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Began originally as part of a research initiative between the Capellan Confederation and various industrial concerns and military R&D organizations throughout the rest of ORDI, it was noted that while their needs were serviced by the Man-At-Arms and before that, the Minuteman, as well as the overall benefits of widespread parts commonality, this was a far lesser concern with regards to the need for mech-scale firepower miniaturized on an infantry-scale.

By late 3049, Republic forces, often finding themselves hard-pressed with only missile launchers and weapons effective against light armored vehicles, were demanding an answer for the foes reaping their way through some of the most battle-hardened infantry units in known space.

None of the five member states of the Initiative could come to a firm agreement on what role these proposed larger battle suits should serve during their initial conception, and debate was still ongoing as far back as the Mandate and Outback Interventions. As the new year arrived and rumors of technologically advanced marauders hit the Rimward Periphery's ears, that debate's conclusion had become of dire importance.

The fact of the matter was, that the amount of production for such specialist equipment was liable to be limited in scope, and not deployed to the scale at which the Helghan Republic Armed Forces and its derived PAL equipment utilized by the rest of ORDI was. Thus the benefits of easy familiarity between the involved states were all but lost. This led to the conclusion that each would have to start from the base specifications and then forge their own paths.

The Republic Army could be said to have done no more than thoroughly scrutinized intelligence reports on the efficacy of the so-called Clan Elementals, colloquially dubbed armored 'Fleas' for their Jumpjet capabilities and their iconic hopping maneuvers, and lament the inability to retain such mobility, given the initial, and far more limited, capabilities the Confederation's research had provided to the project.

Still, needs must be when the devil drives.

While the above notion is rather ironic, given the epithets applied to the stinging barbs of 'red-eyed devils' that so effectively bogged down captured Clan POWs, especially praised for their elan and resilience by those interviewed Elementals who fell to their efforts, the reality of such trades was grim. Great focus was placed on the terrifying military efficiency of these Clan infantry units during the Republic's propaganda campaign, and the efforts of ORDI's mechanized divisions to meet and match them, but the results would inevitably be sanitized for public consumption.

It was almost always a slaughter.

Eventually, the Army had decided it had seen all it had needed to see. The most effective addition to Republic military units, going as far back as the Aurigan Civil War, has always been the ready-to-hand placement of Irradiated Petrusite weaponry amongst the infantry forces, as quoted by the commanding officers and analysts put in charge of the Helghan Republic's Raven Interstellar paramilitary company, often the first to test out prototype weaponry and see where improvements needed to be made.

Raven Interstellar would again be the first to showcase some of the capabilities of the newest armor design along the Gunzberg line the following year, taking part in fierce fighting alongside numerous other Mercenary outfits hired by the Helghan Republic to come to the Free Republic's aid.

Primarily manufactured by Helghan State Arms, in both the production and consultation for the highly volatile Irradiated Petrusite Support Cannons, as well as the other equally deadly Petrusite munitions, in cooperation with Helghan Consolidated Arms (for the advanced armatures and lifesaving systems in the battle suits), it was not long before other units in the Republic military started to see themselves reinforced with the equipment.

It was noted early on that, due to the current focus on defensive actions among the units operating along the Free Republic's frontline, often fighting from reinforced earthworks and concealed bunkers, the Republic HTBA-01 Heavy Trooper Battle Armor would often find itself fighting from entrenched positions and might even only reveal their presence to their Clan equivalents at the very last second due to the relative close range of their weaponry, or else providing fire support against massed armored units via missile fire.

While superior in every way to the latest Helghast platform, Clan Elementals had no true answer for a weapon capable of boring a hole through inches of reinforced steel, nor the havoc the substance wreaks on their delicate electronics. If a Clan Elemental found itself struck by such, and survived to tell the tale, it's often said that their ride surely wouldn't. And given the pressure the Republic military had been placed under, on the end of a taut logistical leash, a mission kill was 'good enough' for government work.

They would find their capabilities pressed to the limit during ORDI's counter-offensive operation in the early months of 3050, where they would be expected to keep up with their far more mobile counterparts. The usage of counter-grav armored personnel carriers rated to deliver them to battle and dodge enemy fire would be paramount to their effective utilization, and while the results--critically wounded BattleMechs felled by massed Petrusite missile fire, numerous destroyed Fleas, and thoroughly savaged Clanner armored columns--would speak for themselves, this was often always in spite of its numerous limitations.

Still, infantry units both inside and outside the Republic military often cited the addition of such equipment as a key element in their survival when confronted with their much better-armed adversaries.


Code:
Heavy Tooper Battle armor HTBA-01
Type: Heavy Tooper Battle armor
Manufacturer: Helghan State Arms, Helghan Consolidated Arms
    Primary Factory: Phyrrus

Tech Base: Inner Sphere (Standard)
Chassis Type:  Biped
Weight Class: Medium
Maximum Weight: 1,000 kg
Battle Value: 195
Swarm/Leg Attack/Mechanized/AP: No/No/No/No
</p>

Equipment                                     Slots      Mass 
Chassis:                                               175 kg   
Motive System:                                                 
     Ground MP:          2                              40 kg   
     Jump MP:            0                               0 kg   
Manipulators:                                                   
    Left Arm:            Armored Gloves                  0 kg
    Right Arm:           None                            0 kg
Armor:                   Standard (Basic)       0      450 kg   
    Armor Value:         10 (Trooper)                           

                                         Slots         
Weapons and Equipment         Location (Capacity)   Mass
Support PTC                   Right Arm     2       250 kg
P LRM 1 (OS)                     Body       3       40 kg
P LRM 1 (OS)                   Left Arm     3       40 kg

#design
 
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#Design

These are the updated stats for the Heavy Trooper.
Code:
Heavy Tooper Battle armor HTBA-01
Type: Heavy Tooper Battle armor
Manufacturer: Unknown
    Primary Factory: Unknown

Tech Base: Inner Sphere (Standard)
Chassis Type:  Biped
Weight Class: Medium
Maximum Weight: 1,000 kg
Battle Value: 195
Swarm/Leg Attack/Mechanized/AP: No/No/No/No
</p>

Equipment                                     Slots      Mass   
Chassis:                                               175 kg     
Motive System:                                                   
     Ground MP:          2                              40 kg     
     Jump MP:            0                               0 kg     
Manipulators:                                                     
    Left Arm:            Armored Gloves                  0 kg
    Right Arm:           None                            0 kg
Armor:                   Standard (Basic)       0      450 kg     
    Armor Value:         10 (Trooper)                             

                                         Slots           
Weapons and Equipment         Location (Capacity)   Mass 
Support PTC                   Right Arm     2       250 kg
P LRM 1 (OS)                     Body       3       40 kg 
P LRM 1 (OS)                   Left Arm     3       40 kg
@Crake feel free to add these stats to you're lore post.
 
The Precentor-Martial's Shopping List
Ooh, Anastasius is on a shopping spree, eh?

Tier One of his shopping list is what I can say that we can sell him without too much complaints.

Tiers Two and Three, these ones needed some more talking on our part on what we can sell to Focht and what we can't.

Anyways, here's my vote.

[X] Plan ORDI Strikes Back
 
Do we know what tech ComStar might have that would be useful to us?

Doesn't have to be military tech but agreeing to everything with the only caveat being to help with logistics is a little low. No guarantee not to sell or give our stuff to other parties or is that a given?
Maybe embedding some of our people to "make" sure the goods get delivered or to "help" with training/upgrading the defenses.
ComStar's Big we must be able to ask for more on top of the money right?
 
Prom was asked this already.

They're not going to be selling us any tech. They're maintaining ostensible neutrality (enough to have more than a figs leaf excuse) and even if they did have military technology or other advanced techs for non-military use, they would A) not share military techs for 'moral reasons' and B) would be obligated to spread out non-military advanced technology as far and widely as they could, also for moral reasons.

And that's right from Prom here. When I made that comment a while back, *yeah sure* maybe the Great Houses and other leaders throughout the IS believe ComStar is sitting on a cache of valuable technologies. But ComStar has stuck to the story that they would spread advanced technologies to the galaxy to help people if they had it. But they don't, so they don't.

We, OOC, know that isn't true. And IC, many leading authorities in the setting have reason to believe ComStar has advanced technology besides HPGs.

But ComStar will never admit to it. That's what I meant.
 
--[X] URC
---[x] Task our intelligence agencies with investigating the Jacobins and determining if there's something shady causing all this
---[x] Bring the Jacobins back to the table one last time to try to mediate. Carrot and stick-- we will assist the non-Jacobins in ejecting the Jacobin worlds from the URC if the Jacobins do not wish to play ball, and we will only be providing development aid to the URC.
Are there any other actions we could possibly do to stabilize things in the URC? I feel like just one AP on the URC isn't enough given how rapidly things seem to be falling apart.

I know it's not very helpful when I'm having trouble thinking of what else we could be doing, but I feel like we need to do something more here.

Also, the "we will only be providing development aid to the URC" I think is supposed to be the FAS, right? It's a very confusing ultimatum to the URC if we say we'll only be helping the URC out if they don't cooperate.
 
Are there any other actions we could possibly do to stabilize things in the URC? I feel like just one AP on the URC isn't enough given how rapidly things seem to be falling apart.

I know it's not very helpful when I'm having trouble thinking of what else we could be doing, but I feel like we need to do something more here.

Also, the "we will only be providing development aid to the URC" I think is supposed to be the FAS, right? It's a very confusing ultimatum to the URC if we say we'll only be helping the URC out if they don't cooperate.
This is in the context of us forcibly ejecting the neojacobin governed systems from the URC. Personally, I don't like the idea either, though I also don't really have any specific alternative writein really former.
 
This is in the context of us forcibly ejecting the neojacobin governed systems from the URC. Personally, I don't like the idea either, though I also don't really have any specific alternative writein really former.
Um...isn't there a big issue with that because by this point, the only non-Jacobinist system in the URC is Firgrove, with the Jacobins controlling basically everywhere else?
While the Marxists initially proved willing to work with neo-Jacobnists, at least in the abstract, said Marxist groups found themselves increasingly isolated as the year went on—the movement almost totally constrained to the proposed capital of Firgrove by December.
 
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Um...isn't there a big issue with that because by this point, the only non-Jacobinist system in the URC is Firgrove, with the Jacobins controlling basically everywhere else?
Further "east" there's a belt of Maoist-Gaullist controlled systems; AIUI Forgo's proposal is to essentially cut the URC in half, ejecting the Neojacobin systems and shifting Firgove itself into the FAS. Honestly, I don't quite want to do that but I haven't really got alternate concrete proposals, though to an extent, I'd be amenable to just pulling CIA shit and using intel agencies and propaganda to hit the Neojacobins organizationally before we hand the FedSuns such a major propaganda victory.
 
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Yeah, the more I hear, the less I like the current plan. The Neo-Jacobins already are noted to have a very pro-FedSuns stance, they just have a very different idea on what the FedSuns should look like. Ejecting them I think will just result in the FedSuns retaking all those Jacobin worlds.
 
And is it in the build up phase?
To be clear, we've been fighting the Clans around what's left of Rasalhague space for the past year in game; four war turns or so. In case you haven't read them yet, we've been fighting the Clans since the start of the January 3049 war turn, we're just feeding more and more ORDI troops into the frontlines. Just to check, how far have you read?
 
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