Turn 14 - Winter 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 (1 turn)
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only natural that the WCDC should adopt Battlemechs and develope their own to adopt this new weapon to replace the now outdated Combined Arms doctrine.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 (1 turn)
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:
(0 action)
[]Further Survey: active (3 turns)
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: active (2 turns)
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:
(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 (1 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:
(0 actions)
[] Military-Industrial Complex: active (2 turns)
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: active (2 turns)
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:
(0 actions)
[] Great Unifying n-Dimensional Theroy: active (7 turns)
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 (3 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:
1 Action for:
Diplomacy
This turn might possibly be open for a week until Monday, as I'm leaving for the weekend on Friday to go to my grandfathers 85th birthday and will not have access to my computer at the time.