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Knightmare

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Re: Finished Primer & Feedback
« Reply #30 on: October 26, 2012, 07:16:49 PM »

Relations with the Inner Sphere

The turbulence caused by the Schism and Blackout created a trying situation, both internally for ComStar and for the various nations of humanity. While ComStar’s valiant actions to end Conrad’s rein of terror halted the Order’s permanent control, in many Inner Sphere leaders’ minds the loss of the HPG network and the damage wrought by the Order did not out weight the betrayal of the company’s supposed neutrality. For decades after the Schism, ComStar was often met with suspicion or outright hostility. Even the company’s willingness to admit fault had, in many cases, seemingly damaged the company’s reputation further. Luckily, the poor state of the Inner Sphere following the Blackout accelerated ComStar reacceptance into the interstellar community. Despite the misgivings, few planets were in a position to refuse offered help.

As a corporate entity, ComStar is everywhere, even when the company is not flying its flag at an inactive HPG or courier JumpShip. While generally well received in recent years, that has not always been the case. In the long term, honest admission of wrongdoing and a willingness to help repair the damage caused by Toyama helped foster the trust the action deserved, but has never fully dissolved distrust of ComStar despite decades of renewed contact.

The following summary provides the current status of diplomatic and political affairs between ComStar and some of the governments of the Inner Sphere.

(This section expands with member-developer information)

Sendai Trade Alliance

ComStar has virtually no presence in the Sendai Trade Alliance since communication and trade expeditions were summarily attacked in 2859. Since then there has been no official contact with the Sendai worlds or people. Even ROM has had difficulty penetrating the Alliance. Their combination of culture and emphasis on family makes infiltration extremely difficult. Offers to repair their old HPGs were similarly rebuffed in 3023 and the Alliance continues to operate independently. Blessed with a large JumpShip fleet and other valuable resources the Sendai have had little reason to mingle with ComStar. During the long years of the Blackout third-party traders remained the sole means of contact and communication between ComStar and the Sendai.
   
Terran Free States

ComStar’s relationship with the Terran Free States is a difficult one. Not only do the Free States claim to be the direct heirs of the Terran Hegemony and dedicated to its reformation, but they also maintain a large standing army. While dependent on ComStar for some communication, transport and manufacturing resources, the Terran Free States maintain a very cold attitude towards their Protectorate fellows, who they see as high strung and arrogant. In an effort to bolster relations between the two nations, ComStar recently provided the Free States with discounted equipment to help restore many of the States’ more damaged planetary environments.

Rim Republic

The Rim Republic is a phenomenal example of ComStar reaping the rewards of having an honest working relationship with a struggling nation. Since reestablishing permanent contact with the worlds of the Republic in 2845 ComStar has helped facilitate the Rim’s recovery in the face of pressure from neighboring realms, and has gone so far as to authorize ComGuard garrisons to help repel raiders if they threaten civilian population centers. Over the years, the company has built schools, hospitals and basic infrastructure on many Republican worlds. In return the Republic has provided ample new recruits for ComStar and shiploads of resources earmarked for Protectorate factories. Despite the Republic’s location out along the Rim, ComStar ensures regular convoys make the trip. Because of ComStar’s continued presence, Republican worlds are rarely out of contact with one another and travel between Rim worlds is among the highest of any nation. 
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Re: Finished Primer & Feedback
« Reply #31 on: October 26, 2012, 07:35:28 PM »

ComStar Personalities

Prime Administrator Helena Singh

A highly intelligent woman, Prime Administrator Singh has served as the unchallenged ruler of ComStar for over two decades. Before ascending the platform, Helena was the Director of Communications (Director Dieron) where, like her predecessors, she worked to rebuild the HPG network. Groomed for leadership by the previous Prime Administrator, Joseph Webb, Helena rose rapidly through the ranks of ComStar, assuming control of ComStar upon Webb’s unexpected death in 3007.

A rather insular leader compared to some of her more dynamic forebears, Prime Administrator Singh rarely travels outside of Terra, or even the First Circuit’s headquarters. While her hermit-like lifestyle has created an incredible number of rumors among the corporation’s rank and file, the truth is that the Administrator stays close to the First Circuit because she rules ComStar with an iron first. Perhaps one of the most successful Prime Administrators in ComStar’s long history, rarely do her directives meet opposition, especially with the uncompromising support of Director ROM. Her draconian measures have pushed some elements of ComStar to the breaking point, but Singh continues to maintain ComStar as her personal fiefdom.       

Exarch Garrett Krauss

Acting commander of the famed Third Division (Blake’s Chosen IV-Delta), Exarch Krauss is the great great grandson of Perfect Erwin Krauss, first captain of Jerome Blake’s security detachment and the man responsible for saving the Prime Administrator’s life during the Schism. Hailing from one of the Protectorate’s most famous “warrior” families, the Krauss clan has faithfully served ComStar and the Star League before, for hundreds of years. His family and the ComGuard consider the latest Krauss warrior, Exarch Garrett something of a maverick. As a young man Garrett opted to attend the War Academy of Mars rather than the Krauss family ala mater at the prestigious Royal Sandhurst Academy. While there Garrett became known as a distinguished master of military history, unorthodox tactics, and is credited with winning his graduating class’s yearly war game against Sandhurst.

After graduation Adept Garrett volunteered for “Pony Express” (security on ComStar JumpShips) duty rather than a cushy Protectorate posting close to his family and home. For the next twelve years Krauss worked, bled and learned about life outside of the Protectorate. Promoted on numerous occasions for his unconventional successes in the field, Garrett finally accepted a position in Blake’s Chosen as a Prefect in 3014. There, he eventually took command of the division after its previous commander left for early retirement in 3022. Since taking control of the Third, Exarch Krauss has trained the division hard in preparation for renewed contact with the Inner Sphere. Having seen the far reaches of colonized space first hand, Garrett knows it is only a matter of time before the Protectorate is tested once the HPG network is fully functional.
 
An uncompromising professional, Exarch Krauss has so far avoided getting involved in local politics or ComStar bureaucracy – a fact certain members of his family and the corporation find troublesome. However, Garrett is not above pulling strings when his division is concerned. Because of this, his vast experience, and genuine desire to protect the Protectorate and his Guardsmen, the Third Division is fiercely loyal to its maverick commander. 

“Prime” Director of Protectorate Affairs (Director New Earth) Kathleen von Meyer

Calling the Director New Earth calculating would be like calling an Avanti Mk. XII Hoverspeeder just “fast”. An operator of the highest caliber in an organization where meritorious advancement is coupled with conniving, yet polite backstabbing: Kathleen von Meyer takes boardroom politics to an art form. Born into a minor corporate family from New Earth, von Meyer was a lonely but bright child. Early on she realized she had the unique ability to manipulate people into doing what she wanted. Whether it was her nanny, or her first manager, Kathleen worked them all like putty. Always with an eye towards the next best thing, her rise through the corporate ranks was astonishing (even meriting a fruitless ROM investigation at one point).

It wasn’t long after graduation that Kathleen was managing whole planetary sectors in the Protectorate. A keen eye for talent, von Meyer always found the right people for the right job, using their success to propel her career forward. It did not take long for others to notice, and after reorganizing a failing mining operation on Styx, she caught the attention of the then-Director New Earth, who took the young woman beneath his wing. With the Director’s help, Kathleen was elected to the Second Circuit and placed in charge of the Protectorate’s resource management. Not long after this promotion, Kathleen was promoted again, this time after the untimely demise of her mentor in a travel accident. While ruled an accident, many of Kathleen’s peers had their doubts, especially after an allegedly posthumous note surfaced suggesting von Meyer as his replacement on the First Circuit. Despite the allegations, or perhaps in spite of them Kathleen was named Director New Earth – a title she has vigorously and tenaciously defended ever since.

An extremely powerful individual, perhaps the third most powerful person in the whole Inner Sphere, the Director is not to be trifled with. More than one person to cross her has fallen to an “accident” or simply disappeared. Outside of ROM’s inaccessible files von Meyer is rumored to have more dirt, know more skeletons and own more favors than anyone else in the Protectorate, including the Prime Administrator. A true mover and shaker in the Protectorate, von Meyer’s ambition and reach is almost limitless.
 
Director ROM Alon Lewis

Before becoming Director of ROM, Alon Lewis was Master of Capolla’s (HPG) trade station. Considered one of the most dangerous postings in the company because of the relationship between the Protectorate and the Capolla Union, Lewis worked as a ROM operative for years running one of the most successful spy rings in the Inner Sphere. Responsible for blunting Union plots to seize corporate assets on a number of occasions, Lewis was eventually promoted by Prime Administrator Singh to become ComStar’s new Director ROM in 3018. Since ascending to Director ROM, Lewis has begun an ambitious expansion program of the organization. While difficult, the new directive has begun to bear fruit with the number of new agents added to ROM’s ranks over the last nine years. These agents will prove instrumental in safeguarding ComStar once the HPG network returns to active service.


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Re: Finished Primer & Feedback
« Reply #32 on: October 26, 2012, 07:55:13 PM »

Introduction to the Inner Sphere during the Blackout

Life in the Inner Sphere during the Blackout
Excerpt taken from Sandhurst Academy, Terra


The Inner Sphere was hit hard by the Blackout and Conrad’s attacks. Whole worlds teetered on the edge of oblivion, some simply disappearing off the map – lost to disease, famine, war or their native environment. Others actually prospered – albeit in limited ways, and became new centers of power in the Inner Sphere. Today, the Inner Sphere is a radically different place compared to the dusty holovids of the Star League shown in classrooms throughout the Protectorate. While civilization continues to survive and thrive, both here and throughout the worlds closest to Terra, not every human is so fortunate to enjoy the same quality of life. Here is a brief introduction to the innumerable worlds of man and what you may find during your journey through the stars.
 
Government

Since mankind first left the trees to dwell on the ground he has worked to control his surroundings. Whether it was changing the course of a river, clearing a forest or terraforming a barren planet, man has changed the landscape to suite his needs. This desire for mastery extends far beyond his surroundings, but also to his fellow man. Without exception, this desire to dominate and govern other men has driven humanity to great heights and terrible lows. It has taken humanity to the stars and almost destroyed him there. Through order or through chaos, the governing and dominance of man remains humanity’s best hope and worst accompaniment as the history of our species marches on.
 
Throughout the ages humanity has developed and implemented a variety of governing bodies; from simple tribal councils to bureaucratic nightmares of mammoth proportions. Below is a basic description of some of the more common governing bodies in use throughout the Inner Sphere. Travelers take note; local planetary governments may vary considerably. Be sure to research the local laws and customs of your destination before visiting. While some planets may follow the greater laws of their interstellar nation – if any apply – many have modifications or amendments that are readily enforced.

Remember, a good traveler is a knowledgeable and respectful guest.
 
Dictatorship

A government ruled by a single leader who has not been elected and may use force to keep control. In a military dictatorship, the army is in control. Usually, there is little or no attention to public opinion or individual rights. There are many worlds in the Inner Sphere under the defacto control of a dictator, or a dictator-like individual. Depending on the nation or world in question, many Planetary Governors have dictatorial powers and answer only to individual or individuals above their station. The Sheiks of the Al Hillah Emirates and the Warlords of the Warrior Fiefdoms are all examples of dictatorships. The once Great Houses of the Inner Sphere are all nominal dictatorships, though some political scientists will argue they were monarchies.
 
Totalitarian

The rule by a single political party, a totalitarian government revolves around a group of people who are forced to do what the government tells them. Citizens are allowed and 'encouraged' to vote, but only for the government's chosen candidates. Totalitarian governments in the Inner Sphere are fairly rare, with only a small number lasting more than a few decades. Ultimately, internal pressures, greed or the power of the proletariat leads to a ruling party’s demise. It should be noted that some of the Inner Sphere’s longest lasting dictatorships or monarchies once started out at totalitarian party governments that fell to a single ruler.   

Theocracy

A theocratic form of government is where the rulers claim to be ruling on behalf of a set of religious ideas, or as direct agents of a specific deity. It was the dangerous dogmatic theocracy of Toyama’s Order sect that almost brought ComStar and the Inner Sphere to its knees. This viper, clutched to the breast of the HPG network was perhaps the worst example of its kind. Other more benevolent theocracies are the One Star Faith enclaves of the Periphery and the Omniss of the Outworlds Alliance. 

Monarchy

A monarchy has a king, Archon, First Prince, Chancellor, or Coordinator who sometimes has absolute power. Power is passed along through the family. Since the time of House Cameron and the vaunted Terran Hegemony, most of the great nations of the Inner Sphere, both large and small have been led by monarchies. It was the monarchs of the Great Houses that brought the Inner Sphere together beneath the aegis of the Star League and it was those same Houses who tore it apart. Today there are more monarchs in known space than any other form of government. Less notable examples of Inner Sphere monarchies are House David of the Kingdom of Zion and the many duchies of the former Free Worlds League.   

Parliamentary

A parliamentary system of government is one led by representatives of the people. Each is chosen as a member of a political party and remains in power as long as his/her party does. Parliamentary-only governments are rare in the Inner Sphere and Periphery. However, many governments include parliamentary components in their composition. For example, the Lyran Commonwealth still includes a parliament in the form of its Estates General, as do many of the former states that once comprised the Free Worlds League. Depending on the host government, parliamentary components may have varying degrees of power. 

Republic

A republic is led by elected representatives of the voters, with each representative individually chosen for a set period of time. Republic governments are represented in some part by many planetary governments whose elected leader is sometimes a part of a national parliamentary body. Many worlds from the former Federated Suns and Free Worlds League enjoy republic-style governments, but some can be found sprinkled throughout known space.

Anarchy

Anarchy is a situation where there is no government. This can happen after a civil war in a country, when a government has been destroyed and rival groups are fighting to take its place. During the early period of the Blackout many worlds and even whole nations fell into anarchy. Today, there are few worlds without some form of stable or semi-stable government. However, war, conflict or massive environmental disaster could create anarchy on any planet affected.

Oligarchy/Plutocracy

A form of government that consists of rule by an elite group who rule in their own interest, this form of government is especially concerned with the accumulation of wealth and privilege. Only certain members of society have a valid voice in the government. This can reflect (but is not limited to) economic interests, a particular religious tradition (theocracy), or familial rule (monarchy). Some of the ex-Capellan states enjoy this type of government, but they are far and few between.

Democracy

In a democracy, the people elect the government. Everyone who is eligible to vote - which is a majority of the population - has a chance to have their say over who runs the country. Democratic governments do exist on the planetary scale, but are often abandoned at the interstellar level in favor of more streamlined or concentrated government styles. A notable example of a democracy being instituted and utilized at the interstellar level is the governing body of the Kendall Parish. While applauded for their emphasis on the rights and say of their citizenry, the Parish government is ineffectual and over burdened by its electorate.

Currencies

The topic of currencies and economics is one that is often addressed in some basic form during every school child’s educational instruction. Still, a refresher course is often necessary to jog those nubile young minds of yours, and to help shake the cobwebs free from your brains. Upon graduation many of you will take your place out among the stars, or work in the (Insert ComStar Department Here). So if you want to keep your job, pay attention. Knowing how to buy a cup of coffee might come in handy, and one day it might even save your life. 

The Germanium Standard

The Star League currency was based on the Germanium standard. Germanium, as a superconductor, medicinal remedy, and a primary ingredient in early K-F Jump Drives, was and is a valued rarity. Similar to ancient gold standards (rendered obsolete on an Intersellar scale by the proliferation of gold sources), a Star League bill could theoretically be exchanged for a given amount of Germanium. This was just in theory of course. No member-state or individual actually attempted an exchange.

The Amaris Coup ruined the Star League’s integrated economy and currency exchange. The Usurper sacked mints, raided Star League Germanium depots in the Hegemony and generally just ruined a very good system of commerce. By the beginning of the First Succession War, each House was printing their own version of currency, backed by their own supplies of Germanium.

At first, the Germanium standard was universally followed. Later, as the devastation of the First Succession War wore on, Houses that were still capable, abandoned the Germanium standard. This was due in part to a dwindling stockpile of the resource, but also because the House economies were so wrecked, inflation skyrocketed. Soon, water supplies and other resources backed House bills, but it is more realistic to say that the value of these bills fluctuates with the fortunes of the backing House.

After the Blackout, House bills often varied not just by the currency’s backer, but also by the script producer. With so many new interstellar nations coming into existence during the 30th century, the number of currencies available skyrocketed.

Planetary Currencies

Individual planets often print their own currency for local use. Some developed planets are stable enough to be able to print notes against the good faith and credit of their local governments or ruling noble house. Most, however, back their bills with some local resource in order to give their script some off world legitimacy. Typically, though, local script is referred to derisively as "toilet paper" and such. Several planets refuse to accept off world currency in day-to-day dealings, and often the planet profits from the forced conversion to local script.

Trading and speculation on currency is usually a fairly unstable affair. Still, an aggressive individual can make a profit off of those wide fluctuations, but such a volatile market carries extreme risk. The cautious investor diversifies his assets between various currencies, or in valued resources and commodities.

ComStar Bills

The most commonly accepted currency in the Inner Sphere by far is our Comstar Bill (symbol: CB or C-Bill). While large nation or House currencies are based on the good faith and credit of the ruling House, the C-Bill is based on the cost of a 1 millisecond Hyperpulse Generator message (approximately 2 pages of text or 1 small picture.) Decimal amounts are used in electronic transfers, stock prices, banking and other economic transactions. Even with the fall of the HPG network, the C-Bill standard is still imposed by the corporation. We simply use JumpShips instead of HPGs to transport messages.

Coins exist, called demis, and before the Blackout were found only on ComStar administered worlds, like Terra. Since the blackout however, physical currency is now the standard and ComStar bills are found throughout the Inner Sphere as the medium of off world trade and exchange - especially on poor independent worlds. Most change is handled in local currency. Paper notes are printed on Terra using a hard wearing but flexible plastic. They come in 1, 5, 10, 50, and 100 C-Bill denominations. The bills depict the ComStar symbol and pictures of various monuments on Terra. Almost 32% of all currency in circulation in the Inner Sphere is found in C-Bills.

The Eagle

For all its internal divisions the former Free Worlds League had always had a strong economy. Its currency, once known as the Eagle (symbol: E or M-bill), reflected this. Since the collapse of the HPG network only the Marik Commonwealth continues to use the old currency whereas other proto-League nations of the once mighty Free Worlds League print their own local variant of the original money. Though other denominations exist, the most common coins of the M-Bill include 1, 5, 10 and 25 cent pieces (usually copper alloy) and 50 cent and 1 eagle pieces (silver alloy). The most common notes are 1, 5, 10 and 20 eagle bills – though denominations up to 1 million eagles do exist (most of these were printed during the height of the First Succession War when M-Bills were worth less than the cost of the note’s actual physical material.)

The Yuan

The Capellan yuan (symbol: Y or L-bill) is still used by the fractured Capellan Confederation, St. Ives Compact and in the tumultuous Warrior Fiefdoms. Even the Sarna Commonalty has been known to dabble in the printing of L-Bills, ostensibly to under cut the already weakened value of their hated neighbors. Only the Sarna Commonality produces a different, local type of currency. Each ex-Capellan state produces their version of the yuan and refuses to accept any other. As a result, C-Bills and hard commodities feature prominently in what little off world trading that does occur in Capellan space. Coins dominate the convoluted Capellan-inspired monetary system. Each yuan is divided into 10 jiao and each jiao into 10 fen. Coins exist in 1, 2 and 5 fen denominations (copper alloy); 1, 2 and 5 jiao (silver alloy); and 1, 5, 10 and 50 yuan denominations (gold alloy). All Capellan coins have a hole bored through the center, allowing them to be carried on money strings. Notes also exist in 10, 50, 100 and 1,000 yuan denominations, but they are considerably less common than coins. Bank notes are virtually non-existent in the Warrior Fiefdoms. Depending on the area of space, trade is either conducted in barter or through coin exchange. Very few of the area’s warlords care to foster a market system of any type and simply take what they need from their peasant castes. 

The Pound

The Federated Suns continues to use the pound (symbol: £ or D-bill). Each pound is subdivided into 100 pence; through some Francophone regions of the Federated Suns use the term "centime" instead. Coins exist in 1, 2, 5 and 10 pence denominations (aluminum) and 20 and 50 pence (silver alloy). Each coin bears the First Prince's head on one side and the Davion insignia on the other. Notes exist for 1, 2, 5, 10, 20, 50, 100, 500 and 1000-pound denominations. The material used for these notes is usually a hardwearing but flexible plastic produced on New Avalon.
 
The Crown

The official money of the Capellan Marches, the crown or koruna (symbol: KC-bill) is subdivided into 100 hellers, abbreviated as hal. Coins exist in 1, 2, 5, 10, 20 and 50 KC. Each coin is made from stamped aluminum and is rarely used in the Marches. Notes however, are very popular in the Marches and are the second most popular currency next to the C-Bill. Notes are printed in flexible plastic in 50, 100, 200, 500, 1000, 2000, and 5000 koruna denominations.

The Shekel

When the Draconis March claimed its independence from the Davion crown one of the first official changes to the new nation, besides changing its name to the Robinson Freehold, was the creation of a new state currency. Named the Shekel (symbol: RF-Bill) is subdivided into 100 agorot. Coins exist in 10, 20, and 50 agorot as well as 1, 5, and 10 shekels. Coins are stamped from locally approved materials and exhibit quite a bit of variation in composition, although the common copper alloy seems to be the most prevalent by far. Shekel notes are available in 20, 50, 100, and 200 shekel denominations. These notes are minted on Robinson and are made of paper. As a result, counterfeit shekel notes are a constant problem in the Robinson Freehold and are mass-produced by the Freehold’s underworld and foreign enemies alike. Each denomination is distinguished by color and size, with larger notes having greater value. One side shows the Freehold insignia and the image of the First Duke, while the other shows famous historical figures from Robinson’s past.

The Kroner

The currency of the Lyran Commonwealth is still the kroner (symbol: K or S-bill). Each kroner is subdivided into 100 pfennigs. Most major transactions were once carried out electronically, but notes and coins have become common since the fall of the HPG network. Coins exist in 1, 5 and 10 pfennig denominations, made of copper alloy; 25 and 50 pfennig, made of silver alloy; and 1 and 5 kroner, of gold alloy. All coins are minted on Tharkad, with the Steiner emblem on one side and the Archon's image on the other. Paper notes exist for 5, 10, 50, 100, 500, 1,000 and 10,000 kroner, all of which are color-coded and readily distinguishable. One side of each note bears the Archon's image and the Steiner insignia, while the other depicts a famous scene from Lyran history.

Of all the old major House currencies, the kroner has certainly suffered the worst. The Succession Wars took a terrible toll on the once robust economy of the Lyran Commonwealth, with the kroner’s strength a shadow of its former self. Since the Blackout economists have often debated what was worse for the Commonwealth – the Blackout or the Archon. While the blackout was destructive across the entire Inner Sphere, it has been argued that it was the Archon’s draconian economic directives before the fall of the network that caused most of the Commonwealth’s troubles. In fact, most of the worlds Tharkad lost during the Blackout stem primarily from economic reasons rather than a division in ideology or communication.
   
The Ryu

The Draconis Combine's economy has been a mess for over a century and consequently the value of Combine’s ryu (symbol: D or K-bill) is virtually worthless. Each ryu is divided into 100 yen. The Combine government is constantly changing the composition of its currency, probably in an effort to confuse traders and the Combine’s remaining nobility. At the time of the last revision, the denominations were 1, 5, 20 and 30 yen coins (copper alloy); 50 yen, and 1 ryu and 5 ryu coins (silver alloy); and 10, 20, 50, 100 and 500 ryu notes. The 1,000 and 10,000 ryu notes used before 3025 are rare, but they remain legal tender in the Combine. Each of the Combine’s reorganized prefectures mint their own coins and notes, but there is little difference among them beyond the name of the mint, which is still embossed on the edge of coins or as a watermark on notes.

Currency in the Alliance of Galedon remains oddly similar to that of the Combine, despite a professed disgust for anything associated with the Dragon. While the Alliance’s economy is in better shape than the Combine’s, ComStar’s C-Bills are still more popular than domestic script. Other areas once conquered by the Combine operate very differently. In the unstable Benjamin Prefectures no one type of currency holds sway, instead the self-styled dictators of the region trade in whatever material they deem of value. Elsewhere the Trolloc Dominion trades strictly in gold coins or bullion. In one of the most disputed areas of space, currency often fluctuates with a planet’s tide.



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Re: Finished Primer & Feedback
« Reply #33 on: October 26, 2012, 07:56:21 PM »

Quote
Sendai Trade Alliance

ComStar has virtually no presence in the Sendai Trade Alliance since communication and trade expeditions were summarily attacked in 2859. Since then there has been no official contact with the Sendai worlds or people. Even ROM has had difficulty penetrating the Alliance. Their combination of culture and emphasis on family makes infiltration extremely difficult. Offers to repair their old HPGs were similarly rebuffed in 3023 and the Alliance continues to operate independently. Blessed with a large JumpShip fleet and other valuable resources the Sendai have had little reason to mingle with ComStar. During the long years of the Blackout third-party traders remained the sole means of contact and communication between ComStar and the Sendai.


Question if JumpShips are rare how "large" is the JumpShip fleet?

Also are there independent JumpShips?  Or Merc JumpShips or are they all nationalized?
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My stuff, and my AU timeline follow link and enjoy

http://www.ourbattletech.com/forum/dragon-cat-collection/

The original CBT thread
Dragon Cat on CBT


Really, as long as there is an unbroken line of people calling themselves "Clan Nova Cat," it doesn't really matter to me if they're still using Iron Wombs or not. They may be dead as a faction, but as a people they still exist. It's not uncommon in the real world, after all.

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Re: Finished Primer & Feedback
« Reply #34 on: October 26, 2012, 09:34:52 PM »

Question if JumpShips are rare how "large" is the JumpShip fleet?

Also are there independent JumpShips?  Or Merc JumpShips or are they all nationalized?

The size of the fleet is kept intentionally vague, but I will eventually determine # of transports per faction for game purposes.

As for your other questions, the answers are in the next section. However, the answer is yes to both.
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Re: Finished Primer & Feedback
« Reply #35 on: October 26, 2012, 10:44:02 PM »

Travel & Communication

Interstellar Communication during the Blackout could be broken down into two distinct categories: those who enjoyed interstellar communication and those that did not. With the loss of the HPG network the colonized worlds of the Inner Sphere and the Periphery have been forced to revert back to pre-HPG means of communicating with one another. No longer would the worlds of man be connected across a vast network of fixed faster-than-light devices. Instead, the common JumpShip and DropShip would be pressed back into service to once again provide humanity with the essential means of maintaining contact. In stark contrast to the days of the Star League’s Golden Years the reality of communication during the Blackout was a return to the old JumpShip-based “Pony Express” – albeit an express with a significantly smaller number of available ponies.
   
While the dormant HPG stations of old would become larger than life reminders of an era long gone, ComStar would refuse to pass on. The corporation, like the rest of the Inner Sphere’s innumerable powers reorganized in the wake of the Blackout. Without functional HPGs JumpShip captains and their vessels would become more than the lifeblood of interstellar commerce, they would become the lifeblood of interstellar communication. With the Blackout, JumpShip captains returned to the forefront as information brokers and couriers, as well as commanders of a cargo transport.

As the years of the early Blackout turned into decades, the make up and disposition of the Inner Sphere’s JumpShips also changed. Devastated by terrible conflict and indiscriminate destruction, the once large merchant fleets of the Great Houses were reduced to tattered rags. As the fluctuating borders of the Sphere’s innumerable powers began to solidify, so did the unending upheaval plaguing the surviving JumpShip fleets. When it became apparent that the HPG network would not recover quickly or at all, JumpShips became the Inner Sphere’s most precious commodity. Every Inner Sphere power worked hard to woo or capture as many of the surviving ships as possible.
 
It was during this period of consolidation and reorganization that the first Trade Houses would form. These trading houses, both large and small developed from the shattered merchant fleets of the once Great Houses. Unique to this period of the Blackout, when major interstellar governments were falling apart, the earliest houses were budding corporate cooperatives. Some of these new co-ops were built with large military security assets at their disposal, owned by a functional shipyard, or major parts manufacturer.

While other JumpShip fleets were still controlled by their house lords, who lavished their JumpShip captains with wealth, gifts and a loyal security detachment, they were falling into the minority. There were also numerous small family-owned and operated ships or ship groups, with no loyalty but to themselves.

By the early 3000s, Independent JumpShip captains were still in existence but extremely rare. Sadly, both independent captains and small trading houses are at a disadvantage in comparison to their larger competitors. Not only are functional shipyards extremely rare and at a premium, but they charge exorbitant fees for their services. Small and independently owned ships are under the constant threat of being absorbed by a larger house or corporation, pressed into service by a House, paying their debts, or affording repairs. Piracy also continues to be a problem throughout the Inner Sphere, leaving individual or small fleets vulnerable to well-equipped pirate groups.

Regardless of their size, JumpShips and would-be brigands have to contend with the over abundance of arms that travel with even the most peaceful trade mission. The shear preciousness of a JumpShip means that in spite of DropShip and fighter shortages they are never without heavy protection. For those of you graduating into the (Insert ComStar Branch Name) mind your Ps & Qs. Most spacers have little tolerance for upstarts or rude passengers. More than one recent graduate has crossed the wrong Captain and ended up “accidentally” flushed out of an airlock.           
Since the Blackout these fleets exert an enormous amount of influence wherever they operate. Given the unique importance of JumpShips, there is intense competition for control. Many trading houses place enormous pressure on Houses and independent worlds alike. A strange relationship exists between world rulers and trade leaders, with both working tirelessly to leverage the other in their favor. 

Despite the competition every trading house and JumpShip captain traffics in information. While this sounds obvious, it is very important. With the HPG network inoperative, JumpShips can transport practically unlimited amounts of data without reducing the cargo they can transport. The information transfer between worlds may be slower, but the frequency of information "packages" arriving is only limited by the JumpShip and DropShip traffic the world receives. With the JumpShip “courier” taking the place of the HPG, sending data from one world to the next is no more expensive than the HPG. Only the total amount of time required to jump a ship from one system to the next slows the transfer of messages.

While ComStar provides the bulk of communication between worlds, and acts as neutral trade brokers, they cannot or will not be everywhere at once. ComStar also maintains high standards – based on the transmission rates of the old HPG network – while independent or House JumpShip captains are under no compulsion. Every JumpShip captain in the Inner Sphere earns some sort of payment offering his or her services as mail couriers. It should also be noted that JumpShips are typically too rare for command networks, or used under only the most important circumstances. Meaning, expect a long wait for delivery.

JumpShips that participate in the information trade do so in a number of different ways. The most common form of communication is a simple transmission from a system’s zenith or nadir jump point to a receiver on the target world. While the JumpShip is in transit and conditions permit, captains will sometime transmit their data via radio from their JumpShip to another along a given trade route. This process is especially common among Trading Houses with a large presence in a particular area of space, along well-established trade and communication routes, or when the information is time sensitive. This method of information transfer can take anywhere from several days to weeks to reach the intended destination, but is considerably faster and more expensive than transportation via a single ship. While JumpShip captains wait for their ships to charge they also spend considerable time soaking up a system’s local media, news, or anything else of value. This way, as ships ply their trade they spread the latest in multimedia and gossip. There isn’t a captain in the Inner Sphere that won’t look for a way to generate additional income.

Lastly, DropShip and physical courier conduct the slowest and most secure forms of communication transfer between locations. Many of you will experience the long and tedious courier job after graduation and a brief stint training with ROM. After which you will be assigned to a ship in the fleet and work for one of ComStar’s best and most expensive services. A word of advice, those long missions can play havoc on your muscles and nerves. If you have not already, take up a hobby like painting or knitting and save the company some trouble by not going stir crazy.
   
WarShips

In their heyday, the WarShip fleets of the Inner Sphere numbered in the hundreds before the fall of the Star League. Then came the horrific fighting of the First Succession War. The war would claim most of these space-faring leviathans and their irreplaceable shipyards. Soon gone were the factories needed to support and manufacture them, and lost in nuclear fireballs or orbital bombardment were the many academies where future WarShip crews were to be trained.
 
By the time Conrad Toyama launched ComStar into the Schism there were only a handful of these deadly behemoths still counted among the Inner Sphere’s major powers. Barely functional compared to the shining hulls of their illustrious forebears, the remaining WarShips of the Inner Sphere were soon relegated to orbital curiosities or scrap.

However, a few WarShips still exist. While a paltry threat now, they can still prove to be a decisive weapon when used properly. Thankfully, most of these survivors are so rare, and so precious that few are willing to risk a standard jump, let alone engage in combat.
 
One of these notable orphans includes the former FSS Pleiades, a New Syrtis Carrier. After suffering from catastrophic damage during the early years of the Second Succession War. The battered cruiser jumped to the safety of Novaya Zemlya. However, the jump was too much for the ship to bear and the Pleiades literally broke its back. Left floating in space, the ship was recovered by Ian Zuckerman and his salvage team in 2902. Unable to repair the ship to its former fighting condition, the Zuckerman’s used the massive bulk of the cruiser as the central hub of a massive trade station. Locally known as the “U” because of the station’s unique shape, the station provides rest and respite for spacers from all over the Inner Sphere. Home to a population of almost 3,500 permanent residents, and hundreds of travelers at any given time, the U is a bustling space community. Capable of providing limited repairs to DropShips and JumpShips, the station is one of the most popular destinations in the Capellan Marches. Since its inception, the Zuckerman Family has controlled the U, and maintains an iron grip on most of the illegal interstellar trade within 120 light years of Novaya Zemlya. In addition to their lucrative trade empire, the Zuckerman’s are also well known as powerful information brokers. Little occurs in their area of space (and beyond) that they do not know about.

In the absence of true WarShips, a small number of DropShips have been retrofitted with capital weapons. Typically a hodgepodge collection of capital launchers or naval lasers, these customized “Pocket” WarShips are extremely rare, yet extremely powerful additions to the depleted navies of the Inner Sphere. With less than fifty in existence, only the most prosperous or sophisticated navy can boast even one of these DropShips in its arsenal. However, due to dwindling replacement parts and the technical know-how to maintain their capital weapons their days might be numbered. 


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Re: Finished Primer & Feedback
« Reply #36 on: October 26, 2012, 11:32:27 PM »

Notable Trade Houses

The term “Trade House” can be a little misleading; there are dozens of “standard” trade houses operating in the Inner Sphere and beyond, but there are an equal number that simply do not fall into simple categorization. These trade houses, guilds and collectives are just as equally important to interstellar trade as their corporate brethren – and sometimes more – but are cast from a different mold. Below are some of the most famous, or notorious Trade Houses operating in the Inner Sphere.
 
Prominent Trade Houses

House Winters – Firgrove/Capellan Marches

The Winters family has been the hereditary rulers of Firgrove for centuries, and have used their extensive political and family connections to entice foreign and industrial investment to improve their planet for generations. During the Reunification War, the Winters persuaded the SLDF to build a repair facility to service vessels during the conflict despite Firgrove’s proximity to the dangerous Taurian front. The Winters family even sweetened the deal by offering to help offset labor and material costs. While it was a massive drain on the family coffers at the time, the jobs created and revenue earned from off-duty ship crews, plus the unexpected import/export tariff all visiting ships had to pay, made the Winters family extremely rich. Support of the Haseks even netted Firgrove another expansion of their orbital facilities at zero cost, allowing Firgrove to sell DropShips during the Star League. The Succession Wars brought hard times for Firgrove and the Winters family. Raids from both the Capellan Confederation and the Periphery destroyed much of Firgrove’s manufacturing muscle, while the secession of the Capellan Marches from the Federated Suns destroyed important trade lines. Yet, in spite of the upheaval the civil war provided the perfect opportunity for Firgrove to gain its independence and strike out on its own. While a close relationship between Duke Hasek and Duke Winters exists even today (over the years marriages between the two families have been extremely common), Firgrove continues to operate as an independent planet, with the Winters family providing repair and refit services for anyone with the money.
 
Rekara, Miyido, Nezumi Clans – Throughout Draconis Combine Space

As the Draconis Combine disintegrated beneath the weight of betrayal, many previously suppressed or discriminated social groups took the chance to strike back, or out on their own. Some, like the Azami people, managed to gain their independence from the Dragon. Others, like the Yakuza Clans saw an opportunity to profit from the situation. Using the chaos to their advantage, some of the largest Yakuza Clans used their influence to seize control of previously inaccessible markets. While the Rekara, Miyido and Nezumi Clans represent some of the largest Yakuza groups operating out of Combine space, there are countless others. In some regions, especially in the Benjamin Prefectures, the Yakuza represent a vital link in the commercial chain, ferrying supplies and cargo from one planet to the next, having replaced traditional means of trade. Arranged in a loose pecking order, and governed by ancient traditions, the Clans are rife with rivalry and long standing blood feuds. At the top of the heap is the Nezumi Clan. A position they’ve held since their backroom acquisition of Dharma Hyperspace and controlling interest in Galileo Instruments. Careful manipulation of production records over the years has funneled dozens of new ships into the Clan, which have seen service as far away as Hastur. The other Yakuza clans – while no less impressive – lack the same physical assets as the Nezumi. A fact the other oyabun rarely forget. 

Nashan Trading House – Tharkad/Donegal/Coventry/Lyran Commonwealth

The largest civilian trade house in the Lyran Commonwealth, the Nashan Company is also the single largest civilian corporation still in existence. Built from the surviving assets of Ns-Shan Computer Tracking and other orphaned businesses in the wake of the Star League’s collapse, the Nashan Trading House owns controlling interest in a diverse number of markets. A major ComStar competitor in consumer goods, Nashan products can be found throughout known space. Major underwriters of the only Steiner-controlled JumpShip yards in the Commonwealth (the former Di Tron Shipyards of Gibbs), the Trading House is a staunch supporter of the Archon and is often seen as an agent of Tharkad when operating aboard – despite being an independent entity. Nashan is also notable for their elite Black Guards security force. A potent military force, the Black Guards are present wherever the Trading House operates, and is instrumental in protecting Nashan assets.
   
Avanti Shipil – Skye/Nusakan/Federation of Skye

Born after Skye gained its freedom from the Lyran Commonwealth in 2830, the Avanti-Shipil Trade House was created when the wealthy Avanti Family bought out Shipil’s remaining aerospace assets just as Skye gained its freedom. Long a diverse conglomerate, the creation of Avanti-Shipil came as a surprise to the new Skye nation, who expected to gain control of the only orbital shipyards in the region. Instead, Avanti, who had secretly helped funnel supplies from ComStar into rebel hands during the rebellion, used siphoned arms to secure their latest acquisition free from outside control. Forcing the Federation into accepting a one sided trade agreement for use of Shipil’s repair docks, the new Trade House owns a strangle hold on goods flowing to and from the Federation of Skye. Well supplied, the House is well known for periodically “losing” cargo shipments. Ostensibly the cost of doing business in Skye, the extra profit goes to enriching the coffers of the corrupt Avanti Family.

Haranshire Cartel – Alarion/Independent

Di Tron Industries was once one of the largest jump-capable ship producers in the Inner Sphere, but the fall of the Star League destroyed most of the company’s major facilities, and raids during the Succession Wars ruined the rest. It would take the withdrawal of Tamar and Skye to breath new life into the failing company, when an opportunity presented itself for then-Duke Donald Leone of Bowie Industries to seize control of Di Tron’s Alarion facilities. Declaring Alarion and his manufacturing assets independent of Tharkad, Duke Leone created one of the first independent trade worlds. Forced to create ties with local criminal elements to ensure Alarion’s long-term survival, the Duke’s family eventually lost control of their assets to the Haranshire Cartel; largest of the province’s organized crime families. Since then the Haranshire Cartel has ruled Alarion with an iron fist. While they are willing to offer refit and repair services for any customer, the Cartel makes most of their profit from the sale of arms and ships built at the former Bowie Industries factory. With ties to every major power player in the former Lyran Commonwealth, the Cartel operates throughout the Inner Sphere. A recent deal with the Mining Collectives of C.M.O 26 also netted the Cartel discount access to massive raw mineral stores. Required for increased production, many believe the Haranshire are gearing up for a possible expansion. Housed almost entirely in Port Sydney, the orbital facility is the center of their criminal empire.
 
O’Keefre Trade House – Fomalhaut/Deneb Kaitos/Terran Free States/ComStar Protectorate

Once the Star League’s largest import-export company, controlling the vast majority of civil goods traveling into and out of the League, the O’Keefre Company was hard hit by the Succession Wars. A large part of its JumpShip fleet was lost during the fighting, and valuable assets were either captured or destroyed throughout the war as trade disintegrated. One of the few Trade Houses with assets in the ComStar Protectorate, the O’Keefre House is primarily based on Fomalhaut and Deneb Kaitos, but has small trading hubs throughout the former Terran Hegemony and the Federation of Skye. The Trade House has a large fleet of heavily armed DropShips, and has seen an increase in the total number of JumpShips at their disposal in recent years. No one is sure where the new vessels are coming from, but O;Keefre does maintain a standing bounty for any stolen vessel returned to their control. The Trade House is still run by the O’Keefre family of Fomalhaut.
 
Salvatore Trade House – Layover/Robinson Freehold

The Salvatore Trading House was once known as Salvatore Incorporated, and was a major aerospace manufacturer during the Star League era. The Succession Wars were not kind to Salvatore. Raids and assaults on Layover destroyed a great deal of the company’s factories and yards. On the verge of dissolution, it was the secession of the Robinson Freehold that changed the corporation’s fortunes for the better.  Seized by Ziva Sharone, a close friend of the Sandoval family, and with help from the Marius Consorts mercenary command, Salvatore was transformed. Under the control of Sharone, and through a combination of bartering, theft and purchases Salvatore was able to rebuild a good percentage of their vacant St. Edwards facilities. While other DropShip manufacturers of the era were shrinking, Salvatore was growing. Although the House lacks a large number of JumpShips, Salvatore maintains a well-preserved DropShips fleet. One of the few Freehold companies that maintain good relations with the Federated Suns, Salvatore DropShips can be found traveling aboard Suns’ JumpShips inside that nation. In fact, theory holds that the Sandoval family uses Salvatore as a back door means of communicating and spying on New Avalon.

Deakin-Jones Group – SelaSys Subsidiary/Loyalty/Marik Commonwealth

Not every Trade House is a distinct corporate, independent or noble-ruled entity. A few are a fusion of all three. The Deakin-Jones Group is a perfect example of this phenomenon in action. An outgrowth of the fractured Free Worlds League, the Deakin-Jones Group is a wholly owned subsidiary of SelaSys Incorporated, which in turn is partially owned by the Marik Family. Although few foreign rulers are willing to admit it, the Free Worlds League came through the Second Succession War better than most. True, their industrial and economic base was thoroughly shattered, but the individual provinces of the Free Worlds were used to partial self-governance even before the disintegration of federal control. Where other new nations were struggling to come to grips with their newfound independence, most League provinces simply went back to business as usual. While new realities dictated some mandatory changes, League provinces were models of efficient management in miniature. The Deakin-Jones Group represents this symbiotic relationship between surviving industry and government. Built around the remaining civilian transport assets from both the Marik Commonwealth and Stewart Confederation, the Deakin-Jones Group is currently based out of the SelaSys shipyards above Loyalty, where they are responsible for maintaining the bulk of the Commonwealth’s domestic trade and communication. Staffed with some of the best naval crews and officers the Commonwealth can provide, the group doubles as unofficial commerce raiders when the need arise. In recent years, increased military adventurism on the part of the Principality of Regulus has seen Deakin-Jones privateers, and their trademark Gotha Fighters harassing Regulan shipping up and down the Atrean Corridor to great effect.
     
Highpoint Traders –Campoleone/Clipperton/Principality of Gibson/Principality of Regulus

Originally a trading company dating back to the Star League, Highpoint steadily declined after the League collapsed. A series of disasters, including the loss of their corporate headquarters on New Delos left the company on the verge of collapse. Relocating their remaining assets to Clipperton in 2846 at the invitation of Irian Enterprises was tough for Highpoint, as was their abandonment of the Federation of Oriente, and by 2849 the company had been officially absorbed by Irian Enterprises. Since then Highpoint Traders has been Irian’s dedicated transport division. A member of the semi-independent Duchy of Gibson, Highpoint Traders now peddles Irian-produced goods across the Inner Sphere and beyond. Well equipped with the best technology Irian can manufacture, Highpoint convoys are heavily armed, and sought after as incidental traveling companions in more dangerous areas of space. In fact, no raiders have attacked a Highpoint Traders convoy or ship since their relocation from New Delos. While odd, persistent rumors continue to claim Highpoint’s safe passage comes because of a deal struck between local pirate groups and Irian Enterprises. Supposedly, in return for safe passage, Highpoint Traders would provide information on civilian shipping. Even wilder, some claim Highpoint Traders actually engage in their own acts of piracy. Conspiracy theorists point out similarities between the notorious Death Jesters Pirate Band ships’ and registered Highpoint vessels as proof. As unsubstantiated as these rumors may be, there is no doubt that a higher percentage of ships are attacked in systems regularly visited by Highpoint Traders.
   
Centrella MindStar Traveling Circus – Canopus/Magistracy of Canopus

One of the most surprising survivors of the Succession Wars was the Canopian pleasure industry. More specifically, was the survival of the Pleasure Circuses of the old Star League-era. The Centrella Mindstar Traveling Circus is one of the most well known Pleasure Circuses of its kind, operating throughout the Magistracy of Canopus, the former Free Worlds League and Lyran Commonwealth space. A combination circus, casino, theatre, nightclub and traveling bazaar, most economic experts would be hard pressed to classify Centrella Mindstar as a Trade House. Yet the Circus continues to be one of the most sought trade destinations in the Inner Sphere. During the Circus’s slow circular travel route from one world to the next its frequent stops provide access to a stunning array of goods, most of which it brings along to its next destination. As a result, wherever Mindstar sets up shop local merchants flock, hoping to poach the best luxury items, or goods before their competitors and the circus moves on.  Like the gypsy caravans of old, the circus is not an easy target or trifled with lightly. Well armed, the circus has taught more than one would-be raider to quickly search for easier prey, and more than one disgruntled patron has learned that an angry circus performer will take more than just your wallet if crossed. Incidentally, MindStar’s travels also make it one of the best sources for information and news in the Inner Sphere. A hot bed of intrigue, it is an open secret that Canopian Pleasure Cruises are home to more than their fair share of spies and information brokers. 
 
Nakoma Cuirassiers – Capella/Sarna Commonality

With Capellan space a seething cauldron of shifting alliances and well-armed warlords, interstellar commerce can be a dangerous, perhaps even fatal proposition. Still, the payoff for a successful trade are great, and more than one merchant is willing to roll the fickle dice of fate for a fat wad of C-Bills. Since the secession of Capella and the creation of the Sarna Commonality puppet state, Capella has worked hard to ensure that fate continues to shine on its economic endeavors. Backed by the true rulers of Capella and the Commonality – Ceres Metals – the Commonality has hired a number of mercenary commands to act as armed couriers to transport the company’s goods.  A fairly unique situation, mercenary units in the employ of Ceres are paid for the successful delivery of goods, but also receive a bonus for every ton of usable salvage brought to Capella upon their return. What was originally slated as an anti-piracy measure soon turned into unrestricted privateer actions in the name of Ceres Metals. An unsavory practice by some of Ceres Metals’ less reputable hires, Capella’s voracious hunger for salvage forces them to ignore the worst offenders. The Nakoma Cuirassiers are one such mercenary group under contract with Ceres. A fairly large mercenary command, the Cuirassiers have been in the employ of Ceres Metals for over a decade. During that time, receipt of their salvage bonuses have set them apart as the most successful of Ceres Metals’ transporters. The key to their success has been the unit’s reported use of every conceivable tactic, including the transmission of fake IFF codes, hidden hull weapons and pre-recorded distress calls to lure unsuspecting victims into well laid traps. The Cuirassiers are ruthless in their pursuit of salvage and employ some of the best Zero-G marines in the region to capture targets as quickly as possible. Thankfully, their treatment of prisoners is humane, with most being held until their return to Capella. As a result of the Cuirassiers’s actions and other units like theirs, Capellan space remains incredibly dangerous to all but the best-armed travelers.
   
Brotherhood of Spacers – Capella/Wynn's Roost/Star’s End/Rim Republic

A loose collection of semi-independent JumpShip captains, the Brotherhood of Spacers grew into a major trade power in response to dwindling numbers and access to suitable repair and supply facilities. First proposed in 2822, the Brotherhood charter was written by three captains; Jerrad Olson, Kelli Ruhbavo and Malik al-Sharim. Together they created a framework for allowing independent JumpShips to remain feasible during an era when independent operations were becoming an impossible reality. Pooling their resources, the new collective was able to purchase the decrepit remains of the Tamar Bolson-Tamar Shipyards. Effectively destroyed since a Combine attack two years earlier, the Brotherhood dismantled any residual slips, and painstakingly transporting them to a location all three knew to be relatively safe: Star’s End. An unremarkable world blessed with once-vast mineral resources, by 2822 Star’s End’s major mining concerns were tapping into the final reserves of usable material, and much of the local population had already moved elsewhere.

Approaching the largest working mining conclaves with an offer of mutual assistance and a new means of generating income netted the Brotherhood both resources and expertise in Zero-G construction. Together the two groups assembled a functional Refit and Repair yard capable of servicing spacecraft. A primitive Space Defense System in the system’s enormous asteroid belt helped protect the valuable yard, while promises of free repairs purchased the services of a number of hungry mercenary commands looking for easy work.

Using their trade contacts and newfound resource, it was not long before membership in the Brotherhood grew to considerable size. New members paid dues in resources, technical expertise and the occasional contracted job. In return Brothers gained access to the Star’s End yards, a network of trade contacts and protection from outside predation. Within three decades, the Brotherhood accounted for almost 97% of all independent JumpShips still operating in the Inner Sphere and Periphery. By 2879 the Brotherhood of Spacers had managed to setup or borrow similar facilities in both the Outworlds Alliance and, surprisingly, in the Sarna Commonality.

Sadly, the Brotherhood has changed over the years. Today it operates more like an organized crime syndicate then a fraternity, exercising its muscle to gain favorable trade terms, enforcing random taxes, and steep transport fees. With their large membership, and ties to just about every faction in the Inner Sphere, including the Yakuza, the Brotherhood can operate with virtual impunity despite their questionable business practices. While management has not increased dues or imposed new rules on their rank and file, many in the Brotherhood have begun to grow disenfranchised with guild’s corrosive policies, and talk of forming a new organization has taken on a more serious tone of late. 

 
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Re: Finished Primer & Feedback
« Reply #37 on: October 27, 2012, 12:28:01 AM »

Age of Chaos: WarShips dead, shipyards dead, Herb would love this Son of (the Word of) Blake  ;D

Overall I'm still loving the universe despite the hate on WarShips, I like the Pleiades Space station idea a bit like the Cyclops created by Starbug
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My stuff, and my AU timeline follow link and enjoy

http://www.ourbattletech.com/forum/dragon-cat-collection/

The original CBT thread
Dragon Cat on CBT


Really, as long as there is an unbroken line of people calling themselves "Clan Nova Cat," it doesn't really matter to me if they're still using Iron Wombs or not. They may be dead as a faction, but as a people they still exist. It's not uncommon in the real world, after all.

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Re: Finished Primer & Feedback
« Reply #38 on: October 27, 2012, 09:08:36 AM »

Thanks!

Again, this is just a basic foundation. If WarShips want to return there's a mechanism to allow it. Think of this like the 3rd Ed. BattleTech game.  ;D
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Re: Finished Primer & Feedback
« Reply #39 on: October 27, 2012, 09:43:01 AM »

Hey Knightmare, it's great to see the primer up.

I'm still reading through it (still on page 1 of the thread), but so far I'm really enjoying it, it's a great read.

The only thing that feels a bit off, is the "Setup & Organization" section and the description of the administration division (especially Stellar Relations and Protectorate Affairs). While they're great at giving a feeling for the internal workings of ComStar, they seem a bit too critical for an (IC) information brochure for new employees.

I'll comment more on it later.

edit:
And bonus points for including a Seeker-esque division into ComStar!
« Last Edit: October 27, 2012, 09:44:30 AM by Ronin »
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Re: Finished Primer & Feedback
« Reply #40 on: October 27, 2012, 11:32:18 AM »

I left some extraneous bits out, but some sections are not from a ComStar source. I intentionally left them off so critics would spend more time on the content. Good catch - you're the first one to notice text that would NOT be accepted by a corporate sensor. Makes you wonder who actually put the Primer together...
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Re: Finished Primer & Feedback
« Reply #41 on: October 28, 2012, 05:58:27 PM »

Weapons
An introduction to weapons in the Inner Sphere during the Blackout

Among the thousands of different weapons found throughout the Inner Sphere, most ComStar initiates really only seem to care about the high-tech ones. It’s sad, really. As if the weapons of our forefathers were trivial nuisances of the past. Far be it for me to correct my young “experts” by saying that a primitive bow and arrow is just as likely to kill them as any laser pistol blast, but they will learn soon enough.  But enough complaining, I’m here to teach, and you are here to learn.

You are here, right? That counts for something. Congrats.

If you are here, bright-eyed and awake, then you suffer from at least a microcosm of common sense and selected a proper elective for your studies. I’m here to provide you with a real introduction to the most common weapons of the Inner Sphere and Periphery. While not exhaustive, this class will provide you with a solid foundation on the topic. I would also council individual study outside of this class, especially before you have been assigned to some boondocks post in the deep Periphery. If you survive your first tour, I’m sure you’ll thank me…

Where to begin? Well, first off, even the most unsophisticated industrial capacity allows almost any world the ability to manufacture basic small arms and other infantry weapons. Before the Succession Wars and the Blackout, interstellar economics and military logistics also made it cost effective to manufacture expendable items, such as rifles, SMGs, and pistols locally rather than import them from elsewhere. That is not always the case these days, and many trading houses make good money trafficking in arms. So don’t expect every world to have plentiful stocks of 9mm case-less rounds for your standard issue M&G sidearm. However, despite the reduction in total number of weapons manufacturers there is still tremendous variation even among similar weapon types.

Take the early years of the Star League as an example. Before the start of the Reunification War, there were more than 200 different types of laser rifles, each with its own distinct capabilities and designed with different needs in mind. Some Member-State leaders were looking for higher damage at the expense of range, still others wanted range at the cost of killing power. While the total number of available laser rifles since the Star League has decreased considerably, the tendency to diversify based on preference continues to this day. So while the world of Kestrel might enjoy a plentiful supply of Mk. III Federated Arms power packs that are compatible with your Mauser 850 Assault System, the same Mk. III power packs on Hesperus are not guaranteed to fit. In fact, they won’t. A general rule to live by in the field is to “never count on local supply”. It may just save your life.   

Now, most weapons are typically classified into two broad categories: support or personal. Personal Weapons are issued en masse to individual soldiers and are primarily anti-personnel in nature and design. Support Weapons are exactly that: support. They tend to be heavier, more destructive versions of Personal Weapons and are issued selectively to help increase a unit’s firepower. Some support weapons can even be used against infantry and vehicle targets alike. As any portable SRM operator is likely to tell you, his launcher is just as deadly to a squad of soldiers as it is to a BattleMech, especially if the situation is right.

Now turn to page 23 in your textbook. We’ll start by reviewing the development of the handheld pulse laser pistol…

<<<BEGIN SIDE BOX>>>

Below are descriptions for some of the most common weapons in the Inner Sphere and Periphery. While not exhaustive by any means, it should showcase a good slice of the personal and support weapons produced by modern faction militaries.
   
Personal Weapons

KA-21 Subgun

Once the standard-issue subgun for the Draconis Combine’s elite DEST teams, the KA-23 is still used by DEST in both the Alliance of Galedon and the much-reduced Draconis Combine. A low-tech version of the KA-24, the KA-23 is still a small, lightweight and very reliable submachine gun, well known for its remarkable accuracy. However, since the collapse of the Draconis Combine the KA-23 is becoming difficult to produce. Not only is the gun expensive for a slug-thrower, but the KA-23’s built in recoil compensation and gas-vent system use materials no longer easily obtained by most local manufacturers.

TK Series Assault Rifles

The standard issue assault rifle for the Lyran Commonwealth Armed Forces for centuries, the TK Series of Assault Rifles can now be found throughout the former Lyran Commonwealth and beyond thanks to the weapon’s simplicity and low cost. While most TK Rifles do share many of their components between versions, this is not always the case. For example, the TK-3 Series produced by Federated Arms on Novaya Zemlya uses a 7.62mm shell and gas-powered feed system. The very same TK-3 manufactured in the Federation of Skye operates an identical gas-system, but is chambered for a smaller round.  TK Assault Rifles are so common now that examples of the series can be found in quantity as far away as the Warrior Fiefdoms.

Sunbeam Laser Pistol

One of the more complicated laser pistols still in production, the corporation’s flagship pistol offers increased damage over other laser pistols at a corresponding decrease in energy efficiency. Viewed as a good compromise given the pistol’s size and stopping power, the Sunbeam is very popular among spacers and wealthy Protectorate citizens. Compared to the common Nova “energy-hog” laser pistol, the Sunbeam is undoubtedly one of the most popular laser pistols in existence, and can be found throughout the Inner Sphere.

Intek Mk. XI Laser Rifle

An increasingly rare weapon since the start of the HPG Blackout, the Intek Mk. XI Laser Rifle is considered by many to be a “compromise” weapon. Once known for its fantastic range in comparison to other laser rifles, and a phenomenal energy-efficiency; the rifle can fire more than double the number of shots off a standard power pack as other laser rifles. The Mk. XI was created in the face of new economic and technological realities. Boasting a shorter range than its predecessors and a dismal energy-efficiency, the rifle is now built with rugged survivability in mind. Useful for troops on long-range scouting patrols or urban snipers, the cumbersome Intek is still much loved by its operators despite its current shortcomings.

Mauser 850 Assault System

Based on the extremely popular Mauser 960, once the standard-issue rifle of the Star League Defense Force, the Mauser 850 is now the standard-issue weapon for ComGuard infantry everywhere. Manufactured exclusively for corporate troops, the Mauser is built around a rugged pulse laser rifle, and features an integral mini-grenade launcher, bayonet and survival kit built into the stock.  The grenade launcher accepts a wide variety of ordnance, and thanks to ComStar technology performs as a standard compact grenade launcher. While the rifle lost the 960’s vibroblade bayonet and high efficiency, the weapons is still stocked with a full survival kit containing two emergency flares, a flashlight, pulse signal stick, medical kit, a three-day supply of nutrition pills, a five-meter length of cable and a folding spade. Everything but the spade is contained within the stock compartment. Perhaps the most sophisticated infantry weapon in existence today, the Mauser 850 features a number of proprietary components that keeps the spread of the weapon and operation solely in the hands of ComGuard troops. Both the rifle’s power pack and grenades are specially built for the Mauser, and are sophisticated enough to prevent easy replication. Combined with the strict control of replacement parts, only a few Mausers are in the hands of anyone outside of the corporation.

Support Weapons

Model BS-20 MRR

The medium recoilless rifle has changed little since it first went into production in the mid-twentieth century. The most common version of the medium recoilless rifle in use is Stein Armaments’ Model BS-20. Built throughout old Lyran space, the BS-20 has been in near constant production since 2749, when the Star League Defense Force placed its first order for the weapon. The medium version is a should-fired weapon but requires a second crewmember to load the rounds. Effective against light vehicles and similar opposition, the BS-20 is one of the Grand Duchy of Alexandria-Kannon’s most lucrative products. Their trading convoys deliver thousands of BS-20s a year across the Inner Sphere.

Vipersting 210 Semi-Portable Machine Gun

The most common infantry support weapon, the semi-portable machine gun is used as a close-range support weapon for infantry units throughout known space. Most models are belt-fed ammunition, however, some designs, such as the Capellan Vipersting 210 use 300-round ammunition canisters. Because the semi-portable machine gun requires a crew of two, infantry squads rarely use it as a main weapon. The common Vipersting can be found throughout Capellan space, and even in the Capellan Marches, where insurgent and March soldier use the weapon alike.

Franklin Series III Semi-Portable Particle Cannon

The semi-portable particle projector cannon, also called a man-pack particle cannon or M-PPC, is a scaled-down version of the vehicle mounted PPC. The complicated Franklin Series III is the standard issue support weapon for ComGuard troops within the Protectorate. An extremely expensive and sophisticated weapon, the Franklin is impractical for use outside the safety and support of the Protectorate’s borders, but offers a rude surprise for any would-be raiders. Considered impractical by many of the corporation’s bean counters, the Franklin MPPC is nevertheless appreciated by its operators and the citizens of the Protectorate for its sheer stopping power. Extremely rare outside of the Protectorate, when it is found, it is usually in the hands of elite commando units.
 
Andurien Hunter Semi-Portable Support Laser

The semi-portable support laser is a powerful infantry laser designed for operation by a crew of two. Typically, one crewmember fires the weapon, while the second assists in aiming and maintaining the power hookups. The Andurien Hunter, built by Regulan Royal Armaments is indicative of the type, featuring a simple, self-contained water-cooling system that requires only limited monitoring and a constant supply of power. Rugged enough for use with Principality troops, the Andurien has seen copy and manufacture throughout Marik space. The bane of its namesake, it is ironic then that the Duchy of Andurien makes use of more semi-portable support lasers than any other faction.

Harvester Portable SRM Launcher

One of the most powerful and versatile infantry support weapons in existence, the portable SRM is the bane of BattleMechs and vehicles everywhere. Cheap and easy to manufacture, the launcher can be loaded with either standard or inferno rounds, and operated by even the most untrained militiaman. Produced in the thousands by hundreds of companies, the Harvester SRM is notable for its popularity in former Federated Suns space and the Tikonov Reaches. In the Robinson Freehold, the Harvester is issued to almost every citizen-soldier of the nation to help combat the Freehold’s aggressive neighbors and the steady stream of pirates that constantly plague its borders.

<<<END SIDE BOX>>>
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Re: Finished Primer & Feedback
« Reply #42 on: October 28, 2012, 06:18:34 PM »

Technology

Technology in the Inner Sphere and Periphery is a complicated and diverse subject. While some worlds of the Inner Sphere enjoy a technology level slightly higher than the twenty-first century standard, there are some worlds that enjoy far more sophisticated technology. The reality of technology standards since the start of the Succession Wars and the Blackout can best be described by a simple caveat; there is no standard. On some worlds you are just as likely to enjoy a taxi ride in a fuel cell-powered hover car as you are in a horse drawn cart.
 
The main culprit for such wide spread loss of advanced technology has undoubtedly been the Succession Wars. In their bid to claim the empty throne of the Star League the House Lords unleashed war with reckless abandon upon the worlds of the Inner Sphere. The First Succession War was unabashed in its use of nuclear, chemical and biological weapons. Besides scouring the battlefields of life with weapons of mass destruction, the House Lords specifically targeted their enemy’s industrial and manufacturing capabilities. During the war whole industrial sectors were systematically destroyed.

In addition to the destruction of cities, factories and even whole worlds, interstellar transport was also targeted. JumpShips and DropShip were destroyed without any thought to the future. The pent-up frustrations of almost two hundred years of forced coexistence could simply not be contained, and by the start of the Second Succession War the war machines of the Great Houses were mere shadows of their pre-war strength. Scores of the Great Houses’ most prominent and advanced worlds were reduced to smoldering ashes. To make matters even worse, many of the Inner Sphere’s most advanced centers of science and industry – those worlds located at the heart of the defunct Terran Hegemony – were shattered under the constant attacks of the Sphere’s various claimants. 

And while most of your teachers will refrain for saying, but the next great blow to the Inner Sphere’s technological body came from the Protectorate; not from war or nuclear bombardment, but from an insidious enemy situated deep inside the belly of ComStar, Terra and the heart of humanity’s industrial and technological bosom. Terra and ComStar, the proverbial retainers of knowledge and industry sustained incalculable levels of damage during Toyama’s attempted takeover.

When Conrad’s delusional followers instigated their coup against Blake and the Inner Sphere, they did more than shut down the HPG Network. Converted ComStar technicians and supporters across occupied space enacted Toyama’s plans after having spent years infiltrating every level of the corporation, and were well prepared to do so. The hand of Conrad’s fanatics soon touched pristine worlds with the misery of war.

In addition to their overt acts of destruction, Toyama supposedly helped maintain and even increase violence between the various nations of the Inner Sphere in the months leading up to his Schism. While the many factions of mankind continued to slaughter each other Conrad loyalists attacked intact factories, universities and scientific centers, often leaving evidence pointing to another culprit as an early part of their Holy Shroud initiative. Whole sectors of intact industry felt the deadly caress of Toyama’s Order. When the ComStar Schism came to its bloody conclusion the final tally showed that Conrad had caused far more damage than anyone could have thought possible. Whether he intended it or simply underestimated the long-term effects of his plan, the physical damage wrought by his Order can never be fully calculated.

Despite the passage of decades since the Schism, there are many worlds where ComStar is still viewed with suspicion, fear or worse. There are some worlds where you will have to hide your affiliation or avoid it altogether. One of ComStar’s primary mandates is to help repair the damage Conrad caused – and the image he tarnished in the process. Remember, you are not only representatives of your company, but also representatives of a long and sometimes dark history. Speaking of “dark” history, you should know how the Blackout affected the Inner Sphere’s technology levels.

While the wars and Conrad’s coup destroyed physical assets like factories and schools, the dissolution of the Great Houses also disrupted centuries-old trade routes, industrial infrastructure and production. Coupled with too few Jumpships, the Blackout was the final nail in the coffin of technological decline for the Inner Sphere.

By itself, the Blackout did quite a bit to retard the technology levels of the Inner Sphere, but was more of a cap on earlier losses than a major contributor. While the most immediate effect of the Blackout was the loss of communication between worlds, which meant that planets suffering from drought, famine or disease went unheard by worlds or leaders in a position to help, the early years of the Blackout also helped continue to accelerate the erosion of the old systems of trade, manufacture and production – while significantly slowing the reestablishment of new ones. The loss of the HPG Network created a cycle of degradation that lasted for decades as the Inner Sphere worked to stabilize itself. By the end of the twenty-ninth century only the most developed worlds were microcosms of the former glory of their parent nations during the Star League, or before.

Today, with decades of misuse and miss-repair most advanced items are often jury-rigged or family heirlooms. Too few shipyards are available to repair older vessels, let alone build new ones, and increasing numbers of JumpShips are lost every year to accidents. The decreasing number of interstellar travel-capable ships has continued to slow commerce, trade and communication accordingly. In some ways, and in some places, the cycle of decay continues to this day.

The one bright spot in this otherwise dreary picture is ComStar. Despite the loss of manufacturing resources and technical data, the corporation has managed to retain a fairly sophisticated level of technology. Our ability to produce rugged, but useful consumer goods and substantial numbers of JumpShips and DropShips have allowed the corporation to expand greatly. So rejoice, you will all have jobs next year, and maybe even until the next!

This brings me to my final point. As members of ComStar your quality of life will be much better than most of the people you will come into contact with during your travels – so be careful. As mentioned before, there will be those who will view you with suspicion and hatred because of the ComStar name. Well, now you can add envy to the list. Do yourself a favor and keep your belongings either clipped to your skin or back on the ship. That notepad you are using right now might be as common here on Sandhurst as excuses, but out there, in the wild, it is a reason to stick a knife in your back.

Remember the old adage; Life is cheap – technology is not. 

<<<BEGIN SIDE BOX>>>

On RetroTech
Cambridge University Press, Terra, 2901


In the progressive development of military technology, nothing represents the technological decline of the Succession Wars and the Blackout than so-called “RetroTech”. The natural outgrowth of a devastated industrial and trade base; RetroTech is nothing new. In fact, the technologies predate what most armies consider even standard weapons tech. RetroTech is by definition older, primitive weapons being redeployed to the modern battlefield. Easily produced among the war-torn states of the Inner Sphere, primitive weapons now dominate many faction militaries.

While the reintroduction of primitive weapons to the Inner Sphere came in no small part from the wars following the fall of the Star League, their prolific spread throughout occupied space was the work of ComStar.

During the First Succession War, Jerome Blake made the decision to authorize ComStar to begin supplying Terran resistance groups with weapons from the corporation’s extensive SLDF stock to help slow the conquest of the former Terran Hegemony. A bold move to preserve the Hegemony, Blake knew weapons deliveries were not going to be enough to slow the Hegemony’s absorption. In addition to the weapons leaving Terra, blueprints and plans for primitive BattleMech and armor designs joined ComStar’s secret shipments.

The idea was simple, liberated Hegemony worlds could convert their planet’s remaining heavy industry to produce their own weapons. These locally produced weapons would alleviate some of the transport and supply burdens the corporation was forced to undertake, while bloating local resistance cells with greater defensive capabilities. Despite opposition from the First Circuit, who were apprehensive to provide guerilla groups with even primitive BattleMech technology, Jerome Blake earned their support with promises of easy expansion of the Protectorate and the overwhelming advantages of the ComGuard’s advanced technologies.
 
This early decision by Blake would have huge repercussions for ComStar and the Inner Sphere for years after, as it was not long before copies of these ancient plans made their way outside of the former Hegemony. Within a few years, primitive or “RetroTech” designs could be found in every realm. As the technological and industrial base of the Inner Sphere began to crumble, these primitive technologies soon replaced their more advanced counterparts.

Today, with the war torn factions of the Inner Sphere hungry for any armaments, even obsolete ones, a large percentage of all remaining industrial infrastructure has switched over from producing civilian products to manufacture “new” RetroTech. Long gone is the manufacture of mining, logging or construction gear. Instead these makeshift weapons factories continue to churn out ever increasing numbers of primitive designs. Unsurprisingly then, these RetroTech factories have become lucrative targets of opportunity for bandits and raiders, and remain one of the few targets of opportunity attacked with regularity.
 
<<<END SIDE BOX>>>
« Last Edit: October 28, 2012, 10:52:19 PM by Knightmare »
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Re: Finished Primer & Feedback
« Reply #43 on: October 29, 2012, 08:41:11 AM »

Factions of the Inner Sphere

The Succession Wars were a brutal, nasty affair that severely taxed the industrial capabilities and stamina of even the strongest nation. No matter how well they believed they were prepared for the coming fight, the House Lords were ill equipped to forcibly subjugate their peers for the throne of the fallen Star League, or suffer ComStar’s civil discord. Through a mixture of war and accident, one by one the former Great Houses of the Inner Sphere fell apart. They were replaced with a curious mixture of necessity and older powers reborn. The Inner Sphere of the 31st century is a far cry from the clean borders and picturesque wagon wheel of powers shown on ancient Star League-era maps.

Below are brief descriptions of the former Great Houses and accompanying list of the largest successor factions. This list is not exhaustive, as many of these nations have independent or semi-independent subdivisions within their borders like the Principality of Regulus’s small Principality of Gibson, or the Capellan Marches’s reunited Hindu Collective.
   
Brief Description of the former Draconis Combine

The breakup of the Draconis Combine was unkind to the family Kurita. Whereas the Davion family remained more or less in solidarity with each other as their nation fell apart the Kuritans took an active hand in pulling at the seems. Beginning with the secession of Galedon, dissention in the Kurita family and in the DCMS High Command allowed other provinces – regions that long chafed beneath the Dragon’s Claws – to seek their freedom. Ostensibly these family coups were aimed at propping one Coordinator in the place of another and that he or she would return the Combine to its former greatness. Instead, the very nature of the Combine’s honor-driven society worked against it. From beneath the quiet veneer of Draconian culture is a society constantly at war with itself, where a blind adherence to honor kept the nation asunder. Today, outside of the warring factions of the old Free Worlds League the former Draconis Combine is a seething cauldron of shifting alliances, ancient grudges, and bloody war.

Factions of the former Draconis Combine include the:
   
Principality of Rasalhague (2849)
Draconis Combine (2319)
Azami Caliphate (2972)
Sendai Trade Alliance (2953)
Benjamin Prefectures (2926)
Alliance of Galedon (2832)


Brief Description of the former Federated Suns

Of all the former Great Houses, the dissolution of the Federated Suns was as much an accident as it was born out of tragic decisions. House Davion’s heavy-handed actions against the ruling Dukes of the Draconis and Capellan Marches did much to undermine the stability enjoyed by the Suns since the first Davion Civil War centuries earlier, but it was Prince Davion’s death in 2834 that finally tore the proud realm apart. While the new states of the former Federated Suns are less antagonist towards one another than those of the other Great Houses, there is a deep seated mistrust between the four. Born from centuries of cultural drift and deeds committed long past, today it is not uncommon to find citizens from the factions co-mingling peaceful along border worlds. This has left the former Federated Suns in the best position to reform their ancient nation. However, despite the cordial attitude talk of reconciliation is quickly squashed. After years of independence from the throne of New Avalon the Ducal lords are in no hurry to return to their former feudal rank.
     
Factions of the former Federated Suns include the:

Robinson Freehold (2834)
Federated Suns (2317)
Flitvelt Union (2992)
Capellan Marches (2829)


Brief Description of the former Capellan Confederation

According to the last Grand Survey conducted by ComStar in 2992, the area once occupied by the Capellan Confederation has suffered more than any other area of the Inner Sphere with the possible exception of the Benjamin Prefectures, worlds along the Atrean Corridor, and parts of the former Terran Hegemony. Rampant use of WMDs, orbital bombardment and scorched earth tactics within the old Confederation turned whole planets into virtual “ghost worlds”, with population figures close to their original colonization. Many of these surviving planets suffer from massive ecological and industrial damage, or beneath the jackboot of barbaric overseers. Considered docile by any standard, most of the peasant citizens of the former Confederation are pushed around like expendable pawns in the regular conflict between factions.  The Warrior Fiefdoms are notable as perhaps the most lawless area of inhabited space in the Inner Sphere. Power in this chaotic region is enforced at the end of a gun barrel. The single shining star in Capellan space is St. Ives, which managed to safeguard much of the world’s native industry and high standard of living.

Factions of the former Capellan Confederation include the: 

Warrior Fiefdoms (2858)
Capellan Confederation (2367)
St. Ives Compact (2826)
Sarna Commonality (2852)
Kingdom of Zion (2867)


Brief Description of the former Terran Hegemony

The universe has been unkind to the people and worlds of House Cameron. Badly battered during the Star League Civil War, the withdrawal of General Kerensky and the SLDF left the former Terran Hegemony ripe for the picking. Soon after Kerensky’s Exodus the survivors waited with baited breath for the first bombs to fall. Located in the heart of the Inner Sphere, and populated with the most industrialized and wealthy worlds colonized by man, they did not have long to wait. Within a few years the former Hegemony was a tumultuous center of conflict; the Great Houses fighting over every last scrap with reckless abandon. Centuries of pent up emotion swept through the former Hegemony in a tide of destruction that it never recovered from. Pockets of civilization still remain, however, and with their survival the hope of one day rebuilding a lost Terran heritage.

Factions of the former Terran Hegemony include the:

Tikonov Reaches (2820)
Terran Free States (2847)
Capolla Union (2840)
ComStar Protectorate (2785)


Brief Description of the former Free Worlds League

Only one word can summarize the condition of the former Free Worlds League: Hatred. Nowhere in the Inner Sphere does brother hate brother with such unbridled passion. While former Lyrans disagree over mercantile concerns, and Federated and Combine factions bicker over honor and pride, only the people of the old League hate for no other reason other than they can.

During the Marik Civil War the old Free Worlds League was unique in its literal implosion, its provinces gorging themselves on the death throes of its earlier unity. These once united states claimed scores of unaffiliated worlds while leaving dozens more smoldering ruins. Battles between past compatriots were particularly nasty, and much of Marik space felt the deadly caress of orbital, nuclear, biological and chemical weapons. The use of WMDs is especially apparent in the so-called Atreus Corridor where almost a dozen worlds have been sterilized by heavy weapons. Today, border conflicts between Marik provinces are a daily occurrence. A fact of life most citizens barely notice.

Factions of the former Free Worlds League include the:   

Duchy of Andurien (2849)
Kendall Parishes (2850)
Federation of Oriente (2849)
Principality of Regulus (2849)
Marik-Stewart Commonwealth (2851)
Duchy of Tamarind (2849)


Brief Description of the former Lyran Commonwealth

For a realm concerned with profit, it is unsurprising that the Commonwealth would fall prey to competitive attitudes. After all, where there is competition, there is profit to be made. Still, not every Lyran was concerned with the accumulation of wealth and many of the largest ex-Commonwealth factions were built from the ashes of war. Today, Lyran space can claim almost a dozen major factions built from the former Great House. Many of these smaller nations are fairly sophisticated, but also claim some of the most diverse government-types in the Inner Sphere. From the absolute monarchy of Alexandria-Kannon, to the corporate-controlled Son Hoa Free Zone, the former Commonwealth is a bastion of exotic bureaucracy and crumbling industry.

Factions of the former Lyran Commonwealth include the:

Federation of Skye (2830)
Son Hoa Free Zone (2837)
Lyran Commonwealth (2340)
Grand Duchy of Alexandria-Kannon (2837)
Tamar Pact (2830)
Finmark Ascendancy (2839)


Brief Description of the former Periphery

Some Terran political scientists will claim that the Periphery cannot catch a break. First, the Reunification War devastated and radically altered the political landscape of the Periphery. Next, two centuries of Star League occupation would rebuild the Periphery, but in the image conceived by House Cameron. Further still came the dissolution of the Star League and the wars that followed. With the collapse of the League the Periphery – discarding the shackles of their Great House masters – was caught in the middle. Bound to the Inner Sphere, the Periphery was undermined by the horrific fighting of the Succession Wars, and suffered greatly.

However, the Periphery, like her people were robust and varied. While the Taurian Concordat suffered ruin like any of the Great Houses the Outworlds Alliance actually prospered, enlarging its borders as survivors of the Succession Wars sought refuge in the turmoil. Elsewhere, fresh alliances worked to re-forge old states, and a new Rim Republic was formed from disenfranchised and broken worlds. Yet still, there are the outlaws and brigands who call the Periphery their personal fiefdom, a place where anyone could grow powerful on the misery of others.
 
Factions of the former Periphery include the:

Rim Republic (2836)
Illyrian Palatinate (2355)
Magistracy of Canopus (2530)
Taurian Concordat (2335)
Outworlds Alliance (2413)

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Re: Finished Primer & Feedback
« Reply #44 on: October 29, 2012, 09:28:16 AM »

How this Alternate Universe Works

The premise behind this AU is pretty simple: Community Development. The Age of Chaos (AoC) is designed with community effort in mind, with only a little guided direction from an original premise.

A Lead Developer directs community development of the Alternate Universe

The Lead Developer is an advisory and mediating personality, whose sole responsibility is to supply guidance, compulsory plot points and to arbitrate disputes. A central task is to provide important base information to the member community and potential member developers. This information is foundational material for developing the universe, and presents a starting point for future expansion.
 
The first piece of information made available is a list of available Age of Chaos Factions and the Age of Chaos Alternate Universe Primer. From the available faction list BattleTech community members are allowed to select a faction for personal development. Selecting a faction designates the community member a Member Developer of the Age of Chaos.

Selection and faction preference are on a first come, first served basis. To help prevent conflict between potential Member Developers, community members will select their top three factions in descending order of desire. (The Lead Developer will take into account local Time Zones when selection posts are made and posted on the forum.) At the end of the selection period dual, or overlapping selections will be determined through a simple lot. However, Member Developers can opt to work together on a single faction should they desire to do so to avoid conflicts.

The Age of Chaos Universe Primer is a basic universe sourcebook, providing Member Developers with a basic understanding of the universe’s history, culture, factions, and background story. The primer is designed to help immerse Member Developers into the Age of Chaos universe, and to familiarize them with the fictional setting. The primer is left intentionally vague, with only a few specific pieces of content provided as examples to emphasize key differences between the Age of Chaos and the published BattleTech universe. Future Age of Chaos sourcebooks will be based on the Age of Chaos Primer and Member Developer contributions.
 
The Lead Developer will also provide a list of the Alternate Universe’s Turning Points. Age of Chaos Turning points are particular historical events or plot points in the basic Age of Chaos story line that have been created to help move the universe’s development forward in a flexible, but concise manner. Example Turning Points include the foundation of a new proto-nation, or an important battle between different factions. The Turning Points are designed to help Member Developers craft their individualized faction within loose boundaries – not to write the story for them. In effect, Member Developers get to fill in the blanks of the game universe by writing their faction’s adventure from one particular Turning Point to the next.

The Universal Turning Points for the Age of Chaos can be found in the Universe Turning Points List (p. XX) of this PDF. Each Member Developer will also receive faction-specific Turning Points with their assigned Faction File. 

Writing for the Age of Chaos

The submission process for writing for the Age of Chaos is a simple. To prevent written conflict between Member Developers, the system works on a first come, first submitted basis. Once Member Developers claim their faction they may immediately begin developing, writing and submitting their Faction Submission. Submitted text becomes accepted canon in the alternate universe, and once accepted as that faction’s canon all additional entries from other players will be tweaked to fit. This process is repeated until a seamless fictional narrative is created.

This system is designed so eager and committed Member Developers would be rewarded for their active participation in the Age of Chaos’s development. In life and BattleTech there are benefits for conquering an objective first.
 
Besides, competition is a healthy thing.

Outside of the rules governing basic faction submission, Member Developers are under no compulsion to work individually, or develop faction fiction entirely on their own. Member Developers are welcome, even encouraged to work together to create a comprehensive collection of faction submissions. If a fiction conflict does arise a settlement will be reached to fix the most contested points through a simple Member Developer/Community Poll, and as mentioned early, the Lead Developer will provide background information for ComStar and mediate differences in the overall storyline.

The system of Turning Points, along with their associated faction submissions influences the Age of Chaos in distinct Chapters. Chapters are specific sections of the Alternate Universe’s story. For example, the first chapter of the Age of Chaos covers the period of time starting with the dissolution of the Great Houses, through the fall of the HPG network in 2838, and up to the network’s reconstruction. This is a foundational chapter integral to the storyline. Member Developer fiction for this chapter will provide character to the Age of Chaos’s individual factions, expand the universe’s history and create the fictional groundwork for expanding the Age of Chaos universe. Turning Points from this period cover the creation and formation of the breakaway states, and other pivotal moments in this section of the timeline. Once this Chapter is finished, the next Chapter – beginning with the end of the Blackout – begins. Future chapters will progress after the second, and so on.

The Lead Developer will introduce the actual game-system for moving the storyline along in the second chapter. But it is the hope of this alternate universe to create a game universe where players who build their faction from the beginning will be invested in keeping it a part of the story. If a Member Developer decides not to, the faction will die out.

It will be an interesting part of the story observing faction developed and game direction.

When a Member Developer Selects a Faction

When a Member Developer selects a faction they will receive the final piece of helpful information from the Lead Developer: the basic help file – the Faction File – for that particular faction. This help file will supply some of the faction’s most basic info – like overall military strength – and specific Turning Points. These individual Turning Points require coverage in the faction submission. For example, if a Member Developer selected to develop the Federated Suns they would need to provide the names of both the next Prince, and the Prince who’s death during the Second Succession War helped foster the dissolution of the Federated Suns. Member Developers will notice that these turning points, like the ones designed to govern the alternate universe’s overall development, are very flexible. The faction file is not designed to stifle the creativity of a Member Developer, just to provide a helping hand.

As previously mentioned, the first chapter of the Age of Chaos is a foundational chapter. The chapter hopes to create the universe’s back-story, major characters, events prior to 3025 and cultural flavor for the factions of the Age of Chaos Universe. When a Member Developer selects a faction to develop and represent they should write and submit the following.

Member Developers should submit the following fiction with their Faction Submission: 

Faction History
Culture
Description of Worlds (Optional)
Economy (Optional)
Major Characters (For 3025)
Military


This is the most basic list of faction submission examples. Member Developers are not limited to this list and should feel free to use their creativity to expand it. 

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A Note on first chapter Faction Specific Turning Points:


To help Member Developers understand and utilize Turning Points in developing their faction’s individual history, this primer provides a basic selection of the alternate universe’s Turning Points list. Member Developers will notice each Turning Point is given a date and a brief description. This description also lists the major factions affected by the Turning Point. Some Turning Points on this basic list will have no effect on every available faction. Unless otherwise noted, affected factions are listed along with the Turning Point and attached description. A Member Developer’s Faction Specific Turning Points List will have a complete Turning Point list unique to that faction. However, should a Member Developer feel the need to incorporate other Turning Points they are more than welcome to do so – only the Faction Specific Points must be included in their first chapter submission. 

Every Faction File will include both the Universe Turning Points List and Faction Specific Turning Points List.

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Quote from: Dragon Cat
WORD (of Blake) is good for two things. 1. Leaving inappropriate notes on other people's work. 2. Adding fake words (of Blake) to the dictionary.
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