*/* VOTE CLOSED */*

Plan Second Reign of Axe
wins. Once dinner is through with I'll come back to post the Corruption concept.
 
Concept of Corruption
Dark Side Corruption:

When it comes to what is considered the "Dark side" of the Force, whatever philosophy you agree with there is no denying it's inherently destabilizing effects on a being's mentality. If you consider it a corruption of the Force, then a mind which uses the Dark without care will be easily corrupted. If you consider it simply an aspect of the Force much like the "Light" then there must be reasons why users of the Dark always seems to be Evil in some shape or form.

Before I can begin to explain the actual effects of this idea, I feel I need to explain my own thoughts on the Dark. When it comes to the Force, my perspective is heavily influenced by my shallow knowledge of Daoist philosophy and its basic concept of "the Dao." Simplistically, the Dao can be considered dualistic and split into equal but opposite natures of "Yin" and "Yang." One can be thought of as "positive" and the other "negative". Moving on from that inaccuracy, the Force is obviously similar and so, much like the Dao, neither side of the force is inherently "Evil". They just are. Yes, even if everyone who seems to use the Dark side deludes themselves into some form of insanity I do not believe that the Dark itself is Evil.

I enjoyed KOTOR and the Jedi Academy series where you can easily use both and still be Good either way so that also affected my views.

I much prefer the idea of "Higher Power" vs. "Primal Power" where the Light can be seen more as more similar to a higher rung on a weird form of "Higher Thinking / Animalistic" or "Abstract / Materialistic". If that doesn't make sense, that's okay. It only makes half-way sense to me as I can't quite define by what I mean as "Higher" in "Higher Power" or "Higher Thinking".

Getting away from philosophy which I doubt many people care for, I called the Dark destabilizing and I mean it. If you do not have self control, you will fall to its effects. That means you go insane. And since I consider the Dark to be primal power and thus "Strong but Mindless", then of course those who slip become "beasts."

So here is how it's going to go.

There is going to be a personal stat I am calling "Corruption" tied to the idea of losing one's mind (and thus "Light") to the Dark. The higher (or lower) your corruption, the more insane the character is and the harder it is to claw yourself back to sanity. Of course, it's hard to fully lose one's mind. After all, while the likes of Palpatine and Vitiate (even though I dislike his whole concept) were obviously corrupted by the Dark, you wouldn't call them "mindless". That's because Sapient Beings are Sapient Beings. If you completely took away one's "Light" then one would become a raving, frothing lunatic and there is a difference between that and insanity.

Higher Corruption gives bonus to aggressive actions like military campaigns, sabotage, and the like. Learning Dark Side powers will be easier. Similarly, less Corruption will give bonuses to actions like diplomacy or subtle intrigue. Learning Light Side powers will be easier. 5% bonus to specific rolls per 10% either way from 50% Corruption.

0% Corruption: This means the Dark does not affect you at all but the Light is in control. That also means you can't actually use the Dark. 0% corruption is what you might find in an ideal Jedi. But at that same point, you would no longer be considered a "being". Your mindset has become so different as to be considered something else. In more sensible terms, your mindset is something "inhuman" and yet not "instinctual". You very well might be considered a detached lunatic. Just like one can't take the Dark away from someone without them no longer being a Sapient Being, so too can't you take away the Dark and have them remain a Sapient Being.

With regard to gameplay, this means taking any action will be difficult. Any and all bonuses you have in relation to your person regarding physical might or aggressive actions will no longer be available. You will be unable to take on offensive or aggressive actions. You will be forced to simply react and, as the Lord of the Sith, this isn't a safe position for you to be in …

50% Corruption: This will be your starting point. Neither the Light nor the Dark will be overtly affecting your mindset. You will be able to use all of your bonuses freely and all possible actions will be available to you.

You are in control. For "Good" or for "Ill".

100% Corruption: Very similar to 0% but in the opposite direction. Any and all bonuses you have in relation to your person regarding higher thinking (like diplomacy, intrigue … pretty much most things) or peaceful actions will no longer be available. You will be unable to compromise. True reasoning will escape you. You will be unable to take on defensive actions or ones requiring long-term planning. Trying to keep your faction effectively in one piece and restrained will be considerably more difficult. Dark Jedi tend to Fall all the way to here and many Sith as well.

As for actual hard numbers:

0% - Inability to take action in general. Many if not all active bonuses are negated.
20% - Many aggressive actions are no longer available or limited. Many if not all active bonuses are halved.
50% - No effects.
80% - Many peaceful actions or those which require time are no longer available or limited. Many if not all passive bonuses are halved.
100% - Inability not to act in general. Many if not all passive bonuses are negated.
 
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who ever said the darth satan plan was edgy? he was meant to be no nonsense also, but with SCIENCE!
The plan name probably gave that impression, but that is exactly what we want our enemies to think.
Darth Satan is a massive edgy psychopath that has an unquenchable bloodlust, but in reality he is a calm and collective sith that plans everything out years in advance like Valkorian.
 
Main Character, Heroes, Other Notables
Attribute Level Roll Effects
Skill Competency Modifier (d100)
<=0 Incapable -20
1-5 Incompetence -10
6-10 Novice -5
11-15 Competent N/A
16-20 Professional 5
21-25 Excellence 10
26-35 Mastery 15
36-40 Legendary 25
41-50 Mythical 30
>=51 Divine 40


Main Character
Name: Karradas Vuipter
Gender: Male
Species: Sith Pureblood
Age: 21


A/N: You don't actually have the lightsaber. Yet.

Martial: 21 (Excellence; +10 on d100)
Diplomacy: 7 (Novice; -5 on d100)
Stewardship: 12 (Competent)
Intrigue: 20 (Professional; +5 on d100)
Learning: 12 (Competent)
Lore: 15 (Competent)

Force Connection: Connected
Corruption: 50%

Traits:
Leader of the Sith - You control what remains of the Sith Empire.

Skills:
Basic telekinesis - Congratulations. You can push and pull.
Basic Danger Sense - You're able to listen to the warnings of the Force.
 
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Empire Status
The Sith Empire

Style: Military Dictatorship
Leader(s): Karradas Vuipter
Notables: N/A

Description:
The remnant of the Sith Empire under the old Brotherhood of Darkness, it has now been reduced to the old pocket which is considered natural Sith Space. After the Crisis, the Sith Empire was torn apart by internal conflict until a group of Sith Leaders joined together and formed a so called "Council of Regents" with the Sith being the true (symbolic) rulers from which the Regents claimed their legitimacy. Until recently, this Council had managed to keep the Sith Empire existing even if it has been picked apart over the centuries.

In late 966 Age of Crisis (AC), a Sith Pureblood named Karradas Vuipter who had risen to the top of the military staged a coup. At first, the regents bowed in fear, but they planned to betray him in order to regain their old power. Karradas caught wind of this and decided to wipe out the Council. Now, in 967 AC, the remaining Regents regroup on Athiss while Karradas himself plans for the future.

Map:
Sith Empire: Center, Capitol of Korriban (Red)
Council of Regents: Center, Capitol of Athiss (Dark Red)


GENERAL RESOURCES

Industry (IND): 9
   
Net Capacity: 9
   
Capacity (+): 10
Sith Worlds 10
   
Production (-):  
In Disorder 1
Location Type Amount
Sith Worlds General 10
Location Type Amount
Sith Worlds N/A N/A
Agriculture (AG): 2.25
   
Net Capacity: 2.25
   
Grown (+): 10
Sith Worlds 10
   
Consumed (-): 6.75
1st Fleet (Korriban) 4
1st Army (Korriban) 2.75
In Upheaval (Sith Worlds) 1
Location Type Amount
Sith Worlds General 10
       
Fleet / Total Type - Number Upkeep (AG)
1st Fleet (Korriban) Light Cruiser - 1 1
4 Frigate - 3 0.5 -> 1.5
  Fighter Squadron - 4 0.25 -> 1
  Bomber Squadron - 2 0.25 -> 0.5
       
Army / Total Type - Number Upkeep (AG)
1st Army (Korriban) Infantry - 3 0.5 -> 1.5
2.75 Scout - 1 0.25
  Light Armor - 1 1
Profits ($): 610
   
Profit: 610
   
Income: 1500
Sith Worlds 1500
   
Upkeep: -890
1st Fleet -430
1st Army -60
Sith Worlds -400
Location Type Income
Sith Worlds General 1250
       
Location Type Upkeep ($)
Sith Worlds Training Field (Lvl 1) 75
  Small Vehicle Shop (Lvl 1) 75
  Corvette Yard (Lvl 1) 150
  Small Vessel Yard (Lvl 1) 100
       
Fleet / Total Type - Number Upkeep ($)
1st Fleet (Korriban) Light Cruiser - 1 125
430 Frigate - 3 75 -> 225
  Fighter Squadron - 4 10 -> 40
  Bomber Squadron - 2 20 -> 40
       
Army / Total Type - Number Upkeep ($)
1st Army (Korriban) Infantry - 3 10 -> 30
60 Scout - 1 5
  Light Armor - 1 25
Unit Production Caps:
Unit Caps are increased by building Unit Production type facilities.
Type Options Max Amount
Infantry Fodder, Scouts, Light Infantry 1
Light Vehicles Mobile Scouts 1
Fighters/Bombers Fighters, Bombers 1
Corvettes Corvettes 1


GENERAL ASSETS

Assets / Bases:
       
Location Type Description Profit ($)
Effect
Sith Worlds Unit Production Training Field (Lvl. 1) -75
Can produce scouts and light infantry. Max Orders = Level.
  Unit Production Small Vehicle Shop (Lvl. 1) -75 Can produce mobile scouts. Max Orders = Level.
  Unit Production Corvette Yard (Lvl. 1) -150 Can produce corvettes. Max Orders = Level.
  Unit Production Small Vessel Yard (Lvl. 1) -100 Can produce fighters and bombers. Max Orders = Level.
         
Korriban Misc. Building Capitol Residence  
Marks the Capitol
Naval Forces:
       
Force (Station) / Upkeep Type - Amount Status Effects Per Unit Upkeep (AG / $)
1st Fleet (Korriban) Light Cruiser - 1 Disorganized 1 (AG) / $125
4 (AG) / $430 Frigate - 3 Disorganized 0.5 (AG) / $75
  Fighter Squadron - 4 Disorganized 0.25 (AG) / $10
  Bomber Squadron - 2 Disorganized 0.25 (AG) / $20
Land Forces:
       
Force (Station) / Upkeep Type - Amount Status Effects Per Unit Upkeep (AG / $)
1st Army (Korriban) Infantry - 3 Disorganized 0.5 (AG) / $10
2.75 (AG) / $60 Scout - 1 Disorganized 0.25 (AG) / $5
  Light Armor - 1 Disorganized 1 (AG) / $25

GENERAL MODIFIERS

In Disorder (Sith Worlds): 10% Reduction to Industry.
In Upheaval (Sith Worlds): 10% Reduction to Agriculture.
 
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Unit Stats, Battle Mechanics, Battle Modifiers
A/N: I want everyone to know that everything in this post is really in flux. I don't know how this will need to be balanced but I know it will be. I understand that important concepts such as battle in Star Wars not being nailed down can be annoying but this is the first time I've gotten this far in a quest. Please bear with me.

If you have ideas to fine tune this, please PM me.​

BATTLE MECHANICS

The players have the chance of two types of battles. One type is a simple roll, sum total unit attack vs. sum total unit defense. No in-battle modifiers. No planning bonuses. Anti-Air for non-AA units is ignored. This might be bad for the sides with no air support against those who have tonnes.

The other is the detailed battle which take up most of them mechanics. Detailed battles are split into 4 phases: Planning, Skirmish, Clash, Wind-down

PLANNING:
Planning is the very first phase. In here, a general plan of action is made for defense or offense. All player interaction is done here unless a special event occurs. Assign units to attack, support, focus on a particular enemy, etc. A default plan will be given but there are no promises that it is a good plan.

Any intelligence known is given in a briefing just before the battle. Intelligence relies on the intrigue skill or specific actions taken prior to battle. Better intelligence and support lessons the chances for bad phase modifiers. Logistics are a part of battles but are abstracted to simple event modifiers that occur by the turn results. Heroes with high stewardship can negate or improve modifiers set by these events. Actual plans are required for phase modifiers and can even create special one-off modifiers. The more detailed the plan is, the higher the chances are for phase modifiers good/bad. Single d100 rolls for both sides will be used to select severity of modifiers. As mentioned, good plans increase chances for good modifiers and so this roll is where that bonus is given. Be sure to include basic plans for each phase of battle: skirmish, combat, and follow/retreat.

SKIRMISH:
The skirmish phase is the beginning of the actual battle. This is the time when your forces are being positioned for the Clash phase. The struggle here is to get into good positions while your opponent tries to keep you from them. Good rolls in the skirmish phase can greatly increase the probability of positive modifiers in the clash phase.

CLASH:
The clash phase is the primary phase of the battle. Here is where the two sides do their best to kill each other. High rolls means high damage and vice versa for low rolls. Victory or Defeat here decides the battle.

WIND-DOWN:

The wind-down phase is where the victor tries to run the loser down and inflict increasing losses. The loser tries to keep their army together and reduce losses taken. High results for the victor means the loser is heavily damaged and the battle ends. Middling results for the victor means the loser retreats in proper order while still taking losses. Low results means the victor takes more losses in the chase. If the victor is unable to rout or force the opponent to retreat or surrender, another battle might begin.


Battle Modifiers

Battle modifiers are multiplicatives to the amount of dice to be rolled. In either simple battles or detailed battles, these affect the per unit rolls not the total roll sum. In detailed battles, all of these modifiers can be in effect and can also pop up depending on how the roll goes. A good plan increases the chance of these modifiers.

For each phase of battle, if the resulting roll has a ratio of 1:3, then a modifier might occur for the next phase. If this occurs, the next phase has a flat 10% chance of a modifier occurring, ignoring scout/hero bonuses.


   
Land Modifiers
(Infantry / Vehicle / Air)
NEGATIVE
Bad Weather 1 / 0.9 / 0.8
Horrible Weather 0.9 / 0.8 / 0.5
Surprised 0.7 / 0.7 / 0.7
Known 0.9 / 0.9 / 0.9
Intercepted 0.9 / 0.9 / 1
Surrounded 0.8 / 0.8 / -
Crossfire/Pincer 0.8 / 0.8 / 0.8
Open 0.9 / 0.9 / -
Low Supplies 0.9 / 0.9 / 0.9
Disorganized 0.9 / 0.9 / 0.9
POSITIVE
Well Supplied 1.1 / 1.1 / 1.1
Organized 1.1 / 1.1 / 1.1
Fortified 1.1 / 1.2 / -
   

Space Modifiers

NEGATIVE
Disorganized 0.9
Low Supplies 0.9
Known 0.9
Intercepted 0.9
Surprised 0.7
Surrounded 0.8
Crossfire/Pincer 0.8
POSITIVE
Organized 1.1
Well Supplied 1.1

UNIT STATS
Known Land Units
               
Name Cost ($ / IND) Upkeep ($ / AG) Attack Dice (AA) Defense Dice (AA) S/C/W Number Created Per Order Special Effects
INFANTRY
Fodder 10 / 0.25 1 / 0.1 2 (0) 2 (0) 1 / 0.8 / 1 6 Can Capture Planets/System
Scout 25 / 0.5 5 / 0.25 4 (0) 6 (0) 1.2 / 0.8 / 1 2 Can Capture Planets/System; +2% chance of battle modifier up to 15%.
Light Infantry 25 / 0.5 5 / 0.25 4 (0) 10 (8) 1.2 / 1 / 0.8 4 Can Capture Planets/System
Infantry 50 / 1 10 / 0.5 8 (4) 12 (10) 1 / 1 / 1 2 Can Capture Planets/System
ARMOR
Mobile Scout 50 / 2 15 / 0.5 6 (1) 12 (6) 1.2 / 0.8 / 1 2 Can Capture Planets/System; +4% chance of battle modifier up to 15%.
Light Armor 100 / 5 25 / 1 12 (4) 16 (8) 1 / 1 / 1.2 2 Can Capture Planets/System
SPECIAL
General 1000 / 5 500 / 5 N/A N/A N/A 0.25 (takes 4 turns to make) (+0.5) Bonus to all S/C/W. +10% chance of battle modifier ignoring scouts.
Hero N/A N/A N/A N/A N/A N/A (+1) Bonus to all S/C/W. Created via events. +15% chance of battle modifier ignoring scouts
Known Space Units
                 
Name Cost ($ / I) Upkeep ($ / A) Attack Dice Defense Dice HP S/C/W Special Turns to Build
Fighers/Bombers
Bombers 100 / 5 20 / 0.25 10   8 1.2 / 1 / 1 Bonus +10 ATK against Light Cruisers and above. Bonus +10 DEF against Heavy Cruisers and above. 1
Fighters 50 / 3 10 / 0.25 5   4 1.2 / 1 / 1 Bonus +20 DEF against Heavy Cruisers and above. Bonus +10 ATK/DEF against bombers and fighters. 1
Escorts
Corvettes 250 / 8 50 / 0.25 10 10 12 1.2 / 0.8 / 1 Bonus +10 ATK/DEF against bombers and fighters. 1
Frigate 500 / 10 75 / 0.5 12 15 16 1 / 1 / 1.2 Bonus +5 ATK/DEF against corvettes. 2
Light Cruisers 750 / 14 125 / 1 16 20 24 1 / 1 / 1.2   2
Special
General 1000 / 5 500 / 5 N/A N/A N/A N/A (+0.5) Bonus to all S/C/W. +10% chance of battle modifier ignoring scouts.  
Hero N/A N/A N/A N/A N/A N/A (+1) Bonus to all S/C/W. Created via events. +15% chance of battle modifier ignoring scouts Created via events.
 
Turn 1; 967 AC First Quarter
1st Turn / AC 967 First Quarter

Industry: 9
Agriculture: 2.25
Treasury: 500

Income: 1500
Upkeep: 890


'A wasteland'

That is what your thoughts of Korriban can be summarized to. Nothing grows here beyond the very sparse shrubs that manage to peak out through the rocks and sand. They're quickly gobbled up by desperate critters which are then consumed by larger species who are then eaten by ever larger ones.

Little, almost nothing, can grow here. The sand is infested with K'lor'slugs below and Tuk'ata above. Only the strongest can survive. You feel as if it's only the Force which can sustain this place to even this level. And yet the Sith of old called this place home.

And so here you are, a Sith Pureblood with a face as red as blood. Eyes as naturally yellow as the sun that bares down upon anything that lives on this forsaken rock. A callback to ancient times with no known origin. You had no parents, only self proclaimed masters. You had no siblings except for those you struggled and fought against to attain your station.

And all during that time you could hear the Call. A whisper at first. It is still soft but you can hear it easily now. You needed to know but your masters refused. You were called weak and thrown into the clashes which plagued this space. You survived as a true Sith would, or so you told yourself.

And bit by bit, you were able to learn. From the elders. From the masters. And even from the regents. Ah, yes, the regents … those who do nothing but rest in their havens. Those who allowed the Empire to fall so low. Those who were truly weak.

You gave them a choice. Serve you, a true Sith, or die as the weaklings they were. They cowered. They bowed. They betrayed. They failed.
There is a reason you had felt comfortable in taking your reigns. In your struggling, in your suffering, you had crawled to the top of the ladder. Even as young as you are, an aging General has little defense against being choked during a fight. And so the Army and then the Navy were yours.

And so you will easily deal with the regents. And then you can expand. You can finally leave this forsaken land.

<====||///////////////////////////////////>​


News

Sith Empire (Center - Red)
- The old Council of regents have been overthrown. Right now the survivors of your coup regroup on Athiss and control the northern systems.

Regents (Center - Dark Red) - Nothing you don't already know. The regents seem to be currently is a mess with a little over two-thirds dead by your hand.

Zygerrian Kingdom (NE - Orange) - The traders bring word that the Zygerrians have taken control over Gigor. Their King paid handsomely for their old community leaders to become his personal slaves. Most of those who called Gigor home were enslaved. Only a fraction of the rest remain free.

??? (NW - Light Green) - The traders didn't mention much but sightings of a few more Mirialans than usual.

Ardan Cross Alliance (SW - Blue) - Nothing interesting. The traders you know of usually go there unless they're desperate. Hence the rare trade you get.

??? (SE - Dark Green) - The traders made mention of rumors of some sort of trade league. Not much else is known.

<====||///////////////////////////////////>​

Actions

Martial (Up to 1):
Your navy and army are jokes compared to what the Sith of Old were capable of fielding. But it should be enough for right now.
[ ] Outlived Purpose: The regents' forces call upon only the "strength" of a single outdated corvette and a few fighters. Athiss itself is garrisoned with little more than fodder. Once you take Athiss, the rest of the north will be forced to kneel. || Campaign against the Regents. Battle of Athiss. DC: N/A ; Cost: 100 (for small campaign); Time: 1 turn.
[ ] Attack the Mess: Your forces are spread out keeping the rest of the "Sith" in line. The regents can wait as they are unable to do anything to take your victory from you. Take the time to ensure that your forces understand who is in charge. || Remove unit status "Disorganized" from 1st Fleet and 1st Army. DC: 30; Cost: N/A; Time: 1 turn.
[ ] Intimidate the Mess: Your empire is currently in a bit of upheaval. Take the time to ensure that those with doubt at least understand who is in charge. || Remove the national "In Upheaval / -2 IND, -1 AG" status. DC: 40; Cost: N/A; Time 1 turn.

Diplomacy (Up to 1): Your ability to converse with others is laughable. It's a miracle you were able to learn the basics.
[ ] Mr. Diplomacy: As distasteful as it is, you understand your need for others to fill in this gap. Search your Empire in the hopes that maybe someone has a better time persuading others without threatening them with a duel. || Try to find a diplomatic hero. DC: 80; Cost: 50; Time: 1 turn.
[ ] Lead the Mess: Your empire is currently in a bit of upheaval. Take the time to show those still with doubt that your leadership is strong. || Remove the national "In Upheaval / -2 IND, -1 AG" status. DC: 60; Cost: N/A; Time: 1 turn.

Stewardship (Up to 1): The economy of the Sith Worlds is bare bones. You have just enough to make do. Good luck making anything else.
[ ] Organize the Mess: Your empire's trade has taken a hit with the change of leadership. If you expect to make something out of this assortment of worlds, this disorder must be dealt with. || Remove the national "In Disorder" status. DC: 30; Cost: 50; Time: 1 turn.
[ ] Scrape the Bottom: You don't actually know what your Empire can offer. Order some scouts to search your worlds and report on what they actually make or what they might make if they were actually productive. || Add 8 turn national status "Resource Report (Sith Worlds), +10% IND (Sith Worlds)". DC: 50; Cost: 100; Time: 2 turns.
[ ] Set up Traders: If you're going to unite the galaxy, you're going to need resources which the Sith worlds just don't have. Hire some traders to work for you with the prospects of a stable income. || +50 Income. DC: 25; Cost: 100; Time: 1 Turn.
[ ] Diamond in the Rough: If you're going to turn the Sith Empire into something more than the collection of backwaters it is, you're going to need someone to focus their attention to the goal. Search for someone who has the talent of industry. || Try to find a stewardship hero. DC: 80; Cost: 50; Time: 1 turn.

Intrigue (Up to 1): It takes more than blunt force for a coup to succeed and there was a reason you were able to kill most of the regents.
[ ] Scout out the Ardan Cross Alliance: The traders make mention of an Alliance of planets which is centered on the Ardan Cross. The Ardan Cross itself is in one of two currently open directions for expansion. They will likely be the first ones you have to deal with. Send some men to find out the details of this Alliance. || Map expansion towards Ardan Cross. More information for News section. Possibility for detailed data. DC: 25/50; Cost: 25; Time: 1 turn.
[ ] Poke the Traders: Even with the galaxy disunited, traders and smugglers roam the hyperlanes. While Korriban isn't anywhere near a friendly trading port, the rare trader does happen to land in desperation. Poke them for information. || Possible map expansion. Possible information on unknown or undefined (???) entities. DC: 50; Cost: 25; Time 1 turn.
[ ] Toying with the Regents: The Regents on Athiss need to be dealt with. Maybe someone under their control can be bribed to speak of their status. Maybe even cause a little trouble for them … || Bonus to Athiss Campaign Planning. Possibility for further bonuses. DC: 50/75; Cost: 50; Time: 1 turn.

Learning (Up to 1): When it comes to the galaxy, Sith space is a point of nowhere. Technology has regressed and the ability to create wondrous machines has been lost. You barely have the knowledge to maintain your vessels.
[ ] A Teacher for a Bunch of Hicks: You don't have the time to be engineering better solutions. It's a miracle you didn't grow up unable to read or write to begin with. Someone else will have to do the hard work. || Try to find a learning hero. DC: 80; Cost: 50; Time: 1 turn.
[ ] How to Shoot, 101: The troops under your direct control are only at the level they are because you stole and cludged up enough equipment and men while beating them into shape to be able to consider them adequate. Sith space as a whole can only train and produce enough to equip light infantry and scouts at the moment. This needs to be fixed. || Knowledge to produce regular infantry. DC: 40; Cost: 50; Time: 2 turns.
[ ] Armor? What Armor?: While you might be able to put a couple of scouts on a speeder or a bike and then slap some armor on it, this isn't actually a tank. Figuring out how to make one will go a long way in putting some actual meat on your military's bones. || Knowledge to produce light armor. DC: 50; Cost: 50; Time: 2 turns.
[ ] I'm a Rocket Man: Your engineers might know enough to maintain your space vessels, but they have no idea where to get started in making them. It's time to learn. || Knowledge to begin research into space vehicles larger than corvette. DC: 60; Cost: 100; Time: 2 turns.

Lore (Up to 1): The Force is a very complicated nature and you've only been lucky enough to learn control over the basics. You don't have the possibility to learn from anyone other than ghosts and you're not sure whether you feel like taking the chance. It's time to start from the bottom.
[ ] I Ain't Afraid of no Ghosts!: The Valley of the Sleeping Kings is as old as it is eery. You've only walked through it a couple of times and even then it was enough to unsettle even you. With some luck, or maybe even a bit of fate, you might just find something worthwhile. Whether or not you'll come out as you are, however … || Be wary of the unknown. DC: 70/80/90; Corruption: +5; Time: 1 turn.
[ ] I Am the Captain of My Soul: The slight unease you feel on Korriban, Dromund Kaas, and especially Ziost is frustrating in its constancy. There are times when you know it seems to affect your moods and even your actions. You will have the final say in your mind. Not anyone else. Not even the Force. || Try to master basic meditation. DC: 50; Corruption: -5; Time: 2 turns.
[ ] Knowledge of A More Elegant Weapon: The lightsaber is the ancient tool of the Sith. Your focus has been on the basics of the Force itself as you were unable to take the time to try and do anything else. You have made do with vibroswords, but if you truly wish to become Sith then you must have their most important tool. || Try and find out how to make a lightsaber. DC: 50; Time: 2 turns.

<====||///////////////////////////////////>​

Production
[ ] Sith Worlds (Can choose multiple)
-[ ] Trading Post
: Able to use Industry or Agriculture for trade. Passive +50 income. Cost: 2 IND. Time: 1 turn.
-[ ] Enlarge Training Field (Trains Fodder, Scouts, Light Infantry): +1 training capacity. Cost: 75. Upkeep: +25. Time: 1 turn. Pauses unit production.
-[ ] Enlarge Small Vehicle Shop (Builds mobile scouts): +1 production capacity. Cost: 100. Upkeep: +50. Time: 1 turn. Pauses unit production.
-[ ] Enlarge Small Vessel Yard (Builds fighters/bombers): +1 production capacity. Cost: 100. Upkeep: +50. Time: 1 turn. Pauses unit production.
-[ ] Enlarge Corvette Yard: +1 production capacity. Cost: 150. Upkeep: +75. Time: 2 turns. Pauses unit production.

OOC: Please check unit tables in Unit Stats, Battle Mechanics, Battle Modifiers to learn attack, defense, special, etc.
[ ] New Land Units (Write in number of orders. Can produce up to specific Unit Production Cap)
-[ ] Infantry (green) (Max: 1 order)
--[ ] Fodder: Cost - (1 IND / $10 ), Upkeep - (0.1 AG / $1)
--[ ] Scouts: Cost - (1 IND / $25 ), Upkeep - (0.25 AG / $5)
--[ ] Light Infantry: Cost - (1 IND / $25 ), Upkeep - (0.25 AG / $5)
-[ ] Light Vehicles (green) (Max: 1 order)
--[ ] Mobile Scouts: Cost - (2 IND / $50 ), Upkeep - (0.25 AG / $25)

[ ] New Space Units (Write in number of orders, up to Max))
-[ ] Fighters/Bombers (green) (Max: 1 order)
--[ ] Fighters: Cost - (3 IND / $100 ), Upkeep - (0.25 AG / $10)
--[ ] Bombers: Cost - (5 IND / $100 ), Upkeep - (0.25 AG / $20)
-[ ] Corvettes (green) (Max: 1 order): Cost - (8 IND / $500 ), Upkeep - (0.25 AG / $50)


No trainable units.
[ ] Train Units (Max: Normal)
-[ ] (Write In)


[ ] Upgrade Units (can upgrade up to specific Unit Production Cap)
-[ ] Light Infantry to Infantry - Cost: 0.25 IND, $5
--[ ] (Specify Army)
-[ ] Scouts to Light Infantry - Cost: 0.25 IND, $5
--[ ] (Specify Army)
-[ ] Scouts to Mobile Scouts - Cost: 0.5 IND, $10
--[ ] (Specify Army)



A/N: Let's get this train wreck on the road. Almost screwed up your upkeep so that's a good sign. NOT! I've already noticed that using tables messes up the spacing exponentially on every edit so that's something, I guess ...

Don't worry about failing rolls. Every normal failure decrease DC by 10. Critical failures though ... I'll give you a reduction of 5.

<=== 12 Hour Moratorium On Voting, Please ===>
 
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[X] Plan Stabilization and Reconstruction (Needs Work)

[X] Outlived Purpose:
The regents' forces call upon only the "strength" of a single outdated corvette and a few fighters. Athiss itself is garrisoned with little more than fodder. Once you take Athiss, the rest of the north will be forced to kneel. || Campaign against the Regents. Battle of Athiss. DC: N/A ; Cost: 100 (for small campaign); Time: 1 turn.
[X] Mr. Diplomacy: As distasteful as it is, you understand your need for others to fill in this gap. Search your Empire in the hopes that maybe someone has a better time persuading others without threatening them with a duel. || Try to find a diplomatic hero. DC: 80; Cost: 50; Time: 1 turn.
[X] Organize the Mess: Your empire's trade has taken a hit with the change of leadership. If you expect to make something out of this assortment of worlds, this disorder must be dealt with. || Remove the national "In Disorder" status. DC: 30; Cost: 50; Time: 1 turn.
[X] Scout out the Ardan Cross Alliance: The traders make mention of an Alliance of planets which is centered on the Ardan Cross. The Ardan Cross itself is in one of two currently open directions for expansion. They will likely be the first ones you have to deal with. Send some men to find out the details of this Alliance. || Map expansion towards Ardan Cross. More information for News section. Possibility for detailed data. DC: 25/50; Cost: 25; Time: 1 turn.
[X] How to Shoot, 101: The troops under your direct control are only at the level they are because you stole and cludged up enough equipment and men while beating them into shape to be able to consider them adequate. Sith space as a whole can only train and produce enough to equip light infantry and scouts at the moment. This needs to be fixed. || Knowledge to produce regular infantry. DC: 40; Cost: 50; Time: 2 turns.
[X] I Am the Captain of My Soul: The slight unease you feel on Korriban, Dromund Kaas, and especially Ziost is frustrating in its constancy. There are times when you know it seems to affect your moods and even your actions. You will have the final say in your mind. Not anyone else. Not even the Force. || Try to master basic meditation. DC: 50; Corruption: -5; Time: 2 turns.

[X] New Space Units
-[X] one Corvette (green): Cost - (8 IND / $500 ), Upkeep - (0.25 AG / $50)

[X] Upgrade Units
-[X] Scouts to Mobile Scouts - Cost: 0.5 IND, $10

Hoping someone adds the production part to this half-ass plan
 
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you would think making sure our military is able to do any kind of job would be a higher priority then say attacking the losers of a take over.
[X] plan: putting things in order

[x] Attack the Mess: Your forces are spread out keeping the rest of the "Sith" in line. The regents can wait as they are unable to do anything to take your victory from you. Take the time to ensure that your forces understand who is in charge. || Remove unit status "Disorganized" from 1st Fleet and 1st Army. DC: 30; Cost: N/A; Time: 1 turn.

[x] Lead the Mess:
Your empire is currently in a bit of upheaval. Take the time to show those still with doubt that your leadership is strong. || Remove the national "In Upheaval / -2 IND, -1 AG" status. DC: 60; Cost: N/A; Time: 1 turn.

[x] Organize the Mess:
Your empire's trade has taken a hit with the change of leadership. If you expect to make something out of this assortment of worlds, this disorder must be dealt with. || Remove the national "In Disorder" status. DC: 30; Cost: 50; Time: 1 turn.

[x] Scout out the Ardan Cross Alliance:
The traders make mention of an Alliance of planets which is centered on the Ardan Cross. The Ardan Cross itself is in one of two currently open directions for expansion. They will likely be the first ones you have to deal with. Send some men to find out the details of this Alliance. || Map expansion towards Ardan Cross. More information for News section. Possibility for detailed data. DC: 25/50; Cost: 25; Time: 1 turn.

[x] How to Shoot, 101:
The troops under your direct control are only at the level they are because you stole and cludged up enough equipment and men while beating them into shape to be able to consider them adequate. Sith space as a whole can only train and produce enough to equip light infantry and scouts at the moment. This needs to be fixed. || Knowledge to produce regular infantry. DC: 40; Cost: 50; Time: 2 turns.

[x] Knowledge of A More Elegant Weapon: The lightsaber is the ancient tool of the Sith. Your focus has been on the basics of the Force itself as you were unable to take the time to try and do anything else. You have made do with vibroswords, but if you truly wish to become Sith then you must have their most important tool. || Try and find out how to make a lightsaber. DC: 50; Time: 2 turns.

not sure if we can or not
-[x] Trading Post: Able to use Industry or Agriculture for trade. Passive +50 income. Cost: 2 IND. Time: 1 turn.
-[x] Enlarge Small Vessel Yard (Builds fighters/bombers): +1 production capacity. Cost: 100. Upkeep: +50. Time: 1 turn. Pauses unit production.
-[x] Enlarge Corvette Yard: +1 production capacity. Cost: 150. Upkeep: +75. Time: 2 turns. Pauses unit production.

that should cover anything we might need soon

edit plan to fit
 
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Heads up, people. I made a mistake when it comes to the Industry & Agriculture amount available.

"In Disorder" and "In Upheaval" are now truly in effect. This reduces Industry and Agriculture outputs for Sith Worlds by 10%. You now only have 9 IND and 2.25 AG available until these are dealt with.

I'm sorry for the oversight but I'm not seeing this affecting the two proposed plans.
 
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question with industry and stuff not sure about but can we build more then one thing at a time because text did not make clear (at least not too me)
 
question with industry and stuff not sure about but can we build more then one thing at a time because text did not make clear (at least not too me)

Yes, so long as you have the industry, you can build multiple buildings or other similar productions. Thank you for reminding me, but unit production/updating (not training) is limited to the "level" of unit producing building you have. Currently, all unit producing buildings are at level 1 and therefore can only make one order.

However, each order can typically create multiple units when it comes to infantry and non-heavy vehicle related units such as mobile scouts and light armor (for land) or fighters/bombers for space. Everything else is typically 1-to-1.

I will update the information sheets and turn options with this information.
 
@Redhead222, you have two Lore options selected but you can only pick one. They are the last two actions you have chosen. Get rid of one of them and you're solid.
 
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