Second list
R&D - Creator (Creator Lab) (+10; -2 creator curios) (+10; Lab Tech Abundance)
[x] Project R-3 "Some type of wireless controller"
(60+10+10= 80, success)
At last, the mechanism behind this high-powered wireless controller is cracked, and the Ironclaw mercs show their gratefulness by taking back the equipment and copies of the data. At least long-range secure comlinks are now available.
However, one of the military technicians thinks that with these new comms, military logistics and coordination during extended campaigns can be improved with new command systems. He requests funding and labspace to work on a "Command, Control, Communicate-squared" command system.
[New R&D Project: C-3 squared] "Improve command and control ability for strategic operations."
R&D - Engineering (Engineering Lab) (Allow study of sole remaining cold fusion cell)
[x] Refine fusion power, to try to make it safer and more efficent. Give the engineerign team access to the cold fusion cell
(55, neutral)
The engineering techs can't make heads or tails of how to miniturize cold fusion this small. While Gremlins do understand cold fusion, they can only really build giant hulking powerplants instead of anything remotely portable. They're just banging their heads against this problem all cycle long to no major success.
R&D - X-1 (X-1 research lab) (+15; Chekov)
[x] X-1: Investigate the G-Vortex
(60+15= 75, success)
"Chekov research log X1-45-B. Subject: The vortex
Breakthrough. Vortex is kept in highly warped circular pattern. No visible mechanisms, no outside emissions. Stability comes from the vortex itself, interesting.
Don't know why. Don't know how. But this totem.....I cannot tell where the boundary between magic and science lies. Magic.....
Ahem. Practical outcomes, practical outcomes...... I can copy the pattern and reproduce it in isolation, creating.....well isolation shielding for high-risk projects. Yes, yes, no......Not thinking big enough. This is the first step towards practical energy shielding! First....step. By the stars, how much power could this take? Mrr. Hot fusion, lots of it. Will need time to overhaul my reactor and time to use it. I am on the precipice of a revolutionary discovery here! The military will love this!
On bad note, the vortex is growing. About 5%. Where is it getting the energy? The mass? And for that matter what are these little flakes I am seeing.....end log."
[New R&D Project: X-1 Energy Barriers] (Need large amounts of power) "At last, energy shielding. Or beginnings thereof."- Chekov.
[New R&D Project: X-1 Flakes] "What are these flakes at the edge of the vortex?"
R&D - Military (Military Testing Ground) (+10; X-com)
[x] Give the Master at Arms this research budget for this slot again. Tell him what we've learned about the Tricorp States production and military capacit, such as it's production of munitions, microchips for missiles, and mecha. Ask him for something to give us a edge against them or protect the nation.
(91, major success)
Upon careful analysis of the data given and consultation with his crew of elite engineers and technicians, The Master at Arms decides to build bigger mechs. He declares that the nation requires mech-hunter mech-suits as well as siege mechs to deal with Tricorp's mech corps and possible military capabilities.
To that end, he built a heavy mech suit based on the Juggernaut, then crammed a twin hot fusion core into it, overhauled the legs and shoulder mountings with heavy hardpoints, and stuck a artillery cannon on both shoulders. He calls it a Behemoth. With two crewmembers, one piloting and using the rocket-launcher armed fists of the mech, while the other directs the artillery. Its a mobile heavy artillery platform. Bad news, its even harder to build than Juggernauts due to the twin-core powerplant needed to handle the extra power needed for the leg servos and artillery guns.
On another, the Master at Arms also builds a new light chassis. Calling them Hunter-type, they are equipped with light autocannon and explosive-tipped armor-piercing lance, as well as a expanded communications and targeting suite and leg upgrades. They are meant to scout ahead of the main force, provide spotting for artillery, and attack enemy mechs with a big lance with a directed explosive charge (Extremely effective. Even a Heavy Mech will feel it). They are rather hard to produce in comparison to Grenadiers or Valiants, but the Master at Arms thinks that by pairing Behemoths and Hunters together, you have more than enough heavy mobile artillery and anti-mech forces to tackle a problem.
But these are specialist units with a pricetag to match, and the Master at Arms reports that these designs are currently not mass producible until someone can figure out a way to improve the producibility of Hot Fusion Cores by a factor of ten and improve servomech systems just as drastically. Thats way beyond the capabilities of Gremlin science and engineering right now.
[New Unit Add-on: Behemoth-Hunter mech platoon, cost 100 points] (-20 to build rolls due to complexity)
* Behemoth: +5 combat strength, x3 against fortifications.
* Hunters: +5 combat strength, x3 against mechs
On a side note, the Master at Arms also places a request for some time taken for the Grand Armor to give a hand at trying to make High-tech Munitions such as missiles and microchip-using shells before he tries making countermeasures. It will be pricey, just like Heavy Munitions, but he'd like to have a go at it.
[New Action Project: Make High-tech munitions. Cost: 50 points each]
Action - Build
[x] Raider R&D Lab (0 of 100 points)
(100, 100 of 100)
The labspace goes up, and the Raider is very grateful for the labspace for her mercenary company.
In appreciation, she hands over a few methods to simplify Heavy Munitions production before flinging her hired scientists at some secret project.
[New Action Project: Produce Heavy Munitions. Cost 30 points -> 25 points each]
Action - Exploration
[x] Investigate the Orbital Hab Complex (+10; Creator Software key)
-Use one creator shuttle
-Ask for help from the Rangers and The Scout in exploring the Orbital Hab Complex. Cite the possibility of immenent hostilities with Tricorp State for the neccesity to cooperate.
(1d10= 3, Scout is not available right now. Where is he? He is missing lately)
(21+10= 31, failure)
Where did the shuttle go? Shortly after launching it fell off the radar, and no transmissions came back.
Everyone has a bad feeling about this.
Action - Economic
[x] Baron's Borehole (115 of 200) (+10: industrial exploitation) (+5; industrial sector)
(21+10+5= 36, 151 of 200)
Progress continues apace and the borehole complexes will come online soon. And just as well, there is now a severe demand for the high-quality engine-metals to replace the poor copies Gremlins make of the material.
Espionage Action
[x] Operation: Bourne/Bond Recruit Espionage hero
(29, 29 of 200)
Psst, wanna learn a secret? BAM! Your dead!
You meet the guy your looking for as he trolls half the secret agents in the force with his antics. He's a master thief and industrial saboteur, but not the most famous. Just as well for him. He's been watching you assemble your little shadow network, and he is rather disappointed at its quality. Its going to take some extended negotiations to get him on your side, or just proof you can pull off a decent shadow job, before he will join you as a member.
(You can either use actions to gradually earn his favor, or write-in some espionage action to prove your agents can do their jobs)
Media Action:
[X] Scrapheap Challenge aka Junkyard Wars.
(18, failure)
Between poor directors, bad acting, some transmission issues, and misplaced scriptwriting, the Ministry of Truth must report that this broadcast has had an adverse effect by the end of the season as most of the junkworkers and scouts feel insulted by the program.
[Broadcast Failure: -20 to one exploration or scavenging action next turn]
Random Actions
[X] The Raider: Berserker Mech design
(68+20 Raider= 88, success)
The Raider takes advantage of her new labspace and resources, and builds a heavy mech design of her own. A fast, brutal, in-your-face mech meant to close in with giant axes and mounted grenade launchers whilst being extremely mobile. She's already built several and attaching them to her personal unit. While they are notably more unstable by demanding so much from the HFC, she doesn't seem to care and is pressing them into production.
[X] The Director: Laborjack design
(67+20 Director= 87, success)
The Director dislikes how the first thought about Hot Fusion + Mechs is just to make bigger war machines. He grabs some mech-shops and resources and Hot Fusion cores and promptly assembles a series of laborjack, meant for industrial or agriculture or building work, with every laborjack worth a dozen conventional workers, able to do the same job in less time and effort and at ease for the jack pilot.
He promptly copyrights the design and withholds it from public use, keeping the laborjacks to himself as he doesn't trust the militant government or the greedy Baron to use them right, and instead uses laborjacks to build more laborjacks until the Director can clear resources and time to work on a new project. For the most part, the general public and government think he's in the right to have private ownership of these mechs for now. They trust him to use them a lot better than they can.
* * * * * * *
HOTSPOT EVENT
The scout expedition sent runners back to friendly lines. Out of 15, only four make it.
Tricorp has a massive spaceport, and building a launch complex for dozens of shuttles. They also have multiple medium-scale industrial complexes, churning out microchips, Heavy and High-tech Munitions, and mechs. Heavy and light chassis types have been spotted but no hard data yet. Besides mechs, they have large infantry corps of unknown quality but great numbers, and a number of light vehicles meant for infantry support.
Their overall technology level is lower than ours (Thank Chekov for the advantage), as their mechs evidently depend upon energon engines. Poor quality ones at that considering the size of the refining complexes the scouts spotted. They must be gas-guzzlers, and probably arn't as mobile as our mechs. What they do have however, are a ton of them. They've been building this army for a long time and probably have some experienced pilots.
Some of the population centers were also spotted. High-density, very high population base, evidently lower quality of living than us (Thank the Baron and Myco rations), but the scouts note that theres a lot of commercial goods around, and the population seems to be pacified through a mixture of drugs and public holotheaters. Consumerist addiction in short.
The scouts press deeper inward into Tricorp territory, trying to find out what is at the center of this large empire, and what their name Tricorp means.
In addition, Tricorp has hero figures. The Kommador, The Trench Dog, 09, and The CEO. Scouts and spies are working to establish profiles on them based on the limited data available, but they must be considered as powerful as our own heroic figures.
More data will be available as it comes.