Turn 0 - Start Choices
Your end goal (Vote for One)
[]Supremacy
The New Republic and Rebellion are a cancerous growth of disorder and chaos that has to be contained, cut off and eliminated. We shall rise to the occasion and return order and stability to the galaxy. (Ends when the New Republic has Capitulated)
[]Survival
The Empire has ended, but we are still here. The only way to survive is to make peace with the enemy, on our terms. (Ends upon a successful, long term stable peace treaty with the New Republic)
[]Operation Ruin
The Rebellion may have won, but they will inherit only dust and rubble. As outlined in Contingency Operation: Ruin, we will rob the New Republic of the pillars for galactic civilization: Communication-, manufacturing-, processing- and extraction-infrastructure. (Ends when Some of the following have suffered critical disruption: HoloNet, Hyperdrive Manufacturing, Droid Manufacturing, Capital Ship Construction, Research and Knowledge Institutions)
[]Unity
The Empire is divided, shattered into bickering Warlords and Remnant states. Only in unity can we stand against the New Republic. (Ends when the remaining Remnants are gathered under your banner and peace is made with the New Republic, one way or another)
Where did the Remnant set up shop (Vote for One)
[]Kuat
One of the most prestigious industrial worlds in the galaxy, Kuat is famed for its shipyards. A prize that will draw the eye of both Rebels and Other Imperial Remnants alike.
+Large Population
+Massive Industrial Capacity
+Large defense fleet and force
-Center of New Republic attention
-Dependent on imports
[]Eriadu
The home planet of Grand Moff Tarkin, may his name be remembered, Eridadu is a highly industrialized Outer Rim world. Far away from the current scenes of the civil war, it will give us time to build up and reorganize organically before we draw the eye of the Rebels.
+Modest Population
+Rich resource deposits
+Minimal Attention
-Dependent on food imports
[]Unknown Regions
The Emperor had the foresight to prepare a secret enclave in the Unknown Regions to ensure the continuation of the Empire. Assets we will make use of. Even if the project was unable to be completed, it still contains ships, depots and industrial assets all waiting to be awakened. Hiding and in secret we can build up, waiting for the right moment to reveal ourselves.
+Existence is unknown both to Rebels and other Remnants
+Treasure trove of high tech Imperial assets waiting to be reactivated
-Extremely limited population
-Effectively on their own for the early quest period
What makes your Remnant Special (Vote for Two)
[]Additional Star Destroyer Fleet
Your Remnant has an additional fleet of 12 Imperator-I ISDs, fully crewed, supplied and in good condition. They can serve as both a strong defensive asset or as the core of a future fleet.
[]Imperial Clone Research Program
Your Remnant has served as the refuge for a secret Imperial Clone Research program. Even if clones should not be immediately useful to us, the experienced biologists and geneticists should. (Starts with more advanced cloning research projects; +15 Roll bonus to Projects related to biology, genetics or cloning)
[]Imperial Droid Development Program
Your Remnant has served as the refuge for a secret Imperial Droid Research program. Even if their expensive prototypes and blueprints should not be immediately useful to us, the experienced engineers and programmers should. (Starts with more advanced droid projects; +5 Roll bonus to Projects related to Droids)
[]Advanced TIE RnD Division
The Empire always had some obscure projects related to next generation starfighters running on a low flame somewhere, even if lack of resources ensured none of these had a meaningful effect on the civil war. Should we wish to reform our Starfighter doctrine, these engineers should prove useful. (Starts with more advanced Starfighter Projects: +7 Roll bonus to Projects related to Starfighters)
[]Novator Mobile Industry Station
Developed for deep space construction operations, the Novator never left the prototype state. We have one and it should prove useful for constructing void infrastructure and industry. (+10 roll bonus to space Infrastructure and Industry projects, can be destroyed)
[]Imperial Commando and Spy Teams
There are a number of trained operatives under your command. They could prove useful for disrupting hostile actions at home and causing chaos in your enemies'. (+10 Roll bonus to Intelligence and Subversion Dice)
[]Supply Depots
Thanks to the Emperor's wisdom we know of the location of hidden Resource Depots. (Starts with 2000 extra Resources)
Who are you? (Vote for one)
[]Admiral Annlia Chrhod
An experienced officer in the Imperial Navy, Chrhod is known to be eccentric, but a trustworthy individual.
Competent Commander: +10 Roll bonus to Military Dice
Experienced Staff: +1 Military Die
Obsessive: -1 free die, +15 to all rolls with free dice.
[]Jeanayan Hinruss
The daughter of a manufacturing corporation producing ship components for the Empire, Hinruss lost her inheritance with the arrival of the New Republic.
Heavy Metal: +5 Roll bonus to Industrial Dice
Corporate Contacts: +2 Industry Dice
Political Machine: More bread and circus options each with greater yields than normal. Passive corruption growth.
[]Doctor Amarkian Sambrag
A Genius in multiple fields, Doctor Sambrag participated in multiple Imperial research projects throughout his career.
Academic: +5 Roll Bonus to Service Dice, +10 Roll Bonus for Developments
Civilian Staff: +1 Service Die
Overworked doctor: +5 to all +health projects, more efficient +health projects. Poor personal health may cause problems.
[]Ranjair Presbach
A true Coruscantian, Presbach served as Governor on a Core World before the New Republic forced him to seek refuge.
Imperial Elite: +7 Roll Bonus to Bureaucracy Dice
Paperworker: +1 Bureaucracy Die
Megaproject Fetishist: You know the grift that comes with budgets the size of planetary GDPs and how to make them sing. 5R discount per die for projects with total progress costs of 500 or more.
[]Germars Truecro
Having worked most of his life in Intelligence in one form or another, Truecro is a mysterious and respected figure.
Expert Spy: +10 Roll bonus to Intelligence and Subversion Dice
Imperial Intelligence Teams: +2 Intelligence and Subversion Dice
Just Bluffing: You are not competent. You do not deserve this position. You have just convinced everyone you do. -5 to all other dice
[]Triseme Titfair
A simple high level Administrator, Titfairs only outstanding quality is the regularity of his work.
General Administrator: +1 Roll bonus to all dice
Flexible Work-hours: +1 Free Die
Boring: You are perfectly average, and competent at your job. Dice cannot roll lower than 15 and higher than 85. Rolls outside this range will be treated as 15 or 85, respectively. (Nat1 and 100 crit normally)
Welcome to this wonderful quest that spooked around my head for quite a while. No plan-voting for the start choices please. Now that we have this out of the way I will say a few words on what to expect from this quest. I find no fun in writing the theoretical worst of what the Empire is capable of, so this will be a smoothed over version of them. However, everyone should still be aware that you and I are playing as the bad guys. As long as you can have some self-awareness about that, you are welcome to participate, but I don't want to see unironic Empire fanboying. As for whether this quest uses Canon or Legends, I can state that I will use whatever I feel like. I only really know surface level Star Wars, so trying to metagame will probably fail due to me having never heard of it.