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Growing Horizons: Inner Sphere - Quest

Turn 33 - Autumn 2182/3032
Turn 33 - Autumn 2182/3032

WCDC Defense Council:

[] Improved System Defense & Forward Operation Base:
While the Raytan Jump Point Defense Stations do their job for system defense, there are ideas how to improve on the system, giving it FTL capabilities, so that they can be emplaced in systems without existing interplanetary infrastructure. Additionally, such a station could potentially act as a mobile Forward Operation Base for offensive operations. Together with the Caldran Ansible, it would also allow the operations command and staff to remain protected bhind the potential front lines. Potentially, such a design might be equipped with the new Jump Drive.
Time: 4 turns, Chance of success: 45%, Reward: New FTL cpable Defensive Station

[] Project Byzantium:
With the successful recovery of the SLS Belisarius it should be a priority to put this large spacecraft back into service and take the time to take a look at its weaponry and other systems, as they are replaced by their WCDC equivalent. This would potentially allow the design of heavy weapon systems, including lasers and kinetics, a vessel of similar size might be equipped with. At the least, it should be possible to determine, whether a massive combat spacecraft of this size makes any sense. At the very least it might be possible to carry a number of dropship collar equipped conventional combat spacecraft to be carried into combat, backed up by a lot of firepower and even act as a Forwards Operations Base.
Time: 6 turns, Chance of success: 60%, Reward: Belisarius put into service for the WCDC, new research options for large scale weaponry and large scale combat spacecraft

[] Project Hunter Killer:
Some of the Project Teams have started to think that since there are now AutoWars in the space forces, it might be a good idea to ask AIs whether they would be willing to operate ground combat vehicles and compact mechs of some sort, so that the ground forces can operate on a similar level as the space forces.
Time: 4 turns, Chance of success: 50%, Reward: AI controlled ground combat vehicles, 50% chance of specialized compact mechs for use by AIs

[] Forwards Operation Base Circinus:
Following the invasion of Circinus and the need to secure the remaining worlds of the former Circinus Federation, a Forwards Operation Base for WCDC military forces should be set up in the Circinus System. Additionally it might help against possible attacks of pirate/mercenary/other Inner Sphere Forces against Circinus and the other worlds, as well as support any future operations in the area against piracy.
Time: 4 turns, Chance of success: 50%, Reward: Forwards Operation Base for Space Forces and Ground Force assets (up to 15 Squadrons & 5 Regiments)

[] Operation Tortuga Down:
With a possible new 'Pirate Heaven' building up directly adjacent to Circinus, there is a reason to go out and prevent if from being established in the first place. Additionally, some troops should be sent to the other worlds of the by now possibly former Circinus Federation to occupy them as well and help set up future democratic governments of these worlds. Additional patrols of spacecraft would go a long way to prevent any 'Pirate Heaven' to form.
Time: 3 turns, Chance of success: 60%, Reward: All worlds of the Circinus Federation occupied, No piracy in the Circinus Federation, reduced piracy in nearby space

[] Project Indigo Putter:
Currently the reaction time to pirate attacks on the worlds that are part of the 'Operation Mekong Delta' is rather low, even with the number of active squadrons. As such, the participating planetary governments should be approached to request the emplacement of Ansible Nodes within their systems to improve the reaction time of the Patrol Squadrons. Though the additional diplomatic and economic effects of the Ansible Nodes should be noted, even if these nodes would be primarily of military use.
Time: 4 turns, Chance of success: 70%, Reward: reaction time to pirate attacks reduced to 5 days, +5 to diplomacy on affected worlds, +5 to external trade with affected worlds

WCDC Survey Office:

[] Deep Cover Intelligence: active (2 turns)
With the Preparations successful, it is time to send the Deep Cover Intelligence mission out into the Inner Sphere and begin trading with the Lyran Commonwealth and the Free Worlds League. And while doing so, gather information about the economy and military of the two Inner Sphere nations. It might also be possible to place some deep cover agents into both nations to gather long term information.
Time: 10 turns, Chance of Success: 60%, Reward: Information about the Lyran Commonwealth and the Free Worlds League, 75% chance of emplacing an intelligence network

[] Marian Intelligence:
While the Deep Space Signal Intelligence Network is slowly growing towards the Marian Hegemony, it might be a good idea to start a one off survey of the Marians to get a good image of the capabilities, should they prove to be more belligerent than they currently appear.
Time: 4 turns, Chance of success: 50%, Reward: One off information about the Marian Hegemony

[] Further Survey IV:
Following the Initial Survey, more information should be gathered further outside of the Walker Cluster and the already known space.
Time: 4 turns, Chance of success: 65%, Reward: (10+2d20) systems from 60 to 90 ly discovered, followup action allows surveying the remaining space

[] Abandoned Settlements:
The initial Survey has discovered several previously habitated worlds where the initial settlers seem to have died out of left for greener pastures. Maybe it would be a good idea to take a closer look at these worlds and seek for anything the early habitants might have left behind. Maybe it would also be possible to resettle these worlds, if the ecology allows it.
Time: 3 turns, Chance of Success: 60%, Reward: Discovery of 1d10 valuable artifacts, 1d4 of these worlds can be resettled

Deep Space Signal Intelligence Network

[] Real Time Deep Space Signal Intelligence: active (1 turns)
Creation of a deep space FTL communcation network to link all Surveillance Sites to FOB Pine Gap and Berlin.
Time: 5 turns, Chance of success: 40%, Reward: Real Time Data avaiable for Survey and intelligence work

[] HumInt: (12 turns)
Find a way to emplace HumInt agents into places of interest.
Time: 3 turns, Chance of success: 40%, Reward: A way to insert agents to planets where they can gather human intelligence


WCDC Diplomatic Corps:

[] Long Range Diplomacy - Illyrian Palatinate: active (2 turns)
In the wake of the raids of the Marian Hegemony on thge Palatinate, it might be preferrable to open diplomatic contact to the nation and potentially offer some support.
Time: 6 turns, Chance of success: 50%, Reward: Diplomatic Contact with the Illyrian Palatinate

[] Circinus Uplift: active (3 more turns)
While this is partially an economic situation, helping to uplift the industry and economy of Circinus to be much more independent from other sources is going to help massively in the diplomatic front, improving and possibly speeding up the recovery of the planet from the previous government. It will also hopefully improve future diplomatic relations to any gorvernment that might be able to form during the occupation.
Time: 4 turns, Chance of Success: 60%, Reward: Slow growth of Circinus economy.

[] Charm Offensive IV:
In the wake of the Black Warrior Attack and the fears that are still around in the nearby systems, it would be a good idea to alley their fear.
Time: 4 turns, Chance of success: 60%, Reward: Better diplomatic relations to the ten known worlds, +5 to diplomatic actions with the ten worlds

[] We need new members:
There are 8 nations in the Three Systems that have declined to become members of the WCDC. 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 WCDC.
Time: 2 turns, Chance of success: 25%, Reward: 1d6 nations of the 8 nations that declined WCDC membership initially, become WCDC members

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

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

WCDC Trade Organization:

[] Combat Landing Craft: active (2 turns)
The preparations for Operation Market Garden had shown the WCDC was in desperate need of a dedicated Combat Landing Craft, able to land troops on a planet, perhaps a company, perhaps even a battalion, and support them in various ways, from logistics, over recovery and repair to artillery.
Time: 3 turns, Chance of success: 65%, Reward: 1d2 designs for Combat Landing Craft

[] New Settlement Initiative:
The recent attack of the Black Warriors on 61 Virginis has brought the vulnerability of the Three Systems and the WCDC into focus, even if the forces in the system have been able to defeat the invaders. There are also many virgin, uninhabited planets nearby discovered by the initial survey missions. So it is only natural that the Trade Organization should offer a few incentives to send out a few new settlement missions. Perhaps one or two Planetary Settelment Kits for free would do for settling an additional planet or two.
Time: 6 turns, Chance of success: 50%, Reward: 1d4 newly settled planets

[] Heavy Combat Space Craft:
After the success of the previous projects to build light and medium space craft with the new technologies, it is not time to begin with the development of heavy combat space craft to replace the current classes of Bombard type spacecraft
Time: 6 turns, Chance of success: 60%, Reward: One design of a heavy combat spacecraft, 30% chance of a working prototype

[] Von Neuman:
AIs of various stripes have been a fact of life for all nations of the Three Systems for some time now and there had always been ideas of space craft that could reproduce by themselves and to a degree the Planetary Settlement Kits were a version of such a Von Neumann machine. Now, with both the economic and military situation somewhat in the balance, concerning the Inner Sphere, maybe it would be time to make use of the available technology and create fully automated factory space craft that could go into a system, begin mining raw materials from asteroids and then produce just about everything with its fabricators, from shoes over shuttles to combat space craft and even a copy of itself. The military would be interested in such a spacecraft to produce munitions, replacement parts and entire stations.
Time: 6 turns, Chance of success: 40%, Reward: Design of a Von Neumann Factory Spacecraft, 5% chance of a working prototype

[] Industrial Export:
Some surprising things have come up during historical research, including the Terran Hegemony flooding the Periphery with cheap goods and systems that killed off local suppliers and left worlds in the cold, following the Amaris Crisis and the following Successor Wars. Now some companies believe they could make a profit selling power generation, atmospheric processors, water purification and other similar systems to the worlds and polities surrounding the WCDC. Some even propose to set up factories for these things on other planets and polities. This would certainly improve the economic situation of these worlds, diplomatic contact with them, as well as improve the WCDC economy.
Time: 4 turns, Chance of success: 60%, Reward: +10 to external trade with selected world, +10 to diplomacy with selected world
Select a world or polity to export to

[] Combat Vehicle Development
With the Combined Arms Doctrine continuing to be used, it is time to develop the designs for IFVs, Self Propelled Artillery, High Moblility Vehicles and Armored Logistics Vehicles.
Time: 3 turns, Chance of success: 70%, Reward: Combat Vehicle designs, +5 to ground combat

[] Interstellar Jump Trader:
There are several large jump ships now available as a base to design a large jump capable trade space craft that would allow carrying dropships and cargo. It might be a good idea to give some incentives to some dock yards to begin with the development of large jump capable vessels that can operate like the jump ships of the Inner Sphere and either use or sell them on the open market of the Inner Sphere, using a conventional jump drive.
Time: 4 turns, Chance of success: 60%, Reward: 1d4 Jumpship designs that can be used locally or sold

[] Build the Weapons:
Since the weapons used by the Inner Sphere were successfully reverese engineered, it is not possible to build carbon copies of them and perhaps even build up on them, though mostly for export. Handing the plans over to several arms cpmpanies will allow that they can be sold easily
Time: 4 turns, Chance of success: 70%, Reward: Ability to build IS weapons, Options to create upgraded IS weapons, Possibility to sell weapons

[] Build the Technology:
With mechs been taken apart, it might be a possibility that parts for them could be replicated and sold on the open market in the future. Especially Myomer bundles are interesting in thie regard, though WCDC technology allows to make motive materials that are more compact compared to IS Myomer.
Time: 4 turns, Chance of success: 60%, Reward: Ability to build IS mech components, Options to upgrade IS Mech components, Possibility to sell Mech components

WCDC Office for Science and Development:

[] Superliminal Wave Detector:
The new N Field Theory tells about the possibility of a form of n-dimensional waves that move at faster than light speeds for a certain distance. It should be possible to build some sort of detector for such waves. Already there are some possible uses for such a detector, such as detecting the use of jump drives over a certain distance. Though how long the distance will be is to be determined. Certainly, it would help detecting the emergance of jump drives inside a solar system and react faster for defensive purposes.
Time: 5 turns, Chance of success: 55%, Reward: Superluminal wave detector, (10+3d20)ly detection range

[] Project Blue Danube:
With the construction of the two Advanced Jump Core Prototypes Just Testing and Size Isn't Everything to modern specifications, it might be a good idea to test how the Heim-Feynman Event Generator influences the Jump Core and vica versa, as it would be beneficial to equip a jump ship with a HFE Generator for short range FTL jumps or to move through Heim-Feynman Space while the jump core is charging, speeding up long range FTL travel.
Time: 3 turns, Chance of success: 75%, Reward: In the future jumpships may be equipped with a HFEG based secondary FTL drive

[] Project Heavy Mysterious Mustard:
With the completion of the Jump Drive Project, it might be a good idea whether or not it would be possible to burn some research time to further improve the Jump Drive, Improve the range, materials, allow faster charing from a fusion reactor, this kind of thing.
Time: 5 turns, Chance of success: 40%, Reward: Improved Jump Drive

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

2 Actions for:
Military
Science

1 Action for:
Survey
Economy
 
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[X] Improved System Defense & Forward Operation Base
[X] Further Survey IV
[X] Project Hunter Killer
[X] Von Neuman
[X] Project Blue Danube:
[X] Superliminal Wave Detector:

Hunter Killers and Van Neumann to allow the faster build-up of our military through the only way that actually provides some advantage over BT universe, and repeated Deep Cover Intelligence for finding potential targets, improved System Defense & Forward Operation Base to improve our ability to project power. Research project is obvious, with better detection abilities, and better FTL...
Edit.
Changed again, we can't repear Deep Cover Intelligence, so let's so with survey. Allows to find places we can sent factory ships to once we have them.
 
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Karakal II Main Battle Tank

NGR_Tiger_HBT-03.jpg

Code:
Mass: 70 tons
Movement Type: Tracked
Power Plant: 240 rated Fusion + Superconducting Batteries
Cruising Speed: 97.2 kph
Maximum Speed: 129.6 kph
Armor: Advanced Composite Armor
Armament:
     1 125mm Helical Rail Gun
     1 Hex Missile Launcher
     1 5MW Laser AMS
     1 .50cal Gauss Gun
Manufacturer: Krauss-Maffei Wegmann, Licenses
     Primary Factory:   Munich, Sol
     Secondary Factory: Varies
Communication System: Spread Spectrum Radio Communication
                      Mesh Networking capabilities
Targeting & Tracking System: Combat Information System
                             Recon Drone
                             Smart Dust
Introduction Year: 30XX
Cost: 8.5 mio €

Type: Karakal II
Technology Base: Walker Cluster Mixed
Movement Type: Tracked
Tonnage: 70
Battle Value: 1,062

Equipment                                          Mass
Internal Structure                                   12
Engine          240 rated Fusion
                Superconducting Batteries            12
    Cruising MP: 9
    Flank MP: 12
Advanced Heatsink:             10                     0
Control Equipment:                                  4.0
Power Amplifier:                                    0.0
Turret:                                             1.5
Armor Factor (Ferro)          295                  16.5

                          Internal   Armor  
                          Structure  Value  
     Front                   8         71   
     R/L Side               8/8      59/59  
     Rear                    8         47   
     Turret                  8         59   


Weapons
and Ammo                         Location    Tonnage
Recon Drone Launcher               Rear        0.25
Smart Dust Disperser               Rear        0.2
5MW Laser AMS                     Turret       1.0    
Hex Missile Launcher              Turret       3.5    
125mm Helical Rail Gun            Turret      10.0    
.50cal Gauss Gun                  Turret       1.0    
125mm Helical Rail Gun Ammo (100)  Body        1.5    
.50cal Gauss Gun Ammo (2000)       Body        2.0    
Hex Missile Ammo (60)              Body        4.0
Recon Drone (10)                   Body        0.25
Smart Dust                         Body        0.3
   
Lore:

The Krauss-Maffei Wegman Karakal II Main Battle Tank is the result of the Advanced Main Battle Tank Project of the WCDC.

It is a further development of the Karakal Main Battle Tank used by the German Bundeswehr and several other European, African and Asian militaries.

Powered by a 240 equivalent Fusion reactor and superconducting batteries, the Karacal II is the first Main Battle Tank using the MIL-STD-102343-B Standartized Ground Weapon System Interfaces. In Standard, it comes equipped with a turret mounted 125 mm Helical Rail Gun, a Hex Missile Launcher, a 5MW Laser AMS that can also be employed against ground targets and a conventional .50 cal Gauss Gun. The vehicle is equipped with a Spread Spectrum Communication System and a Conbat Information System that allowed to tank to create a battle field Mesh network with other units, be they tank, light vehicles or infantry and can deploy both recon drones and Smart Dust.

The Karakal II was designed to be viable on a battlefield ruled by Battlemechs and to outmaneuver and outrun a 'Mech, with the ammunition of its main gun designed to penetrate Inner Sphere Standart Armor. However, any of the main weapon systems can be replaced within a short time, due to the remote controlled turret. As such, the 125mm Helical Rail Gun can be replaced by a 100MW Pulse Laser, a 75GeV Wakefield Particle Beam Projector, or a heavy missile battery.

Krauss-Maffei Wegmann has licensed out the production of the Karakal II to various other companies within the WCDC, allowing the WCDC to equip its armed forced with the Karakal II Main Battle Tank within a relatively short time frame.

M1 Fusilier

MWO_Bushwacker.png

Code:
Mass: 55 tons
Chassis: Standard Biped
Power Plant: 240 rated Fusion + Superconducting Batteries
Cruising Speed: 75.6 kph
Maximum Speed: 97.2 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Advanced Composite Armor
Armament:
     2 .50cal Gauss Gun
     2 Hex Missile Launcher
     1 5MW Laser AMS
     1 20MW Laser
     1 75mm Helical Rail Gun
Manufacturer: Varies
     Primary Factory: Varies
Communication System: Spread Spectrum Radio Communication
                      Mesh Networking capabilities
Targeting & Tracking System: Combat Information System
                             Recon Drone
                             Smart Dust
Introduction Year: 30XX
Cost: 5.5 mio US$

Type: Fusilier
Technology Base: Walker Cluster Mixed
Tonnage: 51
Battle Value: 1,223

Equipment                                          Mass
Internal Structure                                  6.5
Engine      240 rated Fusion
            Superconducting Batteries                 8
    Walking MP: 7
    Running MP: 9
    Jumping MP: 0
Advanced Heatsink             12 [22]                 1
Cockpit                                               3
Armor Factor (Ferro)          204                    12

                          Internal   Armor  
                          Structure  Value  
     Head                    3         9    
     Center Torso            18        36   
     Center Torso (rear)               12   
     R/L Torso               13        27   
     R/L Torso (rear)                  6    
     R/L Arm                 9         13   
     R/L Leg                 13        27   


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo                         Location  Critical   Heat    Tonnage
Recon Drone Launcher               Head       -         -       0.25
Smart Dust Disperser               Head       -         -       0.2
20MW Laser                          CT        2        12       4.0
5MW Laser AMS                       CT        1         1       1.0
Recon Drone (10)                    CT        -         -       0.25
Smart Dust                          CT        -         -       0.3
.50cal Gauss Gun Ammo (1000)        RT        1         -       1.0
.50cal Gauss Gun                    RT        1         0       0.5  
CASE                                RT        1         -       0.5  
75mm Helical Rail Gun Ammo (200)    RT        1         -       1.0  
Hex Missile Launcher Ammo (60)      LT        1         -       4.0  
.50cal Gauss Gun                    LT        1         0       0.5  
CASE                                LT        1         -       0.5  
Hex Missile Launcher                LT        1         2       3.5
75mm Helical Rail Gun               RA        7         3      10.0 

Lore:

The Fusilier Battlemech is the only Battlemech design that survived the failure of the Original Battlemech Project Group into the Advanced Combat Vehicle Design Project. It was further developed into a capable weapons platform using the new MIL-STD-102343-B Standartized Ground Weapon System Interfaces.

It was designed with advanced neural adaptive motion algorithms, eliminating the need for a gyro, as well as the Neural Helmet. This in turn allowed to a crew of two, one commander and one pilot, into the 'Mechs cockpit, which is reminiscent of combat helicopters. The commander responsible for using the 'Mechs weapon systems, while the pilot controlled the movement.

This control scheme makes it mostly unusable to an Inner Sphere 'Mech pilot without extensive retraining.

Like any other Combat vehicles, it is equipped with a Spread Spectrum Communication System and a Combat Information System that allowed to create a battle field Mesh network with other units, be they tank, light vehicles or infantry, and can deploy both recon drones and Smart Dust.

The Fusilier Battemech is designed to be a capable Weapon System Carrier to provide fire support and counter some Battemechs of the Inner Sphere nations, should the need arise.
As for the tank image: I see shit captain! Please relink!
 
We can choose 1 from either trade or survey, aren't we? Or we can choose from from each?
You can choose from each.

Choose two actions from Military AND Science each. And one action from Trade AND Survey each.
 
Lots of good stuff here and so many actions opened up!

Comstar playing the fool is good. Yes will cause some problems but people we actually need to worry about are not going to buy it and border worlds probably will not come looking for trouble with raiders especially if Snord spreads the truth as she heads back to daddy. Them going to the Archon does mean within 5 to 10 turns we will see a diplomatic expedition to us possible to set up a embassy as well. Have to wait and see. Marik and Andurian are probable going to war by next turn but cannot see FedCom getting involved unless forced to. Their focus will be on building up to finally kill the combine in the probable war of '39 not get dragged into war with a relatively fresh Free Worlds over stupid crap. Let both sides bleed each other while they deal with the real issues.

As for us well we should reinforce the patrols but I still want to hold off on crushing that nascent pirate haven until more gather there unless you guys want to force the issue. Will very much suck for those people but if we can get the last pirates in the region in one place to smash at once... After that I really really want to finally crack open the SLS Belisarius. With Collars done really want to get FTL sensors and combining drives done. Abandoned settlements is something else we need to try and clear and Combat Vehicles kinda eh about but it is something that needs clearing preferable before we get into more ground fights. New tanks and mechs... To be honest at first glance was kinda meh about them then they become terrifying. The Fusilier is almost clan tech in unfairness. Faster than many scout mechs. Better armored than many assaults. Its weapons mix is a bit all over the place but as a support weapon and first try its something to fear and the Karakal 2? That thing is legit the most scary tank probable produced anywhere right now. Faster than most anything not hovering. More armor than practically any canon design I can think of and functional omnitech? This thing will terrify anyone who tries to fight it and might ocp mechwarriors who are not used to tanks out fighting them. @Warringer can we get stats on the on the weapons both use like the Hex?


[X] Forwards Operation Base Circinus:
Following the invasion of Circinus and the need to secure the remaining worlds of the former Circinus Federation, a Forwards Operation Base for WCDC military forces should be set up in the Circinus System. Additionally it might help against possible attacks of pirate/mercenary/other Inner Sphere Forces against Circinus and the other worlds, as well as support any future operations in the area against piracy.
Time: 4 turns, Chance of success: 50%, Reward: Forwards Operation Base for Space Forces and Ground Force assets (up to 15 Squadrons & 5 Regiments)

[X] Project Indigo Putter:
Currently the reaction time to pirate attacks on the worlds that are part of the 'Operation Mekong Delta' is rather low, even with the number of active squadrons. As such, the participating planetary governments should be approached to request the emplacement of Ansible Nodes within their systems to improve the reaction time of the Patrol Squadrons. Though the additional diplomatic and economic effects of the Ansible Nodes should be noted, even if these nodes would be primarily of military use.
Time: 4 turns, Chance of success: 70%, Reward: reaction time to pirate attacks reduced to 5 days, +5 to diplomacy on affected worlds, +5 to external trade with affected worlds

[X] Superliminal Wave Detector:
The new N Field Theory tells about the possibility of a form of n-dimensional waves that move at faster than light speeds for a certain distance. It should be possible to build some sort of detector for such waves. Already there are some possible uses for such a detector, such as detecting the use of jump drives over a certain distance. Though how long the distance will be is to be determined. Certainly, it would help detecting the emergance of jump drives inside a solar system and react faster for defensive purposes.
Time: 5 turns, Chance of success: 55%, Reward: Superluminal wave detector, (10+3d20)ly detection range

[X] Project Blue Danube:
With the construction of the two Advanced Jump Core Prototypes Just Testing and Size Isn't Everything to modern specifications, it might be a good idea to test how the Heim-Feynman Event Generator influences the Jump Core and vica versa, as it would be beneficial to equip a jump ship with a HFE Generator for short range FTL jumps or to move through Heim-Feynman Space while the jump core is charging, speeding up long range FTL travel.
Time: 3 turns, Chance of success: 75%, Reward: In the future jumpships may be equipped with a HFEG based secondary FTL drive

[X] Abandoned Settlements:
The initial Survey has discovered several previously habitated worlds where the initial settlers seem to have died out of left for greener pastures. Maybe it would be a good idea to take a closer look at these worlds and seek for anything the early habitants might have left behind. Maybe it would also be possible to resettle these worlds, if the ecology allows it.
Time: 3 turns, Chance of Success: 60%, Reward: Discovery of 1d10 valuable artifacts, 1d4 of these worlds can be resettled

[X] Combat Vehicle Development
With the Combined Arms Doctrine continuing to be used, it is time to develop the designs for IFVs, Self Propelled Artillery, High Moblility Vehicles and Armored Logistics Vehicles.
Time: 3 turns, Chance of success: 70%, Reward: Combat Vehicle designs, +5 to ground combat
 
So, with this 32nd turn we have finished some actions.

Marian Intelligence did follow my prediction (see my previous post) despite entering critical roll territory, but the rest did pass. The 89 on DSSIN's Real Time Deep Space Signal Intelligence pushed the odds of overall success to nearly even, so we'll gotta see for next turn whether it turns out well.

That said, we have a lot of actions to take this turn.

+5 on diplomacy for the worlds in the 60 and 90ly areas
That will help us in consolidating the Survey Space, but we'll need to finish the survey as well, which is why I want to place an action there. Thankfully Deep Cover Intelligence will finish as Marian Intelligence Round Two becomes available (in two turns)
Reward: Enhanced Range (75ly) Secure HPG developed and ready to be implemented
As usual, redundancy is king, thus we'll want to push the construction of S-HPG on a broad spectrum, that means in WCDC member systems and maybe FOB in range (though intermediate deep space relays where the distance is too large may be considered). Warringer, will we need an action for this, or does the natural flow of things pushes S-HPG in itself?

Also generally, does anyone have a comparison of S-HPG and Ansible?

Military
[] Improved System Defense & Forward Operation Base

We'll want that, it allows the effective defence of non-industrialised systems. Given the core world's industrial output, our outer worlds may take a while (years to decades) to build defence stations; building and deploying these ahead will show that we aren't just words, but deeds as well. For non-WCDC worlds, depending on the number of stations this might not be enough to defeat a force, but it will be a deterrent for smaller pirate bands, which would fulfil my humanitarian itch (looking at Ammann, Whati, Rhovaniemi and such). Furthermore the protection this grants to a system may garner inroads into local politics and economies.

[] Project Byzantium

With the Advance DropShip Collar this alone would be able to deliver a squadron of 20 ships. Having one such ship per 30ly radius would be an immense force projector, especially in conjunction with Raytan 2.0.

[] Project Hunter Killer

I remain ambivalent w.r.t. mechs and ground combat in general. If I had my way, I'd stay up in orbit and slag any anti-orbit weaponry with pinpoint lasers, and mechs where necessary.

[] Forwards Operation Base Circinus

Nnnng… I don't wanna. I'd much rather send a Raytan 2.0 over, when we have one, but that may take a while. So to be on the save side we probably should. Yeah, we really ought to if we're staying for pacification.

[] Operation Tortuga Down

Doing this without FOB… wait, does FOB Pine Gap count? In any case, eradicating local piracy seems more doable from a FOB. The advantage—or disadvantage—is the successful occupation of the CF worlds. I fully expect nearby polities to occupy the worlds if we don't do that ourselves, which might be something we want to avoid. I honestly see no good outcome here, only less bad one. If another polity occupies former CF worlds and territory, these polities will grow and become more of an obstacle/threat to us. If we occupy the CF worlds, then we'll be come a handlebar polity with a very weak link in-between. The CF would for a long time have to rely on us before the would be able to appreciably contribute to our economic, trade, or scientific output. We could use that time to survey and expand around the handle.
On the other hand, occupying the whole former CF puts us into a prime position to instate a… well, I want to say vassal or puppet state, but any state that would be seen as that would be not worth its salt; they'd need to become a proper polity. But we could become the patron of the polity arising from out occupation, ensuring they aren't overrun by the next band of pirates that comes a-knocking. At the same time we'd want to be relatively hand-off, since having to help them along all the time would hamper our own development uncomfortably.

[] Project Indigo Putter

…did I read the map wrong, or don't we already have limited bandwidth ansibles there? Or is this for the emplacement of official and/or high bandwidth ansible nodes? In any case, this seems to have the most impact across the board.
Another related question, is the 5 days enough to intercept a pirate attack in-system, or would our arrive as they're on their return trip? Generally speaking, I mean? Because if it's the latter, I'd switch to Tortuga Down.

Weighing these currently, I'll arrive at:

[1] Improved System Defense & Forward Operation Base
[5] Project Byzantium
[6] Project Hunter Killer
[3] Forwards Operation Base Circinus
[4] Operation Tortuga Down
[2] Project Indigo Putter

So I'll go with these two, I guess, unless someone or something convinces me otherwise.

[X] Improved System Defense & Forward Operation Base
[X] Project Indigo Putter

Regarding Survey:

[] Further Survey IV or
[] Abandoned Settlements

I want to explore, but which? For Abandoned we'll get 1d10 artefacts and 1d4 settleable worlds, for Survey IV probably 1+ worlds and might be something interesting… No, I'll go with Abandoned. Also, this will re-open Trade's New Settlement Initiative, probably at higher success chance. And I think in some sense we'll be able to deal better with new settlement rather than when dealing with established cultures and worlds and bringing them up to stuff, if only because these have already established suboptimal traditions and path dependencies. Add von Neumann into the mix (which we would be able to monitor closely via ansible) and we've got a good recipe for rapid industrialisation.

We can vote for 2 of the 3 options in Science? Nice!

[] Superliminal Wave Detector

Jump Detector with at least 13 ly range, with good odds it's around 30 ly? Hell yeah!

[] Project Blue Danube

Jump Drive + HFEG is something we've kept putting off, for that alone we might want to have it. Especially because it allows us more flexibility in deployment of our forces. I wonder how long we can stay in HFE with these advanced heatsinks we now have…

[] Project Heavy Mysterious Mustard

Jump Drive 2.0. Hm… both Danube and Mustard will play havoc with hostile tactics and expectations. But looking at the odds… Wait, no, forgot the bonuses, Research Centre Sol and Interstellar Communication Network. This makes Danube almost a guaranteed success (barring critical) and Mustard just above even.
So if we're lucky there, we'll have Jump Drive 2.0 and the next action would be to kludge it together with our well-tested HFEG for a truly astounding ship (finished in 8 turns). If we're lucky.

[1] Superliminal Wave Detector
[3] Project Blue Danube
[2] Project Heavy Mysterious Mustard

Economy
[] Heavy Combat Space Craft

Wouldn't we want to do Project Byzantium first to learn lessons from the Belisarius? Wait, no, Large Scale Weaponry & Combat Spacecraft vs. Heavy Combat Spacecraft. In that sense either would be fine, there's overlap in both directions so it doesn't matter which we build first. Well, it does, but y'know.

[] Von Neuman

Very useful to up our industrialisation rate, but at the same time @40% there's a good chance we'll spend more than the 6 turns ascribed. So it might be good to start it now.

[] Industrial Export

This can be seen as industrial and economic support, and diplomatic precursor to offering to join the WCDC. Furthermore with a strong industrial arm we'll want to protect that system with Raytan 2.0

[] Combat Vehicle Development

Up our military. Another +5 for ground combat.

[] Interstellar Jump Trader

This might be the golden goose, in my opinion. If my assumption about the worth and value about jump ships is correct, then supplying jump traders with ships will have a positive effect on our standing at large. Manufacturing of jump ships in general is difficult and rare. Thus our active and affordable export into other polities will incline them towards us and shine a favourable light on us, for providing a rare product. On the diplomatic table this will mean we will gain more weight in any negotiations as sanctions and threat of sanctions will have civilian and economic momentum behind them that we currently only have by military means.

[] Build the Weapons

Building IS level weapons for export… smells icky. You're almost bound to get blood on your handy by proxy. But at the same time this could be a smokescreen for hostile polities to assume what we export is what we have, which it is not, obviously.

[] Build the Technology:

Weirdly enough I'm more fine with this than with the weapons. Also I see similar reasons for this as for the Interstellar Jump Trader.

Yes, I know that manufacturing complexes are juicy targets for raids by pirates and polities alike. We could preempt that by the industrial export option and choosing a distant system, which we would fortify short of reasonable as a honeypot for raiders. When the inevitable raid comes, have a 'patrol' squadron that's always on standby nearby and smash the invading force.

Since I'm a peace-loving, tree-hugging preferential-pacifist, I'd want to build and export Interstellar Jump Traders rather than supply other polities with arms Made in WCDC.

[3] Heavy Combat Space Craft
[2] Von Neuman
[4] Industrial Export
[5] Combat Vehicle Development
[1] Interstellar Jump Trader
[7] Build the Weapons
[6] Build the Technology:

Summarised Vote:

Military
[X] Improved System Defense & Forward Operation Base
[X] Project Indigo Putter
Survey
[X] Abandoned Settlements
Science
[X] Superliminal Wave Detector
[X] Project Heavy Mysterious Mustard
Economy
[X] Interstellar Jump Trader

Ugh, this way too long to write up. Stupid work and its stupid interruptions…
 
Oh that reminds me we should really consider trading our hpg tech to the FedCom. Doing so will earn major favor and will really fuck over comstar to point they are done. Comstar will be to busy panicking and starting trouble in the sphere to bother us and the FedCom should kill them for us. As for how they compare? Ansible has far shorter range but can maintain many connections while hpg only one connection at farther range. Hpg will probable still be used as part of backbone of interstellar communication and long range transmission with ansible handling local region communications. Also @Schreiben you do not need to write out everything like that. Just need highlights and reasoning. Also BattleTech is ground combat heavy. Yes I would rather slaughter them in space myself but we must assume we will face ground combat a plenty as things move forward. Building export jumpships is high on my list to and I pushed for build the weapons and tech not just for potential export options but also to understand Inner Sphere tech and further integrate it and the lesson behind them into our tech. This is stuff that has been used for centuries at this point there is things we can learn from it. That and I don't want to export our good tech unless forced but being able to make stuff for neighbors or friendly mercs is to useful to ignore. As is our stuff is to different to be worth buying unless you are very friendly to us. Like the new Fusilier mech? No one will want it save to reverse engineer the tech because only we make the parts for it and its cockpit design goes completely against what everyone else uses. Sam with our tanks. Other worlds will be dependent on us for parts to maintain them because we use a different base than everyone else and most worlds can barely service the chassis much less the foreign power plants or main gun. Or any weapon on them really.
 
New tanks and mechs... To be honest at first glance was kinda meh about them then they become terrifying. The Fusilier is almost clan tech in unfairness. Faster than many scout mechs. Better armored than many assaults. Its weapons mix is a bit all over the place but as a support weapon and first try its something to fear and the Karakal 2? That thing is legit the most scary tank probable produced anywhere right now. Faster than most anything not hovering. More armor than practically any canon design I can think of and functional omnitech? This thing will terrify anyone who tries to fight it and might ocp mechwarriors who are not used to tanks out fighting them.
The thing is that I've shaved off some weight in the Karakal II by making the reactor smaller, compared to those of canon IS Tanks, largely due to mostly using the same reactor as the Fusilier. And breaking the game rules... As for their speed... I've largely just extrapolated on the engines for the tank and the design is to outmaneuver mechs and computer controlled drive by shooting at them.

Same goes for the Fusilier. I dropped the Gyro, as our adaptive active movement algorithms are much better, thanks to long research into walking machines. And AIs walking around in their avatar robots for decades... Again, the speed. Its largely by using myomer bundles in creative ways to increase leverage, combined with the control software. In essense the Fusilier got an ALI that is specialized in walking and running very, very well.

@Warringer can we get stats on the on the weapons both use like the Hex?

I'm going to draw up something, after taking a long look at various rules books. But overall, the ranges are trippeled compared to canon rules.

That will help us in consolidating the Survey Space, but we'll need to finish the survey as well, which is why I want to place an action there. Thankfully Deep Cover Intelligence will finish as Marian Intelligence Round Two becomes available (in two turns)
As usual, redundancy is king, thus we'll want to push the construction of S-HPG on a broad spectrum, that means in WCDC member systems and maybe FOB in range (though intermediate deep space relays where the distance is too large may be considered). Warringer, will we need an action for this, or does the natural flow of things pushes S-HPG in itself?

Also generally, does anyone have a comparison of S-HPG and Ansible?
In what sense?
[] Operation Tortuga Down

Doing this without FOB… wait, does FOB Pine Gap count? In any case, eradicating local piracy seems more doable from a FOB. The advantage—or disadvantage—is the successful occupation of the CF worlds. I fully expect nearby polities to occupy the worlds if we don't do that ourselves, which might be something we want to avoid. I honestly see no good outcome here, only less bad one. If another polity occupies former CF worlds and territory, these polities will grow and become more of an obstacle/threat to us. If we occupy the CF worlds, then we'll be come a handlebar polity with a very weak link in-between. The CF would for a long time have to rely on us before the would be able to appreciably contribute to our economic, trade, or scientific output. We could use that time to survey and expand around the handle.
On the other hand, occupying the whole former CF puts us into a prime position to instate a… well, I want to say vassal or puppet state, but any state that would be seen as that would be not worth its salt; they'd need to become a proper polity. But we could become the patron of the polity arising from out occupation, ensuring they aren't overrun by the next band of pirates that comes a-knocking. At the same time we'd want to be relatively hand-off, since having to help them along all the time would hamper our own development uncomfortably.
FOB Pine Gap does not count, as its a pure intelligence base, attached to an asteroid. There is nothing that would allow ground troops to get together.
[] Project Indigo Putter

…did I read the map wrong, or don't we already have limited bandwidth ansibles there? Or is this for the emplacement of official and/or high bandwidth ansible nodes? In any case, this seems to have the most impact across the board.
Another related question, is the 5 days enough to intercept a pirate attack in-system, or would our arrive as they're on their return trip? Generally speaking, I mean? Because if it's the latter, I'd switch to Tortuga Down.
The 60ly and 90ly range areas do not yet have any ansibles. Only the direct lines between the WCDC member nations. Ammann and Craigh are just pass through stations to Circinus and FOB Pine Gap.
[] Heavy Combat Space Craft

Wouldn't we want to do Project Byzantium first to learn lessons from the Belisarius? Wait, no, Large Scale Weaponry & Combat Spacecraft vs. Heavy Combat Spacecraft. In that sense either would be fine, there's overlap in both directions so it doesn't matter which we build first. Well, it does, but y'know.
Keep in mind that we have quasi Omni-Tech. Its relatively easy to adapt to large weapon systems.

Also @Schreiben, you might want to keep it short, but I do not mind these long posts, as you might make the others think a bit and start discussions. ;)
 
The thing is that I've shaved off some weight in the Karakal II by making the reactor smaller, compared to those of canon IS Tanks, largely due to mostly using the same reactor as the Fusilier. And breaking the game rules... As for their speed... I've largely just extrapolated on the engines for the tank and the design is to outmaneuver mechs and computer controlled drive by shooting at them.

Same goes for the Fusilier. I dropped the Gyro, as our adaptive active movement algorithms are much better, thanks to long research into walking machines. And AIs walking around in their avatar robots for decades... Again, the speed. Its largely by using myomer bundles in creative ways to increase leverage, combined with the control software. In essense the Fusilier got an ALI that is specialized in walking and running very, very well.
Yeah our different tech lets us break rules and we are not so mech obsessed we leave behind tanks. First time a house gets one of our tanks or mechs in a lab jaws will drop from possibilities.


I'm going to draw up something, after taking a long look at various rules books. But overall, the ranges are trippeled compared to canon rules.
Yeah it hard to gauge where our weapons are at. Like the load out on our tanks? I am guessing the rail gun is rough equivalent of a gauss rifle. The missiles are probable Thunderbolt equivalents or maybe a multi missile launcher. Laser AMS is laser AMs and perhaps small pulse laser in alt mode? 20MW Laser is either a large or medium laser? Probable large. And gauss gun is AP gauss.
 
[x] Project Byzantium:
With the successful recovery of the SLS Belisarius it should be a priority to put this large spacecraft back into service and take the time to take a look at its weaponry and other systems, as they are replaced by their WCDC equivalent. This would potentially allow the design of heavy weapon systems, including lasers and kinetics, a vessel of similar size might be equipped with. At the least, it should be possible to determine, whether a massive combat spacecraft of this size makes any sense. At the very least it might be possible to carry a number of dropship collar equipped conventional combat spacecraft to be carried into combat, backed up by a lot of firepower and even act as a Forwards Operations Base.
Time: 6 turns, Chance of success: 60%, Reward: Belisarius put into service for the WCDC, new research options for large scale weaponry and large scale combat spacecraft



[x] Forwards Operation Base Circinus:
Following the invasion of Circinus and the need to secure the remaining worlds of the former Circinus Federation, a Forwards Operation Base for WCDC military forces should be set up in the Circinus System. Additionally it might help against possible attacks of pirate/mercenary/other Inner Sphere Forces against Circinus and the other worlds, as well as support any future operations in the area against piracy.
Time: 4 turns, Chance of success: 50%, Reward: Forwards Operation Base for Space Forces and Ground Force assets (up to 15 Squadrons & 5 Regiments)


[x] Superliminal Wave Detector:
The new N Field Theory tells about the possibility of a form of n-dimensional waves that move at faster than light speeds for a certain distance. It should be possible to build some sort of detector for such waves. Already there are some possible uses for such a detector, such as detecting the use of jump drives over a certain distance. Though how long the distance will be is to be determined. Certainly, it would help detecting the emergance of jump drives inside a solar system and react faster for defensive purposes.
Time: 5 turns, Chance of success: 55%, Reward: Superluminal wave detector, (10+3d20)ly detection range

[x] Project Blue Danube:
With the construction of the two Advanced Jump Core Prototypes Just Testing and Size Isn't Everything to modern specifications, it might be a good idea to test how the Heim-Feynman Event Generator influences the Jump Core and vica versa, as it would be beneficial to equip a jump ship with a HFE Generator for short range FTL jumps or to move through Heim-Feynman Space while the jump core is charging, speeding up long range FTL travel.
Time: 3 turns, Chance of success: 75%, Reward: In the future jumpships may be equipped with a HFEG based secondary FTL drive

[x] Further Survey IV:
Following the Initial Survey, more information should be gathered further outside of the Walker Cluster and the already known space.
Time: 4 turns, Chance of success: 65%, Reward: (10+2d20) systems from 60 to 90 ly discovered, followup action allows surveying the remaining space

[x] Combat Vehicle Development
With the Combined Arms Doctrine continuing to be used, it is time to develop the designs for IFVs, Self Propelled Artillery, High Moblility Vehicles and Armored Logistics Vehicles.
Time: 3 turns, Chance of success: 70%, Reward: Combat Vehicle designs, +5 to ground combat

I want planetary bombardment options, I want Circinus secured and built up, I want to know what else is out there and ofc we desperately need combat vehicles. No more slap dash cobbled together rushes!

I believe that cleaning out and occupying the rest of the Circinus worlds can come after we have at last a capital ship to parade around, a decent logistics base and perhaps better forces to put down.
 
Eh we don't really need a cap ship right now. Our Navy as is is the scariest thing around with what we eventually build probably blowing the old sldf out of the water. After all we probably won't need massively expensive and mass consuming ftl core on ours. Have to see how it plays out. Honestly that ship is a test bed and reverse engineer project. Putting it back into service would be a nightmare of technical and logistical problems. There is a reason I said after we secure circinus and local space.
 
Eh we don't really need a cap ship right now. Our Navy as is is the scariest thing around with what we eventually build probably blowing the old sldf out of the water. After all we probably won't need massively expensive and mass consuming ftl core on ours. Have to see how it plays out. Honestly that ship is a test bed and reverse engineer project. Putting it back into service would be a nightmare of technical and logistical problems. There is a reason I said after we secure circinus and local space.

B-but I want one! :cry:

Still voting for it! Not because logic but because I have seen too much Macross as a kid!
 
[X] Forwards Operation Base Circinus:
Following the invasion of Circinus and the need to secure the remaining worlds of the former Circinus Federation, a Forwards Operation Base for WCDC military forces should be set up in the Circinus System. Additionally it might help against possible attacks of pirate/mercenary/other Inner Sphere Forces against Circinus and the other worlds, as well as support any future operations in the area against piracy.
Time: 4 turns, Chance of success: 50%, Reward: Forwards Operation Base for Space Forces and Ground Force assets (up to 15 Squadrons & 5 Regiments)

[X] Project Indigo Putter:
Currently the reaction time to pirate attacks on the worlds that are part of the 'Operation Mekong Delta' is rather low, even with the number of active squadrons. As such, the participating planetary governments should be approached to request the emplacement of Ansible Nodes within their systems to improve the reaction time of the Patrol Squadrons. Though the additional diplomatic and economic effects of the Ansible Nodes should be noted, even if these nodes would be primarily of military use.
Time: 4 turns, Chance of success: 70%, Reward: reaction time to pirate attacks reduced to 5 days, +5 to diplomacy on affected worlds, +5 to external trade with affected worlds

[X] Superliminal Wave Detector:
The new N Field Theory tells about the possibility of a form of n-dimensional waves that move at faster than light speeds for a certain distance. It should be possible to build some sort of detector for such waves. Already there are some possible uses for such a detector, such as detecting the use of jump drives over a certain distance. Though how long the distance will be is to be determined. Certainly, it would help detecting the emergance of jump drives inside a solar system and react faster for defensive purposes.
Time: 5 turns, Chance of success: 55%, Reward: Superluminal wave detector, (10+3d20)ly detection range

[X] Project Blue Danube:
With the construction of the two Advanced Jump Core Prototypes Just Testing and Size Isn't Everything to modern specifications, it might be a good idea to test how the Heim-Feynman Event Generator influences the Jump Core and vica versa, as it would be beneficial to equip a jump ship with a HFE Generator for short range FTL jumps or to move through Heim-Feynman Space while the jump core is charging, speeding up long range FTL travel.
Time: 3 turns, Chance of success: 75%, Reward: In the future jumpships may be equipped with a HFEG based secondary FTL drive

[X] Abandoned Settlements:
The initial Survey has discovered several previously habitated worlds where the initial settlers seem to have died out of left for greener pastures. Maybe it would be a good idea to take a closer look at these worlds and seek for anything the early habitants might have left behind. Maybe it would also be possible to resettle these worlds, if the ecology allows it.
Time: 3 turns, Chance of Success: 60%, Reward: Discovery of 1d10 valuable artifacts, 1d4 of these worlds can be resettled

[X] Combat Vehicle Development
With the Combined Arms Doctrine continuing to be used, it is time to develop the designs for IFVs, Self Propelled Artillery, High Moblility Vehicles and Armored Logistics Vehicles.
Time: 3 turns, Chance of success: 70%, Reward: Combat Vehicle designs, +5 to ground combat
 
Also @Schreiben you do not need to write out everything like that. Just need highlights and reasoning.
Also @Schreiben, you might want to keep it short, but I do not mind these long posts, as you might make the others think a bit and start discussions. ;)
Contradictory advice? My reply to both is obvious: Yes, will do!

Updated Tally w/ 8 voters (beast_regards, Wildredlifer, Blade4, Schreiben, Eliar, Alias, Durabys):

Military
[3] Improved System Defense & Forward Operation Base (beast_regards, Wildredlifer, Schreiben)
[5] Project Indigo Putter (Wildredlifer, Blade4, Schreiben, Alias, Durabys)
[2] Project Byzantium (Eliar, Letsparty)
[1] Project Hunter Killer (beast_regards)
[5] Forwards Operation Base Circinus (Blade4, Eliar, Alias, Durabys, Letsparty)
[] Operation Tortuga Down:
Survey
[2] Further Survey IV (beast_regards, Eliar)
[6] Abandoned Settlements (Wildredlifer, Blade4, Schreiben, Alias, Durabys, Letsparty)
Economy
[] Heavy Combat Space Craft:
[1] Von Neuman (beast_regards)
[] Industrial Export:
[5] Combat Vehicle Development (Blade4, Eliar, Alias, Durabys, Letsparty)
[2] Interstellar Jump Trader (Wildredlifer, Schreiben)
[] Build the Weapons:
[] Build the Technology:
Science
[6] Project Blue Danube (beast_regards, Blade4, Eliar, Alias, Durabys, Letsparty)
[8] Superliminal Wave Detector (beast_regards, Wildredlifer, Blade4, Schreiben, Eliar, Alias, Durabys, Letsparty)
[2] Project Heavy Mysterious Mustard (Wildredlifer, Schreiben)

Hm… we have had a tie in Military.

Incidentally, @Warringer, there are vote tallying programs (NetTally, Vote Tally, etc) that might be interesting to you. I don't know if they're still being updated since SB and SV installed tallying modules, but they exist and might ease the tallying, if they work.
 
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[X] Forwards Operation Base Circinus:
Following the invasion of Circinus and the need to secure the remaining worlds of the former Circinus Federation, a Forwards Operation Base for WCDC military forces should be set up in the Circinus System. Additionally it might help against possible attacks of pirate/mercenary/other Inner Sphere Forces against Circinus and the other worlds, as well as support any future operations in the area against piracy.
Time: 4 turns, Chance of success: 50%, Reward: Forwards Operation Base for Space Forces and Ground Force assets (up to 15 Squadrons & 5 Regiments)

[X] Project Indigo Putter:
Currently the reaction time to pirate attacks on the worlds that are part of the 'Operation Mekong Delta' is rather low, even with the number of active squadrons. As such, the participating planetary governments should be approached to request the emplacement of Ansible Nodes within their systems to improve the reaction time of the Patrol Squadrons. Though the additional diplomatic and economic effects of the Ansible Nodes should be noted, even if these nodes would be primarily of military use.
Time: 4 turns, Chance of success: 70%, Reward: reaction time to pirate attacks reduced to 5 days, +5 to diplomacy on affected worlds, +5 to external trade with affected worlds

[X] Superliminal Wave Detector:
The new N Field Theory tells about the possibility of a form of n-dimensional waves that move at faster than light speeds for a certain distance. It should be possible to build some sort of detector for such waves. Already there are some possible uses for such a detector, such as detecting the use of jump drives over a certain distance. Though how long the distance will be is to be determined. Certainly, it would help detecting the emergance of jump drives inside a solar system and react faster for defensive purposes.
Time: 5 turns, Chance of success: 55%, Reward: Superluminal wave detector, (10+3d20)ly detection range

[X] Project Blue Danube:
With the construction of the two Advanced Jump Core Prototypes Just Testing and Size Isn't Everything to modern specifications, it might be a good idea to test how the Heim-Feynman Event Generator influences the Jump Core and vica versa, as it would be beneficial to equip a jump ship with a HFE Generator for short range FTL jumps or to move through Heim-Feynman Space while the jump core is charging, speeding up long range FTL travel.
Time: 3 turns, Chance of success: 75%, Reward: In the future jumpships may be equipped with a HFEG based secondary FTL drive

[X] Abandoned Settlements:
The initial Survey has discovered several previously habitated worlds where the initial settlers seem to have died out of left for greener pastures. Maybe it would be a good idea to take a closer look at these worlds and seek for anything the early habitants might have left behind. Maybe it would also be possible to resettle these worlds, if the ecology allows it.
Time: 3 turns, Chance of Success: 60%, Reward: Discovery of 1d10 valuable artifacts, 1d4 of these worlds can be resettled

[X] Combat Vehicle Development
With the Combined Arms Doctrine continuing to be used, it is time to develop the designs for IFVs, Self Propelled Artillery, High Moblility Vehicles and Armored Logistics Vehicles.
Time: 3 turns, Chance of success: 70%, Reward: Combat Vehicle designs, +5 to ground combat
 
B-but I want one! :cry:

Still voting for it! Not because logic but because I have seen too much Macross as a kid!
Meh want it to but as usual stuff we need to do first but oh well. We totally could make a Macross analog though. It just would not have the main gun.... Or be able to transform... Antigravity is a maybe at best... And probably class it as a Battlestar because it will be a combo battleship and fleet carrier.

But if we get some land air mechs to study we can totally make some veritechs! Though those would be better as Marine units for establishing beachheads and rapid hit and run/fire support missions....
 
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