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Growing Horizons: Inner Sphere - Quest

[X] Marian Agents
[X] Long Range Diplomacy - Lyran Commonwealth

I guess we don't have a better choice.

Size Isn't Everything, Just Testing and No Pirate Life For Me
I am curious, why do we use Culture's naming convention?

Archeologists were soon employed to dig for the remains of settlements, attempting to find usable data, while biologists studied potential biological causes. In one case they were successful relatively quickly, as a survey team discovered some enormous predators in the forest around the main settlement that apparently had developed a liking for humans as a food source, with a thick hide protecting them from conventional weapons. This resulted in the world being written off as uninhabitable for the time being.
I am curious, what level of resistance they have?
Small arms proof?
Heavy ordinance including high velocity projectiles proof?
Explosion-proof?
Energy weapon proof?
All of the above? How come?
 
[X] Marian Agents
[X] Long Range Diplomacy - Lyran Commonwealth

I guess we don't have a better choice.


I am curious, why do we use Culture's naming convention?


I am curious, what level of resistance they have?
Small arms proof?
Heavy ordinance including high velocity projectiles proof?
Explosion-proof?
Energy weapon proof?
All of the above? How come?


Probably in the small arms and hunter weapons proof range.

Colonies are an expensive enough affair. Having to stage a fullscale military operation just to get rid of super predators on top of normal costs makes it prohibitively expensive when you have fast ftl and a full galxy to expand in at any case?
 
Colonies are an expensive enough affair. Having to stage a fullscale military operation just to get rid of super predators on top of normal costs makes it prohibitively expensive when you have fast ftl and a full galxy to expand in at any case?
Wouldn't it be worthwhile to kill a few of them with military-grade equipment and study them? Lightweight, flexible, natural, shock absorbant material...
 
Wouldn't it be worthwhile to kill a few of them with military-grade equipment and study them? Lightweight, flexible, natural, shock absorbant material...
We are an almost post scarcity, almost replicators, fully capable of matter manipulation civ.

Any sort of animal skin or scale will be a curiocity or mega rich vanity good at best.
 
BattleTech readout style or just a overview?

Colonies are an expensive enough affair. Having to stage a fullscale military operation just to get rid of super predators on top of normal costs makes it prohibitively expensive when you have fast ftl and a full galxy to expand in at any case?
Its a habitable world relatively close to us so we probable will try anyway because garden worlds are not that common especially as you get farther out from the sphere. If only as a training world that planet will have a use.
 
Well... I can't come up with decent combat vehicle designs...

So lets have a little design challenge... Get me a design for a IFV, a scout, self-driving artillery (rocket and kinetic) and a transport truck. And maybe more.

Each design that I make canon, will get a +5 bonus on any action in Turn 36.
Ok not going to go crazy with details but can give rough outlines that can be expanded on. Names can and probable should be changed to spread designs out among WCDC members

Testudo IFV

Mass: 60 tons
Movement Type: Tracked
Power Plant: 240 rated Fusion + Superconducting Batteries
Armor: Advanced Composite Armor
Armament:
Dual 25mm Helical railgun
1 Plasma Flamer
Dual twin mounted 50. gauss turrets on sides
1 5mw Laser AMS
Reinforced Ram optional

Lighter than the Karakel II by 10 tons but using many of same components the Testudo is designed for close in infantry support and elimination. Lessons from the liberation of Circinus led to unpleasant realizations of what future WCDC forces could deal with. While technically inferior in gear and even training per say the pirate and mercenary infantry fought was shockingly formidable, cunning, and refused to surrender even when obvious could not win using every advantage to turn what should have been a slaughter into a real fight. While hopefully advances in ai robotics could help a heavier option to close infantry assault against madmen willing to die in droves to kill a few of you was needed. The Dual 25mm allow for dealing with other vehicles and to punch through heavy cover while the side turrets can prevent enemy infantry getting close enough for sapper attacks and actually do its job of covering friendly infantry. The flamer is quite contentious with many saying it is a war crime but the option is there and found very useful in field trials where can be very useful in burning out strongpoint and forcing surrenders especially after the 25 mm punch holes through the armor allowing the flamer free access. A ram is also mountable to force through minefields or to literal smash through and into enemy held buildings.

Still the options allow for it exchange for a third 25mm or dual mounted 50. gauss or a laser.

Puppeteer scout Van

Mass: 50 Tons
Movement Type: Wheeled
Power Plant: 240 rated Fusion + Superconducting Batteries
Armor: Advanced Composite Armor
Armament:
Turret mounted 50. gauss
Laser AMS

A stealthy vehicle design to follow or go behind the lines with a heavy load of various land or air drones and smart dust acting as eyes for WCDC forces. The vehicle itself has decent sensors but excellent comm gear. It gear allows for drones 10 or more miles away even on the ecm heavy battlefield scanning down and tracking targets and mapping the way forward or acting as spotters for artillery or air strikes. Can act as ecm/eccm with right drones intercepting and fouling enemy radio and radar.

Sidewinder scout bike

Mass 100 pounds
Movement Type: Wheeled
Power Plant: Superconducting Batteries
Armor: ceramic plating over vitals

A quiet rugged motorcycle with large reinforced wheels. It is used to get spec ops troops/scouts/snipers ahead of main forces for work that cannot be handled by drones. Armed with only two canisters of smart dust and what the operator carries with them it still allows for soldiers to carry out personal recon and spotting with mechanized mobility.

Bison heavy Hauler

Mass: 20 tons + 10/20 ton trailer
Movement Type: Tracked and Wheeled
Power Plant: 240 rated Fusion + Superconducting Batteries
Armor: Advanced Composite Armor
Armament:
.50 Gauss main body

A militarized and rugged long hauler that can carry most anything with a customizable bed and hitch for a trailer. Though of road usage cannot be recommended above the 10 ton version. Beloved by crews for good seats and climate control with room for fold out bed and small kitchenette behind the seats. Mechanically reliability makes it favorite of mechanics to as long as not trying to fix a hitch shattered or warped by of road abuse.

Thumper Hover Missile Battery

Mass: 60 tons
Movement Type: Hover
Power Plant: 240 rated Fusion + Superconducting Batteries
Armor: Advanced Composite Armor
Armament:
MGM-145 ATACMS (Army Tactical Missile System)
Laser ASM
Dual .50 Gauss turret

A attempt at fast attack artillery the Thumper is designed to follow relatively close behind the lines using targeting data from main line or spotters to lay down accurate rapid fire then retreat back to depots to quickly rearm then return for more fire missions.

Hammer Artillery vehicle
Mass: 60 tons
Movement Type: Tracked
Power Plant: 240 rated Fusion + Superconducting Batteries
Armor: Advanced Composite Armor
Armament:
155mm Rail Artillery
Laser AMS
Dual 50. gauss guns
A more traditional artillery vehicle. Designed to stand off far from main line and pound on the enemy at need. Not particularly fast but meant to operate in relative safety in a forward firebase or moving behind a running battle.

Mjolnir Artillery Vehicle
Mass: 70 tons
Movement Type: Tracked
Power Plant: 240 rated Fusion + Superconducting Batteries
Armor: Advanced Composite Armor
Armament:
205mm Rail Artillery
Laser AMS
Dual 50. gauss guns

A scaled up version of the Hammer to carry its 205 mm rail piece. Slower than its lesser brother they usually are set pieces in firebases and HQ's and only moved out at great need or when needed to siege a hardpoint on the battlefield or a fortress.

Outpost class field base

Mass: 20 tons
Movement Type: Tracked and wheeled
Power Plant: 240 rated Fusion + Superconducting Batteries
Armor: Advanced Composite Armor
Armamnent:
Optional turrets for dual 50. Gauss or lasers
Laser AMS

Technically three designs in one overall classification. The need for rapidly assembled forward bases on hostile worlds required some innovative thinking... and cribbing of IS ideas. The outpost take data on IS MASH's and expands the concept further into several uses. A series of vehicles that can be configured in several ways a Outpost can be a field HQ/firebase. A Depot. Or a traditional MASH unit. Once on site the vehicles can deploy themselves open into expanded building while engineer teams can rapidly dig earthworks, landing pads, comm towers and additional structures in easy build and teardown formats. HQ variant focuses on becoming a strongpoint for commanders and analysts to coordinate the battlefield and troops to return to rest and get a hot meal between patrols and sorties. Depot is filled with engineers and machine shops and create points were field repairs and rearming can occur. MASH units continue the age old tradition of a hospital on the battlefield with doctors making war on death. In keeping with that most all MASH are unarmed at doctors request save for their white paint and red crosses. Most deployments have one set of each at least and if not needed elsewhere deploy together in a small city fortress from which WCDC forces can build out from.
 
I am curious, why do we use Culture's naming convention?
Too many space craft with the same names. And someome started the trend in the ealry 21st century and it stuck. First with civilian ships, than endorsed by an Europan AI god that settled on Ceres, and finally it entered even Military use, when the people responsible for naming had problems finding new names. And at least the Empire ot Jerat and the 61 Virginis uetzal have taken it up as well.

There is ligitimately a ICS (Imprerial Space Craft) Ultimate Ship III. But then again, the Emperor was always a bit of a troll.
BattleTech readout style or just a overview?
Either works. And you can make use of the reactors that I put into the text f Turn 33. ;)
 
So lets have a little design challenge... Get me a design for a IFV, a scout, self-driving artillery (rocket and kinetic) and a transport truck. And maybe more.
Um, uh… Drivy thing go PYUW! PYUW!

…that counts, right?
I am curious, what level of resistance they have?
Small arms proof?
Heavy ordinance including high velocity projectiles proof?
Explosion-proof?
Energy weapon proof?
All of the above? How come?
I think this is more a case of "cares less about bullets below size x than it cares about eating you", so rather bullet-resistant than bullet-proof. For instance, elephants are known to ignore bullets in favour of getting rid of a threat. They will succumb to wounds given time, of course, but on what range that time is measured is relevant here.
As for these predators, if they have thick placoid skin/denticles and a thick layer of muscle beneath, as well as be of sufficient size that bleeding out takes a while, then I could see them shrugging of certain calibers that would be overkill for regular humans.
Similarly, if somewhere along their evolutionary line there was a need for subdermal bone plating, then the at the time protective measure against larger/other predators could over time have gained significance for sexual signaling similar to peacock feathers, showing that this predator can afford thick bone plating.
Another interpretation might be that that predator isn't so much predatory, or at least not obligatorily, but an opportunistic predator, that usually prefers scavenging and other less dangerous methods of feeding. Along those lines the predator could be fiercely territorial omnivores or herbivores instead. I mean, hippopotamuses are a thing on Earth, these could be similar.
The latter are admittedly unlikely, given that they were at least investigating for a month or two there, but it's a possibility nonetheless.
 
Either works. And you can make use of the reactors that I put into the text f Turn 33. ;)
Not with those designs I am afraid. Want max parts commonality we can afford across main and secondary designs so not hauling parts for 12 different designs and if needed we could strip one vehicle of say its power plant or tracks to fix another. But... also come on guys join in the fun.

Gorilla Drone

Mass: 6 tons
Power Plant: 50MW nano fusion reactor (25 rating) + superconducting batteries
Armor: Advanced Composite Armor/Ceramic and ballistic
Armament:
3 hardpoints
2 wrist mounted points 50 .gauss/machingun/laser/flamer/grenade launcher. Sacrifice 1 hardpoint for 30mm helical rail
1 back mounted hex missiles (4 rack) or quad mortar or 30mm Helical rail

A variation of the drone concept that sacrifice some speed and stealth for hands and greater fighting ability especially in close quarters for room clearing. Literally looks like a huge Gorilla on roid rage and covered in armor plate. While very deadly on open ground the Gracilis and Fatalis can have problems in build up areas meant for sapient habitation. Often they could be forced into situations where they would have to smash through walls or doors or be unable to access keys or computers. The feline shape is also not necessarily the best for breaching and clearing a small room. The handler mecha is better of as a long range support unit not direct combat. The gorilla drone with humanoid form and better armor is far better suited to such work and can act as a heavy fighter in ways the Handler cannot afford to do acting as hard center of a formation pushing the enemy while the feline drones flank and lay down mortar fire.

Aves class drones

Mass: 2 pounds to 100
Power Plant: 50MW nano fusion reactor (25 rating) and/or superconducting batteries
Armor: Ballistic and ceramic or none

A series of recon drones that main advantage is they are mocked up to look like local bird species. Care must be taken to keep into character and plausibility but such drone can sit or move about a enemy encampment of facility acting like normal birds observing as enemy troops move about with them not realizing they are being observe.

Land Raider APC

Mass: 70 tons
Movement Type: Tracked and wheeled
Power Plant: 240 rated Fusion + Superconducting Batteries
Armor: Advanced Composite Armor
Armament:
Turret mounted 75 mm Helical rail / dual 40 mm Rail / Quad mortar
50. gauss side turrets
laser AMS

A heavy APC for rapid movment of power armor troops across the battlefield while also being able to give heavy cover fire.
 
Not with those designs I am afraid. Want max parts commonality we can afford across main and secondary designs so not hauling parts for 12 different designs and if needed we could strip one vehicle of say its power plant or tracks to fix another. But... also come on guys join in the fun.
Which is contrary this...
[] Combat Vehicle Development: active
Time: 3 turns, Chance of success: 70%
Roll 1 of 3, Roll 1d100: 100+10+10+10+10 = 140 - Crit Success (Military-Industrial Complex, Stronger Economy, Economic Ties, Interstellar Communication Network)
Roll 2 of 3, Roll 1d100: 92+10+10+10+10 = 132 - Success

Again, much like it happened with the earlier MBT and Mech development programs, the contractors flooded the WCDCTO and Military with designs within a relatively short time frame. For one, MIL-STD-102343 allowed the development of vehicles without the need to already integrate weapon systems, merely needing to provide weapon bays for various standardized sizes of weapons and other systems.

It was of note the various contractors appeared to have standardized around certain powerplants, like the Tomokino 200MW Microfusion* reactor, used in the Karakal II and the Fisilier, but also smaller Warech 150MW* and Sul'arde 100MW Nanofusion* reactors, as well as certain Milspec Computer and communication systems.
 
Long term proposal. We have sent one through the Lyrans and soon the mariks but what to our west? Can we send one to three expeditions on a year long circuit to our west to see what is that way? Could also send expeditions to south to those empires and north to see the ruins mostly there.
 
Long term proposal. We have sent one through the Lyrans and soon the mariks but what to our west? Can we send one to three expeditions on a year long circuit to our west to see what is that way? Could also send expeditions to south to those empires and north to see the ruins mostly there.
There isn't anything to out west. And nothing really to our north and south. Tht we know of.

Also space is BIG. We are more likely to pass by any unknown 'empire' without knowing they are even fifty ly to the side, no matter where we go.
 
Ah, Blade wants not to sweep the surrounding space (as we do with survey squadrons9, but to do incursions/expeditions.

And the QM goes "There be deserts in the dark. Maybe look at the bear about to eat your face instead?"
 
There isn't anything to out west. And nothing really to our north and south. Tht we know of.

Also space is BIG. We are more likely to pass by any unknown 'empire' without knowing they are even fifty ly to the side, no matter where we go.
True but in game we have no idea what's out there. We have at least a vague idea to north and south and mostly what's to east but west is a great unknown so why not shake lose a few squadrons to go dive into it and see what we see? For all we know the berserkers are out there or something stranger. If could would make it a 5 year mission but we cant tie up a survey action that long I guess. A year or two mission could be useful at least finding what should be safe systems away from the sphere to colonize or exploit. Squadron looking at useful star types and listen for radio signal just doing honest exploration work star trek style.
 
Turn 35 - Spring 2183/3033 - Results
Turn 35 - Spring 2183/3033

WCDC Defense Council:

[] Forwards Operation Base Circinus: active
Time: 4 turns, Chance of success: 50%
Roll 1 of 4, Roll 1d100: 87 - Success
Roll 2 of 4, Roll 1d100: 87 - Success
Roll 3 of 4, Roll 1d100: 92 - Success

As more Undessa Batallion Landing Craft came online and were put into service, the remaining WCDC Expeditionary Regiments, 5th though 7th, could be moved to Circinus over a relatively short time. By the end of Spring, twenty of the craft were landed on the Circinus Military Space Port, from where they could launch within a relatively short time frame, should the need arise.

In space, additional Squadrons arrived, some landing on the surface of the planet, while others remained in orbit and patrolled the various jump points of the Circinus system, setting up patrol rotations to ensure that there were always at least eight squadrons in space, four in orbit, while the other four patrolled the system. The remaining spacecraft would remain landed for purposes of repair and maintenance, as well as allowing the crews to rest.

Some transports arrived as well, transporting some specialized fabricators for the production of ammunition, while others carried additional supplies. One of the transports additionally transferred the first three Hunter Killer Units, to be attached to base security, where they are quickly dubbed 'pride' by the soldiers. It was planned to use them as patrols to improve site security, as well as use this for long duration tests of the technology in a more urban setting.

active for 1 more turn

[] Project Indigo Putter: active
Time: 4 turns, Chance of success: 70%
Roll 1 of 4, Roll 1d100: 41 - Success
Roll 2 of 4, Roll 1d100: 48+5 = 53 - Success (Recent Pirate Attack)
Roll 3 of 4, Roll 1d100: 79+5 = 84

More and more of the new modified Ternary Ansible Nodes, dubbed 'Surveillance Nodes' were installed not only within the systems with settlements, but also in uninhabited systems, each of which could easily be utilized by pirates, or other attackers, to recharge their jump drives. The installation of these additional nodes into the Ansible Network additionally improved communication between systems, as more channels were available, increasing the bandwidth for communication.

By the end of Spring, the entirety of the 15 ly zones around Sol, Bety Hydri and 61 Virginis were covered with the Surveillance Nodes, with no system in these zones unsurveyed. Washington, Hannover and Solidarność, were surrounded by 10 ly zones of total system surveillance. By the end of Summer, it was expected the complete 60ly zone would be seeded with Surveillance Nodes, allowing for a much increased protection against pirate attacks.

active for 1 more turn

WCDC Survey Office:

[] Abandoned Settlements: active
Time: 3 turns, Chance of Success: 60%
Roll 1 of 3, Roll 1d100: 94+10 = 104 - Success (Permanent Squadrons)
Roll 2 of 3, Roll 1d100: 80+10 = 90 - Success
Roll 3 of 3, Roll 1d100: 78+20 = 88 - Success
Combined: 94 - Success
Roll 1d10 for artifacts: 5 valuable artifacts
Roll 1d4 for worlds to be settelable: 4 settelable worlds

Archeologists and survey personnel slowly conclude their studies of the various abandoned worlds, even though in several cases the population had slowly died out, the most recent death of a population happening only thirty years ago on a planet named York, where the loss of a connection to the Inner Sphere had forced the population of less than 150 people and insufficient modern genetics, had forced the settlers into incestuous relationships that led to the death of the settlement.

In the end, four worlds were deemed to be re-settellable, Bleak Rock, York, Neu Berlin and Ares.

Bleak Rock, contrary to its name, was a world lush with plant life, where the population had been driven off by continuous pirate attacks. Neu Berlin, apparently settled by the same wave of settlers as those of Hannover, had experienced a heavy earth quake early in its settlement history, destroying the entire settlement, forcing the settlers to relocate to Hannover. Finally, on Ares, animosities between the two initial settlements had broken out in warfare, with both destroying each other to a sufficient degree that the loss of important technologies had led to a protracted decline and eventual death of the settlers.

Between all worlds surveyed, five artifacts had been recovered. While three of them were of Inner Sphere construction, including a Saturn class primitive dropship, two artifacts were not decisively non-human origin. One was the almost complete remains of a robotic entity, while the other was apparently a plasma weapon of unknown origin, with both being discovered close together, with the robot having been shot in the torso by the plasma weapon. The robot was sufficiently intact that there was a possibility to reactivate it after repairs.

IMG_20190828_005419.jpg

Reward: Discovery of 5 valuable artifacts, 4 of these worlds can be resettled

[] Marian Agents: - 6 votes active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 27 - Failure

With the return of the A Ship With A View plans were written up to make use of the Jump Ship to run a reconnaissance mission into the Marian Hegemony, using the dropships of the space craft to land on several worlds of the Hegemony, emplacing agents. These agents would set up intelligence rings and transmit their findings via one of the Surveillance Nodes in the Deep Space Signal Intelligence Network.

However, the project fell short of expectations for the time being, as the surveillance team that was to the Inner Sphere insisted in longer rest and recuperation periods, which were granted by their project head on grounds of their outstanding performance within the Lyran Commonwealth.

active for 3 more turns

Deep Space Signal Intelligence Network

[] Base Operations: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 90 - Success
Roll 2 of 4, Roll 1d100: 84 - Success

The first transports arrived at FOB Pine Gap, carrying asteroid mining machinery emplaced around two co orbital carbonaceous asteroids of FOB Pine Gap, allowing for simple and timely transfer of resources from the asteroids to the station. After the initial setup, both mining stations began to produce a constant flow of nickel tetracarbonyl, iron pentacarbonyl and dicobalt octacarbonyl, as well as a large amount of volatiles, silicates and some rare earth elements.

Other transports carried the first fabricators, some of which contained the information to begin with the construction of additional station modules from the already gathered materials.

active for 2 more turns

WCDC Diplomatic Corps:

[] Circinus Uplift: active
Time: 4 turns, Chance of Success: 60%
Roll 1 of 4, Roll 1d100: 80 - Success
Roll 2 of 4, Roll 1d100: 28 - Failure
Roll 3 of 4, Roll 1d100: 99 - Crit Success
Roll 4 of 4, Roll 1d100: 99 - Crit Success
Combined: 76 - Success

The decision to take the refugees and retain them on Circinus turns out to be a blessing id disguise. Many of those that had managed to flee Bismark turned out to be of the well-educated strata of the world's society, and those heavily involved with the revolt of the planet. That in turn would have seen them being purged or put into prison for their participation.

While most of the local bureaucracy was filled with Circinans, most of the refugees were requested to act as teachers and trainers, as to help uplift the Circinan population. Other refugees were able to quickly open new shops with some help from the Prometheus Foundation, even though the locals looked at them with suspicion.

In the end, while the military and the various intelligence agencies were on the lookout for spies among the refugees, they could be integrated well into the local population, and helped grow the local economy, and while the main force of the Prometheus Foundation left, they left behind more teachers and trainers, to keep it growing.

Hopefully Circinus would grow into a productive part of the WCDC, and a convenient entry point for trade with the Inner Sphere.

Reward: Slow growth of Circinus economy, +10 on all actions taken on Circinus

[] Long Range Diplomacy - Lyran Commonwealth: - 7 votes active
Time: 8 turns, Chance of success: 50%
Roll 1 of 8, Roll 1d100: 33 - Failure

The information returned by the Deep Recon Mission of the A Ship With A View was invaluable and convinced the diplomatic corps about the possibility to set up diplomatic relations with the Lyran Commonwealth. However, a decision of this magnitude was not something the Defense Committee was ready to allow the Diplomatic Corps to make alone. As such, a call went out to the various governments of the WCDC, to come to a decision, with the absolute majority being required for the mission to be launched.

While one of the Star Lord class jump ships, the Unexpected Oversupply Of Gravitas and several dropships were prepared for departure, together with two squadrons of combat space craft as escort, the various governments deliberated about the diplomatic mission, not coming to a decision. Additionally the delay was seen as useful, as it might be possible to equip the Unexpected Oversupply Of Gravitas with a Heim-Feynman Event Generator.

active for 7 more turns

WCDC Trade Organization:

[] Combat Vehicle Development: active
Time: 3 turns, Chance of success: 70%
Roll 1 of 3, Roll 1d100: 100+10+10+10+10 = 140 - Crit Success (Military-Industrial Complex, Stronger Economy, Economic Ties, Interstellar Communication Network)
Roll 2 of 3, Roll 1d100: 92+10+10+10+10 = 132 - Success
Roll 3 of 3, Roll 1d100: 70+10+10+10+10 = 110 - Success
Combined: 127 - Success

The development program for the new Combat Vehicles was more than successful in the eyes of the Defence Council and the various national militaries, as several of the companies and other contractors had come up with more than their fair share of designs, some of which had not been requested, but were simply too sensible to be ignored, like the Kawasaki Sidewinder Scout motorcycle, for example, or the Outpost class Mobile Field Base.

Reward: Combat Vehicle designs, +10 to ground combat

[] Von Neuman: active
Time: 6 turns, Chance of success: 40%
Roll 1 of 6, Roll 1d100: 88+10+10+10+10 = 128 - Success (Scientific-Industrial Complex, Stronger Economy, Economic Ties, Interstellar Communication Network)
Roll 2 of 6, Roll 1d100: 64+10+10+10+10 = 104 - Success

The Von Neumann Project carried along nicely, with the various contractors setting up calls for AGIs and ASIs to volunteer to work with them on the development of the actual spacecraft design. However, over the months of Spring, the contractors decided they should work together on this historic project, which would potentially change the way the WCDC spread out into space and could settle new worlds.

Pretty quickly in the development cycle, the decision was made the Von Neumann spacecraft should be equipped with an advanced Jump Drive and an Hein-Feynman Event Generator as secondary FTL propulsion, as well as heavy-duty thrusters that could propel the spacecraft at least two g. The need for heavy machinery and fabricators, decided the lower mass limit, while the Jump Drive decided the lower and the final spacecraft would mass about two million tonnes, more than any other spacecraft previously constructed by any of the Three Worlds. Additionally, at least six dropship collars would be added to the Von Neumann to either carry large scale mining craft, transports or dropships.

active for 4 more turns

WCDC Office for Science and Development:

[] Superliminal Wave Detector: active
Time: 5 turns, Chance of success: 55%
Roll 1 of 5, Roll 1d100: 47+10+10 = 67 - Success (Research Center Sol, Interstellar Communication Network)
Roll 2 of 5, Roll 1d100: 8+10+10 = 28 - Failure
Roll 3 of 5, Roll 1d100: 32+10+10 = 52 - Scuccess

The problem of the previous months, insufficient detectors for all forms of hyper waves, was not solved, rather circumvented by the Project Team, as they decided it might be best to build separate sensors specialized for the assumed specific hyper waves, either the jump drive or the HFE Generator. This way, it might possible to later on change to an omni sensor, or possibly add additional sensors later on, some of which might make it possible to follow vessels through Heim-Feynman Space.

active for 2 more turns

[] Project Blue Danube: active
Time: 3 turns, Chance of success: 75%
Roll 1 of 3, Roll 1d100: 57+10+10 = 77 - Success (Research Center Sol, Interstellar Communication Network)
Roll 2 of 3, Roll 1d100: 86+10+10 = 106 - Success
Roll 3 of 3, Roll 1d100: 42+10+10 = 62 - Success
Combined: 82 - Success

The three jump ships Size Isn't Everything, Just Testing and No Pirate Life For Me, were successfully equipped with their specially designed Heim-Feynman Event Generators and began their unmanned solo trials.

As those trials proved to be successful, both by utilizing the jump drive and the HFEG, the following tests were done with additional dropships and advanced combat spacecraft, followed by manned tests.

All tests and trials were successful, proving that the HFEG could be used in parallel to the Jump Drive, speeding up FTL travel by a good margin. With this, plans were quickly drawn up to equip all jump ships in WCDC possession with a HFEG, something that would be invisible to the naked eye as those systems could easily be integrated beneath the external hull plating, not changing the external appearance of the jumpship in question.

Of increased importance here, was the Star Lords of the WCDC, Unexpected Oversupply Of Gravitas.

Reward: In the future jumpships may be equipped with a HFEG based secondary FTL drive

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

Deep Space Signal Intelligence Network Report:

Lothian League:

The continued attempts of Grand Mistress Logan to micromanage the planets under her governance failed repeatedly, as the nobles in residence on those worlds put up a stiff resistance. By the end of Spring, Grand Mistress Logan stops in disgust, pondering replacing some nobles.

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:

The war between the Free Worlds League and the Dutchy of Andurien is in full swing with attacks on planets of both sides.

While the Free Worlds League can take two worlds of the former Capellan Confederation, four worlds choose to defect to the Dutchy of Andurien, following Comstar news reports on several, sometimes bloody, suppression of planetary rebellion.

Comstar:

It appears that Comstar is using its news casts to enflame the emotions in the war between the Free Worlds League and the Dutchy of Andurien.

Expansion and Suggestions:

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

Random Event - Nothing Happens
 
Last edited:
Turn 36 - Summer 2183/3033
Turn 36 - Summer 2183/3033

WCDC Defense Council:

[] Forwards Operation Base Circinus: active (1 turns)
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)

[] Project Indigo Putter: active (1 turns)
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

[] 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

[] 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


WCDC Survey Office:

[] Marian Intelligence: active (3 turns)
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

[] Deep Cover Intelligence II:
With the Preparations successful, it is time to send the Deep Cover Intelligence mission out into the Inner Sphere and begin trading with the Free Worlds League. And while doing so, gather information about the economy and military of the Inner Sphere nation. 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 Free Worlds League, 75% chance of emplacing an intelligence network

[] Marian Agents:
With the A Ship With A View having returned, it might be a good idea to use it and its dropships to insert several agents onto one or more Marian worlds using a trade mission as a cover. This would allow us to gather more information about the Marian Hegemony and possibly set up an intelligence network.
Time: 4 turns, Chance of success: 60%, Reward: Continous information about the Marian Hegemony, 30% chance of emplacing intelligence network
Selection invalidates 'Marian Intelligence'

[] 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

Deep Space Signal Intelligence Network

[] Base Operations: active (2 turns)
FOB Pine Gap proved itself to be very useful in the previous quarters and it might be a good idea to extend FOB Pine Gap to become an operational hub, as well as give the DSSINOO one or two squadrons of advanced spacecraft to improve their work flow. The Survey Squadron might also be involved to take a closer look at the habitable planet of the system.
Time: 4 turns, Chance of success: 60%, Reward: Extension of FOB Pine Gap, +5 on DSSINOO operations

[] HumInt: (7 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

[] 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


WCDC Diplomatic Corps:

[] Long Range Diplomacy - Lyran Commonwealth: active (7 turns)
The first of the Long Duration Deep Cover Surveilannce Missions has been completed and some believe that it is time to contact the first large Inner Sphere nation, in this case the Lyran Commonwealth. They are likely more interested in business deals as a mostly mercantine nation, they are less likely to try any military operations against the WCDC.
Time: 8 turns, Chance of success: 50%, Reward: Contact with the Lyran Commonwealth

[] 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:

[] Von Neuman: active (4 turns)
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

[] New Settlement Initiative:
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

[] 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

[] 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

[] 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: active (2 turns)
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 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

[] Alien Robot!:
There has been an alien robot discovered on one of the abandoned worlds that were surveyed. Its construction might give some clues about its creators and it might even be possible to repair it and turn it back on. If the centrail computer still works that is.
Time: 4 turns, Chance of success: 55%, Reward: Alien robot design, 50% chance of robot turning back on

[] HFEG Jump:
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

[] Hypercom III:
With two FTL communication system avaiable, why not collect the full set? Most of the work for the Hyperwave comm system has already been done, so it should all just be a matter of completing the research.
Time: 2 turns, Chance of success: 60%, Reward: Hyperwave Communication System

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

2 Action for:

1 Action for:
Survey
Economy
Diplomacy
Science
 
So looking good and we got very lucky discovery with robot and plasma weapon. The weapon I really want. The robot I want thoroughly studied and only activated in a room sealed and locked sown physically and electronically we can. Might be a epic win might be a monster who deserved to be shot. Should send aid to Santa Alvariz to help them rebuild after pirate attack though could also send to Illyrians... Want to get jump trader going to so we have something very valuable to sell to houses already in place and robot just because if we don't do it now it will end up like von nuamon or belasrious on the back burner for 10+ turns. Free world civil war looks to get very ugly and our expedition should make sure to not go anywhere near that or could get press ganged into transport duty. Not sure what comstar angle is beyond mass havoc. Perhaps keep sphere focus on that while they try to knife us and make us disappear?

[X] Deep Cover Intelligence II:
With the Preparations successful, it is time to send the Deep Cover Intelligence mission out into the Inner Sphere and begin trading with the Free Worlds League. And while doing so, gather information about the economy and military of the Inner Sphere nation. 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 Free Worlds League, 75% chance of emplacing an intelligence network

[] 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
Santa Alvarez

[X] 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

[X] Alien Robot!:
There has been an alien robot discovered on one of the abandoned worlds that were surveyed. Its construction might give some clues about its creators and it might even be possible to repair it and turn it back on. If the centrail computer still works that is.
Time: 4 turns, Chance of success: 55%, Reward: Alien robot design, 50% chance of robot turning back on
 
With jump trader I hope we can create designs that will obsolete the current IS designs and given our tech and industry advantage the houses simple cant copy. We should make money hand over fist selling them while our internal market we used combine drive designs or even a hypothetical single combo drive we eventually make. The robot I want treated as a serious threat on a sealed station. Till we know otherwise should be treated as a potential ground fighter of the berserkers that can electronically or literally go the thing on us and if it realizes it cant win will release a gram of little boy plague from a well disguised compartment.
 
With jump trader I hope we can create designs that will obsolete the current IS designs and given our tech and industry advantage the houses simple cant copy. We should make money hand over fist selling them while our internal market we used combine drive designs or even a hypothetical single combo drive we eventually make. The robot I want treated as a serious threat on a sealed station. Till we know otherwise should be treated as a potential ground fighter of the berserkers that can electronically or literally go the thing on us and if it realizes it cant win will release a gram of little boy plague from a well disguised compartment.
If there was any of The Plague on the robot, it would already have destroyed the ecosphere of that planet.
 
If there was any of The Plague on the robot, it would already have destroyed the ecosphere of that planet.
Talking hypotheticals here. Completely unknown technology and artifact that we can bring back to life. Take every precaution because far all we know it could be a ocp threat. Hell the berserkers had to have a way to safely transport the stuff without it eating them even if its is a micro fabricator that makes a single cell of the stuff.
 
I don't currently have the time to evaluate all the options, but 2 things jumpt out to me:

[] Hypercom III
With two FTL communication system avaiable, why not collect the full set? Most of the work for the Hyperwave comm system has already been done, so it should all just be a matter of completing the research.
Time: 2 turns, Chance of success: 60%, Reward: Hyperwave Communication System

Good chance of success, especially if we assume Research Center Sol and Interstellar Communication Network apply here as well. Furthermore it's only two round, which is a great turnover for something that will likely open new branches of science and research, like a combined FTL comms system.

[] Alien Robot!:
There has been an alien robot discovered on one of the abandoned worlds that were surveyed. Its construction might give some clues about its creators and it might even be possible to repair it and turn it back on. If the centrail computer still works that is.
Time: 4 turns, Chance of success: 55%, Reward: Alien robot design, 50% chance of robot turning back on

Here we'd hope for the best and prepare for the worst, and paranoia is definitely our friend. Take an empty system, haul a disposable ship there, supply it with external fuel tanks, place it over the star at enough distance it constantly burns at 1 g to keep from falling into the star. Limit the drive to only 1.1 g max speed. Remove all comm systems. Now we have a lab. Only ASI/ALI researchers. Regular (hourly?) backups and updates via rail gun data storage delivery. External fuel tanks are rigged to decouple from ship/lab every third update/backup time slot and need to be manually extended. Fuel tanks have receive only comms that is tied directly into separate decoupling mechanism (can override researchers' orders to extend decoupling. Research/revive the robot. See what happens. If nothing happens, face complaints about unnecessary paranoia. If something happens, decouple the fuel tanks. Wait until ship/lab drops into star. Wait a day before giving the all clear. Spend time glaring at the improperly paranoid.

That said, I half expect the Robot to be sentient and friendly, since we're the only polity that would give the robot the time of the day and we're already a pretty hotchpotch mix of sentient species. Much lower probability is the robot housing backups of the rest of their squad/group they were with.

And if Warringer wants to throw us a curveball, then the Robot isn't sentient, but the plasma weapon is :D

Incidentally, do we get an option to reverse engineer the plasma weapon later?
 
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