Star Wars An Officer and a Traitor (NO SV, you are an Imperial Officer and Traitor)

[X]Mandalore: Moff Gideon and Gar Saxon, the fools are doing far too much in the heavy-handed approach of the Empire's rules, breaking all the arrangements of the previous treaties, bringing the entire sector to near open war. Now was not the time to be making enemies… but for you, now was the time to start making Friends. The Mandalorians are powerful allies. If you could get them onto your side.

Gideon is a menace that we should probably nip in the bud before he becomes a problem.

Gar Saxon, if we can turn him, is competent...so long as he isn't the one giving the orders. And he's loyal to whoever has his respect. Maul won it from killing Pre Vizla. We might be able to get it by knocking down Gideon.

Let's avoid the nuclear scouring and remove Gideon from power, a living Mandalore means a potential Mand'alor to lead the Mando'ade. And to maybe stop any weird orthodox cult from taking root in the survivors.

Think it's a bit late for that. I believe the Watch already exists.
 
So the Star Craft Ghosts are just force sensitive soldiers give basic force training and augs

I can see some mad man in the outer rim making it a thing.
Well...
We DO have a group of mad-men referenced twice trying such a project.
And one group of mad lads apparently stumbled upon some article that left them convinced that they could possibly develop a suit that could pull on the force in some manner, no clue if anything would come from that whatsoever.

"The madlads working on their side project of 'force-suits' expressed some interest in it, even though I am pretty sure the power requirements is way out of personal armor scale. No clue what they could do with it."
Basically crazy folks trying something never done before, inspired by stumbling on some article related to the force.
 
The Matukai have a reputation for developing weak Force connections into stronger ones, because their practitioners use their own bodies as a focus for the Force, allowing them to strengthen themselves for power and durability and resiliency.

I suspect that this makes them more able to get into the appropriate mindset and thought pattern that enables them to use the Force--that they are strengthening their minds without really trying because their brain is in their body and they are strengthening their entire body.
 
Somehow this whole project is either some leftover Sith Lords project

Or the Antarian Rangers are leaking old documents to certain members of the public.
...Honestly never really thought that much, besides possibly inspiration by an article that mentioned the near omnipresense of the Force. Though especially with how vague I was and the insanity of the concept. Almost anything would probably work. :lol:
 
Found a new gentech video, and well...

The Doctrine wars probably has some interesting dimensions on it. Considering in spite of the Constantinist leader being a navy man through and through, his philosophy is one that would find more fertile ground on the often tested army, than the showpiece navy.

And yet, the very existence of the doctrine wars changes the calculus of what would have lead to the Andor situation between branches, for Constantine and his allies began kicking the complacent officer class in the shins, and even Tarkin, the unofficial leader of the Navy, was awakened from his complacency, even as he doubles down to try and preserve his influence.
 
[X]Mandalore: Moff Gideon and Gar Saxon, the fools are doing far too much in the heavy-handed approach of the Empire's rules, breaking all the arrangements of the previous treaties, bringing the entire sector to near open war. Now was not the time to be making enemies… but for you, now was the time to start making Friends. The Mandalorians are powerful allies. If you could get them onto your side.

Mandalorians are great at designing weapons of war. They are also great at recruiting people for a cause.
 
Well....

New video by gentech, and an interesting perspective on how the rebels could compete with the Empire in spite of the sheer gulf of size and investments. Or basically overinvesting on certain equipment that while visibly impressive and effective in it's roles, have big weaknesses very exploitable for the rebel alliance. Such as the ISD which is a great brawler, that is somewhat lacking in PD, with the ISD 2 sporting none. On top of the fighter compliment taking time to deploy, giving a window where enemy fighters and bombers can operate unmolested. The AT-AT while technically an infantry transport, is very unambiguously an assault platform and siege breaker, but is very vulnerable to air and anti-armor if not properly supported. Both are powerful set pieces of the Empire, but to fund, they cut costs in important areas for the types of combat they found themselves in, such as the insanely simple and barebones TIEs, or the almost civilian scout speeders.

Though our specific group, may be dealing with many different designs for similar roles, due to the adhoc nature of the group, involving many garrisons that could expect to fight on their own planets, and the more mobile groups that expect to fight in many different environments.
 
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Honestly, we could probably turn a third of the ISD into something more practical. In fact, we could scrap some of the supplies and weapons and put them in non-combat roles. Since those things are pretty big, I can see ways we can make them more useful just for the space alone.
  • Use several of them to grow food through hydroponics. A way to get food for long travels and cut down on costs.
  • Use a few for residential purposes. Basically, non-combatants for our crew's families (and outside any combat zone for obvious reasons).
  • One or two for limited manufacturing and storage. If only to store parts from decommissioned Star Destoyers for later.
  • A training ship for future crews. Maybe make a small academy for more practical exercises.
  • A casino and resort... maybe. We probably would have to keep that on the down low.
If we get something with a lot of space, we might as well take advantage of it.
 
Honestly, we could probably turn a third of the ISD into something more practical. In fact, we could scrap some of the supplies and weapons and put them in non-combat roles. Since those things are pretty big, I can see ways we can make them more useful just for the space alone.
You know, I have plenty of actions for those.
Use several of them to grow food through hydroponics. A way to get food for long travels and cut down on costs.
Actually, you won't exactly need to turn them into hydroships.

Just stripping them for cargo space can also do that as well.
Use a few for residential purposes. Basically, non-combatants for our crew's families (and outside any combat zone for obvious reasons).
Not possible due to Imperial REgulations.

Even we can't fight those bureaucratic bastards.

Also, they think that if we are turning traitor, they need hostages.
One or two for limited manufacturing and storage. If only to store parts from decommissioned Star Destoyers for later.
The funny thing is, Thrawn did something similer during legends and canon, though not for ISD's.
A training ship for future crews. Maybe make a small academy for more practical exercises.
Already have the Defiant, so that's already there.
A casino and resort... maybe. We probably would have to keep that on the down low.
The Errent Venture will have competition.
 
Vote closed
Scheduled vote count started by Magoose on Dec 23, 2022 at 11:17 PM, finished with 61 posts and 31 votes.
 
Mandalore (Turn 4)
Mandalore (Turn 4)

You looked at the entire fleet as you moved forward through Hyperspace, and it was entirely personal now. You were angry at the situation that you found yourself in, had to make do with much of what you needed, and could hardly do anything about it now. "Captian Thrawn." You waited to see that he was not busy to speak to him. "Status report, tell me that I am not going to have to scuttle one of the most expensive ships in the Empire because of Tarkin's ignorance?"

Thrawn knew you were furious. And he spoke calmly with his answer. "Fortunately sir, we are able to get through everything with little difficulty, but unless we resupply at Mandalore, we will be forced to remain in the local cluster."

You shook your head. "Something wrong?" He asked.

"Gar Saxon is a traitor to his people, and I refuse to trust a man who betrayed his people multiple times, it only proves his poor abilities." You stated as you looked out the window, towards the Blue of Hyperspace, the light speed sailing through the entire galaxy you felt like. "And Gideon…"

Sir. That was what Thrawn wanted to say, to stop you from speaking ill of the Moff, you're… equal. If there was anything equal about him, it was that he had the depravity of evil like all the others, the corruption, and the incompetence. If anything well could be said about the man, it was that he never gave up.

And it burned you to even consider that. "Moff Constantine." He said your name. "Shall I prepare a call to your wife?"

"No, not now." You replied. You needed to focus. "Just make sure she is in the Outer Rim."

You needed to prepare. Prepare for everything.

Even for things that will damage your soul.
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The Domed Cities of Mandalore still carried the scars from the siege of Mandalore, where Commander Tano led the Clones and Mandalorian allies towards Maul and his own warriors.

You were not here, at least at first. You had been part of the clean-up crew, the fleet that came in after the whole siege was over, to hold occupation, and to prepare for civilian government…

Or as you learned, a military government.

As you landed and looked at the parade of Stormtroopers, you saw many… many young cadets standing at attention, and there was something that was very off-putting to you. The fact that so many young children and teenagers were already ready to fight for this Empire. To hold their own warrior ways.

Yet as you walked out, Gar Saxon, in his Mandalorian Armor, and his red coloring, along with several brazen and proud, imperial symbols adorning his chest, shoulders, and even his helmet.

But standing before you, which made you feel fear, was not the Mandalorian Warlord that had clawed his way into power. It was the man next to him.

A Lowly bureaucrat who just happened to be in the right place at the right time, to handle something so delicate as a fleet and command of the greatest fighting force of history. The Mandalorians may not be the same power they once were, but they still were out in the galaxy. Plying their bloody work for some credit and coin, or just because there was nothing more.

This Moff Gideon was everything wrong with the Empire: Competent, but without heart, ruthless without mercy, well-read, but completely ignorant of the culture that he was ruling over. Seeing it as nothing more than barbaric, backwater… and easily exploitable. He was an ISB officer that did not hold loyalty as something he could have, but what was demanded… and he believed with all his heart that the Empire was good.

He despised the people he ruled over, instead of working with them to make a better life. Dare you to say, he hated them with every fiber of his being.

From what you knew about Imperial Navy Politics, he was firmly in Tarkin's camp… meaning you would have to play nice. For now.

Yet now, you were smiling at him, and his dark skin, which had been lightened slightly by the barren conditions of Mandalore… His uniform was immaculate and his smile hid agendas you did not know…

He frightened you.

You greeted him, hiding your disgust. "Parade at this meeting Gideon?" You walked down the ramp of you shuttle, as Thrawn, Paelleon and Beat followed close behind you. Your command staff in all but name. You had hoped to bring the governors, and General Hurbett but considering your fleet, you were not entirely sure they could safely leave until you returned. "Overcompensating for it?"

Gideon gave a nod then a laugh. "You know what they say, the Mandalorians appreciate a show of strength when a new arrival comes. We prefer to keep things quiet."

Quiet meant terror obedience… fear.

But you had an image to keep.
"Indeed." You turned towards Thrawn. "Captain Thrawn is my chief of Staff, I hope that you may give him your reports, I also want the status of the supply situation, and potential trouble reporting… and I will need a force deployment of the Local Garrison,"

Saxon growled. "We here on Mandalore prefer to learn who we will be meeting… before there is any work."

You turned to him. "Gar Saxon." You smiled at him, but you were showing him just how you were. "I am Moff Constantine. I have been in the navy for a long time, and I have a great deal of experience when it comes to problems that you have failed to deal with."

You then walked forward, standing eye to eye with him. "I am here because you have failed. And I am going to succeed."

"Understood."

Gideon nodded. "Crystal."

"Good."
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Current Credit: 55000 Credits

Income:
500 Credits (Imperial Funding)

Expenditures:
1000 Fleet Maintenance
750 (Troop Payments)

Total Expenditures: 1750

You have 8 Actions

Diplomacy:

[]The Clans of Mandalore: There are many clans within Mandalore, and the System at large, clans that are all unique in politics, and their own situations. You need to meet them before you can do anything else. Cost 100 Chance of Success: 70% Reward: You meet with the Clans.

[]The Sad Sins of the Imperial Senate: You need to know just how many allies you have in the Senate now… Maybe you will have enough to do wonders. Cost 100 Chance of Success: 65% Reward: Time to find out who your friends really are.


[]Political Situation in Mandalorian Space: Gar Saxon is not the only Powerful Mandalorian in the System, or even in Mandalorian Space. You need to meet them as well. Cost 100 Chance of Success: 70% Reward: You meet with Fen Rau and the Mandalorian Protectors.

[]The Fleet in Being: The Constantisnst trust you. Time to start asking for their trust, instead of having them put their faith in it. Maybe you can teach them just how wrong this entire government is. Cost 0 Chance of Success: 70% Reward: You meet with the Navy Constantisnst's and try to bring them to the level you are at. To be prepared to Rebel.

Martial:

[]The ISD's Flaws: You need to know just how badly you are in the red by the ISD's situation, and supply consumption. Cost 100 Chance of Success: 100% Reward: You learn how to make the ship better with limited supplies, and limited engineers.

[]A Terror or Terrorist: You want Answers from Gar Saxon… what is it he finds so disturbing that he is acting as a brutalist to his own people. Cost 100 Chance of Success: 100% Reward: YOu find out what Gar is hiding from you. What he is afraid of?

[]Request Additional Ships: You need more Ships Cost 100 Chance of Success: Various Reward: You get more ships under your command.

[]Request Additional Ground Units: You need More Men. Cost 100 Chance of Success: Various. Reward: You get more men under your command,

[]The Navy Remembers: You still have friends in the Navy. Time to call in some old favors, and see if they can't help you one more time? Cost: 300 Chance of Success: 50% Reward: You call in old friends, and learn just how many friends you have left.

Stewardship:

[]The Projects of the Empire: You need to find out just what resources are being funded to the many projects across the Empire. Thankfully, the Oversight committee is willing to help Cost 100 Credits: Chance of Success: ??? Reward: You find out about numerous projects across the Empire.

[]Request more Funds (Imperial): You are going to make a lot of people angry about this, but now was not the time. You needed money. Cost 0 Chance of success: 100% Reward: You get more money. From The Empire.

[]Supply Ships and Other Signs of Hell: Logistics are hell right now, and you need to change that. Cost 500 Chance of success: 50% Reward: You find more supply ships to keep your fleet going.

[]Other Forms of Logistics: You cannot rely on the Imperial Factions for your... supply issues, fighters, and ships. Time to start looking for others Cost 1000 Chance of success: 50% Reward: You find another source of supply, of weapons and ships.

Intrigue:

[]How to Make Things, Disappear: You need to start planning for money and supplies to disappear here. Cost 200 Chance of success: 90% Reward: So, you play a little game. Involving imperial tax law. So predictable.

[]The New Breed: You want to see the next generation of Imperial officers. You want to see just how good they are. Cost 200 Chance of success: 90% Reward: You meet the young ones and see just how they are taking this.

[]Operational Security: Now is not the time for Gideon, or Saxon to fuck around with you. Time to make things impossible for them to work with. Cost 0 Chance of success: 90% Reward: You hide your operations for him. And make sure that whatever information he gets is… little to nothing at all.

Learning Actions:

[]Those That Reach for Eternity: You need to look into your fighter Corps and Garrison. Perhaps that will make you wonder why the TIE Program is suffering from the doctrine that is now sweeping the Imperial Navy. Cost 0 Credits: Chance of Success: 70% Reward: You see your pilots.

[]Legends and Symbols: You need to know just how to win the Mandalorians to your side. Cost 0 Credits: Chance of Success: 70% Reward: you start looking at what makes a Mandalore, a Mandalore.

Rebel Actions: Due to Having an Agent (Han Solo) as your man on the Ground, your chance of success will increase. (If you take any of these Actions, you will have an imperial detection roll. If you are detected, they will roll to find your agent, or worse, find a connection. Failing three times will lead to… bad things happening to you.)

[]The Rebel Palpatine: Luthen Rael, a name you have only heard once. But they are all whispered. And some say he is a part of some rebel cell that has influence all over the Galaxy. Cost 300 Chance of Success: 70%. Reward: You meet the man who many call The great master of the Rebellion.

[]The Walking Carpet: So... Wookies? He decided to waste valuable... Resources and money, on rescuing Wookies? Can't really fault him for it... Who is that? Cost: 300 Chance of Success: 70% Reward: You meet Solo's new Crew member.

[]Finding Rebels (The Core): You need to learn about the Rebels here. And to organize them. Cost: 500 Chance of Success: 40% Reward: You meet the Rebels, and learn of their forces.

[]Finding Rebels (Mid Rim): You need to learn about the Rebels here. And to organize them. Cost: 500 Chance of Success: 40% Reward: You meet the Rebels, and learn of their forces.

[]Finding Rebels (Outer Rim): You need to learn about the Rebels here. And to organize them. Cost: 500 Chance of Success: 40% Reward: You meet the Rebels, and learn of their forces.

AN: Enjoy, and vote in plan format.
 
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[]Legends and Symbols: You need to know just how to win the Mandalorians to your side. Cost 0 Credits: Chance of Success: 70% Reward: you start looking at what makes a Mandalore, a Mandalore.
This is a big one. For if we want to help resolve the mandalore problems, and do in a way beneficial to us, we would need to understand the culture we are dealing with.

The learning of projects might be beneficial. I mean, getting the chance to bring the leading expert on kyber crystals on board is possibly REALLY useful.

I mean, what would happen if you develop a line of craft and starships that replace mundane power sources with them?

The Empire only ever used it to power bleep off laser beams, but it's core notable feature outside force shenanigans is insane amounts of power.
 
8 Actions.

Now that we're off Corellia we're underwater on income again; requisition actions exist, and we very definitely should acquire support and escorts but for now making our fleet not a disaster while we prevent disaster on Mandalore (would Commander Beat inform us of Clan Skirata, or are we going to need to pursue that further with action?)
We should probably see about securing our present situation before we go flipping more tables.

[]Other Forms of Logistics: You cannot rely on the Imperial Factions for your

This sentence seems incomplete.
 
[] Plan: Behold Glorious!
-[]The Clans of Mandalore: There are many clans within Mandalore, and the System at large, clans that are all unique in politics, and their own situations. You need to meet them before you can do anything else. Cost 100 Chance of Success: 70% Reward: You meet with the Clans.

-[]The Sad Sins of the Imperial Senate: You need to know just how many allies you have in the Senate now… Maybe you will have enough to do wonders. Cost 100 Chance of Success: 65% Reward: Time to find out who your friends really are.

-[]Political Situation in Mandalorian Space: Gar Saxon is not the only Powerful Mandalorian in the System, or even in Mandalorian Space. You need to meet them as well. Cost 100 Chance of Success: 70% Reward: You meet with Fen Rau and the Mandalorian Protectors.

-[]The Fleet in Being: The Constantisnst trust you. Time to start asking for their trust, instead of having them put their faith in it. Maybe you can teach them just how wrong this entire government is. Cost 0 Chance of Success: 70% Reward: You meet with the Navy Constantisnst's and try to bring them to the level you are at. To be prepared to Rebel.

-[]Other Forms of Logistics: You cannot rely on the Imperial Factions for your... supply issues, fighters, and ships. Time to start looking for others Cost 1000 Chance of success: 50% Reward: You find another source of supply, of weapons and ships.

-[]How to Make Things, Disappear: You need to start planning for money and supplies to disappear here. Cost 200 Chance of success: 90% Reward: So, you play a little game. Involving imperial tax law. So predictable.

-[]The New Breed: You want to see the next generation of Imperial officers. You want to see just how good they are. Cost 200 Chance of success: 90% Reward: You meet the young ones and see just how they are taking this.

-[]Operational Security: Now is not the time for Gideon, or Saxon to fuck around with you. Time to make things impossible for them to work with. Cost 0 Chance of success: 90% Reward: You hide your operations for him. And make sure that whatever information he gets is… little to nothing at all.

Alll diplomacy actions, and all Intrigue, with one stewardship action focus. I wanna build something on the political side before we need to go for the next location.
 
[X] Plan Politics and Logistics
-[X]The Clans of Mandalore: There are many clans within Mandalore, and the System at large, clans that are all unique in politics, and their own situations. You need to meet them before you can do anything else. Cost 100 Chance of Success: 70% Reward: You meet with the Clans.
-[X]Political Situation in Mandalorian Space: Gar Saxon is not the only Powerful Mandalorian in the System, or even in Mandalorian Space. You need to meet them as well. Cost 100 Chance of Success: 70% Reward: You meet with Fen Rau and the Mandalorian Protectors.
-[X]The Fleet in Being: The Constantisnst trust you. Time to start asking for their trust, instead of having them put their faith in it. Maybe you can teach them just how wrong this entire government is. Cost 0 Chance of Success: 70% Reward: You meet with the Navy Constantisnst's and try to bring them to the level you are at. To be prepared to Rebel.
-[X]Supply Ships and Other Signs of Hell: Logistics are hell right now, and you need to change that. Cost 500 Chance of success: 50% Reward: You find more supply ships to keep your fleet going.
-[X]Other Forms of Logistics: You cannot rely on the Imperial Factions for your... supply issues, fighters, and ships. Time to start looking for others Cost 1000 Chance of success: 50% Reward: You find another source of supply, of weapons and ships.
-[X]How to Make Things, Disappear: You need to start planning for money and supplies to disappear here. Cost 200 Chance of success: 90% Reward: So, you play a little game. Involving imperial tax law. So predictable.
-[X]Operational Security: Now is not the time for Gideon, or Saxon to fuck around with you. Time to make things impossible for them to work with. Cost 0 Chance of success: 90% Reward: You hide your operations for him. And make sure that whatever information he gets is… little to nothing at all.
-[X]Legends and Symbols: You need to know just how to win the Mandalorians to your side. Cost 0 Credits: Chance of Success: 70% Reward: you start looking at what makes a Mandalore, a Mandalore.

Reasoning:

Clans and Political Situation: The former directly says that we need to do this before we can do other things, so let's get started. The latter, meanwhile, is meant to get in contact with potential allies. Hoping that both of these will lead towards Mandalore being in a position to go Full Rebel when the time comes.

Fleet in Being: Let's also see if we can get the Constantinists to go Full Rebel.

Supply Ships and Other Forms of Logistics: We are, once again, bleeding money. We need to solve this problem, preferably permanently.

Make Things Disappear: See above.

Operational Security: Something tells me that we really don't want the local Imperials knowing what we're doing.

Legends and Symbols: More prep-work for getting Mandalore to the point where it can go Full Rebel.
 
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