Peace In Our Time
Peace In Our Time
Finding the Federated Suns' counteroffer acceptable and hoping for a decisive resolution to the Outback Conflict, the Outer Rim Defence Initiative's five member-states swiftly agreed to the negotiated peace deal. Coming into effect halfway through April and ending the war on a high note, the deal saw the Federated Suns agree to the following terms:

  1. The Federated Suns will give up every system rimward of New Syrtis to the ORDI.
  2. The Federated Suns will permit systems ~35 lightyears coreward of New Syrtis to leave the nation pending the result of planetary referendums.
  3. The Federated Suns will permanently give up territorial claims to the systems impacted by the above terms.
  4. The Federated Suns will pay the ORDI 50,000,000,000 C-Bills over five years (+1AP for 5 years) and Outback systems a further 50,000,000,000 C-Bills over the same period.
  5. The ORDI is permitted to station as many as five divisions along the FedSun-ORDI border for five years (not counting planetary militia/the equivalent), and the FedSuns can't complain about it.
  6. The Federated Suns and ORDI will hand over POWs accused of war crimes to Comstar to stand trial pending the completion of the requisite facilities.
  7. The Federated Suns will pay for the reconstruction of damaged Outback infrastructure if found responsible by the yet-to-sit Comstar tribunal. These payments will initially derive from the 50B C-Bill indemnity paid to the Outback in point 4 but have no upper bound.
  8. The Federated Suns will acknowledge the 2780 secession of the Taurian Concordat and Magistracy of Canopus from the Star League.
  9. The Federated Suns will maintain a Non-Aggression Pact with the ORDI for no less than ten years.
  10. The First Prince will commit to punishing those who ignored the rights of FedSun citizens in the Outback.
  11. The ORDI will pay 24,000,000 C-Bills to the families of those killed on Augusta (-4.8 million per state).
  12. Both sides commit to not looting or destroying civilian infrastructure in the region.
  13. The ORDI will return all captured Federated Suns military space vessels after payment of half of the owed indemnities (3051, if the FedSuns doesn't screw you).

The clear victors in the conflict, April's end saw the ORDI's member nations jointly controlling the fates of more than a hundred solar systems spread over several hundred lightyears of territory, billions of temporarily stateless inhabitants split between them. No doubt an immense surprise to those Inner Sphere powers located far from the Rimward Periphery, the weeks following the end of the Outback war caught reporting on the ORDI's victory bounce from one end of the galaxy to the other. A result which goes against the conventional wisdom that periphery nations are far from a threat to their Inner Sphere counterparts, the ORDI's triumph over the AFFS will no doubt see extensive scrutiny over the coming years in academies and forums the galaxy over. Moreover, and more importantly from the perspective of ORDI diplomats, the victory has bought the alliance some much-needed influence with various factions in the Inner Sphere, Clausewitz' On War as apt in the 31st century as it was in the 19th.

Effect
  • All of the above points.
  • +35 Influence
  • -4,800,000 C-Bills
  • +1AP for 5 years from FedSun War Reparations (ends EOY 3053)
  • A Non-Aggression Pact with the FedSuns until EOY 3058.


However, with peace settled by the year's second quarter, the thoughts of the ORDI's decision-makers quickly turned toward the vast swathe of systems the alliance now claims. Home to many billions of people and dozens of ideologies —competing and complimentary ideologies alike— the region's future is very much up for grabs, the idle discussions of yesteryear given new importance in light of the stunning victory won over the Federated Suns. Unsurprisingly, however, the sheer size of the region, its population, and the varied ecosystem of ideologies have already conspired to complicate the debate, with the Taurian Concordat making clear that it cannot feasibly absorb the entirety of its formerly lost territory and make their inhabitants full-fledged Concordat citizens for economic and political reasons.

Moreover, and complicating matters, were the outcomes of the referendums held in systems between New Syrtis and the 10 lightyear boundary. Run without notable incident and concluding by 3048's end, the results of the referendums revealed more worlds were willing to leave the Federated Suns than initially expected; fully 33 systems voted to leave and take their chances with the ORDI. Unfortunately for cartographers everywhere, the systems that chose to remain a part of the Federated Suns did not always form neat borders. Some, like Oligar, formed enclaves within otherwise ORDI-controlled space, while others, such as New Syrtis, represented the tip of a spear of FedSun territory.

Current Proposed Claims Map
Note: While the Taurians really cannot absorb much more than what they've claimed here given that their charter guarantees things like "the right to move about freely and pursue economic activity; the right to free education, to free or low-cost healthcare, and to a living wage" there is still a bit of leeway. With some effort, they would be willing to take on a handful of additional systems (~5-7) as core territory. The remaining former Taurian systems will need a solution proposed since taking them all would nearly double Taurian territory, impose financial and political burdens, and potentially recreate the same exploitative relationship they rebelled against, none of which is ideal.

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

Note: Everything in blue is what the ORDI is negotiating over. Yes, it is pretty messy.

Also, ignore the Mandate still existing on this map. I need to get an updated map made.

Note: I think I got the CapCon to claim everything it had, but if I've missed anything, let me know.

Every system with an ORDI flag between the black and blue lines voted to leave the FedSuns and is involved in partitioning. Every system below the black line is yours to do with as you will unless marked as FedSun in the above map.

Note: Every system with an ORDI flag between the black and blue lines voted to leave the FedSuns and is involved in partitioning.

Politically, the Pleiades Cluster is inhabited by a mix of Taurian Federalist, Trotskyist-Kerenskyist, and Marxist-Leninist-Kerenskyist groups Meanwhile, Taygeta, Hi-Shi, and Sanrucha see only Trotskyist-Kerenskyist and Marxist-Leninist-Kerenskyist groups. Yes, it is confusing.

As a reminder, here's the page that details the region's notable ideologies:

The Lords of Ruin -- Battletech/Killzone Crossover

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


What apportioning plan does the Republic support?
[] Write-in.
 
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The Apportioning of the Federated Suns' Outback
[X] Plan Alternate Equity
https://forums.sufficientvelocity.com/threads/the-lords-of-ruin-battletech-killzone.52819/page-1004?post=29465486#post-29465486


Having lost a great many systems to the Federated Suns during the disastrous 4th Succession War, it came as little surprise to its fellow members in the Outer Rim Defence Initiative when the Capellan Confederation made clear its desire for the return of Grand Base, Tallin, Ziliang, and many other systems. With their hands full dealing with numerous other solar systems and lacking any reason to push back, the Confederation's allies agreed to the state's proposal —more than a dozen systems handed over with the stroke of a pen. Somewhat understandably, the response from residents of said worlds was both immediate and concerning, with local media swiftly inundated with messages from people fearful that their newly acquired rights would vanish into the aether when the Confederation took power. However, and much to the credit of those reformers who had so dedicated their energies in years past, these protests slowly died away over the months that followed as newly minted citizens of the Confederation woke to find themselves able to criticise the government, obtain free education, receive free healthcare, and participate in the myriad other activities now protected by the Capellan Constitution.

Similarly impacted by the Federated Suns, albeit centuries rather than decades ago, the Taurian Concordat entered the post-war negotiations looking to take back control of numerous systems lost throughout the centuries; long-held memories of FedSun brutality during the Reunification War having fuelled much of the tension between the two states over the centuries. Consisting of a long stretch of systems along the Federated Suns' Rimward border with the Concordat, the systems in question were home to countless billions of people and had been some of the first to rebel —Taurian Federalists, Neo-Jacobinists, and Maoist-Gaullists leading the charge. Generally supportive of the Taurians' claims, the Helghan Republic nonetheless proved to have some concerns about some of the Concordat's proposed changes; Republic diplomats ordered to convince the state's leadership to make minor alterations for regional stability. Over the next month and a half, the Republic's well-honed diplomatic corps called in favour after favour and put their waistlines at risk until, at long last, they managed to convince their counterparts to make more limited claims. So altered, the Concordat's allies in the ORDI quickly approved the claims, and the state received a swath of territory spanning over 300 light years.

With the primary claims of the Capellan Confederation and Taurian Concordat both dealt with, attention soon turned to the remainder of the territory gained by the Outer Rim Defence Initiative, questions over what to do with it erupting like Cadaver Beetles from roadkill. Initially caught off guard by the Republic's change in strategy leading into Operation Chernobog —something that came as a result of the Interstellar Workers Alliance's electoral successes— the rapid progress and exceptional success enjoyed by the ORDI meant that few of the Republic's allies had taken the time to consider what shape the Outback should take after the war's conclusion. While all five member governments agreed that some form of buffer state should exist between the Federated Suns and Taurian Concordat, the number, composition, and even government type of said states remained in flux even after the signing of the peace treaty that ended the conflict. Recognising that this indecision could prove fatal to regional security, the Rimward nation swiftly took advantage of the confusion to propose its own settlement plan, vast amounts of political capital spent to nudge its allies towards accepting the deal.

Recognising that the disparate beliefs of the region's rebel groups would likely not play well together in a single state, the Helghan Republic proposed that the ORDI build two independent states out of what was formerly the Federated Suns' Outback; those systems not already claimed by the Capellan Confederation and Taurian Concordat divvied up according to rebel influence. Named the Federation of Autonomous Systems, the first state proposed by the Republic would be a collection of relatively autonomous, loosely organised system governments controlled by a mix of anarchist and socialist movements whose political views would ensure cooperation without domination. The United Rimward Collective, meanwhile, was envisioned as a centralised state built around the former worlds of the United Hindu Collective —albeit as a far more secular entity— and primarily influenced by socialists and Neo-Jacobinists.

Lacking detailed plans of their own, unoffended by the Republic's proposal, and attacked with a diplomatic blitzkrieg on a scale unmatched in many years, the Republic's allies accepted the proposed deal after only a few months of back-and-forth negotiation. Well aware that these nations wouldn't be able to stand on their own two feet without substantial support in their early years, the Republic also fought hard for a pan-ORDI agreement to give over war reparations and invest in the nations. However, with the region neglected by the Federated Suns for centuries and predictions suggesting that the amount of investment required would be astronomical, support for the Republic's proposal proved far less forthcoming. Persevering despite these challenges, the Republic's diplomats nonetheless converted several influential figures to their cause and achieved a limited victory; the ORDI convinced to collectively support regional industry, the development of as-yet-undecided infrastructure, and give over 80% of the war reparations.

With the matter settled as far as apportioning was concerned, mid-May saw the Outer Rim Defence Initiative move to inform all relevant parties of the creation of both nations and dispatch personnel to begin turning treaty points into reality. Arriving at Taygeta and Firgrove, the proposed capitals of the Federation and Collective, by the end of May, these personnel began working to get buy-in for the idea. Though this endeavour proved far more time-consuming than initially expected, rebel leaders were convinced to sign onto the project, and the two states formally came into existence by June's close.

Effect
  • Numerous systems given over to the Confederation and Concordat.
  • Federation of Autonomous Systems formed out of the systems controlled by the Sin Seda, Marxist-Leninist-Kerenskyists, Trotskyist Kerenskyists, and various other rebel groups.
  • United Rimward Collective formed out of systems controlled by Marxist-Leninist-Kerenskyists, Neo-Jacobinists, Maoist-Gaullists, and other rebel groups.
  • Of the two new nations, the Federation seems to have the most buy-in right now and the least ideological tension. Neither nation has any active conflicts between the various rebel groups involved in their formation, but it's something to keep an eye on.
  • ORDI agrees to give 80% of war reparations over to the Federation and Collective.
  • ORDI agrees to invest in regional industry (this locks you into the investments and will take 84 AP to complete. The region's war reparations will also be applied until they run out).
  • ORDI agrees to support the region with one other investment program (to make this easy, they'll follow your lead on whatever you pick next).
  • -45 influence



Map of the Inner Sphere, 3048
 
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Turn 39 Actions (3048)
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]
Completed Goals
  • Habitability Improvement: Improve the general habitability of one of the Republic's less hospitable worlds. [Success: +5 influence. Failure: -2.5 influence]
  • Modernise 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]
  • 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]

Actions
You have 15+1+1 out of 18+1(warp trader sales until EOY 3049)+1 (War Reparations until EOY 3048) Action Points to spend. (17 out of 20 for those of you who don't want to bother counting)

1 AP is being spent on Portland's planetary yards. 1 AP is being spent on restoring New Oslo's Soletta. 1 AP is being spent on Outback industrial investments.


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.
[] 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.
[X] 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: 1/3]
[] Brotherhood Decapitation Strike: With the Brotherhood of the Righteous riddled with Helghan agents and a thorough map of its planet-wide network sitting in the intelligence service's headquarters, the Republic is now in a position to decapitate the organisation's leadership in one fell swoop. While this will not resolve the problem of the Brotherhood's existence given its origins, it will set the group back years, if not decades.
[] 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, +5 influence]
[] 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, +2 influence]


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:
Note: Aside from the region-wide industrial investments which are already combined, these actions are listed separately so I can show you both their individual cost and how much each Outback nation is investing into them. I would recommend (and expect) you to combine identical actions together to benefit from the ORDI being willing to back you on one (1) other project.

War Reparations Remaining:
  • FAS: 25 | -4AP/turn
  • URC: 25 | -5 AP/turn
[X] Region-wide Industrial Investment: [Progress: 0/84] [Locked Until Completed] [+1 AP from Aurigan Coalition, +1 AP from Taurian Concordat, +1 AP from Magistracy of Canopus, +1 AP from Capellan Confederation, +4 AP from local systems using War Reparations]

Federation of Autonomous Systems

[] Establish National Administration and Rebuild Local Administration (Federation of Autonomous Systems): With many systems home to administrations previously used to exploit their wealth for the benefit of the FedSuns' imperial core —and with many bureaucrats having fled back to the core— rebuilding the much-reduced local governments and creating a framework for working together while retaining the individual autonomy of systems is essential. [-50,000,000 C-Bills] [Progress: 0/5] [Locked Until Completed] [+1AP from FAS]
[] Establish National Taxation System (Federation of Autonomous Systems): Completely lacking a national taxation system, establishing one would allow the FAS to organise and provide numerous goods and services to its constituent systems. [-12,000,000 C-Bills] [Progress: 0/3] [Locked Until Completed] [Requires National Administration]
[] Establish National Judicial System (Federation of Autonomous Systems): While built around the idea of individual systems holding a great deal of autonomy, establishing the framework for the FAS's national judicial system now would help prevent future issues with jurisdiction and the like. [-12,000,000 C-Bills] [Progress: 0/5] [Requires National Administration]
[] Basic Infrastructure and Housing Development and Repair (Federation of Autonomous Systems): Severely lacking in many regions of the FAS in the first place and with the remaining badly damaged during the fighting, rebuilding and expanding the basic infrastructure of planets throughout the Federation would dramatically improve the living conditions of countless millions. [-100,000,000 C-Bills] [Progress: 0/10] [Locked Until Completed] [+1AP from FAS]
[] Energy Infrastructure Development (United Rimward Collective): With many parts of the URC completely lacking in electrification, investing in the widescale development of energy infrastructure will greatly reduce the quality of life disparity in the nation. [-100,000,000 C-Bills] [Progress: 0/15] [Locked Until Completed] [+1AP from FAS]
[] Establish National Education System and Improve Local Education (Federation of Autonomous Systems): Already severely lacking in the first place and with the civil war having further disrupted education services, establishing a national education system and rebuilding the existing education systems of individual planets will help provide a decent education to billions. [-100,000,000 C-Bills] [Progress: 0/15] [Locked Until Completed] [+1AP from FAS]
[] Improve Local Healthcare Systems (Federation of Autonomous Systems): Wildly diverging in quality even before the Outback conflict and badly disrupted by the same, investing in improvements to local healthcare will save countless millions of lives and greatly reduce suffering in the region. [-150,000,000 C-Bills] [Progress: 0/15]
[] Construct a National Healthcare System (Federation of Autonomous Systems): With the quality of the region's healthcare system varying wildly from planet to planet (and the wealth of the patient), building a national healthcare system would do wonders to reduce any remaining differences. [-20,000,000 C-Bills] [Progress: 0/3] [Requires National Administration, National Taxation, and Local Healthcare]
[] Establish National Military (Federation of Autonomous Systems): Though the high degree of autonomy enjoyed by systems within the FAS means that local defence sufficient to ward off pirates is all but automatic, defending against a hostile state requires the creation of a national military operating at the behest of all FAS systems. [-200,000,000 C-Bills] [Progress: 0/5] [Requires National Administration]
[] Humanitarian Aid (Federation of Autonomous Systems): Ravaged by war and extremely poor even before it achieved independence, committing to supplying humanitarian aid to the Federation's systems would go a long way towards improving the lives of its people. [Minimum: -25,000,000 C-Bills/Turn]

United Rimward Collective

[] Establish National Administration and Rebuild Local Administration (United Rimward Collective): With many systems home to administrations previously used to exploit their wealth for the benefit of the FedSuns' imperial core —and with many bureaucrats having fled back to the core— rebuilding the much-reduced local governments and creating a national unity government is vital. [-50,000,000 C-Bills] [Progress: 0/5] [Locked Until Completed] [+2AP from URC]
[] Establish National Taxation System (United Rimward Collective): Completely lacking a national taxation system, establishing one would allow the URC to organise and provide numerous goods and services to its constituent systems. [-12,000,000 C-Bills] [Progress: 0/2] [Locked Until Completed] [Requires National Administration]
[] Establish National Judicial System (United Rimward Collective): Designed to be a more traditional state, establishing the framework for a national judicial system will be key to establishing a working government for the URC. [-12,000,000 C-Bills] [Progress: 0/4] [Requires National Administration]
[] Basic Infrastructure and Housing Development and Repair (United Rimward Collective): Severely lacking in many regions in the first place and with what does exist badly damaged during the fighting, rebuilding and expanding the basic infrastructure of planets throughout the Collective would dramatically improve the living conditions of countless millions. [-100,000,000 C-Bills] [Progress: 0/10] [Locked Until Completed] [+1AP from URC]
[] Energy Infrastructure Development (United Rimward Collective): With many parts of the URC completely lacking in electrification, investing in the widescale development of energy infrastructure will greatly reduce the quality of life disparity in the nation. [-100,000,000 C-Bills] [Progress: 0/15] [Locked Until Completed] [+1AP from URC]
[] Establish National Education System and Improve Local Education (United Rimward Collective): Severely lacking in the first place and with the civil war having further disrupted education services, establishing a national education system and rebuilding the existing education systems of individual planets will help provide a decent education to billions. [-100,000,000 C-Bills] [Progress: 0/15] [Locked Until Completed]
[] Improve Local Healthcare Systems (United Rimward Collective): Wildly variable even before the Outback conflict and badly disrupted by the same, improving local healthcare will save countless millions of lives and greatly reduce suffering in the region. [-150,000,000 C-Bills] [Progress: 0/15] [+1 from URC]
[] Construct a National Healthcare System (United Rimward Collective): With the quality of the region's healthcare system varying wildly from planet to planet (and the wealth of the patient), building a national healthcare system would do wonders to reduce any remaining differences. [-20,000,000 C-Bills] [Progress: 0/2] [Requires National Administration, National Taxation, and Local Healthcare]
[] Bolster Planetary Militia (United Rimward Collective): Badly chewed up during the conflict with the Federated Suns and their former governments, supplying the URC's planetary militia with additional equipment and funding would go a long way to warding off potential pirate raids. [-80,000,000 C-Bills] [Progress: 0/2] [+1AP from URC]
[] Establish National Military (United Rimward Collective): Sure to be a vital part of keeping URC worlds out of FedSun hands, helping the URC to build a national military will be expensive but highly beneficial to the Republic.. [-200,000,000 C-Bills] [Progress: 0/4] [Requires National Administration]
[] Humanitarian Aid (United Rimward Collective): Ravaged by war and extremely poor even before it achieved independence, committing to supplying humanitarian aid to the Collective's systems would go a long way towards improving the lives of its people. [Minimum: -25,000,000 C-Bills/Turn] [Can be altered/dropped at any time]


Alphard Republic:

Naval Support Capacity: 0/12 (use the naval upkeep values)
Ground Support Capacity: 0/1.5 (use the transport size value)
Unrest in the Former Hegemony: Low
Alphardian Self-Governance: Medium (Next level: High)

[] 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
[] JumpShip Yard Development: Having promised to help the Alphard Republic to construct a jumpship yard, it behoves the Republic to get a start on that ASAP. [Progress: 0/2] [Must Be Started By January 3050]


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. [At Max Infiltration]
[] Ferment Dissent [Medium]: By producing and spreading certain forbidden materials throughout the people of this faction, our agents can potentially incite dissent against the powers-that-be.
[] Stage diplomatic incident [Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [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: 0/12 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Continue NAIS Infiltration [Medium-Hard]: Continuing prior efforts to infiltrate the New Avalon Institute of Science is vital if we want access to their latest designs and most secure production sites.
[] Steal research [Hard] [TARGET RESEARCH]: Utilising our agents in research centres and laboratories, we can "acquire" valuable research data.
[] Infiltrate Davion Palace [Hard]: 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:
[] Open diplomatic relations with the 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


Planetary Development:
[] Mineral Surveys (Highwater): A world with a history of supplying its Periphery neighbours with ore, Highwater could do with another round of mineral surveys. ← Will be automatically picked by the Terra Group unless otherwise ordered
[] 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)
[] 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]

[] Fisher Industrial Centre Final Expansion: A final round of investment into the Fisher Industrial Centre will allow the Republic to max out the satellite facility's productivity to 3 battalions worth of mechs per year. [Progress 0/2]
[] Orbital Shipyard (Helghan): Necessary to construct ships massing between 600,000 to 1,000,000 tons due to the limitations of anti-gravity drives, an orbital shipyard over Helghan will allow the Republic to construct much heavier vessels in batches of 3. [Progress 0/2]
[X] Construct Planetary Yards in Portland [Progress: 1/2]

[] Orbital Shipyard (Detroit): Necessary to construct ships massing between 600,000 to 1,000,000 tons due to the limitations of anti-gravity drives, an orbital shipyard over Detroit will allow the Republic to construct much heavier vessels in batches of 3. [Progress: 0/2]
[] 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]
[] Construct a Petrusite synthesis plant on: [LOCATION]
Locations Available:
  • Helghan
  • Portland
  • Mir
  • Rogue
  • Independence
  • Charybdis
  • Detroit
[Can be taken multiple times in a turn, but you can only build one per planet]


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]


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] ← Will be picked by BuPro for sale to the Capellan Confederation if no other option is selected
[] 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 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]
[] 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 SAHLRs. [Can be taken multiple times in a turn]
[] Construct a Forge pack: Task your heavy industry with constructing a pack of three Forges. [Can be taken multiple times in a turn]
[] Construct a Hydra pack: Task your heavy industry with constructing a pack of three Hydras. [Can be taken multiple times in a turn]
[] Construct a Dragon pack: Task your heavy industry with constructing a pack of three Dragons. [Can be taken multiple times in a turn]
[] Construct a Pyrrhus pack: Task your heavy industry with constructing a pack of three Pyrrhuses. [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:
  • Cassilda (None → Small)
  • Detroit (None → Small)

[Can be taken multiple times in a turn]

[] Expand a military defence station over [LOCATION]
Locations available:
  • Caliban (Medium → Large)
  • Charybdis (Medium → Large)
  • Contrilla (Small → Medium)
  • Highwater (Medium → Large)
  • Mantharaka (Small → Medium)
  • Mir (Medium → Large)
  • Rogue (Small → Medium)
  • Tiverton (Medium → Large)
  • New Oslo (Small → Medium)
  • Spencer (Small → Medium)

[Can be taken multiple times in a turn]

[] Construct Secondary Fleet Anchorage in [LOCATION]
Locations available (Must have at least a B rating for both Technological Sophistication and Industrial Development):
  • Portland
  • Mir
  • Rogue
  • Independence
  • Charybdis
  • Detroit

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 automatically picked by the HISSS unless otherwise ordered.
[] 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: 24/80 turns] (+1 AP From Taurian Concordat, +1 AP From Aurigan Coalition, +1 AP From Magistracy of Canopus, +1 AP From Capellan Confederation) [Increased Due To Territorial Expansions]


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


Helghan Bureau Of Ship Procurement (BuPro) (Automated):
[SELECT ACTION]

Note: Selected shipbuilding actions won't count against your AP cost so long as you mark it as being for BuPro using the nation tag. You can only select one build action per turn. The format should be [] ACTION NAME [PURCHASING NATION TAG]

Purchase Interest:
  • Hasta [CapCon] [Magistracy]
  • Hasta IIIC [CapCon] [Magistracy] ← Will be picked by BuPro for sale to the Magistracy if no other option is selected
  • Damascus [CapCon] [Magistracy]
  • Justice [CapCon] [Magistracy]


Research
-[X] Heavy Shields [Progress: 11.6/12]
-[X] Stealth coating [Progress: 3.75/4]
-[X] Long Range Sensors [Progress: 3.6/6]
-[X] Irradiated Petrusite Enrichment [Progress: 9.91/12]
-[X] Capital Missile Countermeasures [3.45/4]
-[] Free Research Slot [1.1/--]
-[] Free Research Slot [1/--]
-[] Free Research Slot [0.7/--]

ORDI Research
-[X] Improved Anti-Gravity Drive [3.6/10]



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
[] Support Irradiated Petrusite Cannon: A man-portable variant of the Irradiated Petrusite Cannons used by the Republic's combat vehicles and mechs, the Support IP Cannon dramatically improves the ability of conventional infantry to combat their power-armour-equipped counterparts and light vehicles. Supplied by a backpack-mounted canister of Irradiated Petrusite, the Support IP cannon is traditionally mounted on a tripod for stability, but exceptionally strong personnel (or those wearing power armour themselves) can fire it on the move.

[] Infantry-scale Irradiated Petrusite Projector: Substantially smaller than the mech-mounted variant that has left infantry so worried in wargames, the infantry-scale IP Projector is a short-range but incredibly deadly weapon able to clear rooms and vapourise living material using short-lived bursts of Irradiated Petrusite.

[] Pn-83 Anti-Material Beamer: A further development on the path first set down by the EX-017 'Auger', the Pn-83 Beamer is a fifteen-kilogram anti-material rifle designed for use by infantry against armoured foes. With an effective range of over 1 kilometre, the Pn-83 fires a compressed beam of Irradiated Petrusite that features exceptional penetration characteristics against modern armours.

[] M-33 'Skyfire' Anti-VTOL Mine: Inspired by recent developments from the Capellan Confederation, the M-33 'Skyfire' is a brand new design from the Helghan Defence Corporation intended to give the Republic military additional options when it comes to defending against VTOLs. Created to prevent low-flying VTOLS and air-mobile infantry from easily traversing the battlefield, the M-33 mine system combines modern sensors and computers with ancient mechanical principles to deliver an effective and easily deployable anti-air package for an affordable price.

[] Pn-100 'Halberd' Anti-Vehicle Mine: Designed by a team at Lacus Odii State Enterprise, the Pn-100 Anti-Vehicle Mine system is, essentially, a single-shot Petrusite Cannon in a can —a field of these weapons able to devastate armoured columns and stall entire advances according to the marketing copy. Though expensive compared to their conventional counterparts, the Pn-100 is exceptionally deadly, and the morale effects of Irradiated Petrusite are not to be discounted, either.

[] Pn-101 'Bramble' Anti-Infantry Mine: Also developed by Lacus Odii State Enterprise, the Pn-101 is the Irradiated Petrusite Projector to the Pn-100's Irradiated Petrusite Cannon —each Bramble mine shooting forth a cone of Irradiated Petrusite when triggered by infantry-scale targets. While its effectiveness against vehicles is rather unimpressive despite Irradiated Petrusite's penetrative power, any organic matter caught in the killzone will be vapourised in an instant. Furthermore, leftover Petrusite will remain in the area for some time, posing a navigation hazard to any infantry unit that attempts to pass through the area.


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 39 Results (3048)
[X]Plan: Construction and Eyes everywhere modified
https://forums.sufficientvelocity.com/threads/the-lords-of-ruin-battletech-killzone.52819/page-1013?post=29615876#post-29615876


Active Goals
Goals close Dec 31st, 3049

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]
  • 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]
  • 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: 2/2]
  • 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]


New Oslo:
-[X] Brotherhood Decapitation Strike: With the Brotherhood of the Righteous riddled with Helghan agents and a thorough map of its planet-wide network sitting in the intelligence service's headquarters, the Republic is now in a position to decapitate the organisation's leadership in one fell swoop. While this will not resolve the problem of the Brotherhood's existence given its origins, it will set the group back years, if not decades.

"The looks on their faces when we came through the door... It was like they'd never expected to get caught. Like we'd broken the rules somehow by tracking them down. After seeing what they did in Kongsvinger, it was like wine." - Trooper Baas, post-raid debriefing.

With New Oslo's Brotherhood of the Righteous having served as a thorn in Helghan's side for many years and also been responsible for numerous heinous crimes in the years since its formation, the advent of 3048 saw the Gemini government ready and willing to consider more permanent means of defanging the reactionary organisation. Though prior efforts to disrupt the group's activities had been broadly successful, with numerous Brotherhood cells broken up and their members arrested, the structure and number of cells involved often meant that some number of the organisation's leaders proved able to avoid capture and go to ground —eventually emerging to rebuild new Brotherhood cells in a planet-wide game of whack-a-mole. Well aware of this fact and unwilling to continue playing along in such a manner, January 3048 saw the Republic make a sea-change in its approach, the January-March period given over to getting eyes on every corner of the organisation's structure in preparation for an overwhelming strike against its members and leadership.

Broadly successful thanks to incredible efforts by Republic operatives and the sheer degree of resources invested into New Oslo previously, the quarter's end saw more than a hundred Brotherhood cells across the planet infiltrated. Among those Brotherhood cells the Republic succeeded in gaining access to were some of the most dangerous terror groups operating on the planet, members of the infamous Black Hand, Iron Arrow, Lund Chapter, and other cells finally identified as a result. With March's close seeing the stage set and all the pieces in place, it came as little surprise to those in the Republic's intelligence services when the Prime Minister finally authorised the long-awaited strike against the Brotherhood.

Obliquely named Obsidian Edge, the operation to defang and decapitate the Brotherhood of the Righteous started at midnight, April 1st, Pyrrhus local time, with security forces across New Oslo swooping into action all but simultaneously. Meticulously planned, guided by detailed intelligence, and featuring several thousand personnel and automata, the synchronised strikes hit the Brotherhood like a hammer blow, tearing apart the vast web of terror cells, paralysing the organisation, and capturing —or killing— scores of members. To the great pleasure of those involved, the operation was so successful that the end of April saw approximately 70% of the Brotherhood's members imprisoned by Helghan security forces and nigh on 80% of its leadership either captured or killed.

However, despite the overall success of Obsidian Edge, sheer dumb luck and the operation's scale conspired to ensure that several targets eluded capture, their escape necessitating the continuation of the operation well into late October. These elusive targets, though individually less well-resourced than the Brotherhood, proved themselves wily and resourceful, exploiting local sympathies and New Oslo's technological backwardness to avoid being identified and tracked. While the following months would see some captured thanks to the diligent work of Republic field agents, 'some' is not the same as 'all', and the operation's failure to round up all of the Brotherhood's leadership left a bad taste in the mouths of many.

However, despite the failure of Obsidian Edge to resolve the Brotherhood problem once and for all, the sheer number of Brotherhood members captured and the amount of damage done to the organisation has left it in an incredibly vulnerable position. Lacking much in the way of resources and personnel any more, the Brotherhood is all but a spent force and will likely remain so for many years. Hesitant to put an exact number on just how long the Brotherhood will remain quiescent, Republic analysts nonetheless believe it will be on the order of years, if not longer.

Effect
  • Decapitation strike goes off in April. Proceeds fairly smoothly with 80+% of the organisation's leadership arrested or killed in the subsequent raids.
  • Remaining members and leaders went to ground. Many were picked up in the months that followed, but some still remain in the winds.
  • Regardless, the overall damage to the organisation should give the Republic and people of New Oslo several years of respite with which to address the underlying problems.

[X] 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: 1/3]
Article:
With a pained sigh, Anna let her book drop into her lap and massaged her temples, the glow of New Oslo's second sun vanishing as she shut her eyes against its chill brilliance. Wrapped in darkness, the comforting weight of her shawl draped over her shoulders, Anna took one slow breath after another and fought to banish the frustration bubbling within her. Slowly at first and then as inexorably as a snowflake's fall, each exhalation carried with it the heat inside her until, at last, she was once again at peace. Reclined in a chair on her balcony, she slowly opened her eyes —satisfaction filling her at the sight of the newly installed glass windows— and once again raised the book.

Thinner than her thumb and with a cover as white as snow, Klaus had all but thrust the book into her hands the moment he'd returned from Rossön's neighbouring city. A gift, he had claimed with a trembling voice and a face as red as his hair, just one of many. Once upon a time, such a thing would have seen them both punished —her for sinning, him for helping her sin— but now, in Rossön at least, such things were just bitter memories of a time best forgotten.

Opening the book and thumbing its thick, cream-coloured pages, Anna smiled as she remembered the man's overly quick explanation and similarly hasty retreat. Illuminated by the second sun's silver light, a forest of unfamiliar words in unfamiliar forms once again confronted her; their drunken dance stilled with a finger as she began to mouth them silently.


Continuing last year's efforts to complete repairs on New Oslo's soletta array, Helghan work crews began the year fresh and ready to resume their labours. Already halfway to completion at January's start, the station's six spidery limbs were soon covered by a storm of tiny stars as hundreds of personnel and automata threw themselves into expanding them. For twelve entire months, the flicker of welding torches greeted all who turned their gaze upon the soletta array; thousands of tons of silver-white trusses manoeuvred into position and attached until, at last, the snowflake-like station had once again doubled in size.

However, even as countless workers lengthened the trusses, countless more laboured feverishly to lay down mirrors by the million. Built in an ever-expanding number of factories across the Republic and shipped across the lightyears by convoys of freighters, the near perfectly reflective mirrors that made up the array's compound structure caught ever more sunlight as workers laid them down. Already a beacon by 3047's end, December 3048 saw the orbiting megastructure transformed into a second sun in New Oslo's skies, more than a billion mirrors directing a river of sunlight to the planet's frozen surface. With only 600 million mirrors and a few hundred metres of metal trusses left to complete, the project's conclusion was just out of reach when Republic workers stopped for the year; the Republic's parliament pushing for one final effort come 3049.

[Progress: 1/3] → [Progress: 2/3]

Effect

  • Work continues on the soletta

Trinity League:
-[X] 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.

"Oh, shit. They really did it?" - Bureau Chief Williamson on being told the news.

Traditionally seen as the least valuable of the Republic's various commitments, the Trinity League bureau had long served as the butt of jokes within the nation's intelligence community thanks to several high-profile but painless failures. While these failures did little to impact the Republic's influence in the region due to good training and more than a little luck, they naturally fed into the erroneous notion that the bureau was a place to dump the nation's less-than-stellar agents and analysts, a typical punchline being the mistaken belief that the SLDF was returning. Given this view —shared by many within the bureau itself— it naturally came as a complete surprise when, after repeated failures, a handful of agents succeeded in infiltrating parts of the Trinity League government.

Slipping over the border in early May, the first wave of agents dispatched as yet another infiltration wave moved slowly and cautiously, gaining trust and embedding themselves within the fabric of Trinity League's bureaucratic machinery as low-ranking administrators, analysts, and clerks. Facing little resistance from the nation's secret police force and armed with deep pockets, these operatives soon took on roles of great utility for the Trinity League bureau, the false histories and backgrounds they generated allowing the second wave of agents to find purchase within the lowest rungs of the nation's military. Though far from the triumphs enjoyed by the Mandate or Federated Suns bureaus, the sheer fact that the Trinity League bureau finally succeeded in embedding agents within the League's government has left many within the Republic's government excited and has even raised the bureau's profile somewhat.

Effect
  • Finally some very good progress is made. Infiltration increases a step.
  • Various parts of the military and national administration are infiltrated, but the secret police and highest echelons of power remain untouched.

Capellan Confederation:
-[X] 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, +5 influence]

"Technological advance is an inherently iterative process. One does not simply take sand from the beach and produce a microchip. We use crude tools to fashion better tools, and then our better tools to fashion more precise tools, and so on. Each minor refinement is a step in the process, and each step must be taken to reach the pinnacle of technological achievement..." - Internal memo regarding the sale of technology to the Capellan Confederation, author unknown.

With the closure of the Outback War and the establishment of two separate nations in what was once the Federated Suns' prime resource extraction zone, the Helghan Republic found itself in dire need of both political influence and millions more C-Bills, both resources it planned to spend in substantial quantities to ensure that the twin nations would prosper over the coming years. Having spent much of the former in the apportioning of the Outback and with C-Bills hard to come by, the Republic naturally turned to its allies in the Outer Rim Defence Initiative in the hopes of meeting both needs —the Capellan Confederation first in the government's sights. While Capellan industrialisation had progressed substantially over the years since its catastrophic loss in the Fourth Succession War, in no small part thanks to the Helghan Republic itself, the sheer number of systems within the nation meant that there was always a need for more and better machinery.

As such, it came as little surprise to the civil servants of the Republic and Confederation when the Republic government proposed a trade deal between the two powers that would see the socialist state sell a selection of its more specialised manufacturing machinery at a generous discount. Ever eager to advance the capabilities of the Capellan state, Chancellor Liao soon seized on this proposal, negotiators hammering out the myriad minor details in a matter of months before delegates from both nations approved and signed the deal. As November shifted into December and the first high-precision machinery landed on Capellan worlds, the Republic's accounts were 50,000,000 C-Bills heavier, and the balance of favours once again leaned toward the Republic.

Effect
  • +50,000,000 C-Bills
  • +5 influence

Outback:
War Reparations Remaining:

FAS: 21 | -6 AP/turn
URC: 20 | -7 AP/turn

[X] Region-wide Industrial Investment: [Progress: 0/84] [Locked Until Completed] [+1 AP from Aurigan Coalition, +1 AP from Taurian Concordat, +1 AP from Magistracy of Canopus, +1 AP from Capellan Confederation, +4 AP from local systems using War Reparations]
"I say to you here and now, listen well! Stop abusing revolutionary scientific discoveries in the making of a cold, mechanistic, and indifferent world. Use science and technology to wipe out the disparities, not cause them. Break free from the modern savagery and focus your mind on humanitarian industrialisation lest we reap the whirlwind of human inhumanity." - Author Unknown, "We Sow the Seeds." Bull and Crow, 14 June 3047. Accessed 23 May 3048.

A region of space left devastated by the Inner Sphere's numerous wars and later allowed to lie fallow while corporations pillaged its resources and built only the infrastructure they required, the Outback region's industrial development had long suffered under the Federated Suns' yoke. Lacking much beyond the basic industries as a result, the people and systems of the Outback, for centuries, had been forced to import large quantities of goods from the Suns' imperial core; the high costs of which proved a constant drain of wealth from the Periphery systems and only ever allowed them to tread water. This hugely exploitative relationship kept the Outback poor even as companies involved in everything from mining to agriculture made vast sums of money and ended alongside the Federated Suns' ownership of the Outback —billions of people left wondering how their newly formed nations could survive without it.

Having considered the issue extensively before apportioning the region and the foundation of the Federation of Autonomous Systems and the United Rimward Collective, the Republic and its allies swiftly introduced themselves to the problem.

Beginning in late April of 3048, the five member nations of the Outer Rim Defence Initiative immediately moved to ease the region's industrial burden; warp- and JumpShips from all over the Periphery setting out for the newly-made nations bearing cargos of machinery and personnel to resolve their woes. Landing throughout the region less than a month later, the multinational army of workers immediately moved to carry out their labours, nigh on a decade's worth of experience supporting industrial development guiding their actions. Across more than fifty solar systems, ORDI personnel did everything from replacing woefully outdated machinery with new and more efficient versions to running intensive crash courses for technical subjects.

With so many nations supplying so many goods for so many old hands, it came as little surprise when, by the year's end, the first of many new-type factories came online within the two nations; their production lines rapidly spinning up to meet the ravenous demands for equipment, parts, and processed materials.

[Region-wide Progress: 0/84] → +2 from FAS +2 from URC + 5 from ORDI → [Region-wide Progress: 9/84]

Effect

  • Work starts on the industrial investments

-[X] Establish National Administration and Rebuild Local Administration (Federation of Autonomous Systems + United Rimward Collective) [FAS Progress: 0/5] [URC Progress: 0/5] [+1 AP From Taurian Concordat, +1 AP From Aurigan Coalition, +1 AP From Magistracy of Canopus, +1 AP From Capellan Confederation]
"We admit no government by divine right; that all are equal, and that the only legitimate right to govern is an express grant of power by the people and their unions." - Chairwoman Angèle Labelle, inaugural address to the Aucaran Praesidium.

Having established two minor nations in what had once been the Federated Suns' Outback, the Helghan Republic rapidly got to work ensuring that they would be more than nations-in-name only; countless administrators, lawyers, and other resources dispatched to both the Federation of Autonomous Systems and the United Rimward Collective to help the two nations build functional federal governments. Aware that its resources were limited, especially given the need to invest in so many other areas in the region, and that a failure to establish effective governance would be catastrophic for the ORDI's goals, the Helghan Republic called on its friends and allies to assist it in the effort. No doubt sharing the Republic's concerns, Helghan's fellow ORDI members responded to its requests with pleasing celerity, the Aurigan Coalition, Magistracy of Canopus, Capellan Confederation, and Taurian Concordat all committing substantial resources to the project within the first months of its start.

The less traditional of the two nations, the Federated of Autonomous Systems was nonetheless the first to see ORDI personnel land on its soil, cutters stuffed to bursting with personnel arriving on a round-the-clock schedule in preparation for the challenges they knew would come. Composed of nearly two dozen systems with a combined population of more than 70 billion total, the Federation had been created by the ORDI from a collection of systems either ruled by or supportive of four very different ideologies —those same groups sold on the idea with promises that the FAS would be, as the name suggests, a federation of systems voluntarily joined together rather than a single unified state which would impose its will and beliefs on its member systems. Well aware that they could not backtrack on this matter lest they cause the entire project to fail out the gate, the ORDI instead leaned into the idea, the first task of the lawyers and diplomats dispatched to the region being to devise a national charter that would simultaneously grant individual systems near complete autonomy when it comes to their mode of governance and internal laws while also allowing for federal-level organisation when it comes to subjects like defence, healthcare, and education.

For twelve months, scores of ORDI personnel laboured to devise a charter that would prove acceptable to the nascent FAS's proposed member systems, diplomats extracting the desires of various political groups and lawyers transforming them into obliquely worded but comprehensive legal structures. Aided by many within the region, albeit sometimes reluctantly, mid-October saw the final draft of the charter produced by ORDI personnel, and the remaining months saw it approved. Taking inspiration from as many sources as there are stars in the sky thanks to the international nature of the lawyers and diplomats involved, the final charter organises the nation into a confederal system where each member system elects a single representative to a parliament primarily empowered to manage international diplomacy and trade, national self-defence, and national level programs such as healthcare and education. While unwieldy and slow, especially if it were to somehow grow over the years, the system nonetheless leaves as much autonomy as possible to the individual systems without the risk of instability —or, at least, that is the hope.

Beginning shortly after the FAS, efforts to establish a national administration for the United Rimward Collective proceeded with gratifying speed thanks to the more conventional nature of the work and the enthusiastic support enjoyed by some quarters. Similar in size and population to the Federation of Autonomous Systems, the United Rimward Collective was made by the Outer Rim Defence Initiative out of systems containing only a handful of political groups, Maoist-Gaullists and Neo-Jacobinists the two most dominant schools of thought, and Marxist-Leninist-Kerenskyists coming a distant third. Lacking the political diversity of the Federation and with the primary philosophies all involving some form of traditional statehood, the planetary governments of the Collective were naturally inclined towards membership in a unitary state. As such, bringing the systems on board with the idea proved comparatively simple for ORDI personnel, the ease of designing the Collective's charter offsetting the head start enjoyed by those working in the Federation.

By December's close, the ORDI's personnel within the United Rimward Collective had completed a charter for the developing state that would organise it like a traditional interstellar state and brought the various systems on board with the idea. Though —as with the Federation— the physical infrastructure and procedures for the collective's government had yet to be built, the charter nonetheless gave a detailed description of how the nation would and should operate: the broad strokes being a presidential parliamentary democracy similar to the Republic. Far more dynamic than the Federation in its design, the Collective would be able to react to developments far faster, though achieved this speed by abrogating a great deal of local autonomy.

[FAS Progress: 0/5] → +1 from FAS + 2.5 from ORDI → [FAS Progress: 3.5/5]
[URC Progress: 0/5]→ +2 from URC + 2.5 from ORDI → [URC Progress: 4.5/5]

Effect

  • -100,000,000 C-Bills
  • All the nitty gritty of the governments have been designed and the systems brought onboard. (Also some local gov infrastructure issues have been sorted, but I'm lazy)
  • All the annoying infrastructure work will happen next turn.

-[X] Basic Infrastructure and Housing Development and Repair (Federation of Autonomous Systems + United Rimward Collective) [FAS Progress: 0/10] [URC Progress: 0/15]
"In these homes, we found more than just warmth and shelter; we found our own quiet strength, echoes of our resilience, and the simplicity of a second chance. They are not palaces, but they are foundations for a better world. Built brick by brick from yesterday's struggles and mortared with tomorrow's hope." - Étienne, Ankur H. "Superblocks." Conversations From the Cafés Along the Rue des Thermopyles, edited by Evgenia Sala, Marauder Manuscripts, 3049, pp. 17-18.

Often caught in the crossfire between loyalist militias, AFFS personnel, ORDI troops, and rebel armies, the years-long Outback conflict had proven devastating to everything from sewage systems to houses; whole planetary states left shattered by the time the Federated Suns sued for peace and withdrew. So terrible was this damage that, in a secret report to the Helghan government published in early February, Republic analysts predicted that a failure to act swiftly could see billions displaced and millions more killed by exposure, disease, and other ills. Alarmed by the report's findings and gravely concerned by the harm such an astounding internal migration could cause, the Republic responded with commendable efficiency, the state's ruling party authorising an immediate and massive effort to repair the worst damage. As March turned to April, the first vessels arrived in the Federation and the Collective, the flotilla of craft bearing hundreds of millions of C-Bills worth of material aid and legions of labourers.

Confronted with images of devastation unseen outside of the Succession Wars —a gift of the years-long, variable-intensity conflict between rebel groups and their opponents— Helghan's reconstruction force immediately got to work doing what it could across the region. Aided by vast swarms of automata and two Horus MKIIs, Republic personnel worked around the clock to carry out their labours; the remaining months of the year seeing innumerable structures demolished and rebuilt, thousands of kilometres of sewage and water pipes patched and repaired, and damaged electrical infrastructure replaced wholesale. Aided by locals and kept supplied via the network of depots established to support Operation Chernobog, the work proceeded slowly but steadily, the Outback's scarred cities and towns slowly transforming as new growth strained through the old.

However, despite the rapid progress made by Republic workers in restoring basic infrastructure, the sheer amount of damage and the sheer number of systems involved was such that years of work remained even by New Year's Eve. While Republic efforts had seen tens of thousands housed in new and rebuilt communities boasting clean water, warm houses, and the myriad other basics of human life, scores more found themselves stuck in refugee camps scattered across the Outback; sprawling carpets of hastily built homes made from salvaged materials present on every continent. Nonetheless, as the clock struck midnight on New Year's Eve, the presence of Helghan repair crews and the knowledge of their homes' steady rebuilding engendered a positivity among the people of the Federation and Collective, the moods of both reportedly buoyant despite the harsh challenges they faced.

[FAS Progress: 0/10] → +1 from FAS + 0.5 from Helghan Republic → [FAS Progress: 1.5/10]
[URC Progress: 0/15]→ +1 from URC + 0.5 from ORDI → [URC Progress: 1.5/15]

Effect

  • -200,000,000 C-Bills

-[X] Energy Infrastructure Development (Federation of Autonomous Systems + United Rimward Collective) [FAS Progress: 0/15] [URC Progress: 0/15]
"I believe that access to electricity and light can radically improve people's lives. Billions across the Outback have no access to electricity, many rely on kerosene lamps for light, oil burners for heat, and muscle-powered pumps for water. These things are expensive, difficult, or hazardous to operate, and all can be rendered obsolete by a single generator." - Salka Heimisson, Helghan-Canopian artist, opening address of the ORDIHCR's 8th meeting of the Standing Committee, Canopus.

Concurrently with efforts to rebuild the basic infrastructure of the Federation of Autonomous Systems and the Unified Rimward Collective, and funded by the same massive infrastructure bill, the Helghan Republic launched a truly colossal program to deliver electricity to the countless millions left without throughout the Outback region. One part necessity to support the vast industrial development sponsored by the Outer Rim Defence Initiative across the region and one part booster shot for the Outback's quality of life, the decision met with substantial local support from the governments and publics of the FAS and URC. Utilising many of the same personnel and equipment as the infrastructure rebuilding efforts, those in charge reasoning that it would not dramatically impact the rebuilding, Helghan's electrification task forces quickly got to work; efforts to spread electrification across more than two dozen planets beginning in late April and only increasing as time passed.

Equipped with an astounding variety of tools and located on planets whose environments differed as wildly as their inhabitants, the solutions envisioned by the electrification task forces to their troubles were as varied as their planets were —a host of potential means of producing and delivering power raised, examined, and either accepted or dismissed depending on local conditions. On the Terran world of Ashley, for instance, Republic work crews and their automata laboured for several months to install vast fields of solar panels and the massive network of powerlines needed to carry their output, a full half of the planet's population able to enjoy the benefits of electricity by December's close. Meanwhile, on the freezing planet of Mandaree, whose sun was a mere spit of light in comparison, Republic warpships delivered fusion reactors of every size and configuration —the majority of the protium-guzzling machines arriving by the start of July, and the remainder of the year spent connecting one isolated hamlet after another to the slowly growing planetary power grid.

Yet, amid this triumph, the vastness of the Outback remained largely untouched by the radiant glow of electricity, the sheer scope of the task rendering the whole of the Republic's efforts frustratingly slow even as individual continents and planets enjoyed rapid change. Though December 31st saw millions upon millions of people able to enjoy electricity for the first time, countless millions more had yet to see it, and estimates suggested that it would be years before the task would be complete. However, despite the overwhelming nature of the effort, those involved in seeing it through reported confidence in their ability to do so, and preparations were already being made for 3049's labours.

[FAS Progress: 0/15] → +1 from FAS + 0.5 from ORDI → [FAS Progress: 1.5/15]
[URC Progress: 0/15]→ +1 from URC + 0.5 from ORDI → [URC Progress: 1.5/15]

Effect

  • -200,000,000 C-Bills

-[X] Humanitarian Aid (Federation of Autonomous Systems + United Rimward Collective) (1 turn)
"There are spectres haunting the galaxy —spectres of war, famine, and disease. Every day, we see stories of refugees escaping violence, discrimination, disaster, massed at often unwelcoming borders, risking their lives in leaky dropships and failing JumpShips for the chance of a better, safer life. Until we can deliver the political solutions that create peace and prosperity, we must implement the humanitarian solutions that create hope. The need is great, but so are the opportunities to make a difference." - Doctor Thisbe Eoin, Keynote Speech, ORDIHCR's 8th meeting of the Standing Committee, Canopus.

Having committed so much to the Outback region already, it came as little surprise when the months immediately following the prising of the region from the Federated Suns' grasp saw members of the Republic's peace party successfully argue for a one-time aid package for the two nations —an astounding 50,000,000 C-Bills earmarked for humanitarian aid. First discussed in early March, debated in April, and finally approved in May, the move saw the Republic split fully half of its C-Bill revenue for the year between the Federation of Autonomous Systems and the United Rimward Collective. Grateful for the influx of liquid currency, a relative rarity in the immediate aftermath of their independence even with the expropriation of so much of the local nobility's wealth, local governments used the money to purchase everything from food to medical supplies, clothing, tents, and sometimes, nothing at all —C-Bills simply given to those in need so that they could purchase whatever they required.

However, despite the immense impact of the aid package, or perhaps because of it, it proved challenging for the Republic to meticulously track the journey of each C-Bill as they moved from local government to those in need —some quiet critiques raised regarding potential corruption. Regardless of these critiques, estimates provided by the Outer Rim Defence Initiative High Commission for Refugees (ORDIHCR) painted a compelling picture of the aid's far-reaching effects, estimates suggesting that many thousands survived the year as a direct result of the package's existence.

Effect
  • -50,000,000 C-Bills
  • Will auto cancel next turn as requested

FAS Project Tracker
[X] Establish National Education System and Improve Local Education (Federation of Autonomous Systems) [Progress: 0/15] [Locked Until Completed] [+1AP from FAS]
[Progress: 0/15] → [Progress: 1/15]

URC Project Tracker
[X] Bolster Planetary Militia (United Rimward Collective) [Progress: 0/2] [Locked Until Completed] [+1AP from URC]
[Progress: 0/2] → [Progress: 1/2]



Alphard Republic
-[X] JumpShip Yard Development: Having promised to help the Alphard Republic to construct a jumpship yard, it behoves the Republic to get a start on that ASAP. [Progress: 0/4]

"Safety Doesn't Happen By Accident!" - Helghan Republic Health and Safety Warning Poster, Alphard Republic Shipyard Construction Site, 7 July 3049

Having promised the Alphard Republic assistance with the construction of an orbital shipyard capable of JumpShip construction back in 3047, Helghan's Malkiewicz government immediately moved to make good on their commitment come the new year; a quintet of vessels bearing the appropriate materials and workers arriving in orbit by mid-February. Ordered to lay the groundwork for what would eventually be a sizable shipyard, the personnel and their army of automata took only two months to clear out a section of the planet's orbital band and establish a resource depot composed of a cluster of hastily assembled pressure vessels. With the depots complete by early May, a steady stream of freighters arrived from the Republic's core systems to deliver vast quantities of goods and personnel, a veritable river of material flowing from one Republic to the other.

Labouring in the merciless vacuum of space, swarms of automata flying all around them on AG thrusters, workers wearing armoured EVA suits spent the remainder of the year assembling the shipyard's skeleton piece by piece over Alphard, the products of a half-dozen worlds given shape and order according under their watchful eyes. Starting life as little more than an orbiting depot, a year's work saw the pressure vessels swiftly transformed into a vast cage twice the size of a Hasta-class cruiser, its reflected light visible from the surface like a city on the wing.

Though only half-finished by the close of December and little more than an empty prism —the incredibly fragile and valuable assembly machinery still being constructed back in the Republic— no time was wasted when it came to hiring workers. Across spaceport bars and technical colleges throughout the Alphard Republic, recruiters for the newly established State JumpShip Manufacturing Bureau enticed qualified workers to sign contracts with promises of high wages and free training; the flow of signups growing from a trickle to a raging torrent in only a few months. So successful was this effort that, as December finally waned in favour of January, all positions had been filled and a backlog of hirees had formed, every one of them eager to begin work come 3052.
[Progress: 0/4] → [Progress: 1/4]

Effect

  • Work begins on the Alphard JumpShip yard. Expected to take ~4 years to complete thanks to purchasing a lot of items from the Magistracy rather than shipping them straight from Helghan.

-[X]Write-in: Request (and or recommend) the Alphard Republic to join ORDI as a associate member.
Hoping to capitalise on the diplomatic cachet of having defeated the Federated Suns in a regional conflict over the Outback systems, the Outer Rim Defence Initiative, or, more specifically, the Helghan Republic, immediately moved to invite the nearby Alphard Republic into the alliance as an associate member. Ordinarily an act that would take extended negotiations with the other ORDI states before coming to fruition, the Alphard Republic's status as an ORDI nation-building project, combined with Helghan's own influence from having supplied most of the military power for Operation Chernobog, conspired to make the outcome a forgone conclusion; all four of the Republic's allies giving their assent within days of being asked. Thus, with the go-ahead given, the Republic immediately ordered its ambassador to extend the organisation's official invitation to the nation's leaders, the man doing so by mid-year.

Surprisingly, despite the immense diplomatic credentials gained from the defeat of the Federated Suns, the Republic's investment into Alphard, and the overall benefits of joining the ORDI as even an associate member, the Alphard government proved hesitant to accept the invitation immediately. Citing the economic restrictions imposed by membership in the ORDI Customs Union —mainly the tariffs placed on goods from outside the ORDI— Alphard's government signalled that it would require assurances that its ongoing development efforts would not be adversely affected by associate membership. Eager to see Alphard in the ORDI and confident that the ORDI as a whole could fulfil any needs the state had, the Republic and its allies quickly dispatched negotiators to see the task through.

Arriving mere months after the invitation, these diplomats immediately launched an extensive lobbying campaign to convince the nation of the ORDI's utility, the diplomatic shock-and-awe campaign targeting key positions throughout the Alphard government. Citing everything from the alliance's industrial might to its technological edge over the Inner Sphere, these diplomats slowly but surely began to worry away at the Republic's resistance until —in 3048's final quarter— the dam finally burst, and the Republic relented. Finally convinced that the benefits far outweigh any potential costs, November 3rd, 3048, saw the Alphard Republic agree to join the ORDI as an associate member; the deal planned to come into effect on January 1st, 3049.

Effect
  • Takes a surprising degree of effort to talk them around, in large part due to the ORDI customs union make external trade expensive, but eventually they're talked around.
  • AR governments signs treaty and will officially become an associate member on Jan 1st 3049.

Rasalhague:
-[X] Send the Republic Diplomatic core to open relations with the Free Rasalhague Republic using a civilian jumpship owned by the Helghast Republic.

Fresh from its triumphant victory over the Federated Suns and with the Inner Sphere finally forced to take notice of the Outer Rim Defence Initiative's power, the Helghan government began 3048 by capitalising on its newfound notoriety with diplomatic efforts. Having previously attempted to establish meaningful relations with the Free Rasalhague Republic, only to be rebuffed by the nation's Riksdag with a curiously standoffish message, the Republic's government decided that an eight-year wait was long enough and once again offered an olive branch to the coreward democratic state. Dispatching a letter of notice to the Riksdag and one of the Republic's best diplomats, Vasily France, to Rasalhague, the Malkiewicz government could only wait as the months flew by until, in early October, Portland's HPG received a priority message from Rasalhague's capital.

Received with an admixture of trepidation and excitement, the contents of France's letter were both better and worse than had been hoped.

According to Vasily France's communique, the Free Rasalhague Republic proved very welcoming of Helghan's outreach compared to their earlier response; the coreward nation received him and his staff with all the pomp and circumstance their position entitled them to. Arriving after news of the ORDI's victories over the Federated Suns had, France found himself accorded far more respect than he'd been expecting the stark difference between the Riksdag's current response and the response of eight years ago difficult to align. However, despite the greater respect with which they were treated and Rasalhague's more welcoming attitude, the nation's rulers remained somewhat cautious towards the Helghan Republic. According to France, after months of effort, the distant state has agreed to swap embassies with the Republic and should do so sometime earlier next year but has thus far proved resistant to anything more.

While far from an open-arms welcome, the distinct shift in Rasalhague's tone, combined with their cautious agreement to exchange embassies, is a dramatic change compared to events of eight years ago. Moreover, with embassies established, future diplomacy between the Republics will likely prove far simpler and less contentious. However, the vast distance between the two states will ensure such diplomacy remains slow for the foreseeable future.

Effect
  • FRR is cautious but slightly positive towards the Republic upon being introduced. Quite a reversal from the previous attempt to forge diplomatic ties with them, but it's likely it's due to your changed status in the Inner Sphere.

Free Worlds League:
-[X] 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.

"The hell of it is that I publish 90% of my work as investigative reporting to keep up my cover, and no one is any the wiser. Hell, it's gotten me nominated for an award!" - Codename Sparrowhawk, 3048.

Well aware that knowledge is power and keen to clarify its understanding of events occurring within the famously fractious Free Worlds League, the Helghan government began 3048 by cutting orders to the nation's intelligence services to restart infiltration efforts against the Inner Sphere nation. So ordered, the agencies promptly dispatched operatives to the coreward realm, with dozens of agents arriving in bordering systems over a matter of months before slowly worming their way over the border, aided by those already present. To the great relief of those who feared a repeat of earlier failures, a fortuitous combination of luck, skill, and preparation ensured the operation's success, with dozens of agents arriving in the Free Worlds League free and clear of suspicion, each one primed to infiltrate the nation.

Well-versed in the nuances of League culture thanks to the Republic's existing agents and benefiting from the fact that the League was, at least ostensibly, a democracy, these operatives immediately assumed roles in various legitimate occupations. Adopting the personas of journalists, emigres, skilled labourers, and other valuable workers, these agents quickly embedded themselves throughout League society and, in less than a year, had meticulously fostered contacts throughout the nation. While far from the degree of intelligence penetration achieved against the Federated Suns —the League's federal government still far out of reach— the success of the infiltration effort against the League saw the Helghan in a far better position to observe events occurring within the nation and influence the same.

Effect
  • Infiltration goes well. Increase infiltration by a step

Planetary Development
-[X] Orbital Shipyard (Detroit) [Progress: 0/2]

With the destruction of Detroit's orbital shipyard in the final days of the Outback intervention a sore point for many both on Detroit itself and throughout the Helghan Republic, it proved unsurprising when the Malkiewicz government quickly announced an emergency rebuilding program to replace the lost yards and preserve Detroit's shipbuilding industry. Fully funded and authorised by April's end, the rebuilding program immediately got to work, with a flotilla of vessels bearing many hundreds of vacuum-rated workers dispatched to the Detroit system. Arriving in orbit in early May, these workers found themselves posed with the question of how to clean up the orbital band occupied by the remains of the previous shipyard, its shattered bulk growing more dangerous with each passing day.

However, thankfully for the Republic and its rebuilding program, prior experience gained during the process of restoring New Oslo's soletta proved its worth; the same array of lasers and carbon nanotube nets once used to de-Kessler New Oslo's orbits turned to the task of doing the same for Detroit. Aided by automata and dedicated small craft, Republic personnel spent several months sweeping the space above Detroit clear of everything from paint flecks to tumbling boulders; thousands of tons of metal and other substances run through the guts of a Horus and turned back into the usable material. With the smallest and most dangerous pieces of the wreckage cleared by the close of August —larger pieces being both easier to track and slower moving— the start of 3048's final quarter saw the Republic's workers shift gears and make a start on the replacement.

Aided by the sheer amount of material recovered from the wreck of the prior shipyard, work on the new shipyard progressed rapidly, with three embryonic slipways taking shape above Detroit. Though only half-finished by the close of December and little more than kilometre-long hexagonal prisms, the slipways proved a great balm to the people of Detroit, the government's popularity seeing a sharp uptick in response to their appearance.

[Progress: 0/2] → [Progress: 1/2]

Effect

  • Work starts on replacements to Detroit's orbital shipyards.

-[X] Fisher Industrial Centre Final Expansion: A final round of investment into the Fisher Industrial Centre will allow the Republic to max out the satellite facility's productivity to 3 battalions worth of mechs per year. [Progress 0/2]
"And he said, I can turn a jack, I can lay a track, I can pick and shovel too

(Can you swing a hammer boy?)

I can. I'll do anything you hire me to."
- The Legend of John Henry, Johnny Cash.

Eager to improve the Fisher Industrial Centre's production capabilities as part of an effort to increase the availability of battlemechs throughout the Helghan military, the Republic's parliament began 3048 by authorising a substantial expansion to the FIC's production lines. Hiring a great many of the people previously employed by Detroit's temporarily defunct shipyard, the Republic's construction service began work almost immediately; countless engineers and automata worked tirelessly to carve out vast chambers beneath Detroit's soil. Taking shape under the careful attention of experienced engineers over the year, the cavernous semi-cylindrical chambers that would host the expanded production lines were completed by late September, with final preparations for machinery installation taking until December to complete

Similar in scope to prior expansions of the facility, these new chambers promise to substantially increase the FIC's production capabilities, with initial estimates suggesting an improvement by as much as 30%. While still smaller and less productive than Helghan's Zulim Taw facility, the increase will nonetheless have a noticeable impact on the Republic's overall production of battlemechs and see a further 10,000 people employed once completed.

[Progress: 0/2] → [Progress: 1/2]

Effect

  • Work starts on final upgrades to the FIC

Military
-[X] Construct a MAWLR-II pack
Effect

  • +1 MAWLR-II Pack
  • Complete Expand MAWLR Corps goal

-[X] Construct a military defense station over (Detroit)
Effect

  • Detroit gains a small MDS.

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

  • +2 Mech Regiments, +2 mech battalions

-[X] Write in: Army-Navy reorganization (details being written)
As the last representative wrote the final signature on the peace treaty between the Federated Suns and the member-states of the Outer Rim Defence Initiative, the Rimward section of the known galaxy found itself entering what promised to be a lengthy period of peace for the first time in an age; the ever-present need for military readiness reduced somewhat by the non-aggression pact signed in late March. Faced with such an unprecedented turn of events and with their attention no longer consumed by the need to make war, once latent factions within the Helghan's military quickly moved to seize the day; the first request for a committee meeting into proposed changes to the Republic's military received mere weeks after the peace treaty was signed. Met with a bewildering number of factions whose members —ranging from all backgrounds and branches— supported an equally dazzling variety of schools of thought, the Malkiewicz government soon relented to their combined pressure. Establishing a committee to review the various propositions by mid-June, the Republic's ruling government invited its military's various factions to make their case for change, a flood of proposals arriving by mid-April.

For several months, the Republic's Armed Forces Committee met with representatives from more than two dozen separate cliques; proposals major and minor were tabled before it and scrutinised relentlessly. While many of these proposals proved too minor to bother with, such as slight restructurings of strike craft formations, reliant on technology that didn't exist yet, such as the complete automation of Helghan combat forces, or simply too politically thorny to consider, such as the development of Irradiated Petrusite superbombs, one group of officers made a submission that was both meaningful enough and doable enough to be worthwhile. Dubbed the Beehive Plan, the submission tabled before the committee proposed a complete restructuring of the Republic Army's combat elements considering the nation's substantial technological developments and an adjustment to the Republic Navy's operational plans and role-naming conventions.

Having remained unchanged since before Helghan arrived in a new universe, the Helghan Army had long found itself playing a secondary role to the Navy due to the latter's greater utility in preventing piracy and intimidating foes. Relegated to the bench as a result, Army leadership could only watch and wait as the successive governments lavished the Navy with attention —cybernetically augmented troopers the largest shakeup the organisation had seen in well over a decade. However, with the Beehive Plan, this was all about to change.

A wide-ranging and transformational proposal that would impact all the Republic's military branches, the Beehive Plan called for, among other things, Helghan Divisions to be divided into two categories according to their exact makeup: A and B Divisions. Commanded by a Major General, both A and B category divisions would consist of five brigades of mechanised infantry and armour, with A Divisions hosting an additional square regiment of one-hundred and forty-four battlemechs and B Divisions hosting an additional dropship's worth of aerospace equipment. Each brigade would consist of two Regiments (plus VTOLs, heavy artillery, anti-air, and ASFs) that are, in turn, made up of three battalions, themselves made up of two infantry companies and two armoured companies. Designed to be transported by a Halestorm-class transport, both category A and B divisions can split evenly among the Halestorm's six Beehive-class dropships —hence the plan's name.

Easier to transport, more heavily armed than existing units, and easier to plan around on an operational level, the Beehive Plan was scrutinised extensively by the review committee before being kicked upstairs when it became apparent that no lethal flaws were immediately apparent. Failing to find any flaws deeper in the plan, with support for the plan growing throughout the Army, and with the brief interregnum likely to be the only time it would have to make drastic organisational changes to its military, the Republic's ruling government soon found itself unable to do anything but implement the plan's recommendations; formal adoption announced in early September to the merriment of those who developed and proposed it.

Wary of institutional inertia taking hold and stalling the change, the Republic military immediately initiated a phased rollout of the plan across its formations. Beginning with the Helghan 1st Army, traditionally the least active formation, before growing to include the 8th, 3048's remaining months were spent reorganising the formations and running wargames to get all members used to their changed circumstances. Unsurprisingly, while reports from these units in question were broadly positive towards the changes, the extensive changes have somewhat diminished the effectiveness of unit leadership, a trend that will persist until personnel fully acclimatise.

Effect
  • Beehive Plan has been approved. Republic military is currently reorganising in a phased manner.
  • It will likely take a year or two to change every existing army over to the new structure. Changed formations will take a few months to adapt to the change and leadership will be slightly lower until they get used to things.
  • Complete reorganisation plan is here: Helghan 3048 Military Reorganization

[X] Construct Planetary Yards in Portland [Progress: 1/2]
"I like trains. I like their sway and rhythm, and the freedom of being suspended between two places. On trains, all anxieties of life are taken care of, and, for a single moment, I know where I am going." - Anonymous, Portland, 3048.

With last year's efforts having left Portland dotted with half-completed slipways and a vast network of disconnected maglev lines and resource distribution centres, 3048 saw Helghan workers redouble their efforts to expand Helghan's shipbuilding capacity away from the capital world. As the first days of January dawned, citizens of Portland awoke to see vast swarms of automata labour to extend the planet's newly made maglev networks with the mindless intelligence of insects, laser-straight rail lines extending out towards spaceports and dry docks. Growing by kilometres per day under the machines' tender ministrations, these maglev tracks joined as they approached their destinations, the steel paths collapsing again and again until they resembled nothing less than the trunk of a planet-circling river. Powered by Portland's growing number of fusion reactors, each completed rail line saw a commiserate boost in the productivity of workers constructing slipways as they were turned over to shipping materials and their automata reassigned.

Greatly aided by the steadily improving flow of construction materials and components, work on the slipways themselves improved dramatically as the year progressed; the empty shells built last year quickly filled out with construction machinery. Left concerned by the AFFS strike on the Republic's WarpComms connection to the frontline and then wracked with paroxysms of fright after the successful destruction of Detroit's orbital shipyard, each passing day saw the Republic's parliamentarians and General Staff grow increasingly —and paradoxically— worried that a similar event would occur. However, and fortunately for the nerves of both, this was not to be; the final days of the year saw a score of shipyards open across Portland's surface —a far cry from what Helghan-proper could boast but sufficient to shift some of the eggs out of one basket.

[Progress: 1/2] → [Progress: 2/2]

Effect

  • Portland can now construct starships.
  • +30 upkeep points

Terra Group (Automated):
[x] Mineral Surveys (Highwater): A world with a history of supplying its Periphery neighbours with ore, Highwater could do with another round of mineral surveys. [Progress: 0/2]
[Progress: 0/2] → [Progress: 1/2]

Warp Communications Consortium (Automated):
[X] FTL Comms Expansion. [Progress: 24/80 turns] (+1 AP From Taurian Concordat, +1 AP From Aurigan Coalition, +1 AP From Magistracy of Canopus, +1 AP From Capellan Confederation) [Increased Due To Territorial Expansions]
[Progress: 24/80] → [Progress: 29/80]

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.

Effect

  • HISSS explorers find only empty systems without life or much value.
  • I'm not wasting time on empty systems :V

Helghan Bureau Of Ship Procurement (BuPro) (Automated):
[X] Hasta-IIIC Magistracy

Effect

  • +6 influence (+3 per Hasta-IIIC


Research
-[X] Heavy Shields [Progress: 11.6/12]

[Progress: 11.6/12] → + 2 (base research) + 0.2 (20% ORDI Research Agreement) → [Progress: 13.8/12]

The result of feedback from military personnel who found the capacity of existing energy shields lacking during short-duration, high-intensity engagements, Heavy Energy Shields trade production efficiency and material costs for sheer defensive capabilities. 60% tougher than existing energy shields, Heavy Energy Shields offer units equipped with them greater survivability on the battlefield, albeit at the cost of a more difficult and time-consuming construction process and zero improvement to regeneration speed. Currently only available for naval vessels (dropships-sized and up), continued research into the field should result in variants small enough to fit onto Mechs, ASFs, and even power armour.

NameTypeHeat/Turn ActiveWeight (Tons)Shield PointsRegen Rate/TurnCritical Slots
Heavy-Duty Energy ShieldsCapital10010001400-C1-C--

Completed with 1.8 overflow!

Effect

  • Can equip naval vessels with Heavy Energy Shields

-[X] Stealth coating [Progress: 3.75/4]
[Progress: 3.75/4] → + 1 (base research) + 0.2 (20% ORDI Research Agreement) + 0.05 (Taurian Engineering Graduates) → [Progress: 5/4]

Initially proposed by the Republic's intelligence service during Helghan's efforts to spy on the then Aurigan Directorate, research into stealth coatings had been put off by successive Republic governments due to the laundry list of more pressing matters that needed tending to first. However, with the resolution of many of these issues and the growing utility of intelligence gathering, thoughts invariably turned once again to materials that would allow Helghan spy ships to operate in hostile space in relative safety. Given a mandate (and funding) to produce said substances only a few years prior, December 3048 saw Helghan scientists report success with the development of Carbon Nanotube-based Radar-absorbent metamaterials.

The material, while as dense as standard aerospace armour, is comparatively brittle and unsuitable for use on war machines. However, it can absorb a wide range of radio frequencies, especially those utilised by spacecraft and aerospace monitoring systems for positioning and tracking, making it a perfect stealth coating for long-range observation platforms. As a happy side effect of the substance's development, Republic scientists have also come up with some interesting theories regarding the properties and manipulation of photons —a subject they are eager to explore in the future.

Completed with 1.0 overflow!

Effect

  • Halfway to being able to build the Bug-Eye and similar spy ships
  • Gained Normal Stealth Research Bonus (10%) x1

-[X] Long Range Sensors [Progress: 3.6/6]
[Progress: 3.6/6] → + 1 (base research) + 0.2 (20% ORDI Research Agreement) → [Progress: 4.8/6]

-[X] Irradiated Petrusite Enrichment [Progress: 9.91/12]
[Progress: 9.91/12] → + 2 (base research) + 0.2 (20% ORDI Research Agreement) → [Progress: 12.11/12]

Originally conceived as little more than an experiment into methods of removing non-irradiated Petrusite from samples of Irradiated Petrusite produced in the lab, interest in the concept of Petrusite enrichment blossomed in response to the subsequent Lab 5 Incident. Though no one came to any serious injury during the incident and repairs were a simple matter, the total vaporisation of a Petrusite Test Apparatus combined with the generally positive results of the experiment convinced many in Helghan's government to fund further and more directed experimentation. Delayed somewhat by the need to build an off-world research lab on one of the moons of Helghan-V, many fearful of a larger incident on Helghan triggering adverse effects across the planet, research into the subject proved highly enlightening; experiments succeeding in producing increasingly pure samples of Irradiated Petrusite with correspondingly energetic interactions.

After experimenting for three full years, Helghan scientists finally settled on a method of purification that used a combination of artificial gravity and precisely controlled magnetic fields to separate irradiated and non-irradiated Petrusite; the substances were sorted into distinct layers by gravity, and the non-irradiated Petrusite was then removed from the surface layer using a magnetic field. While difficult and time-consuming to carry out, the process ultimately produces a highly enriched slurry of Irradiated Petrusite whose behaviour and effects have fascinated many of the researchers involved in the enrichment project. While no practical benefits of the substance have yet emerged, Republic military scientists are confident that the highly reactive substance will form the basis of next-generation tactical and strategic weaponry given time and further research.

Completed with 0.1 overflow!

Effect

  • +0.5 research speed for Petrusite Research. Unlock additional research options.

-[X] Capital Missile Countermeasures [3.45/4]
[Progress: 3.45/4] → + 1 (base research) + 0.2 (20% ORDI Research Agreement) → [Progress: 4.65/4]

Faced with an unpleasantly deadly weapon in the form of the Federated Suns' Bomb-Pumped X-Ray lasers, which can strike outside the effective range of traditional point-defence systems, the Helghan government quickly moved to combat the threat to its aerospace forces. Lavishing Republic scientists with funding and labelling the project a top priority, it took only a few years before research into the matter bore fruit. The product of many sleepless nights and simulated engagements, the ER Laser Anti-Missile System was unveiled by Helghan scientists in late 3048 to the great relief of military and political figures alike.

Twice the mass of existing Laser Anti-Missile Systems, more expensive to produce, and less heat efficient, ER LAMS nonetheless offer a substantial advantage over traditional LAMS in the form of a 100% increase in their effective range. Relying on superior focusing apparatuses and fire-control systems to achieve this improvement, ER LAMS can effectively engage targets that an ordinary LAMS would have trouble tracking, let alone hitting, and can do so without reduced effectiveness at close range. Given this improvement, ships equipped with ER LAMS can even cover nearby vessels from missile attack, though this would require them to be only a few hundred kilometres away —practically spitting distance. While the proof of the system's effectiveness will ultimately rely on real-world engagements, simulated engagements suggest that the system could have interception rates as high as 83-85%, a dramatic increase over current interception rates.


NameTypeHeatDamageRangeTonsCritical SlotsAmmo Per TonSpecial
ER-LAMSEquipment10Special Weapon Rules--31--Acts as AMS


Completed with 0.65 overflow!

Effect

  • Can stick ER LAMS on things.

-[X] Swarm Robotics [1.1/8]
[Progress: 1.1/8] → + 1 (base research) + 0.2 (20% ORDI Research Agreement) + 0.05 (Taurian Engineering Graduates) → [Progress: 2.35/8]


-[X] Shielded Smart Robotic Systems [1/2]
[Progress: 1/2] → + 1 (base research) + 0.2 (20% ORDI Research Agreement) + 0.05 (Taurian Engineering Graduates) + 0.5 (50% Helm Memory Core (Copy)) → [Progress: 2.75/2]
Ever eager to improve the effectiveness of Helghan automata and wary of the effectiveness of electronic warfare systems on current versions of the same, the Helghan Republic spent a great deal of time, money, and effort developing systems to counteract the effects of ECM interference. Ultimately succeeding in mid-3048 after years of steady progress, Republic scientists proudly demonstrated their accomplishments by pitting a suitably modified Super Voidseeker Ein against a dumb drone equipped with a Guardian ECM unit. Able to overcome the drone's jamming thanks to the scientists' improvements to the control system's ECCM and internal logic and error-checking systems, the Super Voidseeker proceeded to annihilate the drone to much acclaim from the military representatives present.

Completed with 0.75 overflow!

Effect

  • Drones now have Shielded SRCR

-[X] High-Gain Transceivers [0.7/10]
[Progress: 0.7/10] → + 1 (base research) + 0.2 (20% ORDI Research Agreement) → [Progress: 1.9/10]

ORDI Research
-[X] Improved Anti-Gravity Drive [3.6/10]
[Progress: 3.6/10] → + 1 (base research) + 0.2 (20% ORDI Research Agreement) → [Progress: 4.8/10]


Military Requisition And Design
-[X] Pn-83 Anti-Material Beamer
-[X] M-33 'Skyfire' Anti-VTOL Mine
-[X] Pn-100 'Halberd' Anti-Vehicle Mine
-[X] Pn-101 'Bramble' Anti-Infantry Mine



News and Rumours

Helghan Republic

Though early 3048 saw the end of the Outback war, refugees from the region not only continued to arrive in ORDI space but grew in number as the months progressed. While early estimates proved somewhat vague, a post-facto census determined that an additional 500,000 refugees arrived compared to the same time last year. Humanitarian aid to the Federation of Autonomous Systems and the United Rimward Collective, though slowing this increase by providing resources for refugees in situ, proved insufficient to stop its rise. As a result of these factors, the ORDIHCR has only become more strident in its demands for more funding.

Predicted Refugee Acceptance Breakdown For 3048 (+-5%)
Helghan Republic:
6,900,000
Magistracy of Canopus: 2,000,000
Taurian Concordat: 1,300,000
Aurigan Coalition: 400,000


In related news, the ORDIHCR's leadership council has formally petitioned the ORDI for additional funding to support an expansion of activities into the Outback. Predicted to cost many millions of C-Bills per year per ORDI state, ORDIHCR personnel believe such an expansion is necessary to support the region's inhabitants and reduce the number of people seeking a better life elsewhere. While not a particularly controversial move among the public of ORDI states, it would be a substantial expense, and giving money to the ORDIHCR and not the FAS or URC could weaken the legitimacy of the latter and risk tensions between the organisation and states.


Shocking no one, the advent of peace across the former Federated Suns' Outback territory has met with much rejoicing from the Helghan people —the return of troops to Helghan borders resulting in a collective sigh of relief. Though losses were ultimately light at only 6,000 or so dead, several thousand fewer than had died during the Mandate Intervention, the steady stream of coffins returning to the Republic had slowly begun eating away at public support for the conflict. However, with the conflict's end and its thus far successful result, many are hopeful that it will be some time before Helghan is drawn into another conflict.


As part of the peace treaty that ended the war in the Outback region, the period immediately following the treaty's signing saw the Republic —somewhat reluctantly— hand over those prisoners fated to stand trial for war crimes to the Federated Suns. Forced to do so by the treaty itself, the move has received mixed responses from all sectors of not only the Helghan Republic but also the ORDI as a whole, the Federation of Autonomous Systems, and the United Rimward Collective. While many people accept that such a handover was a precondition of peace that has saved many lives, the more cynical have stated that they believe the Federated Suns will try to take advantage of the deal and have been vocal about it. Though most of those handed over by the Republic are relatively minor figures, and the Suns' government is unlikely to go out on a limb for them and discard its diplomatic credibility, the big one —and the primary cause of criticism— is Duke Michael Hasek-Davion.

Captured towards the end of the conflict and responsible for a great many deaths and even more torment, Duke Michael-Hasek was and is the centre of a great deal of attention domestically and internationally. Imprisoned aboard a Helghan warship for some time and kept under constant surveillance lest he attempt to elude justice as other notable war criminals historically have, the Duke was given to the Federated Suns along with several dozen other prisoners in exchange for a guarantee that he would be kept under house arrest and produced for trial on pain of interdiction. Transported to New Avalon via a Command Circuit, the Duke and his fellow prisoners arrived in mid-July to a mixed response from FedSun citizens; clashes between protestors blaming him for the war and counter-protestors claiming he did nothing wrong reported by ComStar news services. After making it through the gauntlet of protestors, Hasek-Davion was reportedly sent to an unnamed country estate until called upon, while the others were taken to a military base on New Avalon.

In contrast, of the handful of prisoners captured by the Federated Suns and handed back to their respective ORDI states at the war's end, those accused of war crimes are low-level grunts, captured MechWarrior/ASF pilots, and a handful of officers.


In more positive news, agricultural output on Helghan has only continued to flourish thanks to the Republic's terraforming efforts. Still not enough to render the planet self-sufficient foodwise, the growing availability of local products has substantially boosted public confidence in the Malkiewicz government. Having already undergone one renaissance after the swath of trade deals with the Republic's neighbours saw the cost of foodstuffs plummet and their availability increase, the local production of new foods and spices has naturally triggered a second renaissance.

Traditionally featuring braised meats, stewed vegetables, naturally sour ingredients, and a lack of spices —largely due to the difficulty of growing them and the cost of imports— prior visitors to the planet often stereotyped Helghan cuisine as tough, bland, and overly sour. However, with the recent infusion of spices and exotic ingredients, this stereotype has not only shattered, but their newfound availability has triggered a surge in culinary creativity. Helghan chefs, once confined by traditional ingredients, now experiment with a spectrum of flavours, and interest in Helghan cuisine has skyrocketed throughout the Republic's allies.

Rather amusingly, while interest in Helghan cuisine has grown outside of the Republic, Helghan-proper has seen an explosion of interest in fusion cuisine with dishes that are cultural touchstones elsewhere in the ORDI mixed and matched with wild abandon. In the capital of Pyrrhus, for instance, visitors and locals can find a table at the Bierhalle am Revolutionsplatz and enjoy Canopian churrasco, Helghan bratkartoffeln, and Taurian tarte tatin all the while watching the ice skating in Revolution Square below. Similarly, party-goers and red-eye fliers alike often choose to recover from the night's activities with fast food from Capellan Fried Chicken or Aurigan sapa sui.


Aurigan Coalition
As part of a standard, albeit secretive, process designed to ensure ORDI research programs aren't unnecessarily overlapping, the Aurigan government has revealed that its scientists hold substantial knowledge regarding the structure of Petrusite and its unique interactions with hyperspace. While still far from comprehending all the complexities of the substance and the mechanism by which it forms, the development represents the conquering of a substantial stumbling block, and a more complete understanding will be sure to follow.


Begun last year, Kamea Arano's program to clean up Panzyr's junk-filled orbital bands has only accelerated over the past 12 months; tons of debris swept from the skies above the planet every week. Utilising home-grown technologies inspired by those used in other ORDI states, the project has received warm reviews from all corners of the Aurigan Coalition, most especially on Panzyr itself. Though the journey onto Panzyr requires guidance from ground-based tracking stations and will likely do so for many years, the knowledge that every passing day sees more debris cleared has buoyed the spirits of the planet's inhabitants. Further bolstering the mood on the ground has been the Aurigan Government's investment into the planet's industries, a multi-million C-Bill fund established to boost the development of various sectors of Panzyr's economy.


Per the Aurigan Coalition's earlier estimates, 3048 has also seen the nation complete work on two more 500,000-ton naval shipyards. Located on Coromodir and Guldra, respectively, the two shipyards join the one on Mechdur to grant the Coalition a trinity of military production facilities. No doubt intended to form the seed of a much more expansive industry, work has already begun on additional slipways at all three sites.

On a related note, November 3048 also saw the Aurigan Coalition's first-ever home-built warship launch, the Halcón-class Destroyer Halcón rising from Mechdur's surface and joining the Nafanua in orbit. A well-armed and well-protected vessel, the Halcón represents an incredible accomplishment for any modern nation, and early wargames suggest that it will be very deadly when used correctly. Though the Aurigan Coalition was forced to purchase some of the design's components from its allies to complete the Halcón, it nonetheless places the tiny nation in a respectable third place within the ORDI when it comes to building warships.

Halcón Destroyer


Taurian Concordat
In an interesting move from the Calderon government, August 3048 saw Thomas Calderon appoint his son, Edward, as the Minister for Trade and Colonisation as part of a shakeup in the Taurian civil service. Historically a somewhat neglected ministry due to the Taurian Concordat's abject refusal to engage in meaningful relations with the Federated Suns —its nearest and largest possible trading partner— the Concordat's long-term membership in the ORDI has seen the ministry grow from an entity primarily concerned with domestic trade into one responsible for managing vast financial transactions between the Concordat and its allies. A capable and clever man by all accounts, Edward replaced the outgoing Quintin Sharrow only two months after the 80-year-old retired and has thus far avoided rocking the boat overly much.

While few know the exact reasons why Thomas appointed his son to the position rather than another candidate, many believe that it is preparation for the role of Protector, and speculation has already begun as to when Thomas Calderon may retire. Internationally, the Concordat's allies have adopted a wait-and-see approach in light of Edward's status as something of an unknown factor despite his positive image. Domestically, meanwhile, the move has made few waves, with the Taurian public seemingly busy celebrating the ORDI's victory over their long-time rival and the state's recovery of stolen territory.

With all that said, however, the shakeup has not been without its noteworthy events.

Only a month after the governmental shakeup, Protector Calderon gave a press conference announcing the integration of fourteen wildcat colonies on the nation's spinward border. While the press conference proved light on details, what little was shared described a series of colonies settled by refugees, explorers, and other wanderers, each of which had independently petitioned to join the Taurian Concordat. Recognising this for the flimsy justification that it was and fearing that the Concordat might have used military force, the Republic leaned on friendly figures within the Concordat government who told an altogether more interesting story.

According to the story given to the Republic, Edward's installation as minister for Trade and Colonisation and the overall shakeup in the Taurian government came after select figures informed the Protector —via Edward— that a secret colonisation program had been occurring behind his back. Organised by the Far-Lookers movement and managed publically, this effort was initially supported by the Concordat's colonisation tax breaks. However, after Thomas Calderon ended the tax breaks in 3025, colonisation secretly continued —partly paid for by diverting government funds. While this diversion ended some time ago after Far-Looker investments matured to the point they could handle the costs on their own, a political struggle within the movement combined with the growing difficulty of hiding the colonies led to one faction throwing themselves at the Protector's mercy.

Fortunately for all involved in this grand deception, while Thomas Calderon wished to have everyone involved shot for their crimes, Edward and his mother convinced him to "merely" remove all traces of their influence in the Concordat's government and take over management of the colonies. A very generous deal, all things considered, only time will tell how long it will take the Protector to clear his government of Far-Looker influence and whether it's ever publicly acknowledged.


Lending credence to the rumours that Edward is preparing to take on the role of Protector, late August also saw Edward Calderon and Dr. Thisbe Eoin announce their engagement. Longterm, and often long-distance, paramours, the relationship between the two had been the subject of fascination by Taurian media for many years, with most scrutiny falling on Dr. Eoin's role as head of the ORDIHCR. Either a leading figure in the fight for human rights or a bleeding-heart do-gooder depending on the exact Taurian asked, Dr. Eoin's job has seen her make many demands of the Concordat government in the past, and it's unlikely that marriage to Edward Calderon will change that. Preparations for the wedding, which will take place on Taurus on January 20th, 3049, have already begun, and fighting among Taurian socialites for invitations is reportedly heavy and vicious.


As cautioned during negotiations to apportion the Outback, the Taurian Concordat has found itself heavily burdened by its recovered territories —the systems recently acquired from the Far-Lookers not helping the matter despite their smaller population base. Home to many millions of people and undeveloped for their age, the need to provide the Outback systems with everything from a modern healthcare program to decent education systems has forced the Concordat government to reevaluate its budget for the next few years; drastic cuts at every level of government planned to take place. Though not more than the state can bear, the news of the budget cuts has triggered some grumbling in the Taurian home systems despite the generally ebullient mood of the general public.

However, within the newly acquired systems, the mood remains cautiously positive towards the Concordat, with only minimal conflict between former rebel groups. Seemingly driven by the notable increase in healthcare availability, the lack of repression, and the many other benefits of Taurian citizenship, areas like the Pleiades Cluster have generally been free of the kind of friction one would expect to see in new territories, Protector Calderon allowing the newly installed planetary governments a free hand in how they govern so long as they obey the Concordat's charter. While Republic analysts are too cautious to promise anything, barring any catastrophic errors, they're reasonably confident that the region should only continue to stabilise over the next few years.


As with the Aurigan Coalition, 3048 also saw the Taurian Concordat complete work on two 500,000-ton capacity naval slipways. Joining the Concordat's existing 200k and 500k slipways, these construction sites are a clear sign of the Concordat's desire to become a naval power in the region —likely due to the demonstrated effectiveness of warships in recent times. Not content to make do with merely four 500k-ton slipways, the end of the year saw Concordat companies break ground on two more construction sites. In addition, the Concordat has informed the Republic that it will continue building slipways for the foreseeable future.

Given the Concordat's clearly stated goals, it was no surprise when June 3048 saw the nation launch two representatives of its new Auroch class frigate design. Massing 500,000 tons, heavily armoured, and outfitted with numerous energy weapons, the Auroch class is the most dangerous warship the Taurian Concordat has designed to date.

Auroch Frigate


Magistracy of Canopus
According to the latest viewership figures released by Hardcore's Professional Combat Association, interest in the planet's gladiatorial mech games has spiked dramatically over the past year, with each month seeing an average of 10% growth in viewership. No doubt the result of the 3048 season's larger number of competitors and the larger prize pool on offer, themselves a direct result of Canopian investment, Hardcore's games have drawn in many Solaris fans disenfranchised after allegations of match-fixing and produced a record profit for the PCA. With additional arenas under construction —many of which will feature custom-sculpted terrains designed to recreate real-world battlefields or encourage gladiators to fight in particular manners— the PCA is confident that the 3049 season will be even more popular.

Speaking of the 3048 season, the overall winner of the 3048 Hardcore Games proved to be the Alphard Republic's very own Zephyr Castillon. Piloting an heirloom Shadowhawk and fighting for the Sabertooth Stable, Zephyr defeated the grand championship's other six competitors in a record-breaking, hour-long fight. Winning the Hardcore Belt, the million C-Bill prize pool, and the adoration of millions of fans across the galaxy, Zephyr will no doubt return to defend her title from all-comers next season.


In militarily more relevant news, late 3048 saw the Magistracy of Canopus inform its allies that it cracked the secrets behind null signature technology. First developed by the Terran Hegemony in 2630, the Null Signature System is a complex and highly delicate series of passive and active electronic countermeasures and heat baffles that combine to mask a BattleMech's heat and electromagnetic signature. Though far from being the kind of cloaking system featured in blockbuster holo-flicks like the Immortal Warrior series, now on its tenth film, Null Signature Systems allow equipped mechs to stealthily approach targets and render those same mechs far harder to hit at range. Difficult and expensive to produce for the same reason it is so effective, Null Signature Systems have already generated a great deal of interest among the other ORDI states, and the Magistracy has already unveiled a pair of mech designs making use of the technology —one brand new, and the other a variant of the Marauder II.

Black Heron BLK-RN

Marauder II MAD-5G


Capellan Confederation
No doubt pleased to keep up with its allies, late July saw the Capellan Confederation quietly inform the other ORDI states that its workers had finished work on four additional 500k-ton slipways; the total number of Capellan slipways up to six by the year's close and two 1,000,000-ton capacity shipwards well on the way for a 3049 delivery. Naturally, it was no surprise when the Confederation followed this report by ordering multiple new slipways with a 500k-ton capacity, nor when it informed the ORDI about the completion of its first new warship in centuries.

Equivalent in mass to the Auroch and Halcon, the Capellan Confederation's Carson II Frigate is a warship very much designed to fight other warships. Starting from the well-understood design of a Carson Destroyer, Capellan engineers dramatically shrunk the class's expansive cargo bays to only a fraction of their original size, the logic being that the Carson II would not need to show the SLDF's flag around the known galaxy for months at a time without resupply. With these savings, these engineers proved able to expand the vessel's hanger and add two Barracuda capital missile launchers, a plethora of Helghan-pattern medium lasers and Laser Anti-Missile Systems, as well as the internal bracing for two docking collars.

In addition, the Capellans swapped the design's single heat sinks for doubles and removed the original design's gravity deck —rendered useless thanks to gravity plates— to clear up space for 500 additional heat sinks. Finally, they replaced the entire engine assembly with one that can provide far higher thrust —albeit needing to eat into fuel storage to fit it— lopped off 10,000 tons of excess weight and up-armoured the vessel. Essentially a radically new design at this point, the exemplars of the class, the CCS Sian and CCS Victoria, are currently undergoing shakedown cruises in preparation for deployment on border patrol.
Carson II Frigate 3048


As if to mirror the advances made by the Aurigan Coalition and the Magistracy of Canopus, mid-3048 saw representatives from the Capellan Confederation's bureau for medical prosthesis announce several impressive manufacturing breakthroughs. While nothing the Republic and Magistracy haven't already achieved, these breakthroughs will allow the Confederation to construct high-end cybernetics locally, dramatically lowering the cost of cybernetic limbs for amputees. To the military mind, however, the most important aspect of this achievement is that it will allow the Confederation to make use of cybernetically augmented troops; suspicions only inflamed when October 3048 saw calls put out across the CCAF for volunteers meeting stringent criteria reminiscent of those used in the Republic's cybernetics program.


Federation of Autonomous Systems
In worrisome news from the Federation of Autonomous Systems, early 3048 saw a mercenary company formerly employed by Michael Hasek-Davion attempt to strong-arm locals on the planet of Okains. Badly battered by Helghan-equipped rebels during the Outback conflict and cut loose by the Federated Suns after the peace deal, the merc unit managed to slip through the ORDI's still over-extended anti-piracy patrols and deployed mechs near a major port city on the planet. Apparently seeking to seize trade goods on their way out of the region, the mercenaries attacked the city's port district and captured the warehouses there.

Fortunately for Okains and the Federation as a whole, while the planet lacked a HPG with which to call for help and ORDI warships weren't scheduled to arrive before the mercenary's JumpShip could recharge its KF drive, the planetary militia and their Helghan associates were all veteran warriors and the government willing to lose the contents of the warehouses. As a result, what the mercenaries expected to be an easy skirmish followed by hasty looting proved, in actuality, to be a pitched battle that saw their intended prize turned to ashes. Surrendering after a quarter of their number were destroyed or disabled, another quarter surrounded, and their dropship boarded by a militia Valkyrie, the mercenaries-cum-pirates are currently awaiting trial on Okains. While the outcome is far from certain, many across the FAS expect them to serve many years in the planet's penal system.

While Okains' successful defence means that one less pirate group is out there plaguing the region and is proof of the planet's continuing ability to defend itself, the sheer fact that pirates landed on Okains in the first place is inherently concerning. Furthermore, while the war's end has allowed the Republic to recommit warships to anti-piracy duty and its allies in the ORDI have deployed their warships to assist, the region's size makes preventing piracy difficult in the extreme.


United Rimward Collective
Similarly, though pirates thankfully avoided the systems of the United Rimward Collective, regional and political rivalries on Songgang conspired to create trouble for those attempting to distribute humanitarian aid. According to reports forwarded to the Republic by the URC after the fact, a Neo-Jacobinist militia based in the same city as the planet's primary spaceport temporarily halted the delivery of humanitarian aid to a region home to Marxist-Kerenskyists; the justification provided at the time being that the Kerenskyists were taking the aid for themselves and forcing the poor to do without. Though the system's ruling Maoist-Gaullist government was eventually able to smooth the whole thing over and resume aid deliveries, neither of the sides appears particularly happy with the outcome.


Federated Suns
As expected, the Federated Suns entered 3048 with a bang, the coreward state launching a massive counterintelligence sweep throughout its governmental agencies —particular attention paid to the Department of Military Intelligence and the Ministry of Information, Intelligence, and Operations. Staggered over the year and initially carried out by the security office of the First Prince, whose agents were soon joined by those declared clear of influence, the spy sweep struck all levels of the Federated Suns government and placed many thousands under intense scrutiny. However, forewarned and forearmed about the sweep thanks to its widespread intelligence network, the Republic ordered its agents to go to ground the moment it began; the disparate collection of catspaws, blackmailers, and other espionage aficionados going dark over only a few weeks.

With its agents forced to cut all communication with Helghan and hope that their activities continue to go unnoticed, December 3048 saw the Republic's level of access to the Federated Suns' internal power structure return to a state similar to the one it had before it began spying on the state. Though Federated Suns have yet to make any claims about Republic infiltrators or even give the appearance of major internal shakeups, only time —and an effort to reconnect to Helghan agents— will tell how successful the Suns have been at identifying and eliminating Helghan spies.


On a similar note, although the level of destruction visited on Numenor and Augusta required a substantial investment of time, money, and personnel to repair, 3048's close saw the Federated Suns succeed in restoring the shipyards on both planets to operational order. Despite Republic spies going into hiding due to the Suns' counterintelligence efforts, the shipyards' proximity to major cities and the vested interest of the planets' inhabitants led to many publicly available pictures being shared by ComStar news services. Based on the imagery provided, Helghan military analysts have deduced that both shipyards have restored a 200,000-ton capacity slipway to a functional state. Under the circumstances, they also think it likely that the Federated Suns will soon resume construction of their navy.


'Embattled Duke Michael Hasek-Davion Passes Away; Aged 63'

Printed by the Federated News Services' New Avalon branch on the morning of August 27th, 3048, those words were the first report of the man's death outside of the Summer Palace; reactions running the gamut of emotions all across the length and breadth of the nation and beyond. Released only three days after the Duke had passed, the FNS article —and those produced by the company's competitors— proved extremely cautious both in how they presented the Duke as a man and in describing how he died, few willing to broach the topic of the Outback war or give much detail beyond the fact that his death was sudden and unexpected. No doubt aware the article was coming, if not responsible for its release in the first place, the First Prince's government followed up the next day by releasing a brief statement to the media whose only additions to existing articles were that he died peacefully in his sleep from a stroke and that he would receive a state funeral within the month.

Naturally, the reaction from ORDI states was far more united.

Within hours of the ComStar News Bureau releasing their reports, spontaneous demonstrations broke out on almost every ORDI planet against the Federated Suns, hundreds of millions marching against what they saw as an obvious snow job and social media networks filled with diatribes arguing the same. Differing only in the level of vitriol deployed and the exact words used, the broad strokes of the argument being that the Federated Suns faked the man's death to avoid his prosecution on Terra next year/to avoid him couping the First Prince/to exile him to ComStar. However, and unfortunately for this tidy narrative, neither ComStar nor its news bureau have criticised the Federated Suns on any level; ComStar even sent private assurances to the Republic and its allies that the man was dead and bemoaned the loss of the opportunity his trial would have represented to enshrine human rights. As if this was not enough, mere days after the news broke on Helghan and at the height of the Federated Suns's counter-intelligence program, a message arrived from a spy in the MIIO with an interesting, if hardly inflammatory, report.

Heavily encrypted, accompanied by all the correct signs and countersigns, dated August 24th, and containing an aside explaining that the news was worth the danger to her life, Lark's brief message described how Duke Michael Hasek-Davion had been found dead by a housekeeper that morning. However, where Lark's report differed from the Federated Suns' was in how the man died; the agent explained that the housekeeper had found the Duke's body in the bedroom and that his death was self-inflicted using bedsheets, photo evidence provided. With protests still ongoing throughout the ORDI and the trials for the surviving prisoners planned for 3049, only time will tell how the Republic's government will react.

In a move that has concerned Republic military strategists and lawmakers alike, mid-September saw the Federated Suns and Free Worlds League publically announce the start of discussions between the two nations regarding the use of Petrusite in the military sectors; spokespeople citing the poorly understood but devastating effects of Petrusite exposure as a driving force behind the move. Though the talks will only begin in January 3049, information provided by ORDI spies in the Free Worlds League combined with rumours and international reporting suggests that the nations are foremost concerned with the military applications of Petrusite and may be seeking to ban its use in war under the Ares Conventions. Doubtlessly primarily motivated by their lack of Petrusite and the substantial benefits the Republic enjoys thanks to its monopoly, the League and Suns uniting in banning Petrusite weaponry would not inherently impact the Republic or pose much of a threat. However, things would grow more complicated if the League and Suns convinced ComStar, the Lyran Commonwealth, or the Draconis Combine to join the talks.


ComStar
To the frustrated relief of those who had to bite their tongues in the wake of former duke Hasek-Davion's death, early November 3048 saw ComStar complete work on the prison facilities, housing, and administration buildings required to carry out the war crimes tribunals agreed upon in the ORDI-Federated Suns peace treaty. Initially planned to open in early September —timing that may explain the reason behind former duke Hasek-Davions' death— construction issues combined with trouble finding qualified legal personnel caused unavoidable delays in the tribunal's opening, according to ComStar. While the exact format and nature of the tribunal remain unknown, ComStar has informed the Outer Rim Defence Initiative and the Federated Suns to prepare their prisoners to arrive on Terra by March at the latest.


Free Worlds League
As per the reports of Republic spies within the Free Worlds League, Captain-General Thomas Marik's plans to develop the nation's industry appear to be proceeding apace. Across the interstellar nation's territories, 3048 saw new factories built, once-unique machinery replaced, Warp Communications satellites deployed, and countless other minor and major improvements; the lack of access to League governments made the improvements hard to track but unmissable all the same. No doubt decades from completion due to the League's sheer size, if it ever does complete, the Captain-General's program is nonetheless a match for Archon Steiner's, with what information Republic analysts could gather indicating that they're neck and neck.


To the dismay and disappointment of many, June 3048 saw the Solaris Civic Council announce the results of its investigation into allegations of match-fixing by the reigning champion Kyle Isaacs. In a solemn press conference attended by representatives of all the galaxy's news services, the council's chairman, one David Glassner, announced that the organisation had found definitive evidence of a conspiracy to throw games in exchange for guaranteed payouts by Isaacs. Stating that Isaacs would be stripped of his titles and banned from ever competing in council-licensed games, Glassner added that all those who took dives would also receive lifetime bans, all seven of them serving as examples. Accordingly, the third-place finisher, Theodore Gross, was awarded the champion prize pool and status —though Solaris gossip rags suggest that he's not too happy to have one by default.

While a punishing blow to the reputation of the Solaris Games, the council's decisive action in response to the match-fixing allegations has seemingly won back a number of disappointed fans. Though not enough to completely reverse the damage, the second half of the Solaris season saw notably higher viewership figures than the first, and the council has received praise for its management for perhaps the first time in its existence. Finally, while former champion Kyle Isaacs has stated that he will dispute the ruling, few imagine he will succeed.


Lyran Commonwealth
With Lyran industrialisation efforts ramping up over the year, so too did militia training in the Lyran Commonwealth's Coreward Periphery. Supplied with large amounts of surplus equipment and training from retired LCAF officers, regional militias across scores of systems are reportedly already seeing substantial improvements from the multi-year program. While hardly a threat to any organised military force —and some of the more robust pirate bands— the increase in militia capabilities and equipment is not to be underestimated; the program's strong start bodes well for its viability.


Draconis Combine
As reported by ComStar and Federated Suns news services, several systems along the shared border of the Federated Suns and Draconis Combine have seen raids launched against them by DCMS and AFFS units, respectively. While details on the scope and nature of the raids remain unclear, in large part thanks to the Federated Suns' counterintelligence sweep temporarily disabling ORDI intelligence gathering, what information Republic analysts have been able to glean from public sources suggests that the raids are something like a return to the pre-4th Succession War status quo rather than the buildup to a major conflict. From what Republic analysts have gathered, it appears that the objectives of these raids have been to gain the measure of each side's respective enemy, units striking out against military bases and briefly skirmishing before retreating.

Given that December 3048 ended without the Federated Suns replacing its lost fleet, the Combine's reluctance to do more than raid is unusual. Lacking any particular insight into the Mustered Soldiery's inner workings or the Coordinator's court, Helghan theorists cannot confidently say why this may be the case. However, the most popular theories among them are: that the Combine fears the Suns' bomb-pumped lasers too much to risk losing a regiment to a lucky shot, that the Coordinator is biding his time building warships, or some factor unknown to the Helghan Republic.


Coreward Periphery
In a worrying turn for 3047's bizarre trend of dropping pirate numbers, 3048 has not only seen piracy from the coreward Deep Periphery drop to zero but all forms of trade and communication. Already uncommon, arrival numbers had plummeted by the end of June and flatlined entirely by September, whole portions of the region dropping out of contact and expected JumpShips failing to materialise. Dubbed The Blackout by the enterprising Lyran journalist who first reported on it —or The Silence, if one wishes to be overdramatic— the Republic would not be concerned with the matter were it not for the completeness of the information void; literally no news received from the Coreward Deep Periphery for three months by the time the year ended. Given the uniqueness of the situation and its localised nature, speculation on events has caught like wildfire across the Inner Sphere and beyond, experts and laymen alike caught up in the excitement.

Among the galaxy's mainstream media —those that wish to speculate, anyway— the prevailing theory is that The Blackout is just a series of natural dips in communication that have coincided in a manner that merely appears artificial. The next most common theory regarding The Blackout is that the drop in messages and JumpShips is the product of a natural phenomenon preventing HPGs and JumpDrives from operating. Understandably, this explanation has met with equal opposition from governments, experts, and ComStar. Meanwhile, the explanations heard from lurid publications and in spaceport bars range from the overdramatic —such as claims that the Lyran Commonwealth is testing a HPG/KF drive jammer— to the simply ridiculous —such as claims that aliens or the SLDF-in-exile are preparing to invade the Inner Sphere.

Whatever the case may be, The Blackout has people worried. So worried, in fact, that mercenary companies such as the Gray Death Legion, the 17th Recon Regiment (aka Camacho's Caballeros), Markham's Marauders, etc, have all accepted contracts from governments. Interestingly, the galaxy's premier mercenary unit, Wolf's Dragoons, is the only one not to have taken a contract; the company's six regiments remain safe and sound on Brazen heart —much to the Capellan Confederation's concern.



Faction Popularity and Issue Changes
Technologists: +5% support
Industrialists: +2% support

Influence Changes
-1.25 (ORDI Research Agreement)
+3 (base/year)
+4.2 (factions)
+5 (Expand MAWLR Corps)
+5 (Capellan Tools Trade)
+6 (BuShips)
+10 (ORDI Expansion)

Total: +31.75 influence

One-Time C-Bills Changes
-200,000,000 C-Bills (FAS/URC Infrastructure)
-200,000,000 C-Bills (FAS/URC Energy Development)
-100,000,000 C-Bills (FAS/URC Admin)
-50,000,000 C-Bills (FAS/URC Aid)
+50,000,000 (Capellan Tools Trade)

Total: -500,000,000 C-Bills

National Idea Changes
ORDI Research Agreement: Now includes the Alphard Republic (No more benefits possible)
Advanced Petrusite Theory: gains +0.5 RP for Petrusite research projects


Updated Info Posts

Helghan Republic

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

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

The Lords of Ruin -- Battletech/Killzone Crossover

Socio-Industrial Levels Chart: {tr} {th}Rating{/th} {th}Technological Sophistication{/th} {th}Industrial Development{/th} {th}Raw Material Dependence{/th} {th}Industrial Output{/th} {th}Agricultural Dependence{/th} {/tr} {tr} {td}A{/td} {td}High-tech world{/td} {td}Heavily industrialized{/td}...
 
Last edited:
Kerensky's Children
OOC: Content Warning for blood and medical procedures. I'd advise skipping the middle story if you don't like medical imagery or, like me, can't read it without imagining the sensations.


Linden's Bluff Outskirts, Holmsbu
Rasalhague Province, Free Rasalhague Republic
24 December 3048


Stephen's PPCs caught the enemy mech as it crested the stony rise, twin bolts of seething lightning slamming into the Shadow Hawk's cockpit and decapitating the machine in a single blow. Pushing down the thrill of victory that arose as the outdated machine pitched backwards and fell out of sight, the clan warrior scanned the compressed footage displayed on his neurohelmet's HUD and jerked his mech back as something whipped past its shoulder.

"Stravag!" Stephen cursed as the new foe, a Hunchback, waddled over the hill, smoke spilling from the barrel of its AC/20.

Throwing his Warhammer IIC into reverse and pivoting to face the awkward warmachine, Stephen dragged his golden targeting reticles towards its legs and steadied his breathing. Located on the other side of the desert valley they were fighting in, the Spheroid MechWarrior's shot had been born of desperation rather than good sense, luck rather than skill responsible for the near-hit. No doubt seeking vengeance for its sibmate, flame flashed from the enemy MechWarrior's AC/20. An instant later, Stephen's cockpit vibrated as the shot whistled high overhead, the cannon's thunderous roar following moments later.

Fool! A part of him thought even as the rest of his mind focused on his task, the golden reticles finally settling over one of the machine's legs.

Short and heavy like its namesake, the Hunchback was only partway down the rocky hill when Stephen squeezed his firing studs, heat washing through his cockpit as the twin ER PPCs vented their rage. For a heartbeat, it was as if the sun's glare had redoubled in strength, the boiling fury of the particle bolts erasing all shadows from the desert valley. Then the bolts struck home, and the Hunchback's right leg gave way, armour plating and titanium alloy bones vaporising under the assault. Caught off balance by the sudden loss of its leg, the humanoid machine went sprawling, face first, to the ground, rock scree spraying out in all directions as it tumbled.

Stilling his mech and settling its particle cannons over the Hunchback, Stephen waited to see if the machine would stir, his fingers itching with the urge to fire again. Drawing on his clan's totem, the Snow Raven, for strength, Stephen swallowed the wasteful feeling and eyed the mech cautiously; sensor data projected into his neurohelmet swarming around the fallen titan. A moment passed, then another, and then a quiet beep rang out, and the flock of numbers flatlined as the Hunchback's reactor SCRAMed and shut down.

Dead or unconscious, his foe was helpless and would be made a bondsman as soon as they won the battle. Smiling thinly at the thought, Stephen was already moving back down the hill to link up with the rest of his Star when his radio crackled to life, and a familiar voice poured forth.

"A commendable shot. You were aiming for the Hunchback's legs, quiaff?"

Cold as Lum's seas, Star Commander Aurora Cole's voice was like a plunge in ice water, the heat of Stephen's cockpit forgotten at the bloodnamed warrior's tone.

"Aff, Star Commander," he replied cautiously. "That makes three MechWarriors this battle."

A snort sounded over the radio, his commander's voice following close behind. "Freeborn warriors. Sloppy and undisciplined; too weak to test our mettle."

"Aff, Star Commander," he repeated.

Stephen dared not say anything more lest the woman's scorn turn on him, the sweat that prickled his brow cold at the thought.

Turning his gaze over the battlefield, he let the desert's undulating landscape dominate his attention, his eyes flitting from place to place as he scoured his surroundings for the telltale silhouette of spheroid opponents. Pink and tan and threaded with the occasional tuft of hardy grass, the desert surrounding Linden's Bluff was the polar opposite of the snowy tundra Stephen's sibko had trained in; the heat of the place sending wavering columns of hot air high into the atmosphere. Here and there, he spotted the rest of his Star as they finished off their opponents: Vandal's Kitfox B battering away at a Wolverine's armour with its UAC/10, Taline's Helion A throwing wave after wave of missiles into the air against an unfortunate Manticore, Eliot's Adder D picking off cowardly APCs attempting to flee the battlefield... and the Star Commander's Hellbringer standing on a rise overlooking all of it with an imperious air.

As if waiting for his attention, Stephen's fellow Snow Ravens suddenly dispatched their respective foes as one, great gouts of oily black smoke rising across the valley as the spheroid machines collapsed. At the sight, the feeling Stephen had squashed so ruthlessly before came roaring back into his mind, his heartbeat suddenly accelerating until its pounding drive matched that of an autocannon. The Star Commander, however, proved less easily moved by their victory, the triumph over twice their number warming her voice not a single degree.

"Charlie Star," she said from her spot atop the rise. "Form up on my position and make ready to move to point Kilo. The spheroids are about to spring the Star Captain's trap."

As the others in his Star acknowledged the orders and rushed to join the Star Commander, Stephen fought the urge to scowl as he sent his mech lumbering after them.

As if on cue, Eliot's voice broke over the radio. "That means you, also, Stephen."

A sudden rage flashed through Stephen's mind as he pictured the chortling warrior in his cockpit, the Adder standing beside the Star Commander's Hellbringer by the time he'd crossed even a quarter of the distance. Despite its killing power, ably demonstrated against his earlier foes, it chaffed Stephen that he was not permitted to pilot a lighter mech; the Star Commander's orders the leash that kept him out of his favoured Kit Fox. Heavily armed and armoured though the Warhammer IIC might have been, it was 20 kilometres an hour slower than the Star's next slowest mech, and his fellow warriors had not let him forget it. That the Star had needed the long-range firepower that two ER PPCs could provide to complete their harassment mission had been inarguable, but that it had to be Stephen... Alas, he had scored highly in his sibko's marksmanship trials, and one look at the Star Commander had told him that he would not win a Trial of Refusal if he'd tried.

Promising that he would settle things with Eliot in the Circle of Equals, Stephen turned his mind to the plan the Star Commander had mentioned. Devised by Star Captain Magnus after he'd won the bid to take Holmsbu, the plan called for Charlie Star to harry the edges of the defence perimeter established by the planet's defenders and force them to pull back to Linden's Bluff. Rising like a castle from the otherwise flat expanse of desert floor that surrounded it, the craggy bluff would limit the spheroid's freedom of movement while simultaneously allowing Clan Snow Raven's mechs all the freedom they could want. Once pressed against the rocky rise, all three Stars would pick away at them like a flock of Snow Ravens on the tundra.

Perhaps, Stephen dared to think as he joined the rest of his Star, I can even find a worthy challenge among those surats…




Infirmary A-17, Nouméa, New Caledonia
Rasalhague Province, Free Rasalhague Republic
30th December 3048


A boom echoed from somewhere nearby as an unseen artillery round detonated, screams and moans tearing into the air as the makeshift infirmary shook with wild abandon. An instant later, the animal stink of fear rose to join the slaughterhouse stench of blood and bile, the vile bouquet hanging heavy like an all-smothering cloak. Busy with a wounded Menig, Doctor Kanata Albrecktsson barely noticed either, every iota of his attention taken up by the soldier screaming and writhing beneath his hands.

"Hold him still!" He shouted to a passing orderly, deep bags under the woman's eyes and her fatigues smeared with blood and other substances.

As the woman pinned the man's shoulders to the cot, Albrecktsson returned his attention to the Menig's wound, each frantic beat of the man's heart sending another wave of hot blood gushing out of the hole in his thigh. With so free a flow, he could tell the blood vessel had been severed by whatever weapon had injured the man. Given its elasticity, the ragged end of the blood vessel would have drawn itself further up the man's thigh and away from the obscene wound, complicating any effort to save his life. In ordinary times, a team of doctors and nurses would have pumped the man full of drugs, used forceps to clamp the artery shut, and returned the man's blood to his heart —closing the loop at the cost of temporarily starving the limb of blood.

But these were not ordinary times, and they lacked the tools, time, drugs, and spare hands.

Inured to the repulsive sensation long ago, Kanata clamped one gloved hand on the man's thigh and dug the other into the wound, his fingers questing blindly for the man's lacerated femoral artery.

Where are you? He demanded as naked muscle spasmed beneath his touch, the unmedicated man's yelling intensifying. Where?

"Doctor!" Someone shouted from elsewhere in the infirmary, just one voice among a hundred.

Ignoring it, Kanata continued his search, victory hissing between his teeth as, somewhere inside the Menig's leg, his fingers found the rapid-fire pulse of warmth that could only be the wound he sought. Suddenly, the Menig's shoulders jerked as he let out a high-pitched yelp, and the fountain of heat vanished.

Holding the soldier's thigh in a white knuckle grip to stop the artery retreating further up his leg, Kanata snarled, "Hold him still, damn it!"

As the grim-faced woman pressed both arms down on the man's shoulders, Kanata again reached for his wounded artery, blood dribbling around his fingers and staining the cot's thin blanket a deep red-black. A moment later, he again felt the fountain of heat that was the man's bleeding artery and reached for it with his fingers, gloved hands slipping off the blood-slicked tube a moment later.

"Come on," he muttered as he tried again, the pencil-thick tube slipping out of reach once more.

"Come on!"

A whistling shriek rang out, and then another boom. Louder and closer than the last, the blast sent a whole body twitch running through Kanata, his fingers unconsciously pulling back.

He scowled. Damn it!

"Doctor."

Like the Menig's screaming, the softly spoken demand was a distraction he couldn't afford. Again, he ignored it and reached for the artery.

Another try. Another failure. Another oscillation in the noise.

"Doctor."

The word was louder. More insistent. Still a distraction.

I've nearly got it! Kanata told the voice as he fumbled for the artery, blood leaking around his glove and letting out a sickening squelch with every motion.

Whatever the voice wanted, it could wait. Once he stabilised the soldier, he could help whoever else was injured.

"Doctor!"

The shouted word snatched Doctor Albrecktsson's attention as efficiently as a slap. Halfway to yelling for quiet, he paused as he saw the orderly staring at him with a face utterly devoid of emotion.

"He's gone," the orderly reported tonelessly, and an instant later, so was she —the blonde-haired young woman flying down the row of cots to assist another screaming soldier.

Glancing back at the Menig, Kanata realised it was true; the man's unseeing eyes stared up at the infirmary's cracked ceiling and his body lying in the peaceful sleep of the dead. Cursing, Kanata withdrew his hands and snapped off his blood-slicked gloves, tossing them into a nearby bin fairly overflowing with their siblings. Plucking a tag from his pocket, he scrawled the dead man's cause of death in a rough hand and dropped it beside his dog tags as yet more orderlies arrived to take his body to the others.

Glancing around the infirmary for the next-most desperate patient as the men carried the corpse away, exhaustion washed over Kanata as he realised just how many injured and dying filled the makeshift infirmary; cot after cot filled with bodies and the air heavy with the scent of their blood. Built decades ago to serve the DCMS as a bunkhouse in what was then the Rasalhague Military District, the building was long, low, and armoured enough to survive a mech stepping on its ceiling. When he'd arrived to set up the regiment's infirmary, he'd thought it more than adequate. Now, though...

Leaving the men to their grizzly work, Kanata took two steps towards his next patient —a woman silently seated on a dirty cot, the skin of her face melted like candle wax— before he heard a piercing shriek that set his teeth on edge. For a moment, Kanata stood among the cots as if lost before, in a flash of understanding, instinct took over, and he threw himself to the floor. Halfway there, the whistling ceased.

As a waterfall is to a tap, so too was the sound that followed akin to a bang.

With a roar that defied description, the artillery shell detonated somewhere outside the Rasalhaugian infirmary, and everything everywhere seemed to leap in all directions. Caught by the blast, Kanata felt the shockwave pick him up before being slammed against the foot of an occupied cot; a nova-hot flare of pain ripped through his mind and boiled away any thoughts he'd with its pristine brightness. An instant later, the world seemed to jump like a scratched holovid from one moment to the next, and Kanata found himself lying atop a floor sticky with old blood; the infirmary's noise drowned out by tinnitus and his mind utterly blank.

All but insensate, he lay there amidst the ruin of other people's lives for what felt like an age, his world reduced to the blood-encrusted floor and the hammering of his heart. Staring at a droplet of blood as it flowed across the ferrocrete floor, he suddenly felt as if he'd forgotten something; some insistent pressure at the back of his mind shouting at him to do something, though he could not tell what. Slowly, like a great machine shaking off rust and roaring to life, he felt his mind unstick itself.

A scream, loud and shrill, pierced tinnitus' insulation as effectively as any bomb as Doctor Albrecktsson returned to consciousness. All at once, bile surged into Kanata's throat as he realised where he lay, the sickening discovery followed by a second, albeit lesser, explosion of pain as his body remembered that it was injured. Swallowing the acidic swill, Kanata fought back waves of nausea and fatigue and slowly dragged himself to unsteady feet with leaden arms, muscles burning in protest as he hauled himself up by the legs of a cot. Swaying despite himself, he gazed in dull shock at the scene before him.

Filling the infirmary with an almost impenetrable haze, Kanata could only squint at the thick grey dust that swirled all about him, unseen air currents and blurred shadows stirring it to a dreadful life. Slowly, moving with shuffling steps and echoing coughs, the blurred shadows resolved themselves into the silhouettes of people —doctors, nurses, orderlies, and patients all stumbling out of cloud one by one, the curtain of dust parting momentarily to offer a glimpse of a hole in the building's far wall. Shaking his head as if to deny the damage, the very act sending a fresh wave of nausea through him, Kanata paused mid-motion as a keening wail arose from within the cloud.

Dust stinging his eyes and tinnitus ringing in his ears, Doctor Albrecktsson sucked in a lungful of air and plunged into the cloud.



ComStar First Circuit Compound
Hilton Head Island, North America, Terra
07 January 3049


Primus Ulthan Everson grunted as the tri-vid display blinked on and bathed the gathering of Precentors in a harsh white light, the glare vanishing as the ComStar logo dissolved to reveal the familiar face of Precentor Martial Anastasius Focht hovering in the air. Silver-haired and craggy-faced, Focht seemed to Ulthan every inch the military leader he was, his acquisition by ComStar one of the Precentor's proudest achievements. It had taken no small amount of diplomacy with the Combine to see the man handed over to ComStar, but it had proven to be a wise investment; the man was more than up to the challenge of rebuilding the ComGuard in secret after Waterly's tantrum.

"Primus Everson, Precentors," the recording began with a bow of the head, shadows the colour of midnight in the man's eyes. "The Peace of Blake be with you."

"As I record this, I can see dropships bearing regiments worth of combat forces flying past my window. While my illustrious hosts have proven reluctant to discuss where they are bound, they have been remarkably open about their plans to invade the Inner Sphere. As such, I can only surmise that they will have already launched combat operations across the Coreward Periphery by the time you receive this missive."

No surprise there, Everson thought as he scanned the faces of the other Precentors for their reactions.

While some had chosen to appear in person and others via hologram, all kept their faces impassive at the news. Political animals at heart, instincts honed over decades enforced a strange homogeneity over ComStar's leadership, tranquil expressions hiding beating tiger hearts. Unpaused, the recording of the man continued, words Ulthaun had been playing back in his head ever since the recording arrived on Terra mere hours ago pouring from the tri-vids's speakers.

"Similarly," the man smiled thinly. "While I imagine that news of the invader's origins has already reached you from those HPGs in the path of their invasion, I am obligated to inform the First Circuit that we are not facing another Helghan situation."

That triggered a reaction from the Precentors, a quiet hiss of relief rising as if from nowhere at the admission, and a glance revealing looks of relief on the faces of Precentors Tharkad and Rasalhague that vanished just as quickly.

Ulthan couldn't blame them. Ever since the Helghan Republic had flashed into existence in the Periphery, it had been nothing but trouble for ComStar. Tremendously developed on an industrial and intellectual level, it had proven itself a wildly destabilising influence on the galaxy, every move it made in ComStar's favour countered by an equal and opposite move elsewhere.

"However," came the words Ulthan knew would follow, the First Circuit's relief evaporating in moments. "I believe this to be a greater threat."

Someone scoffed. Another swore. In the chamber's darkness, Ulthan couldn't tell who was responsible for which but made a mental note to check the infrared cameras after the meeting had concluded.

"As was made abundantly clear in my meetings with one of the invasion's leaders, these mysterious enemies of the Inner Sphere are not quite so mysterious as we might imagine."

Focht's recording, or rather, the man himself, paused. Slowly, spreading like oil on water, a faraway look entered the man's eyes as if he couldn't accept the words he was about to say. Blinking as if to banish the thought, he sighed.

"Primus, Precentors," he continued grimly. "These invaders —these self-styled Clans— are none other than the descendants of General Aleksandr Kerensky's Exodus Fleet. For centuries, they have survived somewhere in the galaxy, and they want to rebuild the Star League —no matter the cost."

Ulthan paused the recording with a flick of his finger, a dying echo of the Precentor Martial's words bouncing throughout the chamber, received only by stunned silence. Slowly, the lights of the First Circuit's chamber brightened, a host of pale faces and wary eyes revealed by the newfound illumination. Standing behind a lectern, the tri-vid display beside him, Primus Everson felt more than saw the ROM analyst step next to him, the woman's boots remarkably quiet despite the polished stone floor. Drawn by the motion, the eyes of the assembled Precentors swivelled to face him, a nod of the head acknowledging their attention.

Pausing, more for effect than any need to gather his thoughts, the Primus let his hands rest on the lectern and coughed lightly.

"I have reviewed that entire message only once," he lied. "Given its contents and recent events, I trust you can understand why I felt the need to call a meeting of the First Circuit with such short notice."

Seated behind the chamber's sole table, the assembled crowd nodded almost automatically, colour slowly returning to their faces as they processed the Precentor Martial's news. Once again, the Primus found that he could hardly fault the Precentors for their reactions as he had felt the same.

Deciding to strike while the iron was hot, Ulthan dipped his head in faux humility. "As you will have gathered from the esteemed Precentor Martial's message, I dispatched Anastasius to the Coreward Periphery some time ago to confirm reports regarding the origins and motives of the invaders. While something of a risk, we deemed it necessary after a series of reports from HPG facilities in the region suggested that they may be, as Focht has since confirmed, the descendants of Kerensky's army."

This time, none of the Precentors swore. However, Ulthan noted, with a politician's eye, the ripple that ran through the assembled council —Precentors Sian, Rasalhague, and Atreus frowning, New Avalon narrowing his eyes, and the new Precentor Tharkad pursing her lips.

Drawing a breath to continue, the Primus paused as Precentor Sian, Zhihao Ulyanova, spoke up, the Capellan woman restoring her face to perfect equanimity as she asked, "How certain are we of the Precentor Martial's report? If my memory doesn't err, didn't he claim that these," she paused, her tongue rolling around the word as if tasting it, "these Clans were aliens only a few months before?"

Ulthan shook his head and fought not to roll his eyes. The head of Sian's HPG complex had a habit of wording questions that attacked the legitimacy of the Precentor Martial and, by extension, Ulthan. Villius Tejh's replacement after the man had retired in 3030, Ulthan had long suspected that Ulyanova bore a grudge against him for precipitating the schism between ComStar and the group calling themselves the Word of Blake.

"I understand that Adept Clarke," he gestured to the woman beside him, "will have a more in-depth answer to your question, Precentor. However, that particular possibility was merely one of many produced by a working group established to identify the cause of the Coreward blackout.

I believe that if you review the original documentation, you will find that it was assigned a low probability. Isn't that correct, Adept Clarke?"

If the curly-haired adept was surprised by the Primus' sudden change in tack, she didn't reveal it. Instead, the tawny-skinned woman nodded imperiously, Zhihao not deflating under her gaze so much as executing a tactical retreat in preparation for a later attack.

Ulthan smiled, careful not to let his teeth show, as Ulyanova stowed her scorn.

"I do not doubt that the Precentor Martial is correct in his assessment of the invader's origins," he added. "Further in his report to the First Circuit, he provides some illuminating details regarding their beliefs and history which rather support the claim."

Like a discussion with one of their 'loremasters' about the Clans' history, Ulthan thought grimly.

"Given their stated goal," Huthrin Vandel, the Precentor of New Avalon, began, "I take it this is a council of war, then."

Switching his gaze to the second oldest member of the First Circuit, Ulthan felt a sympathetic pang for the man. Of an age, the pair had become Precentors during the Third Succession War and endured the weight of decades as best they could. Like Ulthan, Vandel's hair had turned a lustrous silver in the intervening years, though, unlike Ulthan, Vandel seemed to have aged two years for each one he experienced —a consequence of the Periphery alliance that had proved so troublesome for ComStar as a whole.

Ulthan sighed despite himself. "Unfortunately, yes."

"Over the past fourteen days, these invaders, these Clans, have conquered a score of worlds using technology and warriors better than almost anything seen in the arsenals of the Successor States. Under the circumstances, without our help, they may not be able to stop them."

For an instant, there was silence. And then, an explosion of noise as all five Precentors lept to their feet and shouted questions at once. Raising his hands in a gesture of peace, Ulthan Everson begged for quiet and received it grudgingly, the quintet slowly returning to their seats.

Distantly, a part of the Primus felt pleased by how well they'd taken his statement. It was the irony of ironies, but the schism in ComStar meant that not only did he not have to deal with Myndo Waterly except through diplomatic channels and the odd shadow war, but many of Blake's more fanatical members had left and could not oppose his political manoeuvrings. Though many true believers in Blake's word remained, including Ulthan himself, he found them to be a far more sensible sort, less willing to reach for the knife except when necessary.

"Peace, peace," he begged even as silence fell on the First Circuit's chambers. "There is much we need to discuss before we return to the topic. However, I must step aside for the capable Adept Clarke to brief you on the invaders and their technology."

Nodding to the young woman, the Primus stepped away from the lectern and folded his hands in his silken robes, his gaze flicking across the still-fuming expressions on the faces of his Precentors.

"Thank you, Primus Everson," the woman said with a respectful bow, the tri-vid display activating once more as she manipulated the lectern's controls. "We'll begin with the Clan currently hosting Precentor Martial Focht, which we believe is the most successful of the invasion's six clans so far."

As he watched, the tri-vid flickered, and an image of a crimson wolf's head appeared on a field of six golden stars; its cast fearsome and terrible.

The adept pursed her lips. "Clan Wolf."



On December 23rd, 3048, the veil of silence draped across the Coreward Periphery fell without warning or preamble; a Word of Blake HPG on Constance broadcasting footage of a mysterious force of mechs devastating the planet's militia in a battle that lasted mere minutes. Days later, as the HPG and WarpCom networks of the galaxy burned with speculation, Primus Myndo Waterly of the World of Blake gave a press conference formally announcing that forces unknown had struck the planet. However, even as the Primus' message bounced from one end of the Inner Sphere to the other, numerous systems throughout the region reported similar attacks —dropships bearing symbols of snarling wolves, leaping jaguars, hissing cats, and other creatures beside seen plunging through the skies on trails of fire.

With panicked messages from HPG stations growing daily, a fortnight was all it took before ten systems had fallen dark, the heart of the Free Rasalhague Republic lying directly in the unknown attackers' path. Caught off-guard by Primus Waterly's earlier announcement, the Helghan government soon found itself completely disarmed when ComStar's Primus Ulthan Everson dispatched a confidential report to the governments of the Inner Sphere. Containing a foreword by ComStar's hitherto unknown Precentor Martial Anastasius Focht and a wealth of data on the attackers, the report detailed a bizarre series of facts whose conclusions were as shocking as they were inescapable.

The Inner Sphere is under invasion, the invaders' technology is stunningly advanced, and they are the descendants of the SLDF-in-Exile.

To the despair of countless billions, Kerensky's Children —the self-styled Clans— have returned to the Inner Sphere, and they plan to restore the Star League to glory or else drown the galaxy in blood.




What will the Helghan Republic do in response to the news?
[] Wait A Year
[] Get Involved Now.

OOC:
Welcome to the Clan Invasion. This is the last arc of The Lords of Ruin and will hopefully be a solid capstone to my short six-month-long project. While I imagine I know which way most of you will vote, I'm still leaving the option open to do nothing this year since you might surprise me. Regardless, after this arc is over, the quest will end, so enjoy it while it lasts.

Just so everyone's on the same page: Each turn during the clan invasion will be three months long as per standard war turns, and at the end of every year, I'll do the year's normal turn. Considering the distances involved, I'll also be introducing some limits on your orders, how many forces you can deploy, etc, but I don't imagine it'll be that big a deal.

As with the original timeline, the Clan Invasion will end if one of the clans conquers Terra and becomes the ilClan or if the Clans agree to a ceasefire.
 
The Terran Conference
The Terran Conference
In the weeks following ComStar's pronouncement regarding the existence and origins of the invaders, ComStar moved to organise an international conference on Terra to, as they put it, "facilitate robust discussion between Inner Sphere states on the matter of the ongoing Coreward situation." No doubt worded in such a way as to avoid sullying ComStar's reputation as a neutral entity —something even the Clans respect according to Anastasius Focht— the true purpose of the conference appears to be an attempt to get Inner Sphere states to hammer out a coordinated response. An extremely fractious and war-prone region of space, the Terran Conference is likely the best hope the Inner Sphere has of organising resistance to the Clans, and it came as no surprise to the ORDI states when they found that they, too, were invited.

Immediately recognising the seriousness of the situation, ORDI delegates arrived at Terra as quickly as possible; representatives from the major states were either already present or arrived soon after. Upon arrival, ComStar quickly provided the ORDI team with all the diplomatic formalities expected of them. Then, just as quickly, the representatives were ushered into a briefing room at the quasi-religious order's Hilton Head headquarters where they found a substantially more extensive briefing on the Clans awaiting them —three full days blocked out for the briefing.

According to information gathered by ComStar via open communication with leaders within the self-described Clans, the Clans are a militaristic caste-based society where the Warrior caste represents the highest tier of society and Labourers the lowest. While information on the existence of any subcastes or even how members of Clan society may change caste is lacking, interactions with members of the Warrior castes indicate that it may be a particularly rigid society even by the standards of the neo-feudal Inner Sphere. Furthermore, much like the Draconis Combine Mustered Soldiery, members of the Warrior appear to place a high value on social honour, with victories bolstering a Warrior's status and defeats detracting from it. How exactly this focus on social honour determines the actions of Clan Warriors remains undetermined as yet, but comments by the Federated Suns and Combine delegates alike suggest that it may prove exploitable. Similarly, how this society functions remains unclear and will likely only be clarified through further information-gathering efforts.

Meanwhile, ComStar has also shed light on the matter of Clan technology.

Though hardly a detailed breakdown on the technology of Kerensky's children, in large part because ComStar suspects the Clans have shown only a fraction of their capabilities, ComStar has provided conference delegations with BattleROMs and technical breakdowns showing that the Clans are frighteningly advanced in many areas of war. From recordings taken in the field to interviews with survivors and Clan Warriors alike, it appears that Clan mechs move faster, hit harder, are longer ranged, and are tougher than mechs of the same or even heavier masses. Additionally, the Clans seem to have developed something called Battle Armor, a type of superheavy power armour similar to that being explored in the Capellan Confederation. Massing significantly more than power armour and mounting much heavier armour plating, battle armour provides its wearers with near-immunity to small arms and high resistance to even combat vehicle weaponry. Often fitted with jump jets, battle armour is highly mobile despite its weight and can mount weaponry whose massed fire can threaten battlemechs.

Finally, and more contentiously, the Clans also appear to have some form of warship support involved in their invasion.

While details on their numbers, locations, and capabilities remain scarce, ComStar has acquired recordings of sensor contacts and blurry images confirming their existence. So far kept off the field, at least where battle is concerned, the mere existence of warships in the invasion suggests that the Clans operate with an advanced technological base back home —wherever home may be. As a result, these warships represent a near-lethal threat to every nation except the Federated Suns and the ORDI's member-states despite the lack of detail on their armament and composition.

Similarly, the number of Clan warriors deployed in support of the invasion remains undetermined; analysis of known imagery suggests a minimum of several regiments per clan involved but no upper bound. This same uncertainty also applies to how many clans makeup Clan society, with estimates suggesting anything from 15 to 20 clans plus at least one group of Clanless peoples. In terms of total population and industry, there is no data available.

Moving on from Clan society, technology and forces, ComStar also shared a great deal of information with conference delegates regarding how members of the clans view the Inner Sphere as a whole and organisations such as ComStar itself —much of it concerning.

As claimed by ComStar, the invading Clans view the inheritors of the Star League as little more than barbarians, several times referring to the states and their rulers as Scavenger Lords interchangeably in the presence of Anastasius Focht —much to the private amusement of the ORDI delegation. Seeing the Inner Sphere's technological and material decline following the dissolution of the Star League as largely the fault of the Successor States, the Clans supposedly wish to restore the Star League by force, ComStar claiming that it seems like an almost religious mission to them. In contrast, members of the Clans barely mention the Periphery, though whether this is due to secrecy or the assumption that it naturally belongs to the Star League is unclear.

Most curious, however, is the revelation of the Clans' view of ComStar. One of the only Star League-era entities to survive the fall of the Star League, the Clans view the religious telecom provider as a curiosity rather than a threat. Moreover, ComStar claims that it has convinced the invaders to respect their neutrality moving forward and that usual HPG services to the invaded planets will resume shortly. Understandably, ComStar wishes to keep this relationship and made clear during the conference that it will not permit the passage of warships through Terran space or do anything else that violates its neutrality. However, end-of-day drinks with ComStar personnel have led members of the Republic's delegation to suspect that ComStar's ability to police Terran space and sales to outside parties is limited, meaning that Terra's production lines could be a source of more complicated supplies.

On the third and final day of the briefing, there was a short pause as the gathered representatives reviewed all that they had learned, and then thoughts turned to the Inner Sphere's response.

Reaching out to the ORDI delegation on the night of the third day, the Combine delegation —which includes Theodore Kurita's 23-year-old son, Hohiro— expressed interest in purchasing military supplies and technology from the ORDI's member-states. Speaking to the ORDI delegation face to face over drinks, the Combine's lead delegate offered substantial monetary compensation and political favours in exchange for a steady stream of standard power armour and Helghan-pattern lasers to the Combine. Already an offer worth thinking about, that same night saw Hohiro Kurita reach out to the Republic's diplomatic team several hours later, the young man speaking off the record and stating that the Combine would be willing to trade the technical information behind something called Triple Strength Myomer as well as several dozen medium pulse lasers in exchange for reciprocation with Neurohelmets.

However, even as the ORDI delegates were digesting these offers, the Lyran Commonwealth's representatives reached out to discuss a similar deal. In a quiet meeting in a high-end Terran restaurant renowned for its privacy, the Lyrans offered the ORDI states an eye-watering amount of C-Bills in exchange for small arms, vehicle weaponry, combat vehicles, and other high-tech resources. No doubt concerned by the advanced technology displayed by the Clans, the move speaks to a bone-deep concern among the Lyrans regarding the state's ability to meet the needs of its armed forces as the invasion progresses.

The following morning, diplomats from the Free Rasalhague Republic made similar moves toward the ORDI, representatives from the Coreward democratic state expressing interest in securing a supply of weapons, ammunition, vehicles, and mechs. Lacking substantial research facilities and with much of their liquid capital tied down in a mercenary hiring spree, Rasalhague's diplomats instead offered to purchase the much-needed war materials via a state-backed loan whose six-monthly interest payments would be criminal under less extreme circumstances.
With the existence of these offers transmitted back to the ORDI states within the hour of their being made, inter-ORDI discussion began almost immediately. Somewhat amusingly, and for perhaps the first time in the alliance's existence, four of the five ORDI member-states found themselves in instant agreement as to the Combine's offer: each of the Republic's allies indicating that they planned to accept both the public and private offers. Citing the threat the Clans appear to represent as well as the Combine's value as a counterbalance to the Federated Suns and the age of the technologies requested and the benefits, the Republic's allies made clear that they believed the deal to be beneficial to the ORDI as a whole with the Concordat and Confederation the strongest in favour of accepting. Understandably, similar logic was applied to the Lyran offer, with the Magistracy and Confederation the main driving force behind acceptance. Meanwhile, Rasalhague's offer met with less enthusiasm; the Magistracy of Canopus and Capellan Confederation expressing concern about the state's ability to repay the ORDI loan.


Current Voting Intentions (Combine)
Accept the Combine's public offer:
Accept the Combine's private offer:
Accept both offers: Aurigan Coalition, Taurian Concordat, Magistracy of Canopus, Capellan Confederation.
Reject all Combine offers:

How does the Republic vote when it comes to the Combine?
[] Accept the Combine's public offer.
[] Accept the Combine's private offer.
[] Accept both offers.
[] Reject all Combine offers.
[] Write-in.


Current Voting Intentions (Commonwealth)
Accept the Lyran offer: Aurigan Coalition, Taurian Concordat, Magistracy of Canopus, Capellan Confederation:
Reject the Lyran offer:

How does the Republic vote when it comes to the Commonwealth?
[] Accept the Lyran offer.
[] Reject the Lyran offer.
[] Write-in.


Current Voting Intentions (Rasalhague)
Accept the Rasalhague offer: Aurigan Coalition, Taurian Concordat,
Reject the Rasalhague offer: Magistracy of Canopus, Capellan Confederation.

How does the Republic vote when it comes to the Rasalhague Republic?
[] Accept the Republic's offer.
[] Reject the Republic's offer.
[] Write-in.


Who does the Helghan Republic attempt to sway to support their vote, and how hard do they try?
[] Taurian Concordat [-5 influence] [Increase the cost by 100% if voting to reject both Combine offers]
[] Taurian Concordat [-10 influence] [Increase the cost by 100% if voting to reject both Combine offers]
[] Taurian Concordat [-15 influence] [Increase the cost by 100% if voting to reject both Combine offers]

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

[] Aurigan Coalition [-7.5 influence]
[] Aurigan Coalition [-15 influence]
[] Aurigan Coalition [-22.5 influence]

[] Capellan Confederation [-5 influence] [Increase the cost by 100% if voting to categorically reject either state's offer]
[] Capellan Confederation [-10 influence] [Increase the cost by 100% if voting to categorically reject either state's offer]
[] Capellan Confederation [-15 influence] [Increase the cost by 100% if voting to categorically reject either state's offer]



Right of Passage
Concurrently with ComStar's extended briefing on the Clans and the arms deals occurring beneath the surface of the Terran Conference, ORDI diplomats reached out to their Inner Sphere counterparts to secure passage to the frontlines for ORDI forces. While only a handful of planets had fallen to the invaders in the week since Christmas, the sheer scope of the threat represented by the Clans was such that the ORDI found itself compelled to intervene; the concern evinced by Lyran and Rasalhaugian diplomats undeniable. With the Helghan Republic given overall command of the task force being prepared thanks to its contributions, the nation's diplomats boasted almost total freedom to make a deal with Inner Sphere states —the only limitation being that technology trades and other similarly massive exchanges would require approval by ORDI member-states.

Located on the far side of the Inner Sphere from the Free Rasalhague Republic and well aware that it would need transit rights through at least two states, the Republic's diplomatic service —kept in contact with its diplomats through ComStar's generous HPG service— quickly drew up a series of dot points to help guide them in their negotiations.

NOTE: As per ORDI conferences, you can spend influence to try and sway IS nations to let you through their borders. However, you can also attempt to bribe them, or simply ask for freedom of movement. This is very much an open ended vote, so do whatever, but you have to tell me how you're going to get your ships all the way from the Rimward Periphery to the Free Rasalhague Republic.


  • ProCon
    Relations with ORDI states aren't that bad despite the war with the Federated SunsRelations aren't that good.
    Captain-General Thomas Marik is a Blakist, and ORDI sending troops when ComStar is so obviously concerned and the WOB is on the border could sway him.Not on the frontlines, and while obviously concerned about the Clans, it's early days.
    ORDI vessels would only need to cut across a small amount of FWL space. Easy to track if they diverge and ComStar could always interdict the ORDI if it's a sneak attack.Will not like the thought of ORDI forces anywhere near their space.
    Had some negative experiences with the Magistracy in the past, though nowhere near as bad as the Taurian Concordat and Federated Suns.
    The Republic doesn't have much access to League decisionmakers to influence.
  • ProCon
    Offers the most direct route to the FRR and cutting through Tikonov makes it more likely that the Free Worlds League will agree to let ORDI troops through since it makes them even less of a threat.After the Celestial Mandate was retaken, its leadership are absolutely terrified that the CapCon wants to take it back (they're right, but it's not a hugely pressing matter).
    Easily the most technologically backward inner sphere state given its tiny research sector. Could be easily bribed with tech.No real diplomatic relationship with the Republic.
    Leaders are all corrupt and could probably be bribed and/or influenced.
  • ProCon
    Immediately under threat. Situation will no doubt worsen.No major losses have occurred yet, so the Lyrans don't see the struggle as going as badly as the Rasalhaugians do.
    Presence of the Free Worlds League on the rimward border means that it has to split its forces if it doesn't want the Mariks to get ideas. Makes the presence of ORDI troops even more valuable.Has a lot of industry, money, and some advanced technology, so bribing them will be difficult in general
    Not threatened by the ORDI.The Republic doesn't have much access to Lyran decisionmakers to influence.
    Has a decent diplomatic relation with the ORDI states.
  • ProCon
    Immediately under threat. Situation will no doubt worsen.Previously had a hostile opinion of the Republic for some reason.
    Technologically and industrially backwards. Could be easily bribed.No real diplomatic relationship with the Republic.
    Another democratic state. Will likely positively incline them towards the ORDI.
    It'd be fundamentally impossible for the ORDI to conquer any part of them or be in any way working with the Clans.
    Almost certainly can't fight off the clans on their own without help.
  • ProCon
    Lol.Lol.
  • ProCon
    No real negative acts in our pasts.No real diplomatic relationship with the Republic.
    Shared enemies in the form of the Federated Suns.The Republic has access to Combine decisionmakers.
    Militaristic, nation-state whose warriors have a system of horizontal honour is unlikely to admit weakness by allowing ORDI military personnel through or by suggesting they can't win against the clans.
    Neither the Combine or ORDI like each other that much.


[] Write-in negotiations.




Operation Santiago (Clan Invasion Response)
Helghan Naval Support Capacity:
0/6 (use the naval upkeep values)
Helghan Ground Support Capacity: 0/0.75 (use the transport size value)

Note: This will resolve at the same time as the Q1 action list result, I'm just doing it to save time/energy and let you respond should anything go not-as-planned in the conference.

  • Navy (0/6 Naval Support Capacity)
    • None
    Ground (0/0.75 Ground Support Capacity)
    • None
  • Navy
    • 2 Carson II-class Frigates (2 Capacity)
    Ground
    • 1 Mech Regiment (Death Commandos)
    • 1 Mech Regiment (Warrior House Daidachi)
    • 2 Armoured Regiments
    • 4 Infantry Regiments
  • Navy
    • 2 Auroch-class Frigates (2 Capacity)
    Ground
    • 3 Combined Arms Brigades
  • Navy
    • None
    Ground
    • 4 Mech Regiments
    • 4 Armoured Regiments
    • 8 Infantry Regiments
  • Navy
    • 1 Halcon-class Destroyer (1 Capacity)
    Ground
    • 1 Mech Regiment
    • 2 Armoured Regiments
    • 2 Infantry Regiments


What Force Will Constitute Helghan's Contribution to Operation Santiago?
[] Write-in.

Who Will Have Overall Command of Operation Santiago's Task Force?

NOTE: Given the distances involved and the amount of time it'd take for a message to get from one side of the Inner Sphere to the other, whoever winds up in overall command of Operation Santiago will be calling the shots on where to defend, where to attack, etc. The Republic will be able to give broadstroke orders, but it's simply impossible to go into as much detail regarding the what and how as it was during prior conflicts.

NOTE 2: Since it's christmas time, I'll let people write in their own commander choices from across the ORDI states and vote on them. If you want to do that, you'll need to include a 200+ word biography so I can get a sense of their personality and the kinds of decisions they'd make and my approval (so you can't just make them the best general in the universe). I've provided some examples, though all mine are from the Republic since I thought up this idea as I was about to post the update. :V

[] Write-in.

[] Brigadier General Tecla Zapatero, The New Blood

Name: Tecla Zapatero
Date of Birth: 3020
Biography:
Born to a Helghan mother and Canopian father only a few years before the Aurigan Civil War and the Helghan intervention that ended it, Tecla Zapatero grew up on a Helghan that never knew the taste of the fascist lash. A child of blue-collar workers and union representatives, she and her siblings were immersed in Republic politics daily and often volunteered at workers' council elections. However, unlike her brother and sister, who followed in their parents' footsteps, Tecla elected to buck the trend and join the Republic's burgeoning military instead.

Commissioned as an officer after graduating from the prestigious Luka Zieliński Military Academy —itself built on top of the bones of the Visari-era Radek Academy— Zapatero quickly distinguished herself on the battlefield as an officer able to make effective snap judgments and adapt to changing circumstances. Taking part in peacekeeping efforts on Caliban, Zapatero earned several battle honours in her zealous defeat of former Prospero Pact military forces and displayed impressive tactical acumen. While her personality did not lend itself particularly well to diplomatic outreach, she nonetheless impressed her commanding officers by fostering a culture of camaraderie among her troops and rapidly rose through the ranks.

Following her time on Caliban, Zapatero served as a frontline commander during the Mandate intervention, the young woman exemplifying the Helghan military ideal of high speed, low drag, and incredibly aggressive assault against enemy forces. Playing a pivotal part in planning and executing many critical missions during the intervention, Zapatero developed several strategies that would later be folded into the so-called Beehive Plan and was an early proponent of the model. Following the conclusion of the Mandate conflict, Teckla Zapatero held a lead role in Operation Chernobog, with the forces under her command serving as the tip of the spear throughout the Pleiades and New Syrtis actions. Unsurprisingly, during this period, Zapatero gained an appreciation for battlemechs as highly mobile, highly concentrated sources of firepower, and several major battles were won thanks to her grasp of mech and counter-mech tactics.

With the conclusion of the Outback intervention and the associated gain in prestige from leading one of the most successful formations, Teckla turned her attention to getting the Beehive Plan accepted by the Helghan government, the officer speaking to the relevant commission several times. Given a promotion to Brigadier General in the Helghan 8th army soon after the Republic adopted the plan, Tecla oversaw the army's transformation into a modern fighting force integrating the best ORDI and Inner Sphere technology and is the officer most likely to use it best.

[] Lieutenant General Estiñe Zabala, The Old Blood
Name: Estiñe Zabala
Date of Birth: 3007
Biography:
A Portland native born to itinerant farmhands in April 3007, Estiñe Zabala spent much of her childhood bouncing between Maine's many farms and cattle stations. Forced out of the planet's rudimentary school system by an exploitative social system that had trapped countless families like her own in a never-ending cycle of transitory labour, Estiñe grew up doing backbreaking labour in Portland's fields during the day and learning to read and write at night. Initially on course to follow the lives of her parents, the story of Zabala's life forever changed in 3021 following a workplace accident that cost a cousin the use of both arms and consigned him to abject poverty due to Portland's non-existent welfare system. Drawn into the system's then-underground labour rights movement by the tragedy, Estiñe subsequently witnessed terrible abuses from Portland's oligarchical government and was on the frontlines when, in 3023, Portland militia forces killed more than 70 men and women in the Black Monday incident that triggered Portland's Civil War.

Only sixteen when the war broke out, Estiñe and her family fled Portland's capital and spent the next seven months serving in the rebel army. Initially serving only as an aide to her company's commanding officer, Zabala's intellect and ability to inspire her soldiers quickly saw her promoted to a squad command role. During this period, Estiñe demonstrated the true extent of her talents when Loyalist forces successfully ambushed her company while it was moving to reinforce allies. Forced to take command of the rebel unit after her commanding officer was killed in the attack's opening moments, the then 17-year-old successfully executed a textbook disengagement that preserved the survivors and led the attackers into a counter-ambush that saw them soundly defeated.

Following Portland's induction into the Helghan Republic and driven by a sense of duty to her newfound nation, the then civilian Estiñe Zabala joined the Helghan army as an enlisted service member. Thanks to her prior experience and skills, Zabala quickly rose to sergeant and was encouraged to apply to the Republic's officer training school due to her leadership abilities. Graduating some time before Operation Red Breath, Estiñe distinguished herself in the attack on Hurik's capital, Victory City, by leading the first Helghan unit to cross the river that bisected the city. Following this achievement, Zabala only enhanced her reputation during the subsequent Marian Intervention by rescuing more than three thousand enslaved people in a near-flawless assault on their holding cells; the Marian defenders left devastated in exchange for minimal losses.

Attaining accolades during the later Mandate and Outback interventions, Zabala found her command defined by adherence to then-standard Helghan doctrine and the ability to use it to great effect. Promoted to Lieutenant General during the Outback Intervention, Zabala was one of many Helghan officers to speak against the Beehive Plan proposed by the Reformers faction. A staunch believer in the effectiveness of the Republic's former doctrine and leery of the value of battlemechs in the Helghan military, Estiñe Zabala nonetheless remains one of the Republic's most capable military leaders —doubly so with forces that still adhere to the old doctrine.

[] Aerospace Corps General Pyotr Michael, The Maverick
Name: Pyotr Michael
Date of Birth: 3014
Biography:
The son of an Aurigan couple who wound up on Helghan in the wake of the Aurigan Directorate's purges, Pyotr Michael grew up in the Memnonia region's vast plains, the wide open expanse of land and sky inculcating a need for speed in the young Pyotr. Somewhat isolated from his peers due to his childhood experiences, Pyotr spent much of his teenage years as a delinquent, dirtbike races rather than school classes garnering his attention despite the respectable results he achieved in subjects he cared about. Fortunately for Pyotr, this early history of truancy changed following a spur-of-the-moment trip to an airshow hosted in the region's capital city; the sight of aerospace fighters tearing through Helghan's skies appealed to the young man's sense of adventure and desire for adrenaline.

Following the revelation that hypersonic aerospace fighter pilot was a valid career, Pyotr dedicated his remaining years of schooling to achieving the grades needed to enter the Helghan Navy's officer and flight training program. In a little over a year, a once struggling student all but completely reinvented himself and, soon after, graduated in the top 90-percentile of his school. Entering the Navy's officer training program, the independent-minded Pytor occasionally rubbed his educators the wrong way but made it to the flight training program unscathed. Excelling in both his studies and training, Pyotr graduated with flying colours despite the misgivings of the school's commanding officer and was assigned a position in the air wing of a Damascus-class Light Carrier.

For the next few years, Pytor did little of note beyond earning the ire of several naval aviators and commanding officers with his antics in the air and his rebellious streak —both of which combined to give him the call sign Maverick. Fortunately for Pyotr, his skills were soon put to use in the 3037 invasions of Hurik and Ward —scoring several kills against militia aircraft and even making a mech-kill despite his Daga's air-to-air loadout. Earning grudging respect from his superiors, Pyotr built upon his achievements by leading low-level strikes against Marian defences on Alphard during the Marian intervention.

Flying in at treetop height and homing in on designators planted by Republic spies, Pyotr and his fellow aviators eviscerated the Marian defences in a matter of minutes, whole sections of Alphard's defence grid going down in the blink of an eye. Similar activities during the Mandate and Outback Interventions —combined with substantial personal growth following the loss of a friend and fellow aviator and his command of the Republic's TOPGUN program— saw Pyotr earn numerous promotions until, by the end of 3048, he was an Aerospace Corps General.

Described as either irreverent or a wiseass, depending on whom you ask, General Pyotr 'Maverick' Michael is known for his reliance on airpower to take out targets others would spend the lives of ground forces on. A Naval Aviator at heart, the general is also known for his preference for sub-capital aerospace power; the man forgoes even dropship support in favour of ASF-led strikes wherever possible. Somewhat unfamiliar with ground and capital forces, Michael is nonetheless one of the Republic's best airpower strategists, and his abilities should not be underestimated.

[] Admiral Sasha Voronin, The Admiral
Name: Sasha Voronin
Date of Birth: 2999
Biography:
Born into Helghan's minuscule middle class in November 2996 (2344 by the old calendar), Sasha Voronin spent the first decade and a half of their life living under the Visari regime on pre-transition Helghan. Already cognisant of how their gender identity clashed with the fascist views of Visari and his ilk by the time they were ten, the young Voronin successfully hid their gender nonconformity by feigning enthusiasm for participation in the Navy Cadets —several photos of Scolar Visari existing where Cadet Voronin and the rest of his troop are visible in the background. Assisted in this act by their parents, Voronin watched from the shadows of Helghan society as fascism's grasp strengthened its grip on Helghan's soul.

Following the deaths of Visari, Orlock, and Stahl and the subsequent transition of Helghan to a new universe, a 15-year-old Cadet Voronin almost immediately showed their true colours by joining the Adenium Revolution that ended the civil strife. In a move that did much to cement the seriousness of their turn, Cadet Voronin and several comrades risked their lives to shut down the automated defences guarding the gates to the Karpathian Navy academy; the act allowing rebel commandos to breach the perimeter and capture the would-be Autarch Coen Brouwer. Joining the Revolutionary Navy shortly after, Voronin swiftly progressed up the ranks and participated in numerous air-to-surface actions against fascist holdouts.

A sharp-minded officer and well-respected by their peers, Sasha spent the years after the Adenium Revolution and the clearing of the skies engaged in routine naval activities such as anti-piracy patrols, exploration, and diplomatic escort. However, when the Aurigan Civil War began, the then Captain Voronin played a significant role in several planetary liberations; the Captain and their crew provided danger close fire support against entrenched Directorate forces and swept several formations from the field. Following these actions, which won Voronin and their crew several medals, Voronin spent several more years in the Captain's chair before being promoted to Commodore.

Overseeing a squadron of warships in peacetime, Commodore Voronin spent the next few years out of the limelight until widespread student protests in the 3030s triggered a critical evaluation of figures throughout the Republic's government and military; the Truth and Reconciliation Commission spawned in response soon uncovering the aforementioned images of Cadet Voronin and Scolar Visari. Fortunately for the 41-year-old Commodore, Their actions during and after the Adenium Revolution, their age in the photos, the multiple character witnesses speaking up in their defence, and the nature of life as a GNC individual under fascism meant that the Commission's attention swiftly turned away from Voronin; enabling the Commodore to resume their command with little issue and even earn another promotion.

Though not involved in military actions against the Celestial Mandate for what was seen as the authoritarian state's semi-successful terror attack on Helghan, Rear Admiral Sasha was a notable figure in the ensuing Mandate Intervention; their grasp of tactics and strategy allowed Republic forces to planet-hop at high speeds and defeat their opposition with minimal casualties. Promoted to Admiral during the last quarter of the campaign, Vornonin replicated their successes in the Outback Intervention and made substantial contributions to anti-Bomb Pumped Laser tactics, saving many lives with their actions.

A highly decorated officer, albeit one with a penchant for solving problems with naval assets, the Admiral is well regarded by many in the Helghan Navy for their grasp of strategy and tactics. Highly experienced, they have also played a major role in the continued development of naval theory, though they lack experience with modern ground forces.
 
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The Terran Conference Part Deux
[X] Plan Arsenal of The Sphere
https://forums.sufficientvelocity.com/threads/the-lords-of-ruin-battletech-killzone.52819/page-1036?post=30031096#post-30031096


Concerned that the Rasalhague Republic would be unable to fend off the Clans on its own and already planning to offer the state weapons and equipment by way of aid, the Helghan government seized on the Republic's request to the ORDI for arms sales and voted to break the tie. Bound by the ORDI's strictures regardless of their own opinions, the five member-states of the Periphery alliance swiftly moved to make good on the result —production orders flitting across the Rimward Periphery as logisticians moved to fulfil the planned trade. Informed of the vote's successful conclusion, Rasalhaugian diplomats greeted the news with great enthusiasm; so great, in fact, that when the Republic requested assistance establishing housing and supply programs for Operation Santiago, those same diplomats promised that they'd be supported wherever they deployed within the state.

Concurrently with efforts to negotiate with the Free Rasalhague Republic and the major powers of the Inner Sphere, ORDI delegates reached out to their compatriots from the Tikonov Free Republic to secure passage through Tikonov space. A minor state established by the Federated Suns in the wake of the Fourth Succession War, the Free Republic is, in all honesty, little more than a corrupt playground for Supreme Lord Pavel Ridzik and the man's family; much of the state's wealth derived from arms sales to non-ORDI states. Formed out of territory seized from the Capellan Confederation, the diplomatic concerns of the nation's leadership have naturally revolved around the fear of reconquest by the Confederation and a boundless desire for C-Bills.

Well aware of both facts, the ORDI delegation reached out to the Free Republic with an offer for passage through Tikonov space for the ships of Operation Santiago. Authorised to offer everything from last-gen manufacturing technology to cash deals to straight-up bribes, ORDI diplomats spent many long nights in talks with their colleagues from the middling state until, at long last, they had struck a deal. In exchange for everything the ORDI had on last-generation manufacturing and warp communication systems and hundreds of millions of C-Bills worth of goods and money, the Republic's Supreme Leader gave his assent for ORDI vessels to pass through Tikonov space. Moreover, the Free Republic also rented a handful of state-owned Jump Ships to aid the ORDI, albeit with the caveat that they remain under the command of Free Republic crews.

Effect
  • -1 wartime AP until the command circuit ends

While accepting that the ORDI's deal with the Draconis Combine would assist the state in resisting the Clan invasion and potentially even frustrate the Federated Suns over the coming years, domestic political concerns combined with the Republic's political philosophy meant that —when it came time to vote on the Combine's offers— the Republic found voting against both deals. With the vote in question enjoying support from each of the Republic's four allies, the ultimate result was a foregone conclusion, the Helghan Republic serving as the lone dissenter in the negotiations. Bound by the rules and procedures of the Outer Rim Defence Initiative and with little ability to contest the result, the Republic naturally acceded to its allies' demands and cut orders to begin assembling the required goods at logistics hubs throughout the nation; similar activities occurring across the Rimward Periphery.

Receiving news of the vote's successful conclusion, though not the exact breakdown of votes involved, the Combine's delegation to Terra publicly thanked the ORDI as profusely as their honour system permitted. To sweeten the thanks, the Combine also authorised the first payment to the ORDI states, money and less tangible items landing in the pockets and black books of the Periphery alliance. Soon after, Hohiro Kurita echoed the response in a private meeting; the son of the Combine's heir promised that the nation would uphold its end of the secret bargain as soon as the first shipment landed in Combine territory —a date sometime in late Q1 3049.

Effect
  • +10 influence
  • +100,000,000 C-Bills
  • Will gain TSM tech and pulse laser samples after Q1 3049

To the ORDI's surprise, the Federated Suns' delegation to the Terran Conference responded to calls to make bomb-pumped lasers available throughout the Inner Sphere by agreeing almost immediately. Echoing the language used by ORDI states during prior technology trades, delegates from the Federated Suns announced that the state is more than willing to sell both examples of the weapon system and the underlying technologies involved to any Inner Sphere state. Intended to be something of a dig against the alliance's rival given the historic views of Inner Sphere states towards technology exchanges, the sudden lurch by the Federated Suns has badly undercut the intended outcome of the ORDI's call, as has the lack of a call for Petrusite technologies to receive the same treatments.

Understandably, the sheer effectiveness of bomb-pumped lasers has already drawn representatives from numerous nations into talks with the Federated Suns. While delegates from the Lyran Commonwealth, Draconis Combine, and Free Worlds League have all been seen speaking with their FedSun counterparts, the lack of intelligence assets in Hilton Head has prevented the ORDI states from learning the exact details of their discussions or even the price of the items. Meanwhile, the ORDI's attempts to purchase working examples have been rebuffed by the Federated Suns, who claim that states in the path of the invasion have priority.

To the great relief of the ORDI and its plans to secure passage through Free Worlds League space, the League's government proved highly receptive to a decade-long non-aggression pact with the Outer Rim Defence Initiative when offered. Mediated by ComStar due to its neutral nature, talks between the two powers progressed swiftly even without the use of less-than-ethical means of swaying influential figures within the League, the Inner Sphere nation eager to secure its rimward border in these uncertain times. So swiftly did talks progress that, by the end of January, the leadership of both powers publicly announced the formation of a non-aggression pact similar to that between the ORDI and Federated Suns to much rejoicing from doves across the Rimward Periphery. Somewhat less publicly, the League also agreed to permit ORDI vessels to cross the Sirius gap to Lyran space and even assisted the ORDI in renting League-owned JumpShips for the crisis's duration —albeit with the caveat that they could just as easily be taken away should circumstances demand it.

Effect
  • -1 wartime AP until the command circuit ends.

In contrast, negotiations with the Lyran Commonwealth's diplomatic party proved complicated in the extreme; the ORDI's efforts to secure a source of supplies, lines of travel, access to Clan technology, troop deployments, and more introduced countless areas of negotiation. While the ORDI as a whole agreed to the Lyran Commonwealth's proposed arms deal and, in doing so, secured a vast supply of C-Bills, the Republic's proposal of a lend-lease program for aerospace assets met with vastly more scrutiny from the Commonwealth due to the concessions the Republic hoped to attain. Though the Commonwealth proved eager to accept the proffered warships and their included compliments of aerospace fighters, they countered the Republic's request to deploy combat troops to Lyran space with a demand that the LCAF hold strategic command rights over any units so deployed —the Commonwealth content to allow ORDI units to fight however they wish, so long as they do so as part of the LCAFs grander strategy.

Similarly, while the Commonwealth agreed to pressure the Federated Suns to share the technology behind bomb-pumped lasers —something that must have influenced the Suns' government given their agreement to sell the technology to Inner Sphere nations— and even agreed to allow the Republic to utilise production lines on Fort Loudon, the nation only provisionally agreed to host a yardship above the world. Concerned over the security risk such a spacecraft poses, the Lyran government demanded that any such vessel boast no more than 200 tons of weaponry and carry only enough troops to maintain security from saboteurs. The topic of tech salvage saw a similar reticence displayed by the Archon's government, the Lyran Commonwealth only agreeing that the ORDI would have the right of first refusal for any items recovered by the LCAF that the Commonwealth decided to sell.

Meanwhile, ORDI efforts to rent JumpShips and secure passage through Lyran space met with no resistance from the Commonwealth's government. Business-minded and under threat by the Clans, respectively, the Lyran government not only okayed privately-owned companies to transport ORDI troops and equipment and allowed both through their territory but even agreed to subsidise the rent of privately-owned JumpShips, dramatically lowering the cost of such rentals. Finally, the Lyran Commonwealth not only agreed to recognise the Rimward Periphery states as not being part of the Star League but, much like the Federated Suns, even agreed to say that they never had been.

Effect
  • -9 Damascus-class light carriers and associated airwings
  • Spare parts line will be established on Fort Loudon, though there's a risk the Commonwealth will glean some technical secrets over time
  • -50,000,000 C-Bills/quarter while renting the jumpships
  • +200,000,000 C-Bills from the arms trade
  • LC counters ORDI demand with: Demands command rights on a strategic level (I.E they get to order the units to guard certain systems), agrees to pressure the Federated Suns, makes provisional agreement to a yardship depending on its exact design (few weapons allowed and only those troops needed to protect it), agree to offer the Republic the right of first purchase should they decide to sell any tech they recover.


Operation Santiago (Clan Invasion Response)
-[X] Negotiations with ORDI: Immediately share the designs for the Forge Class supply superheavy unit to provide in-theater logistical support. Lift all export restrictions for Helghan technology for use to fight the Clans with. Offer to refit all deployed WarShips with shield generators to permit enhanced operations against the Clans and sign over as much Petrusite as needed to maintain them for the foreseeable future.
-[X] Request that the CC permit us to stand up manufacturing enterprises on Tsitsang to assist with logistics, and ask ORDI as a whole to chip in to help get manufacturing running ASAP there. Similarly, we will ask them to assist with our ammunition and non-critical spare production in the LC. Request assistance forming a logistical Command Circuit from CC space to (relatively) close to the front.
-[X] Deployment Plan: Four Noctis-class Frigates. Two Hecatoncheires Carriers. Carry what Commissar-class Pocket WarShips can be supported. First Division, First Army (0.5 weight), two veteran BattleMech regiments (0.2 weight), and cyborg special operations brigade (0.05 weight).
-[x] Commodore Joel Ostergaard - Taurian Logistician

Hoping to stack the deck in the ORDI's favour as much as possible, the Helghan Republic responded to the cavalcade of planning for Operation Santiago by opening its technological treasure trove and offering its allies technologies previously restricted to Helghan hands. Eager to avoid war support-destroying casualties and well aware that ORDI forces would need to maximise their advantages wherever possible, the Helghan government offered to install current-generation shielding systems in those warships deployed to the operation by its allies, the months-long delays required by the refits considered an acceptable bargain in exchange for the boost to survivability offered by shields. Lacking the technology and encouraged by the Republic promising a guaranteed supply of Petrusite for the vessels, every ORDI member deploying naval assets to Operation Santiago accepted the offer without complaint; the five warships planned to accompany the Helghan contingent entering drydock mere days later. With the first step of their plan completed, the Helghan Republic quickly moved on and shared plans for the colossal Forge-class Production Cruisers with all five of its allies.

A superheavy hovercraft massing 50,000 tons, the Forge-class Production Cruiser was developed by Helghan design bureaus to help lessen the strain of logistics for forces serving on distant battlefields. Sharing a great deal with mobile factories like those that rebuilt Phyrrus, Forge-Class hovercraft serve as mobile logistics hubs for Helghan forces, their advanced manufacturing and maintenance equipment lessening the burden of maintaining warfighting gear. Always happy to receive designs and technology all but free of charge —and with almost all of the ORDI's members now boasting experience working on vehicles of a similar scale— all five of the Republic's allies accepted the proffered design without rancour or debate, statements from all five stating that they began work on examples of the class immediately upon receipt.

Similarly, the Republic's request to use the Capellan world of Tsitsang as a logistics hub, combined with its offer to improve the planet's industry and its request to the rest of the ORDI to assist the Republic in doing so, met with approval from all corners. No doubt loathe to leave their troops without the necessary support, and, presumably, figuring that today was the best time to get the measure of the Clans, the Republic's allies also agreed to share whatever spare parts may be necessary and establish a command circuit to the front from Tsitsang —years of JumpShip manufacturing combined with the shift towards inter-alliance trade leaving the ORDI with a surprising amount of slack when it came to JumpShips. No doubt hoping to keep its allies sweet, the Republic capped off this diplomatic effort by forwarding a rather unexpected nominee for the position of task force leader: the Republic suggesting that Commodore Joel Ostergaard be placed in command of the operation.

A member of the Taurian Defence Force, Commodore Joel Ostergaard made his name in military circles by quite literally writing the book on deep space commerce raiding for the Taurian Navy; the man displaying a generational talent for naval tactics despite their near eradication in the Inner Sphere. A talented logistician to boot, Ostergaard also played a noteworthy role in supporting the ORDI advance into the Celestial Mandate during the Mandate Intervention, his command advancing further, faster than any other Taurian unit. Though boasting only theoretical ground and large-scale naval combat skills, the man's background and skillset meant that few within the ORDI proved willing to argue against the appointment, the Commodore taking charge of the task force in mid-January.


How does the Republic respond to the Lyran Commonwealth's counter-offers?
Note: Arguing with the Lyrans will delay the launch of Operation Santiago such that ORDI forces will only arrive in Q2 of 3049.

In addition, it's worth keeping in mind that warships from non-Republic ORDI members will be delayed until Q2 3049 as they're having shielding installed.

[] Accept the Lyran terms
[] Write-in counter arguments
 
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Terran Tech Trades
Terran Tech Trades
Well aware of the Republic's continued technological lead over their own sciences, early 3049 saw the Magistracy, Confederation, and Concordat work together to establish another trade expo between ORDI nations; all six nations of the alliance dispatching negotiators to pursue their interests. Meeting on Coromodir due to its central location and high security, ORDI representatives immediately got to work determining what was on the table for trade and what was off-limits. Understandably considering the situation in the Coreward Periphery, it came as little surprise when talk swiftly turned away from civilian goods and technology to more military-minded examples; the Republic's allies were willing to pay quite a price for all manner of technologies.

Traditionally handled as an exchange-in-kind wherein technology is exchanged for technology, the sheer lead enjoyed by the Republic combined with the pressing matter of the Clan Invasion forced its allies to look to other forms of payment instead. Eager to secure improved military technologies while there was still time to introduce them into their armed forces, the Republic's five allies offered the state everything from C-Bills to favours to entire battalions of battlemechs, all of which merged to make this technology exchange the most exciting one in many years.

Aurigan Coalition
Historically the state with the weakest Research and Development sector prior to the Alphard Republic's admission into the ORDI as an associate member, the Aurigan Coalition proved highly interested in securing technological advancements from the Helghan Republic. Holding technologies only peripherally interesting to the Republic but boasting a substantial money maker in the form of a JumpShip manufacturing sector, the Aurigan Coalition offered its ally all the data it held regarding primitive Extended Range PPCs and 150,000,000 C-Bills in exchange for the technical knowledge necessary to build and run Petrusite synthesis plants. Powerful weapons with a range comparable to those displayed by PPCs used by the invading Clans, the acquisition of ER PPCs, even primitive ones, could improve the lethality of ORDI vehicles and mechs against their clan counterparts. Similarly, the substantial check written by the Coalition would greatly ease the burden of rebuilding the Outback's shattered infrastructure.

[] Accept trade [+Primitive ER PPCs, +150,000,000 C-Bills]
[] Reject trade
[] Write-in

Alphard Republic
Though far from a full member of the Outer Rim Defence Initiative, the Alphard Republic's presence in the ORDI's research pact and its technological paucity nonetheless saw the minor state included in negotiations. Keenly aware that they had little to offer Helghan in exchange for a technological bounty, Alphard's diplomats turned to one of the few resources it could offer: its support in the ORDI. Only an associate member at the current time and thus unable to vote on ORDI policy, hush-hush discussions between representatives of the Alphard and Helghan governments made it clear that the anti-spinward nation has been entertaining the idea of joining the alliance as a full member since mid-August last year. Those same discussions also made clear that, in exchange for information on Improved Fusion Reactors and Hyperband transmissions, the Republic would be willing to back Helghan on up to five ORDI votes following its accession to member status.

[] Accept trade [+Support on 5 ORDI votes once risen to member status]
[] Reject trade
[] Write-in

Capellan Confederation
The nearest ORDI nation to the Clans and with a military still suffering from the aftermath of the 4th Succession War, the Capellan Confederation proved itself eager to acquire any technologies that could grant it an advantage over the strange invaders plaguing the coreward periphery. Boasting a substantial conventional military and only capable of building a small number of battlemechs per year, Confederation negotiators reached out to their Republic counterparts and made a highly unusual offer. In exchange for the technology behind Improved Power Armour, the Capellan Confederation announced that it would be willing to trade the Republic an entire battalion of mech chassis to use as it sees fit —Helghan and Capellan analysts agreeing that the benefits of the trade would outweigh those of a single mech battalion.

[] Accept trade [+1 mech battalion]
[] Reject trade
[] Write-in

Magistracy of Canopus
In contrast to the Taurians and Capellans, who had to make unique offers when attempting to secure new technologies from the Helghan Republic, the Canopians enjoyed a substantial technological lead in one key field —a lead substantial enough that they could offer a direct swap as in prior years. Eager to secure technical information regarding Improved Tactical Robotics and Ecological Adaptation, the Magistracy of Canopus offered to transmit all the data it held on its newly developed Null Signature System to the Republic. Difficult to build and maintain thanks to its cutting-edge nature, the Canopian Null Signature System nonetheless offers equipped mechs incredible signature reductions to the point that Beagle Active Probes cannot discern their signatures from the background noise, and targetting systems struggle to maintain lock. As one might imagine, the Republic military is very interested in acquiring the technology.

[] Accept trade [+Null Signature System]
[] Reject trade
[] Write-in

Taurian Concordat
A nation with a shipbuilding sector second only to the Helghan Republic, Helghan's representatives found themselves completely unsurprised when their Taurian counterparts immediately moved to meet with them regarding aerospace technologies. In an evening meeting featuring the now obligatory food and drinks, Taurian negotiators broached the topic of obtaining the technical details behind improved fusion drives in exchange for temporary access to the Concordat's R&D sector. Lightweight and space-efficient compared to most other drives, Taurian warships equipped with such engines would be able to mount proportionally more of everything compared to Inner Sphere designs, and the temporary access to Taurian R&D resources would allow the Republic to explore areas of science previously left untrodden without impacting its existing plans.

[] Accept trade [+Research slot until the chosen research item is completed]
[] Reject trade
[] Write-in

Inter ORDI trades
  • TechSource
    Warp DrivesTaurian Concordat
    Gene TailoringMagistracy of Canopus
    Naval LasersCapellan Confederation
    Standard ECMCapellan Confederation
    Advanced CyberneticsCapellan Confederation
  • TechSource
    Double Heat SinksAurigan Coalition
    Gene TailoringMagistracy of Canopus
    NeurohelmetTaurian Concordat
    Standard ECMCapellan Confederation
  • TechSource
    Warp DrivesTaurian Concordat
    NeurohelmetTaurian Concordat
    Standard Anti-Gravity DriveTaurian Concordat
    Null Signature SystemMagistracy of Canopus
    Gene TailoringMagistracy of Canopus
    Improved Petrusite TheoryAurigan Coalition
    Improved Fusion ReactorAurigan Coalition
  • TechSource
    Warp DrivesTaurian Concordat
    Standard Anti-Gravity DriveTaurian Concordat
    Naval LasersCapellan Confederation
    Standard ECMTaurian Concordat
    Improved Petrusite TheoryAurigan Coalition
    Capital MissilesCapellan Confederation
  • TechSource
    Null Signature SystemMagistracy of Canopus
    Gene TailoringMagistracy of Canopus
    Naval LasersCapellan Confederation
    Naval AutocannonsCapellan Confederation
    Advanced CyberneticsMagistracy of Canopus
    Improved Petrusite TheoryAurigan Coalition
 
Terran Tech Trade Results
[X] Plan: Accepting deals, giving more and the synthesis deal.
https://forums.sufficientvelocity.com/threads/the-lords-of-ruin-battletech-killzone.52819/page-1043?post=30299626#post-30299626


[X]Aurigan Coalition:
-[X] Write in: See synthesis deal.

-[X]The Helghan Republic is willing to share Petrusite Synthesis with all of ORDI however out of fear of it falling in the hands of the Great Houses request all ORDI members to work together to form a Intelligence Coordination organization which will put down minimum standards that every ORDI intelligence agency hast to adhere to and coordinate a intelligence sweep of all ORDI members besides the Republic as it has done such a sweep itself recently. The sweep will be performed by each states own intelligence agency. After the intelligence agency have reached the minimum standards and have performed the intelligence sweep there parent nation will receive the Petrusite Synthesis technology. This action is requested to minimize the changes of Petrusite Synthesis technology from falling into the hands of the Great Houses losing ORDI their greatest advantage.
Keenly aware of its allies' desire to secure an independent supply of Petrusite and equally aware of the risks associated with granting that wish, the Helghan Republic countered the Arano government's offer with one that proved far more ambitious. Reaching out to the trade conference's other delegations, the Republic, speaking through its diplomats, offered its fellow member-states all the technical knowledge needed to construct and operate Petrusite synthesis plants in exchange for the establishment of a watchdog program to prevent leaks of the technology to the Inner Sphere's Great Houses. Employing counter-intelligence personnel from all five ORDI member-states, the program —codenamed GNOSTIC by those responsible for its design for unclear reasons— would not only define the security standards necessary to prevent technology theft but also guarantee site security using personnel from the host state and require states to conduct thorough security sweeps of relevant facilities prior to the handover of any technology.

A step towards greater international cooperation unseen since the ORDI's research cooperation agreement, the proposal caught many of the Republic's allies quite by surprise —their initial hesitancy disheartening to witness. However, and fortunately for those within the Malkiewicz government pushing for the deal, the allure of Petrusite synthesis combined with the expenditure of a great many favours saw said hesitancy steadily dissolve, and the Republic's allies eventually agreed to participate after a solid month of diplomatic effort. With early February seeing the last signature placed on the document formalising the agreement, the GNOSTIC program officially began, and security sweeps of the Aurigan Coalition, Taurian Concordat, Magistracy of Canopus, and Capellan Confederation immediately began.

Effect
  • Takes a lot of back and forth between the Various ORDI states, and a lot of influence spending, but eventually they agree to establish a multinational organisation within the ORDI to establish procedures for maintaining the security of Petrusite Synthesis tech.
  • Org will take at least six months to establish.
  • Gain national idea: GNOSTIC
  • -15 influence


[X]Alphard Republic:
-[X] Write in: Accept the deal but add to it that in exchange for researching KF drive (for which we will give them our Breakthrough KF Drive Research Bonus) the Republic will also give them Helghan Standard lasers and Autonomous Systems.

Eager to secure diplomatic influence within the Outer Rim Defence Initiative in the wake of its allies' continuously improving technological sophistication and economic growth, Helghan's representatives at the conference not only agreed to the Alphard Republic's deal but quickly moved to make a counteroffer designed to be irresistible to the young state. Weaker in all aspects compared to the Helghan Republic, the Alphard state nonetheless maintained a state-backed community of scientists, engineers, and theoreticians engaged in research across its systems —said community's small size and lack of funding limiting the kinds of research it could undertake, but far from the point of uselessness. Recognising that this research community could benefit the ORDI as a whole if applied correctly, pushed by influential scientists eager to explore the theory behind Kearny-Fuchida drives, and viewing the Alphard Republic as a junior partner in all matters ORDI-related, Helghan diplomats offered their Alphardian counterparts details on Helghan Standard lasers and Autonomous Systems in exchange for their cooperation on KF drive research.

No doubt aware of their own status within the ORDI, Alphard's diplomats immediately accepted the proffered deal, the Alphard government secretly pledging to support the Helghan Republic for the five ORDI votes following its accession to member status. In addition, the Republic also agreed to prioritise the study of KF drive physics and share the results with the rest of the ORDI —Helghan's information on lasers, autonomous systems, and KF drive interactions in hyperspace transferred within weeks of the secret deal's signing.

Effect
  • -1x Breakthrough KF drive research bonus
  • +Alphard Support for next 5 ORDI votes after it's made into a member of the ORDI
  • Alphard Republic begins research on KF drives. Will share with the ORDI on completion.

[X]Capellan Confederation:
-[X] Write In: See major tech trade deal.

-[X]In exchange for further assistance rebuilding the outback the Helghan Republic will share Stealth coating, Long Range Sensors (when completed) and Improved Power Armour with everyone along with researching Robotic Workers for everyone as long as the Capellan Confederation agrees to share Swarm Robotics with all of ORDI when completed.
Offered a mech battalion by the Capellan Confederation for the details behind the construction of Improved Power Armour, the Republic's diplomatic contingent soon countered with a deal intended to benefit the ORDI as a whole: a laundry list of technologies to be given to all ORDI states in exchange for a reciprocal tech sharing agreement regarding Swarm Robotics and assistance rebuilding the Federated Suns' Outback. Seen as straightforwardly beneficial by the team responsible for making the offer, those same diplomats were unpleasantly surprised when the Capellan delegation responded with a rejection. In an off-the-record conversation the night of the response, the head Capellan negotiator cited the lack of material benefits over other ORDI states as the primary reason for the state's response; the Republic's straightforward acceptance of the Concordat and Magistracy's deals serving as secondary reasons.

Thrown off balance by the Confederation's response and very much desiring assistance rebuilding the devastated Outback, the Malkiewicz government immediately moved to repair the damage before the conference's end; Helghan diplomats instructed to use any means necessary to secure the Confederation's agreement. So ordered, Helghan's diplomatic corps immediately began to call in favours by the bushel in an effort to influence their Capellan counterparts —the Republic's allies enlisted in the action wherever possible. For over a week, delegates and their aides from all five ORDI member-states wined and dined with one another in the greatest diplomatic struggle since Operation Pluto; January's eventual close seeing the Confederation sign the deal with a host of waistlines left devastated in the conflict's wake.
Effect
  • -8 influence
  • Takes a lot of influence peddling to get the CapCon to agree to a deal that doesn't give them any advantage over their allies when the Canopians and Concordat get stuff, but they eventually conceded in order to obtain Stealth coating, long range sensors (when completed) and improved power armour, and promise of Robotic Workers.
  • Capellans agree to share Swarm Robotics when finished.
  • Capellans agree to assist the Republic in whatever the next Outback activity it chooses to do is.

[X]Magistracy of Canopus:
-[X] Accept trade.

Perhaps the plainest trade deal to ever cross the desks of Helghan negotiators, the Magistracy of Canopus' offer to exchange information regarding the nation's new Null Signature System for similar information on Improved Tactical Robotics and Ecological Adaptation met with immediate agreement from the Helghan Republic; the deal signed without qualms from either side in only a matter of days. Perhaps the premier battlemech technology developed by the Star League before Amaris' coup, the Null Signature System is appropriately difficult and expensive to build and maintain but offers incredible advantages to any mechs so equipped. Only able to be installed on mechs for numerous reasons, the acquisition of the technology from the Centrellan government has left the Republic's mech forces giddy with excitement and eager to use it in purpose-built designs.

Effect
  • +Null Signature System in exchange for Improved Tactical Robotics and Ecological Adaptation

[X]Taurian Concordat:
-[X] Accept trade (Research Clan Propellants).

Similarly straightforward, the Concordat's offer to research any technology the Republic wishes in exchange for Improved Fusion Drives met with immediate approval from the Helghan government; the acceptance coming in from the capital so quickly that it was initially assumed to be the answer to an earlier, forgotten question. Handing over the relevant schematics in a WarpComm-based video conference, Helghan scientists reportedly expressed substantial interest in their Taurian counterpart's exploration of new and improved missile propellants. Potentially more powerful than contemporary counterparts of the same weight, next-gen propellants could enable ORDI missiles to equal Clan weaponry in performance and possibly tip the balance of power back in the ORDI's favour.

Effect
  • +Temporary research slot in exchange for improved fusion drives


National Idea Changes
GNOSTIC: An inter-ORDI watchdog made up of ORDI counterintelligence operatives established to protect the secrets behind Petrusite Synthesis
 
The Clan Invasion -- January-March 3049 Actions
The Terran War Crimes Tribunal

In a somewhat awkward but unavoidable turn of events, January 3049 saw Comstar send a list of people charged with war crimes to the Outer Rim Defence Initiative and the Federated Suns, the request coming shortly after the completion of detainment and prosecution facilities. Unwilling to violate diplomatic norms and holding a handful of ORDI personnel accused of said crimes by the Federated Suns, the Helghan Republic and its allies quietly complied with Comstar's request and handed over said persons to mercenary police hired by Comstar to oversee their transport back to Terra. Estimated to arrive on the homeworld by March's end, the subsequent trials will take at least a year to conclude, and that assumes the Clan Invasion will not impact matters.

Though a notable percentage of people within the ORDI as a whole and the Republic in particular assumed that the Federated Suns would refuse to hand prisoners to Comstar, the monarchist state surprised many by acquiescing without complaint. Named in Comstar's missives to the Federated Suns, dozens of former AFFS and governmental personnel found themselves under the custody of mercenary police with only one notable exception. Having killed himself in late August, Duke Michael Hasek-Davion's body remains in the custody of the Federated Suns and is reportedly undergoing preparations for a state funeral; the Helghan public continuing to protest the man and his legacy.

With both sides carefully following Comstar's commands and the trials expected to begin in earnest in Q2 3049, the quasi-religious organisation has requested that the Federated Suns and ORDI dispatch their prosecutorial teams and judges post-haste. Designed by Comstar to offer both groups equal standing in the court, each side will appoint a prosecutorial team to the trial and a pair of judges, one being a deputy without voting rights. Similarly, to prevent deadlocks from threatening the court's integrity and authority, Comstar will hold the balance of power with its own pair of appointee judges, the junior judge once again lacking voting rights.

Which judges will the ORDI send to the Terran War Crimes Tribunal?
[] [Select Senior Judge]
[] [Select Junior Judge]

[] Judge Elena Voss
Known for her sharp intellect and unwavering dedication to justice, Elena Voss stands as a beacon of intellectual rigour and steadfast commitment within the Republic's judicial sphere. Serving as a defence lawyer for many years before becoming a member of the judiciary, Judge Voss honed her skills with years of legal practice and approaches each case with unswerving dedication. Refusing to be swayed by external pressures or biases no matter how great they may be, Judge Voss's stern demeanour is well-known among her peers and the public, her iron will tempered by her deep-rooted sense of impartiality.

[] Judge Lysandra Quinn
A canny political operator within the Magistracy of Canopus, Judge Quinn is known for navigating the intricate web of Canopian politics with finesse; her keen understanding of the various internal factions enables her to maintain a favourable stance with the central government while preserving her judicial integrity. Carefully balancing her role in the judiciary with her own political ambitions, Judge Quinn often rules on hot-button issues with the Magistracy, the woman boasting a list of historic decisions. Among her most recent efforts, Judge Quinn has ruled in favour of plaintiffs opposed to the Magistracy's historically misandrist laws and has implied an interest in bringing war criminals to justice.

[] Judge Thaddeus Kane
A principled and disciplined man, Judge Thaddeus Kane embodies the very best of the Taurian legal system, the venerable man often ruling in favour of individual rights and protections over the interests of any government. Greatly respected for his strict adherence to legal codes and ethical standards, Kane sets an exemplary precedent for judicial conduct, albeit with the corollary that he is his own worst critic when it comes to following accepted standards. Judge Kane's disciplined approach to jurisprudence ensures that each case is meticulously evaluated and leaves no room for error or oversight.

[] Judge Mei Ling Zhao
One of the Capellan judiciary's rising stars, Mei Ling Zhao is a luminary within the judicial landscape of the Capellan Confederation, the woman developing a reputation for the quality of her legal analysis. One of the finest minds of her generation, Zhao's keen intellect allows her to easily navigate complex legal scenarios, often synthesising traditional precedents with innovative interpretations. More importantly, at least from the Republic's perspective, Zhao's strategic approach to jurisprudence has earned her acclaim for balancing the Confederation's rich legal history with the evolving complexities of governance in the continually liberalising state. Rare to find, these skills could make Judge Zhao invaluable on any international tribunal.

[] Judge Alaric Holt
Fearless and unyielding, Judge Holt is a stalwart defender of justice within The Aurigan Coalition, his bold approach to challenging conventions and powerful entities earning him a reputation as a maverick within the judicial community. Cutting his teeth on the post-civil war tribunals, Holt's courageous pursuit of justice often places him at the forefront of contentious legal battles where his unwavering resolve serves as a beacon for those seeking justice. Outside the courtroom, Holt is a vocal advocate for civil rights, using his platform to address systemic inequalities and promote social justice reforms.

[] Judge Sjaak Minke
Methodical and deeply knowledgeable, Judge Sjaak Minke is a revered figure within The Helghan Republic's judicial hierarchy. One of the oldest judges still serving, Judge Minke's comprehensive understanding of legal precedent and constitutional matters positions him as one of the premier authorities on complex legal issues. Known for being extremely thorough and detail-oriented, Judge Minke values intellectual rigour and ensures that his decisions are always grounded in sound reasoning and thorough analysis. Despite this, however, some critics claim that he tends to support the interests of the Helghan government when operating in murky legal waters, a flaw that could prove dangerous should the worst come to pass.


Actions
You have 6 out of 10 Action Points to spend. -1AP from Tikonov Command Circuit rental. -1AP from Free Worlds League Command Circuit rental. -1AP from improving Tsitsang's industry. -1AP from setting up production lines on Fort Loudon.

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:
Note: These are locked until after Q1 3049
[] 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. [At Max Infiltration]
[] Ferment Dissent [Medium]: By producing and spreading certain forbidden materials throughout the people of this faction, our agents can potentially incite dissent against the powers-that-be.
[] Stage diplomatic incident [Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [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: 0/12 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Continue NAIS Infiltration [Medium-Hard]: Continuing prior efforts to infiltrate the New Avalon Institute of Science is vital if we want access to their latest designs and most secure production sites.
[] Steal research [Hard] [TARGET RESEARCH]: Utilising our agents in research centres and laboratories, we can "acquire" valuable research data.
[] Infiltrate Davion Palace [Hard]: By infiltrating the Davion palace, we can gain access to its most vital secrets and most important people.

[] Write-in:


Lyran Commonwealth:
[X] Fort Loudon Industrial Setup [Progress: 0/2] [Locked Until Completed] [+1 AP from 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 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


Free Rasalhague Republic
[] Arms Sales (Small): With Rasalhague currently being invaded by highly advanced descendants of the Star league Defence Force, they may be open to purchasing some amount of weapons and vehicles. Given the distances involved, however, it should be noted that said goods will only arrive three months after the sale is made. [+10,000,000 C-Bills]
[] Arms Sales (Medium): With Rasalhague currently being invaded by highly advanced descendants of the Star league Defence Force, they may be open to purchasing some amount of weapons and vehicles. Given the distances involved, however, it should be noted that said goods will only arrive three months after the sale is made. [+20,000,000 C-Bills]
[] Arms Sales (large): With Rasalhague currently being invaded by highly advanced descendants of the Star league Defence Force, they may be open to purchasing some amount of weapons and vehicles. Given the distances involved, however, it should be noted that said goods will only arrive three months after the sale is made. [+40,000,000 C-Bills]
[] Battlemech Sales: Vastly under equipped in comparison to the invaders, Rasalhague is seeking to acquire whatever mechs it can however it can; the nation reaching out to all corners of the Inner Sphere for aid. Though it would take some time for any such deliveries to arrive and would risk the Clans getting their hands on as-yet-unseen designs, it could be a valuable source of C-Bills and would aid the Republic in holding back the Clans. [+80,000,000 C-Bills]


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


Capellan Confederation
[] 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.
[X] Tsitsang industrial improvements [Progress: 0/10] [Locked Until Completed] [+1 AP from Aurigan Coalition, +1 AP from Taurian Concordat, +1 AP from Magistracy of Canopus, +1 AP from Capellan Confederation]


ORDI Actions

[] Write-in


Helghan Republic
[] Restart War Economy (Economic Vanguardists): Gain extra AP in war turns, unlock multiple Military production options, war exhaustion will rise much faster due to a loss of civilian goods
[] Restart War Economy (Centrists): Unlock multiple Military production options, war exhaustion will rise slightly faster than normal

[] Construct a military defence station over [LOCATION]
Locations availableRestart :
Cassilda

[Can be taken multiple times in a turn]

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

Caliban (Medium → Large)
Charybdis (Medium → Large)
Highwater (Medium → Large)
Mir (Medium → Large)
Tiverton (Medium → Large)
Contrilla (Small → Medium)
Detroit (Small → Medium)
Mantharaka (Small → Medium)
New Oslo (Small → Medium)
Rogue (Small → Medium)
Spencer (Small → Medium)

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

[] Construct a Petrusite synthesis plant on: [LOCATION] [Progress: 0/4]
Locations Available:
Helghan
Portland
Mir
Rogue
Independence
Charybdis
Detroit

[Can be taken multiple times in a turn, but you can only build one per planet]

Operation Santiago (Clan Invasion Response)
Note: Due to the distances and delays involved, you have to rely on Commodore Ostergaard to execute your broad strokes objectives.

Naval Support Capacity: 6/6 (use the naval upkeep values)
Ground Support Capacity: 0.75/0.75 (use the transport size value)

Navy (6/6 Naval Support Capacity)

  • 4 Noctis cruisers (4 capacity)
  • 2 Hecatoncheires Escort Carriers (2 capacity)
  • 18 Commissar-B Pocket Warships (0 Capacity)
Ground (0.75/0.75 Ground Support Capacity)

  • First Division, First Army (0.5 weight)
  • 2 veteran BattleMech regiments (0.2 weight)
  • Cyborg special operations brigade (0.05 weight).

[] 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]
[] Operation Santiago Phase 1 Objectives (Failure to detail new objectives for Operation Santiago will have me pick ones based on prior discussion)


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
[] Support Irradiated Petrusite Cannon: A man-portable variant of the Irradiated Petrusite Cannons used by the Republic's combat vehicles and mechs, the Support IP Cannon dramatically improves the ability of conventional infantry to combat their power-armour-equipped counterparts and light vehicles. Supplied by a backpack-mounted canister of Irradiated Petrusite, the Support IP cannon is traditionally mounted on a tripod for stability, but exceptionally strong personnel (or those wearing power armour themselves) can fire it on the move.

[] Infantry-scale Irradiated Petrusite Projector: Substantially smaller than the mech-mounted variant that has left infantry so worried in wargames, the infantry-scale IP Projector is a short-range but incredibly deadly weapon able to clear rooms and vapourise living material using short-lived bursts of Irradiated Petrusite.

[] Extended Range Laser Anti-Missile Systems: Twice the mass of existing Laser Anti-Missile Systems, more expensive to produce, and less heat efficient, ER LAMS nonetheless offer a substantial advantage over traditional LAMS in the form of a 100% increase in their effective range. Relying on superior focusing apparatuses and fire-control systems to achieve this improvement, ER LAMS can effectively engage targets that an ordinary LAMS would have trouble tracking, let alone hitting, and can do so without reduced effectiveness at close range.

[] Anti-Missile Missile Systems: Developed to (hopefully) counter the Federated Suns' deadly Bomb Pumped Lasers, Anti-Missile Missile Systems fire short-ranged, high-speed, high-manoeuvrability missiles intended to engage and defeat hostile missile salvos at long range. More expensive than traditional AMS, somewhat less accurate than Laser AMS, and unable to engage infantry at all, Anti-Missile Missile Systems nonetheless offer substantial range advantages over their competitors and can theoretically engage slower-moving ballistic targets such as artillery rounds.

[] Null Signature System: First developed by the Terran Hegemony in 2630, the Null Signature System is a complex and highly delicate series of passive and active electronic countermeasures and heat baffles that combine to mask a BattleMech's heat and electromagnetic signature. Though far from being the kind of cloaking system featured in blockbuster holo-flicks like the Immortal Warrior series, now on its tenth film, Null Signature Systems allow equipped mechs to stealthily approach targets and render those same mechs far harder to hit at range.

[] Triple Strength Myomers: Developed by the Draconis Combine sometime prior to 3049, Triple Strength Myomer is a bulkier and more expensive variant of myomer fibre that delivers substantially improved performance over its standard cousin. A temperature-dependent material, Triple Strength Myomers only deliver their maximum performance at high heat loads, a feature that has piqued the interest of many a design bureau. A potentially game-changing technology, battlemechs equipped with TSM fibres can move faster and hit harder (in melee) than those without.

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)

 
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