[x] Plan Initial Defense
The nanofoundries fire, and production begins. Billions of nanomachines fabricate the reinforced carbon polymers of the hulls of the ships, while the fab templates of the company computers are seized and put into production. Electromagnetic coil guns are mounted, flack canons are constructed, and laser batteries are put into production. By the end of the production cycle, the space navy of the SRF is born.
The Capital ship is built from a European design, sitting at 150 meters long, and 30,000 tonnes. The length of the ship is taken up by hangars and laser-batteries, with port and starboard flak canons to shoot down enemy fighters, while the main guns of the ship itself sit atop it's bulk, a massive electromagnetic railgun. The ship also contains several nuclear missile payloads, though we are hesitant to use them.
The fighter wings, when not in combat, are stored within the bulk of the capital ship. They're built from the American x-53 Kestrel model, capable of accelerating at 4Gs, and carrying a kinetic payload underslung, capable of firing like a torpedo to pierce through the armor of ships, as well as a pair of laser turrets to take down enemy fighters.
In concert, the two are hypothetically capable of working in concert, with the larger guns of the Capital ship capable of slugging it out with larger ships, while the fighters screen flak, and launch their kinetic payloads to cause damage to the enemy ship. In practice however, the efficacy of space combat has not yet been tested, as most of the powers of earth have existed in a state of cold-war with each other. Now is the time to test their tactics.
Though, equally important, what does the SRF decide to name their Capital Ship?
[x] Revolutionary Naval Ship (RNS) Joe Hill
[x] RNS Liberator
[x] RNS Marx
[x] Write In
-Make it thematic please
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Ground forces are in a way, much simpler to arm and train. Revolutionary Militia Squads are given weapons, both looted from the Security Forces of Hammer-1, and newly produced by the Nanoforges. Equipped with the finest reinforced space-suits available, Infantry squads are now produced, and ready to perform ground operations.
Mechs however, were somewhat complicated. Originally, the SRF decided to outfit civilian mechs with combat grade weapons, but early tests of the systems failed, leading the SRF industrial unions to head to the design table. Using captured plans for military grade mechs from the company databases, the unions went to work designing a mech of their own, based on common principles.
What is the focus of the SRF mech design?
[x] Ground Combat
-Built more like a tank, these mechs are less able to operate in space, but are superior in ground operations. These mechs are obviously much more suited for defensive actions due to this, able to operate both as armored units, and mobile artillery in a pinch. Due to being designed for use in-atmosphere, they are less able to operate in space.
[x] Boarding Actions
-Combining civilian grade ship-cutters with enhanced space capabilities, these mechs are designed to board enemy ships and take them for our use. In a pinch, they can also operate as makeshift space-combat units, though that's not their main purpose. In ground combat, they are less the efficacious.
[x] Space Combat
-Made to supplement our fighter forces primarily, this mech design would be far more focused on spaceborne operations, with sets of wings allowing them greater operational range, and enhanced reactors allowing them to be operable for longer periods of time away from large refueling centers. They would, as a consequence, be somewhat less effective at boarding actions, due to the increased size, but they would still work fine for ground-based operations, assuming there was room for them to maneuver.
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Actions
Each category of action will have a number of dice that you can commit to it, with each dice being worth 5d20, to reduce swingyness. Some options will have a maximum number of dice, because realistically, trying twice as hard won't make you do twice as better. You might in future get more dice.
International Affairs
3 dice
[x] Declare the Revolution to the System: It is time for us to declare our revolution and the values it stands for! We stand for the liberation of all workers and oppressed peoples! DC 20/40/60/80 Max 2 dice
[x] Reach out to the Workers of Eagle-5: We are not the only station in orbit of Neptune, with our sister station, Eagle-5 also being controlled by the Matsuura-X corporation. It too suffers under an unfair economic hierarchy, where the common worker is treated as merely a tool. Perhaps we can reach out to our sister station, and encourage them to rebel as well? DC 20/40/60 Max 2 Dice
[x] Reach out the Workers of Triton: Triton is the last bastion of human colonization in the solar system. While they are not as stratified as those on the stations, they still have their own oppressions and economic woes. Perhaps we could reach out to them, and get them to join our glorious revolution? DC 40/60/80 Max 2 Dice
Economic Affairs
3 dice
[x] Design a New Capital Ship: Our Capital ship is an old European Design, and reflects their battle doctrines. We could make our own... Autopass, Opens up decisions for designing new capital ships
[x] Design a New Patrol Ship: We currently don't have any patrol ships in service, with most of our schematics being old SRC designs. WE could design our own patrol ship for manufacture... Autopass, opens up decisions for designing new patrol ships
[x] Design a New Fighter: Our Fighter designs are both out of date, and a foreign design that reflects their own battle doctrine. We could design our own fighters, for our own purposes... Autopass, opens up decisions for designing new fighters
[x] Military Production: We can use either more ships, or more units. The Americans are coming, and the revolution must be defended. DC 20/40/60/80/100
[x] The Issue of Food Production: Currently, Hammer 1 is not capable of feeding everyone on the station. We in the past have relied on food shipments from Triton and Ganymede, alongside our own hydroponics production. With the revolution however, trade with other planet has been cut off. We will need to ensure our own food supply, or the revolution will starve. DC 20/40/60/80 Max 2 dice
Internal Affairs
3 dice
[x] The Revolutionary Charter: The Revolutionary Council is currently an ad-hoc organization, made up of Trade Unions and various other groups that have banded together in the name of revolution. We must formalize our political system, and create a Revolutionary Charter to act as our constitution. Autopass, Opens up decisions for the structure of the government
[x] The Issue of Suffrage: Currently, the Revolutionary Council is not a very democratic organization. We are, in essence, a vanguard party currently, even if we are one that maintains the support of the proletariat of Hammer-1. We must decide upon the issue of suffrage now, to head off future issues. Autopass, Opens up decisions for how suffrage will be structured
[x] Set up a Court System: We have had a long list of complaints. From various former prison laborers requesting freedom, to people complaining about about noisy neighbors. We need to set up a system to adjudicate these grievances, so as to avoid them spilling over, and fracturing our common cause. DC 40/60/80 Max 2 Dice
[x] Institute an 8 hour Work Day: In the past, it was said that the United States guaranteed such things, as well as safety provisions for workers. But in the 22nd century, such rights have been eroded away, with people working 12 hours a day, or more. This must end. autopass, roll for the morale increase.
Operations
3 dice
[x] Scouting Neptune: The Triton colony, and Eagle-5 are both within range of our military forces. We could quietly attempt to scout out their defenses to make future assaults, or even negotiations easier. DC ??? Max 1 Dice.
[x] Find the American Fleet: The American fleet is on it's way. Currently, we don't know it's composition, or how long it will take to get here, but we know it's on its way. We could attempt to send some of our fighters to scout it out DC 40 Max 2 Dice
[x] Create a New Doctrine: Space warfare is widely untested, and mostly theoretical. We could work on our own theories, counter to the wider military doctrines, to give us an edge over out opponents. Autopass, opens up options for developing new military doctrines
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Higher rolls are obviously better.
We now get into the first turn of the quest. How will you all decide to build the revolution? What will you prioritize? Let's find out.