I'm gonna be honest...the only reason that would exist is to get more money and you really don't need more money. Plus it's just kinda dull, which ties back to my previous issues with some of the base suggestions.

Yeah, I know... That honestly was also my biggest problem with the idea.

Having said that, I did have the thought that it might also do things like make actions easier, with a random chance of that occurring that raises the longer the 'minor bases' have been spreading, just to represent that local forces are available and might even have started to investigate whatever caused the action to happen. Or maybe just have it improve the rumour mill, and occasionally turn up useful intelligence that either autocompletes the 'find out basic information' types of actions or the like. Basically, show off how Ciaran started her 'career' as an information broker... But that also just feels like it adds even more things you need to manage as the GM, and I think you've already got quite a lot to manage...
 
So I was poking around at the Jedi Trials and where Riphath's activities would fit in them--given that a Walker is supposed to approximately match a Jedi Knight, would Riphath's activities (that the Jedi know about) qualify him for knighthood?

--

Trial of Skill: Month of travel with Darra, including levitating each other over a multi-story wall.

Trial of Courage: Helping rehab Darra knowing that it was going to go bad sometime. Month-long walk on a planet with storms and scary wildlife.

Trial of Flesh: Death. If you can come back from it, that's pretty much the most hardcore Trial of Flesh there is.

Trial of Spirit: Darkness Comes. Staring straight into who he is.

Trial of Insight: Ironically the one he handles best, all the different medicine skills he has and his ability to dig up truth.

--

I imagine the Tython Jedi might expedite him ranking as a Jedi Knight so he and Darra aren't explicitly uneven.
 
can we have another write-in?

Intrigue&Martial?

[] Operation CiaBait. Have Jango's gf publically visit Taris with Ciaran's visage and stat there (any business reason of some actual benevolent actions). Have Thrawn and our fleet be ready to intercept a 'sudden' Separatists attack.

I'm not sure if it's better to use Naboo or Taris for this, but I think Naboo would be too blatant and suspicious to be targeted as soon as it joined CNS.
 
Because I'm a massive nerd (and way too invested in this quest), I've been looking over the actions for Turn 28 and the list of write-ins for Turn 29, to see if I can't plan ahead for the turn. I think I have it mostly figured out, though there will be some hard choices throughout.

Base upgrades will depend on how much we can afford, though our priority should definitely be the system defenses/planetary shields in case our holdings are targeted by Trench (and by the Pride of the Core in hot pursuit). For base purchases, though, we can start to plan ahead.

At this point, here's my list, in order of priority:
  • Cularin -- so much cool stuff here, and we spent an archaeology action last turn to unlock it
  • Manda -- we get a discount for all upgrades here, and I'm pretty sure it will give us a bonus to Stewardship thanks to the Baobab Merchant Fleet.
  • Cormit -- it's nothing on its own, but access to the Chiss Ascendancy is worth its weight in gold. For one: Chiss weapons are not lasers but masers -- they travel like energy weapons, but have kinetic force behind them.
  • Pantora -- one of the locked-in Stewardship actions this turn is making contact with Baron Papanoida's media network & spynet. Building a base on Pantora is one way to double-down on the rewards for that relationship.
  • Procopia -- the capital of Tapani Sector has really expensive real estate, but there are a lot of potential upgrades (tied to a lot of interesting planets in the area) that make it worthwhile. This includes ties to the Jal Shey, the Force Sect that specializes in 'Force imbuement' (basically, producing magic items, like rough-hewn tree branches that can be used to counter lightsabers).
There are plenty of potential bases to buy, and plenty I left off my list, but these seem like the best options for the immediate future. We'll have to drop one or two if we don't have the funds, but I expect (given our purchasing power) we'll be fine even with a lot of defensive upgrades.
 
...today's episode of "Wait, That's A Thing?" is going to find a very special place in my next omake.
 
While it has been pointed out that a successful attack on one of the CNS worlds would show that the organization cannot defend itself and give reason for the Pride of the Core to show up (or it does so to chase the Malevolent), proving the CNS cannot make others respect its borders, there is another way of seeing things:
"We believed that the Galactic Republic and the Confederacy of Independent Systems were intelligent enough to understand the concept of neutrality and that at most we would only have pirates to fight off. Clearly, we were wrong. Your organizations are clearly too stupid to last long if such a simple concept proves to be beyond you. After all, not understanding the concept of non-combatant means that you would consider civilians as valid targets, even your own. Who trust a government that doesn't care about its populace?

Your captains' inability to respect something as simple as borders makes one fear what else they would go through to reach their target or objective. Civilian ships and stations, neutral patrols, pirate-hunting forces, merchant freighters, where would it end? How many did they kill and blamed on the other side or pirates?"

It creates the fear that both sides do not care about their population. The orders for those forces (Trench, Malevolent and Pride of the Core) came from their respective governments. The people start to wonder, talk and question things, because it is their lives at stake here. And maybe question the reason why the CNS was attacked by the CIS and technically invaded by the Republic when it is neutral and attacking it would prompt the CNS to join a side. Some may find the timing of things suspicious. I mean, the biggest ship of both sides and a CIS fleet are in CNS space in the same short amount of time, after some rather important Republic planets joined the CNS. Things start to look like both sides are more connected than one knows. And if the Silver Cross relief force sent to Honogr is attacked (something nobody has a reason to)? That is a little too many coincidences against Ciaran or the CNS. (She is known for her involvement in the creation of the CNS and her position against the war.) (And if Taris and/or Kalee is attacked, then it becomes kinda obvious.)

If we resume the situation of the latest events, minus the Jedi Accords: Important/Very notable Republic planets join the CNS. The Malevolent goes into CNS space to flee from the newly finished Pride of the Core instead of CIS space (which it totally could have returned into without passing by CNS space, because it didn't reach Republic space that way). At the same time, a disaster that will get the Silver Cross attention happens and a CIS fleet vanish from CIS space for (as we guess) CNS Space. Ignoring the (potential/future) attacks from both side (what are the odds that the new Mandator-class ship will not "mistakenly" destroy CNS ships or defences by believing them to be pirates or CIS? Maybe a few "accidents" result in orbital bombardment.), it starts to look like the Republic and the CIS want to wage war in CNS territory (at least). It may get the populace of the CNS to ask for a military because obviously those two warmongers can't leave them alone. If words fails to reach those idiots, well maybe a few dozens proton torpedoes into their big ships will.

Sidious is playing a dangerous game, because the coincidences may be a little too much and others may start suspecting someone controlling the war on both side. And that's bad for him because the Jedi will be among the numbers, and with the info that Dooku told them about a Sith in charge of the Republic...

Dooku may be able to save himself from the backlash from Trench's and the Malevolent's future actions if he declares them having gone rogue (ex: he gave orders for the Malevolent to stay out of CNS space, and he even has the recording of the moment (habit he took after allying with Ciaran)). Of course, said backlash may get more CIS worlds to leave it (same for the Bio-weapon disaster) because they didn't join for this shit. They were in to leave/fight the corrupt Republic (or make loads of money for quite a few members), not kill civilians (and potential future clients) that did not belong to an enemy faction. At the same time, the disaster tarnish their reputations, greatly risking those in for the money to loose a lot of clients because those people fear that they would be financing a bioweapon that will kill them if they buy from those CIS-aligned corporations. Heck, some would be afraid that any droid they buy may have trace of any such program.
 
Sidious is playing a dangerous game, because the coincidences may be a little too much and others may start suspecting someone controlling the war on both side. And that's bad for him because the Jedi will be among the numbers, and with the info that Dooku told them about a Sith in charge of the Republic...
Actually, I don't think Dooku and Obi-Wan had that conversation. Ciaran completely derailed the Geonosis part of Attack of the Clones, and (unless I'm completely misremembering) Obi-Wan never got captured, which means Dooku wouldn't have had the chance to tell him outside of a subsequent encounter.
 
Damn. Was there any indication that they suspected a Sith influencing the Senate? If not, the "coincidences" of the next turn (which lasts three galactic standard months) should at least get the Jedi a little suspicious.
 
You make good points, but remember that republic media is mostly pro-palpatine ATM. If we want to spin this, we need more outlets ourselves, which is why meeting with Baron Papanoida is so important this turn.
 
I am busy doing research. By that I mean I got Dark Disciple for my birthday and today purchased Thrawn: Alliances. I feel that if I'm going to do omakes, I'm going to need help making them sound like the characters.
 
Turn 29, 19 BBY Second Quarter
Reminder: 24-hour moratorium on voting

BBY 19, Second Quarter

Current Treasury: 1531
Current Income: 13754
Current Upkeep: 3084


Martial: Xruk's training has become harsher than ever to prepare the troops. Meanwhile OOM-9 has now been running more complex simulations to start getting plans in order for the attack on Palpatine.

Pick 2:

[] Black Ops (Republic): Given that you're now on the same-ish side as Dooku, it only makes sense that you should prevent a Republic victory by any means necessary. Chance of Success: 85% Cost: 50 Reward: Republic war effort damaged

[] Mercenary Work: Jabba's offered to hire on some of your mercenaries for work within Hutt Space should you ever require additional credits to make ends meet. Chance of Success: 70% Reward: Income from mercenary contracts

[] Let's Vary Piracy, With A Little Burglary: While it would be awkward if you attacked a CIS planet at this point, there's certainly plenty of planets in Republic space worth targeting. Chance of Success: 70% Cost: 50 Reward: Loot, selected area destabilized and potential recruit for the CNS
-[] Write in

[] Hyperspace Lane Pirating: A step beyond just targeting a system or two, this would be launching a series of pirate raids on a hyperspace lane in the galaxy. While the Republic is fully aware of how important these lanes are, the loot would be incredibly valuable if you pulled it off. Chance of Success: 60% Cost: 100 Reward: Selected lane heavily pirated, loot
-[] Write-in

[] Militia Standardization: The fact of the matter is that the CNS military is more of a patchwork of the various members' militaries. Help create a standardized system for equipment and it would help make them more cohesive...and a much stronger fighting force should it become necessary. Chance of Success: 80% Reward: CNS militia forces increase in quality.

[] Becoming A Pirate Queen, One Piece At A Time: While you've been making sure that any pirates in CNS space are swiftly dealt with, it could come in handy to expand upon your current privateer fleets and recruit some of the independents. There's probably a lot more around with the fall of Black Sun... Chance of Success: 80% Cost: 100 Reward: Pirate fleets continuously expanded

[] Reigniting the Chains: While it's been some time since Tyro was Adacap of the Blazing Chains, you're fairly certain that he would still have considerable pull among the fleet if he got back into contact with them. Given that you could always use more people for the fight against Palpatine tracking down the fleet could get you some powerful allies. Chance of Success: 60% Reward: Blazing Chains fleets located and contacted

[] Semi-discriminate Piracy: Since you don't want the Republic to gain an advantage in the war, why not let your pirate fleets loose on a raiding spree, letting them steal what they can from them? Chance of Success: 70% Reward: Looting income

[] Anti-Slaver Actions: The fact of the matter is that slavery is one of the most hated institutions in the galaxy outside of Hutt Space. It would certainly earn a lot of goodwill if you were to deal with some of the more prominent organizations (not affiliated with your Hutt allies)...and the loot would certainly make it worthwhile. Chance of Success: 70% Reward: Assaults launched on chosen slaver group, loot
-[] Zygerrian Slave Guild: One of the most infamous slaver groups, the Zygerrians have been terrorizing the Northern Rim and were conspicuously avoiding CIS space. They would not be missed.
-[] Trandoshan Slavers: They have been attacking the Wookiees, and since you have a number of business arrangements with the Wookiees that makes the Trandoshans a very obvious target.
-[] Thalassian Slavers: They're operating in the Northern Rim, which is entirely owned by the CNS at this point. Show them that they are not wanted.
-[] Senex-Juvex Slavers: Would you look at that, this slave group in Republic space is also home to a number of pro-Palpatine nobles! Launching a raid on them and exposing them to the galaxy would be quite the scandal...

[] Paramilitary Support: There are many paramilitary organizations in the galaxy, from Kligson's anti-Trade Federation militia on Grohl, to the pro-Jedi Antarian Rangers, to Lok Revenants and Mere Resistance and others, not to mention Kal Skirata's clone commandos. Offer support -- intelligence, logistics, medical care, safe harbor -- to each in exchange for their cooperation on future actions. Chance of Success: 60% Cost: 150 Upkeep: 75 Reward: Martial bonus; paramilitary groups confirmed as anti-Palpatine assets

[] Preying Mantises: The Mantis Syndicate chapter of the Bounty Hunters Guild specializes in large-scale anti-piracy operations. How perfectly convenient, given the CNS's interest in fighting pirates around the galaxy. Extend an offer of support in exchange for a cut of the loot. Chance of Success: 60% Cost: 100 Reward: +50 Military income, per-turn loot roll, CNS space secured against pirates (slightly increased odds for CNS recruitment), Mantis Syndicate added as anti-Palpatine asset

[] Maladian's Creed: The Maladians are some of the galaxy's most feared assassins, with a reputation of taking on targets up to and including Jedi Knights and succeeding in killing them. You could certainly use people with that particular set of skills. Chance of Success: 60% Cost: 150 Reward: Maladian Assassins available for hiring and as anti-Palpatine asset

[] Making Inroads In The Republic Military: Now is a good a time as any to begin dechipping and potentially subverting different groups in the Republic military. Any clone not chipped means one less clone that will try to kill you once you make your move, and of course you can always use more support when the time comes. Chance of Success: 60% Cost: 100 Reward: Chosen group targeted for dechipping/subversion
-[] Rahm Kota's Militia: A group that conspicuously has no clones among their number. Given Rahm's distrust of the clones and the militia's loyalty to him subverting them should hopefully be simple.
-[X] 212th Attack Battalion: Led by Obi-Wan himself, this group has served alongside the 501st in many engagements and specializes in assault tactics. (Targeted by Yularen)
-[] The Wolfpack: Led by Master Plo Koon, this unit specializes in high-risk extractions of friendly forces.
-[] Rancor Battalion: A clone group tasked with ensuring the safety of Kamino's cloning facilities. While they took considerable casualties in the battle for the planet, they could still have their uses.
-[] Galactic Marines: An elite unit led by Master Ki-Adi-Mundi and armed with the most advanced tech the Republic has to offer. The only catch is that their leader is rather...uncompromising. He may have to be dealt with.
-[] 41st Elite Corps: A group lead by Master Luminara Unduli - the master of Barriss Offee no less - that specializes in operating in exotic environments and counter-insurgency tactics.
-[] 412th Regiment: The group of clones that your sabotaged chips made their way to, they are specialized in defensive battles and have a reputation for placing the lives of civilians over their orders.

[] The Brothers X: X1 and X2 could prove to be serious problems if they're allowed to act against you given their Force sensitivity and who knows what other things the Kaminoans have done to their genetic code. Figure out a way to either subvert or kill them so they don't have the chance. Chance of Success: 40% Reward: X1/X2 subverted and/or terminated

[] There's No Machine That Can Stop Us: Granted, you do have some of the best fighters in the galaxy under your command but 90% of the time they don't really work together in a single fight. So, why not set up a room in the Foundry to act as a high-intensity training zone for some teamwork lessons? It would also make for some excellent recruitment footage if nothing else. (Starts mini-turn)

[] Write in
Diplomacy: You need allies now more than ever. Fortunately you've been having success at finding people willing to oppose Palpatine for one reason or another.

Pick 1 Regular Action, 1 CNS Action, 1 Force Order Action:

[X] Negotiating With "The Negotiator:" With Obi-Wan's decision to stay on Mandalore for the near future, you have an unprecedented opportunity to get one of the best Jedi Masters on your side - and more importantly a Master you know very well and who would actually be willing to listen to you. It's an opportunity that cannot be ignored. Chance of Success: 60% Reward: Obi-Wan Kenobi brought into the anti-Palpatine conspiracy (Free Action)

[] Shards Encased In Iron (CNS): You know that Cheriss is a Shard these days, but according to her there are others like her who are skilled engineers and filled with wanderlust. It might be worth using the CNS to get in contact with the Shard worlds to see if you can get the chance to recruit some of them for yourself...oh and get them to apply to the CNS of course. Chance of Success: 70% Reward: Contact with Shard worlds established, potential to recruit Shard engineers

[] Between the Light and Dark: While you have a number of Force users on your staff right now it might be worth looking into getting into contact with other Force using groups in the galaxy that aren't necessarily aligned to the Jedi or Sith and see if you can gain something from contacting them. Chance of Success: 70% Reward: Contact with chosen organization established
-[] Disciples of the Whills: A group of Force worshipers fiercely protective of their home of Jedha, they occupy a planet that is rich in both historical artifacts and valuable Kyber crystals.
-[] Tyia Adepts: A pacifistic philosophy practiced by the Revwiens, it emphasizes the value of all life and acting with honor.
-[] Baran Do: A reclusive order of Kel Doors who spend the majority of their time contemplating the nature of the Force, supposedly awaiting the "proper time" to act. Also they apparently can throw lightning around.
-[] Fallanasi: A mostly female group of pacifistic Force users that have unique abilities to beguile their foes.
-[] Ysanna: A technologically primitive Force-sensitive community on the planet of Ossus, the Ysanna defend the ruins of Great Jedi Library from intruders. They developed the original 'Blazing Chain' projectile techniques, and never lost the ancient technique of becoming Force ghosts. Talking to them will actually let you study them and the ruins without you getting attacked in the process.
-[] Zeison Sha: A group of Force users that are extremely skilled at telekinesis. The only problem is that they are incredibly isolationist, so studying them further will require direct contact.
-[] Followers of Palawa: An isolated group of Force users in the far west of the known galaxy, they have developed a number of techniques that are explicitly designed to protect against Force users.
-[] Dagoyan Order: A monastic sect based on Bardotta, they specialize in meditation and strengthening one's connection to the Force.
-[] Jal Shey: A sect of nomadic diplomats and philosophers from the Indupar Crown Worlds, who specialize in the esoteric art of Force Imbuement.
-[] Disciples of Twilight: Located on the isolated colony of Dyspeth and founded by a former Jedi in the aftermath of the Ruusan Reformation, the Disciples specialize in illusion techniques said to surpass even the Fallanassi light-benders.
-[] Almas Academy: An academy in the Cularin system that trains Jedi in an unorthodox style, emphasizing closer relationships with teachers and fellow students as well as ensuring that any student goes out into the galaxy on a "quest" to ensure they understand the galaxy they want to protect. They also apparently are capable of using a curious technique called "essence transfer..."
-[] Tython Jedi Order: The quickly-growing offshoot of the Courscant Order that is on the verge of a complete schism from them, given Riphath's work with them they might be more willing to speak with you by comparison.
-[] Order of Shasa: A Maanan-based group that has sworn to protect their homeworld, and more importantly have trained themselves to use the Force to see through deception and enhance their telekinetic abilities.
-[] Write-in (Subject to Veto)

[] CNS Recruitment: There are a number of systems nearby that don't particularly lean one way or the other in the war; maybe you could persuade them to join the CNS instead? Chance of Success: 80% Reward: Recruitment drive in selected area for the CNS
-[] Nouane Allied Region: Between their ties to Arkania and the IGBC, Nouane and its neighbors are already inclined to view the CNS with favor. The fact that they lie in northern Inner Rim between two of the biggest hyperlanes in the galaxy - both the Hydian Way and the Perlemian Trade Route - is all the more reason to persuade them to join.
-[] Southern Rim: With the already considerable amount of planets and sectors in the Southern Rim joining the CNS, it might be worthwhile to have a more concerted effort take place here and clean up the borders.
-[] Techno Union Worlds: With worlds like Hypori, Mechis III, and a dozen other foundry worlds affiliated with them and the shift in leadership, making a move to get some of these valuable industrial planets in the CNS would hardly be unwarranted.
-[] Write in

[] Calling In A Favor: A few years ago one Ferrus Olin left the Jedi Order, telling you that he would help you if needed. Well it is about time to call that favor in; get in contact with him and see if you can get the support of him and anyone he knows outside of the Order for the fight against Palpatine. Chance of Success: 80% Reward: Ferrus Olin contacted

[] The Roaming Jedi: Telling the Council about Palpatine's true identity is a recipe for disaster, but there are certainly other Jedi in the galaxy that aren't a part of the Order you could contact for aid. You've always gotten the odd report from your Silver Cross camps about the occasional Jedi stopping by to help refugees, so it wouldn't be too difficult to track some of them down. Chance of Success: 70% Reward: Jedi outside of the Order contacted

[] House Of Killers: Given that you're going to be dealing with a lot of high-profile targets in the Republic, it might be worthwhile to get some outside help as it were. Use your reputation and funds to establish a bounty hunter chapter of your own so that you can gather these people together for your own ends. Chance of Success: 80% Cost: 150 Reward: Watchers bounty hunter chapter established

[] If Angels Were To Govern Men: You know what Senators hate? Losing a chance at reelection. Leverage your political power and your friendly contacts in the Senate to see if you can't get those Silver Cross subsides to be a touch more substantial. Chance of Success: 60% Reward: Increased subsidies for Silver Cross

[] Keeping An Eye On The Future: Honestly, you weren't expecting Chewbacca to be such an important figure, but the visions you had of the "Vader timeline" seem to indicate that he would have been a major player in galactic events. While you're not sure if that's still going to be the case given everything that's happened, there's certainly no harm in making sure your people keep a closer eye on him... Chance of Success: 90% Reward: Chewbacca placed under heavier surveillance

[] Fly on the Wall: The Ghostling Nest of the Assembler is an Intelligence asset the Bounty Hunter's guild has been using for years, the location of which is only known to Master Hunters like Jango. The entire thing is apparently a massive brain for the Assembler and it is able to provide accurate and up-to-date date information on targets all over the galaxy through, if the tales were to be believe, it's network of little bug-spies. Regardless of the accuracy of these claims it would be an invaluable ally to have on your side. Chance of Success: 60% Reward: Ghostling Nest contacted

[] Taming A Lone Wolf: Quinlan Vos is going to be a problem, not only to Dooku but to you given the chance. That being said outright killing a man who has a known history of being a covert agent would be a waste, so you could try to turn him given the chance. Chance of Success: 40% Reward: Quinlan Vos subverted

[] Jedi, Leader, General, Spy: Skirata has pointed out an incredibly valuable target for potential subversion: Jedi General Arligan Zey, the de facto head of the Republic's commando teams who has a position that is semi-independent from the rest of the Republic military. He's been known to conflict with the mainline Order especially after the Temple Massacre so he's an incredibly valuable target for subversion with minimal risk. Chance of Success: 70% Reward: Arligan Zey subverted

[] The Burning Rain (CNS): The planet of Honoghr has recently been hit by a Separatist bio-weapon and is a perfect target for Silver Cross efforts - in fact its so perfect and with Palpatine's handiwork clearly in play you're a bit more paranoid about it than usual. Send in teams - with a decent escort just in case - to have some relief brought to the planet. Chance of Success: ??? Cost: 250 Reward: Relief sent to Honoghr, ???

[] Write in
Stewardship: Borvo's been pulling as many strings as he can to not only keep himself safe, but to make sure your finances are untouched.

Pick 2 Regular Actions, 1 Free Sienar Action and optionally 1 other Sienar Action:

[] Sienar Custom Vessel: Now that you've partnered with Sienar you can request customized ships from them for a price. You can either send them a plan of your own, or give their engineers a base concept and let them work out the details. Chance of Success: 90%
-[] "Humanitarian" Transports: A line of ships that could be used to ferry wounded from system to system, the fact that they would also be fitted with experimental stealth systems is purely to make sure that they aren't seen by any pirates or what have you, obviously. Cost: 150 Reward: Humanitarian/Stealth Transports designed/produced
-[] "Rescue" Ships: VTOL-capable ships about the size of the Scimitar, these vessels would be heavily armored rapid response ships that can quickly rescue people from potentially hostile environments. What are the rapid-fire guns for, you ask? Why, you might have to defend yourself from predators or raiders or something! Cost: 100 Reward: Rescue/Assault Gunships designed/produced
-[] "Archaeology" Ships: Given how important/profitable archaeology has become for you in recent days, this ship would assist with your efforts with on-board research labs and excavation gear so that your teams could quickly scour a site. Why does it have a stealth system and high-grade weapons? Because there are thieves and scoundrels who could try to steal valuable relics from you! Also never mind that the excavation lasers could also double as powerful armor-piercing weapons. Cost: 150 Reward: Archaeological Cruiser designed/produced
-[] Scout Vessel: A relatively cut and dry suggestion; these would be ships specifically geared toward surveying. For once there's really no other subtext here. Cost: 100 Reward: Advanced Scout Ships designed/produced
-[] Shoni Escort Ships: A...unique design from Grievous named after the spear his people use, this diamond-shaped ship is heavily armored and well-armed, serving as a heavy escort ship...though according to Grievous it could also be used to board ships by ramming it into them and allowing the pilot/boarder to enter the ship that way. Raith is confident that it could work, though he's said that you'd have to be insane or suicidal to try and use the ramming method given how dangerous it could be. Cost: 100 Reward: Shoni Escort Ships designed/produced
-[] Mobile Hospitals: The idea is that you would have a ship that could touch down on planets and act as a field hospital without the need for setting up a prefab building. It'd be a difficult engineering challenge, but fortunately Raith loves those kinds of challenges. Cost: 150 Reward: Mobile Hospital Ships designed/produced
-[] Hyperlane Recon Drones: There are always more hyperlanes to be discovered, but the method for doing so is inherently quite risky. Instead have Raith put together drones that could do that job for you and potentially locate hyperlanes you can use to your advantage. Cost: 100 Reward: Hyperlane Recon Drones designed/produced
-[] Dedicated Salvage Vessel: Given the amount of perfectly legitimate salvage work you do it can't hurt to have a heavily armored vessel capable of storing considerable amounts of materiel within it for uh...salvaging. Yes, salvaging. Cost: 200 Reward: Salvage Vessels/Heavy Transports designed/produced
-[] Interdictor Vessel: With the Pride of the Core and the Malevolence running around it may very well be vital that you have some way to pin down one of the ships to keep them from causing more damage. Raith should be able to put together some kind of ship that should do the job. Cost: 200 Reward: Interdictor vessels designed/produced
-[] Dedicated Starfighter Carriers: While ships like the Venators certainly have the ability to carry large amounts of fighters, it wouldn't hurt to have a design that was primarily dedicated for rapid fighter deployment and recovery for various situations. Cost: 150 Reward: Dedicated Starfighter Carriers designed/produced
-[] Next Gen Troop Transports: The Republic LAAT is certainly no easy target but it does have a number of flaws that could be quite troublesome for you given the kind of scenarios you might need to drop troops into. You know that Raith loves showing other people up so see what he'll make when he's put up to the challenge. Cost: 150 Reward: Next Gen Troop Transports designed/produced
-[] Write-in (High concept or other design, subject to veto, cost determined by GM)

[] Contact Ship-builders: If your efforts with Sienar are any indication you might have a bright future available to you in the starship industry; but you're going to need to get in contact with the producers first. Chance of Success: 70% Reward: Contact with chosen corporation gained
-[] Hoersch-Kessel Drive: This company helped produce Lucrehulks like the Oracle, but has been suffering from considerable mismanagement and financial losses. Surely they would appreciate an investor like yourself.
-[] SubPro: Despite the fact that they have produced high-quality products like the NovaSword fighter you acquired from Durge, they have been dealing with an unfounded reputation for shoddy workmanship. Sounds like they could use a popular investor.
-[] Mon Calamari Shipyards: the Mon Cala of Dac specialize in high-quality livable starships, and would be a powerful ally for CNS military readiness as well as the Abyss Watchers organization.
-[] MandalMotors: A company based out of Mandalore itself that specializes in heavy-duty warships like the Keldabe battleship. All they're really lacking in is proper funding.
-[] Write-in

[] The Return of Galactic Sushi: Bringing in the Ithorians means that you have some of the greatest agriculturalists in the galaxy to call on. You also have a number of agriworlds and other farming areas (like Taris) that could use their aid. The solution seems obvious, doesn't it? Chance of Success: 60% Reward: Agricultural output increase in CNS space

[] Silver Cross PR Blitz: Your organization is popular enough, sure, but there's nothing like a massive PR blitz to make sure that donations and sponsors are constantly coming in. Chance of Success: 70% Reward: Increased income/decreased upkeep for Silver Cross

[] Oust Shu Mai: You know you have the momentum. SoroSuub is staying out of the way. The mining companies you've been investing in would be more than happy to back you. Rumbles of discontent come from more Commerce Guild members as quite a few of them have joined the CNS. Dooku wants her gone. You have a chance to oust Shu Mai from the Commerce Guild, though given her stranglehold over Castell it won't be easy. Chance of Success: 40% Reward: Shu Mai ousted from Commerce Guild and new leadership chosen

[] "Tax" Loopholes: While Palpatine may have cost you quite a bit of funding you do have a potent counter-weapon: The Muuns. Set your Muun accountants, legal teams, and what have you loose on Palpatine's new acts and find as many exploitable loopholes to keep you from fully paying his "taxes." Chance of Success: 50% Reward: Noticeable decrease in investment penalty

[] "Tax" Evasion: Forget loopholes. Sure Palpatine's probably watching for the slightest sign of your "illegal activities" but you know that he's not as omniscient as he thinks he is. "Misplace" funds through whatever means necessary to avoid these "taxes" and spite Palpatine. Chance of Success: 30% Reward: Significant decrease in investment penalty

[] Treasury Auditing: While the actual backdoor to the Republic Treasury remains out of your reach (damn you Skirata), he is willing to let you (or more accurately the Muun bankers you have on staff) look over some past records to see if they can find anything to investigate further...or maybe some dirt. Odds are there's something there knowing Palpatine. Chance of Success: 40% Reward: Locate potential dirt on Palpatine or find leads on other projects

[] Medical "Battlefleet": Now that you have the ability to build ships over Taris, take advantage of it and build up a fleet of medical ships for Karada and the Silver Cross that can act as galaxy-wide emergency responders. Despite the name it mostly wouldn't be a battlefleet. Mostly. Chance of Success: 80% Cost: 200 Reward: Medical "battlefleet" built

[] The Swoop Bikes Will Fly Again: Now that you have the racetrack and the swoop bikes for it, it's time to reopen one of Taris' most prized sporting events: the Galactic Swoop Racing Circuit. Send invitations far and wide for the grand reopening and help put it back on the map. And hey, you never know who might end up signing up for it... Chance of Success: 70% Cost: 100 Reward: GSRC reopened, potential for other rewards

[] Giving Causality A Migraine (Incom): While it was a small benefit from the highlights reel of you looking into the future, seeing that enhanced Headhunter design is a very welcome benefit to you...if you can get the design put together enough for Seti and Incom to work on. And hey, you never realized how much you wanted to cause a temporal paradox until you had the opportunity! Chance of Success: 70% Cost: 150 Reward: X-Wings designed 20 years early, the thrill of causing your very own temporal paradox

[] The Revolution Will Be Televised: Helping with the Pantoran blockade has given you a unique opportunity as the planet is home to a massive information network under the control of one Baron Notluwiski Papanoida, and also boasts considerable success as a media mogul. Given that you're going to need a solid propaganda machine going if you're going to counter Palpatine in any meaningful way, surely there's a deal that could be made here... Chance of Success: 80% Cost: 150 Reward: Media network set up with Baron Papanoida

[] Tales of the Old Republic: Diversification is the key to success, and the entertainment Industry is one of the most important pillars of the galactic economy. You will enter this world with a saga that will always be remembered: The Saga of Revan, and you will spare no expense to bring this wonder to life (otherwise HK might try to kill the people involved for disrespecting one of his favorite masters). The fact that the excuse of getting extra documentation or filming in real landscapes you gives you the justification to enter many places usually forbidden to the general public is a nice extra. Chance of Success: 70% Cost: 200 Reward: 'The Saga of Revan' produced, potential to access restricted areas during filming

[] Relocating The Foundry: The Foundry is currently in an extremely vulnerable position given that it's in the middle of Hutt Space and the war is raging around it - all it would take is one ship to accidentally stumble into Nanthri and it would all be over. The best plan your people have come up with is to strap gigantic hyperspace engines to it to move it to the Kiln through some of the hyperlanes the Claatuvac Guild provided information on and avoid detection, but it's going to require a lot of credits, both to get the parts and to bribe people into not asking questions about where said parts are going. Chance of Success: 40% Cost: 400 Reward: Foundry discreetly moved to the Kiln

[] Write in
Intrigue: You're fairly certain Gulan hasn't been getting as much sleep lately, though he's still willing to point out how insane everything's been getting whenever he has the chance.

Pick 3:

[] Lots Of Plans, Lots Of Wrenches (Republic): The Republic winning at this point would mean that Palpatine would achieve his success conditions. Send some agents to help stall GAR offensives and make sure the Republic doesn't get a clear advantage. Chance of Success: 80% Cost: 50 Reward: Republic war effort damaged

[] Real Bad Moon Over Coruscant: There is an unlisted cloning facility on one of Courscant's moons, no doubt filled with clones waiting for an order from Palpatine to kill anything that tries to get in his way. You can't afford to worry about that kind of liability while you're tying to assassinate Palpatine - that facility must be destroyed. Chance of Success: 50% Reward: Palpatine facility destroyed

[] Grassroots Movements: Rile up protests, sponsor anti-government media, do whatever it takes, but stop Palpatine from getting any more influence any way you can. Chance of Success: 80% Reward: Palpatine's influence stymied

[] Legacy Of Damask: Settling in on Muunilist has given you the opportunity to take a closer look at Hego Damask's old properties present on the planet. While Palpatine has moved to ensure that they are not for sale, it shouldn't be too hard to get teams in and see if there's anything left there. Chance of Success: 95% Reward: Hego Damask holdings investigated/looted

[] Information For A Price: Since you're now committing yourself to making sure the Republic will win any time soon, why not sell some information to both sides and make a profit off of it in the meantime? Chance of Success: 80% Reward: Income from selling information

[] Delicious Bacta: You may nominally be on the same side as the planet's corporations but that doesn't mean you aren't willing to target them. It just means that a little more subtlety is required. Chance of Success: 70% Reward: Data on bacta products stolen from Thyferra

[] Ball Busting: The Coilcoids have proven to be one of the most effective suppliers for the CIS, giving them droidekas, buzz droids, and tri-fighters. Though with the capture of droideka blueprints from Metalorn, you're now angling for a shot at getting your hands on the infamous Scorponek Annihilator Droids, which will make the heist much more difficult. Chance of Success: 40% Reward: Coilcoid technology stolen

[] The Spice Must Not Flow: If you want to ensure a successful heist on Colla IV, you're going to need a distraction. And wouldn't you know it, Kessel is supplying the Coilcoids with invaluable spice trade, and the Hutts want them off of that planet. If you were to say, destabilize their presence there and give the Hutts the chance to make a move, it would pull away enough security from Colla IV to give you a better chance at getting away with the heist. And if the Hutts manage to take over in the chaos, well you are business partners anyway... Chance of Success: 70% Reward: Distraction caused on Kessel, Coilcoid security forces diverted

[] Public Relations Vaccination: While you did manage to deal with the Sith blackmail there's still a possibility that new incriminating information on you could be found. Preempt that by spreading a mix of truth and lies about you before debunking it all, making it that much harder for any actual dirt to be used on you. Chance of Success: 90% Reward: Increased defense against any incriminating evidence on you

[] Assassinate Shu Mai: Forget a legal ousting. Shu Mai is never going to give up her position legitimately. It's going to be very difficult given her paranoia and penchant for extreme measures, but given that the rest of the Commerce Guild is simmering with discontent and Dooku wants her gone anyway now may be the time to remove Shu Mai from the picture for good. Chance of Success: 60% Reward: Shu Mai assassinated

[] This Is Why Shu Mai Is A Bad Leader: Fact of the matter is that Shu Mai, despite her issues, has been in charge of the Commerce Guild for a long while and people tend to become used to their leaders in that time. Use Fry's codebreaker to find instances of corruption, stir up some protests, and show the Guild just how much Shu Mai needs to go. Chance of Success: 70% Reward: Shu Mai's reputation damaged

[] Strike Palpatine's Inner Circle: It's time to go on the offensive. Chance of Success: 40% Cost: 150 Reward: Targeted member/group discredited/neutralized/etc
-[] Saro Sanuo: The Deputy Chancellor who seems to be connected to the Granta Omega fisaco a few years ago. While he's not that important in the grand scheme of things by comparison, having a different individual in the Deputy Chancellor's seat could make the inevitable transition of power easier to handle...
-[] Sate Pestage: Effectively Palpatine's No. 2 according to the reports. Dealing with him would mean that Palpatine would no longer be able to direct suspicion onto him or have a spokesperson to draw attention, among other benefits.
-[] Terrinald Screed: Normally one admiral alone wouldn't be enough of an issue, but since Screed is the leader of the Home Fleet and since all of Coruscant's defense ships report to him...that makes him a far more important target.
-[] Armand Isard: You know his name from Seti's exile, and as the head of Republic Intelligence he's also the man behind the Covert Ops troopers killing deserting clones - and that is just off the top of your head. While Palpatine can always get a replacement Armand is admittedly a quite talented intelligence officer and it would be quite difficult to find a fitting replacement in a time like this...
-[] COMPOR: A pro-Palpatine, pro-human, anti-pretty much everything else organization headed by Palpatine's most fanatically loyal followers. Not only would dealing with them be a significant blow to Palpatine's ability to rally people, but given that you're 75% non-human (ish) there's definitely some poetic justice to be meted out here.
-[] Supreme Chancellor's Aides: Given that there's approximately a 99% chance that there's at least some Sith acolytes among them? They may not seem important enough at first glance but that's kind of the issue right there.

[] Autonomous Hunter-Seeker Teams: You've got so much on your plate that you can't really be bothered to handle them yourself. Set up some teams that can handle operations that are too simple to really go wrong but too complex for a random Watcher team to handle on their own so that you can get more things done. Chance of Success: 90% Cost: 150 Reward: Teams set up to handle actions that are guaranteed successes with reduced bonuses

[] Test The Waters: Given the manhunt for Galen, Dooku's plots in the past, and the instability Maul and Savage recently brought to the underworld, it can't hurt to send out some feelers to figure out who would be stupid or crazy enough to try and kill you...and then have them dealt with just to be sure. Chance of Success: 60% Cost: 250 Reward: Potential threats in underworld located and terminated

[] Unavailable For Hiring: Someone is clearly on a manhunt for Galen Erso, which is a bad sign for many different reasons. Stop whoever it is from spreading their information bounties and maybe figure out who's been sending them out so they can be dealt with. Chance of Success: 50% Cost: 200 Reward: Manhunt for Galen ended, potential information on figure behind manhunt

[] Putting Down A Lone Wolf: Quinlan Vos is going to be a problem, and quite frankly you don't have time to give him therapy or whatever would give him more psychological stability. You've killed two insane Sith, what difference is an insane Jedi? Chance of Success: 60% Reward: Quinlan Vos terminated

[] Write in
Lore: It's perhaps telling that Tyro's been pushing himself to reach a point resembling his prime. At least with the number of Abysswalkers around there's more people that can handle a fight against Sith.

Pick 1 Regular Action, 1 Archaeological Action, 1 Force Study Action:

[] Force Research: The Force is interesting and despite claims to the contrary (especially those of the Jedi) it has not been fully understood, most likely not even sufficiently, and there are still tricks to be discovered here and there. Chance of Success: 70% Reward: Progress in researching new Tricks and Techniques (Takes 2 turns)

[] Incorporate Luka Sene Techniques (Force Study): The abilities that you've learned from the Luka Sene aren't exactly flashy, but between their improved ability to use Force vision in combat as well as the more engineering oriented ability for them to see energy fields, there's definitely plenty your Agents can learn from. Chance of Success: 80% Reward: Luka Sene abilities taught to all Agents

[] Research Alternative Force Schools: While the Jedi and Sith are the most well-known Force users in the galaxy there are certainly others that have mastered more esoteric techniques that could be useful to you. You already have information on them from the datachips so it shouldn't be too difficult. (Choose 1 below) Chance of Success: 70% Reward: Learn techniques from other Force users
-[] Jensaarai: A group of Force users that apparently follow a blend of Jedi and Sith teachings. Their unique ability is "ballistakinesis," which is basically hurling things at enemies at blindingly fast/lethal speeds.
-[] Fallanasi: A mostly female group of pacifistic Force users, their unique abilities are projected illusions and the ability to become practically undetectable.
-[] Nightsisters: You've already got an in with them through Talzin...even if she's been proven to be unreliable lately, and they have very unusual abilities that you might be able to use yourself.
-[] Tyia Adepts: A pacifistic group of Force users based on Revyia, they are extremely skilled at healing in general.
-[] Voss Mystics: These Force users have extremely powerful foresight to the point that their visions are regarded as fact.
-[] Jal Shey: A sect of nomadic diplomats and philosophers from the Indupar Crown Worlds, who specialize in the esoteric art of Force Imbuement.
-[] Disciples of Twilight: Located on the isolated colony of Dyspeth and founded by a former Jedi in the aftermath of the Ruusan Reformation, the Disciples specialize in illusion techniques said to surpass even the Fallanassi light-benders.
-[] Altisian Jedi: They have some ability called "essence transfer," and if it means what you think it means...
-[] Write-in (Subject to Veto)

[] Archaeological Expeditions: There are very famous sites in the galaxy that are dying for someone to lead expeditions to...and potentially locate Force-related artifacts. Chance of Success: 70% (80% on planets with a *) Cost: 50 Reward: Expedition to chosen location launched
-[] Korriban: The origin world of the Sith, this planet would contain plenty of artifacts for those that can withstand the wildlife and the immense influence of the Dark Side.
-[] Outer Rim (Dxun, Telos (IV))*: A pair of worlds closely associated with the Jedi Civil War era, they are home to Sith and Jedi ruins respectively.
-[] Hutt Space (Manda, Tatooine)*: These worlds contain various libraries and such that would make for interesting material to steal examine closely.
-[] Duro*: The Valley of Royalty is listed as another Wonder of the Galaxy, and contains an incredible (if varied) collection of data & historical artifacts. Sounds like a good place for "research."
-[] Centerpoint Station*: Something about the station caused your Shatterpoint abilities to react to it...maybe you should look into why that is more specifically.
-[] Sith Worlds: A generalization of worlds in the Northern Rim that are dotted with Sith ruins, artifacts, and who knows what else. Could be dangerous. Would definitely be profitable.
-[] Kathol Outback: An isolated area of the Outer Rim, the region is rumored to be home to a powerful Force sect, but you don't have much more to go on besides that.
-[] Aliston Nor: A planet said to be the home of the "Jedi Builders," a sect that uses techniques similar to mechu-deru to design ships and buildings. While the planet's existence and history is well-documented, you'd like to be sure that there's something worth stealing studying before you commit to the planet.
-[] Prakith: According to Vectivus this planet is home to the tomb of Darth Andeddu, but the catch is that it's also home to a fanatical cult bent on protecting the tomb of their "god-king." Still, maybe there's something worth finding there...
-[] Chandrilla: Home to the beautiful Crystal Canyons, it's rumored that the tomb of a highly renowned Jedi Master is hidden away in its depths.
-[] Belsavis: The planet has a long history of serving as a Republic prison and has infrastructure rumored to predate even them. There's certainly more to be found here.

[] The Hunt For The Jebble Box: By (perfectly legitimate) coincidence you've managed to get an excellent lead on the location of the Muur Talisman: it's apparently stored in the infamous "Jebble Box" that's been passed around various collectors' hands since its discovery. You'll need to track it down and acquire it - whether through money or coercion - to ensure that it's never going to be used by Sidious. And there was something about someone being stored in the Box, but they have to be dead after four thousand years... Chance of Success: 50% Cost: 200 Reward: Jebble Box/Muur Talisman secured

[] The Secrets of the Corellian Jedi: The Corellian Jedi are hiding something about the New Sith Wars and you don't like being told "no" for an answer. See if you can appropriate whatever records they're hiding and figure out what's so important about it. Chance of Success: 30% Reward: Corellian Jedi records investigated

[] Write in
Learning: Var Zheen has been throwing himself into his research with reckless abandon, hoping to develop something that can help you fight off a Sith Lord.

Pick 2, or pick only one Research action and halve its time:

[] Analyze Chiss Archives: Instead of going after the locations of anomalies you've gathered in the past without anything to go on, you could cross-reference them with the Chiss archives to see if there is enough to go on and it won't get too many people killed. Chance of Success: 80% Reward: ???

[] Develop Improved Medical Gear: The Karada Corporation needs equipment distinct from that of the competition, as few as there might be. Both for personal use and modified to personal preferences and to sell. Chance of Success: 70% Cost: 60 Reward: Increase Karada profits, officially produce high-quality gear, increase troop survival rate

[] Develop Improved Medicine: The Karada Corporation needs to develop new types of medicine instead of just producing legal knock-offs of what already exists. Either by providing variants specifically designed for specific species, improving on already existing types of Medicine or similar products. Chance of Success: 70% Cost: 80 Reward: Increase Karada profits, officially produce high-quality medicine and medpacs, increase troop survival rate

[] Non-Human Genemods: The Arkanians have developed mods for the Human/Near-Human families, but more research is going to be needed from them if they're going to be able to genemod other species. They have a good start from the mods thus far so research on this shouldn't take too long, especially with the facilities of the Arkanian Legacy at their disposal. Chance of Success: 70% Cost: 100 Reward: Genemodding available for non-human species

[] Materials Research: There are quite a few odd materials and minerals in the galaxy that you might be able to work with to produce unique weapons and gear for your troops if you looked into them enough. Chance of Success: 70% Cost: 50 Reward: Selected material analyzed for usage in weapons/armor
-[] Cortosis: The favorite metal of anyone fighting against lightsaber users since it can cause said weapons to short out, though it's quite brittle on its own. Definitely worth looking into.
-[] Agrocite: A material used to boost turbolaser fire, but you've heard rumors that the Wookiees have used it in their bowcasters to make them even more powerful weapons.
-[] Ionite: As expected by the name this material can be used to neutralize energy fields. Surely there's more that can be done with the material.
-[] Beskar: The material that makes up the famed armor of the Mandalorians. That's useful on its own but maybe there's more you can do with it?
-[] Hiridu: A crystal that can significantly boost communications signals by proximity alone. Maybe there's other aspects of it that haven't been discovered yet.
-[] Hibridium: A material that apparently can act as an alternative to stygium for cloaking, though it also has a bad habit of exploding when ships go into hyperspace. Maybe there's something else that could work?

[] Anti-Force Research: There are some esoteric creatures and substances in the galaxy that could blunt Force usage but they're difficult to recover and hard to research due to their nature. Chance of Success: 50% Cost: 200 Reward: Anti-Force subject researched [Takes 2 turns]
-[] Senflax: Apparently this is a neurotoxin of some variety that can be used to damage Force users in particular. If you could develop a decent delivery system you would have a very powerful tool to use...
-[] Taozin: A creature that somehow negates Force vision and precognition, maybe studying could let you figure out how it even does that in the first place?
-[] Drethi: A winged creature that somehow has a venom that is more deadly the more powerful its victim is in the Force. If you could figure out how it worked...

[] Analyze Commando Gear: Despite his grumbling Skirata was willing to part with a few sets of clone commando armor and weaponry. Have your research teams look into them and see what they can reverse-engineer from them. Chance of Success: 60% Cost: 150 Reward: Commando Gear reverse-engineered [Takes 2 Turns]

[] Nanodroids, Son: Var Zheen has been ecstatic over the effectiveness of the nanodroids in general and firmly believes that with enough time and a lot of credits he could potentially modify them to do...well who knows what the mad Givin has in mind... Chance of Success: 50% Cost: 200 Reward: Potential applications for nano-droids researched [Takes 3 turns, locks actions for 2 turns]

[] Mass Genemodding Program: You've had the genemod specs for a long while now, but getting a mass-modding program available has been difficult due to a lack of resources and facilities. However the rebirth of the Arkanian Legacy has given you an opportunity: setting up a program with Adascorp could make genemodding your forces a much more viable option in general. Chance of Success: 70% Cost: 150 Reward: Genemodding program for troops initialized

[] The Force Within A Blade: Var Zheen and Cheriss have both been curious about the forcesaber you recovered from Lehon and want to see just what makes it so special, just how it is infused with the Force. Of course, they have basically nothing barring stories and myths about it to go on, so it's going to be much more difficult for either of them to figure it out. Chance of Success: 40% Cost: 200 Reward: Forcesaber analyzed [Takes 3 turns, locks actions for 2 turns]

[] Giving Causality A Migrane (Foundry): Instead of having the potential blueprints sent to Incom, Cheriss has suggested that she could hijack one of the Foundry's drone production zones to help prototype the enhanced X-Wing. The bad news is that you couldn't get the ship sent into mass production with Incom, but the good news is that you'd have quite the ace up your sleeve... Chance of Success: 70% Cost: 150 Reward: X-Wings designed 20 years early, the thrill of causing your very own temporal paradox

[] Write in
Personal: You have to get stronger.

Pick 3:

[] Physical Training: At this point you're on par with your stronger associates, but you know that you have to keep improving. Chance of Success: 70%
-[] Strategy Lessons: Between Grievous and Thrawn you have some very skilled leaders under your employ, and you could hardly ask for better instructors if you want to learn more about how to properly command troops on the field. Reward: Martial Increase, command training
-[] Piloting 101: Sure you can fly a ship from Point A to Point B, but you aren't really prepared for a real dogfight if the situation calls for it. Asajj is, and while she has been willing to train you could have sworn you saw her grin slightly when you asked. Reward: Martial Increase, pilot training
-[] Martial Arts Lessons: The fact of the matter is that Jango Fett is one of the best martial artists in the galaxy, and you could certainly learn quite a bit from him. ...If he asks why you haven't picked it up sooner, you can point out that the Silencer isn't exactly "teacher material" in the slightest. Reward: Martial Increase, martial arts training
-[] Form V (Shien/Djem So) Training: Brute force fighting didn't seem like it would work for you, but that was before you figured out how to punch through steel with your bare hands. Now it and Form V are much more viable options for you, so why not lean on Anakin so you can get some training in the form? Reward: Martial Increase, Form V training (Takes 2 Turns) Action locked due to Anakin's disappearance.
-[] Write in

[] Force Training: You've certainly gotten stronger, but Mortis has taught you that you still have a long ways to go.
-[] Blazing Chains (Advanced): Now that you actually know how to properly use Blazing Chains, Tyro has offered to put you through the higher-level training of the technique should you so desire. Chance of Success: 60% Reward: Advanced-level Blazing Chains techniques learned
-[] Nightsister Techniques: Now that Asajj has opened up more, she'd be willing to help you learn some of her people's basic techniques such as controlling beasts with the Force. Chance of Success: 70% Reward: Nightsister Techniques learned
-[] Shatterpoint (Organic(?)): Unquestionably the most difficult thing you could attempt to train on right now; you're still trying to figure out why you can't see shatterpoints on living beings. Your breakthroughs in the Matukai techniques have finally given you some insight on the matter, if you have weak and strong points then so would others by logical extension... Chance of Success: 50% Reward: ???
-[] Telekinetic Lightsaber Control: No, you're not doing this just because Kreia could and you want to be able to do the same! Why does no one believe that!? Chance of Success: 80% Reward: Telekinetic Lightsaber control learned

[] Personal attention/Increased Focus: Sometimes you just have to either keep an eye on your minions to ensure that they don't screw up or prepare more intensively for something that you need to handle personally. Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice

[] Accelerate research: The research at Karada is going way too slowly. Dedicate your free time and some additional resources to speed it all up. Chance of Success: 70% Cost: 50 Reward: Research time halved, action lock time halved

[] Personal Tutoring (Apprentices or Agents): With some extra dedicated time, you can substantially increase the skill of your Force Users and thus improve their odds of promotion. Chance of Success: 80% Reward: This turn, +30% Apprentice promotion chance and/or +15% Agent promotion chance

[] Construct A Holocron: ...It wouldn't hurt to try making one right? After all you do have Vectivus around and surely he can help. Chance of Success: 80% Reward: ???

[] Design a Custom Blaster: You've been using a holdout pistol up to know but your fight with Savage shows that a meager blaster isn't going to cut it. Work with your people to design a blaster integrating that lava crystal you picked up ages ago to see if you can make something with a bit more kick to it. Chance of Success: 70% Reward: Lava crystal-enhanced blaster installed

[] Follow the Trail: To hell with what Anakin said. Given the state he's in you can't afford to not know what he's trying to do right now. Find him. Chance of Success: ??? Reward: ???

[] One Mean Witch: You need to know where you lie with Talzin, and if things go south you need to let her know that you're not going to stand for her getting in your way. You may have been unnerved by her power before, but that was before you became Darth Traya and gained the Dagger of Mortis. You're not going to let her have her way again. Chance of Success: ??? Reward: ???

[] Annoy Padme (Free Action, no bonuses): It's tradition. Chance of Success: Yes. Reward: Entertainment

[] Write in
Hero Units: You've been gathering a lot of talented individuals under your command, and many of them have ambitions of their own that they may need your help with to succeed.

Optional, Pick Up To 3 & 1 Genemod, Uses Hero Unit's Full Stats:
[] Under The Knife: With the facilities of the Arkanian Legacy at their disposal, the Arkanians can easily genemod anyone you want to go through the process. Chance of Success: 70% Cost: 100 Reward: Selected Hero Unit genemodded
-[] Choose 1 Hero Unit:
--[] Silencer: No response as usual.
--[] Thrawn: Ambivalent to the idea, but if you want him to go through with it he will.
--[] Galen: Somewhat put off by the Arkanians but is fully aware of how the mods could benefit him.
--[] Mungo: Somewhat baffled by the concept but is understanding of the potential benefits
-[] Choose 1 Genemod:
--[] Balosar: A species that has incredible intuition, allowing them to read emotions or detect incoming threats. (Diplomacy, Intrigue)
--[] Chiss: Thrawn's species, red-eyed and blue-skinned with above-average night vision and inherently fit bodies. (Martial, Intrigue)
--[] Echani: The progenitors of the Silencer's Thyrsian species, they are fierce fighters who believe in the concept of communication through combat. (Martial, Lore)
--[] Epicanthix: A species that is almost completely human save for inherent Force-sensitivity and innate resistance to Force techniques that affect the mind. (???)
--[] Firrerreo: A gold-skinned species that boasts considerable regenerative abilities. (Martial, enhanced lifespan)
--[] Miraluka: Your own species, able to see through the Force despite a lack of eyes. The Arkanians have admitted that they're not entirely sure what will happen if that mod is used due to the species' natural connection with the Force - sure it worked on Asajj, but "reliable results" and "the Force" don't tend to go together very well. (Lore, ???)
--[] Pau'an: Natives of Utapau, they can see well in darkness but their most notable trait is their extremely long lifespans. The Arkanians have noted that this genemod will extend a recipient's life span by about 20 years as opposed to regular genemods. (Intrigue, enhanced lifespan)
--[] Sephi: A pointed-eared species that is not only long-lived but also have a natural affinity for working with machinery. (Learning, enhanced lifespan)
--[] Voss: A species that has a natural disposition for foresight with the Force. (Lore, ???)
--[] Zabrak: A tough species that is extremely resistant to physical pain. (Martial)
--[] Zeltron: An incredibly attractive species that uses pheromones to gain an edge in social conversations. (Diplomacy, Intrigue)

[] Silas Cata - Mind Of A Scoundrel: While Silas has known quite a few other scoundrels throughout his life and your organization has many ties within the underworld, Silas has suggested that you visit a few seedy bars and do some talent hunting. As he put it you would never hear of the best scoundrels and there's no better way of finding them than the old-fashioned ways. (Uses Intrigue Bonuses, Silas Cata must be assigned to this action if chosen) Chance of Success: 60% Reward: Potential new employees located, ???

[] Silas Cata - Welcome To The Family: While Oki could be a valuable member of the Watchers given her shapeshifting abilities, she's not exactly well-trained in the arts of impersonation, infiltration, etc, etc. Silas wants the chance to spend some 'family time' with her and help her learn the ropes. (Uses Intrigue Bonuses, Silas Cata must be assigned to this action if chosen) Chance of Success: 60% Reward: Oki gains "formal" subterfuge training, ???

[] The Silencer - Legacy of the Moon: While the Silencer's time with the Sun Guard has proven fruitful (the betrayal notwithstanding), Grievous has floated the idea that you also send him to train with the Echani as well in the hopes of giving him a different perspective on his martial arts. At least this time you know the Echani aren't Sith cultists. (Uses Martial Bonuses, The Silencer must be assigned to this action if chosen) Chance of Success: 50% Reward: The Silencer trains with the Echani, ???

[] Cheriss Sair - The Culmination of a Dream: Cheriss has the design for her project - a 'frame' that would contain a humanoid pilot much like her body contains her Shard self. All she needs is a lot of money t pay her research teams and some time with the Foundry, and she can begin working on it in earnest. (Uses Learning Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: ??? Cost: 300 Reward: Cheriss completes her design, ???

[] Cheriss Sair - The Art Of The Droid: Granted, Cheriss' new mechu-daru abilites certainly speak for themselves but it couldn't hurt for other members of your organization to learn about them in more detail. Sadly, since she is currently the only one within it to fully master the ability, she'd have to commit to teaching this for the immediate future. (Uses Lore Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: 80% Cost: 150 Reward: Cheriss teaches mechu-deru to Agent teams, ???

[] Cheriss Sair - An Unrestrained Mind: While you're unwilling to use the Foundry for mass production, you're certainly willing to let Cheriss have access to a production line for prototyping new droids. At this point it'd probably be the best idea to simply let her build whatever comes to mind and see if you can make it practical or at least useful in some fashion. (Uses Learning Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: ??? Cost: 150 Reward: Cheriss prototypes...something, ???

[] Thrawn - A Scholar's Passion Project: One of the Wonders of the Galaxy is Space City, a mostly abandoned colossal space station that is not only effectively a floating museum but is rumored to be home to ancient Jedi libraries. Thrawn is more concerned about the 'museum' aspect though, and has politely mentioned that if you could give him time and (admittedly significant) funds he would like to take teams to the city and expand its collections. While there would be a base established there in some capacity, it's rather obvious that Thrawn considers that to be an afterthought. (Uses Stewardship Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: 50% Cost: 200 Reward: Space City reclaimed as both museum and base, ???

[] Thrawn - Most Curious Individuals: Thrawn has brought up a captain that he believes is an individual of interest, and that has given you an idea - why not let Thrawn dig into various military records around the galaxy and see if he can find other "interesting" individuals that could be brought into the fold? (Uses Martial Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: 50% Cost: 100 Reward: Thrawn goes on a talent search for people of interest, ???

[] Thrawn - Unravelling The Spider's Web: Quite frankly, the only being in the entirety of the Abyss Watchers who will be able to predict Trench's next actions is Thrawn - you might be able to use shatterpoints to get ideas but quite frankly you might have to focus on whatever else crops up this quarter. Have him analyze everything on Trench and figure out where he will strike. (Uses Martial Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: ??? Reward: Thrawn determines Trench's next move, ???

[] Grievous - One Last Ride: While Grievous is more than happy to see Kalee properly brought into the galaxy and given the chance to modernize, he feels that it also means that the age of the Kaleesh hunter is largely coming to an end. He doesn't want it to end quietly though, and has requested that he have the chance to go to Vendaxa with as many of his hunter brethren as he can possibly muster for what he describes as "the greatest and final hunt of the Kaleesh." (Uses Martial Bonuses, Grievous must be assigned to this action if chosen) Chance of Success: 60% Reward: Grievous goes on what he terms "The Greatest Hunt," ???

[] Asajj Ventress - Homecoming Trip: While it's been years since she's been on the planet, Asajj was once the de facto ruler of Rattatak, ruling from the creatively named Castle Ventress. While she's not particularly interested in regaining rule over the planet for various reasons, she has expressed a desire to return there to see if there is anything she has left behind as well as potentially converting the castle into a facility for the Watchers. (Uses Martial Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 50% Reward: Asajj reclaims her castle, ???

[] Asajj Ventress - Journeys Of An Exile: Fact of the matter is that you just don't have time to go contact every Force sect in the galaxy to speak with them or learn their techniques or whatever. In light of this Asajj has volunteered to go visit some of the groups...though while she'd never say it outright she'd like to be able to gain practical knowledge (usually involving new ways to kill things with her mind) from whoever she visits or at least not have to go through hours of scholarly discussion to gain their trust. Odds are any kind of "scholarly discussion" involving Asajj wouldn't work anyway knowing her... (Uses Diplomacy Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 60% Reward: Asajj contacts designated group, ???
-[] Disciples of the Whills: A group of Force worshipers fiercely protective of their home of Jedha, they occupy a planet that is rich in both historical artifacts and valuable Kyber crystals. Asajj notes that they are much like the Nightsisters in that they are militantly protective of their home, though she believes that given that their home is now a CNS member they might be open to negotiation.
-[] Jensaarai: A group of Force users that apparently follow a blend of Jedi and Sith teachings. Their unique ability is "ballistakinesis," which is basically hurling things at enemies at blindingly fast/lethal speeds. Asajj never said it outright but she has taken quite the interest in that particular ability, and she's noted that their Sith heritage would mean they wouldn't reject her.
-[] Zeison Sha: A group of Force users that are extremely skilled at telekinesis. The only problem is that they are incredibly isolationist, so studying them further will require direct contact. As Asajj has pointed out, it might actually be better for her to go in case things get violent.
-[] Followers of Palawa: An isolated group of Force users in the far west of the known galaxy, they have developed a number of techniques that are explicitly designed to protect against Force users. While information on them is rather scarce due to their isolation, Asajj is admittedly curious as to what these techniques actually are.
-[] Disciples of Twilight: Located on the isolated colony of Dyspeth and founded by a former Jedi in the aftermath of the Ruusan Reformation, the Disciples specialize in illusion techniques said to surpass even the Fallanassi light-benders. What information you have on them already indicates that they're not particularly interested in the Jedi-Sith conflict, so Asajj should be able to work with them without issue.
-[] Order of Shasa: A Maanan-based group that has sworn to protect their homeworld, and more importantly have trained themselves to use the Force to see through deception and enhance their telekinetic abilities. They're noticeably independent from the Jedi in many ways and Asajj doesn't think there would be any issues with contacting them.

[] HK-47 - Beneath Scum And Villany: As it turns out Nar Shaddaa of all worlds is home to a compound that once belonged to Revan himself during the Cold War era, and HK-47 was entrusted with passcodes to said compound. Have him lead a team there to see what remains after all these years. (Uses Learning Bonuses, HK-47 must be assigned to this action if chosen) Chance of Success: 60% Reward: Revan's Nar Shaddaa compound accessed, ???

[] HK-47 - Write the Book: No one has more experience in fighting, defeating, and killing Force Users - Jedi and Sith - than HK-47. While getting him to write an actual manual might convince him to turn on you out of sheer frustration, having him program some scenarios against Force users for your sim centers on Kalee would be an amazing aid to your troops. Hopefully HK won't get too carried away... (Uses Lore Bonuses, HK-47 must be assigned to this action if chosen) Chance of Success: 80% Reward: Anti-Force user simulations designed, ???

[] HK-47 - Can't An Assassin Droid Assassinate People?: Yes. Yes he can. (Uses Intrigue Bonuses, HK-47 must be assigned to this action if chosen)
-[] Write-in targets, chance of success will vary depending on target

[] Jango Fett - Remains Of A Past Hunt: A few years ago Jango was sent on a mission to the planet of Kholma by none other than Count Dooku himself to prove that he would be the ideal template for the clone army. He ended up fighting a dark side cult and destroying the citadel they were based in, but given who they were there might still be something worth finding in the wreckage... (Uses Lore Bonuses, Jango Fett must be assigned to this action if chosen) Chance of Success: 60% Reward: Kholma compound investigated, ???

[] Jango Fett - Fett's House Of Killers: If you don't have the time to set up a chapter of bounty hunters with your own resources, Jango has pointed out that by sheer reputation alone he could easily get one set up - so long as he had the credits to do so. (Uses Diplomacy Bonuses, Jango Fett must be assigned to this action if chosen) Chance of Success: 90% Cost: 150 Reward: Jango sets up bounty hunter chapter for you, ???

[] Talesan Fry - You Killed My Father, Prepare To Die: The current leader of the Corporate Alliance, Passel Argente, was the man responsible for the deaths of Fry's parents. While he has so far largely kept his mouth shut about the matter, he's quietly admitted that he wants the chance for revenge. He doesn't want Argente dead (likely due to Obi-Wan and Siri's influence), but he does want to see him brought to ruin. Dooku's idly mentioned that he just doesn't care about Argente anyway, so maybe there's a chance for some payback. (Uses Intrigue Bonuses, Talesan Fry must be assigned to this action if chosen) Chance of Success: 60% Reward: Talesan gets his revenge on Argente, ???

[] Talesan Fry - That Boy Needs Some Therapy: To put it bluntly, Fry is not in a good headspace right now, having sealed himself in his Box and effectively isolating himself from society. While his newfound paranoia is entirely warranted to a degree, it's gotten to the point where it's going to be a headache to deal with. Maybe you should get some therapists over to the Box. Or get him to at least say hi to Obi-Wan or Siri. Or something. (Uses Diplomacy Bonuses, Talesan Fry must be assigned to this action if chosen) Chance of Success: 40% Reward: Talesan gets therapy for his paranoia, ???

[] Galen Erso - Unparalled Mind: There are few minds in the galaxy greater at material analysis than Galen Erso, so having him work on something would be an incredible boon for your material research - though he's not going to be working on weapons tech directly or indirectly (you have other people who could do that anyway if you really need that done). (Uses Learning Bonuses, Galen Erso must be assigned to this action if chosen) Chance of Success: 70% Cost: 50 Reward: Chosen material analyzed by Galen, ???
-[] Write-in

[] Galen Erso - Heart Of Kyber: With increased funding, access to your advanced laboratories, and a supply of kyber crystals to analyze, Galen can now set out on his life's work to understand the potential applications of kyber crystals. All he needs is approval and the money to do it. (Uses Learning Bonuses, Galen Erso must be assigned to this action if chosen) Chance of Success: 40% Cost: 300 Reward: Kyber crystals analyzed by Galen, ??? [Takes 2 Turns, Galen locked to this action until completion]

[] Mungo Baobab - There And Back Again: If there's one thing Mungo loves, it's exploring strange new worlds and seeking out new opportunities among them. Give him some support and let him do his thing and the both of you will be better off for it. (Uses Learning Bonuses, Mungo Baobab must be assigned to this action if chosen) Chance of Success: 70% (80% on planets with a *) Cost: 50 Reward: Mungo-led expedition to chosen location launched, ???
-[] Outer Rim (Dxun, Telos (IV))*: A pair of worlds closely associated with the Jedi Civil War era, they are home to Sith and Jedi ruins respectively.
-[] Hutt Space (Manda, Tatooine)*: These worlds contain various libraries and such that would make for interesting material to steal examine closely.
-[] Duro*: The Valley of Royalty is listed as another Wonder of the Galaxy, and contains an incredible (if varied) collection of data & historical artifacts. Sounds like a good place for "research."
-[] Kathol Outback: An isolated area of the Outer Rim, the region is rumored to be home to a powerful Force sect, but you don't have much more to go on besides that.
-[] Aliston Nor: A planet said to be the home of the "Jedi Builders," a sect that uses techniques similar to mechu-deru to design ships and buildings. While the planet's existence and history is well-documented, you'd like to be sure that there's something worth stealing studying before you commit to the planet.
-[] Chandrilla: Home to the beautiful Crystal Canyons, it's rumored that the tomb of a highly renowned Jedi Master is hidden away in its depths.
-[] Belsavis: The planet has a long history of serving as a Republic prison and has infrastructure rumored to predate even them. There's certainly more to be found here.

[] Mungo Baobab - Mergers And Acquisitions: With everything happening you personally don't have time to handle your bigger deals with some of the larger companies in the galaxy, so why not have Mungo approach them on your and the Baobab Merchant Fleet's behalf? (Uses Stewardship Bonuses, Mungo Baobab must be assigned to this action if chosen) Chance of Success: 70% Reward: Chosen company contacted, ???
-[] Write-in
New Bases:

Scipio: With the IGBC safely purged of Palpatine's influence it's now much easier to get property on Scipio. Which is good, because it might be worthwhile to keep an eye on the banks. For their own safety of course... Cost: 150 Reward: Property on Scipio

Lianna: Raith has pointed out that if you want to truly give a sign of partnership with him you could always establish a Karada corporation branch on Lianna. He's even pointed out a good facility for you to move into. Cost: 200 Reward: Facility on Lianna

Corulag: Alternatively, Raith is willing to set aside some property on Corulag if you're willing to help invest in the more clandestine Advanced Research Division branch of his company. Cost: 200 Reward: Facility on Corulag

Fresia: Thanks to Seti's support the Fresian government has marked a piece of property that is conveniently empty for you to build a base on for hiding away, supporting Incom, or both. Cost: 100 Reward: Base on Fresia

Bothawui: The Spynet has "created an opening" on the planet for you to move into so long as you can pay some "administrative fees" for it. ...So this is what being on the other side of that feels like. Cost: 200 Reward: Base on Bothawui

Pantora: Since you (or more accurately Silas) helped alleviate the worst of the blockade over Pantora, the people there are more than willing to let you set up a Karada facility there...on a planet with a wide-spanning media and intel network... Cost: 150 Reward: Facility on Pantora

Kuat: The Kuat Drive Yards have mentioned that they're willing to help finance a Karada facility on Kuat itself if you're interested in deepening ties with them. Cost: 200 Reward: Facility on Kuat

Outland Transit Station: Once Jango Fett's home of sorts, the station in question has been badly damaged in the process of one of Jango's contracts. Still, he's pointed out that it would hardly be difficult to properly occupy the station if you wanted to...though it is a bit of a fixer-upper. Cost: 200 Reward: Outland Transit Station repaired and occupied

Manda: You're already on good terms with the Baobabs at this point, so why not have a more physical sign of your partnership? Cost: 150 Reward: Property on Manda

Ithor: Given your work with the Ithorians so far, it wouldn't hurt to get a facility on one of the cities floating above the planet's surface. Cost: 175 Reward: Property on Ithor

Tatooine: You're not just thinking about this so you can keep an even closer eye on the Skywalker family. Not at all. Cost: 150 Reward: Facility on Tatooine

Alderaan: It would have been doomed in another time (tenses are hard), but there's no reason why you can't get a footprint on one of the most important Core Worlds. Cost: 150 Reward: Property on Alderaan

Iego: The planet of the "angels" and more importantly a potentially profitable location for a serious Silver Cross facility. Cost: 200 Reward: Facility on Iego

Dac: The reputation of the Mon Calamari shipbuilders alone makes expanding here worthwhile. Cost: 200 Reward: Property on Dac

Cularin: Given how weird this system is, it would definitely be worth fully expanding here. Cost: 200 Reward: Facility on Cularin

Cormit: While the Chiss have refused to let you set up anything on Csilla itself, they would be willing to let you set up a base on Cormit for more active relations so long as the CEDF can keep a close eye on it. Cost: 250 Reward: Facility on Cormit:

Manaan: Kolto could prove to be a way to weaken Thyferra's political power and the planet has played a key role in the past history of the Republic. Cost: 200 Reward: Property on Maanan

Telos: While it has recovered now, millennia ago the planet was devastated by the Jedi Civil War and was the site of Nihilus' death. There's much to be uncovered here. Cost: 200 Reward: Property on Telos

Procopia: Home to various noble houses competing for power - each leaning towards the Jedi or Sith no less - a smart woman could make a lot of money playing them off against each other. Cost: 300 Reward: Property on Procopia

Empress Teta: A faded ecumenopolis in the Deep Core that is now home to a considerable black market, this seems like an excellent opportunity for expansion. Cost: 200 Reward: Property on Empress Teta

[] Write-in (Base 200 Cost, Idea Subject to GM Veto)

Base Upgrades: With how many credits you own it might be an idea to upgrade your bases a bit.

Coruscant Base:

[] Droid Marketing Office: You've been stockpiling B1 droids for ages now and its not like you really need them as much anymore given that your teams are more effective in every conceivable way. Instead why not sell off the surplus units...to people who aren't going to use them to contribute to the war. Cost: 50 Reward: +25 income

[] Droid Storage Expansion: It might not be a bad idea to have more storage space for your B1s here. Having a disposable attack force right under Palpatine's nose wouldn't be the worst idea. Cost: 100 Reward: Expanded storage space for droids

[] Corporate Espionage Program: A lot of corporations either call Coruscant home or at least have an office of some kind on the planet. There's money to be made in spying on them - barring your "friends" like Sienar and Incom. Cost: 100 Reward: +50 information income

[] Coruscant Enquirer: You're no stranger to tabloid journalism, and given the insanity that Palpatine is a democratically elected Dark Lord of the Sith it might be worth fighting madness with madness of your own. Cost: 100 Rewards: +25 investment income, tabloid rag set up on Courscant

[] Underworld Investments: Your presence may have expanded across the galaxy but in your experience consolidation always pays.
-[] Undercity Portal: The hangar at your base is functional, but having the ability to land more ships at the Abyss could prove vital in the coming days. Cost: 100 Reward: Expanded hangar space for base
-[] Aegis Security Expansion: It's not "protection money" it's "legitimate business." There's a difference! Barely. Cost: 50 Reward: +25 security income
-[] Smuggler's Dens: The Abyss is your wretched hive of scum and villainy. That means you have the rights to make a killing off of the smuggling and racketeering going on there. Cost: 100 Reward: +50 smuggling income
-[] Regional Strongholds: Palpatine will come for the Undercity eventually. Make sure that when that time comes he pays for it. Cost: 150 Reward: Controlled areas heavily fortified against attack
-[] Rolling Investments: With each new area of the Undercity you carve out there's more money to be made there. Cost: 200 Reward: +25 income per area taken over

[] Write in: Stay reasonable

Kalee Military Base:

[] Megafauna Museum: If Grievous is any indication, the Kalee would be honored to host a zoo/museum of the biggest and baddest animals in the galaxy. Especially since he already dumped a exogorth carcass as the first exhibit. Reward: Containment facilities for aggressive fauna constructed Cost: 200 Reward: Megafauna museum opened, +50 investment income, potential to study contained fauna in more detail

[] System Defenses: With Trench on the move you need to fortify - Kalee is an incredibly vital planet for the Watchers. Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Kalee

[] Write in: Stay reasonable

Oracle (Lucrehulk):

[] Ithorian Biome: Since a lot of the Oracle's crew spends the majority of their time on the ship itself, why not invite the Ithorians to help create a "living ecosystem" on board and make it so that the air isn't quite so stale? There might not be any practical value but given the extreme redesign of the ship as it is there's no harm in giving it a slightly more "unique" charm. Cost: 150 Reward: "Living ecosystem" set up on Oracle

[] Write in: Stay reasonable

Mandalorian Mansion:

[] Kyriemout Investments: Funnel some extra credits into Kyriemout to strengthen the compound as well as earn Skirata's favor. Cost: 150 Upkeep: 75 Reward: Clan Skirata strengthened

[] Corellia-Mandalore Pilot Training Initiative: Fact: Mandalorians are not known for their piloting abilities. Fact: Corellians are. Get a piloting academy set up on Mandalore and invite the brightest of Corellia's pilots to train the Guardians and they'll become even more fearsome on the battlefield. Cost: 100 Upkeep: 50 Reward: Increased piloting capability of Mandalorian Guardians

[] Agricultural Revitalization: With your ties to the Ithorians, you can help set up a full-on revitalization program for Mandalore, helping it become more habitable in the coming years. Odds are good that you won't live to see it (gaining immortality of some kind notwithstanding) but even in the short term it would provide considerable PR benefits if nothing else. Cost: 200 Reward: +100 investment income

[] Get'shuk Arenas: A traditional Mandalorian sport, you have a good feeling that with enough publicity get'shuk could find popularity even beyond Mandalore itself. Cost: 100 Rewards: +50 investment income, increased publicity for get'shuk

[] MandalMotors Investments: Quite frankly you don't have the time to set up a proper chain of deals with MandalMotors yourself, so just have some subsidiaries help prop up the company. Cost: 250 Rewards: +50 income, dramatically increased output from MandalMotors

[] Planetary Shield: With the majority of the planet's population now squeezed into various dome cities any orbital bombardment to the planet could be devastating. Set up something to keep the population from being wiped out by a few stray turbolasers. Cost: 200 Upkeep: 100 Reward: Planetary shields set up for Mandalore

[] System Defenses: Mandalore is a potential target of opportunity for Trench, so it would be worthwhile to set up defenses here just in case. Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Mandalore

[] Write in: Stay Reasonable

Lordran, Kiln:

[] Droid Factory: With the required resources available now you can begin to build your very own Droid Factory on the planet to bolster your troops with new battle droids.
-[] Super Battle Droid Factory: Cost: 75 Upkeep: 35 Reward: +1 Super Battle Droid group per turn
-[] IG Droid Factory: Cost: 125 Upkeep: 75 Reward: +1 IG Lancer droid group per turn
-[] Crab Droid Factory: Cost: 100 Upkeep: 50 Reward: +1 Crab droid group per turn

[] Baktoid Vehicle factories: It might be worthwhile to have these set up on Kiln so you can deploy these elsewhere with no questions asked.
-[] Armored Assault Tanks: Heavy tanks capable of both anti-infantry and anti-vehicle missions. You can't go wrong here. Cost: 100 Upkeep: 50 Reward: +1 group of AATs per turn
-[] Multi-Troop Transport: Extremely tough transports capable of carrying and storing many droids. Cost: 150 Upkeep: 75 Reward: +1 group of MTTs per turn
-[] Platoon Attack Craft: Less heavily-armored but far more mobile transports in comparison to MTTs. Cost: 100 Upkeep: 50 Reward: +1 group of PACs per turn

[] Personal Retreat Customization: You aren't planning on really touching the island, that's fine as it is. But who says you can't have some other things put together?
-[] Mount Ciaran: A monument to all of your arrogance - but dammit, it's way too tempting to have your visage preserved in a mountainside for others to witness. Cost: 200 Reward: Mount Ciaran
-[] Abyss Murals: A little extra for the central building on the island - these would be stylized murals depicting all of the times you've enjoyed seeing others squirm the rich and storied history of the Watchers. Obviously. Cost: 100 Reward: Murals added for an extra personal touch
-[] The Lordran Vault: Granted, you don't expect anyone to be able to get to the Vault, but having it or at least its more sensitive contents be stored on Lordran might not be a bad idea. Cost: 150 Reward: Highly sensitive materiel permanently moved to Lordran
-[] Private Nature Preserve: Your own little slice of paradise where you can hunt various animals of varying danger levels with an armory's worth of weapons! ...Maybe you've been spending a bit too much time around Grievous. Cost: 100 Reward: Private nature preserve created

[] Agriculture Expansion: Kiln is home to an increasingly large amount of people who would need more food from on-site, otherwise you're going to have to start importing food from elsewhere and potentially jeopardizing its isolation. Fix that. Cost: 300 Rewards: +100 income, food situation on Kiln future-proofed

[] Industrial Expansion: You could stand to increase the output of your various industries on Kiln and build more things in general. Cost: 300 Upkeep: 150 Reward: Increased output of all factories

[] Doomsday Bunkers: Even though you're not planning on using the Foundry unless absolutely necessary, it definitely would not hurt to be prepared in some capacity for that necessity by setting up a bunker to contain an army that could defend the planet. Cost: 300 Reward: Doomsday bunkers to contain an army for use in case of emergencies

[] Write in: Stay reasonable

La'Sombra (Asteroid Base):

[] Carnivore Containment Facilities: The fact of the matter is that the galaxy is home to a lot of very angry and very dangerous predators that can tear people to shreds in an instant. So why not capture a few for yourself and see if you can tame them? You know, as long as you place several durasteel walls between them and everyone else. In comparison to the proposed megafauna facility on Kalee, these would contain (relatively) small predators. Cost: 100 Upkeep: 50 Reward: Containment facilities for aggressive fauna constructed

[] Write in: Stay Reasonable

Nar Shaddaa Property:

[] Blacksite: Much like Kalee, you could build up a facility that would allow you to train up more men. Given that this is Nar Shaddaa, no one would bat an eye at the place anyway. Cost: 150 Upkeep: 75 Reward: Increased recruitment rates for all units

[] Casino Franchising: Get big or go home - set up more casinos modeled after the Orb across Nar Shaddaa and really rake in the money from gamblers. Cost: 200 Reward: +100 investment income

[] Currency Exchange: With the support of your Muun accountants, you can help set up a currency exchange center to help convert credits to peggats and other currencies...for a slight administrative fee of course. Cost: 100 Reward: +50 "trade" income

[] Guardian Corps Recruiting Center: There are plenty of lost souls and bitter Evocii here who could use something to believe in. Cost: 100 Reward: Guardian Corps recruiting center set up at Nar Shaddaa, Evocii Mandalorians

[] Sith Academy Reoccupation: With the rediscovery of the Nar Shaddaa Sith academy you could easily rebuild the location as an off-site training location for Agents. Cost: 150 Upkeep: 75 Reward: Increased recruitment rate for Apprentices

[] Write in: Stay Reasonable

Castell Facility:

[] Salvage/Recycling Teams: Shu Mai's mismanagement means that there's plenty of clean-up work to be done on the planet. Cost: 50 Reward: +25 salvage income

[] Aegis Security Expansion: It can't be the worst idea to fortify things before the coup. Cost: 100 Reward: +50 Security income

[] Write in: Stay Reasonable

Muunilinst Mansion:

[] Mandalorian Guardians Financial Offices: If the Guardians are going to become a galactic franchise they're going to need people to handle their money. Fortunately, Muuns are some of the best people in the galaxy to handle accounting. Cost: 150 Reward: +50 investment income, financial offices for Mandalorian Guardians set up

[] Planetary Shield: Muunilinst's planetary shields were devastated during the battles for the planet, and need to be replaced if you want to keep the planet safe. Cost: 200 Upkeep: 100 Reward: Planetary shields set up for Muunilinst

[] System Defenses: Given that the IGBC effectively defected from the Separatists, it could use protection in case Trench decides to use it as a target. Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Muunilinst

[] Write in: Stay Reasonable

Vectivus' Home:

[] Write in: Stay Reasonable

Kashyyyk Facility:

[] Tarisian Ale Plant: Ironically and despite the name Tarisan Ale is produced from glands native to Kashyyyk itself. Instead of dealing with imports and tariffs and whatnot, you could just build up a processing plant on Kashyyyk instead. Cost: 100 Reward: +50 income from exporting Tarisian Ale

[] Incom Expansion: While it would be difficult for Incom to make a profit here, they are more than willing to move more materiel here if only to get it out of Core Space. Cost: 50 Reward: +25 investment income

[] KDY Expansion: Some KDY execs have told you that if you want to help them expand here, they would certainly appreciate the aid of the Wookiees for their larger-scale projects. Cost: 50 Reward: +25 investment income

[] CEC Expansion: Invite the Corellian Engineering Corporation to expand their facilities to the planet, and hire Wookiee labor for their mechanical expertise and physical labor. Cost: 50 Reward: +25 investment income

[] Serv-O-Droid Expansion: The legendary civilian droid manufacturer from Nimban is facing a steadily diminishing profit margin, and seems to be in danger of bankruptcy. Help them expand to Kashyyyk to streamline their production line with Wookiee labor, in exchange for a small ownership share. Cost: 50 Reward: +25 investment income

[] Ecological Programs: To put it bluntly, the wroshyr trees of Kashyyyk are an ecological marvel, to say nothing of the other various species on the planet. Making sure that the planet's ecology maintained would not only make you look better but would also help ensure such marvels continue to be preserved. Cost: 150 Reward: +75 investment income

[] Tradeport Construction: Granted, the Wookiees do have a Trading Guild, but right now they don't really have as much pull in galactic trade. Helping them set up a proper tradeport on Alaris Prime would help both you and them. Cost: 100 Reward: +50 trade income

[] Exotic Creature Exports: Kashyyyk is home to some weird fauna, fauna that many collectors would like to get their hands on - and for people like them money is no object. Cost: 200 Reward: +100 trade income

[] Guardian Corps Recruiting Center: Mandalorian Wookiees. Cost: 100 Reward: Guardian Corps recruiting center set up at Kashyyyk, Mandalorian Wookiees

[] Planetary Shield: Keeping Kashyyyk safe from Trench would be more than worth the money. Cost: 200 Upkeep: 100 Reward: Planetary shields set up for Kashyyyk

[] Write in: Stay Reasonable

Taris Property:

[] Recruitment Center: The people here love you and would be more than willing to sign on with you full time if you let them. Cost: 100 Upkeep: 50 Reward: Increased Guardian/Seeker recruitment rate

[] Mercy Medical Campus Expansion: You have an entire medical campus to expand and the people would be more than willing to help build said expansions.
-[] Karada Pharmecuticals Division Relocation: While not your most important branch, getting this away from Palpatine would hardly be a bad idea. Cost: 100 Rewards: +25 Karada income, divison reolcated from Coruscant
-[] Karada Maufacturing Division Relocation: It would be nice to know that your manufacturing wouldn't be cut off by a sudden blockade. Cost: 100 Rewards: +25 Karada income, divison reolcated from Coruscant
-[] Karada Medical Program Relocation: Sure the medical programs are somewhat decentralized, but you'd prefer if they reported to Taris rather than Coruscant. Cost: 100 Rewards: +25 Karada income, divison reolcated from Coruscant

[] Promised Land Development: The nekghoul society in the Promised Land has been integrated with the rest of Taris to a degree, but there's still a lot of work that needs to be done.
-[] Karada Campus: Nekghouls get injured like everyone else - and like everyone else they know how to pay for it now. Cost: 50 Reward: +25 Karada income
-[] Force Academy: You could stand to have the Nekghouls' unique views on the Force recorded, studied, and potentially taught to others. Cost: 100 Upkeep: 50 Reward: Increased ability of Nekghoul teams
-[] Nekghoul Guide Contracts: Your teams could certainly use the local guides to keep them safe from the dangers of the Undercity. Cost: 50 Upkeep: 25 Reward: Boost to Taris salvage roll

[] System Defenses: Taris will not fall again.
-[] Rapid-Response Fleet: The best protection against Trench would be a fleet that can respond to any potential raids quickly and effectively. Cost: 300 Upkeep: 100 Reward: Rapid-response fleets set up in Tarisian space
-[] Reinforced Planetary Shields: Taris has been burned once, but you cannot afford to have history repeat itself. Cost: 300 Upkeep: 100 Reward: Enhanced planetary shields set up over key locations
-[] KDY Ion Batteries: With some backroom talks with the Kuat Drive Yards you should be able to set up an array of ion cannons across the planet to prepare for any potential assaults. Cost: 300 Upkeep: 100 Reward: Ion cannon network set up across Taris

[] Private Retreat: You've finally figured out a loophole in Tarisian laws - by setting up a private retreat on the other side of the planet you can get away from bureaucracy to some degree and hey, if you're gone, people could always visit for a price... Cost: 200 Reward: +100 investment income

[] Guardian Corps Recruiting Center: The people here already believe in you to an incredible degree, so convincing them to believe in the Guardians should be child's play. Cost: 100 Reward: Guardian Corps recruiting center set up at Taris

[] Write in: Stay Reasonable

Naboo Mansion:

[] Gungan Economic Development: Because they deserve to be under your (economic) control as well. It's for your greater good.
-[] Aquaculture Investments: Someone has to keep the water around Otoh Gunga clean, right? Cost: 150 Reward: +75 investment income
-[] Industry Investments: While Gungan technology is impressive, it is held back by their lack of proper industrial equipment. Help fix that. Cost: 150 Reward: +75 investment income
-[] Amphibious Tradeport: There are plenty of other aquatic species in the galaxy who would appreciate being able to land in a tradeport that is underwater. Cost: 100 Reward: +50 trade income
-[] Hydrostatic Bubble Engineering: The "bubbles" the Gungans use for transport/habitation are quite the engineering marvel, and no doubt other planets would enjoy having them available for their own ends. Cost: 200 Reward: +100 investment income

[] Karada Medcenter: Show some solidarity by setting up a Karada center on Naboo. Cost: 100 Reward: +50 Karada income

[] High-Society Matchmaking: No, you're not going to use this just to match up Anakin and Padme for your amusement. That's only one of the things you're going to do with this. Cost: 50 Reward: +25 investment income

[] Tradeport Expansion: You've already got a lot of money from this planet but it never hurts to consolidate. Cost: 100 Reward: +50 trade income

[] Porso Hill Base Reclamation: Once upon a time Borvo had a base here that not only was able to produce N1 starfighters but served as a base of operations on the planet...before one Lieutenant Sykes came in and wrecked the place. Still, the past is the past, and it would be a very useful location to get a hold of. Cost: 150 Upkeep: 50 Reward: Porso Hill reclaimed as a secure location and production site

[] Water Exporting: Yes. Seriously. Hey, planets like Tatooine need the water! Cost: 200 Rewards: +100 investment income, disbelief of your peers

[] Guardian Corps Recruiting Center: The planet loves you, so asking a few humans and Gungans to become Guardians would hardly be a challenge. Cost: 100 Reward: Guardian Corps recruiting center set up at Naboo, Mandalorian Gungans

[] Amphibious City: A grand symbol of unity between the humans and Gungans of Naboo, this proposed city would be constructed to act as a bridgehead between the two peoples, partly above and partly below water to represent the disparate but unified peoples. And it would also make you a killing from the contracts you'd work out to build it. Cost: 300 Reward: +150 investment income

[] Plasma-Fueled Planetary Shield: The plasma complex you've been investing in could have another purpose besides producing the substance - acting as the primary power source for a shield generator that could cover the majority of Theed and the surrounding area. Cost: 200 Reward: Plasma-Fueled shield set up.

[] System Defenses: Naboo is a prime target for a retributive strike from the Separatists/Trench given past history, and it could use some proper defenses. Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Naboo

[] Write in: Stay Reasonable

Cato Nemodia Mansion:

[] Invest in Trade Federation businesses: Since your good "friend" Nute Gunray has declared you a noted friend of the organization (for keeping him out of jail), you have an opportunity to invest in some of the businesses on the planet. Cost: 100 Reward: +50 investment income

[] Expand Baktoid Production Lines: Sure the production lines are producing some vehicles, but you really need them to enter mass production. And of course it would help to have deniable materiel right in the middle of Core Space...
-[] Single-Trooper Aerial Platform: A speeder you can stand on with guns on the front...that's about it. This will give the B1s a lot more mobility at least. Cost: 50 Upkeep: 25 Reward: +2 groups of STAPs per turn
-[] Armored Assault Tanks: Heavy tanks capable of both anti-infantry and anti-vehicle missions. You can't go wrong here. Cost: 100 Upkeep: 50 Reward: +1 group of AATs per turn
-[] Multi-Troop Transport: Extremely tough transports capable of carrying and storing many droids. Cost: 150 Upkeep: 75 Reward: +1 group of MTTs per turn
-[] Platoon Attack Craft: Less heavily-armored but far more mobile transports in comparison to MTTs. Cost: 100 Upkeep: 50 Reward: +1 group of PACs per turn
-[] Vulture-class droid starfighter: The fighter of choice for the CIS, this fighter has a droid brain in the place of a pilot, though its combat abilities slightly suffer for it. Maybe have Cheriss look into that at some point. Cost: 150 Upkeep: 75 Reward: +1 group of Vulture Droids per turn

[] Expand Baktoid Shipping Center: Granted it's nice that this factory has been making you credits but you'd really like to be able to properly get the vehicles off-planet for your own ends. Cost: 150 Upkeep: 50 Reward: Ability to move vehicles off-planet

[] Trade Port: The Trade Federation is based off of this planet. Getting in on the trade here is only logical. Cost: 100 Reward: +50 trade income

[] Clovis Factory Line Expansions: You have a deniable droid factory. Time to exploit the hell out of it.
-[] OOM Droid Line: Cost: 100 Upkeep: 50 Reward: +3 OOM droid groups per turn
-[] BX Commando Droid Line: Cost: 150 Upkeep: 75 Reward: +2 BX droid groups per turn

[] Write in: Stay Reasonable

Ord Mantell Compound:

[] Ord Mantell Banking: Ord Mantell commands a central position both physically and economically in the Northern Rim. Setting up some banks in the area would greatly help expand both the planetary and local economy. Cost: 150 Reward: +75 investment income

[] Cantina Franchise: Where there are shadowports, there is a demand for cantinas. Where there is a demand for cantinas, you'll be there to profit off of it. Cost: 150 Reward: +75 Investment income

[] Expanded Shadowports: There's always more people wanting to make some illicit deals on Ord Mantell. Why let something like a lack of space keep them from doing that so long as they're sure to send a few credits your way. Cost: 150 Reward: +75 smuggling income

[] Fort Garnik Expansion: The CNS need a proper military center. Now you have one, but it still needs work.
-[] Arsenal: Set up a location for arms to be stored and distributed across CNS space, particularly the Northern Rim. Cost: 100 Rewards: +25 military income, central arsenal set up for CNS
-[] Drydock: Having facilities on the ground is good, but having the ability to repair and rearm starships would help fortify Ord Mantell. Cost: 150 Rewards: +50 military income, central drydock set up for CNS
-[] Barracks: Set up proper facilities to house troops, which will not only help centralize the military further but will help break down boundaries between different members. Cost: 125 Rewards: +50 military income, barracks for CNS military set up
-[] Command & Control Facilities: Fort Garnik isn't going to be that useful unless you can ensure that you have the systems in place to handle command and distribution for the military. Cost: 200 Reward: C&C facilites for CNS military set up
-[] Systemwide Defenses: If you're going to make Fort Garnik into the beating heart of the CNS military you're going to need to be prepared to fight for it. Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Ord Mantell
-[] Guardian Corps Barracks: If there's anywhere you want the Mandalorian Guardians to be it would be at Fort Garnik. Cost: 100 Reward: Guardian Barracks set up at Fort Garnik

[] Write in: Stay Reasonable

Dantooine Facilities:

[] Agriculture Investment: Dantooine is basically grassland, grassland, and more grassland. And if there's one thing grasslands are good for, it's farming on a massive scale. Get the Ithorians to help you set up some large-scale farming and make a killing off of it...and help starving people. That too. Cost: 150 Reward: +75 investment income

[] Expand Luxus Resort: The old Cata mansion is nice and all but it could certainly stand to be expanded upon. Add on more rooms, entertainment areas, restaurants, and turn this place into a proper resort. Cost: 100 Reward: +50 Tourism income

[] Asteroid Mining: Dantooine is surrounded by several major mineral-rich asteroid fields, including the 'Wall of Dantooine' that is notably rich in obsidian deposits. Mining these rocks would make you quite a bit of credits. Cost: 150 Reward: +75 mining income

[] Space Curling Arena: With an asteroid belt in orbit there's no reason why you couldn't set up a Space Curling arena here. Cost: 50 Reward: +25 investment income, Dantooine becomes a center for Space Curling because why not

[] Vianist Pilgrim Houses: Dantooine was once home to a Jedi Academy and many ruins still dot the planet. No doubt the Vianist pilgrims would love the chance to be able to visit such an important historical site (just so long as they stay away from your archaeology teams). Cost: 100 Reward: +50 investment income

[] Write in: Stay Reasonable

Corellia Property:

[] Luxus Resort: the 'Gold Beaches' of Tyrena are already a tourist trap, while Doaba Guerfel is known for its wild preserves and mountain resorts. Find a good location and set up a vacation resort. Cost: 100 Reward: +50 Investment income

[] Corellian Merchants Guild investments: One of the largest trading companies in the southern Core, the CMG is well worth the investment, if only for the access to its prestigious Guildhouses around the galaxy. Cost: 100 Reward: +50 Investment Income

[] Treasure Ship Row: A massive open-air bazaar that's almost comparable to that of Coruscant. Set up shop, and offer space to sellers from other CNS worlds to advertise the wonders of the Outer Rim in general and Neutral systems in particular. Cost: 150 Reward: +75 Investment Income

[] Corellian Engineering Corporation: CEC is the best civilian starship manufacturer in the galaxy, known for their emphasis on easy repair and modular systems. Offer to help them out, however you can. Cost: 100 Reward: +50 Investment income

[] Trade Port Investments: Corellia is a known center of trade. Do the math. Cost: 100 Reward: +50 trade income

[] Rubicund Eye Purchase: The Rubicund Eye is an abandoned station in the Five Brothers system that could serve a variety of uses if you're willing to clean it up. Cost: 200 Reward: Rubicund Eye bought out

[] Kas'as Chen'ru Den Excavation: The Kas'as Chen'ru Den is rumored to be home to artifacts dating back millienia, and potentially back to the days of Revan himself. It would be worth getting some teams in the area to see if there's anything to find there. Cost: 100 Reward: +25 salvage income, second roll for Corellia system set up

[] Drall Recruiting Office: The Drall are a species that are small and quite frankly adorable, but they are also highly intelligent theoreticians and obsessively keep records about the tiniest of details, which would no doubt be useful if only to help keep track of Cheriss' design processes. Cost: 150 Upkeep: 75 Reward: Learning bonus

[] Write in: Stay Reasonable

Sullust Facility:

[] Trade Port: It can't hurt to get in on the trade Sullust gets. Cost: 100 Reward: +50 trade income

[] Large-scale Wiretaps: There's definitely interesting things you can learn from SoroSuub's more clandestine transmissions. Cost: 50 Reward: +25 information income

[] Cantina Franchise: Turns out Sullustans like getting just as drunk as the rest of the galaxy. Cost: 150 Reward: +75 investment income

[] Labor Droid Factories: SoroSuub could always use labor that doesn't get tired or ask for bigger paychecks. Cost: 100 Reward: +50 investment income

[] Sullustan Recruitment Center: Sullustans are renowned for being some of the finest navigators in the galaxy, so getting some of them on tap could only benefit your efforts in space. Cost: 150 Upkeep: 50 Rewards: Sullustans recurited, 10% bonus to smuggling income

[] SoroSuub Investments: You're never really friends until you've set up proper investment deals. Cost: 100 Reward: +50 investment income

[] Guardian Corps Recruiting Center: The Sullustans may not look Mandalorian at first glance, but they could make for potentially effective recruits given their navigation abilities. Cost: 100 Reward: Guardian Corps recruiting center set up at Sullust, Sullustan Mandalorians

[] Write in: Stay Reasonable

Arkania Facility:

[] Trade Port: Arkanians may not like outsiders that much, but when they do let people in it's often to buy expensive medical equipment. No more needs to be said. Cost: 100 Reward: +50 trade income

[] Large-scale Wiretaps: Maybe you can get coherent information through all of the ego-stroking your people will have to listen to. Cost: 50 Reward: +25 investment income

[] Svivreni Diamond Mines: There's diamonds in those hills. Get the Svivreni to extract them and make a killing off of the jewelry you could make from them. Cost: 150 Reward: +75 mining income

[] Karada Research Complex: It is the main reason you got the facility - to have a research complex that people wouldn't ask questions about, yet still would have access to some of the finest minds in the galaxy. Cost: 100 Rewards: +50 Karada income

[] Adascorp Investments: They'd probably appreciate the funding to keep the Arkanian Legacy in shape, and you could easily strike a few profitable deals with them. Cost: 100 Reward: +50 investment income

[] Museum of Arkania: A museum made by Arkanians, for Arkanians, celebrating the glory of Arkanians to all of the other people who are not Arkanians. Aside from that it might help to get some publicity going for Adascorp that could benefit both them and Karada. Cost: 100 Reward: +50 investment income

[] Guardian Corps Recruiting Center: The arrogance of the Arkanians aside, they are geniuses in the field of medicine and could potentially serve as field medics for the Guardians. Cost: 100 Reward: Guardian Corps recruiting center set up at Arkania, Arkanian Mandalorians

[] Write in: Stay Reasonable

Tibannopolis:

[] Corporate Shipyards: Individually the various shipbuilding companies you're in touch with wouldn't spring for individual shipyards around Tibannopolis, but setting up a general area where they can have individual berths would go over much better with your contacts. Cost: 200 Reward: +100 investment income

[] Trade Port: Bespin could be a major port of call for the southern Outer Rim, especially if Cloud City lives up to its promise as a resort destination. Set up a trade port to take advantage of ships coming and going. Cost: 100 Reward: +50 trade income

[] Shadowport: Bespin is a bit off the beaten track, which makes it ideal for smuggling. Nothing too egregious, though; there are Jedi on site. Cost: 50 Reward: +25 smuggling income

[] Entertainment District: Cloud City is advertising itself as the premier resort destination of the Greater Javin region. Time they face some competition.
-[] Cantina Franchise: All resorts have alcohol. It's like a law. Probably. And if not it should be. Cost: 150 Reward: +75 investment income
-[] Nightclub Expansion: So that people can party like there's not a war raging around them! Cost: 100 Reward: +50 investment income
-[] Casino Franchise: It's like theft, except people pay you to take their money. Amazing. Cost: 200 Reward: +100 investment income
-[] Luxus Resort: After people get completely drunk and/or lose all their credits in ill-advised gambling sprees, they'll need somewhere to take their mind off of their pain and suffering. Cost: 150 Reward: +75 investment income
-[] Theme Park: Something for the kids! Specifically somewhere patrons can take their kids and occupy them so that they can't be questioned as to why they have scantily-clad men and/or women around them or why they would waste credits on this "gambling" thing. Cost: 200 Reward: +100 investment income

[] Tibanna Gas Weapons Factory: Now that you have a refinery, setting up an attached weapons factory to take advantage of the tibanna gas you're harvesting would be an excellent decision. Cost: 200 Reward: +100 military income, increased potency of weaponry

[] Write in: Stay Reasonable

Lorrd Property:

[] Trade Port: Lorrd isn't tied to a major hyperlane, but it's well situated to benefit from trade and travel across much of the far northern Outer Rim. Cost: 100 Reward: +50 trade income

[] Karada Medcenter: While Lorrd is a fairly prosperous planet, setting up a medcenter would allow you to cooperate with the planet's various universities for medical programs and research. Cost: 100 Reward: +50 Karada income

[] Guardian Corps Recruiting Center: The Lorrdian ability to read others could be surprisingly useful for the Guardians as a whole. Cost: 100 Reward: Guardian Corps recruiting center set up at Lorrd, Mandalorian Lorrdians

[] Write in: Stay Reasonable

Chu'unthor:

[] Starfighter Complement: Granted, the Chu'unthor doesn't have much hangar space, but it has enough that you could easily stand to have a decent fighter complement on board in case of an attack. Cost: 150 Reward: Chu'unthor gains starfighter complement for defense

[] Karada Clinic: Allowing select individuals on board the Chu'unthor to handle injuries for your highly classified Agents and Abysswalkers would certainly pay for themselves. Cost: 100 Upkeep: 50 Reward: Increased survival rate for Agents/Abysswalkers

[] Archaeological Teams: Given the vessel's nature, the Chu'unthor would make for an excellent center for archaeology teams that would be deployed from the vessel. Cost: 250 Upkeep: 100 Reward: Additional archaeology action

[] Write in: Stay Reasonable

Yavin:

[] Defense Grid: Given what you're looking for with your archaeology teams it certainly cannot hurt to have systems in place to deter any unwanted guests. Cost: 50 Reward: Defenses set up for archaeology facilites

[] Orbital Trading Post: While you don't want people poking at Yavin IV that much, you could control what little traffic goes into the system by setting up a space station that would host trade for now, but could be considerably expanded with other modules once it's set up. Cost: 200 Reward: +50 trade income, ability to expand station

[] Probe Droid Supply: It would certainly help the archaeology teams had something on hand to help them locate particularly valuable sites on Yavin IV and its other moons, and their primary suggestion was having a consistent supply of probe droids to work with. Cost: 150 Upkeep: 75 Reward: Boost to archaeology rolls

[] Ecological Exports: An interesting quirk of Yavin IV's flora is actual grenade fruits that explode upon being thrown, which not only sounds hilarious but could potentially be an incredibly effective and subtle explosive to be used in case of emergency. You have to do something with that. Cost: 100 Reward: +25 smuggling income, mass-produced grenade fruit

[] Write in: Stay Reasonable

Thyferra:

[] Aegis Security Facility: Given how rocky your relations with Xuchpra and Zaltin currently are it can't hurt to have some security around. Cost: 75 Reward: +25 income, defenses established

[] Trade Port: There's at least some legal trade you can get on. Cost: 100 Reward: +50 trade income

[] Large-Scale Wiretaps: The use for these is fairly obvious. Cost: 50 Reward: +25 Information income

[] Covert Karada Research Complex: With the corporations' power largely focused in the capital city built by them, if you're very careful you can set up a quiet facility in the wilderness to take a crack at reverse-engineering bacta. Cost: 300 Reward: Facility covertly built for the purpose of reverse-engineering bacta

[] Smugglers Den: Much as the corporations will insist otherwise there's at least some black market work going on the planet, and it can't hurt to get in on that. Cost: 100 Reward: +50 smuggling income

[] Write in: Stay Reasonable

Mustafar:

[] Aegis Security Facility: Given the presence of Damask Holdings it can't hurt to have security in case Palpatine comes knocking. Cost: 75 Reward: +25 income, defenses established

[] Trade Port: Rare metal is certainly worth quite a bit on the open market. Cost: 100 Reward: +50 trade income

[] Karada Facility: Turns out lava burns are a fairly common issue on the planet so healthcare would not go awry. Cost: 100 Reward: +50 Karada income

[] Large-scale Wiretaps: With Damask Holdings facilities around it can't hurt to keep your ears open. Cost: 50 Reward: +25 Information income

[] Lava Refinery: There are already facilities on the planet that harvest rare materials from lava, so why not buy out a facility or two to get some of that raw material production under your control? Cost: 150 Reward: +75 trade income

[] Luxus Resort: The lavafalls on the planet are absolutely stunning and would make for an excellent tourist trap so long as a decent viewing facility with proper air conditioning on hand. Cost: 100 Reward: +50 Investment income

[] Svivreni Crystal Mines: The Blackguard have pointed out that Mustafar is a viable candidate for lightsaber crystal mining, and it can't hurt to have a secondary source of the valuable materials. Cost: 150 Rewards: +50 mining income, secondary source of lightsaber crystals gained

[] Blackguard Enclave: Currently the Blackguard live in ruins on a planet covered in lava and with a barely breathable atmosphere. They would probably appreciate having a home with modern air conditioning and other amenities. Cost: 150 Upkeep: 75 Rewards: Blackguard enclaves set up, boost to Blackguard rolls

[] Salvage/Archaeology Teams: Mustafar and its surrounding areas are host to quite a few archaeologically valuable sites - like the Hammerhead wreck your teams extracted HK-47 from. Cost: 100 Reward: +25 Salvage income, per turn roll for other benefits

[] Write in: Stay Reasonable

Free Action:

[] Select any action from list above

Hero Support (applies half the stats to a chosen action):

Priam: [] Write in
The Silencer: [] Write in
Silas Cata: [] Write in
Cheriss Sair: [] Write in
Thrawn: [] Write in
Grievous: [] Write in
Asajj Ventress: [] Write in
HK-47: [] Write in
Jango Fett: [] Write in
Talesan Fry: [] Write in
Galen Erso: [] Write in
Mungo Baobab: [] Write in

Watcher Support (20 teams available, 1 Point per assigned team): [] Write in

[] Begin Palpatine Elimination Operation: The time has come. Palpatine has to die. But be aware - what you are comitting to will change the galaxy forever one way or another.
Current Probability of Success: 14%
Operation will commence after all other actions this turn have been resolved.
All assets will be committed to operation or go dark depending on function.

There will be no turning back once this option is chosen.

AN: 18k words. HOW IS IT GETTING LONGER AREN'T THERE LESS BASE OPTIONS AND WHATNOT ARRRGH

Anyway, it's finally out after considerable amounts of typing and overcoming technical difficulties.

So with that comes the usual reminder that there is a 24-hour moratorium on voting. Enjoy~

Edit: Don't forget this is available for any planners:

Accounting Spreadsheet. Should be final edition for this turn, and ready for people to use for Turn 29 planning.
 
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@Dr. Snark, looks like there are a few missing Actions:
[] Reach out to (reform) the Tython Jedi -- with the schism in the Jedi Order, now's our chance to have a direct say in what the new Jedi turn out to be... (this is based on my 'Invite Friendly Force-Sects to Tython' write-in from last turn, which was approved but wasn't listed as an option)
This should be a Diplomacy action. EDIT: Looks like you included this as a 'Between Light and Dark' action rather than a separate one.

Also, it wasn't a write-in, but you indicated that there should be a Lore Action to follow up on the Corellian Jedi (to study their techniques and investigate their history in greater detail).

[] Custom Lava Blaster: we have a lava crystal from Dantooine. We know Blazing Chain. Our Abyss Agents have customized 'kyber blasters' for their own use. Build a Force-friendly ranged weapon that boosts our Force connection, and causes splash damage on the target.
This should be a Personal Action.

[] Under The Knife: With the facilities of the Arkanian Legacy at their disposal, the Arkanians can easily genemod anyone you want to go through the process. Chance of Success: 70% Cost: 100 Reward: Selected Hero Unit genemodded
This is missing our latest heroes (we have Talesan Fry, Galen Erso, and Mungo Baobab) and our 'Force-Sensitive Genemods' from last turn:
[] Under The Knife (Genemods)
-[] Voss: they specialize in precognition and Force Visions. (Lore, ???)
-[] Kel Dor: weather control and light-side Force lightning (Lore, Learning)
-[] Bosph: they develop their innate talent for Force-tracking (Lore, Intrigue)
-[] Epicanthix: genetic immunity from mind-tricks (default bonus when acting against a Force user?)
Here's the list you approved.

Jango Fett:
[] Mandalor-ize the Nova Corps: the Ailon Nova Corps is a billion-man mercenary army, and their homeworld just joined Neutral Space. Perhaps they'd be willing to adopt the mantle of the Mandalorian Guardians, or at least offer cross-training and coordinated logistics to drastically increase their effectiveness. Integrating the Nova Corps into the CNS seems like an important task anyway. (Hat-tip to @spiritualatheist, suggested here)
Here's another Hero Action as well.

-[] Dedicated Salvage Vessel:
This is a Martial Action and a Stewardship Action that need to be filled out.

Pick 1 Regular Action, 1 Archaeological Action, 1 Force Study Action:
Can you clarify if the "Force Study' action only extends to 'incorporate technique', or does it apply to any 'research alternate force school' action as well?

-[X] 212th Attack Battalion: Led by Obi-Wan himself, this group has served alongside the 501st in many engagements and specializes in assault tactics. (Targeted by Yularen)
Do we need to include this action in our Plans for the turn, or will it be automatically rolled regardless of our involvement? (Can we add hero support to ensure it succeeds? Are we paying 100 credits for it?)

[] The Burning Rain: The planet of Honoghr has recently been hit by a Separatist bio-weapon and is a perfect target for Silver Cross efforts - in fact its so perfect and with Palpatine's handiwork clearly in play you're a bit more paranoid about it than usual. Send in teams - with a decent escort just in case - to have some relief brought to the planet. Chance of Success: ??? Cost: 250 Reward: Relief sent to Honoghr, ???
...I wasn't expecting this to be a Diplomacy action, but between this and the 'subvert Quinlan Vos' action, I'm pretty sure I know where our Free Action for this round is going to go.

[] Relocating The Foundry: The Foundry is currently in an extremely vulnerable position given that it's in the middle of Hutt Space and the war is raging around it - all it would take is one ship to accidentally stumble into Nanthri and it would all be over. The best plan your people have come up with is to strap gigantic hyperspace engines to it to move it to the Kiln through some of the hyperlanes the Claatuvac Guild provided information on and avoid detection, but it's going to require a lot of credits, both to get the parts and to bribe people into not asking questions about where said parts are going. Chance of Success: 40% Cost: 400 Reward: Foundry discreetly moved to the Kiln
...Considering it's been lost for several millennia, and we only rediscovered it thanks to HK-47, is the Foundry really that vulnerable?

[] Autonomous Hunter-Seeker Teams: You've got so much on your plate that you can't really be bothered to handle them yourself. Set up some teams that can handle operations that are too simple to really go wrong but too complex for a random Watcher team to handle on their own so that you can get more things done. Chance of Success: 90% Cost: 150 Reward: Teams set up to handle actions that are guaranteed successes with reduced bonuses
Well, that's an action to give us more actions, so I'm pretty sure this one should be locked in. Even though there are a lot of really useful/necessary actions that we want to take this turn.

[] Drall Recruiting Office: The Drall are a species that are small and quite frankly adorable, but they are also highly intelligent theoreticians and obsessively keep records about the tiniest of details, which would no doubt be useful if only to help keep track of Cheriss' design processes. Cost: 150 Upkeep: 75 Reward: Learning bonus
Spend credits, receive default bonus... even if it's a category where 'our cup overfloweth', this one's still worthwhile.

[] Archaeological Teams: Given the vessel's nature, the Chu'unthor would make for an excellent center for archaeology teams that would be deployed from the vessel. Cost: 250 Upkeep: 100 Reward: Additional archaeology action
And a base upgrade to give us an action -- also locked in.

[] Probe Droid Supply: It would certainly help the archaeology teams had something on hand to help them locate particularly valuable sites on Yavin IV and its other moons, and their primary suggestion was having a consistent supply of probe droids to work with. Cost: 150 Upkeep: 75 Reward: Boost to archaeology rolls
...Hmm. On the one hand, that's a steep price for a bonus to an archaeology roll. On the other... we get three Yavin rolls each turn, and there's so much stuff that it'll probably pay for itself, if only in terms of potential actions unlocked.
 
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@Dr. Snark
Okay..
On:
Making Inroads In The Republic Military:
Would it be possible to try and unchip the Corrusant garrisonof clones? If we make an attempt of Palantine and only get a partial success, Ousting him but with him escaping, having the Clones stations on Coruscant unchiped would deny him a completely loyal army on corrasuant, at least in the near term.

On
Palpatine Elimination Operation
If the % gets over 25% next turn, it might be time to start breaking down actual odds. odds of killing Palnitine outright. Odds of achieving a partial success, ousting him, but being driven back without killing him. ect.. what ever odds you think might be useful information, or funny.
 
Martial: Rahm Kota seems like a good choice to contact this turn. I also like the pirate queen option, simply because deniable chaff tends to be useful. Not really sure though. Militia Standardization is another one I would like to have.

Diplomacy: @Dr. Snark, is the Talzin option a Force Order one? She does lead the Nightsisters... Recruiting Vos is a good idea, and while shard engineers are cool, I want to see more options for the CNS. Also, Honogr is pretty much mandatory to keep up our public persona. We probably want personal attention too, so the Nohgri swear to follow us.

For stewardship, I really want the medical battlefleet, since conflict is becoming more likely. Snapping up H-K while they are in financial trouble gives us access to their tremendous shipbuilding infrastructure relatively cheaply. Interdictor cruisers are great in general. And Papanoida is probably going to be necessary to counter whatever spin palpatine puts on the upcoming crisis.

Intrigue: independent Hunter/seekers are a must, and I really like the synergy of grassroots movement + attacking COMPNOR, although I am willing to be convinced otherwise.

Lore: the only thing that is truly necessary here is the Jebble box, although I would like to research some force powers of our own, simply because that way Ciaran autolearns them.

Learning: Another material sounds good. Not really my focus, sorry.

Personal: I really want Organic shatter point this turn, as well as the lava blaster if we can manage it.

Hero: Thrawn needs to do the Trench action, full stop. Using Mungo to acquire H-K drives this turn would let us move the Foundry. And I believe that @Dr. Snark approved a Jango action to integrate the Nova Guard into the CNS military.

As for base upgrades, I definitely want most if not all of the defensive ones, and certainly all of the available options for Taris and Naboo.
 
Okay, I'm pretty sure I've finalized most of the slate of actions for this turn, but there are a number of iffy decisions that I could use some feedback on:
[] Between the Light and Dark: While you have a number of Force users on your staff right now it might be worth looking into getting into contact with other Force using groups in the galaxy that aren't necessarily aligned to the Jedi or Sith and see if you can gain something from contacting them. Chance of Success: 70% Reward: Contact with chosen organization established
-[] Disciples of the Whills: A group of Force worshipers fiercely protective of their home of Jedha, they occupy a planet that is rich in both historical artifacts and valuable Kyber crystals.
-[] Tyia Adepts: A pacifistic philosophy practiced by the Revwiens, it emphasizes the value of all life and acting with honor.
-[] Baran Do: A reclusive order of Kel Doors who spend the majority of their time contemplating the nature of the Force, supposedly awaiting the "proper time" to act. Also they apparently can throw lightning around.
-[] Fallanasi: A mostly female group of pacifistic Force users that have unique abilities to beguile their foes.
-[] Ysanna: A technologically primitive Force-sensitive community on the planet of Ossus, the Ysanna defend the ruins of Great Jedi Library from intruders. They developed the original 'Blazing Chain' projectile techniques, and never lost the ancient technique of becoming Force ghosts. Talking to them will actually let you study them and the ruins without you getting attacked in the process.
-[] Zeison Sha: A group of Force users that are extremely skilled at telekinesis. The only problem is that they are incredibly isolationist, so studying them further will require direct contact.
-[] Followers of Palawa: An isolated group of Force users in the far west of the known galaxy, they have developed a number of techniques that are explicitly designed to protect against Force users.
-[] Dagoyan Order: A monastic sect based on Bardotta, they specialize in meditation and strengthening one's connection to the Force.
-[] Jal Shey: A sect of nomadic diplomats and philosophers from the Indupar Crown Worlds, who specialize in the esoteric art of Force Imbuement.
-[] Disciples of Twilight: Located on the isolated colony of Dyspeth and founded by a former Jedi in the aftermath of the Ruusan Reformation, the Disciples specialize in illusion techniques said to surpass even the Fallanassi light-benders.
-[] Almas Academy: An academy in the Cularin system that trains Jedi in an unorthodox style, emphasizing closer relationships with teachers and fellow students as well as ensuring that any student goes out into the galaxy on a "quest" to ensure they understand the galaxy they want to protect. They also apparently are capable of using a curious technique called "essence transfer..."
-[] Tython Jedi Order: The quickly-growing offshoot of the Courscant Order that is on the verge of a complete schism from them, given Riphath's work with them they might be more willing to speak with you by comparison.
-[] Order of Shasa: A Maanan-based group that has sworn to protect their homeworld, and more importantly have trained themselves to use the Force to see through deception and enhance their telekinetic abilities.
-[] Write-in (Subject to Veto)
This is for Diplomacy, and hoo boy that's a lot of options. Each one of these may unlock follow-up actions, whether to study/integrate their Force techniques, to send an archaeology team to their location, or something else entirely. At the moment, I'm torn between the following:
  • Ysanna: they're the survivors of the Great Jedi Library on Ossus, which means we need to make contact before we unlock that planet for our archaeology teams. They've also retained the 'Force ghost' technique, which is awesome. We might also discover Ood Bnar, the head librarian on Ossus who turned himself into a tree (!) while defending the library from Sith attack. He's still alive....
  • Almas Academy: we can build a base on Cularin anyway, but Almas has so much to offer -- including a Wookie battlemaster, the only named 'lightsaber artisan' in the galaxy (he can make a lightsaber out of literally anything, including wood), and a bunch more.
  • Tython Jedi: @Barondoctor's series with Riphath has been gold, and this would keep that story going. Plus, seeing the Jedi Order split, and encouraging the Tython half to reform in a more sane direction, is great for us.
Thoughts?

[] Medical "Battlefleet": Now that you have the ability to build ships over Taris, take advantage of it and build up a fleet of medical ships for Karada and the Silver Cross that can act as galaxy-wide emergency responders. Despite the name it mostly wouldn't be a battlefleet. Mostly. Chance of Success: 80% Cost: 200 Reward: Medical "battlefleet" built
I am really tempted to pick up the 'salvage vessels' (a default bonus to all salvage rolls could be huge for us, not just in credits but in terms of special events and unlocked actions). On the other hand, with Trench/Malevolence/Pride of the Core rampaging through Neutral Space... I'm inclined to say we should pick up the interdictor ships and medical battlefleet to solidify our defenses.

[] The Swoop Bikes Will Fly Again: Now that you have the racetrack and the swoop bikes for it, it's time to reopen one of Taris' most prized sporting events: the Galactic Swoop Racing Circuit. Send invitations far and wide for the grand reopening and help put it back on the map. And hey, you never know who might end up signing up for it... Chance of Success: 70% Cost: 100 Reward: GSRC reopened, potential for other rewards
Okay, of all the Stewardship actions on offer, swoop bikes definitely seems like a low priority. On the other hand, did anyone spot the last line? "You never know who might end up signing up for it..." In canon, when the Galactic Games were held seven years ago, Anakin Skywalker (all of 14 years old) entered an illegal podrace to save some NPC from a lifetime of slavery. I know he's on a personal odyssey into his past & future, but I'd be really curious to see if we might draw him out of hiding through this action....

[] Oust Shu Mai: You know you have the momentum. SoroSuub is staying out of the way. The mining companies you've been investing in would be more than happy to back you. Rumbles of discontent come from more Commerce Guild members as quite a few of them have joined the CNS. Dooku wants her gone. You have a chance to oust Shu Mai from the Commerce Guild, though given her stranglehold over Castell it won't be easy. Chance of Success: 40% Reward: Shu Mai ousted from Commerce Guild and new leadership chosen
On the other hand, it may be possible to oust Shu Mai this turn, which would give us access to a galactic megacorporation with a lot of resources. I'm not sure if we should trust Talesan Fry or Mungo Baobab to help out with this, but we'd need to assign at least two heroes (probably PR-1 and one other) if we want to guarantee success).

[] The Hunt For The Jebble Box: By (perfectly legitimate) coincidence you've managed to get an excellent lead on the location of the Muur Talisman: it's apparently stored in the infamous "Jebble Box" that's been passed around various collectors' hands since its discovery. You'll need to track it down and acquire it - whether through money or coercion - to ensure that it's never going to be used by Sidious. And there was something about someone being stored in the Box, but they have to be dead after four thousand years... Chance of Success: 50% Cost: 200 Reward: Jebble Box/Muur Talisman secured
Hoo boy. As much as I'd like to keep the Jebble Box out of Palpatine's hands, I really don't want to touch anything to do with rakghouls, and I have a bad feeling about the Box's inhabitant. Celeste Morne, who's been in stasis for several millennia, was a Shadow of the Jedi Covenant, an anti-Sith extremist group that was responsible for the Padawan Massacre of Taris and other atrocities. I doubt she'll be a fan of ours. Instead of poking the mystery box, I figure we can spend our regular Lore action on researching another Force sect this turn, so we can have our agents learn more techniques down the road.

[] Analyze Chiss Archives: Instead of going after the locations of anomalies you've gathered in the past without anything to go on, you could cross-reference them with the Chiss archives to see if there is enough to go on and it won't get too many people killed. Chance of Success: 80% Reward: ???
...Another mystery box, though this one lacks the glaring signs of impending doom. On the other hand, I'm pretty sure this is mostly about the Unknown Regions, which is cool, but a fairly low priority. I'm more inclined to go with taozin research:

[] Anti-Force Research: There are some esoteric creatures and substances in the galaxy that could blunt Force usage but they're difficult to recover and hard to research due to their nature. Chance of Success: 50% Cost: 200 Reward: Anti-Force subject researched [Takes 2 turns]
-[] Taozin: A creature that somehow negates Force vision and precognition, maybe studying could let you figure out how it even does that in the first place?
Figuring out how to blank Palpatine's precog could be huge for us, especially if we're able to leverage it to research how Force vision works generally and how Palpatine's dark-side veil has been hindering such visions. Either way, this one seems like an obvious choice. For the last Learning action... perhaps a genemod one? Picking non-human genemods would unlock the rest of our heroes, and would ensure that 'mass genemodding' would apply to all of our recruits (can you imagine Wookies genemodded to be even harder/better/faster/stronger?!

@Stealthy, the whole Learning category would be a good one for you to color-code by priority. There are a lot of different options and different directions we might go here.
 
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Hoo boy. As much as I'd like to keep the Jebble Box out of Palpatine's hands, I really don't want to touch anything to do with rakghouls, and I have a bad feeling about the Box's inhabitant. Celeste Morne, who's been in stasis for several millennia, was a Shadow of the Jedi Covenant, an anti-Sith extremist group that was responsible for the Padawan Massacre of Taris and other atrocities. I doubt she'll be a fan of ours. Instead of poking the mystery box, I figure we can spend our regular Lore action on researching another Force sect this turn, so we can have our agents learn more techniques down the road.
The thing is that, even if we have to kill Celeste, we literally cannot allow Palpatine to get his hands in the Amulet. If he does it will be as bad as if he had gotten his hands of the foundry. It will allow him to create and control an unstoppable tide of rakghouls, and that is literally an endgame scenario for us and the Galaxy as a whole.

For this only we should get the Damm Box ASAP.
 
The thing is that, even if we have to kill Celeste, we literally cannot allow Palpatine to get his hands in the Amulet. If he does it will be as bad as if he had gotten his hands of the foundry. It will allow him to create and control an unstoppable tide of rakghouls, and that is literally an endgame scenario for us and the Galaxy as a whole.

For this only we should get the Damm Box ASAP.
Ok. Considering how the action is worded, the Jedi Shadow inside is a complete unknown.
Would it be plausible to find the box and just shove it into the nearest black hole?

Also: has anyone here read the star wars book, Shadows of Mindor?
 
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