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Registered Contract: CC-CD-02-05
Galactic Coordinates: 
X: 55.55 Y: -156.22
Days to Jump Point: 
9 days
Primary Planetary Climate: 
Approximate Population: 
2.618 Billion People
Capital City: 
Contract Type: 
Cadre Duty
Primary Operational Terrain: 
Urban, Heavy
Contract Duration: 
2 Months (30 Days in REAL TIME) non-negotiable
Capellan Confederation
Employer Contact: 
Zhong-Shao Mei Haveld
Command Rights: 
Liaison Assigned
Forces Recommended: 
A Battalion Strength Detachment
Supporting Forces: 
Second St. Ives Janissaries
Enemy Forces: 
Supplement Contracts Offered: 
Objective Raid
Bounty Per Word: 
500 C-Bills
Minimum Bounty: 
12,000 Word Transcript
Bonus Salvage Bounty Target: 
Bonus Salvage Category: 

Regional capital of the Sarna Commonality and once the capital of the mighty Sarna Supremacy, Sarna has suffered tremendously from the devastations of the Succession Wars. With most of its industry relocated or destroyed during the last two centuries and its cities almost bombed out of existence, Sarna today is a mere shell of its former self. What little industrial capacity remains is in the form of copper and iron ore deposits, which are still being worked. Nevertheless, Sarna's historical and political importance is enough to warrant the presence of a reserve regiment as a permanent garrison, though such assignments are considered light duty.

Socio-Industrial Levels:
Technological Development
High-tech world with advanced research centers and universities; best medical care available; cutting-edge microelectronics industry.
Industrialization Level
Heavily industrialized world capable of manufacturing any and all complex output.
Raw Material Dependence
World/system produces all the raw materials needed and occasionally exports a small surplus.
Industrial Output
World has a wide industrial base that produces many different types of products and exports most of its output.
Agricultural Dependence
World has and environment producing most foods, but relies on some imports for food not capable of being grown.

As the war with the Free Worlds League drags on, it is becomingly increasingly clear that there will be no decisive victory until we stem the flow of war machines and supplies to the front lines. The FWLM’s ability to refit their regiments back to fighting strength quickly has been stunning. At the moment the FWLM isn’t invading farther into Confederated Magistracy space, but we believe this is because they have committed so much of their offensive forces further coreward. At the same time the Confederated Magistracy can’t afford to launch a large counter-invasion ourselves, with the Federated Suns serving as a potential knife to our back.

Our answer to this dilemma is to launch a series of raids into the League. These raids are aimed at strategic targets such as supply depots and factories.

Don’t worry, this isn’t the First Succession War. We aren’t out to put humanity back into the dark ages. Back then not only were factories destroyed but entire worlds depopulated through widespread use of weapons of mass destruction. Not only was the factory destroyed but the knowledge needed to rebuild it was also destroyed.

What we want is a fairly surgical strike on the Earthwerks Incorporated BattleMech factory on Calloway VI. Take the facility, evacuate, implode the buildings and get out. We want to keep civilian casualties and collateral damage to a minimum.

If you are successful, we might stem the flow of new BattleMechs to the front line. Just as importantly, it will cut off the supply of replacement parts and components that are being used to keep the FWLM at fighting trim. The harder it is for the FWLM to prosecute their war, on every front, the safer the Confederated Magistracy will be.

This will be a large operation. The Earthwerks facility is located in the planetary capital of Martina. So there is no chance of avoiding a fight with the planet’s defenders and they are already on high alert for attempts at espionage. The Fourth Oriente Hussars are on-world. This regiment was shattered in the 3087 assault on Hesperus and has just been rebuilt. Our intelligence sources indicate that this is a green regiment and a relatively light-weight one, assigned a single aerospace wing. Two regiments of the 94th Oriente Infantry Division, which include some battle armored troops, and the Third Calloway Armored Brigade are acting as assigned supporting forces.

The Calloway VI Militia’s Armored Brigades are its most potent militia forces, with the Third Armored Brigade stationed in Martina alongside the Hussars. At least three more armored brigades are operational, but scattered around the planet with little means to move them quickly. The militia also operate several conventional aircraft wings.

To tackle this challenge, we are sending the Second St. Ives Janissaries Brigade. Their task is to do as much damage as possible to the defending forces in and near Martina While they are doing this, your command will move on the Earthwerks facility itself. Janissary forces will assist as necessary but the factory’s demolition is your primary responsibility.

A squadron of CMAF combat dropships, led by a Vengeance-DC class dropship, will escort you in and out of the system and deal with any FWLM naval presence.

Your first contract will be a training cadre assignment. The Second St. Ives Janissaries Brigade is engaged in a series of mock exercises on Sarna to prepare for the operation. The brigade was badly damaged in fighting against the FWLM several years ago and has just finished rebuilding. But efforts to break in green soldiers and recent academy graduates are still underway. Your battlefield experience will be a welcomed contribution to the effort.

After the training cycle is complete, the raiding force will depart for Calloway VI in your supplemental contract.

1) Rehearse the Calloway VI raid with the Janissaries
2) Work with the Janissaries to develop a plan for this raid

1) Aid the Second St. Ives Janissaries in training up their academy graduates and green recruits
2) Prepare for the Calloway VI raid in all respects