Attempting to Subvert the Plan: Dominion Edition

Retcon: Should General Horner (the MC) have been The Magistrate (Starcraft 1 PC)?

  • Yes

    Votes: 35 43.8%
  • No

    Votes: 29 36.3%
  • This does not matter to me

    Votes: 16 20.0%

  • Total voters
    80
  • Poll closed .
Oh my so many good things. Immediate note, talking to Starke is Korhol now so he moved as well. A new mandatory about the health center is there too. I find myself intrigued by psi crystal research. And also the future planning is interesting too.

Oh and the team building exercise seems highly interesting. (I like our team, especially Smith and Aredt and want nothing to happen to them).

This is going to be fun!
 
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[] The Dominion Health Service (Phase 2)
Now that the first wave of hospitals are built and operational, the Sub-Ministry for Health and Welfare can focus its effort on building a second series of local clinics and emergency care stations. Their locations are planned network-style to improve accessibility across the board, though serious injuries will still need to be routed to regional hospitals.
(-5 Paranoia)
(Progress 3/300, -5R per die)
[] Korhal: Katherine Mengsk Memorial Veterans' Hospital [MANDATORY] [NEW]
Mengsk has made a last-minute alteration to the Augustgrad city plan, mandating that what was originally set aside for a sports complex instead be wholly dedicated to medical care for sick and injured military veterans and their families. Katherine Mengsk Memorial will be the largest, most modern medical facility in all of Terran Space, and serve as the central pillar of the Dominion Health Service. It'll also carry the name of his sainted, martyred mother. Personally, you'd rather name it after the poor bastard who got thrown in prison for speaking his mind to Mengsk.
(-5 Paranoia)
(Progress 0/300, -10R per die)
Well, it seems that the complaints about unfulfilled promises to the veterans has influenced Mengsk besides making him more suspicious. Building the second phase of health services reduces paranoia instead of raising it.
 
Well, it seems that the complaints about unfulfilled promises to the veterans has influenced Mengsk besides making him more suspicious. Building the second phase of health services reduces paranoia instead of raising it.

The ability to turn Mengsk around on an issue or policy on purpose (in exchange for a high cost) was going to be one of the Senator's unique abilities, if he'd been chosen as the protagonist. Just a fun what-if.
 
doing Keresh for some quick cash and Korhal project cost reductions would also help get Augustgrad finished faster. Question is, push on for stage 3 or hold back and put dice on other projects? Do we have enough Korhal projects to do an All Korhal Plan?
 
Early draft, not properly formatted yet. This tries to do two things: Finish Augustgrad, and combo finish SCVs and Tool and Die. Everything outside of Infrastructure and Heavy Industry I'm honestly pretty flexible on, and even Infrastructure I can see an argument being made to only put 3 dice on Augustgrad. Ideally we'll also finish SALOME, but we have only better than average odds there thanks to Mengsk.

Additionally, I have started calculating succeess chances with the +15 omakes, as we now have 6 of them banked.

R: 435/605 -> begin Q2 with minimum 580 R
F: 30/70 -> begin Q2 with minimum 100 F
P: 30 -> begin Q2 with 30 if Augustgrad, Ardonin, Korhal, NMW, and SALOME finish and we pass all Personal projects (30 - 10 + 10 - 5 - 10 + 10 with a -5 from Starke for going over)

Future phase projections are guesswork and may bear no relation to reality!

Infrastructure (6 dice, +8 modifier)
[] Korhal: Capital City Augustgrad (Phase 2) [MANDATORY] (Progress 262/400, -5R per die) - 4 (99.08%, 1/8 median if either SCVs or Tool and Die completes, 2/8 median if both complete)
[] Brontes: Orbital Cleanup (Phase 2) [Reconstruction] (Progress 106/300200, -5R per die) - 2 (74.44%, 4.06% chance of Phase 3 completion if SCVs completes)

Heavy Industry (5 dice, +3 modifier) - 4 free
[] Vardona: Ardonin Heavy Vehicle Factory (Phase 2) (Progress 33/300, -10R per die) - 6 (70.74%, 89.44% if Tool and Die completes)
[] Nephor II: TerraUnion Tool and Die Works (Phase 2) (Progress 53/200, -10R per die) - 3 (80.16%)

Light and Chemical Industry (5 dice, +3 modifier)
[] Tyrador IX: Refugee Workshops (Phase 2) [Reconstruction] (Progress 152/400, -5R per die) - 3 (4.17%, 23.94% if either SCV or Tool and Die succeeds, 59.68% if both succeed)
[] Mar Sara: Endureum Extraction Operations (Phase 1) [NEW] (Progress 2/400, -5R per die) - 2 (2/8 median, 2/7 median if either SCV or Tool and Die succeeds, 2/6 if both succeed)

Environmental (5 dice, -2 modifier)
[] Korhal: Regreening Effort (Phase 1) (Progress 48/100, -5R per die) - 2 (95.65%)
[] Tyrador IX: Establish Farmsteads (Phase 2) [Reconstruction] (Progress 360/400, -5R per die) - 2 (92.97%, 2/8 median phase 3 if either SCV or Tool and Die succeeds, 2/7 if both succeed)
[] Mar Sara: Restoring the Biosphere (Phase 1) [NEW] (Progress 0/200, -10R per die) - 1 (1/4 median, 1/3 median if either SCV or Tool and Die succeeds, 1/2 if both succeed)

Services (5 dice, -2 modifier)
[] Vardona: Angustia Orbital Shipyard Complex (Phase 2) [NEW] (Progress 79/500, -10R per die) - 3 (3/10 median, 3/8 median if SCVs succeeds)
[] Korhal: Katherine Mengsk Memorial Veterans' Hospital [MANDATORY] [NEW] (Progress 0/300, -10R per die) - 2 (2/6 median, 2/5 median if SCVs or Tool and Die succeeds, 2/4 median if both succeed)

Military (6 dice, +3 modifier)
[] Brontes: Refloating the Fleet (Phase 2) (Progress 37/400, -20R/-10R per die) - 4 (0.19%, 18.41% if SCVs complete)
[] Brontes: Fort Riley Orbital Training Center (Progress 0/300, -15R per die) - 2 (2/6 median, 0.78% if SCVs complete)

Research (5 dice, -2 modifier)
Again, basically cool with anything here, but these are my suggestions. Pretty sure everyone wants to finish out NMW though.
[] High-Efficiency Conduits [Tech] (Progress 0/200, -15R per die) - 3 (14.74%)
[] New Model Weaponry (Phase 2) [Tech] [NEW] (Progress 198/250, -15R per die) - 2 (87.75%)

Bureaucracy (5 dice, +8 modifier)
[] Services/Administration/Logistics/Operations Mechanization Endeavor (Progress 94/300, -10R per die) - 4 (65.27%)
[] Veterans' Benefits Program [MANDATORY] [NEW] (Progress 0/400, -15R per die) - 1 (1/8 median)

Personal (4 dice, -2 modifier)
[] Deadman's Rock: Make Friends and Influence People [NEW] (DC 40 to avoid +10 Paranoia, -10F per die) - 2 (92.97%)
[] Korhal: Go Drinking with Colonel de Santo (DC 60 to avoid +10 Paranoia, -5F per die) - 2 (92.97%)
 
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We're going to be making a good faith effort to finish Augustgrad Phase 2 this turn, if only to clear ourselves of the -5 malus to all non-Korhal projects.

As such, there is real synergy in also finishing the Keresh Mines Phase 2 project this turn, in hopes of lowering the bar we're going to have to make it over.
 
How would it go if we swapped Deadman's Rock for Starke?
2 dice is 83.47%, 3 dice is 97.38%

Also for those angsting about Augustgrad and wanting to focus Keresh for it, we don't need any progress reductions to guarantee its completion and as such we can do things good for the entire economy. And then do Keresh in Q2, after it's been reduced to 100 progress instead of 200.
 
I like the idea of completing Augustgrad. I like the idea of SVC and tool works because of what they represent, though any other industry action that benefits us works for me. I like SALOME being worked on too.

I would like the second action to be Psi Crystals, though finishing the weapon tech makes sense too.

I think Starke sounds good, though only if we put enough dice to make sure its above the Paranoia gain.
 
I like the idea of completing Augustgrad. I like the idea of SVC and tool works because of what they represent, though any other industry action that benefits us works for me. I like SALOME being worked on too.

I would like the second action to be Psi Crystals, though finishing the weapon tech makes sense too.

I think Starke sounds good, though only if we put enough dice to make sure its above the Paranoia gain.

For research in particular I just threw 2 dice at NMW to finish it and then picked another one to start that I thought sounded cool, so swapping in psi crystals isn't really an issue.
 
Light and Chemical Industry (5 dice, +3 modifier)
[] Tyrador IX: Refugee Workshops (Phase 2) [Reconstruction] (Progress 152/400, -5R per die) - 3 (4.17%, 23.94% if either SCV or Tool and Die succeeds, 59.68% if both succeed)
[] Mar Sara: Endureum Extraction Operations (Phase 1) [NEW] (Progress 2/400, -5R per die) - 2 (2/8 median, 2/7 median if either SCV or Tool and Die succeeds, 2/6 if both succeed)

I would suggest for this one that instead of Mar Sara, we do the Canis Refinery. The Korhal bonus applies and we'd get increased R from our Vardona Vespene operation.
 
Thoughts on what to pick in our plan of this turn:

We have a couple of things we need to quickly do because they are a promise and or MANDATORY

Seeing our bonus regarding space projects those as well the korhal ones are a must

Infrastructure
[] Korhal: Capital City Augustgrad (Phase 2) [MANDATORY]

With the base of the Imperial Palace and most of the central Imperial District complete, your crews can begin expanding outward and upward. In addition to finishing the Palace's upper floors, they'll start building the second ring of inner districts, which are slated to include most of the necessary government offices, various supporting enterprises and service establishments, and a variety of cultural sites, including the vast and baroque Korhal Planetary Opera House.
(-10 Paranoia)
(Progress 262/400, -5R per die)
[] Brontes: Orbital Cleanup (Phase 2) [Reconstruction]
Brontes orbit has been cleared of the largest and most potentially dangerous debris (as well as any Zerg bio-signature large enough to be a hatchery), but the approach vectors are still full of small and medium-size debris that need to be removed before transit can be considered truly safe. The next phase of the effort involves both removing the mid-size pieces and neutralizing major danger zones, including the poetically-dubbed "River of Daggers."
(Provides one-time Resource gain upon completion)
(Progress 106/300, -5R per die)

Brontes clean up will give us extra resources for our next or the Turn afterward to use and seeing we have to work on the capital world now we better step up

Heavy Industry

[] Korhal: Keresh Mining Complex (Phase 2)

With the initial open-pit mine complete over the main deposit, the Keresh complex can begin expanding toward secondary deposits with smaller, less manpower-intensive shaft mining. Subterranean mining with hand tools carries its own specific dangers, but the secondary deposits are expected to include several rare elements like jorium and crystallized xenon, promising greater resource yields in the process.
(Provides Resource income, reduces project length of all Augustgrad phases upon completion)
(Progress 14/200, -5R per die)
[] Dylar IV: Dylarian Shipyards (Phase 2) [Reconstruction] [NEW]
Now that Dominion battlecruisers can begin cycling through the drydocks for long-delayed maintenance, a dedicated effort is needed to resupply them with strike fighters. Wraith space-superiority fighters are expensive, capable craft, often refitted in the field for additional stealth capability or power output. By overhauling the old fighter factories with modern equipment, our Wraiths can come off the production line with those features built in standard, saving lives and resources.
(-15 Paranoia)
(Progress 22/700, -10R per die)

We need to build up our fleet for the future invasion by kerrigan and if not that reason then there is our promise for the Dylarian shipyards
And the keresh mining complex will futher help us in our korhal MANDATORY mission

Light and Chemical Industry
[] Korhal: Canis Chemical Refinery (Phase 1)

The larger and more hospitable of Korhal's two moons, Canis is also rich in chemical precursors necessary for refining and stabilizing raw Vespene gas into more useful forms. A new refinery complex on the Wolf Moon will serve as the centerpiece of future lunar outposts and centralize our gas processing network, allowing for greater output.
(Improved yields from all Vespene projects upon completion)
(Progress 0/300, -10R per die)

This is another korhal project we need to do both for the Vespene bonus we get from it
And a hopefull overflow to other korhal works

Environmental
[] Korhal: Regreening Effort (Phase 1)

While Augustgrad is intended to be the center of a vast planet-wide city, the Emperor has been convinced that covering the entire planet in urban sprawl is perhaps not ideal. Instead, swathes of the surface have been set aside for so-called "park districts," where forests and meadows are allowed to exist. The process of regrowing an ecosystem may take decades, even after the radiation scrubbing, but there's no time like the present.
(+5 Paranoia)
(Progress 48/100, -5R per die)
[] Mar Sara: Restoring the Biosphere (Phase 1)
Unlike irradiated Korhal, Mar Sara has the unspoiled land needed for regreening, as well as some lingering remnants of its old biosphere. By reconditioning the glassine surface of the planet and restoring the flow of water, we can encourage Mar Sara's (admittedly limited) plant life to flourish once more.
(Progress 0/200, -10R per die)

Before we settle mar sara we should first restore it and i dont know about the rest of you but i take Regreening korhal as a Personal grudge that needs to be done as big finger against the dice gods plus it is korhal project

Services
[] Vardona: Angustia Orbital Shipyard Complex (Phase 2) [NEW]

The current quartet of drydocks at Angustia are hard at work churning out medium freighters, but there are no facilities suitable for building or overhauling the largest of the superfreighters, whose massive cargo holds are necessary for true bulk haulage. This next phase of the Complex will establish several 'outdoor yards' with variable frames capable of adjusting to the massive tonnage of the superfreighters, perhaps even allowing for development of the Dominion's first domestic heavy-haul design.
(Progress 79/500, -10R per die)
[] Korhal: Katherine Mengsk Memorial Veterans' Hospital [MANDATORY] [NEW]
Mengsk has made a last-minute alteration to the Augustgrad city plan, mandating that what was originally set aside for a sports complex instead be wholly dedicated to medical care for sick and injured military veterans and their families. Katherine Mengsk Memorial will be the largest, most modern medical facility in all of Terran Space, and serve as the central pillar of the Dominion Health Service. It'll also carry the name of his sainted, martyred mother. Personally, you'd rather name it after the poor bastard who got thrown in prison for speaking his mind to Mengsk.
(-5 Paranoia)
(Progress 0/300, -10R per die)

Another space project that with our space defenders bonus can help with is both a boost to our economie as well our fleet power
And here we have another MANDATORY we need to do plus it is a korhal project

Military
[] Brontes: Refloating the Fleet (Phase 2)

The second stage of the Brontes salvage operation involves building a permanent scrapyard and recycling facility in orbit over the planet, thereby providing the war-torn world with an immediate industry for employment and productivity. This will also substantially speed up your efforts to refloat the wrecked capital ships still floating around.
(-10 Paranoia)
(Progress 37/400, -10R per die)
[] Brontes: Fort Riley Orbital Training Center
Another special training camp request from General Duke, this one is located in an out-of-the-way debris field in Brontes orbit. The basic intent is to set the facility up on the same derelict space platform that used to host a Zerg hatchery, then use the platform and the debris field to train troops and pilots in navigating hostile space.
(-10 Paranoia)
(Progress 0/300, -5R per die)
[] Korhal: Fort Davis Military Arsenal [NEW]
Typically, it is considered wise to have more weapons than you absolutely need to be using at any given time. Therefore, it is equally wise to have somewhere to store those weapons. Fort Davis is that place: a highly fortified base buried in the side of a heavily-cratered mountain, formerly home to the disaster shelter for Korhal's elite families. Now, it will hold warehouses full of ammunition, service weapons, and military vehicles, all against some future need.
(-10 Paranoia)
(Progress 0/300, -10R per die)

The refloating the fleet is part our promise so it is must combind that with fort riley which is a space project that our bonus helps with is just good sense and fort davis would not only help us in futhering our defence against kerrigan the possible overflow would also be a help

Research
[] New Model Weaponry (Phase 2) [Tech]

The Hailstorm shoulder-mounted multiple missile launch system is a modification of the anti-air missile launchers mounted on the Goliath walker. Instead of two separate launchers, the Hailstorm boasts four sequence-firing tubes, albeit with much smaller munitions. The projectile spread will give each rocket trooper a surprising amount of firepower against enemy flyers, especially when deployed en masse.
(-10 Paranoia)
(Progress 198/250, -15R per die)

Best to finish our Research before we begin with another one and this one is nearly done

Bureaucracy
[] Veterans' Benefits Program [MANDATORY] [NEW]

Clearly stung by his guilty conscience, the Emperor has "requested" that the Treasury set up and disburse cash subsidies for military veterans, most especially "his" veterans from the Sons of Korhal (and also, sure, Alpha Squadron). A direct and unconditional cash payout is a relatively unique program for a department used to laundering outgoing money through layers of means testing and oversight, but what the hell, why not learn something new?
(-5 Paranoia)
(Progress 0/400, -15R per die)

Another MANDATORY one as well a help thr sons veterans

Personal
[] Korhal: Have a Talk with Director Starke

Devon Starke has indicated to you that he is not averse to a friendly, mutually beneficial working relationship. That is interesting. You've also heard that he has some sort of connection to the much-rumored secret son of the Emperor, who Arcturus has alluded to while in his cups but never formally brought up or introduced to you. Why not have a chat, see if he's got anything to offer?
(Unlocks security-related Personal projects upon completion)
(DC 80 to avoid +10 Paranoia, -5F per die)
[] Korhal: Go Drinking with Colonel de Santo
Diamond "Dia" de Santo is the third of the three survivors of Dominion Section, Captain Arcturus Mengsk's command in the Confederate Marines during the Guild Wars. Never one to kowtow or keep her mouth shut, De Santo returned to duty along with you when the Sons of Korhal rose up against Confederate rule. Unlike you, and despite her loyalty to Mengsk, the old boys' club has conspired to keep her at a lesser rank while everyone else has become generals and admirals. Maybe it's time to take her out for a friendly drink and see how she's feeling, now that she commands the Marine garrison on Korhal.
(Unlocks military-related Personal projects upon completion)
(DC 60 to avoid +10 Paranoia, -5F per die)

We have a promise with starke besides i want us to get in contact with valerian and seeing we are on korhal now better we visit a old friend in de santo
 
I do like us working on Mar Sara, I mean we were there. I think there is a bit of a memory thing going on there. I mean I'm not saying we need to prioritize it or anything but I do think it makes sense for us to work on that planet.

That said hmm Canis for Vespene Gas is interesting.

--

Generally I like the plan so far. There is a focus on Korhol that makes sense.

So thinking about 'this is what I want' sort of things, I guess I want Starke. Beyond that I want crystals, but that is very much more a "oh really, that's an option, cool" element.

I do think us working on SCV (stupid Mengsk not realize how beneficial it is for us to get that up and running) and tools makes a lot of sense.
 
[]Cheap projects and AI
Infrastructure (6 dice, +8 modifier)
-[] Korhal: Capital City Augustgrad (Phase 2) [MANDATORY] (Progress 262/400, -5R per die) 6 dice 30R
We get -5 to all dice of Korhal until this is done and i bet there is a third phase where any overflow goes

Heavy Industry (5 dice, +3 modifier)
-[] Korhal: Keresh Mining Complex (Phase 2)(Progress 14/200, -5R per die) 5 dice + 2 free 35R
Provides income at only 5R per die

Light and Chemical Industry (5 dice, +3 modifier)
-[] Tyrador IX: Refugee Workshops (Phase 2) [Reconstruction](Progress 152/400, -5R per die) 6 dice 30R
Work on Reconstruction

Environmental (5 dice, -2 modifier)
-[] Korhal: Regreening Effort (Phase 1) (Progress 48/100, -5R per die) 1 die 5R
One day we will roll high on this project
-[] Dylar IV: Shipyard Amenities [NEW](Progress 22/250, -5R per die) 4 dice 20R

Services (5 dice, -2 modifier)
-[] Vardona: Angustia Orbital Shipyard Complex (Phase 2) [NEW] (Progress 79/500, -10R per die) 4 dice 40R
We still import the majority of our shipping let's build some ourselves
-[] Korhal: Katherine Mengsk Memorial Veterans' Hospital [MANDATORY] [NEW] (Progress 0/300, -10R per die) 1 die 10R
Mandatory and a large hospital is something I can get behind

Military (6 dice, +3 modifier)
-[] Brontes: Refloating the Fleet (Phase 2)(-10 Paranoia)(Progress 37/400, -10R per die) 2 dice 20R
Supporting our fleet
-[]Vardona: Treasury Reserve Site Alpha [TRUST] (Progress 141/300, -5R per die) 4 dice 20R
A cheap project for the turn where we get -5 on our rolls

Research (5 dice, -2 modifier)
-[] High-Efficiency Conduits [Tech](Progress 0/200, -15R per die) 3 dice 45R
improved power transfer has many uses some in industry
-[] New Model Weaponry (Phase 2) [Tech] (-10 Paranoia) (Progress 198/250, -15R per die) 2 dice 30R
new weapons to reduce Paranoia and fight the coming invasions

Bureaucracy (5 dice, +8 modifier)
[] Services/Administration/Logistics/Operations Mechanization Endeavor(Adds one die to all non-Personal categories) (+10 Paranoia)(Progress 94/300, -10R per die) 4 dice 40R
More dice will help us reach our goals
-[] Veterans' Benefits Program [MANDATORY] [NEW](-5 Paranoia)(Progress 0/400, -15R per die) 1 die 15R
slow and steady on the mandatory project

Personal (4 dice + 2 free, -2 modifier)
-[] Raynor's Raiders: Anti-Banditry Campaign [NEW](Reduces all non-Personal Fringe Worlds and Mar/Chau Sara project per-die costs) (-2 Relations with Raynor's Raiders)(DC 80 to avoid +20 Paranoia, -10F per die) 3 dice 30F
A nice cost reduction, next turn we can give them a base combined with more supplies to support them in this.
-[] Korhal: Have a Talk with Director Starke (DC 80 to avoid +10 Paranoia, -5F per die) 3 dice 15F


Resources (R): 200 stockpile + [360 taxation + 90 other] 450 income - [450 * ~10%] 45 personal = 605 available, 340R
Funds (F): 10 initial + 60 incoming = 70 total, 45F spend
 
I'm not really a fan of the Anti-Banditry campaign right now, especially as we don't have much relations to use yet).

Though this does lead me to a question - What benefit is us having a relationship with Mira's Marauders at this time.

Like I see the benefit of Raynor's Raiders and the Guild, but Mira not so much.

Oh man I wish we could do the Import-Export but it seems unlikely at this time. Though we might want to consider (if funding checks out) giving some other supplies to the fringe worlds.
 
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I'm not really a fan of the Anti-Banditry campaign right now, especially as we don't have much relations to use yet).

Though this does lead me to a question - What benefit is us having a relationship with Mira's Marauders at this time.

Like I see the benefit of Raynor's Raiders and the Guild, but Mira not so much.

Oh man I wish we could do the Import-Export but it seems unlikely at this time. Though we might want to consider (if funding checks out) giving some other supplies to the fringe worlds.

I don't want to do VIE until our -5 goes away. Thanks, Mengsk.
 
[] Plan Super Cool Vehicles, Robots, and Paranoia Balancing
-[] Infrastructure (6/6 dice, 30R)
--[] Korhal: Capital City Augustgrad (Phase 2) [MANDATORY] 262/400 (4 dice, 20 R)
--[] Brontes: Orbital Cleanup (Phase 2) [Reconstruction] 106/300 (2 dice, 10 R)
-[] Heavy Industry (5/5 dice+2 Free Dice, 70 R)
-- [] Vardona: Ardonin Heavy Vehicle Factory (Phase 2) 33/300 (7 dice, 70 R)
-[] Light Industry (5/5 dice, 25R)
--[] Mar Sara: Endureum Extraction Operations (Phase 1) 0/400 (5 dice, 25 R)
-[] Environmental (5/5 dice, 30R)
--[] Korhal: Regreening Effort (Phase 1) 48/100 (2 dice 10 R)
--[] Tyrador IX: Establish Farmsteads (Phase 2) [Reconstruction] 360/400 (2 dice, 10 R)
--[] Vardona: Supplemental Aquaculture Effort 0/250 (1 dice, 10 R)
-[] Services (5/5 dice, 50R)
--[] Korhal: Katherine Mengsk Memorial Veterans' Hospital [MANDATORY] [NEW] 0/300 (1 dice, 10 R)
--[] Mass Literacy Movement (Phase 2) 0/300 (4 dice, 40 R
-[] Military (6/6 dice, 50R)
--[] Brontes: Refloating the Fleet (Phase 2) 37/400 (4 dice, 40 R)
-- [] Brontes: Fort Riley Orbital Training Center 0/300 (2 dice, 10 R)
-[] Research (5/5 dice, 65R)
--[] New Model Weaponry (Phase 2) [Tech] 198/250 (2 dice, 20 R)
--[] High-Efficiency Conduits [Tech] 0/200 (3 dice, 45 R)
-[] Bureaucracy (5/5 dice + 1 Free dice, 65R)
--[] Services/Administration/Logistics/Operations Mechanization Endeavor 94/300 (5 dice, 50 R)
-- [] Veterans' Benefits Program [MANDATORY] [NEW] 0/400 (1 dice, 15 R)
-[] Personal (4/4+1 Free)
--[] Nephor II: TRUST Civil Auxiliary Pilot Program [TRUST] DC 60 (2 dice, 30 F)
--[] Korhal: Have a Talk with Director Starke, DC 80 (3 dice, 15 F)

385 R, 45 F, Average net Paranoia +5 (IE, +0)

I'll explain myself in a bit, just posting this thing finally, it takes forever now for this stuff to get written.
 
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Lets avoid all non korhal projects for now till we have that -5 malus done away with please otherwise we will make only unnecessary cost

With that -5 malus and the space defenders bonus our focus should be on korhal and the space projects
 
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