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Growing Horizons: Inner Sphere - Quest

Blade4

Apathetic Marine
Most of the pure bad factions that we know about have already died. The IS states left are the ones we can work with its just risky because of their history of churning war. The clans can be controlled and what we are doing now should either stop them or make them self destruct or cause a control small invasion we can intercept and crush. The hegemony is a far more dangerous threat but unless they go full active, and i dont think they can, we should be able to blitz them once the forces come online/free up. The Hamsters i presume will be a slugging match but as nasty as they are i think we can actually go exterminatus on them and not get real blow back.
 
The Remaining IS factions also have the possibility of being reformed along more modern lines instead of being the "Future of the 80s"
 

Blade4

Apathetic Marine
The Remaining IS factions also have the possibility of being reformed along more modern lines instead of being the "Future of the 80s"
We shall see. Functionally they need to fundamentally change for it to take hold. Losing their fascination with nobility and war being a first and most useful option.
 
[X]CANCEL

[X]Send volunteer aid to help Melissa and worlds affected by dirty bombs were allowed and offer greater aid where possible up to and including spec op forces and packs if it would help with the purging of the hegemony agents and corrupted LOKI.

On the trial, will we just face part of Star Adders forces or all of them? Or because we are a completely foriegn force will we see the possibility of fighting parts of every clan?
 

Blade4

Apathetic Marine
On the trial, will we just face part of Star Adders forces or all of them? Or because we are a completely foriegn force will we see the possibility of fighting parts of every clan?
We are coming into their house picking a fight and scaring the crap out of them. Every clan save our allies in Nova Cats are going to want in on this. They will probable fight amongst themselves for the honor and right to attack us first and probable expect a fight with every single one of them.
 
We are coming into their house picking a fight and scaring the crap out of them. Every clan save our allies in Nova Cats are going to want in on this. They will probable fight amongst themselves for the honor and right to attack us first and probable expect a fight with every single one of them.
So we might see a less glamorous tukkyaid style fight except we might be the offensive force? And what exactly makes the nova cats slow departure up to now such an issue in their politics, just the question of where the hell were the explosive kitties going, or is it related to the crusader/warden divide? Also couldn't our arrival give some of the older leaders a heart attack?
 
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Blade4

Apathetic Marine
So we might see a less glamerous tukkyaid style fight exect we might be the offensive force? And what exacyly makes the nova cats slow departure up to now such a issue in their politics, just the question of where the hell were the explosive kittys going or is it related to the crusader/warden divide? Also couldn't our arrhival give some of the older leaders a heart attack?

Glamorous? They was nothing glamorous about Tukkyaid. It was the clans being goaded into a massive trap and the comguards, as Blackpantlegion put it, jumping them like Amphetamine soaked circus monkeys until the clans broke unable to comprehend what they just got hammered with. And soaking literally horrifying losses doing it. But yeah we will probable see something like that with their best galaxies squaring off with us in battle that will get very brutal and us probable, hopefully, handing them their heads because we know their fighting system and can beat it with superior training, tech, and doctrine.

They will lose their minds at that in rage and terror and thats when things get very dicey when one or more clan tries to temper tantrum and we gut them hard. Which might actually freak out everyone else enough they back off and reassess. Its not enough to beat the clans like the hegemony we must break them or they will keep being problems. We beat them in open battle proofing their arrogant believe in their superiority is a lie or at least hold our own and give them data on the Hegemony and the clans will probable implode trying to process it all and hopefully come out the other side as something we can live with. If not they will hopefully be strategically nullified for years while we deal with the Hegemony. And while this is happening the Cats should be able to finish loading up and leaving under our battleships guns.

Why them leaving is a issue? Jeez yes thats a complex and long issue and yeah us arriving could cause some actual heart attacks. Not many though the clans despise the old and consider anyone over 30 over the hill. Gray hair means you are either a utter badass, very valuable, or can game the system to survive and probable one of the first two besides. But yeah... Basically it deals with old politics and fear. The clans are hyper dogmatic and fear outside invasion and the last clan to try this was the Wolverines who were annihilated over it and other issues. Leaving for the IS behind everyones back would be treason in their eyes and would let the IS know the clans exists outside their terms and oh yeah they brought us home to say hi like a elbow drop to the face. Abandoning clan social structure as they have would be a annihilation worthy "crime". Basically after this the Lupus are going to be on the top of a lot of clans kill on sight lists and even the nicer clans are going to want to shoot them.

Not sure what you are talking about with Jaguars though. Though everything revolves around the warden/crusader/guardian splits. Its the lens that their cultures revolve around as the most pressing issues.


And just realize their first contact with aliens will be a Ormiold, a dinosaur, so thats going to be even more fun. I so hope they dont try to murder her? out of hand and xenophobic hysteria.
 
What I meant when I said Tukkayid was glamorous was because it was a large spectacle, A battle to end all battles rather than the clans being ground to dust by taking semi-major losses on each world rather than losing a large number of their forces in a single engagement. Also, would Warden's be more xenophobic than crusaders because that is the seemingly default answer on what to protect the Sphere from rather than stating they want to trip and keep the crusaders from incessantly fighting nations that vastly outnumber them? Also, when I said explosive kitties I meant the nova cats since I have heard them called something similar to that in the past. Those clanners really like their feline symbols don't they
 

Blade4

Apathetic Marine
What I meant when I said Tukkayid was glamorous was because it was a large spectacle, A battle to end all battles rather than the clans being ground to dust by taking semi-major losses on each world rather than losing a large number of their forces in a single engagement. Also, would Warden's be more xenophobic than crusaders because that is the seemingly default answer on what to protect the Sphere from rather than stating they want to trip and keep the crusaders from incessantly fighting nations that vastly outnumber them? Also, when I said explosive kitties I meant the nova cats since I have heard them called something similar to that in the past. Those clanners really like their feline symbols don't they
Well this will be a epic knock out drag out fight... And well its hard to say. The clans are xenophobic in general and assume they and their culture is superior with a large dose of white mans burden nonsense as well. The nicer on both sides think they are protecting/helping the IS the not so nice just see it as a way to chase glory. Especially the crusaders. A lot of them are into it just because it gives the opportunity to stand out for glory and the breeding program. Warden is more opposed to the crusaders starting a bloody war and probable killing everyone chasing glory thing with protection being a more what if thing. Guardian less certain of because only ones we have meet have walked away from being a clan and the other viewpoints. And yeah the clans really love their totems.
 
Well, at least we have probably prevented both the war of reaving as well as the FedCom civil war and certainly prevented the Jihad
 

Blade4

Apathetic Marine
Well, at least we have probably prevented both the war of reaving as well as the FedCom civil war and certainly prevented the Jihad
:cry:

FedCom civil war? Maybe. At least the one we know about but there are several potential fracture points that could cause a civil war in time. Jihad? Only if we stop the Hegemony. War of Reaving? What do you think we are doing right now? If this works right we are causing a more limited and controlled war of reavings. It sucks but we dont have time for their shit or risk the Hegemony provoking a clan invasion to stir the pot and soak up assets while they crash wake up and ready their forces. We are going to hammer their buttons and throw truth that is acid on whats left in the form of information then we are walking away as their carefully controlled and restrictive culture implodes.
 
Clan Factions - 3044

Warringer

Goto Wogon for Hard SciFi
Author
Just some info on the current Factions of the Clans.

Crusaders:
  • Blood Spirit
  • Burrock
  • Fire Mandrill
  • Ice Hellion
  • Jade Falcon
  • Smoke Jaguar
Wardens:
  • Diamond Shark
  • Goliath Scorpion
  • Snow Raven
  • Wolf
  • Hell's Horses
  • Steel Viper
Guardians:
  • Cloud Cobra
  • Coyote
  • Ghost Bear
  • Nova Cats
  • Star Adder
 
...Oh Boy.

The Coyotes had the biggest infiltration by the Society, so they might end up being a wildcard. On the other hand, the Burrocks did have the biggest links to the Dark Caste, so their exposure might also have an unforeseen effect.

All we need now is for some asshole to yell that we're the Wolverines for the defecation to hit the ventilation.
...
When did the New Terran Hegemony form anyway? was it set up before the fall of the Star League?
 
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Blade4

Apathetic Marine
A surprisingly even split especially given guardian is a more extreme form of warden. If they could actually work together they could probable actually contain the crusaders. Actually the crusaders are in a pretty bad position. Only the jaguars and falcons actually matter. The rest are literal 3rd rate clans that only in aggregate can do anything and most all the crusader clans are known for being utter assholes who refuse to work together. Society might be infiltrated a bit but i would bet a lot of it is still made up of scientists pissed at the restrictions. We shall see. Still stay on course though. Unless and until we establish we are not to be fucked with they will not respect us. Many will refuse to respect us anyway. But we prove ourselves and hand them all the data on the hegemony and current state of the sphere it should shake them up hard. If they were going to invade they should have already and they try now they will get ganked by us the the IS is preparing for them. Crusaders will riot. Other factions will range from smug to very concerned.

They are terrfied of being invaded by the IS and here we are technically invading... but we dont care about them. We are not scared of them. We are here to do a job helping allies leave and set up a listening post and then leave because we think them basically unruly children and we and the IS have greater problems than them and they only matter as much as they could cause pointless trouble or be pawns for our real enemy. We dont even want their help and we dont think they can help or worth asking for it.

Their societies will not handle that well at all.

Edit: Wolverine thing is over done and no one throws it casually. It is the greatest insult possible in their society and once thrown someone dies. Unless they get some sort of plausible proof they no reason to bring it up.
 

beast_regards

Well-known member
Author
A surprisingly even split especially given guardian is a more extreme form of warden. If they could actually work together they could probable actually contain the crusaders. Actually the crusaders are in a pretty bad position. Only the jaguars and falcons actually matter. The rest are literal 3rd rate clans that only in aggregate can do anything and most all the crusader clans are known for being utter assholes who refuse to work together. Society might be infiltrated a bit but i would bet a lot of it is still made up of scientists pissed at the restrictions. We shall see. Still stay on course though. Unless and until we establish we are not to be fucked with they will not respect us. Many will refuse to respect us anyway. But we prove ourselves and hand them all the data on the hegemony and current state of the sphere it should shake them up hard. If they were going to invade they should have already and they try now they will get ganked by us the the IS is preparing for them. Crusaders will riot. Other factions will range from smug to very concerned.
Right now we only need to wait to figure out which of them are plot armoured, and which of them are designated villains and acceptable targets. If there is any diplomatic route to take, we should take it, as it would work better under the logic of this story even if it wouldn't work normally.
 

Blade4

Apathetic Marine
Right now we only need to wait to figure out which of them are plot armoured, and which of them are designated villains and acceptable targets. If there is any diplomatic route to take, we should take it, as it would work better under the logic of this story even if it wouldn't work normally.
None should be but things got get dicey fast because might makes right go big or die tends to lead to explosive situations.

edit: though keep a eye on the big 6 or so. The ones that invaded in canon. They are the ones that really matter in politics because they have the weight to throw around.
 
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Turn 89 - Autumn 2194/3044 - Results

Warringer

Goto Wogon for Hard SciFi
Author
Turn 89 - Autumn 2194/3044

Confederated Forces:

[] Clan Intimidation & Evacuation: active
Time: ? turns, Chance of success: 65%, Reward: ?
Roll 1 of ?, Roll 1d100: 98+35+15 = 148 - Crit Success (Diplomacy with Lupus Republic, All Military Action)
Roll 2 of ?, Roll 1d100: 87+35+15 = 137 - Success
Roll 3 of ?, Roll 1d100: 75+35+15 = 125 - Success
Roll 4 of ?, Roll 1d100: 44+35+15 = 94 - Success
Roll 5 of ?, Roll 1d100: 44+35+15 = 94 - Success
Roll 6 of ?, Roll 1d100: 87+35+15 = 137 - Success
Roll 7 of ?, Roll 1d100: 70+35+15 = 120 - Success
Roll 8 of ?, Roll 1d100: 67+35+15 = 117 - Success

The reason for the refusal of the Grand Council to summon the leadership of the fleet after their landing on Strana Mechty became clear relatively quickly. The entire situation was propagating some panic within the Clans and it was believed necessary that the Kahns and SaKahns of all Clans should come to Strana Mechty to take part in the Grand Council, rather than deal with the situation over HPG. To Sophist Winters and General ven Hrevno, the situation was less of a problem, as it allowed the intelligence section of the Fleet to gather intelligence, largely from HGP Radio Backscatter as various Clans communicated .

For the most part, the reaction was split up between the lines of the three factions within the Clans. The Crusaders generally wished to almost immediately begin a Trial of Anihiliation against Clan Nova Cat for the crime of betraying the Great Father and his vision, foremost in this were Clan Jade Falcon and Smoke Jaguar, which were pressing especially strong.

The Guardians however were tentatively on the side of Nova Cat, though there had been some screaming matches between the Kahns of Nova Cat and Ghost Bear over the whole issue, which had slowly calmed down, after the explanation that the exodus of Nova Cat would allow the Guardians to have a base in the Inner Sphere, something they wished to for to protect it from outside threats.

The Wardens were standing in the middle, inclined to wait and see what would happen.

Even with these divergent points of view, all Clans went into a heightened state of alertness, preparing for what might happen at the Grand Council.

The rest of the time was used by intelligence to thoroughly penetrate Strana Mechty's communications network, relatively easily breaking the codes of any Clan on the planet and utilizing drones and Smart Dust to directly connect to various transmitters.

Eventually, all Kahns and SaKahns had arrived at Strana Mechty and entered the Grand Hall for a Council that lasted about three days, before Sophist Winters and General ven Hrevno were finally invited. Thanks to using drones and Smart Dust, it had been possible to listen in on the heavy discussions within the Council Chambers. Jade Falcon and Smoke Jaguar had indeed immediately called for a Trial of Anihiliation of Nova Cat, without even hearing the delegation, but that was immediately opposed by the Guardians, while the Wardens had remained neutral. There had been an attempt of Smoke Jaguar to initiate a Trial of Grievance, but that in turn had been smashed down by both the Wardens and the Guardians, as there had not yet been any decision been reached about the situation.

When Winters and ven Hrevno had been called in, they were accompanied by a mixed Heavy Armor Company, made up of tanks and mechs, as well as one of the Hunter-Killer packs as security detail. This led to consternation within the Grand Council, followed by an almost violent reaction to the commanding General of the Evacuation Force being non-human. That ven Hrevno was a second generation American and had grown up in Ohio was not of interest. His presence alone caused several warriors pull out weapons, preparing to shoot the General, until Winters, still someone well respected among the Kahns due to her former status as Oathmaster of Nova Cat, could talk everyone down.

In the end they were allowed to speak, with Sophist Winter explaining their reasoning carefully. She also tried to paint the picture of peaceful coexistence with aliens. Of course Nova Cat was in on the situation, but it came to the surprise of many others that Clan Star Adder and Hell's Horses were also implicated by Winters into the situation. This led to a vocal uproar within the Crusader camp, and they called for more Trials of Anihiliation against with Star Adder and Hell's Horses as a result. As both the Guardians and the Wardens once again denied the Trial almost immediately, the day's talks were called off and Winters and ven Hrevno sent back to their dropship.

Almost immediately after they were dismissed from the Grand Council, it was Kahn Leo Showers of Clan Smoke Jaguar that ordered an attack on the convoy as well as on the landing force. Thanks to the infiltration of Clan communication, the element of surprise was lost to Smoke Jaguar.

Code:
Smoke Jaguar Attack Force, Roll 1d100: 32+20+10     =  62 (Elite Clan Warriors, Knowledge of the Area)
1st Regiment 2nd Brigade, Roll 1d100:  98+5+10+10+5 = 128 (General Combat Bonus, Against Mechs, Knowledge of Clan Tactics, Battlefield Awareness)
Result: 62 vs 128 - Overwhelming OCP Success
As veterans of the 1st Regiment, 2nd Brigade, 5th Expeditionary Division later called it, the Smoke Jaguars entered combat 'fat and happy', convinced of their superior technology, weapons and training. Even with allowing the Smoke Jaguars to fire the first shot, almost all Smoke Jaguar warriors, be they mech pilots or Elementals, were hit from beyond their own range by helical rail guns, particle beams, lasers and plasma bolts, not to mention smart missiles, putting their forces into disarray as they attempted to close into weapons range. While the defence against Smoke Jaguar Forces was an overwhelming success, there were still a number of OCP soldiers killed or injured over almost four hours of combat, during which the convoy made it to the landing zone.

Sophist Winters called the attacking Smoke Jaguars honourless cowards for breaking SafCon as it had been granted by the Grand Council in this situation and demanded Kahn Showers and those responsible would be punished. In fact, she called for a Trial of Grievance against Showers. Showers of course denied any knowledge of the attack, calling it a reaction of his warriors over the entire situation, with Winters responding that he was not fit to be a Kahn, if he could not keep his warriors under control. This in turn led to the Trial of Grievance between Winters and Showers, in mech to mech combat two days later.

Showers arrived in his Mad Dog class Omni Mech, while Winters had chosen to take a modified Fusilier, which was given to her several years earlier, modified to allow a single person piloting it.

Code:
Showers, Roll 1d100: 77+20-10   = 87 (Elite Clan Warrior, Lack of Preparedness)
Winters, Roll 1d100: 57+20+10+5 = 92 (Elite Clan Warrior, Battlefield Awareness, New tactics)
Result: 87 vs 92 - Winters wins barely
The Trial in the Circle of Equals spread out over almost half an hour, with both combatants showing their own elite status as warriors. However, Showers did lack some preparedness for the fight, as he had primarily been a politician for years before this point, making his reflexes appear a little rusty. Winters however could count on the more advanced battlefield awareness both the Fusiliers drones and Smark Dust dispensers gave her, as well as the new tactics she had learned from the 8th Expeditionary Division during the maneuvers back in the Republic.

Still, the Trial only ended with Winters being lucky, a rail gun bolt from her Fusilier penetrating the ammo bins of the Mad Dog's LRMs, causing them to cook off and blow the entire right side from Showers' mech, from the arm to the leg, taking him out of the fight and heavily injuring him in the subsequent collapse as his mech toppled and his body straps failed in the critical moment.

Winters' Fusilier had been heavily damaged in return and only the more advanced security features had allowed the mech to survive several hits from the Mad Dogs lasers.

The entire aftermath of the situation, from the Smoke Jaguar attack to the Trial of Grievance against Showers, was rampant in the Clan's ChatterNet and other communication channels. One of the main threads of conversation was whether or not the OCP was the new normal within the Inner Sphere, contrary to what everyone had received from Wolf's Dragoons, who had somehow dropped from the radar years earlier.

Additionally, the aftermath allowed the Evacuation Force to make inroads with the Kahns of the Guardians, as well as those of Clan Wolf, who appeared to be mostly pragmatic about the entire situation and wished to use it to prevent the Crusaders from calling for an invasion of the Inner Sphere.

While this allowed beginning talking to the clans, it was clear the Crusaders Clans would not keep sitting on their hands for long, as it appeared both Clan Jade Falcon, Clan Burrock and even Clan Blood Spirit were preparing attacks of their own, perhaps even in concert with each other. To react to eventual threats, CFS Undyerlor and CFS Und-athtas, carrying the rest of the 5th Expeditionary Division were moved to orbit of Strana MEchty and put on notice to reach 1st Regiment, 2nd Brigade within several minutes with an emergency reentry and combat landing.

active for ? more turns

[] Cutting Communications: active
Time: 3 turns, Chance of success: 55%
Roll 1 of 3, Roll 1d100: 55+15 = 70 - Success
Roll 2 of 3, Roll 1d100: 47+15 = 62 - Success
Roll 3 of 3, Roll 1d100: 64+15 = 79 - Success
Combined: 70 - Success

While CFS Belladonna and CFS Ighttiniss destroyed the various number stations one after the other, The Confederation Space Force thought about completely securing the Far Star system against the Hegemony and decided to move the newly formed 5th Frontier Fleet to Graveyard, utilizing the newly discovered tesseract link.

Together with 1st Battle Fleet and a single Lerbtur, 5th Frontier Fleet then moved in on Far Star, preparing to engage the Hegemony vessels.

Code:
Hegemony, Roll 1d100: 43+10-10 = 48 (Advantage of Numbers, Surprise)
OCP, Roll 1d100:      78+10+10 = 98 (Longer Range, Surprise)
Result: 48 vs 98 - Overwhelming OCP Success
Combat against Hegemony forces was surprisingly one sided, as they were almost paralysed by surprise, after 1st Battle and 5th Frontier Fleet jumped into the system and immediately engaged the Hegemony with long range missile bombardment, as well as particle beams to take out any biological crew of the vessels.

From the reactions and the attempts to communicate with the attacking OCP forces, the crews of the Hegemony vessels appeared to be surprised to be attacked by full-blown WarShips, initially believing them to belong to the Hegemony and being reinforcements, before being thrown off their game by being confronted by a force they knew nothing about.

In the end, all Hegemony WarShips were destroyed, with only a few survivors being taken as the last vessel finally was forced to surrender.

This meant that the Far Star system was secured by the OCP and the Lerbtur began to utilize the resources of the system, but especially the derelicts from the Hegemony to set up heavy system defences.

Reward: Far Star is secured, the Communication link between the Inner Sphere and the Hegemony is severed

OCP Survey Office:


[] Kill all Terran Spies: active
Time: 8 turns, Chance of success: 40%
Roll 1 of 8, Roll 1d100: 56+15 = 71 - Success (All Intelligence Actions)
Roll 2 of 8, Roll 1d100: 41+10+15 = 66 - Success (MIIO Cooperation)
Roll 3 of 8, Roll 1d100: 99+10+15 = 123 - Crit Success
Roll 4 of 8, Roll 1d100: 34+10+15 = 59 - Failure
Roll 5 of 8, Roll 1d100: 75+10+15 = 100 - Success
Roll 6 of 8, Roll 1d100: 93+10+15 = 118 - Success
Roll 7 of 8, Roll 1d100: 12+10+15 = 37 - Failure
Roll 8 of 8, Roll 1d100: 77+10+15 = 102 - Success
Combined: 84 . Success
Agents taken out, Roll (40+3d20): 80
Negative IntOps, Roll 3d20: 50

The two attacks of the LOKI cells against not only the OCP embassies, but also the NEw Terra Conference, appeared to be the straw that broke the camels back as far as Archon Steiner was concerned. With backing from First Prince Davion, she declared LOKI to be defunct and a threat to national security, giving the order of any and all Lyran agencies to work to destroy LOKI once and for all. This sparked off a wider 'secret war' as all intelligence agencies of the FEderated Commonwealth began to move in against LOKI. Of course the Survey Office followed suit, supporting the other agencies, though it was believed that the final death of LOKI would take years of operations against their various hidden cells.

Meanwhile, SAFE was able to almost purge their own ranks from Hegemony agents, most of which were unable to act in the Hegemonies interest, as they lacked any new orders, indicating that they had been tightly controlled from Terra Nova.

In the end, int was believed about 80 percent of Hegemony agents had been taken out over the past two years, with most survivors active within the nations of the former Draconis Combine.

Reward: 80% of Terran Agents are taken out, -50 to Terran Hegemony IntOps, Background Event: War on LOKI

[] Scouting the Terran Hegemony: active
Time: 6 turns, Chance of success: 35%
Roll 1 of 6, Roll 1d100: 90+15 = 105 - Success (All Intelligence Actions)
Roll 2 of 6, Roll 1d100: 96+15 = 111 - Crit Success
Roll 3 of 6, Roll 1d100: 63+15 = 78 - Success
Roll 4 of 6, Roll 1d100: 66+15 = 81 - Success
Roll 5 of 6, Roll 1d100: 55+15 = 70 - Success

With the remaining surveillance satellites emplaced, the scout vessels were able to check for the systems where the Hegemony was stockpiling their forces, discovering one of these systems by mid Autumn. A quick survey of the system, about ten lightyears distant to Terra Nove, showed that at least seven hundred WarShips were docked with several huge anchorages, apparently in deep storage, while several more anchorages were locked with large scale transport jumpships, based on the Star Lord class, with no less then eight dropship collars, each with a full complement of dropships docked to the collars.

From previous knowledge, this appeared to be about a third of the production of a hundred years, with one third purposelessly destroyed at Algareon every two years. With this data, there should be at least two more of these systems around, where the rest of the 'Stocpile Fleet' was docked. However, there still was the fact that about two hundred WarShips, though largely smaller vessels of up to 1Mtonne, were currently active within the Hegemony at any given moment, running patrols and the like.

These 'Stockpile Systems' would certainly be the first to be hit by any OCP attack, utilizing either Class V KKV missile or Class VI RKKV missiles, the latter which were under active development.

active for 1 more turns

OCP Diplomatic Corps:[/B]

[] International Cooperation: active
Time: 8 turns, Chance of success: 50%
Roll 1 of 8, Roll 1d100: 99+10 = 109 - Crit Success (All Diplomatic Actions)
Roll 2 of 8, Roll 1d100: 57+10 = 67 - Success
Roll 3 of 8, Roll 1d100: 7+10 = 17 - Failure
Roll 4 of 8, Roll 1d100: 67+10 = 77 - Success
Roll 5 of 8, Roll 1d100: 94+10 = 104 - Success

One of the first reactions to the LOKI attack on the conference center on New Earth were offers of help from both the OCP and the Confederation of Habitats, largely to supply New Terra, any by extension New Avalon, with drugs that would help with radiation damage to people, but also help decontaminate the considerable areas that were affected. There was some initial resistance against this outside help, but it was First Prince Davion who put his foot down and openly welcomed any help, stating in private it might help usher in a new age of cooperation, while also asking for medical help for his wife Melissa, who was in a medically stable state, but still had lost her legs and sustained several additional injuries.

This of course led to both the OCP and the Confederation of Habitats sending medical personnel and supplies to both New Earth and New Avalon.

Meanwhile, Davion used the attack and a condemnation of the attack and its Hegemony backers to open up the Conference in a hastily prepared different conference center, which was put under heavy guard to prevent a similar attack by LOKI or other Hegemony agents. He immediately said the conference's goal was not to create a new Star League, as even he, who had previously loved to have taken the throne, had been put off by the repeated news of the Hegemonies crimes against humanity and even their own people. How could he himself attempt to emulate something like that?

Still, he noted, the general goal of the Star League, to unify humanity in peace, was a worthy goal, but not one that should be pursued at the end of a gun pointed at your head. Instead, he proposed to unify all humanity in an organization meant for peace, without their own standing army, something likened by the OCP delegation to the earlier League of Nations on Earth. Davion even called his proposed organization a 'League of Nations', where every nation of the Inner Sphere would have the same representation as every other, which was perceived as a nod towards the Periphery nations that were the losers of the Star League.

Of course, the first thing this 'League of Nations' would need to do was to fight either the Clans or the Terran Hegemony.

active for 3 more turns

[] Integration Office: active
Time: 6 turns, Chance of Success: 55%
Roll 1 of 6, Roll 1d100: 53+10 = 63 - Success (All Diplomatic Actions)
Roll 2 of 6, Roll 1d100: 33+10 = 43 - Failure
Roll 3 of 6, Roll 1d100: 23+10 = 33 - Failure
Roll 4 of 6, Roll 1d100: 21+10 = 31 - Failure
Roll 5 of 6, Roll 1d100: 19+10 = 29 - Failure
[] CANCEL - 6 votes

Because the idea of the Integration Office was so highly controversial, the two groups in Parliament could only agree not to agree, and the laws that would have introduced it were put on hold for the foreseeable future to deal with more important issues that did not bother Parliament so much.

Result: Action canecelled, unable to work on it for 4 turns

OCP Trade Organization:[/B]

[] Space Industry IV: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 16+10+10+10+20+15 = 81 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)
Roll 2 of 4, Roll 1d100: 30+10+10+10+20+20 = 100 - Success
Roll 3 of 4, Roll 1d100: 71+10+10+10+20+20 = 141 - Success

Slowly more and more of the former medium and heavy industrial areas on both Earth and Jerat, but also other worlds, like Hannover and Washington, were moving wholesale into space, either into orbital facilities or asteroid factories, where none of the dangerous byproducts could be introduced into a biosphere. Even in the Circinus Cooperative and the Illyrian Palatinate the few industries the two polities had were moved into space, which in turn lead to more industries settling in their space, helping create local job opportunities in space as well as helping the local economy in general.

active for 1 more turns

[] Space Mining IV: - 7 votes
Time: 4 turns, Chance of success: 70%
Roll 1 of 4, Roll 1d100: 90+10+10+10+20+20 = 160 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)
Roll 2 of 4, Roll 1d100: 75+10+10+10+20+20 = 145 - Success

The same incentives that helped move industry into space also helped move the last remains of planetary mining into space, where it was easier to get to the various raw materials needed for heavy and medium industry and refine them with the help of the infinite energy provided by a system's primary. Some mining, like the germanium mines on New Berlin, however, were unlikely to be closed and moved into space, as especially this material was in high demand for jumpship and WarShip construction, especially with the growing threat of the Hegemony.

active for 2 more turns

OCP Office for Science and Development:


[] Better MetaMaterials: - 6 votes
Time: 6 turns, Chance of success: 50%
Roll 1 of 6, Roll 1d100: 20+10+10 = 40 - Failure (Research Center Sol, Interstellar Communication Network)
Roll 2 of 6, Roll 1d100: 86+10+10 = 106 - Success

Finally, after some political wrangling within the scientific community, money had been granted to a number of projects which goal was to develop new Meta Materials with various applications, be they structural engineering, electronics, heat management or others.

Largely, this research aimed to make do with the various super computing centers to play around with mathematical and genetic modelling, as to test out many possible configurations and find new variants that performed better than existing ones.

active for 4 more turns

[] Non-Germanium Jumpdrives - 5 votes
Time: 6 turns, Chance of success: 50%
Roll 1 of 6, Roll 1d100: 25+10+10 = 45 - Failure (Research Center Sol, Interstellar Communication Network)

Concurrently, as research into Meta Materials began, some scientists were beginning to wonder about ways to replace the expansive Germanium in jump drives. Partially this was grounded on the scarcity of germanium itself, but also in seeking to replace the germanium mines that had sprung up on various planets, some of which were far from ecologically sound in their mining and refining methods. If germanium could be replaced by the extremely abundant silicon, for example, these mines would not be needed anymore.

The project ran into the same problems as the Meta Material projects had encountered earlier, insufficient possible funding with the number of different projects under the purview of the Office for Science and Development.

active for 5 more turns

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

OCP Internal Events:

With the potential for a massively expanded Hegemony threat, should they reactivate the WarShips they have in deep storage, many within Parliament began to talk about the possibility to massively expand the Confederations Fleet already, even if the currently active Fleet Expansion Project was still underway. Providing additional funding would certainly ease some minds at the very least.

Additionally, there was the idea to use the New Earth Conference to auction off the old Comstar vessels taken by the Confederation during the destruction of that organization, at least giving the Inner Sphere some WarShips to support and operation against the Hegemony.

Then there were some scientists lobbying in Parliament to expand the funding capabilities of the Office for Science and Development, as more and more scientific projects were running into problems securing their funding.

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

Intelligence Report:

Periphery Alliance:


Lupus Republic:


Not much is happening within the Lupus Republic.

Lothian League:

Not much is happening within the Lothian League.

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

Far Star Situation:

Algareon:


Not much of interest is coming from Algareon.

Terran Hegemony

There is currently a lack of intelligence about the Terran Hegemony.

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

Taurian Concordat:

Not much of interest is happening within the Concordat.

Magistracy of Canopus:

Not much of interest is happening within the Magistracy.

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

Inner Sphere:

Federated Commonwealth:


Not much of interest is happening in the Federated Commonwealth.

Draconis Combine:

The Draconis Combine continues to splinter and collapse.

Free Worlds League:

Not much of interest is happening in the FWL.

Dutchy of Andurien:

Not much of interest is happening in the Dutchy of Andurien.

Confederation of Habitats:

Not much of interest is happening within the CoH.

Terra:

Slowly the bioweapon could be controlled, as more vaccine and cure was spread through Terras infected population.

Expansion and Suggestions:

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

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

Random Event - Nothing happens
 
Turn 90 - Winter 2194/3044

Warringer

Goto Wogon for Hard SciFi
Author
Turn 90 - Winter 2194/3044

Confederated Forces:

[] Clan Intimidation & Evacuation: active (? turns)
Offer send full military expedition to clan homeworlds with our transports and hope the full weight of it makes the clans hesitate to do something stupid... and brutally murder the first would be ristar to try. Several battleships with Cruiser and frigate/Arethusa escorts plus attached ACC's and 4 to 8 divisions of troops to bolster the local Lupus leaving and give the clans a wake up call. They can also be handed info on Hegemony at same time and fact they are also probable infiltrated.
Time: ? turns, Chance of success: 65%, Reward: ?

[] 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 available after the last Fleet Extension is finished
Only available after completion of the WarShip Upgrade Program


[] 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:

[] Scouting the Terran Hegemony: active (1 turns)
With some survey vessels already present, there should be an effort made to get up to date intelligence on the Terran Hegemony and their capabilities.
Time: 6 turns, Shcnace of success: 35%, Reward: Up to date Intelligence on the Terran Hegemony

[] 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:

[] International Cooperation: active (3 turns)
With the success in the reproachment efforts and the good standing of the Confederation in international affairs, perhaps the threat of the Terran Hegemony and the Clans could be used to begin the process of International Cooperation within the Inner Sphere, creating some sort of informal alliance of some sort.
Time: 8 turns, Chance of success: 50%, Reward: International Cooperation
Note: Rolls will be taken individually for each nation once a conference of some sort begins

[] WarShip Auction:
With the growing threat of the Hegemony, the Comstar WarShips in storage of the the Confederation should be auctioned off to the Inner Sphere, helping them to establish their own defences and get some diplomatic support from the Inner Sphere nations.
Time: 4 turns, Chance of success: 50%, Reward: +10 diplomatic relations to the winners of the auction

[] 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 majority of Inner Sphere nations, some nations still do not have an OCP embassy.
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

[] Integration Office: closed off for 4 turns
As we keep expanding there are a number of single worlds about us that could be peacefully absorbed and better off for it. Perhaps we should see about creating a organization perhaps attached to Prometheus that when ready andwilling can bring them in the OCP without direct need of parliament to pick out worlds for targeted recruitment? If nothing else the world of Farnham's Planet could be used as a test case with the offer then spread about to neighboring worlds.
Time: 6 turns, Chance of Success: 55%, Reward: Integration Office

[] 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:

[] Space Industry IV: active (1 turns)
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: Last Space Industry Action, +5 on internal and external trade
If this action becomesa critical success, all heavy and medium industry is moved into space from planetside

[] Space Mining IV: active (2 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: Last Space Mining Action, +5 on internal and external trade
If this action becomesa critical success, all mining is moved into space from planetside

[] 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

[] 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:

[] Scouting for Tesseract: active (2 turns)

[] Better MetaMaterials: active (4 turns)
With the various needs for better materials and the discovery of the Algareon Megastructures, there was some interest in developing new and better ameta materials that could be used in various new ways to create new systems
Time: 6 turns, Chance of success: 50%, Reward: +10 to all practical/engineering research

[] Non-Germanium Jumpdrives: active (5 turns)
It is time to replace the scarce germanium with the much more abundant silicon.
Time: 6 turns, Chance of success: 50%, Reward: New Jumpdrive/RSN drive, (2d20-30) size difference for the new drive

[] Search for more Tesseracts:
With the new tesseracts explored, perhaps á search should be done to look for more of them, near the newly explored tesseract ends.
Time: 5 turns, Chance of success: 60%, Reward: 1d10 more tesseracts discovered

[] Expand Funding:
With several projects having experienced issues with getting enough funding, it is time to work to expand the funding capabilities of the Office for Science and Development.
Time: 3 turns, Chance of success: 60%, Reward: +10 to research, of the actions ends with a crit succes one additional Scientific action per turn

[] 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:
Military
Diplomacy
Intelligence

----------------------------
 

Letsparty

Active member
[X] Military Action: Capture the Hegemony stockpiled warships
Prepare operations to capture the warships with KKVs as backup.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Please suggest a military action

[X] Intelligence Action: Assist the capture operation with Intel gathering on the stockpiles
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Please suggest an intelligence action

[X] WarShip Auction:
With the growing threat of the Hegemony, the Comstar WarShips in storage of the the Confederation should be auctioned off to the Inner Sphere, helping them to establish their own defences and get some diplomatic support from the Inner Sphere nations.
Time: 4 turns, Chance of success: 50%, Reward: +10 diplomatic relations to the winners of the auction

Prepare to capture the warships Hegemony has stockpiled.
Have the capture operations be backed up by pre-fired Kinetic Kill Vehicles.
Should the capture of any individual warship be successful it transmits a code paired to its KKV that fires a charge that deflects the KKV from striking the captured ship.
Have the backdrop of the KKV strike be the system star so that any misses hit the star.
 

Blade4

Apathetic Marine
Holy crap we are making the clans lose their shit already. Weapons in the grand council chamber!? Thats a you die and dezgra forever offense. Only the guards have weapons for anyone else to bring them in at all is unforgivable. And the jaguars broke Council granted safecon and then lost the trial of grievance. There will be issues over that. Lots of issues. The loss of face is going to hurt them a while as well the heavy raiding as the others make known their displeasure. Be lucky if they are not censured or something. They are probable not happy to have warships in low orbit but because of the jaguars they cant deny it as they broke their "bid" already and we would have right to move in more forces. Odd Showers was mentioned as seemingly rusty though. Clan warriors are warriors first always and those that dont lose that status fast. Well unless they are cheating falcons... Showers should not be able to get rusty in a clan like jaguars though.

Still this is working well. We have seen of one attack and now need to see of the next few as the other clans come in try hard mode and really test us. And jaguars liable to try to jump us again to regain "honor". We are talking with the wolves who in this era are one of the most sane clans and probable going to be a nominal ally in this and word of all this is spreading sowing fear and doubt which can only help us prevent a invasion if they think we are normal. Wonder if adders and horses might try to defect to? If it is none they have people in the lupus they will catch flak but they could play it off as allowing dissidents to leave peaceable.

From there the rest of the update is more mundane. I dont trust Hanse would not have tried to push being first lord of a star league but he will take what he can get and build from there. How will he react to fact we are already punching the clans and preparing to jump the hegemony while the houses are still just trying to organize themselves? By time they can even organize forces and try to move them into a useful position at this rate the wars could already be over.

Loki i think will be a problem for a while but at least one being handled and the paralysis of the Hegemony agents just adds more data that something very screwy is going on with them. Along with that pathetic showing at far star shows they are not used to change and are so tightly controlled adaption is a foreign concept. @Letsparty i want to start jumping them now to but i think that would be a mistake. The hegemony does not seem to be really reacting to the danger in a rational manner or perhaps at all beyond robotic or child like attempts to rebuild what they had. When we jump the stockpiles we need to do it all at once or the threat might make them wake up and start activating the others. When we strike it needs to be a coordinated effort hitting all stockpiles at once then moving to hunter kill the patrols. We do this right we could wipe the hegemony out as a functional threat inside a 3 to 6 month period in one go.

Though why do you want to capture the stockpiles? The equipment is basically raw material to us. The crews we could try to rescue but they might be irrecoverable fanatics as well.

[] 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

[X] Intelligence Action: Add more resources to hunt down all stockpiles and map all patrols and military installations and keep eyes on when possible.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Please suggest an intelligence action

[X] WarShip Auction:
With the growing threat of the Hegemony, the Comstar WarShips in storage of the the Confederation should be auctioned off to the Inner Sphere, helping them to establish their own defences and get some diplomatic support from the Inner Sphere nations.
Time: 4 turns, Chance of success: 50%, Reward: +10 diplomatic relations to the winners of the auction
 
Last edited:

Letsparty

Active member
Why do i want to capture them ?
Because the warships take a damn long time to build.

Especially considering the Hegemony spent that damn long building them they apparently thought they needed them, so i would prefer to have them available should we need them rather then need them and not have them.

And considering we don't know when what something might come and bash us over the head.
Getting a lot of warships while denying them to the enemy is a win win for us.

And in the worst case we could use some cannon fodd.... err i mean valuable allies from the inner sphere realms crewing those ships.
 

Blade4

Apathetic Marine
Thing is they are good only to be reprocessed into our ships or handed out to the IS to bulk them out. I guess we can try and see what happens. Though given how useless the houses functionally are so far not sure how much good it will do but cannon fodder is always useful if you can keep them your fodder. Gonna need a lot of marines but way they are acting they probable can conceive of the stockpiles being taken or found. Still best we hit them all at once or we probable will trigger them awakening then we will have a slogging fight on our hands. Though i would like to see what a class VI kkv could do as well. A houses size mass of fuck you? Big enough a dozen can push a world into nuclear winter?
 
Just out of curiosity could we develop tectonic weapons for dealing with ground-based defenses like the inevitable dozens of castle brains this hegemony in exile has built up over the centuries? I can't imagine that such huge fortresses would be built anywhere but the shield of a continent. I might also mean that we aren't technically committing a crime under the ares convention if anyone asks
 

Blade4

Apathetic Marine
Just out of curiosity could we develop tectonic weapons for dealing with ground-based defenses like the inevitable dozens of castle brains this hegemony in exile has built up over the centuries? I can't imagine that such huge fortresses would be built anywhere but the shield of a continent. I might also mean that we aren't technically committing a crime under the ares convention if anyone asks
Pretty sure nukes that can dig into the earth a bit before blowing should work just fine. we dont necessarily need to destroy the whole fortress just smash it to hell and destroy any surface emplacements and entrances. Which actually sounds like a excuse for researching deep penetrating sensors and mapping from orbit which has awesome scientific uses as well. Should have that already but a system built for low orbit ortillary warships who have to dig out such a thing? Honestly probable might need to build a ship for that as well. A ugly brick with heavy ventral armor and a weapon selection meant more for ground support ortillary for precision work and general reduction of a target or target world.
 
[X] Military Action: Capture the Hegemony stockpiled warships
Prepare operations to capture the warships with KKVs as backup.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Please suggest a military action

[X] Intelligence Action: Assist the capture operation with Intel gathering on the stockpiles
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Please suggest an intelligence action

[X] WarShip Auction:
With the growing threat of the Hegemony, the Comstar WarShips in storage of the the Confederation should be auctioned off to the Inner Sphere, helping them to establish their own defences and get some diplomatic support from the Inner Sphere nations.
Time: 4 turns, Chance of success: 50%, Reward: +10 diplomatic relations to the winners of the auction
 
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