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
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2 Actions for:
Military
Science
1 Action for:
Survey
Economy
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
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
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
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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