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Growing Horizons: Inner Sphere - Quest

Blade4

Well-known member
And bolters finally on spreadsheet... and yeah those look pretty fucking terrifying. Well if you can fit them with their greater tonnage, crits, and extra heatsinks needed. We actually do need to to look at heatsinks again anyway combining ours with sldf doubles. But yeah bolters are a dangerous side grade to regular tried and true helicals. Though space versions... Yeah those might actually replace helicals in that field. Greater range and slot right in tonnage wise and heat is not that unreasonable if careful.

Edit: in space at least filling tonnage saved in ammo bunker-age probable offset heat even more. Ground not so much.

Edit2: And IS helicals. yeah their version is behind ours but it still makes their older autocannon obsolete. AC-2 might still be useful for aa role.
 
Last edited:

Warringer

Goto Wogon for Hard SciFi
Author
Do we have worse heat sinks than SLDF though?
Our sinks are not as good as the double heatsinks. On the other hand they are drop-in replacements, same weight and volume, for normal single heatsinks with 1.9 times the capacity.
 

Blade4

Well-known member
We also never studied doubles i think so it is potential research project just to see if we can get any increase out of our ocp tech.
 
I almost don't want to study freezers, I mean we are so OP right now it ain't funny. If those plasma shields can work at a ground vehicle scale, well we seem to be a perpetual OCP for the entirety of the Sphere and Clanners as a whole.
 

Blade4

Well-known member
I almost don't want to study freezers, I mean we are so OP right now it ain't funny. If those plasma shields can work at a ground vehicle scale, well we seem to be a perpetual OCP for the entirety of the Sphere and Clanners as a whole.
Good.

No seriously GOOD.

Our advantages over the Inner Sphere and frankly everyone else is our tech and our generally far superior social everything. If the houses got their shit together and knock off versions of our actually crtical tech they could try to drag us down with shear numbers. Their societies will probable shatter first from social upheaval but it could happen and just because we are the most advanced and powerful nation around does not mean we are the most powerful and advanced nation period. Eye of the Tiger people. Those that rest on their laurels will find themselves kicked off by those more hungry for it.
 
I mean if we really don't want to rest on our laurels we show track and find every jumpship yard in the IS, and be ready to fully commit to a first succession war mindset, no need to land troops, it sounds like we really don't need any of their worlds and burning them lifeless would be the best result in a war between us and the IS/Clans. We do have reasons for not going for bioweapons though. I was wondering, we do have advanced manufacturing, for a cheap disposable weapon system to bulk numbers would making something like Red Alert Terror drones or Star Wars style sabotage droids be a possibility? load them into missiles and drop them on an enemy mech and rip it apart with the schematics loaded into it. maybe something like the droid tanks and B2s, nothing fitted with an AI but maybe something like a Mass Effect VI that we don't care about. Of course, much of this might be seen as a prelude to war with the IS by those leaders left. If the IS struck first when they somewhat rebuild when they aren't glass houses held up by long-dead conventions would we be willing to render more worlds to ash? cause that seems like the only way to win if they have a someone rebuilt economy.
 

beast_regards

Well-known member
I mean if we really don't want to rest on our laurels we show track and find every jumpship yard in the IS...
Yes, that was an idea behind Operational Preparation, and we failed that task, with the in-universe justification that no one believes that the Inner Sphere may be a threat.

At this point, we are at the dead-end, we can't develop more technologies and we can't take action.
 

beast_regards

Well-known member
At this point, we should probably gather the list of technologies we may research and present it to the GM if they allow it. No point in planning around GM will never let us do.

We should probably need to take the actions that will give us some in-universe justification to even do anything - intelligence actions to find us proofs that threat to exist, economic to uplift lost colonies giving us something to protect, to have more resources to supply them, diplomatic actions to give them incentive to work with us etc.
 

Blade4

Well-known member
I mean if we really don't want to rest on our laurels we show track and find every jumpship yard in the IS, and be ready to fully commit to a first succession war mindset, no need to land troops, it sounds like we really don't need any of their worlds and burning them lifeless would be the best result in a war between us and the IS/Clans. We do have reasons for not going for bioweapons though. I was wondering, we do have advanced manufacturing, for a cheap disposable weapon system to bulk numbers would making something like Red Alert Terror drones or Star Wars style sabotage droids be a possibility? load them into missiles and drop them on an enemy mech and rip it apart with the schematics loaded into it. maybe something like the droid tanks and B2s, nothing fitted with an AI but maybe something like a Mass Effect VI that we don't care about. Of course, much of this might be seen as a prelude to war with the IS by those leaders left. If the IS struck first when they somewhat rebuild when they aren't glass houses held up by long-dead conventions would we be willing to render more worlds to ash? cause that seems like the only way to win if they have a someone rebuilt economy.
Again no real need. The IS is not really a threat and in trying to become one is liable to tear itself apart as our tech and ideals spread. The FedCom if given 20 years uninterrupted could be a great threat but they are liable to be torn apart by something before it gets that far. Though those are some useful ideas to.
At this point, we are at the dead-end, we can't develop more technologies and we can't take action.
At this point, we should probably gather the list of technologies we may research and present it to the GM if they allow it. No point in planning around GM will never let us do.
We can still research things like non germanium K-F drives, mega structures and mega construction of various types. Heatsinks? We have not officially touched aerospace fighters at all with Warringer iirc saying we use drones which have been steadily upgraded behind the scenes. Still like to touch it just to make a export fighter series or see if we can upgrade or drones capabilities. We could try for sensor research. Better ecm. We have not tried to combine IS electronic theory with our own and see what happens. Hell research AI more Bio research we got directed race 2.0 mods to standardize. More terraforming. Improving techniques and developing plants and algae/mold to speed it up and perhaps act as food. Can we make trees that soak the metals out of rich enough soil? Why not find out? FTL comms probable can be improved more. We dont really use myomer much but i bet we can improve it. Our own Elemental suits. Improved plasma?

You guys got any ideas?
 

Blade4

Well-known member
Honestly my current nightmare scenario is the Hamsters coming out of nowhere and jump the IS and... Well making people "useful". Their militaries and industry is hilariously below where it should be because of their feudal system and centuries of war. A functional devil hamster nation could seize a half dozen worlds and rapidly repurpose the populations into worker drones or expendable fighters then just keep surging with the IS being fuck all able to deal with it beyond desperate nuke attacks.
 
Turn 77 - Autumn 2192/3042 - Results

Warringer

Goto Wogon for Hard SciFi
Author
Turn 77 - Autumn 2192/3042

Confederated Forces:

[] 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
Roll 4 of 6, Roll 1d100: 51+15 = 76 - Success
Roll 5 of 6, Roll 1d100: 54+15 = 79 - Success

Another development taken into account when further developing plans to upgrade existing WarShips was the idea from the Frigate Program, to utilise some of the additional internal space to include hangar space for light combat craft, like the Sleipnir, so that the external dropship ports could be utilised by larger combat craft. It would necessitate the modification of the external silhouette of the spacecraft in question, but that was perceived as potentially increasing the firepower of larger Squadrons and Task Forces, as the smaller combat craft could be carried internally and safe on propellant.

As a sidenote, it was believed it might be possible to add Sleipnir hangar space into the Drashy and Ishtar class ACCs.

active for 1 more turns

[] Plasma Shield Development: - 10 votes active
Time: 5 turns, Chance of success: 45%
Roll 1 of 5, Roll 1d100: 63+5+5+15 = 88 - Success (Space Weapon development, all military R&D, all military actions

There have been some ideas how to improve the protective properties of the existing Shrivatsa System. Already it was practical to deflect charged particle beams to a certain degree, as well as paramagnetic and ferromagnetic projectiles, while also having an effect on the guidance systems of unshielded missiles. While the Shrivatsa System already included a weak plasma inside its confines, it was of natural causes from a star's solar wind and relatively weak in effect.

Ever since the alien plasma technology had been cracked, ideas had been floated to utilise the new plasma injectors to attempt and adapt a form of Plasma Window into the Shrivatsa System. Now, with the various improvements made to armor and weapons technology, the Space Forces and Space Patrol, were interested in potentially deploying such an improved Shrivatsa System.

active for 4 more turns

OCP Survey Office:


[] 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
Roll 6 of 8, Roll 1d100: 34+15 = 49 - Failure
Roll 7 of 8. Roll 1d100: 47+15 = 62 - Success

The damage to the 'prototype' RSN Drive systems of the Scouting Force were somewhat harder to repair than expected, but by the mid-Autumn, it was possible to affect repairs.

During the time the Superluminal Wave Detectors of the Walsinghams detected the signatures of Jumpdrives in the general area of the target system, 50 lightyears distant however. It was something potentially expected, but no one had believed it to actually happen, expecting the 'Far Star' system to contain little more than a relay station for the Hyperwave transceivers.

The Jump signatures themselves appeared to point to up to WarShips in the 600ktonnes to 700ktonnes range, with six WarShips jumping into the system, followed by six WarShips jumping out of the system a week later. It was hoped it might have been a sort of patrol of the system.

The Scouting Force arrived in the Kuiper Belt of the system and appeared to remain undetected for about a week, enabling them to do a basic survey of the system, detecting the presence of a large station in the system's Nadir Jump Point, which appeared to be 'Far Star Station'. There were six WarShips docked to the station, tentatively identified as Lola Class Destroyers, as well as four additional Vincent class Corvettes on in-system patrols.

As the Walsinghams attempted to emplace Surveillance satellites, utilising the HFEG mode of the RSN Drive, the Lola class Destroyers undocked from the station and jumped directly towards the translation points of the entire Task Force, transmitting a demand to surrender and be boarded.

In the name of the Terran Hegemony.

All vessels of the Scouting Force directly jumped out of the 'Far Star' system, utilising the maximum range of their RSN drives of 100 lightyears.

Plans were made to return into the system later on and direct surveillance satellites on ballistic trajectories in system.

active for 1 more turns

[] Counter-Espionage Operations: domestic action against MIIO and others active
Time: 5 turns, Chance of success: 50%
Roll 1 of 5, Roll 1d100: 81+15 = 96 - Success
Roll 2 of 5, Roll 1d100: 64+15 = 79 - Success

Using the previously found MIIO network as a basis for working out other spy networks on the Confederation, the Survey Office directed the various national intelligence agencies to begin working on the vast databases of intelligence metadata routinely gathered by any telecommunication company, as well as law enforcement agencies. However, the big data analysis algorithms needed time to work through the massive amounts of data, during which the Survey Office began to put the various humans from outside the Confederation under direct surveillance, especially if they were located in the Three Systems.

active for 2 more turns

OCP Diplomatic Corps:


[] Technological Help: Taurians active
Time: 4 turns, Chance of Success: 40%
Roll 1 of 4, Roll 1d100: 95+10 = 105 - Crit Success
Roll 2 of 4, Roll 1d100: 51+10 = 61 - Success
Roll 3 of 4, Roll 1d100: 52+10 = 62 - Success

With a tentative framework in place, Edward Calderon returned home to the Taurian Concordat, with a stop over on the Sol system, where his jumpship picked up an escort of two additional Confederation build jumpships, three dropship transports, containing technical material, two passenger transports, with technicians, engineers and diplomats, as well as two ACCs for escort.

During the travel back to the Taurian Concordat through FWL and Andurien space, talks continued and resulted in the addition of versions of the Sleipnir and Im-umi class ACCs, based sorely on Inner Sphere technology and without any Confederation technology, to be given to the Taurians to improve their space borne defence more quickly.

active for 1 more turn

[] Interstellar Peace Corps: - 9 votes active
Time: 5 turns, Chance of success: 50%
Roll 1 of 5, Roll 1d100: 76+10 = 86 - Success

To Adam Prometheus, the head of the Prometheus Foundation, his work seemed to have stagnated after they had helped several of the surrounding systems to improve their lot and their technology. But after these successes, the Diplomatic Corps had declined to offer the Foundation any more work to improve the life on the other habited worlds around the Three Systems.

Searching for a way to gain more support in Parliament, he eventually rediscovered the idea of the 20th Century US Peace Corps, which was founded by John F. Kennedy and had moved to help people in developing nations across Earth. Using this idea, he began to work on gaining support for a Confederation Peace Corps in Parliament, citing the success of the Prometheus Foundation as the basis of the future success of such an organisation.

active for 4 more turns

OCP Trade Organization:


[] Industrial Export/Trade Delegations: Free Worlds League 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)
Roll 2 of 4, Roll 1d100: 21+20+10+15+15 = 81 - Success
Roll 3 of 4, Roll 1d100: 39+20+10+15+15 = 99 - Success

The Trade Show of the Confederation on Atreus was a full success, with thousands of people coming to the show and checking out the offers of the Confederation. Among the people visiting were industrialists, nobles, military men and civilians. While the military was less than interested in the offers of the Confederation outside of military technology, the civilian applications did attract the attention of industrialists, who in turn were putting up some pressure on the politicians of the Parliament.

Eventually Duggan Marik, the hair to Janos Marik, current Minister of Trade and recently returned from the Kant Conference, visited the Trade Show under heavy guard. He had already shown he was interested in trading with the Confederation, and the Trade Show only increased his willingness to begin a dialog with the Confederation to make trade easier, by lowering custom duties and the like.

active for 1 more turns

[] Medium Warship: active
Time: 3 turns, Chance of success: 60%
Roll 1 of 3, Roll 1d100: 68+10+10+10+15+15 = 128 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Mining, Space Industry)
Roll 2 of 3, Roll 1d100: 66+10+10+10+15+15 = 126 - Success
Roll 3 of 3, Roll 1d100: 83+10+10+10+15+15 = 149 - Success
Combined: 134 - Crit Success

The Frigate project closed successfully when Quadtur Spacecraft Systems was given the go ahead to begin the full development and construction of their design, the Hinaughy class Frigate. Being located in the 61 Virginis system, they had taken the Petan class as a base for their development, noting Frigates were likely better to engage an opponent from a distance, and as such kept numbers of Class IV and Class III missile launchers, through they suggested using the improved range versions of those missiles.

Additionally, the Hinaughy was the first vessel to make full use of the new Plasma Bolters to replace the Helical Railguns to reduce the need for ammunition, while a pair of spinal mounted 500GeV Focussed Wakefield Particle Beam Projectors improved the direct strike capacity of the vessel. Additionally, it also would carry six Sleipnir class ACCs in internal hangars and was equipped with six dropship collars for heavy ACCs, improving its carrying capacity.

While the armor protection was improved by 50 percent over the Petan class, the amount of armor carried was reduced by about 18 percent. The internal raw material refinery and fabricator allowed to produce all replacement parts and refill the stock of missiles within two weeks, while carrying two small craft asteroid mining craft in internal hangars.

All in all the 850ktonne Hinaughy was exactly what the Confederated Forces had been expecting as an independently operating frigate for long range patrols and shows of force. The first vessels of the new class would be finished by Summer of next year and be ready for trials.

Result: Hinaughy Frigate

OCP Office for Science and Development:


[] Tesseract Transportation: active
Time: 4 turns, Chance of success: 40%
Roll 1 of 4, Roll 1d100: 57+10+10 = 77 - Success (Research Center Sol, Interstellar Communication Network)
Roll 2 of 4, Roll 1d100: 15+10+10 = 35 - Failure

After modification of the vessels given to the research team to be completely automated with a ALI expert system, both the jumpships and the conventional HFEG transport were moved to Wolf 1061 and into the area of the tesseract. Initially the transport was programmed to directly translate into the tesseract, which led to a massive hyperwave spike in the area, which was equated with the destruction of the transport, especially after the entire HFEG drive section returned into Einstein space, completely destroyed and broken up.

The jumpship followed by a direct jump into the tesseract, but the effect was the same.

The destruction of both vessels did not, at first glance, lead to any new data.

active for 3 more turns

[] Digging up Gravyard: - 6 votes
Time: 6 turns, Chance of success: 50%
Roll 1 of 6, Roll 1d100: 67+10+10 = 87 - Success

The discovery of the 'Gradeyard' system had led to an uproar in scientific circles. Here was an entire civilisation on a 20th/21st century level of technology that appeared to have been destroyed by the Terran Hegemony centuries ago. And the information available was not as extensive as the researchers wished it would be. Over the previous months ideas had surfaced to equip and send out an archaeological mission to 'Graveyard' and begin a dig to recover as much information about the aliens that had lived on the planet.

If not to gather new technologies, then it would only be proper to make sure that they were not forgotten.

When presenting the plans for the archaeological dig, the Office for Science and Development initially rejected the project, but some political pressure from the Prmoetheus Foundation, as well as their willingness to fiance half of the expedition and to provide the vessels to reach 'Graveyard', was enough to bring the OSD around and support the expedition.

active for 5 more turns

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

OCP Internal Events:

There is not much happening domestically.

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

Intelligence Report:
Periphery Alliance:


Lupus Republic:


Slowly, the third of the O'Neill Cylinder habitats was completed externally and the second one was opened up for habitation. Karen S'jeet declined the need for additional space habitats, noting if the Clans were to attack the Republic, there would be a need to improve the systems defences, suggesting the construction of Jump Point Defense Stations that could intercept and take on the WarShip fleet of the Clans, which was taken up by the Governing Council and supported.

Lothian League:
Illyrian Palatinate:


Talks within the Palatinate continued about becoming a direct member of the Confederation and more and more of the population, who had anticipated a direct rise of their quality of life since contact and trade with the WCDC and the OCP, viewed it as a goal to strive for, as it would only mean their quality of life would improve even more. That the OCP would put some limits on the power of their own government was regarded as a bonus.

The League, inspired by the Palatinate, was slowly coming around to potentially become a member of the Confederation, however Grand Mistress Logan was less than impressed with the loss of power she would experience if the League became a member of the Confederation.

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

Taurian Concordiat:

The Taurian Government began to start various programs to repair more and more of their own industrial infrastructure, eventually supported by Confederation technicians and engineers returning with Edward Calderon from the Kant Conference.

Magistracy of Canopus:

Not much of interest is happening within the Magistracy.

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

Inner Sphere:

Federated Commonwealth:


As the Situation of the Federated Commonwealth on Terra declines, First Prince Davion and Archon Steiner decided to pull their forces back from Terra, after making sure that they were not infected by the bio-weapon and making use of the CoH's cure for it. For the time being, they would leave Terra alone, but help keep up the quarantine, with their forces being moved to another system, where one of their stations would be used to put their forces into quarantine and clean up everything.

They hoped that without any external pressure, the Citizen Assembly and the Citizen Army would eventually deflate and allow them to return triumphant to Terra.

Draconis Combine:

The Draconis Combine continues to splinter and collapse.

Free Worlds League:

The buildup along the Andurien-FWL border continued.

Dutchy of Andurien:

The buildup along the Andurien-FWL border continued.

Confederation of Habitats:

With the withdrawal of the FedCom forces from Terra, the CoH officially recognised the Citizens Assembly as the legitimate government of Terra.

Terra Situation:

With the withdrawal of the FedCom forces from Terra, even though their WarShips helped to keep the quarantine of the planet, the entire population began to celebrate their freedom from the old Neo-feudal system of government and the Citizens Assembly began to work on trying to set up a more thorough, fully democratic government infrastructure, while also working to rebuild the planet's economy, as it had been damaged heavily by the eruption of Yellowstone and the fight against the fanatics of the Brotherhood.

Bob, the ASI in command of the Von Neumann The Moot, offered his support, as did the local habitats of the CoH, who hoped Terra would remain free.

Expansion and Suggestions:

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

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

Random Event - Nothing much happens
 
Turn 78 - Winter 2192/3042

Warringer

Goto Wogon for Hard SciFi
Author
Turn 78 - Winter 2192/3042

Confederated Forces:

[] WarShip Upgrades: active (1 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

[] Plasma Shield Development: active (4 turns)
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

[] 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
Only avaiable after completion of the WarShip Upgrade Program


[] 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

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

OCP Survey Office:

[] Far Star Station: active (1 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: domestic action against MIIO and others active (3 turns)
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

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

OCP Diplomatic Corps:

[] Technological Help: Taurians active (1 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

[] Interstellar Peace Corps: active (3 turns)
Massively increase funding and remit to the Prometheus Foundation to set up uplift packages/diplomatic contact to all worlds in 30ly and bejond.
Time: 4 turns, Chance of Success: 50%, Reward: Humanitarian Aid Action is automated.

[] Technological Help:
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: FWL active (1 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

[] 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

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

OCP Office for Science and Development:

[] Tesseract Transportation: active (2 turns)
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

[] Digging up Gravyard: active (5 turns)
With the discovery of the 'Graveyard' system, archeologists, historians and xenobiologists have requested to be allowed to go to the system and begin digging on 'Graveyard' itself to recover as much of the knowledge of the dead civilization as possible to allow them to live on in the memory of the Confederation.
Time: 6 turns, Chance of success: 50%, Reward: Semi-permanent archeology station on 'Gradeyard', ?

[] 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


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2 Actions for:

1 Action for:
Economy

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

Additional Choice:

Should the Confederation recognize the Citizens Assembly as legitimate government of Terra?
[] Yes
[] No
[] Jein
 
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Hinaughy Frigate

Warringer

Goto Wogon for Hard SciFi
Author
Code:
Hinaughy Frigate

Designer: Quadtur Spacecraft Systems
Manufacturer: Quadtur DockYard (61 Virginis)
Use: Frigate
Type: Advanced WarShip
Mass: 850,000 tonnes
Technology Base: Walker Cluster Mixed
Introduced: 
Fuel: 5,000 tons
Safe Thrust: 4.5g
Maximum Thrust: 6g
KF Drive Integrity: 25
Heat Sinks: 2900 Advanced Heatsinks
Structural Integrity: 75
    Single Piece Fabricated (molecular 3D printed) Carbon nanotube reinforced Ti-Al-Fe Alloy frame

FTL Drives:
    Radhakrishnan-Singh n-Dimensional Drive
                                255000 tonnes

Armor
    Nose: 300
    Fore Sides: 270/270
    Aft Sides: 240/240
    Aft: 210

Cargo
    Bay 1:  Class IV Drones (12)  12 Doors
    Bay 2:  Refinery Access        1 Door
    Bay 3:  Sleipnir Hangar (6)    6 Doors
    Bay 4:  Fabricator Bay         1 Door
    Bay 5:  Small Craft Bay        2 Doors

Ammunition:
         10µm Macron Particles                      100 tonnes
    1920 Improved Class IV missiles               76800 tonnes
    5760 Improved Class III missiles              57600 tonnes
    
Dropship Capactity: 6
Crew:   1 ASI
       24 Officvers
      250 Enlisted
       54 Marines
  
Notes: Mounts 1000 tonnes of Smith Composite Armor

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                        Heat  SRV       MRV       LRV        ERV      Class       
Nose (560 Heat)
    2 500GeV Focussed Wakefield Particle Beam Projector
                                                   560  120(1200) 120(1200) 120(1200) 120(1200)  Capital PPC
FRS/FLS (903 Heat)
    1 Hypervelocity Macron Accelerator             100    50(500)   50(400)  50(500)     0(0)    Capital AC  
        10µm Macron Particles (50 tonnes)
    6 400mm Plasma Bolter                          504    56(560)   56(560)  56(560)    56(560) Capital Plasma Cannon
    4 800MW Multi-Wavelength Laser                  64    8(80)      8(80)    8(80)      8(80)   Capital Laser
    4 Class IV Missiles                            160    8(80)      8(80)    8(80)      8(80)   Capital Missile
        Imprived Class IV Ammo (120 shots)
   15 AMS Cluster                                   75
        5MW Multi-Wavelength Laser Aperture           2   1(6)       0(0)      0(0)      0(0)    AMS
        Dual 35mm Helical Gauss Gun                   3   1(6)       0(0)      0(0)      0(0)    AMS
        35mm Coil Gun Ammo (1500 shots)    
RBS/LBS (929 Heat)
   10 275mm Plasma Bolter                          580   38(385)    38(385)  38(385)   38(385)   Capital Plasma Cannon
    4 800MW Multi-Wavelength Laser                  64    8(80)      8(80)    8(80)      8(80)   Capital Laser
    4 Class IV Missiles                            160    8(80)      8(80)    8(80)      8(80)   Capital Missile
        Imprived Class IV Ammo (120 shots)
   25 AMS Cluster                                  125
        5MW Multi-Wavelength Laser Aperture           2   1(6)       0(0)      0(0)      0(0)    AMS
        Dual 35mm Helical Gauss Gun                   3   1(6)       0(0)      0(0)      0(0)    AMS
        35mm Coil Gun Ammo (1500 shots)   
ARS/ALS (899 Heat)
   10 275mm Plasma Bolter                          580   38(385)    38(385)  38(385)   38(385)   Capital Plasma Cannon
    4 800MW Multi-Wavelength Laser                  64    8(80)      8(80)    8(80)      8(80)   Capital Laser
   12 Class III Missile Launcher                   180    6(40)      6(40)     6(40)     6(40)   Capital Missile
        Class III Missile (240 shots)
   15 AMS Cluster                                   75
        5MW Multi-Wavelength Laser Aperture           2   1(6)       0(0)      0(0)      0(0)    AMS
        Dual 35mm Helical Gauss Gun                   3   1(6)       0(0)      0(0)      0(0)    AMS
        35mm Coil Gun Ammo (1500 shots)    

Equipment:
    Smart Dust Dispenser w/ 1500kg of 0.5mm³ Smart Dust
    Refinery & Fabricator Complex (can replenish all ammunition in weeks)
    Refined Material Storage (1000 tonnes)
    High Bandwidth Laser Communication Suite
    Multiple Distributed Computer Cores for ASI
    15GW Fusion Laser Core System
    Caldran Ansible
    Enhanced Range Secure HPG
 

Warringer

Goto Wogon for Hard SciFi
Author
Could use economic actions to expand our pool of Von Neumann ships to be used for other construction projects later?
Would be a normal suggested 'Economic Action'.
 

beast_regards

Well-known member
[X] Economic Action: Expand the pool of Von Neumann ships
There is always some economic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies

Go forth and multiply! An idea is to increase the number of our Von Neumann ships so they can be used for further construction activities in the future, to assist with uplifting now the Prometheus initiative started, or bulwarking planets, or assist in megastructure construction, and so on.

Should the Confederation recognize the Citizens Assembly as legitimate government of Terra?
[X] Yes

(should we provoke FedCom)
 
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beast_regards

Well-known member
You guys got any ideas?
Metamaterials (we basically need some new materials for many different fields, from better heatsinks to megastructures)
Deep Core Mining
Transmutation (i.e. synthesizing heavier elements)
Orbital Rings and Elevators
Dyson Swarm
(probably in this order, we need to know that synthesizing heavier elements is only limited by power requirement and thus be motivated to start building collectors of the Dyson swarm, we need better metamaterials to even start thinking about megastructures (or even heatsinks) and we need deep core mining to get to the heavier elements naturally present.

Mind-Machine Interfaces (Neurohelmet and Direct Neural Interface research)

Generic Engineering
Designer Species
 

Blade4

Well-known member
A lot going on this turn. Sleipnir I knew was small but if we are making it practically a small craft and remodeling to fit better would it be best to remove FTL since it will mostly be used as a small craft? Or at least the carried version will be? Trade off's there but could be worth it.

Far Station? Yeah we were right to stay quiet. Thanks Letsparty for bring it up. This seems a worst case scenario but is this a actual Hegemony in exile or a small something claiming to be the Hegemony? A lot depends on which is true. The number of warships and fact they can track ftl jumps or perhaps have a extensive spy network we did not see says bad things. Again insufficient data. Either they can track HFEG or more likely they knew we were there the whole time and were watching and only intervened because we started placing spy probes. At moment we can assume they know who we are and have agents actively working in the IS. Once this action is over we should reveal both Graveyard and them to the houses and Lupus. Taurians are going to go into fucking overdrive... Shit given how far their detectors could work if similar to us they probable saw us coming several jumps and warships dispatched as a picket to defend the station.

Depending how this goes we might need to recall graveyard expedition. We cant defend them at those ranges and dont know actual enemy size and if they are caught on the ground....

Other actions ticking over nicely and can only hope peace corps goes well. Interesting story there. Giving IS versions of our lights to the Taurians should get interesting given they already have at least one similar design. When they start showing up on Taurian border though might scare the crap out of the FedCom worrying just how much we are helping them. Trade delegations going very well and should make profit, friends, and critical bridge head to rest of sphere. FWL probable make tidy profits on tax on transshipping as well...

Hinaughy class should be a useful intermediary in the fleet. Need to see how it war games out though. Patrol craft to reinforce the Arethusa squadrons with heavy hitter fire power and in fleet battles a independent sniper and flanker? The fact it still has the glass jaw is concerning unless that is a artifact of the system Warringer is using.

Science is more unfortunate though. With inexplicable explosions and again graveyard might need to be recalled before it can arrive as to dangerous.

Our league allies are a opportunity. Part of me wants to see if they will come to us on their own but on other hand we could speed it up with a diplo actions. Logan might be a problem but she seems to always be one anyway and if a plurality of her people want to join...

And Terra. Yes we should totally support them and this will be a stinging blow for the FedCom. They need the universities and factories of the Sol system badly. Probable should see about helping them more when we can because Yellowstone by itself could still choke them out.

Not sure like this action when could do something else but i dont know what else and this could be a good general booster. Though i think we should also start a slow ramping up for war.

[X] Economic Action: Expand the pool of Von Neumann ships
There is always some economic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies

Additional Choice:

Should the Confederation recognize the Citizens Assembly as legitimate government of Terra?
[X] Yes
 

Warringer

Goto Wogon for Hard SciFi
Author
The fact it still has the glass jaw is concerning unless that is a artifact of the system Warringer is using.
That ship got 83% of the armor points of a bloody Texas and weights half of it... Heck, it got 13 percent more armor points than a McKenna...
 

Blade4

Well-known member
That ship got 83% of the armor points of a bloody Texas and weights half of it... Heck, it got 13 percent more armor points than a McKenna...
And if the stat sheet is right its broadside will still punch through any side and kill it. Pure broadside of 412 potential damage not counting the missiles. A straight on throw weight potential of 954. If i have not flubbed my math again...
 

Blade4

Well-known member
I mean yeah unless you pull out something crazy for other nations no one is beating this ship in a one on one fight but half the armor research was because all our heavy ships cant take their own broadsides.
 

Blade4

Well-known member
Edit the third

At this point we should just accept warships are inherently going to be weak to weapon fire because you just can't armor them enough without some crazy metaphysics. We can work around that.
 
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