Actions
You have 10 out of 10 Action Points to spend. This list of available actions is by no means exhaustive, so feel free to suggest more actions or variations on the actions listed below.
Federated Suns:
[] Expand FedSuns intelligence network: Having placed a large number of agents within the lower levels of FedSuns society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Investigate Outback Fortification Efforts: Though weakened by the Federated Suns' counter-intel sweeps, the Republic's intelligence network can be turned to the task of investigating the fortifications being built in the Outback.
[] Infiltrate Civil Administration [Hard]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] Ferment Dissent [Hard]: By producing and spreading certain forbidden materials throughout the people of this faction, our agents can potentially incite dissent against the powers-that-be.
[] Infiltrate Military [Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Stage diplomatic incident [Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Extremely Hard]: By training and arming those whose beliefs align with those of the Republic, we can remove those in charge and install elements friendly towards us. [Progress: 0/15 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Infiltrate MIIO [Very Hard]: Infiltrating the Ministry of Information, Intelligence, and Operations will be difficult, but allow the Republic greater access to sensitive areas throughout the Federated Suns.
[] Infiltrate NAIS [Extremely Hard]: Utilising our extant agents, we can attempt to infiltrate the New Avalon Institute of Science…
[] Steal research [Extremely Hard] [TARGET RESEARCH]: Utilising our agents in research centres and laboratories, we can "acquire" valuable research data.
[] Infiltrate Davion Palace [Impossible]: By infiltrating the Davion palace, we can gain access to its most vital secrets and most important people.
[] Write-in:
Capellan Confederation
[] Arms Sales: With the Confederation's neighbours distracted by their own conflicts, the Confederation may be willing to buy equipment to help rebuild their military. Given the distances involved, however, such shipments will be difficult until efforts are made to improve the backend logistics.
[-2 influence]
[] Tech for Tech: By offering the Confederation information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
Taurian Concordat
[] Prepare War Material Stockpiles: In order to better support ORDI units fighting a purely theoretical war in the Federated Suns; outback, we should build up stockpiles in bordering Concordat systems that can be drawn on as needed. [Bonus to ground supply situation in a totally hypothetical future conflict]
[] Construct additional waystations: By using the Republic military engineering corps to build additional waystations throughout Taurian space, we can further increase the number of troops we can effectively support in a future conflict albeit at the cost of some bruised civilian egos [-1.5 influence, Bonus to ground supply situation in a totally hypothetical future conflict]
[] Tech for Tech: By offering the Taurians information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
Magistracy of Canopus
[] Tech for Tech: By offering the Magistracy information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
Aurigan Coalition
[] Tech for Tech: By offering the Coalition Information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
ORDI Actions:
Note: The Outback actions are extra risky as the ORDI got caught doing it last year. The Celestial Mandate is also on the lookout for ORDI deliveries, though less capable of intercepting them barring twists of fate.
[] Dispatch Material Aid (Small Arms, Mandate): With the Celestial Mandate undergoing a civil war, rebel forces need material aid now more than ever. On the plus side, we no longer need to smuggle them in! [-8,000,000 C-Bills]
[] Dispatch Material Aid (Heavy Weapons, Mandate): With the Celestial Mandate undergoing a civil war, rebel forces need material aid now more than ever. On the plus side, we no longer need to smuggle them in! [-16,000,000 C-Bills]
[] Dispatch Material Aid (Last-Gen Automata, Mandate): With the Celestial Mandate undergoing a civil war, rebel forces need material aid now more than ever. On the plus side, we no longer need to smuggle them in! [-20,000,000 C-Bills]
[] Dispatch Material Aid (Combat Vehicles, Mandate): With the Celestial Mandate undergoing a civil war, rebel forces need heavy metal to help level the playing field. On the plus side, we no longer need to smuggle them in! [-40,000,000 C-Bills]
[] Dispatch Material Aid (Battlemechs, Mandate): With the Mandate on fire, now would be a good time to supply rebel forces with deniably surplus battlemechs to even the odds against government forces. [-80,000,000 C-Bills]
[] Dispatch "Volunteers" (Mandate): By dispatching Helghan military personnel to predominantly rebel-held systems, we can provide the rebels with muscular support while minimising blowback against ourselves to an acceptable level. Armed with everything from battlemechs to aerospace fighters, they should be effective against most Mandate units though the death or capture of too many "volunteers" could be problematic.
[] Smuggle In Material Aid (Small Arms, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with deniable small arms ahead of time. Though there's a risk such an effort might be detected, it'll dramatically improve their ability to fight infantry. [-10,000,000 C-Bills]
[] Smuggle In Material Aid (Heavy Weapons, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with deniable heavy weapons ahead of time. While somewhat riskier than small arms, these weapons will be substantially more effective against vehicles. [-20,000,000 C-Bills]
[] Smuggle In Material Aid (Last-Gen Automata, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with (barely) deniable automata well ahead of time. Risky and expensive, smuggling in last-generation automata will greatly level the playing field. [-25,000,000 C-Bills]
[] Smuggle In Material Aid (Combat Vehicles, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with deniable vehicles well ahead of time. While risky and expensive, smuggling in combat vehicles will greatly level the playing field. [-50,000,000 C-Bills]
[] Smuggle In Material Aid (Battlemechs, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with deniable light and medium mechs well ahead of time. As risky as smuggling vehicles and far more expensive, smuggling in battlemechs will level the playing field between the sides. [-100,000,000 C-Bills]
[] Write-in
Helghan Republic
[] Construct a military defence station over [LOCATION]
Locations available:
Contrilla
New Oslo
[Can be taken multiple times in a turn]
[] Upgrade a military defence station at [LOCATION]
Available stations:
Mantharaka (Small → Medium)
Rogue (Small → Medium)
Mir (Medium → Large)
Charybdis (Medium → Large)
Tiverton (Medium → Large)
Caliban (Medium → Large)
Highwater (Medium → Large)
[Can be taken multiple times in a turn, but you can only upgrade a single station once per turn]
Operation Pluto (Mandate Intervention)
Note: Each turn, the other ORDI nations will each pick one or more actions to carry out.
Operation Pluto
will automatically start in October 3045
or if the rebels are doing badly enough
or if either the Helghan Republic or Capellan Confederation trigger it.
Naval Support Capacity: 24/25 (use the naval upkeep values)
Ground Support Capacity: 9.0/9.75 (use the transport size value)
Current Forces:
Navy
- 9 Noctis cruisers (9 capacity) (Transport capacity: 1.5)
- 15 Hasta IIId-class cruisers (15 capacity) (Transport capacity: 2.0)
Ground
- 100% of Army 4 (5 capacity)
- 35% of Army 5 (1.75 capacity)
- 10 Mech regiments (1 capacity)
- 1 MAWLR-II Pack (1.25 capacity)
[] Construct additional waystations: By using the Republic military engineering corps to build additional waystations throughout Aurigan and Taurian space, we can further increase the number of troops we can effectively support albeit at the cost of some bruised civilian egos [-1.5 influence, +0.5 ground support capacity]
[] Sunflower Harbours: Temporary assemblages of metal and composite in the shape of the eponymous flower, sunflower harbours are useful for the short-term in-situ support of naval vessels. [+6 Naval Support Capacity]
[] Prioritise Naval Supplies: By prioritising the shipment of naval supplies over those for ground troops, we can further improve our ability to deploy naval forces to the Hegemony. [+1 Naval Support Capacity, -0.125 Ground Support Capacity]
[] Prioritise Ground Supplies: By prioritising the shipment of supplies for ground troops over those of the navy, we can further improve our ability to deploy ground forces to the Hegemony. [+0.25 Ground Support Capacity, -0.5 Naval Support Capacity]
[] Emplace And Prepare Assault Forces (specify the forces being deployed): With every member of the ORDI contributing to Operation Pluto, we should probably assign forces sooner rather than later…
[] Plant False Intelligence [Easy]: By hiding our real manoeuvres and planting false intelligence amongst Concordat and Coalition civilians, we can disguise the scale of our operations and convince the Mandate that we mean to attack elsewhere should it be looking.
[] Sabotage Loyalist war industry [Easy]: Through the use of subtle and widespread sabotage, we can disrupt the flow of essential war materials to loyalist forces fighting against rebels and the ORDI.
[] Target Will to Fight [Easy]: By targeting Mandate loyalists with propaganda, we can hopefully attack their will to fight against rebels and possibly even convince some to swap sides.
[] Survey Loyalist defences [Medium]: Using agents already embedded in the Mandate, we can survey their defences ahead of time and dramatically reduce their effectiveness so long as the intel is no more than 3 months old.
[] Sabotage Loyalist infrastructure [Medium]: Using Republic operatives to take out planetary infrastructure across the Mandate will doubtlessly hamper the ability of Mandate loyalists to fight against rebel forces.
[] Disrupt Loyalist Command and Control [Medium]: By assassinating and otherwise knocking out key personnel across Mandate systems, we can disrupt their ability to fight against rebel forces (and our own)
[] Begin Operation Pluto (Failure to detail a plan will have me do a good faith interpretation but you can't complain about it).
Automatically Activated Upon the Intervention Starting
[] Ammunition and Supply Sabotage [Easy]: By laying the groundwork ahead of time, we can trigger a widescale sabotage of Mandate ammunition and supplies at the worst possible moment.
[] Mass Decapitation Strike [Medium]: By covertly deploying cybernetically-enhanced special forces units through rebel-held space and holding them near the targets, we can trigger a massive decapitation strike against Mandate personnel at our leisure
[] Air and Space Monitoring Disruption [Medium]: Using those agents not forced to evacuate due to the chaos of the civil war, we can attempt to blind Mandate Air and Space sensors during the initial invasion period.
[] Sabotage Nuclear Defences [Hard]: Using agents across the Mandate, we can attempt to sabotage all known and suspected nuclear weapon systems before they can be turned against our forces.
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Military Requisition And Design
You have 3 out of 3 Requisition Points to spend on upgrading Helghan's ground forces. These upgrades are given to all active armies at once, though the more armies you have the longer it'll take to roll out changes.
Requisition
All credit to
@Nottheunmaker for these guns. I do love a good Resistance: Fall of Man reference.
[] EX-003 "Bullseye"
Petrusite has many odd properties. One of the oddest, and before now least useful, was a tendency to engage in its own form of entanglement. Recent studies have found ways to control that entangling, and have Petrusite molecules chase their entangled pairs.
On a practical, military level, this means that a specific cluster of charged Petrusite , referred to now as a Tag, can be fired at a target, and shot fired from this weapon will home in on the tag. This can be used to bypass cover and strike at a single location on a target consistently, stripping away armor.
Oddly, the shots do not cause a release of thermal energy. Instead, bullseye rounds gouge and crush impact sites. Practice targets are torn and ripped, not burned.
[] EX-108 "Wildfire"
A next-generation rocket launcher, this weapon is made with portability and weight of fire in mind. While shoulder fired, the weapon is light enough to be carried by nearly any model of power armor, cyborg, or even an unusually strong human. Its ammunition is also lightweight, though somewhat bulky. Reloading is a simple task that can be done by one person in under ten seconds.
Where other experimental weapons have tried to bypass armor and shields, the Wildfire seeks to overwhelm. While only capable of holding two rockets at a time, the Wildfire loads next-generation warheads that split soon after launch, saturating the target location with high speed armor piercing high explosives. The charred remains on the testing grounds speak for themselves.
Design
[] Dropship Design: (tell me what you're trying to design)
[] Warship Design: (tell me what you're trying to design)
[] Design write-in: Order your teams to design a solution to a capability gap. (tell me what you're trying to design)