 4 turns, Chance of success: 70%
Roll 1 of 4, Roll 1d100: 98+10+10+10 = 128 - Crit Success (Roll 1d100: 31) (Stonger Economy, Economic Ties, Scientific-Industrial Complex)
Roll 2 of 4, Roll 1d100: 87+10+10+10 = 117 - Artificial Crit Success

The Fusion Drive project by contrast gets an overwhelming response from the industry, as this new technology would leave anyone not partaking in it behind as the old fusion drives will become much less attractive.

Already there at least twenty corporations have begun to propose the first of the new drive systems and given out dates when they will be available to be purchased.

active for 2 more turns

WCDC Office for Science and Development:

(1 actions)

[] Inner Sphere Heatsinks: - 3
Time: 3 turns, Chance of success: 70%
Roll 1 of 3, Roll 1d100: 70 - Success

With the failure of the previous research teams with the Inner Sphere 'heat sink' technology and a certain need to develop new ways to cool down reactors and drive systems in place of the large and potentially cumbersome large radiators currently in use, another team is set out to begin work on the problem. Thankfully, they can access what little data the previous team has been able to collect and work begins in earnest with attempting to at least replicate a heat sink and ask Köhler Military Services to test the replicated design.

[] Inner Sphere Armor: active (1 turns)
Time: 3 turns, Chance of Success: 65%
Roll 1 of 3, Roll 1d100: 69 - Success
Roll 2 of 3, Roll 1d100: 24 - Failure
Roll 3 of 3, Roll 1d100: 65 - Success
Combined: 52 - Success

With the bugs in the analysis programs worked out, the computational analysis of the data finally gives the results the research team is looking for. With the help of a fabricator is possible to replicate the armor faithfully and test it in the same way as the samples. This leaves the WCDC able to replicate the armor without problems and a company is found to offer Köhler Military Services some replacement armor for their mechs.

However, the computational analysis finds a few flaws in the armor and its design. Flaws already addressed in the Composite Armor currently used by WCDC armed forces. The Composite Armor might have been just 95% as effective as the IS Standard Armor, but at 90% of the weight and bulk. Adapting the same technology on the conventional IS Standard Armor allowed the scientific team to develop the Advanced Composite Armor, which is 10% more effective compared to IS Standard Armor at the same weight and volume.

Reward: Inner Sphere equivalent Armor, 40% chance of higher protection (1d20% more protection), Roll 1d100: 70 - Success for higher Protection: Roll 1d20 - 10 -> Advanced Composite Armor is 10 percent more effective than current IS armor (17.6 points of Armor per tonne)

Random Event: Nothing happens

Event Chain:

The jump ship Velerian with its dropships Albatross and Big Bargain arrives in the Circinus System on the last leg of its trade mission. Both dropships land on the capital world of the Circinus Federation and the work of the trader begins, selling some of his wares to the locals, while buying other wares that might be of interest to his backers in the Lyran Commonwealth.

As it happens, some dropship crews make use of the time on a planet to visit bars and brothels, as is usual for them once they get back into some more civilized space after months and years out in the barbaric periphery.

One of these crewmen, Andy Whitcom, just happens to be the owner of a tablet computer he purchased of the diplomatic team on Solidarność and which he found to be useful to have around. And he made the mistake of taking it with him to one of the bars. And while getting drunk and showing his tablet around, the tale of how he got hold of it grows and grows, until he is completely drunk and the place where he got it was a peaceful world where Star League technology was so common it was dirt cheap.

This drunken tale was overheard of course and once he staggered back to the Albatross a group of agents from the Federal Intelligence Command beat him up, stealing his tablet and his wallet, to make it appear as if he had been beaten up by common thief.

The Analysis Division of the Federal Intelligence Command was interested in the tablet and its contents, as they had seen some unknown ships lurking in the outer reaches of the Circinus system emplacing some satellites of unknown nature months ago and the tablet and its technology appeared to be similar to the remains of the satellite they had recovered.

And the data on the tablet, once they had found how to use it, proved to be a treasure trove. They now had a general area of where these unknown ships might have come from. External Operations and the Black Warriors would be VERY interested in this discovery.
 
Turn 11 - Spring 2177/3027
Turn 11 - Spring 2177/3027

WCDC Defense Council:

(2 action)

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

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

[] It's a Gundam!:
With Battlemechs having gotten a crucial inspection and watches during training and maneuvers, the 'Mech Heads' among the observers have gushed with praise for the effectiveness of Battlemechs and started to get more and more observers to their side. Combined with the fact that everyone is the Inner Sphere has used Battlemechs for centuries and found no better combat vehicle, it is only natural that the WCDC should adopt Battlemechs and develope their own to adopt this new weapon to replace the now outdated Combined Arms doctrine.
Time: 3 turns, Chance of success: 60%, Reward: Battlemech technology development action, +5 on Battlemech development, Battlemechs become the primary replacement for combined arms
If this is selected Combat Evolved is unavailable. If Unsuccessful, Combat Evolved gets a 10% higher chance of success during the next action.

[] Combat Evolved:
With Battlemechs having gotten a crucial inspection and watches during training and maneuvers, the 'Tankers' remained on top of the few 'Mech Heads'. While Battlemechs are impressive weapon system carriers, they remain extremely complex machines that needs significant maintenance and repairs, even after simple overland trecks. While there are one or two specialized roles where a Battlemech can support conventional Combined Arms doctrine, they should not be considered a replacement for tanks and other weapon system carriers.
Time: 3 turns, Chance of success: 60%, Reward: Tank technology development action, Battlemech development action for specialized Battlemech, +5 on conventional ground vehicle development, Combined arms remain main doctrine
If this is selected It's a Gundam! Is unavailable. If Unsuccessful, It's a Gundam! gets a 10% higher chance of success during the next action.

[] System Defense MKI:
With the Raytan Jump Point Defense Station available for construction, it would be a good idea for yards within the Three Systems to build a few of them and emplace them within the Jump Points of their systems.
Time: 4 turns, Chance of success: 75%, Reward: Two Raytan Jump Point Defense Stations placed into the Jump Points of Sol, 61 Virginis and Bety Hydrii, +15 against belligerent jumpships and dropships


WCDC Survey Office:

(1 action)

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

[] Deep Signal Intelligence Network II:
Another quarter, another mission to collect data from the Deep Signal Intelligence Network.
Time: 1 turn, Chance of success: 70%, Reward: Some signal intelligence from the nearby stellar nations

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

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

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


WCDC Diplomatic Corps:

(1 action)

[] 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 II: active (1 turn)
With the formation of the Prometheus Foundation, it would be a shame not to make use of it. As such, it might be useful to send out a diplomatic mission to one of the neighboring systems discovered recently, and offer the planet some humanitarian aid. Rumors within the Foundation note they have been able to produce a couple of Planetary Settlement Kits, usually meant to establish new settlements on habitable worlds.
Time: 3 turns, Chance of success: 50%, Reward: +10 on diplomatic action on targeted world, targeted world is slowly brought up to a Walker Cluster tech level
Please select a world from the list of Known Habited Worlds neat the Walker Cluster

[] Invite Others:
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:
The WCDC has contacted all of the nearby systems that are known to inhabited and now it is time to get much better relations with them. With the Inner Sphere and the Successor States out there and potentially hostile, it would be a good idea to get them on the side of the WCDC.
Time: 4 turns, Chance of success: 60%, Reward: Better diplomatic relations to the ten known worlds, +5 to dilpmatic actions with the ten worlds

WCDC Trade Organization:

(0 actions)

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

[] Standartized Ground Weapon Systems active (2 turns)
Following the work by the Defense Council on cataloging the military weapons of all nations part of the WCDC, they were able to come up with some recommendations concerning the development of new standardized equipment. Giving it out to the various contractors building these weapon systems, it was going to be time to begin trials to select these weapons.
Time: 4 turns, Chance of success: 60%, Reward: Standardized Weapon systems for ground combat, +5 to ground combat

[] New Fusion Drives: active (2 turns)
As the Kearney-Fuchida Fusion Thruster has been successfully understood by the scientists, it is now the turn of the engineers and corporations to turn that knowledge into a viable fusion thruster that can be used in future spacecraft.
Time: 4 turns, Chance of success: 70%, Reward: Various companies within the Three Systems now produce Kearney-Fuchida Fusion Thrusters of various sizes and power levels

[] Civilian Fast Transports:
With the new Fusion Drives almost ready and available for the military, it would be a good idea to get the various yards to design and produce new transport craft, equipped with the new fusion drives. Potentially it would even be possible to use these drives to directly land a spacecraft on a planet, even if the space craft in question was equipped with a Heim-Feynman Event Generator.
Time: 4 turns, Chance of success: 65%, Reward: Civilian transports using the new fusion drives, 50% chance of them being equipped with FTL

[] Trade Station:
There are now relatively good relations to the ten worlds outside the WCDC and it might be a good idea to open up trade relations additional to the diplomatic relations. There are already goods that can be exported to these worlds and most economists are sure that these planets would welcome these goods. In turn there are likely a few luxury articles that could be imported.
Time: 4 turns, Chance of Success: 65%, Reward: +5 to external trade actions with the ten known systems


WCDC Office for Science and Development:

(1 actions)

[] Great Unifying n-Dimensional Theroy:
One thing that has come out of Doctor Sandoval's talks is Kearny-Fuchida theory has a few similarities with Heim-Feynman theory. Now, there are some within the Scientific community that believe it should be possible to integrate both theories into a single theory. A theory that can only lead to new knowledge and scientific advancement.
Time: 8 turns, Chance of success: 65%, Reward: Great Unifying n-Dimensional Theroy, new research action

[] Hypercom:
With Kearney-Fuchida slowly percolating through the scientific community, some physicists have locked on the information that the theory can be used for FTL communication. Not knowing all that much about the method of communication, some of these researchers nonetheless thing it should be possible to develop an FTL communication system out of the currently knowledge of Kearney-Fuchida theory.
Time: 6 turns, Chance of success: 40%, Reward: FTL communication system, 50% for Black Box, 50% for Hyper Pulse Generator

[] Inner Sphere Heatsinks: active (2 turns)
Following the observation of the Battlemechs and closer inspections led some engineers to wonder if it would be possible to replicate the technology for heat sinks. Currently the fusion reactors of modern MBTs were making use of large radiators and forcing cooler air through them with high volume blowers. If the technology could be replicated, and maybe improved, the technology could be used to replace current day radiator systems.
Time: 3 turns, Chance of success: 70%, Reward: Inner Sphere equivalent Heatsinks, 40% chance of higher efficiency heat sinks (1d100% more efficient)

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

2 Actions for:
Defense

1 Action for:
Intelligence
Diplomacy
R&D

Vote will end on Thursday
 
WCDC Ground Forces - Winter 2176/3026
WCDC Ground Forces - Winter 2176/3026
Code:
Sol:
    Regular Army:
        US:         25 divisions  (500000)
        EU:         20 divisions  (400000)
        Russia:     20 divisions  (400000)
        China:      30 divisions  (600000)
        others:     30 divisions  (600000)
        combined:  125 divisions (2500000)
    Air Forces:
        US:         300000
        EU:         240000
        Russia:     280000
        China:      340000
        various:    300000
        combined:  2460000

Beta Hydri:
    Regular Army:
        Empire of Jerat:            30 divisions  (600000)
        United Principalities:      30 divisions  (600000)
        Alied Republics:            35 divisions  (700000)
        Rac'ris'ayc Protectorate:   40 divisions  (800000)
        others:                    110 divisions (2200000)
        combined:                  245 divisions (4900000)
    Air Forces:
        Empire of Jerat:            400000
        United Principalities:      300000
        Alied Republics:            250000
        Rac'ris'ayc Protectorate:   500000
        others:                    1700000 
        combined:                  3150000
61 Virginis:
    Regular Army:
        United Colonies:    10 divisions  (200000)
        Emkin Assembly:      9 divisions  (180000)
        others:             38 divisions  (760000)
        combined:           57 divisions (1140000)

overall:
    Regular Army:          427 divisions (8540000)
    Air Forces:            5210000
 
WCDC Defense Council:

[x] System Defense MKI:
With the Raytan Jump Point Defense Station available for construction, it would be a good idea for yards within the Three Systems to build a few of them and emplace them within the Jump Points of their systems.
Time: 4 turns, Chance of success: 75%, Reward: Two Raytan Jump Point Defense Stations placed into the Jump Points of Sol, 61 Virginis and Bety Hydrii, +15 against belligerent jumpships and dropships

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



WCDC Survey Office:


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



WCDC Diplomatic Corps:


[x] Charm Offensive:
The WCDC has contacted all of the nearby systems that are known to inhabited and now it is time to get much better relations with them. With the Inner Sphere and the Successor States out there and potentially hostile, it would be a good idea to get them on the side of the WCDC.
Time: 4 turns, Chance of success: 60%, Reward: Better diplomatic relations to the ten known worlds, +5 to dilpmatic actions with the ten worlds


WCDC Office for Science and Development:


[x] Hypercom:
With Kearney-Fuchida slowly percolating through the scientific community, some physicists have locked on the information that the theory can be used for FTL communication. Not knowing all that much about the method of communication, some of these researchers nonetheless thing it should be possible to develop an FTL communication system out of the currently knowledge of Kearney-Fuchida theory.
Time: 6 turns, Chance of success: 40%, Reward: FTL communication system, 50% for Black Box, 50% for Hyper Pulse Generator

Welp at least one inner sphere state knows our general location so lets fortify and extend our influence pronto!
 
[X] Combat Evolved

[X] System Defense MKI

[X] Deep Signal Intelligence Network II

[X] Charm Offensive

[X] Great Unifying n-Dimensional Theory
 
WCDC Defense Council:

[x] System Defense MKI:
With the Raytan Jump Point Defense Station available for construction, it would be a good idea for yards within the Three Systems to build a few of them and emplace them within the Jump Points of their systems.
Time: 4 turns, Chance of success: 75%, Reward: Two Raytan Jump Point Defense Stations placed into the Jump Points of Sol, 61 Virginis and Bety Hydrii, +15 against belligerent jumpships and dropships

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



WCDC Survey Office:


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



WCDC Diplomatic Corps:


[x] Charm Offensive:
The WCDC has contacted all of the nearby systems that are known to inhabited and now it is time to get much better relations with them. With the Inner Sphere and the Successor States out there and potentially hostile, it would be a good idea to get them on the side of the WCDC.
Time: 4 turns, Chance of success: 60%, Reward: Better diplomatic relations to the ten known worlds, +5 to dilpmatic actions with the ten worlds


WCDC Office for Science and Development:


[x] Hypercom:
With Kearney-Fuchida slowly percolating through the scientific community, some physicists have locked on the information that the theory can be used for FTL communication. Not knowing all that much about the method of communication, some of these researchers nonetheless thing it should be possible to develop an FTL communication system out of the currently knowledge of Kearney-Fuchida theory.
Time: 6 turns, Chance of success: 40%, Reward: FTL communication system, 50% for Black Box, 50% for Hyper Pulse Generator

What Eliar said.
 
Turn 11 - Spring 2177/3027 Results
Turn 11 - Spring 2177/3027

WCDC Defense Council:

(2 action)

[] Future Space Combat Craft: - 2 active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 70+5 = 75 - Success

After the new Project Teams are established, one of the first projects taken on just happens to be the same project that led to the formation of the new Project teams in the first place, the Future Space Combat Craft Project.

First, the project files from the previous think tank need to be searched for anything useful, which can be reused by the Project Team. The first thing of note just happens to be the work on the structural skeleton. A little more work is put into the potential design, noting any break in the structural skeleton should be repaired by a specialized fabricator set into the break to rebuild the skeleton in that area.

active for 3 more turns

[] System Defense MKI: - 3 active
Time: 4 turns, Chance of success: 75%
Roll 1 of 4, Roll 1d100: 83 - Success

It has taken some time for the leadership of the Defense Council to decide when to set up the system defense stations planned for the Nadir and Zenith Jump Points of the Three Systems. For now, the two colonies would need to make do with a squadron of combat craft per system.

As such, Requests for Proposals are sent out to the various Yards of the Three Systems for the production of the two Raytan of each system, while plans are drawn up to station two squadrons of combat spacecraft with each of the stations.

active for 3 more turns


WCDC Survey Office:

(1 action)

[] Rimworlds Research: active
Time: 8 turns, Chance of success: 25%
Roll 1 of 8, Roll 1d100: 24 - Fail
Roll 2 of 8, Roll 1d100: 65 - Marginal Fail/Almost Success
Roll 3 of 8, Roll 1d100: 41 - Fail
Roll 4 of 8, Roll 1d100: 94 - Success
Roll 5 of 8, Roll 1d100: 61 - Marginal Fail/Almost Success
Roll 6 of 8, Roll 1d100: 12 - Failure
Roll 7 of 8, Roll 1d100: 10 - Failure
Roll 8 of 8, Roll 1d100: 68 - Marginal Failure/Almost Success
Combined: 39 - Failure

Finally, the Erdvynn Project Squadron arrives at the system they again believe to be Erdvynn and this time, but there is less than a week time left on the project. Some preliminary observations of the system are made, discovering a few debris clouds in highly elliptic and inclined orbits around the star, but currently they are on the way inside the system, not allowing a quick look at them, aside from optical observation.

But the times eventually comes to an end and the Squadron must leave for home, with nothing to show for. However, Berlin is more inclined towards attempting to repeat the Project in six months time, after the observations of the actual Erdvynn system have been presented.

Reward: Action may be repeated in two turns, with a higher chance of success and fewer turns needed

[] Permanent Survey Squadrons: - 2 active
Time: 2 turns, Chance of Success: 60%
Roll 1 of 2, Roll 1d100: 16 - Failure

It seems it was not time to set up a few permanent squadrons to deal with the Survey Work for the Survey Office, as there was some grumbling from the various space forces about the Survey Office taking up some of their squadron, which might be used for something else.

As the Survey Office does request for twenty squadrons of spacecraft to be permanently attached to them for their Survey Work, the space forces deny the request for the time being, and the officials of the Survey Office believe they have their work cut out for them.

active for 1 more turn


WCDC Diplomatic Corps:

(1 action)

[] Humanitarian Aid II: active
Time: 3 turns, Chance of success: 50%
Roll 1 of 3, Roll 1d100: 49+5 = 54 - Minor Success
Roll 2 of 3, Roll 1d100: 77+5 = 82 - Success
Roll 3 of 3, Roll 1d100: 73+5 = 78 - Success
Combined: 71 - Success

Work on setting up the ten Planetary Settlement Kits wind down for the people of the Foundation for the most part and the tribes of Pandemonium are given access to its systems, while some advisors and teachers from the Foundation remain behind. The first thing done however is the fabricator sub systems are made to churn out communication systems that are to be given to every tribe, especially with numerous communication and planetary observation satellites now in orbit around the world, allowing easy communication and the detection of sand storms while they are forming.

It also takes some time, but eventually a thousand people are selected for advanced schooling to be given to them on Earth, where Universities in Tel Aviv, Dubai and other cities in or close to deserts will take them on to teach them how to use modern technology to wrestle more livable area from the desert.

Reward: +10 on diplomatic action on targeted world, targeted world is slowly brought up to a Walker Cluster tech level

[] Charm Offensive: - 3 active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 83+15 = 98 - Success (Hannover)
83+10 = 93 - Success (Llyn Ogwen, Ammann)
83+5 = 88 - Success (Craigh, Farnham's Planet, Pandemonium, Bernstein, Santa Alvarez, Solidarność)
83 - Success (Washington)

With contact established with all the planets close to the Three Systems, the Diplomatic Corps believes it might be some time to further improve the diplomatic relations to them with a charm offensive. The ambassadors are given free rein to do their work, as they are more knowledgeable about the planets in general, having lived there for a while now.

active for 3 more turns

WCDC Trade Organization:

(0 actions)

[] Standartized Ground Weapon Systems active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 21+10+10 = 41 - Minor Success (Stonger Economy, Economic Ties)
Roll 2 of 4, Roll 1d100: 16+10+10 = 36 - Failure
Roll 3 of 4, Roll 1d100: 95+10+10 = 115 - Crit Success (Roll 1d100: 66)

With some trepidation, and fearing to throw away the money, the WCDCTO begins to offer some additional financial incentives to the various arms manufacturers within the Three System. This time, the response is overwhelming as these companies seem to finally realize just how much money they could make supplying more than two hundred national militaries. Within a relatively short time, the WCDCTO is swamped with offers either offer reworked existing weapons and weapon systems or newly designed ones.

It will be hard to decide what weapon systems to select, but work with the Defense Council in the regard is already scheduled.

active for 1 more turn

[] New Fusion Drives: active
Time: 4 turns, Chance of success: 70%
Roll 1 of 4, Roll 1d100: 98+10+10+10 = 128 - Crit Success (Roll 1d100: 31) (Stonger Economy, Economic Ties, Scientific-Industrial Complex)
Roll 2 of 4, Roll 1d100: 87+10+10+10 = 117 - Artificial Crit Success
Roll 3 of 4, Roll 1d100: 29+10+10+10 = 59 - Success

Following two successful quarters regarding the new fusion drives and positive news are given to the WCDCTO, the project slowly winds down as the first prototypes are produced by the various companies and are tested.

In some cases there are setbacks for one company or the other, but work continues successfully and the first civilian spacecraft with the new drives are already requested from the yards by some express transport companies.

active for 1 more turn

WCDC Office for Science and Development:

(1 actions)

[] Inner Sphere Heatsinks: active
Time: 3 turns, Chance of success: 70%
Roll 1 of 3, Roll 1d100: 70 - Success
Roll 2 of 3, Roll 1d100: 39 - Success

The first of the IS heat sinks have successfully been copied and observing them at work in a laboratory setting allows the research teams to gather a lot more data from these prototypes than the previous teams had been able to collect from the heat sinks integrated into the mechs of Köhler Military Services.

The successful construction and use of these heat sinks is welcomed by the space craft yards and other companies dealing with large amounts of waste heat and the companies developing the new fusion drives jump at the chance to integrate these heat sinks into their drive designs.

active for 1 more turn

[] Hypercom: - 2 active
Time: 6 turns, Chance of success: 40%
Roll 1 of 4, Roll 1d100: 52 - Failure

Better knowledge of the Kearne-Fuchida theory almost logically leads to the development of the jump drive, but through some backdoor into FTL communication systems. So it is only natural that the scientific community would stumble over the possibility. However, the road to being able to rapidly communicate with colleagues in another of the Three Systems are fraught with failure and insufficient full understanding of the theories behind the potential technology.

But that has never stopped the scientific community.

active for 5 more turns

Random Event: Nothing continues to happen
 
Turn 12 - Summer 2177/3027
Turn 12 - Summer 2177/3027

WCDC Defense Council:

(0 actions)

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

[] Future Space Combat Craft: active (3 turns)
With the Kearney-Fuchida Fusion Thruster in development, the future of space combat is about to change, as soon as the first prototypes are in development. So it only makes sense if the Defense Councils Think Tanks begin to think about future space combat craft and their roles. How will use of Escort, Guard and Bombardment craft change with the much more powerful thrusters' ad multi gravity accelerations? How will weapons systems need to change to be equipped for the new combat environment?
Time: 4 turns, Chance of success: 60%, Reward: Basic initial designs for light combat spacecraft, new economic action once Kearney-Fuchida Fusion Thruster are available for production

[] It's a Gundam!:
With Battlemechs having gotten a crucial inspection and watches during training and maneuvers, the 'Mech Heads' among the observers have gushed with praise for the effectiveness of Battlemechs and started to get more and more observers to their side. Combined with the fact that everyone is the Inner Sphere has used Battlemechs for centuries and found no better combat vehicle, it is only natural that the WCDC should adopt Battlemechs and develope their own to adopt this new weapon to replace the now outdated Combined Arms doctrine.
Time: 3 turns, Chance of success: 60%, Reward: Battlemech technology development action, +5 on Battlemech development, Battlemechs become the primary replacement for combined arms
If this is selected Combat Evolved is unavailable. If Unsuccessful, Combat Evolved gets a 10% higher chance of success during the next action.

[] Combat Evolved:
With Battlemechs having gotten a crucial inspection and watches during training and maneuvers, the 'Tankers' remained on top of the few 'Mech Heads'. While Battlemechs are impressive weapon system carriers, they remain extremely complex machines that needs significant maintenance and repairs, even after simple overland trecks. While there are one or two specialized roles where a Battlemech can support conventional Combined Arms doctrine, they should not be considered a replacement for tanks and other weapon system carriers.
Time: 3 turns, Chance of success: 60%, Reward: Tank technology development action, Battlemech development action for specialized Battlemech, +5 on conventional ground vehicle development, Combined arms remain main doctrine
If this is selected It's a Gundam! Is unavailable. If Unsuccessful, It's a Gundam! gets a 10% higher chance of success during the next action.

[] System Defense MKI: active (3 turns)
With the Raytan Jump Point Defense Station available for construction, it would be a good idea for yards within the Three Systems to build a few of them and emplace them within the Jump Points of their systems.
Time: 4 turns, Chance of success: 75%, Reward: Two Raytan Jump Point Defense Stations placed into the Jump Points of Sol, 61 Virginis and Bety Hydrii, +15 against belligerent jumpships and dropships


WCDC Survey Office:

(1 action)

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

[] Deep Signal Intelligence Network II:
Another quarter, another mission to collect data from the Deep Signal Intelligence Network.
Time: 1 turn, Chance of success: 70%, Reward: Some signal intelligence from the nearby stellar nations

[] Rimworlds Research:
From the information already gathered, there appears a now defunct polity to the core-spinwards of the position of the Walker Cluster, the Rimworlds Republic. It has apparently been destroyed in the massive war that destroyed the Star League, following a coup. Considering the massive use of warships and ground forces in the area, it might be possible to find one or two battlefields and potentially recover technology from any dropship or warship wreck.
Time: 6 turns, Chance of success: 45%, Reward: Discovery of an old Battlefield, 1d6 jump ships and 1d4 derelict warships, 30% chance of one recoverable jump ship, 15% chance of one recoverable warship

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

[] Permanent Survey Squadrons: active (1 turn)
Following more than a year of cooperation between the various nations and their space forces to survey the large volume of space around the Walker Cluster, someone within the Survey Office suggested it might be a good idea if they could request these space craft and squadrons to be semi-permanently attached to the Survey Office. Such a move would further cooperation between the nations as well as allowing the crews to do what they apparently did best, Survey and gather intelligence.
Time: 2 turns, Chance of Success: 60%, Reward: 20 squadrons removed from military and attached to the Survey Office, +10 to survey and intelligence actions


WCDC Diplomatic Corps:

(1 action)

[] 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 useful to send out a diplomatic mission to one of the neighboring systems discovered recently, and offer the planet some humanitarian aid. Rumors within the Foundation note they have been able to produce a couple of Planetary Settlement Kits, usually meant to establish new settlements on habitable worlds.
Time: 3 turns, Chance of success: 50%, Reward: +10 on diplomatic action on targeted world, targeted world is slowly brought up to a Walker Cluster tech level
Please select a world from the list of Known Habited Worlds neat the Walker Cluster

[] Invite Others:
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: active (3 turns)
The WCDC has contacted all of the nearby systems that are known to inhabited and now it is time to get much better relations with them. With the Inner Sphere and the Successor States out there and potentially hostile, it would be a good idea to get them on the side of the WCDC.
Time: 4 turns, Chance of success: 60%, Reward: Better diplomatic relations to the ten known worlds, +5 to dilpmatic actions with the ten worlds

WCDC Trade Organization:

(0 actions)

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

[] Standartized Ground Weapon Systems active (2 turns)
Following the work by the Defense Council on cataloging the military weapons of all nations part of the WCDC, they were able to come up with some recommendations concerning the development of new standardized equipment. Giving it out to the various contractors building these weapon systems, it was going to be time to begin trials to select these weapons.
Time: 4 turns, Chance of success: 60%, Reward: Standardized Weapon systems for ground combat, +5 to ground combat

[] New Fusion Drives: active (2 turns)
As the Kearney-Fuchida Fusion Thruster has been successfully understood by the scientists, it is now the turn of the engineers and corporations to turn that knowledge into a viable fusion thruster that can be used in future spacecraft.
Time: 4 turns, Chance of success: 70%, Reward: Various companies within the Three Systems now produce Kearney-Fuchida Fusion Thrusters of various sizes and power levels

[] Civilian Fast Transports:
With the new Fusion Drives almost ready and available for the military, it would be a good idea to get the various yards to design and produce new transport craft, equipped with the new fusion drives. Potentially it would even be possible to use these drives to directly land a spacecraft on a planet, even if the space craft in question was equipped with a Heim-Feynman Event Generator.
Time: 4 turns, Chance of success: 65%, Reward: Civilian transports using the new fusion drives, 50% chance of them being equipped with FTL

[] Trade Station:
There are now relatively good relations to the ten worlds outside the WCDC and it might be a good idea to open up trade relations additional to the diplomatic relations. There are already goods that can be exported to these worlds and most economists are sure that these planets would welcome these goods. In turn there are likely a few luxury articles that could be imported.
Time: 4 turns, Chance of Success: 65%, Reward: +5 to external trade actions with the ten known systems


WCDC Office for Science and Development:

(0 actions)

[] Great Unifying n-Dimensional Theroy:
One thing that has come out of Doctor Sandoval's talks is Kearny-Fuchida theory has a few similarities with Heim-Feynman theory. Now, there are some within the Scientific community that believe it should be possible to integrate both theories into a single theory. A theory that can only lead to new knowledge and scientific advancement.
Time: 8 turns, Chance of success: 65%, Reward: Great Unifying n-Dimensional Theroy, new research action

[] Hypercom: active (5 turns)
With Kearney-Fuchida slowly percolating through the scientific community, some physicists have locked on the information that the theory can be used for FTL communication. Not knowing all that much about the method of communication, some of these researchers nonetheless thing it should be possible to develop an FTL communication system out of the currently knowledge of Kearney-Fuchida theory.
Time: 6 turns, Chance of success: 40%, Reward: FTL communication system, 50% for Black Box, 50% for Hyper Pulse Generator

[] Inner Sphere Heatsinks: active (2 turns)
Following the observation of the Battlemechs and closer inspections led some engineers to wonder if it would be possible to replicate the technology for heat sinks. Currently the fusion reactors of modern MBTs were making use of large radiators and forcing cooler air through them with high volume blowers. If the technology could be replicated, and maybe improved, the technology could be used to replace current day radiator systems.
Time: 3 turns, Chance of success: 70%, Reward: Inner Sphere equivalent Heatsinks, 40% chance of higher efficiency heat sinks (1d100% more efficient)

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

1 Action for:
Survey
Diplomacy
 
[x] Deep Signal Intelligence Network II:
Another quarter, another mission to collect data from the Deep Signal Intelligence Network.
Time: 1 turn, Chance of success: 70%, Reward: Some signal intelligence from the nearby stellar nations



[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

Really need to get rid of the potential problems in our back yard. Or nuke them to submission. Whatever comes first :p
 
[x] Deep Signal Intelligence Network II:
Another quarter, another mission to collect data from the Deep Signal Intelligence Network.
Time: 1 turn, Chance of success: 70%, Reward: Some signal intelligence from the nearby stellar nations



[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 12 - Summer 2177/3027 Results
Turn 12 - Summer 2177/3027

WCDC Defense Council:

(0 actions)

[] Future Space Combat Craft: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 70+5 = 75 - Success
Roll 2 of 4, Roll 1d100: 36+5 = 41 - Marginal Success

In an almost repeat of the VR game debacle, one of the members of the new Project team working on the Future Space Combat Craft Project had to be put on leave for a few days, after she brought a game with her to work, so that the actual work on the Project could continue apace.

With some basic data on simulations for the spacecrafts' skeleton, some data could be made to integrate the new fusion thrusters and heat sinks, though it was expected the spacecraft would initially have conventional radiators as well. The power of the new thrusters would make landing the craft on a planetary surface viable, so that some initial roles for the craft were drawn up, like 'Planetary Defense Craft' for newly settled worlds without adequate space infrastructure. The craft could easily land on a planet and remain there, until needed, with easy servicing enabled by the planetary gravity.

Active for 2 more turns

[] System Defense MKI: active
Time: 4 turns, Chance of success: 75%
Roll 1 of 4, Roll 1d100: 83 - Success
Roll 2 of 4, Roll 1d100: 68 - Success

The first proposals for the construction of the Raytan defense stations arrived relatively quickly from many dock yards, enabling the Defense Council to come to a quick decision. Rather than give the contract for each pair of defense stations in each of the Three Systems to a single company, the Council, after a suggestion from the WCDCTO, decided to give one contract for each of the stations, allowing six companies to build the stations, increasing redundancy as well a competition. The Defense Council did however insist in direct oversight, stating that it was o ensure the quality of the work.

Active for 2 more turns

WCDC Survey Office:

(1 action)

[] Deep Signal Intelligence Network II: - 3 votes
Time: 1 turn, Chance of success: 70%
Roll 1d100: 19 - Failure

Once again a survey squadron is sent out to gather up the intelligence data from the various intelligence satellites. However, there is a glitch within the software used to collect the data from the survey satellites, corrupting the data downloaded. On top of that, the satellites are designed in such a way that they delete the data they uploaded to the survey squadron within a month.

To make matters worse, only when the data is transmitted to Berlin the glitch and the massive corruption of the data gathered over the past month are discovered, leaving the Survey Office with no usable data and the need to fix the glitch and program a patch for the survey satellites.

Reward: No intelligence data

[] Permanent Survey Squadrons: active
Time: 2 turns, Chance of Success: 60%
Roll 1 of 2, Roll 1d100: 16 - Failure
Roll 2 of 2, Roll 1d100: 68 - Success
Combined: 42 - Success

It takes much work from the Survey Office in their attempt to get the national militaries to permanently attach to the Survey Office. They have to pull just about every trick they can, but in the end they manage to talk their way into being given the space craft and crews to form 20 survey squadrons, made up sorely of spacecraft of the Escort and Guard types, even if there is a certain dislike within the national militaries for the situation.

On a different note, the Survey Office makes a note to buy a few of the new advanced spacecraft with the new thrusters, as soon as they become available.

Reward: 20 squadrons removed from military and attached to the Survey Office, +10 to survey and intelligence actions


WCDC Diplomatic Corps:

(1 action)

[] We need new members: - 3 votes
Time: 2 turns, Chance of success: 25%
Roll 1 of 2, Roll 1d100: 54 - Failure

Again, it is time to try and get the other nations of the Three Systems that are not already members of the WCDC to join up. And while there are talks, they lead to nothing, aside from reassurances that they would think about it.

[] Charm Offensive: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 83+15 = 98 - Success (Hannover)
83+10 = 93 - Success (Llyn Ogwen, Ammann)
83+5 = 88 - Success (Craigh, Farnham's Planet, Pandemonium, Bernstein, Santa Alvarez, Solidarność)
83 - Success (Washington)
Roll 2 of 4, Roll 1d100: 81+15 = 96 - Success (Hannover, Pandemonium)
81+10 = 91 . Success (Llyn Ogwen, Ammann)
81+5 = 86 - Success (Craigh, Farnham's Planet, Bernstein, Santa Alvarez, Solidarność)
81 - Success (Washington)

Across the ten worlds in contact with the Three Systems, the ambassadors go to work to further improve relations with the planetary governments.

On Washington for example, Ambassador Kennedy presents the President with a copy of the Declaration of Independence, while the Kaiser on Hannover is presented with an actual piece of the Berlin Wall. Similar presents are given to the leaders of the other planets.

On Farnham's Planet the Ambassador uses the chance to try and bring the two planetary nations closer together and succeeds somewhat, managing to talk the leaders into a face to face meeting.

Active for 2 more turns

WCDC Trade Organization:

(0 actions)

[] Standartized Ground Weapon Systems active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 21+10+10 = 41 - Minor Success (Stonger Economy, Economic Ties)
Roll 2 of 4, Roll 1d100: 16+10+10 = 36 - Failure
Roll 3 of 4, Roll 1d100: 95+10+10 = 115 - Crit Success (Roll 1d100: 66)
Roll 4 of 4, Roll 1d100: 20+10+10 = 40 - Failure/Almost Success
Combined: 58 - Success

Coming up to the end of the Standartized Ground Weapon Systems Project, the WCDCTO must deal with another few setbacks, as there are much fewer companies that actually set out to offer their weapon systems to be tested by the Defense Council.

In the end, it does not much matter, as the major companies are all present during the testing phase and by the end of Summer, the Defense Council makes its decision for a number of standardized weapon systems for infantry, armor and artillery, as well as the aerospace forces. This in turn becomes a big boost for certain parts of the economy due to the large influx of money from various national militaries, as well as the burgeoning interstellar merchant marine, as in some cases the weapon systems need to be transported from system to system.

Reward: Standardized Weapon systems for ground combat, +5 to ground combat

[] New Fusion Drives: active
Time: 4 turns, Chance of success: 70%
Roll 1 of 4, Roll 1d100: 98+10+10+10 = 128 - Crit Success (Roll 1d100: 31) (Stonger Economy, Economic Ties, Scientific-Industrial Complex)
Roll 2 of 4, Roll 1d100: 87+10+10+10 = 117 - Artificial Crit Success
Roll 3 of 4, Roll 1d100: 29+10+10+10 = 59 - Success
Roll 4 of 4, Roll 1d100: 77+10+10+10 = 107 - Artificial Crit Success
Combined: 102 - Crit Success

Success remains with the KF Fusion Drive Project and the number of companies that offer the new KF Fusion Drive jump through the roof, with varied numbers of sizes and power levels offered on the free market, be they civilian or military models.

One company, BAE Drive Systems Limited, even provisionally offers a small thruster that could, currently theoretically, accelerate a 15 tonne vehicle with up to 50 gravities, which they have obviously intended to offer for Class II to Class IV missiles and any space combat drone.

Reward: Various companies within the Three Systems now produce Kearney-Fuchida Fusion Thrusters of various sizes and power levels

WCDC Office for Science and Development:

(0 actions)

[] Hypercom: active
Time: 6 turns, Chance of success: 40%
Roll 1 of 6, Roll 1d100: 52 - Failure
Roll 2 of 6, Roll 1d100: 44 - Failure

The more problems the various teams of the Hypercom Project solve, the more problems appear. Yes, the physics appears straight forwards at the first glance, but as always, the devil is in the detail. And it is the details that continue to stump the scientists. Calculations don't bring the results expected, and small scale experiments are attempted, but none produce any results that are useful. Two of these experiments even produce gravitational events that are detected by the gravitational-wave observatories in Sol, but even if those are potentially able to be used as communication medium, they are not faster than light.

However, there remains a little bit of a light at the end of the tunnel for the scientists. Work on the problem of FTL communication certainly allows them to improve their knowledge about Kerney-Fuchida Hyper Theory, which in turn is its own reward.

Active for 4 more turns

[] Inner Sphere Heatsinks: active
Time: 3 turns, Chance of success: 70%
Roll 1 of 3, Roll 1d100: 70 - Success
Roll 2 of 3, Roll 1d100: 39 - Success
Roll 3 of 3, Roll 1d100: 99 - Crit Succees
Combined: 69 - Success

Continued work on the IS Heat Sink technology, does eventually lead to massive improvement over the original design, especially once exploratory material simulations are run with numerous advanced meta materials only possible with fabricator technology.

The result is the Advanced Heatsink, which retains the basic design of the heat sink with and used a new hydrocarbon working fluid, and replaces the materials with carbon-titanium-copper based meta materials, improving the waste heat capacity of a heat sink of the same mass and same volume by 91%. These new meta materials in combination with the new working fluid, allowed to run the heat sinks at a higher temperature, allowing for the removal of more heat.

Reward: Inner Sphere equivalent Heatsinks,
75% (Last Crit) chance of higher efficiency heat sinks Roll 1d100: 27 - Success
1d100% more efficient, Roll 1d100: 91 -> Advanced Heatsink (191% efficiency)



Random Event: Pirate Raid at 61 Virginis

On July 21, 2177/3027, four jump ships arrived in the Nadir Jump Point of 61 Virginis and immediately fifteen dropships detached from them, as they unfurled their jump sails. There were a few attempts to contacting the unknown jump and drop ships by various nations of the Aldmoru, but they all failed, safe for a single message to surrender to the Black Warriors.

Nine of the drop ships burned towards the planet Dran and its 32 moons, home to the Aldmoru, while the other six burned towards Cterin.

The dropships moving towards Cterin were the first to arrive.

Combat: Black Warriors (1d100: 18) - Petan (1d100: 71-20(slow spacecraft)+5(simple anti-Dropdhip tactics) = 56) - Win: Petan

Arriving in orbit around Cterin, the six dropships were greeted by the combined force build up by the ASI controlled heavy combat spacecraft Petan and its force of 49 further combat space craft, 24 of which were crewed by Aldmoru.

Petan welcomed the intruders with its normal message that the planet Cterin was under quarantine due to The Plague having killed all life on the surface safe for itself. The intruder would be welcome to land, but would be destroyed, should they attempt to leave again. The head of the dropship group, Commander Paul Mallard, returned that they would destroy Petan and his force of primitive spacecraft instead and then ravish the orbital installations instead.

It proved to be unwise of the Black Warriors to engage a more than three thousand year old ASI, controlling 25 Disciple ALI combat space craft, while supported by 24 Faithful crewed by Aldmoru almost fanatically worshiping the old AI as a god, The Guardian of the Dead.

While the dropships had the temporary advantage of speed and to a degree armor and weapon systems in their dropships, as well as ten aerospace fighters, they were of little use compared to an opponent with the reflexes of a computer.

The Battle of Cterin lasted for nearly one hour in orbit around the planet and saw the destruction of 5 Disciples and 8 Faithful, while Petan itself suffered minor damage. Of the Black Warriors, all six dropships were reduced to floating wrecks, with only a few surviving crew members, which were subsequently rescued by rescue crews from the orbital stations and put into custody.

Several hours later, the other nine dropships arrived at Dren.

Combat: Black Warriors (1d100: 50) - Dren Defenders (1d100: 71-20(slow spacecraft)+5(simple anti-Dropdhip tactics)+30(numeric superiority)=86) - Win: Dren Defenders

In the gravity system of Dren, the situation was completely different to Cterin. Here, the dropships of the Black Warriors were faced by about 1000 combat capable spacecraft of various types, from Escorts of Bombardment type craft, of various nations that had honed their skills in interplanetary warfare over the course of three millennia.

Faced wich such a large numeric superiority, the dropships fled from the Dren gravity system before it could come to an actual engagement against the spacecraft deep within the gravity well of Dren, especially in the light of the defeat of their comrades at Cterin. Nevertheless, they were intercepted by more than 400 spacecraft that had waited outside the gravity well of Dren for a command and simply used their Heim-Feynman Event Generators to FTL jump directly into the course of the fleeing dropships, firing their missiles and other weapons directly into the Black Warriors course.

Five of the dropships were outright destroyed by the weight of fire, three more heavily damaged and the two lightly damaged dropships surrendered unconditionally and were boarded. Any survivors of the other dropships were put into custody. None of the defending spacecraft was even damaged.

With these two fights concluded, only the four jumpships remained. While they had not moved in the past four days since they arrived, they remained a target for the defenders.

Half of the combat space craft that had intercepted the fleeing dropships jumped out towards the Nadir Point to intercept the jump ships. The crews of the three jumpships attempted to resist after being told to surrender, but the destruction of one of the small forces Invader class jump ships reduced their resistance to zero, allowing the Aldmoru to board the jumpships and to remove the crew before they could do anything to damage these valuable spacecraft.

Commander Paul Mallard had survived the attack on Cterin and was one of the first to be interrogated, with the alien nature of the Aldmoru proving to be an asset that unnerved and appeared to even induce fear in the human. When questioned, Mallard was surprisingly cooperative, informing his interrogators about the limited information on the WCDC the Cincirnus Federation had been able to gather from the tablet computer (called a noteputer by Mallard) the Federal Intelligence Command had been able to get a hold on. He didn't know how or when they had gotten the tablet or from whom.

Mallard also at first tried to indicate that the Black Warriors and Circinan forces were a large threat, but then was induced to tell the truth, noting the force destroyed, damaged and taken over by the Aldmoru were about half of the jump and dropships available to the Circinus Federation and that they were in a state of heightened alarm thanks to a war that had started in the middle of the last year. Sending any other force out any time soon, would leave Circinus without much of a defense.

Obviously the Circinus Federation knew about the WCDC and in some time, they would wonder what had happened to their jump ships. Something had to be done...

Results: WCDC gains three Jumpships (2x Invader, 1x Star Lord), 2 intact dropships (1x Union, 1x Leopard) + Mechs, 6 heavily damaged bit repairable dropships (2x Union, 3x Leopard, 1x Mule), wreckage of 7 dropships
1d4 nations may want to join up with the WCDC next turn, regardless of the results of 'We need new members'
+50 on 'We need new members' action next turn


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

Hmm... It was awfully convenient that the DSIN II action failed and I got the pirate raid event. I had originally planned for the Black Warrior Raid to happen in Turn 13 or 14... Oh well...

The success was nice to have... And yes, the superior numbers are a massive equalizer there that needs to be put into a bonus. As is the fact that Dren is a gas giant outside the Feynman Limit of 61 Virginis, heck the planet is outside the jump limit.....
 
Turn 13 - Autumn 2177/3027
Turn 13 - Autumn 2177/3027

WCDC Defense Council:

(0 actions)

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

[] Future Space Combat Craft: active (2 turns)
With the Kearney-Fuchida Fusion Thruster in development, the future of space combat is about to change, as soon as the first prototypes are in development. So it only makes sense if the Defense Councils Think Tanks begin to think about future space combat craft and their roles. How will use of Escort, Guard and Bombardment craft change with the much more powerful thrusters' ad multi gravity accelerations? How will weapons systems need to change to be equipped for the new combat environment?
Time: 4 turns, Chance of success: 60%, Reward: Basic initial designs for light combat spacecraft, new economic action once Kearney-Fuchida Fusion Thruster are available for production

[] It's a Gundam!:
With Battlemechs having gotten a crucial inspection and watches during training and maneuvers, the 'Mech Heads' among the observers have gushed with praise for the effectiveness of Battlemechs and started to get more and more observers to their side. Combined with the fact that everyone is the Inner Sphere has used Battlemechs for centuries and found no better combat vehicle, it is only natural that the WCDC should adopt Battlemechs and develope their own to adopt this new weapon to replace the now outdated Combined Arms doctrine.
Time: 3 turns, Chance of success: 60%, Reward: Battlemech technology development action, +5 on Battlemech development, Battlemechs become the primary replacement for combined arms
If this is selected Combat Evolved is unavailable. If Unsuccessful, Combat Evolved gets a 10% higher chance of success during the next action.

[] Combat Evolved:
With Battlemechs having gotten a crucial inspection and watches during training and maneuvers, the 'Tankers' remained on top of the few 'Mech Heads'. While Battlemechs are impressive weapon system carriers, they remain extremely complex machines that needs significant maintenance and repairs, even after simple overland trecks. While there are one or two specialized roles where a Battlemech can support conventional Combined Arms doctrine, they should not be considered a replacement for tanks and other weapon system carriers.
Time: 3 turns, Chance of success: 60%, Reward: Tank technology development action, Battlemech development action for specialized Battlemech, +5 on conventional ground vehicle development, Combined arms remain main doctrine
If this is selected It's a Gundam! Is unavailable. If Unsuccessful, It's a Gundam! gets a 10% higher chance of success during the next action.

[] System Defense MKI: active (2 turns)
With the Raytan Jump Point Defense Station available for construction, it would be a good idea for yards within the Three Systems to build a few of them and emplace them within the Jump Points of their systems.
Time: 4 turns, Chance of success: 75%, Reward: Two Raytan Jump Point Defense Stations placed into the Jump Points of Sol, 61 Virginis and Bety Hydrii, +15 against belligerent jumpships and dropships


WCDC Survey Office:

(2 action)

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

[] Deep Signal Intelligence Network III:
Another quarter, another mission to collect data from the Deep Signal Intelligence Network.
Time: 1 turn, Chance of success: 70%, Reward: Some signal intelligence from the nearby stellar nations

[] Rimworlds Research:
From the information already gathered, there appears a now defunct polity to the core-spinwards of the position of the Walker Cluster, the Rimworlds Republic. It has apparently been destroyed in the massive war that destroyed the Star League, following a coup. Considering the massive use of warships and ground forces in the area, it might be possible to find one or two battlefields and potentially recover technology from any dropship or warship wreck.
Time: 6 turns, Chance of success: 45%, Reward: Discovery of an old Battlefield, 1d6 jump ships and 1d4 derelict warships, 30% chance of one recoverable jump ship, 15% chance of one recoverable warship

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

[] Prepare for Deep Cover Intelligence:
With the attack on 61 Virginis, the WCDC had gotten hold on a few jumpships and dropships. This was a chance to gather more information about the larger neighbors of the Walker Cluster, like the Free World League or the Lyran Commonwealth. So at least one of the jumpships, preferably one of the Invaders, and two of the dropships, should be refit with some WCDC technology and crews trained in their use, so that the jumpship(s) could be sent out into the either the Lyran Commonwealth or the Free Worlds League under the guise of Periphery Traders and gather intelligence.
Time: 3 turns, Chance of Success: 60%, Reward: 1 jump ship and two dropships are made available for Deep Cover Intellienve gathering, 50% chance of the other Invader and two more dropships being made available to the Survey Office


WCDC Diplomatic Corps:

(0 action)

[] 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 useful to send out a diplomatic mission to one of the neighboring systems discovered recently, and offer the planet some humanitarian aid. Rumors within the Foundation note they have been able to produce a couple of Planetary Settlement Kits, usually meant to establish new settlements on habitable worlds.
Time: 3 turns, Chance of success: 50%, Reward: +10 on diplomatic action on targeted world, targeted world is slowly brought up to a Walker Cluster tech level
Please select a world from the list of Known Habited Worlds neat the Walker Cluster

[] Invite Others:
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: active (2 turns)
The WCDC has contacted all the nearby systems that are known to inhabited and now it is time to get much better relations with them. With the Inner Sphere and the Successor States out there and potentially hostile, it would be a good idea to get them on the side of the WCDC.
Time: 4 turns, Chance of success: 60%, Reward: Better diplomatic relations to the ten known worlds, +5 to diplomatic actions with the ten worlds

WCDC Trade Organization:

(2 actions)

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

[] Civilian Fast Transports:
With the new Fusion Drives ready and available for civilians and the military, it would be a good idea to get the various yards to design and produce new transport craft, equipped with the new fusion drives. Potentially it would even be possible to use these drives to directly land a spacecraft on a planet, even if the space craft in question was equipped with a Heim-Feynman Event Generator.
Time: 4 turns, Chance of success: 65%, Reward: Civilian transports using the new fusion drives, 50% chance of them being equipped with FTL

[] Trade Station:
There are now relatively good relations to the ten worlds outside the WCDC and it might be a good idea to open up trade relations additional to the diplomatic relations. There are already goods that can be exported to these worlds and most economists are sure that these planets would welcome these goods. In turn there are likely a few luxury articles that could be imported.
Time: 4 turns, Chance of Success: 65%, Reward: +5 to external trade actions with the ten known systems

[] 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 numerous 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


WCDC Office for Science and Development:

(1 actions)

[] Great Unifying n-Dimensional Theroy:
One thing that has come out of Doctor Sandoval's talks is Kearny-Fuchida theory has a few similarities with Heim-Feynman theory. Now, there are some within the Scientific community that believe it should be possible to integrate both theories into a single theory. A theory that can only lead to new knowledge and scientific advancement.
Time: 8 turns, Chance of success: 65%, Reward: Great Unifying n-Dimensional Theroy, new research action

[] Hypercom: active (4 turns)
With Kearney-Fuchida slowly percolating through the scientific community, some physicists have locked on the information that the theory can be used for FTL communication. Not knowing all that much about the method of communication, some of these researchers nonetheless thing it should be possible to develop an FTL communication system out of the currently knowledge of Kearney-Fuchida theory.
Time: 6 turns, Chance of success: 40%, Reward: FTL communication system, 50% for Black Box, 50% for Hyper Pulse Generator

[] KF Jump Core Research:
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 in turn allows for the scientists to get their hands on actual KF jump cores. And that access means it should be possible to research these jump cores and discover how exactly they work and if they can be copied by the WCDC. And, so the vague hope of the researchers, possible, potentially improved upon.
Time: 6 turns, Chance of success: 60%, Reward: KF jump core technology, 10% chance of an improved KF jump core

[] Jump Collar Research:
The recent Attack on 61 Virginis has left the WCDC with easy access to several intact, damaged and destroyed dropships. This in turn allows for the scientists to get their hands on the so-called Drop Ship Collar and the 'KF Boom', which allows a jump ship to carry a dropship along for a jump. With the development of fast combat spacecraft and commercial transports in the near future, most of which are likely in the mass and size range of dropships, it would be a good idea fo develop a dropship collar that would allow that these new space craft could be carried along for the ride with a jump ship.
Time: 4 turns, Chance of success: 60%, Reward: Drophsip Collar and KF Boom technologies

[] 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: 35%, Reward: In the future jumpships may be equipped with a HFEG based secondary FTL drive

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

2 Action for:
Economy
Survey

1 Action for:
Science
 
[X] Prepare for Deep Cover Intelligence:
With the attack on 61 Virginis, the WCDC had gotten hold on a few jumpships and dropships. This was a chance to gather more information about the larger neighbors of the Walker Cluster, like the Free World League or the Lyran Commonwealth. So at least one of the jumpships, preferably one of the Invaders, and two of the dropships, should be refit with some WCDC technology and crews trained in their use, so that the jumpship(s) could be sent out into the either the Lyran Commonwealth or the Free Worlds League under the guise of Periphery Traders and gather intelligence.
Time: 3 turns, Chance of Success: 60%, Reward: 1 jump ship and two dropships are made available for Deep Cover Intellienve gathering, 50% chance of the other Invader and two more dropships being made available to the Survey Office

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

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

[X] Trade Station:
There are now relatively good relations to the ten worlds outside the WCDC and it might be a good idea to open up trade relations additional to the diplomatic relations. There are already goods that can be exported to these worlds and most economists are sure that these planets would welcome these goods. In turn there are likely a few luxury articles that could be imported.
Time: 4 turns, Chance of Success: 65%, Reward: +5 to external trade actions with the ten known systems

[X] Great Unifying n-Dimensional Theroy:
One thing that has come out of Doctor Sandoval's talks is Kearny-Fuchida theory has a few similarities with Heim-Feynman theory. Now, there are some within the Scientific community that believe it should be possible to integrate both theories into a single theory. A theory that can only lead to new knowledge and scientific advancement.
Time: 8 turns, Chance of success: 65%, Reward: Great Unifying n-Dimensional Theroy, new research action

Wonder who the Circinus Federation is at war with. 'w'
 
Wonder who the Circinus Federation is at war with. 'w'
They are not at war with anyone. But there is the 4th Successor War going on in the Inner Sphere and things are a tad... exciting, shall we say...
 
Huh an earlier 4th Successor War. There's also the Clans likely invading early. Going to be some interesting times for the Galaxy in the coming years.
 
[X] Prepare for Deep Cover Intelligence:
With the attack on 61 Virginis, the WCDC had gotten hold on a few jumpships and dropships. This was a chance to gather more information about the larger neighbors of the Walker Cluster, like the Free World League or the Lyran Commonwealth. So at least one of the jumpships, preferably one of the Invaders, and two of the dropships, should be refit with some WCDC technology and crews trained in their use, so that the jumpship(s) could be sent out into the either the Lyran Commonwealth or the Free Worlds League under the guise of Periphery Traders and gather intelligence.
Time: 3 turns, Chance of Success: 60%, Reward: 1 jump ship and two dropships are made available for Deep Cover Intellienve gathering, 50% chance of the other Invader and two more dropships being made available to the Survey Office

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

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

[X] Trade Station:
There are now relatively good relations to the ten worlds outside the WCDC and it might be a good idea to open up trade relations additional to the diplomatic relations. There are already goods that can be exported to these worlds and most economists are sure that these planets would welcome these goods. In turn there are likely a few luxury articles that could be imported.
Time: 4 turns, Chance of Success: 65%, Reward: +5 to external trade actions with the ten known systems

[X] Great Unifying n-Dimensional Theroy:
One thing that has come out of Doctor Sandoval's talks is Kearny-Fuchida theory has a few similarities with Heim-Feynman theory. Now, there are some within the Scientific community that believe it should be possible to integrate both theories into a single theory. A theory that can only lead to new knowledge and scientific advancement.
Time: 8 turns, Chance of success: 65%, Reward: Great Unifying n-Dimensional Theroy, new research action
 
Back
Top Bottom