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Growing Horizons: Inner Sphere - Quest

[X] Ground Warfare Training:
Upon the meeting of better and heavier equipped forces of the Inner Sphere on Tharkad, especially the Kell Hounds, the Defense Council believes that it is time to step up the training of any military force to improve their efficiency against Inner Sphere troops, especially as previously these forces had only engaged much less coordinated Pirate Forces. To this end, new strategies should be divised to increase the efficiency of the WCDCs combined arms forces, as well as programs to increase the number of newly developed weapon systems, such as the Karakal II MBT and the Fusilier medium mech.
Time: 5 turns, Chance of success 70%, Reward: +10 against IS ground forces, +5 against mechs, new tactics, 50% chance of starting new weapon development programs

[X] Operation Ma Bell:
With the newly developed 'HPG Phreaking', it will be possible to insert messages into the Comstar HPG data stream. This could be used to further the divide already existing within Comstar to possibly force the organization to break down on its own, delaying any moves against the WCDC.
Time: 6 turns, Chance of success: 45%, Reward: More internal strife for Comstar, chance of a breakup increased by 2d20%
 
Walsingham class light warship?

Edit: lots of useful stuff being added.
Its technically a WarShip, considering it got an Advanced Jump Drive. Not armed though. ;)

Then again, the Invader II would fit the same bill.

On the other hand, the Walsingham is a Covert Surveillance ship with little civilian use...
I have to correct myself...

The Walsingham is a light Warship. She got four 150MW lasers (light cap lasers) and a single Class I missile launcher... ;)
 
I have to correct myself...

The Walsingham is a light Warship. She got four 150MW lasers (light cap lasers) and a single Class I missile launcher... ;)
Cap guns are cap guns so she is a spy and if needed can probable still fuck up most droppers given how crazy tough our ships are anyway.
 
Cap guns are cap guns so she is a spy and if needed can probable still fuck up most droppers given how crazy tough our ships are anyway.
Same goes for the Invader MKII... She got 150MW lasers and Class II missiles... :p
 
Same goes for the Invader MKII... She got 150MW lasers and Class II missiles... :p
Fuck i want someone to try to bully one of our invaders only to get blapped then people realize yeah all our ships count as warships. Jeez looking at it its tougher than many warships. Are our export jumpships like that? I assume no heavy guns but armored like crazy?
 
Still updating site I see. Petan and Hiang average around 3.5b and Belisarius is 9.5b? That actually cheaper than i thought.

Preferable would want a Belisarius for each of our 3 main system with 2 Petans and 2 Hiangs each to act as ready reserve for operations. 3 BB 12 Cruisers. What we can actually afford is more debatable but that should be more than sufficient Cap fleet for the time being. Our main stay for now would still be sub caps but we would have enough cruisers to act as backstops on multiple fronts and BB can act as forward bases if we need to go on offense.
 
Still updating site I see. Petan and Hiang average around 3.5b and Belisarius is 9.5b? That actually cheaper than i thought.
Keep in mind that we got fabricators, heavy asteroid mining capabilities and almost a post-scarcity economy.
 
Keep in mind that we got fabricators, heavy asteroid mining capabilities and almost a post-scarcity economy.
And yet people will find ways to fuck it up anyway. Thats a major fleet expansion and there will always be people saying why put money in guns when it can go into *Insert pet/pork project*. Hell many will say we should use all that to go true post scarcity. That and we need to find all those people to put in uniform... Eh we can figure it out.

Edit: though i now find myself wanting a 40 collar warship both to style on the IS faces and because of the shear economic/military advantage of a such a ship would have transporting stuff.
 
So... Just to have something to talk about what do yall think should be our next major priorities? Of course it depends on how the conference goes but in broad strokes for me...
As mentioned before, I'd like to (and agree with you there somewhat) establish colonies and at the same time either tie the nearby worlds tighter to us, or have them join us, or the polity which the WCDC will give rise to. For that the obvious actions would be Trade: Industrial Export, Trade: New Settlement Initiative, Diplomacy: Humanitarian Aid, Diplomacy: Charm Offensive, and Diplomacy: Invite Others. Diplomacy: We need new members does also fit, but I'm not hellbent on getting every nation to join us. Frankly, I wouldn't be surprised if only parts of worlds we could invite would join us, while the remaining nations would enter the New Members pool. Though I would prefer to keep the number of nations with our sphere that weren't part of us in the single digits. It's not like we can't afford this, or rather, it's not like we could spend our philosophy and culture to establish the kind of mindset that would insist on absorbing reluctant, or even recalcitrant nations and worlds.
Take Ammann for instance; as Amish they're unlikely to join anytime soon, being much more insistent and deliberate in which technologies they will allow and accept that won't affect their way of life. I don't think they would join willingly anytime soon. For them we could provide a protectorate status, and their children would be allowed to travel and get an education on WCDC worlds, but not required or anything.

That said, I think we get the most bang for the buck by going with Charm Offensives, unless we aim at certain world, where Humanitarian Aid would be better, but these are cumulative. And @Warringer, does a successful Humanitarian Aid preclude that world from receiving another such action? After all the aid is on ongoing process, and while accelerating might be desired, I generally assume the polity in question would politely decline any such aid (barring necessity of course) if only to retain their cultural and societal distinctions—they probably don't want to increase their tech level too fast and be culturally influenced/dominated by a foreign power more than necessary.

Defense

[X] Extended Anti-Piracy Patrols
[] Capital Weapons
[] Ground Warfare Training

We keep putting off the Extended Pirate Patrols, and before we open another bag of tricks with Ground Warfare Training, I want the threat of pirates, which is part of our raison d'être, removed as much as possible.

Survey

[] Further Survey V:
[X] Operation Ma Bell:

While I want the Survey over and done with, I think Ma Bell (and thus shooting Comstar in the foot) will be more useful when started early.
Looking at the reward we might have the option to repeat the action at a later time, maybe.

To be honest whatever they are planning don't see it working outside shear luck. We will probably see them coming thanks to ftl sensors and our naval advantage is to great.
Well, if I remember correctly then there was a heat dump before a Jump Ship arrived. If we limit arrivals to a time slot and forbid Jump Ship arrivals for the course of the conference, then we'll be able to detect the point of arrival of any surprises, and at the same time still be able to move our forces via HFE transitions between Lagrange Points, positioning ourselves ahead the uninvited arrivals.
[X] Further Survey V
I like you.
 
That said, I think we get the most bang for the buck by going with Charm Offensives, unless we aim at certain world, where Humanitarian Aid would be better, but these are cumulative. And @Warringer, does a successful Humanitarian Aid preclude that world from receiving another such action? After all the aid is on ongoing process, and while accelerating might be desired, I generally assume the polity in question would politely decline any such aid (barring necessity of course) if only to retain their cultural and societal distinctions—they probably don't want to increase their tech level too fast and be culturally influenced/dominated by a foreign power more than necessary.
The 'Humanitarian Aid' action only initiates the Humanitarian Aid, which continues afterwards until its no longer needed. For some places, like Hannover, only a year or so was needed to help them out, while the Humanitarian Aid on Pandemonium is on going. So the action can only be targeted to a single time on a specific world.
 
We keep putting off the Extended Pirate Patrols, and before we open another bag of tricks with Ground Warfare Training, I want the threat of pirates, which is part of our raison d'être, removed as much as possible.


Well, if I remember correctly then there was a heat dump before a Jump Ship arrived. If we limit arrivals to a time slot and forbid Jump Ship arrivals for the course of the conference, then we'll be able to detect the point of arrival of any surprises, and at the same time still be able to move our forces via HFE transitions between Lagrange Points, positioning ourselves ahead the uninvited arrivals.
Problem with patrols is in the next turn or two we are going to get hit directly by a major enemy incursion on what amounts to a kamikaze mission. We need our forces close by to rally and kill it not spread out among our neighbor worlds bandit hunting. It sucks but i personally am not comfortable with spreading our ships out.

Unless a plurality of you guys want to risk it anyway?

Problem with limiting the jump points is how do we tell others save after they arrive? The only ones who could spread word fast enough are the guys about to strike at us. Still it is something to remember a use. As for heat yeah it is useful but unless you are talking big ships it basically gives you just enough warning to get out of the way or point your guns.

As for rest yeah that does sound like a plan we wont get all of them but we need our close neighbors, those inside 60 LY, to be at least neutral to us preferable friendly. Frankly we should not be destroying cultures here. We are like the Federation of star trek infinite diversity in infinite combinations. We are stronger for each unique culture that joins though we have to be careful because of the houses and their shear size engulfing us and subsuming us.
 
Whoops... I thought that I posted the last part on Saturday, not Friday... My bad...

Gotta complete the Turn then...
 
Turn 46 - Winter 2185/3035 - Results
Turn 46 - Winter 2185/3035

WCDC Defense Council:

[] Project Black Light: active
Time: 4 turns, Chance of success: 45%
Roll 1 of 4, Roll 1d100: 4+5+5 = 14 - Failure (Bonus to all military R&D, Bonus to Space Combat R&D)
Roll 2 of 4, Roll 1d100: 7+5+5 = 17 - Failure
Roll 3 of 4, Roll 1d100: 48+5+5 = 58 - Success

After several months of being unable to get anywhere with research on the unknown weapon, due to its partially biological components, the scientists running the project finally decided to take the weapon apart using a fabricator, creating a complete atomic blueprint for the weapon in the process. This way, the weapon could be manipulated inside a computer, which in turn would allow to discover its working principles.

Following the disassembly, it was possible to identify a laser emitter, several magnetic field coils and what appeared to be a feeding mechanism. Outside of this, several of the biological components seem to have included some sort of energy storage.

active for 1 more turn

[] Ground Warfare Training: - 7 votes
Time: 5 turns, Chance of success 70%
Roll 1 of 5, Roll 1d100: 50 - Success

With the mission to Tharkad and some observation of the Kell Hounds during general training and some maneuvers with regular Lyran ground forces, the state of Inner Sphere Ground Forced had to be massively revised in the eyes of the Defense Council. Videos and reports had to be analyzed to work out any tactics used by the Kell Hounds and to come up with tactics for the WCDC to keep up with regular Inner Sphere forces.

Additionally, WCDC forces would need to get further training in these new tactics and strategies to operate against Inner Sphere forces, should it be necessary, especially the WCDC Expeditionary Regiments on Circinus and the Circinus Federation worlds. Perhaps it could be used to impress the diplomats arriving at Circinus for the Conference.

active for 4 more turna

WCDC Survey Office:


[] Project Orange Grass: active
Time: 5 turns, Chance of success: 65%
Roll 1 of 5, Roll 1d100: 49 - Success
Roll 2 of 5, Roll 1d100: 46 - Success
Roll 3 of 5, Roll 1d100: 62 - Success

Slowly the conversion of the dropships and jump ship continues, as they are slowly taken apart to be rebuild with their new systems.

active for 2 more turns

[] Operation Ma Bell: - 7 votes
Time: 6 turns, Chance of success: 45%
Roll 1 of 6, Roll 1d100: 83 - Success

With the discovery that the existing ERS-HPGs were capable of inserting messages into the existing Comstar HPG message stream, the Intelligence branch of the Survey Office became very interested in coming up with a way to make use of this capability to destabilize Comstar from the inside. Perhaps it would be possibly supporting the person known as 'Capt'n Crunch' in their activity, as the 'rank and file' of the organization appeared further and further removed from the First Circuit and its plans.

Such operations needed to be carefully planned, however, and several ERS-HPG stations would need to be set up to insert the new message traffic into Comstar's network over longer ranges, past the range of the conventional HPGs.

active for 5 more turns

Deep Space Signal Intelligence Network

[] Operation Green Granite: active
Time: 8 turns, Chance of success: 50%
Roll 1 of 8, Roll 1d100: 43+5 = 48 - Failure (All DSSINOO operations)
Roll 2 of 8, Roll 1d100: 86+5 = 91 - Success
Roll 3 of 8, Roll 1d100: 28+5 = 32 - Failure

While the various Walsingham class jumpships were able to make it to their first stations, communication between the spy craft was the first to collapse, as it appeared to be impossible to coordinate and confirm the data gathered. Additionally, the Superluminal Wave Detectors appeared to be defective as only a fraction of the suspected traffic could be observed.

active for 5 more turns

WCDC Diplomatic Corps:


[]Circinus Conference: active
Time: 6 turns, Chance of success: 65%
Roll 1 of 6, Roll 1d100: 98 - Crit Success
Roll 2 of 6, Roll 1d100: 33 - Failure
Roll 3 of 6, Roll 1d100: 59 - Success
Roll 4 of 6, Roll 1d100: 75 - Success

Freaking Comstar Roll, 1d20: 1 - Comstar does nothing
Hanse Davion Fudge Factor, 1d20: 13 - Hanse does nothing

By early Winter, the finishing touches were applied to the Dag Hammarskjöld Resort, giving it the appearance of being in place for years, while being completely new. Around the same time, WCDC Belisarius arrived at Circinus, parking at the Circinus Nadir Jump Point, while a single Radoubt from 61 Virginis arrived at the Zenit Jump Point a week later.

About two weeks later the delegates of the Conference began to arrive, the first being those of the Lyran Commonwealth and the Federated Suns. Here, it was Hanse Davion and his wife Melisa Steiner-Davion, who arrived together as the heads of their delegations, accompanied by Cranston Snord's Irregulars and Alpha Regiment of the Wolf's Dragoons, with Cranston Snord and Colonel Jamie Wolf in command. The jumpship group of the joint Lyran/FedSuns delegation arrived at the Nadir Jump Point, where they were welcomed by the Belisarius and escorted to the planet by two of the Combat craft squadrons supporting Belisarius, which remained at the Nadir Point. Upon the question about Belisarius' origin, there was no attempt to conceal that the WarShip was salvaged and had been rebuilt by the WCDC over the past three years, which appeared to be shocking to Davion and his wife, as well as any of their companions.

The next to arrive were the Dutchy of Andurien, followed by the Free World League's delegations, who were of course placed in their opposite housing.

The last to arrive at the conference was the delegation of the Draconis Combine, led by Elija and Chandrasekhar Kurita, with the letter appearing to be an economic and trade delegate, while the former, a nephew of Takeshi Kurita, led the delegation.

Overall, there was surprise among the delegations about the modern design and comfort presented by the Dag Hammarskjöld Resort, while some shock was observed on the Andurien. FWL and Combine delegation, as they met their apparently first sophont aliens.

The first official banquet to welcome the delegations was a general success, even though there was a diplomatic incident that soured the relations to the Draconis Combine.

active for 2 more turns

[] Long Range Diplomacy - Marian Hegemony:
Time: 8 turns, Chance of success: 50%
Roll 1 of 8, Roll 1d100: 79 - Success
Roll 2 of 8, Roll 1d100: 45 - Failure
Roll 3 of 8, Roll 1d100: 66 - Success
Roll 4 of 8, Roll 1d100: 41 - Failure
Roll 5 of 8, Roll 1d100: 100 - Crit Success
Roll 6 of 8, Roll 1d100: 71 - Success
Roll 7 of 8, Roll 1d100: 9 - Failure
Roll 8 of 8, Roll 1d100: 9 - Failure
Combined: 52 - Success

The 'temper tantrum' of Caesar O'Reilly continued for about a month, before the delegation had enough. After coordinating with the Diplomatic Corps back on Jerat, the permission was granted to terminate the diplomatic mission ahead of time. The delegation attempted to contact the Caesar and his diplomats one last time, before finally packing up and returning to orbit, while O'Reilly showed his ignorance of the situation by demanding the delegation to return, as he had not allowed them to leave, and was ignored.

So far, the main goal of the delegation had been realized, an official diplomatic contact with the Marian Hegemony, even though any deeper diplomatic relations seemed to have been a pipe dream. However, the team of agents emplaced within the Marian Hegemony was left behind strengthened, helping keep an eye on Caesar O'Reilly, who might do something stupid.

Reward: Contact with the Marian Hegemony

WCDC Trade Organization:


[] Build the Technology: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 45+10+10+10+10 = 85 - Success (Stronger Economy, Economic Ties, Military-Industrial Complex, Interstellar Communication Network)
Roll 2 of 4, Roll 1d100: 80+10+10+10+10 = 120 - Artificial Crit
Roll 3 of 4, Roll 1d100: 86+10+10+10+10 = 126 - Artificial Crit

While the Circinus Conference was not yet beginning, the arrival of the Lyran and FedSun delegations did include some trade delegates and trade talks opened with these delegates. They were informed about the industrial capacity of the WCDC and the willingness of more than one corporation within the WCDC to open trade with the Inner Sphere, outside of selling JumpShips.

There were of course samples provided to the trade delegates, who were very interested in buying what the WCDC had to offer.

Later, on trade delegations from the FWL, Andurien and the Combine ware invited into these trade talks as well, though the Diplomatic Incident caused Chandrasekhar Kurita to be a little more aggressive in his talks than previously might have been the case.

active for 1 more turn

[] New Settlement Initiative: active
Time: 6 turns, Chance of success: 65%
Roll 1 of 6, Roll 1d100: 40+10+10+10 = 70 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network)
Roll 2 of 6, Roll 1d100: 10+10+10+10 = 40 . Success

active for 4 more turns

WCDC Office for Science and Development:


[] HFEG Jump: active
Time: 12 turns, Chance of success: 25%
Roll 1 of 12, Roll 1d100: 40+10+10 = 60 - Failure (Research Center Sol, Interstellar Communication Network)
Roll 2 of 12, Roll 1d100: 14+10+10 = 34 - Failure
Roll 3 of 12, Roll 1d100: 77+10+10 = 97 - Artificial Crit
Roll 4 of 12, Roll 1d100: 84+10+10 = 104 - Artificial Crit
Roll 5 of 12, Roll 1d100: 75+10+10 = 95 - Arfificial Crit
Roll 6 of 12, Roll 1d100: 12+10+10 = 32 - Failure
Roll 7 of 12, Roll 1d100: 62+10+10 = 82 - Success

Some mathematical models for the various potential solutions to the problem of combining the HFEG and Jump Drive technologies were found to contain small, but important errors. After those errors were removed the calculations were presented to the Super computers again to work on and the first model returned with useful data by the end of Winter.

active for 5 more turns

[] Project Heavy Mysterious Mustard: active
Time: 5 turns, Chance of success: 40%
Roll 1 of 5 turns, Roll 1d100: 62+10+10 = 82 - Success (Research Center Sol, Interstellar Communication Network)
Roll 2 of 5 turns, Roll 1d100: 39+10+10 = 59 - Success

While there were some sub projects to improve on the Jump Core focused on the hardware side of the technology, there were several additional sub projects more interested in attempting to improve on the Jump Core by providing better software to manage the internal systems. Thankfully, the main design of the Advanced Jump Core had been created with the possibility of software updates in mind, with using programmable active phased arrays and similar systems wherever possible.

active for 3 more turns

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

WCDC Internal Events:

Nothing really news worthy happens.

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

Deep Space Signal Intelligence Network Report:

Lothian League:


There is little of note to say.

Illyrian Palatinate:

There is little of note to say.

Circinus Federation:

There is little of note to say.

Marian Hegemony:

There is little of note to say.

Inner Sphere:

Lyran Commonwealth:


Nothing out of the ordinary as far as can be decerned.

Federated Suns:

Nothing out of the ordinary as far as can be decerned.

Draconis Combine:

Nothing out of the ordinary as far as can be decerned.

Free Worlds League:
Dutchy of Andurien:


Due to the Circinus Conference, a truce has been declared between the two warring powers.

Comstar:

With the new information about internal message propagation in mind, some advances could be made to take apart the internal structure of Comstar and get more information about the nature of internal dissent, ahead of fully commercing Operation Ma Bell.

Expansion and Suggestions:

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

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

Random Event - Diplomatic Incident

"Ladies and Gentlemen," a voice called out from the entrance of the ball room, making any of the diplomats and heads of state turn their heads. "Kaiser Hiroshi von Hohenzollern of Hannover."

Adam Prometheus narrowed his eyes as he glanced at the Hannoverian head of state. No one had expected him to suddenly appear on the first official ball of the Circinus Conference, now that all participants had arrived. Or so he had thought.

"Who is he?" he heard First Prince Hanse Davion ask, whom he had been talking to for the past ten minutes, mostly exchanging pleasantries and anecdotes.

Adam grumbled before speaking, watching as a tall man in his early fifties entered the room, with an even mix of Caucasian and Asian features, dressed in a uniform that would have made the man fit well into the role of Otto von Bismark. He stopped, leaning on his walking cane, while allowing his adjutant to catch up.

"The head of state of one of the WCDC members, the Kaiserliche Republik Hannover," he answered. "He was not supposed to be here."

"In that case, I am curious about him," Davion said and walked into the general direction of the Kaiser, who appeared to have found who he was looking for.

Hiroshi von Hohenzollern drew himself up, showing of a physique unusual for a head of state in most cases. He had a heavy muscular build and stood taller just a bit than two meters, with not a single bit of superfluous fat. Most of it was from years of heavy work doing his part in the Arbeitsdienst before ascending to the throne of Hannover, and keeping fit afterwards.

He began to walk towards one of the clumps of people, some of them WCDC diplomats, begin as fast as his stiff left leg would allow. His face was devoid of any emotion, but as far as Adam could see, his eyes were full of them, as he stopped in front of the delegation of the Draconis Combine.

"Albrecht!" he called out in clear English with a surprisingly heavy German accent. "Are you sure that these are are Kuritas."

Von Hohenzollern's adjutant took a deep breath and nodded, even though his Kaiser's gaze was firmly fixed on Elija and Chandrasekhar Kurita, who were glancing back more curious.

"Yes, your grace" was the simple answer.

As Von Hohenzollern appeared to be in thought, Davion raised his glass to his lips.

"I do not see any horns, tails or cloven hooves."

This made Davion almost do a spit take, while it left the Kuritas stunned.

Elija Kurita was the first to react in cold outrage.

"Who do you think you are talking to..." he said, but was interrupted by the louder and more powerful voice of von Hohenzollern.

"I know exactly who you are, cousin," he said, his voice dripping disdain, especially at the last word.

This time Davion did do a spit take as the Kaiser didn't allow any of the Kuritas to say a word.

"You belong to a 'family', if one can call your brood even that, where your oh so venerated founder sentenced his own daughter to death for not following his wishes and have an abortion. A family that demands its soldiers to kill any Prisoner of War, no matter how they get into your filthy hands. A family that caused the genocide of an entire plant, by sword! for pitiful revenge in the name of 'honor'."

Von Hohenzollern's face showed the full force of his disgust, while the Kurita bodyguards looked like they were about to attack, several of the waiters in the room prepared to intervene and to Gracilis combat drones slowly trotted over to the commotion to add some security.

"A family where 'honor' demands that you drag the corpse of an enemy head of state to the hole you came from to show him off for all the world to understand how primitive and barbarous your people are."

The comment made Davion take a step back, as Elija Kurita turned red and was about to say something, only to be stopped by Von Hohenzollern whipping his cane up and holding it in front of his Adams apple.

"I have done more for my people in the past 25 years than you and your brood have done in the past 600. You are just a bunch of scavengers, fighting to rule a corpse. I am sickened I share some of my DNA with you lot."

He lowered his cane and then spat out on the floor between Elija's feet, before turning around and striding out of the room, followed by his adjutant. Before the Kurita guards could do anything, the two Gracilis had pushed themselves in between them and the Hannoverians, gazing with feigned disinterest at the Combine delegation.

"He just signed his death warrant," Davion commented, still wiping some of his drink from his face, while Adam sighed and shook his head. "You wouldn't know how to get a video of this, would you?"

Result: -10 on Relations to the Draconis Combine, +1 on Relations with the Federated Suns
 
Turn 47 - Spring 2186/3036

WCDC Defense Council:

[] Project Black Light: active (2 turns)
On one of the former colonies, an apparent plasma weapon has been recovered. It would be a good idea to take a close look at the weapon and potentially develop a usable weapon from it.
Time: 4 turns, Chance of success: 45%, Reward: Plasma Weapon technology, 50% chance of plasma weapon prototype (1d4 for type)

[] Ground Warfare Training: active (4 turns)
Upon the meeting of better and heavier equipped forces of the Inner Sphere on Tharkad, especially the Kell Hounds, the Defense Council believes that it is time to step up the training of any military force to improve their efficiency against Inner Sphere troops, especially as previously these forces had only engaged much less coordinated Pirate Forces. To this end, new strategies should be divised to increase the efficiency of the WCDCs combined arms forces, as well as programs to increase the number of newly developed weapon systems, such as the Karakal II MBT and the Fusilier medium mech.
Time: 5 turns, Chance of success 70%, Reward: +10 against IS ground forces, +5 against mechs, new tactics, 50% chance of starting new weapon development programs

[] Extended Anti-Piracy Patrols:
While the project to improve the defense against piracy in Known Space around the WCDC was a success, many within the Diplomatic Corps and the Military believed that more should be done to prevent piracy in this sector of space, as the destruction of any 'Pirate Heaven' close by would proove to remain a problem not only for the WCDC, but also for any nearby nation the WCDC had contact with. As such, longer duration and longer ranged patrols to discover any potential pirate havens in known space and destroy them before they can be fully established.
Time: 5 turns, Chance of success: 60%, Reward: Long Duration, long range patrols, reduction of pirate activity to almost zero within known space

[] Capital Weapons:
While the majority of weapon systems used on the Belisarius are in a sense prototypes, it might be a good idea to take a closer look at the various weapon systems taken from the WarShip to figure out how to build better weapons for such massive vessels.
Time: 4 turns, Chance of success: 65%, Reward: Multiple new Capital Weapon Systems

WCDC Survey Office:

[] Project Orange Grass: active (2 turns)
The complete overhaul of A Ship With A View has been quite successful, so it might be a good idea to request the remaining Invader class Jumpships and Leopard Class dropships to be upgraded to the new Invader MKII and Leopard MKII specifications, to be used for low profile recon missions into the Inner phsere.
Time: 5 turns, Chance of success: 65%, Reward: 7 Invader MKII, 15x Leopard MKII avaiable for Deep Cover missions

[] Operation Ma Bell: active (5 turns)
With the newly developed 'HPG Phreaking', it will be possible to insert messages into the Comstar HPG data stream. This could be used to further the divide already existing within Comstar to possibly force the organization to break down on its own, delaying any moves against the WCDC.
Time: 6 turns, Chance of success: 45%, Reward: More internal strife for Comstar, chance of a breakup increased by 2d20%

[] Further Survey V:
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

[] Deep Cover Intelligence IV:
With a few more Inader II dropships avaiable, it should be possible t o send out a few more of them for long duration deep cover missions to gather intelligence data of all Inner Sphere powers, even those periphery powers that are some distance away.
Time: 1 turn, Chance of success: 60%, Reward: continous intelligence reports over several years, while other operations are available
This option takes one turn to initiate, than continues without using up an option
Dependent on Project Orange Grass


Deep Space Signal Intelligence Network

[] Operation Green Granite: active (5 turns)
There are a number of Walsingham class jumpships avaiable to the DSSINOO, which have recently been upgraded with HFEGs. They should be additionally equipped with Superluminal Wave Detectors and used to analyze jumpship movements inside the borders of both the Lyran Commonwealth and the Free Worlds League, as well as the Marian Hegemony to paint a good picture of any jumpship operations there.
Time: 8 turns, Chance of success: 50%, Reward: Detailed information about jumpship movements deep in the Inner Sphere

[] HumInt:
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

[] Network Extension:
The worlds of New St. Andrews and Niops appear to be good cancidates for the extension of the Network.
Time: 2 turns, Chance of success: 60%, Reward: Network extension into New St. Andrews and Niops

[] DSSIN Survey Squadron: (4 turns)
PErhaps it would be a good idea to put some dedicated survey squadron under the command of the DSSINOO to help them with some survey work in the area surroiunding FOB Pine Gap
Time: 4 turns, Chance of success: 60%, Reward: 1d4 Survey squadrons for the DSSINOO, +1d6 on DSSINOO survey operations

WCDC Diplomatic Corps:

[] Circinus Conference: active (2 turns)
The WCDC was forced into this coference by the First Prince of the Federated Suns and the complicit Archon of the Lyran Commonwealth to host a peace conference on Circinus to broken a peace between the FWL and the Dutchy of Andurien. While not something that we wish to do, we should do our best to get this conference to a good end and hopefully impress our neighbours into not attacking us. Perhaps Belisarius might make a good argument for that.
Time: 6 turns, Chance of success: 65%, Reward: Contact with all IS powers, Diplomatic Bonuses: +10 with FedCom and Andurien, +5 with FWL, 0 with Draconis, ? to Comstar

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

[] 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

[] Calls for Confederation:
The WCDC has muddled along as a defense and trade organization for nearly ten years by now and the nations had come together. But while dealing with smaller powers usually was not a problem, dealing with the big powers of the Inner Sphere leaves the WCDC with several legal problems, which would neatly be avoided if the WCDC would turn into a Confederation of nations with a clear leadership and political structure for the Inner Sphere to deal with, while the members of the Confederations would retain their internal independence.
Time: 4 turns, Chance of success: 42%, Reward: WCDC turns into a Confederation, 1dn to decide on new name
Please suggest a new name for the new Confederation (which does not include 'Walker Cluster').

WCDC Trade Organization:

[] Build the Technology: active (1 turns)
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

[] New Settlement Initiative: active (4 more turns)
There are 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: 65%, Reward: 1d4 newly settled planets

[] Light Warship:
With the Belisarius and the Petan derives Warship hulls avaiable, maybe it is time to design a few Warships that are lighter than the Petan derived hulls to act as larger support vessels.
Time: 4 turns, Chance of success: 60%, Reward: 1d2 designs of a Light Warship (<500ktonnes), 25% chance of a working prototype
Only available after completion of Warship Roles

[] Medium Warship:
With the Belisarius and the Petan derives Warship hulls avaiable, maybe it is time to design a few Warships that are in the same weight area as the Petan derived hulls to act as medium combatants.
Time: 4 turns, Chance of success: 60%, Reward: 1d2 designs of a Medium Warship (<1Mtonnes), 25% chance of a working prototype
Only available after completion of Warship Roles

[] Heavy Warship:
With the Belisarius and the Petan derives Warship hulls avaiable, maybe it is time to design a few Warships that are as heavy as Belisarius to give the WCDC fleets more of a punch in every situation.
Time: 4 turns, Chance of success: 60%, Reward: 1d2 designs of a Heavy Warship (>1Mtonnes), 25% chance of a working prototype
Only available after completion of Warship Roles

[] 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

[] 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

WCDC Office for Science and Development:

[] HFEG Jump: active (5 turns)
In the wake of the success with the Jump Drive and the HFEG working in parallel, there have been some signs that it might be possible to combine both systems into a single drive system.
Time: 12 turns, Chance of success: 25%, Reward: HF Jump Drive

[] Project Heavy Mysterious Mustard: active (3 more turns)
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

[] Hyperwave Local Area Mesh Network:
The development of the Hypwerwave Communication system has brought a few interesting possible uses for the technology. For one, some scientists have compared it to WiFi technology. Perhaps it would be possible to take the system and develop it into a FTL equivalent for use in local area (system) mesh networks.
Time: 4 turns, Chance of success: 45%, Reward: Hyperwave Local Area Mesh Network

[] Compact Hyperwave Transceiver:
The scientists are sure that it will be possible to create much more compact hyperwave transcivers than the scurrently microwave sized designs. These transceivers might take a hit in range and network speed however.
Time: 4 turns, Chance of success: 45%, Reward: Compact Hyperwave transceivers (1d6 for final size)

[] General Hyperwave Research:
There are some things that came up during the research into Hyperwave Trenceivers and HYDAR. MAybe it would be some time to take a closer look at the various things that have come to mind.
Time: 4 turns, Chance of success: 40%, Reward: Unknown new Research Option

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

2 Action for:

1 Action for:
Diplomacy
 
I cant stop laughing. Its to fucking funny. I don't care about the rep hit its just fucking hilarious.:ROFLMAO::ROFLMAO::ROFLMAO::ROFLMAO:

Though yeah dude can expect ninja after him soon. Bet he or his family have wanted to deliver that message a long time.

Ok plasma finally giving something. Ground training started. Survey is good. Deep space is not. Though i expect it is less the equipment is malfunctioning as we are starting to realize yes the houses really did wreck themselves to the point they barely have enough ships left to maintain interstellar civilization. Conference is going over all quite well and i think Hanse is starting to realize he might have played his hand to hard but we shall see. Chandrasekhar here is very interesting. For all he plays the hedonistic fool he is actually among the smartest of the Kurita and in a more sane society probable be very highly placed member but alas wanting to build industry instead of conquering other people means he is seen as a failure by the combine. @Warringer i am assuming all the delegates or at least the FedCom brought strong defense details. Surprised Hanse did not bring a RCT. Assume he brought plenty of fighters and assault droppers though. Good truce on and both belligerent factions are actually taking this serious it seems. Wish could see a scene of the meeting with aliens though. That never gets old.

Well moving on fuck the Marians. Build doing well. New colonies nearly failed this turn. Damn we suck at colony building. Tech is ticking over fine. Overall pretty good just need to give stuff like Ma bell time to work but i assume comstar will hit us next turn at most the turn after. They need to land the blow before we can end the war or normalize relations and they will want everyone in this conference dead. Good thing we have our Texas and a Redoubt here to ruin their everything.

Edit: Oh yeah action. Eh not sure but for now go with:

[X] Calls for Confederation:
The WCDC has muddled along as a defense and trade organization for nearly ten years by now and the nations had come together. But while dealing with smaller powers usually was not a problem, dealing with the big powers of the Inner Sphere leaves the WCDC with several legal problems, which would neatly be avoided if the WCDC would turn into a Confederation of nations with a clear leadership and political structure for the Inner Sphere to deal with, while the members of the Confederations would retain their internal independence.
Time: 4 turns, Chance of success: 42%, Reward: WCDC turns into a Confederation, 1dn to decide on new name
Please suggest a new name for the new Confederation (which does not include 'Walker Cluster').

See if we get lucky or at least push it along then start on bring in more members or deal with houses as needed.
 
@Warringer i am assuming all the delegates or at least the FedCom brought strong defense details. Surprised Hanse did not bring a RCT.
Of course everyone brought hefty security details. And I think Hanse does not want to overstay his welcome. Especially since all the Mech forces have been made to 'bunk' elsewhere at some distance to the Conference center.
[X] Calls for Confederation:
The WCDC has muddled along as a defense and trade organization for nearly ten years by now and the nations had come together. But while dealing with smaller powers usually was not a problem, dealing with the big powers of the Inner Sphere leaves the WCDC with several legal problems, which would neatly be avoided if the WCDC would turn into a Confederation of nations with a clear leadership and political structure for the Inner Sphere to deal with, while the members of the Confederations would retain their internal independence.
Time: 4 turns, Chance of success: 42%, Reward: WCDC turns into a Confederation, 1dn to decide on new name
Please suggest a new name for the new Confederation (which does not include 'Walker Cluster').

See if we get lucky or at least push it along then start on bring in more members or deal with houses as needed.
Gotta suggest a name for the new Confederation?
 
Of course everyone brought hefty security details. And I think Hanse does not want to overstay his welcome. Especially since all the Mech forces have been made to 'bunk' elsewhere at some distance to the Conference center.
Ahah bet he is enjoying that. Heavy security can be both blessing and curse. They will help in event of a attack but best it never reach them in first place and they could be a source of problems. The Marik annd Andurian teams especially need to be watched because they could be partially or totally subverted by comstar. Also in event of attack they could jump each other anyway just because... Kurita might pull something as well to satisfy honor after that tongue lashing.


Gotta suggest a name for the new Confederation?
Suck at naming but i guess Systems Confederation? Or the Federation?
 
Ahah bet he is enjoying that. Heavy security can be both blessing and curse. They will help in event of a attack but best it never reach them in first place and they could be a source of problems. The Marik annd Andurian teams especially need to be watched because they could be partially or totally subverted by comstar. Also in event of attack they could jump each other anyway just because... Kurita might pull something as well to satisfy honor after that tongue lashing.
They can try. But we got good security in place. Like Hunter Killer packs. And the 'domestics' are all security personnel anyway. And of course an AI that is doing all the observing of the delegations. We know if Kurita tries something.

On a sidenote: Yes. Hanse got that video from Adam and he was watched it several dozen times.
 
They can try. But we got good security in place. Like Hunter Killer packs. And the 'domestics' are all security personnel anyway. And of course an AI that is doing all the observing of the delegations. We know if Kurita tries something.
Hopefully. Kuita has very good personnel and Uncle Chaddy's courtesans are also generally very well trained operatives themselves. Not that we know that in universe per say.
 
Hopefully. Kuita has very good personnel and Uncle Chaddy's courtesans are also generally very well trained operatives themselves. Not that we know that in universe per say.
Well... Von Hohenzollern arrived on his own personal Sleipnir, crashed the party and left for Hannover. And it's going to be very hard for Combine operatives to get to Hannover.

Circinus on the other hand... Should they actually try something, they will be thrown out.
 
Good but we can expect them to try something just to see what happens but mostly i think they will want to observe and learn what they can. Maybe see what deals they can sound out. Opportunities like this do not happen often. I hope Von Hohenzollern wont get much grief for that. A lot of people might not be happy with him for it but damn if the Kurita did not deserve it.

And good for Hanse seeing that by itself was probable worth coming here and that clip will be played long and hard in the Suns.
 
Good but we can expect them to try something just to see what happens but mostly i think they will want to observe and learn what they can. Maybe see what deals they can sound out. Opportunities like this do not happen often. I hope Von Hohenzollern wont get much grief for that. A lot of people might not be happy with him for it but damn if the Kurita did not deserve it.

And good for Hanse seeing that by itself was probable worth coming here and that clip will be played long and hard in the Suns.
Quite possible that Hanse will use it for propaganda or something.

As for Von Hohenzollern getting grief... He is a head of state, he might get some grumbling from the diplomats, but everything he said is common knowledge for the diplomats after the first Deep Cover intel mission. The diplomats thought it to be propaganda, Von Hohenzollern immediately knew it was true. But than again, he and his family have a special dislike for the Kuritas.
 
Quite possible that Hanse will use it for propaganda or something.

As for Von Hohenzollern getting grief... He is a head of state, he might get some grumbling from the diplomats, but everything he said is common knowledge for the diplomats after the first Deep Cover intel mission. The diplomats thought it to be propaganda, Von Hohenzollern immediately knew it was true. But than again, he and his family have a special dislike for the Kuritas.
Yeah i expect Hannover will get special attention and deals from the FedCom just for the shear balls of that. His people might cheer him on for it.
 
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