Operation Red Breath
15 October 3037, H-Hour -3

Pull bolt. Push-in pin. Push charging handle. Slide in bolt carrier. Combine charging handle and bolt carrier.

Pull bolt. Push-in pin. Push charging handle. Slide in bolt carrier. Combine charging handle and bolt carrier.

Pull bolt. Push-in pin. Push charging handle. Slide in bolt carrier. Combine charging handle and bolt carri-.


"Clear! I mean… Time! Fuck!" Came the stumbling cry from Marić, a roar of laughter and approval rising out of the darkness around Reza to buffet him like a leaf on the wind.

Sighing, Sergeant Reza Jalal slammed the last few parts of his rifle together before lifting the makeshift blindfold from his eyes, his vision blurring almost instantly at the brightness of the barracks-turned-arena. Blinking clear his vision, Reza spotted his opponent, Katarina Marić, cradling her newly assembled rifle; the newest member of Beta squad grinning like an idiot at the dragon's horde lying beside her.

"Good work for a newbie," he told the blonde trooper brightly, rising from his bunk with only a mild twinge in his back and shouldering his way through the slowly dispersing crowd to offer her a hand.

Shaking it graciously, Marić shrugged. "Thank you, sir. Benefits of training at Casius, I guess," she continued with more than a little exhaustion.

Inwardly, Reza grimaced. Army Training Centre Casius was notorious throughout the Republic for being located in the arse-end of nowhere; boot camp there offering none of even the minimal distractions present at other training centres. Most other soldiers Reza had met counted themselves lucky to avoid it and those that hadn't were more than willing to regale their comrades with story after story of the stupid shit people got up to during downtime. Frankly, Reza counted himself lucky that he'd been sent to ATC Karpathia --as far from Casius as it was possible to get while still on the same planet.

"My sympathies," he told her seriously before nodding to her winnings a moment later. "Any plans for that?"

The wiry newbie nodded. "Yah, I figured I'd go out in a blaze of glory," she replied dryly as she began sifting through the pile. "You know: live fast, die young."

"Of a heart attack?" He finished as she peered down at an item before shrugging.

"Hell yeah, sir," she replied, the trooper snapping open the packet with a flick of her wrist and the smell of cinnamon and sugar filling the air a moment later.

To the consternation of a great many of Reza's fellow soldiers, gambling for money had been banned throughout the Republic military decades ago; anyone found running a gambling ring, or even participating in one, liable to be NJPed by the officers the moment they found out --and they always found out. Often subjected to long periods of intense boredom with little else to do, Reza's illustrious band of brothers had finagled a compromise: desserts and snacks replacing hard currency. As a sergeant, it was stretching the regs for Reza to participate, but needs must and his needs were great --besides, he could always write it off as squad bonding.

Spying his target among the pile of snacks Marić won, Reza reached into his combat webbing and plucked a packet from his pocket.

"Here," he told her as he proffered the drab green package towards her. "I'll trade maple muffin tops for the Lifesavers."

"Why do you want them?" She asked, nonplussed. "Aren't they bad luck?"

"The fucking worst," he confirmed. "Garza in Alpha is the only squad lead who lets them on his dropship and he's crashed twice. Trust me, the only reason I want them is to trade."
Seeing her expression, Reza shot her a quizzical look. "You are new, huh?"

"Yah," she answered with a nod, the pack of Timbits forgotten in her hand. "Arrived on the last ship up, two weeks out of boot."

Pausing, Reza felt a wave of self-recrimination flash through him. My fault, he thought. We've been so busy...

"Alright," he sighed a moment later as he sank back down onto the bunk opposite; a twitch of his hand sending the proffered bag of muffin tops onto the pile by Marić's side. "Half motor pool loves the fucking things. You need an automata out of the shop ASAP, chuck 'em a bag or two of Lifesavers. They won't break regs, but they might see about moving it up a slot or two."

"Never, " he continued a moment later, "give the armoury Lifesavers; they'll think you're trying to kill them. It's salami sticks or nothing for them. That said, if you want to get your hands on any of the fucking things, you'll need to talk to me, Maryam in Bravo squad, or Vik-"

===========================

15 October 3037, H-Hour -2

Svetlana Li caught the engineer's body in her arms as it fell, the dead man crumpling silently as she guided him onto the ground; a wet warmth spreading across her belly as hot blood pumped from the knife wound in his back. It was midnight on Hurik, and a quiet one at that, and not even the power plant's guards could fail to hear the clatter a fall would make. Wiping her blade clean on the dead man's clothes, Svetlana cut the keycard from his waist and nodded to her partner.

"And that's number two," she commented glibly as she eyed the wallet-sized device; the thin plastic card, and its distant twin, holding the outcome of their mission in their hands.

Located in the heart of Victory City and responsible for providing power to much of the city, the PlanetGrid facility was essential to keeping Hurik's capital in working order; hundreds of thousands relying on it to power homes, trains, traffic lights, and more. So vital was the power plant, in fact, that it had taken Svetlana and her team months to identify a way to slip past its defences and months more to assemble the necessary items. Time, blood, and more MC Dollars than she was comfortable with had been spent to find the right sellers, but eventually, the Magistracy team had secured the IDs, and blueprints, they needed.

"Let's hope this works," grumbled the man known as Yang Jiong in Mandarin, his pale grey eyes holding steady on the end of the well-lit corridor. Dressed in a maintenance worker's gunmetal grey jumpsuit, the older man would be almost inconspicuous if it wasn't for the pistol he held at the ready; the slim black device seeming toy-like in his huge, wizened hands.

"You worry too much," Svetlana replied, "it'll work."

Before her partner, ever the dour man, could respond, Svetlana tapped the com-bead in her ear. "Target acquired," she whispered. "Alecto moving to join."

"Megaera acknowledges," came the reply a moment later. "Central secured."

Built more than a hundred years ago as a replacement for an older power plant, the PlanetGrid facility supplied Victory City with all the power it could ever need thanks to a trio of Gigawatt fission reactors; a six-month rolling maintenance cycle seeing one reactor taken offline and repaired while the other two shared the load. Vital to the city's smooth operation, located on a world bordering the edge of civilized space, and built during the succession wars, the PlanetGrid building was designed with orbital bombardment and sabotage in mind; meters of ferrocrete and armour plating covering the three massive fission reactors at the facility's heart and dozens of automated systems preventing any kind of overload, intentional or otherwise. At the time of the power plant's completion, the architects and engineers who had built it proudly boasted that their design would outlast Victory City itself.

It had taken Svetlana's team all of a week to figure out how to bring it down.

The fission reactors were untouchable: their radiation shielding too thick and heavily armoured, their management software too well designed and protected. Every possible attack had been anticipated by PlanetGrid's creators, every possible defence put into place. Any attempt to sabotage the reactors would end in failure… but the transformers were a different story.

Simpler to repair and simpler to replace, damage to the facility's forest of transformers, even extreme damage, could be repaired in a matter of weeks by PlanetGrid's army of trained engineers. Even the disruption caused by their destruction would be minimal compared to the loss of a reactor, outlying regions standing by to supply Victory City with power at a moment's notice; the last trial run restoring vital areas of the city to minimal functionality in under a day. With invaders required to burn for multiple days just to arrive in orbit and counter-sabotage plans ready to be put in to place the moment an enemy flare was detected, protection of the transformers played second fiddle to that of the reactors; the only thing that stood between an attacker and their management systems a door that required two keycards to open.

Pulling the pistol from its hiding place on her toolbelt, Svetlana gestured to her partner and rose to her feet. "Come on," she said as she racked the slide. "Let's go turn out the lights."

===========================

15 October 3037, H-Hour -1

In self-inflicted isolation at the head of the Durandal's observation deck, Captain Pavel Krupin starred out through the observation window at the constellation of cold stars spread out before him; a galaxy's worth of drive flares flickering against the flat black of space as countless ships manoeuvred into position above the system's primary. His hand resting against the port's armoured glass, Pavel could feel every shift and flex of the ship's spine as they happened, every pulse of the vessel's mighty engines as a particular vibration. With more than 4 year's service aboard the Durandal and a dozen in the fleet, Captain Krupin could read the ship's mood just as well as he could the mood of its crew, the sterile, metallic-scented air of the ship unmistakably tinged with the sharp taste of pre-battle nerves.

It's been eleven years, old girl, he told Durandal affably, but you've finally got a chance to show the galaxy what you can do. Let's make it count.

As if in answer, the ship's engines pulsed one last time and cut out; phantom vibrations running up Pavel's arm for a moment longer before fading away to nothing.

"You said it," muttered Pavel as he pulled his hand away and gave the stars one last look.

"Talking to the ship again, Captain?" Rumbled a voice from somewhere behind him, the slow drawl of a Portland accent incongruous against the bridge crew's clipped vowels. Turning, Pavel smiled slightly as he caught sight of Lieutenant Arjun Thind, his XO and right hand, standing behind him.

At six-feet tall with dark ochre skin and a perfectly groomed beard as black as coal, Thind could not have been any less like the primarily Helghan crew if he tried; the Portlander and devout Sikh the oldest of the Republic's new breed of up and coming officers. Standing straight as an arrow on the bridge of the Durandal with his hands behind his back and his long hair kept in place by a burnt-orange turban, Arjun returned the captain's smile and saluted smartly.

"Old sailor's superstition," Pavel replied lightly as he returned Thind's salute "You'll do it too when you have a ship of your own."

"Of course, Captain," Thind replied as unfazed as ever.

The pleasantries over and done with, Captain Krupin nodded toward the bank of elevators and set off, Thind hovering off his shoulder.

"I take it that we're ready to weigh anchor, Lieutenant?" The captain asked inside the elevator as he swiped at the control panel; the pointillist hologram for the bridge flashing green even as the gunmetal gray doors closed with a reassuring clunk.

Beside him, the dispassionate XO nodded as the elevator lurched into motion.

"Yes, Captain," Thind answered coolly. "Supply reports that all stores are locked down, Gunnery reports readiness on all weapons and magazines, and Engineering has given a green light on the hyperdrive.

"Doc Summers has once again requested that you don't give her anything to do, but has otherwise given sickbay her stamp of approval. All we're waiting on is the signal from High Command, though I expect it won't be long until we get it."

Pavel blinked. "Calling her 'doc' now, Thind?"

"Merely bowing to the inevitable, sir." Arjun conceded.

"It takes a smart man to recognize a losing fight," Pavel replied with a smile.

His XO nodded gravely. "Indeed, Captain."

Senior Medical Officer Helena Summers had arrived aboard the Durandal only a few months after Pavel had and had left her mark on the ship almost immediately. Replacing the old ship's SMO, Summers was career navy through and through and had worked her way up from the lowest rung of shipboard medical service to its highest. Effective, efficient, and irreverent, Summers refused to stand on protocol and insisted on being called 'Doc' by all; a personal foible that had clashed with Thind's punctilious nature from day one much to Krupin's bemused forbearance.

Lost in thought, Captain Krupin was jostled from his reverie by a sudden buzzing at his hip; the tablet at his side letting off the long double-dash vibration of an incoming message, Thind's letting off an identical buzz a moment later.

"Well," Pavel told his XO lightly as he scanned the text. "It seems you were right. We're at condition one in fifteen minutes."

===========================


15 October 3037, H-Hour +0
Space above Hurik tore open in three places. For a nanosecond, anyone looking into the expanding rents would have perceived a Cherenkov blue star bright enough to blind. Then ships were streaking out into the void, their swordlike shapes bracketed by the blazing light of the system's primary as they began to burn away from their shared barycenter. Appearing 300,000 kilometres above the Mandate world, the arrival of the Republic ships did not go unnoticed by the planet's aerospace service; a host of LADAR, RADAR, and visual sensors scrutinising the trio of spacecraft as curt alerts were sent to all relevant parties.

Nothing happened for the first two minutes after the Republic vessels emerged save for the ships taking up a formation 100 kilometres apart. Both sides were searching for clues to see what the other was going to do and neither wanted to blink first. Colonel Jordan Cochrane of Hurik's Aerospace Command didn't know what to make of the interlopers' inaction. Years of service in the CCAF and the MAF had taught him that speed was of the essence in any aerospace attack and their latest threat was simply sitting there. The distance was also puzzling. Hurik's sensors might not have been the sharpest in the Inner Sphere, but they should have picked up the drive flares of the vessels long before they got within a Luna's distance of the planet. Erring on the side of caution, he informed Victory City to expect an attack.

The Republic's ships, having secured their beachhead, spent the two minutes peace analysing space around Hurik. Aside from the expected necklace of satellites and the handful of commercial dropships in orbit, there was little to concern the impending invasion force. Satisfied that no interception was forthcoming, Captain Rossi signalled to the fleet located a half-dozen light-years away that the region was clear. Moments later, ten stars flared into existence in the middle of Captain Rossi's defensive formation; a smorgasbord of starships flashing into existence over the course of a few seconds.

Admiral Victor Karloff was aboard the first ship that jumped into the Hurik system at Rossi's recommendation, the Hecatonchires sitting at the centre of the triangle described by the screening force like a brooding hen. Outfitted as a command vessel, the Hecatonchires' size permitted it to carry a full complement of tactical staff and provided them with a fully-fledged command centre independent of the vessel's own CIC and bridge. Though hardly a massive force, the eleven ships of Strike Group Cerberus still required coordination to fight at their best and there were few ships better suited to the task than the Hecatonchires.

As the last vessel warped into the Hurik system, Karloff's staff began organizing the Combat Air Patrols required to keep the valuable ships safe from harm. Over the course of a few minutes the three Damascus-class carriers assigned to the fleet, the Brahma, the Vishnu, and the Shiva, launched a total of 90 aerospace craft to provide cover; the small galaxy forming above Hurik driving the already alarmed Aerospace command centre into a frenzy and providing the planetary government with a small portent of what was to come. With the fleet having secured local space to a degree unseen since the height of the Succession Wars, Admiral Karloff gave the order to descend on the planet.

A little over thirteen light-years away, at almost the same moment the Hecatonchires' fusion drives ignited, space above the planet called Ward tore open in three places...


===========================

15 October 3037, H-Hour +3

Karl's armoured suit made for a curious, bulbous shadow on the flagstones as he ran to new cover, the crack of each footstep almost as loud as the snap of bullets overhead. Ward's moon, Courage, was half-hidden by clouds, but the wide boulevard was almost day-bright thanks to his night vision gear. Karl knew he was presenting an easy target to the enemy hardpoint guarding the way ahead, but he trusted in his armour to keep him safe from small arms fire and his size to keep him safe from the heavier weapons.

Sliding into cover behind an overturned van, he dumped the empty magazine from his rifle with a flick of his thumb and slammed a new drum home. An instant later, a withering storm of machine-gun fire punched into the wreck, thumb-sized bullets penetrating the thin metal of the van's sides only to bounce off Karl's armour like marbles. Stupid of them, really. By way of education, a deep roar rang out from behind Karl and the machine gun suddenly fell silent, a victim of his squadmate's excellent aim.

Chancing a look, Karl peeked out from behind the wreck and ducked back as distant pops rang out.

"Enemy infantry still active, kameraden. Lightweights, not machineguns."

More pops, more dents. Karl rolled his eyes beneath his helmet at his squadmate's tardiness. This was the last time he would volunteer to be the rabbit.

"Any time now, Pritchard," drawled the Lieutenant over the radio, his cultured Pyrrus accent lending him the air of a bored man.

The response came quickly. "Sorry sir," Pritchard said sibilantly. "I see five. Firing now."

An instant later Pritchard's grenade launcher let loose a double cough, two grenade indicators flashing up on Karl's HUD as they sailed overhead before vanishing a moment later. For a split second there was silence save for the pop-pop-pop of enemy fire and then, without warning, the dull crump of an explosion.

"Hostiles eliminated," Pritchard reported proudly.

Peeking out from behind the van once more, Karl caught sight of the smoke pouring from the distant bunker's gunports and tilted his head in respect to Pritchard's skill. It would have been a challenging shot for him to launch a grenade through an open door at this distance, let alone through a crenulated gunport. He wouldn't tell Pritchard that, though. If the man's head got any bigger, he wouldn't be able to wear a helmet. Resolving to keep his thoughts to himself, Karl instead covered the boulevard as the rest of his unit advanced in leaps and bound; the clank of their power armour drowned out by the sounds of combat in the distance.

Halfway through their bounding advance up the boulevard, Lieutenant Novak called a halt; the men and women of Gamma platoon sidling up against abandoned cars and overturned food stalls in a quest for cover.

"Heads up, Gamma," Novak continued after a brief delay. "Goldman's people are taking over here. Enemy resistance at Xihoumen bridge is stiffer than expected, Command needs us to crack the nut ASAP."

Sending back an acknowledgement, Karl brought up a map of the AO with a series of blinks; a ghostly image of Ward's capital, First Landing, superimposed over his field of view.

Located three kilometres from their current position, Xihoumen bridge was one of the few intact routes over the river that bisected the capital, the 300-meter long ferrocrete structure built centuries ago to merge the planetary capital and the nearby city of Acheng. While not strictly necessary to use given the Republic's preponderance of airlift, securing it would greatly ease logistics burdens involved in supplying Republic forces, not to mention cut off one more escape route from the Mandate forces remaining on this side of the river.

"Ahh, scheiss," Karl muttered to himself as he realised how Novak planned to get there.

"Ready jetpacks, people," came the call a moment later, his worst fears confirmed.

Karl was not, by nature, a cowardly man nor was he a stranger to hardship. Growing up in the Maelstra region of Helghan during the latter parts of the civil war, Karl had experienced all manner of deprivations as a child; memories of afternoons spent waiting in line for too-little rations and of fitful sleep disturbed by the sound of distant warfare never far from his mind. Even after the civil war had ended and the revolutionary government had solidified its position, there was still hardship in his life. In places like Maelstra, criminals and fascists and fascist criminals had a way of causing trouble and Karl had had to crack more than a few heads in his youth.

Despite this, he still fucking hated the jetpacks. Hated the way they threw him through the air. Hated the way they made him a target. As far as he was concerned, he might as well ditch the armour and paint a target on his arse. Even so, he still checked his jetpack at the lieutenant's orders, patiently waiting for his turn to respond.

"Gamma-3 ready," he rattled off as his turn came around, an effort of will keeping the distaste from his voice.

Within a matter of moments, the rest of Karl's nine-person power armour unit had reported readiness. Stepping out from behind the overturned van, Karl oriented himself in roughly the right direction and primed his jetpack, a fuel meter fading into existence in the corner of his eye. In the corner of his eye, he spotted the rest of his unit doing the same, the bulbous shapes of Lieutenant Goldman's platoon advancing into position behind them.

"On my mark," crackled Novak's voice, "burn to the buildings and then head to bearing 090... Mark."

With a deafening scream, Karl's jump jets fired, light and smoke filling the boulevard in equal measure and banishing the darkness for meters around. With a stomach-churning lurch, the ground dropped away from his feet and the 400 kilo bulk of Karl's armour slashed through the air like a missile. In an instant, he was above the skyline and heading east, the flat roofs of the boulevard's commercial buildings racing past beneath his feet.

Burping once, the jump jets cut out and the acceleration that had pressed him down vanished. For a moment Karl hung above the flat roof of a building like the universe's largest clay pigeon before, with an equally stomach-churning sense of vertigo, he came crashing down on the roof accompanied by the crunch of asphalt beneath his armoured boots. Wired on adrenaline, Karl swept his rifle left and right across the roof, ignoring the green diamonds of the rest of his squad, and relaxed as he spied no targets. Letting his attention wander, Karl paused as he caught sight of the city.

First Landing splayed out before him like a carcass on a table, its streets and buildings dark save for the light of innumerable fires and the reflected flash of weapons fire; the former lending the scene a hellish air and the latter turning night into day in brief spurts. The city's power infrastructure, nothing to write home about already, had been one of the Republic's first targets; the Republic's air force dropping bomb after bomb after bomb on power plants, substations, and network nodes to hasten the collapse of Mandate forces. Dotting the southern half of the city seemingly at random, pillars of greasy black smoke rose into the sky, the onyx landmarks marking the location of hardpoints cracked open by bunker busters and other weapons. Even as he watched the tableau, a ball of fire the size of a house bloomed to his north; yellow and orange flames shooting up and out like a monstrous flower. A second passed, and then another, and then the explosion reached him; a single deep boom that shattered those few surviving windows nearby.

Hells they're fighting hard, Karl admitted to himself.

Outnumbered more than forty to one, The Mandate's troops in First Landing had been smashed aside by the Republic at every turn; airstrikes and artillery pinning them in place while armour and infantry demolished them. Compared to the might arrayed against them, the Mandate troops were nothing, but they fought to hold every meter of ground regardless. If they'd been fighting for something more than butchers, Karl might have found it within himself to respect them.

As Karl watched, another burning flower bloomed in the city's heart, the roiling mass of fire and smoke rising to his east. With a shake of his head, he dismissed his maudlin thoughts and readied himself for the next jump. Respect or not, Command needed the east bridge clear.
===========================

15 October 3037, H-Hour +7

Letting out a loud groan, back clicking and chest burning, Reza sat down beside the burned-out hulk of the Manticore and stared out over the vast expanse of ferrocrete that was Victory City's spaceport. Everywhere he turned his gaze, he could see the mechanisms of the 4th army in motion; flights of aircraft hurtling through the air, swarms of dropships dropping much-needed supplies to the deck, and squads of troopers jogging to and fro. Like a kicked over ants nest, distant figures swarmed about the field, Hesco barriers and other fortifications taking shape before his eyes as Republic engineers assembled what had been swiftly dubbed Fort Kickass by Reza's comrades in arms.

He'd need to say his prayers soon, but it could wait a while yet. Besides, he'd left his sajjada in his rucksack.

Limbs weighed down by fatigue, Reza lifted the heavy helmet from his head and blinked in the strong light of Hurik's morning sun; a cool breeze ruffling his hair and bringing with it the scents of sweat, gunpowder, and burnt fuel. The fighting had been over for a good two hours now, Hurik's defences smashed apart by the Republic in a series of brutal fights, but the smell of war remained on the air. Breathing deep from the cool air, Reza was halfway to pulling out his tablet when a familiar voice called out.

"Hey sarge."

Glancing up, Reza nodded as he spied trooper Marić stepping out from behind the blacked wreck, her rifle slung over her shoulder and her helmet held in her hands. Like him, her black armour was coated in a thin layer of grey dust and her body language spoke of bone-deep exhaustion. Though the battle for the city had wrapped up hours ago, combat had a way of draining the energy from everyone involved; mind and body both wrung dry like a damp cloth.

"Good to see you made it out in one piece, Marić." He told her as she approached, the trooper blocking out the sunlight as she stood before him.

The blonde woman shrugged. "I followed your instructions. Seemed to do the trick."

Letting out a warm chuckle, Reza winced as pain shot across his chest like fire.

"You alright, sir?"

Waving down her concern, Reza smiled ruefully. "Just a bruise," he told the trooper. "I didn't follow my own advice and caught a slug to the chest. Plate stopped it, but it stings like a real bastard."

"Ooff," she replied, dryly enunciating the sound. "Still, you lived."

"I did," he agreed. "It'll take more than some dumbass with a rifle to kill me."

The conversation stalled there, the older sergeant looking up at the trooper from the ground. Something about her seemed… off. Unbalanced. Uncertain. Reza suspected he knew what. A long moment passed and, with a jerk of his head, he indicated the ground next to him.

"Come on, sit down," he told her. "My neck's getting a cramp looking up all the time," he continued after she made no effort to move.

Breathing out a noncommittal noise, Marić nonetheless obeyed his instruction, the young woman carefully placing her helmet on the ground before pulling her rifle off her shoulder and dropping down beside him with a heavy clatter. Reza let her get settled for a second, the trooper giving off a nervous energy that matched that of the spaceport.

"There's something bothering you." He stated. It wasn't a question.

"Yah. No. Maybe?"

Helpful, a thoroughly useless part of Reza's mind commented before being quashed.

"What's up?" He prodded carefully. He might not have been old in civilian terms, but Reza had been in the army long enough to get a sense of when things were wrong and when directness was less helpful than obliqueness. Push too softly and she wouldn't cut to the meat of the issue, push too hard and she would disengage entirely.

He took a risk. "Something happen in the field, Marić?"

She stiffened suddenly, then nodded.

"Shot someone," she said, her voice flat.

Reza nodded. He'd read the after-action reports, written some of them too, and seen the bodycam footage. He knew which members of the platoon had killed and how many times. They'd been in the rough for a while and Marić had shot more than one person.

"Who?" he asked sympathetically.

In the distance, far from the rapidly growing shape of Fort Kickass, a Union class dropship was descending through the atmosphere on a pillar of fusion flame, the glare of its rocket engine fighting with the sunlight to cast strange double shadows across the spaceport's tarmac. Though far away, the Taurian bull was clearly visible on its flank.

Marić sighed. "I don't know. Some kid," she corrected a moment later.

Ahh, he thought. This.

The Mandate regulars had fought like lions to defend Hurik from ORDI forces despite unit after unit being smashed apart like so much spun glass. They'd eventually surrendered, but it'd taken a good while to convince them that they should, Republic and Taurian mech forces wiping out a good 60% of the Mandate's own before the white flag was raised. Reza had few qualms about fighting the regulars, they were professional soldiers like him, after all, but the planetary militia was a somewhat different story.

With a population of more than a billion people, Hurik had a significant militia compared to those of the Periphery; a force augmented significantly in recent years in response to the Republic's claims of Mandate involvement in the attacks on Helghan. Though mostly composed of military-aged adults, Reza had heard of, and seen, younger members being marched in columns to the hastily assembled POW camps south of the city. Some of them had been on the wrong side of the line demarcating childhood and adulthood.

"Want to talk about it?"

She nodded robotically.

"Not a lot to say, really," she began. "It was at the intersection. When that mech dragged the PA guys away."

Reza nodded. It had been a tense moment when the Phoenix Hawk appeared leading a mechanized charge. Shit had flown in all directions and it was only thanks to the power armour troops that they'd avoid getting mulched by mech machine guns.

"Don't even know if he was a kid, to be honest." Marić jumped ahead with a shrug. "I saw him lining up a shot on Miklos and got him first on instinct. Didn't think about it at the time, but when we were sweeping through later I saw him and he looked like a kid."

The blonde trooper ground to a halt, her voice hoarse.

"Well," Reza said. "Fuck."

"Yah, fuck," she agreed.

Another long pause. The Taurian dropship passed out of sight as it landed.

"Your instincts were right," he said with certainty. "For what it's worth."

They sat together in silence for a while, young and old deep in thought.

"We probably should be heading back."

"Yah, sarge."

"The others are probably screwing around."

"Yah, sarge."

"Marić?"

"Yah, sarge?"

"Mind helping an old man up?"

"...Yah, sarge."

===========================

In something of an anti-climax, Republic forces have triumphed in their efforts to conquer the worlds of Hurik and Ward despite the best efforts of Celestial Mandate forces; initial resistance collapsing after only a few hours of combat. Though guarded by multiple MAF regiments supported by militia, the forces arrayed against the ORDI proved no match for the alliance's sheer superiority in all aspects of warfare. Accompanied by elements from the Magistracy of Canopus, the Taurian Concordat, and the Aurigan Coalition, the three Republic armies assigned to Operation Red Breath crashed down upon Hurik and Ward like waves on a beach, 150,000 troops plus air support, armour and mechs bulldozing everything in their path on both worlds.

Launched in late November to maximise preparation opportunities, the operation experienced few issues with supplies thanks to the cautious actions of the Republic a year prior and came as a complete surprise to the Mandate's ruling council as a result of disinformation activities. In addition, though doubtlessly bound to succeed due to the sheer scale of the forces involved, Aurigan and Magistracy sabotage actions proved vital in disrupting the Mandate's ability to fight back; numerous ammo caches destroyed by time-delayed thermite charges and the main power plant of Hurik's capital disabled by members of MIM in the hours before the invasion. Though the Mandate had succeeded in completing some fortifications which, in turn, succeeded in slowing down the Republic's advance across both planets, delays caused by sabotage ensured that most of the planned works remained safely in the minds of their designers.

Though many suspected that the Mandate might respond to Red Breath by dispatching additional forces or else launching a counter-invasion, the rapid conquest of Hurik and Ward seems to have either stunned the authoritarian nation into inaction or else convinced it that a war would not be in its best interests; days turning into weeks turning into months without sign of a response. While the Mandate has thus far refrained from declaring war on the Republic, reports from within the nation indicate that it is busy pulling a large number of forces from its spinward and anti-spinward borders to reinforce its southern borders. In addition, reports from agents embedded throughout the southern reaches have revealed that the Mandate is rapidly ramping up its fortification efforts, simultaneously expanding the use of forced labour in the construction effort to a massive degree. While there have thus far been few signs of an expansion in anti-subversive activities by the Maskirovka, Republic agents have taken the precaution of going to ground wherever possible.

In terms of casualties, Operation Red Breath saw 132 ORDI personnel killed during combat with an additional 407 wounded. The Mandate, meanwhile, suffered a total of 540 killed and 1720 wounded. Surviving Mandate forces, having since surrendered, are currently interned in POW camps pending release back to the Mandate. As for the civilian population, estimates on total casualties are difficult to produce, however, it's estimated that fewer than 100 civilians were killed in the brief conflict with an unknown number injured --the low number of deaths largely due to the civilian population of both planets taking shelter when it became apparent the ORDI was invading. In addition, both planets are currently under martial law managed by Republic troops pending their transfer to the Aurigan Coalition.
 
Turn 29 Actions (3038)
Policy Goals
Will be properly introduced in Turn 30 as it'll lead to even numbers :V

Punish The Celestial Mandate
With the capture of the Mandate worlds of Hurik and Ward, the biological attack on Pyrrus has been avenged.

Reward
+30 Influence


===============================
International Diplomacy

Capellan Confederation

Apparently eager to build off of last year's diplomatic achievements, the Liao government has dispatched an offer to the Republic for a three-year-long test-run trade deal between the two nations. Exclusively aimed at securing mid-to-high-end civilian goods for the Confederation's growing middle class, the deal would see the Republic earn 15,000,000 C-Bills/year and could serve as a solid stepping stone to further economic ties. With no direct border to the Capellan Confederation, accepting the deal would require the Republic to ship goods through the Taurian Concordat and the Federated Suns, opening shipments up to interference by either party. Additionally, given the historic relationship between the Aurigan Coalition and the Capellan Confederation, accepting the offer would also ruffle some feathers in the Aurigan Reach, though only to a minor degree.

[] Accept the deal [-3 Influence]
[] Refuse the deal


Comstar
In a surprise move by Comstar, the rather insular religious organization/telecom company has petitioned the Helghan Republic to be allowed to establish a small diplomatic office on Helghan itself to serve as its voice in matters too sensitive to be transmitted over FTL comm. While these sorts of diplomatic matters are normally handled by the precentor in charge of the capital's HPG, the lack of such a facility on Helghan proper have forced Comstar to request a more mundane diplomatic office. Given the organization's largely unobjectionable nature despite the power it wields over the galaxy, granting Comstar's petition will likely be seen positively by the various nations of the galaxy. That said, with the recent establishment of the Warp Communications Consortium, allowing Comstar to set up an office on Helghan may make stealing the technological secrets of its rival significantly easier.

[] Accept [+3 Influence]
[] Refuse


Celestial Mandate
Having largely refused to contact the Helghan Republic except through third parties, and even then limiting itself to claiming that the Pyrrus attack was a false flag, the Celestial Mandate has made history by finally reaching out to the Republic's government directly. In a covert message addressed to the ORDI in general and the Republic in particular, Celestial Empress Romano Liao has made a rare appearance to offer to sign a formal Non-Aggression Pact with the ORDI in exchange for publically giving up claims on Hurik and Ward. While this is seen by many within and without the Republic as an admission of weakness on the part of the Mandate, only the Taurian Concordat supports rejecting the offer outright; the Concordat arguing that the Mandate is unlikely to attack anytime soon and signing a NAP would prevent the ORDI from capitalising on the situation. Rather unsurprisingly, the Aurigan Coalition proves to be the most in favour of signing the NAP while the Magistracy of Canopus is neutral-leaning positive on the matter --a significant shift away from its previously bellicose support for a war against the Mandate likely due to its increasing conflict with the Marian Hegemony. It should also be noted that, though accepting the NAP will likely require some careful management of public opinion within the Republic, it would also open the door for the normalization of relations between the Republic and the Mandate; something which could help prevent further conflicts in the future.

[] Accept [-2 influence]
[] Reject
[] Write-in (this will require my approval and costing)


Zathras
Invaded by the Trinity League in the latter parts of 3037, the independent polity known as the Empire of Zathras has spent the past few weeks slowly but surely falling apart under the League's onslaught. Outnumbered and outgunned by the forces arrayed against it, the Zathrian military has been pushed back day after day with material and personnel shortages beginning to take their toll in battle. Growing desperate for support, the Empire has turned to its neighbours for support; requests for C-Bills and material goods going unheeded due to the ill-will generated by the Empire's past actions. Though the Republic doesn't like what little it knows about the Empire, its war against the League offers a unique opportunity to slow down the League's rapid expansion by either supplying the Empire with funds and material, or else dispatching Raven interstellar to support it. While the former option will most likely only slow down the League's conquest of Zathras, it will also be far easier to disguise under the circumstances and bring far less heat down onto the Helghan Republic as a result. That said, though it would be easier to hide sending funds and supplies to Zathras, there are no guarantees that said supplies won't fall into the hands of the League or else be turned against the Republic later. Furthermore, while dispatching the Ravens would turn it into a proper fight, the Ravens are more of an open secret than a covert tool at this point and are currently only composed of two battalions* of troops.

* In Inner Sphere terms it comes out to an airmobile Combined Arms regiment and a double strength armoured battalion.

[Can Pick More Than One Option]
[] Dispatch 5,000,000 C-Bills worth of funds and supplies [5,000,000 C-Bills, -1 influence]
[] Dispatch 10,000,000 C-Bills worth of funds and supplies [10,000,000 C-Bills, -2 influence]
[] Dispatch 15,000,000 C-Bills worth of funds and supplies [15,000,000 C-Bills, -3 influence]
[] Dispatch the Raven Interstellar [-2 influence]
[] Dispatch the Raven Interstellar and hire Markham's Marauder's to support [-10,000,000 C-Bills,-2 influence]
[] Write In
[] Ignore them

===============================

Actions
You have 12 out of 14 Action Points to spend. 1 AP is being spent establishing Civ comms with the Magistracy. 1 AP is being spent on anti-volcanism efforts on Tiverton.

New Oslo
[] Sell Weapons to Lord Morgenson: At the cost of angering his enemies, we can engender goodwill with Lord Morgenson which may come in handy in the future.
[] Sell Weapons to Lord Morgenson's rivals: By selling to his rivals, we can counterbalance the sale of weapons to Lord Morgenson.
[] Weaken Economy (Morgenson/Howl) [Easy]: By utilizing agents seeded throughout the polity, we can weaken the economies of the target by debasing their currencies with forgeries.
[] Infiltrate Civil Administration (Morgenson/Howl) [Easy]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] Infiltrate Army (Morgenson/Howl) [Medium]: By infiltrating the military, we can more easily raid targets of opportunity and stage incidents.
[] Ferment Dissent (Morgenson/Howl) [Medium]: By producing and spreading certain forbidden materials throughout the people of this faction, our agents can potentially incite dissent against the powers-that-be.
[] Orchestrate Coup (Morgenson/Howl) [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: 0/2 turns] [-1,000,000 C-Bills/turn] [Effectiveness increases with dissent/support of Republic ideology]
[] Expand Women's Education In Polar Association: While nowhere near as backwards as the rest of the planet when it comes to the status of women in society, the nations of the Polar Association still don't put much emphasis on educating women and girls compared to boys. Utilizing diplomatic pressure, the goodwill generated repairing New Oslo's soletta, and promises of foreign aid, the Republic could bolster women's education in its protectorate at the cost of irritating some. [-1,000,000 C-Bills, -1 influence]
[] Offer Foreign Medical Aid: With most New Osloites able to receive only the most basic medical treatment due to the backwards nature of the planet, offering to establish Helghan-staffed medical clinics in Polar Association territory would go a long way towards improving the lot in life of the average citizen and bind said nations more closely to the Republic. [-1,000,000 C-Bills, -1 influence]
[] Offer Fusion Power: With electricity (and electric heating) a rarity on New Oslo, it may be possible to curry favour with the Polar Association by offering its leaders several small fusion reactors for use in their capitals (operated and maintained by Republic personnel, of course). [-5,000,000 C-Bills, +1 influence]
[] Write-in


Rockwellawan:
[] Infiltrate Rockwellawan Society: Infiltrating Rockwellawan's society will allow us to carry out subversive activities.
[] Culture Bomb: Using the newly upgraded FTL comm link to Rockwellawan and a series of cannily argued deals, we can offer the people of Rockwellawan something their own mining-based economy doesn't produce: large amounts of popular culture.
[] Write-in


Detroit:
[] Infiltrate Detroit Society: Infiltrating Detroit's society will allow us to carry out subversive activities
[] Extend Helghan Financial Service: Using the newly upgraded FTL comm link to Detroit, we can extend Republic-owned and backed financial services to the system and grant the people and companies there access to large sums of money at reasonable rates.
[] Write-in


The Aurigan Coalition:
[] Infiltrate Aurigan Society: Sending intelligence operatives to infiltrate Aurigan society will allow us to carry out subversive activities.
[] Sell Decommissioned Cruisers: Though not up to par with the warships of the Star League era, the Coalition is willing to pay millions of C-bills for a squadron of decommissioned cruisers. [Can be taken multiple times. 13 sales remaining]


Taurian Concordat:

[] Infiltrate Taurian Society: Sending intelligence operatives to infiltrate Taurian society will allow us to carry out subversive activities.
[] Sell Decommissioned Cruisers: Though not up to par with the warships of the Star League era, the Taurian Concordat is willing to pay millions of C-bills for a squadron of decommissioned cruisers. [Can be taken multiple times. 13 sales remaining]


Magistracy of Canopus:

[] Infiltrate Canopian Society: Sending intelligence operatives to infiltrate Canopian society will allow us to carry out subversive activities.
[] Sell Decommissioned Cruisers: Though not up to par with the warships of the Star League era, the Magistracy is willing to pay millions of C-bills for a squadron of decommissioned cruisers. [Can be taken multiple times. 13 sales remaining]
[X] Open FTL comms to civilian traffic: With the stations already in place, upgrading the available bandwidth and opening the lines to civilian traffic will be relatively simple and offer many potential cultural and financial benefits. [Progress: 2/3 turns]


Free Worlds League:

[] Write-in (Convince me you've got something good)
[] Negotiate an embassy with the Free Worlds League.
[] Infiltrate FWL Society: Sending intelligence operatives to infiltrate League society will allow us to carry out subversive activities.


Capellan Confederation:
[] Write-in (Convince me you've got something good)
[] Infiltrate Capellan Society: Sending intelligence operatives to infiltrate Capellan society will allow us to carry out subversive activities.


Celestial Mandate:
[] Open Diplomatic Relations with the Celestial Mandate.
[] Continue Infiltration of Mandate Society: Sending intelligence operatives to infiltrate Mandate society will allow us to carry out further subversive activities.
[] Infiltrate Civil Administration [Extremely Hard] [Medium]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] Infiltrate Military [Extremely Hard] [Medium]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Ferment Dissent [Extremely Hard] [Medium]: By producing and spreading certain forbidden materials throughout the people of this faction, our agents can potentially incite dissent against the powers-that-be.
[] Stage diplomatic incident [Extremely Hard] [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]
[] Write-in


ORDI Actions:
[] Transfer Control To The Aurigan Coalition (Hurik and Ward): Though Republic forces are currently in control of the Mandate worlds of Hurik and Ward, the ultimate goal has been to hand over ultimate control of the planets to the Aurigan Coalition. Swapping Republic troops and administrative personnel with their Coalition equivalents over the course of a year should make such a transition relatively smooth and painless. [-1 Influence]


Inner Sphere:

[] Open diplomatic relations with the Lyran Commonwealth
[] Open diplomatic relations with the Draconis Combine
[] Open diplomatic relations with the Free Rasalhague Republic


Planetary Development:
[] Expand Zulim Taw Battlemech Factory: Further investment in the Zulim Taw facility will allow us to expand our production capability considerably (+1 battalion/turn).
[] Geothermal Hotspot Exploitation (Independence): Using our understanding of Terrain Engineering, we can tap the same geothermal hotspots responsible for Independence's island chains to power the planet safely and reliably. [Progress: 0/2 turns] [Action Point Locked Until Completed]
[] Construct solar parasol over Charybdis: A hot, wet world plagued by storms, we can attempt to tame the wild weather by deploying a massive solar parasol between the planet and its sun. [Progress: 0/3 turns] [Action Point Locked Until Completed]
[] Implement Wildlife Removal Measures (Rogue): By making use of newly developed techniques and technologies, we can better preserve the balance of civilization and ecology to the benefit of both. [Progress: 0/2]
[] Industrial Development Fund (Tiverton): By setting up an industrial development fund with an initial seed straight from the Helghan Treasury, we can help stimulate the development of local industry on Tiverton now that it's a full-fledged member-world of the Republic. [-5,000,000 C-bills]
[] Mineral Exploration (Tiverton): Having lacked much in the way of population and industry for many years, the need to survey Tiverton for mineral resources has largely been moot. Now part of the Republic, exploring the world for easily accessible deposits would be almost trivial and do much to help stimulate growth.
[X] Anti-Volcanism Efforts (Tiverton): A planet with extensive volcanism, Tiverton is prone to both earthquakes and volcanoes which can cause significant damage and loss of life. Using our knowledge of terrain engineering, we can tap some of the larger areas to both provide a safe and reliable form of energy and prevent catastrophes. [Progress: 2/3]
[] Water Seeding (Caliban): An arid but otherwise inhabitable planet, the greatest problem facing Caliban is a lack of freely available water limiting crop yields and resource exploitation. While there exist significant underground aquifers across the planet which, in turn, feed the oasises that make Caliban's cities and towns possible, said aquifers cannot supply enough water for an industrialised world with a significant population. By capturing and redirecting ice-bearing meteors into orbit around Caliban, we can supply local terraforming efforts with enough asteroid ice for decades of bombardments. [Progress: 0/8]
[] Establish formal school systems (Caliban and Tiverton): While both Caliban and Tiverton have some degree of formal schooling available thanks to the Republic's aid camps and initial development projects, establishing a formal school system designed to provide adults and children with an education tailored for their homeworld's level of development will greatly speed integration. [Progress: 0/3]
[] Improve medical services (Caliban and Tiverton): By expanding extant health services to more communities, establishing new clinics and medical hubs to cover gaps in service, and creating targeted initiatives to attract more medical personnel from within the Republic and abroad, we can significantly increase the quality and availability of healthcare on the Republic's newly acquired systems. [Progress: 0/2]
[] Economic Development Initiatives (Caliban): By making use of a variety of mechanisms including micro-loans, the establishment of local credit unions, grants, startup loans, etc, the Helghan Republic can aid in the economic development of Caliban while avoiding much of the corruption that has plagued nation-building projects over the course of human history. [-6,000,000 C-Bills]


Terra Group (Automated):
[X] Mountain Range Removal (Helghan): Using our understanding of Terrain Engineering, we can remove an inconvenient mountain range blocking exploitation of a major Petrusite deposit.
[Progress: 2/3 turns]


Warp Communications Consortium (Automated):
[X] FTL Comms Expansion. [Progress: 1/10 turns]


Politics:

[] Establish Investigation Into Criminal Revelations: With the recent revelations about decisions made after the Adenium Revolution, now would be an excellent time to establish an investigation into the matter. [-3 Influence]
[] Dispatch OWA Trade Shipment: Having accepted the OWA trade deal and exchanged embassies, all that remains to receive the promised C-Bills is to ship a battalion of battlemechs as well as the aerospace and combat vehicles promised. [+80,000,000 C-Bills, -1 Battlemech Battalion] [Option Expires End Of 3042]

Aerospace:

[] Construct a Charon-class freighter: Task your shipyards with constructing a Charon-class freighter. [Can be taken multiple times in a turn]
[] Construct a Bellerophon-class colony ship: Task your shipyards with constructing a Bellerophon-class colony ship. [Can be taken multiple times in a turn]
[] Send out Explorers.


Military:
[] Raise an Army: Task your military with forming an additional army. [Can be taken multiple times in a turn so long as there is recruitable population remaining]
[] Construct two Hasta-class cruiser Squadrons: Task your shipyards with constructing Six Hasta Cruisers. [Can be taken multiple times a turn]
[] Construct an Arc Cruiser Squadron: Task your shipyards with constructing Four Arc Cruisers. [Can be taken up to five times in a turn]
[] Construct a Damascus-Class Carrier Squadron: Task your shipyards with constructing a squadron of Damascus-Class Carriers. [Can be taken multiple times a turn]
[] Construct a Toxotai-class Guided Missile Cruiser Squadron: Task your shipyards with constructing a squadron of Toxotai Guided Missile Cruisers. [Can be taken up to four times in a turn]
[] Construct a MAWLR pack: Task your heavy industry with constructing a pack of three MAWLRs. [Can be taken multiple times in a turn]
[] Construct four Battlemech Battalions: Task Zulim Taw with constructing four battalions worth of mechs.
[] Construct a military defence station over [LOCATION]
Locations available:
  • Charybdis
  • New Oslo
  • Caliban
[Can be taken multiple times in a turn]

[] Expand a military defence station over [LOCATION]
Locations available:
  • Rogue
  • Mir
  • Independence
  • Tiverton
[Can be taken multiple times in a turn]


Design:

[] Missile Cruiser Redesign: Order your design teams to redesign the missile cruiser to make use of the latest technological advancements.
[] Arc Cruiser Redesign: Order your design teams to redesign the old arc cruiser to make use of the latest technological advancements.
[] MAWLR Redesign: Order your design teams to redesign the MAWLR to make use of the latest technological advancements.
[] Design write-in: Order your teams to design a solution to a capability-gap. (Just tell me what you're trying to design)


Political:
[] Contact the inhabitants of Spencer
[] Contact the inhabitants of Cygnus
[] Contact the inhabitants of Appian
[] Contact the inhabitants of Fronq
[] Contact the inhabitants of Argus
[] Contact the inhabitants of McEvan's Sacrifice
[] Contact the Trinity League



===============================
Research
-[X] Research
--[x] Intermediate Structural Materials [7.25/8]
--[x] Ferro-Aluminium Armour [5.75/6]
--[x] Ultraband Transmissions [2.3/6]
--[x] Improved Warp Drive [2/10]
--[x] Prototype Gravity Lift [1.60/5]
--[x] Improved Petrusite Space Weaponry [6.71/8]
--[X] Free Research Team [1.7/--]


===============================
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
[] RD-3 'Wolf': A successor to Arrasate Worker Cooperative's RD-1 'Hund', the RD-3 'Wulf' is an armed version of the same general platform intended to directly aid squad members in combat. Retaining both the sensor package of the Hund and its single-rotor UAV, the Wolf carries a back-mounted, integrally-silenced 9mm SMG capable of pitching up 70 degrees and rotating 360. While still rather fragile as far as combat automata go and not too deadly compared to those armed with heavier arms, the addition of an SMG grants the wolf more options for dealing with hostile infantry than just running away.
[] HDC 'Harbinger' Rotary Machine Gun: Developed by the Helghan Defence Corporation out of Bloemfontein, the Harbinger Rotary Machine Gun is a massive multi-barrel machine gun designed for power armour-equipped infantry and dropship platforms. Firing standard rifle rounds at over 2000 RPM, the Harbinger is a devastating weapon to bring to bear against infantry and light vehicles but can only fire when its barrels are in full spin and therefore requires a brief windup period before firing.


Design
[] Battlemech Design: (tell me what you're trying to design)
[] Combat Vehicle Design: (tell me what you're trying to design)
[] ASF Design: (tell me what you're trying to design)
[] Dropship Design: (tell me what you're trying to design)
[] Power Armour 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)
 
Last edited:
Turn 29 Results (3038)
[x] Plan C
forums.sufficientvelocity.com

The Lords of Ruin -- Battletech/Killzone Crossover

[x] Plan C Capellan Confederation -[x] Accept the deal [-3 Influence] Comstar -[x] Refuse Celestial Mandate -[x] Write in: Renegotiate the terms if they want the NAP they must also renounce their claims on the worlds taken by the TC. To make it more acceptable we are willing to give all...

===============================
International Diplomacy

Capellan Confederation
-[x] Accept the deal [-3 Influence]

Viewing the deal as an important stepping stone for Helghan industry and as a valuable way to build goodwill with the still-significant coreward power, the Helghan Republic accepted the Capellan Confederation's trade offer after only a minimum of negotiation; glasses of Baijiu and its Helghan equivalent, Starka, raised in honour of the new relationship. Worth 15,000,000 C-Bills per year to the Helghan government, the trade deal will see mid-to-high-end civilian goods sold to the Confederation's growing middle class and will no doubt serve as an in with the state. Though there were some initial flutters of irritation within the Republic's allies, most notably the Aurigan Coalition, a combination of Helghan diplomacy and the Mandate acting as a buffer state largely smoothed over most such ruffled feathers and few grudges, if any indeed exist, will likely remain for long.

Effect
  • CapCon very happy.
  • No real issues with the Aurigan Coalition
  • 3-year trade deal begun (15m/year post-modifiers)
  • -3 influence

Comstar
-[x] Refuse

Not seeing much point in granting Comstar a diplomatic office on Helghan due to the FTL link to Portland and cognizant of the risks of industrial espionage, the Helghan Republic politely but firmly refused Comstar's request after a substantial period of consideration. While some were concerned that the techno-religious order would respond by cutting services to Portland or else manipulating the price of transmissions as punishment, the group's negotiators merely conveyed their leadership's disappointment and suggested that the Republic reconsider at a later date.

Effect
  • They're disappointed, but what are a bunch of religious weirdo telecom specialists going to do? Prank call you?

Celestial Mandate
-[x] Write in: Renegotiate the terms if they want the NAP they must also renounce their claims on the worlds taken by the TC. To make it more acceptable we are willing to give all captured prisoner, damaged equipment and anyone that wishes to leave the worlds safe travel and transport to designated points for the mandate with humanitarian aid to ensure their survival during and after the transfer. [-6 influence]
Much to the surprise of some of the counter-offer's detractors, offering to sign a nonaggression pact with the Mandate only if they first give up claims on other worlds did little to dampen the Mandate's desire for peace despite what it asked of them. Though the negotiations themselves proved protracted, no doubt thanks to mutual distrust on both sides, the Mandate eventually agreed to the altered deal; ceding Hurik, Ward, and those systems seized by the Concordat to their respective holders in exchange for a non-aggression pact between themselves and the entirety of ORDI. While requiring the Republic to wield a deft political touch to convince its allies of the idea, the Republic's return of damaged equipment and prisoners of war to the Mandate and assistance allowing those who wished to return free passage no doubt played a large role in the Mandate's acquiescence.

Largely organized by the Republic, with some assistance from the Mandate, the voluntary repatriation of Mandate citizens is expected to take several years to complete due to the sheer number of people to process and move. While the majority of Hurik and Ward's citizens appear content to stay on their respective homeworlds, no small number have taken the Republic up on its offer and are returning to their new nation; millions expected to have left by the time the repatriation is complete. How this population movement will impact the politics of the Celestial Mandate is anyone's guess, however such movements have had quite significant effects on internal politics and international relations in the pas

Effect
  • Takes a while, but they eventually relent and agree to the terms.
  • NAP signed between Celestial Mandate and ORDI.
  • -6 influence

Zathras
-[x] Write in: Ignore the Empire of Zathras request but reach out to the Trinity League instead. Ask to talk about them halting their conquest expansion in exchange for opening up relations with the Helghan Republic and possibly later on the rest of the ORDI. Point to the improving relations with the CC, the results of being a threat like the CM, and the growth of the rest of the ORDI as paths for them. Trade, aid, and mutual security is on the table so long as they keep the pirates under control and work to become a legitimate state instead of just well-armed and organized raiders. [-2 Influence]

Unwilling to go out on a limb for Zathras' government given its imperial ambitions and recognizing that conflict with the Trinity League would not be advantageous at the current time, the Helghan Republic instead reached out to the leadership of the League in the hopes of coming to an accord over regional peace. In a series of covert talks that took place over much of the year, the Helghan Republic extended an interesting proposition to the assorted leaders of the Trinity League in the form of a realpolitik deal that would see the Republic respect the League's sovereignty, give the League access to Helghan markets, and even give the pirate-state a chance to join the ORDI in the future should certain requirements first be met. In return, the Trinity League would simply have to refrain from seizing any more territory by force and would have to keep their pirate auxiliaries under control.

After much hard fought negotiation with what passed for the pirate-state's diplomatic arm and more than a little nail biting on the part of Helghan analysts, the League finally agreed to the deal in late November; many months after the final traces of Zathrian resistance had been erased by the League's military. Though both the Magistracy of Canopus and Taurian Concordat proved simple enough to convince due to the threat of the Marian Hegemony and their distance, respectively, it had taken the Republic a great deal of effort to bring the Aurigan Coalition on board. Wary of the state's proximity and threatened by the Celestial Mandate despite the recently signed non-aggression pact, the Arano government had taken quite some convincing before it supported the deal; eventually relenting in the face of the other three member-states of ORDI agreeing.

While currently little more than some words written on a piece of paper, the deal marks a solid first step towards the normalization of relations between the Trinity League and the other states in the Periphery. How well the League will be able to uphold its end of the bargain remains to be seen, however, should it work, the door has been opened for a more stable and prosperous Rimward Periphery than has been seen in centuries.

Effect
  • -2 influence
  • Trinity League can now purchase items from Helghan and other ORDI nations.
  • Diplomatic relations with the Trinity League have been opened!

===============================
New Oslo
-[x] Expand Women's Education In Polar Association: While nowhere near as backwards as the rest of the planet when it comes to the status of women in society, the nations of the Polar Association still don't put much emphasis on educating women and girls compared to boys. Utilizing diplomatic pressure, the goodwill generated repairing New Oslo's soletta, and promises of foreign aid, the Republic could bolster women's education in its protectorate at the cost of irritating some. [-1,000,000 C-Bills, -1 influence]


Recognizing that injustice anywhere is a threat to justice everywhere, the Helghan Republic enters 3038 by starting phase one of a plan to shift the course of New Oslo's culture through the simple yet expedient method of expanding women's education throughout its protectorate's territory. Though holding far more liberal attitudes in regards to the place of women in society than their equatorial rivals, the polar nations which make up the Republic's protectorate are nonetheless male-dominated states with education for women nearly non-existent outside of the nobility. Unwilling to allow such as stain on its national character to continue and ill-desiring a backwater realm, the Helghan Republic dispatched a number of diplomats in Q1 of the year; the two dozen plenipotentiaries spending several months leveraging promises of foreign aid, Helghan's sheer power, and the goodwill generated by repair of the soletta to extract promises of cooperation.

In September of 3038, at the cost of a mere million C-Bills, some burned favours, and some annoyed conservatives, the first ten all-girl schools opened across the Polar Association; a fraction of the number needed to achieve the Republic's goal, but a decent start. Built, maintained, and operated by the Republic near major population centers, the schools are open to women of all ages in the hopes of disseminating as much knowledge as possible to as many people as possible as quickly as possible. Though lacking many of the amenities available to schools on other Republic worlds, the rapidly built compounds are sturdy, warm, and even offer a small amount of medical care to nearby communities thanks to their on-site clinics. Intended to support a total of 2000 students per year, project administrators were left disappointed when December saw only 15% of the available spaces taken; though many are hoping that the numbers will rise next year as the Osloites grow more comfortable with the idea of formal education in general and women's education in particular.

Effect
  • Hard sell even with their relatively liberal attitudes, but the whole "restoring heat and light" thing paid off and they agree to it.
  • Initial results are slow and a number of compromises had to be reached ultimately leading to only all-girls schools being built. With continued investment and support of a stable government, it should slowly change things on New Oslo.
  • -1 influence, -1,000,000 C-Bills

Rockwellawan:
-[x] Culture Bomb: Using the newly upgraded FTL comm link to Rockwellawan and a series of cannily argued deals, we can offer the people of Rockwellawan something their own mining-based economy doesn't produce: large amounts of popular culture.

Viewing Rockwellawan as a potentially valuable partner due to its mining-based economy and wishing to bind it more closely to the interests of the Republic, the Helghan Republic opened the year by entering negotiations with the system's government over media broadcast rights. After only a few months of back and forth negotiation, a deal was eventually struck which saw a number of shows from the Republic's state-owned public broadcaster licensed out to Rockwellan's own media companies for a fraction of what they're usually sold for in the Concordat, Magistracy, and Coalition. An eclectic mix of comedies, tragedies, dramas, and sitcoms, the shows in question vary wildly in quality, budget, and focus, but all ultimately focus on life in the Republic to one degree or another with many of the nation's more progressive elements on display for all to see.

While the money earned from the deal is so minor as to not be worth counting, the impact on Rockwellawan's culture and government are visible even by the end of the year. Among other things, the explosion of Republic media across the system has already resulted in a number of political positions and social policies growing in popularity due to their presence in said media. One such social policy, that being equal parental leave regardless of gender, went from a relatively fringe position held by only the most progressive parties on Rockwellawan to being debated in the system's parliament in just under a year; local commentators suggesting that it will be made into law by mid-3039 at the latest. How the situation will develop remains to be seen, however, the steady growth in interest towards Helghan politics and social policies will no doubt serve to draw Rockwellawan's interests inline with the Republic's own over time.

Effect
  • Amount of money brought in is trivial, but Helghan media starts making incredible impacts on Rockwellawan culture.
  • Popularity of social policies offered in the Republic begins to climb on Rockwellawan and political pressure to enact similar laws is also growing.

Detroit:
-[x] Extend Helghan Financial Service: Using the newly upgraded FTL comm link to Detroit, we can extend Republic-owned and backed financial services to the system and grant the people and companies there access to large sums of money at reasonable rates.

Reasonably industrialized considering its position in the galaxy and located near the system of Joppa, a tributary state of the Trinity League, the independent system of Detroit was a natural choice for the Helghan Republic to target for induction into its sphere of influence in 3038. With a large section of its economy dependent on the export of finished goods to nearby systems, Detroit had suffered significantly thanks to recent disruptions in regional trade despite the presence of Helghan patrol ships with the planetary economy undergoing something of a liquidity crisis as a result. Starting in mid-3037 and reaching a peak in early 3038, banks across the planet of Detroit all but ceased lending to local businesses due to the dramatic decrease in returns predicted, and said businesses naturally responded by freezing planned expansions and upgrades, deferring non-essential maintenance, and firing large numbers of employees. By mid-3038, with numerous businesses primed to enter free-fall bankruptcy, unemployment exploding across the export sector as a result of cost-cutting measures, and the democratically elected government struggling to intervene due to the weakness of the local currency and an inability to print C-Bills, the stage was set for a (figurative) coup.

Having already built a fully-featured spur of the FTL comms network to Detroit only a short while back, the Republic opened high-level discussions with the Winslow presidency in August of 3038 to negotiate expanding Helghan Financial services to the planet. Surprising very few given the circumstances, Helghan's offer was all but accepted after only a handful of months of back and forth negotiation. Though explicitly excluding the state-owned Helghan Central Bank due to fears of undue influence on Detroit's economy, the deal saw the various private and cooperatively-owned banks within the Republic given access to the system's internal markets; opening day seeing thousands of loan applications dispatched to Helghan in only a matter of hours.

Though these applications were carefully vetted and a number rejected for a variety of reasons, the sudden influx of capital at relatively low-interest rates nonetheless all but vanquished the liquidity crisis. Over the course of only a few months, almost overnight in economic terms, dozens of businesses altered their course with numerous firings reversed and much-needed maintenance carried out. Additionally, a significant number of businesses chose to take advantage of the cheap money by upgrading their facilities with new equipment; most purchasing from Helghan suppliers due to a combination of quality and access, something which saw significant quantities of C-Bills flow back into the Republic. While only time will tell if Detroit's economy has avoided a recession, few can deny that the move has drawn the independent system closer to the Republic.

Effect
  • Influx of a fairly large amount of capital at relatively low interest rates prompts a rush of expansions and upgrades in a number of Detroit businesses (bought largely from helghan suppliers). Influx also provides a bit of fuel for the planet's relatively sluggish economy.
  • +1,000,000 C-Bills

Magistracy of Canopus:
-[x] Open FTL comms to civilian traffic: With the stations already in place, upgrading the available bandwidth and opening the lines to civilian traffic will be relatively simple and offer many potential cultural and financial benefits. [Progress: 2/3 turns]

With only a third of the remaining stations yet to be upgraded come January 3038, work on opening FTL comms to the Magistracy's civilian sector only accelerated with a dozen stations upgraded in only a matter of months. By late November, the last of the required upgrades had been installed by Helghan crews and the green light given for the grand opening. In what was rapidly becoming a welcome tradition, the grand opening featured a pair of ceremonies held simultaneously on Canopus and Helghan with the opening of the lines followed by a smorgasbord of media.

[Progress: 3/3 turns]

Effect

  • Civil comms opened with the Magistracy of Canopus!
  • +2,000,000 C-Bills/year from Magistracy licensing of Helghan entertainment

ORDI Actions:
-[x] Transfer Control To The Aurigan Coalition (Hurik and Ward): Though Republic forces are currently in control of the Mandate worlds of Hurik and Ward, the ultimate goal has been to hand over ultimate control of the planets to the Aurigan Coalition. Swapping Republic troops and administrative personnel with their Coalition equivalents over the course of a year should make such a transition relatively smooth and painless. [-1 Influence]

With the end result of a successful operation Red Breath outlined far in advance of its launch in order to secure the support of the other ORDI states, the eventual handover of Hurik and Ward to the Aurigan Coalition was all but a given for the government of the Republic. Though left policing the two systems at the conclusion of its attack due to the presence of so many military units, the Helghan Republic was nonetheless ill-placed to manage the systems due to their location on the other side of the Aurigan Coalition and the Republic's own unwillingness to police a combined population larger than itself. As such, it came as a surprise to very few when the Republic began the process of divesting itself of its most recently acquired systems as soon as it entered 3038; the drawdown and replacement of Helghan forces starting in early March, no doubt to the relief of the rest of the Mandate.

Over the course of the year, in a process that ran about as smoothly as could be managed given the scale of the task, whole regiments of Helghan troopers lifted off Hurik and Ward once a week, every week, for ten months. Replacing them in much smaller numbers, their Aurigan equivalents took on the role of policing the recently conquered planets while civilian governors appointed directly by High Lady Arano handled their administration once briefed on the situation. Though the natives of Hurik and Ward initially proved somewhat restive in the aftermath of their worlds being conquered, things largely settled down once it became apparent that no evil fate was planned for them with only a trickle of acts of resistance continuing past November. Part of the reason behind this quick return to peace was no doubt the Arano government's public promise to introduce increasingly democratic reforms to the planets and its decision to swiftly introduce thoroughly vetted members of the local population into their administration.

Given all the myriad ways in which such a handover could have failed, the fact that by December of 3038, the handover had been completed with minimal issues has been hailed by many throughout the ORDI as a triumph of international diplomacy and human rights. However, as the situation is still quite fluid, cautious figures within all four nations of the Initiative urge their fellows not to take the issue for granted. How well the captured worlds will integrate into the Aurigan Coalition remains to be seen, as does the seriousness of the Coalition's commitment to local democracy.

Effect
  • Transfer of control goes…. Okay. Natives are a little restive, but not massively so. Aurigans prove to be relatively capable and Kamea appoints governors to both planets with the promise of introducing increasingly democratic procedures and more locals into government over time
  • -1 influence

Inner Sphere:
-[x] Open diplomatic relations with the Lyran Commonwealth

Having already opened official diplomatic relations with the Free Worlds League, the Federated Suns, and the Capellan Commonwealth, it was only natural that the Helghan Republic would eventually turn to the Lyran Commonwealth next. Located on the far side of the Federated Suns, the Lyran Commonwealth is an exceptionally wealthy state compared even to the other nations of the Inner Sphere and operates under an Archonate of the by-now familiar neo-feudal fashion in which a single individual rules over and is served by countless members of the nobility who in-turn administer the many thousands of worlds in their domain. Unlike the four other four great houses of the Inner Sphere, however, the Lyran Commonwealth is ruled over by a woman; Archon Katrina Steiner being known throughout the Sphere for her unflinching stare, her political acumen, and her curiously hopeful attempt at hammering out a peace agreement between the houses in 3020. Though it was initially hoped by some that the failed peace agreement would eventually lead to some kind of understanding between the Federated Suns and the Lyran Commonwealth due to Hanse Davion being the only House lord to respond, the success of Maximilian Liao's ploy in the early 3020's seems to have put paid to that idea with the diplomatic costs of the body double's reversals no doubt quite steep for the Archon.

With those facts in mind, it comes as little surprise when the Lyran Commonwealth's response to the Republic outreach is… somewhat distracted, but generally positive. While earlier introductions to Inner Sphere nations largely involved minor functionaries and bland offices, the Lyran's held a small function on Tharkad itself for the Helghan delegation at which a number of minor nobility were present. Still treated as less important than many Helghan patriots would no doubt prefer, the shift in behaviour nonetheless signifies a changing view of the Republic within the Inner Sphere --almost certainly in large part as a result of the Republic's victories over the Mandate going by the general topic of discussion at said function. Additionally, though somewhat outnumbered by those who view the Republic as something of a little brother to the Free Rasalhague Republic, a number of Lyrans stay true to the stereotype by sending out subtle feelers regarding investment into Helghan markets; more than a few of the nobles present at the function turning out to be part-owners of various Lyran import-export companies.

Effect
  • Lyrans are somewhat distracted due to the increasingly bitter feud with the FWL, but the Republic's recent acts against the Mandate have won the nation some respect from local nobility.
  • Some nobles regard the Republic as little more than a little brother to the FRR, but others seem interested in investing in the Helghan markets....

Planetary Development:
-[x] Expand Zulim Taw Battlemech Factory: Further investment in the Zulim Taw facility will allow us to expand our production capability considerably (+1 battalion/turn).

Desiring ever-increasing industrial capacity when it comes to battlemechs, the Helghan Republic opened the new year by authorizing another round of funding for the expansion of the Zulim Taw mech factory. Starting work in early March to take advantage of the comparatively mild temperatures, Republic labourers excavated several new chambers from the subterranean granite of the mountain range and swiftly filled them with all manner of delicate machinery; the first of the planned production lines coming online by May. Following the opening of the first, the remaining four production lines came online over the course of as many months with the final line opened in late October.

However, unlike in previous years where expansion proved straightforward, it soon became that logistical bottlenecks were beginning to form in the supply chains leading to the factory. Hardly a closed system, Zulim Taw has always relied upon imports for its work and so it proved impossible to ignore when the price of much-needed materials rose to previously unheard-of levels over the year. Worse still, despite numerous upgrades to its port facilities, further expansions of Zulim Taw's port are beginning to butt up against the limits of the terrain. While the Republic's upgrade and expansion plans have eeked out an additional 25% production this year, numerous figures involved in the long-running project have notified the Republic government that they are reaching the limit of what is practical.

Effect
  • Increase mech production by 1 battalion/turn to 5/turn.
  • Ability to expand Zulim Taw is beginning to run up against local bottlenecks of both available room and material availability. May only get 1 more round of expansions in. I.E caps at 2 regiments/AP

-[x] Geothermal Hotspot Exploitation (Independence): Using our understanding of Terrain Engineering, we can tap the same geothermal hotspots responsible for Independence's island chains to power the planet safely and reliably. [Progress: 0/2 turns] [Action Point Locked Until Completed]
A geologically active planet, albeit far less so than Tiverton, the Republic world of Independence has benefited immensely from widespread volcanic activity over the years with rich soil and beautiful island chains the birthright of every inhabitant, and slight tremors just an everyday occurrence. Having grown used to their volatile neighbours over the years, the inhabitants of Independence have done just about everything you can do with a volcano from using them to dispose of garbage to making cement. Historically lacking the kind of heavy industry needed to properly exploit the latent powerhouses, however, the people of Independence have largely chosen to eschew geothermal power in favour of simple-to-maintain wind turbines and other green solutions supported by imported fusion reactors where necessary --a fact that has struck many on Helghan as a wasted opportunity.

Keen to invest in the planet's infrastructure and seeing the obvious value in weening it off fusion reactors, the Republic government immediately authorised the exploitation of numerous well-known geothermal hotspots across the planet. Eager to get it done, work on the project began in Q1 of 3038 and only accelerated as the months passed and workers from Tiverton made the leap to Independence. In between enjoying themselves at resorts, clubs, and other locations, Helghan personnel quickly tapped more than a dozen hotspots and volcanoes across the planet; numerous fusion generators spun down over the years as they were replaced by clean, cheap-to-maintain geothermal energy. While only halfway completed by the time the year came to a close, the project has already proven popular with numerous islands across the planet; money not spent on importing fusion reactor parts shifted to benefit the local community in other ways.

[Progress: 1/2 turns] [Action Point Locked Until Completed]

Effect

  • Multiple geothermal hotspots tapped for power
  • Numerous fusion reactors shut down as geothermal energy makes them redundant

-[x] Construct solar parasol over Charybdis: A hot, wet world plagued by storms, we can attempt to tame the wild weather by deploying a massive solar parasol between the planet and its sun. [Progress: 0/3 turns] [Action Point Locked Until Completed]
Having suffered from numerous deaths due to storms in recent years, it was deemed long past time for Charybdis to receive a solar parasol by the relevant authorities; the idea being to calm Charybdis' raging storms by diverting a fraction of the energy that powered them away from the planet. Ambitious in scope but utilizing entirely conventional materials otherwise, the idea of solar parasols has been entertained by everyone from politicians to science fiction writers for more than 600 years with interest reaching its apogee on Earth in the early 21st century before fading after WW3. With the advent of interstellar colonization, however, the idea received new life as numerous worlds were discovered which could benefit from a little less heat and light, and the subsequent waves of colonization saw the United Colonial Nations experiment with a number of designs over the centuries before settling on metallic nets of ultra-fine mesh placed between the planet and its sun.

Estimated to require at least 90,000 tons of mesh-based diffraction grating placed at the L1 point, the Charybdis parasol project was given a budget of more than $10 billion Helghan Marks and an estimated completion date of early 3041. Built in hastily-constructed factories on Helghan, Mir, and other Republic worlds and deployed in hundred-ton bursts, more than 15,000 tons of the ultra-fine mesh had been deployed by December of 3038; the amount of thermal radiation hitting the surface of Charybdis dropping by a whopping 0.2%. Thanks to the latent heat of the planet, any decrease in the intensity, frequency, or range of Charybdis' storms has yet to be seen, however, with more and more mesh being deployed every day, it's only a matter of time until such a change takes effect.

[Progress: 1/3 turns] [Action Point Locked Until Completed]

Effect

  • Thermal radiation reaching Charybdis drops by 0.2% already.
  • Affect on storms yet to be seen due to the planet's latent heat, but it's expected to occur in 3039 at the latest.

-[x] Implement Wildlife Removal Measures (Rogue): By making use of newly developed techniques and technologies, we can better preserve the balance of civilization and ecology to the benefit of both. [Progress: 0/2]
With Rogue having suffered a number of illegal wildlife culls in recent years, the Republic's federal government stepped in to prevent the wholesale slaughter of the native creatures and side-step the inevitable ecological consequences that would result. Well aware that the primary cause of the culls was the prohibitive cost of wildlife management technologies and the inability of the moon's poorest farmers to acquire them, the Republic turned to a well-worn tool in the arsenal of every government; subsidies and grants. Drawn up by June of 3038 after quick deliberation and established shortly after, the subsidies and grants created saw the purchase and use of discouragement technologies supported financially by the Republic government to an almost ludicrous degree. Reducing the cost of said devices to a fraction of what they had once been, these subsidies proved to be an immediate success across the planet with a large number of once-hesitant farmers taking a chance and purchasing them for use on their properties.

According to estimates from Rogue's planetary government, wildlife discouragement devices were in use across fully half of the planet's many farms and orchards by Q4 of the year with more being purchased and installed every day. Furthermore, the planetary Environmental Monitoring Unit has seen culls of native wildlife drop by a full 75% already, with herds of Thumpers and flocks of megaparrots avoiding inhabited areas in favour of the quieter wilds. With the vast majority of farmers and other producers expected to be using discouragement devices by the end of next year, instances of negative interactions between them and the native wildlife is expected to drop to near-zero by the same time; something that should help prevent ecological catastrophes in the future.

[Progress: 1/2]

Effect

  • Dramatically reduces culls even before completion with native wildlife safely moved out of proximity to humans. When completed, should allow humans and native animals to coexist rather than the former wiping out the latter.

-[x] Improve medical services (Caliban and Tiverton): By expanding extant health services to more communities, establishing new clinics and medical hubs to cover gaps in service, and creating targeted initiatives to attract more medical personnel from within the Republic and abroad, we can significantly increase the quality and availability of healthcare on the Republic's newly acquired systems. [Progress: 0/2]
Keen to improve its recently acquired holdings of Tiverton and Caliban and bring them up to livable standards, the Republic government undertook the daunting task of expanding medical services on both worlds as the new year came to fruition. With Helghan healthcare services up to that point taking the form of disparate medical clinics established only a short time prior and local healthcare largely limited as a result of poverty and/or lack of knowledge, the first step in the plan proved simple in both concept and execution; nearly half a billion Marks spent over the course of the year to expand the service area of extant clinics and dramatically improve their capabilities. Even as already existing medical posts were being expanded and upgraded, however, the Republic also began work on more than a hundred new medical centres across both planets to plug the remaining service gaps, the first cohort of thirty reaching completion by December of 3038 with the remaining 70 estimated to finish by the same time next year.

Recognizing that the plethora of new positions would need people to fill them and that neither world had much to recommend in their favour, the Republic also began a series of targeted initiatives to attract workers to both Tiverton and Caliban. Among a number of other enticements offered to healthcare workers, the Republic offered those willing to up-stakes and move to the frontier worlds a base pay rate double that of their compatriots on Mir, free housing, and other benefits. Though there had been some initial worries that few people would be willing to move to such remote worlds, it seemed that the Republic had judged its citizens wisely as positions were filled almost as quickly as they opened.

All told, by the time the year came to a close, estimates pegged the programme at 50% completion with an estimated completion date for the end of 3039. Furthermore, according to the (still not perfect) record keeping of both planets, the increase in capability, coverage, and headcount had combined to dramatically drop the rates of illness and death across the planet; a number of common ailments vanishing altogether and instances of endemic illnesses retreating every day.

[Progress: 1/2]

Effect

  • Improvements to medical services (and most importantly, free one,) across both Tiverton and Caliban see dramatic decreases in rates of illness and death.

-[x] Anti-Volcanism Efforts (Tiverton): A planet with extensive volcanism, Tiverton is prone to both earthquakes and volcanoes which can cause significant damage and loss of life. Using our knowledge of terrain engineering, we can tap some of the larger areas to both provide a safe and reliable form of energy and prevent catastrophes.
Work on tapping the Hela supervolcano's magma chamber, begun partway through last year, continued on until well within the year 3038; many hundreds of tons of equipment arriving at the coastal worksites daily to be installed within the volcano by swarms of teleoperated automata. After months of work and the loss of dozens of custom-built automata to the blazing heat and crushing pressure of Hela's fiery heart, the final few building-sized thermoelectric generators were sunk into the supervolcano's core and the pressure management shunts installed. With Hela tamed by Helghan ingenuity, all that remained was for the planetary energy grid to be hooked up to the colossal engine of geological change; a spiderweb of subsea cables more than a thousand kilometers wide stretching towards and meeting the ocean-spawned monster by mid-September. The energy grid set up and ready to go, the greenlight was given and the might of Hela's heart was unleashed; tens of gigawatts flowing into the planetary energy grid with hundreds more remaining to be exploited.

With the Anti-Volcanism programme completed, Tiverton is now one of the only planets in Republic space to be able to boast near-zero carbon emission power generation. Though critically undeveloped in terms of industry, the extremely low cost of power is expected to pique the interest of numerous power-intensive industrial operations. Already, starting just after the grid was completed, a number of aluminium production concerns have expressed interest in establishing facilities on the planet to take advantage of the plentiful power and no doubt there are many more waiting in the wings to see how they do.

[Progress: 3/3]

Effect

  • Supervolcano is tapped and the rest of the planet is electrified. With the low industry, and near-zero emission power generation, Tiverton has basically 0 carbon emissions.

Politics:
-[x] Establish Investigation Into Criminal Revelations: With the recent revelations about decisions made after the Adenium Revolution, now would be an excellent time to establish an investigation into the matter. [-3 Influence]

With pressure mounting with every passing day and the situation steadily raising awkward questions with the Republic's allies, it was only natural that the Republic would eventually cede to protestors and open a formal investigation into the spate of criminal revelations; at once attempting to address the issue and head off the rise in tensions. Constituted in January as an investigative body composed of more than two dozen experts, each of whom headed up a team of more than twenty people, news of the commission's establishment was met with cautious hope by many across the Republic, even the most cynical protestors conceding that the Republic appeared to be taking the situation seriously. Granted significant powers, a broad remit, and the ability to make public the results of their investigations, the commission immediately turned its attention towards a handful of mid to high-level figures within the Republic's civil service as well as a number who had avoided punishment due to inconclusive evidence.

Over the course of an entire year survivors, suspects, and bystanders were interviewed, records unearthed or reviewed, and mass graves reexamined. From Karpathia to Pyrrus and Memnonia to Tharsis, forensic experts and historians alike poured over the available evidence to reconstruct events at the sites of numerous war crimes, forgotten victims and crimes coming to light on an almost daily basis. By the time the year came to its end, a number of those investigated by the commission had their cases forwarded on to the Republic's judicial system and were sentenced to everything from a few years imprisonment to life as a result of their actions. Though the replacement of such individuals has caused no small amount of chaos within the Republic and embarrassed quite a few figures, such positive initial results have been warmly received by those who protested for an investigation. Expected to continue for several years yet due to the sheer difficulty of uncovering evidence and perpetrators after so long, only time will tell how the investigation will proceed and what it will uncover.


Effect
  • Investigation established.
  • A number of individuals ranging from middle to old age are investigated for various crimes. Many are found guilty and receive a variety of sentences according to the severity of the crimes in question.
  • The bulk of the investigation should be finished by 3040, though only time will tell how long it will need to run.


-[x] Immigration and Refugee Initiative: A two-pronged approach to solve the massive population disparity between the Helghan Republic and other powers and states in the Sphere by attracting both normal immigrants and helping and accepting refugees. It consists of a substantial campaign - from basic leaflets all the way to websites and TV spots - to advertise the economic and social opportunities in the Republic, coupled with financial incentives for immigrants such as tax reliefs and low-interest government loans for those looking to open new businesses, and subsidies to cover travel expenses.
At the same time, set up NGOs to assist refugees and communicate our willingness to take in refugees to the various governments in contact with the Republic, and negotiate passage for refugee-ships moving through their territories, with our idle colony ships assisting in this when possible.

Noting the small size of its population relative to the other members of the Outer Rim Defence Initiative (and some independent systems) and well aware that it would need to grow significantly if it wished to maintain relevance in an ever-changing galaxy, the government of the Helghan Republic elected to address the issue via a two pronged-attack aimed at increasing immigration and drawing in refugee populations. The first prong of the Republic's strategy, and by far the easiest to carry out, was carried out in May of 3038 with the Republic purchasing advertisements on worlds all across the Periphery's HPG network at great expense, followed shortly after by messages embedded in Helghan media traded by merchants. Promising both economic and social opportunities within the Republic unavailable elsewhere as well as a number of incentives available upon immigrating, these advertisements were seen by many billions of people across the Rimward Periphery and reached as far away as Alphard and Alpheratz. While interstellar travel in the Periphery, even subsidised travel, is still unattainable for most people, hundreds of thousands proved willing and able to answer the call and immigration to the nation exceeded 1,000,000 people by Q4 of the year for the first time ever.

The second prong of the strategy, that being to set up various NGOs and other organizations to assist refugees in reaching Helghan space, meanwhile, proved somewhat less successful than the first. Though the Republic's network of allies and friendly partners proved more than happy to assist the nation in smoothing the path of refugees, the numbers totaled only 100,000 for the year despite the best efforts of all involved and most of those came from nearby systems or from Hurik and Ward. While somewhat negative for the Republic's ambitions, it seems as if the outbreak of relative peace in the galaxy has resulted in fewer people fleeing their homes, though few consider it a situation likely to last much longer given rising tensions in the Inner Sphere.

Effect
  • Refugee campaign doesn't go amazing well due to the absence of any major wars in the IS or this region of the periphery. Most tend to just be people on Hurik/Ward who chose to leave the planets and move to the Republic (carefully checked lest they be spies, mind). Still, 100k arrive over the course of the year
  • Immigration campaign goes decently well, though hardly spectacularly. Increases yearly immigration to 1 million people/year.


Terra Group (Automated):
[X] Mountain Range Removal (Helghan): Using our understanding of Terrain Engineering, we can remove an inconvenient mountain range blocking exploitation of a major Petrusite deposit. [Progress: 2/3 turns]
[Progress: 2/3 turns] → [Progress: 2.5/3 turns]


Warp Communications Consortium (Automated):
[X] FTL Comms expansion: [Progress: 1/10]
[Progress: 1/10 turns] → [Progress: 2/10 turns]



===============================
Research

--[x] Intermediate Structural Materials [7.25/8]

[Progress: 7.25/8] → + 1 (base research) + 0.05 (5% Taurian Engineering Graduates) + 0.25 (25% Star League Engineering) + 0.15 (15% ORDI Research Agreement) → [Progress: 8.7/8]
Completed with 0.7 overrun!


Effect

  • Unlock Endo Steel
  • Expanded Engineering tech tree

--[x] Ferro-Aluminium Armour [5.75/6]
[Progress: 5.75/6] → + 1 (base research) + 0.05 (5% Taurian Engineering Graduates) + 0.25 (25% Star League Engineering) + 0.15 (15% ORDI Research Agreement) → [Progress: 7.2/6]
Completed with 1.2 overrun!

Effect

  • Unlock Ferro-Aluminium Armour

--[x] Ultraband Transmissions [2.3/6]
[Progress: 2.3/6] → + 1 (base research) + 0.15 (15% ORDI Research Agreement) → [Progress: 3.45/6]

--[x] Improved Warp Drive [2/10]
[Progress: 2/10] → + 1 (base research) + 0.15 (15% ORDI Research Agreement) → [Progress: 3.15/10]

--[x] Prototype Gravity Lift [1.60/5]
[Progress: 1.60/5] → + 1 (base research) + 0.15 (15% ORDI Research Agreement) → [Progress: 2.75/5]

--[x] Improved Petrusite Space Weaponry [6.71/8]
[Progress: 6.71/8] → + 2 (base research) + 0.15 (15% ORDI Research Agreement) → [Progress: 8.86/8]

Completed with 0.86 overrun!

Effect

  • Unlock Apollo, Diana, Mars Sub-capital Missiles

Sub-capital Missiles (Naval)
NameTypeHeatDamageRangeTonsCritical SlotsCostBVSpecial
ApolloMissile93/30 (Capital/Standard)missile9/18/27/36100/10 (weapon/missile)--75,000/15,000 (weapon/missile)Petrusite Warhead

No to-hit modifier against targets smaller than 500 tons
DianaMissile123.5/35 (Capital/Standard)missile8/12/18/24120/12 (weapon/missile)--85,000/19,000 (weapon/missile)Petrusite Warhead

No to-hit modifier against targets smaller than 500 tons
MarsMissile154/40 (Capital/Standard)missile3/6/9/12140/15 (weapon/missile)--110,000/25,000 (weapon/missile)Petrusite Warhead

No to-hit modifier against targets smaller than 500 tons
OOC: These numbers will probably get tweaked a bit in the future, but they're anti-fighter missiles


--[x] Energy Shield [1.7/10]
[Progress: 1.7/10] → + 2 (base research) + 2.5 (25% Major Petrusite Research Bonus) + 0.15 (15% ORDI Research Agreement) → [Progress: 6.35/10]



===============================
Military Requisition

-[x] RD-3 'Wolf':
A successor to Arrasate Worker Cooperative's RD-1 'Hund', the RD-3 'Wulf' is an armed version of the same general platform intended to directly aid squad members in combat. Retaining both the sensor package of the Hund and its single-rotor UAV, the Wolf carries a back-mounted, integrally-silenced 9mm SMG capable of pitching up 70 degrees and rotating 360. While still rather fragile as far as combat automata go and not too deadly compared to those armed with heavier arms, the addition of an SMG grants the wolf more options for dealing with hostile infantry than just running away.

-[x] Improved PTC Cannons

Effect

  • Can now build Improved Petrusite Cannons

NameTypeHeatDamageRangeTonsCritical SlotsSpecial
Improved Petrusite CannonEnergy10116/12/1862Petrusite Weapon


-[x] Petrusite missile/rocket warheads.

Effect

  • Can now build Petrusite Missiles/Rockets

Ammo TypeMinimumShortMediumLong[DamageSpecial Rules
P-SRM01-34-67-92/missilePetrusite Warhead
P-LRM61-78-1415-211/missilePetrusite Warhead
P-Rocket0------1/missilePetrusite Warhead

Range depends on the launcher


===============================
News And Rumours

Helghan

With the Republic bowing to public pressure and establishing an investigation into possible war criminals who escaped justice shortly after the Adenium Revolution and prosecuting them where applicable, tempers on Helghan have cooled significantly by December. Though protests are still ongoing, tensions between the government and the primarily student-led movement have decreased significantly over the course of the year; each successful prosecution corresponding to a slight upwelling of public support of the government. While there is still a fair ways to go before the public's faith in the Republic's government returns to previous levels, the continued success of the investigation will no doubt go a long way towards restoring it


Surprising few people, Charybdis has once more been wracked by a series of storms throughout 3038 with several threatening hurricanes encroaching on colony sites before veering away at the last minute. Luckily for those affected, however, the high building standards enforced on Charybdis combined with early warnings given by the planet's premier weather monitoring service have limited the damage to 10,000,000 Marks worth. Though the solar parasol currently being constructed over Charybdis has yet to have had an impact on storm generation, many are looking forward to its completion as current estimates predict that it will greatly reduce the chances of hurricanes forming or approaching colony sites once completed.


Rogue's Environmental Monitoring Unit has reported a substantial drop in the number of illegal cullings over the year, much to the pleasure of the Republic's environmentalists and ecologists. Dropping in inverse proportion to the uptake of subsidised wildlife control technologies, illegal culls have decreased by an average of 73% compared to the same time last year with those regions responsible for the majority of past cullings seeing decreases of up to 95%. Though there remains some way to go before illegal culls are a thing of the past, the decision to subsidise wildlife control methods has no doubt resulted in both farmers and native life benefiting immensely.


Bubbling out of the Periphery like a witch's brew, images have emerged from the independent system of Mandalas of child soldiers armed with surplus Helghan equipment participating in the planet's ongoing sectarian conflicts. Kidnapped by rebel groups on the fringes of civilization and forced to kill for cause or profit or both, these child soldiers, some as young as twelve, have been spotted using everything from venerable StA-52 assault rifles to modern H405 Keyzers. With the Republic responsible for arming a great many powers in the Periphery and beyond with both surplus and modern weaponry, there remains some debate over who is supplying these groups as the Haystrom Association was disassembled some years back. Regardless of who is arming them, the question remains what, if anything, the Republic will do about the matter.


Rockwellawan
According to reports out of Rockwellawan, the recent barrage of Helghan media has resulted in an explosion of interest in all things Helghan throughout the planet's youth. While much of this interest remains purely at the level of enthusiast or hobbyist, some are finding significant meaning in areas such as Helghan social policies and art with numerous student groups springing up in universities across the planet and Rockwellawan Neo-Constructivism rapidly becoming its own school of art. While this explosion of interest is largely viewed as a fad by many of Rockwellawan's adults, it's almost certainly something they will have to learn to live with as you cannot unring a bell.


Aurigan Coalition
Continuing from last year, Aurigan interest in Republic media has grown for a second year in a row with numerous series greenlit within the Republic specifically for Aurigan consumption and vice versa. With licensing revenues having increased by a full 50% compared to the same time last year, the Helghan Republic is now making more than 600,000 C-Bills per year and few are expecting the growth in profits to halt anytime soon.


Following extensive efforts by private and public groups across the nation, several Coalition business entities have announced significant breakthroughs in the field of automation and robotics almost simultaneously. Taking the form of highly advanced autonomous drones similar in design to the UCAVs used to support Republic infantry squads, the automata in question wowed audiences by accurately and efficiently carrying out orders with almost complete autonomy in several demonstrations. While the Coalition has played somewhat coy about their exact capabilities, in part helped by the limited number of drone designs revealed, their known capabilities place them roughly on par with the Republic's own autonomous weapon systems. Though the military applications of such creations are obvious, the consequences on Aurigan industry are also likely to be significant with the already heavily automated factories of Mechdur no doubt poised to take advantage of these technologies ASAP.

Effect
  • Aurigan Coalition has researched Autonomous Systems


Taurian Concordat
Similarly to the Aurigan Coalition, Republic media has continued to grow in popularity throughout the Taurian Concordat with profits increasing roughly 100% by the end of December. Now worth 2,000,000 C-Bills/year, these media deals are exposing ever larger numbers of Concordat citizens to Republic ideals with more than a few social policies growing in popularity as a result.

With defence a key industry of the Concordat and a number of major threats, perceived or otherwise, located on their border, it came as little surprise when the Taurian Concordat announced a breakthrough in autocannon technology in an event on New Vandenberg. After many years of blood, sweat, and tears, the Taurian Concordat has finally succeeded in recreating the mechanisms used in the Star League's Ultra-pattern of autocannons and in Lubalin Ballistic's LBX/10 design. Showcased in a series of live-fire exercises against standard training targets, mechs armed with the weapons tore through their opposition with ease; thousands of rounds of autocannon ammunition expended and more than a few structures demolished over the course of only a few hours. Though the Ultra-pattern of autocannon is known to generate significant quantities of heat and jam after extended use and LBX-pattern weapons are difficult and expensive to produce, the recreation of both weapon types is sure to grant the TDF a lethal edge in combat if appropriately deployed.

Effect
  • Taurian Concordat has researched Intermediate Explosives


Having secured the contract last year after much lobbying from the ruler of New Vandenberg, Fyodor Malvena, the Terra Group began operations on four agriculturally-poor Taurian worlds in the hopes of improving their arability and crop yields. Starting in early 3038 and planned to end in 3050, the project will see the Terra Group make use of a variety of methods ranging from wide scale soil conditioning to the construction of vast underground aquifers and the demolition of inconvenient mountains. Given the scale of the operation in question, results are not expected to be seen for some time, however, it will no doubt bring in significant income for the Helghan Republic and raise the profile of the Terra Group in the meantime.

Effect
  • Terra Group begins work on improve arability in the Concordat
  • +50,000 C-Bills/year for the duration of the project.


After many years of buying surplus military equipment from the Helghan Republic, the Republic-Concordat arms trade deal has finally run its course. Highly valued for helping the Concordat rebuild the stockpile of equipment and ammunition used up during Operation Coronado, the deal has been a source of income for the Republic for many years and saw helghan equipment used by many Tuarian units. Despite the best efforts of Helghan negotiators, however, it seems that the Concordat is uninterested in continuing the deal into the future with the nation seemingly focussed on acquiring new technology and weapons systems over further stockpiles of surplus equipment.


Magistracy of Canopus
After many years of buying surplus military equipment from the Helghan Republic, the Republic-Magistracy arms trade deal has finally run its course with the last shipment of goods dispatched November 23rd, 3038. Despite having greatly improved their stockpile of military equipment since the deal began, recent tensions with the Marian Hegemony have convinced the Magistracy that another deal will be required; something that has Helghan industrialists greatly excited.

Effect
  • See 3039 international diplomacy

Celestial Mandate
According to reports from spies operating within the Celestial Mandate, the ruling council of the nation has begun a program dubbed 'Xin Sheng' in response to the recent losses to the Outer Rim Defence Initiative. Translating to 'New Birth', the Xin Sheng movement appears to be an attempt to generate a meaningful national identity for the people of the Mandate out of whole cloth; the movement drawing on the nation's Chinese background and bringing it to the fore as a unifying feature to rally around. Surprisingly given the nation's authoritarian nature, the movement has begun by granting the Servitor class economic freedoms unseen within Capellan Space in many years, the explosion in private businesses stimulating impressive economic growth in many systems. Additionally, the rank structure of the MAF has been completely overhauled with all ranks receiving names in Chinese and a number of old-guard figures have been dismissed and replaced by hungry new officers.


Trinity League
Completing its conquest of Zathras in the early months of 3038, the Trinity League has since spent the time solidifying control of the system; follow up units relieving frontline combatants and allowing them a chance to rest and recover. Keeping to their word with the Helghan Republic and the other member-states of the ORDI, the Trinity League has made no sign of preparing additional invasions, though whether that's because they don't intend to or simply cannot remains to be seen.


ComStar
Citing events such as the attack on ComStar facilities by members of the 2nd Crucis and the increasingly tense situation growing across the Inner Sphere, representatives of ComStar have announced that the organization has hired a number of small mercenary units to defend HPG centers in regions such as Skye. Though technically sovereign ground, ComStar's decision has already ruffled a great many feathers within the Great Houses as few nations like the idea of third-party war machines present in their cities --not helped by the fact that the neutrality of HPGs has been traditionally guaranteed by House forces. No doubt a difficult decision for the telecom organization to make, the move represents a loss of faith in the ability of the Great Houses to protect ComStar assets as well as a concession that war is likely to occur in the future.


In other news, tragedy has once again struck the organization with former Primus Julian Tiepolo passing away peacefully in his sleep after experiencing another stroke. Retired since 3034 after a stroke left him unable to carry out his duties, former Primus Tiepolo spent much of his retirement painting and writing with the 70-year-old planning to carry out a speaking tour of Terra in 3039. A soft-spoken supporter of the current Primus, Ulthan Everson, Tiepolo's loss will no doubt be a strong blow against the Primus' leadership.


Wolf's Dragoons
The Wolf's Dragoons' substantial investment into Brighton's industry has finally seen a return after two years of backbreaking effort and a dragon's hoard of C-Bills. Making the announcement in late October, the Dragoons have revealed a line of laser weaponry for sale to the Inner Sphere and beyond, the small, medium, and large lasers of a quality rivalling that of the best of the Inner Sphere. Produced under license in a satellite factory belonging to Blackwell Heavy Industries, the lasers in question are both affordable and effective; initial tests reveal that they require less maintenance than the average for their class while dealing comparable damage.

Though somewhat unexciting compared to the Concordat's development of Ultra and LB-X pattern autocannons or the Federated Suns' success duplicating Double Heat Sinks, the fact that a backwater planet such as Brighton can now produce high-quality, high-tech arms like lasers holds much promise for the planet's future. With the Dragoon's not slowing their investments down and sales of the lasers no doubt sure to fund additional industrial expansion, only time will tell how far the Dragoons will take things.


Having spent several years resting and recuperating, Wolf's Dragoons have finally accepted another contract; this time with the Lyran Commonwealth. Leaving behind a significant defensive force to guard Brighton and its steadily growing industrial might, the majority of the Dragoons have upped stakes to move to the Lyran-League border, as sure a sign of growing tensions between the two powers as the increasing border raids. Augmented by a significant number of recent recruits, the Dragoons no doubt hope to put their training to the test by participating in the cross-border raids, though they may get more than they bargained for should war break out before their contract has concluded.


Capellan Confederation
Chancellor Tormano Liao has seen his position with both the Confederation's nobility and its burgeoning middle class strengthen as a direct result of the Republic-Confederation trade deal. Though minuscule compared to the Confederation's internal trade, the deal has given ordinary citizens of the Capellan Confederation greater access to high-tech goods than ever before while Capellan nobility have made significant profits selling luxury items to the Republic's every hungry population. Keen to grow the Capellan's middle class as a counterbalance to the nation's nobility, often at the expense of the nobility loathing him for it, Chancellor Liao is no doubt happy to finally make both groups happy for once --though Helghan analysts expect that the nobility will no doubt forget about it soon enough.


Federated Suns
Despite fears that tensions between the Taurian Concordat and Federated Suns would continue to grow over the issue of pirates on the border, it seems that First Prince Morgan Davion's plan to use mercenaries has been a success. Positioned upon several at-risk planets, the mercenaries in question were able to fend off several pirate raids with few losses; attacks trailing off by September 3038 as a result of the losses sustained by the pirate groups. With AFFS units nowhere near the Suns-Concordat border, tensions between the two nations simmered down significantly and analysts throughout the Republic breathed a sigh of relief.


Given the increasingly worrisome tensions across the Inner Sphere, it was almost a foregone conclusion when the Federated Suns deployed additional mech regiments to its border with the Draconis Combine. With unrest growing across the region and the Combine response to the same growing ever more heavy-handed, it seems only a matter of time until things kick-off and the Federated Suns and Draconis Combine are once more at war.


Lyran Commonwealth
In news out of the Lyran Commonwealth, rumours have begun to swirl around Archon Katrina Steiner regarding her increasing seclusion from Lyran high society; the more lurid tabloids suggesting that she's pregnant and the more reasonable ones suggesting that she's simply ill. Whatever the case may be, her daughter, the 28-year old Melissa Steiner, has been seen taking on many of the duties formerly handled by the Archon. Accompanied by her husband, the respected Duke Thomas Bradford, Melissa has proven to be a capable ruler and appears to share her mother's dream of peace in the Inner Sphere, though with tensions between the Free Worlds League and the Lyran Commonwealth growing on an almost daily basis and the Federated Suns and Draconis Combine careening towards war, this dream seems further away than ever.


Free Worlds League
After an absence of several months following a stroke suffered while observing a demonstration of gauss rifle technology, Janos Marik has finally returned to the role of Captain-General of the Free Worlds League. Greeted with rapturous applause as he entered the League's parliament chamber, Janos Marik relieved his son of his duties as regent and took his place at the head of the nation in a ceremony broadcast across the Inner Sphere. Though many had feared that the man's son would prove insufficient to the task of leading the nation, in no small part due to his past as a member of ComStar, Thomas Marik surprised many by ruling ably in the months during his father's recover despite the ever-increasing tensions with the Lyran Commonwealth.

That said, with the media in both nations having grown increasingly hostile towards the idea of peace over the past year, warhawks on both sides are gaining power at an alarming rate and the idea of war is growing increasingly more conceivable. Given the increasingly bitter raids on one another and the deepening enmity, it may prove impossible for Janos Marik and Katrina Steiner to halt the course of history even if they wished to.

===============================
Faction Popularity and Issue Changes
Industrialist: +5%
Progressive: +10%
Technologist: +3%


Influence Changes
-3 (CapCon Deal)
-6 (Celestial Mandate Deal)
-2 (Trinity League Deal)
-1 (New Oslo)
-1 (Hurik/Ward Transfer)
-0.75 (ORDI Research Agreement)
+3 (base/year)
+2.86 (factions)
Total: -7.89 Influence


C-Bills Change
-1,000,000 (New Oslo)
+1,000,000 (Detroit)
Total: 0

===============================
Updated Info Posts


Helghan Republic

forums.sufficientvelocity.com

The Lords of Ruin -- Battletech/Killzone Crossover

In 2360, at the end of a blood-soaked war started by a martyred dictator, the power-hungry CEO of Stahl Industries unleashed a genocidal weapon on the inhabitants of Helghan. In the months that followed, blood and water flowed in equal measure as tyrant battled tyrant until, at last, the people...

Helghan Republic Order of Battle
forums.sufficientvelocity.com

The Lords of Ruin -- Battletech/Killzone Crossover

In 2360, at the end of a blood-soaked war started by a martyred dictator, the power-hungry CEO of Stahl Industries unleashed a genocidal weapon on the inhabitants of Helghan. In the months that followed, blood and water flowed in equal measure as tyrant battled tyrant until, at last, the people...

Helghan Republic Systems
forums.sufficientvelocity.com

The Lords of Ruin -- Battletech/Killzone Crossover

Socio-Industrial Levels Chart: {tr} {th}Rating{/th} {th}Technological Sophistication{/th} {th}Industrial Development{/th} {th}Raw Material Dependence{/th} {th}Industrial Output{/th} {th}Agricultural Dependence{/th} {/tr} {tr} {td}A{/td} {td}High-tech world{/td} {td}Heavily industrialized{/td}...
 
Last edited:
Turn 30 Actions (3039)
Policy Goals

Current Goals

[X] Improve Education: With education standards on a number of Republic worlds best described as non-existent, it is vital that the Republic prioritise investment and standardisation so as to avoid becoming a technological backwater. [Success: +10 influence. Failure: -5 influence] ← Picked by Technologists
[X] Diplomatic Outreach: Establish diplomatic contact with three new governments (independent systems, Periphery Nations, Great Houses, etc) [Success: +10 influence. Failure: -5 influence] ← Picked by Progressives

Available Goals
[] Obsolete Asset Divestment: Sell at least one squadron of Workhorse Cruisers [Success: +2.5 influence per squadron sold. Failure: N/A]
[] Modernize MAWLRs: With the base design a little over thirty years old at this point, modernizing the design of the MAWLR weapons platform would be an easy win for a government looking to assure voters of the nation's safety. [Success: +5 influence. Failure: -2.5 influence]
[] Expanded Trade Routes: Successfully negotiate a new trade agreement with an Inner Sphere power. [Success: +5 influence. Failure: -2.5 influence]
[] Industrial Development: Improve the Industrial Development of a Republic world from D to C [Success: +5 influence. Failure: -2.5 influence]
[] Technological Development: Improve the Technological Sophistication of a Republic world from D to C [Success: +5 influence. Failure: -2.5 influence]
[] Habitability Improvement: Improve the general habitability of one of the Republic's less hospitable worlds [Success: +5 influence. Failure: -2.5 influence]
[] Peaceful Coexistence (Capellan Confederation): By signing a formal non-aggression pact with the Capellan Confederation we can greatly reduce the threat of invasion from the Inner Sphere and focus on matters closer at hand. [Success: +10 influence. Failure: -5 influence]
[] Peaceful Coexistence (Free Worlds League): By signing a formal non-aggression pact with the Free Worlds League we can greatly reduce the threat of invasion from the Inner Sphere and focus on matters closer at hand. [Success: +10 influence. Failure: -5 influence]
[] Peaceful Coexistence (Federated Suns): By signing a formal non-aggression pact with the Federated Suns we can greatly reduce the threat of invasion from the Inner Sphere and focus on matters closer at hand. [Success: +10 influence. Failure: -5 influence]
[] ORDI Expansion: Convince a nation to join the Outer Rim Defence Initiative as either a full member or as an associate member. [Success: +10 influence. Failure: -5 influence]

===============================
International Diplomacy

Taurian Concordat

The Taurian Concordat, apparently eager to capitalize on the recent development of Ultra and LB-X autocannons by its researchers, extended an interesting offer to the Helghan Republic as 3038 rolled over into 3039. Representatives of Protector Calderon, reaching out via the FTL link between the two nations, offered to sell the Republic all the relevant technical knowledge needed to produce the advanced weaponry in exchange for either 90,000,000 C-Bills or similar information on Intermediate Structural Materials. Though hardly world-shattering inventions, acquiring Ultra and LB-X pattern autocannons for only as much as a regiment of mechs or for the knowledge needed to produce endo-steel would be a significant coup for the Republic and speaks volumes as to the Concordat's view of its rimward ally. That said, though accepting the deal would allow the Republic to sidestep years of difficult research and development, it would also require the Republic to part with either 4+ years worth of foreign earnings or with material with significant military applications.

[] Agree and pay with C-Bills [-90,000,000 C_Bills]
[] Agree and trade Intermediate Structural Materials
[] Refuse [-2 influence]
[] Write-in


Magistracy of Canopus
Having recently fended off a series of aggressive raids from the Marian Hegemony and lacking the military industry needed to supply its forces with the latest and greatest technology in significant numbers, the Magistracy of Canopus is extremely interested in renewing and expanding its arms trade with the Helghan Republic. With the previous trade deal involving surplus arms whose efficacy is even lesser 10 years on, the Magistracy is now looking to supply its troops with the kind of modern equipment its own industry cannot provide. Recognizing that the Republic has hesitated to offer certain items in the past for reasons of national security, the Magistracy has offered two potential options it could live with, though it has a clear favourite.

[] Renew arms trade with modern weapons [+3,000,000 C-Bills/year for 10 years]
[] Renew arms trade with modern weapons and expand to include petrusite weapons [+9,000,000 C-Bills/year for 10 years]
[] Refuse [-5 influence]


Trinity League
Despite relations between the Helghan Republic and Trinity League being at their warmest point in years and the League apparently willing to act like a proper nation-state, it came as no small surprise when representatives of the Trinity League arrived on Portland with a request to purchase a number of select items from the Republic. According to the men and women dispatched, the Trinity League is currently engaged in a wide scale upgrade of sanitation infrastructure across a number of planets and though many of the required components can be constructed within the League itself, a number of difficult-to-produce items must be imported from elsewhere. Only worth 300,000 C-Bills in toto, accepting the deal is of minimal monetary value to the Republic, however, it would doubtlessly set the tone for future negotiations. Additionally, though there's been little time for the League to make any changes in their actions, accepting could incentivise the leadership of the League to hold true to last year's deal and is an important consideration to hold in mind.

[] Accept [+300,000 C-Bills]
[] Refuse [-1 influence]

===============================
Actions
You have 10 out of 14 Action Points to spend. 1 AP is being spent on the Charybdis parasol. 1 AP is being spent on the Independence geothermal exploitation. 1 AP is being spent on Wildlife removal on Rogue. 1 AP is being spent on improving Tiverton and Caliban medical services.

New Oslo
[] Sell Weapons to Lord Morgenson: At the cost of angering his enemies, we can engender goodwill with Lord Morgenson which may come in handy in the future.
[] Sell Weapons to Lord Morgenson's rivals: By selling to his rivals, we can counterbalance the sale of weapons to Lord Morgenson.
[] Weaken Economy (Morgenson/Howl) [Easy]: By utilizing agents seeded throughout the polity, we can weaken the economies of the target by debasing their currencies with forgeries.
[] Infiltrate Civil Administration (Morgenson/Howl) [Easy]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] Infiltrate Army (Morgenson/Howl) [Medium]: By infiltrating the military, we can more easily raid targets of opportunity and stage incidents.
[] Ferment Dissent (Morgenson/Howl) [Medium]: By producing and spreading certain forbidden materials throughout the people of this faction, our agents can potentially incite dissent against the powers-that-be.
[] Orchestrate Coup (Morgenson/Howl) [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: 0/2 turns] [-1,000,000 C-Bills/turn] [Effectiveness increases with dissent/support of Republic ideology]
[] Offer Foreign Medical Aid: With most New Osloites able to receive only the most basic medical treatment due to the backwards nature of the planet, offering to establish Helghan-staffed medical clinics in Polar Association territory would go a long way towards improving the lot in life of the average citizen and bind said nations more closely to the Republic. [-1,000,000 C-Bills, -1 influence]
[] Offer Fusion Power: With electricity (and electric heating) a rarity on New Oslo, it may be possible to curry favour with the Polar Association by offering its leaders several small fusion reactors for use in their capitals (operated and maintained by Republic personnel, of course). [-5,000,000 C-Bills, +1 influence]
[] Write-in


Rockwellawan:
[] Infiltrate Rockwellawan Society: Infiltrating Rockwellawan's society will allow us to carry out subversive activities.
[] Write-in


Detroit:
[] Infiltrate Detroit Society: Infiltrating Detroit's society will allow us to carry out subversive activities
[] Write-in


The Aurigan Coalition:
[] Infiltrate Aurigan Society: Sending intelligence operatives to infiltrate Aurigan society will allow us to carry out subversive activities.
[] Sell Decommissioned Cruisers: Though not up to par with the warships of the Star League era, the Coalition is willing to pay millions of C-bills for a squadron of decommissioned cruisers. [Can be taken multiple times. 13 sales remaining]


Taurian Concordat:

[] Infiltrate Taurian Society: Sending intelligence operatives to infiltrate Taurian society will allow us to carry out subversive activities.
[] Sell Decommissioned Cruisers: Though not up to par with the warships of the Star League era, the Taurian Concordat is willing to pay millions of C-bills for a squadron of decommissioned cruisers. [Can be taken multiple times. 13 sales remaining]


Magistracy of Canopus:

[] Infiltrate Canopian Society: Sending intelligence operatives to infiltrate Canopian society will allow us to carry out subversive activities.
[] Sell Decommissioned Cruisers: Though not up to par with the warships of the Star League era, the Magistracy is willing to pay millions of C-bills for a squadron of decommissioned cruisers. [Can be taken multiple times. 13 sales remaining]


Free Worlds League:

[] Write-in (Convince me you've got something good)
[] Negotiate an embassy with the Free Worlds League.
[] Infiltrate FWL Society: Sending intelligence operatives to infiltrate League society will allow us to carry out subversive activities.


Capellan Confederation:
[] Write-in (Convince me you've got something good)
[] Infiltrate Capellan Society: Sending intelligence operatives to infiltrate Capellan society will allow us to carry out subversive activities.


Celestial Mandate:
[] Continue Infiltration of Mandate Society: Sending intelligence operatives to infiltrate Mandate society will allow us to carry out further subversive activities.
[] Infiltrate Civil Administration [Medium]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] Infiltrate Military [Medium]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Ferment Dissent [Medium]: By producing and spreading certain forbidden materials throughout the people of this faction, our agents can potentially incite dissent against the powers-that-be.
[] 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]
[] Write-in


Trinity League:
[] Infiltrate the Trinity League: Sending intelligence operatives to infiltrate League society will allow us to carry out subversive activities.
[] Negotiate an embassy with the Trinity League.
[] Offer Humanitarian Aid: By offering the Trinity League millions of C-Bills worth of humanitarian aid a year, we can help the nation develop into a valuable member of the Periphery [-5,000,000 C-Bills/turn until cancelled]
[] Write-in


ORDI Actions:
[] Write-in


Inner Sphere:
[] Open diplomatic relations with the Draconis Combine
[] Open diplomatic relations with the Free Rasalhague Republic


Planetary Development:
[] Expand Zulim Taw Battlemech Factory: Further investment in the Zulim Taw facility will allow us to expand our production capability considerably (+1 battalion/turn).
[X] Geothermal Hotspot Exploitation (Independence): Using our understanding of Terrain Engineering, we can tap the same geothermal hotspots responsible for Independence's island chains to power the planet safely and reliably. [Progress: 1/2 turns] [Action Point Locked Until Completed]
[X] Construct solar parasol over Charybdis: A hot, wet world plagued by storms, we can attempt to tame the wild weather by deploying a massive solar parasol between the planet and its sun. [Progress: 1/3 turns] [Action Point Locked Until Completed]
[X] Implement Wildlife Removal Measures (Rogue): By making use of newly developed techniques and technologies, we can better preserve the balance of civilization and ecology to the benefit of both. [Progress: 1/2]

[] Industrial Development Fund (Tiverton): By setting up an industrial development fund with an initial seed straight from the Helghan Treasury, we can help stimulate the development of local industry on Tiverton now that it's a full-fledged member-world of the Republic. [-5,000,000 C-bills]
[] Mineral Exploration (Tiverton): Having lacked much in the way of population and industry for many years, the need to survey Tiverton for mineral resources has largely been moot. Now part of the Republic, exploring the world for easily accessible deposits would be almost trivial and do much to help stimulate growth.
[] Water Seeding (Caliban): An arid but otherwise inhabitable planet, the greatest problem facing Caliban is a lack of freely available water limiting crop yields and resource exploitation. While there exist significant underground aquifers across the planet which, in turn, feed the oasises that make Caliban's cities and towns possible, said aquifers cannot supply enough water for an industrialised world with a significant population. By capturing and redirecting ice-bearing meteors into orbit around Caliban, we can supply local terraforming efforts with enough asteroid ice for decades of bombardments. [Progress: 0/8]
[] Establish formal school systems (Caliban and Tiverton): While both Caliban and Tiverton have some degree of formal schooling available thanks to the Republic's aid camps and initial development projects, establishing a formal school system designed to provide adults and children with an education tailored for their homeworld's level of development will greatly speed integration. [Progress: 0/3]
[X] Improve medical services (Caliban and Tiverton): By expanding extant health services to more communities, establishing new clinics and medical hubs to cover gaps in service, and creating targeted initiatives to attract more medical personnel from within the Republic and abroad, we can significantly increase the quality and availability of healthcare on the Republic's newly acquired systems. [Progress: 1/2]

[] Economic Development Initiatives (Caliban): By making use of a variety of mechanisms including micro-loans, the establishment of local credit unions, grants, startup loans, etc, the Helghan Republic can aid in the economic development of Caliban while avoiding much of the corruption that has plagued nation-building projects over the course of human history. [-6,000,000 C-Bills]


Terra Group (Automated):
[X] Mountain Range Removal (Helghan): Using our understanding of Terrain Engineering, we can remove an inconvenient mountain range blocking exploitation of a major Petrusite deposit.
[Progress: 2.5/3 turns]


Warp Communications Consortium (Automated):
[X] FTL Comms Expansion. [Progress: 2/10 turns]


Politics:
[] Dispatch OWA Trade Shipment: Having accepted the OWA trade deal and exchanged embassies, all that remains to receive the promised C-Bills is to ship a battalion of battlemechs as well as the aerospace and combat vehicles promised. [+80,000,000 C-Bills, -1 Battlemech Battalion] [Option Expires End Of 3042]

Aerospace:

[] Construct a Charon-class freighter: Task your shipyards with constructing a Charon-class freighter. [Can be taken multiple times in a turn]
[] Construct a Bellerophon-class colony ship: Task your shipyards with constructing a Bellerophon-class colony ship. [Can be taken multiple times in a turn]
[] Send out Explorers.


Military:
[] Raise an Army: Task your military with forming an additional army. [Can be taken multiple times in a turn so long as there is recruitable population remaining]
[] Construct two Hasta-class cruiser Squadrons: Task your shipyards with constructing Six Hasta Cruisers. [Can be taken multiple times a turn]
[] Construct an Arc Cruiser Squadron: Task your shipyards with constructing Four Arc Cruisers. [Can be taken up to five times in a turn]
[] Construct a Damascus-Class Carrier Squadron: Task your shipyards with constructing a squadron of Damascus-Class Carriers. [Can be taken multiple times a turn]
[] Construct a Toxotai-class Guided Missile Cruiser Squadron: Task your shipyards with constructing a squadron of Toxotai Guided Missile Cruisers. [Can be taken up to four times in a turn]
[] Construct a MAWLR pack: Task your heavy industry with constructing a pack of three MAWLRs. [Can be taken multiple times in a turn]
[] Construct four Battlemech Battalions: Task Zulim Taw with constructing four battalions worth of mechs.
[] Construct a military defence station over [LOCATION]
Locations available:
  • Charybdis
  • New Oslo
  • Caliban
[Can be taken multiple times in a turn]

[] Expand a military defence station over [LOCATION]
Locations available:
  • Rogue
  • Mir
  • Independence
  • Tiverton
[Can be taken multiple times in a turn]


Design:

[] Missile Cruiser Redesign: Order your design teams to redesign the missile cruiser to make use of the latest technological advancements.
[] Arc Cruiser Redesign: Order your design teams to redesign the old arc cruiser to make use of the latest technological advancements.
[] MAWLR Redesign: Order your design teams to redesign the MAWLR to make use of the latest technological advancements.
[] Design write-in: Order your teams to design a solution to a capability-gap. (Just tell me what you're trying to design)


Political:
[] Contact the inhabitants of Spencer, Cygnus, Fronc, and McEvan's Sacrifice
[] Contact the inhabitants of Appian, and Mandalas


===============================
Research
-[X] Research
--[x] Energy Shield [6.35/10]
--[x] Ultraband Transmissions [3.45/6]
--[x] Improved Warp Drive [3.15/10]
--[x] Prototype Gravity Lift [2.75/5]
--[X] Free Research Team [1.2/--]
--[X] Free Research Team [0.86/--]
--[X] Free Research Team [0.7/--]


===============================
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
[] HDC 'Harbinger' Rotary Machine Gun: Developed by the Helghan Defence Corporation out of Bloemfontein, the Harbinger Rotary Machine Gun is a massive multi-barrel machine gun designed for power armour-equipped infantry and dropship platforms. Firing standard rifle rounds at over 2000 RPM, the Harbinger is a devastating weapon to bring to bear against infantry and light vehicles but can only fire when its barrels are in full spin and therefore requires a brief windup period before firing.

Design
[] Battlemech Design: (tell me what you're trying to design)
[] Combat Vehicle Design: (tell me what you're trying to design)
[] ASF Design: (tell me what you're trying to design)
[] Dropship Design: (tell me what you're trying to design)
[] Power Armour 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)
 
Last edited:
Turn 30 Results (3039) -- Part 1
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[x] Finally Finishing homeFront inFrastructure
forums.sufficientvelocity.com

The Lords of Ruin -- Battletech/Killzone Crossover

[x] Plan C Capellan Confederation -[x] Accept the deal [-3 Influence] Comstar -[x] Refuse Celestial Mandate -[x] Write in: Renegotiate the terms if they want the NAP they must also renounce their claims on the worlds taken by the TC. To make it more acceptable we are willing to give all...


===============================
Active Policy Goals

[X] Improve Education: With education standards on a number of Republic worlds best described as non-existent, it is vital that the Republic prioritise investment and standardisation so as to avoid becoming a technological backwater. [Success: +10 influence. Failure: -5 influence] ← Picked by Technologists

[X] Diplomatic Outreach: Establish diplomatic contact with three new governments (independent systems, Periphery Nations, Great Houses, etc) [Success: +10 influence. Failure: -5 influence] ← Picked by Progressives

[x] Modernize MAWLRs: With the base design a little over thirty years old at this point, modernizing the design of the MAWLR weapons platform would be an easy win for a government looking to assure voters of the nation's safety. [Success: +5 influence. Failure: -2.5 influence]

[x] Industrial Development: Improve the Industrial Development of a Republic world from D to C [Success: +5 influence. Failure: -2.5 influence]


Goals refresh in 3044


===============================
International Diplomacy

Taurian Concordat
-[x] Agree and pay with C-Bills [-90,000,000 C-Bills]

Understanding that offering newly rediscovered technology was, by Inner Sphere standards, an incredible sign of trust in one's partners, the Helghan government did not hesitate to accept when the offer came in --the Republic's response dispatched mere weeks after the topic was first broached. Though representing a significant part of the national treasury, the 90,000,000 C-Bills requested was deemed a small price to pay for the ability to produce both ultra-rapid-fire autocannons and autocannons capable of firing cluster munitions. As such, it surprised few within both nations when, after a minimum of negotiation, 90,000,000 C-Bills vanished from the Republic treasury and a complete set of technical documents on Intermediate Explosives arrived on Helghan.

Effect
  • -90,000,000 C-Bills
  • Gain Intermediate Explosives technology. Can now requisition LBX and UAC pattern autocannons.


Magistracy of Canopus
-[x] Renew arms trade with modern weapons and expand to include petrusite weapons [+9,000,000 C-Bills/year for 10 years]

Under threat of slave raids by the nearby Marian Hegemony and a close ally for many years, the Republic's decision to expand the existing arms trade with the Magistracy of Canopus to include all manner of modern weaponry went by almost without comment by Republic media outlets. Reviewed, debated, and expanded in a matter of months, the new trade deal will see the Magistracy of Canopus pay an astounding 9,000,000 C-Bills/year for ten years in exchange for cutting edge conventional weapons and Petrusite weapons. Though the Republic was hesitant to trade the later such items in the past for fear of losing control of its monopoly, warm relations with the Magistracy plus recent sales to the Aurigan Coalition have seen this trend reversed.

Effect
  • +9,000,000 C-Bill/year
  • Arms deal renewed and expanded. MOC is now receiving up to date weapons.


Trinity League
-[x] Accept [+300,000 C-Bills]

Eager to prove to both the Trinity League and the wider galaxy that the Republic will hold true to its promises, the Helghan Republic authorised the sale of a number of select items to the League for use in sanitation infrastructure. Only worth a few hundred thousand C-Bills in purely monetary terms, the decision to go ahead with the trade deal was made in an effort to prove that the Trinity League will be rewarded for compliance with past agreements… and punished for failing. While the League's leadership don't make much hay out of the deal, what with being rather tight-lipped in general, what little does make it back to the Republic indicates that said leadership is pleased with the result.

Effect
  • Gain 300,000 C-Bills
  • Trinity League gets a number of components useful only for improving sanitation
  • +1 influence

===============================

[x] Construct solar parasol over Charybdis: A hot, wet world plagued by storms, we can attempt to tame the wild weather by deploying a massive solar parasol between the planet and its sun. [Progress: 1/3 turns] [Action Point Locked Until Completed]
With economies of scale taking shape and factories across the Republic growing ever more confident in their work, the production rate of the lightweight diffraction grating vital to the Charybdis' solar parasol increased dramatically over the course of 3039. Across Helghan, Portland, Mir, and more, more than 30,000 tons of the ultra-fine mesh were produced by the end of December; fleets of Republic vessels deploying the mesh sheets at the L1 point in hundred-kilometre wide bursts of darkly glittering carbon. Having dropped by a total of 0.5% compared to the same time just a few years ago according to measurements taken in orbit and on the ground, the loss of thermal energy has already led to a general --albeit minor-- shift in the range of hurricanes across the planet; none spawning in the waters off the coast of the colony regions.

Though only halfway complete, the inhabitants of Charybdis are already hailing the colossal parasol a success and many are looking forward to the day the last sheet is cast into the void. While it remains to be seen what the long term effect of the parasol may be, the slow but steady decline in the ferocity and range of the tropical world's deadly hurricanes has been greeted with great enthusiasm by the planet's hardy people; the slight dip in temperature seen as a small price to pay if it means not having to worry about hypercanes smashing through cities.

[Progress: 2/3 turns]

Effect

  • Cooling continues.
  • No hurricanes have formed near the planet's poles for the first time since settlement.

[x] Geothermal Hotspot Exploitation (Independence): Using our understanding of Terrain Engineering, we can tap the same geothermal hotspots responsible for Independence's island chains to power the planet safely and reliably. [Progress: 1/2 turns] [Action Point Locked Until Completed]
Having already tapped half of the most economically viable hotspots on Independence, work on the remaining half proceeded apace as 3038 rolled over into 3039; vast numbers of experienced personnel shipping in from Tiverton seeking to earn good money and spend it quickly. Exploiting skills developed over four long years, Republic personnel tapped dozens of hotspots and volcanoes in a rolling wave across Independence, hundreds of islands ranging in size from tiny hamlets to major cities switching over from fusion or gas-power to geothermal energy in a matter of months. So large was the workforce, so developed their skills, and so swift their work that, by October of 3039, the final civil fusion reactor on the planet was declared surplus to requirements and quietly retired from service; the gigawatt powerplant given a final once-over and mothballed after many years of faithful service.

With the energy exploitation programme completed, Independence joined Tiverton as one of the few planets in Republic space able to boast near-zero carbon emission power generation. More heavily developed than Tiverton with a larger and better-educated population and numerous tropical island paradises, Independence has seen significantly greater attention from power-intensive industries than its competitor. While ill-suited for things such as aluminium production, data service providers have very much taken up the slack; numerous small data centres opening by late December and a number of larger concerns in the final stages of negotiation. How the explosion of white-collar work will affect the primarily tourism-orientated economy of Independence is yet to be seen, however, the diversification of industry will almost certainly prove beneficial to the planet.

[Progress: 2/2 turns]

Effect

  • Remaining hotspots tapped. Final fusion reactors decommissioned
  • Power-intensive industries have begun setting up shop on Independence

[x] Implement Wildlife Removal Measures (Rogue): By making use of newly developed techniques and technologies, we can better preserve the balance of civilization and ecology to the benefit of both. [Progress: 1/2]
Continuing the subsidy of 3038 into the new year, uptake of wildlife discouragement technologies continued to grow across Rogue's many farms and orchards throughout the year; thousands of small operations installing all manner of ultrasonic, subsonic, and pheremonal devices designed convince Thumpers and megaparrots to move elsewhere by Q2 alone. So successful was the subsidy that, by the end of November, practically every farm on the habitable moon made use of the devices with the number of illegal culls discovered by members of the EMU dropping from one to two per week at its historic height to just two over the entire year. Representing a substantial shift in the nature of interactions between the world's native wildlife and its human inhabitants and in the balance of the planetary ecology, the widespread adoption of wildlife removal measures has seen both farmers and wildlife alike benefit; herds of Thumpers returning to historic levels while farmers report much improved yields of luxury crops.

[Progress: 2/2]

Effect

  • Every farmer who could buy the various dissuasion technologies now has.
  • Illegal culls have plummeted to almost zero and the impact of native wildlife on farming has dropped again.
  • Everyone is generally happy with the outcome.

[x] Improve medical services (Caliban and Tiverton): By expanding extant health services to more communities, establishing new clinics and medical hubs to cover gaps in service, and creating targeted initiatives to attract more medical personnel from within the Republic and abroad, we can significantly increase the quality and availability of healthcare on the Republic's newly acquired systems. [Progress: 1/2]
Dr Valentina Strobel hefted her kitbag onto her shoulders as the converted dropship's hatch slid back to reveal the sight of Chalbi village; the fifty-odd homes of the community clustered together like mushrooms on the forest floor and the cool blue waters of the oasis visible beyond them. Made of clay bricks the colour of ochre and shaped like shoeboxes, the orange-red buildings were single-story affairs decorated with geometric carvings, the empty holes they used for windows covered by hand-sewn rugs in a riot of colours Without warning, a sudden whoop went out and a boy barely 11 years old appeared on the roof of the nearest building, his stick-like arms waving in greeting and white teeth gleaming against his dark skin.

"Privyet, Nikolaos!" she shouted back. "Where are your parents?"

As if in answer, a small crowd appeared from the large square building that served as the village elder's house and began making their way to the medical dropship; the solidly built Antic clan matriarch stopping beside Nikolaos to scold her son in a booming voice that carried all the way to Valentina's ears. Unlike the last time she was here, there were no sullen faces to be seen amongst the approaching crowd, the passage of time rendering her --and by extension the rest of the Republic Medical Service-- a helpful oddity rather than a threatening outsider.

"Nice place," commented Paul without a hint of irony as he joined Valentina in the hatchway, the young Portlander waving a fly from his eyes as he gazed at the approaching melange.

She shrugged. "They have fresh water from the oases, grow dates in the orchards and keep bees. Compared to other parts of the planet, this is paradise."

Stepping out from the shadow of the dropship, Valentina sent a wave to the craft's distracted pilot and made her way towards the villagers, her brow prickling as beads of sweat began to form. Even with the microclimate of the oasis to cool things down and the sun hanging low in the morning sky, the air was still well over thirty degrees and a distant part of Valentina's mind told her to mind her water. Like a puppy, Paul followed close behind, his eyes wide and staring as they poured over every detail of the village.

Within only a handful of steps, the pair were engulfed by the dozen-strong crowd from the village; shouted greetings overlapping into a wall of sound until, at last, the village elder appeared before the two and the noise died down as he waved them away.

"Peace be upon you both," said the elderly man with a smile that revealed chipped and yellowed teeth, the reedy man giving a small bow to the pair of them.

Strobel smiled warmly. "And upon you," she rejoined. "It has been too long, Haik."

"It has. It truly has," he agreed before turning to Paul and clasping the unsuspecting doctor's shoulder like a brother.

"You are new," Haik said gregariously as he pat the young man's shoulder. "Welcome to Chalbi. You'll find us all happy to receive your help, unlike those rats who fled into the deserts."

Paul flashed the man an embarrassed smile and shrugged. "Well we're happy to help," he replied self-consciously.

"Speaking of helping," began Valentina as the old man released her partner and directed them towards the village with a sweep of his arms, the others forming up around them like a guard of honour as they started off. "We've brought enough vaccines to immunise everyone in the village against blue fever. If we begin now, we-

"It's all work with you, my doctor friends." Haik interjected with a laugh, the man waving his hand in the air as if he could brush away the responsibilities of her job. "There will be plenty of time for you to perform your checkups and vaccines and such when the fields are too hot to work, but first, we must have tea and talk. It would honour us greatly if you would stay and break bread."

Fighting the urge to smile at the affable man's manner, Dr Stroble gave Paul a look and nodded.

"Well," she began slowly, "I suppose..."

[Progress: 2/2]

Effect

  • Expansion of medical services across Caliban and Tiverton complete with solid results. While some illnesses are still present, the overall health of both planets is increasing massively as free medical service heals the sick and it's proving pretty popular.

Trinity League
[x] Infiltrate the Trinity League: Sending intelligence operatives to infiltrate League society will allow us to carry out subversive activities.

To the great irritation of the Republic's intelligence service, little real progress was made infiltrating the Trinity League by the end of 3039; the heavily stratified nature of the League's society proving adept at limiting access to the nation's higher levels. While dozens of agents managed to work their way onto the League's planets and embed themselves amidst the lower classes, none were able to gain access to much any place of value thanks to the state's military being largely divorced from the populace and the leadership and administration even moreso. Though somewhat of a failure in the sense that Republic agents were unable to gather much useful intelligence despite a year's worth of efforts, the successful establishment of Republic spies in the midst of the League will no doubt make similar efforts far easier in the future.

Effect
  • Little progress made towards infiltrating the Trinity League. While agents were scattered across all of the League's worlds, none were able to enter a position of much value. That said, next time will be a lot easier.

Free Worlds League
[x] (FWL) Contact the Free Worlds League and offer an exchange of embassies, as well as a trade of technologies.

A historical rival of the Magistracy of Canopus, though they themselves don't see it that way given the disparity in relative power, the Free Worlds League proved relatively cautious when it came time to accept the Republic's overtures. Though they accepted the Republic's offer of an embassy exchange after only a short period of time, the reception they provided upon the diplomat's arrival proved cool despite being one of the Inner Sphere's few (relatively) democratic nations and thus a natural ally for Helghan. While this was hardly unexpected given the Republic's close relationship with the Magistracy, it was naturally a disappointing discovery to make and set the tone of the League's response to the Republic's request for a tech exchange: accepting, but cautious.

Effect
  • Accept the embassy trade. Cautiously agrees to trade technology
  • See subsequent post for tech options.
  • +2 influence

Lyran Commonwealth
[x] (LC) Contact the Lyran Commonwealth and offer an exchange of embassies, as well as a trade of technologies.

Having proven to be welcoming of Republic diplomacy last year, or at least welcoming of the Republic's money, the Lyran Commonwealth was only too happy to accept the Republic's offer of an embassy exchange. Arriving in June and setting up shop in Tharkad's equivalent of Pyrrus' own embassy row, the Republic ambassador to the Lyran Commonwealth was treated to a truly exhausting set of soirees and official welcoming ceremonies over a three week period. Speaking with numerous members of the Lyran state's industrial and noble classes, and industrial nobles, given the overlap, it swiftly became apparent that the Lyran Commonwealth was only too eager to open up new trade routes; even if those trade routes were only with relatively wealth Periphery nations instead of proper, civilized Inner Sphere planets. As a result, it was utterly unsurprising when the Lyran Commonwealth proved eager to accept the Republic's offer for a tech exchange.

Effect
  • Accept the embassy trade. Enthusiastically agree to trade technology with special emphasis on weapons tech
  • See subsequent post for tech options.
  • +2 influence

Planetary Development
[x] Expand Zulim Taw Battlemech Factory: Further investment in the Zulim Taw facility will allow us to expand our production capability considerably (+1 battalion/turn).

Keenly aware of the growing costs of expanding the Zulim Taw facility, the Helghan Republic authorized a final round of expansion for the underground production facility --more than a billion Marks and five thousand automata devoted to the project. Starting in early Q1 of the year, Republic labourers rapidly excavated four new chambers from the hard granite of the mountain range before just as quickly filling them with the engines of production required to build mechs. Having grown incredibly experienced at the task, the Republic was able to open the last of the four chambers by late September of 3039 and the remaining three months of the year were spent expanding the factory's port to its natural limits.

Now capable of building two regiments worth of battlemechs in a single year, Zulim Taw is the single most productive center for battlemech construction in the Periphery (and potentially the Inner Sphere) and its value to the Republic is immeasurable. Though further expansion of the facility will be impossible in the foreseeable future due to a combination of both natural limits and logistical constraints, off-world satellite factories may prove possible should the Republic secure additional supplies of the rare elements vital to the construction of mechs.

[Upgrade Path Complete]

Effect

  • Can now build 6 battalions/AP/turn
  • Zulim Taw fully upgraded

[x] Industrial Development Fund (Tiverton): By setting up an industrial development fund with an initial seed straight from the Helghan Treasury, we can help stimulate the development of local industry on Tiverton now that it's a full-fledged member-world of the Republic. [-5,000,000 C-bills]
Marco clambered up the ship's ladder like a monkey up a tree, each easy lunge sending a spray of saltwater onto the fibreglass hull of the Katarina from his matte black wetsuit. Reaching the top of the shining steel structure, Marco plucked the string cinch bag from his hip and threw it --and the sponges it contained-- onto the gently rocking deck.

"One more dive and I'll have cleared the patch," he grunted as he spat the regulator from his mouth and hauled himself after the bag; the small tank of nitrox on his back clinking softly as it struck the ship's gunwale.

"One more and we'll have paid back the loan!" Replied Julian from somewhere within the wheelhouse, the salt-and-pepper-haired man stepping out a moment later to empty the sponges into the saltwater tank and offer Marco a bottle.

A fisherman for more than thirty years, Julian was short, stocky, and tanned like most of Tiverton's inhabitants; long days spent out on the open ocean rendering him tough like leather and as experienced as Poseidon himself. One of Katarina's co-owners, Julian brought the wisdom of age to Marco's youthful energy and diving ability, and was more than a match for the brief squalls and sudden tides that plagued the waters off the coast of Thalassa. Sitting on the gunwale, a grateful Marco took the bottle Julian offered and gulped its contents down in a single long pull; the ice-cold water banishing the thin band of sweat already forming on his brow in an instant.

Watching him from beneath the shelter of the wheelhouse's awning, Julian grinned and knocked the cap off a dark green bottle; the smell of beer erupting into the air a moment later.

"Hard work?"

"Easy knowing this is our last haul before she's ours," Marco replied with a huff of laughter and a shake of his head, his long blonde hair sending a fantail of saltwater out behind him.

"Amen to that," Julian replied as he took a swig.

Chuckling along with the older man, Marco glanced towards the distant island of Thalassa and the town that bore its name. Built in a valley between two mountains, the town of Thalassa grew over the rocky terrain like ivy up a wall, its white-painted buildings gleaming in the brilliant light of the noonday sun and the fleet of fishing vessels in its harbour rocking gently in time with the motion of the water.

All Marco had known for many years, he had expected to live on the island until his dying day; finding love, raising a family, and passing on the traditions all he had to look forward to after finally emerging from the fiery crucible of youth. Though the occasional passing visitor from the stars had offered tantalizing glimpses of distant worlds and strange lives, he'd dismissed the idea of ever leaving Tiverton as a dream he could never hope to reach, even as a child.

That was, of course, until the Republic had come.

Keener than most would give him credit for, it hadn't taken Marco long to notice that the few items Thalassa exported to the Republic since its induction were all products of the water. While most of Thalassa's men had focussed on the obvious --fish, oysters, clams, lobsters, octopus, decapus, etc--, Marco had noticed that sponges, too, were disappearing almost as quickly as they could be harvested and dried. While most of Thalassa's men were fishermen, Marco had spent most days since his thirteen birthday diving for sponges, and it didn't take him long to come up with a plan.

Not one prone to overly complex plots, Marco's plan was simple and direct as all good plans are.

Taking advantage of generous business loans from the Republic and connections formed over a decade of sponge diving, Marco had bought a nine-meter boat from which to dive from and split the costs with his friend Julian in return for co-ownership. Naming it Katarina after an old flame, he'd spent the six months that followed pulling hundreds of kilograms of sponges from the seafloor; the strange creatures dying on the deck of his ship and drying in a specially-built shed. Prepped, cleaned, and threaded with a hand-woven cord by Julian's wife, Maria, they were sold at what felt like an astonishing sum to a exporter based in the neighbouring island of Pontus and the profits split evenly between the families of both men. Already they'd paid off much of the loan they'd taken out and soon enough all they earned would belong to them.

"That's enough daydreaming, son," came Julian's voice, the man slapping a hand on Marco's shoulder and startling him out of his reverie.

Grinning up at the stocky man, Marco nodded. Fitting the regulator into his mouth, Marco took one last look at Thalassa and felt a curious swelling of emotion in his breast.

I'll see beyond its shores soon enough, he promised himself as he double-checked his tank's air level and hummed in satisfaction. Just one last dive.

He fell backwards and the sea embraced him.

Effect
  • Establishment of fund has driven significant economic development as a result of easy credit. A number of local businesses have formed as a result and are exporting goods (mostly seafood) to the Republic.
  • Industrial Development increases to C rating

[x] Establish formal school systems (Caliban and Tiverton): While both Caliban and Tiverton have some degree of formal schooling available thanks to the Republic's aid camps and initial development projects, establishing a formal school system designed to provide adults and children with an education tailored for their homeworld's level of development will greatly speed integration. [Progress: 0/3]
Recognizing that both Tiverton and Caliban lacked any sort of formal education system and that existing efforts by Republic aid organizations only went so far, the Helghan Republic devoted itself to the task of establishing a unified education system for both planets with gusto. Given that so few people on both planets were fully literate and numerate, initial efforts naturally focused around the construction of primary level education centers with many hundreds of millions of Mark devoted to the task of both building and staffing the prefabricated structures. With such heavy investment, it was therefore unsurprising when the first several thousand of a planned 20,000 schools were completed by December of 3039.

Built, maintained, and operated by the Republic near major population centers, the schools are open to both children and adults in the hopes of disseminating as much knowledge as possible to as many people as possible as quickly as possible. Though lacking many of the amenities available to schools on other Republic worlds, the prefabricated classrooms are sturdy, sheltered from the elements, and staffed by very well compensated teachers. Though the task of educating all 6,000,000+ people on Tiverton and Caliban will no doubt prove a lengthy one, literacy and numeracy rates are already beginning to see a rise and plans to open the first secondary education centers on Tiverton in 3040 are already well underway.

[Progress: 1/3]

Effect

  • Given the general lack of education on both worlds, first year is spent setting up primary schools to teach children basic literacy and numeracy during the day and similar skills to adults at night.

[x] Caliban Desalination Plants: Conscious of the constraints Caliban's limited supply of clean freshwater places on the world's population and its growth, the construction of a series of smaller water extraction and treatment plants is intended to cover the estimated needs of the planet's population and economy for the next decade, until the more long-term terraforming efforts can take effect. [Progress: 0/1]
An arid world where blood was cheap and water expensive for much of the past few hundred years, Caliban is no stranger to the concept of drought --many of the most chaotic periods in its history driven by drought-caused famine and wars over water. Seeing the planet's vulnerability to sudden droughts as a threat to the stability of Calibanian society and to the lives of its people, the Helghan Republic immediately looked for a medium-term stop-gap that could buy the planet time for longer term solutions to be found. Though many ideas were explored and discarded over a period of several months, the Republic's government eventually settled on the concept of a wide scale network of water desalination plants.
Beginning in late March and continuing on through to the end of the year, Helghan workers supplied by factories throughout the Republic worked feverishly to construct a number of desalination plants along the shores of Caliban's briney seas. Expensive to build and operate compared to artesian wells and boreholes, the choice to construct desalination plants was made due to the fact they offered a longer term solution to Caliban's problems; Caliban's seas able to provide effectively unlimited water compared to underground aquifers. Connected to the cities, towns, and farms of Caliban via a vast network of surface and subsurface pipes built simultaneously with the plants themselves, the desalination facilities are the most visible sign of Republic influence on Caliban and proof-positive of the good the Republic has done for the planet. While a long term solution for the planet will no doubt involve some manner of terraforming, for now much of the pressures suppressing growth and social development on Caliban have been removed or reduced thanks to the dramatically lowered cost of water.

[Progress: 1/1]

Effect

  • Number of desalination plants built. Price of water absolutely plummets across the planet.
  • Farm yields increase significantly as a result of the extra water while the end of the year sees a bump in births


Politics:
[x] Dispatch OWA Trade Shipment: Having accepted the OWA trade deal and exchanged embassies, all that remains to receive the promised C-Bills is to ship a battalion of battlemechs as well as the aerospace and combat vehicles promised. [+80,000,000 C-Bills, -1 Battlemech Battalion] [Option Expires End Of 3042]

Eager to complete their transaction with the Outworlds Alliance and develop stronger ties with the Periphery nation, the Helghan Republic dispatched their order of mechs a full 3 years before required; a humber of heavily guarded, highly secret convoys transporting the machines from Portland to Alpheratz over the course of 262 days and 786 light-years. After many months of chewed nails and held breaths, the convoys finally reached their destination in late October to the relief of all involved, no sign of any interference encountered at any point along the journey. According to the report from the commander of the operation, the Outworld's response to the shipment of branch new mechs, aerospace, and ground vehicles proved to be one of immediate delight; the assortment of machinery rapidly dispatched to those units that required them. This report was confirmed when the full 80,000,000 C-Bills held in escrow by ComStar were released to the Helghan treasury only a few days later.

Having now proven itself to be a reliable supplier of battlemechs to other nation-states, many within the Republic are expecting interest from the Inner Sphere to grow in the near future with the potential for similar deals a key concern. Similarly, having supplied the Outworlds Alliance with badly needed military equipment, the question of how the Republic's relationship with the distant Periphery power will develop is one that has drawn much attention from the Republic's commentariat.

Effect
  • +80,000,000 C-Bills, -1 battlemech battalion
  • OWA alliance receives the shipment at the end of the year and is extremely grateful for it.

[x] Child Support Program
Series of programs and laws to encourage population growth, such as substantial financial assistance for families with children, laws that mandate extensive paid parental leave time, free fertility treatments, expansion of the education system, government-administered childcare services for both communities and individuals and so on, but also increased funding for child protection services, orphanages, foster systems, and the like. [-5 Influence]

Well aware of the small size of the Republic compared to its allies and neighbours and understanding that their steadily increasing technical ability combined with their larger populations would eventually see the Republic surpassed economically, the Helghan government opened 3039 by championing a project designed to encourage population growth via a number of pathways. Having been under debate for an extended period of time and benefiting from a dataset spanning hundreds of years, the project, swiftly dubbed the Child Support Program by the Helghan public, made use of a number of laws and programs to encourage and support people to raise children. Among other things: subsidies for families were increased substantially to ease the financial burden of raising children, the already-mandated paid parental leave was doubled from 120 days to 240, fertility treatments including IVF were folded into the universal healthcare system and became free at the point of care, the Republic's public school system received a number of policy-tweaks designed to reduce the cost of sending a child to school, and the number of Republic-operated childcare facilities was increased by 25%. In addition to the changes designed to directly encourage families, the Republic also quietly increased funding to child protective services, state hospitals, the state orphanage, adoption, and foster systems, and to various other services.

Though it took quite a bit of wheeling and dealing to get the project accepted by the various political groups that made up the Republic's government, more than a few favours burnt and some more favours promised, the program was eventually launched in early March after much back and forth. Understood by all involved to be the kind of project that sees results only after a long period of time, few were surprised when it took until late December for the first positive impacts to be noted: hospitals across the Republic reporting a sudden spike of births around the Christmas period.

Effect
  • -5 influence
  • Takes an effort to convince elements of the Republic, but ultimately wheeling and dealing gets it done.
  • 50% increase to birthrate across Helghan as people take advantage of the various expansions and new programs to start a family.

Military:
[x] MAWLR Redesign: Order your design teams to redesign the MAWLR to make use of the latest technological advancements.


Code:
                           AeroTech 2 Vessel Technical Readout
                               * CUSTOM WEAPONS

Class/Model/Name:  MAWLR Mk2
Tech:              Inner Sphere / 3067
Vessel Type:       Walking WarShip
Rules:             Level 3, Custom design
Rules Set:         AeroTech2

Mass:              100,000 tons
Walking Mechanism: Superheavy Diamond fiber/Myomer blend
Length:            200 meters, Width 150, Height 250
Power Plant:       Heph Class 3000 Fusion Plant
Walk Speed:        4 (2 MP)
Run Speed:         6 (3 MP)
Armor Type:        Standard
Armament:     
    2 Mega Arc Mk 2*
   24 H-AC/2*
   24 H-AC/5*
   24 H-AC/10*
   40 H-Large Laser*
   40 H-Medium Laser*
   40 H-Small Laser*
   40 H-LRM 20*
   40 PTC*
   40 AMS
------------------------------------------------------------------------------
Class/Model/Name:  MAWLR Mk2
Mass:              100,000 tons

Equipment:                                                            Mass
Power Plant:  Heph Class 300 Fusion Plant                           48,000.00
Thrust:  Safe Thrust: 4 (2 MP)
      Maximum Thrust: 6 (3 MP)
Superheavy Diamond fiber/Myomer blend:   (Integrity = 4)            10,000.00
Structural Integrity: 180                                           18,000.00
Total Heat Sinks:    1,300 Double                                      946.00
Fuel & Fuel Pumps:                                                  10,200.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                250.00
Fire Control Computers:                                              1,620.00
Food & Water:  (30 days supply)                                         25.50
3 Primitive Shield     (1200 total armor pts)                        3,000.00
Armor Type:  Standard  (396 total armor pts)                           359.50
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                 73
   Fore-Left/Right:                   66/66
   Aft-Left/Right:                    66/66
   Aft:                                  59


Crew and Passengers:
     21 Officers (21 minimum)                                          210.00
     44 Crew (44 minimum)                                              308.00
     54 Gunners (54 minimum)                                           378.00
     50 Marine Battle Armor Troopers/Elementals                        350.00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 Mega Arc Mk 2*           Nose        40     40     40     40 1000  7,200.00
3 H-AC/2*(45 rounds)       Nose      1(6)   1(6)   1(6)     --    3     19.00
3 H-AC/5*(40 rounds)       Nose     2(15)  2(15)     --     --    3     26.00
3 H-AC/10*(30 rounds)      Nose     3(30)  3(30)     --     --    9     39.00
5 H-Large Laser*           Nose     4(40)  4(40)  4(40)     --   40     25.00
5 H-Medium Laser*          Nose     3(25)  3(25)     --     --   15      5.00
5 H-Small Laser*           Nose     2(15)     --     --     --    5      2.50
5 H-LRM 20*(90 rounds)     Nose     6(60)  6(60)  6(60)     --   30     65.00
5 PTC*                     Nose     5(50)  5(50)     --     --   50     35.00
5 AMS(60 rounds)           Nose        --     --     --     --    5      7.50
3 H-AC/2*(45 rounds)       FL/R      1(6)   1(6)   1(6)     --    6     38.00
3 H-AC/5*(40 rounds)       FL/R     2(15)  2(15)     --     --    6     52.00
3 H-AC/10*(30 rounds)      FL/R     3(30)  3(30)     --     --   18     78.00
5 H-Large Laser*           FL/R     4(40)  4(40)  4(40)     --   80     50.00
5 H-Medium Laser*          FL/R     3(25)  3(25)     --     --   30     10.00
5 H-Small Laser*           FL/R     2(15)     --     --     --   10      5.00
5 H-LRM 20*(90 rounds)     FL/R     6(60)  6(60)  6(60)     --   60    130.00
5 PTC*                     FL/R     5(50)  5(50)     --     --  100     70.00
5 AMS(60 rounds)           FL/R        --     --     --     --   10     15.00
3 H-AC/2*(45 rounds)       L/RBS     1(6)   1(6)   1(6)     --    6     38.00
3 H-AC/5*(40 rounds)       L/RBS    2(15)  2(15)     --     --    6     52.00
3 H-AC/10*(30 rounds)      L/RBS    3(30)  3(30)     --     --   18     78.00
5 H-Large Laser*           L/RBS    4(40)  4(40)  4(40)     --   80     50.00
5 H-Medium Laser*          L/RBS    3(25)  3(25)     --     --   30     10.00
5 H-Small Laser*           L/RBS    2(15)     --     --     --   10      5.00
5 H-LRM 20*(90 rounds)     L/RBS    6(60)  6(60)  6(60)     --   60    130.00
5 PTC*                     L/RBS    5(50)  5(50)     --     --  100     70.00
5 AMS(60 rounds)           L/RBS       --     --     --     --   10     15.00
3 H-AC/2*(45 rounds)       AL/R      1(6)   1(6)   1(6)     --    6     38.00
3 H-AC/5*(40 rounds)       AL/R     2(15)  2(15)     --     --    6     52.00
3 H-AC/10*(30 rounds)      AL/R     3(30)  3(30)     --     --   18     78.00
5 H-Large Laser*           AL/R     4(40)  4(40)  4(40)     --   80     50.00
5 H-Medium Laser*          AL/R     3(25)  3(25)     --     --   30     10.00
5 H-Small Laser*           AL/R     2(15)     --     --     --   10      5.00
5 H-LRM 20*(90 rounds)     AL/R     6(60)  6(60)  6(60)     --   60    130.00
5 PTC*                     AL/R     5(50)  5(50)     --     --  100     70.00
5 AMS(60 rounds)           AL/R        --     --     --     --   10     15.00
3 H-AC/2*(45 rounds)       Aft       1(6)   1(6)   1(6)     --    3     19.00
3 H-AC/5*(40 rounds)       Aft      2(15)  2(15)     --     --    3     26.00
3 H-AC/10*(30 rounds)      Aft      3(30)  3(30)     --     --    9     39.00
5 H-Large Laser*           Aft      4(40)  4(40)  4(40)     --   40     25.00
5 H-Medium Laser*          Aft      3(25)  3(25)     --     --   15      5.00
5 H-Small Laser*           Aft      2(15)     --     --     --    5      2.50
5 H-LRM 20*(90 rounds)     Aft      6(60)  6(60)  6(60)     --   30     65.00
5 PTC*                     Aft      5(50)  5(50)     --     --   50     35.00
5 AMS(60 rounds)           Aft         --     --     --     --    5      7.50
1 Lot Spare Parts (1.00%)                                            1,000.00
------------------------------------------------------------------------------
TOTALS:                                            Heat: 2,280     100,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        1,726,584,256 C-Bills
Battle Value:      59,605
Cost per BV:       28,967.1
Weapon Value:      43,961 (Ratio = .74)
Damage Factors:    SRV = 2,329;  MRV = 1,829;  LRV = 619;  ERV = 116
Maintenance:       Maintenance Point Value (MPV) = 303,340
                   (144,610 Structure, 105,450 Life Support, 53,280 Weapons)
                   Support Points (SP) = 138,649  (46% of MPV)
BattleForce2:      Not applicable

https://forums.sufficientvelocity.com/threads/the-lords-of-ruin-battletech-killzone.52819/page-565?post=21471002#post-21471002

Effect
  • MAWLR is redesigned

Terra Group (Automated):
[X] Mountain Range Removal (Helghan): Using our understanding of Terrain Engineering, we can remove an inconvenient mountain range blocking exploitation of a major Petrusite deposit. [Progress: 2.5/3 turns]
[Progress: 2.5/3 turns] → [Progress: 3/3 turns]
[Project Complete]

Effects

  • Helghan petrusite reserves increased significantly
  • Arc Cruiser squadron cap increased from 5/turn to 6/turn
  • Toxotai-class Guided Missile Cruiser squadron cap increased from 4/turn to 5/turn

Warp Communications Consortium (Automated):
[X] FTL Comms expansion: [Progress: 2/10]
[Progress: 2/10 turns] → [Progress: 3/10 turns]



===============================
Research

[x] Ultraband Transmissions [3.45/6]

[Progress: 3.45/6] → + 1 (base research) + 0.15 (15% ORDI Research Agreement) → [Progress: 4.6/6]

[x] Improved Warp Drive [3.15/10]
[Progress: 3.15/10] → + 1 (base research) + 0.15 (15% ORDI Research Agreement) → [Progress: 4.3/10]

[x] Prototype Gravity Lift [2.75/5]
[Progress: 2.75/5] → + 1 (base research) + 0.15 (15% ORDI Research Agreement) → [Progress: 3.9/5]

[x] Energy Shield [6.35/10]
[Progress: 6.35/10] → + 2 (base research) + 0.15 (15% ORDI Research Agreement) → [Progress: 8.5/10]

[x] Improved Power Armor (Light) [1.2/8]
[Progress: 1.2/8] → + 1 (base research) + 0.15 (15% ORDI Research Agreement) + 0.05 (Taurian Engineering Graduates) → [Progress: 2.4/8]

[x] Improved Tactical Robotics [0.86/8]
[Progress: 0.86/8] → + 1 (base research) + 0.15 (15% ORDI Research Agreement) + 0.05 (Taurian Engineering Graduates) → [Progress: 2.06/8]

[x] Irradiated Petrusite Reactor [0.7/10]
[Progress: 0.7/10] → + 2 (base research) + 5.0 (50% Breakthrough Irradiated Petrusite Research Bonus) + 0.15 (15% ORDI Research Agreement) → [Progress: 7.85/10]


===============================
Military Requisition

[x] Panner-class mining vessel
[x] Sub-Capital Arc Weapon
NameTypeHeatDamageRangeTonsCritical SlotsCostBVSpecial
Sub-Capital Arc CannonEnergy453/30 (Capital/Standard)7/13/18/323501 Capital500,000TBDPetrusite Weapon


[x] Hasta Retrofit

Code:
AeroTech 2 Vessel Technical Readout
                              * CUSTOM WEAPONS

Class/Model/Name:  Hasta II-Combat
Tech:              Inner Sphere / 3132
Vessel Type:       WarShip
Rules:             Level 3, Custom design
Rules Set:         AeroTech2

Mass:              500,000 tons
Hull:              Sigurd
K-F Drive System:  MK 3 Translight
Length:            500 meters
Power Plant:       Pluse Star Standard
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Skyforged Standard
Armament:      
  32 Hepheastus Class 2 H-AC/2*
  16 Hepheastus Class 5 H-AC/5*
  40 Stahl Loki H-Large Laser*
  40 Ougon Blitz H-Medium Laser*
  16 ISA Snow H-LRM 20*
   3 Arc Cannon II*
  10 Stahl WASP-6 H-SRM 6*
Manufacturer:   Thoralf-Sigurd-Vig Shipyards
 Location:     Helghan
Communications System:  Stahl Electronics HBCS
Targeting & Tracking System:  Pharoah Lockscreen
------------------------------------------------------------------------------
Class/Model/Name:  Hasta II-Combat
Mass:              500,000 tons

Equipment:                                                            Mass
Power Plant, Drive & Control:                                      120,000.00
Thrust:  Safe Thrust: 4
     Maximum Thrust: 6
K-F Hyperdrive:  *Helghast Warp Drive Mk 3 * (Integrity = 11)      226,250.00
Jump Sail: No Sail (Fusion-Charged K-F)                                   .00
Structural Integrity: 85                                            42,500.00
Total Heat Sinks:    587 Double                                         53.00
Fuel & Fuel Pumps:                                                  10,885.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:              1,250.00
Fire Control Computers:                                                   .00
Food & Water:  (1582 days supply)                                    4,779.00
Hyperpulse Generator:                                                   50.00
Armor Type:  Standard  (394 total armor pts)                           849.00
                          Capital Scale Armor Pts
  Location:                            L / R
  Fore:                                 75
  Fore-Left/Right:                   65/65
  Aft-Left/Right:                    65/65
  Aft:                                  59

Cargo:
  Bay 1:  Fighters (12) with 2 doors                                1,800.00
          Small Craft (12) with 2 doors                             2,400.00
  Bay 2:  Cargo (1) with 8 doors                                   61,288.00
  Bay 5:  Naval Comm-Scanner Suite (Large) (1)                        500.00
          Satallite Imager (Hi-Res,Infra, LD Radar) (10)              125.00
          Field Kitchen (10)                                           30.00
          MASH Core and Surgical theather (10)                        105.00

DropShip Capacity:  2 Docking Hardpoints                             2,000.00
Life Boats:  50 (7 tons each)                                          350.00
Escape Pods:  50 (7 tons each)                                         350.00

Crew and Passengers:
    60 Officers (52 minimum)                                          600.00
   200 Crew (85 minimum)                                            1,400.00
    60 Gunners (29 minimum)                                           420.00
   200 Marine Battle Armor Troopers/Elementals                      1,400.00
    84 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
4 H-AC/2*(360 rounds)      Nose      1(8)   1(8)   1(8)     --    4     32.00
2 H-AC/5*(160 rounds)      Nose     1(10)  1(10)     --     --    2     24.00
5 H-Large Laser*           Nose     4(40)  4(40)  4(40)     --   40     25.00
5 H-Medium Laser*          Nose     3(25)  3(25)     --     --   15      5.00
2 H-LRM 20*(48 rounds)     Nose     2(24)  2(24)  2(24)     --   12     28.00
1 Arc Cannon II*           Nose        10     10     10     10  150  1,600.00
4 H-AC/2*(360 rounds)      FL/R      1(8)   1(8)   1(8)     --    8     64.00
2 H-AC/5*(160 rounds)      FL/R     1(10)  1(10)     --     --    4     48.00
5 H-Large Laser*           FL/R     4(40)  4(40)  4(40)     --   80     50.00
5 H-Medium Laser*          FL/R     3(25)  3(25)     --     --   30     10.00
2 H-LRM 20*(48 rounds)     FL/R     2(24)  2(24)  2(24)     --   24     56.00
2 H-SRM 6*(120 rounds)     FL/R     2(16)     --     --     --   16     28.00
4 H-AC/2*(360 rounds)      L/RBS     1(8)   1(8)   1(8)     --    8     64.00
2 H-AC/5*(160 rounds)      L/RBS    1(10)  1(10)     --     --    4     48.00
5 H-Large Laser*           L/RBS    4(40)  4(40)  4(40)     --   80     50.00
5 H-Medium Laser*          L/RBS    3(25)  3(25)     --     --   30     10.00
2 H-LRM 20*(48 rounds)     L/RBS    2(24)  2(24)  2(24)     --   24     56.00
1 Arc Cannon II*           L/RBS       10     10     10     10  300  3,200.00
4 H-AC/2*(360 rounds)      AL/R      1(8)   1(8)   1(8)     --    8     64.00
2 H-AC/5*(160 rounds)      AL/R     1(10)  1(10)     --     --    4     48.00
5 H-Large Laser*           AL/R     4(40)  4(40)  4(40)     --   80     50.00
5 H-Medium Laser*          AL/R     3(25)  3(25)     --     --   30     10.00
2 H-LRM 20*(48 rounds)     AL/R     2(24)  2(24)  2(24)     --   24     56.00
2 H-SRM 6*(120 rounds)     AL/R     2(16)     --     --     --   16     28.00
4 H-AC/2*(360 rounds)      Aft       1(8)   1(8)   1(8)     --    4     32.00
2 H-AC/5*(160 rounds)      Aft      1(10)  1(10)     --     --    2     24.00
5 H-Large Laser*           Aft      4(40)  4(40)  4(40)     --   40     25.00
5 H-Medium Laser*          Aft      3(25)  3(25)     --     --   15      5.00
2 H-LRM 20*(48 rounds)     Aft      2(24)  2(24)  2(24)     --   12     28.00
2 H-SRM 6*(120 rounds)     Aft      2(16)     --     --     --    8     14.00
1 Lot Spare Parts (1.50%)                                            7,500.00
1 Shield                                                             1,000.00
------------------------------------------------------------------------------
TOTALS:                                            Heat: 1,074     493,666.00
Tons Left:                                                           6,334.00

Calculated Factors:
Total Cost:        5,264,977,768 C-Bills
Battle Value:      44,488
Cost per BV:       118,346.02
Weapon Value:      32,773 (Ratio = .74)
Damage Factors:    SRV = 1,185;  MRV = 988;  LRV = 441;  ERV = 87
Maintenance:       Maintenance Point Value (MPV) = 293,871
                  (92,112 Structure, 172,825 Life Support, 28,934 Weapons)
                  Support Points (SP) = 497,380  (169% of MPV)
BattleForce2:      Not applicable

https://forums.sufficientvelocity.com/threads/the-lords-of-ruin-battletech-killzone.52819/page-597?post=21873061#post-21873061

===============================
Faction Popularity and Issue Changes
Industrialist: +5%
Progressive: +5%


Influence Changes
-5 (Growth Program)
-0.75 (ORDI Research Agreement)
+5 (Modernized MAWLR Goal Achieved)
+5 (Industrial Development Goal Achieved)
+3 (base/year)
+3.05 (factions)
+2 (FWL Trade Deal)
+2 (Lyran Trade Deal)
+1 (Trinity League Trade Deal)
Total: +15.3 influence.


One-Time C-Bills Changes
-90,000,000 (Concordat Deal)
-5,000,000 (Tiverton Development)
+80,000,000 (OWA Deal)
+9,000,000 (Magistracy Deal)
+300,000 (Trinity League Deal)
Total: -5,700,000 C-Bills

===============================
Updated Info Posts

Helghan Republic

forums.sufficientvelocity.com

The Lords of Ruin -- Battletech/Killzone Crossover

In 2360, at the end of a blood-soaked war started by a martyred dictator, the power-hungry CEO of Stahl Industries unleashed a genocidal weapon on the inhabitants of Helghan. In the months that followed, blood and water flowed in equal measure as tyrant battled tyrant until, at last, the people...


Helghan Republic Order of Battle
forums.sufficientvelocity.com

The Lords of Ruin -- Battletech/Killzone Crossover

In 2360, at the end of a blood-soaked war started by a martyred dictator, the power-hungry CEO of Stahl Industries unleashed a genocidal weapon on the inhabitants of Helghan. In the months that followed, blood and water flowed in equal measure as tyrant battled tyrant until, at last, the people...


Helghan Republic Systems
forums.sufficientvelocity.com

The Lords of Ruin -- Battletech/Killzone Crossover

Socio-Industrial Levels Chart: {tr} {th}Rating{/th} {th}Technological Sophistication{/th} {th}Industrial Development{/th} {th}Raw Material Dependence{/th} {th}Industrial Output{/th} {th}Agricultural Dependence{/th} {/tr} {tr} {td}A{/td} {td}High-tech world{/td} {td}Heavily industrialized{/td}...
 
Last edited:
Turn 30 Results (3039) -- Part 2
I'll do the tech trade and the IS news in a single post to make voting way easier.

===============================
News And Rumours

Helghan Republic

With Independence offering cheap power, a highly developed society, and FTL comms back to the rest of the Republic, it's little surprise when a number of data service providers within the Republic express interest in setting up operations on the planet. Over the course of 3039, after a series of short negotiations, a number of providers established datacentres across the planet staffed by a mix of local and imported workers. Seeing the immediate success of these business ventures, a half dozen firms operating in the world of power-intensive manufacturing followed suit; construction efforts on a number of satellite factories beginning in late October with their estimated completion date pegged for early 3040.

Effect
  • Technological Sophistication of Independence rises to B


In a no doubt gratifying result for the Republic's government, their flagship Child Support Program has seemingly had a significant impact on birth rates throughout the nation. According to reports from systems as far-flung as Charybdis and Portland, hospitals have seen an approximately 50% increase in the number of births with August alone seeing 4.5 million children born. In addition, surveys across the Republic have revealed that parents are less stressed than ever and their children healthier. With the program's success immediately apparent to all, what few critics exist have since quietened down and many are looking forward to taking advantage of the program themselves.


Schools across New Oslo have seen a substantial increase in the number of female students enrolled compared to the same time last year, no doubt thanks to their continued presence in the community and the services they offer. While still only operating at 50% capacity, said schools have already graduated a number of students with literacy and numeracy rates amongst women and girls creeping upwards a fraction of a percent every day. That said, while growing steadily more popular throughout Polar Association territory, rumours of the schools' existence seem to have finally reached the equatorial territories and a number of religious/state figures have responded… negatively to the news. While so far these figures have restrained themselves to merely reminding their flock that it is forbidden to teach women how to read and write (among many other things), each passing month has seen their invective become more and more aggressive and concerns are growing that said religious mania may either spread north or result in attacks on the Polar Association.


Protests against the Republic government have continued to decline through 3039 thanks to the ongoing prosecution of far-right figures by the investigative committee established last year. With fears that the Republic would quietly let the investigation die being somewhat allayed, tensions between the government and the student-led movement have decreased significantly and faith in its leadership is once again on the rise. Though the 30+ years since the Adenium Revolution have made the task of investigating and prosecuting war criminals and agitators quite difficult, the diligent work of the men and women involved have seen a number of criminals successful charged this year; the most notable of which was the infamous Butcher of Bataysk, Lev Althaus, who is now serving a life sentence.


Thanks to the efforts of Helghan journalists working together for over a year, the ultimate source of the small arms sold rebel groups on Mandalas has been found and the answer is… awkward, to say the least. Though the journalists in question began their search operating under the assumption that the weapons were sold by the now-defunct Haystrom Association, probes into the weapons serial numbers soon revealed that they were initially part of the long-term arms trade between the Republic and the Aurigan Coalition. According to the journalists' exposé, which they released on a number of platforms, the weapons were originally sold by the Helghan Republic to the Aurigan Coalition who, after several years, proceeded to sell them in small batches to the government of Rockwellawan after their own manufacturing ability picked up and they were able to simplify their logistics. From there, the weapons appear to have either been sold on to the government of Mandalas once Rockwellawan was able to purchase directly from the Republic and from there seized or stolen by various rebel groups.

Regardless of how the weapons went from Rockwellawan to Mandalas, however, the release of the exposé has triggered a rather substantial conversation regarding the ethics of the arms trade in which the Republic has participated. While the Republic may not have directly sold weapons to groups willing to use child soldiers, its guns are nonetheless in their hands and being used to commit terrible crimes. As a result, and quite unsurprisingly, the overwhelming majority of the Republic's citizens want the Republic to take some kind of action to prevent the reselling of Helghan arms to questionable groups, increase the transparency of arms sales, and promote responsible action by sellers and buyers alike.


Rebel forces on Caliban have finally made a move against the Republic with a number of important water pipelines struck by explosive devices and various other forms of sabotage throughout the year. While Republic security troops were able to respond to the attack within a short timeframe, a combination of the attacks' widespread nature combined with the difficulties of counter-insurgency work meant that only a handful of saboteurs were engaged and killed by Republic forces with the majority able to escape without a sign. While Republic forces were left mostly unscathed by the resulting combat, the damage the saboteurs did to the recently built water infrastructure proved costly to fix --the Republic forced to spend 50,000 C-Bills to repair it all.


Rockwellawan and Detroit
Surprising very few people, a number of left-wing and progressive political groups on both Rockwellawan and Detroit have begun to talk about joining the Republic as a way of protecting their respective systems of government and improving their societies. Citing the threat of the Trinity League as well as the civil rights offered by the Republic's constitution and the free hand it (usually) gives to local politics, these groups have gotten some traction in their respective public spheres though they remain fringe for the time being. That said, with ever-growing economic and cultural ties between these planets and the Republic, it seems like it's only a matter of time before these calls start to be taken seriously.


Aurigan Coalition
Aurigan interest in Republic media has once again grown for a third year in a row with those series greenlit for Aurigan consumption last year receiving numerous accolades from local awards and follow up series being ordered to sate appetites. With licensing revenues having increased by a full 25% compared to the same time last year, the Helghan Republic is now making more than 750,000 C-Bills per year.

Effect
  • Aurigan Commercial Licensing increases to 750,000 C-Bills/year


Having been active for more than a decade, the arms deal between the Aurigan Coalition and the Helghan Republic finally finished in late December. Having transferred many thousands of weapons to the Coalition and hundreds of thousands of C-Bills to the Republic, the recent revelations of Republic weapons ending up in the hands of child soldiers has somewhat soured the news. While the Coalition will no doubt seek further access to Republic weapons, the Arano government has made clear that that time lies somewhere further in the future as they're currently seeking to simplify their logistics and build up a domestic military manufacturing industry.


Magistracy of Canopus
Similarly to the Aurigan Coalition, Republic media has continued to grow in popularity throughout the Magistracy of Canopus with profits increasing 100% by the end of December. Now worth 4,000,000 C-Bills/year, these media deals are exposing ever larger numbers of Magistracy citizens to Republic ideals and vice versa with more than a few social policies growing in popularity as a result.

Effect
  • Magistracy Commercial Licensing increases to 4,000,000 C-Bills/year


Taurian Concordat
As with both the Aurigan Coalition and Magistracy of Canopus, Republic media properties within the Taurian Concordat have increased in value; reports showing a 50% increase in profits compared to the same time last year.

Effect
  • ConcordatCommercial Licensing increases to 3,000,000 C-Bills/year


Trinity League
According to reports from Republic spies embedded on a number of Trinity League planets, national efforts to improve the sanitation infrastructure of said planets has resulted in significant increases to health and overall cleanliness in cities across the nation. Begun last year and continuing right up until December, the upgrades and expansions have greatly improved the lives of ordinary citizens and no doubt saved a great many lives.


Celestial Mandate
The Celestial Mandate's Xin Sheng program, begun last year, has only picked up steam in 3039. Having started by loosening a great many laws regarding private ownership and economic activity, the Mandate has since seen explosive growth in economic prosperity as its servitor class finally engage in such things as private business and trade. Building off this, the Mandate's ruling council have updated the nation's laws to set a much higher minimum wage for members of the servitor class and have made the pathway to citizenship for servitors far easier by adding additional means of purchasing citizenship and lowering the financial burden.


On the military side of things, ORDI spies have reported that the second layer of Mandate defensives has finally been completed by Mandate labourers. Heavily delayed thanks to sabotage by the Republic, phase 2 of Mandate defences appears composed of heavily-armoured, well-defended airbases and marshalling yards located within striking distance of important targets such as spaceports, seaports, cities, and chokepoints. In addition, Republic spies located on a number of rimward border worlds have reported spotting heavily guarded shipments arriving in-system in the later months of the year. Too heavily defended by both troops and counterintelligence agents to gain access to, the contents of these shipments remain unknown, however, under the circumstances, it's unlikely to be any good for an attacking force.


Federated Suns/Draconis Combine
See Subsequent Update


Free Worlds League/Lyran Commonwealth
See Subsequent Update
 
The Price Is Right
FWL Trade
The Free Worlds League, while hardly eager, proved far from disinterested in acquiring the details of Helghan Technology when it came time for trade talks in early January 3040. Meeting in the capital of the vast interstellar dominion, Helghan negotiators and their League counterparts immediately got to work determining just what was on the table for trade and what was off-limits. With the League experiencing heightened tensions with the Lyran Commonwealth for two years now and cross-border raids a constantly growing threat, it naturally came as little surprise when talks swiftly turned from civilian goods and technology to rather more… violent examples; the League willing to pay quite a price for details on all manner of Republic techs in addition to secondary trades of finished goods.

Complicating matters, however, is the relationship between the Magistracy of Canopus and the Free Worlds League. While hardly on par with the somewhat one-sided rivalry between the Taurian Concordat and the Federated Suns, historic border tensions mean that any exchange of military technology will require some diplomatic massaging from the Republic to avoid angering the Magestrix. After all, few nations like it when their supposed allies sell advanced technology to their enemies.


Rocks For Smart Rocks
The Free Worlds League, though naturally hesitant to part with its recent advances, has given the Helghan Republic something to think about with this offer. In exchange for all the technical information necessary to build the targeting systems, lenses, light amplifiers, etc that make Helghan laser weapons so accurate and long-ranged, the Free Worlds League is willing to part with similar data for Gauss rifles. Having recently redeveloped the technology and brought it to the point it was at during the final years of the Star League, FWL gauss technology could grant the Republic's military a lethal edge in combat thanks to their incredible killing power and accuracy.


Now This Is Cyberpunk
With high-end electronic warfare having fallen out of favour throughout the galaxy thanks to the destruction of high-precision facilities and the general loss of knowledge, it comes as something of a shock when the Free Worlds League offers to trade the technical knowledge needed to build Guardian ECM suites in exchange for similar information on Standard Power Armour (Light). Letting slip that said information was reverse-engineered from examples of the technology captured from the Capellan Confederation during the 4th Succession War, Guardian ECM suites are capable of interfering with all manner of enemy targeting and communication devices without affecting friendly forces. Unsurprisingly, a number of figures within the Helghan military are interested in acquiring the technology.


Can You Hear Me Now?
The last and simplest technology trade on the table, though perhaps also one of the most controversial to the Helghan side, the Free Worlds League has secretly indicated that it is willing to part with a quarter-billion (250,000,000) C-Bills in exchange for the technical information needed to produce hyperspace comms. While not fantastically positioned to exploit the information due to the precision manufacturing required, selling the League FTL comms would undoubtedly anger ComStar and dramatically improve the nation's understanding of hyperspace physics while simultaneously undercutting the Republic's monopoly. With all that said, however, with the Warp Communication's consortium busy expanding the FTL comms network throughout the Periphery, acquisition of the fundamental theories by League spies is almost certainly on the horizon already. Furthermore, it's not as if the League is without non-HPG comms; the number of omnidirectional hyperspace broadcasters in FWL space having grown with every passing year.

[] Rocks For Lasers [+Gauss Rifle technology, -15 influence]
[] Now This Is Cyberpunk [+Electronic Counter Measures technology, -15 influence]
[] Can You Hear Me Now? [+250,000,000 C-Bills, -7.5 influence]
[] Write-in


FWL Additional Trades
Select as many as you wish

[] Support Automata [+5,000,000 C-Bills]
[] Combat Automata [+7,500,000 C-Bills]
[] Specialty Ammunition [+10,000,000 C-Bills]
[] Double Heat Sinks [+10,000,000 C-Bills, -1 influence]
[] Helghan Laser weapons [+15,000,000 C-Bills, -2 influence]
[] Civilian Trade Goods [+15,000,000 C-Bills]
[] Ferro-Aluminum Armour Shipments [+25,000,000 C-Bills, -3 influence]
[] Petrusite Weaponry [+50,000,000 C-Bills, -5 influence]
[] Combat Vehicle Regiments [+80,000,000 C-Bills, -8 influence]
[] Battlemech Regiment [+120,000,000 C-Bills,-1 battlemech regiment, -12 influence]



Lyran Commonwealth Trade
Proving to be rather more open to the concept of a technology trade than their counterparts in the Free Worlds League, representatives of the Lyran Commonwealth met with their Helghan opposites in a small but well-appointed meeting room in the heart of Tharkad City; the two groups spending the entirety of January 3040 wrangling over tech exchanges and other, minor, trades while winter winds howled outside their windows. Headed up by a number of minor nobility whose interests were obvious once one understood who owned what —not a minor task, in and of itself—, the Lyran delegation proved to be especially eager to acquire weapons technology from the Helghan Republic. Having spent the past few years engaged in a series of steadily escalating skirmishes against the Free Worlds League, it was entirely unsurprising when the Commonwealth's offers proved to revolve entirely around weapons technology to one degree or another.


Power Overwhelming
With much of the knowledge and technical ability required to construct all but the most basic fusion reactors lost thanks to the Succession Wars, the day the Lyran Commonwealth quietly revealed that it had managed to rebuild some of that capacity proved quite a shock to the Republic's negotiators. Having painstakingly redeveloped the procedures and knowledge-base needed to construct extralight fusion engines, the Commonwealth now stands ready and willing to trade said information for similar information regarding Helghan's advanced laser technology. Providing the same performance as regular fusion engines for half the mass (and twice the volume), extralight fusion engines could dramatically improve the lethality of Republic mechs by allowing them to carry more and heavier weapons into combat albeit at the cost of, well, substantially higher cost.


Fax Machines, But Useful
Coming as something of a surprise to Helghan negotiators, the Lyran Commonwealth proved to know something of the Republic's FTL comms system when its negotiators extended a somewhat unusual deal to their counterparts on the other side of the table. Apparently aware of both the FTL comms used by the Federated Suns and the fact that said comms generated static on Republic lines, the Lyran Commonwealth offered to divulge a great deal of technical information regarding the Suns' comms system (plus a great deal of money) in exchange for the Republic's knowledge of Intermediate Explosives. While not necessarily a fair trade given that the Republic has a faster system of communication with far higher bandwidths than that of the Federated Suns, the offer accompanied a number of revelations about said system --not least being that its earliest examples had a range of 100 light-years in a single go and that further Lyran refinement has brought it up to more than 400 light-years. Though not effective enough to be viable for use by the Republic over standard comms, knowledge of the underlying physics involved could dramatically aid efforts by the Republic to improve its own comms system and prove far more valuable than the technology itself.


Money, Money, Money
Leaning on their reputation as the Inner Sphere's wealthiest state, the Lyran Commonwealth's third and final offer is not so much a tech exchange as an outright purchase of Republic technology. In exchange for half a billion (500,000,000) C-Bills, the Commonwealth wishes to acquire all information regarding the development and construction of both Autonomous Systems and Intermediate Structural Materials. Revealing that their scientists are already quite close to redeveloping Intermediate Structural Materials using examples captured from the Draconis Combine (though that could be a bluff), the Lyran negotiators are eager to improve their nation's manufacturing ability and give it something useful to build in one stroke.

[] Power Overwhelming [+Improved Fusion Reactor, -5 influence]
[] Fax Machines, But Useful [+Breakthrough FTL Comms Research Bonus (50%), +80,000,000 C-Bills, -5 influence]
[] Money, Money, Money [+500,000,000 C-Bills, -3 influence]
[] Write-in


LC Additional Trades
Select as many as you wish

[] Support Automata [+5,000,000 C-Bills]
[] Combat Automata [+7,500,000 C-Bills]
[] Specialty Ammunition [+10,000,000 C-Bills]
[] Double Heat Sinks [+10,000,000 C-Bills, -1 influence]
[] Helghan Laser weapons [+15,000,000 C-Bills, -1 influence]
[] Civilian Trade Goods [+15,000,000 C-Bills]
[] Ferro-Aluminum Armour Shipments [+25,000,000 C-Bills, -2 influence]
[] Petrusite Weaponry [+50,000,000 C-Bills, -3 influence]
[] Combat Vehicle Regiments [+80,000,000 C-Bills, -4 influence]
[] Battlemech Regiment [+120,000,000 C-Bills,-1 battlemech regiment, -6 influence]
 
Prelude I
Asgard
Mount Wotan, Tharkad
03 February 3040


"Dearest Melissa," she began before cutting herself short and hitting the camera's stop button.

Seated in her office in the mountain fastness known to LCAF High Command as Asgard, Nondi Steiner sighed and reached for the crystal tumbler on her desk; the pale amber liquid it contained stirring languidly as she gave it an absent-minded swirl. Leaning back against her chair, its aged brown leather and red wood creaking as she did so, Nondi knocked back the fine liquor in a single gulp and ignored the familiar burning sensation that only came from good whiskey. She loved her niece, of that there could be no doubt, and their conversations had always held a comfortable warmth, but dearest? That… was not their relationship.

Carefully placing the tumbler out of frame, Nondi closed her eyes and paused to gather herself; the general taking three long breaths before opening her eyes and hitting record.

"Melissa," she began, "I'm sending this message to inform you-" she stopped, scowled, and hit delete.

That wasn't any better. How many of these has she written in her time? How many in a single month? It had never been an easy task, but she had always been able to do it.

She hit the record button. "I regret-"

She hit the stop button.

She hit the record button. "It is with a heavy heart I-"

She hit the stop button.

A distant part of Nondi's mind noted that, in any other situation, her efforts would be almost comedic. A rather more present part of her mind thought the other was a piece of shit.

Irritation and self-recrimination flashing through her mind, Nondi deleted all she had recorded so far and pondered the darkly glittering lens of the camera with the same intensity she normally reserved for strategic battleplans. How do you ameliorate someone's pain when the same knife has been plunged into your belly? How do you put so much weight on the shoulders of a child?

Grimacing, Nondi let her prepared words fall to the side and faced the camera with the same dignity and poise she would a BattleMaster.

"Archon Steiner," Nondi began for the final time, the words coming forth unbidden in a voice as steady as the ferrocrete and stone above her head. "It is my sad duty to inform you of the passing of your mother, my sister, Katrina Steiner at 11:32 am local time from complications with her cancer.

Though this time is no doubt one of great trials for you, I thought it may be some comfort to know that I was with her to the end and that she passed peacefully in her sleep. As you are no doubt aware, her last few weeks in the palace hospital were made as comfortable as possible and she was both active and alert throughout this final period of her life.

While I cannot but help share your grief, I have done as Katrina asked and included with this recording, unwatched, her final message to you and Thomas.

Yours in common affliction, Nondi."

Sighing, Nondi hit the save button and reached for the crystal tumbler on her desk. God help Melissa, she thought. The vultures were sure to begin their work the moment this news hit the airwaves.
 
Prelude II
Davion Palace
Avalon City, New Avalon
03 February 3040


Morgan felt the weight of the galaxy lift from his shoulders as he entered the comforting quiet of the nursery, the transition from First Prince to father as quick and painless as if he'd stepped through a magic portal into another universe entirely. Dismissing his protective detail with a brief nod and a thank you, the eternally dour-looking men and women falling back to guard the door, Morgan smiled as he spotted his wife fussing over the hand carved crib that lay tucked away in the corner of the room. Shorter than him by only a few centimeters with her wavy, strawberry blonde hair kept in a short ponytail, she looked every inch the colonel that she was; the only thing to suggest she wasn't currently serving, the slight curve of her 3-months pregnant belly visible through her clothes.

Taking her by the hips, Morgan gave her bronze-gold cheek a gentle kiss and leaned over her shoulder to peer down at the terrifyingly small figure of Prince George Hanse Davion.

"Am I too late?" He asked softly as he spotted the three year old boy's pink and placid face, his voice tinged with not a small amount of disappointment.

Leaning into Morgan's warmth, Ophella finished tucking their son into bed and turned to face him; a small but sympathetic smile lighting her face. "I'm afraid so," she admitted. "He's stubborn like his grandpa, but even he sleeps."

Damn the meetings, Morgan thought as he stared down at his son, and damn the Coordinator, too, he added a moment later.

The day George had been born, in those rare moments Morgan hadn't been feeling either mind bending worry or absolute euphoria as he waited to hear from the doctors, he had made a promise to himself to always try and carve out time in the day for his son. Five minutes between security meetings one day, ten minutes between state functions another, Morgan had more often than not managed to scrape together precious moments despite the best efforts of the galaxy to intrude. More than a few times, Morgan had even been briefed on matters of great import while lying on the floor and playing with his son; the details of the Helghan Republic's brief foray into the Celestial Mandate forever burned into his mind thanks to the rather impolite word the young prince had accidently spelt while impatiently waiting for his dada to pay attention again.

"I need to try harder," he murmured as he picked up the baby monitor from the cribside table and switched it on with a flick of his wrist.

Strictly speaking, the baby monitor was an unnecessary accoutrement to the room's varied collection of monitoring tools. Aside from the entrances to the couple's own bedroom, located just a few doors away, Prince George's nursery was perhaps the most heavily monitored and guarded spot on New Avalon --if not the Inner Sphere itself. Hidden in each corner of the windowless room's ceiling, quite invisible even to Morgan's well-trained eye, cameras spat the happenings of the room back to screens monitored 24/7 by a legion of trained observers. Embedded in the floor and equally monitored, pressure pads lay in wait for a single rogue footstep while microphones dotted throughout the room picked up the softest snuffle.

Moreover, should the worst happen and someone not only breach the palace and the couple's private residence and their inner sanctum, they would also have to get through the most dedicated men and women in the entirety of the Federated Suns. Ever since the kidnapping and replacement of Morgan's predecessor, First Prince Hanse Davion, back in the 3020s, both palace security and the Ministry of Information, Intelligence, and Operations had stepped up their game to a whole other level. In a fight between an unstoppable force and George's guards, Morgan would put money on the guards… though they'd likely have to pull both himself and Ophella off said force, first.

"How are they?" Ophella asked as he finished strapping the baby monitor to the century-old wooden frame of the crib, the sudden intrusion jolting Morgan from his thoughts.

"Hmm?" he managed as he turned to see her standing by the door.

She rolled her eyes.

"The meetings," she clarified. "How are they?"

Joining her, Morgan shrugged as they set off for their own bedroom a few doors down, the omnipresent security that accompanied them reduced by two as a man and a woman stayed behind to begin their first shift guarding the prince.

"Long, boring, and informative. Reports from occupied worlds are generally and cautiously positive," he replied, the task of referring to them as occupied rather than conquered second nature to him by this point.

"Quintus' people have been running themselves ragged trying to get guerilla groups trained up for the liberation and reading from the same hymn book while the ISF have been running themselves equally ragged trying to stop them. There are even reports of DCMS troops being reassigned to counter their actions "

"And the buildup?" She asked as they swept into their bedroom after the advance guard, a quick tilt of her head sending them scurrying out a moment later.

"Undetected," Morgan replied as he shrugged out of his heavy jacket and began folding it in the AFFS style, "or so MII promises."

She quirked an eyebrow a moment before disappearing behind a set of room dividers.

"You're not convinced?" She asked a moment later, her voice muffled and the silhouette of her body only just visible through the thick paper of the divider.

"You know how it is," he replied as he began changing into his own sleepwear, "one report says the enemy is blind deaf and dumb, another says 'Flee! All has been discovered!', and a third claims to have spotted the SLDF returning."

Ophella laughed briefly, a low husky sound that rolled through the air in languid waves, and for an instant Morgan felt a flare of… well, not love, but something warmer than the usual stirrings of emotion towards her. In some of his quieter moments, Morgan had admitted to himself that in a film or a book or even a song, it might be something of a tragedy to learn that the leads didn't love one another, that they merely played the part expected of them by the public. However, both of them had long since come to terms with the nature of their shared reality as a political and practical marriage and that while there may not be capital L-love, there was still respect, admiration, friendship, and interest --intellectual or otherwise.

That and their son --and sun--, George.

Fully changed into his sleepwear, Morgan paused for a moment to place his watch on the bedside table. "You know," he said as he spotted the time, "Ran said the final regiments will have finished assembling right about now. Two weeks from now, they'll be setting out for the liberation."

"Gods I wish I could see that," Ophella replied, a wistful air threading through her voice like gold on a Lyran General's sleeves. "Avalon Hussars to my right, the Crucis Lancers to my left, and the Chasseurs behind me."

"And the DCMS?" Morgan asked idly.

"The snakes?" Came Ophella's voice, low and clear and no longer muffled by the privacy screen. Glancing up from his watch, Morgan froze as he spotted his wife standing before him in a robe of dark green silk, a halo of soft orange-gold light surrounding her like frozen fire.

"Dead." She finished with a grin.
 
Prelude III
1 Kilometre West of a Marik Militia Arms Cache
Lazio Forest, Nockatunga
04 February 3040


Erik dropped his Vulcan behind the crest of the hill and grinned as the enemy's return fire did little more than blow chunks out of its grassy surface; spurts of fire and dirt rising high into the sky with the impact of every booming autocannon shot. Feathering his mech's jump jets with one hand, Erik switched his sensors to magscan with the other and noted with no small amount of satisfaction that the militia's Firestarter had vanished from view an instant before his mech hit the ground with a solid thump.

"That's one more to me," he broadcast over the radionet as he set his Vulcan off at a jog towards the nearby treeline, the silence from Wolf-2 all he needed to know that he was still leading her.

Having only landed a little over a day ago alongside the rest of their comrades in the 4th Lyran Regulars, Wolf lance had already reaped quite a tally from amongst the planet's defenders, a lance of combat vehicles and half a lance of light mechs having already fallen before their guns like wheat beneath the farmer's blade. Landing in the swamps to the north of the planetary capital, the 4th had taken advantage of their light-weight mechs to catch the planet's defenders from an unexpected angle, lightning assaults and tempting feints taking apart the militia with an almost surgical grace over the hours that followed. By the time dawn had risen over the continent, much of the League's forces had either surrendered or been annihilated, and only a handful of scattered survivors were left desperately trying to repair and resupply from equally scattered arms caches intended for Marik Militias; forces like Erik's hunting them down wherever they could.

Without warning, Wolf-3's voice crackled over the radio. "Enemy locust is down. Switching to the Cicada."

Damn, thought Erik idly as his mech slammed through a small copse of trees in an explosion of splinters. One more and he's leading the pack.

Slewing his Vulcan back around towards the hill, Erik glanced at his loadout and frowned as he spotted his AC/2s ammunition level; profligate spending and a lack of time to rearm having dropped the shell count to almost nil. Shaking his head as if to dismiss the count, he triggered his jump jets and exhaled as what felt like the hand of god descended on him. Pressed into his seat by the force, Erik fought the urge to whoop as his forty-ton mech sailed out of the treeline and through the air towards the enemy; the force vanishing as quickly as it appeared as he cut the jump jets.

"Wolf-1 rejoining the fight," he told the rest of his lance as his mech sailed through the air with all the grace of a brick, the warmachine crashing to earth at the top of the hill with a bone jarring impact a moment later.

Locked in desperate combat with Wolf-3 and busy dodging trees wider than its own legs, the militia Cicada below him was almost too easy a target for Erik; his finger squeezing the firing stud of the joystick an instant before his mech's computer bracketed the militia machine with its golden crosshairs. With a deep brrrrt and a flash of light, the light autocannon mounted in his mech's chest opened fire and an instant later a string of bright red tracers slammed into the Cicada's back like water from a hose. Caught unprepared for the assault, the armless mech suddenly stumbled and, with a crunch Erik could almost feel, slammed into a nearby pine before falling to the ground.

Seizing the opportunity Erik's assault had opened up, Wolf-3 pounced on the rattled militia MechWarrior like the lance's namesake and opened fire with his Wolverine's SRM launcher; a series of whooping barks ringing out as he sent salvo after salvo of missiles into the wounded mech's rear torso.

"Four to me," the Skye-born MechWarrior reported a moment later. "Thanks for the assist, Wolf-1."

"No problem, Serrels." Erik replied equanimously. "Just remember to do the same when it's me."

"Aye, will do. Now-"

Without warning, a deep boom rang out from somewhere to their east, the sudden noise cutting Wolf-3 off as effectively as a guillotine. Twisting his mech around to catch the cause, Erik frowned as he saw a pillar of greasy black smoke and orange fire rising high into the sky; a quick glance at his map showed him that Wolfs 2 and 4 were closest.

"Wolf-2, report!" He barked as he eyed the spreading column of smoke, tiny streaks of light cavorting out of it like tiny comets.

"Becker here," came Wolf-2's clipped tone a moment later. "Surviving militia have fled. They must have been buying time to rig up demo charges."

Erik sighed. Orders from on high were to torch caches only after using their contents to rearm and repair their own forces --a money-saving measure meant to lower the cost of the cross-border raids. Erik didn't agree with it, but he had already tried to argue against it to no avail. Evidently, the Eagles had decided that if they couldn't hold the cache, they might as well deny its use to the LCAF; something that meant Erik would have a lot of explaining to do in his future.

"Roger that," he replied a second later. "Report their heading to command and form up on me. We're not doing anything useful until we get rearmed."

Only half listening as his second in command moved to obey, Erik leaned back in his command chair and idly wondered how long they'd be stuck on this dirtball. Zdice might be a flyover planet, but it had some decent bars and that Hauptmann in the 10th almost certainly still had a terrible poker face.
 
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