Vote tally - The Lords of Ruin -- Battletech/Killzone

Scheduled vote count started by prometheus110 on Aug 19, 2024 at 6:07 AM, finished with 18 posts and 11 votes.

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prometheus110
The Lords of Ruin -- Battletech/Killzone
Post #27398
Post #27415

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  • [X] Plan: Autocrats... Assemble!
    -[X] Expand FedSuns intelligence network: Having placed a large number of agents within the lower levels of FedSuns society, now would be a good time to capitalize on the effort and expand the Republic's reach.
    -[X] URC Politics
    --[X] Seeing the URC's own rebuilding and development efforts stonewall because of the continuing political instability in the region, the Helghan Republic sends a representative to deliver a proposition to the URC member states, that the nation be split in 2 by primary political alignment of each URC planet, with the world of Firgrove being integrated into the FAS if they agree to the transfer as it's political alignment is closer with them than any of their URC neighbors. Plebiscites will be held, with an informal expectation that the Neo-Jacobists and Maoists will focus their outreach and messaging efforts on planets that can be integrated into stable interstellar nation-states. Failure to come to a long-term agreement with each other and continued instability will make the following agreement with ORDI partners fall through / be considered reneging.
    --[X] Each new state will be supported by either the Helghan Republic or Capellen Confederation (us finally calling in that extra support deal) which should allow rebuilding to continue at the same pace as before the political instability, with no sanction or acrimony from ORDI as a whole regarding the security situation or offers of continued support going forward.
    --[X] However, should this proposal be refused and political instability continue to mount, make it clear that should conflict erupt in the nation that Helghan will redistribute its rebuilding and development effort in the Outback until political stability is achieved in the URC, out of concern for its highly skilled personnel coming to harm. Helghan will however continue its humanitarian efforts and aid refugees who seek assistance at locations our Peacekeepers maintain, but this is reasonably the most we can promise if conflict should break out.
    -[X] Deploy Spy Ships: Though not as effective as they would be within, say, the Federated Suns, deploying Hyde-class surveillance vessels to Clan-held regions will improve the ORDI's ability to gather information substantially.
    -[X] Operation Santiago Phase 9
    -[X] New guidelines for the operation are three-pronged, in order of priority.
    --[X] Part 1
    -[X] Recognition of the Clan fleet presently based near Pomme De Terre as an existential threat-in-being. Intelligence assets must maintain sight of this fleet. Commodore Ostergaard will utilize the limitations of enemy KF drives and advantages of Warp drives to refuse battle to any naval force that ORDI captains are not confident they can defeat until sufficient forces can be gathered to destroy them, and if possible catch them out of position and eliminate them in totality before they can pose a threat to allied worlds.
    --[X] Part 2
    -[X] Ensuring the military readiness of the Wolf's Dragoons and the further strengthening of defenses of worlds in the invasion corridors of Clan Wolf and Clan Ghost Bear, intending to make it as difficult as possible for them to move forward and if at all possible do more than merely blunt their momentum. Build kill zones, fortifications, and depots. If they refuse battle, we stage raids and disorganize them with saboteurs in their backlines, otherwise, stop them cold.
    --[X] Part 3
    -[X] Diplomacy
    -[X] Press the Lyrans to bring the Suns to the field.
    -[X] Open negotiations with the Free Worlds League for an expeditionary military force to be sent to the FRR, prioritizing elite MechWarrior units. The value of Clanner technology salvage should be fairly obvious.
    -[X] Negotiate with ComStar for assistance with the Lothan Factory Complex. Priority and access to it for supplies for completely hypothetical ComGuard units operating in the region will be baked into the agreement (we should have some parts commonality).
    -[X] Ask Jamie Wolf if he has another Clanner secret weapon or miracle in his back pocket.
    -[X] Intelligence sharing.
    --[X] Military Requisition
    -[X] Emergency Teleporter: Developed in secret by a team probing some of the stranger interactions between Petrusite and the rest of the universe, this wearable device allows those equipped to teleport up to 200 meters away… with no control over their landing point and a lengthy recharge period. Difficult to manufacture and terminally hostile to automata, this technology can only effectively be used by a small number of personnel who consider a random exit point less dangerous than wherever they currently are—requirements that fit Republic special forces to a T.
    -[X] Teleport Beacons: Affectionately known as Spawn Beacons by the Republic's rather macabre special forces, teleport beacons serve as anchors for the newly developed teleporter technology, arcane and rather scary physics allowing them to attract the exit points generated by any teleporters within range of the beacon. Primarily useful for large-scale teleporters, teleport beacons allow for the rapid and precise deployment of special forces personnel to the target location, though only after the fragile beacon is set up in a time-consuming process.
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