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