Solar Revolutionary Front (Sci-Fi Revolution Quest)

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The old world is dying, and the new world struggles to be born. Now is the time of monsters.
-Antonio Gramsci

You are an intrepid revolution, hoping to bring the light of fully automated luxury gay space communism to the masses of the solar system, to break out from under the jackboot of imperialist corporate rule. Can you lead this revolution to victory?
Part 1: Plotting a Course

Underlake

Tabletop Game Nerd
Location
America
Pronouns
He/Him
By the late 21st century, the Earth was dying. Runaway climate disaster had amped up global temperatures, causing runaway refugee crises across the developed world, while the less developed world simply flooded. This global catastrophe was helped along by the Resource Wars of the 2050s, where countries fought for the last remaining supplies of petroleum and other fossil fuels, hungry for more and more gasoline, even as the planet burned.

This culminated in the Third World War, with the United States and the People's Republic of China battling a thousand skirmishes on the islands of the pacific, eventually ending in a bloody stalemate, and armistice as the worlds third ever Nuclear bomb was deployed to destroy the Chinese Pacific Fleet. Global thermonuclear war was avoided only as the United States vowed to keep American boots off of Chinese soil, while the PRC vowed to "modernize" their economic and political system by transferring power from party officials to oligarchs in the Russian style, and instituting rigged elections.

The end of the global conflict saw two developments that would shape the future. Firstly, the rise of interplanetary travel and habitation, as space technology advanced rapidly in the wake of the construction of both orbital weapons systems for the war, and the construction platforms necessary to create the generation ships. Secondly, the colonization of extraterrestrial bodies, with ground-based habitats on several of Jupiter's Moons, and Mars, with Orbital platforms around Venus and the Gas Giants to collect Methane for the ever-growing fuel needs of the world, and many more around orbiting around the Earth.

The Earth itself became a park for the wealthy, as more and more of the worlds population was moved out into the colonies and into the habitats, with a small elite few able to survive at the top of the economic and social totem pole. Most were forced into wage-slavery, living on company-owned platforms where they were controlled by debt, and information was restricted. Meanwhile, the wealthy, free of debt, were able to live lives of luxury incomparable to the past, fueled by nanotech printers and advanced medical science.

The first signs that things were brewing was something comparably minor. One of the Matsuura-X gas collection platforms in orbit of Neptune suffered minor civil unrest. Nothing to be worried about, according to company spokespeople, as the military of the United States could surely put down this small rebellion. But by the time the US Space Forces arrived, the rebels had already defeated the security forces of the station and ceased their weapons. They enacted a revolutionary government, proclaiming the Solar Revolutionary Front, and began to collectivize the resources of the station, abolishing debt and distributing resources.

The year is 2156. This is the situation in which you are thrust into command. In the intervening months, while waiting for the USSF to arrive, Hammer-1 as it's come to be know, has been busy. It has had time to produce and train crew for ships, and ground forces, as well as armor.

An American battlegroup is coming to the station. You have 20 production points to distribute to building ships and units.

Ships come in three classes:
- a Capital Ship, worth 5 points
- an Escort Ship, worth 3 points
-a Fighter Wing worth 2 points

Units come in 2 variations
- a Mech Fireteam, worth 1 point
- an Infantry Squad, worth 1/2 of a point

Ships will be used in fighting in space, while units will be used in Boarding Actions, ground combats, and station assaults. You don't know how large the American battlegroup is, but if you prepare too many ships, then you'll be unprotected in case you lose the space-war, and you'll be unable to quickly set up forces to take other platforms and colonies nearby. You will also eventually need to build up forces to take the Earth, both to defend yourselves, and to free humanity from the shackles of the old world, to bring forth the new.

In the words of Antonia Gramsci, the old world is dying, and the new world is struggling to be born. Now is the time of monsters. Go forth comrade, and build a better world.

How do you allocate production?

[x] Write in
-You have 20 points, costs are above, go forth comrades!

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The Revolution is upon us. Throw off your chains, and liberate the oppressed people of the solar system.

I decided it would be cool to have a more strategic quest going. This is probably not going to be super long, as it has a dedicated end point, when you capture the entire solar system, and bring the glory of the Solar Revolution to all mankind.
 
The Solar System
You have inexact knowledge of the state of the solar system. You know of how many habitats and colonies there are, roughly, but you don't know the position of enemy forces, or of the composition of defensive forces within the system. As knowledge becomes available, I'll fill in this sheet.

Orbital Habitats/Settlements
Mercury:
Mercury Energy Collection Grid (Orbital) ???
-Provides power to the inner solar system via a large network of solar panels

New Setagaya (Settlement) ???
-A settlement burred in the crust of the planet, this mining and research settlement is the closest to the sun in the entire system, and is home to roughly 20 million people.

Venus:
Epslion-1 (Orbital) ???
-The main center of Venusian settlement and research, this floating collection of stations sits at roughly a billion people, and is the beating heart of the Saudi-GAZPROM corporation. It is one of the most impressive engineering feats of the 22nd century, creating a massive "ring" of connected stations, all tethered together by massive cables with traversal cabins on them.

Eagle-1 (Orbital) ???
-One of the two main gas-extraction stations, it sits in orbit just outside of the atmosphere, scooping gasses and siphoning them to gather materials for fusion power, to be shipped to other parts of the solar system, primarily earth.

Eagle-2 (Orbital) ???
-One of the two main gas-extraction stations, it sits in orbit just outside of the atmosphere, scooping gasses and siphoning them to gather materials for fusion power, to be shipped to other parts of the solar system, primarily earth.

Earth:
The surface of the Earth
-While the Earth has been rocked by ecological devastation, it is still the cradle of humanity, home to around 2 billion people. Many of those living on earth are those too poor to leave it, or too stubborn, though there is a large population of bureaucrats and corporate execs who make their home on the blue marble

Luna City (Settlement) ???
-Originally a joint colonization project between the United States and the European Union in the 2050s, Luna city is the name to the series of subsurface tunnel cities that are all roughly connected to one larger network. Luna City is a center of manufacturing and energy production, as well as being the domain of many of earth's wealthiest citizens that still wish to live off of the hellhole that is the earth.

Cradle-1 (Orbital) ???
-One of the five "Cradles" at one of Earth's LaGrange points. This collection of roughly 100 O'Neil cylinders houses around 1 billion people total. Cradle-1 technically is part of the United States.

Cradle-2 (Orbital) ???
-One of the five "Cradles" at one of Earth's LaGrange points. This collection of roughly 100 O'Neil cylinders houses around 1 billion people total. Cradle-2 is technically part of the European Union

Cradle-3 (Orbital) ???
-One of the five "Cradles" at one of Earth's LaGrange points. This collection of roughly 100 O'Neil cylinders houses around 1 billion people total. Cradle-3 is technically part of the Sovereign Republic of China (SRC)

Cradle-4 (Orbital) ???
-One of the five "Cradles" at one of Earth's LaGrange points. This collection of roughly 100 O'Neil cylinders houses around 1 billion people total. Cradle-4 is technically part of the Indian Federation

Cradle-5 (Orbital) ???
-One of the five "Cradles" at one of Earth's LaGrange points. This collection of roughly 100 O'Neil cylinders houses around 1 billion people total. Cradle-5 is technically part of the Russian Combine

Mars:
Phobos Base (Settlement) ???
-Primarily a science base, built into the crust of the moon of Mars. Owned and operated wholly by the Alphabet Corporation, it is home to roughly 30 million people.

Deimos Base (Settlement) ???
-Far smaller than it's sister moon, Deimos Base is home to a mere 10 million people, all swearing allegiance to the Sovereign Republic of China (SRC)

Cydonia City (Settlement) ???
-One of the three ground-based settlements on mars, Cydonia city is based in the region of Cydonia, and is one of the earliest Martian colonies. it is technically sovereign American soil, but Martian independence movements have gotten more and more popular recently. It is home to 50 million people

Aretia City (Settlement) ???
-The second of the major cities on Mars, this one is a European possession, known for it's high-grade manufacturing. The city is home to 30 million people.

New Yangtze (Settlement) ???
-The largest of the three Martian surface cities, New Yangtze is built into the vast volcanic mountain of Olympus Mons, taking advantage of what little geothermal power they can gather. It is home to 80 million people.

Project Niad (Settlement) ???
-Rather than one of the cities of Mars, Project Niad is a massive terraforming system built on Mars's northern pole, taking advantage of the Ice Cap. The complex is home to roughly 10 million people, but more importantly, it is responsible for the ongoing Martian terraforming project, which gives it considerable control over the Martian Climate and Atmosphere.

Jupiter:
Ganymede (Settlement) ???
-One of the two moons of Jupiter that sees heavy habitation, Ganymede is in the process of undergoing terraforming, while much of the population lives in various scattered settlements that are hybrid surface-subsurface. The Population of the moon is roughly 200 million.

Europa (Settlement) ???
-Essentially a mining colony, vast quantities of water are pulled off of Europa to be sent to other portions of the solar system for colonization efforts. Thus, aside from various manufacturing and extraction resources and personnel, the moon is uninhabited, with only 20 million people living on it.

Eagle-3 (Orbital) ???
-One of Jupiter's three major gas-extraction stations, sitting slightly above the atmosphere to collect gasses for fusion power, and to be shipped to other parts of the solar system, primarily the settlements on Ganymede and the extraction colonies on Europa.

Eagle 4 (Orbital) ???
-One of Jupiter's three major gas-extraction stations, sitting slightly above the atmosphere to collect gasses for fusion power, and to be shipped to other parts of the solar system, primarily the settlements on Ganymede and the extraction colonies on Europa.

Dragon-3 (Orbital) ???
-One of Jupiter's three major gas-extraction stations, sitting slightly above the atmosphere to collect gasses for fusion power, and to be shipped to other parts of the solar system, primarily the settlements on Ganymede and the extraction colonies on Europa.

Saturn:
Titan City (Settlement) ???
-The only settlement on Titan, and one of the most populated in the outer planets, control of Titan City effectively grants control of the Outer Solar System. The city is technically ruled under a UN mandate, and it is home to roughly 50 million people, while other settlements on Titan bring the population up to around 600 million.

Gamma-2 (Orbital) ???
-One of the orbiting stations of Jupiter, Gamma-2 is primarily a manufacturing station, taking gas from Dragon-3 and using it in fusion reactions to generate energy for manifesting, and to be sent to Titan.

Dragon-4 (Orbital) ???
-One of the orbiting stations of Jupiter, Dragon-3 rests in the upper atmosphere, collecting gasses to be shipped elsewhere.

Uranus:
Cloud-1 (Orbital) ???
-One of the seven "Cloud Stations" in orbit around Uranus, it is tethered to the others by massive cables, forming the Cloud network, taking advantage of Uranus's lower mass to extract numerous gasses from its atmosphere, to export to the rest of the solar system

Cloud-2 (Orbital) ???
-One of the seven "Cloud Stations" in orbit around Uranus, it is tethered to the others by massive cables, forming the Cloud network, taking advantage of Uranus's lower mass to extract numerous gasses from its atmosphere, to export to the rest of the solar system

Cloud-3 (Orbital) ???
-One of the seven "Cloud Stations" in orbit around Uranus, it is tethered to the others by massive cables, forming the Cloud network, taking advantage of Uranus's lower mass to extract numerous gasses from its atmosphere, to export to the rest of the solar system

Cloud-4 (Orbital) ???
-One of the seven "Cloud Stations" in orbit around Uranus, it is tethered to the others by massive cables, forming the Cloud network, taking advantage of Uranus's lower mass to extract numerous gasses from its atmosphere, to export to the rest of the solar system

Cloud-5 (Orbital) ???
-One of the seven "Cloud Stations" in orbit around Uranus, it is tethered to the others by massive cables, forming the Cloud network, taking advantage of Uranus's lower mass to extract numerous gasses from its atmosphere, to export to the rest of the solar system

Cloud-6 (Orbital) ???
-One of the seven "Cloud Stations" in orbit around Uranus, it is tethered to the others by massive cables, forming the Cloud network, taking advantage of Uranus's lower mass to extract numerous gasses from its atmosphere, to export to the rest of the solar system

Cloud-7 (Orbital) ???
-One of the seven "Cloud Stations" in orbit around Uranus, it is tethered to the others by massive cables, forming the Cloud network, taking advantage of Uranus's lower mass to extract numerous gasses from its atmosphere, to export to the rest of the solar system

Neptune:
Triton (Settlement) ???
-Home to the furthest flung reaches of humanity, Triton's colonies take advantage of the planet's extensive geologic activity to produce thermal power, allowing for widescale settlement of the icy moon. The population is thus roughly 90 million in total.

Hammer-1 (Orbital)
-Current capital of the Solar Revolutionary Front, once a gas-extraction station in orbit of the planet, the extracted gasses have been turned to power fusion generators to enable factories to go into wartime production.

Eagle-5 (Orbital) 1 Mech Fireteam, 2 Infantry Squads
-The nearest station to Hammer-1, Eagle-5 another gas-extraction station, now under threat by revolution forces.
 
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Part 2: Turn 1 Fall 2156
[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.
 
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Part 3: Turn 1, actions
[x] Plan: Plan
-[x] Write In
--[x] The Red Scare
-[x] Ground Combat
-[x] Declare the Revolution to the System: 2 dice
-[x] Reach out to the Workers of Eagle-5: 1 dice
-[x] Military Production: 1 dice
-[x] The Issue of Food Production: 2 dice
-[x] Set up a Court System: 2 dice
-[x] Institute an 8 hour Work Day: 1 dice
-[x] Find the American Fleet: 2 dice
-[x] Create a New Doctrine: 1 dice

We have christened the flagship of our meagre fleet the Red Scare, somewhat cheekily referring to the period in 20th century history where the original labor movements rose to prominence, and the backlash that surrounded them from the forces of reaction. While our ship is a bastion of liberation, to tyrants and the forces of reaction, it shall be terrifying indeed.

We also have decided to optimize our mechanized forces for ground combat primarily, improving their defensive abilities, at the cost of ability to operate in space. We shall rely on our ships, rather than hybrid forces.

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Declare the Revolution to the System:
Rolls: 20 + 3 + 7 + 4 + 14 + 8 + 10 + 9 + 2 + 1 = 78
Success!

While the revolutionary council does not currently have a spokesperson or an official head, it does have numerous members rom which they may elect a temporary spokesperson. Once that is done, a speech is written, and sent out. Via both radio and the Internet, the message is carried, placed on all social medias, and sites possible. While at first, corporate and national censors attempt to remove the declaration, it quickly becomes too late. People, ordinary working people, make copies of it, deliberately keep it alive. You can't know how far it's spread, but you know it's reached an audience of people just waiting to hear it.

People of the Solar System. for to long we have toiled at the behest of those that consider themselves above us. Those who destroyed the earth with their wars and greed, those who force us into dangerous tasks for minimal pay, keeping us trapped in slavery with chains of debt and paper. Today I say, no more. We are the Solar Revolutionary Front of the Independent Station Hammer-1. We declare from this day forward that humanity shall be liberated from its chains. The old order shall be torn down, and in its place a new world built. A world of hope and justice, where all people might live free.

(Gained +??? Revolutionary Sentiment)

Reach out to the Workers of Eagle-5:
Rolls: 5 + 13 + 12 + 19 + 6 = 55
Success!

The people of Eagle-5 are equally as oppressed as we once were. While the executives and higher-ranking company members of the station live in comfort, if not luxury, the average worker of Eagle-5 lives in crippling debt, imposed upon them by the education system that they are legally mandated to attend. They are then forced into hazardous work environments, all for the benefit of their bosses, while being forced to spend money only in company stores. Many a worker on Hammer-1 has horror stories of fellow "valued employees" being killed by space debris, only for their suit to send them floating off to "avoid further damage to company property" denying even a proper burial. There are countless more horror stories from every other industry as well.

We have managed to make contact with a figure on Eagle-5 by the name of Ngoma, who claims to be a representative of an underground movement on the station, made up of workers without legal citizenship in the United States, brought over and exploited for cheap labor. It seems that Eagle-5 has exploited these tensions between "Legal" and "Illegal" workers for the benefit of the executives, stoking the fires of often racial conflict, to distract from the true enemy, those in power. Ngoma has agreed to ready forces once we send our own troops to liberate Eagle-5, as well as providing important information about the security garrisons there. This information, and assistance, should be invaluable.

Military Production:
Rolls: 18 + 11 + 15 + 16 + 17 = 77
Success!

The Nanofoundries fire, and more and more gasses and materials are pulled from the planet's atmosphere. Nearby smaller moons are mined, and production gets up and running.

You have 3 points of production to allocate, what do you spend it on?

Ships come in three classes:
- a Capital Ship, worth 5 points
- an Escort Ship, worth 3 points
-a Fighter Wing worth 2 points

Units come in 2 variations
- a Mech Fireteam, worth 1 point
- an Infantry Squad, worth 1/2 of a point

[x] Write In

The Issue of Food Production:
Rolls: 19 + 4 + 16 + 18 + 10 + 3 + 11 + 1 + 12 + 5 = 99
Success!

The Nanofoundaries fire, producing more and more hydroponics units. Soon, with a small change in labor organization, we have created a new group, the Agricultural Worker's Union, responsible for growing the food that keeps Hammer-1 running. Tomatoes and Lettuce, with Bean and Soy for protein. It may not always be an appetizing meal, but it will keep the station fed.

(You have solved Hammer-1's food production issues completely)

Set up a Court System:
Rolls: 8 + 7 + 14 + 18 + 12 + 11 + 9 + 17 + 19 + 1 = 116
Critical Success!

The Revolutionary Council begins the process of setting up Revolutionary Tribunals. Ordinary people from the populace are randomly selected to serve on the Tribunal for each individual trial that a jury is requested, while several people have volunteered to be judges. Legal defense is offered to any who request it, though for most cases that are non-criminal, arguing your case is generally found to be acceptable. Most of the time, the rulings are abided by, as impartial arbitration is a powerful thing. When the rulings are not abided by, they are enforced by the rest of the population, or in it's most extreme cases, by the Revolutionary Militias.

(Set up a functioning court system, that should be widely applicable as more territories are captured.)

Institute an 8 hour Work Day:
Rolls: 20 + 18 + 2 + 14 + 19 = 73
Autopass!

For to long has the common worker been exploited. Back in the days of the 20th century, unions fought, sometimes literally, for the 8 hour workday, only to find that right eroded away by centuries of increasing power from the forces of capital. With the stations in space being de-facto corporate territory, they could circumvent what restrictions did exist. No longer however. While it is to some degree a symbolic announcement, the citizens of Hammer-1, and eventually all of the Solar System, shall have a legally mandated, and enforced, 8 hour workday with overtime pay. This is meant with joy from the citizens of Hammer-1, and hopefully will be met with similar excitement by further members of thee revolution.

(Morale + 3)

Find the American Fleet:
Rolls: 6 + 3 + 12 + 2 + 16 + 14 + 20 + 11 + 4 = 88
Success!

In the vast void of space, it is easy to forget distance. After all, the distances involved are quite incomprehensible to humans. Most people think "far" is how long it takes to walk from one end of a station to the other, but that's a drop in the bucket when compared to the vast emptiness of space. The American Fleet may be equipped with the most advanced technology in the solar system, but even it is a slave to this constraint.

The American Fleet will arrive on Turn 3

Create a New Doctrine:
Autopass!

Space combat is something that is widely untested, with much of the theory behind it coming from early space-theorists, and aquatic naval traditions. If we are to succeed in liberating the Solar System, we will need to innovate, to defeat the larger, and more powerful navies that surround us.

(unlocked options on the next turn to invest in new Naval Theories)
 
Part 4: Turn 2, Winter, 2156
[X] Plan: Building a escort
-[X] Build a escort ship

The Nanofoundaries are hard at work producing an escort ship for the Redd Scare, a single Frigate, patterned after the SRC model. Equipped with numerous flak batteries, with large main canons, the traditional role of the Escort ship is to create a screen for larger vessels. With only one of them however, we shall instead use it primarily for it's defensive capabilities in reserve, to defend Hammer-1 itself, until more vessels are built.

International Affairs
3 dice

[x] Know thy Enemy: We know in the widest of terms who our foes are, but it always serves us well to identify specifically our enemies and potential allies. Knowledge is power after all, and the more in depth our knowledge, the better our results will be. DC 40, Max 1 Dice

[x] Create Revolutionary Media: It is important that the workers of not only Hammer-1 but of the solar system in it's entirety are kept aware of the actions of the revolution, to avoid the prevailing narrative being that of the Bourgeoisie and Reactionaries. With the success of the Declaration of the Revolution, it is time that we spread out media reach. DC 40/60/80/100 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

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] Trials for Executives: Many of the executives responsible for the running of the station were captured in the initial revolution. While for the time being them and their collaborators have been kept in confinement to prevent the outbreak of a reactionary counter-revolution, this is an untenable position. They must be tried, both for justice, and to show to the rest of the Solar System that we believe in justice, not revenge. DC 40/60/80, Max 2 Dice

[x] The Issue of Education: With the collapse of the central governing body of Hammer-1 and the rise of the Revolutionary Council, the education system has taken a bit of a hit. Many of the teachers that ran classes for children and adults respectively, have continued to do so, but the quality of this education varies massively, with differences in the quality of educational materials across classrooms, and of course, the lack of options for higher education available for many workers. We need to address these inequities, and begin the training of many workers for more higher-skill professional positions, so that we can continue to run much of the machinery present on the station. DC 20/40/60, Max 2 Dice

[x] Military Organization: Currently the military of Hammer-1 is a slapdash mix of self-organized militias, and ships directly controlled by political appointees from members of the Revolutionary Council. We must set up a true military system, but how shall we do so? Autopass, Opens up decisions for how the military will be structured

Operations

3 dice
[x] Scouting Neptune: The Triton colony, is within range of our military. We could quietly attempt to scout out their defenses to make future assaults, or even negotiations easier. DC ??? Max 1 Dice.

[x] Assault Eagle-5: It is time. Eagle-5, much like the rest of the Neptunian settlements, doesn't have a naval force capable of repelling any assaults. Combined with assistance from Ngoma and his partisans, we may be able to take the station, and liberate more of our comrades. Begins the Battle of Eagle-5

[x] Military Doctrine (Long Assault): The vastness of space is incomprehensible to humans, in a variety of ways. However, with advancements in computing technology, it is very possible for us to predict the movements of enemy vessels far in advance. If we work on longer range weaponry, then it may be possible for us to destroy enemy vessels from a great distance, perhaps even before they know we are there! This doctrine will be focused mainly on Capital Ships, as they tend to have the longest range of any vessels we are capable of constructing. Proponents argue that fighting at a greater distance could eliminate the need for fighter wings, who are mostly used in close-range combat, while detractors point out that many long range weapons have downsides, such as missiles being countered by Flak weaponry, or how Railgun projectiles have high risk of impacting other bodies in the system due to inertia. Autopass, roll for effectiveness of doctrine

[x] Military Doctrine (Close Assault): While space may be vast, it is equally possible to close distance rapidly, due to advances in thruster technology. If we are capable of getting in close to enemy ships, it will bring our fighters more into play, and negate the advantages gained by the presence of escort ships. Proponents of the doctrine argue that getting in close to enemy ships opens up more opportunities to board ships, which can help in the strategic layer to improve our material deficiency relative to the powers of earth. Detractors point out that getting in close to enemy ships may make it easier to be hit by broadsides and other attacks from escort and capital ships. Autopass, roll for effectiveness of doctrine

[x] Military Doctrine (Guerilla Tactics): A bit of a departure from the other two proposed military doctrines, the Guerilla doctrine emphasizes the operational duration of our smaller ships. The theory is, that rather than fighting with large capital ships, a greater number of smaller ships, equipped for long range operations can wreak havoc on enemy supply lines, and improve our operation range drastically. Proponents point out that if we equip or fighters in particular well enough, we may be able to effective create long-range hit-and run fighters, able to get to a target at high-speeds, launch a payload, then escape at equally high speeds. Detractors point out the lack of defensive tactics for the doctrine, as it's focus on offense may lead to a lack of traditional capital ships to defend possessions that could be taken. Autopass, roll for effectiveness of doctrine
 
Part 5: Turn 2, Actions
[X] Plan: Big Guns for Big Boys
-[x] Know thy Enemy 1 die
-[x] Create Revolutionary Media 2 die
-[x] Military Production 3 die

-[x] Military Organization
-[x] The Issue of Suffrage
-[x] The Revolutionary Charter
-[x] Military Doctrine (Long Assault) 3die?
Know thy Enemy

Rolls: 2 + 16 + 5 + 17 + 19 = 59
Success!

We have sent feelers out through the media, as well as reaching out to sympathetic members of various other stations and colonies that we have managed to reach. The news is fairly grim. Two of the four main global powers are already hostile to us. The United States, and the Sovereign Republic of China both have declared us to be terrorist movements. This is likely due to the fact that we have already liberated "American" territory (in reality territory controlled by an American corporation.) While various Chinese corporations own a controlling stake in Triton. The Russian Federation and the European Union are tentatively neutral, for now. But with both powers claiming various settlements and stations in the outer planets, we may run into issues in the future.

On the other hand, if we can avoid European and Russian territory, it may cause the other powers to blame them all the more. And on the positive side of things, while the official government responses, and corporate responses have been negative, as far as we can tell, we possess decent popular support among many space stations and colonies, as the masses of the solar proletariat seem primed to rise up, so long as they manage to get more than corporate news. Which brings us to our next move...

Create Revolutionary Media
Rolls: 1 + 2 + 16 + 11 + 19 + 8 + 6 + 17 + 10 + 11 = 101
Critical Success!

It's a fact of life that most media in the 22nd century is corporate controlled. Thus, only the perspectives that corporations wish to talk about, and only the agendas they wish to push, are brought up. While it is an era of unprecedented access to media, what with most civilians possessing highly advanced cell-phones, most of these phones are restricted from accessing certain sites by their software.

Thus, we start small. Radio. While it's not as widespread as internet usage, it's far easier to access unrestricted by your average citizen. Radios are fairly easy to build, and easy to hide. We've thus begun to put out radio broadcasts promoting our ideology, and brining news that carriers our own perspectives... alongside a somewhat sneakier move.

We've begun to broadcast methods to jailbreak civilian phones and other methods of media access, to get around corporate and national censors. This serves a dual effect of allowing us to spread onto the internet broadly unchallenged, as out jailbreaking methods have so far been more effective than their counters, but has also improved public trust in us. After all, we're not merely promoting our own agenda, we're giving people the ability to get news and information from multiple sources, which is a good PR spin. And, our experts have improved their media abilities greatly due to this experience.

Gained 1 dice for usage in Media actions.

Military Production
Rolls: 13 + 2 + 19 + 8 + 9 + 12 + 14 + 17 + 7 + 18 + 10 + 1 + 11 + 20 + 15 = 176
Critical Success!

Gained 8 production points to spend!

What will you spend the production points on?

[x] Write in

Military Organization
Autopass!

We have identified several potential methods of military organization that we can utilize, with their benefits and drawbacks alike.

New options will be available for the Turn 3 vote!

The Issue of Suffrage
Autopass!

We have spoken for hours on end with the various factions in the committee, and quite frankly, shouted until we're hoarse. Now, we have a final decision in front of us.

New options will be available for the Turn 3 vote!

The Revolutionary Charter
Autopass!

The very structure of of our republic is finally being hammered out. People are making propositions, factions are drafting amendments, and the chairpeople of the council are, as they always do, debating.

New options will be available for the Turn 3 vote!

Military Doctrine (Long Assault)
Rolls: 6 + 5 + 16 + 10 + 2 + 9 + 13 + 11 + 9 + 14 + 20 + 18 + 17 + 3 + 1 = 154
Critical Success!

Long Assault. We've fired up the nanofoundries to produce long-range weaponry, we've retrofitted our capital ship, and we've begun spooling up the various computer systems to create predictive algorithms for our ship's canons. It will be necessary to have our calculations down to the smallest decimal, as even a minor bit of error could lead to catastrophe. After all, in the vaccum of space, sometimee your greatest enemy isn't the ship you're fighting, but Issac Newton.

Gained +20 to all combat rolls, and an additional operation dice for battles!

-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/
Sorry for the delay, caught a bit of flu.
 
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