Voting is open
[X] Repair The Dune Fleets

[X] Native Enlightenment

Maybe try a more militant style of enlightenment.
Use aircraft to drop sleeping gas and then collect the people to force-teach them history, culture and how far they have fallen.
 
Vote closed New
Scheduled vote count started by HeroCooky on Jan 31, 2025 at 6:00 PM, finished with 9 posts and 7 votes.
1 = Domination
2 = Enlightenment

Oh, @DiscordOxymoron, I just realized that the UNSC shouldn't have access to any Energy Weaponry due to your previous choices. Please disregard all statements to the contrary. :sour:
HeroCooky threw 1 2-faced dice. Total: 2
2 2
 
Last edited:
First Dawning Crisis New
3rd March of 2991
[First Dawning Crisis]

The merchant did not come.

Usually, an independent merchant owning a JumpShip and some DropShips (by the way, someone should figure out why the natives of this universe are so insistent on smashing two words together and writing them with upper-case letters despite that) travels through the region where the UNSC has set up shop every three years on a circular route from the Aurigan Coalition to the Deep Periphery before hopping into the Magistracy and leading back to the first, selling high and buying low. The planets here use the opportunity to trade, exchange goods with each other, and obtain services and goods from the convoy, such as machinery that could not be produced locally.

While the lack of such machines that Furina De Fontaine cannot produce herself is not a problem yet, it will become an issue in the future, and many people are nervous that some critical machines will not even be functional in decades. From ancient power plants whose shut-downs would likely end in nuclear meltdowns, rare water purification systems that cannot be replaced by Furina models due to their near-eldritchly low maintenance and power needs, to some less noticeable items that would require extensive research time to be dedicated by the Furina, a lot of systems kind of hinge on that convoy traveling through the region.

There is, naturally, always the option by the UNSC to dedicate itself to solving the problems itself. Yet, such would take years away from other projects and the uplift and incorporation of more systems and people into the union of the Confederacy.

So, some people suggested that the Furina De Fontaine make the year-long round-trip to the Aurigan Coalition to see what has happened.

Others have suggested that the approaching crisis could be used as an opportunity. The JumpShip of ComStar could be repaired relatively quickly thanks to a recently gained understanding of KF-Drives and its DropShips revitalized. All in the name of the oldest way to gather information that the Inner Sphere and Periphery know; "Mercenaries" traveling through the area.

The idea may sound crazy, but as its proponent pointed out, nobody will care if a mercenary command travels through the area in search of worthwhile work instead of, say, an alien spaceship donut that violates all known (and forgotten) laws of FTL travel with alien technology and a functional AGI onboard that would rile up everyone from here to the Horsehead Nebula. (This would also ensure that the Furina can visit Arcanum to see if the planet is willing to join without being distracted.) The Shimmering Petals may also be persuaded to act as the front-runners of such an operation in the name of the UNSC while still under the same employment.

The proponent also assured everyone that this has nothing to do with the proposal recently ferried around on Gunhallow to begin with the native production of newly designed BattleMechs thanks to the framework of a greatly-automated Fusion Engine Factory already rising into the skies due to designs of said engines already leaving the final stages of their prototyped existence into production-ready status.



What Now?
(6-Hour Moratorium)
[] Visit The Aurigan Coalition
Let's see why the merchants haven't visited in a while.
[] Colonize Places (Write-In Number)
The Furina De Fontaine has discovered several systems and places in already visited systems that are viable for colonization. The maximum number of new colonies is 28, spaced into 7 new and already visited/incorporated systems.
[] Visit:
-[] Sjávarhús I

(Point of Interest: Inner Sphere Contacts?)
-[] Cenoma II
(Point of Interest: Advanced Human Augmentations?)
-[] Zhao's Rest
(Point of Interest: The System)
-[] Holy Diaconate of the Blessed Baptist Church
(Point of Interest: Primitive Native Space industry)
-[] Numaris
(Point of Interest: ComStar Ruins?)
[] Aid The Development Of The UNSC
3 Actions:
-[] A Mercenary Company

The idea is simple; the Furina would gain everyone's attention, so something that wouldn't gain much attention is required. Mercenaries fit that bill, and with the aid of some pork barrel clever spending, the funds directed to gain another FTL-ship for the UNSC can also net the nation 2 Native Mechs to march at the front and as pioneers of its patriot spirit!
(Requires 3 Actions.
Gain: 2 Mech Designs and 16 Produced + 1 JumpShip + 2 Refurbished Dropships = 1 Mercenary Spy Group.)

-[] System Developments
--[] Gunhallow

Gunhallow requires more of everything. Some time spent utilizing the factories and machinery of the Furina would drastically decrease the time to get the planet to produce something worthwhile.
(Gain: The Second Milestone for Gunhallow.)
--[] Council of Affati
With the affairs of the UNSC somewhat in order and the prospect of more stable trade relations to dangle in front of the Council, re-visiting them to entice them further for some concessions could be beneficial.
(Gain: Accelerates subversion of Affati.)

-[] National Military Framework
A nation without an army only exists at its neighbor's agreement. We must protect ourselves to the best of our ability.
(Begin creating a UNSC military.)

-[] A Mech For A Nation
Wait, we can...holy shit! - Gunhallow native.
(You will create your first BattleMech. (You can utilize Primitive Fusion Engines in the design.))

-[] KF-Drive, KF-Drive, KF-DRIVE
Begin creating the groundwork for JumpShip production.
(Requires 2 Actions. Stars the industry to create (Hybrid)JumpShips.
It will take ~40 years to produce 1 JumpShip per year...per Action put in.)
 
Last edited:
So jumpship production is important but at 40 years it is a bit… lackluster on return when we'd still have to keep putting in actions per ship produced.
Remind yourself that you are trying to create JumpShips as a polity that barely exists right now. The time required to set up the industries will go down the better your planets are industrialized, and you have just gotten the first Action bump for the option of spending a year developing your nation.
 
The idea of creating an "Merc" company to gain information sounds neat, especially since it has two Mech Design actions baked in.

That being said, since it was clarified since the Action vote that the JumpShip Production only needs to be selected once to start the 40-year industry startup period, I'm thinking of doing the KF-Drive action to get it started now. And maybe doing the Affati Subversion for the 3rd action.
 
Last edited:
I'm still of the opinion that we should try and get the spacers from Zhao's rest into our nascent Star Empire Republic!
They would be a huge help getting Jumpships up and running, while also solving staffing issues.
 
Oh, @DiscordOxymoron, I just realized that the UNSC shouldn't have access to any Energy Weaponry due to your previous choices. Please disregard all statements to the contrary.
Oh good, then we're making Talos then! More (Primitive) Armor to the (Primitive) BattleMechs! :V

Uh, reading update now. @_@;

EDIT: Wait a damn sec, is BattleTech (the game) happening now in the Aurigan Coalition? Wait, didn't that start around the 3000-ish? Huh...
 
Last edited:
The Aurigan Restoration happened around ~3024~3026.
Huh, nevermind then. Also, if we do pick Mercenary Command/Spies, can we put a sub-action for them to do the Check On Aurigan Coalition instead? Or is it advised for the Furina to do so despite warnings of being so out of place? :V

And behold, Prototype v2s!- OH GOD ANOTHER HANDHELD-SHAPED WEAPON?!

The lack of Energy Weapons didn't deter the designers for the Sheriff and Guhslinger respectively. Instead, it seems like the free two tons were maximized to both designs with the Sheriff having another ton of ammo for its Heavy Coilgun which was now shaped like a handheld (jettison-capable) Winchester Rifle slung at the back of the Sheriff whilst the Guhslinger went for more armor. In order to facilitate being able to grab it, the Sheriff designers made both arms of the mech capable of hyper-extending backwards to grab it just like a regular sheriff does when pulling their rifle over their shoulder! ...does the coilguns really have to take the shape of actual guns?!
Sheriff (Prototype) SHRF-00GH-2
Mass:
80 tons
Chassis: Liyue Heavy Industries Archon Assault-Grade 80
Power Plant: Natlan Energy Incorporated Phlogiston 290
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: N/A
Jump Capacity: 0 meters
Armor: Liyue Heavy Industries Heavy Industrial
Armament:
2 Thunderbolt 15
1 Fluid Gun
Manufacturer: Fontaine BattleMech-Mobile Suit R&D
Primary Factory: Gunhallow
Communication System: Sumeru Network Communications Seelie Communication Suite 1
Targeting & Tracking System: Inazuma Foresight Department Vision-n-Delusion Suite 1
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-F
Cost: 7,707,540 C-bills

Capabilities
Armed with -two- UNSC Heavy Coilguns both in the shape of Winchester rifles, slung over the shoulders of the Mech, with the power of an assault-grade autocannon, the Sheriff is a fearsome adversary to those that face it due to its Extreme range capability. It is armed with a Light Coilgun installed in the Center Torso supplied with a ton of ammo located in the Head for unlikely but still possible close-up defense against infantry and the likes as using a Heavy Coilgun against flesh targets seem like a warcrime. The Heavy Coilguns are supplied with three tons of ammo which is more than enough to theoretically singlehandedly deal with a similar Assault Class BattleMech. In order to facilitate managing to 'grab' the Winchester Rifles slung at the back of the Sheriff, the arm actuators are made to hyper-extendable, forgoing the Battle Fists quirk as a result due to the required finessse and care for such abilities needed. Such equipment change was only made possible when switching from Primitive Armor to Heavy Industrial (and in the future Standard) Armor.

History
The first BattleMech prototype design by the UNSC's first foray to BattleMech-Mobile Suit design. Aptly named the Sheriff to signify the protectors of Gunhallow before the UNSC's intervention of the last pirate raid.

Type: Sheriff
Technology Base: Inner Sphere (Advanced)
Tonnage: 80
Battle Value: 1,620


Equipment Mass
Internal Structure
8​
Engine
290 Fusion​
17.5​
Walking MP:
3​
Running MP:
5​
Jumping MP:
0​
Heat Sink:
10​
0​
Gyro:
3​
Primitive Cockpit:
5​
Armor Factor (Heavy Industrial): 247
15.5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
25​
38​
Center Torso (rear)
12​
R/L Torso
17​
26​
R/L Torso (rear)
8​
R/L Arm
13​
26​
R/L Leg
17​
34​


Weapons
and Ammo​
Location Critical Tonnage
Fluid Gun
CT​
2​
2​
Thunderbolt 15
RT​
3​
11​
Thunderbolt 15 Ammo (12)
RT​
3​
3​
Thunderbolt 15
LT​
3​
11​
Thunderbolt 15 Ammo (12)
LT​
3​
3​
Fluid Gun Ammo (20)
HD​
1​
1​

Features the following design quirks: Easy to Pilot, Hyper-Extending Actuators, Improved Targeting (Long), Improved Targeting (Medium), Improved Targeting (Short), Improved Sensors, Difficult to Maintain, Prototype
EDIT: (02-03-2025): Yeah, the Sheriff quite had a facelift that I wonder if I didn't just make a lighter Nightstar as a result. Still, it doesn't have much in the way of close-up defense. The Battle Fists were foregone/explained as being done away due to the Hyper-Extending Actuators being finicky enough. This wouldn't make sense if done in a regular MegaMek match due to Heavy Coilguns being installed in the Side Torsos. So basically the Hyper-Extending Actuators are more there for flavor. And due to ammo being installed in the Head for the Light Coilgun (as there is no space in the Side Torsos due to the Heavy Coilguns and their three tons of ammo each, there is no Searchlight quirk for the Sheriff. @_@;

Guhslinger (Prototype) GHS-00GH-2
Mass:
75 tons
Chassis: Liyue Heavy Industries Archon Heavy-Grade 75
Power Plant: Natlan Energy Incorporated Phlogiston 270
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: N/A
Jump Capacity: 0 meters
Armor: Liyue Heavy Industries Heavy Industrial
Armament:
2 MML 9
2 Medium Coilgun (Handheld)
Manufacturer: Fontaine BattleMech-Mobile Suit R&D
Primary Factory: Gunhallow
Communication System: Sumeru Network Communications Seelie Communication Suite 1
Targeting & Tracking System: Inazuma Foresight Department Vision-n-Delusion Suite 1
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-F
Cost: 6,972,000 C-bills

Capabilities
Equipped with two Medium Coilguns, both shaped as handheld (jettison-capable) revolvers, and two MML-9s, the Guhslinger is intended to be a respectable trooper aka a jack-of-all trades contrary to the city defender(?) role of the Sheriff. All weapons are supplied with two tons of ammo each, the MML-9s in particular with this arrangement is capable of fielding various ammo types depending on the situation despite the risky nature of having that much explosive ammo in both side torsos despite the presence of blowout panels to mitigate such catastrophic event. This variant uses Heavy Industrial Armor, which is theoretically similar in Standard Armor thus freeing up enough space for its improved MMLs and more ammo for its arsenal of weaponry. The half ton remaining space was dedicated to installing a Searchlight located in the Head for night missions.

History
What started as a different variation of the proposed Sheriff BattleMech, named Guhslinger, became its own proposal after a drunken brawl between the two groups of designers. Intended to be like the 'Cowboys' of the Wild West with two 'revolvers' with various 'tricks' in the form of the double MMLs. Oh, and it's five ton smaller in order to tell the other design group that now it's a totally a brand new design rather than a variant. Eggheads...

Type: Guhslinger
Technology Base: Inner Sphere (Advanced)
Tonnage: 75
Battle Value: 1,456


Equipment Mass
Internal Structure
7.5​
Engine
270 Fusion​
14.5​
Walking MP:
3​
Running MP:
5​
Jumping MP:
0​
Heat Sink:
10​
0​
Gyro:
3​
Primitive Cockpit:
5​
Armor Factor (Heavy Industrial): 231
14.5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
23​
35​
Center Torso (rear)
11​
R/L Torso
16​
24​
R/L Torso (rear)
8​
R/L Arm
12​
24​
R/L Leg
16​
32​


Weapons
and Ammo​
Location Critical Tonnage
CASE
RT​
1​
0.5​
MML 9 LRM Ammo (13)
RT​
1​
1​
MML 9 SRM Ammo (11)
RT​
1​
1​
MML 9
RT​
5​
6​
Medium Coilgun Ammo (70)
LA​
2​
2​
Medium Coilgun (Handheld)
LA​
2​
4.5​
Blowout Panel (CASE)
LT​
1​
0.5​
MML 9 LRM Ammo (13)
LT​
1​
1​
MML 9 SRM Ammo (11)
LT​
1​
1​
Blowout Panel (CASE)
LT​
5​
6​
Searchlight
HD​
1​
0.5​
Medium Coilgun Ammo (70)
RA​
2​
2​
Medium Coilgun (Handheld)
RA​
2​
4.5​

Features the following design quirks: Battle Fists (LA), Battle Fists (RA), Easy to Pilot, Improved Targeting (Long), Improved Targeting (Medium), Improved Targeting (Short), Improved Sensors, Difficult to Maintain, Prototype
There were attempts to make lighter Primitive BattleMechs to help complement either the Sheriff and/or the Guhslinger, but it was found that both Primitive-grade Armor and Primitive-grade Engine made it unfeasible sadly. We will have to wait until we have access to both Standard-grade Armor and Fusion Engines before undergoing such endeavor.

I really tried making Light and Medium Primitive BattleMechs but it's no go for me since higher movement requires bigger Primitive Fusion Engines which are 1.2 more heavy than a regular Standard-rated Fusion Engine. Dx I also wanted to make Quads a thing but I reckon it's best to go with the Wild West aesthetics with the Sheriff and Cowboy... :V

EDIT (02-03-2025): Changes done to the Guhslinger v2: Primitive Armor to Heavy Industrial Armor, MML-5s to MML-9s, and two more tons of ammo for the handheld Medium Coilguns. :V And there was 0.5 ton free space left which I dedicated to putting a Searchlight installed in the Head. Yeah.
 
Last edited:
Also, if we do pick Mercenary Command/Spies, can we put a sub-action for them to do the Check On Aurigan Coalition instead?
My sibling in Stompy Mechas. You wil Clan Wolf that shit and I will write glories you cannot imagine.

Edit: Creating a Mercenary Company will lead to you getting information without popping into the IS with the Furina and getting a ComStar infestation in your ass ASAP.
 
Last edited:
My sibling in Stompy Mechas. You wil Clan Wolf that shit and I will write glories you cannot imagine.
...Sooo, is that a yes, an affirmative, or...? :V

OH GOD, WHAT IF THE DRAGOONS MISTOOK US AS CLAN WOLVERINE?! OR WORSE, AS THE DESCENDANTS (technically) OF THE TERRAN ALLIANCE?!

EDIT:
Edit: Creating a Mercenary Company will lead to you getting information without popping into the IS with the Furina and getting a ComStar infestation in your ass ASAP.
Oh.... ._. Conundrum. Wait, so what's the difference Of Mercenary Command with Mercenary Company especially the former? o_o? I assumed they were one of the same despite different 'C' word. @_@;
 
Last edited:
None. Clarified that in the vote.
Ah, gotcha. Still... I really want to do it but I doubt people want to join the canon mess yet.

So two proposed plans!

[] Merc Company to Aurigans!
-[] Aid The Development Of The UNSC
--[] A Mercenary Company (3 Actions)
---[] Send to Aurigan Coalition.


As stated, we make a Merc Company. I think the reason to do this is to (hopefully) split focus ComStar towards us. Why? This is in hopes that they'll be focused on us before the Dragoons come in the 3005 (<--- quick Google search) which may or may not be a bad thing. Though I am less inclined to do this despite curiosity on why the Merchants are gone. (Is the Second/Third? Succession War happening right now?)

[] Gunhallow Focus
--[] System Developments (Action 1)
---[] Gunhallow
--[] National Military Framework (Action 2)
--[] A Mech For A Nation (Action 3)


The other Plan I'm proposing is focusing in Gunhallow, and if the previous options are still available, we nab the following option:

[][Gunhallow] God Is Great, Rifles Are Better
With growing industrialization and its knock-on effects, and more education available to all, the attention of Gunhallow has shifted to ensuring that its military affairs are in order, a standing army is made without any seeping corruption, and the BattleMechs obtained by joining the UNSC (as its capital, Whoot!) are being piloted and trained on. This clear show of the might Gunhallow now possesses brings pride and certainty.

...if it is still there. This is to prevent corruption which might be better in the long run despite potentially other good options being there.

Also, QM, wasn't the Arcanum tournament this year? Do we have to spend an action to go there or is it assumed we go there now if we don't let the Furina go to another system?
 
[X] Merc Company to Aurigans!
-[X] Aid The Development Of The UNSC
--[X] A Mercenary Company (3 Actions)
---[X] Send to Aurigan Coalition.


[X] Gunhallow Focus
--[X] System Developments (Action 1)
---[X] Gunhallow
--[X] National Military Framework (Action 2)
--[X] A Mech For A Nation (Action 3)
 
Last edited:
[X] Merc Company to Aurigans!
-[X] Aid The Development Of The UNSC
--[X] A Mercenary Company (3 Actions)
---[X] Send to Aurigan Coalition.

I want some news.
 
Last edited:
Voting is open
Back
Top