5th Succession War -- July-September 3040 Actions
==================================
[X] Plan Cores and Integration
https://forums.sufficientvelocity.com/threads/the-lords-of-ruin-battletech-killzone.52819/page-687?post=23360965#post-23360965

==================================
-[X] Capellan Associate Membership
--[X] Yes
---[X] Bring them into the mech design trade

In a historic announcement at the end of June 3040, after a painful back and forth negotiation between all parties, the four member-states of the Outer Rim Defence Initiative gladly welcomed the Capellan Confederation into their alliance as an associate member. As an associate, the Capellan Confederation is bound by a number of charter items including but not limited to: the ORDI Customs Union, the ORDIHCR, the ORDI research sharing agreement, and the ORDI intelligence-sharing agreement. Meanwhile, and rather notably, the Capellan Confederation is not bound or protected by the ORDI's mutual defence pact, nor is it able to vote on ORDI matters. In exchange for this and an infrastructure package designed to jump start its industrial development efforts, the Capellan Confederation has agreed to provide access to its copy of the Helm core to all ORDI states --the acquisition certain to slow or even halt Inner Sphere efforts to catch up to ORDI states on a technological level. Last but not least, the ORDI's four member-states have also agreed to hold a vote in 3048 on the position of the Capellan Confederation within the alliance --the potential to join as a full member the final carrot offered to the rapidly reforming state.

With ComStar no doubt dispatching the news to every corner of the galaxy due to its momentous nature, it is almost certain that the remaining Inner Sphere states will turn their attention back towards the Rimward Periphery once the 5th Succession War has concluded one way or another. However, with the Capellan Confederation having ceded its claim to the position of First Lord and the four remaining claimants limited by the actions of their enemies, the threat of a military response is currently deemed low. That said, Helghan analysts are quick to caution the outcomes of the current wars should be monitored closely lest they end as conclusively as the 4th Succession War and that the Republic and ORDI should take care not to antagonise their neighbours unnecessarily.

Effect
  • Capellan Confederation Gains ORDI Associate Membership
  • Modify National Idea: ORDI Research Agreement. (+5% base research speed, -0.25 influence/turn (Capellan Confederation))
  • Gain National Idea: Helm Core Access (+25% base research speed to Star League technologies while access is retained)
  • -1AP locked for 10 turns (40AP total with all members of ORDI save the CapCon contributing 1AP)
  • In 3048 there will be a vote to bring the Capellans into the fold

-[X] Trade/Customs Union
---[X] Offer to subsidize industry growth in the Magistracy of Canopus with help from Helghan companies and any see if the other nation and their companies will do the same.

Effect

  • Gain National Idea: ORDI Customs Union
  • -1 AP locked for 5 turns (20AP total with all members of ORDI save the MOC contributing 1AP)

-[X] Tech Trade
--[X] TC
---[X] Pulse Lasers/Prototype Gravity Plates | Improved Nuclear Science, KF-Drive
---[X] Helghan Lasers/Improved Fusion Engines | Improved Nuclear Science, KF-Drive
---[X] FF Armor/Endo-Steel | Improved Nuclear Science, KF-Drive
---[X] Standard PA/FA Armor/Standard Gauss Rifle | Improved Nuclear Science, KF-Drive
--[X] AC
---[X] Pulse Lasers/Prototype Gravity Plates | Prototype ER Lasers, KF-Drive
---[X] Helghan Lasers/Improved Fusion Engines | Prototype ER Lasers, KF-Drive
---[X] FF Armor/Endo-Steel | Prototype ER Lasers, KF-Drive
---[X] Standard PA/FA Armor/Standard Gauss Rifle | Prototype ER Lasers, KF-Drive
--[X] MoC
---[X] Pulse Lasers/Prototype Gravity Plates | Cybernetics, Artificial Organs, KF-Drive
---[X] Helghan Lasers/Improved Fusion Engines | Cybernetics, Artificial Organs, KF-Drive
---[X] FF Armor/Endo-Steel | Cybernetics, Artificial Organs, KF-Drive
---[X] Standard PA/FA Armor/Standard Gauss Rifle | Cybernetics, Artificial Organs, KF-Drive

Effect

  • Republic Gains Following: Improved Nuclear Science, Prototype ER Lasers, Cybernetics, Artificial Organs
  • Breakthrough KF Drive Research Bonus (50%) x1
  • TC Gains: Prototype Gravity Plates, Helghan Lasers, Endo-Steel, Standard PA, Cybernetics, Artificial Organs, Prototype ER Lasers, Autonomous Systems, Ferro-Fibrous Armour, Ferro-Aluminium Armor
  • AC Gains: Pulse Lasers, Improved Fusion Engines, Ferro-Fibrous Armour, Standard PA, Endo-Steel, Helghan Lasers, Prototype Gravity Plates, Cybernetics, Artificial Organs, Prototype Gauss Rifle, Intermediate Propellants
  • MOC Gains: Pulse Lasers, Improved Fusion Engines, Ferro-Fibrous Armour, Ferro-Aluminium Armour, Prototype Gravity Plates, Endo-Steel, Autonomous Systems, Prototype ER Lasers, Prototype Gauss Rifle, Intermediate Propellants

--[X] ORDI
---[X] Supply and Trade all Current and Past Mech Designs to every other member of the ORDI in order to allow everyone to build the same mechs

Effect

  • Gain access to the following mechs designs
To clarify: you have the base version of the mechs listed due to those being ubiquitous (in so much as mechs can be) + the faction-specific variants of those factions you traded with. E.G you have the MAD-3R and the MAD-3L.

In the case of the Aurigans, however, their faction specific variants are royals because of Outpost Nautilus. :V
Taurian Designs:
Locust
Stinger
Wasp
Toro
Clint
Phoenix Hawk
Talos
Griffin
Wolverine
Thuderbolt
Warhammer
Marauder

Canopian Designs:
Locust
Stinger
Wasp
Phoenix Hawk
Shadow Hawk
Marauder


Capellan Designs:
Wasp
Stinger
Urbanmech
Raven
Blackjack
Vindicator
Phoenix Hawk
Ostroc
Crusader
Cataphract
Marauder
Victor

Aurigan Designs:
Spider
Kintaro
Griffin
Merlin
Roughneck
Black Knight
Highlander

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

Actions
You have 9 out of 10 Action Points to spend. This list of available actions is by no means exhaustive, so feel free to suggest more actions or variations on the actions listed below.

Federated Suns
[] Arms Sales: With the Federated Suns at war, they may be willing to purchase items up to and including formerly LosTech ammunition from the Republic. Given the distances involved, such shipments will be difficult until efforts are made to improve the backend logistics. [-3 influence]
[] Tech for Tech: By offering the Federated Suns information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
[] Expand FedSuns intelligence network: Having placed a large number of agents within the lower levels of FedSuns society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Medium]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] 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.
[] Infiltrate Military [Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Stage diplomatic incident [Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Very 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


Free Worlds League
[] Arms Sales: With the League now at war, they may be willing to purchase items up to and including formerly LosTech ammunition from the Republic. Given the distances involved, such shipments will be difficult until efforts are made to improve the backend logistics. [-3 influence]
[] Licence Production of Advanced Ammunition: Giving the League blueprints for the construction of specialist ballistic rounds and missiles will allow them to produce a number of projectile types for use by their military. Though the nation lacks the kind of facilities needed to construct these in large quantities, enough could be produced to provide a notable benefit. [-2 influence]
[] Tech for Tech: By offering the Free Worlds League information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
[] Expand Free Worlds League intelligence network: Having achieved decent success last quarter and eager for more detail on the progress of its war against the Commonwealth, infiltrating the Free Worlds League would not be a waste.
[] Infiltrate Civil Administration [Medium]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] 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.
[] Infiltrate Military [Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Stage diplomatic incident [Very Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Impossible]: 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


Lyran Commonwealth
[] Arms Sales: With the Commonwealth now at war, they may be willing to purchase items up to and including formerly LosTech ammunition from the Republic. Given the distances involved, such shipments will be very difficult until efforts are made to improve the backend logistics. [-1 influence]
[] Licence Production of Advanced Ammunition: Giving the Commonwealth blueprints for the construction of specialist ballistic rounds and missiles will allow them to produce a number of projectile types for use by their military. Though the nation lacks the kind of facilities needed to construct these in large quantities, enough could be produced to provide a notable benefit. [-1 influence]
[] Tech for Tech: By offering the Lyran Commonwealth information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
[] Infiltrate Lyran Commonwealth: Lacking much in the way of a Lyran intelligence network, inserting some agents into the nation may provide interesting insights into the nation's war with the Free Worlds League.


Draconis Combine
[] Arms Sales: With the Combine now at war, they may be willing to purchase items up to and including formerly LosTech ammunition from the Republic. Given the distances involved, such shipments will be very difficult until efforts are made to improve the backend logistics. [-5 influence]
[] Licence Production of Advanced Ammunition: Giving the Combine blueprints for the construction of specialist ballistic rounds and missiles will allow them to produce a number of projectile types for use by their military. Though the nation lacks the kind of facilities needed to construct these in large quantities, enough could be produced to provide a notable benefit. [-3 influence]
[] Tech for Tech: By offering the Combine information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
[] Infiltrate DC Society: Sending intelligence operatives to infiltrate Combine society will allow us to carry out subversive activities.


Capellan Confederation
[] Arms Sales: With the Confederation's neighbours distracted by their own conflicts, the Confederation may be willing to buy equipment to help rebuild their military. Given the distances involved, however, such shipments will be difficult until efforts are made to improve the backend logistics. [-2 influence]
[] Licence Production of Advanced Ammunition: Giving the Confederation blueprints for the construction of specialist ballistic rounds and missiles will allow them to produce a number of projectile types for use by their military. Though the nation lacks the kind of facilities needed to construct these in large quantities, enough could be produced to provide a notable benefit. [-2 influence]
[] Tech for Tech: By offering the Confederation information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.


Appian
[] Dispatch a small science team to assist Distant Horizons' researchers in uncovering the secrets of Omen [-1,000,000 C-Bills/Year until cancelled]


Spencer
[] Subsidised food shipments: With Portland, Rogue, Independence, Charybdis, and Mir all producing food of various quantities and types, exporting heavily subsidised foodstuffs to Spencer may give the planet a bit of room to breathe and engender goodwill. At a price, anyway. [-250,000 C-Bills/year until cancelled]


Taurian Concordat
[] Tech for Tech: By offering the Taurians information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.


Magistracy of Canopus
[] Tech for Tech: By offering the Magistracy information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.


Aurigan Coalition
[] Tech for Tech: By offering the Coalition Information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.


Helghan Republic
[] Construct a military defence station over [LOCATION]
Locations available:

New Oslo

[Can be taken multiple times in a turn]

[] Upgrade a military defence station at [LOCATION]
Available stations:

Charybdis (Small → Medium)
Mir (Small → Medium)
Rogue (Small → Medium)
Tiverton (Small → Medium)
Independence (Small → Medium)

[Can be taken multiple times in a turn, but you can only upgrade a single station once per turn]

[] Hire Commercial Jumpships: By hiring commercial jumpships throughout this part of the Periphery at rather exorbitant rates, we can increase our shipments to the Inner Sphere substantially. [-1 AP for 3040]

ORDI
[X] Expanded Anti-Pirate Operations: With a major war once again raging corewards, pirates will undoubtedly move to avoid the fighting and take advantage of reduced garrisons. To prevent this from biting the ORDI nations, we should cooperate to temporarily increase anti-piracy patrols and operations. [Locked Until Cancelled]


Operation Selene

Note: The Magistracy of Canopus have quietly informed the ORDI that they are planning to launch the attack in late September/early October.

Note: Each turn, the other ORDI nations will each pick one or more actions to carry out, though the final go-ahead will be left to the Magistracy.

Given the distances and time scales involved, the Helghan Republic can only support a small number of forces compared to events such as Operation Red Breath or the earlier intervention in the Aurigan Coalition's civil war. Currently, the Republic can support 1.5 divisions of troops (0.75 weight) and three squadrons of Hastas (9 Naval Capacity) effectively. You can raise this limit via certain actions and there is some leeway for giving over the limit at the cost of lower combat effectiveness.

Naval Support Capacity: 0/9 (use the naval upkeep values)
Ground Support Capacity: 0/0.75 (use the transport size value)

[] Construct additional waystations: By using the Republic military engineering corps to build additional waystations throughout Magistracy space, we can further increase the number of troops we can effectively support albeit at the cost of some bruised civilian egos [-3 influence, +0.25 ground support capacity]
[] Preplaced Petrusite Supplies: By moving Petrusite stocks ahead of the Republic's forces and building depots in strategic areas, we can more effectively support both naval and ground forces. [+0.125 Ground Support Capacity, +1 Naval Support Capacity]
[] Prioritise Naval Supplies: By prioritising the shipment of naval supplies over those for ground troops, we can further improve our ability to deploy naval forces to the Hegemony. [+1 Naval Support Capacity, -0.125 Ground Support Capacity]
[] Prioritise Ground Supplies: By prioritising the shipment of supplies for ground troops over those of the navy, we can further improve our ability to deploy ground forces to the Hegemony. [+0.125 Ground Support Capacity, -1 Naval Support Capacity]
[] Emplace And Prepare Assault Forces (specify the forces being deployed): With every member of the ORDI contributing to Operation Selene, we should probably assign forces sooner rather than later…
[] Plant False Intelligence [Easy]: By hiding our real manoeuvres and planting false intelligence amongst the Magistracy's civilians, we can disguise the scale of our operations and convince the Marian Hegemony that we mean to attack elsewhere.
[] Infiltrate the Marian Hegemony: Sending intelligence operatives to infiltrate Hegemony's society will allow us to carry out subversive activities in support of Operation Selene.

===============================
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.

Note: I'm still tweaking values for the prototype and primitive Pulse and ER lasers, but the standard variants are solid.

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.

[] Kite Sub-Capital Missile: Designed to be a reasonable middle ground between the Falcon and Raptor sub-capital missiles, the Kite can deliver 75% of the damage of a Raptor missile at twice the range. Though less damaging than a Raptor due to its smaller warhead size, the Kite is also noticeably cheaper and lighter, allowing it to be deployed across more platforms.

[] Raptor Sub-Capital Missile: Weighing more than some armoured vehicles, the Raptor class sub-capital missile is a dual purpose weapons system intended for use against both aerospace fighters and dropships. Having traded fuel capacity for explosive yield, the Raptor has a significantly shorter range than both the Falcon and Kite but more than makes up for it by being able to deliver catastrophic damage to any target it hits.

[] Eagle Sub-Capital Missile: The largest anti-ship missile the Republic has yet designed, the Eagle is primarily intended for use against enemy dropships but can also pose a significant threat to both warships and aerospace fighters. Weighing almost as much as a Seydlitz aerospace fighter, the Eagle features both the shortest range out of all of Helghan's sub-capital missiles and the largest warhead.

[] LB-X Autocannon: A derivative of traditional autocannon designs requiring a specialised barrel lining to work and several other modifications besides, the Large Bore-eXtended (or LB-X) autocannon is essentially a mech-scale shotgun capable of firing both standard autocannon rounds and purpose-made anti-mech cluster rounds. Fragmenting mid-flight to pepper their target with hundreds of submunitions, the cluster rounds fired by an LB-X weapon are highly effective at tearing up a mech's internals, sending up a wall of flak to defeat aircraft, and mulching infantry.

[] Prototype ER Lasers (Helghan): By pumping far more power through specialised and expensive lenses, this laser system can acheive substantially higher ranges than ordinary lasers albeit at the cost of far greater heat production. This increased power, when combined with Republic targettng systems, results in a truly ludicous increase in effective range compared to other examples of the system.


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)

[] Halestorm Division Trooper Transport
Code:
                    AeroTech 2 Vessel Technical Readout
                               * CUSTOM WEAPONS

Class/Model/Name:  Halestorm Division Trooper transport
Tech:              Inner Sphere / 3132
Vessel Type:       WarShip
Rules:             Level 3, Custom design
Rules Set:         AeroTech2

Mass:              300,000 tons
Hull:              Sigurd
K-F Drive System:  MK 3 Translight
Length:            300 meters
Sail Diameter:     600 meters
Power Plant:       *Helghast Fusion Drive MK 3*
Safe Thrust:       2
Maximum Thrust:    3
Armor Type:        Skyforged Improved Ferro-aluminum
Armament:
   12 Hepheastus Class 2 H-AC/2*
   12 Hepheastus Class 5 H-AC/5*
   24 Stalh Loki H-Large Laser*
   24 Ougon Blitz H-Medium Laser*
   12 ISA Snow H-LRM 20*
   30 HSA CIWS AMS
   30 HSA Flare H-Small Laser*
   12 Ougon Artillery Long Tom Artillery*
Manufacturer:   Thoralf-Sigurd-Vig Shipyards
  Location:     Helghan
Communications System:  Stahl Electronics HBCS
Targeting & Tracking System:  Pharoah Lockscreen
------------------------------------------------------------------------------
Class/Model/Name:  Halestorm Division Trooper transport vr2
Mass:              300,000 tons

Equipment:                                                            Mass
Power Plant:  *Helghast Fusion Drive MK 3*                          36,000.00
Thrust:  Safe Thrust: 2
      Maximum Thrust: 3
K-F Hyperdrive:  *Helghast Warp Drive Mk 3 * (Integrity = 7)       135,750.00
Jump Sail (Detachable): (Integrity = 3)                                 45.00
Structural Integrity: 90                                            27,000.00
Total Heat Sinks:    350 Double                                         37.00
Fuel & Fuel Pumps:                                                   5,443.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                750.00
Fire Control Computers:                                                 84.00
Food & Water:  (90 days supply)                                      4,697.75
Hyperpulse Generator:                                                   50.00
Armor Type:  Improved Ferro-aluminum  (378 total armor pts)            539.50
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                 69
   Fore-Left/Right:                   63/63
   Aft-Left/Right:                    63/63
   Aft:                                  57

Cargo:
   Bay 1:  Small Craft (12) with 4 doors                             2,400.00
   Bay 2:  BattleMechs (144) with 2 doors                           21,600.00
           Heavy Vehicles (51-100T) (300) with 2 doors              30,000.00
           Light Vehicles (to 50T) (300) with 2 doors               15,000.00
   Bay 3:  Infantry (motor) Platoons (215) with 2 doors              1,505.00
   Bay 4:  Cargo (1) with 2 doors                                    5,681.75
   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
   Bay 6:  Standard Shield (2)                                       2,000.00

DropShip Capacity:  5 Docking Hardpoints                             5,000.00
Life Boats:  10 (7 tons each)                                           70.00
Escape Pods:  10 (7 tons each)                                          70.00

Crew and Passengers:
     23 Officers (23 minimum)                                          230.00
     82 Crew (82 minimum)                                              574.00
     30 Gunners (26 minimum)                                           210.00
     75 Marine Battle Armor Troopers/Elementals                        525.00
 10,268 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 H-AC/2*(45 rounds)       FL/R      0(4)   0(4)   0(4)     --    4     26.00
2 H-AC/5*(160 rounds)      FL/R     1(10)  1(10)     --     --    4     48.00
4 H-Large Laser*           FL/R     3(32)  3(32)  3(32)     --   64     40.00
4 H-Medium Laser*          FL/R     2(20)  2(20)     --     --   24      8.00
2 H-LRM 20*(48 rounds)     FL/R     2(24)  2(24)  2(24)     --   24     56.00
5 AMS(60 rounds)           FL/R        --     --     --     --   10     15.00
5 H-Small Laser*           FL/R     2(15)     --     --     --   10      5.00
2 Long Tom Artillery*(20 roFL/R     5(50)  5(50)  5(50)  5(50)   80    128.00
2 H-AC/2*(45 rounds)       L/RBS     0(4)   0(4)   0(4)     --    4     26.00
2 H-AC/5*(160 rounds)      L/RBS    1(10)  1(10)     --     --    4     48.00
4 H-Large Laser*           L/RBS    3(32)  3(32)  3(32)     --   64     40.00
4 H-Medium Laser*          L/RBS    2(20)  2(20)     --     --   24      8.00
2 H-LRM 20*(48 rounds)     L/RBS    2(24)  2(24)  2(24)     --   24     56.00
5 AMS(60 rounds)           L/RBS       --     --     --     --   10     15.00
5 H-Small Laser*           L/RBS    2(15)     --     --     --   10      5.00
2 Long Tom Artillery*(20 roL/RBS    5(50)  5(50)  5(50)  5(50)   80    128.00
2 H-AC/2*(45 rounds)       AL/R      0(4)   0(4)   0(4)     --    4     26.00
2 H-AC/5*(160 rounds)      AL/R     1(10)  1(10)     --     --    4     48.00
4 H-Large Laser*           AL/R     3(32)  3(32)  3(32)     --   64     40.00
4 H-Medium Laser*          AL/R     2(20)  2(20)     --     --   24      8.00
2 H-LRM 20*(48 rounds)     AL/R     2(24)  2(24)  2(24)     --   24     56.00
5 AMS(60 rounds)           AL/R        --     --     --     --   10     15.00
5 H-Small Laser*           AL/R     2(15)     --     --     --   10      5.00
2 Long Tom Artillery*(20 roAL/R     5(50)  5(50)  5(50)  5(50)   80    128.00
1 Lot Spare Parts (1.00%)                                            3,000.00
------------------------------------------------------------------------------
TOTALS:                                              Heat: 660     300,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        8,317,726,088 C-Bills
Battle Value:      27,953
Cost per BV:       297,561.12
Weapon Value:      22,301 (Ratio = .80)
Damage Factors:    SRV = 970;  MRV = 667;  LRV = 226;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 807,746
                   (179,297 Structure, 609,475 Life Support, 18,974 Weapons)
                   Support Points (SP) = 205,931  (25% of MPV)
BattleForce2:      Not applicable

==================================
National Idea Changes and Additions
Changes
Fieldset:
ORDI Research Agreement.
For years now, research institutes and universities across the Inner Sphere and beyond have conducted their efforts alone. This has changed.
+5% base research speed, -0.25 influence/turn (Aurigan Coalition)
+5% base research speed, -0.25 influence/turn (Magistracy of Canopus)
+5% base research speed, -0.25 influence/turn (Taurian Concordat)
+5% base research speed, -0.25 influence/turn (Capellan Confederation)

+20% base research speed, -1 influence/turn


Additions
Fieldset:
Helm Memory Core (Access)
I have said this before, and I do feel it is worth reiterating for those of you about to embark on archaeology degrees: the Star League did NOT leave libraries full of lost knowledge lying around on the off chance that their descendants might someday find themselves in a tight squeeze and need them. - Professor David Elba, Tharkad University 3027 Commencement
+25% base research speed for all Star League era techs while access is maintained


Fieldset:
ORDI Customs Union
Human behavior is economic behavior. The particulars may vary but competition for limited resources remains a constant. Need as well as greed has followed us to the stars and the rewards of wealth still await those wise enough to recognize this deep thrumming of our common pulse.
Simplifies all trade deals into a single entry whose total value is dependent on the economies of all ORDI members.
Current Value: 40,000,000 C-Bills/Year
 
Last edited:
5th Succession War -- July-September Results
[x] Plan Spies, Selene, Station and Core Investigations
https://forums.sufficientvelocity.com/threads/the-lords-of-ruin-battletech-killzone.52819/page-697?post=23456150#post-23456150
==================================

-[X] Expand FedSuns intelligence network: Having placed a large number of agents within the lower levels of FedSuns society, now would be a good time to capitalise on the effort and expand the Republic's reach.
Eager to capitalise on earlier successes infiltrating the Federated Suns, the Helghan Republic dispatched a fresh wave of operatives in the opening weeks of July; the now greatly-smoothed path into the nation allowing for more than two dozen men and women to sneak in past the watchdogs. Having already established connections with low level nobility throughout the constitutional monarchy, the second infiltration wave quickly made contact with a number of better-placed members of Federated Suns' society. Over the course of several months, more than seventy nobles, doctors, engineers, scientists, and many others were subverted and brought into the Helghan network with only a handful giving any indication that they knew they were participating in something untoward and even fewer aware that they were engaging with another state.

While expanding the Republic's influence was the primary motivation for infiltrating the Federated Suns and was achieved handedly, to the great happiness of the Republic intelligence service a number of those brought into the fold proved to have access to a variety of highly sensitive areas including both research and development and the AFFS itself. Aside from granting the Republic a better view of Federated Suns' research efforts, such an intelligence coup has greatly expanded its ability to commit industrial espionage --sabotaging research programs and/or stealing valuable and highly secret data now an option on the table. Needless to say, while the risks of such activities would no doubt be great, the ability to steal next-generation weapons is nothing to be sneered at.

Effect
  • Decent success. A number of contacts are made with higher level FS nobility, though none of them actually know who it is they are talking to and many think it's entirely legitimate.
  • Even have a number of agents within the FS military and several arms companies (can now steal technology from the Federated Suns and breakthrough bonuses for techs under development).

-[x] Infiltrate Lyran Commonwealth: Lacking much in the way of a Lyran intelligence network, inserting some agents into the nation may provide interesting insights into the nation's war with the Free Worlds League.
Similarly eager to gain access to the secrets of the Lyran Commonwealth, the Helghan Republic turned its intelligence service to the task of infiltrating the industrious state lying coreward of the ORDI. Shuffled through the Federated Suns and the Capellan Confederation to disguise their origins, Republic operatives found the defences of the Commonwealth to be strangely wanting --all but breezing into the state as they did with the Federated Suns in Q2 of the year. Armed with a solid understanding of Lyran culture thanks to its vast media output and earlier trades, Republic operatives swiftly established themselves amongst the Commonwealth's class of foppish and indolent nobility as entertaining friends and trusted fixers; preying on everything from gambling debts to boredom to form relationships. Typically viewed with disdain by anyone who cares to think of them, this group of low-level nobility are nonetheless key to gaining access to the Commonwealth's military and industry --their parents, siblings, and peers within easy reach of followup efforts. With access to more powerful and important figures a tantalising possibility, and one reinforced by similar successes in the Federated Suns, Republic intelligence is eager to continue infiltration efforts…

Effect
  • Redoubling of efforts leads to similar results as with the federated suns. A number of Lyran nobility (albeit mostly the lower ranked ones) are now in the pocket of the Helghan Republic

-[X] Dispatch a small science team to assist Distant Horizons' researchers in uncovering the secrets of Omen [-1,000,000 C-Bills/Year until cancelled]
Always endeavoring to expand its reach throughout the stars and ingratiate itself with Concordat companies, the Helghan Republic responds to Distant Horizons' offer of a joint-research program with swift agreement. With the deal signed by August, Republic scientists flock to the corporate station orbiting Omen and begin to import all manner of scientific equipment ranging from biological survey tools to diamond tipped exploration drills. While the cost of the endeavour is substantial at approximately a million c-bills/year, research gleaned from the analysis of omen's many failed colonies could be the difference between life and death for many a hopeful colonist in the future…

Effect
  • Research effort begins.

-[X] Subsidised food shipments: With Portland, Rogue, Independence, Charybdis, and Mir all producing food of various quantities and types, exporting heavily subsidised foodstuffs to Spencer may give the planet a bit of room to breathe and engender goodwill. At a price, anyway. [-250,000 C-Bills/year until cancelled]
Having identified food security as a major pain point for the system of Spencer and sympathising with their efforts to expand food production given Helghan's own difficult history, the government of the Republic quietly established a series of subsidised food shipments to the distant star system. Bought from farms on Portland, Rogue, Independence, Charybdis, and Mir, a dizzying variety of foodstuffs were dispatched to the system in late July. Their prices artificially lowered through a number of controls designed to make them affordable without unduly impacting the local agricultural industry, these goods were received with great enthusiasm by both the population at large and the system's government in particular.

Though unsustainable in the long-term due to the economic distortions such a program would cause, the immediate impact of the move has been positive with the majority of figures in the powerful farming block simply happy to have some of the pressure taken off of them. While a permanent solution will be required, possibly involving the use of targeted gene-plagues to annihilate the more difficult native life, the Republic's actions have bought the people of Spencer some breathing room.

Effect
  • Food shipments begin. Immediately relieved some pressure from Spencer and earning a sizeable amount of goodwill from the populace and important farmers lobby.

-[X] Emplace And Prepare Assault Forces (specify the forces being deployed): With every member of the ORDI contributing to Operation Selene, we should probably assign forces sooner rather than later…
- - [x] 3 Hasta, 6 Damascus, 1.5 division ground-troops, 2 mech regiments

With Operation Selene on the horizon and the Magistracy of Canopus in the final stages of preparation, the Helghan Republic deployed what forces it could to assist its long-term ally; the distance between Helghan and the Marian Hegemony forcing the Republic to be judicious in its choices. Well aware that the Hegemony's armed forces lacked much in the way of aerospace power, the Helghan Republic dispatched a full two squadrons of Damascus-class carriers to assist with the regime change --the huge number of aerospace craft they could bring to bear all but guaranteed to paralyse and annihilate Hegemony forces in the field and their vast cargo holds able to ease the supply situation somewhat. Alongside these relatively lightly-armed craft, the Republic also deployed a squadron of Hasta-class warships to guard against any surprises and to act as close-range support should the situation call for it.

Aboard this carrier-heavy force were a full fifteen combined-arms regiments and 2 mech regiments totaling more than 15,000 combat personnel; a huge combat force to bring to bear against the Hegemony. Dispatched in late August, Republic forces arrived on Thraxa in early September where they joined the two battalions of Raven Interstellar troops "hired" by the Magistracy in Q2 of 3040 --making the Republic the single largest contributor of forces to the operation. The second largest contributor was, rather understandably, the Magistracy of Canopus itself with the MAF spear composed of the 3rd Canopian Fusiliers, two armoured regiments, and three infantry regiments. Meanwhile, third place was taken by the Taurian Concordat with Protector Calderon contributing the mercenary unit known as Gordon's Armored Cavalry in its entirety, while fourth belonged to the Aurigan Coalition having dispatched the company-sized Markham's Marauder and a battalion of Royal-grade mechs.

Effect
  • Forces deployed in and around Thraxa
  • See news and rumours for more information

-[x] Plant False Intelligence [Easy]: By hiding our real manoeuvres and planting false intelligence amongst the Magistracy's civilians, we can disguise the scale of our operations and convince the Marian Hegemony that we mean to attack elsewhere.
Keen to disguise any evidence of the Outer Rim Defence Initiative's preparations on the Hegemony-Magistracy border, the Helghan Republic began a counter-intelligence programme as June ticked over into July. Well aware that Hegemony intelligence operatives, should they even exist, would be reliant on word of mouth and paid informants in the Magistracy's own citizenry, Republic intelligence carefully cultivated and released a flock of rumours onto Thraxa designed to justify and/or distract from any evidence of ORDI preparations. In the southern regions, rumours of ore strikes in the neighbouring deserts were spread in bars to explain away shipments of goods to hidden bases, while the presence of so many jumpships was justified with a fictitious mercenary unit passing through the system. To prevent commercial jumpships accidentally carrying news of ORDI troops to nearby systems, transit visas were conveniently lost and had to be redone, while rumours of pirate sightings in the League's backwater were used to justify the occasional glimpse of unfamiliar unit patches.

By the time Operation Selene commenced, Thraxa was awash in rumours that verged so far from reality that no one relying on them could ever possibly assemble even a fragment of the truth. However, to the vague unease of those responsible for its monitoring, if the Hegemony was watching the Magistracy's borders for signs of an impending invasion, it singularly failed to give any sign of noticing either the preparations or the rumours; the Hegemony border staying resolutely quiet all through the quarter…

Effect
  • False intelligence is planted in a number of ways, but the hegemony doesn't seem to react much either way.

-[x] Infiltrate the Marian Hegemony: Sending intelligence operatives to infiltrate Hegemony's society will allow us to carry out subversive activities in support of Operation Selene.
Well aware that knowing is half the battle, the Republic intelligence services, at the behest of the Republic itself, dispatched a number of operatives into Hegemony space in an attempt to infiltrate the imperialistic, slave-owning society prior to Operation Selene's commencement. Carried aboard those commercial jumpships willing to operate in Marian space despite the state's many moral failings, Helghan agents slipped through the net of Hegemony customs and began their work across the slave-state. By late September, having made contact with members of the middle and lower classes and inserted themselves into said classes without issue, Republic operatives had established small but reliable networks of informers and catspaws; money, favours, and threats giving them access to a wealth of information.

Though limited due to the operative's relatively shallow penetration of Marian society, the breadth of this information will almost certainly pay dividends once Operation Selene begins. Privy to all manner of information regarding prominent figures, potential axes of resistance, militia readiness levels, and more, these operatives will no doubt prove highly valuable during the invasion and are awaiting the arrival of operational forces.

Effect
  • Helghan operatives manage to penetrate Marian security, though they only gain access to middleclass and lower levels of society. However, access should help guide ORDI forces during the invasion

[X] Expanded Anti-Pirate Operations: With a major war once again raging corewards, pirates will undoubtedly move to avoid the fighting and take advantage of reduced garrisons. To prevent this from biting the ORDI nations, we should cooperate to temporarily increase anti-piracy patrols and operations. [Locked Until Cancelled]
Article:
I shall start my story with my name. I am Yasmine. I was born on Niles, in the town of Andalusia on the edge of the Arafura sea. Does that surprise you? That I have travelled so far to arrive here?.

I was born in 3028. Shortly after the Fourth Succession War, halfway between midnight and dawn. I am the oldest daughter of the pastor of St. John's Church. My younger sister was born in 3034, after my mother had two miscarriages, and my father asked the congregation to lay hands on her. We called her Chickadee after the bird. That is all there are of us, two. My father felt that a pastor should be an example to his people, and at that time the government was calling for smaller families.

My father had the run of five churches. He visited them on a red dirt bike willed to him by an old friend. It was good motorbike, a Defiance. Lyran. My father loved riding it. He practised skids and jumps on the back roads because he thought a clergyman should not be seen stunt-riding. Of course, people did, but they never said to him. My father built St. John's. Before him, people sat on benches under trees; braving the rain and heat to hear sermons. The church he made was sturdy and rendered in white concrete. The roof was red tin, trumpet vine climbed over it. In the season flowers would hang down outside the window. It was like being inside a garden. When I hear the story of Adam and Eve, that is how I think of Eden, a place among the flowers. I and my mother sang in the choir. The services were long and, as I see them now, quite boring, but the music was wonderful. The women sang, and the men played instruments.

What was left over from the church went into the pastor's house. It had poured concrete floors and louvre windows, a separate kitchen and a good charcoal stove a parishioner who could weld had made from a diesel drum. We had electric light, two power sockets and a radio/cassette player, but no television. It was inviting the devil to dinner, my father told us. Kitchen, living room, our bedroom, my mother's bedroom, and my father's study. Five rooms. We were people of some distinction in Andalusia.

If the church was my father's Eden, the town was my mother's. The air was cool in the valley and you could hear the river over the stones down below. We grew maize and gourds and some sugar-cane, which the local rummers bought from my father and he pretended not to know. Beans and chillis. Onions and potatoes. The maize grew right over my head, and I would run into the sugar-cane and pretend that two steps had taken me out of this world into another. There was always music there; the radio, or the women singing together when they helped each other turn the soil or hoe the weeds. I would sing with them, for I was considered good at harmonies.

I was thirteen when the Combine came to my town. That night I was at Grace Muthiga's where she and I had a homework club. It was an excuse to listen to the radio. Trip pop, synth-rock, things my father did not approve of. Suddenly the music started to go all crackly, like the radio was tuning itself on and off the station. At first we thought the ariels were slipping, then Grace got up to fiddle with their position. That only made it worse. Grace's mother came in from the next room and said she couldn't get a picture on the television. It was full of wavy lines. Then we heard the first boom. It was far away and hollow and it rolled like thunder.

We knew what thunder sounded like. It was common on the coast where the warm humid air meets the cold air from the mountains. This was something else. We took torches and went outside. The road was full of people; men, women, children. There were torch beams weaving all over the place. Suddenly, someone shouted "Up there!" and we all turned to see a spear of flame shooting across the sky; stars blinking in and out as something big and round passed in front of them. It seemed to float and dance like the sunspots you get if you look too closely at the sun and only vanished once it fell behind a nearby hill.

Suddenly I felt someone grab me by my shoulder and I turned to see my father. His face was pale, as pale as it could be with skin as dark as mine, and his eyes were wide and staring. "Quickly!" he hissed as he began to drag me away from Grace. "Quickly, girl!"

"Why?" I remember asking, angry at his interruption.

He did not answer. Not then. But I remember the fear in his eyes.
Source: Yasmine’s Story | Malak Highschool, Mir, Helghan Republic | 3042


Effect
  • A number of vessels from the inner sphere were discovered in-transit and helped to systems with ORDIHCR refugee camps.


-[x] Upgrade a military defence station at Independence (Small → Medium)

Effect

  • Independence MDS is now Medium-rated

-[X] Investigate whether the Celestial Mandate possesses a Helm Core
With access to the Helm Core via the Capellan Confederation and a solid network of agents operating in the Celestial Mandate, the Helghan Republic turned its attention to a question that had been brewing within its government for some time and which it could only now answer. Well aware of its small population base compared to even the smallest of its neighbours and with a territory only a few lightyears across, the Republic's primacy in the region was ensured only thanks to its huge industrial base and highly educated population; two advantages that could swiftly vanish under the right circumstances. Vastly larger, with a huge potential for industry, and holding a hostile outlook towards the Republic and its allies, the question of whether the Celestial Mandate had a copy of the Helm Core was one that could not go unanswered for long.

Already having a number of agents embedded within various parts of the Celestial Mandate's establishment, the Helghan Republic ordered them to quietly record and dispatch any hint of a Helm copy's presence back to Helghan; research abstracts, experimental results, maintenance records, and more flowing back to the Republic. Operating for three months, Helghan operatives gathered gigabytes worth of information, each and every bit of which was examined by a legion of analysts with a fine toothed comb. By late September, mere days before Operation Selene was launched, the final report was had and its results were… unexpected, but not unwelcome.

According to Helghan analysts, the Celestial Mandate does not have access to a copy of the Helm Core. While said analysts deem it possible that they simply missed the signs or else that the Mandate has hidden it too well, they consider it extremely unlikely. However, in the process of gathering the data needed to make this determination, Republic operatives have stumbled across just what it was the Mandate was shipping out to its border worlds in response to the invasion of Hurik and Ward. As some have suggested, it appears that the Mandate has deployed nuclear weapons to a number of its border worlds --the state having seized them from Capellan stockpiles when it first declared independence. Guarded by troops whose loyalty appears to be without question, these weapons are presumably of the tactical rather than strategic variant, though there's no way of knowing for certain without physically taking a look. For the same reason, while it's clear that the Mandate has deployed nuclear weapons to many of its border systems, it's impossible to tell which systems, if any, are merely bluffs and which contain actual nuclear weapons; an uncertainty that provides almost as much protection as the nukes would.

Effect
  • According to Helghan operatives, the Celestial Mandate does not have a copy of the helm core. It does, however, have nuclear weapons and has deployed them to a number of border worlds.

==================================
Military Requisition And Design

-[x] Kite Sub-Capital Missile


NameTypeHeatDamageRangeTonsCritical SlotsCostSpecial
KiteMissile123.5/35 (Capital/Standard)missile6/12/18/24120/12 (weapon/missile)--85,000/19,000 (weapon/missile)No to-hit modifier against targets smaller than 500 tons

Effect
  • Gain Kite Sub-Capital Missile


-[x] Prototype ER Lasers (Helghan)

NameTypeHeatDamageRangeTonsCritical SlotsSpecial
Prototype ER Small LaserEnergy
332/4/60.51
Prototype ER Medium LaserEnergy
857/13/2211
Prototype ER Large LaserEnergy1889/19/2552

Effect
  • Gain prototype ER lasers (Helghan)


-[X] Model H-ZT-v1 Gravity Control Drive


Effect
  • Model H-ZT-v1 Gravity Control Drive


===============================
News From The Front

Rimward Frontier

With war raging throughout the Inner Sphere and the engines of destruction finally roaring to life, it came as little surprise when refugee numbers spiked upwards with staggering speed. Starting in early July with a Republic anti-piracy patrol stumbling across 5,000 refugees from the Federated Suns' coreward border, ORDIHCRS' camps swiftly swelled with poor, huddled masses driven from their homes; Doctor Eoin's people rising to the challenge admirably. By the time September had come to a close, roughly 100,000 refugees had made their way into ORDI space according to hasty initial estimates and the overwhelming majority proved eager to accept the ORDI's offer of resettlement.

Eager to boost its population count, the Helghan Republic elected to take a full 50,000 refugees on its own; pre-prepared integration services easing the transition of refugees into Helghan life as much as possible even as they were spread amongst the Republic's many worlds. The Aurigans and Canopians, meanwhile, took a little over 17,000 each, while the Taurian Concordat took only 15,000 total. Uninvolved in the ORDIHCR's initial creation, the Capellan Confederation lacked the requisite procedures and resources necessary to offer resettlement slots, though it more than made up for this by donating a substantial quantity of much needed supplies; shelf-stable food, clothing, sanitary products, and more arriving to ORDIHCR depots via jumpship.


Operation Selene
Launched in the last half of September, the opening moves of Operation Selene proved to be an unparalleled success for ORDI forces. Caught with their proverbial pants down, the Marian Armed Forces proved unprepared for the ORDI's thrust from Thraxa; thousands of troops stabbing up through the vulnerable belly of the slave-state like a spear from below and tearing through its guts. Punching into Islington as a single combined mass, ORDI forces crushed the planet's few defenders in a handful of days thanks to both numbers and firepower before splitting off into three prongs and probing deeper into the interstellar nation. Headed up by the Taurian Concordat, the Magistracy of Canopus, and the Helghan Republic, each prong raced towards their respective targets under heavy guard; vanguard elements of all three making landfall by the end of the first week and main assault forces landing soon after.

Defended by largely unprepared militia troops, attacked with overwhelming numbers and firepower, and lacking any way to contest Republic aerospace dominance, the worlds of Ballalaba, Baccalieu, and Algenib collapsed almost overnight; casualties among invading forces and civilians alike relatively light all things considered. To the great satisfaction of those involved in the planning, roughly half of the Marian Hegemony's territory and a third of its systems had been captured by the close of Operation Selene's first phase, and the majority of planetary governors had been captured for later trial and prosecution. In addition, the morale shock of such a rapid and unexpected attack has been enormous according to ORDI spies operating in the nation, panic and riots spreading across the slave-state as its people struggled to make sense of events.

As for the Hegemony's military, reports from Alphard indicate that the roughly 150-strong force of mechs that makes up I Legio (plus the rest of the planet's defenders) is busy digging in throughout the capital. While there's no way of knowing what Imperator Marius O'Reilly is planning given the paucity of spies within his inner circle, it seems self-evident that he is preparing for a last stand and that he hopes his forces are Sempronius Densus to a soldier.


Free Worlds League-Lyran Commonwealth
On the Lyran-League border, meanwhile, the war entered a new phase as Lyran units counter-attacked across a wide front. According to Republic assets within the Commonwealth's nobility, Lyran troops concentrated along the League's axis of advance pushed in towards the system of Kamenz in an effort to disrupt the League's momentum and bolster morale. Led by some of the LCAFs most elite units and supported by local guerilla fighters, the Kamenz assault saw the already battered Marik units on the planet decimated in a matter of days. Armed with a large number of Helghan lasers, Lyran heavy units crushed their opposites on Kamenz with minimal casualties before pushing onto Zdice; similarly armed and heavily entrenched Marik forces eventually forcing the Lyrans into a bloody stalemate after a month of bitter fighting.

Spinwards of Kamenz, an identical assault by the LCAF aimed at retaking Bolans failed entirely when it ran straight into the preparations for the League's second assault. Soon referred to as the Disaster at Bolans by many Lyrans at home, the opening shots of the battle saw a number of Lyran dropships taken out during the space-atmosphere transition and only got worse from there. To make up for these losses, Lyran units on both Pencader and Timbiqui managed to fend off League probing attacks while LCAF units on Penobscot were able to retreat in good order before FWLM units could land. Similar attacks against Giausar, Ford, Zwenkau, and Eilenburg were also defeated, though the Lyran systems of Pressby and Senftenberg were lost in exchange.

Finally, in the last part of Q3 3040, members of the Wolf's Dragoons mercenary unit struck the worlds of Shiloh, Wing, Alhena, Dubhe, Chertan, Callison, and Dieudonne --the elite mercenary unit conducting a number of hit and run attacks against important war-industries. While the raids achieved little according to analysis of the Free World League's media broadcasts and the Republic's own infiltration of Commonwealth nobility, the sheer gall of the Wolf's attacks have forced the FWLM to respond by deploying much-needed forces to the relatively static coreward front.



Federated Suns-Draconis Combine
According to reports from Helghan agents operating within the Constitutional Monarchy of the Federated Suns, the Suns-Combine front, meanwhile, appears to be getting… bad.

On Matar and Homan, AFFS troops successfully fought off repeated DCMS assaults over months of brutal fighting; whole units wiped out to a man on both sides and towns turned into blasted moonscapes in the fighting. Meanwhile, on Kopping Chian and Irurzun alike, AFFS engineers used modified logistics automata to deliver hundreds of kilos of high-explosives straight to the headquarters of the DCMS attackers. Though Combine troops quickly wised up to the use of suicide drones, the loss of their commanding officers enabled AFFS forces to launch punishing counter-attacks that pushed them off-world in a matter of weeks.

Unfortunately, if AFFS high command was hoping for similar successes on its flanks, it was to be left sorely disappointed. Anti-spinward of the AFFS advance into the Draconis Combine, elite DCMS units continued their counter-attack by attacking and seizing the systems of Dobson and Le Blanc. Despite furious resistance by their respective defenders, the two systems fell after just over a month of combat with surviving AFFS and planetary militia units reportedly falling back to act as guerillas.

On Doneval II, however, the Combine found progress to be much harder with the planet's defenders successfully delaying Combine assault forces long enough for the Screaming Eagles mercenary unit to arrive. Composed of two experienced mech regiments, the Eagles managed to deploy in good order despite Combine resistance and fought their enemies to a standstill by the end of September. Much to the chagrin of the Republic and Coalition alike, Federated Suns media outlets are currently praising the actions of one Victoria Espinosa who by all accounts single-handedly held off a Combine assault by intentionally causing a landslide in mountain pass --the woman surviving the destruction of her mech by the skin of her teeth, though not without injury.

On the spinward prong of the Combine's attempted encirclement, however, a FedSun counterattack managed to relieve the embattled defenders of Barlow's End, Tishomingo, and Udibi after a three-month long siege. Seemingly accepting the loss of those planets for now, the DCMS responded by attacking the nearby systems of Choudrant and Rowe with a huge force of mechs and infantry. Despite this colossal disadvantage, AFFS troops appear to have fought like lions in both systems with Combine troops only seizing control in the last few days of September.


Predicted Attacks
Republic military analysts predict that the Lyran Commonwealth will try and liberate Loric and Dixie in an effort to lengthen Free World league supply chains and starve their assault units of valuable supplies.


Analysis of intelligence recovered from the Federated Suns indicates that a major attack will be carried out against Proserpina in the near future in an effort to encircle Combine units. If successful, this will allow the AFFS to starve out and destroy some of the Combine's best units.


System Ownership Changes




NameNew Owner
KamenzLyran Commonwealth
Penobscot Free Worlds League
Pressby Free Worlds League
Senftenberg Free Worlds League
MatarFederated Suns
HomanFederated Suns
Barlow's EndFederated Suns
TishomingoFederated Suns
Udibi Federated Suns
Kopping Chian Federated Suns
Irurzun Federated Suns
Dobson Draconis Combine
Le BlancDraconis Combine
Choudrant Draconis Combine
Rowe Draconis Combine
AlgenibOuter Rim Defence Initiative
IslingtonOuter Rim Defence Initiative
BallalabaOuter Rim Defence Initiative
BaccalieuOuter Rim Defence Initiative
 
ORDI Flag Design Vote
Alright, so we've had a ton of entries for the flag design competition, and I reckon they're all pretty great! I've assembled what should be all 11 options below, but let me know if I've missed one out and I can add it in.

Unlike normal votes in this quest, we'll be doing instant runoff voting to make as many people as possible as angry happy as possible. For a guide on how to handle instant runoff voting, go here and look for the bit on instant runoff. It's important as you can either vote in the order of preference or manually add your own preferences. Now, without further adieu, let's see the flag options.

[] Ramble
forums.sufficientvelocity.com

The Lords of Ruin -- Battletech/Killzone Crossover

Also the logo that you slap on the side of buildings. ORDI because everyone speaks Star League English. IDBE because IIRC the Taurians also speak Spanish and I don't want anybody to be excluded. And the Logo that you stamp onto official documents and other stuff that you need a crest, name...

[] Murks74
forums.sufficientvelocity.com

The Lords of Ruin -- Battletech/Killzone Crossover

Ah flag competition here is the final iteration of my flag, after slogging trough a bazilion colour schemes. So I wanted at most 3 colours and a design preschooler could paint. Also an easily recognizable central symbol, I think i suceeded. I also took some inspiration from others and for...

[] Genolution
forums.sufficientvelocity.com

The Lords of Ruin -- Battletech/Killzone Crossover

Since the flag competition is ending soon, this is my final submission for the flag competition. In design, I've tried to stick with the Battletech standard of flags as an emblem or crest on a monocolour field. This is to add some complexity just to be more in line with other emblems we see...

[] OpSihg_Stabr
forums.sufficientvelocity.com

The Lords of Ruin -- Battletech/Killzone Crossover

A few scribbles based on @Murks74 's recent ideas Brains not working very well because I'm bit sick now... Can't really think straight on how to refine these particular ideas right now.

[] Spylobster
forums.sufficientvelocity.com

The Lords of Ruin -- Battletech/Killzone Crossover

Okay, final revision.

[] Superheavy
forums.sufficientvelocity.com

The Lords of Ruin -- Battletech/Killzone Crossover

My feeble attempt to start things off. https://imgur.com/a/6T7EyWh Reasoning behind the various parts: -Golden wreath of grain to signify both that we are on the outer halo of civilization and the basis of our union being one of common prosperity. The oldest sign of a prosperous nation was well...

[] Darkandus
forums.sufficientvelocity.com

The Lords of Ruin -- Battletech/Killzone Crossover

My submission for the flag contest. A dark blue, almost black, background to represent space. Five eight point stars to represent the members of the ORDI (Capellans included, if they do end up joining properly.) A silver shield embossed with a ten point golden star to emphasis it's origin as a...

[] Hellteddy
forums.sufficientvelocity.com

The Lords of Ruin -- Battletech/Killzone Crossover

https://drive.google.com/file/d/1YF6oy9z8_A6OYOopdCyOG4BKRo-4uBOr/view?usp=sharing [X] Plan Cores and Integration So i'm thinking a flag like this might make other polities realize how silly all the infighting is while also spurring a colony building and expansion. And that ORDI stands for a...

[] Otto 1414
forums.sufficientvelocity.com

The Lords of Ruin -- Battletech/Killzone Crossover

https://64.media.tumblr.com/5ce325dd10898f5ca9fa135dcf12a006/784779c4fae0fc28-61/s540x810/f28536d82e3a0ef0b3e03a2510277f66a536a263.pnj tried so hard to put the damn image here, anyway long live the Ikea shark.

[ ]Mal-3
forums.sufficientvelocity.com

The Lords of Ruin -- Battletech/Killzone Crossover

Enh, why not? Going back to the roots of ORDI as a defensive alliance, here we have a fairly simple design based loosely on the NATO flag: The cardinal star at the center represents the four founding states of the Initiative (the Taurian Concordat, Magistracy of Canopus, the Aurigan...

[] Blacktiger 1977
forums.sufficientvelocity.com

The Lords of Ruin -- Battletech/Killzone Crossover

Here is the finalised version of my ORDI flag. The previous explanation for the individual meaning of the devices on this flag still apply. I have decided to ad the letters ORDI for clarification so that nobody in the Periphery and the Inner Sphere can mistake this flag for something else. I...
 
Last edited:
5th Succession War -- October-December 3040 Actions
Actions
You have 9 out of 10 Action Points to spend. This list of available actions is by no means exhaustive, so feel free to suggest more actions or variations on the actions listed below.

Federated Suns
[] Arms Sales: With the Federated Suns at war, they may be willing to purchase items up to and including formerly LosTech ammunition from the Republic. Given the distances involved, such shipments will be difficult until efforts are made to improve the backend logistics. [-3 influence]
[] Tech for Tech: By offering the Federated Suns information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
[] Expand FedSuns intelligence network: Having placed a large number of agents within the lower levels of FedSuns society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Medium]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] 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.
[] Infiltrate Military [Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Steal research [Hard] [TARGET RESEARCH]: Utilising our agents in research centres and laboratories, we can "acquire" valuable research data.
[] Stage diplomatic incident [Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Very 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


Free Worlds League
[] Arms Sales: With the League now at war, they may be willing to purchase items up to and including formerly LosTech ammunition from the Republic. Given the distances involved, such shipments will be difficult until efforts are made to improve the backend logistics. [-3 influence]
[] Licence Production of Advanced Ammunition: Giving the League blueprints for the construction of specialist ballistic rounds and missiles will allow them to produce a number of projectile types for use by their military. Though the nation lacks the kind of facilities needed to construct these in large quantities, enough could be produced to provide a notable benefit. [-2 influence]
[] Tech for Tech: By offering the Free Worlds League information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
[] Expand Free Worlds League intelligence network: Having achieved decent success last quarter and eager for more detail on the progress of its war against the Commonwealth, infiltrating the Free Worlds League would not be a waste.
[] Infiltrate Civil Administration [Medium]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] 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.
[] Infiltrate Military [Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Stage diplomatic incident [Very Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Impossible]: 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


Lyran Commonwealth
[] Arms Sales: With the Commonwealth now at war, they may be willing to purchase items up to and including formerly LosTech ammunition from the Republic. Given the distances involved, such shipments will be very difficult until efforts are made to improve the backend logistics. [-1 influence]
[] Licence Production of Advanced Ammunition: Giving the Commonwealth blueprints for the construction of specialist ballistic rounds and missiles will allow them to produce a number of projectile types for use by their military. Though the nation lacks the kind of facilities needed to construct these in large quantities, enough could be produced to provide a notable benefit. [-1 influence]
[] Tech for Tech: By offering the Lyran Commonwealth information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
[] Expand Lyran Commonwealth intelligence network: Having placed a large number of agents throughout Lyran society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Medium]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] 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.
[] Infiltrate Military [Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Steal research [Hard] [TARGET RESEARCH]: Utilising our agents in research centres and laboratories, we can "acquire" valuable research data.
[] Stage diplomatic incident [Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Very 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


Draconis Combine
[] Arms Sales: With the Combine now at war, they may be willing to purchase items up to and including formerly LosTech ammunition from the Republic. Given the distances involved, such shipments will be very difficult until efforts are made to improve the backend logistics. [-5 influence]
[] Licence Production of Advanced Ammunition: Giving the Combine blueprints for the construction of specialist ballistic rounds and missiles will allow them to produce a number of projectile types for use by their military. Though the nation lacks the kind of facilities needed to construct these in large quantities, enough could be produced to provide a notable benefit. [-3 influence]
[] Tech for Tech: By offering the Combine information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
[] Infiltrate DC Society: Sending intelligence operatives to infiltrate Combine society will allow us to carry out subversive activities.


Capellan Confederation
[] Arms Sales: With the Confederation's neighbours distracted by their own conflicts, the Confederation may be willing to buy equipment to help rebuild their military. Given the distances involved, however, such shipments will be difficult until efforts are made to improve the backend logistics. [-2 influence]
[] Licence Production of Advanced Ammunition: Giving the Confederation blueprints for the construction of specialist ballistic rounds and missiles will allow them to produce a number of projectile types for use by their military. Though the nation lacks the kind of facilities needed to construct these in large quantities, enough could be produced to provide a notable benefit. [-2 influence]
[] Tech for Tech: By offering the Confederation information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.


Periphery
[] Contact the inhabitants of Herotitus and Lyreton
[] Contact the inhabitants of Gaucin
[] Contact the inhabitants of Cassilda
[] Investigate rumours: If you believe the hushed whispers and bar room tales told near the Marian Hegemony, there exists a technologically developed civilization somewhere spinward of the slave-state that has been left alone since before the Succesion Wars. While out of the way, securing some sort of relationship with any such power (should it exist) could only benefit the Republic.


Taurian Concordat
[] Tech for Tech: By offering the Taurians information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.


Magistracy of Canopus
[] Tech for Tech: By offering the Magistracy information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.


Aurigan Coalition
[] Tech for Tech: By offering the Coalition Information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.


Helghan Republic
[] Construct a military defence station over [LOCATION]
Locations available:

New Oslo

[Can be taken multiple times in a turn]

[] Upgrade a military defence station at [LOCATION]
Available stations:

Charybdis (Small → Medium)
Mir (Small → Medium)
Rogue (Small → Medium)
Tiverton (Small → Medium)
Independence (Medium → Large)

[Can be taken multiple times in a turn, but you can only upgrade a single station once per turn]

[] Hire Commercial Jumpships: By hiring commercial jumpships throughout this part of the Periphery at rather exorbitant rates, we can increase our shipments to the Inner Sphere substantially. [-1 AP for 3040]

Marian Hegemony

[] Ferment Dissent [Easy]: By producing and spreading certain forbidden materials throughout the people of this faction, our agents can potentially incite dissent against the powers-that-be.
[] Sabotage war industry [Easy]: Through the use of subtle and widespread sabotage, we can disrupt the flow of essential war materials to Hegemony forces defending against us.
[] Survey Alphard's defences [Medium]: Using agents already embedded in the Hegemony's capital, we can survey their defences ahead of time and dramatically improve our odds against the HAF.
[] Sabotage Alphard's infrastructure [Medium]: Using Republic operatives to take out planetary infrastructure across the capital will doubtlessly hamper the HAF's ability to respond to our impending assault
[] Attack defenders morale [Medium]: By directly targeting Alphard's defenders with propaganda designed to weaken their morale, we can hopefully induce personnel to flee even before we attack.
[] Disrupt Alphard's Command and Control [Hard]: By assassinating and otherwise knocking out key personnel on Alphard, we can disrupt the flow of orders from HAF command to those on ground level.
[] Orchestrate Coup [Very 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.

ORDI
[X] Expanded Anti-Pirate Operations: With a major war once again raging corewards, pirates will undoubtedly move to avoid the fighting and take advantage of reduced garrisons. To prevent this from biting the ORDI nations, we should cooperate to temporarily increase anti-piracy patrols and operations. [Locked Until Cancelled]


Operation Selene

Naval Support Capacity: 9/9 (use the naval upkeep values)
Ground Support Capacity: 0.75/0.75 (use the transport size value)
[] Construct additional waystations: By using the Republic military engineering corps to build additional waystations throughout Magistracy space, we can further increase the number of troops we can effectively support albeit at the cost of some bruised civilian egos [-3 influence, +0.25 ground support capacity]
[] Preplaced Petrusite Supplies: By moving Petrusite stocks ahead of the Republic's forces and building depots in strategic areas, we can more effectively support both naval and ground forces. [+0.125 Ground Support Capacity, +1 Naval Support Capacity]
[] Prioritise Naval Supplies: By prioritising the shipment of naval supplies over those for ground troops, we can further improve our ability to deploy naval forces to the Hegemony. [+1 Naval Support Capacity, -0.125 Ground Support Capacity]
[] Prioritise Ground Supplies: By prioritising the shipment of supplies for ground troops over those of the navy, we can further improve our ability to deploy ground forces to the Hegemony. [+0.125 Ground Support Capacity, -1 Naval Support Capacity]
[] Reinforce Helghan Units (specify the forces being deployed): Deploy additional forces to assist with Operation Selene

===============================
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.

Note: I'm still tweaking values for the prototype and primitive Pulse and ER lasers, but the standard variants are solid.

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.

[] Raptor Sub-Capital Missile: Weighing more than some armoured vehicles, the Raptor class sub-capital missile is a dual purpose weapons system intended for use against both aerospace fighters and dropships. Having traded fuel capacity for explosive yield, the Raptor has a significantly shorter range than both the Falcon and Kite but more than makes up for it by being able to deliver catastrophic damage to any target it hits.

[] Eagle Sub-Capital Missile: The largest anti-ship missile the Republic has yet designed, the Eagle is primarily intended for use against enemy dropships but can also pose a significant threat to both warships and aerospace fighters. Weighing almost as much as a Seydlitz aerospace fighter, the Eagle features both the shortest range out of all of Helghan's sub-capital missiles and the largest warhead.

[] LB-X Autocannon: A derivative of traditional autocannon designs requiring a specialised barrel lining to work and several other modifications besides, the Large Bore-eXtended (or LB-X) autocannon is essentially a mech-scale shotgun capable of firing both standard autocannon rounds and purpose-made anti-mech cluster rounds. Fragmenting mid-flight to pepper their target with hundreds of submunitions, the cluster rounds fired by an LB-X weapon are highly effective at tearing up a mech's internals, sending up a wall of flak to defeat aircraft, and mulching infantry.


Design
OOC: This will be replaced in the yearly turn, FYI

[] 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)

[] Halestorm Division Trooper Transport
Code:
                    AeroTech 2 Vessel Technical Readout
                               * CUSTOM WEAPONS

Class/Model/Name:  Halestorm Division Trooper transport
Tech:              Inner Sphere / 3132
Vessel Type:       WarShip
Rules:             Level 3, Custom design
Rules Set:         AeroTech2

Mass:              300,000 tons
Hull:              Sigurd
K-F Drive System:  MK 3 Translight
Length:            300 meters
Sail Diameter:     600 meters
Power Plant:       *Helghast Fusion Drive MK 3*
Safe Thrust:       2
Maximum Thrust:    3
Armor Type:        Skyforged Improved Ferro-aluminum
Armament:
   12 Hepheastus Class 2 H-AC/2*
   12 Hepheastus Class 5 H-AC/5*
   24 Stalh Loki H-Large Laser*
   24 Ougon Blitz H-Medium Laser*
   12 ISA Snow H-LRM 20*
   30 HSA CIWS AMS
   30 HSA Flare H-Small Laser*
   12 Ougon Artillery Long Tom Artillery*
Manufacturer:   Thoralf-Sigurd-Vig Shipyards
  Location:     Helghan
Communications System:  Stahl Electronics HBCS
Targeting & Tracking System:  Pharoah Lockscreen
------------------------------------------------------------------------------
Class/Model/Name:  Halestorm Division Trooper transport vr2
Mass:              300,000 tons

Equipment:                                                            Mass
Power Plant:  *Helghast Fusion Drive MK 3*                          36,000.00
Thrust:  Safe Thrust: 2
      Maximum Thrust: 3
K-F Hyperdrive:  *Helghast Warp Drive Mk 3 * (Integrity = 7)       135,750.00
Jump Sail (Detachable): (Integrity = 3)                                 45.00
Structural Integrity: 90                                            27,000.00
Total Heat Sinks:    350 Double                                         37.00
Fuel & Fuel Pumps:                                                   5,443.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                750.00
Fire Control Computers:                                                 84.00
Food & Water:  (90 days supply)                                      4,697.75
Hyperpulse Generator:                                                   50.00
Armor Type:  Improved Ferro-aluminum  (378 total armor pts)            539.50
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                 69
   Fore-Left/Right:                   63/63
   Aft-Left/Right:                    63/63
   Aft:                                  57

Cargo:
   Bay 1:  Small Craft (12) with 4 doors                             2,400.00
   Bay 2:  BattleMechs (144) with 2 doors                           21,600.00
           Heavy Vehicles (51-100T) (300) with 2 doors              30,000.00
           Light Vehicles (to 50T) (300) with 2 doors               15,000.00
   Bay 3:  Infantry (motor) Platoons (215) with 2 doors              1,505.00
   Bay 4:  Cargo (1) with 2 doors                                    5,681.75
   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
   Bay 6:  Standard Shield (2)                                       2,000.00

DropShip Capacity:  5 Docking Hardpoints                             5,000.00
Life Boats:  10 (7 tons each)                                           70.00
Escape Pods:  10 (7 tons each)                                          70.00

Crew and Passengers:
     23 Officers (23 minimum)                                          230.00
     82 Crew (82 minimum)                                              574.00
     30 Gunners (26 minimum)                                           210.00
     75 Marine Battle Armor Troopers/Elementals                        525.00
 10,268 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 H-AC/2*(45 rounds)       FL/R      0(4)   0(4)   0(4)     --    4     26.00
2 H-AC/5*(160 rounds)      FL/R     1(10)  1(10)     --     --    4     48.00
4 H-Large Laser*           FL/R     3(32)  3(32)  3(32)     --   64     40.00
4 H-Medium Laser*          FL/R     2(20)  2(20)     --     --   24      8.00
2 H-LRM 20*(48 rounds)     FL/R     2(24)  2(24)  2(24)     --   24     56.00
5 AMS(60 rounds)           FL/R        --     --     --     --   10     15.00
5 H-Small Laser*           FL/R     2(15)     --     --     --   10      5.00
2 Long Tom Artillery*(20 roFL/R     5(50)  5(50)  5(50)  5(50)   80    128.00
2 H-AC/2*(45 rounds)       L/RBS     0(4)   0(4)   0(4)     --    4     26.00
2 H-AC/5*(160 rounds)      L/RBS    1(10)  1(10)     --     --    4     48.00
4 H-Large Laser*           L/RBS    3(32)  3(32)  3(32)     --   64     40.00
4 H-Medium Laser*          L/RBS    2(20)  2(20)     --     --   24      8.00
2 H-LRM 20*(48 rounds)     L/RBS    2(24)  2(24)  2(24)     --   24     56.00
5 AMS(60 rounds)           L/RBS       --     --     --     --   10     15.00
5 H-Small Laser*           L/RBS    2(15)     --     --     --   10      5.00
2 Long Tom Artillery*(20 roL/RBS    5(50)  5(50)  5(50)  5(50)   80    128.00
2 H-AC/2*(45 rounds)       AL/R      0(4)   0(4)   0(4)     --    4     26.00
2 H-AC/5*(160 rounds)      AL/R     1(10)  1(10)     --     --    4     48.00
4 H-Large Laser*           AL/R     3(32)  3(32)  3(32)     --   64     40.00
4 H-Medium Laser*          AL/R     2(20)  2(20)     --     --   24      8.00
2 H-LRM 20*(48 rounds)     AL/R     2(24)  2(24)  2(24)     --   24     56.00
5 AMS(60 rounds)           AL/R        --     --     --     --   10     15.00
5 H-Small Laser*           AL/R     2(15)     --     --     --   10      5.00
2 Long Tom Artillery*(20 roAL/R     5(50)  5(50)  5(50)  5(50)   80    128.00
1 Lot Spare Parts (1.00%)                                            3,000.00
------------------------------------------------------------------------------
TOTALS:                                              Heat: 660     300,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        8,317,726,088 C-Bills
Battle Value:      27,953
Cost per BV:       297,561.12
Weapon Value:      22,301 (Ratio = .80)
Damage Factors:    SRV = 970;  MRV = 667;  LRV = 226;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 807,746
                   (179,297 Structure, 609,475 Life Support, 18,974 Weapons)
                   Support Points (SP) = 205,931  (25% of MPV)
BattleForce2:      Not applicable
 
5th Succession War -- October-December 3040 Results
[x] Plan More Spies, More Socializing, More Missiles, More Core
https://forums.sufficientvelocity.com/threads/the-lords-of-ruin-battletech-killzone.52819/page-716?post=23712820#post-23712820
==================================

-[X] Expand FedSuns intelligence network: Having placed a large number of agents within the lower levels of FedSuns society, now would be a good time to capitalise on the effort and expand the Republic's reach.
Continued infiltration of the Federated Suns has resulted in further successes with Helghan operatives spreading their influence throughout even more of the nation's nobility and military. While small compared to either group in both relative and absolute terms, the Republic's intelligence network stretches throughout the nation and has penetrated as deep as New Avalon itself. While the highest rungs of FedSuns government remain frustratingly out of reach, a number of assets have been embedded (and/or cultivated) within both the Kathil and New Syrtis shipyards and reports are already emerging which indicate that the Federated Suns is close to replicating basic warp drives. In addition, the Republic's reach in the FedSuns technological development sectors has also expanded significantly with a number of engineers, scientists, and administrators flipping thanks to the well-judged application of pressure, financial or otherwise.

Last but certainly not least, the end of 3040 saw Helghan agents operating on New Avalon itself suggest that the New Avalon Institute of Science may now be within reach of infiltration by Republic assets. Though many were quick to caution that the NAIS' defences are on another level due to its value to the state, the successful infiltration of the NAIS would no doubt grant the Republic access to all manner of top secret technologies and potentially even access to the copy of the Helm Memory Core contained within. Getting caught trying to infiltrate such a sensitive location will no doubt set back Republic-Suns relations significantly, however the potential rewards are substantial and discovery is hardly guaranteed.

Effect
  • Can now attempt to infiltrate NAIS.
  • Improved access to tech ad military reports
  • Improved ability to steal tech

-[X] Expand Free Worlds League intelligence network: Having achieved decent success last quarter and eager for more detail on the progress of its war against the Commonwealth, infiltrating the Free Worlds League would not be a waste.
The Republic's attempt to build on last quarter's successful infiltration of the Free Worlds League ran into unexpected setbacks in the last few months of 3040 with a number of prospective assets getting cold feet before their loyalty (or inducement) could be secured and the rest proving less valuable than initially anticipated. While hardly the worst outcome, the cumulative result of so many dead-end paths is that the Republic's influence in the League remains almost static; every door opened by Helghan agents seeing another shut elsewhere. Luckily for the Republic, while evidence has emerged of SAFE's counterintelligence division sniffing around a number of failed recruits, there is little they can learn from them as no evidence of the Republic's involvement was left behind.

Effect
  • Status quo

-[X] Expand Lyran Commonwealth intelligence network: Having placed a large number of agents throughout Lyran society, now would be a good time to capitalise on the effort and expand the Republic's reach.
In contrast to the successes of the Federated Suns and even mild failures like the Free Worlds League, the Republic's reach exceeded its grasp in the Lyran Commonwealth with the attempted expansion of the Republic's intel network triggering a massive response from the Lyran Intelligence Corps. Over a period of several weeks in late October, Helghan networks throughout the Lyran state either ceased reporting back to the Republic or else vanished into the aether entirely. While many of the operatives handling said networks were able to flee the state successfully after first alerting the Republic, many others simply dropped off the face of the Galaxy without a word. Unable to tell if they were killed, captured, or else forced to go dark to survive, the fate of these agents is in limbo as is the question of whether the Lyran state knows that they were Helghan networks.

A major setback, the loss of these agents and their networks has significantly reduced the Republic's presence in the Commonwealth; rendering the capture of technical information impossible once more. Worse still, the revelation of such widespread infiltration will no doubt see the LIC remain vigilant for signs of foreign agents for some time to come and it may be necessary to order Republic operatives to go to ground for a time.

Effect
  • Helghan infiltration level reduced.
  • LIC now wary for additional signs of infiltration (may start sweeping other areas for active agents).

-[x] Contact the inhabitants of Herotitus and Lyreton
Arriving in mid-October, Republic diplomats make the by-now-familiar overtures to the Herotitus government and find themselves with an immediate headache. Colonised by two separate groups over the centuries, the Herotitus system is home to both a bustling resort city that will sell anything to anyone with the C-Bills to pay and a disparate collection of agrarian settlements inhabited by religious conservatives who date back to the 26th century. Inhabited by roughly twenty million people, the majority of whom live in the planet's sole metropolis, the governance of Herotitus is under an almost constant state of tension as hedonistic city-dwellers jockey with conservative rural communities for influence.

Initially settled by Canopians and Taurians, Herotitus practises a remarkably and uniquely corrupt form of democracy wherein the democratic process itself is well-regulated, but each government inevitably becomes the subject of a massive corruption scandal (or scandals). Occurring every few years like clockwork, a government favouring one side of the planet's political divide or the other is elected, governs adequately for a few years, and then falls apart due to political infighting and/or investigations revealing evidence of widespread corruption favouring their chosen side. Inevitably, said government loses the next election and is replaced by another slate of politicians who then proceed to do much the same.

Frequently used as a stop-over point by free traders and with a mixed export-service economy responsible for its relative wealth, Herotitus' primary concern is that trade flows through the Periphery and pirates are kept away from its resort city. As a result of this, the government of Herotitus is quite warm towards the ORDI in general and the Helghan Republic in particular responsible thanks to their anti-piracy actions. In addition, the steadily increasing wealth of the Periphery as a result of technological spread and increased trade has done much to improve the system's fortunes and give the Republic another positive point.

That said, the planet is not without problems.

While the internal political problems of Herotitus are well known, human habitation on the planet also suffers from the native flora and fauna. Inedible and just plain weird, the planet's native life is completely incompatible with that of humans on a biochemical level; eating them either provides nothing in the way of nutrition in the best case or is lethal in the worst. Additionally, while large areas of the planet have been taken over by non-native life, much of this takeover has occurred only thanks to the backbreaking labour of the planet's agricultural communities and continued spread will require continued effort. However, while the native life may be inedible and strange, it is certainly far from useless or boring.

The Herotitus Hedgehog, for instance, is a hermaphroditic monotreme with the size, temperament, and intelligence of a medium-sized dog and a hide as tough as the best body armour used in modern warfare. Evolving to moult their hide regularly, the scavenging of said hides is a small but profitable industry on Herotitus, as is Hedgehog hunting. The Scorpodile, meanwhile, is a crocodile-sized arachnid analogue whose corrosive venom can be used to manufacture batteries without a mature chemical industry so long as one is brave enough to try and farm them. The Razorwing, meanwhile, is a bird analogue that fills the niche of the Terran honeybee on Herotitus and is of a similar size. Living in hives of many hundreds, Razorwings create zones of animal-free space by attacking invaders with their wings; their nanometer-thin wingtips able to slice through most materials with ease. While not overly harmful to native life, these attacks are often lethal to humans due to the unique anticoagulant and anaesthetising properties of the preening fluid Razorwings use to clean their wings; death by Razorwing being a local idiom meaning "to walk, unaware, to your death".

Amazingly, Republic diplomats to Lyreton received an even more confusing welcome to the system when they arrived in late October; three separate governments contacting the diplomatic cutter carrying them and claiming to be the sole legitimate government of the system. Initially settled by the Capellan Confederation sometime before 2750 (the Confederation itself is unsure when exactly it was settled), the colony became independent in the 2900s during the Confederation's general retreat from the region. Spread across three tropical moons orbiting a gas giant, Human civilization in Lyreton is both populous and fractious and suffers from several faults including but not limited to: the religious, the political, the material, and the historical.

While currently in a state of peace, war between the three governments is a common occurrence and their militaries are surprisingly large for Periphery worlds as a result. With each of its three planets home to fertile soil, a decent spread of valuable minerals, and substantial aerospace industries able to repair dropships, Lyreton is relatively wealthy compared to its neighbours and acts as a breadbasket for many others. Thanks to the factors, Lyreton's governments are able to put a comparatively huge amount of C-bills towards arming and training local forces and hiring mercenary units.

Complicating matters from the perspective of the Republic, Lyreton's three governments are all incredibly varied and… difficult. In order according to their respective orbital bands: Lyreton III - IV is home to a theocratic government known as the Golden Chrysanthemums who spawned from an offshoot of Buddhism popular in the system, Lyreton III - V is home to a secular representative democracy that has banned the dominant religion of III - IV and has imposed many restrictions on civil rights, and III - IIX is ruled by the descendents of a corporate mogul turned nobility who have planted themselves throughout the planet's industries. All three governments naturally claim to be the sole legitimate heir to the system and all three lack the ability to impose their will on the others in a meaningful way.

Effect
  • Opened diplomacy with space Monte Carlo (aka: Herotitus)
  • Opened diplomacy with a whole mess (aka: Lyreton)

-[x] Contact the inhabitants of Gaucin
In contrast to Herotitus and Lyreton, greeting the government of Gaucin proved to be a much simpler proposition for Republic diplomats. Having arrived in early November, said diplomat's found Gaucin to be a pleasantly democratic system home to a modest population of approximately 200 million, a well-rounded economy without disruptive influences like billionaires, and an industrial sector capable of meeting most of the system's needs on its own. A Terran world fairly far along in evolutionary terms, Gaucin has well developed ecosystems and fertile cropland --both of which it uses to grow vast amounts of food it then exports to neighbouring systems and the Taurian Concordat itself.

Somewhat surprisingly, the primary export of Gaucin comes in the form of meat from the so-called Gaucin pig. Genetically engineered from a native lifeform at some point during the Star League era, the Gaucin pig is bigger and more docile than its Terran equivalent, requires less water to survive, can eat almost any kind of biological matter, can convert food into meat more efficiently than almost anything on Earth, and has large litters which grow to maturity in a matter of months. The only downside to the Gaucin pig is, it seems, a surprisingly high level of intelligence for an omnivorous ungulate with curious pigs often causing trouble when not properly penned.

While no study has ever conclusively proven that Gaucin pigs are sapient, their higher than usual intellect has convinced a small but dedicated number of people to try and fight the pig husbandry industry on Gaucin. Common tactics for said activists involve protesting in Gaucin's numerous cities and towns, agitating for the banning of pig farming, and the non-violent liberation of Gaucin pigs from their farms. Naturally, the response of the Gaucin government has so far been to ignore them as a fringe political group and dismiss their varied demands; including those to carry out long-term studies free of influence from the planet's farming lobby.

Effect
  • Made contact with Gaucin

-[x] Contact the inhabitants of Cassilda
In contrast to the political complexities of the Lyreton and Herotitus systems, Helghan diplomats find Cassilda to be a walk in the park by comparison. Having arrived in early November to a quiet welcome by the planet's ruling noble house and its vassals, Republic diplomats found themselves walking the streets and boulevards of an oceanic world much like Independence. Dotted with volcanic islands that form vast archipelagos in the warm tropical seas, Cassilda is a pleasant world with a population of approximately 11 million and average industry for its location in the Periphery. Though gravity on Cassilda is heavier than that on Earth, it is merely uncomfortable for a time rather than actively unpleasant at only 1.2Gs.

Though the planet's volcanism is often problematic for its inhabitants due to the occasional shower of pumice from the sky, the planet's largest cities have been built on islands whose volcanoes are either long extinct or dormant and so are not at risk of sudden destruction. In addition, while eruptions often cover the ground with a layer of ash thick enough to choke plants of sunlight, the majority of the planet's food is sourced from the oceans and as such there is little hunger. However, while this may all sound idyllic, Cassilda does have one very big thing stopping it from being a second Independence: that being the fact its oceans are filled with a vast and bewildering array of predatory animals.

Ranging from armour-plated fish reminiscent of the Dunkleosteus to things more akin to the Megalodon, Cassilda's seas are full of terrible monsters that primarily feed off the bounty of the sea. While not often responsible for attacks on humans due to reasons of habitat and preferred prey, attacks are hardly uncommon and can often disrupt both fishing expeditions and aquaculture. Not the most pressing issue by any means, losses to Cassilda's sea creatures are nonetheless irritating and costly to replace and can often disrupt sea-travel in the worst instances. Unsurprisingly given the circumstances, much of the planetary nobility's claim to fame comes from hunting down and slaying a particularly deadly predator who displays (or seems to display) a taste for humans.

Effect
  • Made contact with Cassilda

-[X] Investigate rumours: If you believe the hushed whispers and bar room tales told near the Marian Hegemony, there exists a technologically developed civilization somewhere spinward of the slave-state that has been left alone since before the Succesion Wars. While out of the way, securing some sort of relationship with any such power (should it exist) could only benefit the Republic.
Dimitri groaned quietly as the wave of jump nausea slowly receded, a cycle of breathing steadying his stomach just as it had six times before. Seated beside the captain of the Gan Ceann, Dimitri was in the heart of the action in so much as a JumpShip saw action; the bridge of the Invader-class JumpShip filled with the cheery voices of Captain Kelly's crew as they went about their work.

"Easy now," warned the blonde-haired woman as she gave Dimitri a fish-eyed look, her chipper tone managing only to make him feel worse. "Poor Sean just cleaned that seat."

Dimitri waved a hand. "I'm fine, thank you," he promised lamely. "Doctor Cottle found some antiemetics in his infirmary."

Even as he said the words, he plucked the plastic container the elderly doctor had given him and swallowed two of its small white tablets. Bitter and crumbly they might have been, but within a few moments, he felt the last vestiges of his nausea ebb away. Watching from her seat, Captain Eden Kelly shot him a look of sympathy before turning back to her display.

"Karl," she ordered in a high, clear voice. "Deploy solar sails and tell the Sycamore to ready mister Jones' sensor."

"Aye captain," replied one of the bridge crew from behind his station, the gangly-limbed man responding with almost military alacrity.

About the same age as Dimitri, Captain Kelly was the latest in a long line of captains aboard the Gan Ceann; the independent JumpShip plying the trade lanes between the Free Worlds League and the Rimward Periphery since before the Star League fell. Tall and willowy thanks, as she explained, to years spent in zero-g and with blonde-hair cut short enough to fit inside a vac-suit, Captain Kelly and her ship were almost as interesting to Dimitri Kossigan, Republic Intelligence, as his mission. Ostensibly hired to survey systems for Star League ruins by one Stephen Jones, an identity that had been created by Dimitri out of whole cloth, the Gan Ceann was one of several JumpShips the Republic had hired to scan for signs of high-tech civilizations using sensors they had provided.

As he watched the bridge crew go about their work, Dimitri found himself once again struck by their professionalism. When he'd first chartered the Gan Ceann at the start of his expedition, his first engagement with an independently-operated JumpShip, he'd been expecting to find it haphazardly crewed and managed, perhaps captained by someone with the right blood instead of the right skills. Instead, after the dropship Sycamore had docked, he'd found the crew of the JumpShip to be courteous and efficient; a month of questions revealing that the ship was operated more like an informal Helghan factory council with an elected captainship than the sort of feudal nightmare he'd been expecting.

Flustered by a reminder of his own prejudices, Dimitri coughed. "You have a solid- err, fine crew," he told the Captain hurriedly.

She smiled. "Cheers, Jonesy," she replied, the slight emphasis she placed on Dimitri's pseudonym prickling the hair on the back of his neck.

Get it together, he told himself harshly as he outwardly feigned placid interest. Play the role.

"Here's hoping we get lucky and find your ruins quick," she continued lightly. "I know some of the lads are looking forward to Canopus."

"I can imagine," he replied with faux-absent-mindedness, the intelligence agent giving a languid blink a moment later as if in sudden recognition of what he had just said.

To his quiet satisfaction, there came a soft snigger from somewhere behind him and in the corner of his eye he spotted a smirk of amusement across the captain's face.

Quite intentionally designed by Dimitri to be both amusing and tedious, the persona of Stephen Jones was a stuffy one unused to life on the edge of the Free Worlds League and eager to get back home. A lawyer from Albert Falls, the fictitious Jones was supposedly chasing up rumours of a Star League facility on behalf of a client --the exact nature of which Dimitri had been constructively vague about-- and who knew next to nothing about the free wheeling Magistracy of Canopus beyond the stereotypes. A little embarrassing, a little annoying, and very boring, Jones was not a flattering role to play but he was a safe one… or had been until Captain Kelly started inviting him to the bridge of her ship several weeks ago.

Suddenly Dimitri felt a slight judder run through the ship and an almost inaudible twang followed a moment later.

"That'll be yours, Jonesy," Eden reported unnecessarily, the woman no doubt attuned to the usual sounds and vibrations of her ship.

"Oh, I thought it'd take longer," he lied.

Kelly waved her hand dismissively. "Yeahnah," she replied. "After five systems even Boris's crew have gotten better."

Dimitri nodded equanimously. "So at least an hour until we get any results back."

"Assuming that the beacon you mentioned still works," She replied archly. "After this long, it's probably carked it."

"It is possible," he hedged. "Though our sensors should still be able to pick up the more obvious signs of human habitation."

Carried from Helghan to Lesnovo and then across five different systems, the probes launched from the Sycamore included all manner of sensors designed to detect signs of technological civilization from up to several AU away. Aside from radio transceivers, the probes contained telescopes, thermal imaging systems, optical spectrometers, and more; the probes both extremely delicate and extremely expensive as a result. While the other sensors were included just in case their target proved unusually paranoid, or dead, Dimitri was convinced radio frequencies would be the key to finding them.

Assuming the rumours were true, anyway.

"Right then," said Eden brightly, the reminder of their wait seeming to put her out not at all. "Since I've already checked with Boris and know you're free, I reckon that leaves you with no excuse not to have lunch with me, doesn't it?"

Fighting to keep his face in an expression he'd once heard dubbed 'pleasantly boring', Dimitri realised, with some trepidation, that she was right.

What the hell is your game? He wanted to ask her. "I'd be delighted," he said instead.

Dimitri was half out of his seat and wondering just what the captain was playing at when a sudden buzz rang out across the JumpShip's bridge; a harsh, attention-grabbing sound that emanated from the captain's console. In an instant, the Helghan spy froze as recognition kicked in.

"Your probe has a signal," Kelly sniffed as she read off her monitor, a frown inexplicably tugging at the corners of her mouth. "Looks like we'll have to take a rain check."

Effect
  • Contact has been made with Niops. I'll sort out an info thing for them later. :V

-[x] Survey Alphard's defences [Medium]: Using agents already embedded in the Hegemony's capital, we can survey their defences ahead of time and dramatically improve our odds against the HAF.
Article:
Not content with ORDI forces outnumbering their enemy more than 10:1 or having more aerospace fighters than the Marian Armed Forces had mechs, October of 3040 saw the Helghan Republic dispatch orders to its spies on Alphard to survey the planet's defences even as they were being built. Though hardly the most infiltrated of worlds due to the concentration of Marian counterintelligence personnel seeking to guard Imperator O'Reilly's life, the heroic actions of those Republic agents present soon provided ORDI's high command with a veritable treasure trove of actionable intelligence. In the weeks and months leading up to the invasion of Alphard, blueprints and photographs of planned and existing fortications, personnel counts, ammunition and spare part stockpile locations, and more were sent back to countless waiting analysts; the fruits of their labour soon distributed to those ORDI commanders preparing to invade.

So complete was Helghan intelligence gathering that, shortly after breaking into the Campus Martius and advancing up the Via Triumphalis, Commander Darya Sigurdardottir of the Markham's Marauders mercenary company was quoted as saying "[the] bastards have it down to the shell". Though an exaggeration, and an extreme one at that, Republic intelligence nonetheless proved vital to ORDI forces during the invasion of Alphard…
Source: Daria De Vries | Alphard: The Downfall 3040


Effect
  • ORDI forces know everything they need to take Alphard

-[X] Reach out to the Grey Death Legion to secure a contract with them after the cessation of hostilities. Be willing to pay whatever rate is to do so. If we are able to secure a face-to-face, secure meeting, we can make it clear that we want a library core copy and are willing to pay for one if they want one.
Unhappy with the Capellan Confederation's use of the Helm core as a carrot to guarantee consideration of their application to join the Outer Rim Defence Initiative, the Helghan Republic decided to reach out to the Gray Death Legion and its improbably named commander, Grayson Death Carlyle, via the Helghan Embassy on Tharkad. The original discoverers of the Helm Memory Core, the Gray Death Legion were both responsible for the core's distribution throughout the Inner Sphere and the only organisation judged likely to be willing to hand over a copy to the Republic. Unfortunately for those hoping for a smooth and easy path to the core's acquisition, interstellar politics proved less than willing to cooperate.

Contracted with the LCAF and fighting on the frontlines of the 5th Succession War, it quickly became apparent to the Helghan embassy that trying to secure a face-to-face meeting with the famed mercenary commander would be highly impractical without inside knowledge of the unit's movements and liable to raise suspicions besides. Conceding that negotiations for the Helm Memory Core were impossible under current conditions, the Helghan embassy instead elected to try and hire the unit using the on-going conflict with the Hegemony as cover. Reaching out via HPG, the embassy engaged with the unit's leadership and emerged with… mixed results.

Though their contract with the LCAF is slated to end in late 3041, the Gray Death Legion proved either unwilling or unable to sign a contract with the Helghan Republic. Citing his lack of knowledge about the Helghan Republic and his unit's complicated past with Inner Sphere nations, Grayson Carlyle declined to commit himself or his unit to the Republic until after he has had a chance to review the appropriate materials. However, as disappointing as this answer may be, those involved can console themselves with the knowledge that Carlyle is now aware that the Republic is interested in his unit and it is doubtful that he will find much to criticise beyond the nation's physical distance from the cultural capitals of the galaxy.

Effect
  • Grayson Death Carlyle (and yes, that is his name) has informed the Helghan Republic that his contract with the Lyran Commonwealth will end late next year and that he will consider contracting with the Republic in the future. A secure meeting could not be had due to his location on the frontlines of the 5th succession war and the suspicion it would generate to dispatch someone there. (you guys just missed out on it, so he's at least legitimate considering it).

[X] Expanded Anti-Pirate Operations: With a major war once again raging corewards, pirates will undoubtedly move to avoid the fighting and take advantage of reduced garrisons. To prevent this from biting the ORDI nations, we should cooperate to temporarily increase anti-piracy patrols and operations. [Locked Until Cancelled]
Continuing with last quarter's theme, Republic warships on patrol spinward of the Aurigan Reach have carried out a number of rescues over the course of the three month period ending the year. Attempting to reach the safety of the Periphery, jumpships carrying approximately 45,000 refugees from both the FedSun-Combine and Lyran-League borders were rescued from all manner of mechanical failures; exhausted jumpship crews proving highly enthused by the sight of Hasta-class vessels on their sensors. Tired, hungry, and oftentimes quite sick, the refugees aboard have since been given over to the ORDIHCR and are currently receiving all the care they need from the organisation's stockpiles.

Effect
  • +45,000 refugees rescued and added to ORDIHCR camps

==================================
Military Requisition And Design

-[x] Raptor Sub-Capital Missile

Effect

  • Unlock Raptor Sub-Capital Missile

NameTypeHeatDamageRangeTonsCritical SlotsCostBVSpecial
RaptorMissile154/40 (Capital/Standard)missile3/6/9/12140/15 (weapon/missile)--110,000/25,000 (weapon/missile)No to-hit modifier against targets smaller than 500 tons


-[x] Eagle Sub-Capital Missile

Effect

  • Unlock Eagle Sub-Capital Missile

NameTypeHeatDamageRangeTonsCritical SlotsCostBVSpecial
EagleMissile155/50 (Capital/Standard)missile3/5/7/9160/18 (weapon/missile)--150,000/30,000 (weapon/missile)No to-hit modifier against targets smaller than 500 tons


-[x] LB-X Autocannon

Effect

  • Unlock LB-X autocannons

NameTypeHeatDamageRangeTonsCritical SlotsSpecial
LB 2-XBallistic (Direct/Cluster)12 (slug)/ 1 per pellet (cluster)(min: 4) 9/18/2764Can use special ammo (slug only)
LB 5-XBallistic (Direct/Cluster)15 (slug)/ 1 per pellet (cluster)(min: 3) 7/14/2185Can use special ammo (slug only)
LB 10-XBallistic (Direct/Cluster)110 (slug)/ 1 per pellet (cluster)6/12/18116Can use special ammo (slug only)
LB 20-XBallistic (Direct/Cluster))120 (slug)/ 1 per pellet (cluster)4/8/121411Can use special ammo (slug only)

===============================
News From The Front

Rimward Frontier

Surprising no one, refugee numbers continued to climb for the second quarter running as war raged across the Inner Sphere. According to reports from both the ORDIHCR's personnel and the Republic's own patrols, the number of arrivals increased substantially over the three month period with a final tally of approximately 250,000 refugees registered by the end of December. Carried aboard all manner of JumpShip to the Rimward Periphery, these people arrived tired, hungry, and ill, many of them having spent months aboard their vessels with little to no relief.

However, while the ORDIHCR still has a significant amount of slack in its system, the swift increase has already begun to put substantial pressure on the organisation's personnel and reserves. While the rapid processing of asylum applications has eased the burden considerably by getting them out of the camps and into new homes, it is expected that Dr Thisby will petition the various ORDI member-states for additional funding soon.

Refugee Acceptance Breakdown For Q4 3040
Helghan Republic: 140,000
Aurigan Coalition: 40,000
Magistracy of Canopus: 40,000
Taurian Concordat: 30,000


Operation Selene
After a long period of buildup which saw thousands of troops assembled on the nearby world of Baccalieu, phase 2 of Operation Selene kicked off in early October with the invasion of Alphard. Dropping out of warp a few hours away from Alphard's upper atmosphere, Republic warships rapidly established aerospace dominance over the planet with swarms of Daga and Serpent aerospace fighters working together with Marshall and Constable class dropships to clear the way before the descending cruisers. Well aware that they lacked the ability to challenge the Republic due to the numbers disparity, those generals in charge of Alphard's defence wisely decided to reserve their limited quantity of aircraft --both conventional and aerospace-- even as the Republic launched its first strikes against ground targets.

Forced to rely on SAM and flak defences, the Marian Hegemony Armed Forces accomplished only minor successes against the majority-Helghan air force; a handful of shootdowns achieved in exchange for vast holes being torn in the network in a matter of hours. Aggressively exploiting these disruptions to Alphard's air defences, ORDI commanders deployed three full battlemech regiments and the company-sized Markham's Marauder to take key positions across the planet. Spearheaded by the Marauders and greatly assisted by aerospace power, ORDI mech forces rapidly seized control of a number of ersatz-spaceports despite a bitter defence by Hegemony ground forces --the famed Campus Martius of Alphard falling a mere 15 minutes before followthrough forces were due to drop.

Well-armed, equipped with up-to-date intel, and benefiting from their enemies low morale, the landing of ORDI conventional forces sounded the death knell of the Marian Hegemony. Pinned down by airpower and outgunned on every level, Alphard's defenders were either encircled, and annihilated, or surrendered after a token resistance. Similarly, though the Hegemony's I Legio forced ORDI forces to fight for every metre of ground leading up to the Imperial Palace, airpower and sheer weight of metal cut short their spirited defence of the Imperator and saw the palace captured barely eight hours after the first troops landed. Though complete control of Alphard took several weeks to achieve, the loss of the planet's capital in a matter of hours saw Hegemony units shatter completely with many of the subsequent battles barely rising above the level of skirmishes.

Grossly overmatching their opposition in every regard, allied casualties were extremely light despite the ferocity of the fighting, though still exceeded those taken during the invasions of Hurik and Ward. Opting for an aggressive assault to minimise the chances of Imperator O'Reilly or his heirs escaping, ORDI forces took a combined total of 271 dead and 590 wounded in exchange for an unknown but substantially larger number of Hegemony deaths and injuries.

On the allied side, the most notable casualty of the invasion was Commander Darya Sigurdardottir whose left arm suffered severe nerve damage, while the Hegmony's most notable loss was Sean O'Reilly, the imperator's oldest son and an able MechWarrior. Like something from a bad holo-vid, the pair ran into each other on the streets of Nova Roma and engaged in a duel that ranged across several city blocks; a headshot from O'Reilly's MAD-3R Marauder responsible for Sigurdardottir's injury in the final moments before his death. As for the Imperator himself, Marius O'Reilly was captured in his palace along with his wife and many members of his government. His daughter Livia, meanwhile, was captured shortly after as she sheltered in the bunker located at the headquarters of the Alphard Trading Company.

With the capital lost, the Hegemony military shattered, and the imperial family captured or killed, the Hegemony's collapse was inevitable. Launched simultaneously with the invasion of Alphard, assaults on Marius' Tears, Pompey, and Stafford quickly bore fruit and saw the systems secured by the end of October. Well aware that they were next and eager to curry favour in an attempt to save their own lives, the governors of the Hegemony's remaining systems quickly surrendered to ORDI forces and accepted occupation without question. While the question of how the Hegemony will be restructured remains to be seen, that is something for another time.


Free Worlds League-Lyran Commonwealth
On the Lyran-League border, the Free Worlds League saw much success with coreward assaults capturing a number of systems despite fierce resistance. Seeking to regain the initiative before the LCAF could further reinforce their frontline, the FWLM launched attacks against systems as far apart as Kamenz and Mariefred; the recently recaptured worlds of Kamenz and Zdice lost once more as fresh Marik troops hit badly battered Lyran elites and many other systems feeling the tread of Marik boots besides. Spinward of the Marik assaults, Marik units fought valiantly to halt the ongoing Lyran counterattack but were forced to retreat in the face of superior numbers and heavier machines --the border system of Loric recaptured by LCAF forces by the end of December. Taking advantage of the League's failure to halt their advance and with a swath of relatively undefended worlds now exposed, the LCAF launched a series of attacks against Marik border worlds covering an area several hundred lightyears across; a series of wild successed achieved before Lyran units outraced their logistics and were beaten back.

Interestingly, despite previously being highly visible last quarter, the Wolf's Dragoons mercenary unit was curiously absent from intercepted intelligence reports this time around. Though the Republic's access to Lyran sources has greatly decreased due to their recent counterintelligence effort, what reports were intercepted have described the unit as heading towards the main Marik assault. An elite fighting force, Helghan analysts have concluded that the most likely cause of their movements is a desire on the Lyran's part to strike the League's vulnerable rear lines.


Federated Suns-Draconis Combine
Similarly to the FWL-LC border, reports from the Federated Suns revealed mixed successes for the nation throughout the quarter. Recently lost to a Combine pincer manoeuvre, the systems of Dobson and Le Blanc were reconquered by AFFS units fighting alongside local guerillas while similar assaults against Xhosa VII and Clovis failed after both sides experienced horrific casualties. In Thestria, meanwhile, the local Yakuza were able to poison the water supplies of AFFS troops shortly before a Combine counterattack emerged from hyperspace --those troops healthy enough to fight swiftly overwhelmed and annihilated and those sick in bed vanishing from sight.

That said, there were a number of notable successes for both sides despite the gradual turn of the war towards territory trading. Spinward DCMS forces, despite encountering stiff resistance from the AFFS and planetary militias, were able to conquer the systems of Bremond and Latexo while simultaneously fending off AFFS attacks aimed at retaking Rowe and Choudrant. Meanwhile, Coreward DCMS forces, despite losing a number of systems to the AFFS, retained their hold of Proserpina and its neighbours --an act which has ensured supplies will continue to flow to elite units based on Xhosa and Clovis. Similarly, the AFFS was able to conquer the systems of Junction, Monistrol, Annapolis, Shaul Khala, and Kawabe, though lost the last two to DCMS counterattacks and failed to take either Apriki or Valmiera.


Predicted Attacks
AFFS: With the failure of the attack on Proserpina, it's thought that the AFFS will try to take the somewhat more lightly defended systems of Tannil, Sadalbari, and Fellanin II using assault forces from Junction and Homam. Similarly, it's believed that the AFFS will attempt to punch through Rowe and Choudrant in an attempt to successfully stall the DCMS spinward pincer as they did to the Coreward one.

System Ownership Changes



NameNew Owner
KamenzFree Worlds League
HerzbergFree Worlds League
FinsterwaldeFree Worlds League
GypsumFree Worlds League
DrosendorfFree Worlds League
ZvolenFree Worlds League
KitzingenFree Worlds League
HollabrunnFree Worlds League
ZwenkauFree Worlds League
EilenburgFree Worlds League
Dar-es-SalaamFree Worlds League
MariefredFree Worlds League
LoricLyran Commonwealth
MegrezLyran Commonwealth
NesstorLyran Commonwealth
ThermopolisLyran Commonwealth
PingreeLyran Commonwealth
RexburgLyran Commonwealth
TogwoteeLyran Commonwealth
McAffeLyran Commonwealth
SheridanLyran Commonwealth
BondurantLyran Commonwealth
DanaisLyran Commonwealth
ConcordLyran Commonwealth
UhuruLyran Commonwealth
AmityLyran Commonwealth
RochelleLyran Commonwealth
LatexoDraconis Combine
BremondDraconis Combine
ThestriaDraconis Combine
JunctionFederated Suns
MonistrolFederated Suns
AnnapolisFederated Suns
Shaul KhalaFederated Suns
Marius's TearsOuter Rim Defence Initiative
HoratiusOuter Rim Defence Initiative
PompeyOuter Rim Defence Initiative
SuetoniusOuter Rim Defence Initiative
StaffordOuter Rim Defence Initiative
AlphardOuter Rim Defence Initiative
AddharaOuter Rim Defence Initiative
New VeniceOuter Rim Defence Initiative
 
Last edited:
Turn 31 Actions (3040)
War Is a Racket… and we don't have to participate

With the dragon of the Marian Hegemony slain in the final months of 3040 and its worlds falling under the temporary management of the Magistracy of Canopus, questions arise on Helghan as to whether or not life can return to normal yet. Though there remain a number of issues to hammer out in the meantime, such as the eventual governmental structure of the Hegemony's successor, the pressure to focus on matters close to home is growing both within and without the Republic government and its members may soon find their hand forces. That said, with war still raging across the Inner Sphere, it may be prudent for the Republic to observe the matter closely and exploit any opportunities that emerge.
Note: If you elect to end war turns, I'll do a report stating what happened so that you're not blindsided. I also won't fuck you over with the refugee stuff and just compress the actions/reports.

[] End War Turns
[] Continue War Turns


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

Goals refresh in 3044

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

[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]

===============================
Actions
You have 12 out of 14+2 Action Points to spend. +2 AP from workhorse cruiser sales ending in 3042. 1 AP is being spent establishing a formal schooling system in Tiverton and Caliban. 1 AP is being spent building a solar parasol over Charybdis. 1 AP is being spent developing Canopian industry. 1 AP is being spent developing Capellan industry.

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


Niops Association:
[Locked Until 3041 Due To Timing]


The Aurigan Coalition:

[] Infiltrate Aurigan Society: Sending intelligence operatives to infiltrate Aurigan society will allow us to carry out subversive activities.


Taurian Concordat:
[] Infiltrate Taurian Society: Sending intelligence operatives to infiltrate Taurian society will allow us to carry out subversive activities.


Magistracy of Canopus:
[] Infiltrate Canopian Society: Sending intelligence operatives to infiltrate Canopian society will allow us to carry out subversive activities.


Capellan Confederation:
[] Write-in (Convince me you've got something good)
[] Long-Term Rare Material Purchase Contracts: Though significantly less industrialised than the Republic, the Capellan Confederation has access to vast reserves of rare earth elements that can greatly benefit the Republic's own industry [-200,000,000 C-Bills, +1 AP for 2 turns, +1 Progress to Capellan Industrial Development]
[] High-Precision Machinery Trade Deal: Eager to improve the sophistication of their own factories, the Confederation is willing to pay top dollar in exchange [+50,000,000 C-Bills, +1 Progress to Capellan Industrial Development]
[] Subsidised Horus Purchases: By subsidising the sale of several Horus-class machines to the Capellan Confederation, we can simultaneously improve the rate of Capellan industrial development and make a tidy profit. [+5,000,000 C-Bills, +1 Progress to Capellan Industrial Development]
[] Jumpstart Capellan automata proliferation: By selling the Confederation a large number of surplus mining automata, we can simultaneously rid ourselves of outdated machinery and get ahead on improve Capellan industrial sophistication [+1 Progress to Capellan Industrial Development]
[] Expand FTL Comms Network: By offering to expand our FTL network to Sian, we may be able to more tightly bind the Confederation to the ORDI through social and economic levers. [No Path Found]
[] 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:
[X] Canopian Industrial Investments: [Progress: 0/15] [Locked Until Completed] [+1 AP from Aurigan Coalition, +1 AP from Taurian Concordat]
[X] Capellan Industrial Investments: [Progress: 0/40] [Locked Until Completed] [+1 AP from Aurigan Coalition, +1 AP from Taurian Concordat, +1 AP from Magistracy of Canopus]

[] ORDIHCR Expansion: with refugees a growing concern across the Periphery, it may be a good idea to invest in the expansion of the ORDIHCR to prevent any disruptions to refugee aid.
[] Write-in


Federated Suns:
[] Expand FedSuns intelligence network: Having placed a large number of agents within the lower levels of FedSuns society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Medium]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] 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.
[] Infiltrate Military [Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Steal research [Hard] [TARGET RESEARCH]: Utilising our agents in research centres and laboratories, we can "acquire" valuable research data.
[] Stage diplomatic incident [Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Hard]: By training and arming those whose beliefs align with those of the Republic, we can remove those in charge and install elements friendly towards us. [Progress: 0/15 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Infiltrate MIIO [Very Hard]: Infiltrating the Ministry of Information, Intelligence, and Operations will be difficult, but allow the Republic greater access to sensitive areas throughout the Federated Suns.
[] Infiltrate NAIS [Extremely Hard]: Utilising our extant agents, we can attempt to infiltrate the New Avalon Institute of Science…
[] Infiltrate Davion Palace [Impossible]: By infiltrating the Davion palace, we can gain access to its most vital secrets and most important people.
[] Write-in:


Lyran Commonwealth:
[] Expand Lyran intelligence network: Having placed a large number of agents within the lower levels of Lyran society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Medium]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] 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.
[] Infiltrate Military [Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Steal research [Very Hard] [TARGET RESEARCH]: Utilising our agents in research centres and laboratories, we can "acquire" valuable research data.
[] Stage diplomatic incident [Very Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Very 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: 0/20 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]


Free Worlds League:
[] Expand League intelligence network: Having placed a large number of agents within the lower levels of League society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Hard]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] Ferment Dissent [Hard]: By producing and spreading certain forbidden materials throughout the people of this faction, our agents can potentially incite dissent against the powers-that-be.
[] Infiltrate Military [Very Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Stage diplomatic incident [Very 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: 0/20 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Write-in (Convince me you've got something good)


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


Planetary Development:
[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: 2/3 turns] [Action Point Locked Until Completed]
[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: 1/3]

[] 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. [Will Be Selected By Terra Group If Not Otherwise Assigned A Planetary Development Task]
[] 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 oases 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: 0/4] (Reduced to 50% Base Due To Panner Class)
[] 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]
[] Terraforming (Castile): De facto owned by the Republic due to its location, the jungle world of Castile is almost but not quite habitable despite its invitingly green surface. Lethally hot everywhere but the poles thanks to its CO2 rich atmosphere and sporting a huge variety of mind-rotting fungus, Castile will require years of work before humans can survive outside of sealed environments and at least a century more before it can be called completely terraformed. [Progress: 0/6]
[] Terraforming (Bastion): De facto owned by the Republic due to its location, the Titanian world of Bastion might not initially strike one as a habitable planet but could, with some effort, be made to work. Similar in size and composition to Titan in the Sol system, habitation of Bastion could made possible through the two-stage construction of vast solar mirrors in orbit above the world and air-tight arcologies on stable plateaus. Though complete terraformation would take at least a century to carry out using current technology, millions could live comfortably encased in sealed arcologies warmed from orbit. [Progress: 0/6]


Politics:

[] Corinth Project Infrastructure: Ultima Ratio Regum, nuclear weapons have been key to both the defence and destruction of numerous nations throughout history. To ensure that we are not on the receiving end of a one-sided nuclear war, it may be prudent to invest in a facility for the mass production of such weapons. [Progress 0/2]
[] K-F Drive Civilian Development Fund: Now able to construct K-F Drives thanks to numerous trade deals, subsidising the construction and expansion of civilian shipyards and associated infrastructure will allow the Republic's civilian economy to produce the economical engines for their own vessels. [-200,000,000 C-Bills]
[] Sell Battlemech Battalion [TARGET NATION]: Equally as good as an Inner Sphere-produced mech, selling Republic mechs to other nations is a surefire way to raise capital --albeit at the cost of diverting production away from the Republic's own military. [+Variable C-Bills]


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 one Hasta II-class cruiser Squadrons: Task your shipyards with constructing three Hasta-II 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-II pack: Task your heavy industry with constructing a pack of three MAWLR-IIs. [Can be taken multiple times in a turn]
[] Construct six Battlemech Battalions: Task Zulim Taw with constructing six 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]


Extrasolar Politics:

Note: Contrilla has 0 info about it available anywhere, so I rolled up a planet using the planet-gen rules and got the follow results:

Gravity Water Toxicity Density Temperature Highest Life
1.3560%-79%BreathableThin30-39 °C (Mild-Temperate)Reptilian


[] Contact Mantharaka (Don't): Also known as Don't, Mantharaka is a marginally habitable planet with a population of approximately 2 million people supported by the mining of titanium-bearing ores.
[] Annex Tarragona: A planet of little consequence despite its wealth of heavy metals and fissionable materials, the Republic could absorb Tarragona without much complaint from its neighbours. [-2 influence]
[] Annex Highwater: A dustbowl world similar in many ways to Caliban, though with even less free water, Highwater is inhabited by fewer than 1,000,000 souls and has little going for it aside from some easy to reach deposits of rare earth elements. Still, small and already enveloped by the Republic, no one is likely to complain if the Republic swoops in to claim it. [-5 Influence, progress: 0/2]
[] Annex McEvans' Sacrifice: An arctic iceball empty of any sign of human life save for a dropship found half-buried in a glacier, the only question anyone is liable to ask the Republic after annexing McEvans' Sacrifice is "why?" [-1 Influence]
[] Annex Contrilla: Emptied of human life since the Duchy of Don't pulled back from the planet and collapsed, annexing the uncomfortable world of Contrilla will raise a few eyebrows but nothing more. [-2 Influence]

Terra Group (Automated):
[x] 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.
[Progress: 0/2] <-- Currently Selected Task

Warp Communications Consortium (Automated):
[X] FTL Comms Expansion. [Progress: 3/10 turns]


===============================
Research
-[X] Research
--[x] Ultraband Transmissions [4.6/6]
--[x] Improved Warp Drive [4.3/10]
--[x] Prototype Gravity Lift [3.9/5]
--[x] Energy Shield [8.5/10]
--[x] Improved Power Armor (Light) [2.4/8]
--[x] Improved Tactical Robotics [2.06/8]
--[x] Irradiated Petrusite Reactor [7.85/10]


===============================
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
Note: I'm experimenting with a change to the design system to give people a greater sense of their ability to impact things. With this change, only things dropship sized or larger require a design action to develop with everything else existing in the realm of user posts. If I like a design, it'll be featured in fiction/interludes/whatever.

[] Dropship Design: (tell me what you're trying to design)
[] MAWLR Redesign: Order your design teams to redesign the MAWLR to make use of the latest technological advancements.
[] 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.
[] 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 31 Results (3040)
[X] We Stand Together
https://forums.sufficientvelocity.com/threads/the-lords-of-ruin-battletech-killzone.52819/page-728?post=23949690#post-23949690

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

Goals refresh in 3044

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

[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]

===============================
New Oslo
-[X] 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]

Continuing efforts to both develop the Polar Association states and more tightly bind them to the Republic politically, the decision was made to offer the various city-states access to fusion power in their capitals. Previously limited to whatever power they could extract from muscles and sinews (both human and animal) and what heat could be produced from wood and coal, it took little time for the Republic's protectorates to agree to the deal --the first of a dozen small-scale fusion power plants arriving on New Oslo within a weeks of the deal being reached. Roughly the size of shipping containers and guarded and operated by Republic personnel, the power plants were quickly sited in armoured manors in the hearts of Association capitals; eight months of work seeing every home in said cities granted free electricity all through the year.

Though hardly a transformative addition to New Oslo's balance of power given the lack of industry needed to make use of the power generated, access to round-the-clock light and heat has already made quite the impression on the people of the Polar Association. According to reports from various towns and cities across New Oslo, many Borgermesters have already begun to petition their lords and ladies for the same benefit and the equatorial realms are experiencing similar unrest. Continued pursuit of the policy, while no doubt expensive, will almost certainly help to boost the Republic's position amongst the states of the Polar Association while simultaneously weakening the position of the equatorial states.

Effect
  • Deal negotiated. Small fusion plants opened in what are effectively small keeps in the cities maintained by Helghan troops and personnel
  • -5,000,000 C-bills, +1 Influence

Rockwellawan
-[X] Offer membership to Rockwellawan
--[X] Offer priority access and additional funding from the KF Civilian Shipyards fund to stand up their own industry

Recognizing the growing popularity of the Helghan Republic across the mineral-rich and exceedingly habitable world of Rockwellawan and keen to bring it into the fold, the Helghan government took the unusual step of reaching out to the anti-spinward system and raising the possibility of Republic membership. Home to roughly 50,000,000 proudly independent people with a long history of democracy, selling the idea of joining the Republic would take a great deal of effort and finesse, and few wished to alienate such a valuable system by insulting them or being seen to dismiss their concerns. It therefore came as no surprise to the Republic when negotiations with Rockwellawan's government proceeded at an almost glacial pace; each and every point of each and every offered deal scrutinised down to the letter for any sign of malfeasance.

However, after more than six months of back and forth negotiations, a combination of interest in the Republic, fear of the nearby Trinity League, and a desire to improve local industry eventually carried the day. In a system-wide referendum carried out by Rockwellawan's government, the people of Rockwellawan voted 58% to 42% to join the Helghan Republic as a member-state in exchange for a host of benefits. While many of the benefits were hardly unusual, a combination of the Republic's interest in the system combined with careful politicking by its diplomats saw Rockwellawan receive both priority access to the KF Civilian Shipyard development fund and a several-years long integration process with a cutout that allows the system to cease integration into the Republic without cause.

Hardly ideal though it may be, the successful vote to join has since been greeted warmly by the people of the Republic and many are looking forward to seeing the nation's newest member for themselves. The third most heavily populated planet after Helghan itself and by far more habitable, Rockwellawan will no doubt see extreme growth in the coming years as individuals and organisations arrive to take advantage of its mineral wealth and partner with its substantial population.

Effect
  • Takes a lot of convincing and a number of people don't like the thought of losing independence, but support from local groups + fear of the League + the offer of industrial funding convinces them to agree to a deal that would see them steadily integrate into the Republic over several years. (this won't be modelled mechanically)
  • Technically have the right to cancel integration prior to completion, but shouldn't be used so long as you don't piss them off.
  • -13 Influence

Detroit
-[X] Offer membership to Detroit
--[X] Promise to build a Mech factory locally (lock AP)

Having extended an offer to Rockwellawan to join the Helghan Republic, it came as little surprise when the Republic elected to do the same for the nearby system of Detroit. Closer to the Trinity League, with a highly developed (for the Periphery) industrial base, and a population of approximately 200,000,000, negotiations with Detroit proceeded along similar lines to those occurring on Rockwellwan; the Republic offering funding, protection, significant local autonomy, and many other benefits in exchange for joining. Aided by highly persuasive pro-Republic locals, an assortment of left-wing political groups, and a promise to build a small battlemech factory on the planet, the pro-join coalition soon found themselves at the head of a massive popular movement wielding enormous political power. This power was evident when, barely six months after the campaign began, the population of the Detroit system overwhelmingly voted to join the Helghan Republic, effective immediately.

The second most populated system after Helghan itself (and by a not insignificant margin), Detroit is viewed by many as well positioned to become an economic powerhouse within the Republic. The much bigger brother of Rockwellawan, Detroit has vast reserves of mineral, agricultural, and industrial wealth, and the Republic's internal politics will undoubtedly see huge changes due to the sudden population spike. How well Detroit will integrate into the Republic and if its enthusiasm for the significantly more leftward state will survive remains to be seen. However, few doubt the next few years in Helghan politics will be boring.

Effect
  • Combination of fear of Trinity League + persuasive local supporters + promise of Mech Factory proves enough to get Detroit onside.
  • Detroit enthusiastically opts to join the Republic immediately.
  • -8 Influence

Trinity League
-[X] Negotiate an embassy with the Trinity League.

The Trinity League, apparently unwilling to make an enemy of the Republic when it doesn't have to, responds to the request for an embassy with only a little reluctance --the pirate-state's acquiescence arriving only a few months after the topic was broached. Given a small slice of land in Jia Tian's slowly decaying capital city and built from prefabricated components of the type used on Helghan colony worlds, the Republic's embassy soon becomes home to a half dozen personnel. Though swiftly taking on the role of central hub for the Republic's nascent spy network, the primary job of those personnel assigned to Jia Tian proves to be cow-watching with the luckiest amongst them sometimes observing pigs, too.

Effect
  • Trinity League agrees to host a Republic embassy.

ORDI
-[X] ORDIHCR Expansion: with refugees a growing concern across the Periphery, it may be a good idea to invest in the expansion of the ORDIHCR to prevent any disruptions to refugee aid

Though recognizing that the 5th Succession War would undoubtedly
displace hundreds of millions from their homes, a combination of factors including mid-level graft, local NIMBY groups both grassroots and astroturfed, and an overstretched civil service conspired to blunt Republic's efforts to head the problem off at the pass. In the Aurigan Reach, a handful of nobles funded and founded groups whose sole purpose was to oppose the expansion of ORDIHCR processing camps; acts that forced the diversion of refugees to other states. Meanwhile, in the Taurian Concordat, low to mid-level officials from the Concordat and the HCR stole funds intended for refugees by substituting low-quality or non-existent goods for approved items and left countless thousands cold and hungry, or worse. Finally, in the Magistracy of Canopus and the Helghan Republic, overwhelmed officials allowed deadlines to slip, ordered unnecessary items, and established mutually contradictory guidelines and requirements.

Overall, this melange of factors rendered the Republic's efforts to expand the ORDIHCR stillborn despite its necessity and the amount of work put in. Though the sheer scale of the operation ensured a significant amount of resources reached the organisation, the confusion generated by corruption, racism, and other issues ensured that the HCR merely continued to tread water throughout 3040. While hardly dangerous in and of itself and with the problems themselves largely dealt with by the end of December --harsher in some cases more than others--, the continued war in the Inner Sphere means that a similar effort will have to be repeated else the organisation be overwhelmed.

Effect
  • Attempt to expand the ORDIHCR suffers from Republic overstretching itself throughout 3040, unpleasant NIMBY attitudes, and several instances of low to mid-level graft. While the corruption is rooted out easily enough and many of the NIMBY's dealt with, the overall effect is that little is accomplished. (Need to redo next year/during the war turns)

-[X] ORDI Propaganda: Turn the Helghan Republic's media organizations and entertainment to the task of propagandizing the people of ORDI to support the organization. Our end goal is to have people begin to feel like they are also a citizen of ORDI through kinship with their neighbors.
Article:
Desiring greater cooperation and feelings of goodwill between member nations of the Outer Rim Defence Initiative since its inception, the Helghan Republic had long entertained the idea of establishing an international broadcast service designed to handle cross-border issues, politics, and art. With the arrival of the Capellan Confederation into the halls of the ORDI as an associate member shortly before 3040, those elements most enthused with the idea soon found themselves with the backing and funds they needed to establish the organization. Modelled after numerous services from Humanity's past, flush with many tens of millions from the Republic treasury, and well-positioned to take advantage of the steadily growing Warp Communications Network thanks to said budget, the Special Broadcasting Service emerged into the light of day on March 3rd, 3040.

Swiftly dubbed the SBS for brevity's sake, the broadcaster opened its first day of service --not-coincidentally the 11th anniversary of the ORDI's formation-- with a documentary miniseries entitled Who Are We?. Commissioned by the Republic, especially for the SBS, each episode focussed on a particular state in the Outer Rim Defence Initiative and was produced by inhabitants of said state; the fifth and final episode focused on the ORDI as a whole and created by a similarly diverse team. Broadcast in English, German, Romanian, Spanish, French and Greek and offering subtitles in those and other languages, Who Are We? was watched live by several billion and on-demand by billions more throughout 3040. Receiving high praise from audiences and critics across the Periphery, the programme won numerous awards and served as a vital touchstone for the young broadcaster's staff with several of its directors going on to become household names.
.
.
.
[More Here]
Source: Jan Richter | A History of the SBS


Effect
  • Special Broadcasting Service (SBS for short) established specifically to handle cross-ORDI issues, politics, and art. Broadcasts through Warp Comms network and reaches billions.
  • Offers channels in English, German, Romanian, Spanish, French and Greek, with plans to offer Chinese, Urdu, and Samoan and other languages in the coming years.
  • Initial results are very good with art programmes and documentaries proving very popular.
  • It's space SBS for all the other Australians out there. :V

[X] Canopian Industrial Investments: [Progress: 0/15] [Locked Until Completed] [+1 AP from Aurigan Coalition, +1 AP from Taurian Concordat]
Having sold the Magistracy of Canopus on the idea of an ORDI-wide Customs Union by promising to supply widespread industrial investments to make up for the tariffs on externally sourced goods, the Helghan Republic and its allies immediately made good on their offer. Beginning in late June of 3040, the Taurian Concordat, Helghan Republic, and Aurigan Coalition ship the first of what would soon become a river of metal and other goods towards the anti-spinward nation; jumpships and their warp equivalents arriving above Canopian worlds bearing the contents of entire factories in their holds. Between June and December of 3040, Canopian workers supplied with Helghan tools installed Aurigan machinery under the direction of Taurian engineers in dozens of newly-emptied or built factories across the Magistracy. By the end of the year, after barely six months of work by an army of builders, the first of many new-type Canopian factories came online; production lines spinning to life to help build a new future for the Magistracy.

Estimated at approximately 20% completion no matter how you slice it, the various industrial investments promised to the Magistracy are already paying dividends for the industry-starved nation. Though small both in the relative and absolute sense, the sudden increase in high-end industrial capacity has lowered the cost of various specialty goods. Though only a minor decrease in price, all things considered, this decrease will benefit the Magistracy's best-in-class medical R&D sector and allow it to carry out novel research at a lower cost.

[Progress: 3/15]

Effect

  • Investment into Canopian Industry begins with AC, TC, and HR providing huge amounts of support.

[X] Capellan Industrial Investments: [Progress: 0/40] [Locked Until Completed] [+1 AP from Aurigan Coalition, +1 AP from Taurian Concordat, +1 AP from Magistracy of Canopus]
Having negotiated a similar deal to delay the entry of the Capellan Confederation into the ORDI and render the matter subject to a confirmation vote, the Helghan Republic began its investment into the state post haste. Carrying many of the same goods as their Magistracy-bound siblings, flotillas of hired jumpships threaded a path through the Federated Suns to reach the Confederation's spinward border undetected; any fears of interception or delay rendered moot thanks to the skilful plotting of independent navigators. Specially hired for their rather leopardine cargo records, these jumpships were joined by decidedly less spotty Republic diplomats whose diplomatic bags carried ComStar bonds worth millions of C-Bills specifically to purchase supplies from the Free Tikhonov Republic.

Smaller in scope than their Magistracy investments due to security concerns and simple logistics, the Republic's efforts were joined by similar efforts from the remaining ORDI nations; the Canopians, Aurigans, and Taurians throwing substantial quantities of resources into the mix. Despite their smaller scale, ORDI investments into the Capellan Confederation swiftly bore fruit with high-tech facilities springing up on several previously industrially-dead Capellan worlds by the end of 3040. Only a tenth of the way through the process, many within the Republic expect that the Confederation will soon be able to assist with its own bootstrapping as more and more factories come online.

[Progress: 4/40]

Effect

  • Investment into Capellan Industry begins with AC, TC, MC, and HR providing huge amounts of support.

Politics
-[X] Corinth Project Infrastructure: Ultima Ratio Regum, nuclear weapons have been key to both the defence and destruction of numerous nations throughout history. To ensure that we are not on the receiving end of a one-sided nuclear war, it may be prudent to invest in a facility for the mass production of such weapons. [Progress 0/2]

Responsible for the deaths of several billion people during the third world war as limited tactical exchanges blossomed into bitter retaliatory strikes, nuclear arms have long been considered genocidal weapons by all right-thinking people throughout the galaxy. However, having found itself transported to another universe where feudal warlords control vast stockpiles of nuclear weapons and the concept of interstellar navies is more achievable than it's been in centuries, thoughts on the matter have changed. Recognizing that only a nuclear weapons program can guarantee its safety in the face of hostile Inner Sphere powers, the Helghan Republic reluctantly decided to begin work on what is soon dubbed the Corinth Project.

Using research obtained from its Periphery allies and thinking like the kind that saw Zulim Taw buried under a mountain, the Helghan Republic opened the year by excavating a pilot facility in the walls of the Jezero crater. Small compared to what is envisioned as the final stage of the Helghan nuclear program, the first stage of the Jezero facility is completed after only a year's work; the somewhat more accessible location rendering it significantly easier to excavate chambers and fill them with the delicate machinery required to synthesise plutonium. Though only half complete by the time December ends, the Jezero facility is nonetheless able to produce a small number of nuclear weapons using a mature form of the SILEX process initially developed in the 21st century; caution and inexperience leading those involved to limit yields to 100-kilotons for now.
[Progress 1/2]

Effect

  • +2 points of Nuclear Power
  • Can produce weapons up to 100-kilotons (Excluding the Elias until the Jezero facility is completed)

-[X] K-F Drive Civilian Development Fund: Now able to construct K-F Drives thanks to numerous trade deals, subsidising the construction and expansion of civilian shipyards and associated infrastructure will allow the Republic's civilian economy to produce the economical engines for their own vessels. [-200,000,000 C-Bills]
Forming the backbone of interstellar trade, K-F drive-equipped vessels exchange the speed of warp drives for extreme economy, range, and reliability improvements; the efficiency of such vessels increasing dramatically the further they have to operate from the infrastructure of state. With the physics behind K-F drives understood well enough to create copies of existing examples and recognizing their utility in the civilian aerospace industry, the Helghan Republic elected to kill two birds with one stone come Q1 of 3040. In late February, after a lengthy back and forth debate, the Republic's government established a development fund to assist private firms in developing the infrastructure needed to produce K-F drives; a vast fraction of the state's C-Bill reserve thrown into the effort.

Despite initial concerns that private entities would prefer to remain with what they know than risk the unknown, the fund swiftly proved to be a wise decision as numerous companies flocked to take advantage of the offering. Throughout 3040, more than a dozen grant requests were approved by the officers in charge of the fund with both well-known and obscure companies alike making forays into the realm of civilian K-F drive manufacturing. While this explosion of funding led to the development of K-F drive production infrastructure above a number of Republic planets, the crown jewel of the program swiftly proved to be Mir.

Boasting a combination of vast mineral reserves, habitable climate, and otherwise empty orbital bands, Mir was announced as the site of a joint Hephaestus-Arrasate Worker Cooperative civilian shipyard in late July. Large enough to construct four JumpShips at a time once completed and including much of the infrastructure needed to produce the K-F drives themselves, the proposed shipyard is estimated to become minimally operational by the end of 3041 and fully operational by December of 3042. While the Republic is currently lacking in K-F drive production as companies establish themselves, it is predicted that the nation will see significant profits in the coming years as they are produced and sold to a galaxy desperate for more.

Effect
  • Fund is an immediate success with investments spread everywhere. Civilian jumpship infrastructure begins to be constructed throughout the Republic with the nerve centre being Mir due to its large mineral reserves and otherwise empty orbital bands.
  • Should start to see profits within the next few years


-[X] Formalize Militia: In the Inner Sphere and Periphery alike, it is common for worlds to be defended by small forces of locally raised units with third-tier weapons and armored vehicles. This is not standard practice on Helghan and the integration of polities with their own militias has left those forces in a grey area. The Helghan Armed Forces has proposed formally setting up a separate branch to formalize militia units within the HAF's structure and to standardize equipment and training across all militias, as well as encourage retired Helghan Troopers to enter reserve status with said militias. The Republic National Guard will thus defend all worlds within the Republic.
Article:
As if finally recognizing that leaving military equipment in the hands of relatively autonomous systems without a formalised militia invited a variety of consequences ranging from the embarrassing to the catastrophic, Helghan's parliament opened 3040 by hurriedly establishing the Republic National Guard with much fanfare.

Formed at the urging of the Republic's Armed Forces, the Republic National Guard was intended to absorb the extant militias of the Republic's systems and train and equip them to the point that they could defend their homeworlds in the event of frontline forces being unavailable. Designed as a purely voluntary military reserve force under the dual command of both their system government and the Republic federal government, the RNG would require members to attend a minimum of 20 training days per year. A small amount compared to the training required of active-duty military personnel, it was nonetheless far more training than the average militia unit had required before absorption.

Unfortunately, though the idea behind the Republic National Guard was well-founded and its requirements logical, establishing the organisation proved easier said than done. To those given the responsibility, 3040 must have appeared to be a cursed year as every step forwards seemed joined hand-in-hand with another step backwards. Though the remaining planetary militia of Independence, Portland, and Caliban proved eager enough to join the RNG, recruitment efforts on Mir, Helghan, Charybdis, and Tiverton struggled thanks to the lack of extant militias; the numbers only being made up in late December of 3040.

Furthermore, having joined the rest of the ORDI in overthrowing the O'Reilly regime, Republic National Guard units were forced to begin training without much of the equipment intended for their use. Though a strong proponent of the national guard's formation, the Republic's Armed Forces proved supremely reluctant to give up valuable warfighting equipment until after the conclusion of Operation Selene; the first supplies only arriving to RNG warehouses in mid-November.

As a result, though the Republic National Guard was indeed in existence by the end of 3040, it was a paper tiger lacking much of the equipment, training, and organisation it was supposed to have. It is therefore no surprise to learn that most national guard members hold the true birth of the Republic National Guard to be -[DATA CORRUPTED]
Source: Dimitri Tan | Triumph and Failure: A Look At The Republic National Guard


Effect
  • Effort to standardise militia progresses slowly due to the various different groups absorbed, the need to get them to a standardised level, disinterest in joining a reserve force, and the Republic military holding supplies for Operation Selene. Technically succeeds by the end of the year in that there is a national guard, but their training and equipment leaves much to be desired. (will have to redo next year)


[X] Both Spencer and Cassilda face significant difficulties with native undersea life. Offer to distribute Helghan's wildlife control technologies under subsidized license to improve relations with those planets.
Already supplying Spencer and Cassilda with subsidised foodstuffs, it was almost anticlimactic when the Helghan Republic elected to extend its goodwill policy to include subsidised wildlife control technologies. With the primary concern of both ocean worlds being the production of foodstuffs, the Republic initially assumed that it would be a simple matter of adjusting existing technologies to account for the conditions particular to each planet and ensuring they remain affordable. Unfortunately for all involved, however, things proved to be rather more complicated than they first appeared.

On Cassilda, farmers saw some success deploying control technologies with the various ultrasonic, subsonic, and electromagnetic deterrent devices able to keep most coastal terrors away from their kelp and fish farms. The resulting drop in predation of both animals and humans naturally ensured that their end-of-season yields were substantially higher than that of previous years and saw a similar drop in food prices. Unfortunately for those hoping for an easy win, this success was not replicated by inter-island cargo ships equipped with the devices.

Starting in late July and continuing until September, a series of highly publicised vanishings plagued ships traversing the deep-sea routes between the planetary capital and its second-largest island-city. Occurring only to ships equipped with deterrent devices and even then only those ships whose route took them within a few dozen kilometres of the Caranthas Abyss, it was eventually determined that the frequencies in use by these devices were aggravating some of Cassilda's largest predators and causing them to attack the vessels. While numerous experiments were conducted to try and find the frequency (or frequencies) that would work to dissuade the leviathans, this effort proved to be in vain as frequencies that triggered flight in one species would trigger fight in another.

That said, even with the deterrents having to be removed from oceangoing ships heading through deep water, the population of Cassilda view the Republic with increased positivity compared to the same time last year. Having significantly lowered the price of food through increased yields and subsidised imports and also having dramatically lowered the number of injuries and deaths in water off cities and towns, the population values their relationship with the Republic quite highly.

Similarly, while the deployment of these technologies to Spencer did much to reduce yield loss from native life, it was hardly a cure for all their ills. Farmers on Spencer, though now able to produce greater yields from the same amount of ocean and coastline, nonetheless were still required to drive out native life before they could expand their farming operations. A difficult and time-consuming process even with the assistance of wildlife deterrents, the result has been only a gradual improvement in relations with the Republic and not the dramatic shifts seen elsewhere.

Effect
  • Cassilda grows much happier with the Republic
  • Spencer grows a little happier with the Republic
  • While hardly a permanent solution in either case, it's better than nothing (further efforts will require the Targeted Gene-Plagues research)

[X] Establish the Helghan Interstellar Scouting & Survey Service
Having long wished to formalise and streamline the haphazard exploration procedures established after Helghan's arrival, the Republic government finally made good on the idea in March of 3040. Created via an act of parliament, the Helghan Interstellar Scouting & Survey Service (HISSS) was charged with two separate but equally important responsibilities. With so much about the extent of human habitation in the galaxy lost, the first responsibility of the HISSS was to restore clarity to navigational charts of known space by acquiring and collating information from a variety of sources. The second responsibility of the HISSS was to explore those systems that lay rimward of the Republic to identify and claim valuable resources.

To aid them in accomplishing the first of these responsibilities, the federally-funded HISSS was empowered to dispense funds to private individuals, institutions, and governments in exchange for stellar navigation information and sensor logs. Given a new emphasis after the Republic discovered the Niops Association, this information would be brought back to Republic space and poured over by a legion of staff assisted by the latest machine learning algorithms to try and chart a complete map of Human-inhabited space. As for the second responsibility, the organisation was granted authority to assemble and operate a fleet of dedicated exploration craft in addition to being permitted to charter independent vessels.

However, while the HISSS was formally established in March of 3040, the task of organising the service suffered greatly from the distractions that were the 5th Succession War and Operation Selene. As a result of these conflicts and the attention, money, and energy they absorbed, the HISSS was left something of a skeleton service by the end of 3040; the department had only a handful of overworked staff and a single office in Phyrrus to its name.

Effect
  • Efforts to establish the HISSS stall due to emergency measures absorbing time, energy, and funding. No progress made (will have to redo next year)

Planetary Development
[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: 2/3 turns] [Action Point Locked Until Completed]

With factories across the Helghan Republic churning out diffraction gratings in ever-increasing quantities, the final year of work on Chaybdis' solar parasol saw more than 50,000 tons of the ultra-fine mesh produced and launched. Deployed at the L1 point between the planet and its sun, these additions to the mesh swarm already present saw the total amount of energy reaching Charybdis' surface drop by a whole percentage point; Salonica reported its coldest winter ever at 28 degrees Celsius. Having decreased the input of energy into Charybdis' weather so effectively, it came as no surprise when hurricanes continued to spawn further and further south over the year and no hypercanes were reported anywhere on the planet for the first time since its colonisation.

To no one's surprise, the later report was greeted by a sense of widespread relief across the planet, the planetary government declaring the official completion date of the solar parasol a planetary holiday in recognition of the work of Helghan engineers and factory workers. Fully deployed and operational, the final tally places the reduction in solar energy at approximately 2.2 percent. Though a tiny reduction on the face of it, that fractional difference has been enough to greatly reduce the territory of ordinary hurricanes and slay the deadly hypercanes that threatened to smash into Republic cities.
[Progress: 3/3 turns]

Effect

  • Solar parasol completed.
  • Cooling ceases at 2% drop in thermal energy
  • Hypercanes eliminated, storm territory greatly reduced.

[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: 1/3]
Begun last year, the establishment of a formal school system on both Caliban and Tiverton only accelerated as the sands of winter died away on Helghan. With several thousand primary schools already established, interest among the locals at its peak, and work crews used to conditions on both worlds, the next set of 8,000 schools were completed in record time; the final education centre of the year opened on December 31st, 3040. Of particular note, however, were the first few dozen secondary schools that opened in Q3 of the year. Though not all that different from the primary schools in form, these secondary schools offer a two-stream education wherein teenagers are educated during the day using an approved secondary curriculum and their parents, uncles, aunts, and grandparents are educated during the night.

With so many schools opened to serve such a large population in such a small time, it comes as little surprise when the demand for teachers reaches an all-time high. Though hardly lacking for educators ever since the establishment of educational exchanges with the Magistracy, Coalition, and Concordat and the accompanying bonuses paid to those who volunteer, the sheer number of primary educators required has absorbed whole university cohorts. While hardly damaging to the Republic, both teachers' unions and government analysts have pointed out that the nation may experience a period of painful shortage until either enough teachers graduate or the backlog of primary and secondary level education is burned through.

In more positive news, however, numeracy and literacy rates continue to climb across both planets as more and more people graduate, and participation rates have increased dramatically as parents decide to send their children (and sometimes themselves) to school.
[Progress: 2/3]

Effect:

  • 8,000 primary schools completed
  • First few dozen secondary schools completed
  • Project on track for completion

Military
-[X] Build Battlemechs

Effect

  • +2 Battlemech Regiments (+6 battalions)

Terra Group (Automated)
[X] Water Seeding (Caliban) [0/8 Turns]
[Progress: 0/8 turns] → [Progress: 1/8 turns]



Warp Communications Consortium (Automated)
[X] FTL Comms expansion: [Progress: 3/10]
[Progress: 3/10 turns] → [Progress: 4/10 turns]



===============================
Research
--[x] Ultraband Transmissions [4.6/6]

[Progress: 4.6/6] → + 1 (base research) + 0.2 (20% ORDI Research Agreement) → [Progress: 5.8/6]

--[x] Improved Warp Drive [4.3/10]
[Progress: 4.3/10] → + 1 (base research) + 0.2 (20% ORDI Research Agreement) → [Progress: 5.5/10]

--[x] Prototype Gravity Lift [3.9/5]
[Progress: 3.9/5] → + 1 (base research) + 0.2 (20% ORDI Research Agreement) → [Progress: 5.1/5]
Long the stuff of science fiction, even after anti-gravity hovertech and artificial gravity plating were developed, researchers in the Karpathian Institute of Technology have finally cracked the secrets behind building variable gravity transportation systems (or Gravity Lifts as they have rapidly become known by the public). Power hungry, heavy, and large, these systems nonetheless promise to irrevocably alter the job of loading and unloading cargo by enabling longshoreman to simply drive cargo into and out of the beam; bypassing many of the complex and time consuming systems used previously.

Completed with 0.1 overrun!

Effect


--[x] Energy Shield [8.5/10]
[Progress: 8.5/10] → + 2 (base research) + 0.2 (20% ORDI Research Agreement) → [Progress: 10.7/10]
The continuation of a research program that saw great successes in 3037, standard energy shields are a more refined, more capable version of the primitive variants spawned by naval research labs some years ago; everything from heat generation to generator reliability having been improved. Thirty-percent stronger than their antecedents without sacrificing weight, heat, regeneration speed, or build complexity, energy shields offer significant benefits over their predecessors. Though still vulnerable to PPCs and other weapons which generate or rely on highly charged particles, standard energy shields offer naval designers even greater flexibility in their designs; weight saved on armour able to be spent on more weapons, bigger cargoes, or better engines.

Completed with 0.7 overrun!

Effect


--[x] Improved Power Armor (Light) [2.4/8]
[Progress: 2.4/8] → + 1 (base research) + 0.2 (20% ORDI Research Agreement) + 0.05 (Taurian Engineering Graduates) → [Progress: 3.65/8]

--[x] Improved Tactical Robotics [2.06/8]
[Progress: 2.06/8] → + 1 (base research) + 0.2 (20% ORDI Research Agreement) + 0.05 (Taurian Engineering Graduates) → [Progress: 3.31/8]

--[x] Irradiated Petrusite Reactor [7.85/10]
[Progress: 7.85/10] → + 2 (base research) + 0.2 (20% ORDI Research Agreement) → [Progress: 10.5/10]
The ultimate product of years of research in high-security Petrusite labs, Irradiated Petrusite Reactors are incredibly effective power sources that trade safety for sheer output thanks to the use of Irradiated Petrusite. Roughly as compact as Inner Sphere fusion engines of the same class, IPRs weigh only as much as their Inner Sphere Extralight Fusion Engine equivalents, and produce vastly more power; enough to provide substantial speed improvements to any vehicle or mech equipped with them. Though even more sensitive to damage than standard Petrusite reactors, IPRs offer the Republic a technological edge over its competition that few --if any-- can hope to match.

Completed with 0.05 overrun!

Effect


===============================
Military Requisition And Design

-[X] 100kt CollarMax DropShip

Code:
AeroTech 2 Vessel Technical Readout
                               * CUSTOM WEAPONS

Class/Model/Name:  Oxen
Tech:              Inner Sphere / 3067
Vessel Type:       Spheroid DropShip
Rules:             Level 2, Custom design
Rules Set:         AeroTech2

Mass:              100,000 tons
Length:            239 meters
Power Plant:       Standard
Safe Thrust:       2
Maximum Thrust:    3
Armor Type:        Standard
Armament:        
   24 H-Large Laser*
   18 AMS
------------------------------------------------------------------------------
Class/Model/Name:  Oxen
Mass:              100,000 tons

Equipment:                                                            Mass
Power Plant, Drive & Control:                                       13,000.00
Thrust:  Safe Thrust: 2
      Maximum Thrust: 3
Structural Integrity: 20                                             4,000.00
Total Heat Sinks:    144 Double                                           .00
Fuel & Fuel Pumps:                                                     516.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                750.00
Fire Control Computers:                                                   .00
Food & Water:  (90 days supply)                                         18.00
Armor Type:  Standard  (512 total armor pts)                            72.00
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                146
   Left/Right Sides:                 128/128
   Aft:                                 110

Cargo:
   Bay 1:  Small Craft (2) with 1 door                                 400.00
           Cargo (1)                                                80,221.00

Life Boats:  7 (7 tons each)                                            49.00

Crew and Passengers:
      5 Officers (5 minimum)                                            50.00
     18 Crew (18 minimum)                                              126.00
      7 Gunners (7 minimum)                                             49.00
     10 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
4 H-Large Laser*           Nose     3(32)  3(32)  3(32)     --   32     20.00
3 AMS(240 rounds)          Nose        --     --     --     --    3     21.50
4 H-Large Laser*           FL/R     3(32)  3(32)  3(32)     --   64     40.00
3 AMS(240 rounds)          FL/R        --     --     --     --    6     43.00
4 H-Large Laser*           AL/R     3(32)  3(32)  3(32)     --   64     40.00
3 AMS(240 rounds)          AL/R        --     --     --     --    6     43.00
4 H-Large Laser*           Aft      3(32)  3(32)  3(32)     --   32     20.00
3 AMS(240 rounds)          Aft         --     --     --     --    3     21.50
1 Lot Spare Parts (0.50%)                                              500.00
------------------------------------------------------------------------------
TOTALS:                                              Heat: 210     100,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        702,212,560 C-Bills
Battle Value:      6,075
Cost per BV:       115,590.54
Weapon Value:      5,802 (Ratio = .96)
Damage Factors:    SRV = 236;  MRV = 160;  LRV = 75;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 362,414
                   (328,774 Structure, 28,000 Life Support, 5,640 Weapons)
                   Support Points (SP) = 34,325  (9% of MPV)
BattleForce2:      MP: 2,  Armor/Structure: 9 / 8
                   Damage PB/M/L: 7/7/7,  Overheat: 0
                   Class: DL;  Point Value: 61
                   Specials: sph


-[X] Halestorm 1.1 Troop Transport
Code:
                    AeroTech 2 Vessel Technical Readout
                               * CUSTOM WEAPONS

Class/Model/Name:  Halestorm Division Trooper transport
Tech:              Inner Sphere / 3132
Vessel Type:       WarShip
Rules:             Level 3, Custom design
Rules Set:         AeroTech2

Mass:              300,000 tons
Hull:              Sigurd
K-F Drive System:  MK 3 Translight
Length:            300 meters
Sail Diameter:     600 meters
Power Plant:       *Helghast Fusion Drive MK 3*
Safe Thrust:       2
Maximum Thrust:    3
Armor Type:        Skyforged Improved Ferro-aluminum
Armament:
   12 Hepheastus Class 2 H-AC/2*
   12 Hepheastus Class 5 H-AC/5*
   24 Stalh Loki H-Large Laser*
   24 Ougon Blitz H-Medium Laser*
   12 ISA Snow H-LRM 20*
   30 HSA CIWS AMS
   30 HSA Flare H-Small Laser*
   12 Ougon Artillery Long Tom Artillery*
Manufacturer:   Thoralf-Sigurd-Vig Shipyards
  Location:     Helghan
Communications System:  Stahl Electronics HBCS
Targeting & Tracking System:  Pharoah Lockscreen
------------------------------------------------------------------------------
Class/Model/Name:  Halestorm Division Trooper transport vr2
Mass:              300,000 tons

Equipment:                                                            Mass
Power Plant:  *Helghast Fusion Drive MK 3*                          36,000.00
Thrust:  Safe Thrust: 2
      Maximum Thrust: 3
K-F Hyperdrive:  *Helghast Warp Drive Mk 3 * (Integrity = 7)       135,750.00
Jump Sail (Detachable): (Integrity = 3)                                 45.00
Structural Integrity: 90                                            27,000.00
Total Heat Sinks:    350 Double                                         37.00
Fuel & Fuel Pumps:                                                   5,443.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                750.00
Fire Control Computers:                                                 84.00
Food & Water:  (90 days supply)                                      4,697.75
Hyperpulse Generator:                                                   50.00
Armor Type:  Improved Ferro-aluminum  (378 total armor pts)            539.50
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                 69
   Fore-Left/Right:                   63/63
   Aft-Left/Right:                    63/63
   Aft:                                  57

Cargo:
   Bay 1:  Small Craft (12) with 4 doors                             2,400.00
   Bay 2:  BattleMechs (144) with 2 doors                           21,600.00
           Heavy Vehicles (51-100T) (300) with 2 doors              30,000.00
           Light Vehicles (to 50T) (300) with 2 doors               15,000.00
   Bay 3:  Infantry (motor) Platoons (215) with 2 doors              1,505.00
   Bay 4:  Cargo (1) with 2 doors                                    4,681.75
   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
   Bay 6:  Shield Shield (1)                                         1,000.00
   Bay 7: Prototype Gravity Lift (2)                           2.500.00

DropShip Capacity:  6 Docking Hardpoints                             6,000.00
Life Boats:  10 (7 tons each)                                           70.00
Escape Pods:  10 (7 tons each)                                          70.00

Crew and Passengers:
     23 Officers (23 minimum)                                          230.00
     82 Crew (82 minimum)                                              574.00
     30 Gunners (26 minimum)                                           210.00
     75 Marine Battle Armor Troopers/Elementals                        525.00
 10,268 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 H-AC/2*(45 rounds)       FL/R      0(4)   0(4)   0(4)     --    4     26.00
2 H-AC/5*(160 rounds)      FL/R     1(10)  1(10)     --     --    4     48.00
4 H-Large Laser*           FL/R     3(32)  3(32)  3(32)     --   64     40.00
4 H-Medium Laser*          FL/R     2(20)  2(20)     --     --   24      8.00
2 H-LRM 20*(48 rounds)     FL/R     2(24)  2(24)  2(24)     --   24     56.00
5 AMS(60 rounds)           FL/R        --     --     --     --   10     15.00
5 H-Small Laser*           FL/R     2(15)     --     --     --   10      5.00
2 Long Tom Artillery*(20 roFL/R     5(50)  5(50)  5(50)  5(50)   80    128.00
2 H-AC/2*(45 rounds)       L/RBS     0(4)   0(4)   0(4)     --    4     26.00
2 H-AC/5*(160 rounds)      L/RBS    1(10)  1(10)     --     --    4     48.00
4 H-Large Laser*           L/RBS    3(32)  3(32)  3(32)     --   64     40.00
4 H-Medium Laser*          L/RBS    2(20)  2(20)     --     --   24      8.00
2 H-LRM 20*(48 rounds)     L/RBS    2(24)  2(24)  2(24)     --   24     56.00
5 AMS(60 rounds)           L/RBS       --     --     --     --   10     15.00
5 H-Small Laser*           L/RBS    2(15)     --     --     --   10      5.00
2 Long Tom Artillery*(20 roL/RBS    5(50)  5(50)  5(50)  5(50)   80    128.00
2 H-AC/2*(45 rounds)       AL/R      0(4)   0(4)   0(4)     --    4     26.00
2 H-AC/5*(160 rounds)      AL/R     1(10)  1(10)     --     --    4     48.00
4 H-Large Laser*           AL/R     3(32)  3(32)  3(32)     --   64     40.00
4 H-Medium Laser*          AL/R     2(20)  2(20)     --     --   24      8.00
2 H-LRM 20*(48 rounds)     AL/R     2(24)  2(24)  2(24)     --   24     56.00
5 AMS(60 rounds)           AL/R        --     --     --     --   10     15.00
5 H-Small Laser*           AL/R     2(15)     --     --     --   10      5.00
2 Long Tom Artillery*(20 roAL/R     5(50)  5(50)  5(50)  5(50)   80    128.00
1 Lot Spare Parts (0.50%)                                            1,500.00
------------------------------------------------------------------------------
TOTALS:                                              Heat: 660     300,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        8,317,726,088 C-Bills
Battle Value:      27,953
Cost per BV:       297,561.12
Weapon Value:      22,301 (Ratio = .80)
Damage Factors:    SRV = 970;  MRV = 667;  LRV = 226;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 807,746
                   (179,297 Structure, 609,475 Life Support, 18,974 Weapons)
                   Support Points (SP) = 205,931  (25% of MPV)
BattleForce2:      Not applicable


-[X] WarpTrader
Code:
                   AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  WarpTrade
Tech:              Inner Sphere / 3067
Vessel Type:       JumpShip
Rules:             Level 3, Custom design
Rules Set:         AeroTech2

Mass:              600,000 tons
Length:            890 meters
Power Plant:       Standard
Safe Thrust:       0
Maximum Thrust:    0
Armor Type:        Improved Ferro-aluminum
Armament:    
   30 AMS
------------------------------------------------------------------------------
Class/Model/Name:  WarpTrade
Mass:              600,000 tons

Equipment:                                                            Mass
Power Plant, Drive & Control:                                        7,200.00
Thrust:  Safe Thrust: 0
      Maximum Thrust: 0
K-F Hyperdrive:  *Helghan Civilian Warp Drive* (Integrity = 11)    570,000.00
Jump Sail: No Sail (Fusion-Charged K-F)                                   .00
Structural Integrity: 1                                              4,000.00
Total Heat Sinks:    165 Double                                           .00
Fuel & Fuel Pumps:                                                   1,683.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:              1,500.00
Fire Control Computers:                                                   .00
Food & Water:  (90 days supply)                                         19.00
Armor Type:  Improved Ferro-aluminum  (100 total armor pts)            166.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                 22
   Fore-Left/Right:                   16/16
   Aft-Left/Right:                    16/16
   Aft:                                  14

Cargo:
   Bay 1:  Cargo (1)                                                    16.00

DropShip Capacity:  12 Docking Hardpoints                           12,000.00
Life Boats:  8 (7 tons each)                                            56.00

Crew and Passengers:
      7 Officers (7 minimum)                                            70.00
     30 Crew (29 minimum)                                              210.00
      5 Gunners (5 minimum)                                             35.00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
5 AMS(60 rounds)           Nose        --     --     --     --    5      7.50
5 AMS(60 rounds)           FL/R        --     --     --     --   10     15.00
5 AMS(60 rounds)           AL/R        --     --     --     --   10     15.00
5 AMS(60 rounds)           Aft         --     --     --     --    5      7.50
1 Lot Spare Parts (0.50%)                                            3,000.00
------------------------------------------------------------------------------
TOTALS:                                               Heat: 30     600,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        1,408,940,750 C-Bills
Battle Value:      3,948
Cost per BV:       356,874.56
Weapon Value:      1,064 (Ratio = .27)
Damage Factors:    SRV = 83;  MRV = 0;  LRV = 0;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 24,716
                   (6,866 Structure, 15,000 Life Support, 2,850 Weapons)
                   Support Points (SP) = 48,055  (194% of MPV)
BattleForce2:      Not applicable

Effect
  • +5% trade modifier

===============================
News and Rumour

Helghan Republic

With JumpShip-based trade growing in importance with every passing year and Helghan's own civilian JumpShip industry starting to get underway, it came as little surprise when Ferry Associates Ltd., a government-owned entity, unveiled the Styx-class dropship hauler to the galaxy. The brainchild of one Dr Mikhail Arfist, the Styx is named for the eponymous river in Greek mythology that separates the Earth and the underworld and exists solely and expressly for the purposes of moving dropships around a solar system at a reasonable speed. Built around a short-ranged and efficient warp drive, the Styx-class features an incredible 8 dropship collars and can warp half a lightyear every eight hours or so; dramatically shortening the transit time for dropships bound for JumpShips.

Over the course of 3040, starting slowly at first and then gathering speed once the design was proven and construction processes worked out, Styx-class haulers began to crop up throughout every major Republic system. Expecting significant increases to trade revenue, government officials were still stunned when profits increased by a whopping 20% compared to the same time last year. So dramatically has the design shifted interstellar economics that the frequency of JumpShip visits has now overtaken transit times as the primary cause of bottlenecks. Naturally, the Republic's allies have responded to the revelation that is the Styx by offering to purchase numerous examples with even the Capellan Confederation expressing interest…

Effect
  • +15% trade modifier

After two long years of work from thousands of survivors, doctors, forensic analysts, detectives, and many others, the investigation into those criminals who eluded justice during the Adenium Revolution has finally concluded. Having caused no small amount of chaos within the Republic's government, the painful work of removing the last vestiges of the Helghan empire was necessary for the Republic to move on from its past and enter the future free of guilt. Ending its tenure with the discovery, arrest, and successful prosecution of the warden of Hoofdkamp IX, the final closure of the commission in late October was commemorated with a sombre observation across the Republic.


To the outrage of many across the Republic, rebels on Caliban have struck once again; this time attacking work crews responsible for building schools. Though the schools themselves were incomplete at the time of the attacks and thus empty, several members of the work crews were killed as were a handful of their guards. While having yet to attack opened schools, fears of such an attack are at an all-time high and have led some worried parents to take their children out of school. In light of the attacks, public opinion towards the rebels, already low thanks to their origins as powerful slave-owners, has plummeted even further with both local and interstellar citizens demanding operations against them increased.


According to rumours sourced from the nearby world of Highwater, miners in a small settlement called Tombstone have discovered a rich vein of Gallium-bearing Zinc ore in the mountains to the town's west. Essential for the construction of KF-Drives, both the Zinc ore and its Gallium products are highly prized throughout the galaxy and can be sold for a premium by any who are lucky enough to find (and hold) a source. Ruled by a democratically-elected council of landowners (insomuch as that can be said to be democratic), the planet has yet to put out any confirmation as to the news but Republic analysts consider the rumours to be accurate. With the Republic keen to enter the JumpShip construction business and this deposit located so conveniently, news of the find presents the Republic with several opportunities…


After six months of breakneck work aboard the Distant Horizons' orbiting Zenith research station, Helghan scientists have happily reported they've found absolutely nothing of note. While that statement would normally be an oxymoron, the sheer lack of any obvious cause of failure for Omen's various colonisation attempts indicates that it's something subtle and thus something the Republic needs to know about. Having examined a colossal volume of recovered artefacts, journals, sensor recordings, ice samples, etc, Helghan scientists are no closer to resolving this mystery than their Taurian colleagues. That said, relations between two groups have grown warmer and warmer with every passing day, so that, at least, has succeeded.


Following the advent of the Special Broadcasting Service and the greater exposure it brought Canopian culture to the Republic, several prominent Helghan academics and philosopher working alongside the Sex Workers Union have published essays critiquing Republic society from a feminist lens. Though feminism on Helghan did gain renewed strength following the revolution and areas such as pay equality, the treatment of sexual violence etc were rapidly brought back to what was seen as the galactic standard, other areas did not advance quite so quickly. Using the Magistracy as an example of a sex-positive society, said feminists have strenuously criticized the Republic for its somewhat conservative views regarding sex work; its legality doing little to offset the distressingly common view that it's inherently economically exploitative and shameful.

What effect these critiques will have on said view remains to be seen, however it's unlikely that either the thinkers or their thoughts will vanish any time soon as responses and responses to the responses have already been written.


Aurigan Coalition
Following extensive investments by the Arano government, military labs on Coromodir and Mechdur have succeeded in cracking the secrets behind ER laser manufacturing thanks in large part to the reserves left behind on Artru. Somewhat heat-inefficient due to their prototype status, Aurigan ER lasers can strike targets at extreme ranges compared to their standard brethren and even outrange their Helghan equivalents. Twice as expensive to produce as their standard equivalents, it's unlikely that ER lasers will see standard use on Aurigan mechs, however the inclusion of long range firepower to any lance is a valuable one.


With the establishment of the Special Broadcasting Service and the further dissemination of cultural products across the Outer Rim Defence Initiative, it comes as no surprise when news emerges of a growing interest in Helghan Socialism throughout the Aurigan Coalition. Significantly less centralised than the Republic even after the efforts of both Director Espinosa and High Lady Arano, the high variability of social welfare offered by Coalition systems has led to a number of people growing dissatisfied with the current system. While hardly firebrand revolutionaries --indeed, support for the monarchy remains high even within the relevant groups--, there are growing calls for Something To Be Done as queues for food banks and other community measures grow.


Magistracy of Canopus
As Operation Selene drew to a close in the last quarter of the year, Magestrix Kyalla Centrella installed a noble woman by the name of Kreine Sini Gorman to act as the Hegemony's interim governor during the transitional period to a new government. Hailing from the continent of Vixen on Royal Foxx, Kriene Gorman has been a member of the Magestrix's court for several years and gained her noble title after overseeing a series of steadily more important tax reforms. While the Republic lacks much information about the woman herself, it's common knowledge on Canopus that she is a distant descendent of some of the Magistracy's original founders and that she was born in relative poverty. Interestingly, while the former would normally place her firmly in the Froness faction of the Magistracy's nobility, the latter may indicate some sympathy for the Girin faction. That said, regardless of which faction Gorman belongs to, only time will tell how well the woman will manage the Hegemony's transition to a new form of government and what form that government will take.


In less upsetting news, the Magistracy of Canopus has begun facilitating the repatriation of liberated peoples to their homelands; JumpShips leaving the former slave state every day bound for numerous destinations. Though the Marian Hegemony was nowhere near as successful at expanding as the Roman Empire was and lasted for only a fraction of the time, the sheer scale of interstellar space and the size of the human population therein has resulted in the Hegemony holding several million people in chains. Indeed, so vast is the population that it is expected to be several years before all are returned to their homes and the injustice done to them is even remotely corrected.


The Canopian equality movement begun years ago in response to the accidentally attempted forced marriage of a Helghan Citizen to a member of a minor Canopian noble family has gained renewed strength thanks to the advent of the Special Broadcasting Service. With greater exposure to other cultures, Canopian activists have been reenergized and have begun demanding the removal of rather objectionable laws and the creation of various protections. While not quite at the point of burning bras (or the masculine equivalents) as some did nearly a millennia ago, activists have spent 3040 putting pressure on various figures across the Magistracy. Despite receiving pushback from conservatives within Canopian society, this activism is already seeing results with various progressive outlets acknowledging the gender pay gap; the first step in resolving it.


Taurian Concordat
Catching many off guard, the Taurian Concordat announced the purchase of the MAD II design specs from the Wolfs Dragoons in mid-June, 3040. Developed several years ago by Blackwell Heavy Industries at the request of the Wolfs, the MAD II is the end result of someone, somewhere, asking "what if Marauder… but bigger?" and no one stopping them from finding out. A good twenty-five tons heavier than the original design, the MAD-4A is equipped with two PPCs, two medium lasers, a large laser, 17.5 tons of armour, and a set of jump jets capable of throwing it 90 metres in any direction. In light of the recent exchange of mech designs, the Concordat has distributed these same plans to the rest of the ORDI in exchange for minor reimbursements to cover the initial purchase.

Alongside the purchase announcement, the Taurian Concordat has also announced the inexplicably named MAD-4G. Retaining the PPCs, medium lasers, and jump jets of the 4A, the 4G replaces the 29 single heat sinks with 14 doubles, the standard armour for the same weight of ferro-fibrous, the large laser for a Helghan-sourced Gauss rifle, and also finds the space for both a laser AMS and a primitive ECM module sourced from god-knows where --presumably, the Capellan Confederation.

Code:
Marauder II MAD-4G

Mass: 100 tons
Chassis: Standard Biped
Power Plant: 300 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: Standard
     Jump Capacity: 90 meters
Armor: Ferro-Fibrous
Armament:
     2 PPC
     2 Medium Laser
     1 Gauss Rifle
     1 Laser AMS
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3100
Tech Rating/Availability: E/X-X-X-X
Cost: 12,710,000 C-bills

Type: Marauder II
Technology Base: Inner Sphere (Standard)
Tonnage: 100
Battle Value: 2,544

Equipment                                          Mass
Internal Structure                                   10
Engine                        300 Fusion             19
    Walking MP: 3
    Running MP: 5
    Jumping MP: 3
Double Heat Sink              15 [30]                 5
Gyro                                                  3
Cockpit                                               3
Armor Factor (Ferro)          307                  17.5

                          Internal   Armor 
                          Structure  Value 
     Head                    3         9   
     Center Torso            31        47  
     Center Torso (rear)               15  
     R/L Torso               21        32  
     R/L Torso (rear)                  10  
     R/L Arm                 17        34  
     R/L Leg                 21        42  


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm

Weapons
and Ammo               Location  Critical   Heat    Tonnage  
Jump Jet                  LL        1        -       2.0 
Jump Jet                  CT        1        -       2.0 
ECM Suite Prototype       RT        3        -       2.0 
Gauss Rifle Ammo (8)      RT        1        -       1.0 
Laser AMS                 RT        2        7       1.5 
2 Double Heat Sinks       RT        6        -       2.0 
PPC                       LA        3        10      7.0 
Medium Laser              LA        1        3       1.0 
Gauss Rifle               LT        7        1       15.0
Gauss Rifle Ammo (8)      LT        1        -       1.0 
Double Heat Sink          LT        3        -       1.0 
Jump Jet                  RL        1        -       2.0 
PPC                       RA        3        10      7.0 
Medium Laser              RA        1        3       1.0

Effect
  • +30,000,000 C-Bills from Gauss Rifle Purchases


Inspired by, in their own words, similar actions in the Republic, the workers of a major Taurian fast-food franchise have successfully organised for higher wages and better job quality. Forming their union in late March, the workers were able to extract significant concessions from the company's board after only a short period of negotiation. While this would normally not be noteworthy, conservative elements of the Concordat's media sphere have seized on the event to claim Helghan malfeasance and malign influence; the conspiratorial holo-show host Chiffon Paysanson implying in one less-than-subtle broadcast that the Republic is working on behalf of the Federated Suns to weaken the Taurian state. In addition to besmirching the Republic with conspiratorial nonsense, he has also called on his audience to boycott Republic made goods entirely. Despite an audience numbering in the hundreds of millions, this has had a negligible impact on Republic companies but has significantly increased his own wealth thanks to the shares he owns in Concordat industries.

While Chiffon's words have little reach beyond his own media bubble, it is a worrisome development in the otherwise friendly Taurian Concordat. Given that similar persons played a role in setting the stage for World War 3, it may be prudent to watch figures such as Chiffon lest the Republic find their influence grow.


Capellan Confederation
Aided by the sudden influx of industrial investment provided by the ORDI, the Capellan Chancellor Tormano Liao has split up a number of noble power blocks that had been forming against him through the deft assignment of investments and portfolios among said blocks. Presented as either rewards for service or responsibilities to manage, these moves have defanged a number of groups by distracting their leaders, promoting discontent and jealousy within them, or by simply giving Tormano a justification to take something more important away. While an underhanded tactic for the man to use, the result has been an unprecedented solidification of his historically rather weak position; the growing power of the middle and lower classes assisting significantly.

While some of the more excitable members of the Helghan commentariat have pointed to this as being a sign of his unending hunger for galactic domination, the more sensible are cautiously optimistic that this was simply a move to prevent internal strife during an important moment in Confederation history. This view is reinforced by the fact that many of those impacted had been strongly against Liao giving up the claim to First Lordship, and continue to oppose the class interests of the non-nobility.


Trinity League
Shocking no one, the Trinity League has spent the entire year continuing to develop its own internal infrastructure. Having purchased a number of products from the Magistracy of Canopus, the Trinity League has successfully resolved electrification issues that had been plaguing the planet of Joppa for some time. Having suffered spontaneous brownouts for over a year, the populace has responded quite positively to the news that they can now run electrical goods reliably.

In addition to this infrastructural improvement, the Trinity League has publicly (and rather debatably) reformed and absorbed the Empire of Zathras' secret police. Commonly known as the Civil Cooperation Bureau, this secret police unit was responsible for a number of killings, vanishings, unlawful imprisonments, etc, and was feared throughout the Empire. However, with the new world order, several of its most feared and hated members have found themselves without friends and up against the wall, the organisation's various excesses pinned to them and them alone.


Celestial Mandate
The Xin Sheng program begun in 3039 has continued into the new year with a large cohort of military officers promoted despite a lack of ties to the Mandate's remaining nobility. With neo-feudalism rife throughout the Inner Sphere, Helghan analysts have taken this as a sign that most of these promotions were carried out largely based on merit rather than blood ties --though they are equally sure that a great deal of secret favour-trading was carried out to see this done. In addition to the sudden emergence of a meritocracy in the Mandate's military, the state's ruling council has also raised taxes for corporations by a notable percentage; a bold budget indicating that much of the money will be spent on local infrastructure such as roads, state-housing, electrification, etc. What these moves mean for the Republic remains to be seen, however they indicate that the Mandate is taking the threat of the Republic's existence seriously and is eager to avoid being left behind by a changing galaxy.


In much clearer news, the Mandate has responded to the ORDI overthrowing the Marian regime by intensifying efforts to complete Phase 3 of its defence plans. Having already constructed bunkers, ammo depots, hardened airfields, and reinforced ports, the Celestial Mandate has seemingly focussed on, for lack of a better term, fortresses. While nothing compared to the famous Castles Brian of the Star League or its substantially less-famous Outpost Castles, these Mandate fortresses nonetheless exist for the same reason --to tie up as many hostiles as possible for as long as possible-- and follow the pattern of both above and belowground fortifications. While the Republic lacks the level of penetration needed to secure the plans of these fortresses, on-the-ground intelligence suggests that they are being built with the idea of resisting both orbital and airborne invasions, and that they are approximately 50% complete already.


In somewhat more positive news, Republic agents and independent traders alike have carried word of unrest on a number of Mandate worlds. While the Mandate's steadily improving domestic policies have done much to blunt this turn, there have been a number of demonstrations against everything from corrupt officials to growing wealth inequality and many are wondering what the Mandate will do in response. While the authoritarian nation has thus far avoided a bloody crackdown --most protests either naturally fragmenting or else, amazingly, winning-- the overwhelming majority of Republic citizens expect something terrible to happen sometime soon.


ComStar
In almost unbelievable news, it appears that the unrest experienced by Comstar following the elevation of Ulthan Everson to the seat of Primus has finally boiled over. While many were anticipating the wave of retirements post 3036 to begin slowing, it appeared that the combination of former Primus Julian Tiepolo's death combined with the outbreak of the Fifth Succession War has shattered what remaining unity Comstar enjoyed. In a broadcast received by every HPG station in the galaxy, Precentor Dieron, AKA Myndo Waterly, figuratively nailed her theses to the door by declaring ComStar to be an order corrupted by base desires and material wealth. Pointing to events such as the formation of the ComGaurd and its deployment to Skye after the Fourth Succession War as examples of the order turning away from Jerome Blake's pacifist teachings, Waterly declared ComStar unworthy of the name and announced the formation of the Word of Blake.

In her speech, Myndo Waterly called on all loyal followers of Blake to cast aside their chains and join her fundamentalist religious sect. Going by the disruptions to the HPG network that followed the schism, countless thousands of Comstar personnel found her arguments persuasive. Though exact numbers are impossible to estimate given Comstar's famously closed nature, history has shown that religious schism can attract huge numbers.

For its part, Comstar has responded to Waterly's actions by excommunicating her and suggesting that she is both a conwoman and a dangerous nationalist. Currently without a home, there is no way of telling if the Word of Blake will breach Comstar's famous neutrality; however, it's almost guaranteed that if the WOB finds a home in the Draconis Combine that Comstar will have been proven correct.

The long term impact of this schism will likely only be felt in the coming years and decades, however, the initial impact has already disrupted military plans and commerce. While the Republic has been largely unaffected by the matter, the impact on the Inner Sphere has been significant as many hundreds of millions of C-Bills have vanished alongside countless more messages. In addition, the value of C-Bills has wavered substantially due to loss of faith in Comstar and the disruptions to HPG services the splintering caused.


Free Worlds League
Somewhat unexpectedly, the Free Worlds League has begun purchasing a variety of civilian goods from the Celestial Mandate in a move that has significantly boosted the number of C-Bills entering the nation. While latent anti-Capellan racism has meant that such trade is minor, the fact it is occurring at all is a worrying sign.


Republic spies operating in the Free Worlds League have reported that war exhaustion in the nation is both a real and growing concern. Though it made a number of solid gains during the earliest phases of the Fifth Succession War, the growing stasis of the frontlines has led to a growing number of league citizens thinking that they'd best end the war while they hold the advantage. A democratic nation at its heart despite… everything, the Free Worlds League is responsive to public pressure and so will likely seek peace with the Lyran Commonwealth should war exhaustion grow large enough.


Lyran Commonwealth
Similarly to the Free Worlds League, those spies remaining in the Lyran Commonwealth have reported that a desire for peace has been growing since October in every class but the nobility (and that even some of them aren't immune). According to what little intelligence the Republic can get from Melissa Steiner's court, the Archon and her husband have been meeting with several pro-peace nobles throughout December with said meetings lasting for up to several hours. That said, Republic spies also report that the LCAF is preparing for one last push against the League, and as such few can say where her support lies.


Federated Suns
According to reports from the region, the Federated Suns have removed many of the mercenary units it deployed along the Taurian border to fend off pirate raids. Almost certainly done in response to the end of year pushes by the DCMS, this force reduction has led to a spate of pirate raids against both Suns and Taurian worlds with total civilian casualties exceeding five hundred by December 31st. An unfortunate result of the move, these raids have done substantial damage to the (incredibly minor) improvements made to Suns-Concordat relations. As noted by some rather unsympathetic commenters, this marks the first time the Taurian Concordat has been mad at the Federated Suns for moving military units away from the border.

In both related and troubling news, unrest has risen on numerous Federated Suns worlds bordering the Taurian Concordat as a result of both the failure of First Prince Morgan to defend them and the growing sense that they are being left behind economically. Famously impoverished compared to the Federated Suns' Golden Worlds and often considered last (if they're considered at all), inhabitants of several dozen systems have looked to the growing industrialisation of the Suns' core and the ORDI and have demanded that similar investments be made on their worlds. While this would not usually be something the ORDI concerns itself with, Q4 of the year has also seen small but growing pro-Concordat movements emerge on several former Concordat systems, and numerous other systems have seen an explosion of left-wing agitation --most such groups directly citing the Republic as their inspiration.


===============================
Faction Popularity and Issue Changes

Isolationist: -2%
Imperialist: +2%
Technologists: +3%
Industrialist: +5%
Progressive: +25%

Isolationists:
Keep The Peace -> Keep The Peace
Extended Peace (10 years) -> Extended Peace (10 years)

Influence Changes
-13 (Rockwellawan)
-8 (Detroit)
-1 (ORDI Research Agreement)
+1 (New Oslo)
+3 (base/year)
+3.2 (factions)

Total: -14.8 Influence


One-Time C-Bills Changes
-200,000,000 (K-F Fund)
-8,000,000 (Warp Consortium Funding)
-5,000,000 (New Oslo)
-1,000,000 (Omen)
+15,000,000 (Capellan Trade Deal: 1 turn remaining)
+30,000,000 (Gauss Rifle Purchases)
+40,000,000 (ORDI Customs Union)

Total: -129,000,000 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:
5th Succession War -- January-June 3041 Actions
Actions
You have 9 out of 10 Action Points to spend. This list of available actions is by no means exhaustive, so feel free to suggest more actions or variations on the actions listed below.

Federated Suns
[] Arms Sales: With the Federated Suns at war, they may be willing to purchase items up to and including formerly LosTech ammunition from the Republic. Given the distances involved, such shipments will be difficult until efforts are made to improve the backend logistics. [-3 influence]
[] Tech for Tech: By offering the Federated Suns information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
[] Expand FedSuns intelligence network: Having placed a large number of agents within the lower levels of FedSuns society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Medium]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] 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.
[] Infiltrate Military [Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Steal research [Hard] [TARGET RESEARCH]: Utilising our agents in research centres and laboratories, we can "acquire" valuable research data.
[] Stage diplomatic incident [Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Very Hard]: By training and arming those whose beliefs align with those of the Republic, we can remove those in charge and install elements friendly towards us. [Progress: 0/15 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Infiltrate NAIS [Very Hard]: The premier research hub of the Federated Suns, infiltrating the NAIS will enable Republic operatives to steal research far more effectively.
[] Infiltrate MIIO [Very Hard]: The centre of Suns' counter-intelligence efforts, slipping an operative into the MIIO will vastly simplify future infiltration efforts through a variety of means.
[] Infiltrate Davion Palaces [Extremely Hard]: The center of all major decision-making within the Federated Suns is, of course, its monarch. By infiltrating Davion palaces, we can open up certain opportunities… [Requires MIIO infiltration]
[] Write-in


Free Worlds League
[] Arms Sales: With the League now at war, they may be willing to purchase items up to and including formerly LosTech ammunition from the Republic. Given the distances involved, such shipments will be difficult until efforts are made to improve the backend logistics. [-3 influence]
[] Licence Production of Advanced Ammunition: Giving the League blueprints for the construction of specialist ballistic rounds and missiles will allow them to produce a number of projectile types for use by their military. Though the nation lacks the kind of facilities needed to construct these in large quantities, enough could be produced to provide a notable benefit. [-2 influence]
[] Tech for Tech: By offering the Free Worlds League information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
[] Expand Free Worlds League intelligence network: Having achieved decent success last quarter and eager for more detail on the progress of its war against the Commonwealth, infiltrating the Free Worlds League would not be a waste.
[] Infiltrate Civil Administration [Medium]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] 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.
[] Infiltrate Military [Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Stage diplomatic incident [Very Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Impossible]: 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


Lyran Commonwealth
[] Arms Sales: With the Commonwealth now at war, they may be willing to purchase items up to and including formerly LosTech ammunition from the Republic. Given the distances involved, such shipments will be very difficult until efforts are made to improve the backend logistics. [-1 influence]
[] Licence Production of Advanced Ammunition: Giving the Commonwealth blueprints for the construction of specialist ballistic rounds and missiles will allow them to produce a number of projectile types for use by their military. Though the nation lacks the kind of facilities needed to construct these in large quantities, enough could be produced to provide a notable benefit. [-1 influence]
[] Tech for Tech: By offering the Lyran Commonwealth information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
[] Expand Lyran Commonwealth intelligence network: Having placed a large number of agents throughout Lyran society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Medium]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] 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.
[] Infiltrate Military [Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Steal research [Hard] [TARGET RESEARCH]: Utilising our agents in research centres and laboratories, we can "acquire" valuable research data.
[] Stage diplomatic incident [Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Very 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


Draconis Combine
[] Arms Sales: With the Combine now at war, they may be willing to purchase items up to and including formerly LosTech ammunition from the Republic. Given the distances involved, such shipments will be very difficult until efforts are made to improve the backend logistics. [-5 influence]
[] Licence Production of Advanced Ammunition: Giving the Combine blueprints for the construction of specialist ballistic rounds and missiles will allow them to produce a number of projectile types for use by their military. Though the nation lacks the kind of facilities needed to construct these in large quantities, enough could be produced to provide a notable benefit. [-3 influence]
[] Tech for Tech: By offering the Combine information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
[] Infiltrate DC Society: Sending intelligence operatives to infiltrate Combine society will allow us to carry out subversive activities.
[] Embassy Exchange: While the Republic and Combine have had little communication and even less in common, it may be prudent to exchange embassies with the imperial power.

Niops Association
[] Infiltrate Niops Association Society: A nation which we still know largely nothing about, infiltrating the Niops Association will be difficult but worth it given the level of technology we've detected via space probes.
[] Open Formal Communications: By opening formal communications with the Niops Association, we can begin to learn what they really want without risking an international incident
[] Write-in


Capellan Confederation
[] Arms Sales: With the Confederation's neighbours distracted by their own conflicts, the Confederation may be willing to buy equipment to help rebuild their military. Given the distances involved, however, such shipments will be difficult until efforts are made to improve the backend logistics. [-2 influence]
[] License Production of Advanced Ammunition: Giving the Confederation blueprints for the construction of specialist ballistic rounds and missiles will allow them to produce a number of projectile types for use by their military. Though the nation lacks the kind of facilities needed to construct these in large quantities, enough could be produced to provide a notable benefit. [-2 influence]
[] Tech for Tech: By offering the Confederation information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.


Taurian Concordat
[] Tech for Tech: By offering the Taurians information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.


Magistracy of Canopus
[] Tech for Tech: By offering the Magistracy information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.


Aurigan Coalition
[] Tech for Tech: By offering the Coalition Information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.


Helghan Republic
Note: Due to the doubled length of time, you're able to both build and upgrade a defence station and upgrade an existing defence station twice over. I.E you can build a medium defence station, or upgrade a small to large per AP.

[] Construct and upgrade a military defence station over [LOCATION]
Locations available:

New Oslo
Rockwellawan
Detroit

[Can be taken multiple times in a turn]

[] Double upgrade a military defence station at [LOCATION]
Available stations:

Charybdis (Small → Large)
Mir (Small → Large)
Rogue (Small → Large)
Tiverton (Small → Large)
Independence (Medium → Large)

[Can be taken multiple times in a turn, but you can only upgrade a single station once per turn]

[] Hire Commercial Jumpships: By hiring commercial jumpships throughout this part of the Periphery at rather exorbitant rates, we can increase our shipments to the Inner Sphere substantially and help repatriate people from the Former Marian Hegemony. [-1 AP for 3041]

ORDI
[X] Expanded Anti-Pirate Operations: With a major war once again raging corewards, pirates will undoubtedly move to avoid the fighting and take advantage of reduced garrisons. To prevent this from biting the ORDI nations, we should cooperate to temporarily increase anti-piracy patrols and operations. [Locked Until Cancelled]


Marian Reconstruction

Naval Support Capacity: 9/18 (use the naval upkeep values)
Ground Support Capacity: 0.75/3 (use the transport size value)
Unrest in the Former Hegemony: Low
[] Assist with Repatriation Flights (specify number of colony ships): With Republic colony ships currently lying fallow, it may be worth something to offer their use in repatriation flights.
[] Provide Relief Shipments: With its central government thrown into chaos by Operation Selene, many inhabitants of the Former Marian Hegemony are struggling to make ends meet. By dispatching aid of every type, we can help keep a lid on rising tensions and hopefully smooth over the transition to a more liberal regime. [-20,000,000 C-Bills]
[] Repair and Rebuild Infrastructure: By devoting a notable portion of Republic industry towards the task of rebuilding the Hegemony's shattered infrastructure, we can keep the lights on and the water flowing throughout the nation. [-1 AP for 2 years]
[] Support Ideological allies: Through financial and other means, we can bolster the position of groups whose interests align with the Republic's own in preparation for the formation of a better Marian state. [-5,000,000 C-Bills, -2 Influence]
[] Infiltrate and disrupt ideological opposition: Through financial and other means, we can disrupt the formation and operations of groups hostile to the Republic in preparation for the formation of a better Marian state. [-2,000,000 C-Bills, -4 influence]
[] Reinforce Helghan Units (specify the forces being deployed): Deploy additional forces to assist with ensuring security across the former Marian Hegemony

===============================
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.

[] Irradiated Petrusite Reactors: The ultimate product of years of research in high-security Petrusite labs, Irradiated Petrusite Reactors are incredibly effective power sources that trade safety for sheer output thanks to the use of Irradiated Petrusite. Roughly as compact as Inner Sphere fusion engines of the same class, IPRs weigh only as much as their Inner Sphere Extralight Fusion Engine equivalents, and produce vastly more power; enough to provide substantial speed improvements to any vehicle or mech equipped with them. Though even more sensitive to damage than standard Petrusite reactors, IPRs offer the Republic a technological edge over its competition that few --if any-- can hope to match.

[] Standard Energy Shields (Naval): The continuation of a research program that saw great successes in 3037, standard energy shields are a more refined, more capable version of the primitive variants spawned by naval research labs some years ago; everything from heat generation to generator reliability having been improved. Thirty-percent stronger than their antecedents without sacrificing weight, heat, regeneration speed, or build complexity, energy shields offer significant benefits over their predecessors. Though still vulnerable to PPCs and other weapons which generate or rely on highly charged particles, standard energy shields offer naval designers even greater flexibility in their designs; weight saved on armour able to be spent on more weapons, bigger cargoes, or better engines.

[] Prototype Gravity Lifts: Long the stuff of science fiction, even after anti-gravity hovertech and artificial gravity plating were developed, researchers in the Karpathian Institute of Technology have finally cracked the secrets behind building variable gravity transportation systems (or Gravity Lifts as they have rapidly become known by the public). Power hungry, heavy, and large, these systems nonetheless promise to irrevocably alter the job of loading and unloading cargo by enabling longshoremen to simply drive cargo into and out of the beam; bypassing many of the complex and time consuming systems used previously.

Design
[] Dropship Design: (tell me what you're trying to design)
[] Warship Design: (tell me what you're trying to design)
[] Design write-in: Order your teams to design a solution to a capability gap. (tell me what you're trying to design)
 
Last edited:
5th Succession War -- January-June 3041 Results
[X] Plan Spies, Socializing, Succor, and Stockades
https://forums.sufficientvelocity.com/threads/the-lords-of-ruin-battletech-killzone.52819/page-739?post=24253138#post-24253138

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

-[X] Open Formal Communications: By opening formal communications with the Niops Association, we can begin to learn what they really want without risking an international incident
Wishing to avoid an international incident and hoping to end up on the good side of a technologically advanced society, the Republic began the year by dispatching diplomats to Niops. Quickly transported through the Magistracy by cutter and then travelling the rest of the way via jumpship, the crew arrived to a small ceremony hosted in the capital of Niops VII. Even before landing, however, the Republic's diplomats (or more accurately their intelligence attaches) were busy monitoring both the radio messages emanating from their destination and their host's actions. Arriving in the system by mid-March, the three months of observation that followed revealed the situation in the nation to be rather more complicated than initially hoped.

Containing a triad of habitable planets and colonised in the mid-28th Century by Star League scientists, Niops was to be the home of research on stellar evolution; its red dwarf star dying hundreds of billions of years before its time. Though the colonists found things easy going during the early settlement years, the system was soon cut off from the Star League when Stefan Amaris launched his bloody coup. Lacking any hope of replenishment or relief, the colonists were forced to eke out an existence for more than fourteen years with some of the Star League's foremost scientists forced to take up jobs as farmers and builders.

However, this situation would soon change when Capellan refugees fleeing the horrors of the First Succession War stumbled across the system. Having suffered much and desperate for somewhere to call home, these refugees agreed to integrate into the rapidly forming Niops Association in exchange for a life free of the privations that more than twenty years of war had imposed upon them. Composed of people from every walk of life, these refugees were rapidly absorbed by the newborn state as agricultural specialists and skilled labourers; the surplus of labour freeing many of the Association's scientists to pursue their original work.

Technologically advanced thanks to its origins (and the lack of bombings by Inner Sphere states) and possessing abundant geothermal and fusion power, the Niops Association is a surprisingly developed power given its position in the Periphery. Though lacking much in the way of heavy industry due to its historic isolation, the Association is nonetheless able to maintain an advanced level of civilization and appears home to a well-developed education system. While it's too soon to say for certain, it may be that a close relationship with the Association will prove highly beneficial to the Republic's scientific sector.

Unfortunately, while the Association may be scientifically developed, things elsewhere are rather less endearing.

A technocratic parliamentary democracy, the Niops Association is ruled by an elected council of highly educated figures who, in turn, vote for the head of state from among themselves. While this no doubt sounds appealing, this description belies an astounding level of social stratification which sees a highly educated minority rule over a vast underclass of far less educated peoples. Primarily descended from the early colonists, the Association's elite maintains its power by tying eligibility for political office to a person's education level, restricting voting to those who have completed secondary education, and by ensuring that most investment into education flows to their own children. While it is theoretically possible for members of the underclass to advance in life, the chances of actually doing so are vanishingly small and most cases are typically the result of a particularly gifted child being granted one of a handful of slots whereupon they will face a great deal of prejudice from their supposed peers.

Additionally, and rather frustratingly, the Association's leadership seems torn on the idea of having meaningful diplomatic relations with the Republic. While some view the arrival of the Republic's envoys as an opportunity to improve the nation's flagging industrial base, others appear to think the Association should continue going it alone and are unconcerned about the wider galaxy. Unsurprisingly, many within the Republic expect that this hot and cold view of things will prove frustrating in the future, as will the Association's severely unequal society.

Effect
  • Opened diplomatic talks with the Niops Association.

-[X] Infiltrate DC Society: Sending intelligence operatives to infiltrate Combine society will allow us to carry out subversive activities.
Having waited for the Draconis Combine to cease hunting for signs of further infiltration, the Republic quietly attempted to penetrate the Imperial cordon for the second time in as many years. Dispatched at the end of Q1, after much training on the intricacies of the Combine's Japanese-derived culture, Helghan agents spent several months worrying away at the border before finally achieving success. Operating under the disguise of skilled workers, supplied with large quantities of small denomination H-bills, and entering the Combine from various ports on various borders, a quintet of Helghan operatives managed to worm their way inside the imperial nation throughout the April-June period. Though forced into the lower classes and thus subject to extraordinary propaganda efforts, these operatives have already increased the depth and breadth of intelligence on the Draconis Combine and are well placed to assist further infiltration in the future.

Effect
  • A few harrowing moments where things seem about to unravel and/or agents seem under threat of being caught in the crossfire of the invasion, but Republic operatives eventually manage to plant themselves into Combine Society.

-[X] Upgrade the station over Independence (Medium -> Huge)

Effect

  • Large station built.
  • Need at least a B industry to manage a Huge one.

-[X] Construct and upgrade a military defence station over Detroit

Effect

  • Medium defence station built over Detroit

-[X] Construct and upgrade a military defence station over Rockwellawan

Effect

  • Medium defence station built over Rockwellawan

-[X] Assist with Repatriation Flights with all 4 colony ships: With Republic colony ships currently lying fallow, it may be worth something to offer their use in repatriation flights.
Eager to help repatriation efforts, the Helghan Republic reached out to the Magistracy of Canopus in early February and graciously offered the use of all four of its Bellerophon-class colony ships. Not one to look a gift horse in the mouth, the Magistracy accepted with an alacrity that'd put hummingbirds to shame and immediately set them to work ferrying liberated peoples back to their homelands. Capable of conveying tens of thousands of colonists and their associated cargoes to virgin planets, the quartet of colony ships soon proved their worth by transporting over 300,000 people by the end of June.

Seized from their homes and forced to do many terrible things, the repatriation of these people to their home nations has led to a predictable swell of goodwill towards the ORDI. While the Magistracy was already inclined to think positively towards the alliance, the overthrow of the O'Reilly regime and the return of so many citizens have boosted public support of the Magestrix and increased faith in the ORDI as a whole. Similarly, the Captain-General of the Free World League has quietly thanked the ORDI, as have the leaders of the Illyrian Palatinate, the Lothian League, and a dozen other minor governments. Though there are still some years to go before the process is complete, many can rest easy knowing that the task is being taken seriously.

Effect
  • Addition of 4 giant colony transports dramatically speeds up the repatriation of people to their home nations. MOC, FWL, Illyrian Palatinate, Lothian League, and a dozen other minor planets are really grateful

-[X] Provide Relief Shipments: With its central government thrown into chaos by Operation Selene, many inhabitants of the Former Marian Hegemony are struggling to make ends meet. By dispatching aid of every type, we can help keep a lid on rising tensions and hopefully smooth over the transition to a more liberal regime. [-20,000,000 C-Bills]
Hoping to keep a lid on rising tensions throughout the former Marian Hegemony and well aware that hungry people with nothing to lose can be trouble, the Republic government hastily organised an aid package aimed at relieving the worst pressures. Officially costed at approximately 20,000,000 C-Bills and covering everything from power grid restoration to weather services, the formulation of the package came at precisely the right moment. Home to swiftly swelling tensions since the overthrow of the Marian government, the return of power, water, and many other services to Marian planets cut short violence and evaporated protests. A stop-gap measure, the return of a modicum of order has bought the ORDI and the former Marian realm some time; enough, hopefully, to devise a more permanent solution.

Effect
  • Rising tensions stall out due to both the removal of a large number of pissed off formerly enslaved people and the addition of huge amounts of aid. Not a permanent solution, but turning on the water (and electricity) has helped a lot.
  • -20,000,000 C-Bills

-[X]Infiltrate the Trinity League
With an embassy already established in Jia Tian's capital city, it was a natural step for the Helghan Republic to establish an intelligence presence throughout the rest of the bandit-kingdom. Authorised in early March, penetration operations ran rings around the League's border security personnel and slipped past the surprisingly competent internal security force unimaginatively dubbed the Maskirovka. Taking up positions across the League's minuscule middle class and its burgeoning lower class, Helghan operatives have significantly enhanced the Republic's influence and reach throughout the pirate state.

Effect
  • Manage to sneak some agents into the Trinity League despite the best efforts of the Maskirovka (yes, the third organisation of the same name). Surprisingly difficult, but you have eyes on the League and can start fucking with them.

-[X] Make contact with the Ilyrians and Lothian League, now that the Marians have been pacified
Turning the destruction of the O'Reilly regime to its advantage, the Helghan Republic swiftly reached out to the former slave state's closest neighbours and primary targets: The Illyrian Palatinate and the Lothian League. Dispatched on the fastest ships the Republic could find, both sets of diplomats arrived in early May to find themselves the targets of immense interest and speculation. Having dealt with Marian raids for many years, both governments proved extremely curious (and wary) of the alliance that had extirpated their shared enemy and it proved a simple matter for Republic diplomats to get a sense of their hosts.

Formed by Scandinavian settlers shortly after the collapse of the Terran Hegemony, the Illyrian Palatinate is a small and venerable nation located anti-spinward of the Free World League. Surviving largely off of modest trade with the League, iron ore and steel making up the bulk of said trade, the Palatinate is ruled by a council of oligarchs elevated from amongst the wealthiest trading families in the nation. Similar to pre-Civil War Portland in terms of politics, many in the Federated States are understandably wary of the Periphery State and positive relations between the Republic and the Palatinate will no doubt take some effort.

Lacking much in the way of industrial capacity or sophistication despite controlling four systems and struggling with the familiar lack of education, the Palatinate's primary claims to fame are the minor shipbuilding capabilities of the nation's capital and the MechWarrior games hosted throughout. Primarily used to produce spare parts for dropships and only ever turning out a jumpship once in a Blue Moon, the income generated by Illyria's shipyards is dwarfed by the money brought in by the annual MechWarrior games. Though only a pale shadow of the games hosted on Solaris, the Illyrian games are just as deadly and its participants even more desperate for fame, wealth, and mech parts; broadcasts of the games earning a steady following throughout the Inner Sphere and beyond.

Two centuries younger than its spinward neighbour, the Palatinate, and substantially larger at eight systems, the Lothario League is an intriguing example of how stubborn Taurians can be. Initially settled by Taurian patriots fleeing persecution at the hands of the Star League in the mid-27th century, the Lothian League grew over several centuries to cover eight ice-and-snow-bound planets despite the numerous challenges involved. Though intending to keep amongst themselves and succeeding for nearly three centuries, these settlers were eventually forced to trade with neighbouring systems after four years of war with rogue mercenaries destroyed much of their industry and all of their jumpships.

Ruled by Dame Lorelei Logan, Grand Mistress of the Lothian League, governance of the nation is nonetheless Taurian in style as the head of state is ultimately elected by the people. Wisely limiting its contact with Inner Sphere to merely hiring out minor mercenary units, much of the League's income derives from the export of goods to the Magistracy and Concordat; iron and copper comprising the bulk of said trade, but the League's luxurious furs being the most valuable.

Undereducated and underteched for its size but home to various valuable goods, the Lothian League could benefit immensely from access to the ORDI's markets. Uninterested in violent expansion and with its greatest foe now out of the picture, few expect the League to prove quarrelsome or difficult in the future. Finally, though by no means an unimportant consideration, the Lothian League's democratic nature and origin as a Taurian splinter mean that citizens of both the Republic and Concordat are positively inclined towards it.


Effect
  • The Iilyrian Palatinate and Lothian League both contacted.
  • The Palatinate is a small, old nation founded after the collapse of the Terran Hegemony by Scandinavians and is basically Portland before the civil war (I.E a council of wealthy ruling families who make their money via trade with the FWL and elect a leader amongst themselves. Heavily stratified, not democratic). Had problems with Marian raids but that's been dealt with. Needs industrialisation and education. Positive but cautious towards the ORDI due to power
  • Lothian League was formed by Taurians who fled during the 27th century to avoid persecution by the star league. Democratic star nation of modest industrial means and wealth that inhabits a number of iceworlds. Thought of fondly by the Concordat. Greatly relieved by the overthrow of the Imperator and hopes to begin trading with the Republic to make up for its lack of industry, education, medicine, etc.

[X] Expanded Anti-Pirate Operations: With a major war once again raging corewards, pirates will undoubtedly move to avoid the fighting and take advantage of reduced garrisons. To prevent this from biting the ORDI nations, we should cooperate to temporarily increase anti-piracy patrols and operations. [Locked Until Cancelled]
Tragedy struck in the second year of expanded anti-piracy patrols when the depressurisation of a Hasta's launch bay claimed the lives of more than thirty personnel. On patrol for several months without encountering more than independent traders and refugee ships, the HNS Parana had been preparing to inspect a Merchant-class Jumpship when an explosion in the launch bay vented its atmosphere to space. Torn open like a tin can, shrapnel and explosive decompression conspired to kill more than thirty people in a matter of moments; the death toll greater than it should have been thanks to the boarding party being assembled. The single shining light in the disaster was that the automatic systems prevented the loss of atmosphere from elsewhere in the ship, and damage control teams were able to rescue surviving personnel shortly following the catastrophe.

Post-facto analysis of recovered debris and internal security footage has revealed that the culprit was a tank of cryogenic oxygen used to supply small craft and other systems. Weakened by stress, the tank ruptured explosively while the boarding team was assembling, and its boiling contents ignited. Death was instantaneous in the vast majority of cases. An inspection of the JumpShip by the HNS Parana's patrolmates revealed no evidence of illicit activity.

Effect
  • 35 people have died.

===============================
Design and Requisition
[X] Irradiated Petrusite Reactors


[Link]

Effect
  • Can now build combat vehicles, mechs, and aerospace craft that use Irradiated Petrusite Reactors

[X] Standard Energy Shields (Naval)
NameTypeHeat/Turn ActiveWeight (Tons)Shield PointsRegen Rate/TurnCritical Slots
Standard Energy ShieldsCapital1001000600-C10--

[Link]

Effect
  • Can now add Standard Energy Shields to naval vessels

[X] Prototype Gravity Lifts
NameTonsDeployment Capacity (Tons)Special
Prototype Gravity Lift1250200+5% trade boost on research

[Link]

Effect
  • Can add Prototype Gravity Lifts to naval vessels/dropships

===============================
News From The Front

Rimward Frontier

As with last year, refugee numbers have continued to climb thanks to the 5th Succession War. According to reports from both the ORDIHCR's personnel and the Republic's own patrols, the number of arrivals increased substantially over the six month period with a final tally of approximately 900,000 refugees registered by the end of June. Arriving by JumpShip, these people arrived in terrible states with many having spent months aboard their vessels.

With pressure mounting on the ORDIHCR, the organisation has begun burning through supplies at an astonishing rate and its leader, Dr Eoin Thisby, is now calling on ORDI members to increase their support substantially. Somewhat concerningly, the Aurigan Coalition has also begun to suggest that its refugee acceptance rate is nearing its limit at roughly 100,000 people every six months. Though the Republic, Magistracy, and Concordat are able to take up the slack and will be able to do so for a fair while yet, further increases will no doubt prove problematic.

Refugee Acceptance Breakdown For Q1-2 3041
Helghan Republic: 350,000
Magistracy of Canopus: 250,000
Taurian Concordat: 200,000
Aurigan Coalition: 100,000


Grayson 'Death' Carlyle, having promised to give the Republic a fair shake, has responded to the offer of employment with a cautious yes. Though still employed by the Lyran Commonwealth until 01/09/3041 (that's September 1st for you yanks), the mercenary commander has signed an agreement with the Republic that will come into effect upon the termination of his unit's current contract. Quite aside from being a highly regarded mercenary unit the Republic can use to train its troops (or deploy against its enemies), the Gray Death Legion has its own copy of the Helm Memory Core and will no doubt be willing to part with it with sufficient inducement.

Effect:
  • GDL agrees to work for the Republic from 3041-3042
  • -20,000,000 C-Bills (Held in escrow until the GDL arrives)


In a disconcerting turn of events, the democratic leadership of Highwater has been deposed in a June coup by two members of said council; trumped-up corruption charges being the excuse both men have given to arrest their former colleagues. Following on the heels of last year's discovery of Gallium-bearing ore in the mountains west of Tombstone, it seems that neither Don Antonio López de Santa Anna nor (self-proclaimed) Brigadier General George Hamilton is willing to let their opposite benefit from this newfound wealth. Ardently opposed to one another due to a long-standing feud between their families, both men have hired company-sized mercenary forces to seize control of Tombstone's wealth and kill their opposite; the crossfire of such cowboy activity already responsible for numerous deaths.

Though not threatening the Helghan Republic in any way, shape, or form, allowing a coup to occur on the nation's borders without a response may reflect negatively upon it. No doubt hearing the news via the WCC network, the Markham's Marauders have let the Republic government know that they are free for a short-term contract to liberate surviving members of the government and destroy the coupist mercs. Meanwhile, Republic intelligence services have indicated that the Ravens could handle the problem equally well while also testing experimental technologies, and the Republic military has proposed a large-scale effort to depose the coupists and rebuild the government.

Effect:
  • Event next turn

Spies operating in the Celestial Mandate have reported back with ill news. According to evidence gathered through a variety of means, the authoritarian state has begun deploying a new pattern of armour to units along the ORDI-Mandate border. Significantly heavier than standard types of armour, this hardened armour seemingly offers greater protection against penetration albeit at the cost of impacting manoeuvrability and speed. No doubt developed to fend off the worst effects of Petrusite weaponry, hardened armour will no doubt render future invasions of the Celestial Mandate far more difficult; though the state's production capabilities ensures that there is only a limited amount at present.


FWL-LC
Beginning in January of 3041 and continuing until June 20th, the LCAF conducted a pair of offensives aimed at cutting off League troops and seizing back valuable worlds. Spearheaded by the famous Wolfs Dragoons, the LCAF counterattack was launched against League invaders in the infamous Bolan Thumb region; more than a dozen national mech regiments fought alongside many more mercenary units. Across nine separate systems and many more planets, the Lyran and League militaries clashed in titanic battles for control, victory only claimed (and defeat only admitted) after three months of bloody conflict. Though intended to be a spear thrust that would sever the league's advance from its homeland, the grit and determination of FWLM units and their mercenary auxiliaries resulted in the attack stalling in many systems. Despite a front line measuring more than 120 lightyears across, only the spearhead achieved success with the capture of Bolan, Gypsum, and Finsterwalde, with the contestation of Zvolen and Kitzingen by flanking forces a distant runner-up.

Meanwhile, the second Lyran thrust proved far more successful by comparison. Aimed anti-spinward and intended to swing coreward to link up with the initial spearhead, LCAF forces were able to seize a chain of systems off of their enemy; Senftenberg, Pressby, Dixie, and Bella I falling across a period of months despite bitter resistance. Unfortunately, the failure of their coreward comrades to advance past Bolan combined with a hasty assault by the FWLM against the Lyran-held systems close to Terra ensured that the drive to cut off FWL forces from their territory had to be abandoned.

Said assault, thrown together from what units and mercenaries weren't already devoted to the cause, soon proved to be of mixed effectiveness. Aimed at Lyran gains made in the last quarter of 3040, these units faced hardened, experienced troops in entrenched positions, and the consequences were typically bloody. Though the League was able to recapture the systems of Uhuru, Rochelle, Amity, and Shiloh, and capture Solaris and Zaniah, its attacks against the nine remaining systems were failures despite the presence of Double Heat Sinks in a number of League mechs.

With war exhaustion growing in both nations and attacks and counterattacks running out of steam before accomplishing all of their objectives, it came as little surprise when a tentative ceasefire was declared for June 21st. Negotiated in secret and mediated by ComStar, the ceasefire essentially freezes the borders where they lay in a manner that will no doubt contribute to the next outbreak of violence. Having both captured eleven systems over a year and a half of bloody warfare and with two more systems in contention, the outcome of the Fifth Succession War appears to be something of a wash for both sides.


DC-FS
Meanwhile, on the Suns-Combine border, things played out a little differently. No doubt intending to throw back the Combine invaders, the AFFS launched attacks against McGehee, Damevang, Chodrant, Rowe, Cassias, Cimeron, Conroe, Latexo, Bremond, Xhosa VII, and Clovis, with the intent of seizing back these systems once and for all. Begun in January, these attacks saw many thousands of men and women fight in all manner of conditions from blinding whiteouts to scorching deserts and were largely successful in achieving their aims. Though the end of June saw six systems remain in Combine hands, McGehee, Damevang, Chodrant, Rowe, and Cassias had all been retaken and Combine units on Xhosa VII, and Clovis had been cut off from resupply.

Concurrent Combine attacks on AFFS-held worlds saw similar levels of success with the systems of Junction, Monistrol, and Annapolis seized. Several other assaults, though launched with equally well-equipped and trained troops, failed to do more than bloody AFFS defenders; inventive tactics and newly developed technologies were revealed by both sides during the battles. Seemingly rushing to get the weapons out to the frontlines, the Draconis Combine revealed locally-manufactured recreations of Helghan-pattern lasers, while the Federated Suns made use of more advanced gravitic technology to deliver larger quantities of explosives via drone.

Additionally, while support for the war and their respective leaders remains high on both sides of the Federated Suns-Draconis Combine border, it appears that the citizens of both nations are starting to tire of the bloodshed. Though only visible in the minutest quantities, continued bloodshed combined with the declaration of a ceasefire along the League-Commonwealth border appears to be swaying more people towards peace.


System Ownership Changes


NameNew Owner
FinsterwaldeLyran Commonwealth
GypsumLyran Commonwealth
BolanLyran Commonwealth
SenftenbergLyran Commonwealth
PressbyLyran Commonwealth
DixieLyran Commonwealth
Bella ILyran Commonwealth
ZvolenContested
KitzingenContested
UhuruFree Worlds League
RochelleFree Worlds League
AmityFree Worlds League
ShilohFree Worlds League
SolarisFree Worlds League
ZaniahFree Worlds League
McGeheeFederated Suns
DamevangFederated Suns
ChodrantFederated Suns
RoweFederated Suns
CassiasFederated Suns
JunctionDraconis Combine
MonistrolDraconis Combine
AnnapolisDraconis Combine

===============================
Faction Popularity and Issue Changes


One-Time C-Bills Changes

-20,000,000 (Marian Relief Shipments)
-20,000,000 (Gray Death Legion)

Total: -40,000,000 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...
 
5th Succession War -- July-December 3041 Actions
High Noon on Highwater
If there was ever a planet that wasn't worth fighting over until recently, it's Highwater. Named for the favourite phrase of the earliest colonists, "Come Hell or Highwater", it's an irony that Highwater is an arid, dusty ball of rock. Even dryer than Caliban, the water necessary for human life is buried deep underground or extracted from the planet's atmosphere, and many a town has turned to dust when the water failed.

The family of Santa Anna were some of the original colonists that settled the planet in 2355 as part of a mining operation run by Magistracy Metals. The Santa Anna's rose to prominence through shrewd investment and exploitation of the planet's resources (including the colonists themselves) and swiftly came to own some of the largest parcels of land on the planet. This easy life lasted until the Reunification War when, in 2588, the Magistracy of Canopus surrendered to the SLDF and Magistracy Metals abandoned the world of Highwater. Many colonists left, but the few that remained were determined to make a living on the world and the Santa Anna's were among them.

When war came again in the form of the Periphery rebellion of the 2770s, Highwater's resources became valuable enough to bring more growth and prosperity to the planet. Unfortunately for those banking on the new gold rush, an unexpected outbreak of peace occurred when Stefan Amaris launched his coup and the Star League Defence Force found itself at war in the Inner Sphere instead. During the carnage that followed, many SLDF units were destroyed, and others fled for the relative safety of the Periphery.

Major John Hamilton and his lancemates were some of these deserters, arriving on the planet in 2781. Though they were greeted with mistrust by the people of Highwater, they nonetheless used their BattleMechs to fight off a group of pirates; all but John dying in the effort. After the heroic battle, he married the daughter of a major land baron and his family became an important force on the world.

No one knows exactly how it started, but in 2801, during a duel of honour over a miner's daughter, Enrique Santa Anna killed Phillip Hamilton in a pistol duel. The history of the feud that ensued is long and storied, but suffice to say that the centuries-long family squabble had long since become a part of the background radiation of the planet's culture and would have remained that way had it not been for the town of Tombstone.

Discovering Gallium-rich ore in the mountains west of town, the lucky strike would have laid the foundations for a third goldrush... were it not for Don Antonio López de Santa Anna and, self-proclaimed, Brigadier General George Hamilton. Launching simultaneous coups against the planet's government inJune of 3041 and imprisoning the survivors, both men have hired mercenary mech companies to augment their own forces and are busy trying to kill each other. New on the scene and with similarly inexperienced pilots, these mercenary outfits nonetheless boast an impressive lineup of mechs with both fielding 450 tons of metal spread between two lances.

While the Helghan Republic would normally be willing to let things play out, the proximity of Highwater to the Republic's borders represents both an embarrassment and an opportunity. Liberating the surviving members of government, annexing the planet, or simply blowing up the forces of both feuding families is on the table, and the Republic has a plethora of ways to carry out its decision.


What Does The Republic Want to Do?

[] Liberate the Planet
[] Annex the Planet
[] Ignore it (don't select a 'who to send' option)
[] Write-in

Who Does the Republic Send to do it?
[] Send a Republic military division
[] Send the Ravens
[] Send Markham's Marauders
[] Send the Grey Death Legion
[] Write-in

===============================
Actions
You have 9 out of 10 Action Points to spend. This list of available actions is by no means exhaustive, so feel free to suggest more actions or variations on the actions listed below.

Federated Suns
[] Arms Sales: With the Federated Suns at war, they may be willing to purchase items up to and including formerly LosTech ammunition from the Republic. Given the distances involved, such shipments will be difficult until efforts are made to improve the backend logistics. [-3 influence]
[] Tech for Tech: By offering the Federated Suns information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
[] Expand FedSuns intelligence network: Having placed a large number of agents within the lower levels of FedSuns society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Medium]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] 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.
[] Infiltrate Military [Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Steal research [Hard] [TARGET RESEARCH]: Utilising our agents in research centres and laboratories, we can "acquire" valuable research data.
[] Stage diplomatic incident [Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Very Hard]: By training and arming those whose beliefs align with those of the Republic, we can remove those in charge and install elements friendly towards us. [Progress: 0/15 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Infiltrate NAIS [Very Hard]: The premier research hub of the Federated Suns, infiltrating the NAIS will enable Republic operatives to steal research far more effectively.
[] Infiltrate MIIO [Very Hard]: The centre of Suns' counter-intelligence efforts, slipping an operative into the MIIO will vastly simplify future infiltration efforts through a variety of means.
[] Infiltrate Davion Palaces [Extremely Hard]: The center of all major decision-making within the Federated Suns is, of course, its monarch. By infiltrating Davion palaces, we can open up certain opportunities…
[] Write-in


Free Worlds League
[] Arms Sales: With the League now at war, they may be willing to purchase items up to and including formerly LosTech ammunition from the Republic. Given the distances involved, such shipments will be difficult until efforts are made to improve the backend logistics. [-3 influence]
[] Licence Production of Advanced Ammunition: Giving the League blueprints for the construction of specialist ballistic rounds and missiles will allow them to produce a number of projectile types for use by their military. Though the nation lacks the kind of facilities needed to construct these in large quantities, enough could be produced to provide a notable benefit. [-2 influence]
[] Tech for Tech: By offering the Free Worlds League information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
[] Expand Free Worlds League intelligence network: Having achieved decent success last quarter and eager for more detail on the progress of its war against the Commonwealth, infiltrating the Free Worlds League would not be a waste.
[] Infiltrate Civil Administration [Medium]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] 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.
[] Infiltrate Military [Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Stage diplomatic incident [Very Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Impossible]: 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


Lyran Commonwealth
[] Arms Sales: With the Commonwealth now at war, they may be willing to purchase items up to and including formerly LosTech ammunition from the Republic. Given the distances involved, such shipments will be very difficult until efforts are made to improve the backend logistics. [-1 influence]
[] Licence Production of Advanced Ammunition: Giving the Commonwealth blueprints for the construction of specialist ballistic rounds and missiles will allow them to produce a number of projectile types for use by their military. Though the nation lacks the kind of facilities needed to construct these in large quantities, enough could be produced to provide a notable benefit. [-1 influence]
[] Tech for Tech: By offering the Lyran Commonwealth information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
[] Expand Lyran Commonwealth intelligence network: Having placed a large number of agents throughout Lyran society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Medium]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] 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.
[] Infiltrate Military [Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Steal research [Hard] [TARGET RESEARCH]: Utilising our agents in research centres and laboratories, we can "acquire" valuable research data.
[] Stage diplomatic incident [Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Very 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


Draconis Combine
[] Arms Sales: With the Combine now at war, they may be willing to purchase items up to and including formerly LosTech ammunition from the Republic. Given the distances involved, such shipments will be very difficult until efforts are made to improve the backend logistics. [-5 influence]
[] Licence Production of Advanced Ammunition: Giving the Combine blueprints for the construction of specialist ballistic rounds and missiles will allow them to produce a number of projectile types for use by their military. Though the nation lacks the kind of facilities needed to construct these in large quantities, enough could be produced to provide a notable benefit. [-3 influence]
[] Tech for Tech: By offering the Combine information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
[] Expand Combine intelligence network: Having placed a large number of agents throughout Draconis society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Hard]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] 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.
[] Infiltrate Military [Very Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Stage diplomatic incident [Very Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Impossible]: 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: 0/20 turns] [-15,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Write-in



Capellan Confederation
[] Arms Sales: With the Confederation's neighbours distracted by their own conflicts, the Confederation may be willing to buy equipment to help rebuild their military. Given the distances involved, however, such shipments will be difficult until efforts are made to improve the backend logistics. [-2 influence]
[] Licence Production of Advanced Ammunition: Giving the Confederation blueprints for the construction of specialist ballistic rounds and missiles will allow them to produce a number of projectile types for use by their military. Though the nation lacks the kind of facilities needed to construct these in large quantities, enough could be produced to provide a notable benefit. [-2 influence]
[] Tech for Tech: By offering the Confederation information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.


Niops Association
Note: I covered basic stuff for these guys but feel free to suggest stuff.
[] Infiltrate Niops Association Society: A nation which we still know largely nothing about, infiltrating the Niops Association will be difficult but worth it given the level of technology we've detected via space probes.
[] Sign a Non-Aggression Pact: While largely a formality for the small nation and somewhat undercut by the Republic's distance, signing a non-aggression pact with the tiny polity would doubtlessly buy the Republic some additional goodwill. [-2 influence]
[] Negotiate Limited Trade Rights: Though not as valuable as it would be if the Association were in the ORDI custom's union, establishing basic trade with the nation would allow Republic citizens to get their hands on a variety of high-tech goods. [-3 influence]
[] Write-in


Taurian Concordat
[] Tech for Tech: By offering the Taurians information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.


Magistracy of Canopus
[] Tech for Tech: By offering the Magistracy information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.


Aurigan Coalition
[] Tech for Tech: By offering the Coalition Information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.


Helghan Republic
Note: Due to the doubled length of time, you're able to both build and upgrade a defence station and upgrade an existing defence station twice over. I.E you can build a medium defence station, or upgrade a small to large per AP.

[] Construct and upgrade a military defence station over [LOCATION]
Locations available:

New Oslo
Caliban

[Can be taken multiple times in a turn]

[] Double upgrade a military defence station at [LOCATION]
Available stations:

Charybdis (Small → Large)
Mir (Small → Large)
Rogue (Small → Large)
Tiverton (Small → Large)
Detroit (Medium → Huge)
Rockwellawan (Medium → Large)
Portland (Large → Huge)

[Can be taken multiple times in a turn, but you can only upgrade a single station once per turn]

[] Hire Commercial Jumpships: By hiring commercial jumpships throughout this part of the Periphery at rather exorbitant rates, we can increase our shipments to the Inner Sphere substantially and help repatriate people from the Former Marian Hegemony. [-1 AP for 3041]

ORDI
[X] Expanded Anti-Pirate Operations: With a major war once again raging corewards, pirates will undoubtedly move to avoid the fighting and take advantage of reduced garrisons. To prevent this from biting the ORDI nations, we should cooperate to temporarily increase anti-piracy patrols and operations. [Locked Until Cancelled]

Trinity League

[] Expand League intelligence network: Having placed a number of agents throughout the Trinity League, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Medium]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] 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.
[] Infiltrate Military [Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Stage diplomatic incident [Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Very 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: 0/10 turns] [-8,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Write-in


Marian Reconstruction
Naval Support Capacity: 9/18 (use the naval upkeep values)
Ground Support Capacity: 0.75/3 (use the transport size value)
Unrest in the Former Hegemony: Low
[] Repair and Rebuild Infrastructure: By devoting a notable portion of Republic industry towards the task of rebuilding the Hegemony's shattered infrastructure, we can keep the lights on and the water flowing throughout the nation. [-1 AP for 2 years]
[] Support Ideological allies: Through financial and other means, we can bolster the position of groups whose interests align with the Republic's own in preparation for the formation of a better Marian state. [-5,000,000 C-Bills, -2 Influence]
[] Infiltrate and disrupt ideological opposition: Through financial and other means, we can disrupt the formation and operations of groups hostile to the Republic in preparation for the formation of a better Marian state. [-2,000,000 C-Bills, -4 influence]
[] Reinforce Helghan Units (specify the forces being deployed): Deploy additional forces to assist with ensuring security across the former Marian Hegemony

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Military Requisition And Design
You have 3 out of 3 Requisition Points to spend on upgrading Helghan's ground forces. These upgrades are given to all active armies at once, though the more armies you have the longer it'll take to roll out changes.

Requisition
[] 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
[] Dropship Design: (tell me what you're trying to design)
[] Warship Design: (tell me what you're trying to design)
[] Design write-in: Order your teams to design a solution to a capability gap. (tell me what you're trying to design)
 
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