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Growing Horizons: Inner Sphere - Quest

By the way, I fully expect the robots to be benign. It fits with what I think our QM would do and like to write about. Furthermore I share Durabys' opinion w.r.t. the endgame crisis, and the robots not being the instigator nor initiator of the same (but still probably affected). If we had a dating (weathering, micrometeteorite pockmarking, ?) that would help, but only on a lesser scale.

Also, I think I should have changed the name a bit ago... This is not An Entry With A Bang after all... Little relation to the original, aside from the basic premise.
That means Warringer is calling upon the voters to write-in name suggestions for the Quest, right?

[X] Growing beyond our battle-fraught nature

————
Survey
[7] Deep Cover Intelligence II: (Blade4, Wildredlifer, Durabys, beast_regards, Alias, Schreiben, Eliar)
[1] Further Survey IV: (Letsparty)
Diplomacy
[2] We need new members: (beast_regards, Letsparty)
[5] Humanitarian Aid III: Santa Alvarez (Blade4, Wildredlifer, Durabys, Alias, Eliar)
[1] Humanitarian Aid III: ANZAC (Schreiben)
Economy
[1] Heavy Combat Space Craft: (beast_regards)
[6] Interstellar Jump Trader: (Blade4, Wildredlifer, Durabys, Alias, Schreiben, Eliar)
[1] Build the Technology: (Letsparty)
Science
[4] Alien Robot!: (Blade4, beast_regards, Alias, Eliar)
[4] Hypercom III: (Wildredlifer, Durabys, Letsparty, Schreiben)
 
That means Warringer is calling upon the voters to write-in name suggestions for the Quest, right?
It does not. I merely use 'Growing Horizons', with the area, due to already having an idea for a followup, when/if we survive the Endgame Crisis.
 
Holy shit. You are right.

We need to research FTL Comms III and all the FTL Engines techs. We will probably get a Grand Unifying FTL Applications research option after which we can have FTL comm jammers and FTL interdictors and inhibitor fields.

This could allow us to close off every single Lagrange/Pirate point in our systems and force everyone to use Jump Limit/Zenith Nadir points. We would negate the threat of getting bio-bombed or nuked from orbit via a suprise attack that dumb fires its missiles and bombs at our planets from close range.
We will get there but plenty to get to first and we don't know what we get till we actually reach it. Will Warringer let us at a tech that will let us no sell the houses or potentially other threats? We could conceivable set up fire breaks so there is only one or two systems that people can come and go from our space. Hell we hit that kind of physics all sorts of crazy stuff could open up. Who knows.
 
We will get there but plenty to get to first and we don't know what we get till we actually reach it. Will Warringer let us at a tech that will let us no sell the houses or potentially other threats? We could conceivable set up fire breaks so there is only one or two systems that people can come and go from our space. Hell we hit that kind of physics all sorts of crazy stuff could open up. Who knows.
No comment.
 
Just saying when messing with higher dimensional stuff who says we cant find some alloy with right treatment that generate say gravity or absurd super conductor...
 
Just saying when messing with higher dimensional stuff who says we cant find some alloy with right treatment that generate say gravity or absurd super conductor...
Hard to get something that is better than a superconductor with no resistance.
 
Nah dude we are selling jumpships not warships. Jumpships traditionally are unarmed or only have enough point defense to deflect meteors. Functionally their designs are 95% jumpdrive and related gear to jump other ships with the last 5% actual crew spaces and the like. Warships with compact drives are the ones that can actually be armed. Our drives are going to shock them by being far smaller yet being able to jump twice. They might try to remove the drives to use in warships or up gun the ships we sell but I don't see that work that well for them given the tech differences and no kill switch's. They will be searching these ships with fine tooth comb as is both for crap like that and for clues to make their own and we don't need that trouble for no gain. Honestly we probable better of fitting export jumpships with is house grade electronics so they can actually maintain them themselves. I doubt they could even build the designs themselves without our fabricators and our understanding of hyper dimensional physics which they will have a bitch of a time trying to replicate even if they steal text books on it.
Even if they can't transfer jump drives to warships, or up-gun them, jump ship for them is mainly the engine that transports the smaller ships over installer instances and that one can be up-gunned instead without any control from our side. Unless we sell trading dropship with incompatible locks that delays them a little bit, but also anger them a little bit.

As for finding kill switches, I am not sure, IS most likely don't have a concept of computer security, viruses, and malware and have little way of saying what each line of code in navigation computer does, but they might find out as AU concepts are hard to predict.

But then again, we seem to have a zero control what private companies sell, or what deals they might make behind our back.

Ah good some sanity but given how hard they would be to reverse engineer and how much better they are... Oh well mass producing old style standards is fine. The Houses will eat up every one they can get till they cant find cadre crews anymore. Our prices will also probable be shockingly low to. Need to be careful so houses don't realize we are selling monkey modals or at least flaunt it because probable cause problems but we can always say it is like our other ftl and our tech is to different for them to use it.
The low price may have a similar effect though. If they are so hard to make, why sell them so cheaply? If they are easy to make so the periphery state could make them do you even need any technician of your own or could you just take that easy to make factory from said periphery state?

Our corporations might be greedy, but they are not (that) stupid. They are going to sell jump ships with conventional jump drives, not advanced jump drives. Those we keep to ourselves.
But conventional jump drive is just what they need. Comstar ship was able to get to us without any upgrades we invented.
 
Anyway, a trade ship development is going to win so may as well as roll with it ...

I am actually curious about the alien robot, there is a tie in vote and robot certainly isn't local, as in Battletech universe native, and may open more possibilities than Hypercom. It may be out of context problem for Battletech, but probably won't be for us, as we supposedly have similar robots of our own.
 
Anyway, a trade ship development is going to win so may as well as roll with it ...

I am actually curious about the alien robot, there is a tie in vote and robot certainly isn't local, as in Battletech universe native, and may open more possibilities than Hypercom. It may be out of context problem for Battletech, but probably won't be for us, as we supposedly have similar robots of our own.
Or activate a dead man switch once we start researching it.
 
Or activate a dead man switch once we start researching it.
It may, but I don't think it is The Contingency / Ghost Signal counterpart, it's obviously very out of place for the universe we are in and most likely get stranded here similarly to us, and sooner than we did. If I understand it correctly, our home universe Earth originally came from having a high chance of alien simply being friendly, or reasonable enough, and considering its design ... if the robot is a trap, then it is a trap that was purposefully designed for us rather than anyone or anything else by something that can predict our ... dimensional shift ... let's say? And predict in possibly years in advance.
 
Even if they can't transfer jump drives to warships, or up-gun them, jump ship for them is mainly the engine that transports the smaller ships over installer instances and that one can be up-gunned instead without any control from our side. Unless we sell trading dropship with incompatible locks that delays them a little bit, but also anger them a little bit.
A truck can be used for many tasks. Just because someone puts a machine gun on one or carry a squad of soldiers does not mean we should not sell them to people who need them to haul stuff like food and parts.
As for finding kill switches, I am not sure, IS most likely don't have a concept of computer security, viruses, and malware and have little way of saying what each line of code in navigation computer does, but they might find out as AU concepts are hard to predict.
They are not stupid and are actually very good at electronics and spycraft. Theirs just happens to be different from ours but still understandably so.
But then again, we seem to have a zero control what private companies sell, or what deals they might make behind our back.
We should and apparently do. Selling latest generation gear should be a major felony escpecially when we know it will probable be used against us eventually.

The low price may have a similar effect though. If they are so hard to make, why sell them so cheaply? If they are easy to make so the periphery state could make them do you even need any technician of your own or could you just take that easy to make factory from said periphery state?
Because we can and because they are so expensive to them because of their shit industry and lack of it. Because doing so would be a humanitarian gesture. We get far more out of selling at reasonable pricing for us then gouging them for every ship even if they would still pay the price. They will not be able to comprehend us selling a hundred jumpships in one go but doing so will get us massive good will and direct attention of the ruling Steiner-Davion house. Do we want that attention? Perhaps not but we need them to see us as useful, friendly, and totally not someone you want to antagonize.

But conventional jump drive is just what they need. Comstar ship was able to get to us without any upgrades we invented.
Yes the inner Sphere is coming of generational war were everything got wrecked. They only stopped shooting jumpships because they realized they were about to destroy their ability to maintain interstellar civilization. The houses each iirc on average produce 20 or 40 jumpships a year right now and are barely keeping up with attritional losses from worn out ships finally breaking down because of inability to properly overhaul them. If we sell them in bulk that by itself will really really help them. I cannot stress enough how valuable they are to the houses. Even a few hundred more would rapidly revitalize their economies as they can start actually rebuilding old trade links cut by raids or because the jumpships had to be diverted to troop movement and resupply.
 
Turn 36 - Summer 2183/3033 - Results
Turn 36 - Summer 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
Roll 4 of 4, Roll 1d100: 11 - Failure
Combined: 69 - Success

While the construction of the main military base for the seven Expeditionary Batallions continued, it did not complete according to schedule, as the local suppliers of various materials, such a concrete or timber, simply ran out. For the most part their logistics could not keep up withe the generally higher consumption of materials by the various construction sites in and around Clayborne Remembered.

This was not the only problem that pushed the schedules further back, as supplies from the WCDC were stuck in the WCDC, thanks to failures of some spacecraft delaying convoys from Circinus, as well as a pirate jump ship by chance forcing one convoy to retreat into Heim-Feynman Space, while its military escort destroyed the jumpship and its accompanying dropships, according to standing orders.

Still FOB Circinus could enter full service, even if it happened two months late and lacking some supplies still being delivered.

Reward: Forwards Operation Base for Space Forces and Ground Force assets (15 Squadrons & 5 Regiments)

[] 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 - Success
Roll 4 of 4, Roll 1d100: 68+5 = 73 - Success
Combined: 63 - Success

Slowly the network of Surveillance Nodes was completed, reducing the reaction time to possible pirate attacks, and it directly showed its efficiency, as it detected a jump ship of pirates, previously detected at Clayborne II, recharging in a system near Ammann, planning to raid the defenseless Amish living on the world. One of the Patrol Squadrons was diverted from its patrol to react to the pirates, appearing just in time, as the jump ship was moving to jump out towards Ammann, retracting its solar sail.

Patrol Squadron Four, hailed the jump ship and requested it to identify itself and its intentions, which was answered by a refusal. After a warning shop from the lead craft USS Bellerophon, the jump ship began to show the signs of a beginning jump, after the solar sail was completely retracted. Seeing no choice, USS Belerophon and its squadron opened fire to prevent a jump, which in turn seemed to damage the jump drive itself, destroying the jump ship and making a large part of it and its dropships disappear, while other parts remained behind. Later on the remains of the jumpship were discovered outside the standard jump points of the Ammann system by the system's Surveillance Node.

All in all, Project Indigo Putter was regarded as a success.

Reward: reaction time to pirate attacks reduced to 5 days, +5 to diplomacy on affected worlds, +5 to external trade with affected worlds

WCDC Survey Office:

[] Marian Intelligence: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 27+10 = 37 - Failure (Permanent Survey Squadrons)
Roll 2 of 4, Roll 1d100: 74+10 = 84 - SuccessTurn 36 - Summer 2183/3033

While it was at first considered important to make use of A Ship With A View to ship several agents to the Marian Hegemony, the decision was made to instead put a second Invader class jump ship into service for the Survey Office, the No Pirate Life For Me, which had previously been used to test the HFEG in combination with the Jump Drive. Indeed, the jump ship had seen more massive rework over the past months and years since it was taken from the Circinan armed forces, though its exterior and interior remained visibly the same.

Combined with two modified dropships, one Union and one Leopard, each equipped with a Heim-Feynman Event Generator of their own as part of Project Blue Danube, Profit Margain and Flexible Demeanour, it was going supplied for the relatively short mission to the Marian Hegemony and arrived at New Venice in late Summer.

active for 2 more turns

[] Deep Cover Intelligence II: - 7 votes active
Time: 10 turns, Chance of Success: 60%
Roll 1 of 10, Roll 1d100: 78+10 = 85 - Success (Permanent Survey Squadrons)

As its crew had been given shore leave for a long overdue vacation, A Ship With A View had seen a massive rework of its internal systems, complete with a repair of the systems that had led to the jump ship's two jump drive failures. Indeed, the jump drive had been discovered to have suffered from thermal shock in its past, which led to micro fissures forming within its substrate. An actual repair was regarded as impossible, so the jump drive was removed to be recycled. Instead, a new Advanced Jump drive was installed within the A Ship With A View and its dropship collars replaced by the new advanced versions.

This in turn allowed the jumpship to carry more equipment needed for its new long duration Intelligence Mission into the Free Worlds League under the same legend as on its journey through the Lyran Commonwealth. Additionally, it was decided to improve the vessel's drive section, exchanging it for higher powered thrusters that externally looked exactly like the normally used drives of an Invader, as well as several hidden weapon systems, including Class II missiles and a pair of 250MW laser apertures connected to a laser core. This turned the jump ship into a Q-ship, which necessitated the replacement and increase of armor protection with Advanced Composite Armor. Modern ECM, made sure that A Ship With A View was producing the exactly same EM and heat signatures as it had done before.

Much like No Pirate Life For Me, the two Union class dropships the vessel had carried, were equipped with Heim-Feynman Event Generators.

With its crew aboard, the jump ship and its two dropships I Blame Your Mother and I Blame My Mother, completed a record transit to Circinus, using the new double jump capacity of its new Advanced Jump Drive.

active for 9 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
Roll 3 of 4, Roll 1d100: 78 - Success

As the first materials became available to the new fabricators of FOB Pine Gap, they immediately began with the construction of new modules for the station. The first modules fabricated were truss and hull modules to extend the docking area of the station, extending two kilometers into space from the surface of its host asteroid, allowing up to 40 space craft to dock simultaneously. This was followed by the construction of a Kalpana type habitat, to increase the living space available to the crew and transients.

active for 1 more turns

WCDC Diplomatic Corps:

[] Long Range Diplomacy - Lyran Commonwealth: active
Time: 8 turns, Chance of success: 50%
Roll 1 of 8, Roll 1d100: 33 - Failure
Roll 2 of 8, Roll 1d100: 73 - Success

While the WCDC Diplomatic Corps waited for the responses for the proposal to open contact with the Lyran Commonwealth, the Star Lord Unexpected Oversupply Of Gravitas was given an extensive overhaul, integrating a Heim-Feynman Event Generator into the jump ship, allowing it to travel through Heim-Feynman Space as part of a conventional squadron, much like most of the dropships that would be part of the force that would travel with the Unexpected Oversupply Of Gravitas.

One was the Overlord class dropship recovered over Circinus and had been transported to Sol by the Unexpected Oversupply Of Gravitas after the Invasion. The It's Character Forming had been equipped with a Heim-Feynman Event Generator, as well as massively upgraded armaments, armor and internal systems, while retaining the same external appearance, while the Mech Bays had been reduced in number, replaced by a command center and modular transport bays, while quarters for diplomatic personnel replaced the Aerospace fighter bays.

The remaining carried vessels were made up of two Leopard class dropships, as well as two Sleipnir and one In-umi class combat crafts.

By the end of Summer, the last vote had been given by the governments of the WCDC, with an absolute majority being for the establishment of diplomatic contact with the Lyran Commonwealth. However, most national governments wished to reduce the number of military squadrons accompanying the Unexpected Oversupply of Gravitas to a single one, stating that the WCDC did not want to show the wrong signals. Though the squadron would be dropping Surveillance Nodes on their way towards Tharkad to establish a low bandwidth Ansible Link between the WCDC and the Lyran Commonwealth, which was not under control of Comstar.

active for 6 more turns

[] Humanitarian Aid III: - 6 votes (Santa Alvarez (5)) active
Time: 3 turns, Chance of success: 50%
Roll 1 of 3, Roll 1d100: 74+20 = 94 - Success (Various Boni)

With the reconstruction of Circinus now largely happening on its own, the Prometheus Foundation was asked to provide help to the world of Santa Alvarez, which has been hit quite hard by the pirate attack, that a government had been left without leadership, with the governments of the other large nations on the world helping various groups in the world's civil war, splitting Hispanola into two distinct nations along the line of support for Nuevo Tjeas and Gran Bolivar.

As it was, the Prometheus Foundation arrived by the end of Summer, offering all nations of Santa Alvarez access to Planetary Settlement Kits, as well as trainers and teachers. Thankfully, through the work of the WCDC diplomats over the past years, relations between the powers and smaller nations of Santa Alvarez was cordial, and they were aware of the WCDC's willingness to help either of them out in the same way. As such, there was little in the way of diplomatic problems as Nuevo Tejas and Gran Bolivar received three Planetary Settlement Kits, while the smaller ones received up to two, depending on the size of their populations and existing industrial base.

active for 2 more turns

WCDC Trade Organization:

[] 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
Roll 3 of 6, Roll 1d100: 54+10+10+10+10 = 94 - Success

Most of the focus had shifted to the development of the smaller asteroid mining craft, which would be similar in size and mass to the Drashy class combat craft, equipped with their own HFEG and a specialized ALI, as used on various automated asteroid mining stations already, but enhanced by sub-systems to control an entire spacecraft. Also, equipped with a single channel Ansible node, the main ASI of the Von Neumann would be able to observe and control them in real time, should unexpected things happen to them.

They in turn would control smaller mining drones that would pick up material from carbonaceous condrite asteroids to be fed to the internal systems of the mining craft, which in turn would make use of the light from the local primary to reduce the asteroid material to its component materials, from volatiles, over iron to platinum group metals.

active for 3 more turns

[] Interstellar Jump Trader: - 6 votes active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 24+10+10+10+10 = 64 - Success (Scientific-Industrial Complex, Stronger Economy, Economic Ties, Interstellar Communication Network)

With trade to the Inner Sphere potentially to be opened up by the diplomatic mission to the Lyran Commonwealth, it was an industrial initiative, rather than one of the WCDCTO, to begin with the design and construction of jump drive equipped space craft to sell to the Inner Sphere. As far as was known, the Inner Sphere had only limited capabilities to construct new Jump Ships and the various dock yards were seeing an opportunity for profit.

Of course, they were aware of the potential military situation of the WCDC regarding the Inner Sphere, so they were careful to point out that they would not develop jump ships equipped with advanced jump drives or dropship collars, but make use of the conventional versions that had been recovered from Inner Shpere vessels.

The WCDC governments were not enthusiastic at first, but after some analysis noted business deals with the Inner Sphere for jump ships they could use and maintain, would not only improve WCDC economy, but also the Inner Spheres, as well as provide incentives to the Inner Sphere for friendly diplomatic relations. There was, however, the temptation to integrate a sort of 'fail-safe' into the design of those jump ships to prevent, or at least limit, their use against the WCDC.

active for 3 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
Roll 4 of 5, Roll 1d100: 64+10+10 = 84 - Success

Work on the Superlimunal Wave Detector continued successfully, and the first prototype was available in late Summer, though it still had significant problems to work out until it could be presented as a fully functional design.

This first prototype was only capable of detecting hyperwaves up to 1 light year away, but it was enough to show that the general principle of the design did work and would only need some additional work to be useful for detecting jump ships over a longer range.

active for 1 more turn

Alien Robot - even
Hypercom III - odd
Roll 1d6: 2 - even - Alien Robot!

[] Alien Robot!: - 4 votes active
Time: 4 turns, Chance of success: 55%
Roll 1 of 4, Roll 1d100: 27+10+10 = 47 - Success (Research Center Sol, Interstellar Communication Network)

While there were calls to finish up with the Hyperwave Communication, the discovery of the unknown alien robot on York sent the scientific community into something of a frenzy, and the Office for Science and Development felt itself forced to give priority to that project. And while there was something of a frenzy, there were voices within the community and outside of it, calling for the robot to only be researched in an extra secure facility.

To improve their chances to get more funding, the team that worked on the project elected to make use of an insulated research complex at the lunar north pole, which was designed to work on dangerous biological and chemical research and set up there, with the alien robot brought to the facility in late summer, to first be taken apart to see what made it tick.

active for 3 more turns

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

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:

The war between the Free Worlds League and the Dutchy of Andurien has quickly reached a sort of stalemate, where both war parties are invading worlds, but are bogged down by the defenders.

It has quickly become clear the Free Worlds League has attempted to smash through the thinnest part connecting the former Capellan space of the Dutchy from the main part and then fight either side independently , while the Dutchy attempted to do the same in a more sweeping arc to insulate the attacking forces from the rest of the Free World League, enabling them to defeat the forces in a pocket.

Comstar:

Considering the way the FWL-Andurien war is progressing, with each side apparently being aware of the plans of the other side, it appears Comstar is feeding them information to force a drawn out war, for an unknown reason.

Expansion and Suggestions:

Currently there is a gradual expansion of the Deep Space Intelligence Network deeper into both the Lyran Commonwealth and the Free Worlds League.

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

Random Event - Nothing Happens

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

Event Chain:

"Emergance in one minute."

Captain Marcus Wellesley, Royal Space Force (England) eyed the little screen on his display, once again wondering how it was possible it faithfully showed the strange 8 dimensional space outside, with its endless shades of pure pitch black, whirling around each other. And again, he was ready to blame weird n-dimensional effects bleeding through the magnetic field bubble that kept the five additional dimensions outside. He could certainly understand why the Quetzal were calling it 'The Everchanging Black', and many spacers were slowly adopting the term, as its neatly described the strangeness of the realm.

"Five quid that we find our bogies," he heard from the side, as Leftenant Ramakrishnan, his weapon systems officer, talked to Leftenant Abernethy, the communication officer.

Wellesley rolled his eyes. He knew that other commanders of space crafts would intercede here, but he knew fully well it was just a way to fight the boredom of the anti-piracy patrol.

"Make it a tenner, and we have a deal."

"Done."

He snorted, as Winston the space craft's AGI piped up.

"You are aware that the chances of the bogies appearing in the next system are low."

"Emergance in twenty seconds."

Wellesley took a breath.

"That's enough, people," he said. "We have a job to do."

There was a chorus of 'Yes, sirs' from the command deck of the HMSC Southampton as Winston began to count down the seconds.

As Winston had noted, the chances of the bogie being in the NSC-43124* was low, and even if, the jumpship and dropships were more likely to flee again, than wait to be intercepted. The way they had been sighted all over the core wards parts of surveyed space was particular, not the behavior of pirates at all. Personally, he expected the craft to belong to Comstar. Ever since that incident on Ceres and their shady dealings on Circinus, many on the Royal Space Force didn't trust them.

"Emergance."

There was that minuscule sense of oddness that accompanied every Heim-Feynman Event and for a moment, he thought that the window of The Everychanging Black had shown a woman all dressed in black, but it was not the first time, and he believed the doctors that said it was randomly firing neurons.

"Contact," Leftenant Cramer called out, shaking him out of that momentary line of thought. "Three bogies, distance 35000 kay-em."

His fingers twitched and moved, sensors in his uniform reading the minute movements and calling up optical and ECM data screens, making him raise an eyebrow.

"Looks like you owe Ragnar ten quid, Andy," Cramer said after a moment, before continuing more formal. "Bogies identified as Red October Alpha, Beta-1 and Beta-2, with 89 percent reliability. And we have them with their pants around their ankles."

And indeed, Wellesley could see the enormous reflection of Alpha's jump sail. They were recharging their jump drive.

"Leftenant Abernethy, we go to Defensive Station Yellow. All craft are to bring up their Shrivatsa System to full power and maneuver for minimal cross section. Weapon systems on active standby. Passive fire control only."

"It's not like we could miss them if we tried from this range," he heard Ramakrishnan mutter under his breath, but chose to ignore it, while the Leftenant worked on his station to set up his orders.

"Order is out," Abernethy said and Wellesley could feel the rumbling of the thrusters firing a long burst to stabilize the Drashy class craft, as one of the superconducting rings of the Heim-Feynman Event Generator rapidly lost its rotational energy, shunting it into capacitors, before the energy was fed back into the ring to reverse its rotation to full speed, reshaping the magnetic field the two rings created into a mini-magnetosphere. Clacking sounds were barely audible, as valves released tiny amounts of hydrogen into space, where it quickly ionized into a plasma grabbed by the magnetic field lines and spread through the volume. Other valves released Smart Dust that used the magnetic field to move on their own, creating an immense passive optical and EM sensor grid through the space.

On his screen a small animation showed him the field status. It might not be much, but the Shrivatsa Mini-Mag System protected them from cosmic radiation and more targeted particle, plasma and dumb kinetic weapons by showing them aside.

"Mini-Mag at 13 percent."

"Leftenant Abernethy, get me a full spectrum broadcast," he continued, looked into his camera and began. "This is Captain Marcus Wellesley, of the Royal Space Force craft HMSC Southampton and Anti-Piracy Squadron Five. To unknown spacecraft, please identify yourselves and state your intentions."

With a flick of his wrist the recording stopped and the message was broadcast over just about every frequency used in the Inner Sphere, in just about every way such a message could be encoded.

"Repeat the message every three minutes, Leftenant."

There was no immediate answer, as the mini-mag field slowly built up to full strength and the first Samrt Dust particles reached the unknown space craft.

Wellesley called up the initial analysis of the spacecraft, Winston already analyzing the optical scans, blocks of color flashing up for a brief moment, indicating offensive weapon systems, airlocks, thrusters, docking collars. Studying the jump ships, it became clear it was not meant for war, its only equipment apparently a few relatively light armaments, while there were some substantial air locks, large enough for the standard shipping containers used in the Inner Sphere. The seen behavior of the jump ship however showed it had to be equipped with an equivalent to the advanced jump drive developed by the WCDC, or they would not do two jumps in quick succession.

The dropships however were clearly meant as combat spacecraft and heavily armed.

"They launch their fighters into a defensive posture."

Wellesley fought down a sigh. The invasion of Circinus had shown fighters could become a problem, but that the Sleipnir had proven itself to be a quite capable counter. As fast as a fighter, with heavier weapons and armor and only slightly less maneuverable, it could take on several fighters at once.

"Continue the passive scans and prepare targeting solutions," he ordered. "I would like to be prepared, should this situation turn sour."

He heard some acknowledgements, while he waited.

"We are getting a response," he heard after a few moments. "From the jump ship."

"Put it on."

A small video window opened up on his displays, next to many read outs and the tactical plot. The man on it did seem somewhat impressive, though also somewhat haggard and obviously startled. Not that Wellesley blamed him. He had heard the sudden appearance of comparably small space craft out of 'thin space' was unnerving to most jumpship and dropship crews of the Inner Shpere. If his face had extended over the entire display, he might even have looked intimidating.

"This is Star Captain Andrew Bavros, of the Bright Star," the man said and paused for a few moments. "I have been tasked with a quest by my superiors and have been asked to look into this area of space."

Wellsesley made a humming noise and nodded towards Abernethy, who opened the return channel.

"Well, Star Captain," she responded, noting the strangeness of the rank, but put it away for now. "I can safely say you did indeed find something."

His eyes narrowed.

"Though the way you have played cat and mouse with our patrols over the past few months does not make yourself appear all too peaceful. Neither do your fighters."

Bavros didn't respond for a few moments.

"They are for self defense," he answered finally. "I do not intend to fight."

"Neither do I," Welleyley said. "And if you have peaceful intent, I doubt you would be opposed to an inspection."

There was the twitch of an eye on the face of Bavros, but after a few moments he nodded.

"You are welcome," he said, and Wellesley nodded.

"Very well," he notes. "HIMSS Algaron will be docking on your dorsal dropship collar shortly. I hope you do not mind being inspected by non-humans. Southampton out."

It would be interesting to see how the crew of that jump ship would react to an inspection by alien space dragons. Some of which would be wearing heavy powered armor.

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

*: NSC means New Star Catalogue, as the realization that the Three Systems are not where they used to be, led to an effort to recompile a new star catalogue.
 
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Turn 37 - Autumn 2183/3033
Turn 37 - Autumn 2183/3033

WCDC Defense Council:

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

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

[] 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

[] 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

[] Project Black Light:
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)


WCDC Survey Office:

[] Marian Intelligence: active (2 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: active (9 turns)
With the Preparations successful, it is time to send the Deep Cover Intelligence mission out into the Inner Sphere and begin trading with the 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

[] Project Orange Grass:
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

Deep Space Signal Intelligence Network

[] Base Operations: active (1 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: (6 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 (6 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

[] Humanitarian Aid III: active (2 turns) Santa Alvarez
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

WCDC Trade Organization:

[] Von Neuman: active (3 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

[] Interstellar Jump Trader: active (3 turns)
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

[] 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

[] 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 (1 turn)
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

[] Alien Robot!: active (3 turns)
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

[] 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

[] 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:
Military

1 Action for:
 
[1] 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

[2] 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

[4] 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

[3] 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

[5] Project Black Light:
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)
————
[X] Project Byzantium:
[X] Improved System Defense & Forward Operation Base:

I retain my interest in FTL Raytan 2.0 bases and the wisdom of Project Byzantium. And while the new options do look captivating, in particular the long term effects of the anti-piracy patrols (which I assume to mean a reduction of representation in the random event chance table Warringer rolls on), I prefer to finish the plate before heaping on seconds.

Warringer, could you define or delineate 'known space'? I assume this to mean any world with a WCDC embassy/garrison, plus a couple of the former Circinus Federation maybe, but probably not the unsurveyed worlds in our current survey bubble.

For the fellow questers, may I point out the other added option? We won't be able to vote on them yet, but we can already discuss it.

Survey
[] Project Orange Grass:
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
 
Military:

[] Project Byzantium:
Immediate study into an IS dedicated Warship should be undertaken before plans for ships to counter them are started.

[] Project Black Light:
Study into the unknown weapon system should give us some indication of the possible threat level the weapons builders represent.

on another note with
[] Interstellar Jump Trader: - 6 votes active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 24+10+10+10+10 = 64 - Success (Scientific-Industrial Complex, Stronger Economy, Economic Ties, Interstellar Communication Network)

With trade to the Inner Sphere potentially to be opened up by the diplomatic mission to the Lyran Commonwealth, it was an industrial initiative, rather than one of the WCDCTO, to begin with the design and construction of jump drive equipped space craft to sell to the Inner Sphere. As far as was known, the Inner Sphere had only limited capabilities to construct new Jump Ships and the various dock yards were seeing an opportunity for profit.

Of course, they were aware of the potential military situation of the WCDC regarding the Inner Sphere, so they were careful to point out that they would not develop jump ships equipped with advanced jump drives or dropship collars, but make use of the conventional versions that had been recovered from Inner Shpere vessels.

The WCDC governments were not enthusiastic at first, but after some analysis noted business deals with the Inner Sphere for jump ships they could use and maintain, would not only improve WCDC economy, but also the Inner Spheres, as well as provide incentives to the Inner Sphere for friendly diplomatic relations. There was, however, the temptation to integrate a sort of 'fail-safe' into the design of those jump ships to prevent, or at least limit, their use against the WCDC.

I propose that we change the the plan from sale of jumpships to the IS powers to leasing them to the IS powers.

To facilitate this i propose the jumpships intended for this would be redesigned to have a central critical component that would be:
A) Easy to replace.
B) Wears out in 3 - 4 years of normal usage.
C) Can not be manufactured by the IS powers.
D) Is integrated into the Jumpcore design and can not be worked around.
E) Cheap and easy to manufacture by our methods.
F) Contain both an external serial marker that is easy to modify and an internal serial that can not be modified by IS means.

These components would be provided free of charge with the lease and be replaced at no cost to the jumpship operator.
They would receive several spares with the lease of the jumpship and would have them replaced by us under the lease at no cost to them.

This would have the effect of both ensuring that an attack on us is seen as killing all of their leased jumpships within a decade.
Also this measure could be presented as an anti piracy initiative due to their captured jumpships not being able to acquire new critical components.
 
We got some Nova Cats boys. Hopefully does not go that bad they can actually be half way reasonable or at least seem that way with their precog visions guiding them. Lets see fuck pirates fuck them hard. At least our new expeditions will be very well armed and equipped so that should really help. God help any free worlder trying to impress them into service.

Lets see really want to double down on pirate killing... but cant because we need to start drawing down the military research building up Still we have let that pirate have last long enough. We need to kill it and station a fleet on and patrol nearby and catch as many pirates trying to come and go as we can. That should functionally end organized piracy in our sphere with extended patrol rooting out the rest and keeping them out hopefully. With grinding league war nearby we should be seeing a new wave or three of would be pirates fleeing into our region. Wars in the IS always create more pirates.

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

[X] 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


Extended patrol will have to wait till next time around and compete with mobile stations and then plasma gun I guess. Project Orange Grass definitely looks like something we need to do. And @Letsparty no we cant do that. We put in a fail in 5 year device on our stuff that basically is a act of war. What would you do if a car you bought breaks down every six 6 months after you buy it and only the dealer can fix it? This will kill the interest in buying our jumpships or anything from us really for fear of more malware and get a hostile or at least cold neighbor on our borders who is suspicious of us at best.
 
[X] Project Byzantium:
With the successful recovery of the SLS Belisarius it should be a priority to put this large spacecraft back into service and take the time to take a look at its weaponry and other systems, as they are replaced by their WCDC equivalent. This would potentially allow the design of heavy weapon systems, including lasers and kinetics, a vessel of similar size might be equipped with. At the least, it should be possible to determine, whether a massive combat spacecraft of this size makes any sense. At the very least it might be possible to carry a number of dropship collar equipped conventional combat spacecraft to be carried into combat, backed up by a lot of firepower and even act as a Forwards Operations Base.
Time: 6 turns, Chance of success: 60%, Reward: Belisarius put into service for the WCDC, new research options for large scale weaponry and large scale combat spacecraft

[X] 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
 
Military:

[] Project Byzantium:
Immediate study into an IS dedicated Warship should be undertaken before plans for ships to counter them are started.

[] Project Black Light:
Study into the unknown weapon system should give us some indication of the possible threat level the weapons builders represent.

on another note with


I propose that we change the the plan from sale of jumpships to the IS powers to leasing them to the IS powers.

To facilitate this i propose the jumpships intended for this would be redesigned to have a central critical component that would be:
A) Easy to replace.
B) Wears out in 3 - 4 years of normal usage.
C) Can not be manufactured by the IS powers.
D) Is integrated into the Jumpcore design and can not be worked around.
E) Cheap and easy to manufacture by our methods.
F) Contain both an external serial marker that is easy to modify and an internal serial that can not be modified by IS means.

These components would be provided free of charge with the lease and be replaced at no cost to the jumpship operator.
They would receive several spares with the lease of the jumpship and would have them replaced by us under the lease at no cost to them.

This would have the effect of both ensuring that an attack on us is seen as killing all of their leased jumpships within a decade.
Also this measure could be presented as an anti piracy initiative due to their captured jumpships not being able to acquire new critical components.
Sorry. But. Fuck no. We are not pulling a Terran Hegemony/Cameron Dickery on the Inner Sphere. That's where the origins of ComStar lie. Fuck that noise.
 
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Extended patrol will have to wait till next time around and compete with mobile stations and then plasma gun I guess. Project Orange Grass definitely looks like something we need to do. And @Letsparty no we cant do that. We put in a fail in 5 year device on our stuff that basically is a act of war. What would you do if a car you bought breaks down every six 6 months after you buy it and only the dealer can fix it? This will kill the interest in buying our jumpships or anything from us really for fear of more malware and get a hostile or at least cold neighbor on our borders who is suspicious of us at best.
Part would be user IE jumpship crew replaceable.
And you give em 3 or 4 extras when they lease the things.
And replace used up ones whenever they are nearby one of our outposts/bases/trading enclaves/authorized maintenance yards.... at no cost to the crew/operator.
And finally since the ships are not sold but leased they cant complain.
not to mention these are jumpships built by some jumped up periphery nation of course they are shit and need more spare parts.

In your analogy it would be a proprietary oil filter that they need to change every several years that they get from you for free with spares in a leased car.
 
Warringer, could you define or delineate 'known space'? I assume this to mean any world with a WCDC embassy/garrison, plus a couple of the former Circinus Federation maybe, but probably not the unsurveyed worlds in our current survey bubble
'Known Space' is just a short hand for space we have surveyed and have a reasonable idea about.
 
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Part would be user IE jumpship crew replaceable.
And you give em 3 or 4 extras when they lease the things.
And replace used up ones whenever they are nearby one of our outposts/bases/trading enclaves/authorized maintenance yards.... at no cost to the crew/operator.
And finally since the ships are not sold but leased they cant complain.
not to mention these are jumpships built by some jumped up periphery nation of course they are shit and need more spare parts.

In your analogy it would be a proprietary oil filter that they need to change every several years that they get from you for free with spares in a leased car.
Still it is a dick move and like Durabys said something they seen before. We might get some orders but knowing its there will piss them off and they want to buy not lease. They ragnorok proof everything and planned failure means the ship is probable going to break down at a bad time, and goes completely against everything they believe in, and being dependent on a outside power is a very bad thing. To say nothing of what other traps might be hidden in the ship. They will use till they can get their own ship production going then either return or more likely scrap the ship for the precious germanium core to build their own ships. These ships will be, need to be, scattered throughout the sphere and probable spend literal years on the same routes they don't have time for that crap especially with difficulty getting new parts out to them that they will only be able to get from us.
 
Military:

[] Project Byzantium:
Immediate study into an IS dedicated Warship should be undertaken before plans for ships to counter them are started.

[] Project Black Light:
Study into the unknown weapon system should give us some indication of the possible threat level the weapons builders represent.

on another note with


I propose that we change the the plan from sale of jumpships to the IS powers to leasing them to the IS powers.

To facilitate this i propose the jumpships intended for this would be redesigned to have a central critical component that would be:
A) Easy to replace.
B) Wears out in 3 - 4 years of normal usage.
C) Can not be manufactured by the IS powers.
D) Is integrated into the Jumpcore design and can not be worked around.
E) Cheap and easy to manufacture by our methods.
F) Contain both an external serial marker that is easy to modify and an internal serial that can not be modified by IS means.

These components would be provided free of charge with the lease and be replaced at no cost to the jumpship operator.
They would receive several spares with the lease of the jumpship and would have them replaced by us under the lease at no cost to them.

This would have the effect of both ensuring that an attack on us is seen as killing all of their leased jumpships within a decade.
Also this measure could be presented as an anti piracy initiative due to their captured jumpships not being able to acquire new critical components.
As others said before me, nt only nope, but hell nope!

That way lies Cameron style dickery, bad diplomatic relations as everyone remembers Cameron style dickery, not to mention a loss of profits in the long run, because the IS will try to find a way to provide their own knock off replacemt parts, as well as less people buying our stuff in fear of some proprietary part.

It might also lead to an invasion of the Lyrans/FedRats to get to those proprietary parts they could use to fleece the other Houses.
 
It might also lead to an invasion of the Lyrans/FedRats to get to those proprietary parts they could use to fleece the other Houses.
Or at least save them money since they will be primary customer. We certainly cannot and will not sell to the combine. Liao is gone. Free worlds will probable buy quite a few. Not sure about Andurian see if they survive the war. Once they finally hear about the periphery states might buy a few. Depends on how much can be spared and if they dare the risk. Magistracy should at least try for a few. Taurians doubtful. Marians are a wild card. They might try to trade for ships or they might try to step up their Roman wannabe bullshit. Also depends If we are about to have problems with them anyway. From there if we are not cranking up the price many corporations could actually buy them or noble houses or families pulling their money? Leasing to own might actually make sense there though might be hard to enforce if they take the ship and steadily move away from us. Might need to make a deal with the houses on that.
 
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