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Growing Horizons: Inner Sphere - Quest

Blade4

Well-known member
Many interesting things here but most to me is lockheed pulling what ever they think they are doing and lothian seemingly self destructing over joining us. The second is probably going to get violent and bruise feelings but they will be better off. If lucky Logan will be deposed before she messes stuff up to much. Lockheed I think is a exploratory probe at us by them not the FedCom. Probably hoping for market share or to get at proprietary data to make them go away. Hell maybe think they can bribe and threaten until they forcible absorb our lockheed.
 
Many interesting things here but most to me is lockheed pulling what ever they think they are doing and lothian seemingly self destructing over joining us. The second is probably going to get violent and bruise feelings but they will be better off. If lucky Logan will be deposed before she messes stuff up to much. Lockheed I think is a exploratory probe at us by them not the FedCom. Probably hoping for market share or to get at proprietary data to make them go away. Hell maybe think they can bribe and threaten until they forcible absorb our lockheed.
Was Lockheed Martin a company in the BT timeline? because if that's the case should OCP Lockheed Martin be able to tell them to fuck off? cause they have been around since 1995 if Wikipedia is correct. and if Sarna is correct then Lockheed-CBM was formed in 2487, making Martin the elder by near 500 years

Edit to add
[X] Scouting for Tesseract:
Perhaps it would be a good idea to go ahead and look for other tesseracts out there. And to see what is on the other side
Time: 4 turns, Chance off success: 50%, Reward: Discovery of 2d4 additional tesseracts and their end points
 
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Blade4

Well-known member
Was Lockheed Martin a company in the BT timeline? because if that's the case should OCP Lockheed Martin be able to tell them to fuck off? cause they have been around since 1995 if Wikipedia is correct. and if Sarna is correct then Lockheed-CBM was formed in 2487, making Martin the elder by near 500 years
They probably don't know that or believe it, or do and attacking first in their minds. Mostly thru saw a potential avenue to sue and jumped on it probably hoping to see what they can get or what happens. If nothing else they might be able to wedge open OCP market share and they are one of the big corps in the FedCom. Lyrans specifically. Of course won't happen but they can't know till they try.
 

beast_regards

Well-known member
[X] Scouting for Tesseract:
Perhaps it would be a good idea to go ahead and look for other tesseracts out there. And to see what is on the other side
Time: 4 turns, Chance off success: 50%, Reward: Discovery of 2d4 additional tesseracts and their end points
 

Warrick

Member
[X] Scouting for Tesseract:
Perhaps it would be a good idea to go ahead and look for other tesseracts out there. And to see what is on the other side
Time: 4 turns, Chance off success: 50%, Reward: Discovery of 2d4 additional tesseracts and their end points

So I guess we are supporting the FWL side in their war with Andurien with that last tech transfer. I will say that these last few turns have gone pretty crazy and makes me wonder what else is out there.
 

Durabys

A Cheshire Exile
Well. With the Tesseract, I hope we roll well enough we find one or two Tesseracts that have exit points straight in Tharkad and New Avalon L1-points.

Then in case of war we can successfully pull off what the Ancient Hiigarans attempted with the Taidan in Homeworld: Mass recall all fleets and jump directly into the orbits of the capitals worlds. Bypassing all fleets and defenses.
 
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Blade4

Well-known member
That would be absurdly improbable. Now finding out their is one within 30 lightyears of us that leads directly to to clans space or directly into hegemony territory... And oh yeah hegemony is poking at tesseract tech...

We really need to find and secure all of them within 100 lightyears because they could let a enemy bypass our defenses. We can take the is anytime as long as we are not trying to conquer it a enemy that can just blitz us without any chance to see it is a real threat.

Also wonder if there is a manticore hub somewhere? In the Honor Harrigton books the otherwise nothing polity Manticore got big because they just happened to be next to a section of half dozen? wormholes making it a critical interstellar trade junction. I doubt see something like that but a 2 or 3 tesseracts that lead all about the map could become a strategic node.
 

Blade4

Well-known member
Where is it said so?!
Worse case scenario dude. We know jack about either new faction so we need to plan for the worse and the worse is the hegemony already knows about tessearcts and could attacks. Indeed if they have outpost all around the Inner Sphere they probable would have to or shear communication lag would have cause breakdowns as people and worlds diverge
 

Blade4

Well-known member
Theortically with their very long range comms and their apparent draconian totalitarianism, that we have not confirmed yet either..., They could do it with brutality against anyone who dares deviate even if it takes years to get a task force anywhere but some ability with tessearcts would make sense to. Perhaps they can barely use a few having brute force the correct parameters they cant actually math out properly?
 
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Letsparty

Active member
[X] Scouting for Tesseract:
Perhaps it would be a good idea to go ahead and look for other tesseracts out there. And to see what is on the other side
Time: 4 turns, Chance off success: 50%, Reward: Discovery of 2d4 additional tesseracts and their end points
 

Blade4

Well-known member
Idle thought that kept growing and welcome distraction from shit in life right now... Perhaps of some use Warringer?

Class Name Heighliner
Year 2192
Faction OCP
Tech Base OCP


Chassis
Spacecraft Mass 1,000,000.00 t
Vessel Type Freighter
Lithium Fusion Battery FALSE
Structue Type Fabricated Monostructure
Structural Integrety 75
Spacecraft Shape Cylinder

FTL Drive Type RSN Drive

Transit Drive Improved Torch Drive
Safe Thrust 4
Max Thrust 6

HeatSinks
Type Advanced Heatsink
Heat 1122
Needed Sinks 590
Free 352
Total Sinks 238

Collar Type Compact
Max Dropship Collars 80
Dropship Collars 60

Small GravDecks (<100m) 3
Large GravDecks (100-250m) 2

Fuel 5,000.00 t

Crew 227
Officers 45
Enlisted 182
AI 1
Life Boats 23



Misc Equipment
Misc Mass
HPG 0.00 t FALSE
ERS-HPG 50.00 t TRUE
Laser Com Suite 25.00 t TRUE
AI Core 100.00 t TRUE
Caldran Ansible 100.00 t TRUE
Flag Compartmenrs 0.00 t FALSE
Combined 275.00 t
Mass Summary
Transit Drive 170,400.00 t
Fuel 5,000.00 t
Structure 56,250.00 t
FTL Drive 300,000.00 t
LF Battery 0.00 t
Sail 0.00 t
Crew Quarters 2,270.00 t
Heatsinks 238.00 t
Armor 100,000.00 t
Weapons 4,389.00 t
Ammunition 16,910.00 t
Fire Control 654.00 t
Transport Bays 280,490.00 t
Dropship Hardpoints 60,000.00 t
Grav Decks 800.00 t
Life Boats 2,300.00 t
Misc 275.00 t

Total 999,976.00 t
Empty Mass 24.00 t

Armor Type Smith Composite
Allocated Armor 100,000.00 t
Max Armor 100,000.00 t
Unallocated Armor 0.00 t
Points per Tonne 0.01860625
Armor Points 3245
Armor Sheme Balanced

Active Defense Shrivatsa System
Additional Protection 649
Full Armor Points 3894
TechBase Type Turreted Count Mass Heat Damage Ammo per Weapon Ammo Mass Overall Ammo
FALSE 0.00 t 0 0 0.00 t 0
OCP SubCapital Weapons 500MW Multi-Wavelength Sold State Laser TRUE 8 1,540.00 t 336 32 0.00 t 0
OCP SubCapital Weapons 150MW Multi-Wavelength Sold State Laser TRUE 12 660.00 t 156 24 0.00 t 0
OCP Capital Weapons Class II Missile TRUE 8 1,584.00 t 80 32 40 16,800.00 t 320
OCP Capital Weapons Laser Kinetic AMS TRUE 110 605.00 t 550 22 1500 110.00 t 165000
Combined 28 4,389.00 t 1122 110 16,910.00 t
Bays
Type Size Doors Mass
Small Craft 20 10 4,100.00 t
Drones/Fighters 20 12 3,120.00 t
Large Craft 6 6 66,060.00 t
Fabricator 950 1 1,910.00 t
Cargo 60000 8 60,080.00 t
Cargo 60000 8 60,080.00 t
Cargo 60000 8 60,080.00 t
Cargo 25000 6 25,060.00 t
Named for and inspired by the classic ship from the old Dune book series a 1 million ton freighter with a staggering 60 collars and a internal cargo capacity just over 200,000 tons. Intended for both military logistical needs and potential civilian use plying the far trade routes of the inner sphere under government supervision.

Basic Information

Class Name light von neumann
Year 2192
Faction OCP
Tech Base OCP


Chassis
Spacecraft Mass 1,000,000.00 t
Vessel Type auxilary factory ship
Lithium Fusion Battery FALSE
Structue Type Fabricated Monostructure
Structural Integrety 75
Spacecraft Shape Cylinder

FTL Drive Type RSN Drive

Transit Drive Improved Torch Drive
Safe Thrust 4
Max Thrust 6

HeatSinks
Type Advanced Heatsink
Heat 1526
Needed Sinks 803
Free 352
Total Sinks 451

Collar Type Compact
Max Dropship Collars 80
Dropship Collars 20

Small GravDecks (<100m) 1
Large GravDecks (100-250m) 0

Fuel 5,000.00 t

Crew 227
Officers 45
Enlisted 182
AI 1
Life Boats 23



Misc Equipment
Misc Mass
HPG 0.00 t FALSE
ERS-HPG 50.00 t TRUE
Laser Com Suite 25.00 t TRUE
AI Core 100.00 t TRUE
Caldran Ansible 100.00 t TRUE
Flag Compartmenrs 0.00 t FALSE
Combined 275.00 t
Mass Summary
Transit Drive 170,400.00 t
Fuel 5,000.00 t
Structure 56,250.00 t
FTL Drive 300,000.00 t
LF Battery 0.00 t
Sail 0.00 t
Crew Quarters 2,270.00 t
Heatsinks 451.00 t
Armor 141,667.00 t
Weapons 16,731.00 t
Ammunition 33,710.00 t
Fire Control 654.00 t
Transport Bays 249,550.00 t
Dropship Hardpoints 20,000.00 t
Grav Decks 100.00 t
Life Boats 2,300.00 t
Misc 275.00 t

Total 999,358.00 t
Empty Mass 642.00 t

Armor Type Smith Composite
Allocated Armor 141,667.00 t
Max Armor 141,667.00 t
Unallocated Armor 0.00 t
Points per Tonne 0.01860625
Armor Points 3245
Armor Sheme Balanced

Active Defense Shrivatsa System
Additional Protection 649
Full Armor Points 3894
TechBase Type Turreted Count Mass Heat Damage Ammo per Weapon Ammo Mass Overall Ammo
FALSE 0.00 t 0 0 0.00 t 0
OCP Capital Weapons 7.5GW 300nm Laser TRUE 4 11,550.00 t 600 260 0.00 t 0
OCP Capital Weapons 800MW 300nm Laser TRUE 8 2,464.00 t 256 49.6 0.00 t 0
OCP Capital Weapons Improved Class III Missile TRUE 8 2,112.00 t 120 48 40 0.00 t 320
OCP Capital Weapons Laser Kinetic AMS TRUE 110 605.00 t 550 22 1500 110.00 t 165000
Combined 20 16,731.00 t 1526 379.6 33,710.00 t
Bays
Type Size Doors Mass
Small Craft 10 5 2,050.00 t
Drones/Fighters 40 20 6,200.00 t
Large Craft 6 6 66,060.00 t
Fabricator 50000 10 100,100.00 t
Refinery 10000 10 40,100.00 t
Cargo 35000 4 35,040.00 t

Class Name Smal von neumann
Year 2192
Faction OCP
Tech Base OCP


Chassis
Spacecraft Mass 500,000.00 t
Vessel Type Mini fab ship
Lithium Fusion Battery FALSE
Structue Type Fabricated Monostructure
Structural Integrety 75
Spacecraft Shape Truncated Cone

FTL Drive Type RSN Drive

Transit Drive Improved Torch Drive
Safe Thrust 4
Max Thrust 6

HeatSinks
Type Advanced Heatsink
Heat 654
Needed Sinks 344
Free 262
Total Sinks 82

Collar Type Compact
Max Dropship Collars 40
Dropship Collars 6

Small GravDecks (<100m) 3
Large GravDecks (100-250m) 0

Fuel 5,000.00 t

Crew 227
Officers 45
Enlisted 182
AI 1
Life Boats 23



Misc Equipment
Misc Mass
HPG 0.00 t FALSE
ERS-HPG 50.00 t TRUE
Laser Com Suite 25.00 t TRUE
AI Core 50.00 t TRUE
Caldran Ansible 100.00 t TRUE
Flag Compartmenrs 0.00 t FALSE
Combined 225.00 t
Mass Summary
Transit Drive 85,200.00 t
Fuel 5,000.00 t
Structure 28,125.00 t
FTL Drive 150,000.00 t
LF Battery 0.00 t
Sail 0.00 t
Crew Quarters 2,270.00 t
Heatsinks 82.00 t
Armor 100,000.00 t
Weapons 1,045.00 t
Ammunition 33,710.00 t
Fire Control 654.00 t
Transport Bays 84,940.00 t
Dropship Hardpoints 6,000.00 t
Grav Decks 300.00 t
Life Boats 2,300.00 t
Misc 225.00 t

Total 499,851.00 t
Empty Mass 149.00 t

Armor Type Smith Composite
Allocated Armor 100,000.00 t
Max Armor 100,000.00 t
Unallocated Armor 0.00 t
Points per Tonne 0.0229
Armor Points 3245
Armor Sheme Balanced

Active Defense Shrivatsa System
Additional Protection 649
Full Armor Points 3894
Weapons
TechBase Type Turreted Count Mass Heat Damage Ammo per Weapon Ammo Mass Overall Ammo
FALSE 0.00 t 0 0 0.00 t 0
OCP SubCapital Weapons 150MW Multi-Wavelength Sold State Laser TRUE 8 440.00 t 104 16 0.00 t 0
OCP Capital Weapons Laser Kinetic AMS TRUE 110 605.00 t 550 22 1500 110.00 t 165000
Combined 8 1,045.00 t 654 38 33,710.00 t
Bays
Type Size Doors Mass
Small Craft 4 2 820.00 t
Cargo 4000 4 4,040.00 t
None 0.00 t
Fabricator 20000 4 40,040.00 t
Refinery 10000 4 40,040.00 t
Small von nuamann designs to be further prototyped. Not intended for solo service but to act as fleet tenders or supplements for full Von Nuemann craft.

Class Name Miner craft
Year 2192
Faction OCP
Tech Base OCP


Chassis
Spacecraft Mass 1,000,000.00 t
Vessel Type Miner ship
Lithium Fusion Battery FALSE
Structue Type Fabricated Monostructure
Structural Integrety 75
Spacecraft Shape Truncated Cone

FTL Drive Type RSN Drive

Transit Drive Improved Torch Drive
Safe Thrust 4
Max Thrust 6

HeatSinks
Type Advanced Heatsink
Heat 2134
Needed Sinks 1123
Free 352
Total Sinks 771

Collar Type Compact
Max Dropship Collars 80
Dropship Collars 10

Small GravDecks (<100m) 3
Large GravDecks (100-250m) 1

Fuel 5,000.00 t

Crew 227
Officers 45
Enlisted 182
AI 1
Life Boats 23



Misc Equipment
Misc Mass
HPG 0.00 t FALSE
ERS-HPG 50.00 t TRUE
Laser Com Suite 25.00 t TRUE
AI Core 100.00 t TRUE
Caldran Ansible 100.00 t TRUE
Flag Compartmenrs 0.00 t FALSE
Combined 275.00 t
Mass Summary
Transit Drive 170,400.00 t
Fuel 5,000.00 t
Structure 56,250.00 t
FTL Drive 300,000.00 t
LF Battery 0.00 t
Sail 0.00 t
Crew Quarters 2,270.00 t
Heatsinks 771.00 t
Armor 100,000.00 t
Weapons 27,401.00 t
Ammunition 110.00 t
Fire Control 654.00 t
Transport Bays 323,680.00 t
Dropship Hardpoints 10,000.00 t
Grav Decks 550.00 t
Life Boats 2,300.00 t
Misc 275.00 t

Total 999,661.00 t
Empty Mass 339.00 t

Armor Type Smith Composite
Allocated Armor 100,000.00 t
Max Armor 100,000.00 t
Unallocated Armor 0.00 t
Points per Tonne 0.01860625
Armor Points 3245
Armor Sheme Balanced

Active Defense Shrivatsa System
Additional Protection 649
Full Armor Points 3894
Weapons
TechBase Type Turreted Count Mass Heat Damage Ammo per Weapon Ammo Mass Overall Ammo
FALSE 0.00 t 0 0 0.00 t 0
OCP Capital Weapons 800MW Multi-Wavelength Laser TRUE 12 3,696.00 t 384 96 0.00 t 0
OCP Capital Weapons 7.5GW Multi-Wavelength Laser TRUE 8 23,100.00 t 1200 640 0.00 t 0
FALSE 0 0.00 t 0 0 0.00 t 0
OCP Capital Weapons Laser Kinetic AMS TRUE 110 605.00 t 550 22 1500 110.00 t 165000
Combined 20 27,401.00 t 2134 758 110.00 t
Bays
Type Size Doors Mass
Small Craft 40 20 8,200.00 t
Drones/Fighters 40 12 6,120.00 t
Large Craft 4 6 44,060.00 t
Fabricator 5000 10 10,100.00 t
Refinery 53000 10 212,100.00 t
Cargo 43000 10 43,100.00 t
A spin off of the smaller von project it sacrifices fabricator and construction ability, though still capable, for raw resource processing. Designed to be slightly independent of the fleet it should be able to sit in a astroid field or on a rich rock and simply rapidly feed and process the bounty while cargo craft move full loads to stations or Von Nuemanns in system allowing hem to concentrate on construction work.
 

Blade4

Well-known member
Class Name Grand Heighliner
Year 2192
Faction OCP
Tech Base OCP


Chassis
Spacecraft Mass 2,000,000.00 t
Vessel Type Freighter
Lithium Fusion Battery FALSE
Structue Type Fabricated Monostructure
Structural Integrety 150
Spacecraft Shape Cylinder

FTL Drive Type RSN Drive

Transit Drive Improved Torch Drive
Safe Thrust 4
Max Thrust 6

HeatSinks
Type Advanced Heatsink
Heat 2946
Needed Sinks 1550
Free 479
Total Sinks 1071

Collar Type Compact
Max Dropship Collars 160
Dropship Collars 140

Small GravDecks (<100m) 6
Large GravDecks (100-250m) 4

Fuel 5,000.00 t

Crew 227
Officers 45
Enlisted 182
AI 1
Life Boats 23



Misc Equipment
Misc Mass
HPG 0.00 t FALSE
ERS-HPG 50.00 t TRUE
Laser Com Suite 25.00 t TRUE
AI Core 200.00 t TRUE
Caldran Ansible 100.00 t TRUE
Flag Compartmenrs 0.00 t FALSE
Combined 375.00 t
Mass Summary
Transit Drive 340,800.00 t
Fuel 5,000.00 t
Structure 225,000.00 t
FTL Drive 600,000.00 t
LF Battery 0.00 t
Sail 0.00 t
Crew Quarters 2,270.00 t
Heatsinks 1,071.00 t
Armor 123,606.00 t
Weapons 34,694.00 t
Ammunition 16,910.00 t
Fire Control 654.00 t
Transport Bays 505,720.00 t
Dropship Hardpoints 140,000.00 t
Grav Decks 1,600.00 t
Life Boats 2,300.00 t
Misc 375.00 t

Total 2,000,000.00 t
Empty Mass 0.00 t

Armor Type Smith Composite
Allocated Armor 123,606.00 t
Max Armor 123,606.00 t
Unallocated Armor 0.00 t
Points per Tonne 0.01603
Armor Points 3245
Armor Sheme Balanced

Active Defense Shrivatsa System
Additional Protection 649
Full Armor Points 3894
TechBase Type Turreted Count Mass Heat Damage Ammo per Weapon Ammo Mass Overall Ammo
FALSE 0.00 t 0 0 0.00 t 0
OCP SubCapital Weapons 500MW Multi-Wavelength Sold State Laser TRUE 12 2,310.00 t 504 48 0.00 t 0
OCP SubCapital Weapons 150MW Multi-Wavelength Sold State Laser TRUE 24 1,320.00 t 312 48 0.00 t 0
OCP Capital Weapons Class II Missile TRUE 8 1,584.00 t 80 32 40 16,800.00 t 320
OCP Capital Weapons 7.5GW 300nm Laser TRUE 10 28,875.00 t 1500 650 0.00 t 0

OCP Capital Weapons Laser Kinetic AMS TRUE 110 605.00 t 550 22 1500 110.00 t 165000
Combined 54 34,694.00 t 2946 800 16,910.00 t
Bays
Type Size Doors Mass
Small Craft 40 10 8,100.00 t
Drones/Fighters 40 12 6,120.00 t
Large Craft 8 8 88,080.00 t
Fabricator 1300 2 2,620.00 t
Cargo 100000 20 100,200.00 t
Cargo 100000 20 100,200.00 t
Cargo 100000 20 100,200.00 t
Cargo 100000 20 100,200.00 t

Perhaps the greatest expression of OCP shipbuilding to date... that probable will not be built any time soon. At 2 million tons it is one of the biggest crafts every envisioned with a absurd 400K tons of configurable cargo space and a insane 140 collars for smaller ships. A single example can haul a actual perecentage of the total cargo that moves between the worlds of the OCP but at the same time there just is not enough need for such a ship to be built. The OCP is some of the biggest traders in known space yet a Grand would be hard pressed to be filled to capacity. The Is states trade networks are threadbare at best and think a mere 10,000 tons of cargo is a big deal. The primary use for such a craft would likely be very long haul duties like OCP to clan space, Indeed 4 such together probable could have moved the Lupus whole sale, or to Graveyard or perhaps moving through the newly discovered tesseracts to help rapidly establish colonies on the far ends of them.

A perhaps oxymoron but escort warships theorized as to what they would look like despite the fact current ACC designs are far and away better for escort and front line combat duties.

Class Name Design study 28
Year 2192
Faction OCP
Tech Base OCP


Chassis
Spacecraft Mass 500,000.00 t
Vessel Type Light cruiser/escort
Lithium Fusion Battery FALSE
Structue Type Fabricated Monostructure
Structural Integrety 75
Spacecraft Shape Truncated Cone

FTL Drive Type RSN Drive

Transit Drive Improved Torch Drive
Safe Thrust 4
Max Thrust 6

HeatSinks
Type Advanced Heatsink
Heat 3678
Needed Sinks 1935
Free 262
Total Sinks 1673

Collar Type Compact
Max Dropship Collars 40
Dropship Collars 6

Small GravDecks (<100m) 3
Large GravDecks (100-250m) 0

Fuel 5,000.00 t

Crew 227
Officers 45
Enlisted 182
AI 1
Life Boats 23



Misc Equipment
Misc Mass
HPG 0.00 t FALSE
ERS-HPG 50.00 t TRUE
Laser Com Suite 25.00 t TRUE
AI Core 50.00 t TRUE
Caldran Ansible 100.00 t TRUE
Flag Compartmenrs 0.00 t FALSE
Combined 225.00 t
Mass Summary
Transit Drive 85,200.00 t
Fuel 5,000.00 t
Structure 28,125.00 t
FTL Drive 150,000.00 t
LF Battery 0.00 t
Sail 0.00 t
Crew Quarters 2,270.00 t
Heatsinks 1,673.00 t
Armor 141,667.00 t
Weapons 26,077.00 t
Ammunition 16,910.00 t
Fire Control 654.00 t
Transport Bays 33,580.00 t
Dropship Hardpoints 6,000.00 t
Grav Decks 300.00 t
Life Boats 2,300.00 t
Misc 225.00 t

Total 499,981.00 t
Empty Mass 19.00 t

Armor Type Smith Composite
Allocated Armor 141,667.00 t
Max Armor 141,667.00 t
Unallocated Armor 0.00 t
Points per Tonne 0.0229
Armor Points 3245
Armor Sheme Balanced

Active Defense Shrivatsa System
Additional Protection 649
Full Armor Points 3894
TechBase Type Turreted Count Mass Heat Damage Ammo per Weapon Ammo Mass Overall Ammo
OCP Capital Weapons 500GeV Wakefield Particle Beam Projector TRUE 8 12,320.00 t 2000 640 0.00 t 0
OCP Capital Weapons 800MW 300nm Laser TRUE 24 7,392.00 t 768 148.8 0.00 t 0
OCP Capital Weapons Improved Class III Missile FALSE 24 5,760.00 t 360 144 70 16,800.00 t 1680

OCP Capital Weapons Laser Kinetic AMS TRUE 110 605.00 t 550 22 1500 110.00 t 165000
Combined 56 26,077.00 t 3678 954.8 16,910.00 t
Bays
Type Size Doors Mass
Small Craft 2 2 420.00 t
Drones/Fighters 20 12 3,120.00 t
Large Craft 2 2 22,020.00 t
Fabricator 2000 1 4,010.00 t
Refinery 1000 1 4,010.00 t
A light cruiser for convoy work, perhaps escorting Heighliners? or more conventional merchant freighters, or staying close to bigger warships in proper walls of battle. It can serve as a work horse for smaller fleets though frankly a proper cruiser task group can serve just as well or better. Still there is some potential use in it.

Class Name Design study 77
Year 2192
Faction OCP
Tech Base OCP


Chassis
Spacecraft Mass 100,000.00 t
Vessel Type Corvette
Lithium Fusion Battery FALSE
Structue Type Fabricated Monostructure
Structural Integrety 75
Spacecraft Shape Truncated Cone

FTL Drive Type RSN Drive

Transit Drive Improved Torch Drive
Safe Thrust 4
Max Thrust 6

HeatSinks
Type Advanced Heatsink
Heat 2212
Needed Sinks 1164
Free 142
Total Sinks 1022

Collar Type Compact
Max Dropship Collars 8
Dropship Collars

Small GravDecks (<100m) 1
Large GravDecks (100-250m) 0

Fuel 5,000.00 t

Crew 227
Officers 45
Enlisted 182
AI 1
Life Boats 23

Misc Equipment
Misc Mass
HPG 0.00 t FALSE
ERS-HPG 50.00 t TRUE
Laser Com Suite 25.00 t TRUE
AI Core 10.00 t TRUE
Caldran Ansible 100.00 t TRUE
Flag Compartmenrs 0.00 t FALSE
Combined 185.00 t
Mass Summary
Transit Drive 17,040.00 t
Fuel 5,000.00 t
Structure 5,625.00 t
FTL Drive 30,000.00 t
LF Battery 0.00 t
Sail 0.00 t
Crew Quarters 2,270.00 t
Heatsinks 1,022.00 t
Armor 20,000.00 t
Weapons 12,166.00 t
Ammunition 110.00 t
Fire Control 654.00 t
Transport Bays 3,460.00 t
Dropship Hardpoints 0.00 t
Grav Decks 100.00 t
Life Boats 2,300.00 t
Misc 185.00 t

Total 99,932.00 t
Empty Mass 68.00 t

Armor Type Smith Composite
Allocated Armor 20,000.00 t
Max Armor 20,000.00 t
Unallocated Armor 0.00 t
Points per Tonne 0.0314875
Armor Points 3245
Armor Sheme Balanced

Active Defense Shrivatsa System
Additional Protection 649
Full Armor Points 3894
TechBase Type Turreted Count Mass Heat Damage Ammo per Weapon Ammo Mass Overall Ammo
FALSE 2 0.00 t 0 0 0.00 t 0
OCP Capital Weapons 500GeV Wakefield Particle Beam Projector TRUE 4 6,160.00 t 1000 320 0.00 t 0
OCP Capital Weapons 800MW 300nm Laser TRUE 12 3,696.00 t 384 74.4 0.00 t 0
OCP SubCapital Weapons 250MW Multi-Wavelength Sold State Laser TRUE 24 1,980.00 t 528 6.72 0.00 t 0
OCP Capital Weapons Laser Kinetic AMS TRUE 60 330.00 t 300 12 600 110.00 t 36000
Combined 118 12,166.00 t 2212 413.12 110.00 t
Bays
Type Size Doors Mass
Small Craft 2 2 420.00 t
Cargo 2000 2 2,020.00 t
Fabricator 500 2 1,020.00 t
Straddling the line between true warship and ACC the 77 Is functionally both but leans more toward ACC lacking any collars. Mounting 20k tons of armor it is intended as a brick with enough weapons to keep the enemy honest it is intended to keep between more vulnerable, and valuable warships and the enemy as a picket while the warships thunder artillery and ACC do the killing.

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Seems like as i play with it there is a almost dead zone between 75,000 and 4/5 Ks ton were you can build a ship but it is not as efficient per say as smaller or bigger designs. Or it could just be how i play with it. Also large craft bays are killers. I try to build a carrier for them but unless i go cruiser+ i cant fit a worthwhile amount and at that point i have a heavy cruiser or battlecruiser weight ship whose primary payload is like 10 to 12 light acc...
 
Turn 80 - Summer 2192/3042 - Results

Warringer

Goto Wogon for Hard SciFi
Author
Turn 80 - Summer 2192/3042

Confederated Forces:

[] Plasma Shield Development: 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)
Roll 2 of 5, Roll 1d100: 13+5+5+15 = 38 - Failure
Roll 3 of 5, Roll 1d100: 82+5+5+15 = 107 - Success
Roll 4 of 5, Roll 1d100: 55+5+5+15 = 80 - Success

After most of the modelling and design work was done, a Sleipnir was used to be the test vehicle for testing the design of the Directed Plasma Barrier System. This involved some modification of the external structure to carry the plasma injector, as well as extensive software modification of the vessels HFEG, as the system was used to project the Shrivatsa System field envelope. Not only was it needed to project the generalised mini-magnetosphere for the Shrivatsa System, but additional magnetic field lines to direct the plasma flow from the plasma injector systems into the direction of the Plasma Barrier.

The modifications were made carefully, but the first tests of the system, showing promise , even though additional software modifications were needed to get the plasma barrier to stabilise.

active for 1 more turns

[] Graveyard Shift: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 100+15 = 115 - Crit Success (All Military Actions)
Roll 2 of 4, Roll 1d100: 46+15 = 61 - Success

The Graveyard Task Force made a rapid transit through the Inner Sphere, keeping away from known habited systems and either in Interstellar Space between jumps, or utilising uninhabited systems. By the mid of Summer, they met up with the Graveyard Expedition, and continued on towards Graveyard.

active for 2 more turns

OCP Survey Office:


[] 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
Roll 3 of 5, Roll 1d100: 67+15 = 82 - Success
Roll 4 of 5, Roll 1d100: 80+15 = 95 - Success
Roll 5 of 5, Roll 1d100: 48+15 = 53 - Success
Combined: 81 - Success

Following the arrests of various agents, the Survey Office and the various national intelligence agencies treated the remaining agents in two ways, based on their psychological profiles. Some agents were kept in under extreme surveillance and it was made sure it was known what information they managed to obtain and return to their handlers, while others were approached covertly and turned into double agents.

In some cases, neither of these approaches worked and the agents attempted to evade arrest, but thanks to increased surveillance, they could be prevented from leaving Confederation space.

In the end, about 30 agents could be utilised as double agents, whether they knew it or not, while the remaining about 50 agents were in custody and prepared to be convicted as foreign intelligence operatives under Confederation law. Of course, these agents might one day be useful as bargaining chips in back room talks with their parent organisations.

Result: All foreign intelligence gathering agents are under control, About 50 agents can be used as bargaining chips

[] Follow the Unknowns: active
Time: ? turns, Chance of Success: 65%
Roll 1 of ?, Roll 1d100: 95+15 = 110 - Success
Roll 2 of ?, Roll 1d100: 51+15 = 66 - Success

During the pursuit of the Algareon force, it was noted their travel through the Everchanging Black was slower than Confederation HFEGs, at roughly 5.9 lightyears per day for a 20 vessel squadron, though the number of vessels was such that they needed to travel in smaller squadrons, for a lower FTL speed of about 5.2 lightyears per day. Together with regular stops, their speed was even lower. Twice, they approached and remained in systems that appeared to contain military bases of some description, without any habitable world, but, based on later short time surveillance, several O'Neill type habitats.

Astronomical surveys during the pursuit showed that the apparent target system of the Algareon force had several anomalies. The primary of the system was identified as a stable GIIIV star, with 1.04 solar masses and a surface temperature of 5,710K. However, the luminosity of the star in the optical bands did not fully correspond to the usual data, and seemed to pulsate over a time frame of about thirty days, during which the star produced some sport of hydrogen jet from its poles. Additionally, the luminosity of the star in the infrared spectrum was higher than it should be, leading to a few theories being thrown around, but nothing concrete could be made out from the distance and could only be confirmed, when the Scouting Force arrived at the system, tentatively called Algareon.

Meanwhile, the vessels that had remained at Far Star, were able to close in on Far Star Station and the various Terran derelicts and began limited searches. Thanks to the Helm Database, it was possible to quickly search for the derelicts' computer systems and their mass storage devices and remove them. Afgter about a week, the two vessels were forced to leave the derelicts behind, as the remaining Superluminal Wave Detector detected several nearby hyperspace jumps, apparently the arrival of more Hegemony vessels.

After their retreat, it was possible to connect to the mass storage devices and pull only a limited amount of data from the devices. The most important piece of data was a full translation suite of the previously unknown number code. The number code turned out to be a book code, utilising a set of three numbers. The first number identified one of thirty books widespread in the Inner Sphere, the second number identified the page of the book and the third the word on the page. As most words were found in the book up to several thousand times, in the case of 'the', there was a broad selection of variance in the code, helped by a natural random number generator fed by the hydrogen baseline hiss of interstellar space, which gave the transmitted code the appearance of random numbers and had previously prevented even quantum computers from breaking the code.

To further obstrucate the actual code, it appeared that actual messenges had only been transmitted every few days, based on the last usable code, from 72 to 216 hours after the start of the current message. During this time, the transmitter was transmitting pure random numbers from the hydrogen baseline hiss.

Now, however, it was possible to reverse the code and read the hyperwave messages of the Terran Hegemony. It would be some time however until the huge dataset of recorded data could be analysed for messenges and orders for agents within the Inner Sphere.

The information within the other mass storage devices was scheduled to be analysed by the two survey vessels over the following weeks.

Results: Additional Information on Far Star Station and the Terran Hegemony
active for ? more turns

OCP Diplomatic Corps:


[] Interstellar Peace Corps: active
Time: 4 turns, Chance of success: 50%
Roll 1 of 4, Roll 1d100: 76+10 = 86 - Success (All Diplomatic Actions)
Roll 2 of 4, Roll 1d100: 95+10 = 105 - Crit Success
Roll 3 of 4, Roll 1d100: 33+10 = 43 - Failure
Roll 4 of 4, Roll 1d100: 58+10 = 68 - Success
Combined: 75 - Success

Even though the Terran-Algareon War remained the most discussed topic within the political leadership of the Confederation, the Prometheus Initiative reentered the political consciousness and the proponents of it were able to put it to the vote on Parliament, where it was decided with 69 percent for the Initiative.

This meant the Prometheis Initiative was given a modest budget and could, supported by the Confederations Government, begin to provide humanitarian aid to the world around Confederation Space, improve diplomatic and other relations and potentially move them firmly into the political sphere of the Confederation.

Reward: Humanitarian Aid Action is automated

[] We Know What You Don't: active
Time: 3 turns, Chance of success: 50%
Roll 1 of 3, Roll 1d100: 63+10+20+10 = 103 - Success (Periphery Alliance, Diplomatic Relations, All Diplomatic Actions)
Roll 2 of 3, Roll 1d100: 87+10+20+10 = 127 - Success

Rather than asking the Ambassador to the Lupus Republic to talk to the Republic's Council, it was decided to send a specific delegation along on one of the regular connections to the Republic, and ask for a meeting with the most powerful members of the Republic, Sohpist Winter among them.

The first meeting was held in mid Summer, where the Republic was initially informed about the direct, almost-real time connection the Confederation had set up between Confederation space and Clan space, as well as the extensive installation of a surveillance network in all known Clan worlds, from the Pentagon Worlds to the Kerensky Cluster and even Tanis. While the information on HPG Radio Backscatter was kept from the Republic, they were informed the Confederation was up to date about Clan politics and rumours through 'Chatter Web'.

While this initial piece of information stunned the Council Members, aside from Karen S'jeet, who had recently been elected into the Council, they were grateful about this information and asked the Confederation to share the information, as they wished to evacuate everyone of their people from Clan Space and the real time information from Clan Space the Confederation could provide, would allow them to make plans in case the other Clans finally caught up to what Clan Nova Cat was up to.

By the end of Summer, the talks finally moved to the discovery of the Graveyard system and the subsequent discovery of the Terran Hegemony 'in exile' at Far Star and their apparent war with the Algareonians. Part of the information was the apparent treatment of anyone straying away from the Hegemony, the talk about reeducation camps and the 'extermination of aliens', with Graveyard as another 'smoking gun' to their belligerent status.

This was initially not taken well by the Council Members, most of which were still almost venerating the Star League and by proxy the Terran Hegemony.

active for 1 more turns

OCP Trade Organization:


[] >4&*: Go forth and multiply: active
Time: 4 turns, Chance of success 50%
Roll 1 of 4, Roll 1d100: 78+10+10+10+15+15 = 138 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)
Roll 2 of 4, Roll 1d100: 43+10+10+10+15+15 = 103 - Success
Roll 3 of 4, Roll 1d100: 47+10+10+10+15+15 = 107 - Success

The Work on doubling the number of Von Neumanns continued unabated, with the number already having grown to 21, while work on smaller versions of the general design moving apace.

active for 1 more turns

[] Space Industry III: active
Time: 4 turns, Chance of success: 60%,
Roll 1 of 4, Roll 1d100: 88+10+10+10+15+15 = 148 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)
Roll 2 of 4, Roll 1d100: 65+10+10+10+15+15 = 125 - Success

With the renewed injection of money into the space economy, especially industry, it would once again grow to a significant degree. Some companies were already planning to take a page out of the Von Neumann program's ideas, and prepared to begin construction of factory vessels that could be moved to where raw materials were cheapest and the production capacity needed, even though none of these vessels were designed to actually be full Von Neumanns.

active for 2 more turs

OCP Office for Science and Development:


[] Digging up Gravyard: active
Time: 6 turns, Chance of success: 50%
Roll 1 of 6, Roll 1d100: 67+10+10 = 87 - Success
Roll 2 of 6, Roll 1d100: 39+10+10 = 59 - Success
Roll 3 of 6, Roll 1d100: 28+10+10 = 48 - Failure
Roll 4 of 6, Roll 1d100: 35+10+10 = 55 - Success

Even though the grumbling of the members of the Graveyard Expedition remained, concerning the sudden involvement of the military, even if it was for their protection, the Expedition was ready to continue their move towards Graveyard once the Graveyard Task Force had caught up with them, making it to the half-way point between the edges of the Inner Sphere and Graveyard by the end of Summer.

active for 2 more turns

[] Scouting for Tesseract: - 8 votes active
Time: 4 turns, Chance off success: 50%
Roll 1 of 4, Roll 1d100: 57+10+10 = 77 - Success

With the potential of more tesseracts out there, to help with long range transportation, it was the opinion of the Office for Science and Development that Confederation space and the area immediately around the Confederation should be scouted for any other tesseract. The scientific reasoning was two fold. For one, it would satisfy scientific curiosity and allow to develop statistics about the prevalence of tesseracts in a given area of space, while secondly allowing to note any differences between tesseracts and form a more direct understanding of their nature in n-dimensional physics.

A third reason was the discovery of potential high ways through space, allowing to transport material and setting up new settlements some distance from the Inner Sphere.

active for 3 more turns

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

OCP Internal Events:

While it had been believed the Illyrian Palatinate would need some time to be integrated into the Confederation, the Illyrian Government presented the Confedertion diplomats with a fete a complis. They had almost immediately begun to restructure their government to work within the political framework of the Confederation, as well as elect hopeful Members of Parliament to represent the Illyrian interests for the rest of the legislative period until new general elections.

In the courts, the Lochkeed CBM vs Lockheed Martin lawsuit gained some attention, as it was the first time an Innere Sphere company had sued a Confederation company. However, the suit was presented to the United States Court of International Trade and Judge Adelide Wilkinson. In the initial injunction, it became increasingly clear the Lyran lawyers of Lockheed CBM had no knowledge about how the US Court system worked and how to actually deal with the court and the lawyers of the other side, citing agreements not ratified or even known to either the Confederation or the United States. They also sought to show a connection between Lockheed Martin and the Inner Sphere Lockheed corporation before their merger with CBM, but this was on extremely shaky ground, as there had never been any connection between Earth and the Inner Sphere prior to the 2180s.

That Lockheed Martin was a prominent government contractor for both the United States and the Confederation might have also played a role as Judge Wilkinson threw the lawsuit out of court, stating the total ignorance of the Lyran lawyers as well as the mushy language of the lawsuit itself and the lack of a connection between Earth and the Inner Sphere for the past 300 years.

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

Intelligence Report:
Periphery Alliance:


Lupus Republic:


The build up on the worlds of the Lupus Republic continued, with more and more new citizens being brought in from Clan Space.

Lothian League:

In the Lothian League, everything pointed towards a Civil War, which might as well destroy the League as a political entity. To prevent this from happening, the Confederations Ambassador requested a meeting with Grand Mistress Logan, where he was asked to flex the diplomatic and military muscles of the Confedereation. He informed the ruler of the League that the Confederation didn't like what they saw and that would like it if the situation could be resolved peacefully, otherwise, the Confederation might be forced to intervene to support the majority view within the League, which was in favour for becoming a member of the Confedereation.

He also took the time to educate the Grand Mistress about the actual powers of the planetary/interplanetary rulers of the member nations of the Confederation, which, aside from a few unimportant details, retained their power base. Additionally, the League would gain complete access to the economy of the Confederation, including the ability to buy and set up modern industrial centers, which in turn would allow the Lothian wealth to grow steadily. And it was clear the Grand Mistress would be the one to gain most from this.

It was hoped the Civil War could be prevented and the League become a member of the Confederation.

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

Taurian Concordat:

Following the release of certain technologies from the Federated Commonwealth and the exoskeleton technology of the Confederation to the Taurians, diplomatic relations to the Taurians grew steadily better, with Protector Thomas Calderon stating with emphasis that the Confederation was a good friend to the Concordat and an excellent example of two Periphery nations cooperating to oppose the Inner Sphere nations.

His son Edward used the cheerful mood of his father to propose a conference, inviting the known periphery nations, possibly resulting in some sort of mutual defence pact.

Reward: +5 to diplomatic relations with the Taurians

Magistracy of Canopus:

Not much of interest is happening within the Magistracy.

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

Inner Sphere:

Federated Commonwealth:


It was not surprising that the Federated Commonwealth got wind of the limited technological exchange between the Confederation, the FWL and the Taurians, especially as it concerned two weapon systems previously developed at the NIAS. While there was no open talks between Hanse Davion and the Ambassador on New Avalon, the security of the NIAS was increased and the scientists and engineers, that were part of the Scolarly Exchange Program, were put under increased surveillance and not allowed into the more secure areas of the NIAS, where they had previously been allowed to support some projects.

Computer security was increased as well and some more obvious Trojans were discovered and removed. Those Trojans had been designed to be to some degree obvious to the administrators as a security measure of the Survey Office, to help hide the deeper intrusion of the computer systems, which included direct changes to the computer's OS to inject several backdoors, which could be accessed through use of Smart Dust located in serial data transfer nodes.

Draconis Combine:

The Draconis Combine continues to splinter and collapse.

Free Worlds League:

Like for the Taurians, the release of the new data to create new weapons and powered armor, improved relations to the Free Worlds League. However, it was clear that both Janos and Duggan Janos, as well as the FWL parliament, were aware of the reason the information had been shared, as the new weapons would improve the defensibility of the FWL against the Fedeerated Commonwealth.

Meanwhile, the newly formed Austen-Armstong Industries of Adaban and Bainsville and the Confederation's own Cargskel Heavy industries of Jeran, entered into a joint venture on Adaban to begin the production of both Helical Railguns and MRMs, based on the Federated Commonwealth models. To this end, Cargskel Heavy industries offered use of several Fabricators for the new factory to produce the microelectronics needed for both weapons systems.

The buildup along the Andurien-FWL border continued.

Reward: +5 to diplomatic relations with the FWL

Dutchy of Andurien:

The buildup along the Andurien-FWL border continued.

Confederation of Habitats:

Not much of interest is happening within the CoH.

Terra Situation:

For the time being, the situation on Terra appeared to be stable, as more of the cure is provided by the CoH.

Meanwhile, the potential vaccination for the bioweapon appeared to be successful and larger scale tests began to hopefully allow the vaccination to be given to more people. It became clear that the vaccination would be placed into the public domain and allowed to spread throughout the Inner Sphere to prevent any more outbreaks of the disease.

Expansion and Suggestions:

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

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

Random Event - Interconnectedness Unlimited Science Jump Ship Lucretia Arrives in Patrolled system

During a routine patrol of the 1st Sector IV Patrol Squadron, CFS Saykimdar detected a hyperspace jump into a nearby system. Surprisingly there did not seem to be any direct sign of the Jumpship having arrived from any of the system in a 30 lightyear radius, making it probable that it might be a WarShip of some type.

The commander of the Patrol Squadron decided to move into the system via HFEG, allowing to potentially directly engage the WarShip, should the need arise. Upon leaving the Everchanging Black in the systems Zenith Jump Point, they were greeted by a jumpship that appeared to be a Tramp freighter. This Tramp apparently had two Mule class Dropship permanently attached to two of its docking ports, while a Leopard was attached to the other.

CFS Saykimdar hailed the Tramp and the reason for their presence requested. The jumpship identified itself as the Lucretia, belonging to a company called Interconnectedness Unlimited and informed CFS Saykimdar that they were a scientific vessel and that they were just passing through to do scientific research within the Lupus Nebula. After a few days, Lucretia jumped out, past the thirty lightyears previously known, though since the vessel did not jump into any of the systems observed by the Superluminal Wave Detector network of the Confederation, it was believed they instead jumped into another direction.

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


 
Turn 81 - Autumn 2193/3043

Warringer

Goto Wogon for Hard SciFi
Author
Turn 81 - Autumn 2193/3043

Confederated Forces:

[] Plasma Shield Development: active (2 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

[] Graveyard Shift: active (3 turns)
Dispatch a considerable force of warships and at least one Von Neumann to the region.
There are significant developments in the region and we should have forces there to respond or deal ourselves into whatever the game is, should we decide to do it.
Additionally it would protect the forces dispatched to the graveyard system.
Time : 4 turns, Chance of success: 60%, Reward: Military Outpost in the Graveyard 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:

[] Follow the Unknowns: active (? turns)
With the battle of 'Far Star Station' and its destruction by the hands of the unknowns, the Scouting Force should be sent immediately to follow the unknowns back to their homebase.
Time: ? turns, Chance of Success: 65%, Reward: Some information on the Unknowns

[] 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

[] 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:

[] We Know What You Don't: active (2 turns)
Brief Lupus that yes we know where clan homeworlds are and have active link to them but also give them data on graveyard and the two new powers and the fact one is actively hostile and is also watching the homeworlds...
Time: 3 turns, Chance of success: 50%

[] 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

[] 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:

[] >4&*: Go forth and multiply: active (2 turns)
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.
Time: 4 turns, Chance of success 50%, Reward: Doubleing the number of Von Neumanns

[] Space Mining III: active (3 turns)
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

[] Industrial Export/Trade Delegations:
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 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:

[] Digging up Gravyard: active (3 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', ?

[] Scouting for Tesseract:
Perhaps it would be a good idea to go ahead and look for other tesseracts out there. And to see what is on the other side
Time: 4 turns, Chance off success: 50%, Reward: Discovery of 2d4 additional tesseracts and their end points

[] 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
Diplomacy
 

Blade4

Well-known member
Get these out first then commentary.

[X] Intelligence Action:
There is always some intelligence action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Training and updating intel bureau. The fact we have caught near a hundred or so spies is good. The fact there were around a 100 spies in the OCP is not. Or fact a active search caught them seemingly almost trivially... What if they began targeted assassination or sabotage instead of stealing information and technology? To that end we should use lessons learned from the search and interrogations to improve our internal counter intel abilities to better catch the new spies as they come in and hopefully before they get so brazen they try to turn members of parliament.

[X] Diplomatic Action:
There is always some diplomatic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Diplomatic rapprochement with the FedCom. They fucked with and spied on us. We fucked with and spied on them but we are all adults here and no one, save warhawks, want a cold or hot war so how about we talk to them about normalizing relations before things get worse?
 
Last edited:

Warringer

Goto Wogon for Hard SciFi
Author
Get these out first then commentary.

[X] Intelligence Action:
There is always some intelligence action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Training and updating intel bureau. The fact we have caught near a hundred or so spies is good. The fact there were around a 100 spies in the OCP is not. Or fact a active search caught them seemingly almost trivially... What if they began targeted assassination or sabotage instead of stealing information and technology? To that end we should use lessons learned from the search and interrogations to improve our internal counter intel abilities to better catch the new spies as they come in and hopefully before they get so brazen they try to turn members of parliament.

[X] Diplomatic Action:
There is always some diplomatic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Diplomatic rapprochement with the FedCom. They fucked with and spied on us. We fucked with and spied on them but we are all adults here and no one, save warhawks, want a cold or hot war so how about we talk to them about normalizing relations before things get worse?
You forgot the Military Action.
 

Warringer

Goto Wogon for Hard SciFi
Author
Military? oh i went by bottom which only had the two...

[X] 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
Sorry... You are correct... I was going by the next Turn... >_<

Its really just those two...
 
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