Now, he had lived through lots of different experiences, but he had to to admit his sheer humiliation as the techie discovered that the planet they wanted was, in fact, called "ERROR 404: PLANET NOT FOUND" in the "INVALID DESTINATION" system, was possibly the most degrading of them all. There was something about being talked to like an especially dim toddler by the nasal voice of someone with less experience with the fairer sex than the group of monks he was lecturing that cut surprisingly deep.
Much of the omake didn't really grab me, but this? This was gold. We definitely know what we're going to have to name our planet now.
 
Hey, I just read through this, thanks for mentioning Meetra Surik, I truly believe they did the worst involving her after Kotor2.
 
This'll be interesting. I wonder what we can do now that we have Jango as a potential resource.
 
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Turn 20, BBY 21 First Quarter
BBY 21, First Quarter

Current Treasury: 1463
Currently Income: 1361
Current Upkeep: 945


The Death Watch is on the decline, the Jedi arrival isn't causing too much trouble, and Thrawn has proven himself to everyone as a worthy addition to the ranks. Which is good and all but there's been an uptick in pirate activity on the CNS borders, some worrying rumors out of the Outer Rim, and you still have a feeling in the back of your mind that there's more going on you don't know about yet...

Martial: Well, your military advisors are freaking out. There is a war happening and they do know that you will do THINGS to profit from it. Also, OOM-9 nearly fried himself trying to figure out how the new droid army works.

Pick 1:

[] Pirate Hunting: Pirates have been hitting into CNS space with an increased ferocity as of late, disrupting trade routes and generally scaring many of the outlying systems. Something needs to be done about this soon or people will begin to wonder if the CNS is willing to protect its signatories. Chance of Success: 60% Cost: 50 Reward: Pirate Threat Decreased

[] More droids!: You need to buy more. Now more than ever before! Chance of Success: 80% Cost: 60 Reward: 4-6 new groups of Battle droids

[] Black Ops: The CIS is doing far too well and considering its leadership's penchant for committing atrocities that is a bad thing as matters are right now. Send your men to covertly interfere with various battles across the galaxy to both damage their progress and cause confusion as they try to figure just who and how they were just wrecked. Chance of Success: 60% Cost: 50 Reward: CIS war effort damaged

[] Mercenary Work: Jabba's offered to hire on some of your mercenaries for work within Hutt Space. After recent events, you made sure that said work would be under the radar so you don't have a repeat of the incident with Darra. Chance of Success: 60% Reward: 100 Credits, Increased Hutt Relations

[] Write in

Diplomacy: The war is here, the diplomatic landscape looks particularly ragged and everything is going downhill fast.

Pick 1:

[] A Grievous Introduction: General Grievous has owed you damn near everything from the time of the first Huk War to bringing him under the protective envelope of the CNS. Maybe now it's time to cash in those favors and bring him in as a full-time associate. Given how he perceives you at this point the only way things could possibly go wrong is if you royally screw up somehow. Chance of Success: 90% Reward: Gain Hero Unit General Grievous

[] Peacemaker: Use your position to convince reasonable people on either side that the war is a terrible idea and economically as well as for the galactic society a complete disaster. Considering the details behind the war you are quite sure that its not going to do anything useful, BUT its likely to bog down minor conflicts here and there and improve your reputation once again. Chance of Success: 60% Reward: ?

[] A Mandalorian's Touch: Satine has been actively fearful of your growing influence and militarization in the CNS and is now unsubtly moving against you. Perhaps you could assuage her fears by having her become the head of diplomacy in the CNS? She's certainly capable and if she's too busy with negotiations she can't move against you. Plus it'd make the CNS look friendlier after you recruited the Kalee. Chance of Success: 60% Reward: Satine becomes head CNS diplomat, general PR boost for CNS

[] Don't You Have Bigger Problems?: As entertaining as it is to have Obi-Wan and Anakin around their presence is symptomatic of an increase in Jedi paranoia when they clearly have bigger problems to worry about. Perhaps you should find a way to get them off of your back so they can focus on more important matters. Again. Chance of Success: 40% Reward: The Jedi will leave you alone for the time being...again

[] Write in

Stewardship: Borvo is as always busy keeping an eye on your finances, although the sudden drop in profits is making him VERY nervous. And hungry... his food bills have skyrocketed.

Pick 1:

[] Benevolent takeover: You were in contact with and owned small parts of a Cybernetics manufacturer for a long, long time now. Now that you own the Karada Corporation and it is decently successful... you might consider merging both. At the very least it would get you a lot of Cybernetics experts. Chance of Success: 70% Cost: 100 Reward: Cybernetics research, ?

[] Alternate routes?: The trade is going terribly due to most hyperspace routes crawling with military fleets, companies standing on different sides of the war and various other issues. You have to find alternative routes to at least get some of the trade you are involved in moving again. Chance of Success: 60% Reward: Trade/Investment Income penalty reduced by 5% from its current amount (Takes 3 turns)

[] You expect me to smuggle what?: Exactly what it says on the tin. Hire smugglers to bypass the blockades and get the trade flowing again. Not exactly cheap and quite unusual since most of the cargo is legal, but still. Chance of Success: 70% Cost: 100 Upkeep: 20 Reward: Trade/Investment Income penalty reduced by 5% from its current amount (Takes 2 turns)

[] Hey, Trade Federation! Do what you do best!: With that you don't mean trying to ruin themselves or being someones pawn but to let some of your partner companies trade with them or at least let their traders join their trade convoys. After all, trading is what the Federation does... official. Chance of Success: 70% Cost: 100 Reward: Trade/Investment Income penalty reduced by 10% from its current amount (Takes 2 turns)

[ ] War-Ravaged Recovery: The survivors of war-torn worlds don't usually thrive in the midst of the devastation wrecked on them. Fortunately, you have a very well funded humanitarian organization with a near-unlimited remit, and very close ties to a Council of Systems that just want to stay out of the war. Use your humanitarian funding to buy Neutral-produced goods and services for the refugee camps, negotiate regular shipments and trade deals to ensure a smooth recovery and reconstruction. Chance of Success: 60% Cost: 100 Upkeep: 20 Reward: Income penalty reduced by 5%

[] Write in

Intrigue: Gulan is nervous, what with the whole war going on right now. It's far above his pay grade... or at least it would be if you weren't paying all of your employees so damn much.

Pick 2:

[] Unsettling Rumors: You've been hearing rumors about unusual activity in the Outer Rim; some planets have lost contact with outlying settlements, remote space stations have been going quiet and other similar rumors. The catch is that from what little details you've heard it sounds like similar to the synth virus you dealt with recently. It definitely sounds like something worth investigating. Chance of Success: 50% Cost: 50 Reward: Information on potential virus sightings

[] Lots of plans, lots of wrenches: The CIS is doing far too well and considering its leaderships penchant for committing atrocities that is a bad thing as matters are right now. Send your agents to do what they do best. Espionage, sabotage, causing information leaks, bribery, rabble rousing and all those fun things. Anything to ensure the Republic gets the chance to push back. Chance of Success: 60% Cost: 50 Reward: CIS war effort damaged

[] Hunt for a Nightsister: The CIS is more than likely being controlled by the Sith and you have a distressing lack of information about the key details. However you do know of a possible lead in Asajj Ventress, and finding out where she is and what she's doing might come in handy. Who knows, she might be willing to talk to you even...Maybe. Chance of Success: 40% Cost: 50 Reward: Asajj Ventress located and tracked

[] Sev'rance Package: Sev'rance Tann has actually reappeared again as one of the key leaders of the CIS military. Since she is Dooku's apprentice, it might be worth keeping an eye on her to see if she leads you to any useful information. Chance of Success: 40% Cost: 50 Reward: Sev'rance Tann tracked

[] The Count of Sereno: You know Dooku is a Dark Sider. You know that he's working for Sidious, the man behind this war. So the best way to find Sidious is to get as much information from his actions as possible. Given how thorough he was with your blackmail though...it probably won't be easy. Chance of Success: 20% Cost: 100 Reward: Count Dooku's actions tracked

[] I Have A Bad Feeling About This: Given that your burn scars from the assassination attempt a few years ago no longer exist, the fact that they're aching again is probably some kind of sign from the Force that something bad is about to happen. Well there's nothing stopping you from being more proactive in protecting yourself, right? Chance of Success: 60% Cost 100 Reward: Counterintelligence operations increased

[] Write in

Lore: Tyro Torvin is speeding up the training of your apprentices to make as many available to you as possible now that the war has begun.

Pick None (Tyro is busy):

[] Tomb Raider: The starmap you got from your archeological expedition with Jerec has several planets or in other cases only systems marked on it with possible locations of other ruins, tombs or similar which MIGHT hold additional treasure or knowledge to be looted. Chance of Success: 60% Reward: ?
(Takes 2 turns)

[X] Refine the 'Buried Presence' trick: The trick is intriguing, but being only capable of using it for a few minutes is underwhelming and quite... useless most of the time. It might be a good idea to keep practicing with it and find a way to extend the timespan. Chance of Success: 50% Reward: Agents become even better (Completes This Turn)

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

[] Write in

Learning: Var Zheen is busy, busy, buuuussssyyyyyy! Too much havoc happening in the galaxy, too much to do as result! At least Cheriss is asking for replacement parts now...

Pick 1 (Research Only):

[] Investigate Anomalies: The maps gained from the Expedition into the Unknown Regions you funded noted several unusuall anomalies nobody could make any sense off. Perhaps your researchers can figure something out. Chance of Success: 60% Cost: 60 Reward?

[] Develop improved Medical Gear: The Karada Corporation needs equipment distinct from that of the competition, as few as there might be. Both for personal use and modified to personal preferences and to sell. Chance of Success: 70% Cost: 60 Reward: Bonus on any action to increase Karada profits, officialy produce high-quality gear [Takes 4 turns, locks actions for 2 turns]

[] Develop improved Medicine: The Karada Corporation needs to develop new types of medicine instead of just producing legal knock-offs of what allready exists. Either by providing variants speficialy designed for specific species, improving on allready existing types of Medicine or similiar. Chance of Success: 70% Cost: 80 Reward: Bonus on any action to increase Karada profits, officialy produce high-quality medicine and medpacs [Takes 4 turns, locks actions for 2 turns]

[] Analyze recovered research data and samples: The space station you and your teams raided actually had been properly cleared of anything useful and most data wiped beyond saving, but fortunately your researchers are quite capable of using the dead mutants as samples for research and its also not impossible to restore some of the damaged data. Time to bring everything to the Oracle. Chance of Success: 65% Reward: More information on the mutants, slight chance to get additional information on the conducted research

[] Develop Virus Library: With the galaxy being as big as it is and its population being as varied as it is there are bound to exist countless diseases, viruses and other even more unpleasant things. Develop a library holding various samples for further research. Chance of Success: 70% Cost: 100 Reward: Virus research for vaccines or bioweapons [Takes 2 turns, locks actions for 1 turn]

[X] Research Genemods: Some of your researchers are Arkanians. A species infamous for their love of genemodding, having created countless variations of their own species or often also genetically altering their own bodies. It might be of interest to conduct research into this since outside of specific species the knowledge is more theoretical than anything else or only usable on organism that haven't actually been born yet. Chance of Success: 70% Cost: 120 Reward: Genemod research (2 Turns Remaining, One Turn Lock Remaining)

[] Research Inhibitor Chips: Highly encrypted, extremely advanced, and definitely dangerous, the inhibitor chips you recovered from Kamino are one of the biggest mysteries in the entire war. It's an important project, but it will take a considerable amount of time and effort to break through engineering like this. Chance of Success: 50% Cost: 150 Reward: Learn details about inhibitor chips [Takes 6 Turns, Locks Actions for 4 Turns]

[] Write in

New Bases:

Naboo:
Surprisingly the one spot that was offered to you to build a mansion is still unoccupied with your men bluntly confirming that it was made sure that the area is kept free for at least a few more years just in case you decide to buy the place. Its not far from Theed and in a particularly beautiful area. Cost: 200 Reward: Mansion on Naboo

Nemodia: While you might be playing the role of a neutral faction in the war the Trade Federation is still grateful enough to you for your past aid to mark a nice mansion on Nemodia for you to buy to "foster better relations." Fact of the matter is that said mansion would be on a planet where the TF has many droid factories... Cost: 200 Reward: Base on Nemodia

Asteroid Base: Well, you did find that abandoned base during Operation RESI and it's not like anyone else has come to take it back. So why not move in yourself? It'd only take a little bit of investment to get it operational again. Cost: 50 Reward: Hidden Asteroid Base (name pending)

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

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

Coruscant Base:

[] Large-Scale Wiretaps: Coruscant is at the very heart of the galaxy with all kinds of transmissions coming through it day in and day out. There would be definite and immediate gains to getting more...up-to-date information from the planetary comm networks. Cost: 100 Reward: +5 Intrigue, +50 Income (Information)

[] Write in: Stay reasonable

Kaleesh Outpost:

[] Blacksite: You have the absolute trust of the Kalee people and a large patch of land. Maybe you could build an out of the way location to build a small outpost for your troops on the planet... Cost: 100 Upkeep: 50 Reward: Increase in recruitment rate for all units

[] Smuggler's Den: Kalee is on the very edge of civilized space and is generally a place people don't tend to go to. It might be worth your while to encourage...less reputable groups to come through the area...for a price. Cost: 100 Reward: +50 Income (Smuggling)

[] Write in: Stay reasonable

Oracle (Lucrehulk):

[] Support Fleet: While having control over the CNS is nice at this point, it might be worthwhile to have the firepower for more direct interventions for yourself so you can keep your missions separate from the CNS. Cost: 150 Upkeep: 75 Reward: Support fleet for Oracle, Additional Martial Actions

[] Ship Customization: The Oracle is a fine ship, but it could be better; having customized systems, weapons, fighters, and so on would make it a far more fearsome ship than would be expected. Cost: 100 Upkeep: 25 Reward: Increased combat performance of Oracle

[] Write in: Stay reasonable

Mandalorian Mansion:

[] Hidden Defenses: The usual protections, better safe than sorry and all. Cost: 50 Reward: Mansion defended against possible attacks

[] Mandalorian History Initiative: The Mandalorians were once some of the greatest warriors the galaxy had ever seen, but in this day and age there really aren't any traditional warriors left. It might be worth looking for something to inspire a new generation of warriors...if only so you can recruit them. Cost: 100 Reward: Mandalorians become more receptive to the idea of a new generation of warriors

[] Beskar Iron Mine Lease: While the Death Watch are still being purged from Concordia there have been a number of iron mines already freed from them and the Mandalorian government is looking for investors. Having access to those metals might come in handy. Cost: 100 Upkeep: 50 Reward: Access to Beskar iron, increase in elite troop armor quailty

[] Write in: Stay Reasonable

(Planet, S-840):

[] Build personal Retreat: Build a personal Retreat/Fortified Mansion on the planet to have a place to escape to in case of trouble in the known parts of the Galaxy. Cost: 200 (Takes 2 turns)

[] Droid Factory: With the required resources available now you can begin to build your very own Droid Factory on the planet to bolster your troops with new battle droids.
-[] Basic Droid Factory: Cost: 50 (Takes 1 turn) Upkeep: 20 Reward: +2 groups of basic battle droids per turn
-[] OOM Droid Factory: Cost: 60 (Takes 1 turn) Upkeep: 25 Reward: +2 groups of OOM battle droids per turn
-[] Super Droid Factory: Cost: 75 (Takes 1 turn) Upkeep: 35 Reward: +1 group of Super Battle Droids per turn
-[] Commando Droid Factory: Cost: 75 (Takes 1 turn) Upkeep: 35 Reward: +1 group of BX Commando droids per turn
-[] Spider Droid Factory: Cost: 100 (Takes 1 turn) Upkeep: 50 Reward: +1 Spiderdroid group per turn

[] System Defenses: Whether it might be some random scout or an entire battlefleet, but it would be reassuring to know that the system has some way to protect itself from intruders. Cost: 150 Upkeep: 50 (Takes 2 turns) Reward: S-840 protected against intrusion

[] Rename Planet: You seriously need an actual name for this place now that it's starting to become so important. (Free)
-[] Write in Name
(To be handled after end of turn.)

[] Write in: Stay reasonable

Personal: Well, what to do with your free time?

Pick 2:

[] Field Training: Some of your subordinates have politely pointed out that while you may be a decent fighter you don't really have any advanced survival training in case things go really wrong. As unpleasant as the idea sounds, they might have a point... Chance of Success: 70% Reward: Martial Increase, Survivalist training

[] Specialized Force Training: At this point from what you can tell your own personal training isn't going to be enough if you really want to get better at Force manipulation. You're either going to need outside help or in-depth recordings to really get anywhere new.
-[] Blazing Chains (Basic): Tyro's been around for what seems like ages now but you've never actually learned the Blazing Chains techniques from him. It might be about time to fix that. Chance of Success: 70% Reward: Lore Increase, Blazing Chains Style Learned

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

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

[] Cheriss Sair: A New Body: Now that Cheriss' actual identity has been revealed and no one seems to be too concerned about the robotic Torguta running around Cheriss has floated the idea of constructing a more efficient, reliable, and less "squishy" body (in her own words). As an added benefit, she's also planning on experimenting with some other technologies that might have applications elsewhere. Chance of Success: 60% Cost: 50 Reward: Cheriss gains a new body, other potential benefits

[] Write in

Free Action:

[] Select any action from list above

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

PR-1: [] Write in

The Silencer: [] Write in

Silas Cata: [] Write in

Cheriss Sair: [] Write in

Thrawn: [] Write in

Watcher Support (1 Point per assigned team):

[] Write in

AN: Hoookay, hitting the ground running on this one. First, the format's mostly the same as before, only now you have a free action from Thrawn and I've removed the cap on base upgrades; buy as many as you want! If you end up bankrupting yourself it'll be your own fault anyway :p

Second, with Ciaran's personal actions those are still mostly the same as before just with added flavor and potential benefits in case she gets involved in actions where those traits might come in handy.

Third, that thing with Cheriss is the first of what I'm tentatively calling "Hero Actions," where they can gain extra traits or benefits. For now it's just going to be the one action but in the future I have plans for each hero unit.

Fourth, while this isn't a hard-and-fast rule I'm going to recommend that there be a 12-24 hour moratorium on plan creation and voting, mainly to have time for possible write-in actions to come in and be statted out.

Finally, write-in options in general are still encouraged. I'll try to update this page as they come in, but if it doesn't make it this turn it should show up in the next one.

Oh, also we're continuing turn numbering from the last quest for convenience's sake.
 
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Would it be too hard to have an up-to-date current list of what our resources are for deciding what we can and can't buy in votes?
 
Biggest question: I noticed that there are a number of changes to number of Actions we have possible. Was this intentional?

Related question: what happened to Versuch Labs? We spent a Base Upgrade action and a bunch of money last turn to get an extra Research action, or at least accelerate our current actions?

Also, regarding our Private Planet, I was wondering your thoughts on my proposed 'granular' approach to droid/vehicle production?

[] Droid Factory: With the required resources available now you can begin to build your very own Droid Factory on the planet to bolster your troops with new battle droids. Cost: 150 Upkeep: 50 (Takes 2 turns) Reward: +3 Groups of basic Battle droids per turn OR +2 Groups of Super Battle droids per turn (randomly every turn)
Here's the list of other droid & vehicle factories I came up with; we might expand this list as needed if there are other potential factories that people might want (I'd be interested in there are suggestions for starships or airborne vehicles -- the TF had those robot-starfighters, for instance, which might be pretty nifty). Also, I'd suggest that we be allowed to build multiple factories of each type, so we can customize our planet's output as desired.
(Planet, S-840) Pick 1 (or don't):
[] Basic Droid Factory: Cost: 50 (Takes 1 turn) Reward: +2 groups of basic battle droids per turn
[] OOM Droid Factory: Cost: 60 (Takes 1 turn) Reward: +2 groups of OOM battle droids per turn
[] Super Droid Factory: Cost: 75 (Takes 1 turn) Reward: +1 group of Super Battle Droids per turn
[] Commando Droid Factory: Cost: 75 (Takes 1 turn) Reward: +1 group of BX Commando droids per turn
[] Spider Droid Factory: Cost: 100 (Takes 1 turn) Reward: +1 Spiderdroid group per turn

[] Decimator Factory: Cost: 100 (Takes 2 turns) Reward: +1 Decimator (tank) per turn
 
Biggest question: I noticed that there are a number of changes to number of Actions we have possible. Was this intentional?

Related question: what happened to Versuch Labs? We spent a Base Upgrade action and a bunch of money last turn to get an extra Research action, or at least accelerate our current actions?

The Verusch Labs action was rolled into the Learning Action. That's why there's an extra action there but it's locked into research.

The general extra action is from Thrawn.
 
Would it be too hard to have an up-to-date current list of what our resources are for deciding what we can and can't buy in votes?
There's a list of assets on the front page, that should give you a good starting ground.
I also attach a 'Balance Sheet' to my Plans when I post them, so you'll be able to tell exactly how much money we gain & lose from actions that turn.

Fourth, while this isn't a hard-and-fast rule I'm going to recommend that there be a 12-24 hour moratorium on plan creation and voting, mainly to have time for possible write-in actions to come in and be statted out.
This works for me since I'm going to be afk for a bit, but I'll try to get back and pull together a Plan by tomorrow morning.
 
Also, regarding our Private Planet, I was wondering your thoughts on my proposed 'granular' approach to droid/vehicle production?

Mmhmm...yeah, I don't have any objections to that idea. Editing that in now.

You already have the Decimator factory though. Just an FYI.
 
I know that there is a balance sheet in the OPs, I was just wondering how much of a hassle would it be for the QM to slot in a 'Current Income: XXX' for future vote posts. Mostly for those of us who'd just forget to take it into account. But if no, then no.

How do Bonus points work? Do we need to specify individual actions or is it a blanket action bonus?
 
I know that there is a balance sheet in the OPs, I was just wondering how much of a hassle would it be for the QM to slot in a 'Current Income: XXX' for future vote posts. Mostly for those of us who'd just forget to take it into account. But if no, then no.

How do Bonus points work? Do we need to specify individual actions or is it a blanket action bonus?

Oh, that's no trouble at all, I can throw that in there easily. Edit: Done.

And with the Watcher Teams you can spread them out as you choose. So for example you can assign 5 to one action for a +5 and 4 to another action for +4, etc.
 
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How do Bonus points work? Do we need to specify individual actions or is it a blanket action bonus?
And with the Watcher Teams you can spread them out as you choose. So for example you can assign 5 to one action for a +5 and 4 to another action for +4, etc.
I think @NexysDhyArchen was referring to the omake bonuses you were handing out before. I'm assuming they only apply to a single action, though I'd be interested in whether writers can choose what action to apply them to or if you'll do so automatically.

As for the Watchers, I'm assuming you're keeping the previous pattern where they have a 50% chance of becoming worthless to us after being used?
You already have the Decimator factory though. Just an FYI.
Are we allowed to build multiple versions of each factory type? (e.g., multiple factories, each producing 1 Decimator per turn...)
 
[X] Plan Spectral Hawk

[X] Pirate Hunting
- [X] Thrawn
[X] A Grievous Introduction
[X] Benevolent takeover
[X] Unsettling Rumors
- [X] Silas Cata
- [X] The Silencer
[X] I Have A Bad Feeling About This
- [X] Personal Attention
[X] Refine the 'Buried Presence' trick
[X] Analyze recovered research data and samples
- [X] Cheriss Sair
[X] Research Genemods
[X] Asteroid Base
[X] Large-Scale Wiretaps
[X] Smuggler's Den
[X] Mandalorian History Initiative
[X] Beskar Iron Mine Lease
[X] Rename Planet: Lothric
[X] Personal attention/Increased Focus
[X] Cheriss Sair: A New Body
[X] Thrawn Action: A Mandalorian Touch
- [X] PR-1

Total Cost: 810 credits
 
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I think @NexysDhyArchen was referring to the omake bonuses you were handing out before. I'm assuming they only apply to a single action, though I'd be interested in whether writers can choose what action to apply them to or if you'll do so automatically.

3. Omakes are always appreciated and can be considered canon if they're good/funny enough. You'll get a +10 bonus to a roll of your choice and canon omakes might end up influencing the story.

RTFM, people.

As for the Watchers, I'm assuming you're keeping the previous pattern where they have a 50% chance of becoming worthless to us after being used?

Yes.

Are we allowed to build multiple versions of each factory type? (e.g., multiple factories, each producing 1 Decimator per turn...)

Hmm...I'm going to say that for gameplay purposes the industrial capacity needed for the factories between part production and whatnot means that you can only build one of each on the planet.
 
For Your Information:

(Here's our current relevant organization stats)

Our current Treasury is 1453.
Our current per-turn Upkeep is 945.
Our current per-turn Revenue is 1361 (@Dr. Snark, can you check these figures? The front page has our income at 1601, but my calculations say otherwise...)

That means our default Income (before accounting for new costs and income this turn) is 416 Credits per turn. That really isn't that much, considering how expensive some of these items are. I definitely think one priority should be improving our financial situation.

In addition, we have the follow bonuses for our rolls in each Action category. These are applied before we account for Personal Attention and Hero Support and Watcher Support and omake bonuses.
Available Bonuses:
+5 Learning (R&D)
+5 Learning (Secret Lab)
+5 Stewardship (Droid)
+5 Stewardship (Convenient transports)
+5 Intrigue (Convenient transports)
+5 Intrigue (Droid)
+5 Diplomacy (Oracle Interior)
+5 Martial (CNS) (Kalee Military Academy)
 
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Honestly I have no idea where 1600 came from. Fixed.
Thanks. I also just noticed that our 'Bonuses' list seems to be missing a "+5 Martial (CNS Militia)", per:

[X] Raise a Militia: ...
Required: 40 Rolled: 40+13=53
Thanks to your reputation quickly a lot of people of varying degrees of combat capabilities signed up with your security forces, were put through training and put to use. Hopefully thats also going to silence some rabblerousers that have started to grumble too loudly in the various refugee camps. Reward: CNS even more bolstered, +5 on Martial rolls for the duration of the war.
 
So here's my thoughts for this turn's plan:

Military:

[] Pirate Hunting

Diplo:

[] A Mandalorian's Touch
(Free Action)
[] A Grievous Introduction

Stew:

[] War-Ravaged Recovery

Intrigue:

[] I Have A Bad Feeling About This
[] Unsettling Rumors

Research:

[] Develop Virus Library

Personal:

[] Field Training
[] Specialized Force Training
-[] Blazing Chains (Basic)

Coruscant Base:

[] Large-Scale Wiretaps

Kaleesh Outpost:

[] Blacksite

Oracle (Lucrehulk):

[] Ship Customization

Mandalorian Mansion:

[] Hidden Defenses

(Planet, S-840):

[] System Defenses

The emphasis is on the virus problem, personal security, gaining Grevious and Satine for our side, continuing the charitable works and learning the force. The potential threat of the Jedi isn't dealt with at all.

I'm not too sure about what to choose for a new base. Naboo, Nemodia or the Asteroid Base all offer their own attractions. I am somewhat inclined towards the Asteroid base (maybe turn it into a smuggling hub or use it for risky medical research).

I would like to do something for Darra, but I am not sure what a good write-in would be. Maybe to send Thrawn off to follow her trail?

fasquardon
 
Got an image of Grievous to use. He might not be the quadruple lightsaber wielding cyborg we know and love, but even before his accident Grievous carried non-standard weaponary that could challenge Jedi. Below is a picture of him with his iconic Outland Rifle, a slugthrower rifle capable of taking the worse punishment of nature and still keep functioning, while neutralising the defensive advantages of a lightsaber.

 
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[] Mandalorian History Initiative: The Mandalorians were once some of the greatest warriors the galaxy had ever seen, but in this day and age there really aren't any traditional warriors left. It might be worth looking for something to inspire a new generation of warriors...if only so you can recruit them. Cost: 100 Reward: Mandalorians become more receptive to the idea of a new generation of warriors

This has my vote unconditionally.
 
@fasquardon, thanks for the brainstorm.

A few comments:

[] War-Ravaged Recovery
Disagree with this one. Reducing the penalty by 5% would increase our income by 57 Credits per turn. Unfortunately, that's reduced by the 20 Credit/turn upkeep, so it only gains us 37 total (and with the 100 Cost, would take 3 turns to pay for itself). That's pretty meager.

I'd be much more inclined to use our Stewardship action for 'Benevolent Takeover' so we improve our Cybernetics research, possibly helping Cheriss build her new body, possibly helping learn about those Inhibitor Chips (they are biotech...), possibly helping us with Research generally.

Also, as much as I hate it, I think we should give serious consideration to "Hey Trade Federation" -- that 10% penalty reduction would ned us 114 Credits per turn, with no additional upkeep.

[] Unsettling Rumors
I'd prefer to wait on responding to the virus outbreak until we finish (or are closer to finishing) the Virus Library. I'm not so confident about this, but I'd prefer to focus on efforts on searching for the Sith Lord, preferably by tracking Asajj Ventress (since we have a pre-existing relationship to play on).

Personal:

[] Field Training
[] Specialized Force Training
-[] Blazing Chains (Basic)
I'm generally inclined to keep 'Personal Attention' anyway, though if we manage the odds well enough that may not be necessary. However, I feel very strongly that we should use our Personal Actions to (1) open the mystery box re: building a new body for Cheriss and (2) accelerating our research program, either Virus Library or Inhibitor Chips.

(Frankly, given that the inhibitor chips are needed to warn the Jedi about the Sith Lord's endgame, I think we should get started on that task ASAP, even if there is a short-term issue with the zombie virus...)

As for our bases, I agree that Asteroid would be our best bet (plus we can't really afford that much at the moment anyway). As for Mandalore:
Mandalorian Mansion:
[] Hidden Defenses
I would greatly prefer the other two. We're at the heart of the CNS -- we'll need to defend against intrusion, but Mandalorian History gives us the option of recruit Mandalore warriors (!) while the Beskar mines allows us to outfit our current forces with basically indestructible armor.
 
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