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Growing Horizons: Inner Sphere - Quest

[X] Project Byzantium
[X] Project Black Light

I would normally want to know down the pirates, but it seems pirates would be least of our problems
 
A question we do need to ask ourselves. Clanners are at the door. Do we let them in as guests or do we send them packing or do we take them down? In character we do not know who they are but I am reluctant to let them in. They go home after visiting us and it gets out that could start a invasion itself. If not over us then from picking up data on the IS from us that the FedCom is on its way to winning forever. Though I am assuming this is not a grand council sanction mission. That would get deadlocked or be used as a excuse by crusaders to just go ahead and invade. Nova Cats taking a very great risk doing this.

Clanners are very dangerous with a might makes right warrior rule society. Their thought patterns are very alien to other cultures obsessed with excelling and winning victories for their clans and ensuring their genes are used in the breeding program. Individuals are irrelevant only the clan matters and your genes propagating if worthy. Clan warriors consider over 30 to be old and worthless. Clan law and battlefield rules, Zellbring, call for strict dueling and keeping collateral to minimum and no civilian involvement but if they can get away with it.... And non warriors are functionally slaves in clan society with few if any rights but otherwise lead decent if hard working lives. They are right now divided between two factions wardens and crusaders. Crusaders want to invade and rebuild the star league and win eternal glory doing so. Wardens want to protect the inner sphere or at least do not want to invade. The crusaders will force the issue eventually causing a invasion but it ends up in a epic mess that reshapes the IS and basically destroys the clans as they are as their society fractures under IS influences and counter influences cause the clans to shred each other tryin to destroy "taint".

I would normally want to know down the pirates, but it seems pirates would be least of our problems
Only as long as we keep them on the ropes or keep ganking them. We can finish them now or we can keep waiting and let them cause more problems before we finish them. Do remember with a war going on relatively nearby more soldiers/mercs turn pirates will be coming to seek their fortunes or at least a hole to survive in.
 
A question we do need to ask ourselves. Clanners are at the door. Do we let them in as guests or do we send them packing or do we take them down? In character we do not know who they are but I am reluctant to let them in. They go home after visiting us and it gets out that could start a invasion itself. If not over us then from picking up data on the IS from us that the FedCom is on its way to winning forever. Though I am assuming this is not a grand council sanction mission. That would get deadlocked or be used as a excuse by crusaders to just go ahead and invade. Nova Cats taking a very great risk doing this.

Clanners are very dangerous with a might makes right warrior rule society. Their thought patterns are very alien to other cultures obsessed with excelling and winning victories for their clans and ensuring their genes are used in the breeding program. Individuals are irrelevant only the clan matters and your genes propagating if worthy. Clan warriors consider over 30 to be old and worthless. Clan law and battlefield rules, Zellbring, call for strict dueling and keeping collateral to minimum and no civilian involvement but if they can get away with it.... And non warriors are functionally slaves in clan society with few if any rights but otherwise lead decent if hard working lives. They are right now divided between two factions wardens and crusaders. Crusaders want to invade and rebuild the star league and win eternal glory doing so. Wardens want to protect the inner sphere or at least do not want to invade. The crusaders will force the issue eventually causing a invasion but it ends up in a epic mess that reshapes the IS and basically destroys the clans as they are as their society fractures under IS influences and counter influences cause the clans to shred each other tryin to destroy "taint".
Fact they are here, rather than anywhere else, most likely butterflies away from the whole invasion of the Inner Sphere.
 
Fact they are here, rather than anywhere else, most likely butterflies away from the whole invasion of the Inner Sphere.
Nope. The Nova Cats have precogs they try to breed for. Can be unreliable but it works enough cannot be ignored. A vision or hundreds probable prompted by our... benefactor... sent them our way. They almost certainly do not have permission of the grand council so this endeavor could have them censured or worse. What they want we will find out soon enough but they consider it important enough to jeopardize their clan for it. Jeez we might have the clan move whole sale to join us and that will be fucking insane.

As for invasion itself that is coming one way or another. The clans warriors are increasingly desperate for ways to stand out and many dream of the return to the Inner Sphere to fulfil some nebulous destiny of rebuilding the Star League. Being the generation to do so would win them glory unimaginable and many of them their genes a place in the breeding program.

It is a also a insane delusion.

The clans entire population is in the low billions. Their warriors number barely more than a hundred thousand. They cant afford to put a single star of troops on every world of the IS if they tried. Their entire culture rotates around concept of small number of uber elite fighters petty fighting over everything. They cannot win but their system pushes sociopathic excel or die behavior and the delusion they are the peak of humanity and the breeding project only makes them better each generation. Finding out otherwise very nearly destroys them as a culture.
 
The clans entire population is in the low billions. Their warriors number barely more than a hundred thousand. They cant afford to put a single star of troops on every world of the IS if they tried
They don't need to win against IS to damage us. They would either
A) Do nothing. If they disintegrate before Crusader clans attack IS, or just stay in their exile, IS will focus on fighting us as they (IS) don't know Clans exist and we would be an only external threat. The worst thing is, that threat thing can happen regardless of our military action as we either threat to Comstar thanks to our tech or to the economy of IS with cheaper production
or
B) They just need to attack us, which they can do despite their low numbers as we don't have that many planets to hold to.

If they attack us and lose it will still damage us as it brings a scenario A
 
They don't need to win against IS to damage us. They would either
A) Do nothing. If they disintegrate before Crusader clans attack IS, or just stay in their exile, IS will focus on fighting us as they (IS) don't know Clans exist and we would be an only external threat. The worst thing is, that threat thing can happen regardless of our military action as we either threat to Comstar thanks to our tech or to the economy of IS with cheaper production
or
B) They just need to attack us, which they can do despite their low numbers as we don't have that many planets to hold to.

If they attack us and lose it will still damage us as it brings a scenario A
Well thing to remember is the clan homeworlds are a good year away and that's just to the edge of the IS. Getting to us might add another 6 months. And the clans really really suck at logistics. Part of why the initial clan invasion failed was because they were having a hell of a time trying to keep themselves supplied with only some like Wolfs even able to maintain proper supply lines iirc. They are to use to having supply dumps and factories right there to just in time repair or replace everything. That and we are not relevant to them till we make ourselves relevant. The nova cats are special because their precog gives them a advantage. The other clans might not even care about us as more than neobarbs that need to be conquered and brought to order once they get the Houses under control. Their obsession is with taking Terra and the clan that does gets to rule them all as Ilclan. Attacking us means giving up on that. Even if they beat us easy the time lost means the other clans will have to large a head start on them. Still if we are a major supply point or get their interest we could see a clan detailed to attacking us. Depending with how things go with the nova cats we might be about to make friends who will want to move in with us. The logistics of that will be a utter bitch. The social implications a literal nightmare. Still that is a source of good tech and good warriors...
 
Depending with how things go with the nova cats we might be about to make friends who will want to move in with us.
This is impossible unless their precog explicitly tells them it is only winning move.
If it does tell them it is only winning move, and they decide to do it, Nova Cat will be Abjured by other Clans and suddenly all of them have reason to attack us (and Nova Cat) even if they didn't had it before.
 
This is impossible unless their precog explicitly tells them it is only winning move.
If it does tell them it is only winning move, and they decide to do it, Nova Cat will be Abjured by other Clans and suddenly all of them have reason to attack us (and Nova Cat) even if they didn't had it before.
And it might. When the Houses unified under the new star league to take the fight to the clans the nova cats simple rolled over and let themselves be absorbed with the clan joining the houses even as their jaguar neighbors were obliterated. Just as their visons foretold apparently. To bad their visions did not mention settling in and among the combine was long term suicide but eh. To early to say how it would go but if they are abjured probable only after or during their evac from the homeworlds presumable with our aid. As for attacking us again we are to far and positioned awkwardly for a attack. Even trying would require moving most a of a clan to even try and mean giving up on taking terra. More likely they double down on rushing terra and then deal with "traitors".
 
The vision was the God-Emperor and Prometheus Archailect using their Hyper-Dimensional bodies to telepathically contact them. It was not ROB.
Sir Adam Prometheus, KBE, is not an Archailect. He is merely a retired ASI God who now makes money on the stockmarket and uses it ans angel investor and for various philantropic ends. ;)
 
Sir Adam Prometheus, KBE, is not an Archailect. He is merely a retired ASI God who now makes money on the stockmarket and uses it ans angel investor and for various philantropic ends. ;)
Architect. Because Orion's Arm AI Gods/Archais use pocket universes and super-dimensional atto-tech as part of their computing substrate. Like a certain hyperspatial spaghetti monster masquerading as an ASI does.
 
Invader MKII, Leopard MKII, Union MKII
Code:
Invader MKII Jumpship

Designer: WCDC Survey Office
Manufacturer: Varies
Use: Covert Intelligence
Type: Advanced Jumpship
Mass: 152,000 tons
Technology Base: Walker Cluster Mixed 
Introduced: 30XX
Cost: 1.4 billion US$
Fuel: 250 tons
Safe Thrust: 1.5g
Maximum Thrust: 2g
Heat Sinks:
    116 Advanced Heatsinks
Structural Integrity: 5
Sail Integrity: 4
KF Drive Integrity: 4

FTL Drives:
    Advanced Jump Drive             68400 tonnes
    Heim-Feynman Event Generator     1000 tonnes

Armor
    Nose: 310
    Sides: 262/262
    Aft: 213

Cargo
    Bay 1:  Small Craft (2)            2 Doors   
    Bay 2:  Cargo ( 262.0 tonnes)      1 Door    
    Bay 3:  Cargo ( 262.0 tonnes)      1 Door
    Bay 4:  Cargo (5000.0 tonnes)      2 Doors (hidden)
    Bay 5:  Surveillance Equipment     4 Doors (hidden)
            (5000.0 tonnes)

Dropship Capacity: 3
Grav Decks: 1 (65 m)
Escape Pods: 6
Life Boats: 0
Crew:  4 officers, 19 enlisted/non-rated, 10 bay personnel		

Notes: Mounts 72 tons of Advanced Composite Armor

Weapons:           Capital Attack Values (Standard)
Arc (Heat)                                    Heat  SRV     MRV     LRV     ERV     Class       
FRS/FLS (8 Heat)
    1 Large Laser                               8    1(8)    1(8)    0(0)    0(0)   Laser
RS/LS Fwd (116 Heat)
    2 Class II Missile Launcher                20    4(40)   4(40)   4(40)   4(40)  Capital Missile
        Class II Missile (30 shots)
    2 Dual 35mm Coil Gun AMS                    5    1(6)    0(0)    0(0)    0(0)   AMS         
        35mm Coil Gun Ammo (1500 shots)
    1 150MW 300nm Laser Aperture               36   3(32)   3(32)    0(0)    0(0)   Laser       
    1 30MW Wakefield Particle Beam Projector   30   3(30)   3(30)    0(0)    0(0)   PPC 

Equipment:
    Smart Dust Dispenser w/ 1500kg of 0.5mm³ Smart Dust
    Smart Dust Fabricator (can replenish 1500kg of 0.5mm³ Dust in four weeks)
    Maintenance Fabricator (can build the majority of replacement parts and ammo)
    High Bandwidth Laser Communication Suite
    Multiple Distributed Computer Cores for AGI
    600MW Fusion Laser Core System
    Caldran Ansible
    Enhanced Range Secure HPG
    Surveillance Equipment
    Up to 20 Surveilance Nodes (Ternary Caldran Ansible Nodes with Surveillance Capability)


Leopard MKII
Type: Military Aerodyne
Mass: 1,900 tons
Technology Base: Walker Cluster Mixed 
Introduced: 30XX
Cost: 250 million US$

Fuel: 137 tons
Safe Thrust: 2g
Maximum Thrust: 3g
Heat Sinks:
    80 Advanced Heatsinks
Structural Integrity: 7

Armor
    Nose: 166
    Sides: 139/139
    Aft: 112

Cargo
    Bay 1:  Mech (4)                4 Doors   
    Bay 2:  Fighter (2)             2 Doors   
    Bay 3:  Cargo (34.0 tons)       0 Doors   

Ammunition:
    36 rounds of LRM 20 ammunition (6 tons)

Escape Pods: 2
Life Boats: 0
Crew:  2 officers, 4 enlisted/non-rated, 3 gunners, 12 bay personnel		

Notes: Mounts 29.5 tons of Advanced Composite Armor

Weapons:                    Capital Attack Values (Standard)
Arc (Heat)              Heat  SRV     MRV     LRV     ERV   Class       
Nose (35 Heat)
2 PPC                   20   2(20)   2(20)    0(0)    0(0)  PPC         
1 LRM 20                 6   1(12)   1(12)   1(12)    0(0)  LRM         
    LRM 20 Ammo (72 shots)
3 Medium Laser           9   2(15)    0(0)    0(0)    0(0)  Laser       
RW/LW (25 Heat)
1 LRM 20                 6   1(12)   1(12)   1(12)    0(0)  LRM         
    LRM 20 Ammo (72 shots)
1 Medium Laser          19   2(21)   2(16)    0(0)    0(0)  Laser       
    2 Large Laser
Aft (14 Heat)
2 Medium Laser          14   2(18)    1(8)    0(0)    0(0)  Laser       
    1 Large Laser

Equipment:
    Smart Dust Dispenser w/ 400kg of 0.5mm³ Smart Dust
    Smart Dust Fabricator (can replenish 400kg of 0.5mm³ Dust in four weeks)
    Maintenance Fabricator (can build the majority of replacement parts and ammo)
    High Bandwidth Laser Communication Suite
    Heim-Feynman Event Generator


Union (2708)
Type: Military Spheriod
Mass: 3,600 tons
Technology Base: Walker Cluster Mixed 
Introduced: 30XX
Cost: 350 million US$

Fuel: 215 tons (6,450)
Safe Thrust: 1.5g
Maximum Thrust: 2.5g
Heat Sinks: 90 Advaned Heatsinks
Structural Integrity: 11

Armor
    Nose: 210
    Sides: 177/177
    Aft: 143

Cargo
    Bay 1:  Mech (4)                2 Doors   
    Bay 2:  Mech (8)                2 Doors   
    Bay 3:  Fighter (2)             2 Doors   
    Bay 4:  Cargo (74.5 tons)       2 Doors   

Ammunition:
    100 rounds of AC/5 ammunition (5 tons), 
    72 rounds of LRM 20 ammunition (12 tons)

Escape Pods: 7
Life Boats: 0
Crew:  3 officers, 5 enlisted/non-rated, 6 gunners, 28 bay personnel		

Notes: Mounts 37 tons of standard aerospace armor.

Weapons:                     Capital Attack Values (Standard)
Arc (Heat)               Heat  SRV     MRV     LRV     ERV   Class       
Nose (30 Heat)
1 PPC                    10   1(10)   1(10)    0(0)    0(0)  PPC         
2 AC/5                    2   1(10)   1(10)    0(0)    0(0)  AC          
    AC/5 Ammo (400 shots)
2 LRM 20                 12   2(24)   2(24)   2(24)    0(0)  LRM         
    LRM 20 Ammo (144 shots)
2 Medium Laser            6   1(10)    0(0)    0(0)    0(0)  Laser       
RS/LS Fwd (38 Heat)
1 PPC                    10   1(10)   1(10)    0(0)    0(0)  PPC         
2 AC/5                    2   1(10)   1(10)    0(0)    0(0)  AC          
    AC/5 Ammo (800 shots)
2 LRM 20                 12   2(24)   2(24)   2(24)    0(0)  LRM         
    LRM 20 Ammo (144 shots)
2 Medium Laser           14   2(18)    1(8)    0(0)    0(0)  Laser       
    1 Large Laser
RS/LS Aft (14 Heat)
2 Medium Laser           14   2(18)    1(8)    0(0)    0(0)  Laser       
    1 Large Laser
Aft (14 Heat)
2 Medium Laser           14   2(18)    1(8)    0(0)    0(0)  Laser       
    1 Large Laser

Equipment:
    Smart Dust Dispenser w/ 400kg of 0.5mm³ Smart Dust
    Smart Dust Fabricator (can replenish 400kg of 0.5mm³ Dust in four weeks)
    Maintenance Fabricator (can build the majority of replacement parts and ammo)
    High Bandwidth Laser Communication Suite
    Heim-Feynman Event Generator

I also updated the main Informations Post as well as the Tech Comparasion Post.
 
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Architect. Because Orion's Arm AI Gods/Archais use pocket universes and super-dimensional atto-tech as part of their computing substrate. Like a certain hyperspatial spaghetti monster masquerading as an ASI does.
Interesting either way it is getting us attention we might not want but might be useful down the road. If the clans imploded and the nicer ones get a kick in the pants to shape up it will be a very good thing.

Invader MKII Jumpship
Those are beautiful. Updated designs like this will probable be very useful once we get them into production. Dropships that can ftl themselves will freaking ocp the houses. The jumpships will make great spies and general purpose units. Yes we make our own distinct designs but our own version of their ships that can slip in easily to the houses trade networks will be very useful to.

Say if you can could you separate out the info and design stuff into its own threadmarker instead of all mixed into one?
 
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Say if you can could you separate out the info and design stuff into its own threadmarker instead of all mixed into one?
In what way?
 
In what way?
Thinking the info and design specs are their own threadmarker so do not have to go through the turn threadmarkers to get to them. Easier to see and reach. Like right now if i want to look at the light craft specs need to go to view all threadmarks to see it.
 
Sadly, FiC does not support the splitting of threadmark levels at the moment, so all threadmarks are put together into one big list.
 
[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
 
[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
[X] Operation Tortuga Down


Thank you
 
Thinking the info and design specs are their own threadmarker so do not have to go through the turn threadmarkers to get to them. Easier to see and reach. Like right now if i want to look at the light craft specs need to go to view all threadmarks to see it.
The Informations are now pulled off the Main Threadmarks. :)
 
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