[X] Plan: Diplomacy and light navel build up

-[X] Independence Day
--[X] Accepting Independence's offer
-[X] Atlas Shrugged
--[X] Write-in: Send in a negotiator first to try to persuade the "settlers" to come quietly use messages from friends and loved ones, the lack of resources and resupply, any pre-existing medical conditions, the unknown dangers of Charybdis's biosphere and offers of clemency in court (they are trespassing after all) for anyone who comes peacefully, if/when people reject this offer send in the police equipped with the best gear and protection to limit the risk and with orders not to use deadly force unless absolutely required and anyone who resists arrest will have the book thrown at them.
--[X] While this is happening start a media campaign to discredit the idea of starting more such wildcat settlements and present the "settlers" as the foolish irresponsible headaches that they are, use facts about the potential dangers of an unexplored world, the massive costs and effort such an endeavour requires and point out that if people want to leave Helghan or even the Republic there proper channels to go through.
--[X] No matter how it happens the would be colonists and anyone who sets foot on the Charybdis will be going into quarantine until we can be sure no one has picked up anything dangerous from the planet.
-[X] Allan B. Calhamer's Diplomacy
--[X] Write in: Refuse to return the refugees or pay reparations then send in intel operatives to find anything that can be used to justify a proper take over of the planet while spreading positive rumours about the Republic (for example "They live on a death world but live better lives then us", "Their so rich some of them take leisure trips to other worlds", "worlds that join the Republic become rich too", etc) backed up by "smuggled out" evidence and starting an underground railroad.
-[X] Subsidised arms sales: By selling Rockwellawan's government high-quality arms at rock bottom prices, the Republic can engender goodwill with the system.
-[X] Upgrade Mechdur's factories to Helghan Standards. [Progress: 4/5 turns]
[Action Point Locked Until Completed]

-[X] Negotiate Visa Deal: developing a visa system with the Aurigans will help people from both nations mingle.
-[X] Entice Taurian Companies: By offering generous grants and tax rebates to the Concordat's major companies, it may be possible to tempt them to set up satellite facilities on Helghan and Mir. If successful, this may help improve Helghan R&D and will secure a supply of items at lower prices.
-[X] Entice Canopian Companies: By offering generous grants and tax rebates to the Magistracy's major companies, it may be possible to tempt them to set up satellite facilities on Helghan and Mir. If successful, this may help improve Helghan R&D and will secure a supply of items at lower prices.
-[X] Expand FTL Comms Network: Having had to promise to link Canopus to the Republic's own FTL communication network to secure the Canopian vote for the Mutual Defence Pact, we should build said link ASAP. [Progress: 1/5 turns] [4 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]
-[X] Invest in Battlemech Construction and Maintenance Facilities: Though the Republic currently has a standing force of battlemechs on Helghan, the parts needed to maintain and repair these vehicles must be custom made to order or else purchased from our neighbours. With the help of some additional funding, we can order work to begin on a factory complex specially designed to construct battlemechs. [Progress: 0/3 turns] [Action Point Locked Until Completed]
-[X] Construct a Hasta-class cruiser Squadron: Task your shipyards with constructing Three Hasta Cruisers. [Can be taken up to multiple times a turn] X2
-[X] Design write-in: Adventwolf's Damascus class carrier
Code:
                    AeroTech 2 Vessel Technical Readout
                               * CUSTOM WEAPONS

Class/Model/Name:  Damascaus Class Carrier
Tech:              Inner Sphere / 3067
Vessel Type:       WarShip
Rules:             Level 3, Custom design
Rules Set:         AeroTech2

Mass:              550,000 tons
K-F Drive System:  (Helghast Warp Drive Mk 3*)
Length:            550 meters
Sail Diameter:     1,042 meters
Power Plant:       *Helghast Fusion Drive Mk 3*
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Standard
Armament:     
   24 Helghast L-Laser*
   32 Helghast S-Laser*
   16 H-AC/2*
   16 H-AC/5*
   16 H-LRM 20*
   32 AMS
------------------------------------------------------------------------------
Class/Model/Name:  Damascaus Class Carrier
Mass:              550,000 tons

Equipment:                                                            Mass
Power Plant:  *Helghast Fusion Drive Mk 3*                         132,000.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
K-F Hyperdrive:  *Helghast Warp Drive Mk 3* (Integrity = 12)       248,875.00
Jump Sail (Detachable): (Integrity = 4)                                 58.00
Structural Integrity: 70                                            38,500.00
Total Heat Sinks:    558 Single                                           .00
Fuel & Fuel Pumps:                                                  10,885.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:              1,375.00
Fire Control Computers:                                                   .00
Food & Water:  (90 days supply)                                        383.50
Hyperpulse Generator:                                                   50.00
Armor Type:  Standard  (350 total armor pts)                           769.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                 66
   Fore-Left/Right:                   58/58
   Aft-Left/Right:                    58/58
   Aft:                                  52

Cargo:
   Bay 1:  Fighters (48) with 6 doors                                7,200.00
           Fighters (48) with 6 doors                                7,200.00
   Bay 2:  Fighters (24) with 3 doors                                3,600.00
           Small Craft (12) with 3 doors                             2,400.00
   Bay 3:  Cargo (1) with 2 doors                                   80,513.50
   Bay 4:  Communication Equipment (1)                                  15.00
           Naval Comm-Scanner Suite (Large) (1)                        500.00
           Satellite Imagers (Hi-Res, Infrared, Look-Down,) (4          50.00

DropShip Capacity:  2 Docking Hardpoints                             2,000.00
Life Boats:  71 (7 tons each)                                          497.00
Escape Pods:  71 (7 tons each)                                         497.00

Crew and Passengers:
     58 Officers (58 minimum)                                          580.00
    248 Crew (97 minimum)                                            1,736.00
     46 Gunners (23 minimum)                                           322.00
    200 Marines                                                      1,000.00
    300 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
3 Helghast L-Laser*        Nose     4(36)  2(24)  2(24)     --   24     15.00
  4 Helghast S-Laser*                                             4      2.00
2 H-AC/2*(90 rounds)       Nose     1(14)  1(14)   0(4)     --    2     14.00
  2 H-AC/5*(80 rounds)                                            2     20.00
2 H-LRM 20*(48 rounds)     Nose     2(24)  2(24)  2(24)     --   12     28.00
4 AMS(144 rounds)          Nose        --     --     --     --    4     14.00
3 Helghast L-Laser*        FL/R     4(36)  2(24)  2(24)     --   48     30.00
  4 Helghast S-Laser*                                             8      4.00
2 H-AC/2*(90 rounds)       FL/R     1(14)  1(14)   0(4)     --    4     28.00
  2 H-AC/5*(80 rounds)                                            4     40.00
2 H-LRM 20*(48 rounds)     FL/R     2(24)  2(24)  2(24)     --   24     56.00
4 AMS(144 rounds)          FL/R        --     --     --     --    8     28.00
3 Helghast L-Laser*        L/RBS    4(36)  2(24)  2(24)     --   48     30.00
  4 Helghast S-Laser*                                             8      4.00
2 H-AC/2*(90 rounds)       L/RBS    1(14)  1(14)   0(4)     --    4     28.00
  2 H-AC/5*(80 rounds)                                            4     40.00
2 H-LRM 20*(48 rounds)     L/RBS    2(24)  2(24)  2(24)     --   24     56.00
4 AMS(144 rounds)          L/RBS       --     --     --     --    8     28.00
3 Helghast L-Laser*        AL/R     4(36)  2(24)  2(24)     --   48     30.00
  4 Helghast S-Laser*                                             8      4.00
2 H-AC/2*(90 rounds)       AL/R     1(14)  1(14)   0(4)     --    4     28.00
  2 H-AC/5*(80 rounds)                                            4     40.00
2 H-LRM 20*(48 rounds)     AL/R     2(24)  2(24)  2(24)     --   24     56.00
4 AMS(144 rounds)          AL/R        --     --     --     --    8     28.00
3 Helghast L-Laser*        Aft      4(36)  2(24)  2(24)     --   24     15.00
  4 Helghast S-Laser*                                             4      2.00
2 H-AC/2*(90 rounds)       Aft      1(14)  1(14)   0(4)     --    2     14.00
  2 H-AC/5*(80 rounds)                                            2     20.00
2 H-LRM 20*(48 rounds)     Aft      2(24)  2(24)  2(24)     --   12     28.00
4 AMS(144 rounds)          Aft         --     --     --     --    4     14.00
1 Lot Spare Parts (1.50%)                                            8,250.00
------------------------------------------------------------------------------
TOTALS:                                              Heat: 384     550,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        4,689,161,768 C-Bills
Battle Value:      31,402
Cost per BV:       149,326.85
Weapon Value:      21,990 (Ratio = .70)
Damage Factors:    SRV = 648;  MRV = 392;  LRV = 140;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 277,281
                   (62,629 Structure, 199,488 Life Support, 15,164 Weapons)
                   Support Points (SP) = 401,322  (145% of MPV)
BattleForce2:      Not applicable

-[X] Colonize Rogue [Progress: 281,198/500,000] [Action Point Locked Until Completed]
-[X] Research
--[X] double heat sinks [0.1/--] Write-in: Invite ORDI members to join the effort
--[X] Advanced Petrusite Theory [1.8/6]
--[X] Basic Power Armor [1.38/5]
--[X] Anti-senescence Therapies [1.05/4]
--[X] Terrain Engineering [1.05/3]
-[X] T7 Arc Cannon: Based on a recovered design first made by Stahl Arms, T7 Arc Cannons fire a short-ranged, highly-charged bolt of irradiated petrusite which can vaporise full-grown adults through steel plating.
-[X] Combat Vehicle Design: Lynx MBT
Code:
Lynx (Standard)

Mass: 65 tons
Movement Type: Helgan Counter-grav motive system
Power Plant: 260 Fuel Cell
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Standard
Armament:
     4 Machine Gun
     2 LRM 5
     1 AC/10
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3100
Tech Rating/Availability: E/X-X-E-D
Cost: 2,381,225 C-bills

Type: Lynx
Technology Base: Inner Sphere (Experimental)
Movement Type: Helgan Counter-grav motive system
Tonnage: 65
Battle Value: 1,011

Equipment                                          Mass
Internal Structure                                  6.5
Engine                        260 Fuel Cell        16.5
    Cruising MP: 4
    Flank MP: 6
Heat Sinks:                   1                       0
Control Equipment:                                  3.5
Power Amplifier:                                    0.0
Turret:                                             2.0
Armor Factor                  232                  14.5

                          Internal   Armor
                          Structure  Value
     Front                   7         51
     R/L Side               7/7      46/46
     Rear                    7         38
     Turret                  7         51


Weapons
and Ammo                      Location    Tonnage
Trailer Hitch                   Rear        0.0
Machine Gun                     Left        0.5
Machine Gun                    Front        0.5
Machine Gun                    Right        0.5
Machine Gun                    Turret       0.5
2 LRM 5s                       Turret       4.0
AC/10                          Turret       12.0
Half Machine Gun Ammo (100)     Body        0.5
LRM 5 Ammo (48)                 Body        2.0
CASE                            Body        0.5
Caseless AC/10 Ammo (20)        Body        1.0

-[X] ASF Design: Serpent multi-role fighter
Code:
                    AeroTech 2 Vessel Technical Readout
                               * CUSTOM WEAPONS

Class/Model/Name:  Serpent SRP-1HR
Tech:              Inner Sphere / 3067
Vessel Type:       Aerospace Fighter
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              50 tons
Length:            16 meters
Power Plant:       250 Fusion
Safe Thrust:       7
Maximum Thrust:    11
Armor Type:        Standard
Armament:
    4 Helghast S-Laser*
    1 Helghast L-Laser*
    4 Helghast M-Laser*
------------------------------------------------------------------------------
Class/Model/Name:  Serpent SRP-1HR
Mass:              50 tons

Equipment:                                                              Mass
Power Plant:  250 Fusion                                                12.50
Thrust:  Safe Thrust: 7
      Maximum Thrust: 11
Structural Integrity: 7                                                   .00
Total Heat Sinks:    16 Single                                           6.00
Fuel:                                                                     .00
Cockpit & Attitude Thrusters:                                            3.00
Armor Type:  Standard  (272 total armor pts)                            17.00
                           Standard Scale Armor Pts
   Location:                            L / R
   Nose:                                 91
   Left/Right Wings:                  68/68
   Aft:                                  45

Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 Helghast S-Laser*        Nose         3     --     --     --    2      1.00
1 Helghast L-Laser*        Nose         8      8      8     --    8      5.00
2 Helghast M-Laser*        RW           5      5     --     --    6      2.00
2 Helghast M-Laser*        LW           5      5     --     --    6      2.00
2 Helghast S-Laser*        Aft          3     --     --     --    2      1.00
------------------------------------------------------------------------------
TOTALS:                                                    Heat: 24     49.50
Tons Left:                                                                .50

Calculated Factors:
Total Cost:        2,582,292 C-Bills
Battle Value:      1,692
Cost per BV:       1,526.18
Weapon Value:      2,374 (Ratio = 1.40)
Damage Factors:    SRV = 24;  MRV = 13;  LRV = 1;  ERV = 0
BattleForce2:      MP: 7,  Armor/Structure: 7 / 0
                   Damage PB/M/L: 3/2/1,  Overheat: 0
                   Class: FM;  Point Value: 17

We're starting to run low on uncommitted workhorse cruisers and they are obsolete now so we need to keep pumping out Hastas to replace them and prevent ourselves from overstretching our navy.
Carriers can be a good alternative to our missile cruisers as they don't require a large commitment of Petrusite to build.

Anyone have any input?

EDIT: updated the Serpent thank you Adventwolf
EDIT2: replaced Primitive Energy Shield with double heat sinks
EDIT3: changed the Atlas Shrugged and Allan B. Calhamer's Diplomacy votes to write-ins
EDIT4: removed the Tyrlon VI Anomaly for a second group of hastas
EDIT5: added the Damascus write up
EDIT6: added to the Allan B. Calhamer's Diplomacy write-up
 
Last edited:
I think that choosing to create new battlemech designs when we haven't even build battlemech factories yet is a mistake. Combat Vehicles and ASFs take priority, since our military can actually build them in bulk.
 
I think that choosing to create new battlemech designs when we haven't even build battlemech factories yet is a mistake. Combat Vehicles and ASFs take priority, since our military can actually build them in bulk.
If we had a design for an upgrade or replacement for our MBTs I would consider putting it in my plan but I don't have one and I don't know the rules for designing stuff in battletech nor do I know the homebrew rules for Helghan tech so I'm kinda stuck using stuff people have already posted on this thread.
 
If we had a design for an upgrade or replacement for our MBTs I would consider putting it in my plan but I don't have one and I don't know the rules for designing stuff in battletech nor do I know the homebrew rules for Helghan tech so I'm kinda stuck using stuff people have already posted on this thread.
i offered the lynx a few posts back as our new MBT.
 
here.
Code:
Lynx (Standard)

Mass: 65 tons
Movement Type: Helgan Counter-grav motive system
Power Plant: 260 Fuel Cell
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Standard
Armament:
     4 Machine Gun
     2 LRM 5
     1 AC/10
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3100
Tech Rating/Availability: E/X-X-E-D
Cost: 2,381,225 C-bills

Type: Lynx
Technology Base: Inner Sphere (Experimental)
Movement Type: Helgan Counter-grav motive system
Tonnage: 65
Battle Value: 1,011

Equipment                                          Mass
Internal Structure                                  6.5
Engine                        260 Fuel Cell        16.5
    Cruising MP: 4
    Flank MP: 6
Heat Sinks:                   1                       0
Control Equipment:                                  3.5
Power Amplifier:                                    0.0
Turret:                                             2.0
Armor Factor                  232                  14.5

                          Internal   Armor
                          Structure  Value
     Front                   7         51
     R/L Side               7/7      46/46
     Rear                    7         38
     Turret                  7         51


Weapons
and Ammo                      Location    Tonnage   
Trailer Hitch                   Rear        0.0 
Machine Gun                     Left        0.5 
Machine Gun                    Front        0.5 
Machine Gun                    Right        0.5 
Machine Gun                    Turret       0.5 
2 LRM 5s                       Turret       4.0 
AC/10                          Turret       12.0
Half Machine Gun Ammo (100)     Body        0.5 
LRM 5 Ammo (48)                 Body        2.0 
CASE                            Body        0.5 
Caseless AC/10 Ammo (20)        Body        1.0
 
here.
Code:
Lynx (Standard)

Mass: 65 tons
Movement Type: Helgan Counter-grav motive system
Power Plant: 260 Fuel Cell
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Standard
Armament:
     4 Machine Gun
     2 LRM 5
     1 AC/10
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3100
Tech Rating/Availability: E/X-X-E-D
Cost: 2,381,225 C-bills

Type: Lynx
Technology Base: Inner Sphere (Experimental)
Movement Type: Helgan Counter-grav motive system
Tonnage: 65
Battle Value: 1,011

Equipment                                          Mass
Internal Structure                                  6.5
Engine                        260 Fuel Cell        16.5
    Cruising MP: 4
    Flank MP: 6
Heat Sinks:                   1                       0
Control Equipment:                                  3.5
Power Amplifier:                                    0.0
Turret:                                             2.0
Armor Factor                  232                  14.5

                          Internal   Armor
                          Structure  Value
     Front                   7         51
     R/L Side               7/7      46/46
     Rear                    7         38
     Turret                  7         51


Weapons
and Ammo                      Location    Tonnage  
Trailer Hitch                   Rear        0.0
Machine Gun                     Left        0.5
Machine Gun                    Front        0.5
Machine Gun                    Right        0.5
Machine Gun                    Turret       0.5
2 LRM 5s                       Turret       4.0
AC/10                          Turret       12.0
Half Machine Gun Ammo (100)     Body        0.5
LRM 5 Ammo (48)                 Body        2.0
CASE                            Body        0.5
Caseless AC/10 Ammo (20)        Body        1.0
Thanks how does the plan look?
 
I'm thinking that with Rouge's current problems with megafauna it might be a good idea to replace Terrain Engineering with Wildlife Removal.
 
the Leo is already in production as an export tank, how about this instead? its set up as a main battle tank and is designed so that when we get Gauss rifles/rail guns its gonna be easy to refit
Eh I just checked and the only place where the leo is spoken about is the Media threadmark and a couple of others so unless stated otherwise I don't think it's been in production.

As for the Matriarch it's meant to sit in the back and shoot long range while surviving return fire. That's as much armor that is allowed on a 100 ton tank. Think of it like the old American M103s heavy tanks get in a nice hull down position and shoot the other guy.

Now onto reasons for my plan.

Independence of course yes, Charybdis having a cruiser in orbit means when they call for help or our cruiser can respond to any major threats before they die as for Caliban that's one i had to think about but they came to us claiming refugee status and it would look bad if gave them back or paid money.

Rockwellawan more money and it betters their thoughts to us and extending the pirate patrols makes the area safer and influences them and other planets to us more.

the Tyrlon VI anomaly we got great benefits from the last one we did so this could really boost research or military forces.

FTL communications their 2,3,4 turns now the quicker we get them knocked out the better and allows us to do more things.

Petrusite Deposits besides what I've mention in past plans before now that we have shields we are going to need more petrusite especially since I figure with-in the next two turns minimum we are going redesign atleast the ARC cruisers and start building ships with shields so we are going to need alot of it.

Battlemech Factories and Maintenance Yards I think we can all agree that it's needed to do quickly.

New Olso it's the next closest planet and I mean probably should head off any problems like what's going on Caliban early in the bud.

KF-drives we've had multiple discussions about why it's best to take soon as possible for both the Helghan Republics and the Periphery as a whole.

No shields research because well @prometheus110 are you going to make it so that each version of Fast recharge and miniaturization shield tech needs the previous version researched before?

T7 Arc cannon we have the vehicle mounted version so really we just need the trooper version to increase their lethality.

The Leo and Matriarch as I said last time New combat vehicles are definitely something we need to invest in especially since our tanks and apcs are just updated models of Second Solar War vehicles and the Hunter assault hovertank.
 
No shields research because well @prometheus110 are you going to make it so that each version of Fast recharge and miniaturization shield tech needs the previous version researched before?
If you look at the Petrusite research tree you will see that you don't need the previous versions of fast and miniaturization researched before you can research the new version only the corresponding main shield technology.
 
If you look at the Petrusite research tree you will see that you don't need the previous versions of fast and miniaturization researched before you can research the new version only the corresponding main shield technology.
I know that's why i asked the question since the way it's set up now I mean what's to stop us from rushing to the last basic shield then just do the miniaturization and fast charging at that level?
 
I think we need to research more into Petrusite weapons because it had been forever since we touched them. Once we have a free research slot of course.
 
[] Offer to extend anti-piracy patrols: Though it'll mean dispatching another squadron of warships on anti-piracy patrols if they accept, we could dissuade pirates from raiding Rockwellawan by intercepting them ahead of time,
[] Push for expanded trade deal: With the trade links between the Concordant and the Republic proving profitable, some on both sides are arguing for increased commercial ties.
Alright already talked to the QM about some of these but the anti-pricay is not avaible as it already happened and will be replaced with something else and the expanded trade is supposed to be the Entice Companies.
Looks like we need to get on building up our FTL network before the other states starting thinking we are going to whelch on our commitments.
We already have been over this several times. Unless we do not finish before the 5 years there is nothing to worry about. That is the only issue here nothing else.
I'm guessing it's in the design PM that's been mentioned before because I don't have access to that.
Here is a proper build with it using the tech we have.
Code:
                    AeroTech 2 Vessel Technical Readout
                               * CUSTOM WEAPONS

Class/Model/Name:  Serpent SRP-1HR
Tech:              Inner Sphere / 3067
Vessel Type:       Aerospace Fighter
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              50 tons
Length:            16 meters
Power Plant:       250 Fusion
Safe Thrust:       7
Maximum Thrust:    11
Armor Type:        Standard
Armament:         
    4 Helghast S-Laser*
    1 Helghast L-Laser*
    4 Helghast M-Laser*
------------------------------------------------------------------------------
Class/Model/Name:  Serpent SRP-1HR
Mass:              50 tons

Equipment:                                                              Mass
Power Plant:  250 Fusion                                                12.50
Thrust:  Safe Thrust: 7
      Maximum Thrust: 11
Structural Integrity: 7                                                   .00
Total Heat Sinks:    16 Single                                           6.00
Fuel:                                                                     .00
Cockpit & Attitude Thrusters:                                            3.00
Armor Type:  Standard  (272 total armor pts)                            17.00
                           Standard Scale Armor Pts
   Location:                            L / R
   Nose:                                 91
   Left/Right Wings:                  68/68
   Aft:                                  45

Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 Helghast S-Laser*        Nose         3     --     --     --    2      1.00
1 Helghast L-Laser*        Nose         8      8      8     --    8      5.00
2 Helghast M-Laser*        RW           5      5     --     --    6      2.00
2 Helghast M-Laser*        LW           5      5     --     --    6      2.00
2 Helghast S-Laser*        Aft          3     --     --     --    2      1.00
------------------------------------------------------------------------------
TOTALS:                                                    Heat: 24     49.50
Tons Left:                                                                .50

Calculated Factors:
Total Cost:        2,582,292 C-Bills
Battle Value:      1,692
Cost per BV:       1,526.18
Weapon Value:      2,374 (Ratio = 1.40)
Damage Factors:    SRV = 24;  MRV = 13;  LRV = 1;  ERV = 0
BattleForce2:      MP: 7,  Armor/Structure: 7 / 0
                   Damage PB/M/L: 3/2/1,  Overheat: 0
                   Class: FM;  Point Value: 17
What do people think of just creating a design thread like how To Boldly Go has its own design thread?
I think it would be a good idea.
We could it is just that a lot will need to be transferred. I talked to the Mods to see if there was a way to transfer the PM into a new thread but there isn't. We could and could just go into the PM to grab units we made in there when we need to show them.
Hey guys can we just make an entire page thank to Adventwolf5 for his great art.
Not my art just paying the artists to bring the ideas to life.
 
[X] Aurigan Expansion and new Horizons

Choices:
-[X] Independence Day
--[X] Accepting Independence's offer

-[X] Atlas Shrugged
--[X] Write-in: Send in a force led by the Police to arrest and disband these foolish people. Make it clear to everyone that attempting to settle claimed territory of the Government and greater whole of the Helghan Republic will not be tolerated. Make sure the forces sent are equipped with the best gear and protection to limit the risk and with orders not to use deadly force unless absolutely required.

-[X] Allan B. Calhamer's Diplomacy
--[X] Write in: Refuse to return the refugees or pay reparations and begin looking for ways to cause the Prospero Pact to cause an incident that will allow us to make a move to take them out and claim majority control of Caliban and force the Khan to submit to the obviously greater power.

Actions:
You have 8 out of 11 Action Points to spend. 1 Action Point is being spent colonising Rogue. 1 point is being spent on upgrading Mechdur's factories. 1 point is being spent building the FTL comms network to Canopus.

Rockwellawan:
-[X] Subsidised arms sales: By selling Rockwellawan's government high-quality arms at rock bottom prices, the Republic can engender goodwill with the system.

Aurigan Coalition:
-[X] Upgrade Mechdur's factories to Helghan Standards. [Progress: 4/5 turns] (Locked)

-[X] Joint Mineral Exploitation Program - Artru (50m): Having detected numerous mineral deposits across the Aurigan Reach which could prove valuable to both the Republic and the Reach's citizens, organizing a joint mining effort would be beneficial.

-[X] Negotiate Visa Deal: developing a visa system with the Aurigans will help people from both nations mingle.

-[X] Expand FTL Comms Network: Having had to promise to link Coromodir to the Republic's own FTL communication network to secure the Aurigan vote for the Mutual Defence Pact, we should build said link ASAP. [Progress: 0/2 turns] [4 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]

Taurian Concordat:
-[X] Entice Taurian Companies: By offering generous grants and tax rebates to the Concordat's major companies, it may be possible to tempt them to set up satellite facilities on Helghan and Mir. If successful, this may help improve Helghan R&D and will secure a supply of items at lower prices.


Magistracy of Canopus:
-[X] Expand FTL Comms Network: Having had to promise to link Canopus to the Republic's own FTL communication network to secure the Canopian vote for the Mutual Defence Pact, we should build said link ASAP. [Progress: 1/5 turns] [4 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]

-[X] Entice Canopian Companies: By offering generous grants and tax rebates to the Magistracy's major companies, it may be possible to tempt them to set up satellite facilities on Helghan and Mir. If successful, this may help improve Helghan R&D and will secure a supply of items at lower prices.

General:


Military:
-[X] Construct a Hasta-class cruiser Squadron [Can be taken up to multiple times a turn]
-[X] Construct a Hasta-class cruiser Squadron [Can be taken up to multiple times a turn]


Political:
-[X] Colonize Rouge
[Progress: 281,198/500,000] [Action Point Locked Until Completed]

Technology: 5 Points
-[X] Research
--[X] DHS [0.1/--] Write-in: Invite ORDI members to join the effort
--[X] Advanced Petrusite Theory [1.8/6]
--[X] Basic Power Armor [1.38/5]
--[X] Anti-senescence Therapies [1.05/4]
--[X] Terrain Engineering [1.05/3]

Army: 3 Points
-[X] Military Requisition
--[X] T7 Arc Cannon: Based on a recovered design first made by Stahl Arms, T7 Arc Cannons fire a short-ranged, highly-charged bolt of irradiated petrusite which can vaporise full-grown adults through steel plating.
--[X] H405 Keyzer: A worthy successor to the venerable StA-52, the Keyzer continues with Helghast weapon design tradition by melding a bullpup rifle with a high-capacity drum magazine to create something halfway between an assault rifle and a light machine gun. Taking into account feedback from the Helghan military, Hephaestus has motorized the magazine to allow for faster reloading and have introduced a variety of attachments ranging from ACOG scopes to underslung missile launchers.
--[X] ASF Design: Serpent Medium Fighter SRP-1HR
Code:
                    AeroTech 2 Vessel Technical Readout
                               * CUSTOM WEAPONS

Class/Model/Name:  Serpent SRP-1HR
Tech:              Inner Sphere / 3067
Vessel Type:       Aerospace Fighter
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              50 tons
Length:            16 meters
Power Plant:       250 Fusion
Safe Thrust:       7
Maximum Thrust:    11
Armor Type:        Standard
Armament:         
    4 Helghast S-Laser*
    1 Helghast L-Laser*
    4 Helghast M-Laser*
------------------------------------------------------------------------------
Class/Model/Name:  Serpent SRP-1HR
Mass:              50 tons

Equipment:                                                              Mass
Power Plant:  250 Fusion                                                12.50
Thrust:  Safe Thrust: 7
      Maximum Thrust: 11
Structural Integrity: 7                                                   .00
Total Heat Sinks:    16 Single                                           6.00
Fuel:                                                                     .00
Cockpit & Attitude Thrusters:                                            3.00
Armor Type:  Standard  (272 total armor pts)                            17.00
                           Standard Scale Armor Pts
   Location:                            L / R
   Nose:                                 91
   Left/Right Wings:                  68/68
   Aft:                                  45

Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 Helghast S-Laser*        Nose         3     --     --     --    2      1.00
1 Helghast L-Laser*        Nose         8      8      8     --    8      5.00
2 Helghast M-Laser*        RW           5      5     --     --    6      2.00
2 Helghast M-Laser*        LW           5      5     --     --    6      2.00
2 Helghast S-Laser*        Aft          3     --     --     --    2      1.00
------------------------------------------------------------------------------
TOTALS:                                                    Heat: 24     49.50
Tons Left:                                                                .50

Calculated Factors:
Total Cost:        2,582,292 C-Bills
Battle Value:      1,692
Cost per BV:       1,526.18
Weapon Value:      2,374 (Ratio = 1.40)
Damage Factors:    SRV = 24;  MRV = 13;  LRV = 1;  ERV = 0
BattleForce2:      MP: 7,  Armor/Structure: 7 / 0
                   Damage PB/M/L: 3/2/1,  Overheat: 0
                   Class: FM;  Point Value: 17


Alright here is my plan for this turn. For the choices, yes to Independence was an obvious choice as our support for the decision should make Portland more inclined. For the weirdos, while I would like to kill them in a "nature induced accident" it is too much of a hassel. So instead send in the cops with the proper equipment and arrest them and bring them back to be the laughing stocks of the law and public.

For Caliban hell no to giving back or paying aside from never supporting any form of slavery it gives the Pact legitimate standing which they do not have with us or anyone else. And like I said this planet is a waste of time so I want to get an incident to let us finish this up as it should have been the moment we deployed half an army that outnumbers the entire population. Take out the Pact and force the Khan to submit by a massive show of force. She isn't stupid or suicidal she won't fight a war she has no hope of winning. After that, we can start colonising the planet and making it livable removing any threat of so-called guerrillas.

For actions Rockwellawan only has the arms deals as a real choice as the other one already is happening.

The Aurigans I am doing as much as possible to boost them up faster as we want them ready to be full supporting member quickly. The Visas just because we already did it for the others the Mechdur factories being done this turn, the next big mining action again to give the Aurigans more money to keep payments going and relations with the Taurain good, and finally the FTL Comms as I want them to be the first done and so that we can move on to working on the shipyard immediately after it is done.

The Taurians and the Canopians both get the offer to entice their companies to set up shop in the Republic. This gives us better deals and better access to RnD it also is very likely to make the Battlemech Factory cheaper or faster as a lot more will already be available in the Republic.

I am holding off on the Factory and the smokers for a little while longer not much with the turn after next most likely the latest for having both going.

The Hasta with these two AP will give us 9 ships as only the first one is built at original pace and the second gets the double numbers by word of the QM. With that the Hastas are now in large enough numbers to sell off the free WorkHorses to the MoC and TC without issues and we can start replacing the patrol ships with Hastas.

I am not starting the next colony as I want more done on Rouge first before we move to a new place. Also because we need to examine the idiots that went there first and see if anything nasty is waiting for us. They are morons but they make good test subjects instead of our own colonists who if they got hurt would cause major issues for us. With this we get answers without risking our standing.

Reseach added the DHS and asking the ORDI to join both to make it faster but also as another step towards fostering more cooperation and strengthens the ORDI. This is what the QM said about them answering and what they offer and why they will likley accept.

They most likely won't
[6:30 PM]
Lots of shit is like "theoretically they could, realistically they won't"(edited)
[6:30 PM]
Even the magistracy, who probably can't contribute much given the state of their education, would agree as it'd benefit them more(edited)
[6:31 PM]
The Taurians, meanwhile, have a fair bit of industrial know-how and the Aurigans have a lot of gear thanks to Nautilus


For weapons Getting more ARC Weapons will make our own and by extension the ACM better at dealing with mechs using infantry. Also the new better standard rifle is just going to be a boost all around. And finally getting the next ASF for our Corps is going to give us plenty of options and make it more likley that our allies buy our ASF as while our mechs are mostly for internal use the ASF market is wide open for us to slip in.
 
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