What's new
Frozen in Carbonite

Welcome to FiC! Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Growing Horizons: Inner Sphere - Quest

Turn 85 - Autumn 2193/3043
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 85 - Autumn 2193/3043

    Confederated Forces:

    [] Clan Intimidation & Evacuation: active (? turns)
    Offer send full military expedition to clan homeworlds with our transports and hope the full weight of it makes the clans hesitate to do something stupid... and brutally murder the first would be ristar to try. Several battleships with Cruiser and frigate/Arethusa escorts plus attached ACC's and 4 to 8 divisions of troops to bolster the local Lupus leaving and give the clans a wake up call. They can also be handed info on Hegemony at same time and fact they are also probable infiltrated.
    Time: ? turns, Chance of success: 65%, Reward: ?

    [] Bulwark Circinus: active (3 turns)
    After the renwed invasion of Circinus, now a member of the Confederation, it is believed that the Circinus region should receive additional defenses to prevent such a thing from happening again.
    Time: 4 turns, Chance of success: 50%, Reward: Circinus gets 1d4 additional Frontier Fleets

    [] Fleet Extension:
    The last Fleet extension is finished, but now the Confederated Space Force requests more vessels.
    Time: 3 turns, Chance of Success: 70%, Reward: Construction of (5+2d6) new WarShips
    Only avaiable after the last Fleet Extension is finished
    Only avaiable after completion of the WarShip Upgrade Program


    [] Military Action:
    There is always some military action that seems to be important.
    Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
    Please suggest a military action

    OCP Survey Office:

    [] Kill all Terran Spies: active (6 turns)
    Efforts should be made to hunt down and destroy the Terran Hegemony spy network that is currently known to the Survey Office.
    Time: 8 turns, Chance of success: 40%, Reward: (40+3d20)% of Terran Agents are taken out, -3d20 to Terran Hegemony IntOps

    [] Scouting the Terran Hegemony:
    With some survey vessels already present, there should be an effort made to get up to date intelligence on the Terran Hegemony and their capabilities.
    Time: 6 turns, Shcnace of success: 35%, Reward: Up to date Intelligence on the Terran Hegemony

    [] Counter-Espionage Operations:
    With the recent involvement of the Lyran agency Loki in the Attack on Circinus, it seems prudent to run some operations to counter either Loki or any other intelligence agency within the Inner Sphere.
    Time: 5 turns, Chance of success: 50%, Reward: ?
    Select an Inner Sphere Intelligence Agency to counter

    [] Operational Intelligence:
    The Confederation is lacking much in the way of concrete intelligence on the various Inner Sphere Powers military forces and aperatus. An Intelligence Operation should be launched to gather intelligence, to support any military operational planning against an Inner Sphere power.
    Time: 6 turns, Chance of success: 55%, Reward: +5 to Operational Planning against Inner Shere nation
    Select one Inner Sphere nation to concentrate on

    [] Targeted Intelligence:
    A targeted Intelligence Operation should begin to gather targeted intelligence.
    Time: 4 turns, Chance of Success: 50%, Reward: Targeted Intelligence
    Suggest a target for the Intelligence Operation

    [] Intelligence Action:
    There is always some intelligence action that seems to be important.
    Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
    Please suggest an intelligence action

    OCP Diplomatic Corps:

    [] International Cooperation:
    With the success in the reproachment efforts and the good standing of the Confederation in international affairs, perhaps the threat of the Terran Hegemony and the Clans could be used to begin the process of International Cooperation within the Inner Sphere, creating some sort of informal alliance of some sort.
    Time: 8 turns, Chance of success: 50%, Reward: International Cooperation
    Note: Rolls will be taken individually for each nation once a conference of some sort begins

    [] Technological Help:
    With the Federated Commonwealth poised to take the technological lead in the Inner Sphere over the other powers (safe the Confederation and the Republic) it might be a good idea to offer technological aid to any of the other Inner Sphere Powers that might be interested in it, to help bridge the gap between them and the FedCom. Technically a similar program exists with the FedCom already, with the Scholarly Exchange, but direct support might yield some improved relations and a potential ally, should the FedCom act against the Confederation and/or the Alliance.
    Time: 4 turns, Chance of Success: 40%, Reward: +10 diplomatic relations, +5 external trade
    Select a nation or nations, cannot be the Federated Commonwealth

    [] Diplomatic Contact:
    The OCP only has closer diplomatic contact with the majority of Inner Sphere nations, some nations still do not have an OCP embassy.
    Time: 4 turns, Chance of success: 70%, Reward: Embassy in selected nation
    Select Inner Sphere nation to diplomatically contact, may be selected multiple times

    [] Invite Others IV:
    The OCP was working out nicely and maybe it was time to invite one of the other worlds outside the Three Systems into the OCP?
    Time: 4 turns, Chance of success: 35%, Reward: The selected world joins the OCP as a member
    Please select a world from the list of Known Habited Worlds neat the Walker Cluster

    [] We need new members:
    There are 8 nations in the Three Systems that have declined to become members of the OCP. 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 OCP.
    Time: 2 turns, Chance of success: 25%, Reward: 1d6 nations of the 8 nations that declined OCP membership initially, become OCP members

    [] Diplomatic Action:
    There is always some diplomatic action that seems to be important.
    Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
    Please suggest a diplomatic action

    OCP Trade Organization:

    [] Smaller Von Neumann: active (3 turns)
    The full Von Neumanns are not always what is needed in a given area, so perhaps it would be a good idea to develop a few smaller designs for smaller Von Neumanns that can be used in those places.
    Time: 4 turns, Chance of success: 50%, Reward: Small and Medium on Neumann designs

    [] Industrial Export/Trade Delegations:
    With the analysis of the Helm Database and the preparations of many OCP companies to build and export Inner Sphere technology, trade delegations should be sent out to look for customers for the technology in the Inner Sphere and with it improve diplomacy as well.
    Time: 4 turns, Chance of success: 60%, Reward: +10 to external trade with selected world/polity, +10 to diplomacy with selected world/polity
    Select a world or polity to export to

    [] Space Industry IV:
    While the industrial capacity of the OCP grows, more industry needs to be move from the planetary surface into space, where even the dirtiest processes can be used to produce good without pollution. In turn, this means more production.
    Time: 4 turns, Chance of success: 60%, Reward: More space borne industrial capacity, +5 on internal and external trade

    [] Space Mining III:
    The industrial capacity of the OCP is growing and with it grows the need for raw materials, be they gassious, liquid or solid. Projects should be started to improve the raw material situation of the OCP and possibly even export those raw materials.
    Time: 4 turns, Chance of success: 70%, Reward: More Raw Materials, +5 on internal and external trade

    [] Economic Action:
    There is always some economic action that seems to be important.
    Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
    Please suggest an economic action

    OCP Office for Science and Development:

    [] Scouting for Tesseract: active (2 turns)

    [] Hyperwave Lanes: active (5 turns)
    The discovery that it might be possible to use hyperwaves to improve FTL speed in the Everchanging Black is interesting news and should be followed up on, as it might improve interstellar commerce.
    Time: 6 turns, Chance of success: 40%, Reward: New Economic Action

    [] Tesseract Network:
    With the discovery of the tesseracts, it now is time to see where they are leading and whether they might be part of a larger network of tesseracts.
    Time: 4 turns, Chance of success: 50%, Reward: ?

    [] Random Research:
    There are so many research topics out there that cannot be counted and they should be given funding. MAybe they will be useful...
    Time: 2-6 turns, Chance of success: 50%, Reward: Random research result
    Please suggest a Research Topic
    Can be taken multiple times simultanously


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

    2 Actions for:
    Diplomacy

    1 Action for:
    Intelligence
     
    Turn 84 - Summer 2193/3043 - Results
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 84 - Summer 2193/3043

    Confederated Forces:

    [] Clan Intimidation & Evacuation: active
    Time: ? turns, Chance of success: 65%, Reward: ?
    Roll 1 of ?, Roll 1d100: 98+35+15 = 148 - Crit Success (Diplomacy with Lupus Republic, All Military Action)
    Roll 2 of ?, Roll 1d100: 87+35+15 = 137 - Success
    Roll 3 of ?, Roll 1d100: 75+35+15 = 125 - Success

    Should the Lupus Republic be informed about Tesseracts?
    [] No - 4 votes

    Should the Lupus Republic be informed about the Tanis Tesseract?
    [] No - 4 votes

    Should the Confederation attempt to take Tanis in a Trial of Possession?
    [] Yes - 6 votes

    By the end of Spring, the majority of vessels for the Clan Space Expeditionary Force had gathered in the Socrates System, including the four High Liners of the Confederation. Elements of the 8th Expeditionary Force, who had been training with the Republic's Military to get a good look at Clan tactics and military infrastructure, were picked up and integrated into the Expeditionary Divisions to provide information and some training to the soldiers, so that potential military operations against the Clans could be pursued.

    During some talks, Admiral Anvorenth eng Laspol, of the United Principalities of Jerat, noted that technically, the operation could be followed through within a short time frame and through the New Berlin Tesseract, but especially the Survey Office was giving reasons not to inform the Lupus Republic about the existence of tesseracts. The Clans appeared to be riddled by agents of the Terran Hegemony and the Republic might be as well. Keeping the tesseracts under the wrap seemed to be indicated to prevent the Hegemony from potentially using them to their own advantage, possibly finding their way to the Confederation within a short time frame.

    However, it was noted the other end of the New Berlin Tesseract should be secured by the expeditionary force, even if pursued as a side operation. As Junction was close to the Tanis system and under occupation of Clan Cloud Cobra, a Trial of Possession over Tanis might be used to secure Junction against the Clans. Publically, the Trial could also be used domestically, as Tanis was known to be the target of an extermination campaign by the Clans, with the goal of killing the 'native' population for their continued resistance against the Clans. Tanis would also become a reliable forwards operating base against potential Clan aggression, especially with the closeness of Junction, which could be used to quickly reinforce the system.

    When asked about this, Sophist Winters noted it would turn Cloud Cobra into an enemy of the Confederation, and potentially many other clans, but noted that the entire operation would turn many Clans into enemies of the Confederation anyway.

    In the end Operation Tanis was given a go by the Confederated Forces and indirectly by Parliament and the Expeditionary Fleet began to make its was towards Clan Space, accompanied by several vessels of the Republic's WarShip force, five Aegis class Heavy Cruisers, one Congress class Frigate and one Vincent class Corvette.

    active for ? more turns

    [] Bulwark Circinus: active
    Time: 4 turns, Chance of success: 50%
    Roll 1 of 4, Roll 1d100: 89+15 = 104 - Success (All military actions)
    Roll 2 of 4, Roll 1d100: 20+15 = 35 - Failure

    While there was considerable support for the militarization of Circinus, there was some pushback against the plans and the appropriation of funds for the project. Most came from the Illyrian Palatinate, the newest member of the Confederation. They noted they were about as close to the Inner Sphere as the Circinus Cooperative and as likely to be threatened by any Inner Sphere aggression. While the Confederation had friendly relations to the FWL, they noted they might be considered the 'soft underbelly' of any aggressor and more likely attacked once Circinus was turned into a Bastion. Here they were painfully clear they were not looking at the FWL in any way, shape or form.

    As such, they attempted to block as much of the project as they could, which in turn resulted in some political bad blood with the Circinus Cooperative, who pointed out that Circinus had been attacked twice within the past ten years, while the Illyrians had been at peace for the past centuries, safe for the occasional pirate attack. And pirates were not a problem within the region anymore.

    active for 2 more turns

    OCP Survey Office:


    [] Update the Counter Intelligence Branch: active
    Time: 4 turns, Chance of success: 50%
    Roll 1 of 4, Roll 1d100: 6+15 = 21 - Failure (All Intelligence Actions)
    Roll 2 of 4, Roll 1d100: 55+15 = 70 - Success
    Roll 3 of 4, Roll 1d100: 70+15 = 85 - Success
    Roll 4 of 4, Roll 1d100: 16+15 = 31 - Failure
    Combined: 52 - Success

    While the final steps were taken to improve the counterintelligence of the Confederation, the entire process was almost thrown backwards as it was discovered that an agent of the Counter Intelligence Branch had been turned by what appeared to be an agent ot the Terran Hegemony, who had somehow made their way into the Confederation, moved to Earth and set up shop in Berlin within the past six month.

    To make matters worse, the agent had data on them that seemed to indicate that they had turned even more agents, leading to an internal witch hunt that almost made the update to Counter Intelligence useless. However, most of the data from the Hegemony agent seemed to have been specially designed to sow discontent within the Survey Office and destroy the agencies operative efficiency, after intense use of 'Slow Penta' during the interrogation.

    Reward: +10 to counterintel actions, -50 to Inner Sphere infiltration of agents

    [] Kill all Terran Spies: active
    Time: 8 turns, Chance of success: 40%
    Roll 1 of 8, Roll 1d100: 56+15 = 71 - Success (All Intelligence Actions)
    Roll 2 of 8, Roll 1d100: 41+10+15 = 66 - Success (MIIO Cooperation)
    Roll 3 of 8, Roll 1d100: 99+10+15 = 123 - Crit Success

    While the Survey Office dealt with its own Counter Intelligence Problem, Quintus Allard, the head of the MIIO decisively dealt with his own, flushing out seven Hegemony agents within his own organization on New Avalon alone, killing some, while others were interrogated with MIIO methods that reduced them to unresponsive vegetables. During the interrogation, the MIIO could identify a secret base on the planet Poznan, formerly located in the Capellan Confederation.

    An ad hoc cooperative operation between the Survey Office and the MIIO, utilizing several Special Operations Groups from the Confederation, penetrated the base, discovering it was used to create and train doppelgangers, meant to replace several important people within the Inner Sphere. To make matters worse, there were already some people replaced, though they were largely important industrialists, but also at least three high placed agents within the MIIO and the Lyran Intelligence Corps, as well as several nobles.

    In many cases, the originals were still alive, but in terrible conditions, crippled both bodily and mentally. The worst was the discovery of doppelgangers for Melissa Steiner-Davion, Duggan Marik and Edward Calderon, who were genetically identical to their originals, but, for the lack of a better word, 'incomplete', both mentally and bodily.

    In the wake of the discovery, Hanse Davion ordered Allard to support any operation against Hegemony agents and to inform his 'colleagues' within any and all the other Inner Sphere nations, from the FWL to the Taurian Concordat. Here, the Confederation and its embassies was regarded as a neutral ground and group that was best used to inform the various intelligence agencies and hopefully flush out any and all Hegemony agents.

    active for 5 more turns

    OCP Diplomatic Corps:[/B]

    [] FedCom Reproachment: active
    Time: 4 turns, Chance of success: 50%
    Roll 1 of 4, Roll 1d100: 92+20+10 = 122 - Success (Diplomatic Relations with FedCom, All Diplomatic Actions)
    Roll 2 of 4, Roll 1d100: 59+20+10 = 89 - Success
    Roll 3 of 4, Roll 1d100: 64+25+10 = 99 - Success
    Roll 4 of 4, Roll 1d100: 75+25+10 = 110 - Success
    Combined: 102 - Crit Success

    The events over the past months and the continued support of the Federated Commonwealth by the Confederation in the wake of the Terran Hegemony discovery had cased Hanse Davion, Katarina Steiner and Melissa Steiner-Savion to reevaluate their own beliefs and goals. The more they got information from the Confederation and their own intelligence agencies as they slowly dismantled the Hegemony intelligence network, the more they began to question their rosy view of the Star League and their former overlords, the Cameron Family.

    While everyone was out to grab more areas and control the Throne of the Star League, the Confederation had consistently used peaceful means of working with or against their neighbours. There was no intent to take power anywhere and now, the Confederation had not only saved the lives of Hanse Davion, Katrina Steiner and Quintus Allard, but also the life of Melissa Steiner-Davion and her children, though Conrad Steiner-Davion was undergoing psychological treatment.

    In the end, the diplomatic work done by the Embassy only reinforced the feeling that the Confederation wanted to cooperate with the Federated Commonwealth, as they wanted to cooperate with every nation of the Inner Sphere. Already cooperation between the Lyran Commonwealth and the Federated Suns had led to the formation of the Federated Commonwealth and perhaps cooperation might bring in the other nations of the Inner Sphere and the Periphery.

    With the success in the reproachment efforts and the good standing of the Confederation in international affairs, perhaps the threat of the Terran Hegemony and the Clans could be used to begin the process of International Cooperation within the Inner Sphere, creating some sort of informal alliance of some sort.

    Result: Prevention of a Cold War Scenario with FedCom, +15 to diplomatic relations, New Action: International Cooperation

    [] Uncover the Terran Hegemony: active
    Time: 3 turns, Chance of success: 55%
    Roll 1 of 3, Roll 1d100: 86+10 = 96 - Success (All Diplomatic Actions)
    Roll 2 of 3, Roll 1d100: 51+10 = 61 - Success
    Roll 3 of 3, Roll 1d100: 90+10 = 100 - Success
    Combined: 86 - Success
    Hegemony IntelOps, Roll 3d20: 43
    Diplomatic Bonus, Roll 4+1d6: 9

    The discovery of the Hegemony Base on Poznan and the subsequent release of information about what had been found inside led to a massive outcry and several of the doppelgangers in the various nations were immediately taken into custody, followed by a smaller number of Hegemony agents that had attached themselves as handlers to the doppelgangers.

    Even the reaction of the Outworlds Alliance and the Magistracy of Canopus could be felt, some as disbelief, some as outright rage at the Hegemony once again attempting to dictate their way of life.

    On Taurus, Poznan had a surprising effect. If one had expected Thomas Calderon to explode in a fit of rage and paranoia, he instead became silent and intense, with the Ambassador believing initially believing that he had a heart attack or a stroke. Instead, he had asked to be alone to think and not to be disturbed. Not even his family could get close to him for a week. Afterwards, he called in his son Edward and sent him to New Avalon to begin talks with Hanse Davion about limited cooperation against the Terran Hegemony.

    Reward: -43 to Terran Hegemony IntelOps, +9 to diplomatic relations with the Inner Sphere

    OCP Trade Organization:[/B]

    [] Smaller Von Neumann: active
    Time: 4 turns, Chance of success: 50%
    Roll 1 of 4, Roll 1d100: 3+10+10+10+20+15 = 68 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)
    Roll 2 of 4, Roll 1d100: 44+10+10+10+20+15 = 109 - Success

    With the design goals for the new smaller Von Neumanns being given, several of the dock yards began to work on the designs, some of which might be profitable to be turned into pure factory or pure mining vessels.

    active for 2 more turns

    [] Space Mining III: - 6 votes active
    Time: 4 turns, Chance of success: 70%
    Roll 1 of 4, Roll 1d100: 28+10+10+10+20+15 = 93 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)

    As the space borne industry had extended over the past year, it eventually became clear that the new industry needed more raw materials and so the OCPTO once again began to offer incentives to expand the Space borne mining sector.

    active for 3 more turns

    OCP Office for Science and Development:


    [] Hyperwave Lanes: active
    Time: 6 turns, Chance of success: 40%
    Roll 1 of 6, Roll 1d100: 56+10+10 = 76 - Success (Research Center Sol, Interstellar Communication Network)
    Roll 2 of 6, Roll 1d100: 4+10+10 = 24 - Failure

    While the theory for Hyperwave Lanes was solid, as far as researchers could tell, the high energy requirement of the design was currently more than they had an answer for. To power a single Hyperwave Lane generator, they would need at least 200 PW per day of operation, which was more than the Earth received from solar radiation daily. That amount of energy was simply impossible to generate in any conventional way. It could be produced for short durations of time with the help of capacitors, but not continuously over an extended period.

    As such, the project reached its first road block to develop a potentially practical design.

    Active for 4 more turns

    [] Tesseract Network: - 5 votes active
    Time: 4 turns, Chance of success: 50%
    Roll 1 of 4, Roll 1d100: 40+10+10 = 60 - Success (Research Center Sol, Interstellar Communication Network)

    With the discovery of no less than seven tesseracts, including the New Berlin-Junction tesseract, it was not time to at least discover the extent of the existing tesseracts and discover where they lead. As such, the vessel that was used to discover them in the first place was given the target to move through those tesseracts and see what was on the other side of each.

    There was believed to be a 20 percent chance it would lead to the discovery of more tesseracts.

    active for 3 more turns

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

    OCP Internal Events:

    Not much of interest is happening internally.

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

    Intelligence Report:

    Periphery Alliance:


    Lupus Republic:


    Not much is happening within the Lupus Republic.

    Lothian League:

    Not much is happening within the Lothian League.

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

    Far Star Situation:

    Algareon:


    Talks with the Triumvirate and the people of Algareon continued, with the talks shifting to the Preservers, the creators of the system. From the information given, Algareon was at least 200.000 years old, but uninhabited for most of the time, until the Preservers began to move the first species into the topopolis about 10.000 years ago, with the first humans arriving 2500 years ago, from the Roman Republic and other ancient nations of Earth. Members of the different species continued to arrive over time, until about one thousand years ago, when contact to the Preservers simply stopped, and they lost communication with other installations like Algareon.

    No new vessels with 'specimens' arrived and the Triumvirate simply went into a failsafe mode to preserve their charges, slowly expanding the structures as per their last orders.

    There had been intermittent contact with other non-Preserver and non-preserved species over time, but that again stopped a thousand years ago, until the Terran Hegemony discovered the system and began to fight. From then on, the Triumvirate had done what was in their ability to do to defend the system and its inhabitants, going as far as allowing to create some movable habitats to 'colonize' other systems around Algareon to act as forward bases.

    They continued to try and contact the Preservers, utilizing a form of low bandwidth low frequency long range hyperwave transceivers, but it continued to fail.

    Terran Hegemony

    There is currently a lack of intelligence about the Terran Hegemony.

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

    Taurian Concordat:

    Not much of interest is happening within the Concordat.

    Magistracy of Canopus:

    Not much of interest is happening within the Magistracy.

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

    Inner Sphere:

    Federated Commonwealth:


    Not much of interest is happening in the Federated Commonwealth.

    Draconis Combine:

    The Draconis Combine continues to splinter and collapse.

    Free Worlds League:

    The buildup along the Andurien-FWL border continued.

    Dutchy of Andurien:

    The buildup along the Andurien-FWL border continued.

    Confederation of Habitats:

    Not much of interest is happening within the CoH.

    Terra:

    Slowly the bioweapon could be controlled, as more vaccine and cure was spread through Terras infected population.

    Expansion and Suggestions:

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

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

    Random Event - Terran Data Dump

    As the Confederation of Habitats continued to support Terra with medical equipment, the reveal of the Terran Hegemony had caused them to become more cautious concerning old Terran Hegemony installations in the Terra system, and they began to search for other installations, discovering a previously unknown Terran Hegemony installation in the Pluto-Charon system in Charon's Mordor Macula. The installation appeared to date back from the early 24rd century and had been active until the end of the Terran Hegemony in the aftermath of the Amaris War.

    Inspection showed the installation to have been a super computing center called SAINT, utilizing the naturally low temperature of Charon's surface features to cool the system. James McKenna himself seemed to have ordered its construction and David Cameron had been one of its first commanders. While almost all data from the supercomputer seemed to have been moved during the 27th century to another super computing center, PALADIN, in a system called FactoryOne, some had remained at SAINT.

    Some data in question revealed plans of the Terran Hegemony to actively destroy habitable worlds past a certain distance from Terra, about 750 lightyears, to prevent the spread of humanity past the reach of Terra, based on plans from someone codenamed Gallant. Secondarily, the plan was to kill any and all non-human sophont species and to prevent any non-Terran Hegemony personnel to meet with these non-human sophont species.

    The plan was aimed to prevent humanity to meet an external threat that was only described as a 'huge belligerent alien empire' and that they were 'evil space hamsters' aiming to 'subjugate humanity and turn them into bio-mechanical monstrosities', with any other information on it removed with the rest of SAINT, though it appeared it had been a vessel under command of Alexander McKenna and Franklin Cammeron as second in command, had been the first to encounter this unknown alien empire in the mid to late 22nd century.

    At first the information on SAINT had been kept under wraps by the Belters, but eventually they began to widely broadcast the information via HPG to any and all HPG networks, from where the data was picked up by the various new agencies and spread throughout the Inner Sphere in late Summer.
     
    Last edited:
    Turn 85 - Autumn 2193/3043 - Results
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 85 - Autumn 2193/3043

    Confederated Forces:

    [] Clan Intimidation & Evacuation: active
    Time: ? turns, Chance of success: 65%, Reward: ?
    Roll 1 of ?, Roll 1d100: 98+35+15 = 148 - Crit Success (Diplomacy with Lupus Republic, All Military Action)
    Roll 2 of ?, Roll 1d100: 87+35+15 = 137 - Success
    Roll 3 of ?, Roll 1d100: 75+35+15 = 125 - Success
    Roll 4 of ?, Roll 1d100: 44+35+15 = 94 - Success

    With the beginning of Autumn, the Evacuation Fleet slowly began to make its way along the conventional jump line towards Clan Space, picking up the 'usual' jumpship traffic, as well as informing the returning jumpship about the situation. During this journey, two additional Congress class frigates, originally intended to evacuate from Clan space themselves, joined up with the fleet, increasing the number of vessels.

    active for ? more turns

    [] Bulwark Circinus: active
    Time: 4 turns, Chance of success: 50%
    Roll 1 of 4, Roll 1d100: 89+15 = 104 - Success (All military actions)
    Roll 2 of 4, Roll 1d100: 20+15 = 35 - Failure
    Roll 3 of 4, Roll 1d100: 36+15 = 51 - Success

    The release of the 'Hegemony Data Dump' as it was called turned into something of a complete shock to many of the members of the OCP, especially the Illyrian Palatinate, who had argued against the construction of defensive structures around the Circinus Cooperative. Instead, they pulled back their demands, after realizing that the increased defences of Circinus might mean it was more likely that Circinus was going to be attacked, especially through psychological analysis prepared by the Survey Office regarding the Hegemony.

    From this analysis, it was more likely that the Hegemony would directly attack any strong defensive force, trying to batter their way through, rather than getting around any defences. Additionally, Circinus was on a straight line between Terra and the Three Systems, the core of the OCP. The expectation was that if the Hegemony would attack the Inner Sphere, they were likely to directly go for Terra, expecting to take the world in a single stroke and use the infrastructure to take on the rest of the Inner Sphere after taking out the OCP. However, it was expected the reality was slightly different.

    If the Palatinate had continued to demand more defences for themselves, they might have become a direct target for the Hegemony.

    active for 1 more turn

    OCP Survey Office:


    [] Kill all Terran Spies: active
    Time: 8 turns, Chance of success: 40%
    Roll 1 of 8, Roll 1d100: 56+15 = 71 - Success (All Intelligence Actions)
    Roll 2 of 8, Roll 1d100: 41+10+15 = 66 - Success (MIIO Cooperation)
    Roll 3 of 8, Roll 1d100: 99+10+15 = 123 - Crit Success
    Roll 4 of 8, Roll 1d100: 34+10+15 = 59 - Failure

    During the continued operation within the Inner Sphere it turned out that there were some cells within LOKI had been infiltrated by Hegemony, who in turn noticed the joint operation between the Survey Office and the MIIO and the LIO. In an heavy-handed response, one of the cells directly attacked the Tharkad Embassy of the OCP, leading to heavy damage to the building, as well as the death of several embassies personal. Only the existing defences, including two Hunter Killer Packs and Smart Dust based surveillance prevented the destruction of the entire compound by a 20 tonne pocket nuke.

    On several other planets where OCP traders were openly operating, other LOKI cells attacked and killed the persons in question. As a direct response to these events, another Lyran Intelligence Organization, Heimdall, began to openly hunt down LOKI cells, starting a 'Secret War'.

    active for 4 more turns

    [] Scouting the Terran Hegemony: - 8 votes active
    Time: 6 turns, Chance of success: 35%
    Roll 1 of 6, Roll 1d100: 90+15 = 105 - Success (All Intelligence Actions)

    With the release of the 'Hegemony Data Dump', one of the most important options of the Survey Office was to finally begin with an operation to scout out Hegemony space. However, the number of vessels capable to be utilized was low, with only four of six vessels that had originally been sent to observe 'Far Star Station', with two engaged with Algareon. The other vessels had pulled back to Graveyard, where the crew had enjoyed R&R, while their vessels were undergoing repair and refit. With two Walsingham class vessels and two jumpships, it was decided that two of the jumpships that had moved the scientists to Graveyard would be added to the scouting operation and upgraded to a degree that would allow them to operate as intelligence vessels, with additional crew from the Confederations Fleet intelligence branch.

    Additionally, these two jumpships were paired up with a Sleipnir and a Drashy respectively to provide defensive capabilities.

    active for 5 more turns

    OCP Diplomatic Corps:[/B]

    [] International Cooperation: - 8 votes active
    Time: 8 turns, Chance of success: 50%
    Roll 1 of 8, Roll 1d100: 99+10 = 109 - Crit Success (All Diplomatic Actions)

    The widespread release of the 'Hegemony Data Dump' lead to equally widespread shock about the actual nature of the Terran Hegemony and Star League, which was created by the Hegemony. Pundits of various new companies widely decried the Hegemonies decision to leave the rest of the Inner Sphere in the dark about the 'evil space hamsters' and their destruction of entire worlds to contain humanity, questioning the motive for doing so. However, other pundits, as always in these cases, did the reverse, but these were in a minority.

    This was followed by a leak within the Federated Commonwealth's government, which the Survey Office believed to have been deliberate. Itspread throughout the Inner Sphere, bringing the news that the Terran Hegemony had survived and was poised to invade the Inner Sphere. In the wake of these informations, nobles and the public began to call for increased defensive measures against the Hegemony, as fears about it spread thanks to the 'Hegemony Data Dump'.

    By the end of Autumn the situation had worsened to some degree, as the news outlets fanned the flames of fear directed towards the Terran Hegemony. Wspecially FedCom outlets had begun to use the example of the Taurian Conccordat and the crushing of its defences by the Star League during the Reunification War and how they were treated subsequently.

    Into this climate, Hanse Davion began to talk about peace and that a conference should be held concerning the 'Hegemony Situation', inviting all nations of the Inner Sphere and the Pereiphery, though it was unknown what planet would be used.

    active for 7 more turns

    [] Integration Office: - 7 votes active
    Time: 6 turns, Chance of Success: 55%
    Roll 1 of 6, Roll 1d100: 53+10 = 63 - Success (All Diplomatic Actions)

    For a long time, there have been calls to attempt to get other worlds outside of the OCP to join up with the organization, with various aims behind those calls. For some people it was a matter of humanitarian aid, for some an expansion into new markets and, most controversial, there were also a group of people accused of holding a belief in a 'White Man's Burden' and other more imperialistic notions for expanding the OCP.

    The OCP still remained largely a Confederation of worlds and nations that had banded together for close economic and diplomatic relations, as well as a common defence, and with the perceived growing threat of the Hegemony the latter was becoming more and more prominent. And most of the single world nations were regarded too vulnerable to potential Hegemony attacks or infiltration.

    As such, the idea of a part of the Diplomatic Corps was to be formed to cooperate with the Prometheus Initiative and attempt to get other worlds to join up with the OCP, independent of most of the usual decision-making.

    active for 5 more turns

    OCP Trade Organization:[/B]

    [] Smaller Von Neumann: active
    Time: 4 turns, Chance of success: 50%
    Roll 1 of 4, Roll 1d100: 3+10+10+10+20+15 = 68 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)
    Roll 2 of 4, Roll 1d100: 44+10+10+10+20+15 = 109 - Success
    Roll 3 of 4, Roll 1d100: 75+10+10+10+20+15 = 140 - Success

    Other than usually, there were only a few limited designs realistic to be utilized to become actual smaller scale Von Neumanns and even in the case of different designs, the goal was not to design a uniform Von Neumann, and as such it was felt that multiple designs had their place and multiple different prototypes were under construction.

    active for 1 more turns

    [] Space Mining III: - 6 votes active
    Time: 4 turns, Chance of success: 70%
    Roll 1 of 4, Roll 1d100: 28+10+10+10+20+15 = 93 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)
    Roll 2 of 4, Roll 1d100: 64+10+10+10+20+15 = 129 - Success

    The new incentives for the expansion of the Space Mining sector were well received and taken up by the various companies, as the demand for raw materials grew.

    active for 2 more turns

    OCP Office for Science and Development:


    [] Hyperwave Lanes: active
    Time: 6 turns, Chance of success: 40%
    Roll 1 of 6, Roll 1d100: 56+10+10 = 76 - Success (Research Center Sol, Interstellar Communication Network)
    Roll 2 of 6, Roll 1d100: 4+10+10 = 24 - Failure
    Roll 3 of 6, Roll 1d100: 44+10+10 = 65 - Success

    After being stumped due to the massive energy requirements for the potential Hyperwave Lane Generators, some engineers were inspired by the Megastructures of Algareon, especially the statites orbiting the system's primary.

    This led to a potential new design different to the original monolithic design powered by one or more fusion generators. Instead, the new design called for a multitude of smaller generators connected to a gigantic scale solar panel directly feeding energy into the generator. If properly synchronized, several of these generators could be used to produce a hyperwave front that created a Hyperwave Lane.

    The initial design for such a system called for a compact 100.000 tonne generator to be powered by a solar array of 8 million km², about the size of Australia. The solar arrays would then act as a statite, keeping the generator in a non-orbiting location above a primaries surface, kept in place by light pressure and solar wind. 16 of these generators and their solar arrays would be needed to create a basic Hyperwave Lane, which could be expanded by additional statites.

    Active for 3 more turns

    [] Tesseract Network: - 5 votes active
    Time: 4 turns, Chance of success: 50%
    Roll 1 of 4, Roll 1d100: 40+10+10 = 60 - Success (Research Center Sol, Interstellar Communication Network)
    Roll 2 of 4, Roll 1d100: 72+10+10 = 92 - Success

    With the new mission, the jump ship began to traverse the various Tesseracts to locate their exit points. Until the end of Autumn, it could traverse two tesseracts. One exit point was located about 8 kLY anti-spin corewards in a system between the Carina-Sagittarius Arm and the Orion-Cygnus Spur, with the other was 12 kLY above the galactic plane to the galactic north in a star sparse region of the galactic halo

    The latter transit returned stunning images of the Milky Way's disk.

    active for 2 more turns

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

    OCP Internal Events:

    Not much of interest is happening internally.

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

    Intelligence Report:

    Periphery Alliance:


    Lupus Republic:


    Not much is happening within the Lupus Republic.

    Lothian League:

    Not much is happening within the Lothian League.

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

    Far Star Situation:

    Algareon:


    After several months of discussion outside of the topopolis, the crew of the survey vessel was invited into the structure, allowing to observe it from the inside. This led to the discovery that the topopolis was made up of two nestled structures, with a stationary external shell of material and the internal habitat, which was constructed of modules of 920 km length and 92 km diameter for an internal surface area of a comparable to New Zealand.

    The visited module was considered typical for the general design of the other modules, with a mostly rural design and a population density of about 250 people per square kilometers, located in small towns of up to 3000 inhabitants and cities of up to 50000 people. This in turn meant a population of about 68 million people per module, which formed its own local political entity, comparable to a state of the United States of America.

    Generally, it appeared that six large streams traversed each module, with a broad interconnecting network of water ways, which went through the end caps of the modules into the neighbouring modules. There were also internal connections for rail roads and highways traversing between modules, while expanded range inter modular travel was facilitated by external high speed tube railways with access points in all larger cities.

    For the most part the economy appeared to be largely agrarian as well as service oriented, with most industrial goods coming from outside and the AI supervisors. However, there appeared to be a strong tradition in local craftsmen, creating unique items for the consumers. The population had easy access to a form of internet, while the news appeared to be free, though largely focussed on local (module) politics, as well as sports and celebrities. The War against the Terran Republic was of little value to the news and only the capital of a module was home to a recruitment center for the Algareon Self Defense Force. Though due to the sheer population of the topopolis, the Algareon Self Defense Force seemed to have no problem of manning their vessels at any time.
    Terran Hegemony

    There is currently a lack of intelligence about the Terran Hegemony.

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

    Taurian Concordat:

    Not much of interest is happening within the Concordat.

    Magistracy of Canopus:

    Not much of interest is happening within the Magistracy.

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

    Inner Sphere:

    Federated Commonwealth:


    Not much of interest is happening in the Federated Commonwealth.

    Draconis Combine:

    The Draconis Combine continues to splinter and collapse.

    Free Worlds League:

    The buildup along the Andurien-FWL border continued.

    Dutchy of Andurien:

    The buildup along the Andurien-FWL border continued.

    Confederation of Habitats:

    Not much of interest is happening within the CoH.

    Terra:

    Slowly the bioweapon could be controlled, as more vaccine and cure was spread through Terras infected population.

    Expansion and Suggestions:

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

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

    Random Event - Nothing happens

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

    No Finished Actions, wait for the next turn.
     
    Turn 86 - Winter 2193/3043 - Results
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 86 - Winter 2193/3043

    Confederated Forces:

    [] Clan Intimidation & Evacuation: active
    Time: ? turns, Chance of success: 65%, Reward: ?
    Roll 1 of ?, Roll 1d100: 98+35+15 = 148 - Crit Success (Diplomacy with Lupus Republic, All Military Action)
    Roll 2 of ?, Roll 1d100: 87+35+15 = 137 - Success
    Roll 3 of ?, Roll 1d100: 75+35+15 = 125 - Success
    Roll 4 of ?, Roll 1d100: 44+35+15 = 94 - Success
    Roll 5 of ?, Roll 1d100: 44+35+15 = 94 - Success

    The Evacuation Fleet continued on their way towards Clan Space, reaching the halfway point ahead of shedule.

    active for ? more turns

    [] Bulwark Circinus: active
    Time: 4 turns, Chance of success: 50%
    Roll 1 of 4, Roll 1d100: 89+15 = 104 - Success (All military actions)
    Roll 2 of 4, Roll 1d100: 20+15 = 35 - Failure
    Roll 3 of 4, Roll 1d100: 36+15 = 51 - Success
    Roll 4 of 4, Roll 1d100: 53+15 = 68 - Success
    Combined: 64 - Success
    Additional Fleets, Roll 1d4: 4

    While several Von Neumanns had been dispatched towards the Circinus Cooperative to begin the construction of static defense installations, like the Bulwark and Raytan System Defense Platforms, the decision to bolster the active defenses had to be made. To this end the MPs for Circinus began to lobby for six Frontier Fleets, but in the end only four fleets were approved, with a single Battle Fleet and three Frontier Fleets from the current Fleet Expansion Bill.

    To satisfy the Illyrian Palatinate, however, it was decided to station an additional Frontier Fleet over Illyria, as well as send a Von Neumann to the Palatinate to begin the construction of additional static defenses.

    Reward: Circinus gets 4 additional Fleets and static defenses, Illyria gets one Frontier Fleet and static defenses

    OCP Survey Office:


    [] Kill all Terran Spies: active
    Time: 8 turns, Chance of success: 40%
    Roll 1 of 8, Roll 1d100: 56+15 = 71 - Success (All Intelligence Actions)
    Roll 2 of 8, Roll 1d100: 41+10+15 = 66 - Success (MIIO Cooperation)
    Roll 3 of 8, Roll 1d100: 99+10+15 = 123 - Crit Success
    Roll 4 of 8, Roll 1d100: 34+10+15 = 59 - Failure
    Roll 5 of 8, Roll 1d100: 75+10+15 = 100 - Success

    As the 'Secret War' with the subverted LOKI cells continued, more Heimdal groups appeared to make use of the situation to go after LOKI cells that had not been subverted, leaving a trail of destruction through several systems, though in many cases it was limited to collateral damage. In other cases, some LOKI cells even supported the Survey Office and MIIO agents fighting against other cells, rapidly diminishing the number of Hegemony controlled agents within the Federated Commonwealth.

    Meanwhile, the Survey Office came to an arrangement with SAFE, who, it had to be said, were more effective in intelligence gathering work than the organizations of the Federated Suns. Utilizing modern Big Data techniques, the efficiency of the Analysis Branch of SAFE could be improved and it was possible to locate Hegemony agents within the FWL and begin with their removal.

    active for 3 more turns

    [] Scouting the Terran Hegemony: active
    Time: 6 turns, Chance of success: 35%
    Roll 1 of 6, Roll 1d100: 90+15 = 105 - Success (All Intelligence Actions)
    Roll 2 of 6, Roll 1d100: 96+15 = 111 - Crit Success

    After finishing their refits and the crew R&R, the few survey vessels made their way carefully towards the space of Terran Hegemony, planning to carefully approach the New Seattle system, jumping into its Oort Cloud and utilizing ballistic probes with Spread Spectrum Hyperwave Tranceivers to gather initial survey data.

    During the journey, they made a detour to Far Star, where they could observe a fleet of Hegemony vessels refortifying the system, complete with two Bastion Class Jump Point Defense Stations being under construction. They were also able to intercept new Hyperwave Number Transmissions going towards the Inner Sphere. After the information was transmitted to Graveyard, where local analysts suggested destroying the Inner Sphere Number Stations to prevent the Hegemony from contacting their agents and learning of the current intelligence operation against the Hegemony. Alternatively, it was suggested that 1st Expeditionary Fleet should make use of Class V missiles fired from the Oort Cloud to destroy the rebuilt Bastions at Far Star to cut both ends of the communication link between the Hegemony and the Inner Sphere.

    Eventually the Survey vessels reached New Seattle, where they kept in the Oort Cloud after jumping in system. Several ballistic probes were sent deep into the system, allowing to detect a habited world, as well as several HPG stations. This would allow the emplacement of Survey Satellites and an automated ERS-HPG to intercept and infiltrate the Hegemonies HPG system. Analysis of the system from afat suggested that the Hegemony had been able to increase the range of the HPGs to 60 lightyears, but insufficient radio security and using the same codes as Comstar allowed for easy decoding of the information.

    The initial observation showed that there appeared to be little to no freedom of speech, as the detected news stations were filled with propaganda, mostly directed at the evilness of 'xenos' and that they were after the destruction of mankind, as well as the destiny of Terrans to rule humanity for their own benefit and to protect them from 'the xenos'. Other propaganda was directed at total subservience to the State, something that appeared to be heavily influenced by the situation of the Capellan Confederation before its destruction, however there were substantial parallels to be drawn to the George Orwell novel 1984 as well, with Phillip Cameron, the Emperor of Terra, being the 'Big Brother' analog.

    active for 4 more turns

    OCP Diplomatic Corps:[/B]

    [] International Cooperation: active
    Time: 8 turns, Chance of success: 50%
    Roll 1 of 8, Roll 1d100: 99+10 = 109 - Crit Success (All Diplomatic Actions)
    Roll 2 of 8, Roll 1d100: 57+10 = 67 - Success

    After some communication between the various nations of the Inner Sphere, including the Periphery nations, the Confederation of Habitats and even Terra itself, it was decided that Federated Commonwealth would hold a conference in the Tau Cety system on New Earth, the first colony of humanity outside the Terra System. As such, the system had historial significance for every non-terran and was welcomed by the mahority of invited nations.

    While there were standing invitations to the Conference to the various Draconis Combine successor nations, only the Free Rasalhague Republic and the Tabayama Compact were expected to join the Conference.

    active for 6 more turns

    [] Integration Office: active
    Time: 6 turns, Chance of Success: 55%
    Roll 1 of 6, Roll 1d100: 53+10 = 63 - Success (All Diplomatic Actions)
    Roll 2 of 6, Roll 1d100: 33+10 = 43 - Failure

    Even while there was growing support for the creation of an 'Integration Office', there was an equally growing faction within Parliament that regarded the creation of such an office as an imperialistic throwback to the 'bad old times', which had historic precedent not only on Earth, but on Cterin and Jerat as well as the surviving histories of any member species of the OCP. This had generally been coached in terms of a 'White Man's Burden' and the need to protect others for their own benefit from 'The Others'.

    The return of the first information about the Hegemony and their internal politics only strengthened this view of the situation, as it was feared that sich an institution within the Diplomatic Corps could lead to the OCP becoming more like many of the Inner Sphere nations, perhaps eventually down the slippery slope towards being like the Hegemony.

    The political situation resulting from the rather public discussion of the situation lead to a political stalemate.

    active for 4 more turns

    OCP Trade Organization:[/B]

    [] Smaller Von Neumann: active
    Time: 4 turns, Chance of success: 50%
    Roll 1 of 4, Roll 1d100: 3+10+10+10+20+15 = 68 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)
    Roll 2 of 4, Roll 1d100: 44+10+10+10+20+15 = 109 - Success
    Roll 3 of 4, Roll 1d100: 75+10+10+10+20+15 = 140 - Success
    Roll 4 of 4, Roll 1d100: 97+10+10+10+20+15 = 162 - Crit Success
    Combined: 120 - Crit Success
    Number of Prototypes, Roll 1d20: 10

    At the end of the project to create smaller Von Neumann designs lead to a plethora of different designs, ranging from 250ktonnes p to 1Mtonne, designed for just about any usable niche of autonomous construction that might be needed by the OCP, from the production of static mining and industrial stations, over system defense platforms to supplies to help establish new planetary settlements.

    Of these many designs, several had already reached the prototype stages, with ten prototypes being produced to begin operation immediately.

    Reward: Multiple Small to Medium on Neumann designs, 10 Prototypes

    [] Space Mining III: active
    Time: 4 turns, Chance of success: 70%
    Roll 1 of 4, Roll 1d100: 28+10+10+10+20+15 = 93 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)
    Roll 2 of 4, Roll 1d100: 64+10+10+10+20+15 = 129 - Success
    Roll 3 of 4, Roll 1d100: 100+10+10+10+20+15 = 165 - Crit Success

    During the construction of a new mining station on a planet moon of the WISE 1639-6847 brown dwarf, the company responsible for its construction turned out to be extremely lucky as it was discovered the location they had selected was on top of a massive deposit of germanium, hidden under a hundred meters of surface material next to an enormous titanium deposit.

    This in turn led to a new 'Germanium Rush' to WISE 1639-6847 and its system of planet moons.

    active for 1 more turn

    OCP Office for Science and Development:


    [] Hyperwave Lanes: active
    Time: 6 turns, Chance of success: 40%
    Roll 1 of 6, Roll 1d100: 56+10+10 = 76 - Success (Research Center Sol, Interstellar Communication Network)
    Roll 2 of 6, Roll 1d100: 4+10+10 = 24 - Failure
    Roll 3 of 6, Roll 1d100: 44+10+10 = 65 - Success
    Roll 4 of 6, Roll 1d100: 70+10+10 = 90 - Success

    With the decision made to design a Hyperwave Lane Statite, the project attempted to move to the design stage for a first prototype statite, however some engineers began to work on further miniaturizing the system.

    While the generator itself had initially been thought to need a compact design, with the energy collection through the massive 8 million km² solar array, some further design studies showed the generator itself could be further reduced in size. By utilizing hyperwave wave phased arrays, the projection system could be spread out over the nearly 1600 km radius of the solar array. With reduced size, the hyperwave emitters could be reduced in size, as they did not need to receive hyperwaves and the electronics needed for their control could also be reduced in size.

    By the end of this process, the design team had reduced the complexity of the entire system to a relatively thin film of solar cells, with every square kilometer feeding its energy into a tiny bump of a generator. Each of these generators was reduced to merely ten kilograms in mass with integrated electronics and networked to all other generator nodes around it with several hundred larger nodes that were in constant hyperwave connection to all other Hyperwave Lane statites around it.

    This simplification of the entire design would massively simplify the construction, allowing a large Von Neumann to build one of these statites within three months.

    One Von Neumann was requested for the project to produce several prototype statites.

    Active for 2 more turns

    [] Tesseract Network: - 5 votes active
    Time: 4 turns, Chance of success: 50%
    Roll 1 of 4, Roll 1d100: 40+10+10 = 60 - Success (Research Center Sol, Interstellar Communication Network)
    Roll 2 of 4, Roll 1d100: 72+10+10 = 92 - Success
    Roll 3 of 4, Roll 1d100: 68+10+10 = 88 - Success

    Following on the heels of the discovery of the tesseract into the galaxies halo, the third traversed tesseract merely reached into space the Inner Sphere, with its exit point near an area known as the Tortuga Dominion. While the area was known to be lousy with pirates, using this tesseract would certainly reduce the journey towards the Terran Hegemony, Algareon as well as to the Taurian Concordat.

    This meant that only the tesseracts of Junction had to be surveyed, with the first tesseract of these reaching about 2000 lightyears towards the rim in to the space between the Orion–Cygnus Spur and the Carina-Sagittarius Arm.

    active for 1 more turn

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

    OCP Internal Events:

    With the current Fleet Expansion Porgram, the first two of the new Fleets was put into service, 4th Battle Fleet, to be stationed in the Circinus Cooperative, and 3rd Frontier Fleet, to be stationed in the Illysian Palatinate.

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

    Intelligence Report:

    Periphery Alliance:


    Lupus Republic:


    Not much is happening within the Lupus Republic.

    Lothian League:

    Not much is happening within the Lothian League.

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

    Far Star Situation:

    Algareon:


    During Winter 2193, the first attack of the Terran Hegemony on Algareon was observed, as the Hegemony attempted to launch a surprise attack on the Zenit and Nadir Jump Points.

    However, both Attack Fleets were destroyed before they could even fully materialize from their jump. From the available data, the Algareon Self Defense Force had stationed statites near these obvious jump points, watching for any signs of the pre emergence heat signature known to be generated by the Jump Drive.

    The actual defence of the Zenit and Nadir Jump Points was performed by several huge structures actively orbiting the primary within its solar transition region, known to the OCP as theoretical Stellasers. Made up of two actively controlled mirror like constructs, this structure utilized the primaries atmosphere as lasing medium and the light from the nearby star as a lasing source, creating an intense laser beam directed towards either the Zenit or Nadir Point.

    Aimed straight as the emergence points of jumpships, they were capable to destroying even heavy WarShips within seconds.

    It appeared that this attack was more of a diversion as a third fleet of WarShips arrived in the plane of the system's ecliptic. Burning in system, they were soon engaged by the vessels of the Algareon SDF. It was surprising to note the Feynman Limit of the primary appeared to be smaller for Algareon HFEGs, as they were able to engage the Hegemony fleet about an AU deeper into the system than an OCP force would have been able to without utilizing a Libration Point.

    Here, it turned out that the system was filled with reflection mirrors that could be used to bounce around laser beams from the system's Stellasers, with the Algareon SDF able to direct the beams on their targets from nearby mirrors.

    The Hegemony's loss was total, while the Algareon SDF only lost ten vessels that would be replaced within a month.

    Terran Hegemony

    There is currently a lack of intelligence about the Terran Hegemony.

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

    Taurian Concordat:

    Not much of interest is happening within the Concordat.

    Magistracy of Canopus:

    Not much of interest is happening within the Magistracy.

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

    Inner Sphere:

    Federated Commonwealth:


    Not much of interest is happening in the Federated Commonwealth.

    Draconis Combine:

    The Draconis Combine continues to splinter and collapse.

    Free Worlds League:

    The buildup along the Andurien-FWL border halted as the situation with the Terran Hegemony had appeared, though with a delay.

    Dutchy of Andurien:

    The buildup along the Andurien-FWL border halted as the situation with the Terran Hegemony had appeared, though with a delay.

    Confederation of Habitats:

    Not much of interest is happening within the CoH.

    Terra:

    Slowly the bioweapon could be controlled, as more vaccine and cure was spread through Terras infected population.

    Expansion and Suggestions:

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

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

    Random Event - Nothing happens
     
    Last edited:
    Turn 87 - Spring 2194/3044
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 87 - Spring 2194/3044

    Confederated Forces:

    [] Clan Intimidation & Evacuation: active (? turns)
    Offer send full military expedition to clan homeworlds with our transports and hope the full weight of it makes the clans hesitate to do something stupid... and brutally murder the first would be ristar to try. Several battleships with Cruiser and frigate/Arethusa escorts plus attached ACC's and 4 to 8 divisions of troops to bolster the local Lupus leaving and give the clans a wake up call. They can also be handed info on Hegemony at same time and fact they are also probable infiltrated.
    Time: ? turns, Chance of success: 65%, Reward: ?

    [] Cutting Communications:
    With the Hegemony rebuilding the installation at Far Star, perhaps there should be steps taken to prevent the use of the system to keep contact between the Hegemony and the Inner Sphere to one degree or another. Additionally the Number Stations in the Inner Sphere should be destroyed.
    Time: 3 turns, Chance of success: 55%, Reward: Far Star is secured, the Communication link between the Inner Sphere and the Hegemony is severed

    [] Fleet Extension:
    The last Fleet extension is finished, but now the Confederated Space Force requests more vessels.
    Time: 3 turns, Chance of Success: 70%, Reward: Construction of (5+2d6) new WarShips
    Only avaiable after the last Fleet Extension is finished
    Only avaiable after completion of the WarShip Upgrade Program


    [] Military Action:
    There is always some military action that seems to be important.
    Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
    Please suggest a military action

    OCP Survey Office:

    [] Kill all Terran Spies: active (3 turns)
    Efforts should be made to hunt down and destroy the Terran Hegemony spy network that is currently known to the Survey Office.
    Time: 8 turns, Chance of success: 40%, Reward: (40+3d20)% of Terran Agents are taken out, -3d20 to Terran Hegemony IntOps

    [] Scouting the Terran Hegemony: active (4 turns)
    With some survey vessels already present, there should be an effort made to get up to date intelligence on the Terran Hegemony and their capabilities.
    Time: 6 turns, Shcnace of success: 35%, Reward: Up to date Intelligence on the Terran Hegemony

    [] Counter-Espionage Operations:
    With the recent involvement of the Lyran agency Loki in the Attack on Circinus, it seems prudent to run some operations to counter either Loki or any other intelligence agency within the Inner Sphere.
    Time: 5 turns, Chance of success: 50%, Reward: ?
    Select an Inner Sphere Intelligence Agency to counter

    [] Operational Intelligence:
    The Confederation is lacking much in the way of concrete intelligence on the various Inner Sphere Powers military forces and aperatus. An Intelligence Operation should be launched to gather intelligence, to support any military operational planning against an Inner Sphere power.
    Time: 6 turns, Chance of success: 55%, Reward: +5 to Operational Planning against Inner Shere nation
    Select one Inner Sphere nation to concentrate on

    [] Targeted Intelligence:
    A targeted Intelligence Operation should begin to gather targeted intelligence.
    Time: 4 turns, Chance of Success: 50%, Reward: Targeted Intelligence
    Suggest a target for the Intelligence Operation

    [] Intelligence Action:
    There is always some intelligence action that seems to be important.
    Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
    Please suggest an intelligence action

    OCP Diplomatic Corps:

    [] International Cooperation: active (6 turns)
    With the success in the reproachment efforts and the good standing of the Confederation in international affairs, perhaps the threat of the Terran Hegemony and the Clans could be used to begin the process of International Cooperation within the Inner Sphere, creating some sort of informal alliance of some sort.
    Time: 8 turns, Chance of success: 50%, Reward: International Cooperation
    Note: Rolls will be taken individually for each nation once a conference of some sort begins

    [] Integration Office: active (4 turns)
    As we keep expanding there are a number of single worlds about us that could be peacefully absorbed and better off for it. Perhaps we should see about creating a organization perhaps attached to Prometheus that when ready andwilling can bring them in the OCP without direct need of parliament to pick out worlds for targeted recruitment? If nothing else the world of Farnham's Planet could be used as a test case with the offer then spread about to neighboring worlds.
    Time: 6 turns, Chance of Success: 55%, Reward: Integration Office

    [] Technological Help:
    With the Federated Commonwealth poised to take the technological lead in the Inner Sphere over the other powers (safe the Confederation and the Republic) it might be a good idea to offer technological aid to any of the other Inner Sphere Powers that might be interested in it, to help bridge the gap between them and the FedCom. Technically a similar program exists with the FedCom already, with the Scholarly Exchange, but direct support might yield some improved relations and a potential ally, should the FedCom act against the Confederation and/or the Alliance.
    Time: 4 turns, Chance of Success: 40%, Reward: +10 diplomatic relations, +5 external trade
    Select a nation or nations, cannot be the Federated Commonwealth

    [] Diplomatic Contact:
    The OCP only has closer diplomatic contact with the majority of Inner Sphere nations, some nations still do not have an OCP embassy.
    Time: 4 turns, Chance of success: 70%, Reward: Embassy in selected nation
    Select Inner Sphere nation to diplomatically contact, may be selected multiple times

    [] Invite Others IV:
    The OCP was working out nicely and maybe it was time to invite one of the other worlds outside the Three Systems into the OCP?
    Time: 4 turns, Chance of success: 35%, Reward: The selected world joins the OCP as a member
    Please select a world from the list of Known Habited Worlds neat the Walker Cluster

    [] We need new members:
    There are 8 nations in the Three Systems that have declined to become members of the OCP. 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 OCP.
    Time: 2 turns, Chance of success: 25%, Reward: 1d6 nations of the 8 nations that declined OCP membership initially, become OCP members

    [] Diplomatic Action:
    There is always some diplomatic action that seems to be important.
    Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
    Please suggest a diplomatic action

    OCP Trade Organization:

    [] Space Mining III: active (1 turns)
    The industrial capacity of the OCP is growing and with it grows the need for raw materials, be they gassious, liquid or solid. Projects should be started to improve the raw material situation of the OCP and possibly even export those raw materials.
    Time: 4 turns, Chance of success: 70%, Reward: More Raw Materials, +5 on internal and external trade

    [] Industrial Export/Trade Delegations:
    With the analysis of the Helm Database and the preparations of many OCP companies to build and export Inner Sphere technology, trade delegations should be sent out to look for customers for the technology in the Inner Sphere and with it improve diplomacy as well.
    Time: 4 turns, Chance of success: 60%, Reward: +10 to external trade with selected world/polity, +10 to diplomacy with selected world/polity
    Select a world or polity to export to

    [] Space Industry IV:
    While the industrial capacity of the OCP grows, more industry needs to be move from the planetary surface into space, where even the dirtiest processes can be used to produce good without pollution. In turn, this means more production.
    Time: 4 turns, Chance of success: 60%, Reward: More space borne industrial capacity, +5 on internal and external trade

    [] Economic Action:
    There is always some economic action that seems to be important.
    Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
    Please suggest an economic action

    OCP Office for Science and Development:

    [] Scouting for Tesseract: active (2 turns)

    [] Hyperwave Lanes: active (2 turns)
    The discovery that it might be possible to use hyperwaves to improve FTL speed in the Everchanging Black is interesting news and should be followed up on, as it might improve interstellar commerce.
    Time: 6 turns, Chance of success: 40%, Reward: New Economic Action

    [] Tesseract Network: active (1 turns)
    With the discovery of the tesseracts, it now is time to see where they are leading and whether they might be part of a larger network of tesseracts.
    Time: 4 turns, Chance of success: 50%, Reward: ?

    [] Random Research:
    There are so many research topics out there that cannot be counted and they should be given funding. MAybe they will be useful...
    Time: 2-6 turns, Chance of success: 50%, Reward: Random research result
    Please suggest a Research Topic
    Can be taken multiple times simultanously


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

    2 Actions for:

    1 Action for:
    Military
    Trade
     
    Turn 87 - Spring 2194/3044 - Results
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 87 - Spring 2194/3044

    Confederated Forces:

    [] Clan Intimidation & Evacuation: active
    Time: ? turns, Chance of success: 65%, Reward: ?
    Roll 1 of ?, Roll 1d100: 98+35+15 = 148 - Crit Success (Diplomacy with Lupus Republic, All Military Action)
    Roll 2 of ?, Roll 1d100: 87+35+15 = 137 - Success
    Roll 3 of ?, Roll 1d100: 75+35+15 = 125 - Success
    Roll 4 of ?, Roll 1d100: 44+35+15 = 94 - Success
    Roll 5 of ?, Roll 1d100: 44+35+15 = 94 - Success
    Roll 6 of ?, Roll 1d100: 87+35+15 = 137 - Success

    The Evacuation Fleet continued on their way, managing to do a better time than expected, almost reaching the space around Tanis before the end of Spring.

    active for ? more turns

    [] Cutting Communications: - 8 votes active
    Time: 3 turns, Chance of success: 55%
    Roll 1 of 3, Roll 1d100: 55+15 = 70 - Success

    With the ongoing construction of the Bastions at Far Star, the only option was clear to the Confederated Forces and the Survey Office. For the time being the connection between the Inner Sphere and the Hegemony was not fully rebuilt, so there was a window of time, where the Hyperwave relay at Far Star could be destroyed, while an operation within the Inner Sphere would need to cut the communication link on that side, by destroying the Number Station satellites.

    To this end, the two Lerbtur class FOBs immediately began with the construction of several dozen Class V KKVs, to be loaded into a pair of jump ships. Several ACCs accompanied the jumpships as they made their way towards Far Star, jumping into the Kuiper Belt of the system by mid Spring and immediately prepared firing solutions for the KKVs. As this latest version of KKVs was equipped with hyperwave transceivers, it was possible to release the guided missiles, and for the jumpships to jump out of the system to control them from a safe distance.

    About a week after being released, the KKVs had a working firing solution and were launched towards the two construction areas for the Bastions, reaching a velocity of a third of light speed before each Bastion was hit by more than a dozen of the heavy KKVs, destroying them in a massive flash of kinetic energy, cutting the connection to the Inner Sphere at its source.

    In the OCP, two newly constructed Arethusa class destroyers were prepared to journey into the Inner Sphere and the space around Terra to begin removing the Number Stations one by one.

    active for 2 more turns

    OCP Survey Office:


    [] Kill all Terran Spies: active
    Time: 8 turns, Chance of success: 40%
    Roll 1 of 8, Roll 1d100: 56+15 = 71 - Success (All Intelligence Actions)
    Roll 2 of 8, Roll 1d100: 41+10+15 = 66 - Success (MIIO Cooperation)
    Roll 3 of 8, Roll 1d100: 99+10+15 = 123 - Crit Success
    Roll 4 of 8, Roll 1d100: 34+10+15 = 59 - Failure
    Roll 5 of 8, Roll 1d100: 75+10+15 = 100 - Success
    Roll 6 of 8, Roll 1d100: 93+10+15 = 118 - Success

    The operations against the subverted LOKI cells continued and expanded slightly as several not subverted LOKI cells came into contact with the combined Survey Office and MIIO operation and became additional opponents. However, the now expanded operation was, to a degree, supported by Katarina Steiner, who had never been too keen on LOKI.

    In the FWL, it was possible to support SAFE to discover a number of Hegemony agents, who were carefully and largely silently removed from their positions, some of which were staff of Members of the FWL Parliament and had attempted to case the FWL to fracture further. Another agent was discovered in the household of the Mariks. This agent was discovered to have planned to inject Janos and Duggan Marik with targeted bioweapons akin to the one used on Hanse Davion to kill both Mariks and start a new succession crisis within the FWL.

    On Taurus, the Taurian Ministry of Intelligence was informed about the threat of Hegemony agents. At first, they were unsure about the possible threat, until one agent was discovered, who was attempting to penetrate the Calderon household, after which the threat was taken seriously. However, Thomas Calderon almost immediately wanted to have the identity of the agent publicised and publically hanged, but it was possible, with the help of his family, to keep the situation secret.

    active for 2 more turns

    [] Scouting the Terran Hegemony: active
    Time: 6 turns, Chance of success: 35%
    Roll 1 of 6, Roll 1d100: 90+15 = 105 - Success (All Intelligence Actions)
    Roll 2 of 6, Roll 1d100: 96+15 = 111 - Crit Success
    Roll 3 of 6, Roll 1d100: 63+15 = 78 - Success

    With the first survey satellites in place, the scout force split up to spread out over the other systems of the Terran Hegemony, and emplaced more survey satellites.

    During the time, it was possible to get a larger image of the Hegemony. For the most part, the analysis of videos containing the Emperor of Terra, Phillip Cameron, had been modified in one way or another, through Information Theoretical analysis, which showed too many artefacts that could not be explained away with compression or other transmission errors. Some videos were found to have been completely fabricated.

    Other signs of heavy information control surfaced, as nothing outside of state approved information could be found and even the Hegemony equivalent to the Clan Chatterweb or even normal E-Mail were heavily censored, with some mails simply disappearing between stations, or being retransmitted heavily curtailed. In one instance an E-Mail injected into the HPG network for testing purposes was cut by 95 percent of its content, leaving only a 'Hello John' and 'See you later' remaining of the actual text.

    A curious situation was that two weeks before the attack fleet from the operation against Algareon had been destroyed, news stations within the Hegemony were already filled with news of the destruction of the 'defence fleet' by an overwhelming alien force, who had already subdued and enslaved billions of humans. Orders had also gone out to intensify recruitment of new soldiers.

    The survey force also began to count WarShips, with each system being home to at least one Fleet Base and dock yard, which continued to churn out several versions of Inner Sphere WarShips. From the analysis of debris from Far Star, it was already known that the Terran Hegemony had retained much of its knowledge and that their technology in the area of weapons and armor was largely more advanced than the Clans.

    However, it appeared that the number of WarShips continued to grow, but that none were actually used outside of a few defensive forces in the various systems of the Terran Hegemony. Instead, most of these vessels appeared to be placed into storage yards of one form or another, and messages intercepted showed that even the crews of these vessels were put 'into storage'.

    Around the same time as the storage yards were discovered, analysts realized a number of supposed Battle Roms from BattleMech combat in the media were clearly faked, showing the mechs in question fight off some monstrous alien force on planets that did not appear to exist at all. In one case, it was clear the planet used in the fabricated Battle Rom was Graveyard.

    active for 3 more turns

    OCP Diplomatic Corps:[/B]

    [] International Cooperation: active
    Time: 8 turns, Chance of success: 50%
    Roll 1 of 8, Roll 1d100: 99+10 = 109 - Crit Success (All Diplomatic Actions)
    Roll 2 of 8, Roll 1d100: 57+10 = 67 - Success
    Roll 3 of 8, Roll 1d100: 7+10 = 17 - Failure

    While the Federated Commonwealth prepared the Tau Ceti Conference, several problems appeared, as large numbers of people protested before the conference center that was selected to host the Conference.

    As it turned out, sentiments coming from Terra, concerning the noble houses of the Inner Sphere, were already beginning to spread out over nearby systems, no doubt helped along by the Confederation of Habitats in some way, as well as the relatively free press. By now those sentiments had spread out over a small, but vocal minority of New Terra, who were turning it into something of a problem and embarrassment for the Federated Commonwealth.

    active for 5 more turns

    [] Integration Office: active
    Time: 6 turns, Chance of Success: 55%
    Roll 1 of 6, Roll 1d100: 53+10 = 63 - Success (All Diplomatic Actions)
    Roll 2 of 6, Roll 1d100: 33+10 = 43 - Failure
    Roll 3 of 6, Roll 1d100: 23+10 = 33 - Failure

    The political situation within the OCP parliament continued in its stalemate situation concerning the Integration Office, as both sides of the argument for and against the issue became more and more vocal about their position. By now the situation had left the area of fact and turned into a more emotionally charged discussion about the rights and freedoms of nations/planets that were surrounding the OCP and whether the OCP was pressuring them to join up or not.

    active for 3 more turns

    OCP Trade Organization:[/B]

    [] Space Mining III: active
    Time: 4 turns, Chance of success: 70%
    Roll 1 of 4, Roll 1d100: 28+10+10+10+20+15 = 93 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)
    Roll 2 of 4, Roll 1d100: 64+10+10+10+20+15 = 129 - Success
    Roll 3 of 4, Roll 1d100: 100+10+10+10+20+15 = 165 - Crit Success
    Roll 4 of 4, Roll 1d100: 63+10+10+10+20+15 = 128 - Success
    Combined: 128 - Crit Success

    The OCPTO once again finishes up with the latest round of incentives for space mining, as the sector continues to grow and an internal memo circulates another of these rounds of incentives would grow the space mining sector to such a degree, that most planetary mines could be closed. With that industry could become independent of planetary resources.

    Reward: More Raw Materials, +5 on internal and external trade

    [] Space Industry IV: - 7 votes active
    Time: 4 turns, Chance of success: 60%
    Roll 1 of 4, Roll 1d100: 16+10+10+10+20+15 = 81 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)

    Around the same time as the Space Mining memorandum floated around the OCPTO, its companion memo showed there would only need to be one additional round of funding incentives for space borne industry was needed to completely move heavy and medium industry from planet side into space. This would mean that only light industry would remain planet side, like final assembly or food production.

    While also an ecological goal, space borne industry would have the advantage of infinite energy from solar, while raw materials would be much cheaper with one additional round of space mining as well.

    As such, it was clear this last step to move industry into space for good needed to be taken.

    active for 3 more turns

    OCP Office for Science and Development:

    [] Hyperwave Lanes: active
    Time: 6 turns, Chance of success: 40%
    Roll 1 of 6, Roll 1d100: 56+10+10 = 76 - Success (Research Center Sol, Interstellar Communication Network)
    Roll 2 of 6, Roll 1d100: 4+10+10 = 24 - Failure
    Roll 3 of 6, Roll 1d100: 44+10+10 = 65 - Success
    Roll 4 of 6, Roll 1d100: 70+10+10 = 90 - Success
    Roll 5 of 6, Roll 1d100: 83+10+10 = 103 - Success

    With the project going strong, a Von Neumann, On Silent Rubber Feet was assigned to the project, together with the raw material needed to being production of the initial prototypes of the new Hyperwave Lane Generator. The design itself was slated to be emplaced inside the orbit of Mercury, where the statites of the project could be reduced in size, while producing the same amount of energy, speeding up the production of the prototypes. By the end of Spring, three prototypes were ready, floating near the Von Neumann, not yet ready to be slowed down from orbital velocity to a static location.

    Active for 1 more turns

    [] Tesseract Network: - 5 votes active
    Time: 4 turns, Chance of success: 50%
    Roll 1 of 4, Roll 1d100: 40+10+10 = 60 - Success (Research Center Sol, Interstellar Communication Network)
    Roll 2 of 4, Roll 1d100: 72+10+10 = 92 - Success
    Roll 3 of 4, Roll 1d100: 68+10+10 = 88 - Success
    Roll 4 of 4, Roll 1d100: 79+10+10 = 99 - Success
    Combined: 85 - Success

    The final two tesseracts of the Junction system were traversed by the end of Spring. Tesseract #2 of Junction lead to empty space about three thousand lightyears directly rimwards of Sol with no interesting nearby systems.

    Finally, Tesseract #3 lead to a system just inside the Orion Nebula, about forty lightyears away from Graveyard. This meant the OCP had easy and quick access to Graveyard and its system, as well as the situation around Far Star. This would drop the journey time from over a year down to perhaps a day, with most of the time needed to move from the New Berlin Tesseract to the Graveyard Tesseract.

    Result: All tesseracts visited and their ends discovered, Shortcut ton Graveyard discovered

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

    OCP Internal Events:

    Not much of interest happens internally.

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

    Intelligence Report:

    Periphery Alliance:


    Lupus Republic:


    Not much is happening within the Lupus Republic.

    Lothian League:

    Not much is happening within the Lothian League.

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

    Far Star Situation:

    Algareon:


    Following the observation of the attack on Algareon, the discussion moved to the War between Algareon and the Terran Hegemony, where the Triumvirate noted the war was not what they had expected it to be. While the early decades or two had seen intense fighting, the war had settled down into a strange situation, where the Terran Hegemony was attacking Algareon every two years with the same tactics and fleet elements, with the same predictable results.

    Based on the intelligence the Self Defense Force had gathered about the Terran Hegemony, their systems were heavily fortified and were churning out war material. However, little to none were directed towards Algareon itself, not any of the outposts. The forces that attacked every two years, were presumed to be about a third of the WarShip production of those two years, thrown away almost casually, with tens of thousands of crew men killed, which was something none of the Triumvirate could understand.

    However, the stockpiling of war materials the Hegemony was doing, the Triumvirate had been forced to do the same. The Triumvirate itself had bent their rules to a minor degree, building up automated factories to build war materials of their own in a nearby system, heavily automated and ready to be activated within a few days. To crew these vessels, the current fleets would be struck and their crews moved into slots on the stockpiled vessels, as the Self Defense Force had been designed to be over-reliant on crew, to train and maintain the crews needed to crew the stockpile fleets.

    On the question of how large these fleets were, no answer was given aside from 'large enough to defend against the Hegemony'.

    Terran Hegemony

    There is currently a lack of intelligence about the Terran Hegemony.

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

    Taurian Concordat:

    Not much of interest is happening within the Concordat.

    Magistracy of Canopus:

    Not much of interest is happening within the Magistracy.

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

    Inner Sphere:

    Federated Commonwealth:


    Not much of interest is happening in the Federated Commonwealth.

    Draconis Combine:

    The Draconis Combine continues to splinter and collapse.

    Free Worlds League:

    The buildup along the Andurien-FWL border halted as the situation with the Terran Hegemony had appeared, though with a delay.

    Dutchy of Andurien:

    The buildup along the Andurien-FWL border halted as the situation with the Terran Hegemony had appeared, though with a delay.

    Confederation of Habitats:

    Not much of interest is happening within the CoH.

    Terra:

    Slowly the bioweapon could be controlled, as more vaccine and cure was spread through Terras infected population.

    Expansion and Suggestions:

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

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

    Random Event - Nothing happens
     
    Turn 88 - Summer 2194/3044
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 88 - Summer 2194/3044

    Confederated Forces:

    [] Clan Intimidation & Evacuation: active (? turns)
    Offer send full military expedition to clan homeworlds with our transports and hope the full weight of it makes the clans hesitate to do something stupid... and brutally murder the first would be ristar to try. Several battleships with Cruiser and frigate/Arethusa escorts plus attached ACC's and 4 to 8 divisions of troops to bolster the local Lupus leaving and give the clans a wake up call. They can also be handed info on Hegemony at same time and fact they are also probable infiltrated.
    Time: ? turns, Chance of success: 65%, Reward: ?

    [] Cutting Communications: active (2 turns)
    With the Hegemony rebuilding the installation at Far Star, perhaps there should be steps taken to prevent the use of the system to keep contact between the Hegemony and the Inner Sphere to one degree or another. Additionally the Number Stations in the Inner Sphere should be destroyed.
    Time: 3 turns, Chance of success: 55%, Reward: Far Star is secured, the Communication link between the Inner Sphere and the Hegemony is severed

    [] Fleet Extension:
    The last Fleet extension is finished, but now the Confederated Space Force requests more vessels.
    Time: 3 turns, Chance of Success: 70%, Reward: Construction of (5+2d6) new WarShips
    Only avaiable after the last Fleet Extension is finished
    Only avaiable after completion of the WarShip Upgrade Program


    [] Military Action:
    There is always some military action that seems to be important.
    Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
    Please suggest a military action

    OCP Survey Office:

    [] Kill all Terran Spies: active (2 turns)
    Efforts should be made to hunt down and destroy the Terran Hegemony spy network that is currently known to the Survey Office.
    Time: 8 turns, Chance of success: 40%, Reward: (40+3d20)% of Terran Agents are taken out, -3d20 to Terran Hegemony IntOps

    [] Scouting the Terran Hegemony: active (3 turns)
    With some survey vessels already present, there should be an effort made to get up to date intelligence on the Terran Hegemony and their capabilities.
    Time: 6 turns, Shcnace of success: 35%, Reward: Up to date Intelligence on the Terran Hegemony

    [] Counter-Espionage Operations:
    With the recent involvement of the Lyran agency Loki in the Attack on Circinus, it seems prudent to run some operations to counter either Loki or any other intelligence agency within the Inner Sphere.
    Time: 5 turns, Chance of success: 50%, Reward: ?
    Select an Inner Sphere Intelligence Agency to counter

    [] Operational Intelligence:
    The Confederation is lacking much in the way of concrete intelligence on the various Inner Sphere Powers military forces and aperatus. An Intelligence Operation should be launched to gather intelligence, to support any military operational planning against an Inner Sphere power.
    Time: 6 turns, Chance of success: 55%, Reward: +5 to Operational Planning against Inner Shere nation
    Select one Inner Sphere nation to concentrate on

    [] Targeted Intelligence:
    A targeted Intelligence Operation should begin to gather targeted intelligence.
    Time: 4 turns, Chance of Success: 50%, Reward: Targeted Intelligence
    Suggest a target for the Intelligence Operation

    [] Intelligence Action:
    There is always some intelligence action that seems to be important.
    Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
    Please suggest an intelligence action

    OCP Diplomatic Corps:

    [] International Cooperation: active (5 turns)
    With the success in the reproachment efforts and the good standing of the Confederation in international affairs, perhaps the threat of the Terran Hegemony and the Clans could be used to begin the process of International Cooperation within the Inner Sphere, creating some sort of informal alliance of some sort.
    Time: 8 turns, Chance of success: 50%, Reward: International Cooperation
    Note: Rolls will be taken individually for each nation once a conference of some sort begins

    [] Integration Office: active (3 turns)
    As we keep expanding there are a number of single worlds about us that could be peacefully absorbed and better off for it. Perhaps we should see about creating a organization perhaps attached to Prometheus that when ready andwilling can bring them in the OCP without direct need of parliament to pick out worlds for targeted recruitment? If nothing else the world of Farnham's Planet could be used as a test case with the offer then spread about to neighboring worlds.
    Time: 6 turns, Chance of Success: 55%, Reward: Integration Office

    [] Technological Help:
    With the Federated Commonwealth poised to take the technological lead in the Inner Sphere over the other powers (safe the Confederation and the Republic) it might be a good idea to offer technological aid to any of the other Inner Sphere Powers that might be interested in it, to help bridge the gap between them and the FedCom. Technically a similar program exists with the FedCom already, with the Scholarly Exchange, but direct support might yield some improved relations and a potential ally, should the FedCom act against the Confederation and/or the Alliance.
    Time: 4 turns, Chance of Success: 40%, Reward: +10 diplomatic relations, +5 external trade
    Select a nation or nations, cannot be the Federated Commonwealth

    [] Diplomatic Contact:
    The OCP only has closer diplomatic contact with the majority of Inner Sphere nations, some nations still do not have an OCP embassy.
    Time: 4 turns, Chance of success: 70%, Reward: Embassy in selected nation
    Select Inner Sphere nation to diplomatically contact, may be selected multiple times

    [] Invite Others IV:
    The OCP was working out nicely and maybe it was time to invite one of the other worlds outside the Three Systems into the OCP?
    Time: 4 turns, Chance of success: 35%, Reward: The selected world joins the OCP as a member
    Please select a world from the list of Known Habited Worlds neat the Walker Cluster

    [] We need new members:
    There are 8 nations in the Three Systems that have declined to become members of the OCP. 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 OCP.
    Time: 2 turns, Chance of success: 25%, Reward: 1d6 nations of the 8 nations that declined OCP membership initially, become OCP members

    [] Diplomatic Action:
    There is always some diplomatic action that seems to be important.
    Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
    Please suggest a diplomatic action

    OCP Trade Organization:

    [] Space Industry IV: active (3 turns)
    While the industrial capacity of the OCP grows, more industry needs to be move from the planetary surface into space, where even the dirtiest processes can be used to produce good without pollution. In turn, this means more production.
    Time: 4 turns, Chance of success: 60%, Reward: Last Space Industry Action, +5 on internal and external trade
    If this action becomesa critical success, all heavy and medium industry is moved into space from planetside

    [] Industrial Export/Trade Delegations:
    With the analysis of the Helm Database and the preparations of many OCP companies to build and export Inner Sphere technology, trade delegations should be sent out to look for customers for the technology in the Inner Sphere and with it improve diplomacy as well.
    Time: 4 turns, Chance of success: 60%, Reward: +10 to external trade with selected world/polity, +10 to diplomacy with selected world/polity
    Select a world or polity to export to

    [] Space Mining IV:
    The industrial capacity of the OCP is growing and with it grows the need for raw materials, be they gassious, liquid or solid. Projects should be started to improve the raw material situation of the OCP and possibly even export those raw materials.
    Time: 4 turns, Chance of success: 70%, Reward: Last Space Mining Action, +5 on internal and external trade
    If this action becomesa critical success, all mining is moved into space from planetside

    [] Economic Action:
    There is always some economic action that seems to be important.
    Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
    Please suggest an economic action

    OCP Office for Science and Development:

    [] Scouting for Tesseract: active (2 turns)

    [] Hyperwave Lanes: active (1 turns)
    The discovery that it might be possible to use hyperwaves to improve FTL speed in the Everchanging Black is interesting news and should be followed up on, as it might improve interstellar commerce.
    Time: 6 turns, Chance of success: 40%, Reward: New Economic Action

    [] Search for more Tesseracts:
    With the new tesseracts explored, perhaps á search should be done to look for more of them, near the newly explored tesseract ends.
    Time: 5 turns, Chance of success: 60%, Reward: 1d10 more tesseracts discovered

    [] Random Research:
    There are so many research topics out there that cannot be counted and they should be given funding. MAybe they will be useful...
    Time: 2-6 turns, Chance of success: 50%, Reward: Random research result
    Please suggest a Research Topic
    Can be taken multiple times simultanously


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

    2 Actions for:

    1 Action for:
    Trade
    Science

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

    Additional Actions:

    Should the Evacuation force swing by Tanis to immediately begin a Trial of Possession for the place?
    [] Yes
    [] No
    [] Mayhaps
     
    Turn 88 - Summer 2194/3044 - Results
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 88 - Summer 2194/3044

    Confederated Forces:

    [] Clan Intimidation & Evacuation: active
    Time: ? turns, Chance of success: 65%, Reward: ?
    Roll 1 of ?, Roll 1d100: 98+35+15 = 148 - Crit Success (Diplomacy with Lupus Republic, All Military Action)
    Roll 2 of ?, Roll 1d100: 87+35+15 = 137 - Success
    Roll 3 of ?, Roll 1d100: 75+35+15 = 125 - Success
    Roll 4 of ?, Roll 1d100: 44+35+15 = 94 - Success
    Roll 5 of ?, Roll 1d100: 44+35+15 = 94 - Success
    Roll 6 of ?, Roll 1d100: 87+35+15 = 137 - Success
    Roll 7 of ?, Roll 1d100: 70+35+15 = 120 - Success

    Should the Evacuation force swing by Tanis to immediately begin a Trial of Possession for the place?
    [] No - 4 votes

    As the Evacuation Fleet reached space near Tanis, having expected to directly challenge Clan Cloud Cobra for the system and subsequently began to set it up as a staging base for dealing with the clans, that possibility was denied to the Fleet by the Diplomatic Corps, who rather wanted to make sure that the Clans were fully aware of the OCP, before dealing with them in any way. As such, the Fleet continued on towards Clans Space and Strana Mechty, which they reached by the end of Summer, taking care to keep outside of any Clan owned system until the entirety of the fleet jumped into the Oort Cloud of the system, before preparing to jump directly into the L1 point of Strana Mechty and its primary.

    On arrival, the vessels remained within the L1 point, immediately broadcasting an all frequency demand for SafCon under Zellbrigen and that no one wished to fight. This was immediately challenged from Strana Mechty, with Sophist Biccon Winters responding that she had invited the forces of the OCP to Clan Space, for the express purpose of evacuating the entirety of Clan Nova Cat.

    This almost immediately resulted in the demand to appear before the Grand Council in the Hall of Kahns. Sophist Winters acquiesced to the demand, noting she would bring with her representatives of the OCP, as well as guards. As such Winters and General Aldrana ven Hrevno, the Ormiold Commanding General of the 5th Expedictionary Division and in command of Ground Forces, as well as 1st Heavy Combined Arms Regiment of the 2nd Combined Arms Brigade Combat Team of the 5th Expeditionary Division to act as guard forces.

    The choice had been made due to the 1st Heavy Combined Arms Regiment being equipped with all three Mech and Tank types used in the mainline combat forces of the OCP, as well as two Hunter-Killer packs and heavy mechanized infantry to act as a show of force upon encountering the Clans, possibly intimidating Clan leadership.

    Upon landing, the entirety of the 1st Heavy Combined Arms Regiment disembarked and secured the landing area without opposition, setting up a protective cordon around the dropships. The landing operating itself was observed by various different clans, especially by Clans Jade Falcon, Smoke Jaguar, Snow Raven and Ghost Bear.

    However, both Winters and ven Hrevno were left waiting to be summoned before the Kahns, while many Clans moved forces into position to counter the 1st Heavy Combined Arms Regiment.


    active for ? more turns

    [] Cutting Communications: active
    Time: 3 turns, Chance of success: 55%
    Roll 1 of 3, Roll 1d100: 55+15 = 70 - Success
    Roll 2 of 3, Roll 1d100: 47+15 = 62 - Success

    Following the destruction of the two Bastions in the Far Star system, observation continued, showing surprising panic and an inability to fully deal with the situation within the Hegemony Forces. Following a period of about a week when actions of the forces appeared to be random at best, the forces then began to patrol the system as if nothing had happened, while two smaller WarShips, likely acting as couriers, left the system.

    Meanwhile, in the Inner Sphere, the two Arethusa class vessels CFS Belladonna and CFS Ighttiniss reached space around Terra, and prepared to intercept and destroy the last number station satellites discovered some time ago.

    active for 1 more turn

    OCP Survey Office:


    [] Kill all Terran Spies: active
    Time: 8 turns, Chance of success: 40%
    Roll 1 of 8, Roll 1d100: 56+15 = 71 - Success (All Intelligence Actions)
    Roll 2 of 8, Roll 1d100: 41+10+15 = 66 - Success (MIIO Cooperation)
    Roll 3 of 8, Roll 1d100: 99+10+15 = 123 - Crit Success
    Roll 4 of 8, Roll 1d100: 34+10+15 = 59 - Failure
    Roll 5 of 8, Roll 1d100: 75+10+15 = 100 - Success
    Roll 6 of 8, Roll 1d100: 93+10+15 = 118 - Success
    Roll 7 of 8, Roll 1d100: 12+10+15 = 37 - Failure

    The continued secret 'Loki War' spilled out in the open in Summer, when several of the Renegade Loki factions combined forces and openly defied Archon Steiner. They were able to undermine and gain control of two mercenary companies, which were used to perpetuate significant acts of property damage in an attempt to destroy the OCP embassy on Tharkad, while managing smuggling a dirty bomb into the Embassy on New Avalon, which contaminated the entirety of the building with plutonium-239 and killing several of the Embassy staff.

    This was not the only use of dirty bombs, as another dirty bomb, seeded with radioactive combalt-60, detonated on New Earth inside the conference center prepared to hold the Tau Ceti Conference. To make matters worse, the timing had been so that Melissa Steiner-Davion had been present in the conference center and was buried by rubble from the bomb for nearly two entire days, crushing both her legs, and she was forced to inhale a large dose of the cobalt-60 dust released by the detonation. She was immediately rushed into hospital, where the best medical personnel on New Earth took care of her.

    The OCP managed to talk the Confederation of Habitats to provide their own highly trained medical staff, just as the medical staff of the OCP delegation prepared to support the treatment of Melissa Steiner-Davion. While it would be possible to decontaminate her, her legs needed to be amputated and either replaced by cybernetics of cloned limbs. It was unclear whether she would bear any more children.

    While it remained unclear what the reaction of Archon Steiner and First Prince Davion would be, the FWL's reaction was one of fear and SAFE began to root out any and all Hegemony agents they could find with the help of the OCP.

    active for 1 more turn

    [] Scouting the Terran Hegemony: active
    Time: 6 turns, Chance of success: 35%
    Roll 1 of 6, Roll 1d100: 90+15 = 105 - Success (All Intelligence Actions)
    Roll 2 of 6, Roll 1d100: 96+15 = 111 - Crit Success
    Roll 3 of 6, Roll 1d100: 63+15 = 78 - Success
    Roll 4 of 6, Roll 1d100: 66+15 = 81 - Success

    With the discovery that there were storage yards within the space of the Terran Hegemony, one of the new orders for the Scouting vessels were to immediately begin a search for those storage yards, even if it meant to search every system within the sphere of influence of the Hegemony. However, the search was made somewhat easier by the lack of jump ship traffic within the Hegemony, which was curtailed by the Hegemony government on grounds of 'security against enemy sponsored pirates'.

    To this end it appeared the Hegemony had complete control over interstellar travel, utilising armored convoys of Carrack class jumpships, supported by several destroyer class vessels to carry logistics between the systems of the Hegemony. To continuously perpetuate the narrative, it appeared that transport convoys that were scheduled for departure, were never sent, while the news reported attacks on those convoys, adding supply chain shortages on all worlds of the Hegemony.

    By the end of Summer, the survey craft had reached all officially known systems of the Hegemony and emplaced survey satellites and began the arduous search for the storage yards.

    active for 2 more turns

    OCP Diplomatic Corps:[/B]

    [] International Cooperation: active
    Time: 8 turns, Chance of success: 50%
    Roll 1 of 8, Roll 1d100: 99+10 = 109 - Crit Success (All Diplomatic Actions)
    Roll 2 of 8, Roll 1d100: 57+10 = 67 - Success
    Roll 3 of 8, Roll 1d100: 7+10 = 17 - Failure
    Roll 4 of 8, Roll 1d100: 30+10 = 40 - Failure

    As protests against the Conference continued, the LOKI attack on the Conference Center resulted in the deaths of many of the protesters, who had gathered in front of the building when the blast went off. Consequently, the dirty aspect of the explosion and the release of cobalt-60 led to a considerable number of injured people, who needed to be helped.

    This disrupted the protests, as FedSun news agencies published the story as an attack by a hostile force wanting to invade the entirety of the Inner Sphere and periphery and that the bombing of the Conference Center was an attempt to prevent the Conference. Additionally, the medical state of Melissa Steiner-Davion was readily broadcast. This was partially an attempt to use the attack to disrupt the protests with a counter-narrative as well as drum up support for the Conference and for Melissa.

    The entire situation meant that another location on New Earth needed to be found, delaying the Conference further.

    active for 4 more turns

    [] Integration Office: active
    Time: 6 turns, Chance of Success: 55%
    Roll 1 of 6, Roll 1d100: 53+10 = 63 - Success (All Diplomatic Actions)
    Roll 2 of 6, Roll 1d100: 33+10 = 43 - Failure
    Roll 3 of 6, Roll 1d100: 23+10 = 33 - Failure
    Roll 4 of 6, Roll 1d100: 21+10 = 31 - Failure

    As discussions in Parliament continued, the front lines of those for and against an Integration Office became more pronounced and attacks from either side became more heated. In one instance, a fight broke out between MPs that had to be broken up, with both MPs injured in more than their pride.

    active for 2 more turns

    OCP Trade Organization:[/B]

    [] Space Industry IV: active
    Time: 4 turns, Chance of success: 60%
    Roll 1 of 4, Roll 1d100: 16+10+10+10+20+15 = 81 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)
    Roll 2 of 4, Roll 1d100: 67+10+10+10+20+20 = 137 - Success

    With more incentives going out, more and more of the large companies felt it was time to move some of their heavy industry completely from the surface of Earth and Jerat and move it completely into space, though some incentives were given to clean up the vacated industrial areas and renature them.

    active for 2 more turns

    [] Space Mining IV: - 7 votes
    Time: 4 turns, Chance of success: 70%
    Roll 1 of 4, Roll 1d100: 90+10+10+10+20+20 = 160 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)

    With the extension of the space borne industry, it was only logical that an extension of the space borne mining should follow to supply the new industrial stations with raw materials to continue producing. Some people within the OCPTO even believed that continued expansion of mining in space might lead to the OCP becoming a post-scarcity society when it came to raw materials over the short to medium term.

    active for 3 more turns

    OCP Office for Science and Development:

    [] Hyperwave Lanes: active
    Time: 6 turns, Chance of success: 40%
    Roll 1 of 6, Roll 1d100: 56+10+10 = 76 - Success (Research Center Sol, Interstellar Communication Network)
    Roll 2 of 6, Roll 1d100: 4+10+10 = 24 - Failure
    Roll 3 of 6, Roll 1d100: 44+10+10 = 65 - Success
    Roll 4 of 6, Roll 1d100: 70+10+10 = 90 - Success
    Roll 5 of 6, Roll 1d100: 83+10+10 = 103 - Success
    Roll 6 of 6, Roll 1d100: 84+10+10 = 104 - Success
    Combined: 77
    FTL multiplicator, Roll 1d20: 19
    Hyperwave Lane Range, Roll 2d20: 30

    The Von Neumann On Silent Rubber Feet could slightly speed up the production of the Hyperwave Lange Generator statites and finish one month ahead of schedule, before acting as central control, while the orbit of the statites was slowed down until they remained stationary over the same spot over the Sun's surface, held in place sorely by the pressure of radiation and solar wind. Special vanes integrated into the design allowed them to maneuver in space and keep a close formation as they floated over the surface of the Sun.

    After several weeks of preparation and initial tests, the Hyperwave Lane Generators were finally synchronized and began to project the first Hyperwave Lane towards Beta Hydri, where the arrival of the focussed Hyperwaves was detected a day later, showing that the Hyperwave lane had an usable range of at least about 24 lightyears.

    An unmanned HFEG capable craft did the first actual test, which arrived at Beta Hydri after just over six hours, showing that the FTL velocity of this single vessel had increased from 5 lightyears per day to 95 lightyears per day or 34675 times the speed of light. This alone was a reason to celebrate, but tests for an entire squadron had to be performed and one of the system defense squadrons was volunteered for test. The squadron arrived at Beta Hydri within a mere four hours. As such, the speed for squadrons had increased from 7.5 lightyears per day to 142.5 lightyears per day, or 52000 times the speed of light.

    The FTL speed for travel through the Everchanging Black had increased by 19 times.

    The final tests were done to get the range of the system, once again sending out an unmanned HFEG equipped vessel. This time it was noted that the effective range of the Hyperwave lane seemed to be around 30 lightyears, after which the strength of the Hyperwave Lane rapidly attenuated.

    With the relative ease of construction for the generators, this meant that a network of Hyperwave Lanes would be an extremely fast way to travel between the systems of the OCP, easily becoming a contender for Jump Drives, especially since it was proposed an HFEG equipped vessel could switch between Hyperwave Lanes while within the Everchanging Black, allowing reaching systems within 30 lightyears in less than a day.

    Result: Hyperwave Lanes increase HFEG speeds up to 19 times, New Economic Action

    [] Better MetaMaterials: - 6 votes
    Time: 6 turns, Chance of success: 50%
    Roll 1 of 6, Roll 1d100: 20+10+10 = 40 - Failure (Research Center Sol, Interstellar Communication Network)

    Ever since the discovery of the Algareon Megastructures, many of the material engineers within the OCP wondered what materials might be used by The Tribunal to construct these structures. They were sure that meta materials of some type had been utilized, but were unsure which ones. Additionally, analysis of the Helm Database had shown there were numerous surprisingly simple meta materials out there that could improve the design of heat sinks and even armor over the results already achieved.

    As such suggestions were made to the Office for Science and Development to begin a research program to develop new meta materials, which was denied, on the grounds that it was outside of the budget for Summer, but might be within the budget later in the year.

    active for 5 more turns

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

    OCP Internal Events:

    Not much of interest happens internally.

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

    Intelligence Report:

    Periphery Alliance:


    Lupus Republic:


    Not much is happening within the Lupus Republic.

    Lothian League:

    Not much is happening within the Lothian League.

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

    Far Star Situation:

    Algareon:


    Some talks with the Algareon continued for the time being, waiting for an official diplomatic mission.

    Terran Hegemony

    There is currently a lack of intelligence about the Terran Hegemony.

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

    Taurian Concordat:

    Not much of interest is happening within the Concordat.

    Magistracy of Canopus:

    Not much of interest is happening within the Magistracy.

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

    Inner Sphere:

    Federated Commonwealth:


    Not much of interest is happening in the Federated Commonwealth.

    Draconis Combine:

    The Draconis Combine continues to splinter and collapse.

    Free Worlds League:

    The buildup along the Andurien-FWL border halted as the situation with the Terran Hegemony had appeared, though with a delay.

    Dutchy of Andurien:

    The buildup along the Andurien-FWL border halted as the situation with the Terran Hegemony had appeared, though with a delay.

    Confederation of Habitats:

    Not much of interest is happening within the CoH.

    Terra:

    Slowly the bioweapon could be controlled, as more vaccine and cure was spread through Terras infected population.

    Expansion and Suggestions:

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

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

    Random Event - Nothing happens
     
    Turn 89 - Autumn 2194/3044
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 89 - Autumn 2194/3044

    Confederated Forces:

    [] Clan Intimidation & Evacuation: active (? turns)
    Offer send full military expedition to clan homeworlds with our transports and hope the full weight of it makes the clans hesitate to do something stupid... and brutally murder the first would be ristar to try. Several battleships with Cruiser and frigate/Arethusa escorts plus attached ACC's and 4 to 8 divisions of troops to bolster the local Lupus leaving and give the clans a wake up call. They can also be handed info on Hegemony at same time and fact they are also probable infiltrated.
    Time: ? turns, Chance of success: 65%, Reward: ?

    [] Cutting Communications: active (1 turn)
    With the Hegemony rebuilding the installation at Far Star, perhaps there should be steps taken to prevent the use of the system to keep contact between the Hegemony and the Inner Sphere to one degree or another. Additionally the Number Stations in the Inner Sphere should be destroyed.
    Time: 3 turns, Chance of success: 55%, Reward: Far Star is secured, the Communication link between the Inner Sphere and the Hegemony is severed

    [] Fleet Extension:
    The last Fleet extension is finished, but now the Confederated Space Force requests more vessels.
    Time: 3 turns, Chance of Success: 70%, Reward: Construction of (5+2d6) new WarShips
    Only avaiable after the last Fleet Extension is finished
    Only avaiable after completion of the WarShip Upgrade Program


    [] Military Action:
    There is always some military action that seems to be important.
    Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
    Please suggest a military action

    OCP Survey Office:

    [] Kill all Terran Spies: active (1 turns)
    Efforts should be made to hunt down and destroy the Terran Hegemony spy network that is currently known to the Survey Office.
    Time: 8 turns, Chance of success: 40%, Reward: (40+3d20)% of Terran Agents are taken out, -3d20 to Terran Hegemony IntOps

    [] Scouting the Terran Hegemony: active (2 turns)
    With some survey vessels already present, there should be an effort made to get up to date intelligence on the Terran Hegemony and their capabilities.
    Time: 6 turns, Shcnace of success: 35%, Reward: Up to date Intelligence on the Terran Hegemony

    [] Counter-Espionage Operations:
    With the recent involvement of the Lyran agency Loki in the Attack on Circinus, it seems prudent to run some operations to counter either Loki or any other intelligence agency within the Inner Sphere.
    Time: 5 turns, Chance of success: 50%, Reward: ?
    Select an Inner Sphere Intelligence Agency to counter

    [] Operational Intelligence:
    The Confederation is lacking much in the way of concrete intelligence on the various Inner Sphere Powers military forces and aperatus. An Intelligence Operation should be launched to gather intelligence, to support any military operational planning against an Inner Sphere power.
    Time: 6 turns, Chance of success: 55%, Reward: +5 to Operational Planning against Inner Shere nation
    Select one Inner Sphere nation to concentrate on

    [] Targeted Intelligence:
    A targeted Intelligence Operation should begin to gather targeted intelligence.
    Time: 4 turns, Chance of Success: 50%, Reward: Targeted Intelligence
    Suggest a target for the Intelligence Operation

    [] Intelligence Action:
    There is always some intelligence action that seems to be important.
    Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
    Please suggest an intelligence action

    OCP Diplomatic Corps:

    [] International Cooperation: active (4 turns)
    With the success in the reproachment efforts and the good standing of the Confederation in international affairs, perhaps the threat of the Terran Hegemony and the Clans could be used to begin the process of International Cooperation within the Inner Sphere, creating some sort of informal alliance of some sort.
    Time: 8 turns, Chance of success: 50%, Reward: International Cooperation
    Note: Rolls will be taken individually for each nation once a conference of some sort begins

    [] Integration Office: active (2 turns)
    As we keep expanding there are a number of single worlds about us that could be peacefully absorbed and better off for it. Perhaps we should see about creating a organization perhaps attached to Prometheus that when ready andwilling can bring them in the OCP without direct need of parliament to pick out worlds for targeted recruitment? If nothing else the world of Farnham's Planet could be used as a test case with the offer then spread about to neighboring worlds.
    Time: 6 turns, Chance of Success: 55%, Reward: Integration Office

    [] Technological Help:
    With the Federated Commonwealth poised to take the technological lead in the Inner Sphere over the other powers (safe the Confederation and the Republic) it might be a good idea to offer technological aid to any of the other Inner Sphere Powers that might be interested in it, to help bridge the gap between them and the FedCom. Technically a similar program exists with the FedCom already, with the Scholarly Exchange, but direct support might yield some improved relations and a potential ally, should the FedCom act against the Confederation and/or the Alliance.
    Time: 4 turns, Chance of Success: 40%, Reward: +10 diplomatic relations, +5 external trade
    Select a nation or nations, cannot be the Federated Commonwealth

    [] Diplomatic Contact:
    The OCP only has closer diplomatic contact with the majority of Inner Sphere nations, some nations still do not have an OCP embassy.
    Time: 4 turns, Chance of success: 70%, Reward: Embassy in selected nation
    Select Inner Sphere nation to diplomatically contact, may be selected multiple times

    [] Invite Others IV:
    The OCP was working out nicely and maybe it was time to invite one of the other worlds outside the Three Systems into the OCP?
    Time: 4 turns, Chance of success: 35%, Reward: The selected world joins the OCP as a member
    Please select a world from the list of Known Habited Worlds neat the Walker Cluster

    [] We need new members:
    There are 8 nations in the Three Systems that have declined to become members of the OCP. 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 OCP.
    Time: 2 turns, Chance of success: 25%, Reward: 1d6 nations of the 8 nations that declined OCP membership initially, become OCP members

    [] Diplomatic Action:
    There is always some diplomatic action that seems to be important.
    Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
    Please suggest a diplomatic action

    OCP Trade Organization:

    [] Space Industry IV: active (2 turns)
    While the industrial capacity of the OCP grows, more industry needs to be move from the planetary surface into space, where even the dirtiest processes can be used to produce good without pollution. In turn, this means more production.
    Time: 4 turns, Chance of success: 60%, Reward: Last Space Industry Action, +5 on internal and external trade
    If this action becomesa critical success, all heavy and medium industry is moved into space from planetside

    [] Space Mining IV: active (3 turns)
    The industrial capacity of the OCP is growing and with it grows the need for raw materials, be they gassious, liquid or solid. Projects should be started to improve the raw material situation of the OCP and possibly even export those raw materials.
    Time: 4 turns, Chance of success: 70%, Reward: Last Space Mining Action, +5 on internal and external trade
    If this action becomesa critical success, all mining is moved into space from planetside

    [] Highways in Space
    With the success of the Hyperwave Lane Project and the discovery that they could massively reduce travel times between systems, when using HFEGs, it might be a good idea to give the private sector the incentives to begin with the construction of an entire network of Hyperspace Lanes to connect systems.
    Time: 8 turns, Chance of success 55%, Reward: Functional OCP wide Hyperwave Lane Network

    [] Industrial Export/Trade Delegations:
    With the analysis of the Helm Database and the preparations of many OCP companies to build and export Inner Sphere technology, trade delegations should be sent out to look for customers for the technology in the Inner Sphere and with it improve diplomacy as well.
    Time: 4 turns, Chance of success: 60%, Reward: +10 to external trade with selected world/polity, +10 to diplomacy with selected world/polity
    Select a world or polity to export to

    [] Economic Action:
    There is always some economic action that seems to be important.
    Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
    Please suggest an economic action

    OCP Office for Science and Development:

    [] Scouting for Tesseract: active (2 turns)

    [] Better MetaMaterials: - 6 votes active (5 turns)
    With the various needs for better materials and the discovery of the Algareon Megastructures, there was some interest in developing new and better ameta materials that could be used in various new ways to create new systems
    Time: 6 turns, Chance of success: 50%

    [] Search for more Tesseracts:
    With the new tesseracts explored, perhaps á search should be done to look for more of them, near the newly explored tesseract ends.
    Time: 5 turns, Chance of success: 60%, Reward: 1d10 more tesseracts discovered

    [] Random Research:
    There are so many research topics out there that cannot be counted and they should be given funding. MAybe they will be useful...
    Time: 2-6 turns, Chance of success: 50%, Reward: Random research result
    Please suggest a Research Topic
    Can be taken multiple times simultanously


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

    2 Actions for:

    1 Action for:
    Science

    ----------------------------
     
    Turn 89 - Autumn 2194/3044 - Results
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 89 - Autumn 2194/3044

    Confederated Forces:

    [] Clan Intimidation & Evacuation: active
    Time: ? turns, Chance of success: 65%, Reward: ?
    Roll 1 of ?, Roll 1d100: 98+35+15 = 148 - Crit Success (Diplomacy with Lupus Republic, All Military Action)
    Roll 2 of ?, Roll 1d100: 87+35+15 = 137 - Success
    Roll 3 of ?, Roll 1d100: 75+35+15 = 125 - Success
    Roll 4 of ?, Roll 1d100: 44+35+15 = 94 - Success
    Roll 5 of ?, Roll 1d100: 44+35+15 = 94 - Success
    Roll 6 of ?, Roll 1d100: 87+35+15 = 137 - Success
    Roll 7 of ?, Roll 1d100: 70+35+15 = 120 - Success
    Roll 8 of ?, Roll 1d100: 67+35+15 = 117 - Success

    The reason for the refusal of the Grand Council to summon the leadership of the fleet after their landing on Strana Mechty became clear relatively quickly. The entire situation was propagating some panic within the Clans and it was believed necessary that the Kahns and SaKahns of all Clans should come to Strana Mechty to take part in the Grand Council, rather than deal with the situation over HPG. To Sophist Winters and General ven Hrevno, the situation was less of a problem, as it allowed the intelligence section of the Fleet to gather intelligence, largely from HGP Radio Backscatter as various Clans communicated .

    For the most part, the reaction was split up between the lines of the three factions within the Clans. The Crusaders generally wished to almost immediately begin a Trial of Anihiliation against Clan Nova Cat for the crime of betraying the Great Father and his vision, foremost in this were Clan Jade Falcon and Smoke Jaguar, which were pressing especially strong.

    The Guardians however were tentatively on the side of Nova Cat, though there had been some screaming matches between the Kahns of Nova Cat and Ghost Bear over the whole issue, which had slowly calmed down, after the explanation that the exodus of Nova Cat would allow the Guardians to have a base in the Inner Sphere, something they wished to for to protect it from outside threats.

    The Wardens were standing in the middle, inclined to wait and see what would happen.

    Even with these divergent points of view, all Clans went into a heightened state of alertness, preparing for what might happen at the Grand Council.

    The rest of the time was used by intelligence to thoroughly penetrate Strana Mechty's communications network, relatively easily breaking the codes of any Clan on the planet and utilizing drones and Smart Dust to directly connect to various transmitters.

    Eventually, all Kahns and SaKahns had arrived at Strana Mechty and entered the Grand Hall for a Council that lasted about three days, before Sophist Winters and General ven Hrevno were finally invited. Thanks to using drones and Smart Dust, it had been possible to listen in on the heavy discussions within the Council Chambers. Jade Falcon and Smoke Jaguar had indeed immediately called for a Trial of Anihiliation of Nova Cat, without even hearing the delegation, but that was immediately opposed by the Guardians, while the Wardens had remained neutral. There had been an attempt of Smoke Jaguar to initiate a Trial of Grievance, but that in turn had been smashed down by both the Wardens and the Guardians, as there had not yet been any decision been reached about the situation.

    When Winters and ven Hrevno had been called in, they were accompanied by a mixed Heavy Armor Company, made up of tanks and mechs, as well as one of the Hunter-Killer packs as security detail. This led to consternation within the Grand Council, followed by an almost violent reaction to the commanding General of the Evacuation Force being non-human. That ven Hrevno was a second generation American and had grown up in Ohio was not of interest. His presence alone caused several warriors pull out weapons, preparing to shoot the General, until Winters, still someone well respected among the Kahns due to her former status as Oathmaster of Nova Cat, could talk everyone down.

    In the end they were allowed to speak, with Sophist Winter explaining their reasoning carefully. She also tried to paint the picture of peaceful coexistence with aliens. Of course Nova Cat was in on the situation, but it came to the surprise of many others that Clan Star Adder and Hell's Horses were also implicated by Winters into the situation. This led to a vocal uproar within the Crusader camp, and they called for more Trials of Anihiliation against with Star Adder and Hell's Horses as a result. As both the Guardians and the Wardens once again denied the Trial almost immediately, the day's talks were called off and Winters and ven Hrevno sent back to their dropship.

    Almost immediately after they were dismissed from the Grand Council, it was Kahn Leo Showers of Clan Smoke Jaguar that ordered an attack on the convoy as well as on the landing force. Thanks to the infiltration of Clan communication, the element of surprise was lost to Smoke Jaguar.

    Code:
    Smoke Jaguar Attack Force, Roll 1d100: 32+20+10     =  62 (Elite Clan Warriors, Knowledge of the Area)
    1st Regiment 2nd Brigade, Roll 1d100:  98+5+10+10+5 = 128 (General Combat Bonus, Against Mechs, Knowledge of Clan Tactics, Battlefield Awareness)
    Result: 62 vs 128 - Overwhelming OCP Success

    As veterans of the 1st Regiment, 2nd Brigade, 5th Expeditionary Division later called it, the Smoke Jaguars entered combat 'fat and happy', convinced of their superior technology, weapons and training. Even with allowing the Smoke Jaguars to fire the first shot, almost all Smoke Jaguar warriors, be they mech pilots or Elementals, were hit from beyond their own range by helical rail guns, particle beams, lasers and plasma bolts, not to mention smart missiles, putting their forces into disarray as they attempted to close into weapons range. While the defence against Smoke Jaguar Forces was an overwhelming success, there were still a number of OCP soldiers killed or injured over almost four hours of combat, during which the convoy made it to the landing zone.

    Sophist Winters called the attacking Smoke Jaguars honourless cowards for breaking SafCon as it had been granted by the Grand Council in this situation and demanded Kahn Showers and those responsible would be punished. In fact, she called for a Trial of Grievance against Showers. Showers of course denied any knowledge of the attack, calling it a reaction of his warriors over the entire situation, with Winters responding that he was not fit to be a Kahn, if he could not keep his warriors under control. This in turn led to the Trial of Grievance between Winters and Showers, in mech to mech combat two days later.

    Showers arrived in his Mad Dog class Omni Mech, while Winters had chosen to take a modified Fusilier, which was given to her several years earlier, modified to allow a single person piloting it.

    Code:
    Showers, Roll 1d100: 77+20-10   = 87 (Elite Clan Warrior, Lack of Preparedness)
    Winters, Roll 1d100: 57+20+10+5 = 92 (Elite Clan Warrior, Battlefield Awareness, New tactics)
    Result: 87 vs 92 - Winters wins barely

    The Trial in the Circle of Equals spread out over almost half an hour, with both combatants showing their own elite status as warriors. However, Showers did lack some preparedness for the fight, as he had primarily been a politician for years before this point, making his reflexes appear a little rusty. Winters however could count on the more advanced battlefield awareness both the Fusiliers drones and Smark Dust dispensers gave her, as well as the new tactics she had learned from the 8th Expeditionary Division during the maneuvers back in the Republic.

    Still, the Trial only ended with Winters being lucky, a rail gun bolt from her Fusilier penetrating the ammo bins of the Mad Dog's LRMs, causing them to cook off and blow the entire right side from Showers' mech, from the arm to the leg, taking him out of the fight and heavily injuring him in the subsequent collapse as his mech toppled and his body straps failed in the critical moment.

    Winters' Fusilier had been heavily damaged in return and only the more advanced security features had allowed the mech to survive several hits from the Mad Dogs lasers.

    The entire aftermath of the situation, from the Smoke Jaguar attack to the Trial of Grievance against Showers, was rampant in the Clan's ChatterNet and other communication channels. One of the main threads of conversation was whether or not the OCP was the new normal within the Inner Sphere, contrary to what everyone had received from Wolf's Dragoons, who had somehow dropped from the radar years earlier.

    Additionally, the aftermath allowed the Evacuation Force to make inroads with the Kahns of the Guardians, as well as those of Clan Wolf, who appeared to be mostly pragmatic about the entire situation and wished to use it to prevent the Crusaders from calling for an invasion of the Inner Sphere.

    While this allowed beginning talking to the clans, it was clear the Crusaders Clans would not keep sitting on their hands for long, as it appeared both Clan Jade Falcon, Clan Burrock and even Clan Blood Spirit were preparing attacks of their own, perhaps even in concert with each other. To react to eventual threats, CFS Undyerlor and CFS Und-athtas, carrying the rest of the 5th Expeditionary Division were moved to orbit of Strana MEchty and put on notice to reach 1st Regiment, 2nd Brigade within several minutes with an emergency reentry and combat landing.

    active for ? more turns

    [] Cutting Communications: active
    Time: 3 turns, Chance of success: 55%
    Roll 1 of 3, Roll 1d100: 55+15 = 70 - Success
    Roll 2 of 3, Roll 1d100: 47+15 = 62 - Success
    Roll 3 of 3, Roll 1d100: 64+15 = 79 - Success
    Combined: 70 - Success

    While CFS Belladonna and CFS Ighttiniss destroyed the various number stations one after the other, The Confederation Space Force thought about completely securing the Far Star system against the Hegemony and decided to move the newly formed 5th Frontier Fleet to Graveyard, utilizing the newly discovered tesseract link.

    Together with 1st Battle Fleet and a single Lerbtur, 5th Frontier Fleet then moved in on Far Star, preparing to engage the Hegemony vessels.

    Code:
    Hegemony, Roll 1d100: 43+10-10 = 48 (Advantage of Numbers, Surprise)
    OCP, Roll 1d100:      78+10+10 = 98 (Longer Range, Surprise)
    Result: 48 vs 98 - Overwhelming OCP Success

    Combat against Hegemony forces was surprisingly one sided, as they were almost paralysed by surprise, after 1st Battle and 5th Frontier Fleet jumped into the system and immediately engaged the Hegemony with long range missile bombardment, as well as particle beams to take out any biological crew of the vessels.

    From the reactions and the attempts to communicate with the attacking OCP forces, the crews of the Hegemony vessels appeared to be surprised to be attacked by full-blown WarShips, initially believing them to belong to the Hegemony and being reinforcements, before being thrown off their game by being confronted by a force they knew nothing about.

    In the end, all Hegemony WarShips were destroyed, with only a few survivors being taken as the last vessel finally was forced to surrender.

    This meant that the Far Star system was secured by the OCP and the Lerbtur began to utilize the resources of the system, but especially the derelicts from the Hegemony to set up heavy system defences.

    Reward: Far Star is secured, the Communication link between the Inner Sphere and the Hegemony is severed

    OCP Survey Office:


    [] Kill all Terran Spies: active
    Time: 8 turns, Chance of success: 40%
    Roll 1 of 8, Roll 1d100: 56+15 = 71 - Success (All Intelligence Actions)
    Roll 2 of 8, Roll 1d100: 41+10+15 = 66 - Success (MIIO Cooperation)
    Roll 3 of 8, Roll 1d100: 99+10+15 = 123 - Crit Success
    Roll 4 of 8, Roll 1d100: 34+10+15 = 59 - Failure
    Roll 5 of 8, Roll 1d100: 75+10+15 = 100 - Success
    Roll 6 of 8, Roll 1d100: 93+10+15 = 118 - Success
    Roll 7 of 8, Roll 1d100: 12+10+15 = 37 - Failure
    Roll 8 of 8, Roll 1d100: 77+10+15 = 102 - Success
    Combined: 84 . Success
    Agents taken out, Roll (40+3d20): 80
    Negative IntOps, Roll 3d20: 50

    The two attacks of the LOKI cells against not only the OCP embassies, but also the NEw Terra Conference, appeared to be the straw that broke the camels back as far as Archon Steiner was concerned. With backing from First Prince Davion, she declared LOKI to be defunct and a threat to national security, giving the order of any and all Lyran agencies to work to destroy LOKI once and for all. This sparked off a wider 'secret war' as all intelligence agencies of the FEderated Commonwealth began to move in against LOKI. Of course the Survey Office followed suit, supporting the other agencies, though it was believed that the final death of LOKI would take years of operations against their various hidden cells.

    Meanwhile, SAFE was able to almost purge their own ranks from Hegemony agents, most of which were unable to act in the Hegemonies interest, as they lacked any new orders, indicating that they had been tightly controlled from Terra Nova.

    In the end, int was believed about 80 percent of Hegemony agents had been taken out over the past two years, with most survivors active within the nations of the former Draconis Combine.

    Reward: 80% of Terran Agents are taken out, -50 to Terran Hegemony IntOps, Background Event: War on LOKI

    [] Scouting the Terran Hegemony: active
    Time: 6 turns, Chance of success: 35%
    Roll 1 of 6, Roll 1d100: 90+15 = 105 - Success (All Intelligence Actions)
    Roll 2 of 6, Roll 1d100: 96+15 = 111 - Crit Success
    Roll 3 of 6, Roll 1d100: 63+15 = 78 - Success
    Roll 4 of 6, Roll 1d100: 66+15 = 81 - Success
    Roll 5 of 6, Roll 1d100: 55+15 = 70 - Success

    With the remaining surveillance satellites emplaced, the scout vessels were able to check for the systems where the Hegemony was stockpiling their forces, discovering one of these systems by mid Autumn. A quick survey of the system, about ten lightyears distant to Terra Nove, showed that at least seven hundred WarShips were docked with several huge anchorages, apparently in deep storage, while several more anchorages were locked with large scale transport jumpships, based on the Star Lord class, with no less then eight dropship collars, each with a full complement of dropships docked to the collars.

    From previous knowledge, this appeared to be about a third of the production of a hundred years, with one third purposelessly destroyed at Algareon every two years. With this data, there should be at least two more of these systems around, where the rest of the 'Stocpile Fleet' was docked. However, there still was the fact that about two hundred WarShips, though largely smaller vessels of up to 1Mtonne, were currently active within the Hegemony at any given moment, running patrols and the like.

    These 'Stockpile Systems' would certainly be the first to be hit by any OCP attack, utilizing either Class V KKV missile or Class VI RKKV missiles, the latter which were under active development.

    active for 1 more turns

    OCP Diplomatic Corps:[/B]

    [] International Cooperation: active
    Time: 8 turns, Chance of success: 50%
    Roll 1 of 8, Roll 1d100: 99+10 = 109 - Crit Success (All Diplomatic Actions)
    Roll 2 of 8, Roll 1d100: 57+10 = 67 - Success
    Roll 3 of 8, Roll 1d100: 7+10 = 17 - Failure
    Roll 4 of 8, Roll 1d100: 67+10 = 77 - Success
    Roll 5 of 8, Roll 1d100: 94+10 = 104 - Success

    One of the first reactions to the LOKI attack on the conference center on New Earth were offers of help from both the OCP and the Confederation of Habitats, largely to supply New Terra, any by extension New Avalon, with drugs that would help with radiation damage to people, but also help decontaminate the considerable areas that were affected. There was some initial resistance against this outside help, but it was First Prince Davion who put his foot down and openly welcomed any help, stating in private it might help usher in a new age of cooperation, while also asking for medical help for his wife Melissa, who was in a medically stable state, but still had lost her legs and sustained several additional injuries.

    This of course led to both the OCP and the Confederation of Habitats sending medical personnel and supplies to both New Earth and New Avalon.

    Meanwhile, Davion used the attack and a condemnation of the attack and its Hegemony backers to open up the Conference in a hastily prepared different conference center, which was put under heavy guard to prevent a similar attack by LOKI or other Hegemony agents. He immediately said the conference's goal was not to create a new Star League, as even he, who had previously loved to have taken the throne, had been put off by the repeated news of the Hegemonies crimes against humanity and even their own people. How could he himself attempt to emulate something like that?

    Still, he noted, the general goal of the Star League, to unify humanity in peace, was a worthy goal, but not one that should be pursued at the end of a gun pointed at your head. Instead, he proposed to unify all humanity in an organization meant for peace, without their own standing army, something likened by the OCP delegation to the earlier League of Nations on Earth. Davion even called his proposed organization a 'League of Nations', where every nation of the Inner Sphere would have the same representation as every other, which was perceived as a nod towards the Periphery nations that were the losers of the Star League.

    Of course, the first thing this 'League of Nations' would need to do was to fight either the Clans or the Terran Hegemony.

    active for 3 more turns

    [] Integration Office: active
    Time: 6 turns, Chance of Success: 55%
    Roll 1 of 6, Roll 1d100: 53+10 = 63 - Success (All Diplomatic Actions)
    Roll 2 of 6, Roll 1d100: 33+10 = 43 - Failure
    Roll 3 of 6, Roll 1d100: 23+10 = 33 - Failure
    Roll 4 of 6, Roll 1d100: 21+10 = 31 - Failure
    Roll 5 of 6, Roll 1d100: 19+10 = 29 - Failure
    [] CANCEL - 6 votes

    Because the idea of the Integration Office was so highly controversial, the two groups in Parliament could only agree not to agree, and the laws that would have introduced it were put on hold for the foreseeable future to deal with more important issues that did not bother Parliament so much.

    Result: Action canecelled, unable to work on it for 4 turns

    OCP Trade Organization:[/B]

    [] Space Industry IV: active
    Time: 4 turns, Chance of success: 60%
    Roll 1 of 4, Roll 1d100: 16+10+10+10+20+15 = 81 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)
    Roll 2 of 4, Roll 1d100: 30+10+10+10+20+20 = 100 - Success
    Roll 3 of 4, Roll 1d100: 71+10+10+10+20+20 = 141 - Success

    Slowly more and more of the former medium and heavy industrial areas on both Earth and Jerat, but also other worlds, like Hannover and Washington, were moving wholesale into space, either into orbital facilities or asteroid factories, where none of the dangerous byproducts could be introduced into a biosphere. Even in the Circinus Cooperative and the Illyrian Palatinate the few industries the two polities had were moved into space, which in turn lead to more industries settling in their space, helping create local job opportunities in space as well as helping the local economy in general.

    active for 1 more turns

    [] Space Mining IV: - 7 votes
    Time: 4 turns, Chance of success: 70%
    Roll 1 of 4, Roll 1d100: 90+10+10+10+20+20 = 160 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)
    Roll 2 of 4, Roll 1d100: 75+10+10+10+20+20 = 145 - Success

    The same incentives that helped move industry into space also helped move the last remains of planetary mining into space, where it was easier to get to the various raw materials needed for heavy and medium industry and refine them with the help of the infinite energy provided by a system's primary. Some mining, like the germanium mines on New Berlin, however, were unlikely to be closed and moved into space, as especially this material was in high demand for jumpship and WarShip construction, especially with the growing threat of the Hegemony.

    active for 2 more turns

    OCP Office for Science and Development:


    [] Better MetaMaterials: - 6 votes
    Time: 6 turns, Chance of success: 50%
    Roll 1 of 6, Roll 1d100: 20+10+10 = 40 - Failure (Research Center Sol, Interstellar Communication Network)
    Roll 2 of 6, Roll 1d100: 86+10+10 = 106 - Success

    Finally, after some political wrangling within the scientific community, money had been granted to a number of projects which goal was to develop new Meta Materials with various applications, be they structural engineering, electronics, heat management or others.

    Largely, this research aimed to make do with the various super computing centers to play around with mathematical and genetic modelling, as to test out many possible configurations and find new variants that performed better than existing ones.

    active for 4 more turns

    [] Non-Germanium Jumpdrives - 5 votes
    Time: 6 turns, Chance of success: 50%
    Roll 1 of 6, Roll 1d100: 25+10+10 = 45 - Failure (Research Center Sol, Interstellar Communication Network)

    Concurrently, as research into Meta Materials began, some scientists were beginning to wonder about ways to replace the expansive Germanium in jump drives. Partially this was grounded on the scarcity of germanium itself, but also in seeking to replace the germanium mines that had sprung up on various planets, some of which were far from ecologically sound in their mining and refining methods. If germanium could be replaced by the extremely abundant silicon, for example, these mines would not be needed anymore.

    The project ran into the same problems as the Meta Material projects had encountered earlier, insufficient possible funding with the number of different projects under the purview of the Office for Science and Development.

    active for 5 more turns

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

    OCP Internal Events:

    With the potential for a massively expanded Hegemony threat, should they reactivate the WarShips they have in deep storage, many within Parliament began to talk about the possibility to massively expand the Confederations Fleet already, even if the currently active Fleet Expansion Project was still underway. Providing additional funding would certainly ease some minds at the very least.

    Additionally, there was the idea to use the New Earth Conference to auction off the old Comstar vessels taken by the Confederation during the destruction of that organization, at least giving the Inner Sphere some WarShips to support and operation against the Hegemony.

    Then there were some scientists lobbying in Parliament to expand the funding capabilities of the Office for Science and Development, as more and more scientific projects were running into problems securing their funding.

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

    Intelligence Report:

    Periphery Alliance:


    Lupus Republic:


    Not much is happening within the Lupus Republic.

    Lothian League:

    Not much is happening within the Lothian League.

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

    Far Star Situation:

    Algareon:


    Not much of interest is coming from Algareon.

    Terran Hegemony

    There is currently a lack of intelligence about the Terran Hegemony.

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

    Taurian Concordat:

    Not much of interest is happening within the Concordat.

    Magistracy of Canopus:

    Not much of interest is happening within the Magistracy.

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

    Inner Sphere:

    Federated Commonwealth:


    Not much of interest is happening in the Federated Commonwealth.

    Draconis Combine:

    The Draconis Combine continues to splinter and collapse.

    Free Worlds League:

    Not much of interest is happening in the FWL.

    Dutchy of Andurien:

    Not much of interest is happening in the Dutchy of Andurien.

    Confederation of Habitats:

    Not much of interest is happening within the CoH.

    Terra:

    Slowly the bioweapon could be controlled, as more vaccine and cure was spread through Terras infected population.

    Expansion and Suggestions:

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

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

    Random Event - Nothing happens
     
    Turn 90 - Winter 2194/3044
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 90 - Winter 2194/3044

    Confederated Forces:

    [] Clan Intimidation & Evacuation: active (? turns)
    Offer send full military expedition to clan homeworlds with our transports and hope the full weight of it makes the clans hesitate to do something stupid... and brutally murder the first would be ristar to try. Several battleships with Cruiser and frigate/Arethusa escorts plus attached ACC's and 4 to 8 divisions of troops to bolster the local Lupus leaving and give the clans a wake up call. They can also be handed info on Hegemony at same time and fact they are also probable infiltrated.
    Time: ? turns, Chance of success: 65%, Reward: ?

    [] Fleet Extension:
    The last Fleet extension is finished, but now the Confederated Space Force requests more vessels.
    Time: 3 turns, Chance of Success: 70%, Reward: Construction of (5+2d6) new WarShips
    Only available after the last Fleet Extension is finished
    Only available after completion of the WarShip Upgrade Program


    [] Military Action:
    There is always some military action that seems to be important.
    Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
    Please suggest a military action

    OCP Survey Office:

    [] Scouting the Terran Hegemony: active (1 turns)
    With some survey vessels already present, there should be an effort made to get up to date intelligence on the Terran Hegemony and their capabilities.
    Time: 6 turns, Shcnace of success: 35%, Reward: Up to date Intelligence on the Terran Hegemony

    [] Counter-Espionage Operations:
    With the recent involvement of the Lyran agency Loki in the Attack on Circinus, it seems prudent to run some operations to counter either Loki or any other intelligence agency within the Inner Sphere.
    Time: 5 turns, Chance of success: 50%, Reward: ?
    Select an Inner Sphere Intelligence Agency to counter

    [] Operational Intelligence:
    The Confederation is lacking much in the way of concrete intelligence on the various Inner Sphere Powers military forces and aperatus. An Intelligence Operation should be launched to gather intelligence, to support any military operational planning against an Inner Sphere power.
    Time: 6 turns, Chance of success: 55%, Reward: +5 to Operational Planning against Inner Shere nation
    Select one Inner Sphere nation to concentrate on

    [] Targeted Intelligence:
    A targeted Intelligence Operation should begin to gather targeted intelligence.
    Time: 4 turns, Chance of Success: 50%, Reward: Targeted Intelligence
    Suggest a target for the Intelligence Operation

    [] Intelligence Action:
    There is always some intelligence action that seems to be important.
    Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
    Please suggest an intelligence action

    OCP Diplomatic Corps:

    [] International Cooperation: active (3 turns)
    With the success in the reproachment efforts and the good standing of the Confederation in international affairs, perhaps the threat of the Terran Hegemony and the Clans could be used to begin the process of International Cooperation within the Inner Sphere, creating some sort of informal alliance of some sort.
    Time: 8 turns, Chance of success: 50%, Reward: International Cooperation
    Note: Rolls will be taken individually for each nation once a conference of some sort begins

    [] WarShip Auction:
    With the growing threat of the Hegemony, the Comstar WarShips in storage of the the Confederation should be auctioned off to the Inner Sphere, helping them to establish their own defences and get some diplomatic support from the Inner Sphere nations.
    Time: 4 turns, Chance of success: 50%, Reward: +10 diplomatic relations to the winners of the auction

    [] Technological Help:
    With the Federated Commonwealth poised to take the technological lead in the Inner Sphere over the other powers (safe the Confederation and the Republic) it might be a good idea to offer technological aid to any of the other Inner Sphere Powers that might be interested in it, to help bridge the gap between them and the FedCom. Technically a similar program exists with the FedCom already, with the Scholarly Exchange, but direct support might yield some improved relations and a potential ally, should the FedCom act against the Confederation and/or the Alliance.
    Time: 4 turns, Chance of Success: 40%, Reward: +10 diplomatic relations, +5 external trade
    Select a nation or nations, cannot be the Federated Commonwealth

    [] Diplomatic Contact:
    The OCP only has closer diplomatic contact with the majority of Inner Sphere nations, some nations still do not have an OCP embassy.
    Time: 4 turns, Chance of success: 70%, Reward: Embassy in selected nation
    Select Inner Sphere nation to diplomatically contact, may be selected multiple times

    [] Invite Others IV:
    The OCP was working out nicely and maybe it was time to invite one of the other worlds outside the Three Systems into the OCP?
    Time: 4 turns, Chance of success: 35%, Reward: The selected world joins the OCP as a member
    Please select a world from the list of Known Habited Worlds neat the Walker Cluster

    [] We need new members:
    There are 8 nations in the Three Systems that have declined to become members of the OCP. 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 OCP.
    Time: 2 turns, Chance of success: 25%, Reward: 1d6 nations of the 8 nations that declined OCP membership initially, become OCP members

    [] Integration Office: closed off for 4 turns
    As we keep expanding there are a number of single worlds about us that could be peacefully absorbed and better off for it. Perhaps we should see about creating a organization perhaps attached to Prometheus that when ready andwilling can bring them in the OCP without direct need of parliament to pick out worlds for targeted recruitment? If nothing else the world of Farnham's Planet could be used as a test case with the offer then spread about to neighboring worlds.
    Time: 6 turns, Chance of Success: 55%, Reward: Integration Office

    [] Diplomatic Action:
    There is always some diplomatic action that seems to be important.
    Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
    Please suggest a diplomatic action

    OCP Trade Organization:

    [] Space Industry IV: active (1 turns)
    While the industrial capacity of the OCP grows, more industry needs to be move from the planetary surface into space, where even the dirtiest processes can be used to produce good without pollution. In turn, this means more production.
    Time: 4 turns, Chance of success: 60%, Reward: Last Space Industry Action, +5 on internal and external trade
    If this action becomesa critical success, all heavy and medium industry is moved into space from planetside

    [] Space Mining IV: active (2 turns)
    The industrial capacity of the OCP is growing and with it grows the need for raw materials, be they gassious, liquid or solid. Projects should be started to improve the raw material situation of the OCP and possibly even export those raw materials.
    Time: 4 turns, Chance of success: 70%, Reward: Last Space Mining Action, +5 on internal and external trade
    If this action becomesa critical success, all mining is moved into space from planetside

    [] Industrial Export/Trade Delegations:
    With the analysis of the Helm Database and the preparations of many OCP companies to build and export Inner Sphere technology, trade delegations should be sent out to look for customers for the technology in the Inner Sphere and with it improve diplomacy as well.
    Time: 4 turns, Chance of success: 60%, Reward: +10 to external trade with selected world/polity, +10 to diplomacy with selected world/polity
    Select a world or polity to export to

    [] Economic Action:
    There is always some economic action that seems to be important.
    Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
    Please suggest an economic action

    OCP Office for Science and Development:

    [] Scouting for Tesseract: active (2 turns)

    [] Better MetaMaterials: active (4 turns)
    With the various needs for better materials and the discovery of the Algareon Megastructures, there was some interest in developing new and better ameta materials that could be used in various new ways to create new systems
    Time: 6 turns, Chance of success: 50%, Reward: +10 to all practical/engineering research

    [] Non-Germanium Jumpdrives: active (5 turns)
    It is time to replace the scarce germanium with the much more abundant silicon.
    Time: 6 turns, Chance of success: 50%, Reward: New Jumpdrive/RSN drive, (2d20-30) size difference for the new drive

    [] Search for more Tesseracts:
    With the new tesseracts explored, perhaps á search should be done to look for more of them, near the newly explored tesseract ends.
    Time: 5 turns, Chance of success: 60%, Reward: 1d10 more tesseracts discovered

    [] Expand Funding:
    With several projects having experienced issues with getting enough funding, it is time to work to expand the funding capabilities of the Office for Science and Development.
    Time: 3 turns, Chance of success: 60%, Reward: +10 to research, of the actions ends with a crit succes one additional Scientific action per turn

    [] Random Research:
    There are so many research topics out there that cannot be counted and they should be given funding. MAybe they will be useful...
    Time: 2-6 turns, Chance of success: 50%, Reward: Random research result
    Please suggest a Research Topic
    Can be taken multiple times simultanously


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

    2 Actions for:

    1 Action for:
    Military
    Diplomacy
    Intelligence

    ----------------------------
     
    Turn 89 - Autumn 2194/3044 - Results
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 89 - Autumn 2194/3044

    Confederated Forces:

    [] Clan Intimidation & Evacuation: active
    Time: ? turns, Chance of success: 65%, Reward: ?
    Roll 1 of ?, Roll 1d100: 98+35+15 = 148 - Crit Success (Diplomacy with Lupus Republic, All Military Action)
    Roll 2 of ?, Roll 1d100: 87+35+15 = 137 - Success
    Roll 3 of ?, Roll 1d100: 75+35+15 = 125 - Success
    Roll 4 of ?, Roll 1d100: 44+35+15 = 94 - Success
    Roll 5 of ?, Roll 1d100: 44+35+15 = 94 - Success
    Roll 6 of ?, Roll 1d100: 87+35+15 = 137 - Success
    Roll 7 of ?, Roll 1d100: 70+35+15 = 120 - Success
    Roll 8 of ?, Roll 1d100: 67+35+15 = 117 - Success
    Roll 9 of ?, Roll 1d100: 41+35+15 = 91 - Success

    During the talks with mainly the Guardian Clans, it became clear that while Nova Cat had taken the lead in the evacuation from Clans Space, Star Adder was entangled with the evacuation themselves, while it became clear many of the lower tier Warriors and others of Clan Hell's Horses were more interested in evacuation, with only the higher ups, including their Kahn, being staunchly leaning towards being Crusaders.

    As talks continued, Clan Jade Falcon attacked Nova Cat holdings on Barcella, while Smoke Jaguar attacked those on Circe. While the attack on Barcella was beaten back, as Jade Falcon did not have a substantial holding on the planet, the holdings on Circe were overrun by Smoke Jaguar, though most of the Nova Cat holdings on Circe had been long since evacuated, with only a few people still there to pretend that the cities and industry were still active.

    The succeeding attack on Nova Cat holdings happened on Gatekeeper, as the Nova Cats shared the planet with Clan Jade Falcon. Other than the previous attacks, it was possible to learn of it beforehand and the information was shared with Kahn Severen Leroux asking the OCP contingent of the Evacuation force for support, as almost all the warriors on Gatekeeper had been moved to their holdings on Priori and Grant's Station. Since Gatekeeper still held the important industry of Nova Cat that was in the process of being dismantled for transport, it needed to be protected. As such, General ven Hrevno gave the order to CFS Market Garden and CFS Jedburgh, carrying the 4th Expeditionary Division to deploy on Gatekeeper to defend the civilians in the Nova Cats holdings.

    The two Engrod class vessels arrived in the planet's L1 point after jumping into the Zenit Point and a followup jump through the Everchanging Black, allowing the forty landing craft of the 4th Division to deploy around the Nova Cat holdings before the Jade Falcon attack could begin, but did nothing to prevent the attack, as the Jade Falcon Warriors entered combat with screams of Nova Cat being dezgra.

    Code:
    Clan Jade Falcon, Roll 1d100:           48+10+10+10 =         78 - (Veteran Clan Warriors, Knowledge of the Area, High Morale)
    4th Expeditionary Division, Roll 1d100: 91+10+10+5+10+10+5 = 141 - (Numeric Superiority, Orbital Support, General Combat Bonus,
                                                                        Against Mechs, Knowledge of Clan Tactics, Battlefield Awareness)
    Result: 78 vs 141 - Clear OCP Success

    While the entirety of the Clan Warriors were veterans, with knowledge of the area and high morale, the 4th Division had the clear advantage of numeric superiority and Orbital Support, and the Clan forces could be easily engaged from long range with artillery, guided by drone and orbital surveillance, destroying or mission killing about a third of the attacking forced, before they could enter the range of the main OCP combat vehicles, where the Jade Falcon warriors met with the longer ranged OCP weapons, which took their own toll on the attacking force.

    For the most part, the 4th Division kept itself to defensive tactics, only sparingly leaving their defensive emplacements. There were attempts of the Clans to engage with Elementals, but Hunter-Killer packs proved to be effective in engaging and routing the Clan powered armor troops, though they were forced to kill the Elementals in most cases.

    In the end, the Jade Falcon warriors had to withdraw, with about half their forces destroyed, while defensive tactics of the 4th Division left them with only two dozen dead and around three hundred wounded.

    The result was that the Jade Falcon Kahn, Yvonne Hazen, raged about their defeat within the Hall of Kahns, calling once again for an official Trial of Anihiliation. When it was once again denied by the combined votes of the Warden and Guardian Clans, she began meeting Kahn Stephen Tyler of Ice Hellion and saKahn Dorian Wirth of Smoke Jaguar, where they began to discuss an attack on OCP forces on Strana Mechty.

    This attack was going to be coordinated and not only involve ground, but also space assets as several Clan WarShips of Jade Falcon, Smoke Jaguar and Ice Hellion closed in on Strana Mechty, jumping into the Zenit and Nadir Jumppoints and burning towards Strana Mechty. The arrival of ten WarShips of various classes burning towards the L1 point of Strana Mechty was officially called training, but the moment they arrived in weapons range, they attacked, while the ground forces struck the forces of the OCP on the ground.

    Code:
    Attack Force, Roll 1d100:     43+5+10-5   =  53 - (Superior Numbers, Updated Equipment, Lack of Space Combat Experience)
    Evacuation Fleet, Roll 1d100: 73+10+20+10 = 113 - (AutoWars, WarShip Inclusion, Prepared for Attack)
    Result: 53 vs 113 - Overwhealming Success for OCP
    Code:
    Clan Naval Forces:
        Jade Falcon:
            CJF Turkina's Pride     Cameron-class
            CJF Jade Aerie Black    Lion-class
            CJF Jade Talon          Aegis-class
            CJF Black Talon         Aegis-class
            CJF Green Lantern       Congress-class
        Smoke Jaguar:
            CSJ Veiled Huntress     Texas-class
            CSJ Queen Lynx          York-class
            CSJ Griffin             Lola III-class
            CSJ Storm Cat           Lola III-class
        Ice Hellion:
            CIS Cage's Pride        McKenna-class
            CIS Taney               Aegis-class
            CIS Chaos Sailor        Aegis-class
            CIS Cold Hunter         Lola III-class
            CIS Impaler             Lola III-class
            CIS Radiant             Lola III-class
            CIS Swift Bait          Fredasa-class
            CIS Hellion's Pride     Fredasa-class

    While the Clan WarShips had the superior numbers, upgraded equipment and weapons, when compared to the original equipment of the Belisarius and the vessels captured from ComStar, it showed that the Clans did not have the experience for WarShip combat, nor were they actually mentally equipped for the type of cooperative combat WarShips were designed for.

    Here, the use of AutoWars, be they on a Combat Craft or WarShip scale and the increased networking of all OCP combatants into a single force, eased the defeat of the attacking WarShips. Long range weapons, from Plasma Bolters, to Class III and IV missiles, as well as the superior defenses offered by the new type of armor, as well as Plasma Shielding, proved to be beneficial against Clan WarShips and attack dropships, while the automated point defense weapons took care of any Clan missiles and aerospace fighters, at least those that made it through the gauntlet of drones and small Combat Craft, like the Sleipnir.

    In the end, almost the entirety of the attacking Naval Forces was either destroyed, mission killed or chosen to withdraw, with the entirety of the Ice Hellion force destroyed or heavily damaged. Rather than become embroiled in a running battle, the choice was made to keep the Evacuation Fleet at the Strana Mechty L1 point, to better support any operations on the planet.

    Code:
    Attack Force, Roll 1d100: 68+10+10+10 =         98 - (Veteran Clan Warriors, Knowledge of the Area, High Morale)
    5th Division, Roll 1d100: 71+10+10+5+10+10+5 = 121 - (Numeric Superiority, Orbital Support, General Combat Bonus,
                                                          Against Mechs, Knowledge of Clan Tactics, Battlefield Awareness)
    Result: 98 vs 121 - 5th Division Wins

    On the ground, the initial attack coincided with the attack on the L1 point, with a Galaxy each of Jade Falcon, Smoke Jaguar and Ice Hellion warriors attacking from different directions. The attacking warriors once again were veterans with knowledge of the area and a high morale, wanting to destroy not only the OCP forces, but also the Nova Cat Forces that had moved in to support the OCP.

    The moment the attack commenced, however, the remaining landing craft of the 5th Division dropped from orbit and performed a textbook combat landing, with Armor Regiments hitting the attacking Jade Falcon, Smoke Jaguar and Ice Hellion Galaxies in the back, while the Combat Aviation Brigade hit them from above and Artillery Units from further away. Meanwhile, the Mechanized Infantry units moved in on the initial landing area to support the defense.

    As the Clan Galaxies turned around to fight off the heavy elements hitting them in the back, the central units broke out to again hit the Galaxies in the back, which only lead to sow confusion in the ranks of the Clans, after they withdraw into the fortified positions again. During this phase of combat and the conclusion of the Naval attack, CFS Ach-hinond and CFS Dan-omcha of the 6th Expeditionary Division moved in on Strana Mechty and prepared to deploy to the surface.

    As more landing craft were inbound, even the hardened Clan warriors were forced to admit defeat and withdraw from the battlefield, having lost a combined half of their forces on the ground in return for about two hundred dead and three thousand wounded on the side of the 5th Expeditionary Division.

    The entire situation proved to be something of a watershed moment, as the defeat of three Clan Galaxies and 17 WarShips, supposedly controlled by the finest warriors of the Inner Sphere, sowed the seeds of doubt into the minds of everyone within the Clans. One almost immediate result were attacks of other Clans on holdings and forces of Jade Falcon, Smoke Jaguar and Ice Hellion, who had shown themselves to be weaker than previously expected, with the defeats themselves striking a heavy blow to these Clans morale.

    For the Warden and Guardian Clans, the situation was mixed. Star Adder fully switched to join up with Nova Cat for the evacuation, while the leadership of Hell's Horses doubled down on the Crusader mindset and forced those that wanted to go with the Nova Cats out and into the waiting hands of Nova Cat and Star Adder, reducing the Clan's size overnight, technically forming a new Clan.

    Meanwhile, the leadership of Snow Raven and Diamond saw an opportunity and wished to make deals with the OCP and the Lupus Republic, though both clans appeared to have a grudge against each other and tried to outmanoeuvre each other. The Cloud Cobras also took notice of the naval defeat, as they were putting strong emphasis on their aerospace forces, like Snow Raven, and approached the Evacuation Fleet's leadership for potential trade. Clan Wolf meanwhile was more on a diplomatic bent with their talks.

    During this entire situation, someone from the Republic, or maybe within the fleets' intelligence, released information of Clan Burrock's heavy involvement with the Dark Caste, which in turn led to Burrock being embroiled in the fighting as well.

    As Winter continued, more and more political and societal problems, previously hidden, revealed themselves within the Clans and it appeared that war was looming within Clan Space.

    active for ? more turns

    [] Fleet Extension: - 5 votes active
    Time: 3 turns, Chance of Success: 70%
    Roll 1 of 3, Roll 1d100: 71 - Success

    With Clans Space appearing to technically become something of a non-issue, with a potential 'civil war' looming, the massive number of potential fleet assets of the Terran Hegemony turned out to be more important to the War Hawks within Parliament. Some pressured for the WarShips of ComStar to be pushed into service with the Space Forces for a quick fix of the issue, but the fact that either vessel would have to be massively refurbished put a dampener on that proposition.

    Instead, a plan to expand the WarShip forces of the OCP ahead of the current Fleet Expansion was proposed and gained more and more support within Parliament.

    active for 2 more turns

    OCP Survey Office:


    [] Scouting the Terran Hegemony: active
    Time: 6 turns, Chance of success: 35%
    Roll 1 of 6, Roll 1d100: 90+15 = 105 - Success (All Intelligence Actions)
    Roll 2 of 6, Roll 1d100: 96+15 = 111 - Crit Success
    Roll 3 of 6, Roll 1d100: 63+15 = 78 - Success
    Roll 4 of 6, Roll 1d100: 66+15 = 81 - Success
    Roll 5 of 6, Roll 1d100: 55+15 = 70 - Success
    Roll 6 of 6, Roll 1d100: 54+15 = 69 - Success
    Combined: 86 - Success

    Over the course of Winter, the Survey Vessels continued to search for more of the 'Stockpile Systems', discovering two more, thanks to following up on newly finished WarShips with the help of Superliminal Wave Detectors. Each of these systems contained the same amount of WarShips as the first discovered system.

    By the end of Winter a fourth system was discovered, this one with its installations under construction and a reduced number of WarShips already in storage.

    Overall, 650 WarShips were stored in these systems, with an equal or larger number of transport jumpships.

    The destruction of the new Far Star Stations was meanwhile noted and HPG news report firmly settled the attack to destroy the stations on Algareon, with orders going out to begin the construction of a new Bastion class station and to pull vessels away from patrols to rebuild Far Star again. By the way these messages were compiled, it appeared Algareon had destroyed the Far Stat installations at least five times, which explained the Algareon controlled systems along the route from Algareon to Far Star.

    It did not appear to be a situation wherein the Central Command of the Hegemony needed to reactivate stored vessels.

    Reward: Up to date Intelligence on the Terran Hegemony

    Intelligence Operation for capture without actual capture does not make sense.

    [] Hegenomy Observation: - 4 votes active
    Time: 4 turns, Chance of success: 60%
    Roll 1 of 4, Roll 1d100: 68+10 = 78 - Success (All Intelligence Actions)

    While the last remaining 'Stockpile Systems' were discovered, Survey Fleet decided that more long term surveillance needed to begin for the Terran Hegemony, to discover any stockpiles that might have been missed, as well as map out all patrols and orbital military installations of the Hegemony. Additionally, it was noted the routes of all convoys needed to be mapped as well. This was to support planning of an attack on the Hegemony, from the destruction of the stockpiles, military installations and patrols, to cutting of logistics between the worlds and insulate them.

    To this end, more Walsinghams and support vessels were moved through the Tesseracts to Graveyard and Far Star.

    active for 3 more turns

    OCP Diplomatic Corps:[/B]

    [] International Cooperation: active
    Time: 8 turns, Chance of success: 50%
    Roll 1 of 8, Roll 1d100: 99+10 = 109 - Crit Success (All Diplomatic Actions)
    Roll 2 of 8, Roll 1d100: 57+10 = 67 - Success
    Roll 3 of 8, Roll 1d100: 7+10 = 17 - Failure
    Roll 4 of 8, Roll 1d100: 67+10 = 77 - Success
    Roll 5 of 8, Roll 1d100: 94+10 = 104 - Success
    Roll 6 of 8, Roll 1d100: 52+10 = 62 - Success

    Over the course of Winter, the talks about forming 'League of Nations' got more concrete. Keeping the long term problems of the Star League in mind, every member of this 'League of Nations' would have a voice within the General Assembly, while there would not be any form of independent military for it, even if it would take over the Merecenary Review Board, which had almost been abandoned with the fall of Comstar.

    Still, First Prince Davion tried to push the 'League of Nations' along routes that made it more of an extension of the Federated Commonwealth in many ways, including proposing to set up the Assembly Hall of the 'League of Nations' on New Avalon, Which was vigorously denied in favour or setting it up on New Earth, which was still within the Federated Commonwealth.

    While these talks were going on, the OCP delegation informed the others present that the Clans might not be as serious a threat as previously believed, stating that everything was shaping up towards some sort of 'Civil War' among the Clans, and that as such, the primary threat for the Inner Sphere was coming from the Hegemony.

    Some intelligence from the Hegemony was shared with the other delegations, including the massive 'Stockpile Systems', which were likely meant to support an invasion of the Inner Sphere by the Hegemony, which in turn shocked everyone present into silence, before making almost all of them panic.

    active for 2 more turns

    [] WarShip Auction: - 8 votes active
    Time: 4 turns, Chance of success: 50%
    Roll 1 of 4, Roll 1d100: 41+10 = 51 - (All Diplomatic Actions)

    With the potential of getting the Inner Sphere involved in a war with the Hegemony and the non-starter idea of pushing the former Comstar vessels into service with the OCP, the diplomatic corps wondered if it was possible to take those WarShips and auction them off to the nations of the Inner Sphere as they were. For one such an auction would give the Inner Sphere much-needed naval power in a confrontation with the Hegemony and possibly the Clans, while gaining the OCP some diplomatic brownie points.

    And the panic about the reveal of the 'Stockpile Systems' seemed to be as good a reason to offer those WarShips as any. It was almost as if it was planned by someone within the Diplomatic Corps.

    active for 3 more turns

    OCP Trade Organization:[/B]

    [] Space Industry IV: active
    Time: 4 turns, Chance of success: 60%
    Roll 1 of 4, Roll 1d100: 16+10+10+10+20+15 = 81 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)
    Roll 2 of 4, Roll 1d100: 30+10+10+10+20+20 = 100 - Success
    Roll 3 of 4, Roll 1d100: 71+10+10+10+20+20 = 141 - Success
    Roll 4 of 5, Roll 1d100: 52+10+10+10+20+20 = 112 - Success
    Combined: 108 - Crit Success

    As the incentive project to move the remaining medium and heavy industry into space ran out, it was slated to be a full success, with none of the industries noted being planet bound anymore, meaning that the vast majority of these industries had easy access to an abundance of raw materials as well as power, in the form of asteroid mined materials and solar energy from a system's primary.

    With this success, it was believed there would not need to be any more of these incentive programs and the next step might be to move the OCP into becoming as close to being a post-scarcity civilization as possible.

    Reward: Last Space Industry Action, +5 on internal and external trade, All Medium and Heavy Industry moved into space

    [] Space Mining IV:
    Time: 4 turns, Chance of success: 70%
    Roll 1 of 4, Roll 1d100: 90+10+10+10+20+20 = 160 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)
    Roll 2 of 4, Roll 1d100: 75+10+10+10+20+20 = 145 - Success
    Roll 3 of 4, Roll 1d100: 36+10+10+10+20+20 = 96 - Success

    Meanwhile the project to fully move to asteroid and space mining to supply any form of industry with raw materials continued as several more planete bound mines were closed off and more asteroid mines took their place.

    active for 1 more turns

    OCP Office for Science and Development:


    [] Better MetaMaterials:
    Time: 6 turns, Chance of success: 50%
    Roll 1 of 6, Roll 1d100: 20+10+10 = 40 - Failure (Research Center Sol, Interstellar Communication Network)
    Roll 2 of 6, Roll 1d100: 86+10+10 = 106 - Success
    Roll 3 of 6, Roll 1d100: 6+10+10 = 26 - Failure

    As the project began to work towards the development of new Meta Materials, largely on the base of existing ones, none of the evolutionary models for their development resulted in better materials and in many cases the evolutionary models only produced worse materials instead.

    Not only thins, but several of the super computing centers were asked to provide more computing power to other projects.

    active for 3 more turns

    [] Non-Germanium Jumpdrives:
    Time: 6 turns, Chance of success: 50%
    Roll 1 of 6, Roll 1d100: 25+10+10 = 45 - Failure (Research Center Sol, Interstellar Communication Network)
    Roll 2 of 6, Roll 1d100: 67+10+10 = 87 - Success

    Finally, it was possible to gain the funding needed for work on the non-Germanium Jump Drives and RSN drives, and several of the super computing centers previously asked to work on meta materials instead were asked to work on the new jump drive technology instead.

    Already there were models for the various drive systems and work began to evaluate and design a better replacement for Germanium, utilizing Silicon, Caron and Tin.

    active for 4 more turns

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

    OCP Internal Events:

    Three new Fleets, 4th and 5th Frontier Fleet, as well as 5th Battle Fleet were put into service. 4th and 5th Frontier Fleet were stationed at Circinus, while 5th Battle Fleet was stationed at New Berlin.

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

    Intelligence Report:

    Periphery Alliance:


    Lupus Republic:


    Not much is happening within the Lupus Republic.

    Lothian League:

    Not much is happening within the Lothian League.

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

    Far Star Situation:

    Algareon:


    Not much of interest is coming from Algareon.

    Terran Hegemony

    There is currently a lack of intelligence about the Terran Hegemony.

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

    Taurian Concordat:

    Within the Taurian Concordat, the first natively build WarShip, the TCS Concordat of the redesigned Concordat Class was put into service. It had been build as a proof of concept for the native capabilities of constructing WarShips and something as way to show off the Federated Commonwealth, by being the first of the Inner Sphere nations, outside the OCP, to build new WarShips.

    Magistracy of Canopus:

    Not much of interest is happening within the Magistracy.

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

    Inner Sphere:

    Federated Commonwealth:


    Not much of interest is happening in the Federated Commonwealth.

    Draconis Combine:

    The Draconis Combine continues to splinter and collapse.

    Free Worlds League:

    Not much of interest is happening in the FWL.

    Dutchy of Andurien:

    Not much of interest is happening in the Dutchy of Andurien.

    Confederation of Habitats:

    Not much of interest is happening within the CoH.

    Terra:

    Slowly the bioweapon could be controlled, as more vaccine and cure was spread through Terras infected population.

    Expansion and Suggestions:

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

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

    Random Event - Nothing happens
     
    Turn 91 - Spring 2195/3045
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 91 - Spring 2195/3045

    Confederated Forces:

    [] Clan Intimidation & Evacuation: active (? turns)
    Offer send full military expedition to clan homeworlds with our transports and hope the full weight of it makes the clans hesitate to do something stupid... and brutally murder the first would be ristar to try. Several battleships with Cruiser and frigate/Arethusa escorts plus attached ACC's and 4 to 8 divisions of troops to bolster the local Lupus leaving and give the clans a wake up call. They can also be handed info on Hegemony at same time and fact they are also probable infiltrated.
    Time: ? turns, Chance of success: 65%, Reward: ?

    [] Fleet Extension: active (2 turns)
    The last Fleet extension is finished, but now the Confederated Space Force requests more vessels.
    Time: 3 turns, Chance of Success: 70%, Reward: Construction of (5+2d6) new WarShips
    Only avaiable after the last Fleet Extension is finished
    Only avaiable after completion of the WarShip Upgrade Program


    [] Military Action:
    There is always some military action that seems to be important.
    Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
    Please suggest a military action

    OCP Survey Office:

    [] Hegenomy Observation: active (3 turns)
    With the discovery of the WarShip Stockpiles, it might be a good idea to begin mapping patrols, military installations and resupply routed throughout the Terran Hegemony to get a large picture of their preparedness for large scale combat, so that the planning stages of any fight with the Terran Hegemony can proceed with the best possible amount of information.
    Time: 4 turns, Chance of success: 60%, Result: +15 to Operatings against the Terran Hegemony

    [] Counter-Espionage Operations:
    With the recent involvement of the Lyran agency Loki in the Attack on Circinus, it seems prudent to run some operations to counter either Loki or any other intelligence agency within the Inner Sphere.
    Time: 5 turns, Chance of success: 50%, Reward: ?
    Select an Inner Sphere Intelligence Agency to counter

    [] Operational Intelligence:
    The Confederation is lacking much in the way of concrete intelligence on the various Inner Sphere Powers military forces and aperatus. An Intelligence Operation should be launched to gather intelligence, to support any military operational planning against an Inner Sphere power.
    Time: 6 turns, Chance of success: 55%, Reward: +5 to Operational Planning against Inner Shere nation
    Select one Inner Sphere nation to concentrate on

    [] Targeted Intelligence:
    A targeted Intelligence Operation should begin to gather targeted intelligence.
    Time: 4 turns, Chance of Success: 50%, Reward: Targeted Intelligence
    Suggest a target for the Intelligence Operation

    [] Intelligence Action:
    There is always some intelligence action that seems to be important.
    Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
    Please suggest an intelligence action

    OCP Diplomatic Corps:

    [] International Cooperation: active (2 turns)
    With the success in the reproachment efforts and the good standing of the Confederation in international affairs, perhaps the threat of the Terran Hegemony and the Clans could be used to begin the process of International Cooperation within the Inner Sphere, creating some sort of informal alliance of some sort.
    Time: 8 turns, Chance of success: 50%, Reward: International Cooperation
    Note: Rolls will be taken individually for each nation once a conference of some sort begins

    [] WarShip Auction: active (3 turns)
    With the growing threat of the Hegemony, the Comstar WarShips in storage of the the Confederation should be auctioned off to the Inner Sphere, helping them to establish their own defences and get some diplomatic support from the Inner Sphere nations.
    Time: 4 turns, Chance of success: 50%, Reward: +10 diplomatic relations to the winners of the auction

    [] Algareon Contact:
    Algareon may very well be a polity that could support any potential war with the Terran Hegemony and as such needs to be officially contacted diplomatically and possibly asked whether or not they would actually support the War Effort against the Hegemony.
    Time: 4 turns, Chance of success: 65%, Reward, Diplomatic contact with Algareon, +10 to actions against the Hegemony with Algareon support

    [] Technological Help:
    With the Federated Commonwealth poised to take the technological lead in the Inner Sphere over the other powers (safe the Confederation and the Republic) it might be a good idea to offer technological aid to any of the other Inner Sphere Powers that might be interested in it, to help bridge the gap between them and the FedCom. Technically a similar program exists with the FedCom already, with the Scholarly Exchange, but direct support might yield some improved relations and a potential ally, should the FedCom act against the Confederation and/or the Alliance.
    Time: 4 turns, Chance of Success: 40%, Reward: +10 diplomatic relations, +5 external trade
    Select a nation or nations, cannot be the Federated Commonwealth

    [] Diplomatic Contact:
    The OCP only has closer diplomatic contact with the majority of Inner Sphere nations, some nations still do not have an OCP embassy.
    Time: 4 turns, Chance of success: 70%, Reward: Embassy in selected nation
    Select Inner Sphere nation to diplomatically contact, may be selected multiple times

    [] Invite Others IV:
    The OCP was working out nicely and maybe it was time to invite one of the other worlds outside the Three Systems into the OCP?
    Time: 4 turns, Chance of success: 35%, Reward: The selected world joins the OCP as a member
    Please select a world from the list of Known Habited Worlds neat the Walker Cluster

    [] We need new members:
    There are 8 nations in the Three Systems that have declined to become members of the OCP. 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 OCP.
    Time: 2 turns, Chance of success: 25%, Reward: 1d6 nations of the 8 nations that declined OCP membership initially, become OCP members

    [] Integration Office: closed off for 4 turns
    As we keep expanding there are a number of single worlds about us that could be peacefully absorbed and better off for it. Perhaps we should see about creating a organization perhaps attached to Prometheus that when ready andwilling can bring them in the OCP without direct need of parliament to pick out worlds for targeted recruitment? If nothing else the world of Farnham's Planet could be used as a test case with the offer then spread about to neighboring worlds.
    Time: 6 turns, Chance of Success: 55%, Reward: Integration Office

    [] Diplomatic Action:
    There is always some diplomatic action that seems to be important.
    Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
    Please suggest a diplomatic action

    OCP Trade Organization:

    [] Space Mining IV: active (1 turns)
    The industrial capacity of the OCP is growing and with it grows the need for raw materials, be they gassious, liquid or solid. Projects should be started to improve the raw material situation of the OCP and possibly even export those raw materials.
    Time: 4 turns, Chance of success: 70%, Reward: Last Space Mining Action, +5 on internal and external trade
    If this action becomesa critical success, all mining is moved into space from planetside

    [] Industrial Export/Trade Delegations:
    With the analysis of the Helm Database and the preparations of many OCP companies to build and export Inner Sphere technology, trade delegations should be sent out to look for customers for the technology in the Inner Sphere and with it improve diplomacy as well.
    Time: 4 turns, Chance of success: 60%, Reward: +10 to external trade with selected world/polity, +10 to diplomacy with selected world/polity
    Select a world or polity to export to

    [] Economic Action:
    There is always some economic action that seems to be important.
    Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
    Please suggest an economic action

    OCP Office for Science and Development:

    [] Better MetaMaterials: active (3 turns)
    With the various needs for better materials and the discovery of the Algareon Megastructures, there was some interest in developing new and better ameta materials that could be used in various new ways to create new systems
    Time: 6 turns, Chance of success: 50%, Reward: +10 to all practical/engineering research

    [] Non-Germanium Jumpdrives: active (4 turns)
    It is time to replace the scarce germanium with the much more abundant silicon.
    Time: 6 turns, Chance of success: 50%, Reward: New Jumpdrive/RSN drive, (2d20-30) size difference for the new drive

    [] Search for more Tesseracts:
    With the new tesseracts explored, perhaps a search should be done to look for more of them, near the newly explored tesseract ends.
    Time: 5 turns, Chance of success: 60%, Reward: 1d10 more tesseracts discovered

    [] Expand Funding:
    With several projects having experienced issues with getting enough funding, it is time to work to expand the funding capabilities of the Office for Science and Development.
    Time: 3 turns, Chance of success: 60%, Reward: +10 to research, of the actions ends with a crit succes one additional Scientific action per turn

    [] Random Research:
    There are so many research topics out there that cannot be counted and they should be given funding. MAybe they will be useful...
    Time: 2-6 turns, Chance of success: 50%, Reward: Random research result
    Please suggest a Research Topic
    Can be taken multiple times simultanously


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

    2 Actions for:

    1 Action for:
    Intelligence
    Economy

    ----------------------------
     
    Top Bottom