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Growing Horizons: Inner Sphere - Quest

Actually wonder if the Lupus would be interested in helping as well. They have the tech and people but have little experience with outsiders. It could be very valuable experience for them to actually see how the people in the periphery live.
 
Thing is doing Industrial Export/Trade Delegations: Free World League at this time can be seen and in a way is stepping into the FWL vs Andurien + Canopus & Aurigans, squarely on the FWL side.
 
Actually wonder if the Lupus would be interested in helping as well. They have the tech and people but have little experience with outsiders. It could be very valuable experience for them to actually see how the people in the periphery live.
They are learning those lessons already, Lupus leadership may be as distances from their own people from their own world as it is from people living on the Periphery planets, and just as in the rest of Battletech universe their advanced technology probably doesn't seep down to the lower levels of society anyway, so isolated Perhiphery planet with diminishing tech base could be as distant as Worker caste on Nova Cats' own world. Or any Clan world for what matters.
 
Thing is doing Industrial Export/Trade Delegations: Free World League at this time can be seen and in a way is stepping into the FWL vs Andurien + Canopus & Aurigans, squarely on the FWL side.
Perhaps but at this moment our external trade partners of value amount to Lyrans and FWL. We cant even reach Andurien and Lupus is probable years away from being ready and able to start up external trade. That and the FWL has been good neighbors and in the way of reaching others. Canopians are all passive aggressive and not talking to us so we cant go through them and going around or blitzing through their space not touching their systems has its own problems. FWL is a active trade partner that so far has not fucked with us like the FedCom. We want to reach other powers we need a path. From them we can reach Andurian, though they may not like us doing that, but also the Taurions and the Aurigans and if we wanted the FedSuns half of the FedCom which we actually have good relations with i think. We could try Canopians again but given their antics its a long shot. @Warringer am I overthinking it?

They are learning those lessons already, Lupus leadership may be as distances from their own people from their own world as it is from people living on the Periphery planets, and just as in the rest of Battletech universe their advanced technology probably doesn't seep down to the lower levels of society anyway, so isolated Perhiphery planet with diminishing tech base could be as distant as Worker caste on Nova Cats' own world. Or any Clan world for what matters.
They have experience with their lower castes not outside cultures less privileged than them. There is a difference. If they want to be guardians they need to be able to understand what they are guarding. Their lower castes need to know how to interact with outsiders and help them and the leaders need to see something tangable. That needs and is worth defending beyond a nebulous ideal.
 
[X] Medium Warship:
With the Belisarius and the Petan derives Warship hulls avaiable, maybe it is time to design a few Warships that are in the same weight area as the Petan derived hulls to act as medium combatants.
Time: 3 turns, Chance of success: 60%, Reward: 1d2 designs of a Medium Warship (<1Mtonnes), 25% chance of a working prototype
Only available after completion of Warship Roles

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

[X] Technological Help: Taurian Concordiat
With the Federated Commonwealth poised to take the technological lead in the Inner Sphere over the other powers (safe the Confederation and the Republic) it might be a good idea to offer technological aid to any of the other Inner Sphere Powers that might be interested in it, to help bridge the gap between them and the FedCom. Technically a similar program exists with the FedCom already, with the Scholarly Exchange, but direct support might yield some improved relations and a potential ally, should the FedCom act against the Confederation and/or the Alliance.
Time: 4 turns, Chance of Success: 40%, Reward: +10 diplomatic relations, +5 external trade
 
They have experience with their lower castes not outside cultures less privileged than them. There is a difference. If they want to be guardians they need to be able to understand what they are guarding. Their lower castes need to know how to interact with outsiders and help them and the leaders need to see something tangable. That needs and is worth defending beyond a nebulous ideal.
They don't have a tangible idea who is the enemy they are protecting the Star League / Inner Sphere against as Battletech never had aliens or any enemies other than those trying to secede from the greater state.
However, while their Warriors aren't exactly the pinnacle of common sense, imagining "less privileged people" isn't difficult. Clan leaders do know "how poor people look like" - it's their Worker caste, duh.
And while Clans do have a strict code of who obeys who, all those periphery planets aren't that different, they are all feudal hellholes just as Inner Sphere. It has its own pecking order
The human part of the Confederacy is more alien, even without involving actual aliens which we do have too. They have seen aliens. Well, not everyone on their planet seen an alien, sure, but those who were shown aliens won't be shocked by seeing poor people
 
Oh sorry got busy. And then distracted....


It comes down to one of the biggest problems of the clans is their own inability to see beyond themselves or their culture. Not helped that said culture insists it's the best ever. One way or another the Lupus need to interact with outsiders and non clanners and we don't really count since we are so different from everyone else.
 
[X] Medium Warship:
[X] Industrial Export/Trade Delegations: Free World League

[X] Diplomatic Action: Massively increase funding and remit to the Prometheus Foundation to set up uplift packages/diplomatic contact to all worlds in 30ly.
There is always some diplomatic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
 
Okay... I'm currently thinking about a few retcons mechanics wise, after reading the last part of 'No Truce With Kings' over on SB, to get, mass wise, more realistic armor masses. Like about 0.5Mtonnes of armor for a Texas instead of a measly 1ktonne for the same points.

As well as perhaps dropping the mass of weapons. I will see what my spreadsheets will have to say...

What's your thoughts on the matter?
 
See how the spreadsheets work out? More realistic is fine I guess though see how much I say that after if it involves major rearranging stuff.

Need go look up no truce with kings. Game I guess?

Edit oh a story?
 
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See how the spreadsheets work out? More realistic is fine I guess though see how much I say that after if it involves major rearranging stuff.

Need go look up no truce with kings. Game I guess?

Edit oh a story?
Now, this?
"Man will never be free until the last king is strangled with the entrails of the last priest." - Denis Diderot (attr.)
That's a badass boast.
 
That FASA could of have let such armor masses for dropships let alone warships go into printing has always been baffling to me.

1 ton of armor spread over 10m2
and
1 ton of armor spread over 100m2
do not give the same protection.
 
That FASA could of have let such armor masses for dropships let alone warships go into printing has always been baffling to me.

1 ton of armor spread over 10m2
and
1 ton of armor spread over 100m2
do not give the same protection.
I dont think they particularly cared. They probable were not expecting the setting to get so big and were basically throwing out enough fluff and rules for gamemasters to have a frame to hang stories from. Hell space stuff like warships were just penciled in because they had to throw out something but it was not the focus so did not matter. Warships by time of setting start 3025 were a century dead at least so surprising they made any real stats at all.
 
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Sure and they had a lot of time to retcon some of the most obvious mistakes that they could fix easily (those that they could like armor for dropships) unlike those that are far more difficult to fix like FASAnomics due to how they setup the universe.
 
Sure and they had a lot of time to retcon some of the most obvious mistakes that they could fix easily (those that they could like armor for dropships) unlike those that are far more difficult to fix like FASAnomics due to how they setup the universe.
Dont know what to tell you beyond they probable did not care to fix obvious errors when the main focus of small team mech fights was probable working just fine. Everything else was window dressing that became important after they lost the franchise.
 
Warringer reading the specs for the sloops how hard would it be to make a similar boat to the leonov. Say a AAC designed around some ar-10 equivalents and some guns. Designed to harras at range with lighter missiles or rush in a throw torpedoes designed for max sprint limited endurance and heavy payload then pull back shooting at targets of opportunity.
 
Warringer reading the specs for the sloops how hard would it be to make a similar boat to the leonov. Say a AAC designed around some ar-10 equivalents and some guns. Designed to harras at range with lighter missiles or rush in a throw torpedoes designed for max sprint limited endurance and heavy payload then pull back shooting at targets of opportunity.
I think the Ishtar is already pretty close...
 
I think the Ishtar is already pretty close...
Forget how many launchers she has. Perhaps a variant that drops them for greater energy load... And a ar-10 launcher would still be useful as well to simply logistics a bit. Why 4 launchers when could have 1 or 2? Fast torpedoes like was thinking we probably already have.
 
Turn 75 - Spring 2192/3042 - Results
Turn 75 - Spring 2192/3042

Confederated Forces:

[] Operational Preparations: FedCom active
Time: 4 turns, Chance of Success: 65%
Roll 1 of 4, Roll 1d100: 6+15 = 21 - Failure
Roll 2 of 4, Roll 1d100: 1+15 = 16 - Failure
Roll 3 of 4, Roll 1d100: 49+15 = 64 - Success

Eventually, with new information coming out of the Federated Commonwealth more people outside the war hawks began to recognize the need to at least preliminarily begin with the creation of plans to respond to any military action the FedCom might enact towards either the Commonwealth or any of its allies. While it did not fully back the project, it at least allowed the Confederated Forces (officially) to begin with some preparations and collect data from the Survey Office and begin the initial planning stages.

active for 1 more turns

[] WarShip Upgrades: active
Time: 6 turns, Chance of success: 70%
Roll 1 of 6, Roll 1d100: 41+15 = 56 - Success
Roll 2 of 6, Roll 1d100: 7+15 = 22 - Failure
Roll 3 of 6, Roll 1d100: 62+15 = 77 - Success

With the end of the 2191 Fleet Expansion having come to a close in Winter, the Members of Parliament for the immediate implementation of an Upgrade Program began to win the upper hand, noting that it was either upgrading the existing WarShips or to start a new Fleet Expansion Program, which would be more expansive. Eventually the 2192 Fleet Upgrade Program was put into effect, allowing the Confederated Space Forces and the Confederated Space Patrol to work on plans to upgrade their existing WarShips.

Especially the upgrade for a better armor belt was welcomed by the various WarShip and Combat Craft commanders, as they would massively improve the survivability of their vessels in comparison to even their own weaponry. The Upgrade Program also made Space Patrol begin to develop their own upgrade path for their existing Arethusa class WarShips, to better suit their actual needs or engaging potential rouge elements of the Inner Sphere.

active for 3 more turns

OCP Survey Office:


[] Clan Space: active
Time: 10 turns, Chance of success: 50%
Roll 1 of 10, Roll 1d100: 40+15 = 55 - Success (All Intelligence Operations)
Roll 2 of 10, Roll 1d100: 22+15 = 37 - Failure
Roll 3 of 10, Roll 1d100: 63+15 = 78 - Success
Roll 4 of 10, Roll 1d100: 44+15 = 59 - Success
Roll 5 of 10, Roll 1d100: 1+15 = 16 - Failure
Roll 6 of 10, Roll 1d100: 85+15 = 100 - Success
Roll 7 of 10, Roll 1d100: 74+15 = 89 - Success
Roll 8 of 10, Roll 1d100: 47+15 = 62 - Success
Roll 9 of 10, Roll 1d100: 63+15 = 78 - Success
Should the Clan Scout Force set up an automated modified ERS-HPG to be able tin inject messages into the Clans HPG network?
[] Yes - 9 votes
Roll 10 of 10, Roll 1d100: 84+15 = 99 - Success
Combined: 67 - Success

Construction of the automated ERS-HPG station completed in the outskirts of the Strata Mechty system and was eventually emplaced on one of the many asteroids within the systems Kuiper Belt. Combined with several superconducting batteries and large solar panels placed around the asteroid, it allowed almost permanent operation. Due to the nature of Inner Sphere and Clan bias towards any inner system, it was not believed that even such a relatively visible station would be obvious to the Clans.

Meanwhile, the Walsinghams were able to completely cover the remaining systems of Clan Space with survey satellites, allowing an almost complete coverage of their space. This in turn meant real time signal intelligence from the Clans, which, combined with the Clan internal HPG 'chatternet', allowed almost full surveillance. The three Superluminal Wave Detectors the vessels had been equipped with, were placed in strategically located systems, allowing an nearly complete coverage of Clan Space with the system and allowed to work on shipping and WarShip movements.

Finally, some of the Clans underbelly were discovered, like the 'Dark Caste', a criminal underground that seemed to have some unofficial power within the Clans, with strong connections to Clan Burrock. There was consistent talk about 'Days of Visions' and some strange occurrences of an alien, whose description sounded like being a Tiaunt, had appeared before select members of the Clans and given them a 'choice' of being 'Guardians' or 'Invaders'. It was unknown what might have led to such an almost Clan wide incident. There was a talk about God being a DJ for some reason.

Reward: Discovery of Clan Space, general clan intelligence

[] Far Star Station: active
Time: 8 turns, Chance of success: 45%
Roll 1 of 8, Roll 1d100: 15+15 = 30 - Failure
Roll 2 of 8, Roll 1d100: 92+15 = 107 - Success
Roll 3 of 8, Roll 1d100: 71+15 = 86 - Success
Roll 4 of 8, Roll 1d100: 89+15 = 104 - Success
Roll 5 of 8, Roll 1d100: 42+15 = 57 - Success

As the Scouting Force neared 'Far Star Station', the occurrence of apparently deliberately destroyed previously inhabitable systems increased, some of which were showing relatively recent signs of global destruction. To make matters worse, an interplanetary probe, not unlike Pioneer 10 or the Voyager probes, was recovered in one of the systems, its point of origin being one of the inner planets.

The second planet of the system, eventually called 'Graveyard', also had several hundred of satellites of various kinds in orbit with a technological level comparable to the late 20th century. The planet itself had been destroyed by several dozen 'Dinosaur Killer' scale asteroids across its entire surface.

The last discovery in the system were several magnetic storage devices on a lunar research station on one of the planetary moons, which apparently had been ignored. The data storage contained some information about the non-human civilisation that had developed on the planet. Some relatively primitive 2D video files showed several spacecraft that were eventually identified as Lola III class Destroyers, though there was the possibility of them being Caspar Drones, laying the destruction of en entire alien civilisation at the feet of either the Star League or the Terran Hegemony.

The Scouting Force, on their own, decided to emplace a monument near the lunar station and give the recovered alien bodies a proper burial, while the data was transferred back to Sol.

active for 3 more turns

OCP Diplomatic Corps:


[] Lupus Clan Conference: active
Time: 4 turns, Chance of success: 50%
Roll 1 of 4, Roll 1d100: 78+10 = 88 - Success (All Diplomatic Corps Actions)
Roll 2 of 4, Roll 1d100: 91+10 = 101 - Success
Roll 3 of 4, Roll 1d100: 48+10 = 58 - Success

The arrival of the delegations in the Socrates System and finally on Kant had the effect intended by both the Lupus Republic and the Confederation, awing almost all delegates, though the Belter delegation was not as effected, understandable considering that they had a larger number of O'Neill type habitats of their own. They were eventually surprised at the relative shortness of the construction, however.

After allowing the delegations to settle in for the Conference, they were eventually invited into the Main Auditorium of the Conference Center, where Sophist Winters welcomed them, which was revealed in multiple ways from the delegations of the Dragoons and Snords Irregulars. Winters did not directly talk to them or reveal them as being a Clan Scouting Force to the delegates, even though he informed the Confederation.

The reveal of the Clan existence did raise more than one eyebrow and temper within the Conference Room and leaves most of the Taurian Delegates were almost apoplectic in their reaction, while the OWA delegates showed a puzzling sense of 'we are not involved in this'. Meslissa Steiner and Duggan Marik however showed an almost Stoic sense of foreboding.

What followed was an almost month long reveal of information about the Clans, some with the latest data from the Scouting mission, which was revealed to the Republic first and vetted by a team of Republican Leaders and Confedereation analysts, before the actual discussion about the situation and its implications began.

During the conference, information exchange with their home nations was given to the delegates, allowing them to directly communicate their findings. It also allowed face to face communication between the various nations for the first time in a long time.

active for 1 more turns

[] Technological Help: Taurians - 5 votes active
Time: 4 turns, Chance of Success: 40%
Roll 1 of 4, Roll 1d100: 95+10 = 105 - Crit Success

During the Kant Conference, some Confederated diplomats approached Edward Calderon, the leader of the Taurian delegation, concerning the request for technological aid from the Confederation. Calderon was hesitating at first, stating that fellow periphery nations had burnt the Taurian before, but that concerns with the Inner Sphere Powers, especially the Federated Commonwealth, always were on the Turian mind.

He had heard of his father's episode, but noted that while he himself wished to normalise relations with the FedCom, he was realistic enough to know that the Taurians needed to deal with the Inner Sphere powers from a position of strength. He was backing his father's call for the construction of WarShips, but feared that the FedCom WarShips might be ready before the Taurians could build their own, largely due to insufficient yard space to actually do the work.

Celderon also was sure that the Confederation would not be willing to outright help the Taurians build the WarShips in themselves, instead requesting that the Confederation could help set up new yard space, which could be used for both military and civilian construction, as well as industry to help building components for a larger array of technologies, some of which might be possibly be used in the construction of WarShips and WarShip weaponry.

active for 3 more turns

OCP Trade Organization:


[] Industrial Export/Trade Delegations: Free Worlds League - 6 votes active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 20+20+10+15+15 = 80 - Success (Dipo with FWL, Agile Economy, Space Mining, Space Industry)

As one of the direct neighbours of the Confederation, who had been neutral in the event of the Circinus Incident, it was felt that the Free Worlds League would be a prefferable trade partner for the first Trade Agreement with the Inner Sphere, to lower existing tarrifs and allow trade to flow easier in both directions.

While the Lupus Conference seened to have been better to establish the economic contact, it was felt that a more direct communication with the FWL on Athreus was preferrable and so a trade delegation was sent to the FWL capital worlds to begin direct talks with the FWL government and various corporations that were already working with companies in the Confederation, as well as opening new contact.

As a side benefit, it waas felt that it might be possible to strengthen the FWLs economy against that of the Federated Commonwealth.

active for 3 more turns

[] Medium Warship: - 9 votes active
Time: 3 turns, Chance of success: 60%
Roll 1 of 3, Roll 1d100: 68+10+10+10+10+10 = 118 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Mining, Space Industry)

With the new technologies and the comprehensive experience in designing WarShips gathered by the design, construction and operation of the existing WarShip fleet, it was considered by some within the Confederated Space Force that they should be developing a new medium-sized WarShip. While the Petan and Heing class Cruisers were well suited for their role in the fleet, it was noted that the Space Forces might need to begin developing a class of Frigate equivalents to operate largely alone, though with attending Combat Craft.

This new class of 'frigates' could be used to 'show the flag' and operate in various other roles, including 'commerce raider', should the need arise.

active for 2 more turns

OCP Office for Science and Development:


[] Hyperwave Faults: active
Time: 6 turns, Chance of success: 35%
Roll 1 of 6, Roll 1d100: 4+10+10 = 24 - Failure (Research Center Sol, Interstellar Communication Network)
Roll 2 of 6, Roll 1d100: 78+10+10 = 98 - Success
Roll 3 of 6, Roll 1d100: 56+10+10 = 76 - Success
Roll 4 of 6, Roll 1d100: 30+10+10 = 50 - Failure
Roll 5 of 6, Roll 1d100: 72+10+10 = 92 - Success
Roll 6 of 6, Roll 1d100: 57+10+10 = 77 - Success
Combined: 69 - Success

The work on the theory to explain the Tesseract and its effects and possible uses was slowly completed and seemed to fully explain the design and effect.

It remained theoretical however and there would need to be several practical tests, before the tesseracts, of which more than one should exist, might be used as rapid transportation 'high ways'.

To this end the researchers began to support a program to actually test their theories.

Reward: Tesseract Transportation Action

[] Compact Hyperwave Transceiver: - 8 votes
Time: 3 turns, Chance of success: 45%
Roll 1 of 3, Roll 1d100: 15+10+10 = 35 - Failure (Research Center Sol, Interstellar Communication Network)
Roll 2 of 3, Roll 1d100: 53+10+10 = 73 - Success

While there had been some initial hurdles with the development of new compact hyperwave transceivers, it was possible to slowly work on each of them. The first was of course to deal with the energy transfer into the system, which had melted down several times beforehand and the more advanced prototypes were able to withstand the energies needed for the creation of hyperwaves. The more resistant systems in turn allowed creating hyperwaves, which was a problem largely because the researchers had missed the device had internally melted down.

With the prototypes working, they would need to be transformed into a working mass producible system to be used in various applications.

active for 1 more turn

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

OCP Internal Events:

There is not much happening domestically.

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

Intelligence Report:
Periphery Alliance:


Lupus Republic:


With the Kant Conference beginning, the Clan intelligence had been put on the table, much to the displeasure of Sophist Winters, who had hoped to shape and control the narrative of the Conference. He was not put off by the existence of the intelligence, noting he would have done the same in a sense of 'trust, but verify'.

He was certainly thankful for the intelligence himself, as it would help the Lupus Republic in the long run, allowing to see possible attacks against Clan Nova Cat, especially as there seemed to be a growing number of voices on 'chatternet' who were wondering what the Nova Cats were up to and where the lower castes were disappearing to.

Lothian League:
Illyrian Palatinate:


The occupation of the former Marian Hegemony continued.

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

Taurian Concordiat:

With news coming from the Kant Conference, Taurian paranoia seemed to kick into high gear and the plans for new WarShips were drawn up in almost record time, utilizing the contents of the Helm Database. The designs for the new WarShips were actually old ones, reviving the Concorda and Winchester classes of WarShips, though upgraded with more modern technology.

Magistracy of Canopus:

Not much of interest is happening within the Magistracy.

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

Inner Sphere:

Federated Commonwealth:


In the Federated Commonwealth, the NIAS continued to introduce new technologies, some of which were inspired by Confederation technology.

One such technology was a less advanced version of the Helical Railgun, which was introduced as a drop in replacement for the Inner Sphere Gauss Rifle, with a longer range and slightly more damage, the weapon's velocity being the main reason. While less powerful than comparable Confederation systems, the Inner Sphere Helical might become a mainstay for the Federated Commonwealth. While currently only designed for ground platforms, the NIAS continued working on the weapon to be used in their upcoming WarShips.

Spring also saw the first development of miniaturised all-purpose microprocessors more powerful than the systems used by the Inner Sphere at the time. One of the first systems where these new microprocessors were used was a new Medium Ranged Missile. These MRMs were the size and design of more conventional SRMs, but exchanged some of their explosive payload for a higher range, while the new microprocessor gave them the targeting ability of an LRM. This allowed the new missile to be fired from a slightly modified SRM launcher.

Also, introduced were two new powered armor systems. One was akin to standard Confederation Powerassisted Battle Armor, allowing conventional infantry to be equipped with heavier armor and to carry a higher load-out, with the power assist systems taking care of the added weight. The other piece was a 1.5 tonne heavy powered armor meant for a heavy assault role, equipped with a small pulse laser and a pack of four single launch MRMs, it was a credible threat.

Draconis Combine:

The Draconis Combine continues to splinter and collapse.

Free Worlds League:

The military buildup continued, even as the FWL government begins to talk about the possible Clan threat. However most believed that the FWL would have time to prepare, as the Clans would first have to go through the Federated Commonwealth to get to the FWL, allowing them to continue with their preparations against Andurien.

Dutchy of Andurien:

The military buildup continued.

Confederation of Habitats:

Terra Situation:


Existing Disaster relief, Roll 1d100: 100
Other Event, Roll 1d20: 1 - Iconoclast

As the Brotherhood and the Knights increasingly engaged the Citizen Army and even went so far as attacking the Citizen Assembly in Athens, killing two dozen of delegates. The mood of the planet's population turned darker and pundits began to blame not only the Cameron dynasty, but also McKenna and the politics of the Terran Alliance and the Terran Hegemony of producing fanatics willing to destroy Terra to deny it to their enemies. It was not long before mobs formed in various cities across the planet and began to tear down statues of the Camerons, McKenna and other historical figures that had led to common people all over the Inner Sphere, even on Terra, being suppressed and marginalised as the nations became more and more autocratic. Images and paintings of them from museums and civil buildings were collected and burned in effigy.

This eventually led to a full-blown planetary Iconoclast that not only destroyed the imagery from the Terran Hegemony and the previous Terran Alliance, but also of the Star League. The continued 'punishment operations' of the Brotherhood and the Knights did not help in any way as the entire planet switched its allegiance to the Citizens Assembly and began to hunt down any supporters of the 'Good Old Days' and in many cases lynched them openly in the streets, once again showing troubling parallels to the French Revolution, especially in Paris, where citizens built a guillotine and made use of it.

The entire episode did effectively end the threat of the Brotherhood and the Knights however, leaving only a problem between the Citizens Assembly and the FedCom forces still on the planet.

Expansion and Suggestions:

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

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

Random Event - Nothing much happens
 
Turn 76 - Summer 2192/3042
Turn 76 - Summer 2192/3042

Confederated Forces:

[] Operational Preparations: - FedCom active (1 turns)
With the destruction of Comstar, the focus of potential operational planning needs to be shifted towards the Inner Sphere nations and potential hostile actions coming from them. Operational plans should be prepared to deal with any eventuality involving the Inner Sphere nations.
Time: 4 turns, Chance of Success: 65%, Reward: +10 to combat with selected nation
Select one Inner Sphere nation to concentrate on

[] WarShip Upgrades: active (3 turns)
With new technologies, such as Capital Weapons, RSN Drive Core, Improved Fusion Thrusters and Armor, the fleet of WarShips is in dire need of an upgrade. As such a project to prepare an upgrade program should be taken up.
Time: 6 turns, Chance of success: 70%, Reward: Fleet Upgrade Program

[] Fleet Extension:
The last Fleet extension is finished, but now the Confederated Space Force requests more vessels.
Time: 3 turns, Chance of Success: 70%, Reward: Construction of (5+2d6) new WarShips
Only avaiable after the last Fleet Extension is finished

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

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

OCP Survey Office:

[] Far Star Station: active (3 turns)
With the coordinates of the other side of the Number Station known, an operation should be launched to take a look at the source of the Number Station traffic.
Time: 8 turns, Chance of success: 45%, Reward: More information on the Number Station transmissions

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

[] Operational Intelligence:
The Confederation is lacking much in the way of concrete intelligence on the various Inner Sphere Powers military forces and aperatus. An Intelligence Operation should be launched to gather intelligence, to support any military operational planning against an Inner Sphere power.
Time: 6 turns, Chance of success: 55%, Reward: +5 to Operational Planning against Inner Shere nation
Select one Inner Sphere nation to concentrate on

[] Targeted Intelligence:
A targeted Intelligence Operation should begin to gather targeted intelligence.
Time: 4 turns, Chance of Success: 50%, Reward: Targeted Intelligence
Suggest a target for the Intelligence Operation

OCP Diplomatic Corps:

[] Lupus Clan Conference: active (1 turns)
With the Republic willing to inform the Inner Sphere about the Clans, it is time to send out invitations to a new Conference on Circinus, or maybe Lupus, to inform the Inner Sphere powers about the Clans.
Time: 4 turns, Chance of success: 50%, Result: The Inner Sphere is informed about the Clans
Select a world to hold the conference on

[] Technological Help: Taurians active (3 turns)
With the Federated Commonwealth poised to take the technological lead in the Inner Sphere over the other powers (safe the Confederation and the Republic) it might be a good idea to offer technological aid to any of the other Inner Sphere Powers that might be interested in it, to help bridge the gap between them and the FedCom. Technically a similar program exists with the FedCom already, with the Scholarly Exchange, but direct support might yield some improved relations and a potential ally, should the FedCom act against the Confederation and/or the Alliance.
Time: 4 turns, Chance of Success: 40%, Reward: +10 diplomatic relations, +5 external trade
Select a nation or nations, cannot be the Federated Commonwealth

[] Diplomatic Contact:
The OCP only has closer diplomatic contact with the Lyrans and the FedSuns and lacks any direct contact with the three other major powers of the Inner Sphere. It is time to rectify that.
Time: 4 turns, Chance of success: 70%, Reward: Embassy in selected nation
Select Inner Sphere nation to diplomatically contact, may be selected multiple times

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

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

[] We need new members:
There are 8 nations in the Three Systems that have declined to become members of the OCP. The Three Systems can't effort to have some nations working on cross purposes and endanger the entire rest of the Walker Cluster. So there is a need to get them aboard and into the OCP.
Time: 2 turns, Chance of success: 25%, Reward: 1d6 nations of the 8 nations that declined OCP membership initially, become OCP members

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

OCP Trade Organization:

[] Industrial Export/Trade Delegations: active (3 turns)
With the analysis of the Helm Database and the preparations of many OCP companies to build and export Inner Sphere technology, trade delegations should be sent out to look for customers for the technology in the Inner Sphere and with it improve diplomacy as well.
Time: 4 turns, Chance of success: 60%, Reward: +10 to external trade with selected world/polity, +10 to diplomacy with selected world/polity
Select a world or polity to export to

[] Medium Warship: active (2 turns)
With the Belisarius and the Petan derives Warship hulls avaiable, maybe it is time to design a few Warships that are in the same weight area as the Petan derived hulls to act as medium combatants.
Time: 3 turns, Chance of success: 60%, Reward: 1d2 designs of a Medium Warship (<1Mtonnes), 25% chance of a working prototype
Only available after completion of Warship Roles

[] Space Mining III:
The industrial capacity of the OCP is growing and with it grows the need for raw materials, be they gassious, liquid or solid. Projects should be started to improve the raw material situation of the OCP and possibly even export those raw materials.
Time: 4 turns, Chance of success: 70%, Reward: More Raw Materials, +5 on internal and external trade

[] Space Industry III:
While the industrial capacity of the OCP grows, more industry needs to be move from the planetary surface into space, where even the dirtiest processes can be used to produce good without pollution. In turn, this means more production.
Time: 4 turns, Chance of success: 60%, Reward: More space borne industrial capacity, +5 on internal and external trade

OCP Office for Science and Development:

[] Compact Hyperwave Transceiver: active (1 turns)
The scientists are sure that it will be possible to create much more compact hyperwave transcivers than the scurrently microwave sized designs. These transceivers might take a hit in range and network speed however.
Time: 3 turns, Chance of success: 45%, Reward: Compact Hyperwave transceivers (1d6 for final size)

[] Tesseract Transportation:
With the terreacts somewhat understood and possibly useful for long range transportation, practical tests should be made to determine if there are any adverse effects that may be induced during transit through a tesseract.
Time: 4 turns, Chance of success: 40%, Reward: Tesseracts can be used for long range transportation, Scouting for Tesseract Action

[] Hyperwave Lanes:
The discovery that it might be possible to use hyperwaves to improve FTL speed in the Everchanging Black is interesting news and should be followed up on, as it might improve interstellar commerce.
Time: 6 turns, Chance of success: 40%, Reward: New Economic Action

[] Random Research:
There are so many research topics out there that cannot be counted and they should be given funding. MAybe they will be useful...
Time: 2-6 turns, Chance of success: 50%, Reward: Random research result
Please suggest a Research Topic
Can be taken multiple times simultanously


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

2 Actions for:

1 Action for:
Intelligence
Science

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

Should the existence of the 'Graveyard' System be made known to the Inner Sphere and its potential implications?
[] Yes
[] No
[] Kill them all!!!!
 
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[X] Random Research: Force field tech.
I'll think on the intel vote.and edit in later

Should the existence of the 'Graveyard' System be made known to the Inner Sphere and its potential implications?
[X] Yes
 
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[X] Diplomatic Action: Massively increase funding and remit to the Prometheus Foundation to set up uplift packages/diplomatic contact to all worlds in 30ly.
There is always some diplomatic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
[X] Space Mining III:
[X] Space Industry III:
What about the additional action with the 'Graveyard' system?[ /s]

Correction... I messed up the avaiable actions... Mea Culpa...
 
If you're going to incorporate stuff from No Truce With Kings, does that include some of the other weapons, such as the Plasma Lance?
 
If you're going to incorporate stuff from No Truce With Kings, does that include some of the other weapons, such as the Plasma Lance?
I'm sure our Plasma Bolters count as a similar weapon.
 
[X] Random Research: Force field tech.
I'll think on the intel vote.and edit in later
We already have a military research action for plasma shielding.
 
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