Honestly not quite familiar with the galactic map yet when concerning minor players and systems, but is Hegemony joining the ORDI feasible?
 
-The Marian Hegemony is still in a fragile state, but we've somewhat stabilized it. I guess the question is, do we need to keep poking or should we back off? I'm guessing that pushing for more redistribution might not be a good idea unless we are willing to shoot some nobles and their revanchists. But it might not be a bad idea to keep backing the people we like while disrupting the ones we don't. Our groups are now pretty much the most influential across the MH, with only the Governor and a few nobles differing. I'm expecting to spend 1-2 AP a turn for the near future (on top of the 1AP locked to rebuilding their infra in 3042).
I think for the Marians the best we can do after we are done with reconstruction is help them found a military again , one that happens to be loyal to the new government and is strong enough to suppress any revanchists uprising other than that can't see much else we can do realistically short of rounding up all the revanchist former Marian elites and disappearing them
 
Finally, I've asked Prometheus and he said it might be possible for us to actually set up a mech factory there like it was any other business (although splitting between the two factions would be difficult). Doing so would result in an ideal end-point (us getting most of the mechs) while tying us into their society in a way that will make us look rather attractive. We get mechs, the locals get a few mechs plus jobs and tax revenue. Win-win.

I would like to highlight that a Mech Factory can / will also be a source IndustrialMechs, something that would aid the economy in a, arguably, more direct way than simply creating jobs.

- Trinity League, I'm all for further infiltration, though I figure that the main fault line is that, at their core, they're a bunch of ex-Capellan warlords who conquered those worlds with no regards to the desires of the local population, co-opted various pirate groups (who wouldn't exactly be popular amongst the locals) to become their auxiliaries, and seemingly employ former Maskirovka-personnel to manage the likely less-than-happy population. Honestly, I don't think turning the locals against their current overlords should be all that difficult compared, though convincing them to then join the Republic might be harder. Though the fact that we're the ones providing the humanitarian aid bettering their lives should likely help a lot already - especially if we put some effort on emphasizing that little tidbit.

My (maybe vague) argument against this is the idea that the founders of the Trinity League are the (seemingly) the smarter, actually non-insane Capellans; and I havn't seen or recalled any signs of overt /+/ excessive tyranny; in fact I get the impression that they have been notably reasonable and even agreeable to us.

Soo... I don't think that's going to get anywhere, good or bad. (shrug :/ )
 
-We need to call an ORDI conference. There are a number of topics to discuss here. First, the Taurian-FS border pirates probably need an expedition to suppress, whether that's smoking them out of Tortuga and similar worlds or whatnot. Secondly, some discussion of what's going on with the MH remnants would probably not be amiss. Third, we need to discuss if the Capellan option should be adjusted because we now have given everyone Core access. Fourth, yet another tech exchange (warp drive and such) is probably necessary. Fifth, a discussion with regards to the Mandate and the FedSuns worlds trying to go independent is warranted. I'm sure there are other topics.
That reminds me isn't the main defence of Tortuga the fact that it is dangerous to get to with Jump-Drives? The main reason I bring it up is well we have Warp-Drives which might mean we can actually deal with them for good with less investment than the Marians. We should obviously fix the place up afterwards not just blow everything up and leave.

Would be pretty cool if we fully dealt with the centres of raiding hitting both of our allies constantly.
 
My (maybe vague) argument against this is the idea that the founders of the Trinity League are the (seemingly) the smarter, actually non-insane Capellans; and I havn't seen or recalled any signs of overt /+/ excessive tyranny; in fact I get the impression that they have been notably reasonable and even agreeable to us.

Soo... I don't think that's going to get anywhere, good or bad. (shrug :/ )
So? Yes, they might be smarter or more reasonable than the usual Capellan stereotype, but that doesn't change the fact that they are, at their core, still an authoritarian military state, who got where they are by conscripting pirates they'd defeated, raiding and extorting resources from their neighbors, using said resources to further build up their military and conquer a number of additional systems beyond the ones they started with, and maintain their own version of the Capellan's secret police.

Yes, we haven't heard much about how they're actively oppressing their populace because @prometheus110 is generally somewhat light on details given how much his updates need to cover and thus focuses more on the big picture stuff, but IMO given everything we've seen from them I think there's more than enough circumstancial evidence to say that, yes, it's pretty likely that they oppress their populace in a similar way the original Capellan Confederation did.
After all, if it looks like a duck, waddles like a duck, and swims like a duck, then it's not really much of a stretch to expect that it'll also quack like a duck, is it?
 
I've said before I'm not keen on the AP cost of bringing Fronc into the Republic, and that mostly remains true. However, if we can build a Battlemech Factory on the planet, then it becomes worth it to to protect our investment. Add in that we're going to be build comm staions there along with everywhere else, and by that point we're in sunk costs. So, with those as agreed upon actions, I can support further investment in Fronc.

I also agree with further investment in Omen. I'm hoping to eventually develop a counter to the protozoa, thus get both a bonus to Targeted Gene Plagues and a new colony world. I've said before that it's location is incredibly good, and it's otherwise very habitable.

I'm also hoping to finish off the investment in the Polar Association on New Oslo and start pressuring the rest of the planet into joining up.

I would also like to test Xeno Domestication on Spencer and that planet with the dexto-amino life that's got a lot of useful qualities. Both are good.

I also want to make sure one of our open tech slots goes to Gene Tailoring, both for the population boost and to unlock Synthetic Soil Bacteria. It's another very important terraforming technology that we can use on lots kf planets, possibly even Helghan. Getting our Homeworld up to a C in Agriculture would go a long way to releaving some population pressures.

Oh and for fun, I've been playing with the idea of setting up an alien aquarium on Caliban to show off all the aquatic megafauna in our strech of space. It's a good place for it, as we're already bringing in huge quantities of water, and if somehow something escapes from an exhibit, there's almost no native ecosystem for them to damage. Armored fish from Cassilda, giant cephalopods from Charybdis, sea monsters from Spencer, some of the odder species from Independence, Tiverton and Helghan. It'd be great fun.
 
There are absolutely no ancient wrecks to salvage for naval lasers at all?? I am clueless in this regard but with the wars and times between and forgotten worlds, there really are no junked lasers to recover?? I imagine even just a wreck of a gun could help accelerate further.

Considering how devastating the SWs were in general, people would turn to scavenging as one of the primary means of either repurposing or salvaging "new" equipment. And this is naval grade weaponry we're talking about. People would prioritize warship-approved weaponry over mech-scale equipment that's more publicly available. All the salvageable or notable finds would be long gone by now. Either to be salvaged and refitted or to be scrapped for materials or research purposes.
Small belated note about getting Warship-related things and why the Cappies are playing hardball: After the big battle where every remaining Warship either destroyed each other or misjumped into oblivion, one of the two big things Comstar watches for is Warship discoveries. They already knew about the Taurians keeping their sole example, and the Cappies lending a hand. They let it be because the thing has to be rebuilt from the ground up, including re-engineering some technology. Not a priority.

The time the Free Worlds League found a Terran Hegemony Warship relatively intact, which may or may not have helped survivors of House Cameron escape Amaris. Comstar dropped a black-ops hammer on the salvage crew before they could get a word out, and basically exterminated as many people as they could. No prisoners, barely anyone escaped to tell the tale of some unknown force that jumped out of nowhere, cut off their communications, and shot them all to hell.

The Capellan Confederation doesn't just want Petrucite because it's Nukes 2.0, and they don't want to arm someone who'll put them on the other side of Tintavel. They're keeping an eye on Comstar. If the real power in the IS sees a Periphery alliance building a fleet and decides Status Quo Is Supreme, they want big guns of their own, and not rely on us to bail them out.
 
We could offer them transit drives. The big reason for the lack of warships in cannon is that everyone lost the skills needed to build the fusion drives to move them as Ironiclly the KF drive was easier to make.

If we offer them transit drives that would let them start their own naval build up thereby drawing border defense assets from the Core nations of the ORDI and we would still have an edge as we the Republic and Concorfant should be able to get massive lead on warship production.
 
1) There are absolutely no ancient wrecks to salvage for naval lasers at all?? I am clueless in this regard but with the wars and times between and forgotten worlds, there really are no junked lasers to recover?? I imagine even just a wreck of a gun could help accelerate further.

Not really helpful, though, as we would still need to research them.
 
Small belated note about getting Warship-related things and why the Cappies are playing hardball: After the big battle where every remaining Warship either destroyed each other or misjumped into oblivion, one of the two big things Comstar watches for is Warship discoveries. They already knew about the Taurians keeping their sole example, and the Cappies lending a hand. They let it be because the thing has to be rebuilt from the ground up, including re-engineering some technology. Not a priority.

The time the Free Worlds League found a Terran Hegemony Warship relatively intact, which may or may not have helped survivors of House Cameron escape Amaris. Comstar dropped a black-ops hammer on the salvage crew before they could get a word out, and basically exterminated as many people as they could. No prisoners, barely anyone escaped to tell the tale of some unknown force that jumped out of nowhere, cut off their communications, and shot them all to hell.

The Capellan Confederation doesn't just want Petrucite because it's Nukes 2.0, and they don't want to arm someone who'll put them on the other side of Tintavel. They're keeping an eye on Comstar. If the real power in the IS sees a Periphery alliance building a fleet and decides Status Quo Is Supreme, they want big guns of their own, and not rely on us to bail them out.
I agree with our statement because at the end of the day the great houses of the IS will do things that always be in their best interest from internal and external threats
 
I would caution against using Revolutionary Terror as Permanent basis of things, It tends to Napoleonize things. Keep up our current efforts but do not escalate letting them make first move to be able to crush the radical ones and marginalize the rest without going Full Roberstpierre might be worth it. Basically Authoritarianism has to be transitory or we risk significantly damaging our soft power, we have significant leeway because we are rightfully seen as reacting against slave state. But we dont want to be seen as some sort of Red Caricature, soft power is pretty good tool for us. And if we go hammer on Marians we risk worsening the TC situation. and we cant go Authoritarian on TC.
Can't we go with subtlety rather than the hammer blow? i'm all for a frim hand here an there but that doesn'y feel like Republic's M.O.
 
Loyalist, Heavy Battlemech
@prometheus110 I finally got this properly written up!
#Design

The lore-fluff maybe a bit much. [ shrug ]

Loyalist, Heavy Battlemech



Rough Draft Summary:
  • Battlemech design architect: 'Doctor Gustav Brackman', cyberneticist (SupCom expy / reference joke)
  • TTN Titan battlemech (attempted?) successor, with input from Helghan mechwarrior veterans and BattleROM data.
    • Notable favorite tactic: Hot-loaded dumb-fired LRMs
    • Arm-flipping good, not good missiles stuck forward. How to fix: Extended Torso Twist
    • Negatives: The lopsided and bulky LRM-15 of TTN-3HR, that caused the nearby Right Arm to no longer Arm-flip (head-canon)
    • Also the TTN-3HR is a consider a 'badly made' Thunderbolt (despite DHS). Head-canon: Helghan Mechwarriors stick try to stick to the TTN-2 version
  • Built using manufacturing data of WHM Warhammer and MAD Marauder
  • EW Equipment for remaking Sensor + Mech OS w/ new Nuerohelmet + Sensor OS.
  • Uses a powerful ECM Sensor Ghost + AMS defense system.
SABER LILY! Now you have to figure out the joke going on here.

_-_-_

Background History


As the young Helghan Republic's first domestically design and built battlemech, the TTN Titan and its 2HR refined iteration, has been a favorite of reliable constants of the Republic's 'mech pool. As such, the core tactics, pilot techniques, and other odd idiosyncrasies of a Helghan MechWarrior are birthed from their reliable mainline combatant and primary trainer-mech. Unfortunately, as the size and diversity of the Helghan military has increased with primarily Taurian sourced 'mechs, the Titan has had to compete with more venerable designs that (relatively) predate the Helghan Republic by centuries – of specific note the Thunderbolt and Talos.

This increasingly tense rivalry for a MechWarrior's attention came to a head with the TTN-3HR upgrade package; although marketed and lauded as a great technological upgrade of the reliable mech stemming from potent Double Heatsinks, the 3HR Titan is burdened by numberous mechanical fallacies and 'perception problem'. The previous iteration twin LRM-5s being replaced by a, collectively larger and arguably more accurate, LRM-15 bank that widely destabilized the internal missile feed system and upset the center of mass of the mech. Not only that, the bulky and off-center missile launcher bank restricts the articulation of the right arm pod, restricting the arm-flipping mechanism and misaligning the accuracy of the Petrusite PPC-analog. At the forefront of any MechWarrior, regardless of nationality or lack thereof, the 3HR upgrade has the stigma of being a '[expletive] knock-off Thunderbolt'.

The story of the 3HR Titan is arguably considered one of the storied bureaucratic mishaps of the old days of the Helghan Office of Military Requisition and Design, when overly strict quality control laws and overbearing oversight caused the abortion of many potential new Military products and Designs amongst the national-scale military procurement.​


Design & Development

Design Quirks

SAB/LYL-1H, SAB/LYL-2H​

Barrel Fist (Left)​
-1
Extended Torso Twist​
-3
Improved Communications​
-2
Modular Weapons (MML-5, TAG)​
-1
Fast Reload (MML-5)​
-1
Non-Standard Parts*
(Not applicable to Helghan Tech-Base)​
+1
Prototype (SAB/LYL-1H)​
+2
Oversized​
+3
After the deregulation of the Office of Military Requisition and Design, many within the mid- to high-tier command structure of the Helghan Military and Corp of Engineers saw the stagnancy of the Republic's once prominent flagship Battlemech, and decided to invest in an effort to reverse this arguable fall to mediocrity and dishonor. A young ingenious Dr. Gustav Brackman, a talented cyberneticist and competent Battlemech architect, was scouted to head the Project Loyalist think tank. Born on the planet Mir, Brackman has attended many computer and engineer courses on Helghan and earned his medical science doctorates in the Magistracy of Canopus. Gathering personnel from the Helghan Corp of Engineers, and later the now famous 'Marauder division' of Thoralf-Sigurd-Vig, Brackman set the initial goal of reinventing the Titan with new technologies and a better understanding of what a Helghan MechWarrior needs from such a machine.

Starting preliminary research in 3038 and working through the course of the 5th Succession War, Brackman and his A.I.-algorithm selected team worked through the 5th Succession War to create a theoretically sound blueprint for a field-capable prototype. As the project proceeded, it was decided to include data on the Marauder (the specialty of later addition Thoralf-Sigurd-Vig engineers) and the Warhammer, both direct-fire units; the rationale being the notable data-points sourced from Helghan BattleROMs being the usage of risky 'Hot Loading' OS add-ons to make the Titan's LRM arrays into SRM simulacrums, and a notable usage of Dumb-Fire LRM rounds. As such, it was decided early in the development process to replace the LRM arrays with more versatile Multi-Missile Launchers to account for this pilot data, whilst also leaving uncompromised the LRM mission loadouts often assigned by the Company level command and above.

The largest impact of incorporating Warhammer and Marauder data, specifically the nightmarish 5H experimental series Marauder, is the Loyalist's eventual arm beam weapons; a large pulse laser in one arm and a trio of Light Petrusite Cannons. Identifying the inherent long range of Helghan beam weaponry and the propensity of Titan pilots forcing their machines into aggressive maneuvers to accomplish the fast and hard Helghan Blitz tactics, the 'Sandblasting' technique expanded with the armor-piercing Petrusite Blasters, and the Pulse Laser ensuring greater high-damage; all of these being terrifyingly effective at any range. Another, perhaps more subtle, influence of the data is the somewhat more humanoid arrangement of the arms; It was reasoned that this would result in more intuitive gunsling and if necessary physical brawling from the pilot. In parallel, the Titan's inability to aim it's missile launchers in the rear-facing alongside it's arm-flip capable weapons would rectified by making the torso macro-actuator a robust 360+ degree motor, correcting one problem and preempting another.

Lastly, in a bout of out-of-the-box thinking, the Loyalist chassis was barely made to fit an integrated 'Code:BIRDTRAP' Type-1 Electronic Warfare block and Laser Anti-Missile Gun, what internal project documents collectively cite as the 'Zapper Tactical Defense System'. The 'Zapper' pair itself was sourced from the mysterious BIRDTRAP intelligence task-force, which recently declassified reports show is a group originally determined to capture or otherwise reverse-engineer the Capellan Raven 'mech' and it's electronic warfare capabilities; now though is a Company formation with many Helghan variant Ravens and other units specialized for Black Ops and Aggressive Reconnaissance. Of note, the Zapper system was proven to great affect during the Marian Invasion, causing confusion and terror to the opposition alongside other high-tech units like the MAD-5H series of experimental Marauders. Although similar to the AMS / ECM combination on the Taurian MAD-5G Marauder II, this is considered to be a case of convergent tech development; the BIRDTRAP pattern system being devised internally by Helghan operatives behind classified closed doors for years.
The 'SAB' half of the Loyalist's model-ident stands for 'Siege Assault Battlemech', an affectation of Gustav Brackman's personal design process during the coarse of Project Loyalist.

SAB/LYL-10H

Type: Loyalist​
Technology Base: Inner Sphere / Helghan​
Tonnage: 65​
Cost: unknown​

EquipmentMass
Internal Structure:
Endo-Steel​
3.5
Engine:
260 Rad Petrusite​
7.0
Walking MP:​
4​
Running MP:​
6​
Jumping MP:​
0​
Heat Sinks:
13 [26]​
3
Gyro:
Standard​
3
Cockpit:
Standard​
3
Actuators:Arm R: Shoulder, Upper Arm, Lower Arm

Arm L: Shoulder, Upper Arm, Lower Arm
Armor Factor (Standard):
211​
15.5
Total: 35​

Internal StructureArmor Value
Head39
Center Torso2130
Center Torso (Rear)12
R/L Torso1520
R/L Torso (Rear)10
R/L Arm1020
R/L Leg1530

Weapons and AmmoLocationCriticalTonnage
Large Pulse Laser (Helghast)LA25
3 Light Petrusite CannonsRA69
MML-5LT33
TAGLT11
MML Ammo*LT22
CASELT21
Laser AMSRT21.5
EW EquipmentRT47.5
Total: 30​

*NOTES:
  • MML Ammunition is loaded and fitted on a Mission-by-Mission and Pilot preference basis.

Completed mid-3041 using trail production run Irradiated Petrusite Reactors, the very first of their kind, the 10H Loyalist is a misshaped brute of a mech; powerful and effective but having not even a hint of refinement. Not only did the BIRDTRAP / 'Zapper' unit exceed the original chassis original blueprint dimensions, the experimental Endo-Steel skeleton itself was found to be excessively bulky, making it far too cramped for all the specified devices cited in the original blueprint. Fortunately, the Missile Launcher and TAG system pod was able to be integrated to the difficult chassis; said Launcher / TAG combo being sourced from the Cobra heavy missile droid privately designed and patented by Dr. Brackman.

These experimental prototype were not only used to perform integration tests of the many new model devices, but also continuous Battlemech Operating System rebuilds to develop the next generation of Helghan cockpit configurations. In 3042, this research was expanded to include the next generation Neural Helmet and Robotic Master-Servant consoles. All efforts to reinvent and empower Helghan mechs.

It is estimated that only demi-company or 2 Lances at most were created of this prototype model, with one lance confirmed to be used in Training Exercises against the Grey Death Legion, whilst at least 2 others were deployed to the former Marian Hegemony to participate in further shock-and-awe style raids against hold-out slavers and vengeful former nobles.

During the Grey Death Legion exercises, the Loyalist has also gain the oddly inexplicable moniker of 'Whimsical Madness', from how the inherent silhouette and often potent electronic emissions (deliberate or otherwise) of the Loyalist cause targeting systems to glitch-spasm between the ID-tags 'WHM' (Warhammer) and 'MAD' (Marauder). Those that learn of this nickname second hand feel that it is an apt expression for the chaotic mech.​

SAB/LYL-22H

Type: Loyalist​
Technology Base: Inner Sphere / Helghan​
Tonnage: 65​
Cost: unknown​

EquipmentMass
Internal Structure:
Standard​
7.0
Engine:
260 Irad Petrusite​
7.0
Walking MP:​
4​
Running MP:​
6​
Jumping MP:​
0​
Heat Sinks:
14 [26]​
4
Gyro:
Standard​
3
Cockpit:
Standard​
3
Actuators:Arm R: Shoulder, Upper Arm, Lower Arm

Arm L: Shoulder, Upper Arm, Lower Arm
Armor Factor (Standard):
211​
13.5
Total: 37.5​

Internal StructureArmor Value
Head39
Center Torso2120
Center Torso (Rear)12
R/L Torso1520
R/L Torso (Rear)10
R/L Arm1020
R/L Leg1530


Weapons and AmmoLocationCriticalTonnage
Large Pulse Laser (Helghast)LA25
3 Light Petrusite CannonsRA69
Guardian ECMRT21.5
Laser AMSRT21.5
MML-5 (Helghast)RT33
MML-5 (Helghast)LT33
TAGH11
CASELT21
MML Ammo*LT22
Arc RifleCT10.5
Total: 27.5​
*NOTES:
  • MML Ammunition is loaded and fitted on a Mission-by-Mission and Pilot preference basis.

The first generation of the true mass production Loyalist, and much closer to the original blueprint than the initial LYL-10H. Many of the 10H prototypes omissions were fixed with the usage of a more traditionally forged skeleton-chassis, as well as the replacement of the 'Zapper' ECM / AMS array with a far more refined (but less versatile) 'Zapper B', which replaces the bulky BIRDTRAP Type-1 with a Type-2 'Guardian' block. The loss of the original BIRDTRAP has complicated the maintenance and debugging of the Operating System and Diagnostic Interpretation Computer, as the baseline 10H integrated the E-Warfare block to all computer systems and made it serve as the central processor.

Despite the now quickly resolved computer complications, the 22H is already poised to replace the Titan for 'Tip of the Spear' positions in the Helghan military. It is tabled that many 3HR Titans will be sold to secondary Battlemech distributors in order to free positions for the newer Loyalist, with many 2HR Titans being converted to the conservative 4HR Titan (Double Heatsink upgrade with no other changes), but as of 3042 that is tentative pending future developments form other designs and the Loyalist itself.

Due to the Helghan-centric design process of the Loyalist, especially with the integration of frankly arcane technology, there is very little hope that a export variant will and could be design and built. However, one of the current goals of the Loyalist Project (as of 3042) is the theoretical SAB/LYL-35T - 5 Tons heavier, XL Fusion Engine, and possibilities for a Snub-Nose PPC and Medium Bombast lasers.​
 
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Si vis pacem, para pacem
Si vis pacem, para pacem
As the people of Helghan once again bunker down and relax in preparation for the winter sands, so too do the armed forces of the wider galaxy; millions of men and women beginning the long journey home with the conclusion of the 5th Succession War. Though small in scale compared to earlier conflicts, the 5th Succession War has nonetheless seen tens of thousands killed across hundreds of battlefields and many millions more uprooted from their lives and scattered to the four corners of the universe. Across the Inner Sphere and beyond, millions of people celebrate the peace, remember their dead and missing, and attempt to pick up the shattered pieces of their lives wherever they washed up.


Commonwealth-League
Anti-spinward of the Republic and stretching for hundreds of light-years, the Commonwealth-League border lies quiescent despite the tensions that remain between the two states. Begun by Lyran nobles in the aftermath of Archon Katrina Steiner's death, the conflict between the Lyran Commonwealth and the Free Worlds League saw the pair fight bitterly for little gain. Trading system for system, both nations ended up in control of eleven systems previously belonging to their enemy and a great many dead soldiers.

According to the Republic's remaining spies in the Commonwealth, Archon Steiner is reportedly furious at those nobles responsible for the conflict; one after another suddenly finding themselves without friends at court and a host of new enemies. Similarly, a great many Social Generals appear to have fallen afoul of the Archon with a spate of unexpected retirements announced in the weeks and months following the official end of the 5th Succession War, those retiring replaced by bright young officers who served on the front lines. If any good can be said to have come from the war whatsoever, it's that it appears to have served as a crucible for the LCAF and forged a new generation of leaders.

Meanwhile, in the Free Worlds League, Captain-General Janos Marik seems no happier with the outcome. Though Marik troops fought valiantly across dozens of planets, intercepted reports indicate that a lack of effective coordination between Federal and provincial commands dramatically compromised the ability of the FWLM to act. No doubt seeking to rectify this issue, the Captain-General has spent the months following the end of the War burning every bit of political capital he has in a campaign against the Home Defence Act. Though the complete abolition of the act is considered unlikely, many expect that it will see a dramatic curtailment in the coming months.


Combine-Suns
The border between the Draconis Combine and Federated Suns, on the other hand, is anything but quiet. Having lost all of its gains from the 4th Succession War and a couple more systems besides, the Draconis Combine appears to have taken a leaf out of the Federated Suns' book and begun deniable operations. Though the ceasefire between the two nations still holds, the months following its declaration have seen a campaign of harassment spring up across all AFFS-held Combine worlds; spies within the Sun's military reporting steady losses of men and material.

Surprising no one familiar with Federated Suns, one of First Prince Morgan Davion's first acts following the ceasefire's declaration was the announcement of a truly massive monetary programme for those systems along the Combine-Suns border. The multi-trillion pound act, designed to repair infrastructure, develop economies, and build fortifications, represents one of the largest expenditures of crown funds in decades and has been met with mixed feelings across the federation. While those on the border are naturally all for it, many within the nation's forgotten Outback view it as simply yet another snub in a long history of similar snubs; their simmering resentment growing hotter with each passing day. Already host to considerable numbers of left-wing groups, many within the Republic expect to see a proliferation of anti-Avalon sentiment across the Outback in the years to come.

In addition to this potentially firebrand economic package, the Republic's extensive spy network has reported a second, much quieter move from the First Prince. Filtering back from New Avalon, reports from Republic spies detail the formation of something dubbed the 'Next-Gen Weapons Programme' by direct decree of the First Prince. Though the specific details are lost in the twin black holes of the NAIS and MIIO, what is known is that it's operating under the auspices of the Federated Suns Navy.

In the Draconis Combine, things are considerably less clear. Though the Republic maintains numerous spies within the strange nation, a combination of the Combine's substantial information control and the Republic's lacklustre penetration has resulted in an image of the nation that is fuzzy at the best of times. While reports from spies within the AFFS indicate that the Combine is involved in some manner of insurgent action against the Federated Suns, to what degree and to what end are both shrouded in mystery. Similarly, few can say what the relationship is between the Combine and its guests, the Word of Blake, beyond the latter, seemingly being trusted enough to negotiate a ceasefire.

What can be gleaned, however, is the existence of a slow reconciliation between Takashi Kurita and his son, Theodore.

A military reformer, a skilled strategist, and an effective tactician, Theodore Kurita has long had a strained relationship with his father despite his often heroic victories in battle. While the details have never been made public, their relationship (or lack thereof) has long prompted speculation from gossip columnists and intelligence analysts alike. Recently playing a large role in stymying AFFS assaults along the Combine-Sun border, Theodore Kurita and his father have seemingly begun to reconcile their differences with the pair appearing together at the Great Wall of Luthien to honour those Samurai killed during the fighting.


Rimward Periphery
With the end of the 5th Succession War comes the end of the Helghan Republic's emergency measures. While not explicitly tied to the conflict, the restoration of peace across the known galaxy has forced the Republic to return to a peacetime style of governance lest its people make their displeasure known (violently so, given their history). Having regime-changed the Marian Hegemony alongside the rest of the Outer Rim Defence Initiative and currently busy accepting and integrating millions of refugees, the Helghan Republic has a great deal on its plate for the foreseeable future even before considering potential future conflicts.


Marian Hegemony
Having been regime changed by the ORDI and currently undergoing a rather incredible societal transformation thanks to the actions of the Republic and Magistracy alike, the former Marian Hegemony is in an... unusual place, historically speaking. Assisted by the Republic, various left-wing groups have managed to secure substantial power and begun the work of distancing their nation from its imperialist, slave-owning past; whole swaths of Hegemony politics pried from the hands of its nobility and given over to the people. Said nobility, having seen much of their power vanish thanks to the regime-change and its subsequent redistribution policies, no doubt have some response planned, though the paucity of Republic intelligence assets has kept whatever plans are being made hidden from sight.


Final Map Changes

 
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Regarding the 'Si vis pacem, para pacem' update, or in other words the end of the 5th Succession War, I feel the next areas of conflict in our area of the universe will likely be:
  • Federated Suns boonies along the Taurian border - That has a chance of it being the conflict area as the Pro-Taurian and 'I hate being poor Medieval Peasants in the 31st Century' sentiments grow and take more solid shape.
    • That will likely be the flashpoint(s) for the physical revival of Naval Warfare in the Inner Sphere, with actual WarShips (Pocket or otherwise).
    • There is also the anti-Helghan / ORDI sentiment within the Concordat but that for my own perspective that has no clear 'boiling point' for me to theorize further on.
  • Federated Suns and Draconis Combine spy-games and border reinforcements. Its seem near-obvious that the Fed-Rat / Dragon side of the 5th Succession War had far more kick than the initial goings-ons of the 'West' side of the Inner Sphere conflict (which makes sense as it's our universe's analog to the War of 3039 (a Fed-Suns / Combine conflict).
    • Did Takeshi and Theodore actually reconcile, or is this like that ending scene in 'Heir to the Dragon'? (I only listened to the abridged audio book). At the very least, it's a trek along the direction towards Theodore having, defacto or otherwise, control / rulership of the Combine.
  • Earth ComStar versus Draconis WOBlies, oh my!
    • The only thing that can be done is revving our paranoia engines, and spinning our wheels with plans and schemes. Nothing to be (INTENTIONALLY) done there. :/
    • If this universe's Word of Blake ISNT making the Celestial or Demon series stuff (for us to get! :] ), I don't care what they do (based on what little we know now circa 3040).
I think it would be more important to start planing for the liberation of the Taurian worlds currently being occupied by the Fed Suns
Yep, that definitely needs to be a thing.

Unfortunately that is going to be convoluted by the currently emergent media / politics of that essentially sliding the Taurians into a more volatile / impedingly non-helpful 'Love-Hate Relationship' with us. We need to keep or somehow reverse the current status of 'Taurians are more annoyed by everyone more than usual' before it goes in a detrimental / dangerous (for us) direction...
 
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