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Quest Deep Periphery Quest (Battletech Sandbox Empire Builder)

ShadowArxxy

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Speaking of refits, Majeure Electrique is already putting a proposal on the table for a refit of that Tramp, under the proposed name Ronin. The refit uses up most of the Tramp's cargo space to give it a very respectable amount of self-defense firepower including eight Piranha subcapital missile launchers and twenty-four anti-missile systems.

(This departure from their typical dinosaur theme in naming is, per the proposal, intended to reference the background of that ship, and rub in the Dracs' face that our long-feared acquisition of JumpShips is ultimately their own fault for collaborating with pirates.)

Code:
Ronin JumpShip
Mass: 250,000 tons
Technology Base: Mixed (Experimental) 
Introduced: 3257
Mass: 250,000
Battle Value: 11,780
Tech Rating/Availability: F/X-X-X-X
Cost: 904,405,208 C-bills

Fuel: 500 tons (1,250)
Safe Thrust: 0
Maximum Thrust: 0
Sail Integrity: 5
KF Drive Integrity: 6
Heat Sinks: 122 (244)
Structural Integrity: 1

Armor
    Nose: 25
    Fore Sides: 20/20
    Aft Sides: 17/17
    Aft: 11

Cargo
    Bay 1:  Small Craft (2)         2 Doors   
    Bay 2:  BattleArmor (CS) (1)    0 Doors   
    Bay 3:  Cargo (100.0 tons)      0 Doors   
    Bay 4:  Cargo (97.5 tons)       1 Door    

Ammunition:
    432 rounds of Anti-Missile System [Clan] ammunition (6 tons), 
    576 rounds of Improved LRM 20 ammunition (6 tons), 
    80 rounds of Piranha ammunition (40 tons), 
    768 rounds of Gauss Rifle [Clan] ammunition (6 tons)

Dropship Capacity: 3
Grav Decks: 1 (140 m)
Escape Pods: 0
Life Boats: 11
Crew:  7 officers, 28 enlisted/non-rated, 15 gunners, 16 bay personnel, 10 passengers, 6 BA marines        

Notes: Equipped with 
    1 Naval Comm-Scanner Suite (Small)
    138.5 tons of ferro-carbide armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class       
Nose (78 Heat)
4 Enhanced PPC                              60   5(48)   5(48)   5(48)     0(0)   PPC         
2 Gauss Rifle                                2   3(30)   3(30)   3(30)     0(0)   AC          
    Gauss Rifle Ammo [Clan] (128 shots)
2 Improved LRM 20                           12   2(24)   2(24)   2(24)     0(0)   LRM         
    Improved LRM 20 Ammo (96 shots)
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (72 shots)
FRS/FLS (66 Heat)
2 Sub-Capital Missile Launcher (Piranha)    18   6(60)   6(60)   6(60)     0(0)   Sub-Capital Missile
    Piranha Ammo (20 shots)
2 Enhanced PPC                              30   2(24)   2(24)   2(24)     0(0)   PPC         
2 Gauss Rifle                                2   3(30)   3(30)   3(30)     0(0)   AC          
    Gauss Rifle Ammo [Clan] (128 shots)
2 Improved LRM 20                           12   2(24)   2(24)   2(24)     0(0)   LRM         
    Improved LRM 20 Ammo (96 shots)
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (72 shots)
ARS/ALS (66 Heat)
2 Sub-Capital Missile Launcher (Piranha)    18   6(60)   6(60)   6(60)     0(0)   Sub-Capital Missile
    Piranha Ammo (20 shots)
2 Enhanced PPC                              30   2(24)   2(24)   2(24)     0(0)   PPC         
2 Gauss Rifle                                2   3(30)   3(30)   3(30)     0(0)   AC          
    Gauss Rifle Ammo [Clan] (128 shots)
2 Improved LRM 20                           12   2(24)   2(24)   2(24)     0(0)   LRM         
    Improved LRM 20 Ammo (96 shots)
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (72 shots)
Aft (78 Heat)
4 Enhanced PPC                              60   5(48)   5(48)   5(48)     0(0)   PPC         
2 Gauss Rifle                                2   3(30)   3(30)   3(30)     0(0)   AC          
    Gauss Rifle Ammo [Clan] (128 shots)
2 Improved LRM 20                           12   2(24)   2(24)   2(24)     0(0)   LRM         
    Improved LRM 20 Ammo (96 shots)
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [Clan] (72 shots)
 

Tel Janin Aman

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Comrade
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Speaking of refits, Majeure Electrique is already putting a proposal on the table for a refit of that Tramp, under the proposed name Ronin. The refit uses up most of the Tramp's cargo space to give it a very respectable amount of self-defense firepower including eight Piranha subcapital missile launchers and twenty-four anti-missile systems.

(This departure from their typical dinosaur theme in naming is, per the proposal, intended to reference the background of that ship, and rub in the Dracs' face that our long-feared acquisition of JumpShips is ultimately their own fault for collaborating with pirates.)

Code:
Ronin JumpShip
Mass: 250,000 tons
Technology Base: Mixed (Experimental)
Introduced: 3257
Mass: 250,000
Battle Value: 11,780
Tech Rating/Availability: F/X-X-X-X
Cost: 904,405,208 C-bills

Fuel: 500 tons (1,250)
Safe Thrust: 0
Maximum Thrust: 0
Sail Integrity: 5
KF Drive Integrity: 6
Heat Sinks: 122 (244)
Structural Integrity: 1

Armor
    Nose: 25
    Fore Sides: 20/20
    Aft Sides: 17/17
    Aft: 11

Cargo
    Bay 1:  Small Craft (2)         2 Doors  
    Bay 2:  BattleArmor (CS) (1)    0 Doors  
    Bay 3:  Cargo (100.0 tons)      0 Doors  
    Bay 4:  Cargo (97.5 tons)       1 Door   

Ammunition:
    432 rounds of Anti-Missile System [Clan] ammunition (6 tons),
    576 rounds of Improved LRM 20 ammunition (6 tons),
    80 rounds of Piranha ammunition (40 tons),
    768 rounds of Gauss Rifle [Clan] ammunition (6 tons)

Dropship Capacity: 3
Grav Decks: 1 (140 m)
Escape Pods: 0
Life Boats: 11
Crew:  7 officers, 28 enlisted/non-rated, 15 gunners, 16 bay personnel, 10 passengers, 6 BA marines       

Notes: Equipped with
    1 Naval Comm-Scanner Suite (Small)
    138.5 tons of ferro-carbide armor.

Weapons:                                        Capital Attack Values (Standard)
Arc (Heat)                                  Heat  SRV     MRV     LRV      ERV    Class      
Nose (78 Heat)
4 Enhanced PPC                              60   5(48)   5(48)   5(48)     0(0)   PPC        
2 Gauss Rifle                                2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [Clan] (128 shots)
2 Improved LRM 20                           12   2(24)   2(24)   2(24)     0(0)   LRM        
    Improved LRM 20 Ammo (96 shots)
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS        
    Anti-Missile System Ammo [Clan] (72 shots)
FRS/FLS (66 Heat)
2 Sub-Capital Missile Launcher (Piranha)    18   6(60)   6(60)   6(60)     0(0)   Sub-Capital Missile
    Piranha Ammo (20 shots)
2 Enhanced PPC                              30   2(24)   2(24)   2(24)     0(0)   PPC        
2 Gauss Rifle                                2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [Clan] (128 shots)
2 Improved LRM 20                           12   2(24)   2(24)   2(24)     0(0)   LRM        
    Improved LRM 20 Ammo (96 shots)
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS        
    Anti-Missile System Ammo [Clan] (72 shots)
ARS/ALS (66 Heat)
2 Sub-Capital Missile Launcher (Piranha)    18   6(60)   6(60)   6(60)     0(0)   Sub-Capital Missile
    Piranha Ammo (20 shots)
2 Enhanced PPC                              30   2(24)   2(24)   2(24)     0(0)   PPC        
2 Gauss Rifle                                2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [Clan] (128 shots)
2 Improved LRM 20                           12   2(24)   2(24)   2(24)     0(0)   LRM        
    Improved LRM 20 Ammo (96 shots)
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS        
    Anti-Missile System Ammo [Clan] (72 shots)
Aft (78 Heat)
4 Enhanced PPC                              60   5(48)   5(48)   5(48)     0(0)   PPC        
2 Gauss Rifle                                2   3(30)   3(30)   3(30)     0(0)   AC         
    Gauss Rifle Ammo [Clan] (128 shots)
2 Improved LRM 20                           12   2(24)   2(24)   2(24)     0(0)   LRM        
    Improved LRM 20 Ammo (96 shots)
4 Anti-Missile System                        4   1(12)    0(0)    0(0)     0(0)   AMS        
    Anti-Missile System Ammo [Clan] (72 shots)
Wow is the grav deck bigger than the potemkin?
 

Crafter of War

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Though I wouldn't be opposed to dropping by the Rasalhagueians before the Tramp sets into drydock and letting them know about our fortune and to invite them to send a plenipotentiary ambassador to negotiate a trade deal of some sort if they'd like.
I don't think that's going to work out until we have both jumpships up and running, and even then, we're probably going to use both of them to repeatedly shank the dracs in the kidneys. With just the Tramp operational? It's probably going to be ferrying raiding parties to make the drac's lives a living hell.
 

Vilegrave

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We should send Jane and Michele to hunt down Jeremy and hand deliver a letter gleefully pointing out that since he has trumped our historic acquisition of our nation's very first actual JumpShip with the even more historic acquisition of an honest to goodness WarShip, it's clearly time for this washed-out old Ba to retire to a peaceful life of contemplating grandbabies.

Ooooh, we could pass it off as a field test of the shiny new stealth armor. Which they haven't been issued and are totally in the wrong chain of command to get their hands on, but We have a Royal Feeling this somehow doesn't matter.

. . .

. . .

. . .

Alas, Jeremy thought of that first and seems to have beat you to the friendly bribery. Your best agents have been suborned and are off doing. . . you're not actually sure what.

---

As far as sexy new weapons unlocks, I'd recommend researching them in this order: Capital Missiles, Naval Lasers, Naval PPCs. Even though NPPCs are the long term win, Capital Missiles are usable on DropShips whereas other naval weapons only fit on WarShips and Stations, and between the two naval energy weapons, Lasers are actually better until you get to the really big capital WarShips.
Considering we've just done the next level of Life extension i don't think it's really practical to have her retire at this point, sure at 69/70 Jackies considered old by our standards but barring any assassinations she'd currently be looking at 50 years minimum of retirement thanks to our current tech (likely longer as we'll probably research more before then).

Have to consider that as the maximum age changes we're going to have to work on shifting our cultural standards to match new definitions of middle/old age, otherwise at some point we'll end up with a bunch of people retiring at 60-70 and going on to enjoy 100+ years of retirement once our tech advances far enough.

On the bright side we'll get to retain experience/experts/veterans for far longer and in the long run that'll have a great effect on growth in various fields. Might eventually see the people of GR taking 'short' 5 year sabbaticals in various fields or signing up with the military 'briefly' which would help boost the collective skill set of the population once we push the maximum lifespan further.
 

Jarow

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Jun 14, 2020
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On the bright side we'll get to retain experience/experts/veterans for far longer and in the long run that'll have a great effect on growth in various fields.
Hey, figured out how to keep build DoME teams without sacrificing all the researchers! (Okay, still might need to not expand DoME every turn) If our people never retire, but we keep hiring new people, then things have got to grow eventually.
 

Thors_Alumni

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Jun 21, 2020
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85
Hey, figured out how to keep build DoME teams without sacrificing all the researchers! (Okay, still might need to not expand DoME every turn) If our people never retire, but we keep hiring new people, then things have got to grow eventually.
we should think about using the DOME guys to build Brian's of our own on each continent, And large enough to hold 2 RCT of troops and equipment in them comfortably for years at a time.
 

Artifex

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Static defenses are so not your friend in BT though ... I refer you to the Ngo-stories of Cannonshop on Battletech-Forum.
 

IceWing_mk1

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Jul 11, 2020
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Idle thought, but I had a thought of a potential mousetrap we can use one time...

Have our prototype jump ship jump in, wait for the rapid response force to come in, feigning drive trouble, so we get them right up to the jump point... Maybe detach a couple of drop ships to use as further bait... Jump the Tramp out, jump the warship in...

Like I said, it's a one time mousetrap, but...

Or, maybe we do the same trick on attackers who are in our system.. Have the Tramp at a pirate jump point, jump out when we know where the enemy jumpships are at, then have the warship jump back in.
 

ShadowArxxy

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Idle thought, but I had a thought of a potential mousetrap we can use one time...

Have our prototype jump ship jump in, wait for the rapid response force to come in, feigning drive trouble, so we get them right up to the jump point... Maybe detach a couple of drop ships to use as further bait... Jump the Tramp out, jump the warship in...

Like I said, it's a one time mousetrap, but...

Or, maybe we do the same trick on attackers who are in our system.. Have the Tramp at a pirate jump point, jump out when we know where the enemy jumpships are at, then have the warship jump back in.
Well, the "first time surprise" of the Morristown is best used when we hit the main Drac planet, unless there's some dire emergency that requires showing her before she's ready.
 
New Unit Display Sheet

LordSunhawk

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As part of the Ground Vehicles revamp I have been hard at work on a new set of sheets to make it easier for me going forward to handle upgrading ground units as well as creating new ones. As part of this, I am in the process of revamping the Ground Tracker.

Today I finished up a Unit Display Sheet, which allows anybody to select a unit, ranging from a basic mech/tank all the way up to a regiment, and it will show the statistics and the component sub units.

The new sheet is located HERE

Please feel free to reference this at any time. In the near future, I will be expanding these player interactive sheets to include plan creation tools.
 
ShadowArxxy - Canon Omake - Now For Something Completely Different

ShadowArxxy

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Omake: In Another Direction

The royal liaison for Majeure Electrique was apparently waiting for Her Majesty to come home before sending out the invitations for their latest product pitch. The proposed Dunkleosteus class DropShip is a departure from both the company's usual dinosaur naming theme and the historical trend towards ever-bigger combat DropShips; at only 3000 tons, it's the smallest DropShip the company has ever made, although not quite as small as the Defiant class. The sleek, compact bird packs twice the composite battle value rating of even the latest Defiant upgrades for substantially less than twice the cost.

The smaller size also makes it much more "fighter-like", enough so that both Willis and Thanh are instantly infatuated. Needless to say, Her Majesty is not tempted at all, since she is a sensible infantryman and not a crazy, adrenaline junkie fighter pilot. Oh wait, it also carries its own parasite Small Craft and battle armor racks, complete with ejection doors for mid-air deployment of jump capable Battle Armor variants? That is totally not the sound of Her Majesty's excited squeeing being poorly covered up by the presentation soundtrack. Really, one shouldn't spread such terrible rumors. Willis-the-perpetually-immature and Thanh-the-totally-not-grown-up were absolutely the only ones squeeing.

For some reason, S.A.R.A.H. seems to have dug up some really bizarre, old Terra pop culture thing with dancing vegetables. You are mystified, but the grandbabies seem to really love it, and at least it's not the infamous purple dinosaur monstrosity.

Code:
Dunkleosteus Parasite Corvette
Type: Military Aerodyne
Mass: 3,000 tons
Technology Base: Mixed (Experimental)
Introduced: 3145
Mass: 3,000
Battle Value: 31,118
Tech Rating/Availability: F/X-X-X-X
Cost: 705,326,400 C-bills

Fuel: 100 tons (3,000)
Safe Thrust: 7
Maximum Thrust: 11
Heat Sinks: 68 (136)
Structural Integrity: 24

Armor
    Nose: 604
    Sides: 508/508
    Aft: 411

Cargo
    Bay 1:  Small Craft (1)         1 Door   
    Bay 2:  BattleArmor (CS) (1)    1 Doors  
    Bay 3:  Cargo (55.0 tons)       1 Door   

Ammunition:
    432 rounds of Anti-Missile System [Clan] ammunition (12 tons),
    480 rounds of Improved LRM 20 ammunition (3 tons),
    40 rounds of LB 20-X Cluster ammunition (1 tons),
    1,280 rounds of Gauss Rifle [Clan] ammunition (160 tons)

Escape Pods: 3
Life Boats: 0
Crew:  3 officers, 2 enlisted/non-rated, 6 gunners, 11 bay personnel, 5 passengers, 6 BA marines       

Notes: Mounts 108 tons of ferro-aluminum armor.

Weapons:                                         Capital Attack Values (Standard)
Arc (Heat)                                   Heat  SRV     MRV     LRV     ERV   Class      
Nose (31 Heat)
1 Enhanced PPC                               15   1(12)   1(12)   1(12)    0(0)  PPC        
8 Gauss Rifle                                 8   12(120) 12(120) 12(120)  0(0)  AC         
    Gauss Rifle Ammo [Clan] (512 shots)
1 LB 20-X AC                                  6   2(20)   2(20)    0(0)    0(0)  LBX AC     
    LB 20-X Cluster Ammo (40 shots)
2 Anti-Missile System                         2    1(6)    0(0)    0(0)    0(0)  AMS        
    Anti-Missile System Ammo [Clan] (72 shots)
RW/LW (41 Heat)
1 Enhanced PPC                               15   1(12)   1(12)   1(12)    0(0)  PPC        
6 Gauss Rifle                                 6   9(90)   9(90)   9(90)    0(0)  AC         
    Gauss Rifle Ammo [Clan] (384 shots)
3 Improved LRM 20                            18   4(36)   4(36)   4(36)    0(0)  LRM        
    Improved LRM 20 Ammo (144 shots)
2 Anti-Missile System                         2    1(6)    0(0)    0(0)    0(0)  AMS        
    Anti-Missile System Ammo [Clan] (72 shots)
Aft (60 Heat)
2 Enhanced PPC                               30   2(24)   2(24)   2(24)    0(0)  PPC        
4 Improved LRM 20                            24   5(48)   5(48)   5(48)    0(0)  LRM        
    Improved LRM 20 Ammo (192 shots)
6 Anti-Missile System                         6   2(18)    0(0)    0(0)    0(0)  AMS        
    Anti-Missile System Ammo [Clan] (216 shots)
 
Last edited:
Turn 51 - Almost Heaven

LordSunhawk

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Turn 51 - Almost Heaven

It’s taken months, thanks to the low acceleration rates of Jumpships, but the Tramp has been moved to the Griffin’s Roost orbital shipyard complex for refurbishment. Thankfully, while the yard cannot build new jumpships yet, it can support repairs and inspections. The yard estimates that the Jumpship will be fully reconditioned and ready for service by the end of the year.

Your son is back on duty, despite your playful threats to abdicate and make him take over. Of course, he’s also studiously avoiding all of your efforts to trick him into standing next to the Window Of Tyler Defenestration, especially after you learn of him personally signing off on naming the new command assault mechs the ‘Empress’.

The ‘protest’ occupying the Palace gift shop has moved on, the tenured faculty of the Department of Periphery Studies finding other things to distract them. You don't know what it is, but you are sure it’s only a matter of time before something else both amusing and annoying springs forth from there.

However there is a situation that has bubbled out in Griffsport itself that has reached ‘official’ Imperial attention, although you’ve been aware of it for a few weeks before it reached that point. Several weeks ago there was an enormous scandal that rocked the capital, as the local Child Protective Services office was found to have engaged in enormous coverups of rampant child abuse within the foster care system. Hundreds of children in the system were found to be suffering from systemic abuse, both physical, emotional, and sexual, from caregivers within the system itself, with nary a peep out of the caseworkers. Parents who attempted to complain about the situation were threatened with having their children taken away permanently unless they dropped the complaints.

What really pisses you off, beyond the fact that kids were suffering, is that before the Imperial system had been put in place and you had been Queen you’d substantially increased funding for Child Protective Services in the face of previous problems in the area, and the planetary government had increased it even further. When you’d last dealt with this, funding levels were sufficient to ensure 1 caseworker for every five children in care, with additional staff available to handle instantaneous surges of up to 50% without dropping below the 1 to 5 ratio. The planetary government had actually increased funding even higher, mandating a minimum 1 to 4 ratio. Official reports from CPS showed, until this scandal, an official 1 to 3 ratio, however those had been scrubbed from public sites and the current leadership of CPS, facing this scandal, is whining that they weren’t budgeted enough funds and are ‘grossly understaffed’ due to ‘high rates of burnout amongst caseworkers’. Believable, if you aren’t looking at their own reports to the planetary government detailing their adherence to guidelines, and if the funding they were given wasn’t generous enough to maintain staffing even in the face of ‘burnout’ and ‘fatigue’.

The planetary government was furious, the voters are furious, everybody is furious at CPS. The abusive foster ‘caregivers’ are being prosecuted vigorously, and even before the planetary government had escalated this to official Imperial involvement you’d prepped the Special Squad.

Jane and Michelle had already reported back, in their typically flamboyant manner. Until ten years ago the system had been healthy, and had, under the previous administrators, actually achieved the 1 to 3 ratio their reports had continued to claim, and had even managed to handle the burnout issue with regular rotation of front-line caseworkers to non-case related positions. In that time there were credible reports of abuse in on average 1 in 20,000 cases, and all such reports were properly followed up on and prosecuted to the fullest extent of the law, with CPS removing the children immediately from the situation, providing counselling and support, and strengthening screening procedures.

Then the old leadership had retired with a change in Griffsport administration, and the new leadership… well, you are sure that they didn’t start out corrupt, but slowly rot had creeped in, until by 5 years ago the ‘actual’ case ratio was down to 1 to 20 and most of the budget was spent on administrative costs, including opulently lavish ‘team building retreats’ for senior staff, prodigious ‘performance bonuses’ for same, and damn near zero oversight over the conditions at foster caregivers. Turnover among frontline staff had skyrocketed, with caseworkers who left being required to sign comprehensive NDAs, allegedly due to child privacy laws, which had managed to conceal the situation from the public.

Until a group of worn-out, ground-down, and angry caseworkers walked out, refused to sign NDAs, and loudly complained to the press. Two of them were shot at home, leading Griffsport police to place them all under protective escort. And then the entire shambolic mess came tumbling down.

Michelle had found hundreds of official complaints filed by caseworkers about the situation, all hushed up and covered up by senior officials in the department. Jane had found at least three cases where particularly tenacious whistleblowers had been murdered to preserve the corrupt status quo.

Over 90% of the ‘caseworkers’ receiving paychecks from the department don’t even exist, the money pocketed by the corrupt officials.

The Griffin’s Roost planetary authorities have cracked down hard on the Griffsport local government over this, and have initiated full audits of all other CPS offices on the planet. It is strongly suspected that the entire Griffsport governing council will very likely wind up under indictment in the near future.

Where things get touchy is that a good number of the indicted officials have personal and professional links to Senators and Delegates from the party that supports you the most in the Imperial Parliament. Thankfully none of the actual abusers have any such links, thank God for small mercies, but this could turn into a serious black eye on your supporters' faces.

Fiat justitia ruat caelum. You keep out of that portion of the investigation, allowing the chips to fall as they may. In the end only two Senators and a single Delegate are close enough to the actual suspects to see any actual blowback strike them.

You dodged a bullet there.

The planetary government is asking for a significant one-time funding boost from the Imperial treasury to finance putting affairs back in order.

[]Go for it
  • 1 time 20,000,000 expense
  • +5 Imperial Approval
[]They’re on their own there
  • -5 Approval Change

In other news, you have on your desk proposals for a new regimental assault transport for battlemechs, along with logistics vessels based on the same hulls. The intention is to reduce the collar load for your heavy mech units in order to speed up the time table for beginning actual offensive operations against the Dragon.

One design is from the Royal Griffon Aerospace Werks in conjunction with Majeure Electrique, a 49,500 ton design with a small sub-cap missile punch but a very hefty artillery punch with a dozen Long Tom’s and a four pack of Arrow-IV launchers. Interestingly the design has one feature exclusively intended for clearing dropzones, a six-pack of Streak-equipped Short Range Missile-6 systems intended for final clearance fire before final touchdown.

The other is from a company on Nowy Gdansk formed by a number of second-generation descendents of the Polish refugees who were first on the planet. Huta Stalowa Wola Nowy Gdansk is already heavily involved in Mech and armored fighting vehicle manufacture on planet, and is one of the contractors involved in the current project updating your ground forces. The Polnocny is a massive 64,900 tons and has a peculiarly squat profile, being significantly ‘wider’ than it is tall.

[]NameCostMaterialsHPA/DSpecials
[]Newport-class$237,809.60FA, DHS776426
  • Armored 30
  • Capital 3/54
  • Artillery 48
  • Missile 20
  • AMS 60
[]Polnocny-class$346,245.20FA/DHS741421
  • Armored 27
  • Artillery 36
  • Missile 36
  • AMS 120

The companion logistics vessels may be built on the same hull, but if desired could be on different hulls.

Interestingly, the Polnocny-C has over 3000 tons more cargo capacity than the Newport-C. In addition she is able to load and unload cargo somewhat faster than the smaller vessel as well. The logistics teams approve of both designs, it should be noted, but they did make a point to draw your attention to this disparity.

[]Newport-C$217,649.60
[]Polnocny-C$307,465.20
 

Knowledgeispower

Ah I love the smell of missile spam in the morning
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Welp time to send the bulk of the Griffsport CPS administration to the Gulag comrades
 

ShadowArxxy

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[X] Go for it
- [X] As a one-time expense, but they will be closely scrutinized for letting this go on under their noses for so long.

[X] Newport-class

The Newport-class is approximately two-thirds the cost yet more heavily armed and armored, particularly in the vital area of artillery. While the Arrow IV artillery missiles are not as powerful as Long Tom artillery pieces, having both provides much more flexibility given the wide variety of specialized missile types the Arrows can throw.

[X] Newport-C

Having three thousand tons more cargo space does not seem compelling for being over fifteen thousand tons heavier and much more expensive.

Edit: Also, if you really, REALLY want more missile and AMS, there's plenty of room to add that on the Newport while STILL being cheaper than the Polnocny. Specifically, the amount of "slack" cargo space in the Newport is sufficient to upgrade her to Missile 32, AMS 120 while still having several hundred tons to spare; cost would increase to about $260K.
 
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kelgar04

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[X] Go for it
- [X] As a one-time expense, but they will be closely scrutinized for letting this go on under their noses for so long.
[X] Newport-class
[X] Newport-C
 

darkcloudt2

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[X] Go for it
- [X] As a one-time expense, but they will be closely scrutinized for letting this go on under their noses for so long.
[X] Newport-class
[X] Newport-C
 
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