Mandate Intervention -- July-September 3046 Results
[X]Plan Unstoppable MAWLR's & Operation Pluto Phase 2 Plan
https://forums.sufficientvelocity.com/threads/the-lords-of-ruin-battletech-killzone.52819/page-914?post=27399795#post-27399795



-[X] Priority repairs: Though expensive, putting extra effort into making repairs will get the Titan back to working status by the end of September. [-1 AP this turn]
Eager to get the Titan back to operational status as soon as possible, the Helghan Republic began Q3 of the year by putting forth a vast sum of resources to that end; an army of engineers, mechanics, and other such personnel dispatched immediately. Arriving within days of the decision, Helghan personnel spent the first few weeks of July surveying the true extent of the Titan's damage and devising a repair plan to get the walking battleship combat-ready by September's end. Aside from the damaged drivetrain that had rendered it immobile, this survey quickly uncovered a host of lesser failures with multiple critical systems knocked offline by the blast or else operating at drastically reduced functionality.

With the extent of the damage now known in excruciating detail, Republic personnel swiftly got to work repairing the MAWLR, a hastily assembled field base the size of a small town springing up around the immobilised war machine like fungal stalks. Beginning in August, repair crews and their automata swarms worked tirelessly to replace damaged components and rebuild destroyed systems; hundreds of tons of twisted metal and shattered machinery ripped out from the Titan's guts and replaced with new parts shipped from Helghan at great expense. Despite the cramped quarters they worked in and the lack of dedicated facilities, the repair crews made steady progress until, by late August, the Titan's weapons systems were back online, and the drivetrain was functional once more.

Ready for testing by September 1st, the Titan began the month by moving all of a hundred metres west, its first tentative steps sending glasses rattling throughout the temporary field base and causing its legs to creak and groan. Buoyed by their success, those in charge of the repair operation quickly shut the machine down and retargeted their efforts onto the myriad secondary problems caused by the nuclear earthquake; the hundreds of outstanding issues rapidly culled one by one until, as October loomed, the Titan was finally ready for action.

Effect
  • Titan fully repaired



-[X] Dispatch emergency medical aid: With many hospitals destroyed and those that remain overwhelmed and operating without adequate supplies, power, water, or sewage, sending medical aid and transporting casualties to hospitals in neighbouring cities is essential to reduce the death toll.
-[X] Conduct search and rescue operations: Organising search and rescue efforts throughout Davao will allow us to rescue those trapped in collapsed buildings and recover bodies.
-[X] Establish sanitation efforts: The sanitary disposal of bodies, either in mass graves or by cremation, is a vital task in preventing the spread of disease among a population.
-[X] Re-establish food distribution systems: With food distribution in Davao gone along with much of the city, the Republic must ship in food and re-establish these systems if it wishes to prevent mass starvation.
-[X] Repair electrical system: Largely without power thanks to the failure of power plants and the destruction of power lines, repairing Davao's electrical system will aid hospitals greatly, prevent climate-related deaths, and make every aspect of life easier.
-[X] Repair water and sewage systems: Critical to preventing the spread of disease and ensuring people have clean water, repairing Davao's water and sewage systems will have a huge impact on preventable deaths.
-[X] Emergency housing programme: By housing those rendered homeless by the blast and its aftermath in cities across Pojos and by providing emergency shelter, the Republic can greatly reduce deaths by exposure.

Having suffered catastrophic damage from the detonation of the 40-kiloton nuclear weapon, Davao was a city on the edge of complete catastrophe by July 1st; sewage, water, food supply, and electrical systems torn to shreds, hospitals overwhelmed with casualties, housing demolished and incinerated, and bodies rotting in the streets. With one part of the Republic's government horrified at the humanitarian nightmare unfolding in the city and another keenly aware that allowing it to continue would dramatically undercut the intervention's humanitarian messaging, the Helghan Republic swiftly authorised a massive effort to try and alleviate the worst of the suffering; military personnel on-site promised a blank cheque for supplies and plenipotentiaries dispatched to coordinate with the planetary government. Within days of authorisation, personnel on Pojos proved able to establish a humanitarian corridor into the savaged city; overlord transports hauling supplies into Davao for the first few days before combat engineers had cleared routes to the city centre through the rubble.

Filled to bursting with food and water donated by and purchased from Pojos' numerous unaffected cities, the subsequent aid convoys proved instrumental in alleviating the devastation's initial impacts; distribution centres were rapidly established across Davao to provide the desperate and needy with relief, and a rationing system implemented to ensure all were able to eat. Following close behind these lifesaving convoys, trucks bearing generators, spare parts, powerlines, and water pipes enabled civilian engineers to restore bare minimum functionality to local hospitals and water treatment plants; weeks of round-the-clock work seeing hundreds of kilometres of powerline strung and waterpipes laid. Not to be outdone, the Republic's combat engineers matched the effort by repairing critical infrastructure such as bridges, roads, canals, and tunnels to enable more efficient delivery of aid and evacuation of the wounded.

Concurrently with relief efforts, members of the Republic's 5th army began a truly massive search and rescue effort across Davao, a division's worth of personnel and automata turned over to rescue the living and recover the dead. For over two weeks, Republic personnel scoured every collapsed ruin and tunnel in Davao for signs of life, individuals, couples, and sometimes entire families pulled, blinking and traumatised, from beneath the rubble. However, though Helghan personnel rescued many thousands this way, countless more were not; more bodies and fewer survivors recovered every day until, at last, rescue efforts ceased entirely. With more than 180,000 people killed in the initial blast and countless more expected to die in the months following, the Republic began a much-truncated program of body disposal; DNA samples, recovered ID documents (where applicable), fingerprints (where applicable), and other items recorded for later identification, the bodies themselves then buried in common graves.

Having handled the most immediately catastrophic issues and stemmed the bleeding, the Republic task force moved onto the next-most pressing matter; field hospitals and medical clinics established throughout the city wherever space was available. Staffed by military and civilian doctors, these outposts of humanity dramatically reduced the pressure on Davao's beleaguered hospitals and, as the weeks passed, became the primary source of medical care for the survivors. To ensure that said care was accessible to all, the Republic also dispatched medical transports to assist survivors unable to journey to medical centres under their own power, thousands of lives saved as a result.

Simultaneously, the Republic moved to supply temporary housing for the hundreds of thousands displaced by the blast and ensuing fires, cities across Pojos throwing open their doors even as the Republic established temporary shelters. Though these shelters were far from ideal, they were a welcome relief to those who had lost everything and offered a degree of protection from the elements. As the weeks passed and the situation in Davao began to stabilise, further efforts improved upon these makeshift homes; prefabricated houses shipped from the Republic's industrial heartland assembled in mass quantities, the temporary shelters steadily replaced, and community centres set up to provide residents with some semblance of normalcy.

All told, the end of September revealed a dramatic transformation in the situation in Davao, the heroic efforts of local and Helghan personnel dragging the city back from the bloody edge of collapse and saving the lives of countless thousands. Though normalcy is still far off and many wounds remain unhealed, Davao is no longer in imminent danger of succumbing to the aftermath of the nuclear detonation, and it should merely be a matter for organisations such as the ORDIHCR to keep things intact.

Effect
  • Situation in Davao largely stabilised.
  • Predicted Preventable Deaths plummet (see below for more information)

-[X] Dispatch Material Aid (Battlemechs, Mandate): With the Mandate on fire, now would be a good time to supply rebel forces with deniably surplus battlemechs to even the odds against government forces. [-80,000,000 C-Bills]
Understandably infuriated by the multiple nuclear strikes, attempted or otherwise, and intractably opposed to giving the Mandate time to recover from its assault, the Helghan Republic began Q3 3046 by consigning a massive shipment of battlemechs to rebel forces. Assembling a unit of more than forty light and medium mechs, the Republic quickly gave the machines a few aesthetic scratches to sell the idea of their surplus nature before quickly handing the package over to rebel outfits across the Mandate's rimward frontier. Substantially more deadly than anything they'd been able to get their hands on up to this point, the addition of battlemechs to rebel arsenals multiplied their effectiveness ten-fold; entire enemy units choosing to surrender rather than face off against mechs. Worse still from the perspective of those ordered to fight them, the mechs prove a perfect fit for the rapidly developing rebel strategy of hit-and-fade attacks supported by technicals and combat vehicles. Fast, compact, heavily armed, and heavily armoured, the supplied warmachines quickly found their way into serving as the rebels' armoured spearhead; more than a few battles against the MAF won by a fifty-ton mech barrelling through their lines before vanishing into undeveloped hinterlands.

Effect
  • Multiple rebel units are now better kitted out than the Mandate forces they fight against.
  • They want as many mechs as you can spare

-[X]Operation Pluto Phase 2 Plan:
--[X] Phase Two consists of four operations: Styx, Lethe, Charon and Hades
---[X] Operation Styx: The naval interdiction of the remaining Mandate fortress worlds with substantial mech or nuclear forces (So Sunnywood, Midthun and Validives as priority, then down the list). The objective is not to totally blockade the systems, but rather make military movements impractical or impossible. The highest priority is to prevent nuclear counter attacks on ORDI territory
---[X] Operation Lethe: The pre existing Cordon Sanitaire keeping the FWL out of our business.
---[X] Operation Charon: An offensive behind the line of Mandate fortress worlds, attempting to capture as many of the undefended worlds behind the line as practical while retaining sufficient ground and naval assets for operations Styx, Lethe and Hades.
---[X] Operation Hades: The assault on Victoria itself. The objective is to capture the planet and hopefully compel a formal surrender by Mandate leadership.

Scenting blood but wary of a nuclear counterassault vapourising the Republic's hard-won gains, the Helghan General Staff quickly and quietly drew up alterations to Operation Pluto's existing plans —anti-nuclear operations gaining fresh impetus in the wake of Davao's torching. Initially intending to continue the assault into the Mandate's now unprotected underbelly, the devastation wrought by a single nuclear strike convinced the Republic to rethink its plans and focus on locking down all known nuclear weapons along the Rimward Periphery. Named Styx by its planners, a cadre of experienced naval commanders, this sub-operation called for a blockade of seven entire solar systems by naval elements drawn from the Victoria, Menke, and Pojos Task Forces; Sunnywood, Midthun and Valdives the priority, followed by the four systems bypassed during Pluto's first phase.

However, despite the urgency of the situation and the knowledge of all involved as to the potential risk should a blockade fail to be established, Operation Styx met with considerable opposition from elements of the Helghan government and the Helghan Navy. Citing concerns about the efficacy of such a blockade and the degree to which assembling the requisite forces would threaten both existing and future commitments, both sides argued for weeks —the General Staff eventually proving victorious, though receiving a smaller than desired task force. Nonetheless, with the task force in operation by late July, Styx was finally given the green light to launch; three Noctis and four Hasta-IIID class cruisers, enough for one ship per system, warping into position over their target worlds.

To the great relief of all involved, the Mandate Armed Forces did not attempt to break the blockade between late July and the end of September despite the smaller-than-desired number of ships devoted to the task; the handful of JumpShips already present across the seven systems interdicted and interred away from any jump points where they could do no harm. Keenly aware of the consequences if they failed, the crews involved operated with commendable vigilance, their vessels' mere presence serving to dissuade several independent traders from approaching those worlds inhabited by civilian populations. Under enormous pressure to prevent another Davao from happening and simultaneously carrying out three other operations, the Helghan General Staff took more than a small measure of relief from the utter lack of issues faced by the Styx task force.

In contrast to the strained but otherwise successful halt placed on Mandate nuclear assets, the ongoing cordon sanitaire maintained by the Republic between the Mandate and the Free Worlds League became an immediate source of concern when, in mid-July, FWLM JumpShips appeared in three of the seven systems occupied. Counting five JumpShips and thirteen dropships between them, Helghan ships in the systems of Andarmax, Principia, and Shiba immediately alerted their fellow task force members to the incursion before moving to intercept —the Hasta-IIIDs going to combat stations and launching additional ASFs as quickly as humanly possible. Undeterred by the warships heading towards them, the FWLM dropships detached from their carrier craft and began to burn towards the various inhabited planets, the small flotilla ignoring Helghan orders to turn around and depart the systems immediately despite assurances of safe passage.

Operating under strict orders to maintain Mandate territorial integrity against opportunistic territorial expansions and simultaneously ordered to avoid causing international incidents, the Task Force's commander, Captain Emilia Vargas, responded to the flagrant violation by instructing her subordinates to fire warning shots at the encroaching vessels. Extremely well-armed, even by the standards of the Star League Navy, the quartet of Hasta-IIIDs assembled by the Helghan fleet let rip with countless terajoules of energy, columns of laser fire plunging through space barely 10,000 kilometres ahead of the FWLM forces. Illuminated by the ghastly light reflected off errant particles of rock and dust, the Andarmax and Principia task forces broke from their charge, the nine vessels turning tail and running back to their JumpShips, a close watch established to monitor their activities. Unfortunately, the Shiba task force's commander proved made of sterner stuff than their comrades in arms, the four vessels of their flotilla holding steady even as Helghan laser fire crept closer and closer with every passing minute.

Four hours into the confrontation and caught between a rock and a hard place, Captain Vargas finally acknowledged the inevitable and ordered her ships to stand down, the Helghan Cordon proving a thing of smoke and mirrors. Seven hours later, the Andarmax and Principia task forces turned around once again and burned their engines furiously to make up for lost time; their Helghan monitors impotent to stop them. Three days after that, the Shiba task force made landfall across the planet's primary continent, the Mandate defenders shattering against the well-drilled and highly lethal 3rd Free Worlds Guards and surrendering after only a week of combat. Unsurprisingly, this pattern repeated itself in both Andarmax and Principia, with Helghan's disruptive actions and the overall morale collapse suffered by the MAF ensuring swift victories for the 6th Defenders of Andurien and 9th Marik Militia, respectively.

Naturally, news of this action by the Free Worlds League has received a frosty reception across the Outer Rim Defence Initiative, talk of a larger offensive exploding across government and military channels. Quickly identified by ORDI spies as mere gambles, analysts across the alliance predict that the success of the three assaults will push the League to double down and attempt to seize more territory from the weakened Mandate. While September comes and goes without further action by the FWL beyond taking Andarmax, Principia, and Shiba firmly in hand, few think the end of 3046 will be as peaceful on the anti-spinward front.

Concurrently with operations Styx and Lethe, the Helghan General Staff and its equivalents throughout the rest of the ORDI devised an ambitious plan to tear through the Celestial Mandate's vulnerable belly —the operation dubbed Charon by those involved. Composed of what naval forces could be spared from other operational areas as well as a mix of ground troops from the ORDI's Periphery members, all of July was spent assembling the requisite forces, the final touches put in place by the 2nd of August. Designed to seize as many worlds as possible and keep the Mandate Armed Forces off balance, Charon called on ORDI forces to capture Columbine, Vard, and Quimberton, and link up with the rebel-held systems of Egress, Cavalor, and Madras at a minimum. As the first week of August came and went, Republic generals gave the go-ahead, and Operation Charon burst into life.

Mere days later, the first ORDI troops arrived on Quimberton and were met with open arms by local rebel forces and Mandate troops alike, the former having seized great tracts of territory in the weeks prior and the latter eager to have someone to whom they could surrender. Similar scenes repeated across the target list, with planet after planet falling —or surrendering— to ORDI forces, only the loyalist troops on Vard choosing to retreat to the countryside and continue fighting in the face of overwhelming firepower. By September's end, ORDI forces had seized the worlds of Bellatrix, Vard, Quimberton, and Columbine, and successfully linked up with rebel forces holding Madras, Borden, Egress, Cavalor, and Decatur.

Despite the scale of Operation Charon's goals and the relatively small force that made up its fist, casualties suffered by ORDI forces were comparatively light, need and experience combined to ensure a high level of cooperation and planning between the various member-state units involved. In addition, though Mandate Armed Forces were well-equipped by the standards of back-line Inner Sphere troops, the utter collapse of morale and high-level coordination brought about by ORDI spy actions and the general opposition by civilians meant that many Mandate forces chose not to fight, with only a few exceptions occurring. However, these victories were not without consequences, the capture of so many systems forcing the Republic and its allies to further dilute troops and supplies from other fronts to the point that the majority of the Aurigan and Taurian contributions to the war effort are tied up in garrisoning the now thirteen systems held by the ORDI's Periphery members.

A fantastic victory by any measure of the word, ORDI troops having gouged out a great chunk from the Mandate's exposed flank, the capture of so many systems was all but drowned out by news of the war on Victoria.

Codenamed Hades by those same people who dubbed the overall operation Pluto in the first place, Hades soon proved to be an appropriately ominous moniker for the continued invasion of the Celestial Mandate's capital, Victoria. First invading during the final weeks of 3046's second quarter, ORDI forces began Q3 with a good third of the planet's capital, Barns, captured, as well as two of the five satellite cities surrounding the underground metropolis despite fierce resistance from fanatical Mandate soldiers. Forced into urban combat with the defenders with no air or long-range artillery support due to the subterranean nature of Victoria's cities, the fighting was savage and bloody; casualty rates for ORDI formations across Victoria higher than anywhere else in the Mandate bar Pojos.

Understanding that the capture of Victoria, and the Mandate's leaders, would render the nation's surrender all but inevitable, the Helghan Republic committed itself to see the task done; every spare drop of fuel, box of bullets, and squad of infantry thrown into the fray. For its part, the Mandate responded in kind; its defence growing more determined with every metre of ground lost and drop of blood spilt, civilians as young as fourteen pressed into service across the planet with locally manufactured Gyrojet weaponry and countless anti-power armour weapons deployed. Over the next three months, the fighting on Victoria only grew more bitter as both sides intensified their efforts, neither able to gain a decisive advantage despite their investment and casualties mounting by the day.

Unsurprisingly, Victoria's civilian population suffered the most from the ongoing conflict, entire districts reduced to rubble, tens of thousands rendered homeless, and strict rationing imposed across the planet. Medicine and water, too, became an issue, ORDI supply lines further constricting thanks to the need to prevent starvation, dehydration, and other deaths from ravaging those inhabiting the territory it controlled. However, despite the ferocity of the MAF's defence, the sheer firepower of the ORDI combined with its technological edge saw the balance of power slowly but steadily tip in its favour; every lost factory further limiting the Mandate's ability to counter ORDI heavy metal. After several months of bitter fighting, ORDI forces across Victoria finally managed a breakthrough, a dozen cities, including Barns' last satellite city, falling like dominos over two weeks. Dramatically weakened by this catastrophic failure, Barns' defenders soon found themselves at the cutting edge of a killing thrust; the bold actions of a joint Taurian-Canopian battlemech force allowed Helghan and Aurigan power armour troopers to bloodily seize the armoured bunker that played host to the Mandate's ruling council.

With the capture of the command bunker and the raising of the ORDI flag over Barns' shattered core, organised resistance throughout the city effectively ceased to exist; sporadic fighting continued for several days as units fought on their own initiative, but the bulk of the Mandate Armed Forces and their militia surrendering. Of the six council members who started the Mandate's civil war, only three survived to be captured by ORDI forces. No doubt thinking that death was better than dishonour, or, more likely, afraid of what would be done to them by victorious rebel forces should they be captured alive and handed over, two were found dead from suicide shortly after the bunker fell; the pair of noblemen, one being the head of the Maskirovka, having retreated to their respective offices when the first ORDI troops breached the perimeter. Meanwhile, the third's body was discovered hours after the bunker's fall in a secret tunnel leading to the city's underground maintenance tunnels. Heavily damaged by the fighting above, the tunnel's ventilation systems had failed sometime earlier and allowed unbreathable gases to pool, suffocating the noblewoman and her entourage as they attempted to escape the city.

The capture of the Mandate's ruling council proved to be a significant turning point in the battle for Victoria; the three surviving nobles were eventually convinced to order units across the planet to surrender. With their capital lost, their rulers dead or captured, and morale at rock bottom across the board, MAF generals proved only too happy to wave the white flag, Victoria's remaining cities declared open cities over September's last few weeks and occupied by ORDI forces in the days following. Much to the surprise of the Republic's more cynical inhabitants, Celestial Empress Romano Liao and her thirteen-year-old son were also found alive and relatively unharmed during the same period. Imprisoned in her palace years earlier by the coupists, Romano Liao had been moved to a secure location in Victoria's backwoods shortly before the ORDI invaded and kept alive to provide the occasional public appearance (from a distance) to bolster morale. While the Canopian unit that found her reported only minor health issues resulting from the disruptions caused by the planetary invasion, the initial psychological assessment conducted by their medics painted a much darker picture of untreated mental illnesses exacerbated by her treatment. In contrast, Sun-Tzu Liao, her son, was found to be both physically healthy and mentally well, albeit lacking in socialisation with children his own age due to isolation and understandably lacking in trust.

Effect
  • Too many to list, lol



Design and Requisition
--[x] Battlecruiser
Code:
                    AeroTech 2 Vessel Technical Readout
                               * CUSTOM WEAPONS

Class/Model/Name:  Battlecruiser  
Tech:              Inner Sphere / 3067
Vessel Type:       WarShip
Rules:             Level 3, Standard design
Rules Set:         AeroTech2

Mass:              1,000,000 tons
K-F Drive System:  (Unknown)
Length:            905 meters
Power Plant:       *Custom Engine*
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Standard
Armament:          
   92 Primitive H-ER Laser*
   56 H-Laser AMS*
   20 Improved PTC*
   60 Apollo*
   40 Rotary AC/5
   20 Gauss Rifle
   96 Arc Cannon*
------------------------------------------------------------------------------
Class/Model/Name:  Battlecruiser  
Mass:              1,000,000 tons

Equipment:                                                            Mass  
Power Plant:  *Custom Engine*                                      204,000.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
Kearny-Fuchida Hyperdrive:  *I-Warp Drive* (Integrity = 20)        384,600.00
Jump Sail: No Sail (Fusion-Charged K-F)                                   .00
Structural Integrity: 105                                          105,000.00
Total Heat Sinks:    12,100 Double                                  11,417.00
Fuel & Fuel Pumps:                                                  20,432.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:              2,500.00
Fire Control Computers:                                             13,700.00
Food & Water:  (180 days supply)                                       947.00
Hyperpulse Generator:                                                   50.00
Armor Type:  Standard  (906 total armor pts)                         2,099.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                166
   Fore-Left/Right:                  151/151
   Aft-Left/Right:                   151/151
   Aft:                                 136

Cargo:
   Bay 1:  Small Craft (18) with 6 doors                             3,600.00
           Fighters (96) with 16 doors                              14,400.00
   Bay 2:  Large Naval Comms-Scanner Suite (1)                         500.00
   Bay 3:  Cargo (1) with 2 doors                                   60,000.00
   Bay 4:  Shield (12)                                              12,000.00

DropShip Capacity:  20 Docking Hardpoints                           20,000.00
Life Boats:  180 (7 tons each)                                       1,260.00

Crew and Passengers:
    100 Officers (84 minimum)                                        1,000.00
    200 Crew (145 minimum)                                           1,400.00
    220 Gunners (194 minimum)                                        1,540.00
    250 Marine Battle Armor Troopers/Elementals                      1,750.00
    282 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
5 Primitive H-ER Laser*    Nose     4(40)  4(40)  4(40)     --   90     25.00
14 H-Laser AMS*            Nose        --     --     --     --   98     21.00
5 Primitive H-ER Laser*    Nose     4(40)  4(40)  4(40)     --   90     25.00
5 Primitive H-ER Laser*    Nose     4(40)  4(40)  4(40)     --   90     25.00
5 Improved PTC*            Nose     5(50)  5(50)     --     --   50     30.00
5 Apollo*(100 msls)        Nose        15     15     15     --   45  1,500.00
5 Apollo*(100 msls)        Nose        15     15     15     --   45  1,500.00
5 Rotary AC/5(400 rounds)  Nose   10(100)10(100)     --     --   30     70.00
5 Rotary AC/5(400 rounds)  Nose   10(100)10(100)     --     --   30     70.00
5 Gauss Rifle(160 rounds)  Nose     8(75)  8(75)  8(75)     --    5     95.00
5 Apollo*(100 msls)        Nose        15     15     15     --   45  1,500.00
4 Arc Cannon*              FL/R        32     32     32     32  960  9,600.00
4 Arc Cannon*              FL/R        32     32     32     32  960  9,600.00
4 Primitive H-ER Laser*    FL/R     3(32)  3(32)  3(32)     --  144     40.00
4 Arc Cannon*              FL/R        32     32     32     32  960  9,600.00
4 Primitive H-ER Laser*    FL/R     3(32)  3(32)  3(32)     --  144     40.00
4 Arc Cannon*              FL/R        32     32     32     32  960  9,600.00
4 Arc Cannon*              FL/R        32     32     32     32  960  9,600.00
4 Arc Cannon*              FL/R        32     32     32     32  960  9,600.00
5 Primitive H-ER Laser*    L/RBS    4(40)  4(40)  4(40)     --  180     50.00
14 H-Laser AMS*            L/RBS       --     --     --     --  196     42.00
5 Primitive H-ER Laser*    L/RBS    4(40)  4(40)  4(40)     --  180     50.00
5 Primitive H-ER Laser*    L/RBS    4(40)  4(40)  4(40)     --  180     50.00
5 Improved PTC*            L/RBS    5(50)  5(50)     --     --  100     60.00
5 Apollo*(100 msls)        L/RBS       15     15     15     --   90  3,000.00
5 Apollo*(100 msls)        L/RBS       15     15     15     --   90  3,000.00
5 Rotary AC/5(400 rounds)  L/RBS  10(100)10(100)     --     --   60    140.00
5 Rotary AC/5(400 rounds)  L/RBS  10(100)10(100)     --     --   60    140.00
5 Gauss Rifle(160 rounds)  L/RBS    8(75)  8(75)  8(75)     --   10    190.00
5 Apollo*(100 msls)        L/RBS       15     15     15     --   90  3,000.00
4 Arc Cannon*              AL/R        32     32     32     32  960  9,600.00
4 Arc Cannon*              AL/R        32     32     32     32  960  9,600.00
4 Primitive H-ER Laser*    AL/R     3(32)  3(32)  3(32)     --  144     40.00
4 Arc Cannon*              AL/R        32     32     32     32  960  9,600.00
4 Primitive H-ER Laser*    AL/R     3(32)  3(32)  3(32)     --  144     40.00
4 Arc Cannon*              AL/R        32     32     32     32  960  9,600.00
4 Arc Cannon*              AL/R        32     32     32     32  960  9,600.00
4 Arc Cannon*              AL/R        32     32     32     32  960  9,600.00
5 Primitive H-ER Laser*    Aft      4(40)  4(40)  4(40)     --   90     25.00
14 H-Laser AMS*            Aft         --     --     --     --   98     21.00
5 Primitive H-ER Laser*    Aft      4(40)  4(40)  4(40)     --   90     25.00
5 Primitive H-ER Laser*    Aft      4(40)  4(40)  4(40)     --   90     25.00
5 Improved PTC*            Aft      5(50)  5(50)     --     --   50     30.00
5 Apollo*(100 msls)        Aft         15     15     15     --   45  1,500.00
5 Apollo*(100 msls)        Aft         15     15     15     --   45  1,500.00
5 Rotary AC/5(400 rounds)  Aft    10(100)10(100)     --     --   30     70.00
5 Rotary AC/5(400 rounds)  Aft    10(100)10(100)     --     --   30     70.00
5 Gauss Rifle(160 rounds)  Aft      8(75)  8(75)  8(75)     --    5     95.00
5 Apollo*(100 msls)        Aft         15     15     15     --   45  1,500.00
1 Lot Spare Parts (0.30%)                                            3,000.00
------------------------------------------------------------------------------
TOTALS:                                           Heat: 14,568     999,999.00
Tons Left:                                                               1.00

Calculated Factors:
Total Cost:        14,988,092,648 C-Bills
Battle Value:      234,572
Cost per BV:       63,895.49
Weapon Value:      103,724 (Ratio = .44)
Damage Factors:    SRV = 10,813;  MRV = 10,160;  LRV = 7,134;  ERV = 2,722
Maintenance:       Maintenance Point Value (MPV) = 837,795
                   (130,199 Structure, 295,060 Life Support, 412,536 Weapons)
                   Support Points (SP) = 623,460  (74% of MPV)
BattleForce2:      Not applicable

--[X] 1mt Factory Ship
Code:
Handyman-class Factory Ship
Mass: 1,000,000 tons
Use: Factory Ship
Technology Base: Inner Sphere (Advanced)
Introduced: 3046
Mass: 1,000,000
Battle Value: 35,532
Tech Rating/Availability: E/X-X-X-F
Cost: 10,936,408,000 C-bills

Dimensions
    Length: 890 meters
    Width: 317 meters
    Height: 253 meters

Safe Thrust: 2
Maximum Thrust: 3
Sail Integrity: 5
KF Drive Integrity: 21
Heat Sinks: 535 (1070)
Structural Integrity: 90

Armor (Ferro-Carb)
    Nose: 325
    Fore Sides: 269/269
    Aft Sides: 239/239
    Aft: 153

Cargo
    Bay 1:  Small Craft (36)        6 Doors
    Bay 2:  Industrial Bay (300000.0 tons/shares with Cargo)   8 Doors
            Cargo Bay (300000.0 tons/shares with Industrial)
    Bay 3:  Standard Repair Facility (Pressurized) (20,000)2 Doors
    Bay 4:  12 Prototype Gravity Lifts (2400 ton deployment capacity) (15000 tons)2 Doors

Ammunition:
    None

Dropship Capacity: 3
Grav Decks: 0
Escape Pods: 98
Life Boats: 100
Crew:  60 officers, 294 enlisted/non-rated, 52 gunners, 180 bay personnel, 150 factory operators/miscellaneous, 50 marines

Notes: Equipped with
    5 Mobile Field Base
    1 Satellite Imager (Hyperspectral Imager)
    1 Naval Comm-Scanner Suite (Small)
    5 Field Kitchen
    25 Communications Equipment (1 ton)
    5 MASH Equipment (1 theater)
    1,800 tons of ferro-carbide armor.

Weapons:            Capital Attack Values (Standard)
Arc (Heat)      Heat  SRV     MRV     LRV      ERV    Class
Nose (106 Heat)
6 Laser AMS     42   2(18)    0(0)    0(0)     0(0)   AMS
8 Large Laser   64   6(64)   6(64)    0(0)     0(0)   Laser
FRS/FLS (68 Heat)
4 Laser AMS     28   1(12)    0(0)    0(0)     0(0)   AMS
5 Large Laser   40   4(40)   4(40)    0(0)     0(0)   Laser
RBS/LBS (136 Heat)
8 Laser AMS     56   2(24)    0(0)    0(0)     0(0)   AMS
10 Large Laser  80   8(80)   8(80)    0(0)     0(0)   Laser
ARS/ALS (68 Heat)
4 Laser AMS     28   1(12)    0(0)    0(0)     0(0)   AMS
5 Large Laser   40   4(40)   4(40)    0(0)     0(0)   Laser
Aft (106 Heat)
6 Laser AMS     42   2(18)    0(0)    0(0)     0(0)   AMS
8 Large Laser   64   6(64)   6(64)    0(0)     0(0)   Laser

--[x] Gauss artillery
Code:
SAHLR - Spinal Artillery Hovercraft/Long Range
Type: Superheavy Hovercraft
Mass: 80,000 tons
Technology Base: Mixed (Experimental) 
Introduced: 3046
Mass: 80,000
Battle Value: 64,750
Tech Rating/Availability: E/X-X-X-E
Cost: 3,505,157,712 C-bills

Transit Mechanism: Superheavy Anti-Gravity
Dimensions: 
    Length: 250 meters
    Width: 80
    Height: 70
    
Power Plant: Heph Class 300,000 Fusion Plant
Cruise Speed: 4
Flank Speed: 6
Heat Sinks: 1,471 (2,942)
Structural Integrity: 26

Armor* (Standard Scale)
    Nose: 413
    Sides: 357/357
    Aft: 305
    
Equipment
    Improved Energy Shield (1,000 tons | 800-C points)
    Fire Control Systems (4,495 tons)

Cargo
    Bay 1:  Spare Parts (10,000.0 tons) 1 Door    
    Bay 2:  Fighter (4) (600 tons)         2 Door  
    Bay 3:  ASF supplies (4,000.0 tons) 1 Door     

Ammunition:
    800 rounds of Arrow IV ammunition (160 tons), 
    250 rounds of Piranha ammunition (50 tons), 
    250 rounds of Cruise Missile/90 ammunition (11,250 tons), 
    12,000 rounds of LRM 20 ammunition (2,000 tons)
    50 rounds of Spinal Gauss Artillery ammunition (500 tons)

Crew:  30 officers, 73 gunners, 8 bay personnel, 50 BA marines        

Notes: Mounts 89.5 tons of standard armor.

Weapons:                                      Capital Attack Values (Standard)
Arc (Heat)                                Heat  SRV     MRV     LRV     ERV   Class       
Nose (53 Heat)
5 Laser AMS                               35   2(15)    0(0)    0(0)    0(0)  AMS
1 Spinal Gauss Artillery**                  18   0(0)        0(0)       0(0)      0(0)  Artillery 
        
RS/LS Fwd (770 Heat)
5 Laser AMS                               35   2(15)    0(0)    0(0)    0(0)  AMS         
5 PPC                                     50   5(50)   5(50)    0(0)    0(0)  PPC         
20 Medium Laser                           60   10(100)  0(0)    0(0)    0(0)  Laser       
10 Arrow IV                               460   0(0)    0(0)    0(0)    0(0)  Artillery   
    4 Cruise Missile/90
    Arrow IV Ammo (200 shots)
    Cruise Missile/90 Ammo (50 shots)
20 LRM 20                                 120  24(240) 24(240) 24(240)  0(0)  LRM         
    LRM 20 Ammo (2400 shots)
5 Sub-Capital Missile Launcher (Piranha)  45   15(150) 15(150) 15(150)  0(0)  Sub-Capital Missile
    Piranha Ammo (50 shots)
    
RS/LS Aft (770 Heat)
5 Laser AMS                               35   2(15)    0(0)    0(0)    0(0)  AMS         
5 PPC                                     50   5(50)   5(50)    0(0)    0(0)  PPC         
20 Medium Laser                           60   10(100)  0(0)    0(0)    0(0)  Laser       
10 Arrow IV                               460   0(0)    0(0)    0(0)    0(0)  Artillery   
    4 Cruise Missile/90
    Arrow IV Ammo (200 shots)
    Cruise Missile/90 Ammo (50 shots)
20 LRM 20                                 120  24(240) 24(240) 24(240)  0(0)  LRM         
    LRM 20 Ammo (2400 shots)
5 Sub-Capital Missile Launcher (Piranha)  45   15(150) 15(150) 15(150)  0(0)  Sub-Capital Missile
    Piranha Ammo (50 shots)

Aft (760 Heat)
5 Laser AMS                               35   2(15)    0(0)    0(0)    0(0)  AMS         
20 Medium Laser                           60   10(100)  0(0)    0(0)    0(0)  Laser       
5 PPC                                     50   5(50)   5(50)    0(0)    0(0)  PPC         
20 LRM 20                                 120  24(240) 24(240) 24(240)  0(0)  LRM         
    LRM 20 Ammo (2400 shots)
5 Cruise Missile/90                       450   0(0)    0(0)    0(0)    0(0)  Artillery   
    Cruise Missile/90 Ammo (50 shots)
5 Sub-Capital Missile Launcher (Piranha)  45   15(150) 15(150) 15(150)  0(0)  Sub-Capital Missile
    Piranha Ammo (50 shots)
    

** I'll come up with rules for Spinal Gauss Artillery weapons later


News and Rumours

Helghan Republic

Unsurprisingly, the news from New Oslo continues to be upsetting compared to that coming from Operation Pluto. While Helghan troops succeeded in overthrowing and/or suborning the equatorial nations and their religious figures, many terror groups formed in response to the martyrdom of several religious figures and began terrorising the countryside in service to their appalling ideals. Rabidly misogynistic and holding to a patriarchal creed that deems women inherently sinful and responsible for the lethally cold state of the planet, most groups found themselves immediately set upon by Helghan police forces and destroyed. However, most is not all, and those that survived the subsequent anti-terror actions coalesced into a single group that quickly dubbed itself the Brotherhood of the Righteous.

Throughout Q3 3046, the Brotherhood of the Righteous quickly grew in both strength and ambition, disaffected men from all classes reinventing the methods of stochastic terrorism from first principles as they terrorised the countryside. Aided by sympathetic communities, the Brotherhood would strike at night against those who associated with the Helghan Republic or did not hold their wives and daughters to the strictest interpretation of the planet's dominant religion, families waking to find burning effigies and crosses outside their homes, or worse. In response to these actions, Republic forces on the planet redoubled their efforts against the group, a number of the Brotherhood's cells crushed and high-profile figures arrested or killed. Despite these efforts, however, the Brotherhood proved to be a resilient foe, its lack of central organisation and broad sympathy meaning that no blow did more than slow the progress of its crimes.


Continuing from last quarter, refugee numbers from the Celestial Mandate have only increased over the intervening months. According to reports from those on the frontlines, numbers have doubled from 300,000 a year to 600,000 a year. A dramatic increase in a very short span of time, the ORDIHCR has begun to tap into stockpiles of goods in an effort to prevent resourcing issues in the near future

Predicted Refugee Acceptance Breakdown For 3046 (+-5%)
Helghan Republic:
2,880,000
Magistracy of Canopus: 1,700,000
Taurian Concordat: 700,000
Aurigan Coalition: 300,000


Aurigan Coalition
Eager to bring the invasion of the Celestial Mandate to a successful conclusion, the July-September period saw the Aurigan Coalition dispatch large numbers of light combat and support vehicles into Mandate space. Manufactured across the Aurigan state, the vehicles were met with great enthusiasm and immediately deployed against Mandate positions. Though not intended for frontline combat, the surge of scout vehicles and supply transports has significantly improved the information-gathering ability of rebel forces and eased their supply situation.


Taurian Concordat
In contrast to the Aurigan Coalition, whose focus lay in the Celestial Mandate, the Taurian Concordat spent 3046's third quarter supplying rebel groups cropping up throughout the Federated Suns' Outback with heavy weapons. Having learned several important lessons from last quarter's troubled delivery of combat vehicles, the Taurian Concordat acted with utmost caution when delivering the vast hoard of SRMs and other anti-vehicle weapons it had acquired, the ultimate result being the slow but successful delivery of enough arms to outfit a handful of regiments. While not as dramatic a victory as the deployment of more combat vehicles would have been, the solid stockpile of heavy weapons built up by rebel groups has substantially bolstered their position in the region, and training by Helghan trainers has honed their skills to a lethal edge.


Magistracy of Canopus
Doubtlessly seeing the Celestial Mandate as a beast on the verge of death, the Magistracy of Canopus refocused its efforts on supplying Outback rebels with combat vehicles akin to those attempted by the Concordat in May. Unfortunately, like the Concordat's own deliveries, the increasing number of AFFS troops deployed to the region combined with ever-growing scrutiny of traditional smuggling routes meant that Canopian supply runs were only partly successful, fully half of the intended shipments not even making it to AFFS space. Nonetheless, what combat vehicles did make it into the Outback were warmly received by the various rebel groups that call the region home, the addition of armour stiffening their combat arms in preparation for their eventual revolt.


Capellan Confederation
Building off of prior efforts and no doubt hoping to improve the odds of rebel fighters against their loyalist counterparts, the Capellan Confederation began Q3 by dispatching a huge number of small arms into the Celestial Mandate. With ORDI aid into the Mandate decidedly obvious, the Capellan Confederation did not attempt to hide the source of the weapons and instead handed over a large number of factory-fresh assault rifles and other weapons to rebel forces throughout the state's Coreward region. A mix of tried and tested designs as well as brand new ones on par with any conventional weapon from Helghan design bureaus, the influx of firearms provided rebel forces with a glut of firepower, enabling them to equip large numbers of volunteers and rapidly re-equip units that had expended their ammunition.

Similarly, Capellan attempts to supply Outback rebel groups with heavy metal enjoyed a surprising degree of success. Using a combination of covert purchasing across the Inner Sphere and creative bookkeeping, a full company's worth of mechs, ranging in tonnage from 35 to a full 55, were procured and delivered to rebel groups deep within the Outback. Despite the elevated state of alert that the FedSuns counter-intelligence wing had placed itself in since the last smuggling attempt, the Confederation proved able to slip the mechs through border controls undetected, thanks in large part to the use of sympathetic intermediaries. Upon delivery, the mechs were eagerly claimed by the rebels, who saw them as a much-needed boost to their cause.


Continuing its multi-pronged strategy in the face of the MAF's continued collapse, the Capellan Confederation launched numerous attacks against Mandate worlds throughout the July-September period. Aimed at some of the Mandate's more fortified worlds like a sledgehammer, the Wolfs Dragoons seized Raphael, Primus, and Prix within only a few days of one another; the elite mercenary unit well worth the price it commands, going by its success rate. Similarly, CCAF troops supported by elements of the Eridani Light Horse struck out from Kasdach seeking blood, the assembled hosts driving deep into the Mandate thanks, in part, to their use of JumpShips mobility. Aided by widespread surrenders in the face of intense local uprisings and their own overwhelming firepower, this deep thrust reached its maximum extent by mid-September with the system of Turin falling after only a brief battle for control of the planetary capital.


Celestial Mandate
Between the invasion of Victoria (ending in the planet's capture by ORDI forces), the sudden attacks by the Free Worlds League, the continued impact of Helghan sabotage, and the overall sense of the Mandate's impending demise, it came as little surprise when the rebel cause proved reinvigorated come July. Supplied by numerous nations and facing off against an enemy that had been struggling for some time now, rebel forces across the Mandate made their move, five systems falling over the space of a mere two months. However, Q3 saw the first real movement by Mandate forces since Operation Pluto's start, JumpShips carrying forces from Itsbur and Lucknow arriving in Bellatrix... only to find Helghan warships on the prowl after fending off a prior attack. However, Mandate movements to Drozan were far more effective, with an attempted rebel uprising crushed only a few weeks in and one on Repulse losing steam shortly after.

SystemStatus
RenownCaptured By Rebels
JacomarleCaptured By Rebels
New RolandCaptured By Rebels
LarshaCaptured By Rebels
DrozanCaptured By Rebels


Draconis Combine
According to rumours smuggled out of the Draconis Combine by independent traders, the Combine system of Avon played host to a major industrial accident in mid-September of 3046. From what little can be gleaned by Republic analysts, a factory receiving substantial investment from the Word of Blake suffered an explosion sometime in the small hours of the night. While the explosion only damaged the factory, the subsequent release of heavier-than-air gases used in various manufacturing processes killed more than three hundred people in a neighbouring town and prompted the region's governor to declare a state of emergency. While the root cause of the explosion remains unknown, initial reports from the governor's office indicate that it resulted from a failure in safety systems that were, in turn, a result of corruption in the factory's management.

Though independent from the Word of Blake, the organisation had been funding a sizable expansion of the factory and its capabilities; rumours suggest that it planned to turn it into a high-tech manufacturing hub. While damage to the factory remains limited, the explosion has seemingly cast a pall over the WOB, with the religious group's leadership publicly announcing that it will pause other expansion projects for a short time to ensure no similar accidents will occur. Following this announcement, further tragedy struck the planet when a plane crash claimed the lives of half the factory's management board.


Of particular interest to the Republic, reports from the Combine's state media outlets indicate that the reconciliation between Theodore Kurita and his father, Takashi Kurita, has continued to blossom with the formerly-estranged son promoted to the rank of Gunji-no-Kanrei in mid-August. Officially known as the Deputy of Military Affairs, the rank is the second-highest position in the entire Combine, responsible for overseeing the military and defence operations, and is only subordinate to the Coordinator himself. Earned due to his actions during the 4th and 5th Succession Wars and the Ronin Wars, the move has raised eyebrows across the Inner Sphere and beyond, with commentariat across the galaxy publicly pondering what the future holds for the Combine. Known to hold a less rigid interpretation of the Combine's Bushido code, many in the Republic have already begun to speculate on whether this could signal a change in the way the Combine approaches its foreign policy and manner of waging war, while others have expressed cynicism over Theodore's potential lifespan given the degree of traditionalism within the Combine.


Federated Suns
In rather worrisome news, reports out of the Federated Suns have revealed that work on the Augusta shipyards has proceeded exceptionally smoothly over the last few months, its first slipway officially opened by the First Prince at the end of September. Only sufficient to construct a 250,000-ton vessel, the slipway nonetheless represents a growing change in the Inner Sphere's technological development... and the threat it poses to the Periphery. While Helghan intelligence assets have not been regrown since the purge initiated by the Federated Suns some time ago, distant monitoring of the slipway has revealed some manner of activity beginning already, and many Helghan analysts suspect that the AFFS will attempt to challenge Helghan naval supremacy over the next few years.


However, all this pales in comparison to the news from the Federated Suns' Outback region. According to both ComStar news outlets and intelligence operatives embedded throughout the region, Keuterville's local Neo-Jacobinists have shifted from being merely against the local planetary government to being against the government of the Federated Suns as it currently stands. In their attempt to enforce the new laws against the political group and arrest its local leaders, the planetary government seems to have inadvertently started the very crisis it had hoped to forestall; the brewing civil war on the planet exploding into new and terrible life as men and women across the planet took up arms.

Joined by local Marxist-Leninist-Kerenskyist (MLK) factions to Maoist-Gaullist and Blanquist groups, the new government has rallied around the cause of dismantling the entrenched elites across the Suns and establishing a new order; ORDI-supplied equipment providing them with an edge during the first few battles of the planetary civil war. In response to Keuterville's revolution, several neighbouring systems have also seen their own uprisings, with everyone from Marxist-Leninist-Kerenskyists to Sin Seda and Taurian Federalists making an appearance. Unsurprisingly, the ripple of local revolutions and the resulting civil wars has sparked a dramatic increase in tensions throughout the region, and the promised ORDI intervention looms heavily in the minds of the Republic government.

Things naturally escalated when troops dispatched by Michael Hasek-Davion arrived in-system, the mercenaries intended to back up the local government against an ill-trained rabble finding their opposition incredibly well-trained and well-organised. While information is still scarce, initial reports suggest that the intervention by Hasek-Davion troops has only inflamed matters in the region; the reputation they earned after deposing multiple governments convinced many to join the revolutionaries out of a desire for safety. Further complicating matters is the fact that the Federated Suns' government has already taken notice of the situation, with reports from spies in the region suggesting that the state is preparing to use in-region AFFS troops to put down the revolts. However, while this may be successful in crushing the Keuterville revolution given the sheer number of troops available, the potential for an all-out Outback revolt looms large, and many fear that the worst is yet to come.

Effect
  • Several revolts against the Federated Suns proper have emerged across the Outback
  • Decision To Come


Free Worlds League
In a speech to parliament broadcast throughout the Free Worlds League towards the end of the quarter, Captain-General Thomas Marik successfully argued to be granted greater resources with which to police the Spinward border of the nation against threats to the League's security. While the speech itself was rather anodyne and lacking in detail, reading between the lines suggests that the success of the League's probing attacks against the Celestial Mandate has generated interest in seizing what systems the FWL can. Though the League seems disinterested in starting a war with the ORDI, the deployment of military forces in systems blockaded —but not occupied— by the ORDI would almost certainly be a powder keg waiting to blow.



Map


Davao Crisis Deaths*
CasualtiesTotal DeadUnavoidableAvoidable
Civilians (Est.)150,500+66,800+83,700+

*Next Quarter's Estimated Deaths: 4,700


Q3 Casualty Estimates
CasualtiesTotalKilledInjured
Helghan Republic Armed Forces8,7663,2555,511
Aurigan Coalition Military1,032344688
Taurian Defence Force1,167389778
Magistracy Armed Forces2,6878951,792
Mandate Armed Forces (Est.)38,800+12,900+25,900+
Civilians (Est.)160,800+153,000+7,800+


Casualties To Date**
CasualtiesTotalKilledInjured
Helghan Republic Armed Forces29,2069,08720,119
Aurigan Coalition Military3,5901,1112,479
Taurian Defence Force3,7741,1712,603
Magistracy Armed Forces5,6912,0214,421
Mandate Armed Forces (Est.)60,300+19,300+41,000+
Civilians (Est.)747,100+339,300+401,200+

**This is excluding the casualties caused by the civil war since that'd be a mindboggling number by Battletech standards.
 
Mandate Intervention -- October-December 3046 Actions
The Outback Crisis
With several planets in the Federated Suns' Outback erupting into revolution and AFFS troops moving to destroy said revolutions, the question naturally emerged within ORDI circles when the alliance would make good on the promise made two years prior and intervene in the brewing conflict. While the Mandate Intervention was still ongoing by the closing months of 3046, the near-total collapse of MAF morale, combined with the capture of Victoria, the Celestial Empress, and the true ruling council, meant that the liberation of the Mandate became a question of when rather than if; the size of the territory to liberate doing more to hinder the ORDI war effort than the MAF's combat abilities. Even so, the sheer size of the population to police, the number of systems that remained uncontrolled, and recent events with the Free Worlds League meant that intervening in the Outback was hardly a simple decision.

Naturally eager to hurt the Federated Suns given their shared history, the Taurian Concordat was the first member-state to suggest that the ORDI intervene in the brewing conflict; the famously independent nation pointing out that the Federated Suns would be unprepared for an assault launched in January of 3047. Soon after the Concordat raised the idea, the Magistracy of Canopus seconded it after much wearisome vacillation. In comparison, the Aurigan Coalition and Capellan Confederation proved to be much more cautious, representatives from the pair arguing that the revolutions might peter out on their own within a few months and leave the ORDI facing a united Federated Suns in their own territory. While acknowledging the coldness of the suggestion, the two nations came together in proposing that the Outer Rim Defence Initiative wait until July of 3047 before intervening; the delay granting the ORDI much-needed time to prepare their assault and clean up the Mandate while allowing it to wait and see if the revolutions garner widespread support throughout the Outback.

As the Outback Crisis continued to develop, the debate over intervention became vastly more divisive, with various factions within the ORDI and its member-states taking sides and advocating for different approaches. Most notably, the Helghan people broadly came down in favour of intervening sometime within the next six months, with sympathy for the revolutionaries running deep through the nation and a small but potentially incident-inducing percentage indicating a willingness to join all manner of revolutionary groups as volunteer fighters. Opposing these people, however, were those who remained concerned about the potential for another Davao and those leery of getting involved in a conflict against an interstellar superpower. While both groups were substantially smaller than the pro-intervention bloc, they remained a noteworthy political force, and a substantial failure in an Outback intervention could empower them dramatically.

All told, the Outer Rim Defence Initiative was at a deadlock as to which position to take.

Current Voting Intentions
Intervene Starting January 3047: Taurian Concordat, Magistracy of Canopus
Intervene Starting July 3047: Aurigan Coalition, Capellan Confederation
Agree Not To Intervene At All:

How does the Republic vote?
[] Intervene Starting January 3047.
[] Intervene Starting July 3047.
[] Agree Not To Intervene At All.
[] Write-in
[] Abstain

Who does the Helghan Republic attempt to sway to support their vote and how hard do they try?
[] Taurian Concordat [-5 influence]
[] Taurian Concordat [-10 influence]
[] Taurian Concordat [-15 influence]

[] Magistracy of Canopus [-5 influence]
[] Magistracy of Canopus [-10 influence]
[] Magistracy of Canopus [-15 influence]

[] Aurigan Coalition [-5 influence]
[] Aurigan Coalition [-10 influence]
[] Aurigan Coalition [-15 influence]

[] Capellan Confederation [-5 influence]
[] Capellan Confederation [-10 influence]
[] Capellan Confederation [-15 influence]


Free World League Incursion
Seized out from under the Helghan bluff intended to keep the League from playing stupid games, the systems of Shiba, Principia, and Andarmax are almost but not totally under the control of FWLM, multiple regiments currently rooting out the last Mandate resistance. A small thrust compared to that launched during Operation Pluto, or even the FWLM's own operations during the 5th Succession War, the move appears to have been a gamble orchestrated by Captain-General Thomas Marik, the man no doubt considering a handful of regiments worth trading in exchange for three highly populated planets glad to leave their prior rulers behind. Having come up lucky on his gamble, the Captain-General appears intent on doubling down and seizing additional territory while the going is good, activity on the border suggesting another attack on Mandate worlds will occur soon.

As news of the FWLM's success reached the Outer Rim Defence Initiative, the pact's five member-states convened to discuss the Captain-General's recent actions and the alliance's potential response. Coming somewhat out of left field, the Capellan Confederation proposed the pragmatic move of ceding those planets already captured to the FWLM and promptly garrisoning those remaining to throw the ball into the League's court. Citing reports from the region combined with Thomas Marik's language in parliament, the Confederation appears confident that the League's disinterest in fighting a war will triumph over any desire for additional territory and people. The Taurian Concordat, on the other hand, suggested that the entire string of systems bordering the Free Worlds League, from Nukus Rimward, be ceded to the Inner Sphere power, reasoning that the Outer Rim Defence Initiative had more important matters to attend to within the Celestial Mandate and in the Federated Suns' Outback.

Finally, and rather confusingly, the Magistracy of Canopus proposed, then unproposed, the idea of garrisoning the entire border from Nukus down —including the three systems already captured by the Free Worlds League. Rather more provocative than one would expect from Canopus, the move would rely on the ORDI using the Captain-General's language to justify the deployment of ORDI troops wherever Marik forces aren't. While this would not retake the systems in question, far from it, it would contest the Free Worlds League's blatant land grab, albeit at the cost of risking a major diplomatic incident and, potentially, war.


Current Voting Intentions
Cede border planets: Taurian Concordat
Cede planets seized by FWL, garrison remaining border planets: Aurigan Coalition, Capellan Confederation
Deploy troops to border planets: Magistracy of Canopus???


How does the Republic vote?
[] Cede border planets.
[] Cede planets seized by FWL, garrison remaining border planets.
[] Deploy troops to border planets.
[] Write-in
[] Abstain

Who does the Helghan Republic attempt to sway to support their vote and how hard do they try?
[] Taurian Concordat [-5 influence]
[] Taurian Concordat [-10 influence]
[] Taurian Concordat [-15 influence]

[] Magistracy of Canopus [-5 influence]
[] Magistracy of Canopus [-10 influence]
[] Magistracy of Canopus [-15 influence]

[] Aurigan Coalition [-5 influence]
[] Aurigan Coalition [-10 influence]
[] Aurigan Coalition [-15 influence]

[] Capellan Confederation [-5 influence]
[] Capellan Confederation [-10 influence]
[] Capellan Confederation [-15 influence]



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

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

[] Write-in:

Capellan Confederation
[] Arms Sales: With the Confederation's neighbours distracted by their own conflicts, the Confederation may be willing to buy equipment to help rebuild their military. Given the distances involved, however, such shipments will be difficult until efforts are made to improve the backend logistics. [-2 influence]
[] Tech for Tech: By offering the Confederation information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.


Taurian Concordat
[] Prepare War Material Stockpiles: In order to better support ORDI units fighting a purely theoretical war in the Federated Suns; outback, we should build up stockpiles in bordering Concordat systems that can be drawn on as needed. [Bonus to ground supply situation in a totally hypothetical future conflict]
[] Construct additional waystations: By using the Republic military engineering corps to build additional waystations throughout Taurian space, we can further increase the number of troops we can effectively support in a future conflict albeit at the cost of some bruised civilian egos [-1.5 influence, Bonus to ground supply situation in a totally hypothetical future conflict]
[] Tech for Tech: By offering the Taurians information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.


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


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

Pojos
Davao Crisis Status: Poor
Predicted Preventable Deaths This Turn (assuming no aid): 4,700 [October: 2,820, November: 1,175, December: 705]

[] Permit ORDIHCR to operate on Davao: While somewhat risky given that Davao is very much on the frontlines of the war, permitting ORDIHCR to operate on Davao will take a substantial amount of weight off Helghan's shoulders.


Victoria
Barns' Crisis Status: Moderate
Predicted Preventable Deaths This Turn (assuming no aid): 70,000 [October: 45,000, November: 15,000, December: 10,000]

[] Repair water and sewage systems: Critical to preventing the spread of disease and ensuring people have clean water, repairing Barns' water and sewage systems will have a huge impact on preventable deaths.
[] Emergency housing programme: By housing those rendered homeless by the fighting and its aftermath in cities across Victoria and by providing emergency shelter, the Republic can greatly reduce deaths by exposure.
[] Permit ORDIHCR to operate on Victoria: While somewhat risky given that Victoria was only recently captured, permitting ORDIHCR to operate in the region will take a substantial amount of weight off Helghan's shoulders.
[] Re-establish food distribution systems: With food distribution in Barns' gone along with a good chunk of the city, the Republic must ship in food and re-establish these systems if it wishes to prevent mass starvation.


ORDI Actions:
Note: The Outback actions are extra risky as the ORDI got caught doing it last year. The Celestial Mandate is also on the lookout for ORDI deliveries, though less capable of intercepting them barring twists of fate.

[] Dispatch Material Aid (Small Arms, Mandate): With the Celestial Mandate undergoing a civil war, rebel forces need material aid now more than ever. On the plus side, we no longer need to smuggle them in! [-8,000,000 C-Bills]
[] Dispatch Material Aid (Heavy Weapons, Mandate): With the Celestial Mandate undergoing a civil war, rebel forces need material aid now more than ever. On the plus side, we no longer need to smuggle them in! [-16,000,000 C-Bills]
[] Dispatch Material Aid (Last-Gen Automata, Mandate): With the Celestial Mandate undergoing a civil war, rebel forces need material aid now more than ever. On the plus side, we no longer need to smuggle them in! [-20,000,000 C-Bills]
[] Dispatch Material Aid (Combat Vehicles, Mandate): With the Celestial Mandate undergoing a civil war, rebel forces need heavy metal to help level the playing field. On the plus side, we no longer need to smuggle them in! [-40,000,000 C-Bills]
[] Dispatch Material Aid (Battlemechs, Mandate): With the Mandate on fire, now would be a good time to supply rebel forces with deniably surplus battlemechs to even the odds against government forces. [-80,000,000 C-Bills]
[] Smuggle In Material Aid (Small Arms, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with deniable small arms ahead of time. Though there's a risk such an effort might be detected, it'll dramatically improve their ability to fight infantry. [-10,000,000 C-Bills]
[] Smuggle In Material Aid (Heavy Weapons, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with deniable heavy weapons ahead of time. While somewhat riskier than small arms, these weapons will be substantially more effective against vehicles. [-20,000,000 C-Bills]
[] Smuggle In Material Aid (Last-Gen Automata, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with (barely) deniable automata well ahead of time. Risky and expensive, smuggling in last-generation automata will greatly level the playing field. [-25,000,000 C-Bills]
[] Smuggle In Material Aid (Combat Vehicles, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with deniable vehicles well ahead of time. While risky and expensive, smuggling in combat vehicles will greatly level the playing field. [-50,000,000 C-Bills]
[] Smuggle In Material Aid (Battlemechs, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with deniable light and medium mechs well ahead of time. As risky as smuggling vehicles and far more expensive, smuggling in battlemechs will level the playing field between the sides. [-100,000,000 C-Bills]
[] Write-in


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

[Can be taken multiple times in a turn]

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

Mantharaka (Small → Medium)
Contrilla (Small → Medium)
Rogue (Small → Medium)
Mir (Medium → Large)
Charybdis (Medium → Large)
Tiverton (Medium → Large)
Caliban (Medium → Large)
Highwater (Medium → Large)


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


Operation Pluto (Mandate Intervention)
Naval Support Capacity: 24/25 (use the naval upkeep values)
Ground Support Capacity: 9.0/9.75 (use the transport size value)

Current Forces:
Navy
  • 9 Noctis cruisers (9 capacity) (Transport capacity: 1.5)
  • 15 Hasta IIId-class cruisers (15 capacity) (Transport capacity: 2.0)

Ground
  • 100% of Army 4 (5 capacity) [Health: 100%]
  • 35% of Army 5 (1.75 capacity) [Health: 100%]
  • 10 Mech regiments (1 capacity) [Health: 100%]
  • 1 MAWLR-II Pack (1.25 capacity) [Health: 100%]
[] Construct additional waystations: By using the Republic military engineering corps to build additional waystations throughout Aurigan and Taurian space, we can further increase the number of troops we can effectively support albeit at the cost of some bruised civilian egos [-1.5 influence, +0.5 ground support capacity]
[] Sunflower Harbours: Temporary assemblages of metal and composite in the shape of the eponymous flower, sunflower harbours are useful for the short-term in-situ support of naval vessels. [+6 Naval Support Capacity]
[] Prioritise Naval Supplies: By prioritising the shipment of naval supplies over those for ground troops, we can further improve our ability to deploy naval forces to the Hegemony. [+1 Naval Support Capacity, -0.125 Ground Support Capacity]
[] Prioritise Ground Supplies: By prioritising the shipment of supplies for ground troops over those of the navy, we can further improve our ability to deploy ground forces to the Hegemony. [+0.25 Ground Support Capacity, -0.5 Naval Support Capacity]
[] Dispatch Reinforcements (specify the forces being deployed): With the invasion of the Celestial Mandate ongoing, dispatching additional troops will surely help.
[] Sabotage Loyalist war industry [Easy]: Through the use of subtle and widespread sabotage, we can disrupt the flow of essential war materials to loyalist forces fighting against rebels and the ORDI.
[] Target Will to Fight [Easy]: By targeting Mandate loyalists with propaganda, we can hopefully attack their will to fight against rebels and possibly even convince some to swap sides.
[] Survey Loyalist defences [Medium]: Using agents already embedded in the Mandate, we can survey their defences ahead of time and dramatically reduce their effectiveness so long as the intel is no more than 3 months old.
[] Sabotage Loyalist infrastructure [Medium]: Using Republic operatives to take out planetary infrastructure across the Mandate will doubtlessly hamper the ability of Mandate loyalists to fight against rebel forces.
[] Disrupt Loyalist Command and Control [Medium]: By assassinating and otherwise knocking out key personnel across Mandate systems, we can disrupt their ability to fight against rebel forces (and our own)
[] Operation Pluto Phase 3 Plan (Failure to detail a plan will have me do a good faith interpretation of the old one, but you can't complain about it)




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
[] Shrike Cruise Missile 50

NameTypeHeatDamageRangeTonsCritical SlotsAmmo Per TonSpecial
Shrike Cruise Missile 50Artillery (Missile)5050 (Artillery)50 mapsheets5511/25Guided*

[] Blue Jay Cruise Missile 70

NameTypeHeatDamageRangeTonsCritical SlotsAmmo Per TonSpecial
Blue Jay Cruise Missile 70Artillery (Missile)7070 (Artillery)90 mapsheets8011/35Guided*

[] Crow Cruise Missile 90

NameTypeHeatDamageRangeTonsCritical SlotsAmmo Per TonSpecial
Crow Cruise Missile 90Artillery (Missile)9090 (Artillery)120 mapsheets10011/45Guided*


[] Raven Cruise Missile 120

NameTypeHeatDamageRangeTonsCritical SlotsAmmo Per TonSpecial
Raven Cruise Missile 120Artillery (Missile)120120 (Artillery)150 mapsheets13511/60Guided*


Guided (Cruise Missiles)
Cruise missiles can be fired in either guided or unguided mode. Unguided cruise missiles operate under the standard Artillery (Missile) rules available in Tactical Operations and don't require anything special to happen before they can be fired. Meanwhile, guided cruise missiles require the target to be TAGed first before the mode is available.

Whichever unit TAGed the target controls the missile after it is launched, and the missile will home in on the target so long as it continues to be TAGed by the controlling unit. If the controlling unit TAGs a different target, the missile will home in on the new target, but if the TAG vanishes entirely (I.E it misses or the controlling unit is killed), the missile will hit like an unguided variant aimed at whichever hex the target was in before the TAG vanished.


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:
Mandate Intervention -- October-December 3046 Results
[X] Plan We Need Wind Up Time
https://forums.sufficientvelocity.com/threads/the-lords-of-ruin-battletech-killzone.52819/page-922?post=27609648#post-27609648




The Outback Crisis
--[X] Intervene Starting July 3047.
--[X] Magistracy of Canopus [-5 influence]

Having only begun to lay the groundwork for an intervention into the Federated Suns' Outback and with the region's ongoing rebellions limited to a few systems, the Republic's parliament closed the year by adopting a more cautious stance than many would like. Swiftly positioning itself with the Aurigan Coalition and Capellan Confederation, the Helghan Republic prepared to vote in favour of a delay until July 3047, arguing that the additional time would allow the ORDI to better prepare and ensure the intervention's success. Well aware that such a vote would place the Republic at odds with its spinward neighbour, the Taurian Concordat, due to its tie-breaker status, the Helghan Republic spent the weeks before the vote calling in every favour it had on the Magistracy of Canopus; the move an all-out diplomatic assault that culminated in the nation's eventual acquiescence.

As October dawned and the vote was called, the Helghan Republic, Aurigan Coalition, Capellan Confederation, and Magistracy of Canopus all voted to delay the ORDI intervention until July 3047. While the near-unanimous result naturally drew the ire of the Calderon government given its interest in reclaiming those systems seized during the Reunification War, the overwhelming nature of its loss combined with the lack of a clear winner greatly diffused their ire, as did the hard deadline provided.

Effect
  • ORDI agrees to delay any intervention until start of July 3047
  • Taurian Concordat is fairly annoyed, but the lack of a clear tie-breaker and the overwhelming nature of their loss has mollified them fairly well.

Free World League Incursion
--[X] Cede planets seized by FWL, garrison remaining border planets.

With ORDI forces in the Celestial Mandate already overstretched attempting to seize systems in the wake of the nation's near-complete collapse, and the Magistracy-League border lacking even the most basic preparations for war, the Helghan Republic quickly decided that discretion was the order of the day. Though wary of encouraging the Free Worlds League's obvious land grabs and reasonably confident that the Great House would back down if push came to shove, the Republic's parliament nonetheless aligned itself with the Capellan Confederation and Aurigan Coalition, voting to cede the systems that had already been captured and to occupy the remaining ones. Unsurprisingly given their disinterest in events in that particular region, the Taurian Concordat followed this move with the diplomatic equivalent of shrugging its shoulders —the nation choosing to abstain despite its previous vote to cede all border planets to the Free Worlds League.

While the other ORDI member-states swiftly found their positions and voted accordingly, the Magistracy of Canopus took a different path altogether. Despite having suggested the idea of garrisoning all border systems, even those seized by the Free Worlds League, as a means to assert ORDI dominance in the region, the Magistracy of Canopus proved utterly indecisive when it came time to vote; the state's representatives vacillating wildly in response to a tidal wave of communication from Canopus. Ultimately, this constantly shifting posture proved to screw the Magistracy almost as much as it annoyed its allies; the state's representatives ran out of time to cast their vote, marking the first instance of such a failure in the ORDI's history.

Effect
  • Ceding the planets and garrisoning others wins, to the relief of all those hoping to avoid a two-front war
  • Magistracy doesn't actually end up voting, which is an extremely annoying failure.



Federated Suns
--[X] Expand FedSuns intelligence network

With tensions growing on the FedSun-ORDI border due to rebellions across the Outback the need to identify what the Federated Suns was doing proved greater than ever for the Helghan Republic, the current intelligence-gathering apparatus swiftly deemed insufficient. Though not the intended target of recent counterintelligence sweeps, many Helghan assets throughout the Federated Suns had either been captured or forced to go dark lest they be detected, the ultimate result being a substantial degradation in the Republic's intelligence-gathering capabilities. Keen to reverse this loss, the Republic's ruling government quickly gave its assent to the state's intelligence service to revitalise those networks left to languish.

Making use of those assets already in place and in contact with the Republic, communications were rapidly re-established with more than fifteen widely scattered cells of catspaws and other assets; a greater than expected percentage of the Republic's network having apparently survived the FedSuns' vigorous purge. By late October, a substantial percentage of the Helghan intelligence network had been recovered, and attempts to restore vision in areas that had been successfully purged had seen some notable successes. While the Republic was still below the heights of access it had previously attained, the final days of 3046's nonetheless saw a substantial upgrade in capabilities compared to even a few months prior; all manner of top-secret information once again flowed into Republic servers.

Effect
  • Attempt to recover from previous losses is successful
  • Helghan Infiltration goes from Notable -> Major

Free World League
--[X] Expand League intelligence network

Meanwhile, the successes enjoyed by intelligence assets in the Federated Suns were not shared by those posted to the Free Worlds League, repeated attempts by the Helghan Republic to expand its network rebuffed by the League's intelligence agency. Despite being seen as the Inner Sphere's least effective intelligence agency, SAFE proved that 'least effective' is not the same as incompetent; more than a dozen attempts to cultivate assets and penetrate secure areas stymied throughout 3046's final quarter. Made to abandon their efforts whenever League counter-intel agents drew too close, Republic spies were forced to rely on their extensive training and experience to avoid detection, luck, or providence, seeing all agents successful in going to ground undetected.

Effect
  • Effort failed, but Helghan attempts seem to have gone undetected

Taurian Concordat
--[X] Construct additional waystations

Having agreed to intervene in the Federated Suns' Outback come July 3047 and worried that existing infrastructure was still insufficient, the Helghan government moved onto stage three of its plan to prepare for a rapidly less hypothetical conflict with its coreward neighbour. Building off previous actions in the Taurian Concordat, the Republic quickly secured the right to construct additional waystations and supply depots in the allied nation, the Calderon Government effectively rubber stamping an agreement identical to the one carried out mere months prior.

Funded almost entirely by the Helghan Republic, Taurian companies across a half-dozen systems began the year's fourth quarter by breaking ground on a network of supply depots, the smallest of which was capable of storing six months' worth of supplies for a battalion of troops. From Perdition to Corodiz, armies of workers, accompanied by a growing number of locally-made automata, worked around the clock to build the complexes needed; literal mountains worth of earth and stone shifted, and several artificial lakes created. Though supremely challenging work to carry out in such a short time, the results spoke for themselves when, as December began, the final depot was deemed ready for stocking.

Hoping to support as many troops as possible for as long as possible, the Helghan government wasted no time filling the newly constructed depots with gear sourced from across the Outer Rim Defence Initiative. Carried to the Concordat by a vast number of freighters, everything from small arms to artillery, ammunition, spare parts, and medical supplies found their way onto the shelves of the depots; a legion of logistics personnel accounting for each and every item, a horde of automata ensuring that retrieval would be quick and easy. When the last shipment of gear had been unloaded and the final inventory taken, enough supplies to sustain two divisions filled the halls and lay on groaning shelves, a reserve that would hopefully ease the material burden of the impending Outback intervention.

Effect
  • -1.5 influence
  • +2 Ground Support (20->22)

Pojos
--[X] Permit ORDIHCR to operate on Davao

Having invested a great deal of time, energy, and resources into resolving the crisis brought about by the detonation of a 40-kiloton nuclear weapon in Davao, the Helghan Republic entered 3046's final quarter keen to finally staunch the wound in Pojos' side; the estimated deaths per month still occurring deemed far too high for comfort. With much of the world already carried out, the previously catastrophic death rate significantly pared back, and the security situation in the region considered stabilised, the time was finally deemed appropriate to authorise the presence of ORDIHCR personnel. Highly capable and well-versed in all matters to do with assisting displaced peoples, members of the ORDIHCR swiftly found themselves transported to Pojos aboard starships packed to the gills with supplies and equipment.

Arriving in late October, the ORDIHCR teams immediately went to work shoring up the Republic's initial fixes, hundreds of seemingly incidental issues identified and patched over the November-December period —detailed reports on how the early fixes could fail and the devastating consequences of said failures provided as they went. So effective did these personnel prove that, by December's end, death rates in the temporary refugee camps had plummeted to an absolute nadir of six deaths over December's final week. With the situation in Pojos much improved due to their presence, the ORDIHCR continued their work well into the new year, with numerous long-term solutions starting to take shape under their auspices. Though many hundreds of thousands remain displaced, and almost all inhabitants of Davao know someone killed in the blast or who lost someone, the people of Pojos can now look forward to a brighter future.

Effect
  • Addition of ORDIHCR to Davao has stabilised the situation. Little to no civilian deaths are expected to occur in the future and the rebuilding effort is planned to begin shortly.
  • Predicted Preventable Deaths plummet further (see below for more information)

Victoria
--[X] Repair water and sewage systems
--[X] Emergency housing programme
--[X] Re-establish food distribution systems

Having suffered severely from the widespread city fighting enforced by its climate, Victoria was a planet whose people suffered greatly; sewage, water, and food supply systems fractured, and vast blocks of houses burnt to the ground or smashed. Keen to repeat the successes enjoyed on Pojos and bitterly aware of their culpability for Victoria's situation, the Republic's parliament entered October by authorising a massive aid program to cut estimated civilian deaths by at least 50 percent, if not more. To that end, the premier Helghan authority on-planet soon found themselves armed with a veritable blank cheque for purchasing supplies, hiring civilian workers, etc., their sole command being to resolve the situation as favourably as possible. Within days of the order being given, the first convoys of supply trucks arrived at food distribution centres across the planet; those hungry civilians waiting in line for their ration soon found themselves carrying armfuls of humanitarian meals.

Concurrently, numerous teams composed of Helghan combat engineers and local water infrastructure engineers quickly set to work repairing the shattered water and sewage systems. The first line of defence against disease spread after rubbish collection services, the rapid repair of these systems saw communicable disease rates nosedive after a brief rise in October, and incidents of dehydration saw similarly rapid declines. Shortly thereafter, emergency housing was established across several of Victoria's underground cities, and tens of thousands of displaced citizens were accommodated in previously empty apartments seized by Republic authorities or on the grounds of the ruling council's estates. As a result of these decisive actions, civilian deaths dropped precipitously, and countless lives were saved thanks to heroic efforts that paved the way for the ORDIHCR to take over management of the situation.

Effect
  • Situation on Victoria largely stabilised.
  • Predicted Preventable Deaths plummet (see below for more information)

ORDI Actions
--[X] Smuggle In Material Aid (Combat Vehicles, Outback)

Concerned that armed intervention in the Federated Suns' Outback would run into difficulty without further preparation and with fighting already underway between pro- and anti-government forces, the Republic began Q3 of the year determined to put its thumb down on the scale. Hard. Assembling a regiment's worth of combat vehicles ranging in type from light VTOLs, such as the humble Warrior, to armoured behemoths, such as the Demolisher, the Republic provided the assembled forces with surface-level damage and hazy provenance documents before shipping the lot off to the Outback via the smuggler network it had developed during its relationship with the Capellan Confederation. Highly experienced and greatly aided by Helghan agents, these smugglers soon proved their worth by delivering their cargo straight into the hands of the various rebel groups —Neo-Jacobins, Maoist-Gaullists, MLKs, TKs, and Taurian Federalists, to name a few.


Effect
  • -40,000,000 C-Bills
  • Delivery is successful with no indication of FedSun awareness.

Operation Pluto
--[X] Target Will to Fight [Easy]

Wary of allowing the Mandate Armed Forces to rebuild their will to resist and with the possibility of an intervention in the FedSun Outback looming closer with every passing day, the Helghan General Staff requested and received permission to tighten the screws on Mandate morale —the network established just before Operation Pluto's launch activated once more. Reaching out to rebel groups, Helghan operatives, and those sympathisers who remained on Mandate-controlled worlds, the Republic disseminated countless works of propaganda aimed at MAF soldiers to sympathetic print shops across what remained of the state; the first weeks of October alone saw many thousands of works fly out of hidden copy shops and into the hands of Mandate troops eager for news of abroad. Similar in style and format to those works produced previously, this campaign of psychic sabotage aimed a dagger straight at the heart of Mandate morale, Mandate troopers consuming everything from BattleROM footage of Davao to carefully curated reports literally ripped from the Maskirovka's archives on Victoria. Designed by some of the ORDI's best propagandists, the campaign proved gratifyingly effective for the Republic.

According to reports from ORDI spies operating throughout what remained of the Celestial Mandate, the October-November transition saw unrest and despondency skyrocket among the ranks of the MAF as everyone from ordinary troopers to high-ranking officers got their hands on ORDI-produced propaganda. Already suffering from a complete collapse of command and control with the loss of Victoria and its ruling council, and with their military scattered about the region, the knowledge of how dire their situation is has convinced many Mandate troops to lay down their arms and flee or else defect to any rebel groups that will have them. In addition, several instances of units shooting their officers and throwing themselves at the rebels' mercy have been reported —acts which were cunningly shared in later waves of propaganda.

Effect
  • Mandate morale absolutely plummets.

--[X] Operation Pluto Phase 3 Plan
--[X] Phase Three consists of four operations: Styx, Lethe, and Charon
---[X] Operation Styx II: The naval interdiction of the remaining Mandate fortress worlds with substantial mech or nuclear forces, and their gradual reduction. The intention is to summon the worlds to surrender given the collapse of the Mandate Central Government, and if they refuse to reduce them in sequence with overwhelming force.
---[X] Operation Lethe II: Shifting to rapidly seizing remaining border worlds, using Oxen (L) Tanker dropships to extend operating radius as needed to move forces into position before the FWL is able to.
---[X] Operation Charon II: The continued attempt to secure the remaining Mandate worlds without heavy defenses, the objective of this phase is to get boots on the ground of as many worlds as logistics and other commitments allows.

Viewing the Mandate, not without reason, as a great beast on the verge of death, the Republic's general staff pushed ORDI forces to new heights despite the steadily lengthening supply lines supporting Operation Pluto —several new measures put into place to aid these forces as they advanced.

Devised as a continuation of sub-operation Styx, Styx II required the redirection of many thousands of troops and a half-dozen warships from the newly freed Pojos and Victoria task forces; the surge of resources relieving some but not all of the pressure put on ORDI commanders as they attempted to cut-off and capture the Mandate's remaining fortified systems. Launched in early October to take advantage of the disruption afflicting the Mandate Armed Forces, Styx II saw eight separate systems struck with overwhelming force by the Outer Rim Defence Initiative, the MAF's inability to reposition troops due to Helghan Naval blockades enabling the ORDI to concentrate on one system after another. Utilising everything from demonstration strikes against areas within sight of but free of human life, orbital strikes sufficient to crack ferrocrete walls, reinforcing rebel sieges, and many other means besides, the Styx II task force steadily plodded its way through the Mandate. Starting from the Mitchel system in early October, the task force slowly but steadily cracked the walls of fortress after fortress; Kazu, Valdives, and Muridox falling by November 18th, followed soon after by Merdal, Larsha, Midthun, and Sunnywood by December's close.

In contrast to Styx II's steady progress across the Mandate's Rimward edge, Lethe II saw ORDI forces redeployed in a mad scrabble across the Mandate-League border, the ORDI's various member nations eager to halt Marik ambitions in the region. With the recent ORDI conference concluding with the decision to abandon the systems already held by League forces and garrison those that remained, the Helghan Republic did everything in its power to facilitate said decision; a squadron of Hasta's bearing multiple regiments and Oxen Tanker dropships dispatched post-haste. Journeying across the Mandate without needing to stop and refuel due to their attached tankers, the three vessels delivered ORDI garrisons to Nukus, Niomede, Sax, New Roland, and Jacomarle in a matter of weeks; those units deployed quickly digging in lest the League try and dislodge them.

This proved a wise decision when, mere weeks after their last land seizure, elements of the Free Worlds League Military appeared in Sax in the form of two mid-sized dropships bearing the colours of the 3rd Defenders of Andurien. Transported into the system by an Invader-class dropship, these dropships initially made to detach from their parent craft despite the presence of Helghan warships, only to stop shortly after deploying their communication systems. While the Republic can only speculate as to why this would be the case, the fact that Sax II's inhabitants were in the process of greeting ORDI ground troops in a televised ceremony may have had something to do with it.

Contemporaneously, ORDI forces were deployed in the inventively named Charon II, a sub-operation intended to seize control of systems previously bypassed and ignored. Composed of parts of the 4th Army and numerous warships freed up by the capture of rimward systems, Charon II saw ORDI regiments deployed across many disparate parts of the Celestial Mandate, some engaging in prolonged conflict with isolated Mandate units and others finding themselves engaging in a tediously prolonged garrison duty. Despite the general lack of glamorous action, Charon II proved strategically useful as it enabled the ORDI intervention to secure more linear supply lines in the region and reduce the garrison size of neighbouring systems.


Effect
  • Numerous systems captured
  • Second FWL land grab seemingly halted


Design and Requisition
[X] Shrike Cruise Missile 50
[X] Blue Jay Cruise Missile 70

Effect

  • Gain Shrike Cruise MIssile 50 and Blue Jay Cruise Missile 70

[X] Hecatoncheires-class Escort Carrier
Code:
Hecatoncheires-class Escort Carrier
Mass: 600,000 tons
Use: Escort Carrier
Technology Base: Inner Sphere (Advanced)
Introduced: 3045
Mass: 600,000
Battle Value: 86,167
Tech Rating/Availability: F/X-X-X-F
Cost: 13,544,976,000 C-bills

Dimensions
    Length: 639m
    Width: 212m
    Height: 134m
 
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 4
KF Drive Integrity: 13
Heat Sinks: 1820 (3640)
Structural Integrity: 180

Armor
    Nose: 303
    Fore Sides: 252/252
    Aft Sides: 225/225
    Aft: 147

Cargo
    Bay 1:  Fighter (72)            3 Doors
    Bay 2:  Fighter (72)            3 Doors
    Bay 3:  Fighter (72)            3 Doors
    Bay 4:  Small Craft (72)        3 Doors
    Bay 5:  Cargo (14833.0 tons)     2 Doors
    Bay 6:  Naval Shields x2 (2000.0 tons)

Ammunition:
    40 rounds of Killer Whale ammunition (100 tons),
    80 rounds of White Shark ammunition (3,200 tons),
    160 rounds of Screen Launcher ammunition (1,600 tons),
    3,840 rounds of LRM 20 ammunition (712 tons)

Dropship Capacity: 8
Grav Decks: Artificial Gravity, baby!
Escape Pods: 0
Life Boats: 300 (more than enough room for everyone)
Crew:  42 officers, 165 enlisted/non-rated, 83 gunners, 792 bay personnel, 400 marines, 100 BA marines

Notes: Equipped with
    4 Satellite Imager (Hyperspectral Imager)
    1 Naval Comm-Scanner Suite (Large)
    20 Communications Equipment (1 ton)
    2,160 tons of ferro-aluminum armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class
Nose (576 Heat)
2 Capital Missile Launcher (Killer Whale)  100  20(200) 20(200) 20(200) 20(200)  Capital Missile
    4 Capital Missile Launcher (White Shark)
    White Shark Ammo (40 shots)
    Killer Whale Ammo (20 shots)
4 Naval Laser 55                           340  22(220) 22(220) 22(220) 22(220)  Capital Laser
6 LRM 20                                   36   7(72)   7(72)   7(72)     0(0)   LRM
    LRM 20 Ammo (720 shots)
4 Laser AMS                                28   1(12)    0(0)    0(0)     0(0)   AMS
4 Large Laser                              32   3(32)   3(32)    0(0)     0(0)   Laser
4 Screen Launcher                          40   60(600)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (40 shots)
FRS/FLS (260 Heat)
4 Naval Laser 35                           208  14(140) 14(140) 14(140)   0(0)   Capital Laser
4 Laser AMS                                28   1(12)    0(0)    0(0)     0(0)   AMS
3 Large Laser                              24   2(24)   2(24)    0(0)     0(0)   Laser
RBS/LBS (724 Heat)
10 Naval Laser 35                          520  35(350) 35(350) 35(350)   0(0)   Capital Laser
10 LRM 20                                  60   12(120) 12(120) 12(120)   0(0)   LRM
    LRM 20 Ammo (1200 shots)
8 Laser AMS                                56   2(24)    0(0)    0(0)     0(0)   AMS
6 Large Laser                              48   5(48)   5(48)    0(0)     0(0)   Laser
4 Screen Launcher                          40   60(600)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (40 shots)
ARS/ALS (260 Heat)
4 Naval Laser 35                           208  14(140) 14(140) 14(140)   0(0)   Capital Laser
4 Laser AMS                                28   1(12)    0(0)    0(0)     0(0)   AMS
3 Large Laser                              24   2(24)   2(24)    0(0)     0(0)   Laser
Aft (576 Heat)
2 Capital Missile Launcher (Killer Whale)  100  20(200) 20(200) 20(200) 20(200)  Capital Missile
    4 Capital Missile Launcher (White Shark)
    White Shark Ammo (40 shots)
    Killer Whale Ammo (20 shots)
4 Naval Laser 55                           340  22(220) 22(220) 22(220) 22(220)  Capital Laser
6 LRM 20                                   36   7(72)   7(72)   7(72)     0(0)   LRM
    LRM 20 Ammo (720 shots)
4 Laser AMS                                28   1(12)    0(0)    0(0)     0(0)   AMS
4 Large Laser                              32   3(32)   3(32)    0(0)     0(0)   Laser
4 Screen Launcher                          40   60(600)  0(0)    0(0)     0(0)   Screen Launcher
    Screen Launcher Ammo (40 shots)


News and Rumours

Helghan Republic

Unsurprisingly, the continued havoc in the Celestial Mandate, combined with the recent troubles in the Federated Suns' Outback, have worked to swell refugee numbers once more. According to initial estimates from the ORDIHCR, the three months before the new year have seen an additional 200,000 refugees arrive in ORDI space from the Inner Sphere; last quarter's decision to tap into supply stockpiles proved almost clairvoyant, in hindsight. However, with that said, Doctor Thisbe Eoin has begun reaching out to the ORDI governments with requests for additional funding and support, the head of the ORDIHCR passing on her concerns regarding her organisation's ability to support so many refugees at home and abroad.

Predicted Refugee Acceptance Breakdown For 3046 (+-5%)
Helghan Republic:
3,080,000
Magistracy of Canopus: 1,700,000
Taurian Concordat: 700,000
Aurigan Coalition: 300,000


In substantially worse news, depending on your point of view, early December saw state security personnel tasked with guarding some of the Republic's most advanced Petrusite research facilities apprehend several young individuals attempting to infiltrate one such facility based in Karpathia. Detected and detained before they could penetrate more than the outer layers of security, the quintet of men and women have been transported to a secure site in the Helghan countryside where they are currently being held. After conducting initial background checks and reviews of their visas, it has been determined that these individuals are most likely Lyran spies posing as students; their penetration of the facilities is clearly an attempt to gather sensitive information on Petrusite synthesis technologies. Though the suspects were not caught with anything particularly incriminating on their persons, that they could bypass early warning systems indicates that they are either well-trained and organised or simply lucky.

Drastically complicating matters, however, is that these men and women claim to be the children of Lyran nobility who were exploring Karpathia after a night of drinking, their parents having supposedly sent them to Helghan to learn subjects unavailable at home. Further muddying the waters is that they were incredibly drunk when captured, though said inebriation could feasibly have been induced through numerous means once they realised they had been discovered. This, naturally, puts the Helghan Republic in an awkward spot as a decision will have to be made about what to do with them and risks upsetting yet another Inner Sphere power.


Sadly becoming a running theme, 3046's final quarter saw the Brotherhood of the Righteous continue to plague New Oslo, violence growing in scope and degree in the face of a still-overstretched Helghan security force. While mostly limiting itself to midnight raids on those who do not hew to its ultra-traditional views on gender, the Brotherhood of the Righteous expanded its activities throughout the October-December period to include murder and arson; dozens targeted by the year's end. According to reports from the still-underdeveloped planet, November alone saw ten confirmed cases of politically motivated murder and thirty cases of aggravated assault by the group, the total for the quarter pegged at twenty-seven and ninety-five, respectively.

Overstretched trying to police most of a planet, Republic security forces on New Oslo have thus far proven unable to stem the flow of recruits into the diffuse organisation; reports indicate that it is enjoying steady growth among the religiously oriented. Worse still, many inhabitants in those areas most afflicted by the Brotherhood remain sceptical in the face of Helghan promises to deal with the group decisively; the Republic's visible failure to stem the tide damaging its legitimacy in the equatorial regions. Though the situation is still a long way from catastrophe, tensions are rising, and many are concerned that the violence may spread into the Polar Regions proper should the Brotherhood of the Righteous be allowed to prosper.


Aurigan Coalition
According to information shared by the Arano government, Coalition attempts to deliver additional combat vehicles to rebel groups across the Outback met with success despite several close calls. Transported into the Outback via smuggler JumpShips, the Republic's own cargoes sitting beside them, as much as a battalion's worth of light to medium vehicles were delivered between October 1st and December 31st; the assorted collection immediately put to use against loyalist regiments. Though smaller than the Republic's commitments, the deliveries were warmly received by rebel forces, many of whom have been looking for ways to harass loyalist supply convoys.


Taurian Concordat
Despite the best efforts of Concordat Special Task Groups, attempts to deliver additional heavy weapons to the rapidly heating-up Outback met with only mixed success come December 3046, more than half of all deliveries intercepted by FedSun border officials. Intended to help those already rebelling and those preparing to rebel, the loss of so many weapons, while hardly lethal, will no doubt prove painful to the cause. Making matters worse, numerous captured weapons have already appeared in the hands of loyalist troops, the Protector's anger at seeing Taurian support lasers used on Federalist militias legendary according to trusted sources. As it is, the only saving grace appears to be that nearly half the weapons still made it into the hands of anti-FedSun rebels, the overall effect being that the consequences have rather neatly balanced themselves out.


In more positive news from the Taurian Concordat, the ORDI's collective decision to intervene come July 3047 has prompted the Concordat to invest in additional material stockpiles across its border with the Federated Suns, an effort similar in scope to the Helghan one launched almost simultaneously. Lavished with contracts by the Concordat military, Taurian companies worked tirelessly to construct the depots; the final stockpile completed and filled just in time for Christmas. A prudent move under the circumstances, the addition of so many stockpiles to the region will undoubtedly grant the ORDI greater latitude to operate in the Federated Suns' Outback.

Effect
  • +2 ground support capacity

Magistracy of Canopus
In an almost perfect mirror of the Concordat's attempts to smuggle heavy weapons into Outback, Canopian attempts to smuggle similar weapons have met with similarly mixed results. Though slightly more than half of Canopian deliveries ended up in the hand of anti-Suns rebels due to the vagaries of fate, the diligence of FedSun border officers proved sufficient to ensure that the rest were either destroyed or turned against their intended users by planetary forces. Despite these issues, those shipments that did make it into rebel hands proved instrumental in turning the tide of several battles across the Outback; the addition of advanced anti-vehicle weapons enabling them to launch numerous ambushes against occupying forces.

However, this limited success came at a cost. The Federated Suns, already on edge due to prior interceptions, has responded to this latest breach by demanding an end to all foreign involvement in the Outback region. Furthermore, Republic spies in the Outback have reported that the AFFS has launched a fresh wave of mercenary hiring with a mind towards reinforcing the area against foreign aggression; the current mercenary contingent expected to double even though several units, such as the Screaming Eagles, have greeted the start of 3047 by leaving for other parts of the Inner Sphere.


Capellan Confederation
In contrast to the mild failures of the Taurian Concordat and Magistracy of Canopus in shipping arms to Outback rebels, the Capellan Confederation's attempts met with incredible success throughout the region; tens of thousands of small arms and other light weapons found their way into the waiting hands of insurgents. According to the Confederation, much of its success in the task can be traced back to the clandestine activities of the Maskirovka, the state intelligence service finding the Outback fertile ground for recruitment and subversion. Including everything from handguns and hand grenades to single-use rocket launchers and light anti-material weapons, the shipments proved crucial in bolstering the rebels' strength in the face of growing loyalist resistance, the end of December seeing several new revolts kicked off by newly-armed groups.

Interestingly, Capellan assistance to Outback rebels has not ended with the mere provision of weaponry. According to reports from the nation and Helghan's own trainers, November 3046 saw members of the Death Commandos join their Republic counterparts in training rebel outfits for guerilla warfare, the ominously named commandos training them in everything from anti-mech infantry combat to battlemech raiding tactics. In addition, reading between the lines of rumours flowing out of the region, Helghan analysts believe that the Maskirovka has begun disrupting loyalist units and feeding information to their opposition, several attempts by AFFS units to put down the rebellion on Keuterville ending in ignominious defeat.


Taking advantage of the absolute collapse of morale suffered by the Mandate Armed forces, the CCAF spent the last quarter of 3046 steamrolling over its opposition, House and mercenary units alike seizing more systems by offering fair treatment than by battle. Like something out of the Star League, the friendly competition between the Eridani Light Horse and the Wolfs Dragoons saw the two regiment-sized formations capture four systems between them in under a month; their progress so rapid that the Confederation was forced to pre-place jumpships such that the mercenaries could arrive in a system, deploy garrison troops, and immediately move on. Not to be outdone, CCAF troops launched simultaneous assaults on Xieng Khouang, Dicon, Brest, and Pell, what defenders remained willing and able to resist falling after several weeks of fighting and leaving the Confederation the undisputed master of the Mandate's coreward sector.


Celestial Mandate
With the capture of Victoria as a whole and the capital of Barns in particular, the Helghan Republic found itself granted a unique opportunity to access the archives of the Mandate Maskirovka at its leisure. A nondescript concrete building located in the heart of Barns' government district, the archive building had previously served as a regional storage site for information gathered by the Capellan Maskirovka before the Mandate's quest for independence saw it transformed into the archive for the newly-formed nation. Responsible for indefinitely preserving digital files, physical evidence, and paper documents from every source the Mandate Maskirovka could monitor, the archive building was home to everything from climate-controlled document vaults to armoured server rooms and underground warehouses; each and every item it housed carefully catalogued to aid future investigations or disappearances. Though the building's keepers attempted to relocate its contents once it became clear that Barns would fall —and later tried to destroy its materials as the battle progressed— the sheer amount of knowledge held within combined with the speed of the final ORDI advance saw much of the archival material captured intact.

A vast horde of knowledge whose like is mirrored only in the Capellan Confederation and Draconis Combine, an initial review of captured material paints a picture of a paranoid state responsible for great immiseration for often poorly defined reasons. For instance, based on information gleaned from internal memos, low-level Maskirovka agents would conduct hatchet jobs on otherwise innocent citizens and serfs to meet quotas imposed from above, those unlucky enough to be singled out vanishing into Mandate construction battalions where they would labour for years. Another review also revealed that, in the wake of the attack on Pyrrhus, the Mandate conducted extensive research into chemical weapons able to defeat conventional protective equipment, a steady stream of people provided by the Maskirovka used as guinea pigs in often lethal experiments. While the project ended without much success with the ORDI intervention, its existence speaks to a callous disregard for human life.

As ORDI investigators have only scratched the surface of the archive's contents, for such is the amount of information contained within, only time will tell what other crimes will be uncovered over the next few months.


SystemStatus
MitchelCaptured by Helghan Republic
KazuCaptured by Helghan Republic
ValdivesCaptured by Helghan Republic
MuridoxCaptured by Helghan Republic
MerdalCaptured by Helghan Republic
LarshaCaptured by Helghan Republic
MidthunCaptured by Helghan Republic
SunnywoodCaptured by Helghan Republic
NukusCaptured by Helghan Republic
NiomedeCaptured by Helghan Republic
SaxCaptured by Helghan Republic
New RolandCaptured by Helghan Republic
RenownCaptured by Helghan Republic
GuntharCaptured by Helghan Republic
ItsburCaptured by Helghan Republic
JacomarleCaptured by Helghan Republic
BraumCaptured by Helghan Republic
ChennalCaptured by Capellan Confederation
DrozanCaptured by Capellan Confederation
DiconCaptured by Capellan Confederation
PellCaptured by Capellan Confederation
WantorillCaptured by Capellan Confederation
Xieng KhouangCaptured by Capellan Confederation
BurlCaptured by Capellan Confederation
BrestCaptured by Capellan Confederation


FedSuns
While the Republic's intelligence apparatus in the Federated Suns is still much reduced from the heights it previously enjoyed despite successful attempts to reconnect with those agents that went to ground, it nonetheless proved itself more than capable when an alarming report arrived in Helghan's halls of power. According to those agents tasked with monitoring the Augusta shipyards, the start of October saw construction begin within the yards' 200,000-ton slipway, a steady flow of materials and personnel passing by their camera lenses. Naturally concerned, the Republic's spymasters immediately deployed their agents to thoroughly investigate the source of these activities, the search uncovering a heavily redacted file detailing a new kind of AFFS warship and confirming some of the Republic's worst fears.

While data on the new design is scarce and likely to remain so without further infiltration of the Federated Suns' most secure areas, what is known is the class of the ship —Reynard— and some details regarding its armament and means of FTL travel.

Code:
Reynard-class ???
Mass: 200,000 tons
Technology Base: Inner Sphere 
Introduced: 3046
Mass: 200,000
Battle Value: ???
Tech Rating/Availability: ???
Cost: ??? C-bills

Fuel: 5,000+ tons
Safe Thrust: 4-5
Maximum Thrust: 6-7
Sail Integrity: N/A
KF Drive Integrity: 6
Heat Sinks: ???
Structural Integrity: ???

Armor
    Nose: ???
    Fore Sides: ???/???
    Aft Sides: ???/???
    Aft: ???

Cargo
    Bay 1:  Spare Parts %1 (2000.0 tons)     1 Door       
    ???   
    ???   
    Bay 4:  Cargo (10000+ tons)    2 Doors   

Ammunition:
    ??? rounds of Gauss Rifle [IS] ammunition
    ??? Capital Missile rounds (Unknown Variant)
    ??? rounds of Ultra AC/10 ammunition
    ??? rounds of LRM 20 ammunition

Dropship Capacity: ???
Grav Decks: 0-1
Escape Pods: ???
Life Boats: ???
Crew:  400+        

Notes: Equipped with 
    1 Mobile Warp Communications Transceiver (Mobile WarpComm)
    ???
    ???
    ??? tons of standard aerospace armor.

Weapons:                                       
30+ Laser AMS
50+ Medium Lasers
30+ Large Lasers
??? Gauss Rifles
30+ AC/10s (Unknown Variant)
??? Capital Missile Launchers

In the uncertain aftermath of the nuclear strike on Davao, a movement to restore the long-discarded Ares Conventions rose to the forefront of the galaxy's news, the largest concentration of those so interested emerging within the Federated Suns. An ambitious plan driven, at least in part, by outrage and fear, the three months since have seen passions cool somewhat —calls for a complete restoration of the Ares Conventions replaced by talk of substantially more limited WMD treaties. Nonetheless, for those interested in making WMDs politically non-viable, late December saw a glimmer of hope emerge from within the Federated Suns in the form of a small but politically potent bloc in the nation's highest levels of government. According to reports from Republic spies, this group has done much to proselytise the idea of a joint Suns-League WMD limitation treaty, the comparatively warm relations between the two making it a relatively easy sell.

While still far from achieving any success in the matter, the mere fact that there is an influential group in the Inner Sphere attempting to limit WMD use is both of interest and concern to the Republic. On the one hand, the prevention of any further nuclear, chemical, or biological weapons being used can only be good for the galaxy, while on the other hand, greater cooperation between the Free Worlds League and the Federated Suns could be dangerous for the Outer Rim Defence Initiative. Similarly, hostile factions within either state could use the movement to attain a political advantage over their opposition and become a direct threat to the ORDI, or else attempt to use the treaty as a round-about attack on the Republic's warfighting abilities.


Shocking no one, 3046's final quarter saw rebellion spread like wildfire throughout the Federated Suns' Outback, repression from government forces working hand in hand with arms shipments from the ORDI to stoke the flames of civil conflict. According to a strategic report composed for the Republic's parliament, more than twenty systems are currently in a state of rebellion against the Federated Suns' government, and many more are reporting civil unrest. Apparently overwhelmed by the sheer scale of the problem, Duke Hasek-Davion's prototypically blunt force response has served only to stoke the fires, with more than a few examples being seen of local militia members joining their so-called enemy rather than help gun down their friends and neighbours. Oddly well-equipped and trained for rebels, the proliferation of the revolt combined with the efficacy of revolutionaries against local forces and mercenaries has forced the state proper to intervene, the October-November period seeing several AFFS regiments deployed to Keuterville to crush the planet's new government.

Naturally proving to be rather grim reading, estimates provided by the Republic's intelligence services suggest that tens of thousands have already been killed in the fighting on Keuterville and that the wider rebellion is likely to kill many more very shortly. Though specific information regarding the situation on Keuterville remains hard to come by, what little does get back to the Republic suggests that the attempt to depose the planet's revolutionary government has already become a quagmire for the Federated Suns. While AFFS units proved capable of retaking the planetary capital and several other cities, forcing the revolutionary government to retreat to the hinterlands, the power of a population mobilised against them has forced those same units to hunker down and call for reinforcements.

In light of the region's steadily worsening situation, a small but growing movement among the Republic's populace has begun calling for a proactive response to the crisis; their voices only somewhat tempered by the Federated Suns' great size. Though currently lacking much weight in Helghan politics, talk of volunteering is common among this cohort, and a handful have reportedly made their way into the Outback to fight for their chosen faction. Despite the grim situation and the growing calls for political intervention, most Republic citizens appear content to wait and watch the Federated Suns bleed itself dry in its own backyard.


In disturbing news out of New Avalon, it appears that Duke Michael Hasek-Davion's political manoeuvrings have finally borne fruit, a press release by the First Prince's palace in late December confirming the man as military governor over much of the Outback. Backed by fellow conservatives and many of the Outback's nobility, Duke Hasek-Davion invested more than six months of effort into securing the title in, as far as Republic analysts can tell, an attempt to retroactively justify his unilateral attempts to crush dissent in the region. Though initially opposed by a loose coalition of "progressive" nobles and Hasek-Davion's rivals in the court, it appears that the ORDI intervention into the Mandate, combined with the unrest ripping through the Outback, has served to fracture the coalition and granted Hasek-Davion the leverage he needed to secure the governorship.

While only a temporary position, the role coming with a one-year timer according to the palace's own reporting, many in the Republic expect the situation in the Outback to only worsen now that Hasek-Davion has been officially invested as military governor. Naturally, the response to the move has been mixed across the Federated Suns, with those without the Outback —and a minority within— viewing it as a positive development but the majority within the Outback responding negatively. Unsurprisingly given Hasek-Davion's reputation, when the announcement arrived in the region, it was swiftly greeted by a wave of unrest that, in turn, triggered suppression by planetary governments that triggered more unrest, etc. etc.

As if to confirm said fears, it appears that Hasek-Davion has wasted no time in beginning his new role, late December seeing reports emerge from across the region detailing the formation of volunteer militias under his authority. Supposedly intended to act as auxiliaries supporting planetary militia and AFFS troops, information garnered by Republic spies paints a markedly different picture, with many of these militias being used to suppress dissent on planets currently not in a state of rebellion. These militias are known for recruiting from the New Avalonist and Dark Cameronist movements and have already gained a reputation for particular brutality against Taurian enclaves and other minority groups. While it's impossible to say how things will pan out, it seems clear that the situation in the Outback will only worsen in light of these moves by Hasek-Davion.


Free Worlds League
In much less depressing news, reports from the Free Worlds League indicate that the ORDI plan to prevent additional land seizures has, broadly, succeeded. Though early October saw the Free Worlds League Military deploy additional troops to the systems of Shiba, Principia, and Andarmax to support those already present, no further attempts to seize territory were made during the quarter; the worst the Republic saw being a single attempt aborted within a matter of hours. While the true mood of the FWL government is impossible to know despite its very public parliamentary debates, a speech by Captain-General Thomas Marik in late December saw the man praise ORDI cooperation in peacekeeping efforts, suggesting that the League has cut its losses and accepted "only" capturing three systems.


Lyran Commonwealth
In response to the Republic's detention of several Lyran citizens for suspected espionage, the Lyran Commonwealth has privately reached out to categorically deny that they are anything other than students and has demanded their immediate release to the Lyran embassy pending formal charges. While the Commonwealth has so far refrained from making such demands publicly, the mere fact that they have communicated privately places a rather demanding timeframe on the Republic government to charge the students or not. Already, the diplomatic standoff has caused concern among the Republic's allies due to the possibility of alienating an Inner Sphere power, though they have so far refrained from commenting on it.

Thus far, tensions have remained relatively restrained, but it's likely that either side, or both, digging their heels in could result in tensions spiralling out of control. As one might expect, the potential fallout from a prolonged diplomatic incident could have severe consequences for the ORDI as a whole, especially given the likelihood of a war with the Federated Suns in the near future.

Effect
  • Event next turn


Influence Changes
-5 (Magistracy Influence)
-1.5 (Waystation Construction)
Total: -6.5 Influence

One-Time C-Bills Changes
-40,000,000 (Outback Combat Vehicles)
Total: -40,000,000 C-Bills



Supply Situation - Mandate Intervention
Naval Support Capacity: 24/25

  • 9 Noctis cruisers (9 capacity) (Transport capacity: 1.5)
  • 15 Hasta IIId-class cruisers (15 capacity) (Transport capacity: 2.0)

Ground Support Capacity: 9.0/9.75
  • 100% of Army 4 (5 capacity)
  • 35% of Army 5 (1.75 capacity)
  • 10 Mech regiments (1 capacity)
  • 1 MAWLR-II Pack (1.25 capacity)

Supply Situation - Outback Intervention
Naval Support Capacity: 0/57

  • N/A

Ground Support Capacity: 0/24
  • N/A


Map


Davao Crisis Deaths*
CasualtiesTotal DeadUnavoidableAvoidable
Civilians (Est.)150+0150+

*Next Quarter's Estimated Deaths: N/A

Victoria Crisis Deaths*
CasualtiesTotal DeadUnavoidableAvoidable
Civilians (Est.)6,500+06,500+

*Next Quarter's Estimated Deaths: 6,500+


Q4 Casualty Estimates
CasualtiesTotalKilledInjured
Helghan Republic Armed Forces2,4738241,649
Aurigan Coalition Military483161322
Taurian Defence Force677225452
Magistracy Armed Forces659219440
Capellan Confederation Armed Forces3,3931,1302,263
Mandate Armed Forces (Est.)10,300+3,400+6,900+
Civilians (Est.)28,600+9,500+19,100+


Casualties To Date**
CasualtiesTotalKilledInjured
Helghan Republic Armed Forces31,6799,91121,768
Aurigan Coalition Military4,0731,2722,801
Taurian Defence Force4,4511,3963,055
Magistracy Armed Forces6,3502,2404,861
Capellan Confederation Armed Forces34,47611,48022,996
Mandate Armed Forces (Est.)139,600+46,500+93,100+
Civilians (Est.)981,600+441,400+540,200+

**This is excluding the casualties caused by the civil war since that'd be a mind-boggling number by Battletech standards. Also, you have Capellan stats (losses and damage done) now that you've linked up (and because I forgot to list them last turn :V)
 
Turn 37 Actions (3046)
OOC: The timing on this is sort of awkward, but I figure I might as well get it out of the way.

The Lyran Connection
In late 3046, security personnel employed by the state to guard high-security Petrusite research labs in Karpathia intercepted a suspected attempt by Lyran citizens to steal valuable research data. Though the suspects were not caught with anything particularly incriminating on their persons, that they could bypass early warning systems led Helghan personnel to believe that they were well-trained and organised, and so they were immediately detained. While the Republic is confident that the quintet of young men and women are spies for the Lyran Commonwealth, they claim —and some evidence backs up these claims— to be offspring of minor Lyran nobles sent to Helghan to study subjects unavailable back home.

Within weeks of the students' detention, the Lyran Commonwealth quietly reached out to the Republic to categorically deny that those detained were anything other than students and demanded their immediate release to the Lyran embassy pending formal charges. Presently a private matter between nations, and the families of those involved, the issue could rapidly become public should any of the parties wish it —a complication that the Republic might be better off without. While tensions between the two states are negligible, many in the Republic are leery of alienating the Lyran Commonwealth considering the current state of the galaxy, and the exact response the Republic should take is unclear.

What Should the Republic Do As The New Year Dawns?
[] Release Them Without Charges.
[] Revoke Their Student Visas and Give Them A 3-year Ban For Violating High-security Areas Without Clearance, and Deport Them Back To Tharkad
[] Charge Them Under Helghan Espionage Laws.



Active Goals
Goals close Dec 31st, 3049
  • Expand MAWLR Corps: With memories of war still fresh on people's minds and trouble clearly brewing in the Inner Sphere, a number of concerned citizens and politicians would be put at ease if the Republic were to expand the number of MAWLRs at its disposal. (Must build at least 2 MAWLR packs by Dec 31st, 3049) [Success: +10 influence. Failure: -5 influence]
  • ORDI Expansion: Convince a nation to join the Outer Rim Defence Initiative as either a full member or as an associate member. [Success: +10 influence. Failure: -5 influence]
  • Pride of the Fleet: Construct a naval vessel massing 1,000,000 tons. (Must have a BV at least equivalent to other battleship-class vessels of a similar mass) [Success: +15 influence. Failure: -7.5 influence]
  • Modernize colony ships: Beginning to show their age after a lengthy career shuttling colonists to their new homes, replacing the Bellerophon-class colony ships with a new design could greatly reduce pressure on our maintenance yards. [Success: +5 influence. Failure: -2.5 influence]

Completed Goals
  • Habitability Improvement: Improve the general habitability of one of the Republic's less hospitable worlds. [Success: +5 influence. Failure: -2.5 influence]

Actions
You have 14 out of 18 Action Points to spend.

1 AP is being spent developing Capellan industry. 1 AP is being spent on Great Walls of Helghan. 1 AP is being spent on Xeno Domestication. 1 AP is being spent on Planetary Xenofarming.



New Oslo
[] Dispatch Additional Security Forces [List dispatched forces here]: A stop-gap measure, deploying additional security forces will at least partly restrict the BOR's freedom of operation.
[] Establish ORDIHCR-managed Refugee Camps: by establishing protected refugee camps for those forced out of their communities by BOR activity, we can limit loss of life and give those displaced some semblance of a home.
[] Infiltrate the Brotherhood of the Righteous [Medium]: By infiltrating the Brotherhood of the Righteous, we can more easily disrupt the group's ability to operate.
[] Restore the Soletta Array to Full Functionality: Only restored to partial functionality back in 3037, going back and finishing the job should ease life on New Oslo and buy the Republic some goodwill among those in the equatorial regions. [Progress: 0/3]
[] Write-in


Niops Association
[] Expand Trade Rights: Having built a minor trade relationship with Niops already, we may be able to pressure them for additional trade rights. [-1 influence]
[] Arms Sales: Underequipped compared to many neighbouring states, the Association may be willing to buy equipment to help build their military. [-1 influence]
[] 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.
[] Tech for Tech: By offering the Association 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.


Capellan Confederation
[] 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]
[] Sell Warp Traders: Though more difficult to maintain than traditional JumpShips, access to Warp Traders would allow the Capellan Confederation to shift people and goods around its more densely packed systems far more efficiently than possible before. [+1 AP for 2 turns, +2 Progress to Capellan Industrial Development]
[] Infiltrate Capellan Society: Sending intelligence operatives to infiltrate Capellan society will allow us to carry out subversive activities.


Celestial Mandate
Lol.


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.
[] 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.
[] Infiltrate Military [Medium]: 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 [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


ORDI Actions
[X] Capellan Industrial Investments: [Progress: 29/40] [Locked Until Completed] [+1 AP from Aurigan Coalition, +1 AP from Taurian Concordat, +1 AP from Magistracy of Canopus, +2 AP from Capellan Confederation]

[] Smuggle In Material Aid (Small Arms, Outback): With theOutback close to the boiling point, it may be a good idea to supply rebel groups with deniable small arms ahead of time. Though there's a risk such an effort might be detected, it'll dramatically improve their ability to fight infantry. [-10,000,000 C-Bills]
[] Smuggle In Material Aid (Heavy Weapons, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with deniable heavy weapons ahead of time. While somewhat riskier than small arms, these weapons will be substantially more effective against vehicles. [-20,000,000 C-Bills]
[] Smuggle In Material Aid (Last-Gen Automata, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with (barely) deniable automata well ahead of time. Risky and expensive, smuggling in last-generation automata will greatly level the playing field. [-25,000,000 C-Bills]
[] Smuggle In Material Aid (Combat Vehicles, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with deniable vehicles well ahead of time. While risky and expensive, smuggling in combat vehicles will greatly level the playing field. [-50,000,000 C-Bills]
[] Smuggle In Material Aid (Battlemechs, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with deniable light and medium mechs well ahead of time. As risky as smuggling vehicles and far more expensive, smuggling in battlemechs will level the playing field between the sides. [-100,000,000 C-Bills]
[] Increase ORDIHCR Support: While expensive on a purely financial level, increasing the amount of financial support the Republic provides the ORDIHCR will greatly improve its ability to handle the growing number of refugees from the Inner Sphere. [-50,000,000 C-Bills]
[] Write-in


Alphard Republic
Naval Support Capacity: 9/12 (use the naval upkeep values)
Ground Support Capacity: 0.75/1.5 (use the transport size value)
Unrest in the Former Hegemony: Low
Alphardian Self-Governance: Medium (Next level: High)

[] Reinforce Helghan Units (specify the forces being deployed): Deploy additional forces to assist with ensuring security across the Alphard Republic
[] Expand Sunflower Harbours: By investing in our Sunflower harbours and turning them into permanent structures, we can greatly simplify the flow of materials to our units in the Republic and improve our ability to project power there.
[] Bolster Ideology [Easy]: By producing and spreading certain forbidden materials throughout the people of this faction, our agents can dramatically improve the standing of our ideology
[] Infiltrate and Influence Security Forces [Medium]: By infiltrating the Republic's security forces, we can more make moves to bring it into line with Helghan thinking
[] Assist Military Development: Even more controversial than rebuilding planetary militia, assisting the Alphard government with rebuilding its military-proper will allow the Republic some say in its politics, organisation, training, and equipment. [-10,000,000 C-Bills, -5 influence]
[] Establish Alternate Media Outlets: Though unable to counteract the Magistracy's stranglehold on traditional media, establishing alternate media outlets that use the WCC network will allow the Republic to contest it. [-5,000,000 C-Bills]


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 [Medium]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Steal research [Extremely Hard] [TARGET RESEARCH]: Utilising our agents in research centres and laboratories, we can "acquire" valuable research data.
[] Stage diplomatic incident [Medium]: 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)


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]
[] 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


Inner Sphere
[] Open diplomatic relations with the Draconis Combine


Planetary Development
[] Upgrade and Expand Gallium mine (Highwater): By developing the Tombstone mine, we can dramatically improve the efficiency and safety of Gallium mining on Highwater without sacrificing output. [+15,000,000 C-Bills]
[] Mineral Surveys (Highwater): A world with a history of supplying its Periphery neighbours with ore, Highwater could do with another round of mineral surveys.
[] 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: 0/4] [Reduced from 6 due to 25% Gene-Tailoring Tech]
[] 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 be 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: 0/4] (Reduced to 66% by Ecological Adaptation) ← Will be picked by the Terra Group if no other option is selected
[] Construct a small Soletta Array (Mantharaka): Warmer than Helghan, Mantharaka is nonetheless quite a chill world --unbearably so, oftentimes. To get the planet to join the Republic, we promised to fix that. [Progress: 0/1]
[] Colonise Contrilla: Temperate and wet but otherwise quite comfortable for those used to Helghan, colonising Contrilla will add yet another world to the Republic's collection. [Action Locked Until Completed] [Progress: 0/500,000]
[] Colonise Ares: A cold and barren planet the size of Mars that orbits a red dwarf star, Ares is nonetheless on the colonisation list by virtue of having a strong magnetic field produced by a still-liquid core. In addition, Ares's single moon (a captured stony-iron asteroid) is an easy-to-exploit source of building material for orbital infrastructure such as orbital shipyards, space elevators, etc. [Action Locked Until Completed] [Progress: 0/500,000]
[] Colonise Nike: A warm and somewhat dry world orbiting a little closer to its F-Type primary than many would like, Nike is a veritable Eden compared to many other planets throughout the galaxy. Half the size of Earth and with half the gravity, Nike's vast primaeval forests are home to similarly gigantic trees, the living structures dwarfing Earth's extinct Redwoods. Of particular note are the planet's seven asteroid-capture moons, prime building blocks for orbital construction and resource exploitation. [Action Locked Until Completed] [Progress: 0/500,000]
[] Colonise Boreas: Appearing from orbit as a stark white ball of ammonia clouds shot through with the occasional red, brown, and yellow courtesy of trace gases, Boreas would not be a colonisation candidate were it not for the stubbornly persistent quantity of Methane in its atmosphere. Though technically a rocky planet thanks to the stony surface buried beneath the clouds, Boreas's hostile environment naturally precludes extensive surface colonisation. Nonetheless, given the potential presence of unique alien lifeforms and their valuable biochemistries, a case could be made for a small orbital habitat able to house ten thousand people or so. [Action Locked Until Completed] [Progress: 0/4 AP]
[Population: 0/500,000] [Action Point Locked Until Completed]
[X] Planetary Xenofarming (Spencer): Far more habitable than Helghan, Sencer nonetheless struggles to grow enough food to feed its people due to the inedible nature of its creatures. To get the planet to join the Republic, we promised to fix that. [Progress: 1/1] [Reduced from 2 due to 25% Gene-Tailoring Tech. Just pick something else while this auto completes]

[] Targeted Gene-Plagues (Spencer): Having long suffered from native pest species, unleashing targeted gene-plagues on said species would greatly alleviate the burden on the planet's farmers. [Must be started the year after the tech is researched]
[X] Great Walls of Helghan (Helghan): With a solid understanding of how planetary systems respond to large-scale environmental changes, we can start work on safely disrupting the formation of Helghan's famous (and infamous) nation-sized sandstorms. [Progress: 3/4]


Politics:

[] Expand Jezero Production Facilities: With additional investment from the Republic government, we can significantly increase the Jezero facility's nuclear production capabilities. [Progress: 0/2]
[] 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]
[X] Xeno-Domestication (Cassilda): Technically offered as a joke, developing a species of domesticated ocean predator for the people of Cassilda would allow them to drive away creatures from the Caranthas Abyss, earn a great deal of (confused) goodwill, and gain their vote to join the Republic. [Progress: 1/2] [Reduced from 3 due to 25% Gene-Tailoring Tech]


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]
[] Construct a Rokh-class MAWLR transport Group: Task your shipyards with constructing three Rokh-class MAWLR transports. [Can be taken multiple times in a turn]


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 two Hasta IIIC-class cruiser Squadrons: Task your shipyards with constructing Six Hasta IIIC Cruisers. [Can be taken multiple times a turn]
[] Construct two Hasta IIID-class cruiser Squadrons: Task your shipyards with constructing Six Hasta IIID Cruisers. [Can be taken multiple times a turn]
[] Construct one Noctis-class cruiser Squadrons: Task your shipyards with constructing three Noctis 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 12 Guardsman-class Pocket Warships: Task your shipyards with constructing 12 Guardsman-class pocket warships. [Can be taken multiple times a turn]
[] Construct a Pilum-class Battlecruiser squadron: Task the Detroit shipyards with building a squadron of three Pilum-class battlecruisers. [Progress: 0/2] [Cannot construct other 1m+ ton designs until completed]
[] Construct a Handyman-class Factory Ship squadron: Task the Detroit shipyards with building a squadron of three Handyman-class Factory Ships. [Progress: 0/2] [Cannot construct other 1m+ ton designs until completed]
[] Construct a Hecatoncheires-class Escort Carrier Squadron: Task your shipyards with constructing a squadron of Hecatoncheires-class Escort Carriers. [Can be taken multiple 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 a SAHLR pack: Task your heavy industry with constructing a pack of three SAHLR Gauss Artillery Hovercraft. [Can be taken multiple times in a turn]
[] Construct eight Battlemech Battalions: Task Fisher & Zulim Taw with constructing eight battalions worth of mechs.
[] Construct a military defence station over [LOCATION]
Locations available:
  • New Oslo
[Can be taken multiple times in a turn]

[] Expand a military defence station over [LOCATION]
Locations available:
  • Mantharaka (Small → Medium)
  • Contrilla (Small → Medium)
  • Rogue (Small → Medium)
  • Mir (Medium → Large)
  • Charybdis (Medium → Large)
  • Tiverton (Medium → Large)
  • Caliban (Medium → Large)
  • Highwater (Medium → Large)
[Can be taken multiple times in a turn]

Extrasolar Politics

[] 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 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]


Exploration

[] Send out Explorers: The final frontier, one filled with wonder and terror alike, space exploration offers many potential benefits for those willing to risk its hazards. ← Will be picked by HISSS if no other option is selected
[] Assist Taurian Explorers: With several prominent factions in the Concordat interested in colonising additional solar systems, it may be politically beneficial to assist them in their exploration efforts.


Terra Group (Automated)
[SELECT ACTION]


Warp Communications Consortium (Automated)
[X] FTL Comms Expansion. [Progress: 15/20 turns] (+1 AP From Taurian Concordat, +1 AP From Aurigan Coalition, +1 AP From Magistracy of Canopus)
[Progress: 15/20 turns] → [Progress: 19/20 turns]

Note: This will increase again the moment you have a permanent border with the CapCop

Helghan Interstellar Scouting & Survey Service (Automated)
[SELECT ACTION]



Research
-[X] Research
--[x] Improved Fusion Drive [9.5/10]
--[X] Heavy Shields [7.2/12]
--[X] Stealth coating [1.25/4]
--[X] Long Range Sensors [1.2/6]
--[X] Petrusite Synthesis [4.7/8]
--[X] Irradiated Petrusite Enrichment [5.51/12]
--[X] Irradiated Pet Ground Weapons [2.5/6]

--[] Free Research Slot [1.25/--]

ORDI Research
-[X] Improved Anti-Gravity Drive [1.2/10]



Military Requisition And Design
You have 4 out of 4 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
[] Crow Cruise Missile 90

NameTypeHeatDamageRangeTonsCritical SlotsAmmo Per TonSpecial
Crow Cruise Missile 90Artillery (Missile)9090 (Artillery)120 mapsheets10011/45Guided*


[] Raven Cruise Missile 120

NameTypeHeatDamageRangeTonsCritical SlotsAmmo Per TonSpecial
Raven Cruise Missile 120Artillery (Missile)120120 (Artillery)150 mapsheets13511/60Guided*


Design
[] 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.
[] 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 37 Results (3046)
[X]Plan: Prepare for War
https://forums.sufficientvelocity.com/threads/the-lords-of-ruin-battletech-killzone.52819/page-931?post=27825324#post-27825324


Active Goals
Goals close Dec 31st, 3049
  • Expand MAWLR Corps: With memories of war still fresh on people's minds and trouble clearly brewing in the Inner Sphere, a number of concerned citizens and politicians would be put at ease if the Republic were to expand the number of MAWLRs at its disposal. (Must build at least 2 MAWLR packs by Dec 31st, 3049) [Success: +10 influence. Failure: -5 influence] [Progress: 1/2]
  • ORDI Expansion: Convince a nation to join the Outer Rim Defence Initiative as either a full member or as an associate member. [Success: +10 influence. Failure: -5 influence]
  • Pride of the Fleet: Construct a naval vessel massing 1,000,000 tons. (Must have a BV at least equivalent to other battleship-class vessels of a similar mass) [Success: +15 influence. Failure: -7.5 influence]

Completed Goals
  • Habitability Improvement: Improve the general habitability of one of the Republic's less hospitable worlds. [Success: +5 influence. Failure: -2.5 influence]
  • Modernize colony ships: Beginning to show their age after a lengthy career shuttling colonists to their new homes, replacing the Bellerophon-class colony ships with a new design could greatly reduce pressure on our maintenance yards. [Success: +5 influence. Failure: -2.5 influence]

The Lyran Connection
[X] Fine Them, Revoke Their Student Visas and Give Them A Permeant Ban For Violating High-security Areas Without Clearance, and Deport Them Back To Tharkad and While they wait for deportation they are to attend therapy for alcohol abuse

Keen to prevent hostile nations from attempting to penetrate high-security areas in the future, the Helghan Republic responded to the most recent breach by coming down hard on the supposed Lyran students involved; state prosecutors seeking —and obtaining— harsh penalties after a relatively short trial. Indisputably in the wrong and lacking any excuse bar drunkenness, the "students" in question were ordered to pay fines equivalent to 100,000 C-Bills each and given a permanent ban from Republic space —a mark on their record that would no doubt be taken into consideration by the immigration services of the Republic's allies. In addition, added to the order by the judge rather than the state's prosecutors, the students were also ordered to undertake drug and alcohol abuse counselling while incarcerated prior to their deportation.

Domestically, this response was broadly uncontroversial despite the unclear nature of the situation, with most criticism from within the Republic revolving around the size of the fines rather than the permanent nature of the supposed students' ban. The international response was much the same, though several of the Lyran Commonwealth's more parochial news services were quick to question the independence of the Republic's judiciary and the state's overall commitment to an ill-defined Freedom. The Lyran government, meanwhile, said little on the matter beyond cooperating with the Republic to organise travel for its citizens at Tharkad's expense.

Effect
  • Lyran "students" fined and deported with a permanent ban from entering Republic space (barring waivers from the Republic government)
  • No one really has a problem with this outside of some losers in the Commonwealth.


New Oslo
-[X] Dispatch Additional Security Forces [increase the number of Divisions to 5 Army Divisions]: A stop-gap measure, deploying additional security forces will at least partly restrict the BOR's freedom of operation.

"Oh, thank fuck." - Chief Inspector Jürgen van de Winter in response to the subdivision of their area of operations.

With Republic security forces on New Oslo dangerously overstretched by early July and the Brotherhood of the Righteous growing more popular and organised with every passing month, the Republic parliament quickly authorised a massive increase in personnel —fully five divisions of Republic troops dispatched to aid those already present. Arriving in late July courtesy of the Republic Navy, the approximately fifty-thousand-strong deployment was swiftly scattered across New Oslo; dozens of cities and towns across the planet suddenly found themselves nearby a small but potent military force. Unsurprisingly, the heightened military presence, increased patrols, and the freeing up of resources to dedicate toward investigating old crimes resulted in an immediate glut of arrests; August saw more arrests than had been made in the six months prior.

Well-versed in the skills associated with civil affairs and humanitarian assistance thanks to the Republic's by-this-point-long history of humanitarian intervention, Republic troops did much to ingratiate themselves with the local population; various community outreach projects, combined with the immediate repression of Brotherhood cells, helping to establish a rapport between themselves and the locals. Wounded but hardly killed by the spate of arrests, the Brotherhood of the Righteous responded by intensifying efforts to rally their supporters, the five months to December seeing Brotherhood recruitment become ever-more covert and their previously open harassment adopt more subtle tactics. By the close of the year, with the Brotherhood's reach at least temporarily restricted and many cells outright annihilated thanks to widespread arrests, many New Osloites felt a glimmer of hope for the first time in many years, while others remained sceptical that such peace would last.

Effect
  • 5 divisions from Army 2 moved to New Oslo.
  • The Brotherhood of the Righteous is forced to go to ground by the year's end, but still remains a threat.

-[X] write-in: Give out subventions to companies to develop infrastructure and industry on New Oslo in the Helghan aligned states with the aim of creating a substantial amount of employment and raising the standard of living in some smaller easy to controll areas.
Seeking to launch New Oslo into the 31st century industrially and socially, the Helghan Republic opened the year by launching a series of development subventions to entice investment in the system. These subventions, each made up of several sub-programs with budgets totalling millions of C-Bills each, were intended to boost the development of various infrastructure projects such as roads and factories, sewage systems, widespread electrification, etc. Unfortunately, however, the idea quickly ran aground thanks to New Oslo's ongoing security situation and the low level of education among the planet's population; corporations across the Periphery proved indifferent to the thought of investing in the planet despite the generous terms offered.

When all was said and done, despite spending an entire year attempting to entice investment from corporations across the ORDI, the overwhelming majority of applications made and approved were those originating from New Oslo communities. Though limited in number compared to what had been hoped for when first announced, these applications nonetheless saw a substantial amount of money given over to everyone from Polar Association nations to individual towns in the equatorial region, the funds used to purchase everything from semi-automated roadbuilders to town-sized fusion reactors, and other vital services. Despite the Republic's failure to attract external investment, such grassroots efforts contributed to incremental improvements in the infrastructure and overall development of New Oslo —albeit concentrated in the equatorial regions. Nonetheless, the end of 3046 saw many a community enjoy easy travel and near-free heating for the first time in centuries, if ever, and many new Osloites appear desirous of more.

Effect
  • Despite substantial grants being offered, uptake is near non-existent due to the on-going security situation and the general low level of education.
  • Polar Association regions see the most uptake, but even that's largely limited to regional improvements to infrastructure rather than anything like factories
  • -3,000,000 C-Bills (of a max of -10,000,000 C-Bills)


ORDI Actions
-[X] Capellan Industrial Investments: [Progress: 29/40] [Locked Until Completed] [+1 AP from Aurigan Coalition, +1 AP from Taurian Concordat, +1 AP from Magistracy of Canopus, +2 AP from Capellan Confederation]

"Important? Yes! Critical? Absolutely. I would go so far as to say that developing Capellan industry will do more for Helghan security than any technological development made this decade." - Unnamed Helghan Parliamentarian in texts to Realitat!

Understandably concerned by looming thoughts of war, ORDI efforts to improve Capellan industrial might found themselves redoubled come January 3046; transfers of knowledge and equipment increasing despite the alliance's intervention in the Celestial Mandate. While all manner of Capellan factories had been constructed or upgraded in the years prior thanks to ORDI knowledge and funding, many of the most sophisticated production lines required specialist parts that, in turn, could only be built using tools built by tools that the Confederation lacked access to until recently. However, with said tools now readily available, Capellan engineers worked hand in hand with their international compatriots to finish what had been started those few years ago; a year's worth of round-the-clock labour seeing industrial parks spring up like mushrooms deep in the nation's heart, the collection representing some of the Inner Sphere's most advanced industrial technology.

Intended to help the CCAF maintain its ageing fleet of mechs and fusion-powered combat vehicles, according to the Outer Rim Defence Initiative anyway, the first handful of industrial centres quietly opened in late December; their first production run expected to see the light of day only a few months later. With the final few factories and industrial zones planned to open over 3047, many across the ORDI have begun to look forward to the Confederation becoming a premier manufacturer of goods and vehicles.

[Progress: 29/40] → [Progress: 35/40]

Effect

  • CapCon investments nearing completion. CapCon can now produce mechs and vehicle sin much larger numbers

-[X] Increase ORDIHCR Support: While expensive on a purely financial level, increasing the amount of financial support the Republic provides the ORDIHCR will greatly improve its ability to handle the growing number of refugees from the Inner Sphere. [-50,000,000 C-Bills]
Observing the growing refugee situation directly caused by the Mandate Civil War and Outback Crisis with a wary eye, the Helghan government opened 3046 by massively increasing the amount of financial support it gave to the ORDI High Commissioner for Refugees; a near-unanimous vote sending fifty-million C-Bills worth of money and equipment directly into the hands of the organisation. Responsible for feeding, clothing, housing, medicating, and placing those refugees who make it to ORDI space, the ORDIHCR proved supremely grateful for the move, the additional funding allowing the organisation to absorb the approximately ~5.5 million refugees that found their way to the ORDI's borders in 3046 without collapsing. To her credit, the head of the organisation, Doctor Thisbe Eoin, deftly used the Republic's largess to secure further funding from the rest of the ORDI's member-states, everyone from the Capellan Confederation to the Taurian Concordat increased their investment to prevent others from seeing them as slackers.

According to the organisation's reports and those of the Republic's analysts, the increase in funding should be sufficient to cover up to 10 million refugees per year for the next few years. However, even though this would ordinarily be sufficient given that much of the increase originated due to the ORDI intervention in the Mandate Civil War, many are concerned that the planned intervention into the Outback will require additional funding sooner rather than later. Worse still, the sheer size of the Outback compared to the Celestial Mandate means that any similar crisis will almost certainly be far grander in scale, and the quantity of resources needed to absorb it will be commensurately larger.


Effect
  • ORDIHCR can now handle ~10,000,000 Refugees/year for the near-future.
  • -50,000,000 C-Bills


-[X] Write-in: Establish Helghan Bureau Of Ship Procurement (HBOSP) to make Helghan Naval Yards available to ORDI members and other approved parties. The Bureau functions as intermediary for local Helghan Yards and approved buyers as well as handling payment transfers and helping oversee production. It also safeguards the Helghan Government's interests making sure that orders don't lead to conflicts with the procurement for the Helghan Navy, ensures that no restricted technologies are leaked and if required organizes trainers from the aforementioned Navy for allied polities in the handling and maintenance of the bought craft. It is to also encourage the selling of designs with components common to the Helghan Navy's Ships to decrease production costs due to economies of scale. It is not intended to directly earn money but to instead strengthen the Helghan Economy and Shipbuilding industry. According to Hearsay the HBOSPs first customer stands ready, with the Taurian ambassador having already presigned blank cheques to acquire multiple cruisers of the, from the Noctic class developed, Justice Class. The Taurians might be a bit worried with the news coming out of the Federated Suns.
Despite enjoying naval supremacy over the rest of the galaxy, a power granted by its many warships and effective naval construction program, information recently gathered by Helghan spies prompted some among the government to begin ringing alarm bells. Indicating a rapid advancement in the Federated Suns' ability to field a modern navy, the information, much of which was obtained only with great difficulty, confronted the national government with the idea that Helghan's dominance of space might not last long into the future, a prospect that few proved comfortable with. Faced with such a dire warning, the Republic's leaders found themselves forced to make a decision unparalleled in recent history.

Recognising the need to stay ahead of its steadily industrialising rival but understanding that a nation of 2.5 billion people spread across a dozen systems could not hope to challenge a Great House a hundred times its size in every respect, the Republic instead looked towards its allies in the Outer Rim Defence Initiative. Though it had been a long-standing policy that the Republic would not export modern warships to anyone, even its allies, to restrict the spread of such vessels, the reports from the Federated Suns drove a dramatic reevaluation of the policy; the first week of 3046 seeing it discarded after a short but intense debate among the highest echelons of power. With their hands freed, albeit reluctantly, the nation's parliament hastily passed a bill formally establishing the Helghan Bureau Of Ship Procurement —a first-of-its-kind organisation bringing together a variety of figures including engineers, designers, military personnel, and representatives from numerous shipyards, to name a few.

Dubbed BuPro by its members and instigators, BuPro's primary purpose was to serve as an intermediary between Helghan's planetary shipyards and its allies, enabling the latter to purchase warships from the Republic while simultaneously preventing such purchases from conflicting with the Republic's own needs. Moreover, BuPro was to help the Republic's allies design warships to fulfil their needs and encourage commonality between designs to prevent needless duplication and waste. Finally, and substantially less advertised, was the bureau's authority to act as the final arbitrator of what components could go into a jointly-designed warship, the organisation holding the final say on any part.

In an attempt to entice the Republic's allies into using the service, the last i's dotted and t's crossed in late August, the bureau proceeded to commission a brand new warship from its in-house designers. Taking three months to carry out from start to finish, the process ultimately resulted in the creation of the Justice-class frigate, a 600,000-ton warship armed with a spread of conventional weapons, numerous docking collars, and a substantial air wing. Intended to serve as a solid all-rounder for any navy, BuPro spent the remainder of 3046 shopping the design around to all four of the Republic's allies in the ORDI, the Taurian Concordat proving the most interested and ordering a pair almost immediately.

Effect
  • Gain national Idea: BuPro
  • Republic allies can now order a limited number of ships from the Republic. These will not cost you AP, but you're also not going to get much of a reward for them since this is very much not a business move.
  • +10 Influence
  • 2 Justices on order to the Taurian Concordat: To be delivered end of 3047


Alphard Republic
-[X] Assist Military Development: Even more controversial than rebuilding planetary militia, assisting the Alphard government with rebuilding its military-proper will allow the Republic some say in its politics, organisation, training, and equipment. [-10,000,000 C-Bills, -5 influence]

With the Hegemony Armed Forces disarmed and disbanded in the aftermath of Operation Selene and still widely despised due to the role it played in the Hegemony's slave trade, the idea of assisting Alphard in once again building a military was a highly controversial one. However, with Alphard having steadily regained the ability to govern itself and with the Republic leery of devoting troops to defend the nation given the rapidly approaching Outback Intervention, many saw the reformation of a military as a near-inevitability, one that the Republic could, in theory, attempt to guide to better ends. As such, it was only with the greatest reluctance that Helghan's ruling government offered to help the Alphard Republic rebuild its military, the young nation agreeing readily in light of growing conflict in the Inner Sphere.

Naturally wary of upsetting its allies and neighbours and of empowering Alphard to too great a degree, the next twelve months saw the Helghan government proceed with great care; diplomatic goodwill spent like water to assuage the queries and concerns of its allies, and large numbers of Helghan personnel dispatched to oversee recruitment and training efforts. Arriving as part of the first wave of Helghan personnel, a host of administrators closely monitored —and in many cases, managed— recruitment activities to ensure that only those deemed politically reliable formed the nucleus of the nation's new military. Understanding the need for a disciplined and ideologically aligned military force in the region, these brave bureaucrats, some of Helghan's finest, implemented all manner of background checks, loyalty assessments, and vetting processes to prevent infiltration or subversion by the forces of reaction; nine out of ten applicants were quietly rejected from service.

Following close behind the heels of this dedicated, if tedious, arm of Helghan civilization, trainers from Helghan's military diligently imparted their knowledge and expertise to those recruits deemed suitable; their lessons focusing on a variety of topics ranging from combat skills and tactics to the more ephemeral, but equally important, esprit de corps. Additionally, these trainers played a central role in identifying those candidates with leadership potential and recommending them for suitable positions in the steadily growing Alphard Republic Army, a move that granted Helghan substantial influence over an entire generation of officers.

As 3046 came to a close, the results of the Helghan-assisted rebuilding became impossible to miss; the Alphard Republic Army's 1st Regiment formally entered active duty status, with several sibling units close behind.


Effect
  • -10,000,000 C-Bills
  • -5 influence
  • Alphard Republic has redeveloped a small amount of military strength; really just enough to avoid getting merced by pirates

-[X] Establish Alternate Media Outlets: Though unable to counteract the Magistracy's stranglehold on traditional media, establishing alternate media outlets that use the WCC network will allow the Republic to contest it. [-5,000,000 C-Bills]
"As the centuries-long failure of the Inner Sphere has shown, access to diverse and reliable alternative news sources is of paramount importance to the health of the body politic; their empowerment of ordinary citizens allowing them to engage in informed discourse and safeguard a vibrant democracy rooted in knowledge and transparency. By embracing a multitude of perspectives, we can break free from the confines of traditional narratives shaped by governments keen to empower only themselves and instead foster critical thinking and pave the way for more just society." - Extract from the mission statement of The People's Voice, a left-leaning WarpCom-based current affairs programme.

Irritated by their failure to influence the formation of Alphard's national broadcaster, and substantially more annoyed with the inconsistently anti-Helghan bent of the Magistracy-sponsored service that developed in the resulting void, Helghan's parliament started the year by investing heavily in alternative news sources and the infrastructure to support them. Recognizing that these outlets, individually, would never be able to compete with the Magistracy-backed broadcaster for reach, Helghan opted instead to sponsor many different kinds of outlets in an attempt to develop as wide and diverse an audience as possible, everything from WarpCom-based video services and local newspapers to political live streamers and bloggers springing up like mushrooms over the year. Utilising everything from the nation-spanning warp communications network constructed by the ORDI only a few years earlier to simple ink and paper left on doorsteps, these outlets, staffed entirely by Republic locals, proceeded to offer, well, alternative views.

For over half a year, the array of alternative news sources cultivated by Helghan questioned, debated, and investigated all manner of topics relevant to the people of the Republic; many of which had been left uninterrogated by the state broadcaster due to a lack of regional impact, or which it held a subtle, but persistent, bias for or against. WarpCom-based video services, equipped with state-of-the-art broadcasting technology, worked hand in hand with local newspapers to deliver in-depth analysis of events and thorough exposés, and live streamers and bloggers aimed compelling lenses at local and national politics.

As the sands of Helghan's winter began to die away, the success of the nation's investment in Alphard's alternative news sources became steadily more evident; the previously dominant state broadcaster now having to contend with a lively media ecosystem unafraid to talk loudly and openly about anything and everything.

Effect
  • -5,000,000 C-Bills
  • Republic has sponsored the growth of numerous alternative news outlets in the Alphard Republic. They generally see things as the Helghan Republic does, but there's no guarantee it'll stay that way.

Planetary Development
-[X] Planetary Xenofarming (Spencer): Far more habitable than Helghan, Sencer nonetheless struggles to grow enough food to feed its people due to the inedible nature of its creatures. To get the planet to join the Republic, we promised to fix that. [Progress: 1/1] [Reduced from 2 due to 25% Gene-Tailoring Tech. Just pick something else while this auto completes]

"Remember, genes are NOT blueprints. You cannot, for example, insert "the gene that makes cows cow-sized" into a salmon and get cow-sized salmon steaks. There are no genes for that. What you CAN do with genes is chemistry, since DNA codes for specific chemicals. We can, for instance, replace the genes responsible for producing the arsenic-binding proteins that give the Silver Tang its lustre with ones that bind Calcium instead. The fish's beauty will suffer, but whoever eats it won't." - Doctor Ava Morgan (Konstantine Institute of Technology). Visiting Lecturer, University of Luxen.

To the mild displeasure of Republic scientists halfway through their experiments and the extraordinary interest of local Spencerites, January 3046 saw the Helghan Republic put a hold on efforts to develop a xenofarming programme on the planet thanks to recent developments in the field of genetic engineering, new gene tailoring tools having rendered all other processes largely obsolete. Undeterred by the disappointment of its scientists and keen to fulfil its promise to the people of Spencer, the Republic naturally turned to this new toolset to carry out its obligations; late February seeing the quintet of research stations established over 3045 transformed into centres for experimentation on Spencer's native life. Forced to discard their previous list of hopefuls in acknowledgement of the fact that native species are perfectly suited to the ecosystem, Helghan scientists instead turned to the catalogue of well-known and utterly inedible fish that Spencer's inhabitants developed over the centuries, a few weeks of effort resulting in a shortlist of a dozen species appearing on the relevant desks.

Containing everything from the near-transparent Zephyr Eel to the bizarrely named Hyperspace Goby, the list of species represented an irresistible challenge for Helghan biologists and genetic engineers, one attractive enough to draw them out of their slump. Rapidly picking up interest and morale as a result of the questions posed, Republic scientists entered June with an almost unseemly interest in seeing what they could make happen with their new tools; a startling array of lifeforms filling the research station tanks of the research stations in a matter of months. So enthused were the personnel involved that, by the close of 3046, they had created fifty species from the initial list of twelve, each completely edible, highly nutritious, and incapable of breeding with their progenitor species.

Understandably, the response by Spencerites to the programme's success has been nothing short of jubilant; those involved in the nitty-gritty of food production hail it as the greatest revolution in local aquaculture since the discovery that the endemic blisterweed could be used as feedstock for Terran fish with sufficient boiling. That the Republic capped the project off by making the resulting organisms freely available to any aquaculture centre that asks has only gilded the lily, enthusiasm for joining the Republic spreading like wildfire. While this will have little impact on Spencer's ongoing integration into the Republic, Spencerite enthusiasm has spread the news across the Periphery, earning the Republic some goodwill.

Effect
  • +2 influence
  • Xenofarming project autocompletes. Spencer will grow to an A agricultural rating in <5 years.

-[X] Great Walls of Helghan (Helghan): With a solid understanding of how planetary systems respond to large-scale environmental changes, we can start work on safely disrupting the formation of Helghan's famous (and infamous) nation-sized sandstorms. [Progress: 3/4]
"We are the builders of the coming world,
we are the planter, the seed, and the field..." -
Extract of a speech by Annabella Huber, Interstellar Workers Alliance representative and Automata Operator, First Class, to fellow workers on the Great Wall project.

As 3046 dawned, with the project so close to completion that they could almost taste it, Helghan workers threw themselves into their labours with fresh energy, an army tens of thousands strong committed to bending the planet's environment to their will. Guided by algorithms from the Ministry for the Future and led by hardy forepersons well-used to the harsh conditions, this army of labourers and their automata leveraged the Republic's vast resources to construct structures larger than any previously built on Helghan. Already 75% complete at the start of January, progress on the system's remaining sections proceeded with devastating speed as the months ticked away; cyclopean architecture that would have been the envy of any ancient king thrown up in months by the well-oiled machine the Republic had made.

These efforts came to a head in November 3046 when, with great fanfare by the government, workers from the 6th Environmental Control Unit laid the last stone of the last segment of the last section of the Great Wall; the 50-ton slab of high-density concrete designed to persevere against decades of abuse slotting perfectly into the cap of a mighty pyramid. Greeting the completion of the project with celebrations and congratulations, the joy of Helghan's populace only increased when the planet's famously powerful winter storms failed to materialise, the vast network of trenches and pyramidal walls built over four years channelling the sand and dust-laden winds such that they carried their payload far from the cities and burgeoning cropland. With the vast structure complete and requiring only minimal work to maintain, relative to that needed to build it in the first place, anyway, all of Helghan can now look past the sands of winter and see a better future on the horizon.

Effect
  • Great Wall project completed!
  • Helghan's storms have weakened and/or been redirected. Disruption to food production and the like will continue to decrease.


Politics:
-[X] Xeno-Domestication (Cassilda): Technically offered as a joke, developing a species of domesticated ocean predator for the people of Cassilda would allow them to drive away creatures from the Caranthas Abyss, earn a great deal of (confused) goodwill, and gain their vote to join the Republic. [Progress: 1/2] [Reduced from 3 due to 25% Gene-Tailoring Tech]

"Faster, Pussycat! Kill! Kill!" - Graffiti written on Behaviour Monitoring Tank 5, Wolf Shark Domestication project. Author unknown.

Initially offered as a joke by a member of Cassilda's diplomatic team before being picked up by a lone Helghan scientist and, later, progressively more bewildered Republic officials, the unwillingness of anyone on the Republic's side to back down saw the programme officially start on January 1st, 3046; a substantial budget given over to bemused Republic scientists. Though somewhat embarrassed that it seemed to be achievable, the twenty or so scientists assigned the task began their work by honing in on what they considered the ideal species to start work with; the three species initially studied quickly reduced to one —a mid-sized pack hunter whose chromatophore-laced skin is a communication tool. Primarily known as Wolf Sharks due to their behaviour, these pack hunters are well-known on Cassilda for taking down prey much larger than themselves; stories abound in Cassildan harbour taverns of their endurance and intelligence.

With the Wolf Sharks selected as the foundation for the experiment, the Helghan team embarked on a first-of-its-kind journey to turn the deadly predators into partners for Cassilda's many ocean-going vessels; the ultimate hope being to dissuade the creatures that call the Caranthas Abyss home from attacking. Armed with the same tools that proved so disruptive on Spencer, the project staff quickly got to work; a breeding population of Wolf Sharks secured by March's close, and the real work began shortly after. Over mere months, the research team achieved results that would have previously taken countless painstaking years, vast leaps in the sharks' ability to communicate with humans and their willingness to work for food seen after only a single generation. As the project gained momentum and achieved milestone after milestone, the Republic's broader scientific community soon started following the experiment, with dozens of research papers hitting scientific journals across the Periphery thanks to the ground-breaking work performed.

Coming as a shock to all involved in okaying the project, few of whom expected it to pan out and even fewer who thought it'd succeed so quickly, the end of December saw the first batch of domesticated Wolf Sharks released into the waters outside the research station; the eight hermaphroditic creatures able to obey complex gestural and pictorial commands. While testing in the wild has thus far proven limited, initial testing with some of Cassilda's smaller sea monsters has proven encouraging thus far. For its part, the government of Cassilda has responded to the move with confused appreciation, a mood shared by the population at large. With everyone on both sides of the diplomatic battlefield simultaneously happy and confused, it doesn't take long before Cassilda's government agrees to join the Republic... after a year-long Cassildan-run study into the Wolf Sharks' efficacy to start in early 3047.

[Progress: 2/2]

Effect

  • Genetic engineering of one of Cassila's native shark-analogues succeeds in producing a viable species of companion… shark?
  • +2 influence
  • Cassilda will join the Republic pending the final result of the 3047 study.

Military
-[X] 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]

Effect

  • +1 MAWLR-II Pack

-[X] Construct a Rokh-class MAWLR transport Group: Task your shipyards with constructing three Rokh-class MAWLR transports. [Can be taken multiple times in a turn]

Effect

  • +1 MAWLR Transport Group


-[X] 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]

Effect

  • +1 Army

-[X] Construct two Hasta IIID-class cruiser Squadrons: Task your shipyards with constructing Six Hasta IIID Cruisers. [Can be taken multiple times a turn]

Effect

  • +2 Hasta IIID-class cruiser squadrons (6 ships)

-[X]Upgrade 9 Hasta and 3 Hasta IIIC to Hasta IIID-class cruisers

Effect

  • +4 Hasta IIID-class cruiser squadrons (12 ships)
  • -3 Hasta squadrons (9 ships)
  • -1 Hasta IIIC squadron (3 ships)

-[X] Construct a Pilum-class Battlecruiser squadron: Task the Detroit shipyards with building a squadron of three Pilum-class battlecruisers. [Progress: 0/2] [Cannot construct other 1m+ ton designs until completed]

[Progress: 0/2] → [Progress: 1/2]


-[X] Construct a Hecatoncheires-class Escort Carrier Squadron: Task your shipyards with constructing a squadron of Hecatoncheires-class Escort Carriers. [Can be taken multiple times in a turn]
-[X] Construct a Hecatoncheires-class Escort Carrier Squadron: Task your shipyards with constructing a squadron of Hecatoncheires-class Escort Carriers. [Can be taken multiple times in a turn]

Effect

  • +2 Hecatoncheires-class Escort Carrier Squadrons (6 ships)


-[X] Construct eight Battlemech Battalions: Task Fisher & Zulim Taw with constructing eight battalions worth of mechs.

Effect

  • +2.6666 Battlemech Regiments (8 battalions)

Terra Group (Automated)
-[X] Construct a small Soletta Array (Mantharaka): Warmer than Helghan, Mantharaka is nonetheless quite a chill world --unbearably so, oftentimes. To get the planet to join the Republic, we promised to fix that. [Progress: 0/2] [Increased Due To Being a Non-State Actor]
[Progress: 1/2]

Warp Communications Consortium (Automated)
-[X] FTL Comms Expansion. [Progress: 15/20 turns] (+1 AP From Taurian Concordat, +1 AP From Aurigan Coalition, +1 AP From Magistracy of Canopus)
[Progress: 15/20 turns] → [Progress: 19/20 turns]

Note: This will increase again the moment you have a permanent border with the CapCop

Helghan Interstellar Scouting & Survey Service (Automated)
-[X] Send out Explorers: The final frontier, one filled with wonder and terror alike, space exploration offers many potential benefits for those willing to risk its hazards.
"Wow!" - Comment added by Sensor Operator T. Wöllem to report regarding anomalous signal detection.

Having enjoyed substantial success last year with the discovery of three habitable systems, the Helghan Interstellar Scouting & Survey Service's executive council made the understandable decision to continue such efforts into the new year; travel-weary spacecraft overhauled in ports around the Republic before being dispatched back into the Rimward Periphery with fresh crews and new objectives. Armed with up-to-date maps and the countless terabytes of data gleaned from prior efforts and remote observation, these illustrious crews ventured forth on missions that would take months to complete at a minimum, every person aboard keenly aware that the Republic could do little to aid them if they encountered an insurmountable problem. However, and no doubt to the great relief of those friends and families left behind, despite investigating dozens of systems over the course of 3046, not a single HISSS vessel encountered anything particularly dangerous at any point in the year. Indeed, despite investigating dozens of systems over the course of 3047, only a single interesting system was discovered in that time, a downgrade from prior efforts which upset many within the organisation.

Rood
Named for the system's dominating feature, an M1V main sequence star just a little too big to be officially classified a red dwarf, Rood (lit. Red) is a dismal solar system home to seven completely uninhabitable planets (five rocky worlds of varying size and two large gas giants) and two distinct asteroid belts. Ordinarily the kind of place that would be given a brief survey before being stuck in a database and forgotten about, Rood was saved from that fate by the discovery of an automated radio signal broadcasting from the northern hemisphere of the system's 6th planet, Sextus. Curious as to why anyone would put a beacon out so far from inhabited space, the crew of the vessel assembled a party to assess the situation; the four-strong party quickly found an abandoned Star League-era facility buried in the side of a mountain at the beacon's location.

Unable to enter the facility due to lacking the tools and personnel required to breach its heavily armoured doors, the shore party and their mothership elected to leave the facility as is and report their findings to their bosses, the news stirring up a hornet's nest back in the Republic. Though it's impossible to say why the facility was built so far out or what may be within, many in the Republic are eager to dispatch a dedicated research team to the planet and have already begun lobbying for just such an expedition.

Sextus
DiameterGravityWaterToxicityDensityTemperatureHighest LifeMoons
9,500 kilometres0.47G0%N/AVacuum-60 °CN/A2 (Asteroid)



Research
-[x] Improved Fusion Drive [9.5/10]

[Progress: 9.5/10] → + 1 (base research) + 0.2 (20% ORDI Research Agreement) + 0.5 (50% Helm Memory Core (Copy)) + 0.05 (Taurian Engineering Graduates) → [Progress: 9.5/10]

Ever striving to keep its navy on the cutting edge of technology, the Helghan Republic historically invested substantial funds toward developing new and better drives for its warships. While much of this funding went to creating longer-ranged and more efficient warp drives, a necessity given the sheer distance between ORDI members, a significant fraction of this funding was nonetheless devoted to R&D programs for new transit drive designs. While prior years had seen numerous warp drive designs developed and integrated into the Helghan fleet, it was only in 3046 that work on new transit drives met with success; breakthroughs made on Detroit provided the key for lighter and smaller fusion drives.

Utilising recent advancements in magnetohydrodynamics and material sciences to heat plasma to higher temperatures, these improved fusion drives offer identical performance to standard drives in a lighter and smaller package. Enabling weight and space savings of up to 10% without impacting performance or maintenance, these drives promise substantial improvements, albeit at the cost of not being retrofittable onto existing vessels.

Completed with 1.25 overflow!

Effect

  • Gain Improved Fusion Drives (Fusion Drive weight for vessels massing >= than 200 tons reduced by 10%)

-[X] Heavy Shields [7.2/12]
[Progress: 7.2/12] → + 2 (base research) + 0.2 (20% ORDI Research Agreement) → [Progress: 9.4/12]

-[X] Stealth coating [1.25/4]
[Progress: 1.25/4] → + 1 (base research) + 0.2 (20% ORDI Research Agreement) + 0.05 (Taurian Engineering Graduates) → [Progress: 2.5/4]

-[X] Long Range Sensors [1.2/6]
[Progress: 1.2/6] → + 1 (base research) + 0.2 (20% ORDI Research Agreement) → [Progress: 2.4/6]

-[X] Petrusite Synthesis [4.7/8]
[Progress: 4.7/8] → + 2 (base research) + 0.2 (20% ORDI Research Agreement) → [Progress: 6.9/8]

-[X] Irradiated Petrusite Enrichment [5.51/12]
[Progress: 5.51/12] → + 2 (base research) + 0.2 (20% ORDI Research Agreement) → [Progress: 7.71/12]

-[X] Irradiated Pet Ground Weapons [2.5/6]
[Progress: 2.5/6] → + 2 (base research) + 0.2 (20% ORDI Research Agreement) → [Progress: 4.7/6]

-[X] Semi-Autonomous Aerospace Elements [1.2/8]
[Progress: 1.2/8] → + 1 (base research) + 4 (50% research bonus) + 0.2 (20% ORDI Research Agreement) + 0.5 (50% Helm Memory Core (Copy)) + 0.05 (Taurian Engineering Graduates) → [Progress: 6.95/8]

Effect
- -1x Breakthrough Semi-Autonomous Aerospace Elements Research Bonus

ORDI Research
-[X] Improved Anti-Gravity Drive [1.2/10]

[Progress: 1.2/10] → + 1 (base research) + 0.2 (20% ORDI Research Agreement) → [Progress: 2.4/10]


Requisition
-[X]Design write-in: Updated Colony Ship

With Bellerophon-class colony ships beginning to show their age after many years of faithful service, the Republic's Off-World Colonies service reluctantly requests a replacement design from the nation's bureau of ships —its experienced designers attacking the problem with great enthusiasm. Based on the design of the Charon-class freighter and made under quite a time crunch, the Bellerophon class's original designers had made numerous compromises to get the design off the drawing board and into Helghan shipyards, the consequences of which were manifold and ultimately resulted in a ship less capable than one would expect given its size. Though able to transport 2,000 families at a time, much of the class's internals were devoted to space-inefficient systems and had little in the way of creature comforts, hangar space, or docking collars.

Seeking to address these faults, the Republic's engineers produced the Endeavor-class Colony Ship —a 600,000-ton monster of a vessel capable of transporting up to 5000 families in a single trip. Featuring docking space for twelve small craft, repair facilities for the same, and six docking collars, the Endeavor class could sew hopeful colonists across a planet in job lots. To ensure these colonists were well equipped, the Endeavor class also featured 230,000 tons of cargo space in two bays, sufficient to settle multiple towns-worth of people at once. To maintain security aboard the vessel during transit, the Endeavor also had room for up to one hundred marines/security officers, weapons lockers kept under close guard, but available all the same should a suicidally insane pirate attack. Finally, the design also carried one-thousand one-hundred and twenty lifeboats spread across its many decks, enough to maintain a 25% overcapacity buffer in case the worst should happen and the order to abandon ship is given.

Code:
Endeavor-class Colony Ship
Mass: 600,000 tons
Technology Base: Mixed (Advanced)
Introduced: 3046
Mass: 600,000
Battle Value: 4,600
Tech Rating/Availability: E/X-X-F-F
Cost: 12,791,286,000 C-bills

Fuel: 5,000 tons (12,500)
Safe Thrust: 1
Maximum Thrust: 2
Sail Integrity: 4
KF Drive Integrity: 13
Heat Sinks: 424 (848)
Structural Integrity: 50

Armor
    Nose: 41
    Fore Sides: 34/34
    Aft Sides: 30/30
    Aft: 21

Cargo
    Bay 1:  Cargo (200000.0 tons)   4 Doors
    Bay 2:  Small Craft (12)        6 Doors
    Bay 3:  Standard Repair Facility (Pressurized) (200)2 Doors
    Bay 4:  Cargo (32458.5 tons)     2 Door

Ammunition:
    None

Dropship Capacity: 6
Grav Decks: 0
Escape Pods: 0
Life Boats: 1,120
Crew:  36 officers, 174 enlisted/non-rated, 60 bay personnel, 5000 passengers, 100 marines  

Notes: Equipped with
    1 Mobile Field Base
    1 Mobile Hyperpulse Generators (Mobile HPG)
    1 Field Kitchen
    1 Satellite Imager [High-Resolution (Hi-Res) Imager]
    1 Satellite Imager [Hyperspectral Imager]
    1 MASH Equipment (1 theater)
    1 Communications Equipment (1 ton)
    400 tons of standard aerospace armor.

Weapons:     Capital Attack Values (Standard)
Arc (Heat) Heat  SRV     MRV     LRV      ERV    Class 
None

Effect
  • +5 influence

-[X]The Forge-class Production Cruiser (HDoK Production Cruiser)

-[X]The
Justice Class Export Crusier

-[X]The Providence-class AWACS Dropship



News and Rumours

Helghan Republic

In stark contrast to last year, which saw refugee numbers drop for the first time in many years, the advent of conflict and civil strife in the Celestial Mandate and Federated Suns' Outback have conspired to dramatically increase the number of refugees fleeing to the Outer Rim Defence Initiative. Luckily for the Periphery nations that make up the defensive alliance, however, recent efforts to bolster the ORDIHCR have ensured that the organisation remains more than capable of handling the numbers involved; Doctor Thisbe Eoin having praised all five member nations for their generosity in the past six months alone.

Predicted Refugee Acceptance Breakdown For 3046
Helghan Republic:
3,049,200
Magistracy of Canopus: 1,683,000
Taurian Concordat: 721,000
Aurigan Coalition: 309,000

Inspired by recent developments in genetics combined with the Republic's work on Cassilda's Wolf Sharks, researchers at the Karpathian Institute of Technology have launched a joint study with their opposites at the University of Luxen to pin down the intelligence of Gaucin Hogs. Though an earlier study suggested that the genetically engineered pigs were notably less conscious than primates, the exact degree of sapience exhibited by the pigs remains in question, with varying levels suggested. The primary source of meat exports for the planet, the sapience of Gaucin Hogs and the surrounding debate is a thorny topic for Republic researchers to wade in on, and many parties would no doubt find it beneficial if their side won. Regardless, the conclusion of the study no doubt lies several years in the future, especially as the researchers have met with a considerable lack of cooperation from many involved in the meat industry.


According to reports released by Helghan's Ministry of Agriculture, yields from Helghan farms have continued to increase through 3046 thanks to the planet's recent terraforming projects. Now accounting for the majority of the populace's needs, the growth of Helghan's agricultural sector has steadily decreased the amount of food imported from Helghan's traditional sources, Portland and Independence. With the recent completion of Helghan's Great Wall and the subsequent reduction in storms and their ferocity, Republic analysts predict that farms across the planet will begin to enjoy a lengthened growing season and easier post-winter cleanup in 3047 and beyond.


As 3046 came to a close, without any significant issues emerging among the Republic's cybernetically-enhanced soldiers, the Republic government decided to expand the recruitment pool to include the entire nation's military. Although they implemented some minor experience requirements and maintained the rigorous psychological and political screening already in existence, the cybernetics corps has already seen a flood of volunteers; the idea of replacing one's limbs with superior cybernetics appears strangely popular. Already equivalent to a battalion, the size of the cybernetics corps is expected to balloon over the next two years before stabilising at two regiments.


Aurigan Coalition
Despite fears, the ceasefire established between Mandalas' government and several of the planet's most powerful rebel groups by Aurgian diplomats has held up over 3046; the uneasy peace extending far longer than many thought it would. Though several breaches occurred over the year, the deployment of Aurigan peacekeepers last year, combined with the quick work of Aurigan diplomats, ensured that these breaches did not spread beyond their immediate area. While the advent of the Mandate Intervention has rather stressed the Coalition's ability to keep the peace, the nation's food aid has done much to patch whatever cracks may have formed, and those involved appear hesitant to be the first to breach the peace.

Expected to take a great deal more work before the Coalition can claim to have ended the conflict, the peace they've thus far established is valuable, and many on the planet reportedly view the Aurigan Coalition more favourably than they do their own leaders. How things will progress remains to be seen, especially given the upcoming Outback intervention, but Mandalas now has a chance for peace that it did not before.


Taurian Concordat
In something of a surprising announcement from Taurus, late December saw the Taurian Concordat reveal to its allies its first warship since the end of the Star League, the first example of the class already under construction and set for deployment in Q1 3047. Named the TCW Vanguard, and the namesake of the entire class, this new vessel is a 200,000-ton design intended to pull double duty as a patrol vessel for Taurian spacelanes and landing craft for TDF troops. Well-equipped and well-defended compared to its potential foes, the Vanguard can deploy an entire Combined Arms Brigade to the surface of a planet thanks to its anti-gravity drives, prodigious transport bays, and two docking collars, and is more than able to provide fire support as it does so. Though how effective the design will prove and how difficult it'll be to replace its armour with more advanced armour remains to be seen, the Vanguard is a solid first step by the Concordat back into the realm of blackwater navies.

Code:
Vanguard-class Corvette
Mass: 200,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3046
Mass: 200,000
Battle Value: 30,293
Tech Rating/Availability: E/X-X-X-F
Cost: 8,144,016,000 C-bills

Fuel: 1,000 tons (5,000)
Safe Thrust: 6
Maximum Thrust: 9
Sail Integrity: 3
KF Drive Integrity: 6
Heat Sinks: 600 (1200)
Structural Integrity: 50

Armor
    Nose: 31
    Fore Sides: 27/27
    Aft Sides: 24/24
    Aft: 17

Cargo
    Bay 1:  Small Craft (2)         2 Doors
    Bay 2:  Heavy Vehicle (36)      1 Door
    Bay 3:  Infantry (Mech. Squad) (144)1 Door
    Bay 4:  Mech (18)               1 Door
    Bay 5:  Heavy Vehicle (36)      1 Door
    Bay 6:  Mech (18)               1 Door
    Bay 7:  Cargo (1633.0 tons)     1 Door

Ammunition:
    416 rounds of Gauss Rifle [IS] ammunition (52 tons),
    192 rounds of LRM 20 Artemis-capable ammunition (4 tons),
    192 rounds of LRM 20 ammunition (4 tons)

Dropship Capacity: 2
Grav Decks: 0
Escape Pods: 0
Life Boats: 230
Crew:  30 officers, 120 enlisted/non-rated, 40 gunners, 784 bay personnel, 50 marines  

Notes: Equipped with
    1 Mobile Hyperpulse Generators (Mobile HPG)
    1 Naval Comm-Scanner Suite (Small)
    1 Communications Equipment (1 ton)
    200 tons of standard aerospace armor.

Weapons:                                    Capital Attack Values (Standard)
Arc (Heat)                              Heat  SRV     MRV     LRV      ERV    Class 
Nose (164 Heat)
4 Gauss Rifle                            4   6(60)   6(60)   6(60)     0(0)   AC    
    Gauss Rifle Ammo [IS] (80 shots)
8 Laser AMS                             56   2(24)    0(0)    0(0)     0(0)   AMS   
2 Naval Laser 35                        104  7(70)   7(70)   7(70)     0(0)   Capital Laser
FRS/FLS (208 Heat)
3 Gauss Rifle                            3   5(45)   5(45)   5(45)     0(0)   AC    
    Gauss Rifle Ammo [IS] (48 shots)
8 Laser AMS                             56   2(24)    0(0)    0(0)     0(0)   AMS   
2 Naval Laser 35                        104  7(70)   7(70)   7(70)     0(0)   Capital Laser
7 Medium H-Laser                        21   4(35)    0(0)    0(0)     0(0)   Laser 
4 LRM 20+Artemis IV                     24   5(48)   5(48)   5(48)     0(0)   LRM   
    LRM 20 Artemis-capable Ammo (48 shots)
    LRM 20 Ammo (48 shots)
RBS/LBS (105 Heat)
4 Gauss Rifle                            4   6(60)   6(60)   6(60)     0(0)   AC    
    Gauss Rifle Ammo [IS] (80 shots)
8 Laser AMS                             56   2(24)    0(0)    0(0)     0(0)   AMS   
7 Medium H-Laser                        21   4(35)    0(0)    0(0)     0(0)   Laser 
4 LRM 20+Artemis IV                     24   5(48)   5(48)   5(48)     0(0)   LRM   
    LRM 20 Artemis-capable Ammo (48 shots)
    LRM 20 Ammo (48 shots)
ARS/ALS (68 Heat)
8 Laser AMS                             56   2(24)    0(0)    0(0)     0(0)   AMS   
4 Medium H-Laser                        12   2(20)    0(0)    0(0)     0(0)   Laser 
Aft (81 Heat)
4 Gauss Rifle                            4   6(60)   6(60)   6(60)     0(0)   AC    
    Gauss Rifle Ammo [IS] (80 shots)
8 Laser AMS                             56   2(24)    0(0)    0(0)     0(0)   AMS   
7 Medium H-Laser                        21   4(35)    0(0)    0(0)     0(0)   Laser


Accompanying information on the Vanguard class are reports that the Taurian Concordat has succeeded in replicating standard anti-gravity drives. A technology too useful in too many areas to be quickly and neatly summarised, this development is central to the overall design of the Vanguard class and will enable the 200-kiloton vessel to disgorge its complement of troops onto planets without dropships. While dramatically increasing the speed of embarkation/disembarkation, it will also allow the warship to act as in-atmosphere fire support should the need arise —a powerful tool in the modern battlefield.


Magistracy of Canopus
According to public press releases made by a conglomerate of corporations involved in various medical fields, Canopian scientists have succeeded in developing gene tailoring technology on par with the Helghan Republic —their demonstrator turning out to be an orange tree implanted with synthetic genes that cause it to produce a broad-spectrum antiretroviral drug throughout its fruit. While not particularly practical to use in the medical industry due to low yields in the fruit and the need to constrain drug use to prevent resistance from forming, the ability of Canopian scientists to develop novel gene sequences that code for the production of any drug is an exciting one. Already, the Canopian government has expressed an interest in refining the process to the point where pharmaceutical manufacturing is as simple as alcohol production, and many in the Periphery have begun to speculate on a future where people make use of custom genetics in their own bodies.


On a somewhat less exciting note, Majesty Metals and Manufacturing has revealed that the company recently succeeded in developing a completely homegrown variant of Helghan's Gravity Plates. Though only comparable to the Republic's primitive plates, the fact that they can now be manufactured entirely within the Magistracy will no doubt result in them explosively proliferating throughout the nation. Unsurprisingly, the Republic has already received information suggesting that numerous pleasure circuses have begun installing the plates throughout their craft; some ground-based pleasure circuses going so far as to establish entire chambers built around plates tuned to negate the force of gravity for... reasons.


[See later Autumn of the Matriarch post]


Capellan Confederation
Recent news from the Capellan Confederation reports that the Liao government has levied multiple charges against a well-known member of the Capellan nobility and head of a major manufacturing firm. Arrested under labour laws only recently put into place by Tormano Liao, passed after much resistance from the nation's nobility, the named charges include corruption, wage theft, forced labour, and labour trafficking, among others, and carry a combined maximum penalty of life in prison. According to the Republic's knowledge of the situation, the woman had led the firm for several years before the 4th Succession War and, apparently, did little to change its methods of operation after Tormano Liao began his reforms. Currently run by a board of trustees while its owner-operator defends herself in court, many analysts predict that a successful prosecution will see the manufacturing firm ripped from noble hands and put under state control.

While the case has yet to make it past the opening stages, many among the Helghan public have responded to the news by making memes, the most popular of which is currently: "Do It Again, Uncle Liao."


Niops Association
In rather disquieting news from the Warp Communications Consortium, the branch devoted to monitoring and maintaining the Niops Association spur has reported unusual activity from the spur's data traffic. Initially assumed to be the result of a faulty update to routing protocols causing random programmes to accidentally be blocked, an analysis of the most recent updates showed no changes that would negatively impact packet routing. Having cleared the branch's software as the cause, the organisation validated the health of the branch's hardware; the solid green lights returned by the system only confused the engineers further. Out of ideas, the engineers proceeded to re-review which shows were getting blocked, and only then did the issue become clear.

According to the Warp Communications Consortium, the Niops Association has begun blocking all programming with content deemed liable to inflame relations between the state's two distinct classes from entering its end of the WCC network. For obvious reasons, the majority of the blocked media hails from the Helghan Republic, though an increasing number from the Coalition, Magistracy, and Concordat are also falling victim to the Association's censorship. While perfectly within their rights to do so, the Association's willingness to block the programmes and to do so without informing the WCC is irritating, and their decision to blame Helghan programming for inflaming class tensions is concerning, to say the least.


Celestial Mandate
Lol


ComStar
In news out of Terra, a dropship carrying 230 passengers down to Terra's surface has crashed during the terminal phase of its descent through the atmosphere. Lost over the Pacific Ocean, ComStar-backed security services spent two weeks searching a nearly two-hundred square kilometre zone for survivors before switching efforts over to body recovery. While this news would not normally concern the Periphery, among those killed in the accident were several of ComStar's lower-level Precentors who had been travelling to Terra for a conference. How this event will impact ComStar, and the dropship operator, remains to be seen, but many expect harsh repercussions given the incident's severity.


Federated Suns
In a December announcement from the Davion Winter Palace, First Prince Morgan Davion and Princess Consort Ophella Stephenson revealed their second child, Carmen Brigham Davion, to a nervous nation. Born October 11th, 3046, Carmen's arrival had been kept quiet by the palace until now to allow the newfound parents to bond with their children in privacy. Unsurprisingly, the news of Carmen's birth has brought excitement and some relief to a nation growing increasingly concerned with events in the Outback, with well-wishes and congratulations flowing in from all corners of the Federated Suns.

Despite the market uncertainty caused by recent unrest in the Outback, the Federated Sun's economy has experienced significant growth due to the ongoing expansion of WarpCom services throughout the nation, those systems within 50 lightyears of New Avalon the first to benefit. Enabling the rapid communication between planets in these systems, the warp communications systems installed have already triggered an explosion in trade and other economic activities while also undercutting ComStar services. With the improved connectivity offered, businesses in the region have been able to tap into new markets, access valuable resources, and establish mutually beneficial partnerships, leading to substantial economic growth. Though the Free World League and Lyran Commonwealth have seen far more growth in comparison, the Federated Suns is hardly being left behind, and many expect this surge of growth to intensify as more systems are connected.


According to reports intercepted by Republic spies, the second of Augusta's eight planned slipways is expected to open sometime during Q1, 3047, doubling the nation's shipbuilding capability. Able to construct a 400,000-ton vessel, the Federated Suns appears to be planning to put the slipway to work immediately, though Helghan spies have thus far been unable to determine if its first product will be a Reynard-class or something heavier. Regardless of what is selected, it seems clear that the Federated Suns hope to challenge ORDI naval dominance in the near future.


Free Worlds League
In concerning news from the Free Worlds League, the rollout of Helghan-pattern lasers to the FWLM has only continued to gather momentum as League factories shift over to producing the longer-ranged weapons and their effectiveness becomes known. Currently focusing on outfitting the nation's most elite units, this rollout has already seen several regiments converted to using the new designs and many more waiting their turn. Though the League has yet to rival the Republic in the number of units equipped with these weapons, the narrowing of the capability gap has stirred up worry within the Republic's own military, and some analysts have begun to question how long it will be until the League attempts to use them in anger.


OOC: Yeah, I know it's the canon second wife, but it's also a good political match, and I honestly forgot that he was 56 and should have been married ages ago. :V

In political news, it seems that Captain-General Thomas Marik and his wife, Sherryl Halas, are expecting their first child in early 3047. Having married sometime before Thomas's ascension to the Captain-Generalship, the pair only made news of the pregnancy public in late November, a full five months into it. While details are sketchy, rumours on Atreus and beyond suggest that the pair are expecting twins. While relations between the Republic and League remain strained, the Helghan ambassador to the Great House has nonetheless dispatched the nation's congratulations to the pair.


In rather upsetting news for sports fans the galaxy over, the Solaris Games have once again come under fire thanks to allegations of match-fixing and other unsportsmanlike behaviour by the current reigning champion, Kyle Isaacs. Winner of the past two Solaris Games, Isaacs has been accused by rivals of paying off competitors to throw matches, drugging others to ensure they can't pilot, and, in one notable instance, hiring thugs to viciously beat at least one a few weeks prior to their placement match. Steadfastly maintaining his innocence, Isaacs has responded by declaring the allegations to be little more than "sick rumour mongering" and "pathetic". For its part, the Solaris Civic Council has announced that it is launching an investigation into the matter, that all those with evidence should come forward with it, and that any who do will have complete anonymity.

Lyran Commonwealth
Continuing from previous years, it appears that Archon Melissa Steiner has taken advantage of the relative peace her realm now enjoys to clear out some of the deadwood remaining in the Lyran Commonwealth Armed Forces. As per reports from Helghan spies within the LCAF, some of the poorest performing generals — social generals, naturally— have been relocated to Tharkad by Lyran High Command and installed in positions best described as harmless. Replaced by up-and-coming officers with recent combat experience, the removal of these social generals has resulted in a slight but noticeable increase in the overall effectiveness of the Lyran Officer Corps.


As with the Free Worlds League, 3046 has also seen the Lyran Commonwealth increase the speed of its rollout of Helghan-pattern lasers. An industrial juggernaut, the Lyran Commonwealth is currently leading the Free Worlds League in the effort, but the steadily improving industry of the latter has narrowed the game significantly. With at least three of the four remaining Great Houses deploying the weapons to their militaries, it seems that the Inner Sphere is quickly becoming a very dangerous place.


Draconis Combine
Going by what little solid information is reported by the Draconis Combines' news services, the Combine's manufacturing sector has seen a significant surge in output and capability throughout 3046, driven by demand from the civilian and military spheres and technical aid from the Word of Blake. By far the most isolated of the Inner Sphere's Great Houses, the Combine manufacturing sector's ongoing surge of growth has nonetheless managed to keep the nation's economy in rough parity with that of its neighbours. How the Combine will leverage this growth remains to be seen, but the particularities of the nation's national identity combined with its long-running feud with the Federated Suns has led Republic analysts to believe it will be turned towards military ends rather than towards improving the lives of Combine citizens.


In a turn of events that caught many in the Inner Sphere off guard, the Draconis Combine ended 3046 by establishing significant trade relations with the Free Rasalhague Republic; the extant tensions between the two nations proved weaker than the lure of money. While neither the Combine nor the Republic seems to be jumping with joy at the thought of trading with their former troublesome region and occupier, respectively, the Republic's position between the Commonwealth and Combine offers both nations access to lucrative trade markets. Already worth millions of C-Bills despite only just starting, the future of trade between the Rasalhague Republic and Draconis Combine looks bright... assuming neither nation does something stupid.




Faction Popularity and Issue Changes
Industrialists: +10%
Technologist: +4%

Influence Changes
-5 (Alphard Republic)
-1 (ORDI Research Agreement)
+2 influence (Cassilda)
+2 influence (Spencer)
+3 (base/year)
+4.6 (factions)
+5 (Modernise colony ships)
+10 (BuPro)

Total: +20.6 influence

One-Time C-Bills Changes
-50,000,000 (ORDIHCR)
-10,000,000 (Alphard Republic)
-5,000,000 C-Bills (Alternative News)
-3,000,000 (New Oslo)

Total: -68,000,000 C-Bills

National idea Changes:
Gain:

Fieldset:
Helghan Bureau Of Ship Procurement (BuPro):
Helghan has ships if you have C-Bills...
Gain influence whenever an ORDI ally purchases a ship from BuPro. [2 ships/year max]



Updated Info Posts

Helghan Republic

forums.sufficientvelocity.com

The Lords of Ruin -- Battletech/Killzone Crossover

Helghan Republic: Current Date: 3050 General Stats: Population: 3.70 Billion Recruitable population: 35.3 million out of 37.0 million. Stability: 99% War Support: 83% Recruitable Pop Percentage: 1% Action Points: 18 (+2 from Spencer and Cassilda joining when High-Gain Tranceivers is...

Helghan Republic Order of Battle
forums.sufficientvelocity.com

The Lords of Ruin -- Battletech/Killzone Crossover

Helghast Order of Battle: Doctrine: Super-mobile blitzkrieg doctrine based around deploying divisions via ship-based dropships and cruisers. Navy...

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}...
 
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Autumn Of The Matriarch
OOC: It's nowhere near as long as I'd like and I wrote most of it while sick, but whatever. I'll post the Niops event soon, and then we can get back to the war.

I'm also a hack, but you knew that by now. 😅


Animus Theatre
Crimson, Salonika, Canopus IV
11 October 3046

Duchess Emma Centrella fought to keep her face still as she sipped from her champagne glass, its pale gold nectar turning to ash in her mouth as slender fingers gripped the delicate crystal stem like a lifeline.

"She did what?" she hissed under her breath as the actress below began her soliloquy, words fourteen centuries old ringing as loud and clear as a bell through the Animus Theatre's grand auditorium.

To be, or not to be, that is the question:
Whether 'tis nobler in the mind to suffer
The slings and arrows of outrageous fortune,
Or to take arms against a sea of troubles


The woman beside her nodded slowly, the glint of her eyes all that was visible in the abyssal darkness of the shadowed box. Though far above the other Canopian nobles —and even further above the hoi polloi— Emma found she could not speak above a whisper. Nor could, it appeared, her companion.

Leaning forward in her seat, her dress of moody teal bright against her dark skin, Holly answered solemnly, as she was often solemn. "She instructed the delegation to propose garrisoning the shared border —including the planets the eagles have taken."

Lowering her glass, Emma settled her gaze on the distant actress and tried to school her expression into one of thoughtfulness lest any errant eyes were upon her. Shielded from direct view by a slab of the same transparent material used in battlemech viewports and cloaked in comforting darkness, there was little chance anyone could see into the theatre box with the naked eye. However, a childhood spent at the feet of Kyalla Centrella had taught Emma the value of caution and the utility of night vision scopes.

And by opposing end them. To die—to sleep,
No more; and by a sleep to say we end
The heart-ache and the thousand natural shocks
That flesh is heir to: 'tis a consummation
Devoutly to be wish'd. To die, to sleep;


Indeed, such lessons had led her to meet with Colonel Holly Van Dame, the head of the Magistracy Royal Guards, in the Animus theatre tonight. Crimson's oldest and most prestigious theatre, the Animus's staff were well-used to noble guests, highly accommodating of their quirks, and agreeably forgetful of who appeared and when. More important from Emma's point of view, however, was the fact that the Animus was popular across Canopus IV's social strata; the crowds that filled its lobbies allowed anyone, anyone at all, to slip into the theatre's numerous passageways for a discrete meeting with the Magestrix's heir.

Emma sighed softly and brushed a lock of hair from her face, the dark strand cascading over her black dress in gentle waves as she turned towards her co-conspirator. Born to court politics, Emma paid only secondary attention to what people said, instead scrutinising the shadows of their eyes to guess at what they did not.

To sleep, perchance to dream—ay, there's the rub:
For in that sleep of death what dreams may come,
When we have shuffled off this mortal coil,
Must give us pause—there's the respect
That makes calamity of so long life.


"Who protested against it?" she asked as the actress continued her performance.

Hunched over at the foot of her bed, the already petite woman seemed minuscule next to the grand stage that loomed around her, her ballerina shoulders weighed down by life. Unlike much of humanity's shared heritage, Shakespeare's works had remained intact throughout the Succession Wars, unaltered and preserved as they echoed through the ages. Even after oceans of time, the sonnets and stanzas still resonated with the human soul, virtues and flaws making kin of humans across time and space.

Van Dame twitched her head, her champagne sloshing. "All present, but it didn't matter. Your mother gave the order and sent them away."

That stupid cow! The Duchess thought as a scowl crossed her face. She wanted to throw her hands up in frustration, to curse Kyalla aloud, to crush the fragile champagne glass in her fist like an egg. Something, anything, to vent the outpouring of rage that swelled in her chest. Does she want a war with the League?

Blinking away the flood of anger, the Duchess reasserted herself and banished the unsightly expression with the ease of long practice. Taking a single slow breath, Emma paused and gathered her thoughts.

For who would bear the whips and scorns of time,
Th'oppressor's wrong, the proud man's contumely,
The pangs of dispriz'd love, the law's delay,
The insolence of office, and the spurns
That patient merit of th'unworthy takes,


"How long did it last this time?"

"Two days," came the reply. "Long enough that the delegation had already raised it, short enough that it pissed everyone off when she returned."

Emma didn't raise an eyebrow at the Colonel's choice of language. The Helghan ambassador had been more polite in her messages to the palace, but it captured the mood of the Magistracy's allies well enough. Besides, Emma's time in the Royal Guard had taught her far worse and more inventive curses, many from the Colonel herself.

"They're getting longer," Emma murmured to herself as soft as a snowflake's fall.

When he himself might his quietus make
With a bare bodkin? Who would fardels bear,
To grunt and sweat under a weary life,
But that the dread of something after death,


In the corner of her eye, she saw Van Dame stir uncomfortably. To her credit, the woman had the good grace to look uneasy at her words, her face a study in composure betrayed by the curl of a lip and the flash of uncertainty in her eyes.

"And more frequent," the Colonel ground out between her teeth after a lengthy pause.

It was as Emma feared, as she had heard from the others. Periods where the Magestrix was not quite herself, where Kyalla's mind changed like quicksilver on matters she'd been sure of before, where commendable caution turned to paranoia and ambition to obsession.

One of her allies, the Magestrix's chamberlain, had called them lacunae —gaps, unfilled spaces. He was a ridiculous little man, short, round, and nervous; fastidious about his appearance and obsessed with propriety, but he'd hit the nail on the head. Kyalla suffered from lacunae: personality gaps, blips of lost time. Regardless of how one described them, their presence was devastating, and their frequency grew with every passing day. Worse still, the effort needed to cover for them was growing in lockstep with their frequency. It had been easy enough a few years ago when it had merely been bouts of forgetfulness between long periods of clarity, but now...

Alphard had been bad enough, she considered. A frantic week spent dashing back and forth between nobles and diplomats, intercepting messages from the palace and calling in nigh on every favour her coterie had ever been owed. Then there was the Third ORDI conference and the absolute clusterfuck of a position they'd been forced to take by the palace's nonsensical orders. Then the militia rearmament project, the attempt to cancel the Keres programme, the aborted cross-border raids against the League, and the countless other unpredictable, impermissible acts they had had to fight tooth and nail to halt —often unsuccessfully.

Once more, Emma fought the urge to curse.

Down below, the audience sat in rapt attention as Hamlet gave the most famous soliloquy in human history, her voice a mournful dirge that echoed Emma's thoughts.

The undiscovere'd country, from whose bourn
No traveller returns, puzzles the will,
And makes us rather bear those ills we have
Than fly to others that we know not of?


Emma didn't kid herself that she felt any love for the woman people called her mother. Any she had once felt had died when she was a babe of thirteen, along with her father and his jealous attempt to seize the throne. No, she didn't feel any concern for Kyalla, but she was worried about the Magistracy and the path she would lead it down.

Emma sighed, "And no one will risk her wrath by insisting she is unwell."

Van Dame grunted, the soldier throwing back her drink without regard for its vintage as she stared at the scene spread before them.

Emma's gaze shifted from the stage to the Colonel beside her, the weight of unspoken words heavy in her chest. Watching the wiry Colonel out of the corner of her eye, Emma thought past the bulwarks of devoir and the armies of memory —through the twists and turns of her mind— until, at last, the light of kinder days failed, and its hidden recesses revealed themselves. There, growing free and fecund, were words unspoken and acts unacted; dutiful betrayal and honourable treachery lay heavy in the centre of her mind.

Without warning, the stage lights flared, greens and golds of every shade bathing the actress below in an ethereal glow, casting long shadows of midnight black across the theatre floor.

Deep in her chest, something that had once been love stirred as a beast does, and the Duchess felt, for all the world, like a child, stood on a threshold forbidden. All the pieces were in place and all the players on the stage, and yet she hesitated to speak the words she knew she should. In the face of these thoughts, will wavered and courage cracked, the last gasps of love grasping at her as if to hold her back.

Must I? She asked as the beat of her heart grew loud in her ears.

Should I? She wondered as her eyes narrowed.

Can I? She asked herself as all sounds vanished but the words of the play.

Thus conscience doth make cowards of us all,
And thus the native hue of resolution
Is sicklied o'er with the pale cast of thought,
And enterprises of great pith and moment
With this regard their currents turn awry
And lose the name of action.–Soft you now!
The fair Ophelia! Nymph, in thy orisons
Be all my sins remember'd.


Yes, Emma found. She could.

Slowly, deliberately, Duchess Emma Centrella leaned close against her co-conspirator and whispered the words that would end a Magestrix.

 
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Outback Intervention -- January-March 3047 Actions
Celestial Mandate Apportioning
As December 3046 rolled into January 3047, the question emerged among the Republic's allies as to what to do about Mandate systems currently under ORDI control. With the Celestial Mandate all but a bad memory and its demise near-certain, talks began about apportioning the nation's former systems among various ORDI member-states. While the majority of the work involved in defeating the Celestial Mandate was carried out by Republic task forces, the Aurigan Coalition, Capellan Confederation, Magistracy of Canopus, and Taurian Concordat all played roles in taking and holding systems, and the Confederation has a particular interest in those systems lost when the Mandate seceded.

Likely to take some time to complete, negotiations have already begun among ORDI members as to which systems should be distributed to which nation —no party in the ORDI particularly interested in permitting the Mandate to exist at any size.

Current Proposed Claims Map
Note: While the Capellan Confederation technically claims all of the Mandate's territory, its interest in the systems declines the further they are from the Confederation's current borders. It's also not super interested in fighting over systems that are claimed by other ORDI states, so it's not going to explode over giving a handful of the historically less developed border systems away. In addition, it will hold to its promise to allow independent systems (I.E ones that are/were rebel held) and systems that are majority pro-anything but Capella to have a plebiscite on whether they want to join the Confederation, remain independent, try to join other states, etc.

If you want to influence which system goes to which state, just ask and I'll provide an influence cost. This will represent the Republic spending influence to back up someone else's claim/making its own claim.


Sentiment Map

What apportioning plan does the Republic support?
[] As described in the plan above
[] With the following changes: Write-in


Niops Association Research Pact Invitation
First raised several years ago, the topic of inviting the Niops Association to join the ORDI research pact finally arrived on the desks of ORDI policy-makers in late December 3046. Technologically advanced but heavily stratified, the thought of including the Association in the research pact has already generated much discussion and left many split on whether to invite the nation to join. Complicating matters further is the knowledge that the Niops government has provably and unilaterally begun blocking media it deems a threat to its stability, hardly a good sign of willingness to change by any measure.

For its part, the Aurigan Coalition has signalled a general disinterest in the outcome of the vote; its representatives voting to abstain entirely. While the Coalition has acknowledged that the Niops Association hosts a substantial research sector and would no doubt prove valuable to ORDI research programmes, it has questioned the idea that the Association would ever wish to move beyond being a member of the research pact. While hardly the worst thing in the world for the ORDI, an Association that remains a part from other ORDI rules, regulations, etc., would be parasitising ORDI knowledge for its own benefit.

In contrast, the Taurian Concordat's representatives have given a clear yes vote for Association entry into the research pact. Though circumspect in their admissions, Helghan diplomats were able to pry out that the Taurian Concordat views the Association's entry into the research pact as important for maintaining the ORDI's tech advantage over the Federated Suns. Despite acknowledging that the Niops Association would likely only consider joining for its own benefit, the Taurian Concordat is apparently willing to soak whatever difficulties might arise should it prove disinterested in further integration with the ORDI.

Similarly, the Capellan Confederation's representatives plan to approve inviting the Niops Association into the research pact, though their vote appears less secure than the Concordat's. Like the Taurian Concordat, the Capellan Confederation has placed a high value on the ORDI's tech advantage over the Federated Suns, however, unlike the Concordat, the Liao government has admitted that giving the Niopians substantial benefits without applying comparable responsibilities may harm the interstellar organisation.

The Magistracy of Canopus, meanwhile, has thus far been the only confirmed no vote for Niopian entry into the ORDI research pact. A surprising result considering the nation's past inability to decide on an action, the Magistracy's vote against the invitation has, as far as the Republic can tell, been informed by the reasoning provided by the Capellan Confederation and Aurigan Coalition. Pointing to the Association's society and government, the Canopians have suggested that the Association may prove rather mercenary in its relationship with the Outer Rim Defence Initiative, selling research and tech originating from the ORDI to parties in the Inner Sphere at the cost of ORDI security.

Current Voting Intentions
Vote No: Magistracy of Canopus
Vote Yes: Taurian Concordat, Capellan Confederation
Abstain: Aurigan Coalition

How does the Republic vote?
[] Vote no
[] Vote yes
[] Abstain from the vote.
[] Write-in

Who does the Helghan Republic attempt to sway to support their vote and how hard do they try?
[] Taurian Concordat [-5 influence] (Double this for a No vote)
[] Taurian Concordat [-10 influence] (Double this for a No vote)
[] Taurian Concordat [-15 influence] (Double this for a No vote)

[] Magistracy of Canopus [-5 influence] (Double this for a Yes vote)
[] Magistracy of Canopus [-10 influence] (Double this for a Yes vote)
[] Magistracy of Canopus [-15 influence] (Double this for a Yes vote)

[] Aurigan Coalition [-5 influence]
[] Aurigan Coalition [-10 influence]
[] Aurigan Coalition [-15 influence]

[] Capellan Confederation [-5 influence]
[] Capellan Confederation [-10 influence]
[] Capellan Confederation [-15 influence]





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

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

[] Write-in:

Capellan Confederation
[] Arms Sales: With the Confederation's neighbours distracted by their own conflicts, the Confederation may be willing to buy equipment to help rebuild their military. Given the distances involved, however, such shipments will be difficult until efforts are made to improve the backend logistics. [-2 influence]
[] Tech for Tech: By offering the Confederation information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.


Taurian Concordat
[] 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.


Victoria
Barns' Crisis Status: Minor
Predicted Preventable Deaths This Turn (assuming no aid): 6,800 [January: 4,800, February: 1,600, March: 400]
[] Permit ORDIHCR to operate on Victoria: While somewhat risky given that Victoria was only recently captured, permitting ORDIHCR to operate in the region will take a substantial amount of weight off Helghan's shoulders.


ORDI Actions
Note: Mandate costs halved due to fewer supplies needed as a result of the Mandate nearly being dead.

[] Dispatch Material Aid (Small Arms, Mandate): With the Celestial Mandate undergoing a civil war, rebel forces need material aid now more than ever. On the plus side, we no longer need to smuggle them in! [-4,000,000 C-Bills]
[] Dispatch Material Aid (Heavy Weapons, Mandate): With the Celestial Mandate undergoing a civil war, rebel forces need material aid now more than ever. On the plus side, we no longer need to smuggle them in! [-8,000,000 C-Bills]
[] Dispatch Material Aid (Last-Gen Automata, Mandate): With the Celestial Mandate undergoing a civil war, rebel forces need material aid now more than ever. On the plus side, we no longer need to smuggle them in! [-10,000,000 C-Bills]
[] Dispatch Material Aid (Combat Vehicles, Mandate): With the Celestial Mandate undergoing a civil war, rebel forces need heavy metal to help level the playing field. On the plus side, we no longer need to smuggle them in! [-20,000,000 C-Bills]
[] Dispatch Material Aid (Battlemechs, Mandate): With the Mandate on fire, now would be a good time to supply rebel forces with deniably surplus battlemechs to even the odds against government forces. [-40,000,000 C-Bills]
[] Smuggle In Material Aid (Small Arms, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with deniable small arms ahead of time. Though there's a risk such an effort might be detected, it'll dramatically improve their ability to fight infantry. [-10,000,000 C-Bills]
[] Smuggle In Material Aid (Heavy Weapons, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with deniable heavy weapons ahead of time. While somewhat riskier than small arms, these weapons will be substantially more effective against vehicles. [-20,000,000 C-Bills]
[] Smuggle In Material Aid (Last-Gen Automata, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with (barely) deniable automata well ahead of time. Risky and expensive, smuggling in last-generation automata will greatly level the playing field. [-25,000,000 C-Bills]
[] Smuggle In Material Aid (Combat Vehicles, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with deniable vehicles well ahead of time. While risky and expensive, smuggling in combat vehicles will greatly level the playing field. [-50,000,000 C-Bills]
[] Smuggle In Material Aid (Battlemechs, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with deniable light and medium mechs well ahead of time. As risky as smuggling vehicles and far more expensive, smuggling in battlemechs will level the playing field between the sides. [-100,000,000 C-Bills]
[] Write-in


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

[Can be taken multiple times in a turn]

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

Mantharaka (Small → Medium)
Contrilla (Small → Medium)
Rogue (Small → Medium)
Mir (Medium → Large)
Charybdis (Medium → Large)
Tiverton (Medium → Large)
Caliban (Medium → Large)
Highwater (Medium → Large)


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


Operation Pluto (Mandate Intervention)
Naval Support Capacity:
24/25 (use the naval upkeep values)
Ground Support Capacity: 9.0/9.75 (use the transport size value)

Current Forces:
Navy
  • 9 Noctis cruisers (9 capacity) (Transport capacity: 1.5)
  • 15 Hasta IIId-class cruisers (15 capacity) (Transport capacity: 2.0)

Ground
  • 100% of Army 4 (5 capacity) [Health: 100%]
  • 35% of Army 5 (1.75 capacity) [Health: 100%]
  • 10 Mech regiments (1 capacity) [Health: 100%]
  • 1 MAWLR-II Pack (1.25 capacity) [Health: 100%]
[] Construct additional waystations: By using the Republic military engineering corps to build additional waystations throughout Aurigan and Taurian space, we can further increase the number of troops we can effectively support albeit at the cost of some bruised civilian egos [-1.5 influence, +0.5 ground support capacity]
[] Sunflower Harbours: Temporary assemblages of metal and composite in the shape of the eponymous flower, sunflower harbours are useful for the short-term in-situ support of naval vessels. [+6 Naval Support Capacity]
[] Prioritise Naval Supplies: By prioritising the shipment of naval supplies over those for ground troops, we can further improve our ability to deploy naval forces to the Hegemony. [+1 Naval Support Capacity, -0.125 Ground Support Capacity]
[] Prioritise Ground Supplies: By prioritising the shipment of supplies for ground troops over those of the navy, we can further improve our ability to deploy ground forces to the Hegemony. [+0.25 Ground Support Capacity, -0.5 Naval Support Capacity]
[] Dispatch Reinforcements (specify the forces being deployed): With the invasion of the Celestial Mandate ongoing, dispatching additional troops will surely help.
[] Sabotage Loyalist war industry [Easy]: Through the use of subtle and widespread sabotage, we can disrupt the flow of essential war materials to loyalist forces fighting against rebels and the ORDI.
[] Target Will to Fight [Easy]: By targeting Mandate loyalists with propaganda, we can hopefully attack their will to fight against rebels and possibly even convince some to swap sides.
[] Survey Loyalist defences [Medium]: Using agents already embedded in the Mandate, we can survey their defences ahead of time and dramatically reduce their effectiveness so long as the intel is no more than 3 months old.
[] Sabotage Loyalist infrastructure [Medium]: Using Republic operatives to take out planetary infrastructure across the Mandate will doubtlessly hamper the ability of Mandate loyalists to fight against rebel forces.
[] Disrupt Loyalist Command and Control [Medium]: By assassinating and otherwise knocking out key personnel across Mandate systems, we can disrupt their ability to fight against rebel forces (and our own)
[] Operation Pluto Phase 4 Plan (Failure to detail a plan will have me do a good faith interpretation of the old one, but you can't complain about it)


Operation Chernobog (Outback Intervention)
Note: Each turn, the other ORDI nations will each pick one or more actions to carry out. Operation Chernobog will automatically start in July 3047 or if the CapCon/Taurian Concordat/Helghan Republic triggers it

Currently, the Republic can support 48 divisions of ground force (18 weight) and nineteen squadrons of Hastas (57 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: 0/57 (use the naval upkeep values)
Ground Support Capacity: 0/24 (use the transport size value)
Current Forces:
Navy
  • N/A

Ground
  • N/A
[] Prepare War Material Stockpiles: In order to ensure ORDI units fighting in the Outback will have access to all the resources they need, we should build up stockpiles in nearby systems that can be drawn on as needed. [+0.5 ground support capacity]
[] Sunflower Harbours: Temporary assemblages of metal and composite in the shape of the eponymous flower, sunflower harbours are useful for the short-term in-situ support of naval vessels. [+6 Naval Support Capacity]
[] 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. [+0.75 Ground Support Capacity, +3 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 Outback. [+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 Outback. [+0.25 Ground Support Capacity, -0.5 Naval Support Capacity]
[] Emplace And Prepare Assault Forces (specify the forces being deployed): With every member of the ORDI contributing to Operation Chernobog, we should probably assign forces sooner rather than later…
[] Plant False Intelligence [Medium]: By hiding our real manoeuvres and planting false intelligence amongst Concordat civilians, we can disguise the scale of our operations and convince the FedSuns that we mean to attack elsewhere.
[] Sabotage Loyalist war industry [Medium]: Through the use of subtle and widespread sabotage, we can disrupt the flow of essential war materials to loyalist forces fighting against rebels.
[] Target Will to Fight [Hard]: By targeting FedSun loyalists with propaganda, we can hopefully attack their will to fight against rebels and possibly even convince some to swap sides.
[] Survey Loyalist defences [Hard]: Using agents already embedded in the Outback, we can survey their defences ahead of time and dramatically reduce their effectiveness so long as the intel is no more than 3 months old.
[] Sabotage Loyalist infrastructure [Hard]: Using Republic operatives to take out planetary infrastructure across the Outback will doubtlessly hamper the ability of loyalists to fight against rebel forces.
[] Begin Operation Chernobog. ← Automatically starts July 3047


Automatically Activated Upon the Intervention Starting
[] Ammunition and Supply Sabotage [Medium]: By laying the groundwork ahead of time, we can trigger a widescale sabotage of FedSun supplies at the worst possible moment.
[] Mass Decapitation Strike [Hard]: By covertly deploying cybernetically-enhanced special forces units through the Outback and holding them near the targets, we can trigger a massive decapitation strike against FedSun personnel at our leisure
[] Air and Space Monitoring Disruption [Hard]: Using those agents still contactable, we can attempt to blind FedSun Air and Space sensors during the initial invasion period.




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
[] Crow Cruise Missile 90
NameTypeHeatDamageRangeTonsCritical SlotsAmmo Per TonSpecial
Crow Cruise Missile 90Artillery (Missile)9090 (Artillery)120 mapsheets10011/45Guided*

[] Raven Cruise Missile 120
NameTypeHeatDamageRangeTonsCritical SlotsAmmo Per TonSpecial
Raven Cruise Missile 120Artillery (Missile)120120 (Artillery)150 mapsheets13511/60Guided*

[] Light Sub-Capital Laser: Developed at the request of the Helghan Military after the acquisition of capital lasers from the Capellan Confederation, sub-capital lasers are less powerful than their full-sized brethren but weigh substantially less and can be mounted on dropships in large numbers. The Light Sub-Capital Laser is the weakest variant able to deal capital-scale damage in a single shot.

[] Medium Sub-Capital Laser: Developed at the request of the Helghan Military after the acquisition of capital lasers from the Capellan Confederation, sub-capital lasers are less powerful than their full-sized brethren but weigh substantially less and can be mounted on dropships in large numbers. A single shot from the Medium Sub-Capital Laser is almost equivalent to being hit by a Falconsub-capital missile.

[] Heavy Sub-Capital Laser: Developed at the request of the Helghan Military after the acquisition of capital lasers from the Capellan Confederation, sub-capital lasers are less powerful than their full-sized brethren but weigh substantially less and can be mounted on dropships in large numbers. A single shot from the Medium Sub-Capital Laser is equivalent to being hit by a Falconsub-capital missile.


Guided (Cruise Missiles)
Cruise missiles can be fired in either guided or unguided mode. Unguided cruise missiles operate under the standard Artillery (Missile) rules available in Tactical Operations and don't require anything special to happen before they can be fired. Meanwhile, guided cruise missiles require the target to be TAGed first before the mode is available.

Whichever unit TAGed the target controls the missile after it is launched, and the missile will home in on the target so long as it continues to be TAGed by the controlling unit. If the controlling unit TAGs a different target, the missile will home in on the new target, but if the TAG vanishes entirely (I.E it misses or the controlling unit is killed), the missile will hit like an unguided variant aimed at whichever hex the target was in before the TAG vanished.


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:
Outback Intervention -- January-March 3047 Results
[X] Plan giving the Feds the gifts of spies and armed rebels
https://forums.sufficientvelocity.com/threads/the-lords-of-ruin-battletech-killzone.52819/page-941?post=28076513#post-28076513


Celestial Mandate Apportioning
--[X] Hold a referendum to let the people decide whether they want to join the Aurigans, Taurians, or Capellans.
--[X] The Aurigan Coalition has expressed interest in absorbing Larsha, Merdal, and Sunnywood, and the Confederation is willing to uphold such plebiscites. They aren't interested in absorbing every world which has been expressing interest in being absorbed by the Coalition. It is in the Republic's interest for them to absorb Renown, to reduce the burden placed upon any potential buffer state. Use influence to assure their cooperation.
--[X] Let the Concordat takes all the pro-Concordant worlds. The Capellans are willing to uphold plebiscites for the pro-Concordant worlds along the former Mandate's border.
--[X] Convince the Aurigan Coalition to jointly cooperate in building an independent buffer state between them and the Confederation, formed of the following worlds: Victoria, Menke, New Roland, Repulse, Gunthar, Cavalor, Borden, Kalindam, Midthun, Egress, Pojos, Itsbur, Vard, and Quimberton. Although the Capellans have already acceded toward upholding plebiscites toward independence, use whatever necessary influence is needed to smooth over any ruffled feathers (if any) and also influence the results of such a vote toward this end for those worlds not originally interested in independence outside of absorption by the Aurigans.

Concerned over the Confederation's growing industrial and military might —somewhat counterintuitively given the ORDI's expectation that all its member-states participate in defensive efforts— the Republic's government helpfully reminded its allies of past Capellan promises to hold referendums in those systems that wished it. Apparently unwilling to risk alienating its allies when tensions with the Federated Suns run so hot and no doubt well aware that many former Mandate systems wish to return to the fold, the Capellan Confederation graciously thanked the Republic for its reminder and agreed to help run referendums across the former Mandate territories —June 30th, 3047 selected for the closing date given the difficulties of establishing representative referendums across numerous star systems. With an agreement to at least nominally respect the wishes of planetary populations secured, the Republic and its allies quickly moved on to the meat and potatoes of the apportioning conference: the savaging of the Mandate's territory.

Eager to keep the Taurian Concordat aligned with the Republic's interests and disinterested in challenging its modest claims, the Republic allowed the state to stake a series of claims on border systems across the Mandate's territory without comment. Similarly interested in avoiding confrontation, the Confederation, Coalition, and Magistracy also allowed the claims to go by without challenge; a half dozen systems were quietly handed over to the Concordat after a month's discussion, of which only three are inhabited. According to the Taurian government, the star systems and their three billion inhabitants will be folded into the soon-to-be-created Zanzibar Union as part of a political reorganisation designed to give the region a more responsive government and ensure a smooth transition to Taurian citizenship.

Having saved itself a great deal of pain by avoiding a political confrontation with the Taurian Concordat, the Helghan Republic instead turned its attention towards the Aurigan Coalition, the democratic state hoping to bolster its oldest ally and carry out its own plots. Well aware that its ally would be unable to effectively police too large a population and equally aware that a sudden and massive increase in population would be poorly received, the Republic instead chose to back the Coalition's claims on Sunnywood, Merdal, and Larsha and simultaneously attempted to convince the Coalition to include Renown. Willing to use every bit of leverage they had acquired over the years, the Republic's government spent the entire first quarter of the year attempting to sway the Arano government into agreeing to go along with its plot, Helghan diplomats wining and dining their Coalition counterparts for three months solid. Fortunately for the Republic, this move proved not to be in vain with the Coalition eventually tempted to extend a claim on Renown and its approximately 500 million inhabitants; the four systems expected to be integrated into Aurigan politics over the coming years.

Last but by no means least, the Helghan Republic invested considerable political capital into arguing for the establishment of an independent state out of those systems that did not wish to join any particular nation; the state also nudged the Coalition to promise nation-building assistance. Though presented to the Republic's allies as a humanitarian concern, the reality behind the move was that many in the Republic's government and beyond desired a buffer state between the Rimward Periphery and Inner Sphere; bitter memories of the Reunification wars swaying many outside of the Republic, though by no means all. Understanding that many Mandate systems wished to return to the Capellan Confederation, especially in light of the state's recent economic successes and newfound political freedoms, the Helghan Republic instead focused its efforts on establishing the buffer state from a slice of systems which lay between the Rimward Periphery and the Inner Sphere; a list of fourteen systems presented for review during the conference.

While the Capellan Confederation proved willing to let go of systems such as Repulse, Gunthar, and even Menke without comment, the presence of Victoria on the list proved substantially more fraught; the Capellan delegation objected almost as soon as its name appeared. The former capital of the Celestial Mandate and a symbol of the Confederation's weakest moment in recent history, ownership of the system is a clear sore spot with the Confederation, its delegation quietly indicating that the Confederation plans to fight for it until the close of the referendum next quarter. An administrative and industrial hub, the loss of Victoria from the nascent independent state would prove painful when it comes to establishing a functional state, though Menke's industry will alleviate at least some of the difficulties and Victoria would require a great deal of administrative restructuring regardless. A bigger concern, however, is that the loss of Victoria would restrict shipping options to JumpShips-only if the Confederation were to ever leave the Outer Rim Defence Initiative barring some incredible advance in warpdrive technology. As the Republic has ensured that the ultimate decision lies with the people of Victoria, all that can be done is to try and influence the vote before the referendum ends.

Effect
  • Capellan Coalition is recalcitrant when it comes to Victoria, but agrees to hosting referendums across the claimed border area by the end of june. (This is mostly a formality done for realism's sake, though there will be a decision to spend more influence on victoria next turn)
  • Aurigans provisionally agree to support an independent realm, but warn that they may be diverted due to needs at home.
  • Aurigans and Taurians claim their territory
  • -16 influence
  • See New Map of Region at End of Post

Niops Association Research Pact Invitation
-[X] Vote no
-[X] Aurigan Coalition [-5 influence]

Leery of losing control of valuable research data and its technological edge over potentially hostile Inner Sphere states, the Helghan government ordered its delegation to vote against the proposal, the state going so far as to spend hard-won favours in an attempt to get the Aurigan Coalition to vote likewise. Previously committed to abstaining altogether, the Coalition delegation proved remarkably resistant to Republic efforts to sway them, two months of negotiation and favour-trading required to eventually get the No vote the numbers necessary to win in late March. With the numbers aligned against extending an offer to the Niops Association to join the ORDI research pact, the bill quietly failed —the Capellan Confederation accepting the loss gracefully and the Taurian Concordat somewhat less so.

While refraining from publicly criticising the move, Protector Calderon's government has made it clear to its allies that it views the move as a mistake. Citing the Association's strong research sector and the swiftly approaching confrontation with the Federated Suns, something that will no doubt set the stage for future conflicts between the ORDI and FedSuns, the Concordat has reiterated its belief that permitting the Association to join the ORDI is well worth whatever risks may arise from that same union.

Effect
  • ORDI decides not to extend an invitation to Niops to join the research pact
  • Republic spend a bit of owed favours to get the Aurigans to come down on the no side
  • Confederation isn't really bothered, but the Concordat makes it clear that it disagrees with the other states' conclusions.
  • -5 influence


Federated Suns
-[X](Write-in) Trawl the archives of the Mandate Maskirovka for any information on the Fedsuns that will support further intelligence operations.

As January 3047 dawned and tensions with the Federated Suns continued to rise, the Helghan Republic turned its attention towards the captured archives of the Celestial Mandate's Maskirovka in the hopes of securing some advantage over the hostile great power. Based on Victoria and secured by Republic forces during the fighting with only minimal data loss, the Maskirovka archive was a vast horde of information ranging from the mundane to the malignant with no way of knowing which was which without review. Keenly aware that analysing such a store of knowledge is a daunting task, the Republic assembled a sizeable task force of analysts and other specialists to peruse the captured records; thirty specially chosen personnel were carried to Victoria by cutter and given orders to find anything that could be used against the Federated Suns.

For three months, this team of analysts, codebreakers, and other professionals delved deep into the labyrinthine corridors of the archive, digital and physical, meticulously sifting through encrypted files, encoded messages, and classified reports. Night and day they worked while Barns' was slowly rebuilt around them, every scrap of information examined for any benefit it could bring the Republic, every data-destroying boobytrap left behind avoided with the utmost care, and every circuitous path navigated and recorded for posterity.

Unfortunately, by March's close, those hoping for an intelligence coup against the Federated Suns were forced to admit that it was unlikely to come from the Mandate's captured archive.
Though host to many fascinating tidbits found their way to Republic intelligence services for use against certain players in the FedSuns, those involved in the review failed to find anything on the upper levels of Suns' society. According to those involved and the records they extracted, the Celestial Mandate had turned much of its attention away from the Federated Suns during the later years of its existence, the authoritarian state much more concerned with its Coreward and Rimward borders —doubly so especially after the invasions of Hurik and Ward. Nevertheless, their efforts were not in vain; what little they did recover assembled into dossiers on several mid-level figures whose exploitation could prove helpful in the future.

Effect
  • Some minor things are found that will help infiltration rolls, but nothing special. Seems like the Mandate didn't do much spying on the Federated Suns and any pre-split stuff remains in the Confederation (assuming it wasn't purged by the Maskirovka when the nation surrendered, which it probably was)
  • See news and rumours

-[X] Expand FedSuns intelligence network
Attempting to continue prior successes in infiltrating the Federated Suns, the Helghan Republic greeted the new year by authorising a slew of missions against its Coreward rival. Carried aboard some of the countless independent traders and cruise ships that ply the spacelanes, Republic operatives landed on planets across the nation only to find themselves quickly stymied in their efforts to cultivate resources by the FedSuns' own counter-intelligence agency. For more than a month, Republic agents played a dangerous game of cat-and-mouse with their Inner Sphere counterparts as they attempted to establish lasting hooks in the highest levels of power, a dozen near-misses and countless more captured catspaws attesting to the skill of both sides. However, as escapes grew narrower and narrower, the Republic found itself forced to call off the effort in mid-March —countless C-Bills and person-hours wasted with nothing to show for it.

Effect
  • Effort to expand the intelligence network fails due to on-guard FedSun counterintelligence spotting several attempts.
  • FedSuns capture some disposable catspaws, but Republic agents manage to evade capture. No doubt the Republic will be on guard.

-[X] Investigate Outback Fortification Efforts
Despite painful setbacks in the effort to infiltrate the Federated Suns' major institutions, Helghan's attempts to investigate the Suns' ongoing fortification building in the Outback meet with much greater success; a combination of scale, the prevalence of local sympathisers, and the plan's narrow focus working hand in hand to ensure success. According to those Republic intelligence assets able to penetrate the security veil raised around the building sites, numerous hardpoints are either currently under construction or have recently finished construction throughout the Outback, each one overlooking strategic locations such as spaceports, seaports, vital infrastructure links (rail hubs, bridges, motorways, etc.), and other sites of strategic value to invader and defender alike. Far less ambitious than their Mandate counterparts, these defence complexes will likely prove easier to crack, albeit only relatively speaking.

While specific information on the mech-scale armaments of these fortresses proved impossible to find, Republic intelligence was nonetheless able to confirm the existence of surface-to-space missile launchers at multiple facilities, in addition to capital-scale laser systems at the largest. Intriguingly, the Republic also secured imagery of an unknown ferrocrete structure present at multiple, mostly smaller, hardpoints; the trapezoidal buildings roughly the size of a small apartment block and half buried in the earth.

Built at fortress complexes located in low population-density areas, these trapezoidal structures face spaceports and other dropship landing sites and have few features save for 200 holes of unknown depth and varying diameter on one face. While speculation is rampant across the Republic military, the leading theories as to the purpose of the holes are that they are: barrels for electrically-fired stacked projectiles, launch tubes for guided sub-capital missiles (or the FedSun equivalent), launch tubes for dead-fire sub-capital missiles (or the FedSun equivalent), or something weirder. Regardless of what the holes contain, it's clear that the structures are intended to act as a deterrent against landings, and their presence will have to be taken into account during planetary invasions, though their range very much depends on just what they fire.


Effect
  • Helghan spies are able to get a good look at the fortresses being built, though not a perfect one by any means.

-[X] Infiltrate Civil Administration [Medium]
Launched concurrently with operations to broaden the reach of the Republic in the Federated Suns' institutions, efforts to worm deeper into the Suns' civil administration proved unexpectedly fruitful in early 3047; the steel curtain that rebuffed broader infiltration attempts having just enough cracks in it for well-placed Helghan agents to slip through. Having succeeded at placing numerous agents in low-level positions in the Suns' government years earlier, the Republic enjoyed the fruits of its labour in late March when several agents found themselves unexpectedly promoted to positions of substantial authority, efficacy, and years spent in service, seeing them rise through the ranks with only a little extra encouragement from other Helghan agents. Considered a well-deserved break by Republic intelligence agencies, these promotions offered the agents in question far greater access to sensitive information, decision-making processes, and influential individuals within the Suns' civil administration, as well as a greater ability to sabotage the state.

Effect
  • Despite FedSun counter-intel efforts, Republic proved able to insert a number of agents into the FedSun civil administration granting access to all manner of vulnerable targets.

-[X] Infiltrate Military [Medium]
In contrast to Republic successes in infiltrating the Federated Suns' civil administration and outback fortification programme, and far more in line with the nation's failure to expand their intel network in the Suns, attempts to infiltrate the AFFS met with failure throughout the quarter. Closely monitored by Sun's counter-intelligence operatives, particularly in the Outback, both AFFS units and the AFFS's administration proved impervious to Helghan operatives tasked with gaining access; more than twenty attempts foiled between January and March. However, and luckily for the Republic and its agents, this scrutiny by the Federated Suns proved far from faultless, with those agents already present in the AFFS managing to skate by without raising alarms and those tasked with further infiltration able to avoid exposure.

Effect
  • Efforts to infiltrate the military, however, are stymied by rising tensions with the ORDI prompting the FedSuns to guard that area closely. Luckily, this merely hampers recruitment efforts and allows those agents already embedded to skate by without issue.


Victoria
-[X] Permit ORDIHCR to operate on Victoria

Having invested substantial resources into resolving the crisis brought about by the urban warfare across Victoria, the Helghan Republic opened 3047 eager to finish triage on the wounded planet; the estimated deaths per month were still too high for comfort. Having already conducted much of the required work as part of last year's emergency measures, and with the security situation stable, ORDIHCR personnel were finally permitted access to the planet. Well-trained, highly experienced, and very well-supplied thanks to recent donations by ORDI member states, these life-saving personnel were quickly shuttled to Victoria alongside kilotons of supplies.

Arriving in late January, just before the weekly mega-storms, the ORDIHCR quickly got to work on those issues that slipped through the cracks of the Republic's administration, a million little irritations addressed by the time the quarter came to a close. Already low thanks to the Republic addressing countless issues beforehand, these fixes saw the death rate plummet even further; March's final fortnight saw no deaths at all. While not explicitly miracle workers, the mere presence of ORDIHCR personnel on Victoria, combined with their numerous successes, did much to lift the spirits of a desultory population, as did the long-term solutions that began to take shape under their auspices.

Effect
  • Remaining casualties plummet as the ORDIHCR sorts out those issues that slipped through the cracks. The situation on Victoria is now more or less stable.

ORDI Actions
-[X] Smuggle In Material Aid (Small Arms, Outback)

With rebel forces in the Federated Suns' Outback facing off against AFFS troops, Hasek-Davion mercenaries, and a variety of deputised reactionary militias, the Helghan Republic began Q1 3047 by cutting orders for the transfer of small arms to ORDI-friendly rebels. Well aware that such shipments would prove key to resistance efforts, countless thousands of weapons were pulled from deep storage or purchased from Inner Sphere markets by the end of January; everything from assault rifles to grenade launchers quickly acquired and transferred into the care of a subset of operatives in the border region. Having previously developed a robust network of black marketeers and smugglers to handle final delivery, many expected the transfer into rebel hands to proceed as smoothly as it had in previous years, only to be unpleasantly surprised when contact with the agents ceased mere weeks before the first handover.

Deeply and understandably concerned by the suffocating silence, Republic intelligence services immediately ordered in-region assets to investigate, albeit cautiously. For over a month, Helghan agents worked round the clock to try and chase down leads on what had occurred between the handover of weapons to Republic personnel and their final delivery, every trail ending inconclusively behind mysterious fires, signs of struggle, missing records, and countless other worrisome signs. However, and unfortunately for those hoping for some manner of conclusion to the story of what happened, the Republic government soon found itself forced to call off the search as the last leads dried up with no indication as to what happened to the missing agents or the weapons they were meant to ship.

Effect
  • Helghan agents vanish while trying to organise the delivery of goods into the FedSuns outback. Investigation of the disappearances reveal no information (or bodies) and it's assumed that the FedSuns have captured them.
  • -10,000,000 C-Bills

-[X] Smuggle In Material Aid (Heavy Weapons, Outback)
In contrast to the sudden and total disappearance of Republic agents handling shipments of small arms to Outback rebels, those managing the transfer of heavy weapons proved able to deliver some of their goods by the ides of March before being forced to halt their labours; several shipments making it into rebel hands before news of the disappearances prompted the Republic to shutdown smuggling operations for the quarter. Though receiving substantially fewer weapons than either they or the Republic had hoped for, anti-FedSun rebels nonetheless put the gear to work as soon as it arrived: AFFS vehicle pools bombed, bridges collapsed, and reactionary militia ambushed across a number of systems. Rather upset by these attacks, Duke Hasek-Davion's forces retaliated by further clamping down on civil liberties across the Outback, dozens of systems groaning under the weight of the Duke's fist and the political situation polarising even in those systems not directly affected.

Effect
  • A number of heavy weapon deliveries were completed without issue before the Republic was forced to halt attempts due to disappearances.
  • Hasek-Davion has clamped down further on civil liberties using his authority as military governor
  • -20,000,000 C-Bills


-[X] Smuggle In Material Aid (Combat Vehicles, Outback)
Rather inexplicably, the delivery of combat vehicles to insurgent forces also went well for the Republic, the January-March period seeing several battalions of light to medium combat vehicles delivered into the waiting hands of the guerrillas. Likewise forced to cut short delivery efforts due to the sudden disappearance of Republic agents on several worlds, idiosyncrasies in the procurement of the vehicles in question ensured that many found their way into rebel hands prior to the shutdown, the addition of much-needed muscle allowing anti-Suns groups to go toe to toe with some of the lighter AFFS units. While unable to compete with heavier AFFS and mercenary forces, especially those featuring battlemechs, the addition of so many combat vehicles has resulted in marked victories against FedSun suppression efforts, including several on Keuterville.

Effect
  • Luckily, combat vehicle delivery goes reasonably well with a couple battalions of light vehicles ending up in rebel hands and helping them to fend off FedSun attacks.
  • -50,000,000 C-Bills


Operation Pluto (Mandate Intervention)
-[X] Operation Pluto Phase 4 Plan (Secure the surrender of the last holdouts and withdraw what forces we can for operation Cernobog while maintaining garrisons of the worlds we captured until we can hand them over to whoever it concerns)

With only a handful of Mandate systems outside ORDI control and the state essentially dead already, the first months of 3047 saw the Helghan Republic and its allies quickly snap up the Mandate's remaining systems; those forces not already busy redeployed to carry out the transfer. Well aware that the war was lost —and had been for some time— sharing space with hostile populations, and utterly lacking the will to fight, local defenders proved more than willing to surrender to ORDI forces, the four remaining systems handed over with barely a shot being fired. An understated conclusion to the Mandate intervention and the civil war that precipitated it, the seizure of these systems represents a quiet but significant milestone for the Republic in general and ORDI as a whole.

Though rising tensions with the Federated Suns and the collapse of Mandate resistance had already begun to draw attention away from the region, taking these systems allowed ORDI war planners to breathe a sigh of relief while simultaneously imposing a heavy burden on the shoulders of all five ORDI member-states. With the Mandate now a bitter memory for billions and the civil war officially ended, the difficult task of rebuilding ravaged systems and policing wounded communities now falls to ORDI peacekeepers —as does the task of building a functional state out of newly independent Mandate systems.

Effect
  • Last Celestial Mandate forces surrender to the overwhelming might of the Outer Rim Defence Initiative and their planets distributed among the victors. RIP bozos.


Military Requisition And Design
-[X] Light Sub-Capital Laser
-[X] Heavy Sub-Capital Laser
-[X] Commissar-B Heavy Fleet Escort

Code:
Commissar-B Dropship
Type: Military Aerodyne
Mass: 19,000 tons
Technology Base: Inner Sphere (Standard)
Introduced: 3145

Mass: 19,000
Hull: Commissar
Length: 275 meters
Power Plant: Thoralf-Sigurd-Vig Low-Tonnage Fusion Drive Mk. 4
Battle Value: 22,807
Tech Rating/Availability: F/X-X-X-F
Cost: 37,184,133,600 C-bills
Fuel: 66.5 tons (2,000)
Safe Thrust: 5
Maximum Thrust: 8
Armor Type: TVS Ferro-Aluminium
Notes: Mounts 112.5 tons of ferro-aluminum armor.
Armor
    Nose: 328
    Sides: 277/277
    Aft: 226

Heat Sinks: 308 (616)
Structural Integrity: 25

Manufacturer: Republic Bureau of Ships, Thoralf-Sigurd-Vig, Mechdur-Federal Yards
    Location: Helghan, Detroit, Mir, Rockawellawan, Mechdur
Communications System: Warp Communications Consortium Starbound Mk. III Warp Broadcast Node
Targeting & Tracking System: Pharaoh Lockscreen Astrometric Acquisition System, Beagle Active Probe, Guardian ECM Suite
Propulsion: Helghan Light Starship Antigravity Ring, Fusion Torch
Food & Water: Field Kitchen


Cargo
    Bay 1:  Fighter (12)            1 Door
    Bay 2:  Fighter (12)            1 Door
    Bay 3:  Cargo (576.5 tons)      1 Door

Ammunition:
    20 rounds of Screen Launcher ammunition (200 tons),
    80 rounds of Piranha ammunition (800 tons),
    50 rounds of Barracuda ammunition (1,500 tons),
    1,770 rounds of LRM 20 Artemis-capable ammunition (295 tons)

Escape Pods: 10
Life Boats: 12
Crew:  10 officers, 12 enlisted/non-rated, 45 gunners, 48 bay personnel

Notes: Mounts 112.5 tons of ferro-aluminum armor.

Weapons:                                      Capital Attack Values (Standard)
Arc (Heat)                                Heat  SRV     MRV     LRV     ERV   Class
Nose (334 Heat)
2 Sub-Capital Missile Launcher (Piranha)  18   6(60)   6(60)   6(60)    0(0)  Sub-Capital Missile
    Piranha Ammo (80 shots)
7 H-ER Large Laser                          84   6(56)   6(56)   6(56)    0(0)  Laser
9 Laser AMS                               63   3(27)    0(0)    0(0)    0(0)  AMS 
2 Sub-Capital Laser (SCL/3)               64   6(60)   6(60)    0(0)    0(0)  Sub-Capital Laser
2 Sub-Capital Laser (SCL/1)               48   2(20)   2(20)   2(20)    0(0)  Sub-Capital Laser
5 LRM 20+Artemis IV                       30   6(60)   6(60)   6(60)    0(0)  LRM 
    LRM 20 Artemis-capable Ammo (390 shots)
1 Laser AMS                                7    0(3)    0(0)    0(0)    0(0)  AMS 
2 Capital Missile Launcher (Barracuda)    20   4(40)   4(40)   4(40)   4(40)  Capital Missile
    Barracuda Ammo (50 shots)
RW/LW (126 Heat)
5 H-ER Large Laser                          60   4(40)   4(40)   4(40)    0(0)  Laser
2 Sub-Capital Laser (SCL/1)               48   2(20)   2(20)   2(20)    0(0)  Sub-Capital Laser
3 LRM 20                                  18   4(36)   4(36)   4(36)    0(0)  LRM 
    LRM 20 Artemis-capable Ammo (480 shots)
RW/LW Aft (49 Heat)
7 Laser AMS                               49   2(21)    0(0)    0(0)    0(0)  AMS 
Aft (96 Heat)
1 Screen Launcher                         10   2(15)    0(0)    0(0)    0(0)  Screen Launcher
    Screen Launcher Ammo (20 shots)
4 ER Large Laser                          48   3(32)   3(32)   3(32)    0(0)  Laser
4 LRM 20                                  24   5(48)   5(48)   5(48)    0(0)  LRM 
    LRM 20 Artemis-capable Ammo (420 shots)
2 Laser AMS                               14    1(6)    0(0)    0(0)    0(0)  AMS



News and Rumours

Helghan Republic

Despite the official end of hostilities in the former Celestial Mandate and the sudden outbreak of peace in the region, refugees have continued to flock to the Outer Rim Defence Initiative in search of stability and safety for their families —several million are predicted to arrive by the end of the year. Initial surveys conducted by the ORDIHCR suggest that as many as 2.9 million people will enter the Helghan Republic alone, over a million more than its nearest competitor, the Magistracy of Canopus, expects to see. However, and thankfully for all involved, Doctor Thisbe Eoin's efforts to secure additional funding from ORDI member states means that all 5.5 million-plus refugees will receive food, water, housing, medicine, and more upon arrival.

Predicted Refugee Acceptance Breakdown For 3047 (+-5%)
Helghan Republic:
3,230,000
Magistracy of Canopus: 1,700,000
Taurian Concordat: 700,000
Aurigan Coalition: 300,000


According to reports from New Oslo's local security forces, Brotherhood activity across the planet has declined markedly through Q1 3047; the estimated drop of 15% is almost certainly a result of increased police and troop numbers allowing for more proactive measures against the terrorist organisation. While far from eliminating the Brotherhood of the Righteous, the reduction in crimes like arson, murder, and assault has been warmly received by ordinary New Osloites and overwork by Helghan security forces is at an all-time low. In addition, the Brotherhood's reduced freedom of movement and action has slowed its spread across the planet substantially, and multiple attempts to recruit from communities near Polar Association territory were interrupted by the sudden and unexpected entrance by Republic police forces, several of the organisation's more effective recruiters captured and imprisoned. Still only a stop-gap measure for a planet that is remarkably underdeveloped even by the standards of the pre-ORDI Periphery, the Republic's efforts have nonetheless stalled the growth of sectarian violence and ensured its legitimacy endures —for a time, anyway.


In late March, almost as a side effect of the operation to uncover actionable intelligence on the Federated Suns, Republic analysts examining the Maskirovka archive in Victoria made a startling discovery; news of the find transmitted to Helghan mere hours later under the second-highest security rating in the Republic. Uncovered deep in the bowels of the archives, hidden in one anonymous air-gapped server buried deep in a high-security vault, Republic analysts all but stumbled across a report from the Mandate's intelligence service to the nation's oligarchal council regarding the biological attacks on Pyrrhus and other Republic cities, the document itself rated so securely that only a handful of people could have ever read it. Produced soon after knowledge of the attacks became public knowledge and updated in the years before the first ORDI-Mandate conflict, the report in question contained a thorough accounting of the events during and after the attacks, as well as a great deal of analysis and speculation on the strengths and weaknesses of the Republic's counter-intelligence services and anti-biological warfare measures. Rather more interestingly, however, the document also contained a great deal of speculation as to who the perpetrators of the attacks may have been; numerous suspects considered by the hostile intelligence agency, including the Magistracy of Canopus, the Federated Suns, and the Capellan Confederation, among others.

Given that the Mandate's involvement in the attacks prompted the Outer Rim Defence Initiative to undertake offensive operations against the Mandate and dramatically increased tensions between the Republic and Mandate, news of this report has swept through the upper echelons of the Republic's government like wildfire. While keen to warn that the document may be camouflage intended to obfuscate the Mandate's responsibility should an enemy penetrate the Maskirovka, Republic intelligence services have never been able to conclusively pin the blame on any party —even with the capture and interrogation of two participants— and so have been forced to conclude that the report discovered could be legitimate. With aspersion potentially cast on the Mandate's responsibility for Pyrrhic Rabies, many in the government are now asking who else could have been behind the attacks and what did they hope to gain.


Aurigan Coalition
In recent news out of Coromodir, the Arano government has announced a long-awaited expansion of the Mechdur shipyards to triple the number of JumpShip slipways orbiting the planet. Already home to two slipways —one kept clear at all times to maintain passing jumpships and the other used to construct new JumpShips— the increase to six slipways will take a decade to implement, with a new slipway opened every two to three years or so. An ambitious project funded by the profits from JumpShip sales, the increase in production capacity will help lower the price of JumpShips across the Inner Sphere much as the Republic's efforts did.

In related news, though more quietly, the Arano government has also begun work on several planet-bound shipyards scattered across its territories. Located on Mechdur, Coromodir, and Guldra, three of the most industrialised and populated Aurigan worlds, these shipyards will form the seed of the Coalition's warpship building industry. According to the Coalition's dispatches to the Republic, these shipyards will initially see use in constructing civilian vessels before some are ultimately converted into purely military shipyards.


Starting in early February and reaching a fever pitch in mid-March, a popular campaign has emerged on Panzyr calling on the Arano government to attempt clean-up of the planet's heavily polluted orbital bands. Oft-visited by the Star League Defence Force as an R&R spot before Stephen Amaris' coup, Panzyr and its surrounds were the sites of multiple battles during the early Succession Wars as a result of equipment- and tech-starved militaries believing that the planet housed caches of SLDF equipment. While such beliefs were mistaken and ultimately saw said militaries retreat, the battles fought over Panzyr left countless tons of wreckage in wild and unstable orbits that saw them collide over the centuries until Panzyr's surface existed under an aluminium sky.

Previously home to over a billion people, the centuries since the Succession Wars have seen Panzyr's population decline to under one hundred million due to the collision risks presented by the orbiting debris. Forced to individually guide dropships to the planet's surface lest they suffer a fatal blow from the aluminium storm, the people of Panzyr have seen themselves left behind by much of the Aurigan Coalition; the fruits of reindustrialisation and new technological developments arriving slowly, if at all, thanks to the Inner Sphere's sins. To their credit, however, the Arano government has responded to the campaign by publically promising that it will look into ways to clean up Panzyr's orbital bands; the nation has already reached out to various ORDI-based companies for ideas.


Continuing something of a theme, Aurigan attempts to supply Anti-FedSun rebels with heavy weaponry met with mixed success, with several shipments making it through to insurgent forces before the ever-tightening noose of FedSun counterintelligence forced the Coalition to cease shipments for the quarter. Purchased from across the Inner Sphere and/or stripped of identifying features such as serial numbers, what gear did arrive quickly found itself used in support of several uprisings; local militias hammered hard, and AFFS reinforcements greatly harassed.


In substantially lighter news of interest to several groups, Darya Sigurdardottir —famed commander of the Markham's Marauders mercenary unit— has finally gotten engaged to her long-term girlfriend, Doctor Adelina Laredo. Caught wearing engagement rings by Aurigan court watchers during the pair's latest visit to the palace, the engagement has been a long time coming in the opinion of mercenary watchers, court gossips, romantics, and, one would assume, Doctor Laredo herself. While rumours are flowing thick and fast as to when the engagement occurred, the best guess appears to be some time following the Maruader's return from Victoria. Of more interest to these groups, however, is the wedding date itself; rampant speculation pinning it down to a timeframe ranging from April 1st to the end of the universe.


Magistracy of Canopus
Catching every member-state of the Outer Rim Defence Initiative off guard, mid-January 3047 saw communications between their governments and the palace of the Magistrix abruptly cease for a short period. Initially thinking the cutoff was due to a general WarpCom failure, engineers in all four non-Canopian states worked swiftly to identify the root cause, only to find that messages were still flitting between themselves and the rest of the Magistracy without issue. Growing concerned at the increasingly odd findings, ORDI governments quickly contacted their local embassy staff, the personnel documenting unusual activity in and around the palace. Located within a few kilometres of the luxurious compound, the Republic's embassy reported a complete shutdown of traffic in and out of the palace and a short-lived flurry of activity by the royal guard. However, unlike Helghan's government, the Republic embassy was able to contact several senior figures in the Canopian administration, all of whom insisted that the witnessed activity —or lack thereof— was due to an ongoing security situation they couldn't comment on and that communication would be restored promptly.

Unable to intervene and lacking clear information on the situation, the Republic and its allies chose instead to wait impatiently for further news, clarity coming later the next day when the palace of the Magestrix announced a special broadcast. Appearing on TV and holovision screens across the Magistracy of Canopus and beyond, the rather nervous-looking General Secretary of the Central Committee, Natalka Ayodele, announced that Magistrix Kyalla Centrella had experienced a health emergency that necessitated immediate treatment in the palace hospital and the temporary lockdown of the palace. While refraining from naming the illness or why a lockdown was deemed necessary, committeewoman Ayodele was careful to stress its temporary nature and the unlikeliness of Kyalla Centrella's return to the role of Magestrix.

Immediately reading between the lines, every member of the Republic's government —and those of its allies— were thus unsurprised when a follow-up broadcast by Emma Centrella, heir to House Centrella, announced that the end of May would see a new Magistrix elected. An unusual situation, even by Canopian standards, the declaration that an election will occur in May has been greeted with mixed feelings by Canopian citizens; internal frustration with the Magestrix's recent actions warring with the sense that something strange happened —a feeling not helped by the fact that something unusual did occur. Nonetheless, Republic analysts expect that Emma Centrella will win the nomination of the Canopian Electors given her courtship of the organisation in previous years, and that she will most likely win the two-thirds vote of the Central Committee required to become Magestrix.

In the aftermath of the palace coup, the ruling government of the Helghan Republic has been left asking itself whether it should say something, its three allies seemingly asking themselves the same question.


Taurian Concordat
Keeping true to last year's announcement, the Taurian Concordat has formally welcomed the state's first new warship in centuries into the ranks of its newly reformed navy, the TCW Vanguard launching from shipyards on Taurus to much acclaim. Massing only 200,000 tons, the Vanguard is nonetheless heavily armed and defended for its size, the multi-role design intended to directly deploy troops onto planets and provide them with supporting fire. While substantially lighter than the Republic's mainstay designs and its planned series of battlecruisers, the addition of the Vanguard into the pool of ORDI warships represents a major step forwards for the alliance's military power —as does the Calderon government's declaration that the Concordat will boast at least thirty of the ships by the close of 3048.

In addition, the Concordat government has informed its allies that it has begun work on a handful of 500,000-ton capacity slipways expected to open sometime around December 3047 barring unforeseen setbacks. While the TDF has yet to reveal just what designs they plan to construct in said slipways, they are predicted to be more than a match for anything the Inner Sphere can throw at the proudly independent state for the foreseeable future.


Continuing the theme, deliveries of Taurian small arms to the Federated Suns' Outback prove to be fifty/fifty over the quarter, with several shipments intercepted by zealous FedSun inspectors. While said interceptions failed to capture either the smugglers in question or their Taurian contacts, the successful interception of so many weapons ensures that the impact of those that do get through is muted. Nonetheless, those weapons that do make it into rebel hands are quickly distributed among the various cells of various movements, tinder across a dozen systems sparking for the first time in centuries.


Capellan Confederation
Somewhat unsurprisingly, the Capellan Confederation reacted to the abrupt increases in the sophistication and output of its industries by starting work on several civilian warpship shipyards throughout its territory. According to the information it has passed on to its allies in the Outer Rim Defence Initiative, the shipyards in question will serve as construction sites for civilian warpships massing anywhere between 200,000 to 500,000 tons; the first slipway of the first yard expected to open in Q1 3048. While the Capellan navy was not formally limited in size by the surrender the nation signed after losing the 4th Succession War, Republic analysts expect that these shipyards will find themselves serving double duty as sources of warships sooner rather than later.


Unsurprisingly given the vastly increased effort the Federated Suns has put into counterintelligence in the region over Q1 3047, Capellan efforts to smuggle small arms across the border found itself running into the same issues as Concordat attempts; FedSun officials seizing numerous cargoes and disrupting the flow of arms to rebel groups. While still able to supply anti-FedSun organisations with everything from assault rifles to hand grenades and allowing many to rise against their oppressors, the sheer number of weapons caught up in FedSun dragnets left many unhappy and, according to strained Capellan reports, forced many groups to back down from planned uprising. Fortunately for the ORDI, though, the same reports indicated that the FedSuns had no success in rooting out the origin of these shipments; Maskirovka agents proved themselves more than able to elude their hunters with ease.


In contrast, similar efforts to smuggle Combat Vehicles into the region found themselves unexpectedly effective at slipping through the net thanks to the advantageous subversion of a supply specialist in charge of motor pool requisitions for AFFS units in the Pleiades Cluster. According to Capellan reports, Maskirovka agents discovered that the woman became sympathetic to the plight of Outback locals after witnessing acts of repressing by New Avalonist militias and spent several months turning her into a willing mole for local guerrilla groups. Initially used to acquire information regarding the supply status of AFFS units in the area, the woman's increasingly ardent desire to do more for the cause led her handlers to authorise an attempt to steal thirty AFFS shipping codes from the local AFFS headquarters.

After confirming the success of the mission and the validity of the codes, the Maskirovka reportedly extracted the as-yet-unknown supply specialist and managed to ship an entire regiment's worth of medium to light combat vehicles to rebel groups across the Outback before the FedSuns uncovered the plot. While the codes are no longer valid —a furious AFFS forced to strike the entire batch of 200 from the record— the impact of the intelligence coup is impossible to understate; numerous groups were able to counter local militias, and the AFFS forced to spread itself even thinner combating them by the quarter's end. As for the supply specialist, she is reportedly enjoying a well-compensated retirement somewhere in the Inner Sphere, though the Capellan Confederation has been extremely cagey about where.


Federated Suns Outback
Republic spies and unaffiliated media groups operating in the Federated Suns' Outback have reported a dramatic expansion in the scope of the uprising against the Federated Suns between January and March 3047, tensions erupting across scores of planets as Duke Hasek-Davion's repression becomes too much to bear. With the pain of existence outweighing the fear of death for an uncountable swathe of people, banners have risen in systems across the Outback, and the fires of rebellion have roared to new and terrible life. Heavily armed thanks to multiple years of ORDI activity and decently trained thanks to the same, the disparate collection of rebel movements that once existed have been transformed into functioning, albeit squishy, military forces; battles breaking out between loyalist forces and guerrilla armies almost overnight.

While some feared this was a temporary flare up brought about by Hasek-Davion's many failings as a ruler, the slow turning of days towards April revealed the endurance of rebel forces and their skill at arms. After weeks of gruelling battle, three systems —Keuterville included— finally managed to throw out loyalist troops, the rest locking their own occupiers down in gruelling combat for control that looks likely to persist for months barring reinforcements. Of particular interest to the Taurian Concordat, however, is the situation in the Pleiades Cluster.

Home to a hundred inhabited systems dotted among a thousand total members, of which brown dwarfs comprise a full quarter, the Pleiades Cluster represents one of the largest concentrations of people, industry, and valuable material in the Outback. An incredible source of wealth for the Federated Suns' imperial core, the Pleiades Cluster —much like the rest of the Outback— previously belonged to the Taurian Concordat before being annexed by the Federated Suns following the Reunification War and turned into an extractive colony. Unsurprisingly, this highly exploitative relationship saw the seeds of rebellion blossom swiftly in the hearts of many supposedly equal Federated Suns citizens and movements such as the Marxist-Leninist-Kerenskyites, Trotskyist-Kerenskyists, Taurian Federalists, and many more have taken up arms to free their homes of the Suns.

Faced with so many rebellions across such a large front, Duke Michael Hasek-Davion has seemingly turned to the carrot in addition to the stick, the man using the powers granted to him by his newfound role as military governor and his ducal wealth to pseudo-nationalise a number of planetary businesses and turn over control to the planetary governments. In addition, reports from ORDI spies reveal that Hasek-Davion has quietly shuffled some of his more iron-fisted mercenary and house-guard units away from planets where their presence has inflamed tensions and has browbeaten the governments of said planets into relaxing restrictions. However, the limited scope of these actions —targeting only those businesses without direct ties to the FedSun core, and a max of twenty systems, respectively— has only served to slow the spread of rebellion rather than halt it, Helghan analysts often making comparisons to bailing a ship out with a colander.


Federated Suns
To the great consternation of the Republic's navy, March 3047 saw the completion of the Federated Suns' first Reynard-class warship by the Augusta shipyard; the 200,000-ton vessel launched in the middle of the night on March 27th. Almost certainly unable to stand up to a modern Helghan warship in a toe-to-toe fight, the arrival of hostile warships represents a new challenge for the Helghan navy and a complication that the planners of Operation Chernobog could do without. Luckily for the Republic, while Helghan spies in the AFFS proved unable to uncover information on the vessel's ultimate destination and purpose, they managed to acquire additional details on the vessel's armament and design, facts that could prove useful sooner rather than later.

Code:
Reynard-class ???
Mass: 200,000 tons
Technology Base: Inner Sphere 
Introduced: 3046
Mass: 200,000
Battle Value: ???
Tech Rating/Availability: ???
Cost: 9,825,800,000+ C-bills

Fuel: 5,500 tons (27,500)
Safe Thrust: 4-5
Maximum Thrust: 6-7
Sail Integrity: N/A
KF Drive Integrity: 6
Heat Sinks: 1000+ (2000+)
Structural Integrity: 80-100+

Armor
    Nose: ???
    Fore Sides: ???/???
    Aft Sides: ???/???
    Aft: ???

Cargo
    Bay 1:  Spare Parts 1% (2000.0 tons)     1 Door       
    Bay 2:  Fighter (???)          4 Doors   
    Bay 3:  Small Craft (???)      3 Doors   
    Bay 4:  Cargo (10000+ tons)    2 Doors   

Ammunition:
    1000+ rounds of Gauss Rifle [IS] ammunition
    ??? Capital Missile rounds (Unknown Variant)
    2000-3000+ rounds of Ultra AC/10 ammunition
    500+ rounds of LRM 20 ammunition

Dropship Capacity: 2+
Grav Decks: 0
Escape Pods: ???
Life Boats: ???
Crew:  350+ crew, 80-100 marines

Notes: Equipped with 
    1 Mobile Warp Communications Transceiver (Mobile WarpComm)
    ???
    ???
    400 tons of standard aerospace armor.

Weapons:                                       
90-130+ Laser AMS
80-140+ Medium Lasers
80-140+ Large Lasers
30-40+ Gauss Rifles
80-120+ AC/10s (Unknown Variant)
8-12 Capital Missile Launchers
20-30 LRM/20s


Continuing something of a theme within the ORDI, the Federated Suns' shipyard on Augusta closed out the quarter by opening its second 200,000-ton capacity slipway; Helghan spies watching the site reporting immediate activity by shipyard workers. Naturally, the leading theory among Republic analysts is that the Federated Suns is constructing additional Reynard-class warships in an attempt to contest control of the space lanes and constrict the Republic's freedom of action.

As if to make matters worse, March 31st saw agents on the sleepy planet of Numenor report on new construction activity; operatives embedded within the system's immigration services tying the work to recent visitations by figures involved in managing Augusta's shipyard. Located within a single jump of Augusta and linked to it and New Avalon via the Federated Suns' steadily expanding FTL comms network, many throughout the Outer Rim Defence Initiative have begun operating under the assumption that the Federated Suns is in the process of building a second shipyard on Numenor. While the Republic maintains a substantial lead over the Federated Suns in shipbuilding capacity, and its allies are quickly developing their own native capabilities, the unprecedented expansion is worrisome.


Lyran Commonwealth
In a stroke of luck by Republic spies operating in the Lyran Commonwealth, recent information acquired from several corporate offices suggests that the Commonwealth is close to developing fully-homegrown autonomous systems on par with the Republic's own. While details on the technology are still somewhat scarce, it's clear that the nation is only a few years away from perfecting the technology; corporations such as Defiance Industries, Lockheed-CBM, Quikscell, and many more are preparing to make use of it. Though not a shocking revelation given the state's focus on industrial technology and output, the confirmation that the Commonwealth is close to completing development on autonomous systems makes many on Helghan nervous, as does the thought of the Commonwealth gaining access to even more battlemechs.


Draconis Combine
In news out of the Draconis Combine, the first quarter of the year has seen the slow reconciliation between Theodore Kurita and his father, Takashi Kurita, continue to bear fruit for the Draconis Combine; a series of reforms emerging from Luthien's Imperial Palace to the benefit of ordinary Combine citizens. Traced back to Theodore Kurita by Combinologists across the Inner Sphere, these reforms have seen many small but positive changes occur across the Successor State, the effects of which appear to be a noticeable uptick in the quality of life and wealth of many Combine citizens. While hardly a dramatic change in Combine policy, these improvements have seen many regional corporations post impressive quarterly growth reports and upgrade their expectations for the rest of the year. Among the many companies benefiting from the changes is Hachiman Taro Electronics, an electronics concern founded by one of the Coordinator's many cousins, Chandrasekhar Kurita, which has already announced a series of expansions planned for the near future.

In addition to these civilian sector reforms, the Imperial Palace has made several quiet changes to the Draconis Combine Mustered Soldiery's operation. Far less ambitious than the already modest civilian sector changes, these reforms have nonetheless seen the DCMS emphasise combined arms operations over individual duels and other mainstays of Combine military operations during training. Though most analysts assume the DCMS old guard are far from happy with these changes given the rigid bushido code they follow, it seems clear to all that the DCMS will either have to adapt to the changing times or perish.



Influence Changes
-16 (Mandate Apportioning)
-5 (Aurigan Anti-Niops Bribery)

Total: -21 influence

One-Time C-Bills Changes
-50,000,000 (Combat Vehicles, Outback)
-20,000,000 (Heavy Weapons, Outback)
-10,000,000 (Small Arms, Outback)

Total: -80,000,000 C-Bills



Supply Situation - Mandate Intervention
Naval Support Capacity: 24/25

  • 9 Noctis cruisers (9 capacity) (Transport capacity: 1.5)
  • 15 Hasta IIId-class cruisers (15 capacity) (Transport capacity: 2.0)


Ground Support Capacity: 9.0/9.75
  • 100% of Army 4 (5 capacity)
  • 35% of Army 5 (1.75 capacity)
  • 10 Mech regiments (1 capacity)
  • 1 MAWLR-II Pack (1.25 capacity)


Supply Situation - Outback Intervention
Naval Support Capacity: 0/57

Ground Support Capacity: 0/24




Map



Q1 Casualty Estimates

CasualtiesTotalKilledInjured
Helghan Republic Armed Forces23221
Aurigan Coalition Military505
Taurian Defence Force716
Magistracy Armed Forces303
Capellan Confederation Armed Forces28424
Mandate Armed Forces (Est.)100+20+80+
Civilians (Est.)200+50+150+


Casualties To Date**
CasualtiesTotalKilledInjured
Helghan Republic Armed Forces31,7029,91321,789
Aurigan Coalition Military4,0781,2722,806
Taurian Defence Force4,4581,3973,061
Magistracy Armed Forces6,3532,2404,864
Capellan Confederation Armed Forces34,50411,48022,996
Mandate Armed Forces (Est.)139,700+46,520+93,180+
Civilians (Est.)981,800+441,450+540,350+

**This is excluding the casualties caused by the civil war since that'd be a mind-boggling number by Battletech standards.
 
Outback Intervention -- April-June 3047 Actions
Captured Agents Spotted!
As predicted by some of Helghan's more pessimistic analysts, Maskirovka agents operating in the Capellan March have confirmed the presence of the missing Helghan operatives on New Syrtis. Currently held at a secure site an hour from the planetary capital, Saso, the quintet of spies appear to be prisoners of Duke Michael Hasek-Davion and arrived via JumpShip only a few weeks into 3047's second quarter. While the Confederation's spies have thus far been unable to gain access to the facility due to the presence of numerous MIIO and ducal security teams, Helghan operatives within the planet's civil administration have uncovered information suggesting that the interrogation of the spies has yet to begin —the Federated Suns waiting on the arrival of a high-profile interrogation expert. Though the captured operatives have been trained to resist interrogation and torture, and numerous measures were put into place to limit the damage they could do, many have since suggested that the Republic attempt a rescue with three major positions arising.

The first position, understandably, calls for Helghan direct action teams to go in hard and fast to recover the captured agents from the secure site —cyborg operatives leading the charge and in-region assets assisting. The least subtle option by far, this method would have the advantage of both surprise and shock, the technological and physical edge enjoyed by cyborgs and power-armoured troops over ordinary humans makes it far more likely that they succeed in rescuing the prisoners. However, it's worth noting that this proposal would require the Helghan Republic to burn many assets throughout the Federated Suns to smuggle in people and equipment, and that it would almost certainly cause a diplomatic incident given the impossible-to-hide nature of the attack.

The second proposal, meanwhile, calls for Republic covert operation teams to attempt a breakout of the agents by covertly infiltrating the facility under cover of darkness and/or a convenient storm, killing whoever is in the way, and extracting the prisoners before anyone notices what has happened. Naturally, the second proposal is more subtle than the first and less likely to cause diplomatic issues. Additionally, it has a higher chance of safeguarding Republic intelligence assets since much of the necessary equipment can be bought on-site without the need for smuggling. With that said, however, the lack of equipment such as power armour, cyborg operatives, etc., means that it is riskier for both the covert operations teams and the agents they are attempting to rescue.

Finally, the third and least-liked proposal presented calls for the Republic to try and infiltrate the facility via its service staff and slip the captured operatives poisons that would grant them a painless death —or poison them directly if they are unwilling or unable to do it themselves. A disquieting plan, to say the least, it has the advantage of requiring minimal resources and limiting exposure, but few are enthusiastic about it. Nonetheless, Republic intelligence operatives are well aware of the risks involved in their job and what their country may require them to do.

How does the Republic respond?
[] Go in hard: Deploy everything from cyborgs to in-region assets to recover the Republic's spies and damn the diplomatic repercussions. The Republic will be forced to burn some assets and there's a high probability that it'll lose eyes on parts of the Federated Suns, but who knows how much damage the FedRats could do if they're allowed to interrogate the captured agents.
[] Try for stealth: While riskier than going in hard, trying for a stealthy approach could preserve both the Republic's diplomatic image and the positions of many agents.
[] Slip them poison: Every Helghan operative knows what they signed up for and prepared for it. Using assets on New Syrtis to slip them painless poisons might be disquieting, but it's the best thing for the Republic.
[] Write-in:


Hearts and Minds
With an independent Victoria a red line for the Capellan Confederation, and one it has made clear it will fight over, the Republic's members of parliament have been left to wonder how hard their government should fight to sway the people of Victoria in their decision. Having promised to honour the outcomes of referendums held across the proposed border region, the Capellan Confederation has begun a widespread hearts and minds campaign on Victoria to convince the people there to rejoin the Confederation. Focusing primarily on stability, equality, liberty —relative to both the Mandate and pre-4th Succession War Confederation— and wealth, the campaign has already seen approval for the Confederation increase, albeit slowly.

An administrative and industrial hub relative to much of the Periphery, the loss of Victoria from the Republic's planned buffer state would dramatically —though not fatally— set back the project and increase the amount of effort required to establish a functional state. More importantly, however, Victoria's loss would almost sever the second-most industrialised system, Menke, from the rest of the proposed state —leaving only Jumpships able to cross the gap between Menke and Vard/Quimberton. Considering these facts, some have already proposed changing tack and abandoning the idea of an independent —or "independent"— buffer state and instead allowing the Confederation and Concordat to absorb what they will.

How much influence does the Republic want to spend to try and sway the referendum in favour of independence?
[] -5 influence
[] -10 influence
[] -15 influence
[] Write-in (this will also cover non-influence actions, FYI)


The Quiet Canopian
Caught off-guard by recent events in the Magistracy of Canopus, many within the Republic's ruling party have begun to question what —if anything— the Republic should do about it. Clearly some manner of soft coup, those MPs in question would be lying if they said the deposition of Magestrix Kyalla Centrella by her daughter Emma didn't simplify matters given the unusual behaviour of the Canopian state in the last few years of her reign. In addition, the speed and smoothness of the transition, combined with Emma Centrella's promise of an election in May, make it clear that the coup enjoyed broad support from the rest of the Canopian administration to the point where the royal guard themselves acted against the Magestrix. With that said, coups in allied nations are usually not welcome, and there's no real precedent for what the Republic should do.

What does the Helghan Republic want to do about it?
[] Write-in
[] Nothing. It's not worth it.


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

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

[] Write-in:


Capellan Confederation
[] Arms Sales: With the Confederation's neighbours distracted by their own conflicts, the Confederation may be willing to buy equipment to help rebuild their military. Given the distances involved, however, such shipments will be difficult until efforts are made to improve the backend logistics. [-2 influence]
[] Tech for Tech: By offering the Confederation information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.


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


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


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


ORDI Actions
[] Smuggle In Material Aid (Small Arms, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with deniable small arms ahead of time. Though there's a risk such an effort might be detected, it'll dramatically improve their ability to fight infantry. [-10,000,000 C-Bills]
[] Smuggle In Material Aid (Heavy Weapons, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with deniable heavy weapons ahead of time. While somewhat riskier than small arms, these weapons will be substantially more effective against vehicles. [-20,000,000 C-Bills]
[] Smuggle In Material Aid (Last-Gen Automata, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with (barely) deniable automata well ahead of time. Risky and expensive, smuggling in last-generation automata will greatly level the playing field. [-25,000,000 C-Bills]
[] Smuggle In Material Aid (Combat Vehicles, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with deniable vehicles well ahead of time. While risky and expensive, smuggling in combat vehicles will greatly level the playing field. [-50,000,000 C-Bills]
[] Smuggle In Material Aid (Battlemechs, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with deniable light and medium mechs well ahead of time. As risky as smuggling vehicles and far more expensive, smuggling in battlemechs will level the playing field between the sides. [-100,000,000 C-Bills]
[] Write-in


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

[Can be taken multiple times in a turn]

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

Mantharaka (Small → Medium)
Contrilla (Small → Medium)
Rogue (Small → Medium)
Mir (Medium → Large)
Charybdis (Medium → Large)
Tiverton (Medium → Large)
Caliban (Medium → Large)
Highwater (Medium → Large)


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


Operation Pluto (Mandate Intervention)
Note:
These forces will redeploy to the Aurigan-Helghan Territorial Administration this turn unless reassigned or the administration no longer exists (at which point they'll return to the Republic unless reassigned).
Naval Support Capacity: 24/25 (use the naval upkeep values)
Ground Support Capacity: 9.0/9.75 (use the transport size value)

Current Forces:
Navy
  • 9 Noctis cruisers (9 capacity) (Transport capacity: 1.5)
  • 15 Hasta IIId-class cruisers (15 capacity) (Transport capacity: 2.0)

Ground
  • 100% of Army 4 (5 capacity) [Health: 100%]
  • 35% of Army 5 (1.75 capacity) [Health: 100%]
  • 10 Mech regiments (1 capacity) [Health: 100%]
  • 1 MAWLR-II Pack (1.25 capacity) [Health: 100%]

Operation Chernobog (Outback Intervention)
Note: Each turn, the other ORDI nations will each pick one or more actions to carry out. Operation Chernobog will automatically start in July 3047 or if the CapCon/Taurian Concordat/Helghan Republic triggers it

Currently, the Republic can support 48 divisions of ground force (18 weight) and nineteen squadrons of Hastas (57 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: 0/57 (use the naval upkeep values)
Ground Support Capacity: 0/24 (use the transport size value)
Current Forces:
Navy
  • N/A

Ground
  • N/A
[] Prepare War Material Stockpiles: In order to ensure ORDI units fighting in the Outback will have access to all the resources they need, we should build up stockpiles in nearby systems that can be drawn on as needed. [+0.5 ground support capacity]
[] Sunflower Harbours: Temporary assemblages of metal and composite in the shape of the eponymous flower, sunflower harbours are useful for the short-term in-situ support of naval vessels. [+6 Naval Support Capacity]
[] 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. [+0.75 Ground Support Capacity, +3 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 Outback. [+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 Outback. [+0.25 Ground Support Capacity, -0.5 Naval Support Capacity]
[] Emplace And Prepare Assault Forces (specify the forces being deployed): With every member of the ORDI contributing to Operation Chernobog, we should probably assign forces sooner rather than later…
[] Plant False Intelligence [Medium]: By hiding our real manoeuvres and planting false intelligence amongst Concordat civilians, we can disguise the scale of our operations and convince the FedSuns that we mean to attack elsewhere.
[] Sabotage Loyalist war industry [Medium]: Through the use of subtle and widespread sabotage, we can disrupt the flow of essential war materials to loyalist forces fighting against rebels.
[] Target Will to Fight [Hard]: By targeting FedSun loyalists with propaganda, we can hopefully attack their will to fight against rebels and possibly even convince some to swap sides.
[] Survey Loyalist defences [Hard]: Using agents already embedded in the Outback, we can survey their defences ahead of time and dramatically reduce their effectiveness so long as the intel is no more than 3 months old.
[] Sabotage Loyalist infrastructure [Hard]: Using Republic operatives to take out planetary infrastructure across the Outback will doubtlessly hamper the ability of loyalists to fight against rebel forces.
[] Begin Operation Chernobog. ← Automatically starts July 3047


Automatically Activated Upon the Intervention Starting
[] Ammunition and Supply Sabotage [Medium]: By laying the groundwork ahead of time, we can trigger a widescale sabotage of FedSun supplies at the worst possible moment.
[] Mass Decapitation Strike [Hard]: By covertly deploying cybernetically-enhanced special forces units through the Outback and holding them near the targets, we can trigger a massive decapitation strike against FedSun personnel at our leisure
[] Air and Space Monitoring Disruption [Hard]: Using those agents still contactable, we can attempt to blind FedSun Air and Space sensors during the initial invasion period.




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
[] Crow Cruise Missile 90
NameTypeHeatDamageRangeTonsCritical SlotsAmmo Per TonSpecial
Crow Cruise Missile 90Artillery (Missile)9090 (Artillery)120 mapsheets10011/45Guided*

[] Raven Cruise Missile 120
NameTypeHeatDamageRangeTonsCritical SlotsAmmo Per TonSpecial
Raven Cruise Missile 120Artillery (Missile)120120 (Artillery)150 mapsheets13511/60Guided*


Guided (Cruise Missiles)
Cruise missiles can be fired in either guided or unguided mode. Unguided cruise missiles operate under the standard Artillery (Missile) rules available in Tactical Operations and don't require anything special to happen before they can be fired. Meanwhile, guided cruise missiles require the target to be TAGed first before the mode is available.

Whichever unit TAGed the target controls the missile after it is launched, and the missile will home in on the target so long as it continues to be TAGed by the controlling unit. If the controlling unit TAGs a different target, the missile will home in on the new target, but if the TAG vanishes entirely (I.E it misses or the controlling unit is killed), the missile will hit like an unguided variant aimed at whichever hex the target was in before the TAG vanished.


[] Medium Sub-Capital Laser: Developed at the request of the Helghan Military after the acquisition of capital lasers from the Capellan Confederation, sub-capital lasers are less powerful than their full-sized brethren but weigh substantially less and can be mounted on dropships in large numbers. A single shot from the Medium Sub-Capital Laser is almost equivalent to being hit by a Falconsub-capital missile.


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)
 
Outback Intervention -- April-June 3047 Results
Intelligent Struggles
https://forums.sufficientvelocity.com/threads/the-lords-of-ruin-battletech-killzone.52819/page-948?post=28298322#post-28298322


Captured Agents Spotted!
-[X] Try for stealth: While riskier than going in hard, trying for a stealthy approach could preserve both the Republic's diplomatic image and the positions of many agents.

In the days that followed the discovery of Republic agents being held on New Syrtis, the nation's halls of power became a hive of activity as emergency meetings were held by the dozen to try and determine how to react. A complex situation, to say the least, the first days of the crisis saw numerous government figures engage in furious, night-long debates over the correct response to make, some arguing that the Republic should use every tool available to extract its operatives while others still argued that the only feasible response was, unfortunately, to silence the agents before they could speak. However, with Operation Chernobog rapidly approaching, the ORDI unwilling to open the conflict before all the alliance's ducks were in a row, and well aware of the morale risks of killing one's own, the Republic's government found itself coming down on the side of those who argued for a stealthy extraction; the greater risk of failure deemed acceptable.

With the decision thus made, orders were quickly dispatched to Republic operatives based in the Outback, and a strike team assembled in New Syrtis's capital of Saso over several weeks. Composed of veteran operators and equipped with weapons and gear purchased from the region's now-thriving black market, the team was less well-armed than many desired, but which made up for the lack of cybernetic troopers, automata, and power armour with stealth and experience. Receiving the green light to deploy by mid-April, record time considering the circumstances involved, the team went dark and prepared to carry out their mission; Republic officials left to wait for word of success or failure.

They soon found that they did not have to wait long.

At 3:56 PM on the 24th of April 3047, a HPG message from New Syrtis was emailed to a generically named startup based in a coworking space in Tharkad City, where it was read by the company's first and only employee. Despite not comprehending the message, the few words it contained being heavily enciphered, the employee proceeded to retransmit its contents via HPG to another location in the Inner Sphere before deleting the original. For several cycles, this pattern repeated itself before, and at long last, the message finally arrived on Helghan, where it was decrypted and its contents understood for the first time since its dispatch.

Containing only the first few words of a 23rd-century poem selected by Republic intelligence as a means of reporting a mission success with casualties, the message prompted mixed feelings within the Republic's government; the lack of additional detail spawned countless devils while the assurance of success laid many others to rest. Several nerve-wracking weeks passed for the Republic and its security services before edification came at last, the Capellan government quietly contacting the Republic embassy on Sian to report that nine of the twelve strike team members had been found alive and worse for wear. Transported to a Maskirovka safe house where they were given food and medical care, the men and women in question waited until they were alone with representatives of the Republic to relay their story.

According to the team leader, Captain E. Lisitsky, the strike team had advanced under cover of darkness to within a hundred metres of the secure site through the light forest that bordered it to the west when one team member accidentally triggered a trip flare while attempting to disarm it; its trigger mechanism apparently particularly clever. With the enemy alerted to their presence and the team unable to extract before hostiles could converge on their position, Captain Lisitsky decided to continue the mission and gave the order to engage. What followed was a back-and-forth battle between Republic SpecOps troopers equipped with Inner Sphere gear and members of Duke Michael Hasek-Davion's security forces that saw two of the SpecOps team killed and several more wounded to varying degrees —the dead torched with inferno grenades due to an inability to recover their bodies.

Unfortunately, while the team proved more than a match for local forces and made it to the holding area that contained the spies, the engagement had delayed them long enough for Hasek-Davion's personnel to begin extraction procedures. With eyes on one target being forced into one of three unmarked groundcars, resisting all the way, it soon became apparent that the mission was on the verge of complete failure; and Captain Lisitsky was forced to make yet another decision. Faced with three groundcars containing an unknown number of agents each and down to only six uninjured personnel, far too few to capture them all, Captain Lisitsky found himself forced to engage all three vehicles with AT weapons as they attempted to escape; all three hit and killed, with followup strikes ensuring that none of their passengers was liable to survive.

With the mission partially successful and quick reaction forces no doubt on their way, the strike team proceeded to extract using FedSun vehicles, losing another trooper to their injuries on the way. From there, returning to the Republic proved to be a simple matter of splitting up and using pre-arranged transport routes to the Capellan Confederation; the team was required to forgo much in the way of food and medicine beyond the absolutely critical. In addition, though info is currently scarce due to this being an evolving situation, Republic agents on New Syrtis report that Duke Hasek-Davion is apparently furious at both the attack and the failure to extract the captured spies (no mention of them being Helghan spies was every overheard), and reportedly castigated the facilities commanding officer personally. Furthermore, the lack of any outward response by the Federated Suns suggests, to Republic analysts, anyway, that the origin of the spies and attacking force remains unknown.

Effect
  • First phase of the infiltration goes well right up until the breach was about to occur
  • With the alert raised, Republic SpecOps troops entered a back and forth battle that inherently favoured the FedSuns but were able to make progress to the captured agents
  • Due to the pitched battle, Hasek-Davion troops were able to start extracting the captured agents before Republic agents could get to them. Making a decision, the team lead used AT weapons to take out all three transports being used to spirit away the Republic's agents before they got out of range.
  • Recognizing the situation was spiraling out of control, the team leader made the call to cut their losses and run, successfully breaking contact with the security personnel before FedSun reinforcements could arrive
  • Specops team returns to the Republic with 2 dead and 5 injured. The FedSun appears unaware as to the origin of the spies and attack.


Hearts and Minds
-[X] Quietly drop all aims and commitments to an independent buffer state in the former Celestial Mandate, and indicate to the Taurian Concordat and the Capellan Confederation that the Helghan Republic is instead willing to support their efforts to appeal to the populations of those systems, including suggesting that the Taurian Concordat take Menke as well.

Confronted with the strength of Capellan feelings regarding Victoria's independence and recognizing that unity within the Outer Rim Defence Initiative was more important than ever given the looming conflict with the Federated Suns, early April saw the Helghan Republic surrender to the obvious and pull back from the idea of an independent polity separating the Confederation from the Periphery. Though many within the Republic valued the concept, all knew that the idea would likely be unworkable without the industries of Menke and Victoria backing up the state long enough to develop the economies of its other planets. As such, internal resistance to presenting the change proved minimal; discussions between the Republic and its allies about the final outcome of the apportioning concluded by mid-May.

While the outcome ultimately rested upon the people of those worlds the Republic had successfully argued deserved the right to choose, the Republic's decision to save its political capital and maintain the ORDI meant that the Concordat and Confederation were free to advertise as they saw fit. Between mid-May and June, the Taurian Concordat and Capellan Confederation alike invested heavily in hearts and minds campaigns on their respective targets, the former focusing on Menke and the latter on every other uncertain system. With two large nations investing so heavily in this propaganda and offering genuinely better conditions, it came as little surprise when the June referendums roundly rejected the concept of independence; Menke electing to join the Concordat and the rest voting to rejoin the Capellan Confederation.

A somewhat disappointing result, this conclusion has nonetheless closed the book on the saga with everyone involved equally happy (or, at least, not unhappy). Having pacified the various factions involved in the dispute, the Republic's government found itself able to focus on the remaining crises on its plate.

Effect
  • Menke goes Taurian
  • Victoria goes Capellan
  • Rest of the systems go Capellan
  • Everyone is reasonably happy


The Quiet Canopian
-[X] Have our ambassador invite Emma to a private dinner or other such event where they can have a conversation unobserved
-[X] During this event polite inquiries are to be made as to what happened during January, the health of the former Magestrix, if she will be well enough to make public appearances any time soon, her opinion about ORDI's trajectory, the future conflict with the Fed Suns, the Alphard Republic and anything else that be relevant.

Understandably concerned by events that recently occurred in the Magistracy of Canopus but recognizing that a public questioning of events would alienate one of its closest allies, the Republic turned to a more polite and frank method of discussion; Ambassador Safa Karamazov asked to invite the interim-Magestrix to dinner. No doubt expecting something like this to happen, Emma Centrella accepted the invitation shortly after it was made, and the pair met several days later at the Republic embassy in Crimson. With the interim-Magestrix in hand and a list of concerns from the government fresh in her mind, Ambassador Karamazov conversed with the woman over several hours and several dishes.

According to the report written by Safa Karamazov the next day, Emma Centrella freely, if a bit circumspectly, admitted to deposing her mother during the January affair. In Centrella's own words, her mother suffered from a degenerative neurological condition for several years before 3047; the disease expressed itself in increasingly long periods of forgetfulness, intense paranoia, personality shifts, and many other symptoms. Naturally, these led to some profound difficulties for the Magistracy as the position of Magestrix determined foreign and domestic policy for the nation —albeit sometimes with the approval of the Central Committee— and unnamed allies of Emma Centrella had been forced to run end-rings around her mother to limit the damage. Though cagey about giving specific examples, Emma Centrella suggested that the unusual moves by the Magistracy in the Alphard Republic were examples of the disease's impacts.

As a result of this condition, and frankly, her personality before the disease expressed itself, Kyalla proved exceedingly unwilling to step down from her role as Magestrix, imprisoning the first person to suggest it before forgetting she had done so and enabling Emma's allies to spirit them away. Moreover, the constitution of the Magistracy holds few remedies if a Magestrix refuses to step down voluntarily, a situation that remarkably never arose in the past. As such, the ability of Emma Centrella and her allies to legally oppose the Magestrix was limited solely to having the Central Committee veto every harmful measure they could, a solution that is clearly unworkable in the long term and which forced the hand of her and her allies.

As for Kyalla Centrella's fate and the Magistracy's commitment to the Outer Rim Defence Initiative, Emma Centrella has stated that she hopes her mother will be well enough to make an appearance before the upcoming election and has reiterated her faith in the ORDI and her view of the mutual defence agreement as vital to securing peace and prosperity for the Periphery. In addition, Emma Centrella has privately promised to see the Canopian constitution amended to prevent similar events from being necessary again and already rescinded Kyalla's anti-Helghan policies in the Alphard Republic.

Effect
  • The Helghan Republic has received answers about Kyalla Centrella, but the question is "are they believed?"



Federated Suns:
-[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.

Well aware that information is king and prepared to do whatever it takes to obtain more of it, the Helghan Republic began the year's second quarter by cutting orders for its agents to continue infiltration efforts. For more than a month, Republic agents wormed their way over the border with the aid of Helghan operatives already present, their progress slowed substantially by the intense counter-intelligence sweeps of the Sun's own intelligence agencies. Fortunately for the Republic, however, luck, skill, and preparation combined to see the operation pay off, and a dozen agents were successfully planted in strategic positions throughout the Federated Suns. Highly trained and well-educated on the nuances of the local culture, these operatives took on roles as various legitimate occupations, blending seamlessly into the fabric of the Federated Suns' society as journalists, MechWarriors, foreign émigrés, and more.

By the end of the three months, these deep-cover agents had meticulously fostered contacts throughout the Suns, quietly uncovering and documenting sensitive files, intercepting communications, and exploiting vulnerabilities within the Suns' intelligence infrastructure. While limited due to the dramatically increased anti-ORDI intelligence efforts ordered by New Avalon, the sheer breadth of agents employed saw the Republic's reach expand dramatically, key personnel exposed, classified documents scanned, and careless whispers overheard. All told, the Republic's successes throughout the Federated Suns saw the nation gain the upper hand in the secret war being fought by the two nation-states.

Effect
  • Republic infiltration makes some minor gains in the face of incredibly thorough counter-intelligence sweeps. While not substantial on their own merits, they do build on other Republic efforts
  • Increase infiltration by a step

-[X] Infiltrate Military [Medium]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
Emboldened by the knowledge that war would soon be upon the Outer Rim Defence Initiative and eager to avoid unpleasant surprises, the Republic's ruling government ordered infiltration of the AFFS be ramped up before Operation Chernobog's commencement in July. Aided by agents in positions of power within the AFFS' administration and FedSun government, Republic operatives moved quickly to carry out their orders; a host of FedSun officer school slots quietly filled by soft-spoken, unobjectionable candidates, and several of the AFFS' less financially responsible (or fidelitous) generals making helpful friends. Though it took several months and several more close calls to complete, this gamble soon paid off as the Republic's infiltrators solidified their positions of influence within the Federated Suns' military, made friends, and influenced people.

Operating under the guise of routine assignments and unassuming personas, these agents carefully eased their way into much of the AFFS's inner workings; their coverage was spottier than desired but deeply revealing nonetheless. While not in a position such that they could deliver a death blow to the AFFS at the Republic's time and choosing, the infiltrators uncovered a great deal of information regarding the FedSuns' naval ambitions and recent troop movements to the Outback. With tensions between the two powers rising to a fever pitch, the Republic's government could only hope that would be enough.

Effect

  • Republic attempts to infiltrate the AFFS succeeds, though only just.
  • Will gain more info on AFFS deployments and Naval design

ORDI Actions
-[X] Smuggle In Material Aid (Small Arms, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with deniable small arms ahead of time. Though there's a risk such an effort might be detected, it'll dramatically improve their ability to fight infantry. [-10,000,000 C-Bills]

Keen to run the AFFS ragged and hoping to make it so that taking systems during the all-but-inevitable conflict is as simple as arriving to the cheers of an already free populace, the Helghan Republic continued its work arming and supplying rebel groups throughout the Federated Suns' Outback. Recently recovered from last quarter's losses, Republic smuggling operations again turned their attention to transporting small arms to Outback rebels, thousands of weapons purchased from Inner Sphere markets and pulled from Republic stocks before being dispatched for the border via "legitimate" business associations. Wary of being caught by FedSun intelligence, these operations moved slowly and carefully between April and June, deftly avoiding traps and patrols by the dozen, albeit at the expense of product throughput. Forced to be cautious, the end of June saw only a few hundred small arms delivered into the eager hands of insurgent fighters; enough to make the life of security forces difficult and ease the supply situation somewhat, but far from the hoped-for quantities.

Effect
  • Republic efforts barely succeed but manage to deliver a few hundred small arms
  • -10,000,000 C-Bills

-[X] Smuggle In Material Aid (Heavy Weapons, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with deniable heavy weapons ahead of time. While somewhat riskier than small arms, these weapons will be substantially more effective against vehicles. [-20,000,000 C-Bills]
In contrast to small arms smuggling efforts, attempts to transport heavy weapons over the border met with far more success, with several cargoes delivered to Outback rebel groups before FedSun counter-intel efforts could close the gaps. Containing everything from crew-served support machineguns to medium lasers that could easily be mounted to vehicles, these shipments were quickly distributed via the ORDI's extensive in-region intelligence network, the fresh supplies put to work against security forces almost immediately. Though not a war-winning move on its own, the resurgent swell of weapons did much to bolster the activities of freedom fighters across the Outback, pressure against the region's occupiers rising dramatically.

While not the only hotspot to see a surge of fighting due to the new weapons, the Pleiades Cluster saw a significant increase in attacks by rebel units equipped with heavy weapons. According to reports from ORDI agents tasked with monitoring the conflict, attacks by rebel forces on AFFS troops have jumped by as much as 30% in just a few weeks, with casualties, and stress, mounting quickly. Well-equipped and well-trained by any standards, the cluster's various left-wing movements have seemingly organised themselves into highly mobile forces that, while unable to stand up to the AFFS in a pitched battle, are lethal when able to pick when and where they fight.

Effect
  • Heavy weapon smuggling proves more successful despite FedSun counter-smuggling efforts.
  • Pleiades in particular benefits from the effort
  • -20,000,000 C-Bills

-[X] Smuggle In Material Aid (Combat Vehicles, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with deniable vehicles well ahead of time. While risky and expensive, smuggling in combat vehicles will greatly level the playing field. [-50,000,000 C-Bills]
Unfortunately for the Republic, efforts to replicate the successes enjoyed by those responsible for smuggling heavy weapons prove far from simple, the Federated Suns' intelligence services proving on the ball when it came time to intercept the shipments. Despite attempts by the Republic's intelligence services to adapt their smuggling tactics to elude their FedSun counterparts —disassembling the vehicles into innocuous components, establishing ghost mercenary companies to cross the border and dissolve, and countless other endeavours tried— June's end saw all such attempts fail without a single war machine making it into rebel hands. Expensive to purchase and ship, the loss of these critical assets to the Federated Suns proved extremely painful; disappointed rebel groups on a dozen planets were forced to step back operations to prevent the depletion of their current vehicle stockpiles.

However, much to the relief of the Republic's ruling party and, no doubt, the agents themselves, the Federated Sun's successes did not extend to disrupting the Republic's carefully crafted intelligence network. Utilising their well-honed skills in conjunction with intelligence provided by agents within the state's bureaucracy, ORDI operatives managed to slip away from their opponents time and again over the quarter, the brave spies leaving little more than dust and echoes in their wake. A not-inconsiderable consolation prize, the survival of ORDI agents and the maintenance of the Republic's regional smuggling network will undoubtedly prove extremely useful in the coming months when Operation Chernobog begins, and anti-Suns rebels will need all the equipment they can get their hands on.

Effect
  • Combat vehicle smuggling proves much less successful with the entire cargo captured, but ORDI operatives prove able to slip away.
  • -50,000,000 C-Bills

Operation Chernobog (Outback Intervention)
-[X] Emplace And Prepare Assault Forces (7 divisions from army 3, 8 Battlemech Regiments, 2 Hasta IIId squadrons, 1 Noctis squadron and 2 Hecatoncheires squadrons): With every member of the ORDI contributing to Operation Chernobog, we should probably assign forces sooner rather than later…
--[X] subordinate them to TDF operational plans and command within reasonable limits

With Operation Chernobog approaching like a runaway train, the Republic's General Staff greeted April by deploying a small but potent force to the Taurian-Suns border; thousands of Helghan military personnel filtering into the region by April's close. Contrasting the Republic's earlier deployments against the Celestial Mandate, which saw one and a half armies and twenty-four warships devoted to the task of smashing the authoritarian state, Operation Chernobog's troop commitments were carefully calculated to communicate the nation's disinterest in a general war to the Federated Suns, the Republic intentionally under-committing relative to the forces that could conceivably be supplied if the need arose. Regardless of this intentional under-committing, however, the force deployed to the Taurian-Sun's border nonetheless constituted nearly half of the Republic's total Battlemech forces, a combined total of seventy infantry and armour regiments, fifteen warships, and an assortment of dropships, pocket warships, and aerospace fighters.

Already equivalent to anything from a fifth to a quarter of the AFFS's total regional commitments, the Republic's forces were soon joined by the Taurain Defence Force's own addition; fourteen Combined Arms Brigades greeting their Helghan comrades by mid-May, accompanied by the Grey Death Legion and three regiments of mercenary MechWarriors. Close on the heels of the TDF and their hirelings came the Aurigan Coalition Military, the tiny star-nation contributing only a single regiment of mechs, two armoured regiments, and four infantry regiments. Finishing off the troop commitments was —understandably given the distance— the Magistracy of Canopus, the libertine nation dedicating two battlemech, six armoured, and twenty infantry regiments to the fight.

Subordinated to the TDF and subject to its strategic goals, which are themselves defined by the will of the Taurian people in general and Protector Calderon in particular, the assembled host of the Outer Rim Defence Initiative made its way to several positions along the Taurian-Suns border. Cloistered in staging grounds up and down the border, tens of thousands of ORDI soldiers began preparing for what many viewed as both an inevitable conflict and one that could dramatically alter the course of modern history. Notably not joining the assembled forces, however, were personnel from the Capellan Confederation's Armed Forces, and for good reason.

Viewing the idea of a Confederation entry into the conflict as unnecessarily provocative and liable to spin Chernobog into a general war with the Federated Suns, the ORDI collectively agreed to restrain Capellan involvement to material support and little else. In support of that end, the Capellan Confederation dispatched a dragon's hoard of vital goods to Taurian border stockpiles, everything from ammunition to refugee aid flowing into the armoured warehouses in preparation for the day ORDI troops crossed the border. A veritable river of supplies proffered by the Confederation thanks to its newly reconstructed industrial base, such a vast quantity of supplies would greatly ease the logistics situation for ORDI forces and any refugees encountered during the operation.

By the end of June, the Outer Rim Defense Initiative had assembled an intervention force at the Taurian-Suns border whose capabilities could not be denied. Waiting in their barracks and dropships with various degrees of nerves, tens of thousands of eager but worried soldiers stood ready for the order to be given; the unstable equilibrium finally breaking on July 1st, 3047.

Effect
  • Republic forces are deployed on the Taurian-FedSun border to support TDF plans. Joining them are: 14 TDF CABs, 1 mech regiment, 2 CV regiments, and 4 infantry regiments from the Aurigans, and 2 mech regiments, 6 CV regiments, and 20 infantry regiments from the Magistracy
  • Total of 18 mech regiments, 57 CV regiments, and 73 infantry regiments deployed.
  • Capellan supplies flood the border and will help make holding planets much easier
  • [See Map for operational plans]

-[X] Plant False Intelligence [Medium]: By hiding our real manoeuvres and planting false intelligence amongst Concordat civilians, we can disguise the scale of our operations and convince the FedSuns that we mean to attack elsewhere.
Though the Republic's stunningly successful infiltration of the Federated Suns had thus far granted the nation an incredible insight into their rival's military preparedness and level of alertness, few within the ORDI were keen to rest on their laurels lest they be caught off guard by an unexpectedly perceptive analyst or wary general. As a result, and hoping to repeat the successes enjoyed in 3046 against the Celestial Mandate with the Federated Suns, the Republic's General Staff began the year's second quarter by requesting the cooperation of Republic intelligence services in spinning a web of deceit along the Taurian-Suns border; the organisations jumping to the task with aplomb. Conceptualised and refined in less than a fortnight by some of the Republic's canniest minds, the resulting operation, codenamed Spruce, was a bold plan designed to muddy the waters and disguise ORDI preparations by manipulating rumours and hiding troop concentrations.

Well aware that the Federated Suns' intelligence services remained highly capable despite the level of penetration enjoyed by the ORDI, Republic spies were carefully directed to cultivate flocks of rumours along the Taurian-Suns border; whole cottage industries arising dedicated to the formation and dissemination of plausible bullshit. On a dozen planets running up and down the shard border, ORDI operatives disguised themselves as prospectors and lostech hunters and boasted of fictitious finds in bars and taverns across the region, government money paying for round after generous round and ensuring that the news got out to anyone who might be listening. Simultaneously, the work crews of multiple Republic slipways suddenly found that their work for the week involved welding weapon-shaped lumps of metal onto aged merchant ships, the hoary old vessels vanishing from Helghan space once the last components were attached only to reappear on the border with a fresh coat of paint and naval registry numbers. So successful was the effort that, by June's end, every bar in every inhabited system along the border was awash with rumours of lostech finds and sudden gold rushes, every whisper of unknown warships spotted in orbit lending credence to the idea that the Concordat was shifting units around to protect the next big find.

To the pleasant surprise of the Republic's General Staff —and even the nation's intelligence agencies— the Federated Suns appeared to swallow the narrative hook, line, and sinker; intercepted dispatches to Outback AFFS units describing the situation as complex but not dangerous. Although some Republic analysts warned that the intercepted reports could be a deceptive move played against the Republic, the majority concurred that Spruce was successful to one degree or another. Naturally, the only lingering question is to what extent did Operation Spruce succeed, a question whose answer could only be determined with the launch of Operation Chernobog in July.

Effect
  • ORDI spy agencies plant extensive false intelligence regarding troop numbers, position, and objectives, etc.

-[X] Sabotage Loyalist war industry [Medium]: Through the use of subtle and widespread sabotage, we can disrupt the flow of essential war materials to loyalist forces fighting against rebels.
Leery of the Federated Suns' growing industrial might and concerned that the Outback intervention might lack the kind of decisive battles that featured prominently in the Mandate region, the Republic's ruling party quietly authorised sabotage efforts against FedSun industry in an attempt to restrict the flow of supplies to AFFS units and reduce their effectiveness. Thus charged, the Republic's intelligence services quickly got to work devising methods and plans by which their operatives could sabotage factories and other sources of supplies throughout the Outback; scores of operations and countless novel pieces of sabotage equipment flowing out of the nondescript buildings that were home to Republic spy agencies. A handful of weeks later, in early May, those same agencies cut orders for operatives in strategic sites to prepare to go active; dead drops, pirate boxes, and other methods of communication were utilised to transfer detailed instructions on what to do and how.

By the time June came to a close, scores of agents scattered across dozens of planets nervously awaited their go/no-go orders, their knives mere centimetres from the throat of the Federated Suns' war machine and itching to be used. No less anxious, their superiors in the Republic waited with bated breath as the clocks in their offices ticked towards midnight; all involved keenly aware that the final outcome would be unguessable until long after the order was given and success, or failure, had.

Effect
  • ORDI spies spend a bunch of effort prepping agents in the FedSuns to commit sabotage operations, but all that can be done is to wait and see.

-[X] Ammunition and Supply Sabotage [Medium]: By laying the groundwork ahead of time, we can trigger a widescale sabotage of FedSun supplies at the worst possible moment.
Hoping to stack the deck in its own favour even further, the Helghan Republic began April by sending orders to its intelligence agencies to prepare a campaign of sabotage against AFFS supply stockpiles throughout the region. Central to the AFFS' ability to keep itself fighting fit, the network of ammo dumps, fuel bowsers, and dry-goods warehouses distributed throughout the Outback represent both a prize target and a heavily defended bastion; the allure of their destruction not quite counterbalanced by the difficulty inherent to achieving it. Though the Republic's government was under no illusion that a successful sabotage campaign would make the Federated Suns' position in the Outback untenable, even the most cynical among them were forced to concede that disrupting the flow of supplies would greatly ease the burden faced by ORDI and rebel forces alike.

The Republic's intelligence apparatus, having long since embedded agents in various regional organisations, responded to the orders immediately; hundreds of personnel were tasked with laying the groundwork for the network's destruction. Helghan spies, long since "vetted" by other ORDI agents in positions of power in the FedSuns, were quickly deployed to infiltrate key supply depots, the men and women posing as workers and other low-level employees and meticulously studying their layout and vulnerabilities. For two long and stress-filled months, these personnel worked feverishly to record every gap in the patrols and every slip-up in security checks until, at last, the stage was set, and the sabotage campaign awaited only the launch of Operation Chernobog…

Effect
  • ORDI spies spend a bunch of effort prepping agents in the outback to commit to sabotage operations, but all that can be done is to wait and seeing

-[X] Write-in: Conduct a major counter-intelligence sweep of all critical Helghan military institutions and research facilities as a precaution. These sweeps will be highly invasive, so each facility's sweep will be staggered to prevent loss of function.
With concerns over Inner Sphere spies rising in strength as Operation Chernobog's launch date approached, Helghan's ruling government authorised a sweep of critical research sites and military installations across the Republic. Highly cognisant of past failures and unwilling to be responsible for similar lapses, counterintelligence agents throughout the Republic leapt at the chance to prove their worth, the first weeks of April seeing a plan fall into place. Naturally wary of causing operational disruption in general and to Operation Chernobog in particular, the assembled strategy called for special focus to be given to those locations destined to play central roles in the Outback intervention and special care taken to reduce —or, ideally— prevent operational disruption as much as possible. As April rolled into May and the remaining pieces finished assembling themselves, the greenlight was given, and the biggest spy hunt in Helghan's modern history began; thousands of personnel threw themselves into the task.

Starting from Helghan-controlled positions along the Taurian-Suns border and sweeping through to the Republic-proper, Helghan counterintelligence agents sieved through military sites with a fine-toothed comb; every possible sabotage site examined and every possible person with means scrutinised for signs of disloyalty. For two solid weeks, location after location was found to be free of hostile agents before, at long last, Republic agents spotted warning signs pointing to an effort to infiltrate Republic supply lines. Like a wolf scenting prey, the counterintelligence section that uncovered the evidence chased down their quarry without remorse over several days, the trail finally ending with the arrest of several junior members of a supply battalion. In the ensuing interrogations, all five soldiers, Republic citizens all, admitted to being approached by a man interested in purchasing any equipment they could get their hands on with C-Bills —anything Petrusite-based earning up to triple their usual commission.

Eager to capture the man and end the threat he posed; Republic counterintelligence proceeded to lay a snare; the cooperation of the soldiers combined with the arranged transport of Petrusite-based equipment to their battalion made it irresistible. Three days later, less than two days after passing on the information via channels discovered during the interrogations, the trap was sprung, and the Republic found itself holding the hostile agent despite his exceedingly stubborn evasion attempts. Following the subsequent investigation, a handful of agents engaged in similar acts were discovered along the Taurian-Suns border and arrested, all evidence pointing to their origin as Federated Suns spies.

Not to be outdone, another counterintelligence team examining similar sites uncovered signs of information leaks occurring from a Republic military administrative post located on the border; careful follow-up work found that one of the administrative assistants had been suborned by the Free Worlds League. Waiting until after the assistant had left their weekly dead drop to arrest them, Republic intelligence swooped in and captured their handler when they attempted to retrieve it, the state killing two birds with one stone, so to speak. Similar patterns repeated several times between April and June, with several more secretaries and three hostile agents captured alive and unharmed. However, and frustratingly, the tradecraft used by the agents before their capture spoke to non-FWL, non-FedSun origins, a fact which left many concerned about who they worked for and what to do with them —something the agents had thus far proved unwilling to inform on.

Concurrent with the Republic's military sector sweeps, investigations of research site staff proved illuminating, with intense scrutiny picking up on vague signs of hostile actors at several labs across the Republic. With this aspect of the operation only picking up steam after several false starts, something that worried Republic counter-intel services by itself, things soon came to a head when the investigation into one Mir-based Aurigan-born research assistant resulted in a grim find by field agents; the freshly buried body of an unknown male discovered in her backyard. Though her arrest initially proved simple, Lavanya Greenwood coming willingly, things took a turn for the worse when she inexplicably died in transport to the local police station, her symptoms consistent with exposure to a potent neurotoxin.

The subsequent postmortem revealed that Greenwood's proximate cause of death was the sudden and massive release of Botulinum toxin directly into her bloodstream, the toxin's origin being a cyst-like gland attached directly to the internal jugular vein. Caused by the delivery of 3000 nanograms of Botulinum toxin type A into the bloodstream, her death was both fast and practically unstoppable; the onset of symptoms occurred almost instantly and concluded with her death less than a minute later. Autopsy of Greenwood's body and the recovered cyst-like gland revealed the latter to be both synthetic and biological, which is to say that it was made of ordinary cells... whose DNA was clearly artificial and used to create a new organ. Further investigation also revealed that the gland was not merely a storage site for the toxin but also a production site, the cyst acting much like an animal's venom gland.

Deeply concerned by the existence of spies in Helghan research labs and their use of biotechnology that not even the Magistracy of Canopus has begun to explore, Republic counterintelligence scrutinised the Greenwood's life with exacting precision; every person she knew and digital breadcrumb she left behind examined for answers, starting with the body in her backyard. While the body's origin and identity remained unknown for a time, a search of Lavanya's house revealed loose floorboards, one of which proved home to a wallet containing a photo-id under the name Khafra Cupid Adesso, hard currency, and several semi-anonymous payment cards.

The follow-up autopsy of Adesso's body revealed that the cause of death was blunt force trauma to the head and that his right eye had been replaced with an advanced cybernetic on par with those of Helghan and its allies, careful examination of which allowed security services to recover images of Lavanya meeting with several other people. Under the circumstances, Helghan analysts were forced to conclude that Greenwood and Adesso likely belonged to rival intelligence agencies and that the former ambushed the latter, either in her home or nearby.

With a series of solid leads and ample reason to continue the chase, Republic intelligence services spent several weeks hunting down both Greenwood's associates and the origins of Khafra Adesso; the former discovered to be other members of the Republic's research establishment. All foreign-born, though hailing from different parts of the Inner Sphere, and all junior members of whatever lab they were a part of, attempts to investigate these persons invariably drew a blank, with each one seeming to have vanished sometime between the launch of the sweep and Greenwood's death in custody. A frustrating and worrisome result, this failure was offset somewhat by the discovery of Adesso's apartment, which contained advanced espionage equipment and Blakist texts.

While Adesso was living in the Republic in the guise of a civilian Information Technology specialist and no evidence was discovered that he was working with others, government analysts believe it likely that he was merely one member of a cell of foreign agents operating within the Republic. Moreover, the discovery of Blakist texts suggests a connection to either ComStar or the Word of Blake, though it's impossible to tell which of the two groups he may belong to, and it may simply be misdirection intended to direct attention from his actual origins. Regardless of Adesso and Greenwood's origins, however, it's clear that one or more effective and technologically advanced spy agencies have decided to operate in the Helghan Republic and that their penetration of sensitive areas, while limited, is better than anyone would like.


Effect
  • Sweep occurs and is very thorough, but part of the price of that is that it still impacts the operation of Republic services in the area. Granted said impacts are minor, but they'll still be felt when the operation launches.
  • Several FedSun operatives are caught on the Taurian border. They were in minor positions and had little access, but have been imprisoned along with those they suborned.
  • A somewhat more concerning FWL agent was captured after subverting people in administrative positions (more info gathering than sabotage-worthy). Nothing too special but noteworthy.
  • Several other agents of unknown provenance were discovered doing similar things and imprisoned. This was followed by the discovery of a third group in a rather more concerning position, and a fourth observing them. Different training suggests a mix of origins.


Military Requisition And Design
-[X] Medium Sub-Capital Laser: Developed at the request of the Helghan Military after the acquisition of capital lasers from the Capellan Confederation, sub-capital lasers are less powerful than their full-sized brethren but weigh substantially less and can be mounted on dropships in large numbers. A single shot from the Medium Sub-Capital Laser is almost equivalent to being hit by a Falconsub-capital missile.

Effect

  • Gain medium sub-capital lasers

-[X] Target Acquisition Gear - Extended Range (TAGER)
---[X] A significant improvement over original samples and derivatives of the TAG systems developed by the Star League, the Helghast design boasts of a 33% increase in range at the expense of being twice as heavy and bulky. (+33% range/2 tons/2 crit slots)


[TAG-ER Rules]

Effect
  • Gain TAG-ERs
-[X] Commissar-A System Defense Monitor (National Guard Vessel)

Code:
Commissar-A Dropship
Type: Military Aerodyne
Mass: 18,000 tons
Technology Base: Inner Sphere (Standard)
Introduced: 3045

Mass: 18,000
Hull: Commissar
Length: 275 meters
Power Plant: Thoralf-Sigurd-Vig Low-Tonnage Fusion Drive Mk. 4
Battle Value: 18,238
Tech Rating/Availability: F/X-X-X-F
Safe Thrust: 5
Maximum Thrust: 8
Armor Type: TVS Ferro-Aluminium
Notes: Mounts 112.5 tons of ferro-aluminum armor.
Armor
    Nose: 328
    Sides: 277/277
    Aft: 226

Fuel: 66.5 tons (2,000)

Manufacturer: Republic Bureau of Ships, Thoralf-Sigurd-Vig, Mechdur-Federal Yards
    Location: Helghan, Detroit, Mir, Rockawellawan, Mechdur
Communications System: Warp Communications Consortium Starbound Mk. III Warp Broadcast Node
Targeting & Tracking System: Pharaoh Lockscreen Astrometric Acquisition System, Beagle Active Probe, Guardian ECM Suite
Propulsion: Helghan Light Starship Antigravity Ring, Fusion Torch
Food & Water: Field Kitchen

Heat Sinks: 325 (650)
Structural Integrity: 25

Cargo
    Bay 1:  Fighter (8)             1 Door
    Bay 2:  Fighter (8)             1 Door
    Bay 3:  BattleArmor (IS) (1)    1 Door

Ammunition:
    20 rounds of Screen Launcher ammunition (200 tons),
    120 rounds of Piranha ammunition (1,200 tons),
    20 rounds of Barracuda ammunition (600 tons),
    300 rounds of LRM 20 Artemis-capable ammunition (13 tons)

Escape Pods: 10
Life Boats: 12
Crew:  10 officers, 12 enlisted/non-rated, 45 gunners, 38 bay personnel, 36 BA marines


Weapons:                                      Capital Attack Values (Standard)
Arc (Heat)                                Heat  SRV     MRV     LRV     ERV   Class
Nose (368 Heat)
2 Sub-Capital Missile Launcher (Piranha)  18   6(60)   6(60)   6(60)    0(0)  Sub-Capital Missile
    Piranha Ammo (40 shots)
4 H-ER Large Laser                          48   3(32)   3(32)   3(32)    0(0)  Laser
6 Laser AMS                               42   2(18)    0(0)    0(0)    0(0)  AMS
3 Sub-Capital Laser (SCL/3)               96   9(90)   9(90)    0(0)    0(0)  Sub-Capital Laser
5 Sub-Capital Laser (SCL/1)               120  5(50)   5(50)   5(50)    0(0)  Sub-Capital Laser
4 H-LRM 20+Artemis IV                       24   5(48)   5(48)   5(48)    0(0)  LRM
    LRM 20 Artemis-capable Ammo (60 shots)
2 Capital Missile Launcher (Barracuda)    20   4(40)   4(40)   4(40)   4(40)  Capital Missile
    Barracuda Ammo (20 shots)
RW/LW (183 Heat)
3 ER H-Large Laser                          36   2(24)   2(24)   2(24)    0(0)  Laser
1 Sub-Capital Missile Launcher (Piranha)   9   3(30)   3(30)   3(30)    0(0)  Sub-Capital Missile
    Piranha Ammo (40 shots)
6 Laser AMS                               42   2(18)    0(0)    0(0)    0(0)  AMS
3 Sub-Capital Laser (SCL/1)               72   3(30)   3(30)   3(30)    0(0)  Sub-Capital Laser
4 H-LRM 20                                  24   5(48)   5(48)   5(48)    0(0)  LRM
    LRM 20 Artemis-capable Ammo (60 shots)
Aft (141 Heat)
1 Screen Launcher                         10   2(15)    0(0)    0(0)    0(0)  Screen Launcher
    Screen Launcher Ammo (20 shots)
4 ER H-Large Laser                          48   3(32)   3(32)   3(32)    0(0)  Laser
1 Sub-Capital Laser (SCL/1)               24   1(10)   1(10)   1(10)    0(0)  Sub-Capital Laser
5 Laser AMS                               35   2(15)    0(0)    0(0)    0(0)  AMS
4 H-LRM 20                                  24   5(48)   5(48)   5(48)    0(0)  LRM
    LRM 20 Artemis-capable Ammo (60 shots)


News and Rumours

Helghan Republic

To the shock of no one, the growing unrest and violence in the Federated Suns' Outback have resulted in refugees fleeing to neighbouring regions, a first in many years. While exact numbers are, as always, difficult to pin down, initial estimates suggest that the Republic and its allies may see as many as 300,000 more refugees arrive in 3047 compared to 3046, a substantial increase that is liable to only grow when Operation Chernobog commences.

Predicted Refugee Acceptance Breakdown For 3047 (+-5%)
Helghan Republic:
3,370,000
Magistracy of Canopus: 1,720,000
Taurian Concordat: 800,000
Aurigan Coalition: 340,000

Continuing efforts to combat the Brotherhood of Righteous on New Oslo, Republic police and Gendarmes, aided by Republic counter-intelligence organisations, launched a series of aggressive infiltration and arrest programs over the April-June period; the programme aimed at breaking up existing BOR cells and reducing the movement's ability to operate. Concurrent with the Republic's broader counter-infiltration sweep, the operation saw substantial success against the Brotherhood, with more than two dozen cells infiltrated, followed by a coordinated series of arrests. While far from wiping out the organisation —something which would require a substantial culture shift across much of the planet— the aggressive campaign against them has nonetheless prevented the organisation from regaining its prior infamy.


Much awaited by the general public, soldiers previously deployed to the Celestial Mandate have finally returned to Republic space after a year spent on the frontline, their welcome home understandably enthusiastic given the situation on the Concordat's border. While polls have shown that the overwhelming majority of Republic citizens view the nation's military in a positive light, and most support the intervention itself, those same polls have revealed that a small but growing number of citizens have begun questioning whether the intervention was worth it. While the total number of deaths experienced by the Republic was small at fewer than 10,000 —nearly half of which were caused by the use of nuclear weapons on Davao— this nonetheless represents the largest loss of life experienced by the Helghan military since the civil war several decades ago.

Moreover, while many agree that the intervention was necessary given the nature of the Celestial Mandate, recent decisions regarding the final makeup of the Mandate —or rather its destruction and dissection— have left some feeling leery about further interventions, with those in question viewing the move as a cost with little benefit for the Mandate's people. However, with that said, many others have begun calling on the Republic to be more aggressive in its interventions rather than less so, those who espouse the view keen to export the Republic's style of government to worlds throughout the Inner Sphere. While both camps lack political power, analysts warn that the situation should be closely monitored lest public approval turn against Republic involvement in such actions.


Aurigan Coalition
Eager to invest in its neighbours, Q2 3047 saw the Aurigan Coalition continue efforts to stabilise the situation on Mandalas; mid-May seeing High Lady Kamea Arano establish the Ka wanaʻao Foundation to help former child soldiers reintegrate into Mandalas' society. A subject often fraught to discuss, let alone navigate, the Foundation's early moves have lit a flicker of hope in the breasts of those watching, early indications suggesting that it is on the right path. Supported by the ORDIHCR, the Ka wanaʻao Foundation has established a series of Interim Care Centers across Mandalas whose purpose is to act as temporary stops for children while their families are identified.

Separated from the command structures that dominated their time as soldiers and reacquainted with domestic life —of which chores, schooling, and play with other children are key pillars— these facilities have begun to slowly ease children back into the communities they were taken from, no child staying in an ICC for longer than two months so far. While some communities have proven less willing than others to accept the children, parents and other family members have proven almost entirely welcoming, and both groups have been provided with classes on how to deal with children traumatised by war. Although the conflict's scars will likely remain for many years, the establishment of the Ka wanaʻao Foundation and the child-focused effort to reintegrate former child soldiers into Mandalas' society are slowly but steadily making a difference.


On a less fraught note, Q2 of the year saw efforts to integrate the systems of Larsha, Merdal, and Sunnywood into the Coalition begin; Aurigan administrators and security personnel flowing into the three systems over several weeks. While initially viewed with suspicion by the citizens of all three systems, the hands-off nature of Coalition personnel, learned during the integration of Hurik and Ward, has quickly seen public opinion shift towards one of wary warmth. Among other moves, the rapid repeal of many Mandate laws and a substantial redistribution of land have earned the Aurigans a great deal of support from the general public. While challenges may still arise, the positive shift in public opinion signals a promising trajectory for the future of these newly incorporated systems.


Apparently quite eager to seal the deal after their extended courting period, June 20th, 3047, saw Darya Sigurdardottir and Adelina Laredo wed in a small ceremony on Coromodir. As reported by Coalition media outlets, the couple exchanged vows surrounded by close friends and family, including Lady Arano and Lord Madeira, who offered heartfelt blessings and congratulations to the newlyweds. While the wedding itself interested only a few within the Republic's government, the subsequent ennoblement of Darya Laredo née Sigurdardottir by High Lady Arano drew substantially more attention.

Granted the system of Ward as both reward for services rendered to the Aurigan Coalition and a responsibility to manage, Lady Darya Laredo is now responsible for the health and prosperity of more than 1.5 billion people. Considering the amount of power and responsibility inherent in the role, it is a virtual certainty that the move was discussed with the Ladies Laredo well ahead of time, years at least. In addition, given Darya's marriage and her new responsibilities, it's likely that she will relinquish command over the Marauders before taking the throne on Ward; the most obvious person to take her place as leader is Amir "Dekker" Kowalski, Darya's current XO and the man who led the unit while she was injured.

While the elevation of Darya Laredo to what is, in effect, the rank of Duchess has taken some of the shine off her reputation within the Republic, only time will tell what lasting impacts the move has within and without the Coalition. While undoubtedly loyal to Kamea Arano, the sudden addition of a new player to the nation's political arena will surely upset some. In addition, while of noble background and boasting extensive experience running a mercenary company, Darya Laredo will no doubt have a challenge transitioning to running a planet, if only because she won't be able to shoot most of her problems anymore.


According to reports for the Aurigan Coalition, attempts to supply Outback rebel forces with small arms have seen middling success over the year's second quarter; only a few hundred weapons successfully smuggled over the border thanks to FedSun vigilance. While a disappointing result, especially given the proximity to Operation Chernobog's launch, those weapons that did arrive have helped offset combat losses to some degree; however, the limited supply of weapons reaching the rebel forces has resulted in a challenging supply situation for many. While some within the ORDI have begun questioning the utility of smuggling weapons given the Federated Suns' redoubled border control efforts, numerous others believe that recent successes with infiltrating the state will ease the passage of future arms shipments.


Taurian Concordat
In keeping with what has rapidly become a theme, Taurian efforts to smuggle light BattleMechs to pro-Taurian groups found themselves struggling with similar issues; two of the shipments were intercepted by FedSun officials, and several more halted before they could even begin when the expected third-party failed to show up. The loss of these vital machines, while not a lethal blow, has substantially hindered rebel groups fighting AFFS units in terms of their military capabilities, and the C-Bill loss is substantial, to boot. As a result of these failures, the Taurians are now reassessing their smuggling operations and exploring alternative methods to provide much-needed support to the rebel fighters.


In much less stressful news, June saw the launch of the Concordat's second Vanguard-Class warship; the anti-gravity-equipped vessel rising into the heavens on a wave of altered gravity. Named the TCW Victorious, the warship has joined its sibling craft on the Concordat-FedSuns border and will complete its shakedown cruise in time to participate in Operation Chernobog.

On a related, albeit much less publicised note, June also saw the Concordat's second 200,000-ton slipway open for business, the Republic's spinward neighbour immediately starting on additional Vanguard-class ships in both its active slipways.


Magistracy of Canopus
In news that is sure to drive the blood pressure of government officials throughout the ORDI through the roof, Q2 3047 saw the Magistracy of Canopus report that its attempts to smuggle combat vehicles into the Outback also met with failure. However, in contrast to the failures of the Republic, Coalition, and Concordat, which occurred as a result of enemy action, the Magistracy's delivery failures appear to be a result of suffering from one's own success; the intensity of combat in the region driving many legitimate traders away. With many independent traders having left in search of more stable and profitable regions, the Magistracy couldn't shift quite as many combat vehicles into the Outback as it had hoped; a company of combat vehicles all that its agents could deliver into the hands of rebels. While far from the worst outcome that could have occurred, such failures are liable to compound the difficulty inherent in fighting state security forces and limit the ability of rebel forces to win.


In keeping with Emma Centrella's promises to the Helghan Ambassador, Safa Karamazov, mid-May saw former Magistrix Kyalla Centrella give a brief interview regarding her sudden disappearance from office. Speaking to one of Canopus' leading talk show hosts in the garden of an exceedingly exclusive medical clinic, the former Magestrix described how a mild brain haemorrhage —mild being a relative term— caused an imagined security crisis and left her too unwell to perform her role for a substantial time. While a very different story from what had been relayed to Ambassador Karamazov by the interim Magestrix earlier in the quarter, virtually every Helghan analyst has since concluded that the woman in the footage is Kyalla and that the story is a version of the truth intended to avoid rocking the boat on the eve of Operation Chernobog.

Unsurprisingly, the implicit backing of the former Magestrix a few weeks before the Electors decided on a new Magestrix saw Emma Centrella's ascension to the role occur without much friction. Taking office mere weeks after her mother's short public appearance, Magestrix Centrella quietly introduced a constitutional amendment to allow the Central Committee to recall Magestrixs and initiate a new election with a 5/8ths majority vote —the body overwhelmingly voting to pass the measure. According to informal and formal polls alike, the new Magestrix is currently seen as a continuity candidate as much as anything else; the vast majority of Canopians see her as someone who could continue the successes of her mother. How Magestrix Emma Centrella will operate in practice remains to be seen, however, the fact that she has kept multiple promises already speaks to either integrity or canniness, or both.


Capellan Confederation
In contrast to the numerous failures experienced by the rest of the ORDI, Q2 3047 saw the Capellan Confederation succeed, albeit to a less-than-ideal degree, at shipping small arms to resistance forces across the Federated Suns' Outback. With zealous FedSun inspectors busy prowling the border and transport capacity limited due to traders fleeing for greener pastures, the Capellans proved able to ship only a handful of small arms to fighters; several hundred weapons were all they could manage despite the ORDI's thorough penetration of the region. Though a disappointing result compared to past actions, the trickle of weapons supplied nonetheless kept many units in the fight.


Similarly, Confederation efforts to lay the groundwork for sabotage operations against loyalist infrastructure proceeded with little issue over the quarter; dozens of Maskirovka agents reportedly worming their way into vulnerable sites across the region whereupon they now lie in wait for the order to go loud. Intended to disrupt planetary infrastructure used by loyalist troops in their fight against pro-ORDI rebels, the success of this operation will no doubt hamper the ability of FedSun security forces to suppress rebel activity and generally make their lives harder. While the success of this operation will remain difficult to determine until well after the trigger is pulled, more than a few analysts have crossed their fingers in the hopes that the ORDI's recent string of misfortunes will break.



Federated Suns' Outback
In rather frustrating news from the AFFS, reports have emerged that, in the face of widespread rebellion from anti-FedSun movements, as many as ten Regimental Combat Teams have been deployed to the Outback to reinforce those units already present. Representing a substantial increase in combat power and experience, the additional regiments have been deployed to man the region's coreward fortifications almost to a unit, no doubt an attempt by the First Prince to draw a line in the sand against rebellion and other forces. However, with that said, several RCTs have found their way into the wartorn Pleiades Cluster and may well have finished entrenching by the time Operation Chernobog begins on July 1st, though there's no indication that the Suns have any foreknowledge about the plan.


Given the ORDI's failure to consistently deliver weapons and other goods to rebel factions operating in the Outback throughout the quarter, it came as little surprise to the Republic's government when late June saw its spies in the Federated Suns' government pass on a copy of a memo from the MIIO implying a conscious effort on the part of the Suns to shut down smuggling routes. Citing the increasing instability in the region combined with the high likelihood that the ORDI will try seizing territory in a very nebulous near future, the memo describes how the MIIO how the MIIO has intensified its efforts to detect and disrupt smuggling activities, utilising a range of surveillance technologies, informants, and interagency cooperation.

According to the memo, the MIIO has also deployed additional intelligence assets to key border regions, among other activities, and implemented stricter border controls, increased patrols, and intensified inspections of cargo shipments. While none of this is surprising as such, the timing will render smuggling activities somewhat difficult and speaks to a growing awareness in the FedSun's government of the seriousness of the situation. Worse still, future efforts to smuggle goods into the region will no doubt encounter substantial difficulties thanks to these measures; the lack of agents within the MIIO itself gives Helghan operations a substantial blindspot.


Despite the ORDI's failure to maintain steady supply lines into the region, the April-June period saw unrest continue to spread across the Outback, ComStar's media service reporting riots and other forms of protest breaking out in several systems and outright rebellion in eight. An impressive repudiation of Military Governor Michael Hasek-Davion's attempts to buy off unrest by quasi-nationalising various companies, these events have reportedly sparked panic back in the Federated Suns' imperial core, the news even making its way into the day-to-day lives of ordinary citizens. While some among the general public appear sympathetic to the plight of the Outback, the overwhelming majority of citizens —the nobility especially— view their actions in an extremely negative light, and many have begun calling even non-violent protestors traitors.

Worse still, recent reports from ORDI operatives indicate a concerning shift in public opinion among FedSun citizens. Previously disinterested in the going on of the Periphery and its inhabitant, there now appears a growing distrust aimed at the Republic and its allies; the ORDI's motives and ideals are being questioned openly on holovision and in print. Additionally, Republic spies have identified the emergence of New Avalonist and Dark Cameronist movements within the nation's core, a substantial concern due to their nature as their far-right ideologies and the historical actions of similar groups. While these groups are currently small, the mere fact of their spread to the broader Federated Suns is alarming and could threaten a great many things should it be allowed to continue unchecked.


Federated Suns
Speaking of the Federated Suns and its view of the Outback region, the close of June saw two more Reynard-class vessels launch and vanish into the depths of space; the total number of AFFS warships raised to three. Luckily for the Republic, however, recent successes with infiltrating the Federated Suns' government means that the Republic is no longer unaware of the ultimate destinations of these ships, armies of analysts piecing together disparate information that suggests that they have been dispatched to points somewhere within 100 light-years of the Concordat-Suns border. Though the presence of these warships will no doubt complicate matters somewhat, the Republic's navy is confident that their low tonnage and low numbers will limit the disruption they could cause, barring some catastrophic error or out-of-context technology —something the Republic does not believe they possess.

Rather more concerning, however, are the reports from Helghan intelligence operatives on Numenor that work has begun on two 200,000-ton slipways. Representing a doubling of the Federated Suns' naval construction capabilities, Republic analysts estimate that these slipways will be ready by the end of 3047 at the latest and will allow the state to build up to sixteen 200,000-ton vessels per year. Additionally, there have been reports from Augusta stating that progress is being made on a second 200kt slipway, which is expected to complete by the end of Q3. Last but certainly not least, investigations by Republic spies have uncovered references to a 400,000-ton design in the bowels of the Federated Suns' Navy, though they have been unable to ascertain any concrete details regarding its design beyond its planned mass.



One-Time C-Bills Changes
-50,000,000 (Combat Vehicles)
-20,000,000 (Heavy Weapons)
-10,000,000 (Small Arms)

Total: -80,000,000 C-bills



Supply Situation - Mandate Intervention
These forces have returned to the republic

Supply Situation - Outback Intervention
Naval Support Capacity: 15/57

  • 3 Noctis cruisers (3 capacity) (Transport capacity: 0.5)
  • 6 Hasta IIId-class cruisers (6 capacity) (Transport capacity: 0)
  • 6 Hecatoncheires-class Escort Carriers (6 capacity) (Transport capacity: 1)
Ground Support Capacity: 4.3/24
  • 70% of Army 3 (3.5 capacity)
  • 8 Mech regiments (0.8 capacity)



Rebel Activity Map


AFFS Locations Map


TDF Plans Map



 
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