The Clan Invasion -- July-September 3050 Actions
The Pyrrhus Game
In the wake of the rather embarrassing revelation that the Helghan spies sent to infiltrate the Neo-Jacobins were not only captured but also unknowingly offered to the ORDI as a whole by said Jacobins, the Helghan government found itself confronted with a list of unenviable options for what to do next and how much to say to its allies. Unsure as to whether the offer to hand over the supposed Inner Sphere spies to the ORDI was made in good faith or not—and leary of burning bridges—the political decision-makers of the Gemini government naturally proposed three mutually exclusive courses of action for the Republic to pursue, the thought of unanimity seemingly never crossing their minds. Ranging from the ultra-cynical to politically expensive, the options presented were argued over endlessly by their proponents and opponents, and none left wholly satisfied by any option.

Unsurprisingly, from among the more cynical—or realistic, if you ask them—operators of the Gemini government came the call to disavow the agents and allow fate to take them as it may. Considered deeply cynical by their opponents, political or otherwise, proponents of the move have argued that not only is such a thing a risk understood and accepted by all Republic's spies, but that attempting to bring them into the Republic's sole custody would put a target on their back, require the Republic to spend influence better used elsewhere, and all but admit that they belong to the Republic.

Their political counterparts, meanwhile, have suggested that the Republic should fight hard to have its spies delivered into its arms, even if it means admitting to its allies—and only its allies—the spies' true origins as Helghan operatives. Moreover, members of the faction have pointed to the Republic's successful rescue of spies captured during the Outback intervention as a precedent for fighting for Helghan spies, claiming that abandoning these would be a backward slide. Arguing that the morale benefit and buttressing of the Republic's ideals is well worth the influence used to convince all involved that the Republic should have sole custody of the spies and the potential embarrassment of admitting to their origin, this faction has developed a small but notable following.

Finally, as a compromise position, a small but influential group of policymakers has proposed that the Republic split the difference between the two groups. Pointing to the valid concerns of the other factions, this group has argued that the Republic should use what pull it has among the ORDI nations to have the Republic assigned the task of imprisoning and interrogating the agents but refrain from admitting to its allies as to their true origins and be willing to let them go. Though disliked by many for its attempt to both have a cake and eat it and criticised for its idealism and possible impact on morale within the Republic's intelligence sector, few can deny that it tries to split the difference between the two options.

Which Options Does The Republic Go For?
[] Cut Them Loose
[] Bring Them Back
[] The Third Way
[] Write-in

The Helghan Way
With the unwelcome discovery of substantial flaws in the manufacturing process used to create several vital parts for the ORDI's newly developed battle armour, July 3050 saw the Helghan Republic caught in a bind of its own accidental making. Suffering higher-than-expected casualty rates at the front due to the restrictive nature of the warfare there, as well as the advanced technology and incredible skill of Clan pilots, interest in providing Operation Santiago with something equivalent to Clan Fleas was at an all-time high; few were willing to see ORDI soldiers dying preventable deaths if they could help it. As a result, the Republic found itself under immense pressure to deliver functional and reliable battle armour quickly, but the high rate of component failures suffered during testing made such a goal impossible to achieve. Initially riven with arguments as various factions within the government sought to push their own particular agendas, Darwinian selection combined with natural compromises swiftly narrowed the field down to only a handful of options.

Pushed by the Republic's more manufacturing-oriented politicians and backed by those fearful of Clan technology, one of the more popular viewpoints held that the build quality delivered by the production lines was so unacceptable that the Republic's only choice was to analyse where the processes went wrong and rebuild them to eliminate the flaws. Acknowledging that such an act would no doubt cost the Republic many millions of Marks and delay the delivery of battle armour to the front by at least a quarter, proponents of this view nonetheless consider the trade-off worth it, with both the lives of ORDI troops and the reputation of the Republic at stake.

Meanwhile, attempting to split the difference, a number of politicians and military figures have united to propose introducing a set of heightened quality control standards specifically for battle armour components. Ranging from additional random checks to tighter build tolerances, putting the components fabricated by battle armour factories through these more extreme quality checks will arguably ensure that only acceptable parts reach the front line... at the risk of substantially fewer parts reaching the front line. A natural—if painful—trade-off, it is an argument whose critics find hard to counter outside of its lowered output.

Finally, and perhaps the least popular argument espoused during the discussion but one with a certain terrible logic, some pushed for the Republic to accept the heightened failure rate considering the situation on the frontline. Citing the high casualty rates sustained against Clan forces as well as the testing reports which described components as lasting for some time before failure, proponents of this view have suggested that the standards applied to the failing components are too high and that the Republic cannot afford to either delay the introduction of battle armour or limit how much arrives at the front. Acknowledging, if rather grimly, that the decision to accept the failure rates as a cost of doing business with near wartime production will lead to some tragic deaths, backers of the idea have kept their support quiet but made it clear to influential figures in the Gemini government all the same.

Which Does The Republic Choose?
[] Analyse and rebuild the production line and eat the build cost (this will auto-lock in the construction action this turn)
[] Increase testing and accept the lower output
[] Accept the heightened failure rate



Actions
You have 6 out of 10 Action Points to spend. -1AP from Tikonov Command Circuit rental. -1AP from Free Worlds League Command Circuit rental. -1AP from Anti-Clan AgitProp effort. -1AP from Lothan Factory Complex Construction.

This list of available actions is by no means exhaustive, so feel free to suggest more actions or variations on the actions listed below.


Federated Suns:
[] Expand FedSuns intelligence network: Having placed a large number of agents within the lower levels of FedSuns society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Ferment Dissent [Medium]: By producing and spreading certain forbidden materials throughout the people of this faction, our agents can potentially incite dissent against the powers-that-be.
[] Stage diplomatic incident [Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Hard]: By training and arming those whose beliefs align with those of the Republic, we can remove those in charge and install elements friendly towards us. [Progress: 0/12 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Continue NAIS Infiltration [Medium-Hard]: Continuing prior efforts to infiltrate the New Avalon Institute of Science is vital if we want access to their latest designs and most secure production sites.
[] Steal research [Hard] [TARGET RESEARCH]: Utilising our agents in research centres and laboratories, we can "acquire" valuable research data.
[] Infiltrate Davion Palace [Hard]: By infiltrating the Davion palace, we can gain access to its most vital secrets and most important people.
[] Write-in:

Lyran Commonwealth:
[] Expand Lyran intelligence network: Having placed a large number of agents within the lower levels of Lyran society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Medium]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] Ferment Dissent [Medium]: By producing and spreading certain forbidden materials throughout the people of this faction, our agents can potentially incite dissent against the powers-that-be.
[] Infiltrate Military [Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Steal research [Very Hard] [TARGET RESEARCH]: Utilising our agents in research centres and laboratories, we can "acquire" valuable research data.
[] Stage diplomatic incident [Very Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Very Hard]: By training and arming those whose beliefs align with those of the Republic, we can remove those in charge and install elements friendly towards us. [Progress: 0/20 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]

Free Worlds League:
[] Expand League intelligence network: Having placed a large number of agents within the lower levels of League society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Hard]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] Ferment Dissent [Hard]: By producing and spreading certain forbidden materials throughout the people of this faction, our agents can potentially incite dissent against the powers-that-be.
[] Infiltrate Military [Very Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Stage diplomatic incident [Very Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Extremely Hard]: By training and arming those whose beliefs align with those of the Republic, we can remove those in charge and install elements friendly towards us. [Progress: 0/20 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Write-in (Convince me you've got something good)

Draconis Combine:
[] Arms Sales: With the Combine now at war, they may be willing to purchase items up to and including formerly LosTech ammunition from the Republic. Given the distances involved, such shipments will be very difficult until efforts are made to improve the backend logistics. [-5 influence]
[] Tech for Tech: By offering the Combine information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
[] Expand Combine intelligence network: Having placed a number of agents throughout Draconis society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Hard]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] Ferment Dissent [Medium]: By producing and spreading certain forbidden materials throughout the people of this faction, our agents can potentially incite dissent against the powers-that-be.
[] Infiltrate Military [Very Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Stage diplomatic incident [Very Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Impossible]: By training and arming those whose beliefs align with those of the Republic, we can remove those in charge and install elements friendly towards us. [Progress: 0/20 turns] [-15,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Write-in

Trinity League:
Unrest in the Former Trinity League: Low
League Self-Governance: None
[] Fate of the Trinity League (Write-In): With the former rulers of the Trinity League either deposed or enjoying a relaxing vacation with their newfound wealth on the planet of their choosing, the question remains "What does the Republic wish to do with the systems of the former Trinity League?" [Note: This will unlock further options depending on what you do]

Capellan Confederation

[] Tech for Tech: By offering the Confederation information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.

ORDI Actions
[] Write-in

Helghan Republic
[X] Establish a continuing effort to provide propaganda relating to the Clan war effort [Ongoing]

[] Construct a military defence station over [LOCATION]
Locations available:
  • Cassilda
[Can be taken multiple times in a turn]
[] Upgrade a military defence station at [LOCATION]
  • Available stations:
  • Caliban (Medium → Large)
  • Charybdis (Medium → Large)
  • Highwater (Medium → Large)
  • Mir (Medium → Large)
  • Tiverton (Medium → Large)
  • Contrilla (Small → Medium)
  • Detroit (Small → Medium)
  • Mantharaka (Small → Medium)
  • New Oslo (Small → Medium)
  • Rogue (Small → Medium)
  • Spencer (Small → Medium)
[Can be taken multiple times in a turn, but you can only upgrade a single station once per turn]
[] Construct a Petrusite synthesis plant on: [LOCATION] [Progress: 0/4]
Locations Available:
  • Helghan
  • Portland
  • Mir
  • Rogue
  • Independence
  • Charybdis
  • Detroit
[Can be taken multiple times in a turn, but you can only build one per planet]
[] Construct a secondary fleet anchorage on: [LOCATION] [Progress: 0/4]
Locations Available:
  • Portland
  • Mir
  • Rogue
  • Independence
  • Charybdis
  • Detroit
[Can be taken multiple times in a turn, but you can only build one per planet]

Military
[] Raise an Army: Task your military with forming an additional army. [Progress: 0/2] [Can be taken multiple times in a turn so long as there is recruitable population remaining]
[] Construct two Hasta-class cruiser Squadrons: Task your shipyards with constructing three Hasta Cruisers. [Progress: 0/3] [Can be taken multiple times a turn]
[] Construct two Hasta IIIC-class cruiser Squadrons: Task your shipyards with constructing three Hasta IIIC Cruisers. [Progress: 0/3] [Can be taken multiple times a turn]
[] Construct two Hasta IIID-class cruiser Squadrons: Task your shipyards with constructing three Hasta IIID Cruisers. [Progress: 0/3] [Can be taken multiple times a turn]
[] Construct one Noctis-class cruiser Squadrons: Task your shipyards with constructing six Noctis Cruisers. [Progress: 0/3] [Can be taken multiple times a turn]
[] Construct a Damascus-Class Carrier Squadron: Task your shipyards with constructing a squadron of Damascus-Class Carriers. [Progress: 0/3] [Can be taken multiple times a turn]
[] Construct a Toxotai-class Guided Missile Cruiser Squadron: Task your shipyards with constructing a squadron of Toxotai Guided Missile Cruisers. [Progress: 0/3] [Can be taken up to four times in a turn]
[] Construct 4 Guardsman-class Pocket Warships: Task your shipyards with constructing 4 Guardsman-class pocket warships. [Can be taken multiple times a turn]
[] Construct a Pilum-class Battlecruiser squadron: Task the Detroit shipyards with building a squadron of three Pilum-class battlecruisers. [Progress: 0/6] [Cannot construct other 1m+ ton designs until completed]
[] Hecatoncheires-class Escort Carrier Squadron: Task your shipyards with constructing a squadron of Hecatoncheires-class Escort Carriers. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct a MAWLR-II pack: Task your heavy industry with constructing a pack of three MAWLR-IIs. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct a SAHLR pack: Task your heavy industry with constructing a pack of three SAHLRs. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct a Forge pack: Task your heavy industry with constructing a pack of three Forges. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct a Hydra pack: Task your heavy industry with constructing a pack of three Hydras. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct a Dragon pack: Task your heavy industry with constructing a pack of three Dragons. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct a Pyrrhus pack: Task your heavy industry with constructing a pack of three Pyrrhuses. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct 2 Battlemech Battalions: Task Fisher & Zulim Taw with constructing 2 battalions worth of mechs.

Operation Santiago (Clan Invasion Response)
Note: The Naval and Ground Capacities will improve as the Clans approach, so keep that in mind as you're making plans.

Note: Thanks to the Parthian-class Mobile Shipyard, ships can now make semi-major repairs in the field (this is intentionally left vague because I'm not simulating each ship )

Support Modifiers
Navy
:
  • +2 (Make-Do Yardships)
  • +3 (Tsitsang Fleet Anchorage)
  • +5 (Decreased Distance)
  • +2 (Parthian-class Mobile Shipyard)
  • +2 (ComStar Command Circuit Route)
  • -2 (ORDI Donation)
Ground Support Capacity:
  • +1 (Tsitsang Ground Facilities)
  • +0.75 (ComStar Command Circuit Route)
  • +0.25 (Fort Loudon)
  • +0.50 (Decreased Distance)
  • +1 (Forge Pack)
  • +0.50 (Forge Pack)
  • +0.25 (Forge Pack)
  • -1 (ORDI Donation)
  • Naval Support Capacity: 18/18 [Base: 6] (use the naval upkeep values)
    Ground Support Capacity: 3.95/4.0 [Base: 0.75] (use the transport size value)
    Navy (18/18 Naval Support Capacity)
    • 14 Noctis Frigates (14 capacity)
    • 1 Pilum Battlecruiser (2 Capacity)
    • 2 Hecatoncheires Escort Carriers (2 capacity)
    • 42 Commissar-B Pocket Warships (0 capacity)
    Ground (3.95/4.0 Ground Support Capacity)
    • First Division, First Army (0.5 weight)
    • Second Division, First Army (0.5 weight)
    • Third Division, First Army (0.5 weight) [85% health]
    • Fourth Division, First Army (0.5 weight)
    • 2 veteran BattleMech regiments (0.2 weight)
    • 1 regular BattleMech regiment (0.1 weight)
    • Cyborg special operations brigade (0.05 weight).
    • 1 MAWLR-II (0.4 weight) [100% health] (Name: Dreadnought)
    • 1 MAWLR-II (0.4 weight) [100% health] (Name: Huliaipole)
    • 1 MAWLR-II (0.4 weight) [100% health] (Name: Cerberus)
    • 1 MAWLR-II (0.4 weight) [100% health] (Name: Beats Walking)
    • 3 Forge Packs (0.0 Weight)
  • Navy
    • 4 Carson II-class Frigate (4 Capacity)
    Ground
    • 1 Mech Regiment (Death Commandos)
    • 1 Mech Regiment (Warrior House Daidachi)
    • 2 Mech Regiments (CCAF)
    • 6 Armoured Regiments
    • 8 Infantry Regiments
  • Navy
    • 4 Auroch-class Frigate (4 Capacity)
    Ground
    • 4 Combined Arms Brigades
  • Navy
    • 1 Canopus class Frigate (1 Capacity) [MCS Luxen]
    Ground
    • 4 Mech Regiments
    • 7 Armoured Regiments
    • 14 Infantry Regiments
  • Navy
    • 2 Halcon-class Destroyer (3 Capacity)
    Ground
    • 1 Mech Regiment
    • 3 Armoured Regiments
    • 4 Infantry Regiments
    • 3 Superheavy Gunships


[] Deploy Spy Ships: Though not as effective as they would be within, say, the Federated Suns, deploying Hyde-class surveillance vessel's to Clan-held regions will improve the ORDI's ability to gather information substantially.
[] Prioritise Naval Supplies: By prioritising the shipment of naval supplies over those for ground troops, we can further improve our ability to deploy naval forces to the Outback. [+1 Naval Support Capacity, -0.125 Ground Support Capacity]
[] Prioritise Ground Supplies: By prioritising the shipment of supplies for ground troops over those of the navy, we can further improve our ability to deploy ground forces to the Outback. [+0.25 Ground Support Capacity, -0.5 Naval Support Capacity]
[X] Lothan Factory Complex Construction: As expensive as it will be, constructing a factory complex on Lothan will provide ORDI forces with an additional source of spare parts. [Progress: 0/10] [Locked Until Completed] [+1 AP from Capellan Confederation]
[] Swap Ground Supplies for construction materials (amount to trade): By replacing a percentage of the expendables bound for ground troops with construction materials, we can bring forward the completion date of the factory quite substantially. [Every 0.25 points of Ground Supplies traded gives a +5% modifier to the base value of Helghan AP used on the factory] [You can gain a max bonus of 25%. This bonus stacks with the naval version but does not apply to the one-time boosts.]
[] Swap Naval Supplies for construction materials (amount to trade): By replacing a percentage of the expendables bound for naval forces with construction materials, we can bring forward the completion date of the factory quite substantially. [Every point of Naval Supplies traded gives a +5% modifier to the value of Helghan AP used on the factory] [You can gain a max bonus of 25%. This bonus stacks with the ground version but does not apply to the one-time boosts.]
[] Rush Supplies to the Front V1: Though we can only afford to do it once, we can push our transport vessels to the limit and move additional construction materials to the front at the risk of wrecking a few engines. [+1 AP progress on construction] [-1 Naval Supplies, -0.3 Ground Supplies for this turn] [Picking this option locks out V2 and V3]
[] Rush Supplies to the Front V2: Though we can only afford to do it once, we can push our transport vessels to the limit and move additional construction materials to the front at the risk of wrecking a few engines. [+2 AP progress on construction] [-2 Naval Supplies, -0.6 Ground Supplies for this turn] [Picking this option locks out V1 and V3]
[] Rush Supplies to the Front V3: Though we can only afford to do it once, we can push our transport vessels to the limit and move additional construction materials to the front at the risk of wrecking a few engines. [+3 AP progress on construction] [-3 Naval Supplies, -0.9 Ground Supplies for this turn] [Picking this option locks out V1 and V2]
[] Operation Santiago Phase 7 Objectives (Failure to detail new objectives for Operation Santiago will have me pick ones based on prior discussion) [You can have a max of 300 words and 2 if statements in this action.]



Military Requisition And Design
You have 4 out of 4 Requisition Points to spend on upgrading Helghan's ground forces. These upgrades are given to all active armies at once, though the more armies you have the longer it'll take to roll out changes.

Requisition

Design

[] Dropship Design: (tell me what you're trying to design)
[] MAWLR Redesign: Order your design teams to redesign the MAWLR to make use of the latest technological advancements.
[] Design write-in: Order your teams to design a solution to a capability gap. (tell me what you're trying to design)
 
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Alright, I think that's everything. Please let me know if you spot anything weird, if you have any questions, etc.

As always there will be a day long moratorium and a week long vote.
 
What if we let our allies or one of em in on the truth and have them "take custody". TC, for being more experienced in dealing with Feddie spies, should be well equipped and trained on sussing out of these spies are feddies, nudge nudge wink wink. :V

Look, we backed the Taurians hard on invading the outback. I think it's safe to ask this teeny tiny favor and keep it hush hush, okie-doke?

[] Analyse and rebuild the production line and eat the build cost (this will auto-lock in the construction action this turn)

If you're gonna do it, best do it properly. Honestly, this feels more in-character for our cultural zeitgeist. Also I dont think BA will be THAT game changing, specifically at the start with only a few being pumped out every few months or so.

Also, our first BA is still going to be inferior to clan BA.

---

The Pyrrhus Game
[ ] Write-in: Suggest that the most obvious origin of the spies are Fedsuns or, at the very least, Feddie-sympathetic parties. Thus they should be submitted under the custody of the intel agency most experienced with the successor states' agencies. Likely to be CapCon. Whoever it is decided to be, though, quietly reveal to them the truth and request their assistance in navigating these matters to ensure as satisfying a conclusion for the spies and ORDI both.
 
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Least extreme option, and one that allows us to press our counter offensive still without having to downscale troops or ship commitment. Pour 3 additional AP into the factory. That leaves 2 AP free for other stuff and one AP locked in for Santiago objectives. This allows us to get the job done in two turns or by year end if we do a repeat during next quarter, but severely limits what we can do for the rest of 3050 outside build up the factory.

That's fine IMO. We're at the point where our options are limited. As far as the URC goes, my suggestion would be to infiltrate the Suns one more time, or just making a final decision on what to do with the NJs based off limited information and potential loss of face.

One AP goes to Trinty League Fate action-line. Another AP goes to either making a judgment call on thr URC now, or starting to open up negotiations with the various groups there on what exactly to do (split it off into two states, exclude the URC's NJs unilaterally and open them up for reabsorption into the Suns, backing a potential civil war, etc.)
 
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For requisition:

[ ] HSA-72 'Santiago' Gauss Rifle: Named after the ORDI operation where it saw first use, and definitely not after any deceased or living war criminals, the Santiago Gauss Rifle is the Gunzburg and Skandia's harder-hitting sibling. Capable of more damage per shot at the cost of rate of fire, the Santiago comfortably fills the niche of sniper and anti-materiel weapon in the Republic's ever-growing arsenal of infantry-scale destruction.

Note: Asked Prom and he agreed we'd have access to gauss support weapons that can be used by BA, wielded slightly clumsily by PAL, and manned by regular infantry so long as it's on stable mounts, like our new hover platforms.

Regarding stats, the Santiago is the equivalent of the Magshot BA Gauss.
 
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I'm think we need to expand our intelligence into FedSuns and then maybe Stage diplomatic incident.
Either to plant spy's or Contact the Neo-Jacobins. Something we can point to….
 
Plan Intentions:

I would like to introduce to you my ideas for the rest of 3050.

Firstly, we must consider strategic realities and day-to-day necessities, which necessarily means that having our cake and eating it too in all cases simply is not possible, but setting ourselves up for a bake sale later on is. Thus we must consider the allocation of our available Action resources and consider the short-to-medium term implications.

For example, the Pyrrhus Game action.

Now, in this essay... normally you'd think I'd say "I'm just joshing you" but uh, no, I actually wrote a fucking essay.

We're going to need to be upfront with our allies rather than try for duplicity or worse, active collusion with, to be honest, likely Tormano's government. While I don't necessarily think Uncle Liao would blackmail us with this if we asked him to help us kick it under the rug, it would lead to some concessions, and if discovered would undermine the integrity of our strategic alliance, something we absolutely cannot afford. Our intelligence community has earned major respect over the past several years, but it's also had some obvious slip-ups that a keen eye for such games has likely noticed as well.

We should thus go for:

[ ] Bring Them Back, perhaps mixed with the likely caveat that we will attempt to make an argument for getting first dibs on them due to our leading role in anti-FedSuns Strategic Intelligence. This creates a polite fiction where our allies suspect these are Helghan spies, but part of the influence cost would likely involve implying we're going to be scaling back such spy games in the Outback (which we are, as we pivot our focus to the Suns directly).

Why do this?

My ultimate goal at this point is to divorce ourselves from this quagmire we've begun to dig ourselves into in the URC. With it not being obvious who the Neo-Jacobins foreign backers are, we need to independently confirm the likelihood that intelligence operations from the Suns are being directed to the region and either fabricate evidence or generate a diplomatic incident.

What would we use this incident or evidence for?

At this point, it is obvious to me that there is likely, independent of the NJs actual activities and their possible backers, an incentive for the Suns to secure the region around New Syrtis, either by reclaiming some worlds directly from the Outback, or by turning these states into favorable puppets subordinate to them.

What we should consider, then, is how to make this unfeasible. An inciting incident (such as border disputes or espionage, real or imagined) would justify A) further deployment of 'peacekeeping' forces from the Helghan Republic, and B) further galvanize local politics toward Anti-Suns sentiment.

This would likely lead to a fracture point, perhaps one where the civil dispute between the Marxists and Maoists and the Neo-Jacobins runs hot, but would better position us to directly intervene in a way favorable to us politically. Or perhaps give us the leverage to 'encourage' all three groups and the independents toward cooperation (or amicable separation).

In any of these scenarios, our reputation is not likely to be unstained or free from embarrassment. But we need to pick how much egg we're going to get on our faces and how long we're going to be wearing it. With the Clan conflict taking place, it's possible, even likely, that a resumption of hostilities between these groups would lead to loss of support for the buffer states from the rest of ORDI, which is the worst-case scenario, as the other groups argue that this is an unreasonable distraction from the Clan Invasion.

This is why we need to decide early on how we're going to resolve this. If fighting occurs, it likely needs to be done swiftly and decisively. If we are to avoid fighting at all costs, we need to generate a scenario, instead, where the NJs look like hostile actors, and we push for a clean divide. Given we can't take any action to decide this now, we should probably discuss which of any of the scenarios I've raised is the best combination of outcomes for the least harm to any of our geopolitical goals in the region.

Continuing.

For the Helghan Way, we need to confront another unfortunate truth. We cannot introduce meaningful amounts of Battle Armor this year.

This situation will change if we make it to a Peace Turn and can devote an AP to ironing out any of the remaining deficiencies in our production processes, assuming that's even necessary and they won't have been solved by December organically.

But with a pressing need to both A) Maintain momentum in the Clan Invasion with uninterrupted operations and troop commitments, and B) the fully realized culmination of our various strategic and political concerns coming home to roost. We made our bed and now we need to lie in it.

Thus we should simply settle with [] Increase testing and accept the lower output.

Why do this?

Firstly, with a need to balance public relations and avoid presenting the Malkiewicz administration as anything but fully conscious of the value and necessity of protecting human life, including that of our soldiers. I also fully expect that the effect on morale from not being able to trust if your critical weapons platforms will explode on themselves (these are Irradiated Petrusite-wielding battle suits, let me remind you) is going to be... understandably potent.

While having only a fraction of the production make it through to the front lines means that they'll honestly achieve minimal effect on the battlefield for the rest of the year, to be honest, I don't expect their effect to be that great in the first place. We designed the Heavy Trooper Battle Armor as a defensive solution to an obvious gap in our order of battle, that being squad-level Irradiated Petrusite fire support via guided missiles and direct fire weapons. These are not the game changers that fully matured Battle Armor would be. Their tactical significance is limited and most effective when used in fortified positions and from within the context of urban warfare scenarios.

These are two situations that will not be borne out for the next 3 months, at a minimum, given our current focus on offensive actions, and I expect we will be leaning on our MAWLRs to help hold key points and relying on the Dragoons to match up with the ultra-aggressive maneuvers of Clan Wolf. We've already proven that 'the best of the best' can throw themselves at the Gunzberg line all they please, but without a sufficient massing of troops, they won't be able to break through, and our biggest vulnerability is them simply going around us.

Last statements before I present a plan for perusal tomorrow.

If you've read my previous posts since the last update dropped, my focus is resting on the Clan Invasion, and tying up loose ends before the end of the quest. Please keep in mind that my idea of this is less "definitively solve all issues we've been presented with" so much as to build a foundation for the Time skipping Helghan Republic to confront with effective long-term planning.

We need to get the Factory built in the FRR ASAP both for short-term strategic necessities (the possibility of being overwhelmed on our flanks is ever-present, and relying on MAWLRs or the Wolf Dragoons to keep Clan Wolf off our backs, or even our admittedly potent navy to fend off continued Smoke Jaguar attacks while remaining exposed to Snow Raven, is kind of a big ask.

But more importantly, there is a distinct lack of heavy industry in the FRR and what we leave behind will be integral to them rebuilding their arms industry in the long term and building a sustainable military capable of fending off continued invasion attempts from the Clans. Getting it completed by the end of 3050 is integral to our short, medium and long-term plans.

Thus, we must invest heavily into seeing this done before the year ends, while the political will yet remains, while not sacrificing our strategic goals in the region. Thus the dedication of 3 additional AP of our free-floating 6 remaining to this action.

We must also consider the fact that within the next two turns, we must arrive at a decision to deal with the URC, and also walk the path to annexation of the Trinity League.

1 AP will go toward setting up local governments for the six planets of the Trinity League and holding a plebiscite encouraging each to join the Helghan Republic with promises to solve various issues plaguing each over the next several years. This will be a commitment of AP as with previous planets we've brought into the fold, and we need to be prepared to face the reality of that commitment soon, as the alternative, forceful annexation, is simply unacceptable given the need to maintain our reputation as ardently respecting the sovereignty of our neighbors.

Another AP will go toward either infiltrating the Suns one more time, setting us up for taking action there, or else simply muscling our way into the dispute in the URC and attempting to force a solution through, whether that be through diplomacy, force or false flag operation. I can be convinced toward any one end, but if there is no conclusively convincing argument toward any, for now, I will default to deepening infiltration of the Suns one more time.

Our final action will go toward outlining strategic goals for Operation Santiago, that being the capture or contesting of the following eight planets, again within the discretion of military planners on the front in terms of feasibility and practicality: Moritz, Sevren, Laurent, Colmar, Cusset, Maestu, Biota and Bessarabia.

This will turn the Tamar pocket into a launch point for a continued counter-offensive against Smoke Jaguar forces to our galactic north, with a mid-term goal of retaking: Weingarten, Thannhausen, Kandis, Memmingen, Stanzach, Vorarlberg, Radstadt, and Kempten.

This will lead to our long-term goal of creating either a partial or total encirclement of the salient formed by Clan Snow Raven, creating a pocket that we will, hopefully with the assistance of the Draconis Combine, grind into dust.

Comments, questions, concerns, you know where to send them.
 
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My ultimate goal at this point is to divorce ourselves from this quagmire we've begun to dig ourselves into in the URC. With it not being obvious who the Neo-Jacobins foreign backers are, we need to independently confirm the likelihood that intelligence operations from the Suns are being directed to the region and either fabricate evidence or generate a diplomatic incident.

I really don't know what to do about the Neo-Jacobins. We have tried multiple different ways in trying to handle them. We can't leave it to fester though since that will only impede reconstruction and that will have major consequences for the people living in the URC. The Marxists are being driven out. While I do not believe Morgan is the one behind this it could very well be possible some element in the Fed Suns are trying to pull some bullshit with us. I think we need to have a frank discussion with ORDI on what to do with the Neo-Jacobins. We have tried to talk them down and we failed. They are fucking over the URC and the reconstruction screwing over millions. I think we might have to bite the bullet and clamp down hard on them. I would be willing to try one more attempt at finding who are pulling the Neo-Jacobins strings but this is a band-aid we need to rip off and just get it over with.
 
i really want to pull back our ships out of Draconis Combine, let the DC bleed its forces more fighting the clans alone, and when the clans start attacking again, it should break there counter-attack and take back the DC worlds
 
[X] Plan: Industrial Juggernaut
-[X] The Pyrrhus Game
--[X] Attempt to quietly request possession of the offered spies in pursuit of intelligence objectives regarding possible connections between the Federated Suns and the recent instability in the region, promising to share findings on their activities, if pressed, once uncovered. Use light amounts of Influence to secure them.
-[X] If pressed for even further details, truthfully cite the expanding role and resources that the Security Office of the First Prince has received as evidence that Davion Palace no longer trusts its usual eyes and ears, albeit for good cause, as well as the honestly suspicious lack of activity coming from the state beyond the visible military build-up. Having used our own intelligence agency to great effect. The Republic holds no desire to interfere in the URC's politics beyond identifying whether or not the Suns have impeded the ratification of its constitution and self-governance.
-[X] If, for some reason, enough of our allies are playing hardball about this, don't think meddling with the state is worth the distraction or we otherwise just can't seem to catch a break, default to Bring Them Back. They're ours. No, we don't know anything for sure, but we're also out of limbs to go out on. While embarrassing, we've also not really done anything that would make the rest of ORDI look bad, and at this point avoiding pissing off our allies (and keeping our spies' faith) is more important than our pride.
-[X] The Helghan Way
--[X] Increase testing and accept the lower output.
-[X] Expand FedSuns intelligence network: Having placed a large number of agents within the lower levels of FedSuns society, now would be a good time to capitalize on the effort and expand the Republic's reach.
-[X] Fate of the Trinity League: With the former rulers of the Trinity League either deposed or enjoying a relaxing vacation with their newfound wealth on the planet of their choosing, the question remains "What does the Republic wish to do with the systems of the former Trinity League?"
--[X] Start the process of organizing local governance to the degree that plebiscites can be held regarding bringing the former Trinity League worlds into the Helghan Republic. In terms of eventual bait to lure them in with, we can pledge to solve major issues and sell the benefits of our already extant development programs for our planets, such as the latest one we've introduced to bring places up to spec in both technological capability and industry, as well as various mega-projects and initiatives we've conducted to improve planetary conditions elsewhere.

-[X] Lothan Factory Complex Construction: As expensive as it will be, constructing a factory complex on Lothan will provide ORDI forces with an additional source of spare parts. [Progress: 0/10] [Locked Until Completed] [+1 AP from Capellan Confederation] +1
-[X] Lothan Factory Complex Construction: As expensive as it will be, constructing a factory complex on Lothan will provide ORDI forces with an additional source of spare parts. [Progress: 0/10] [Locked Until Completed] [+1 AP from Capellan Confederation] +2
-[X] Lothan Factory Complex Construction: As expensive as it will be, constructing a factory complex on Lothan will provide ORDI forces with an additional source of spare parts. [Progress: 0/10] [Locked Until Completed] [+1 AP from Capellan Confederation] +3 (+5 total progress with CC)
-[X] Operation Santiago
--[X] Continue the standard rotation of fresh forces and equipment via Command Circuit as practical and necessary to account for losses faced in the last quarter.
--[X] The capture or contesting of the following eight planets, again within the discretion of military planners on the front in terms of feasibility and practicality: Moritz, Sevren, Laurent, Colmar, Cusset, Maestu, Biota and Bessarabia, will be our primary objective for the next quarter, in pursuit of connecting our defensive lines with the extant Tamar pocket, intending this to be a springboard toward later potential offensives eastward against Smoke Jaguar territory.
--[X] Our navy is going to focus on our defensive commitments as well as the necessary naval assets needed to conduct aforementioned offensives, prioritizing not leaving much in the way of gaps for either. If possible, we will conduct raids against Jumpship Convoys and other naval targets of opportunity, relying on intelligence boons from deployed satellites and spy ships to maximize efficiency, but not at the cost of our other commitments.
 
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[X] HSA-49 'Skandia' Gauss-Powered HMG: Both named in celebration of the (in)famous victory on Skandia during Clan Invasion, and as a sign of respect for the personal bravery in the face of near certain death of Clan Smoke Jaguar's warriors, the Skandia Gauss HMG was released for mass production and distribution to both the Republic's regular armies and National Guard units. Designed by Helghan State Arms initially as a crew-served weapon, even with PAL, a tripod mount would have been required to achieve firing stability. However, with the creation of the Republic's first native BA designs, tests have shown that the weapon can be hip or shoulder-fired by Battle Armor as well.

[X] Antigravity Mounts and Gun Carriages: Ranging from anything between simple antigravity hover platforms with rudimentary targeting instruments, to fully automated mobile turret systems with remote control features, this ancient pre-spaceflight Terra concept allows infantry to operate battlemech and vehicle-scale weapon systems without having to rely on said war machines. While nothing revolutionary or particularly advantageous for the Republic, it does still provide both the Regulars and National Guard an additional, albeit last-ditch, defense option. For the Free Rasalhague Republic, however, this development will allow ORDI to furbish the Kungsarme with portable mech-scale weapon systems operable even by basic infantry. These platforms will allow both power-armored and regular troops to redeploy or transport impromptu field guns and heavy weaponry with relative ease and in quick fashion, whether in advance, or in retreat, or even being slotted into prepared, defensive positions and ambush points. More sophisticated variants, such as long-ranged autocannon can even be slaved to nearby targeting systems or even allied vehicles and mechs to coordinate attacks. While also feasible, energy weapons are noted to require extreme care, or even power armor, to use, as the generated heat can only be managed by venting, measures required to achieve firing stability. However, with the creation of the Republic's first native BA designs, tests have shown that the weapon can be hip or shoulder-fired by Battle Armor as well.

[X] Javelin 1H Suicide Drones: Blatantly copying, and then iterating and improving, upon the concept recently introduced by the Federated Suns, the Javelin 1H anti-gravity drone is capable of being fired from a shoulder-mounted launcher or from slaved firing apparatuses mounted to CVs or hardpoints using systems integrated with either the vehicle, mech, and power armor, or a more rudimentary control system. The key difference is variable warheads as with many Helghan munition designs, the crowning loadout being one of Petrusite, seeking out enemy vulnerabilities for a devastating blast to their internals. Aside from more mundane qualitative improvements, it's likely to serve as an ironic reminder of what it's like to have your technology copied out from under you
So what would the rules to use these on the Tabletop look like?
 
If we got these planets, do you reckon we get additional AP's?
We're currently guaranteed AP if we complete High-Gain Transceivers, but we're not likely to see the effects of that before the quest ends. I assume we won't immediately add AP for those worlds before the sequel quest, either (because they're underdeveloped planets), but we might see additional AP from adding a few hundred million people and six planets after we get there due to better WarpComs tech and the added GDP and manpower.
 
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