Now, I've been watching this a long time and haven't put together voting plans for this, but I'm intrigued.

Personal wants, without any thought to how things would play together.

[] Heroes With No Fear:
Keep pulling at those strings and keep unraveling canon.
[] Paramilitary Support:
Gathering allies against Palpatine
[] Anti-Slaver Actions:
-[] Senex-Juvex Slavers:
A shot across the bow back at Palpatine. Efficiently does an Intrigue action as a Combat action while also doing something combat-y.

[] Can I See Your Maps, Sir? (Free Action):
Firstest with the mostest is still my strategy of choice.
[] Between the Light and Dark:
-[] Followers of Palawa:
Anti-Force-User techniques, did you say? We happen to have a couple of them that are a real pain...oh, and we can also use bits of them for trolling.
-[] Fallanasi:
Women. Illusion techniques. Because Ciaran wasn't Trickster Archetype enough already.
[] CNS Recruitment:
-[] Northern Outer Rim:
Cleaning up map-gore and neatening our borders.
[] Watching The Watchmen:
Get it done already and back in good contact with the spy side of the Jedi.

[] Sienar Custom Vessel:
-[] Chu'unthor Repairs:
Enables more of that gray-council stuff.
[] "Tax" Loopholes:
Defensive move in our game against Palpatine.

[] The Thyferra Dilemma:
Find a way around the big hairy problem.
[] Watchers of the Dark:
Must. Watch. Maul.
[] Jailbreak Ovolot Qail Uthan:
I have a soft spot for the clones, okay?
[] Operation Ultra:
The big-picture enemy is still Palpatine.

[] An Elegant Weapon, for a More Civilized Age:
It's the coolest personal weapon in fiction.
[] Archaeological Expeditions:
-[] Lehon/Rakata Prime:
The Star Forge is literally an infinite-creation-engine. Gimme.

[] Ysalamiri Investigation:
Information security for a start. Also the ability to tell a Force-user "nope".
[] Analyze Commando Gear:
A bunch of useful tools. Also includes a shield (See: Republic Commando), because short-hopping the research tree is always a hoot.

[] Physical Training:
-[] Form III (Soresu) Training:
I feel like we haven't trolled Obi-Wan enough recently.
[] Create A Lightsaber:
-[] Integrate Lava Crystal:
So of course we build a lightsaber that probably burns our foes even when we're just blocking.
[] Annoy Padme (Free Action, no bonuses):
Yes.

[] PR-1 - Sair Upgrade Package:
Deserves it. Could eventually develop into a Stewardship Hero.
[] Asajj Ventress - Journeys Of An Exile:
-[] Jensaarai:
Hilarious violence ensues.
[] Jango Fett - Doubling Up:
"This is getting out of hand. Now there are two of them!"

I'm not even gonna look at bases right now.
 
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Heyla, quucknotes version... but really...20 actions? -shudder- you all capped the 40 omake limit, right?



Current Treasury: 442
Current Income: 4375
Current Upkeep: 1734


This gives potential use of 3083 credits.


[] Paramilitary Support: There are many paramilitary organizations in the galaxy, from Kligson's anti-Trade Federation militia on Grohl, to the pro-Jedi Antarian Rangers, to Lok Revenants and Mere Resistance and others, not to mention Kal Skirata's clone commandos. Offer support -- intelligence, logistics, medical care, safe harbor -- to each in exchange for their cooperation on future actions. Chance of Success: 60% Cost: 150 Upkeep: 75 Reward: Martial bonus; paramilitary groups confirmed as anti-Palpatine assets

...I would prefer to focus on anti-Palpatine resources this turn so this gets my nod, as well.

[] Preying Mantises: The Mantis Syndicate chapter of the Bounty Hunters Guild specializes in large-scale anti-piracy operations. How perfectly convenient, given the CNS's interest in fighting pirates around the galaxy. Extend an offer of support in exchange for a cut of the loot. Chance of Success: 60% Cost: 100 Reward: +50 Military income, per-turn loot roll, CNS space secured against pirates (slightly increased odds for CNS recruitment), Mantis Syndicate added as anti-Palpatine asset

...for the same reasons albeit a higher priority than Paramilitary for the additional effects.

[] Heroes With No Fear: Anakin Skywalker has become something of a galactic celebrity due to his remarkable conduct in the war. Yet for all the attention he gets, he is constantly supported by the equally heroic clone soldiers of the 501st. Contact Anakin to offer the Abyss Watchers' support for the boys of the 501st, possibly including intelligence, logistics, and definitely including medical care.... Chance of Success: 50% Cost: 100 Upkeep: 50 Reward: 501st treated as potential Anti-Palpatine asset. Inhibitor chips gradually removed from 501st. Slight upgrade to Force Bond between Anakin and Ciaran.

...I waaaaants it...

[] Shards Encased In Iron (CNS): You know that Cheriss is a Shard these days, but according to her there are others like her who are skilled engineers and filled with wanderlust. It might be worth using the CNS to get in contact with the Shard worlds to see if you can get the chance to recruit some of them for yourself...oh and get them to apply to the CNS of course. Chance of Success: 70% Reward: Contact with Shard worlds established, potential to recruit Shard engineers

...being the only CNS labelled action, this seems a default even if i would prefer CNS Recruitment.

[] CNS Recruitment: There are a number of systems nearby that don't particularly lean one way or the other in the war; maybe you could persuade them to join the CNS instead? Chance of Success: 80% Reward: Recruitment drive in selected area for the CNS
-[] Northern Outer Rim: Barring a few systems such as Agamar and JanFathal, the majority of the Northern Rim has joined the CNS. Encourage these last few holdouts to join and effectively end the war in the Northern Rim for good, which will get both Republic and Separatist fleets away from your more valuable holdings...

...this would be my preference if it counts as a CNS action but Pull At The Strings seems better if not.

[] Pull At The Strings: Fact of the matter is that as effective as the Anti-Palpatine Senators are, there are simply far more under Palpatine's sway right now, not to mention his ring of confidants. Use your more legitimate connections to sway some Senators away from Palpatine's influence so that his opponents can gain ground in the Senate. Chance of Success: 50% Reward: Increased influence for Anti-Palpatine Senators

...all the hate for Emprah, yep.

[] Can I See Your Maps, Sir? (Free Action): One of the most notable aspects about Kashyyyk to the galactic community is the Claatuvac Guild, a group of navigators that have access to archives of hyperlanes kept secret from the rest of the galaxy. The value in that is self-explanatory; just explain that you need them for the Silver Cross and for nothing else. Thankfully Chewbacca will be making the case on your behalf so no major action on your part is needed. Chance of Success: 70% Reward: Claatuvac Guild maps accessed

...21 ACTIONS?! oh well... it IS free...

[] Sienar Custom Vessel: Now that you've partnered with Sienar you can request customized ships from them for a price. You can either send them a plan of your own, or give their engineers a base concept and let them work out the details. Chance of Success: 90%
-[] Chu'unthor Repairs: Give Raith an effectively blank check, make sure it's clear that you want the Chu'unthor's primary functions intact and that no one is to hear about it once the repairs are finished...but aside from that tell him to go nuts. There's no way he could turn down a project like that. Cost: 250 Reward: Chu'unthor repairs started

...so many good options but letting Raith go grazy sounded the most... fun.

[] "Tax" Loopholes: While Palpatine may have cost you quite a bit of funding you do have a potent counterweapon: The Muuns. Set your Muun accountants, legal teams, and what have you loose on Palpatine's new acts and find as many exploitable loopholes to keep you from fully paying his "taxes." Chance of Success: 50% Reward: Noticeable decrease in investment penalty

...there were a couple of other financial options but this seems like it could be offered to our allies, as well, such as the AP Senators etc?

[] Treasury Auditing: While the actual backdoor to the Republic Treasury remains out of your reach (damn you Skirata), he is willing to let you (or more accurately the Muun bankers you have on staff) look over some past records to see if they can find anything to investigate further...or maybe some dirt. Odds are there's something there knowing Palpatine. Chance of Success: 40% Reward: Locate potential dirt on Palpatine or find leads on other projects

...and again with making Palpy's life more difficult. -nod-

[] The Thyferra Dilemma: Out of the blue, the government of Thyferra has quietly sent word that they wish to join the CNS. Given that it's not only the source of bacta in the galaxy and is home to an entire CIS fleet...the problems are kind of obvious. Investigate the planet in more detail and figure out what they're playing at, and hopefully figure out a way to not turn this into a full-blown political and military crisis. Chance of Success: 50% Reward: Learn more about Thyferra's CNS application

...this is such a hot topic, we need to follow up on it.

[] Public Relations Vaccination: While you did manage to deal with the Sith blackmail there's still a possibility that new incriminating information on you could be found. Preempt that by spreading a mix of truth and lies about you before debunking it all, making it that much harder for any actual dirt to be used on you. Chance of Success: 80% Reward: Increased defense against any incriminating evidence on you

...paranoia, you are our friend. I want it but this seems the loqest priority of my favoured Intrigue actions.

[] Watchers of the Dark: After some discussion, your Force experts in the high council have agreed on what to do with Maul. The plan is to watch him much more carefully until he can be led to your Jedi friends...but to do that you're going to need to track him at all times. Bug his ship, track his movements, make sure he goes nowhere without you knowing about it first. Chance of Success: 50% Reward: Maul tracked at all times

...please, keep an eye on the timebomb.

[] Operation Ultra: With Fry's codebreaker you have a major opportunity to crack into some of the most classified transmissions on Coruscant. Going over transmissions to and from Palpatine on the planet could give you some vital intel on his stooges in the Republic. Chance of Success: 50% Reward: Gather information on Palpatine and his inner circle in the Republic

...this seems like one of the best measures to take against Palpatine so is my first Intrigue priority.

[] Return to Tipoca City: Kal's suggested a daring plan given your trips to Kamino: he wants your help in hacking into Tipoca City's central mainframe to get more details about the inhibitor chips, how to sabotage them, and just as importantly where the clones with the chips you ended up sabotaging are. It'll be difficult after the attack on the planet, but far from impossible. Chance of Success: 50% Reward: Information on inhibitor chip implantation and chipless clones gathered, high potential for sabotage

...synergy with growing closer to the 501st, definitely.

[] Research Alternative Force Schools: While the Jedi and Sith are the most well-known Force users in the galaxy there are certainly others that have mastered more esoteric techniques that could be useful to you. You already have information on them from the datachips so it shouldn't be too difficult. (Choose 1 below) Chance of Success: 70% Reward: Learn techniques from other Force users
-[] Fallanasi: A mostly female group of pacifistic Force users, their unique abilities are projected illusions and the ability to become practically undetectable.

...make our Force users even sneakier? Yes, please.

[] Archaeological Expeditions: There are very famous sites in the galaxy that are dying for someone to lead expeditions to...and potentially locate Force-related artifacts. Chance of Success: 70% (80% on planets with a *) Cost: 50 Reward: Expedition to chosen location launched
-[] Yavin IV*: Home to many different Force temples and was the home base for many famed Sith Lords, the moon would certainly contain plenty of interesting artifacts on its surface.

...the variety of traditions sold this for me.

[] No Match for a Good Blaster At Your Side: Cheriss has pointed out that the kyber traditionally used for lightsabers could also go into particularly powerful blasters that might even be more in-tune with the Force, making Blazing Chains techniques easier. That being said it'd be slightly more difficult to design these, but only slightly. Chance of Success: 70% Reward: Customized blasters designed for Force users

...I prefer this as opposed to or in addition to lightsabers, just for aurprise potential.

[] Ysalamiri Investigation: The records from Obroa-Skai have helped you realized what's so special about Myrkr: the ysalamiri, a species that is somehow capable of naturally repelling the Force in a bubble around them. The applications for them are blindingly obvious and are far easier to act on than anything else you know of right now. The only catch is that from what you can tell it's been impossible to get them off of Myrkr otherwise you would have crates filled with the things right this second. Send your biologists, material researchers, hell, anyone available to figure out how to get these things off-planet. Chance of Success: 50% Cost: 200 Reward: Determine method to transport ysalamiri off of Myrkr [Takes 4 turns, locks actions for 3 turns]

...mmmm, Palpy wants a new pet? We should surgically staple one to his leg so he does not get lonely.

[] Non-Human Genemods: The Arkanians have developed mods for the Human/Near-Human families, but more research is going to be needed from them if they're going to be able to genemod other species. They have a good start from the mods thus far so research on this shouldn't take too long. Chance of Success: 70% Cost: 100 Reward: Genemodding available for non-human species [Takes 2 turns]

...being able to buff our entire inner circle would be nice.

[] Personal Shield Technology: It's saddening, but personal shields have become more and more difficult to find and produce in spite of their prevalence in the past. That being said creating an in-house model would mean that you would have a very powerful tool of your own to use, and you have quite a bit of data on them between HK-47's records and the data recovered from the Arkanian Legacy. And for that matter Var Zheen has floated some ideas based on the energy shields of the Gungans... Chance of Success: 80% Cost: 150 Reward: Personal Shields (re-)developed [Takes 2 Turns]

...i generally favour defense so this suits me well.

[] Anti-Force Research: There are some esoteric creatures and substances in the galaxy that could blunt Force usage but they're difficult to recover and hard to research due to their nature. Chance of Success: 50% Cost: 200 Reward: Anti-Force subject researched [Takes 4 turns, locks action for 2 turns]
-[] Senflax: Apparently this is a neurotoxin of some variety that can be used to damage Force users in particular. If you could develop a decent delivery system you would have a very powerful tool to use...

...ditto.

[] Force Training: You've certainly gotten stronger, but Mortis has taught you that you still have a long ways to go.
-[] Shatterpoint (Organic(?)): Unquestionably the most difficult thing you could attempt to train on right now; you're still trying to figure out why you can't see shatterpoints on living beings. Unfortunately even after mastering the rest of your shatterpoint-related abilities you still have absolutely nothing to go on here aside from speculation so even trying to comprehend this will be much more difficult. Chance of Success: 30% Reward: ???

...further enhancing our unique force ability? Yes.

[] 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

...heh. i am aiming for 200 this time or have we already gotten that high?

[] Create A Lightsaber: Your lightfoil is still a fine weapon itself, but Asajj and Vectivus have pointed out that there is no comparision to creating a lightsaber of your own. Maybe they're on to something... Chance of Success: 90% Reward: Lightsaber created for Ciaran
-[] Integrate Lava Crystal: If you wanted to you could work in the Lava Crystal you've been keeping for a while now.

...i am equivocal on this one as i still kinda like the idea of a lava crystal force blasrer instead. -g

[] Annoy Padme (Free Action, no bonuses): Given recent events? Yeah, no way are you leaving her alone right now. Chance of Success: Yes. Reward: Entertainment

...we must does it!

[] Cheriss Sair - The Art Of The Droid: Granted, Cheriss' new mechu-daru abilites certainly speak for themselves but it couldn't hurt for other members of your organization to learn about them in more detail. Sadly, since she is currently the only one within it to fully master the ability, she'd have to commit to teaching this for the immediate future. (Uses Lore Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: 80% Cost: 150 Reward: Cheriss teaches mechu-deru to Agent teams, ???

...i have not seen the Shard much and this seems amysing to distract her from her own upgrade AGAIN.

[] Asajj Ventress - Journeys Of An Exile: Fact of the matter is that you just don't have time to go contact every Force sect in the galaxy to speak with them or learn their techniques or whatever. In light of this Asajj has volunteered to go visit some of the groups...though while she'd never say it outright she'd like to be able to gain practical knowledge (usually involving new ways to kill things with her mind) from whoever she visits or at least not have to go through hours of scholarly discussion to gain their trust. Odds are any kind of "scholarly discussion" involving Asajj wouldn't work anyway knowing her... (Uses Diplomacy Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 60% Reward: Asajj contacts designated group, ???.
-[] Followers of Palawa: An isolated group of Force users in the far west of the known galaxy, they have developed a number of techniques that are explicitly designed to protect against Force users. While information on them is rather scarce due to their isolation, Asajj is admittedly curious as to what these techniques actually are.

...I could not justify this under Lore with the other options so letting Ventress do it for us is hoghly desirable.

[] HK-47 - Revan's Final Legacy: According to HK-47, Revan's greatest legacy was re-purposing a Rakatan space station known as the Foundry to help him produce an army of droids that were to help him destroy the Sith Empire, though he was killed before he could unleash the droids on the galaxy. While HK says that he can access the facility you're not certain what state it would be in after all these millennia or even if it would be safe to enter...but if it kept even a tenth of its original functionality it would be an invaluable asset. (Uses Learning Bonuses, HK-47 must be assigned to this action if chosen) Chance of Success: 40% Reward: Foundry accessed, ???

...i really wants this one. -nods-

[] Jango Fett - Doubling Up: There are two problems to you appearing in public all the time due to your celebrity status: being busy with public appearances and running the risk of getting shot at by an assassin. However, recruiting Jango, or more accurately his Clawdite parter Zam Wesell has provided you with a unique opportunity; training Zam to act like you so she can be a body double (while having Jango around for support naturally) would not only help keep you safe but give you the time to focus your efforts elsewhere. (Uses Lore Bonuses, Jango Fett must be assigned to this action if chosen) Chance of Success: 70% Reward: Zam trained as your body double, ???

...the possibility of more actions and the inbuilt alibi? Yes, please.

okays, i am zapped now. Tooooi much in the base options, the calculations were geyting ovwrwhelming. -sheep-
 
A few questions for @Dr. Snark:

Martial: 29+6+4=39 (The Kaleesh are on the verge of declaring Grievous to be a living embodiment of war itself, and given how much he's grown as a warrior and commander you're not inclined to disagree.)
Can you clarify the rules for odd-numbered Hero Support stats? If we apply Grievous to help out a Martial Action, would he give a +19 or +20 bonus to the dice roll? Do the numbers round up, or round down?

[] Contact the Baobab Merchant Fleet: The Baobab family of Manda has cultivated a reputation as some of the finest traders in the galaxy, with a well-regarded Merchant Marine Academy and a nigh-legendary Archive of artifacts discovered in their many trade journeys. Now that they've joined the CNS, arrange for their merchant fleet to connect the planets of Neutral Space and greatly bolster their economy. Cost: 150 Reward: CNS Investment penalty reduced, contact made, future collaboration possible
This action has no "Chance of Success" listed.

[] Ysalamiri Investigation: The records from Obroa-Skai have helped you realized what's so special about Myrkr: the ysalamiri, a species that is somehow capable of naturally repelling the Force in a bubble around them. The applications for them are blindingly obvious and are far easier to act on than anything else you know of right now. The only catch is that from what you can tell it's been impossible to get them off of Myrkr otherwise you would have crates filled with the things right this second. Send your biologists, material researchers, hell, anyone available to figure out how to get these things off-planet. Chance of Success: 50% Cost: 200 Reward: Determine method to transport ysalamiri off of Myrkr [Takes 4 turns, locks actions for 3 turns]
Can you clarify if this action gets 'default bonuses' for "Medical" or "Biotech"? I wasn't sure if either of those would apply.

[] Personal Shield Technology: It's saddening, but personal shields have become more and more difficult to find and produce in spite of their prevalence in the past. That being said creating an in-house model would mean that you would have a very powerful tool of your own to use, and you have quite a bit of data on them between HK-47's records and the data recovered from the Arkanian Legacy. And for that matter Var Zheen has floated some ideas based on the energy shields of the Gungans... Chance of Success: 80% Cost: 150 Reward: Personal Shields (re-)developed [Takes 2 Turns]
...
[] Sair Frame Integration: The good news: Cheriss' mechu-deru enhanced designs for your droid units promises to make them far more effective than any of their equivalents on the open market. The bad news: it's going to take time and credits to get the production lines on the factories you own to switch over to the new designs, not to mention rebuilding the ones already active. Still would definitely be worth it though... Chance of Success: 80% Cost: 200 Reward: Sair frames integrated into current/future droid units
Can you clarify if these actions get the 'default bonus' for Cybernetics? Per google:define, cybernetics refers to "communication and automatic control systems in machines and living things"? Is that the case, or are we treating in-universe cybernetics as solely the province of implants and robot arms?

[] Jango Fett - Doubling Up: There are two problems to you appearing in public all the time due to your celebrity status: being busy with public appearances and running the risk of getting shot at by an assassin. However, recruiting Jango, or more accurately his Clawdite parter Zam Wesell has provided you with a unique opportunity; training Zam to act like you so she can be a body double (while having Jango around for support naturally) would not only help keep you safe but give you the time to focus your efforts elsewhere. (Uses Lore Bonuses, Jango Fett must be assigned to this action if chosen) Chance of Success: 70% Reward: Zam trained as your body double, ???
Was it intended, for 'Lore' bonuses to apply to this action? That doesn't seem to fit very well, considering that most of Zam's involvement would be Diplomacy ("public appearances") or Intrigue ("act like you").


[] Karada Expansion: Setting up more specialized branches of Karada would help you get more credits out of the company.
-[] Karada Laboratories: set up a public-facing research laboratory to develop more medicine and pharmaceuticals for general use.
-[] Karada Academy: expand the training programs, to offer conferences and collaborative projects between other major medcenters in the galaxy, and cross-training for doctors who specialize in different skill sets (surgeon vs. pediatrician) and different species.
These base upgrades have no 'Cost' or 'Reward' listed.


Finally, can you clarify if you want "Trade Income" (and/or "Tourism Income", and/or "Mining Income") to be treated as separate categories than 'Investment Income' (that is, whether those categories would be subject to the same penalty)?

Thanks!
 
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Also, a random comment for everyone else: I just realized that 'Revan's Final Legacy' is actually a possibility this turn.
[] HK-47 - Revan's Final Legacy: (Uses Learning Bonuses, HK-47 must be assigned to this action if chosen) Chance of Success: 40% Reward: Foundry accessed, ???
Specifically, the odds would be: 40% + 20% (default) + 18% (HK-47) + 20 (omakes) = 98% odds, with 58% chance of a crit.

:o

Throw in 2 Watchers, and that's a guaranteed success, with 60% chance of a crit (!) We don't even need to spend a Personal Attention to get us there. Unbelievable...
 
Paring for Priority:
Don't Do It: Deleted From List
Do It Whenever: White
Do It: Blue
Do It Soon: Yellow

Do It ASAP: Orange
Do It Yesterday: RED
Do It When The Time Is Right: Green

Odds are adjusted for native bonuses, including Omakes. Should make it easier to point out where we need the Hero Support. Will be throwing in plenty of formatting fuck arounds to make this more of a drawn out hassle.
Martial: Xruk has been working overtime to train the newest recruits, and OOM-9 is constantly running simulations to determine whether an attack on Palpatine is feasible.

Pick 2:

[] Black Ops (CIS):
The CIS advance has been gearing up again, and while they aren't as effective as they once were they still have an advantage in the war. Send some teams their way and fix that. Chance of Success: 115% Cost: 50 Reward: CIS war effort damaged

[] Black Ops (Republic):
Fact of the matter is that the Republic gaining a significant advantage would be just as bad as the Separatists gaining one at this point. Make sure that doesn't happen. Chance of Success: 115% Cost: 50 Reward: Republic war effort damaged

Typically we would consider these "Delete" actions, but honestly it's worth remembering that we need this war to not end before we're ready. The Ceasefire did a good job of delaying things a bit, and the massive roadblock that is the CNS certainly contributes for now, but still. Time is not on our side.


[] Militia Standardization: The fact of the matter is that the CNS military is more of a patchwork of the various members' militaries. Help create a standardized system for equipment and it would help make them more cohesive...and a much stronger fighting force should it become necessary. Chance of Success: 115% Reward: CNS militia forces increase in quality.

[] CNS Defense Taskforce: The Council of Neutral System already has a Joint Forces Command that you basically controls. Now that the CNS spans the galaxy, expand the JFC's role and integrate the new members' armies and fleets, to secure all CNS territory and ensure local stability and security. Chance of Success: 105% Cost: 150 Reward: improved odds for CNS recruitment, small decrease in CNS investment penalty (anti-piracy), better military preparedness

[] False-Flag Piracy: Well, you do have all of these pirate fleets floating around, so why not justify CNS military expansion by staging a few raids in CNS space? Why, the CNS would have to strengthen their forces to protect against these terrible raids. Though you'll need to be careful lest you let said raids point back to you. Chance of Success: 90% Reward: Justification for increased military expansion in CNS space

Okay. So, as mentioned before, this is the Dream Team Combo for CNS Military Might. These three plus Thrawn input (with these odds, hardly necessary, but still), and hopefully some crits while we're at it, and the CNS becomes a true Third Military Power with Grand Admiral Thrawn at its head. And oh boy, is that a whole 'nother ballgame. But, as also mentioned before, man can we not afford to do this right now. I think that, depending on what we get from the Thyferra Actions this turn, we look into this next Quarter. Because we may need it then.


[] Anti-Slaver Actions: The fact of the matter is that slavery is one of the most hated institutions in the galaxy outside of Hutt Space. It would certainly earn a lot of goodwill if you were to deal with some of the more prominent organizations (not affiliated with your Hutt allies)...and the loot would certainly make it worthwhile. Chance of Success: 100% Reward: Assaults launched on chosen slaver group, loot
-[] Senex-Juvex Slavers: Would you look at that, this slave group in Republic space is also home to a number of pro-Palpatine nobles! Launching a raid on them and exposing them to the galaxy would be quite the scandal...

So you'd look at this and think "man, super useful political tool but let's do it when the time is right" and write it off for one of the shiny acquisitions below. But this is actually a perfect time for this action. We wanted to do this with Anakin's involvement because it A) binds him to us and our anti-slavery cause, and B) uses slavery to sour his relations with Palpatine a bit. But, how do we guarantee Anakin's involvement? With the 501st Support Action we're also taking. Boom.

[] Paramilitary Support: There are many paramilitary organizations in the galaxy, from Kligson's anti-Trade Federation militia on Grohl, to the pro-Jedi Antarian Rangers, to Lok Revenants and Mere Resistance and others, not to mention Kal Skirata's clone commandos. Offer support -- intelligence, logistics, medical care, safe harbor -- to each in exchange for their cooperation on future actions. Chance of Success: 90% Cost: 150 Upkeep: 75 Reward: Martial bonus; paramilitary groups confirmed as anti-Palpatine assets

[] Preying Mantises:
The Mantis Syndicate chapter of the Bounty Hunters Guild specializes in large-scale anti-piracy operations. How perfectly convenient, given the CNS's interest in fighting pirates around the galaxy. Extend an offer of support in exchange for a cut of the loot. Chance of Success: 90% Cost: 100 Reward: +50 Military income, per-turn loot roll, CNS space secured against pirates (slightly increased odds for CNS recruitment), Mantis Syndicate added as anti-Palpatine asset

We're gonna talk about these two together because similar concepts. So, Mantises obviously need to be delayed until we don't need the False Flag Piracy anymore. Even then, a neat asset and income but otherwise we'll be fine hence blue. Paramilitary is higher because of the confirmed Martial Bonus, which is always nice even if we have Martial Heroes for days. As for the Organizations themselves... I can see Paramilitary being important regarding Order 66, and just the breadth of them will be super useful for coordinating any galaxy-wide efforts we'd need to make (which is where Thrawn at the Command Post comes in). The Mantises provide this to a lesser extent, however they do provide untaxed income.

[] Heroes With No Fear:
Anakin Skywalker has become something of a galactic celebrity due to his remarkable conduct in the war. Yet for all the attention he gets, he is constantly supported by the equally heroic clone soldiers of the 501st. Contact Anakin to offer the Abyss Watchers' support for the boys of the 501st, possibly including intelligence, logistics, and definitely including medical care.... Chance of Success: 80% Cost: 100 Upkeep: 50 Reward: 501st treated as potential Anti-Palpatine asset. Inhibitor chips gradually removed from 501st. Slight upgrade to Force Bond between Anakin and Ciaran.

I mean, looking past Anakin, you have one of the most renowned legions of clones dechipped and on our side. Yes. Just, all the yes. That said: HERO SUPPORT NEEDED. 80% is still pretty good odds, but this isn't something to leave to chance. Not to mention that this would be a great one to crit. Luckily we have 6 Martial Heroes, 5 of which we can actually use here (no Ventress). HK-47 is also not a great choice but it'd be just so hilarious that I think we'd get away with it. Also technically there's Ciaran. Personal Attention would be great here for another Stupid Crittm​ regarding Anakin, but given how much else we need to do in this update, prolly not gonna happen.

Summary: Mercenary Work and most Piracy options deleted. We don't need loot, and piracy to spur CNS recruitment really isn't needed right now. And even with the taxes, our income is plenty fine enough that we don't need to waste a valuable action on Merc Work. The CNS Fleet Expansion Wombo Combo needs to wait a turn. Acquire Assets waits for after that.

Diplomacy: Most of the galaxy is under Palpatine's control in some fashion and you're short on allies. Time to see how much you can fix those things.

Pick 1 Regular Action, 1 CNS Action:

[] Shards Encased In Iron (CNS): You know that Cheriss is a Shard these days, but according to her there are others like her who are skilled engineers and filled with wanderlust. It might be worth using the CNS to get in contact with the Shard worlds to see if you can get the chance to recruit some of them for yourself...oh and get them to apply to the CNS of course. Chance of Success: 100% Reward: Contact with Shard worlds established, potential to recruit Shard engineers

[] CNS Recruitment:
There are a number of systems nearby that don't particularly lean one way or the other in the war; maybe you could persuade them to join the CNS instead? Chance of Success: 110% Reward: Recruitment drive in selected area for the CNS
-[] Northern Outer Rim:
Barring a few systems such as Agamar and JanFathal, the majority of the Northern Rim has joined the CNS. Encourage these last few holdouts to join and effectively end the war in the Northern Rim for good, which will get both Republic and Separatist fleets away from your more valuable holdings...

Not that the Shards are a bad idea, but it's been insinuated that locking up our super rich Nortnern Rim holdings (although woe be it to whichever moron decides to poke a fight with the newly teched up Kaleesh), is more important. So there's our CNS action. That said, closing off the Northern Rim is kinda its own problem but oh well.

[] Calling In A Favor: A few years ago one Ferrus Olin left the Jedi Order, telling you that he would help you if needed. Well it is about time to call that favor in; get in contact with him and see if you can get the support of him and anyone he knows outside of the Order for the fight against Palpatine. Chance of Success: 105% Reward: Ferrus Olin contacted

[] The Roaming Jedi: Telling the Council about Palpatine's true identity is a recipe for disaster, but there are certainly other Jedi in the galaxy that aren't a part of the Order you could contact for aid. You've always gotten the odd report from your Silver Cross camps about the occasional Jedi stopping by to help refugees, so it wouldn't be too difficult to track some of them down. Chance of Success: 95% Reward: Jedi outside of the Order contacted

[] Watching The Watchmen: While you haven't been formally in contact with the Jedi Sentinels as of late due to your issues with the Order, getting back into contact with them at this point would certainly be useful to both sides. Chance of Success: 105% Reward: Formal contact with Jedi Sentinels restored

I copy/pasted the Sentinels up here because clearly. Moderately irked that we have to reconnect with the Sentinels but whatever. Now, in this case, soon is a very relative term, but we need more Anti-Palpatine assets in the "blow his head off" category. Granted, Olin and the random Jedi aren't gonna be that incredible against him given how the first ten seconds of the canon fight went, but they'll help with his acolytes and guards and everything. Sentinels have the added bonus of helping with our Intrigue which is a typical big meaty category, but also... Maul. Actually, especially Maul.


[] House Of Killers: Given that you're going to be dealing with a lot of high-profile targets in both the Republic and CIS, it might be worthwhile to get some outside help as it were. Use your reputation and funds to establish a bounty hunter chapter of your own so that you can gather these people together for your own ends. Chance of Success: 105% Cost: 150 Reward: Watchers bounty hunter chapter established

I mean. Useful? Certainly. Now? Nope. Immediate? Not really. Real sticker is that we have Jango with the corresponding Hero Action so there's the obvious alternative. We only take this if we don't feel like waiting or somehow don't have anything better to do.


[] Pull At The Strings: Fact of the matter is that as effective as the Anti-Palpatine Senators are, there are simply far more under Palpatine's sway right now, not to mention his ring of confidants. Use your more legitimate connections to sway some Senators away from Palpatine's influence so that his opponents can gain ground in the Senate. Chance of Success: 75% Reward: Increased influence for Anti-Palpatine Senators

The 'Yesterday' bit of this is only relevant because Yesterday Palpatine taxed the shit out of us. Anyhow, Publicola quite rightly pointed out to me last turn that Pull At The Strings needed to wait until we had some synergy and force to it. He was right, (I'm not saying we should've done this last turn), but damn do we need it now. And luckily, with that Slavery Hit going on, we've got something of a push here. It's time.

Hero Support Obviously Needed. As to who, well, more limited options. Silas gives +12, PR-1 +10, and Thrawn +15. Also, Ciaran herself with the +40 if we wanna just takeover the Senate ourselves or something. Of course, at that point Palpatine would then trigger the fight himself (hidden third criteria). Thrawn sounds like a play. I think we'll send PR-1 to the shop, so we can either add on Silas or some Watcher Groups.

[] Can I See Your Maps, Sir? (Free Action):
One of the most notable aspects about Kashyyyk to the galactic community is the Claatuvac Guild, a group of navigators that have access to archives of hyperlanes kept secret from the rest of the galaxy. The value in that is self-explanatory; just explain that you need them for the Silver Cross and for nothing else. Thankfully Chewbacca will be making the case on your behalf so no major action on your part is needed. Chance of Success: 95% Reward: Claatuvac Guild maps accessed

Who cares about rating. Free action! And possibly giving us more Free Actions!

Summary: All Force Sect Contact actions were removed because - Publicola willing - we'll finally have the Chu'unthor next turn and that will presumably have a big effect on all that. The Grey Council is more long-term goal anyhow. It can wait, especially because there is a major action economy issue here. It boils down to recruiting the Northern Rim for the CNS, then the second action is tougher, especially because no way in hell will this category get the Free Action this turn.

I mean, it's not that tough, but still. I (clearly) am very much in favor of Pulling Strings. Slavery isn't the best impetus we could get, but it's the best we have right now and we don't have the actions available for Grassroots. Pulling Strings is clearly a repeatable action (though with altered success odds), and the tax just went to show that we really do need a stronger foothold in the Senate. Only reason to hold off is if we want to wait for a better scandal/leverage... but that's only so compelling in the face of short-term necessity.

Otherwise, we take Sentinels for the eventual Maul showdown.

Stewardship: In spite of the recent news, Borvo's been keeping his spirits up; he's pointed out that keeping the finances of the Watchers stable will be vital for the coming times.

Pick 2 Regular Actions, Up to 1 Sienar Action:

[] Sienar Custom Vessel:
Now that you've partnered with Sienar you can request customized ships from them for a price. You can either send them a plan of your own, or give their engineers a base concept and let them work out the details. Chance of Success: Doesn't Matter
-[] Chu'unthor Repairs:
Give Raith an effectively blank check, make sure it's clear that you want the Chu'unthor's primary functions intact and that no one is to hear about it once the repairs are finished...but aside from that tell him to go nuts. There's no way he could turn down a project like that. Cost: 250 Reward: Chu'unthor repairs started

So I think we can intuit what we've previously ignored, which is that the ships give bonuses and possibly bonus actions. So we have to start making use of that. Buuuut, well, we've poured hella actions into this ship already. Let's get it done.

[] Silver Cross PR Blitz:
Your organization is popular enough, sure, but there's nothing like a massive PR blitz to make sure that donations and sponsors are constantly coming in. Chance of Success: 100% Reward: Increased income/decreased upkeep for Silver Cross

The Silver Cross is not a huge moneymaker. It's never going to be a huge moneymaker, as shown by how paltry the gains from the 10% increase in Silver Cross income is.


[] Contact Ship-builders: If your efforts with Sienar are any indication you might have a bright future available to you in the starship industry; but you're going to need to get in contact with the producers first. Chance of Success: 100% Reward: Contact with chosen corporation gained
-[] Hoersch-Kessel Drive: This company helped produce Lucerhulks like the Oracle, but has been suffering from considerable mismanagement and financial losses. Surely they would appreciate an investor like yourself.
-[] SubPro: Despite the fact that they have produced high-quality products like the NovaSword fighter you acquired from Durge, they have been dealing with an unfounded reputation for shoddy workmanship. Sounds like they could use a popular investor.
-[] Mon Calamari Shipyards: the Mon Cala of Dac specialize in high-quality livable starships, and would be a powerful ally for CNS military readiness as well as the Abyss Watchers organization.

[] The Return of Galactic Sushi: Bringing in the Ithorians means that you have some of the greatest agriculturalists in the galaxy to call on. You also have a number of agriworlds and other farming areas (like Taris) that could use their aid. The solution seems obvious, doesn't it? Chance of Success: 90% Reward: Agricultural output increase in CNS space

[] Contact the Baobab Merchant Fleet: The Baobab family of Manda has cultivated a reputation as some of the finest traders in the galaxy, with a well-regarded Merchant Marine Academy and a nigh-legendary Archive of artifacts discovered in their many trade journeys. Now that they've joined the CNS, arrange for their merchant fleet to connect the planets of Neutral Space and greatly bolster their economy. Cost: 150 Reward: CNS Investment penalty reduced, contact made, future collaboration possible

The three candidates for the remaining Stewardship action. First off, obviously the company named SubPro has a reputation for being subpar. Needs an immediate rebrand (so bust out your favorite names, Dark Souls Fans). It and Hoersch-Kessel seem like better investments than Mon Cal because they're in more need and so we'd have more influence within them. Better ROI after we do our turnaround. Baobab have shinies and reduce our penalty, which are both super great. That said, Galactic Sushi brings in the Ithorian contact, which as discussed is gonna be real damn important for bacta manufacturing. I think it comes down to the Ithorians and Baobab, which is mainly contingent on how the Ithorian action listed here may interact with our bacta pursuits. If this action is useful in the sequence, take it. Otherwise? Priority drops waaaaay down and we go with Baobab.


[] Oust Shu Mai: You know you have the momentum. SoroSuub is staying out of the way. The mining companies you've been investing in would be more than happy to back you. Rumbles of discontent come from more Commerce Guild members as quite a few of them have joined the CNS. You have a chance to oust Shu Mai from the Commerce Guild, though given her stranglehold over Castell it won't be easy. Chance of Success: 60% Reward: Shu Mai ousted from Commerce Guild and new leadership chosen

[] "Tax" Loopholes: While Palpatine may have cost you quite a bit of funding you do have a potent counterweapon: The Muuns. Set your Muun accountants, legal teams, and what have you loose on Palpatine's new acts and find as many exploitable loopholes to keep you from fully paying his "taxes." Chance of Success: 80% Reward: Noticeable decrease in investment penalty

[] "Tax" Evasion: Forget loopholes. Sure Palpatine's probably watching for the slightest sign of your "illegal activities" but you know that he's not as omniscient as he thinks he is. "Misplace" funds through whatever means necessary to avoid these "taxes" and spite Palpatine. Chance of Success: 60% Reward: Significant decrease in investment penalty

[] Treasury Auditing: While the actual backdoor to the Republic Treasury remains out of your reach (damn you Skirata), he is willing to let you (or more accurately the Muun bankers you have on staff) look over some past records to see if they can find anything to investigate further...or maybe some dirt. Odds are there's something there knowing Palpatine. Chance of Success: 70% Reward: Locate potential dirt on Palpatine or find leads on other projects

You know what'd be great? If we had a Hero Unit with a double digit Stewardship bonus besides Thrawn (because of course it's Thrawn). I mean, we'd have to dump the +34 from Personal Attention here to make any of these actions doable by our new standard of "insta-success or no dice", and even then.

[] Buy Out Fry Industries:
Talesan Fry is perhaps the best security specialist in the galaxy, but between his paranoia and his now shaky relations with the CIS and Republic after the fiasco with his codebreaker his company is not able to grow to its full potential. Buy out his company, resettle him on a nice, secure planet like Taris or possibly even Kalee and bring him into your fold. Chance of Success: 100% Reward: Fry Industries bought out and relocated to secure location

OH LOOK, A GUARANTEED SUCCESS ON AN ACTION THAT COULD GIVE US A STEWARDSHIP HERO.

WE'RE TAKING IT. FIGHT ME.

Summary: To me, we have two locked in actions. Chu'unthor, obviously. And then buying out Fry for the chance at a very paranoid Stewardship, Intrigue, and Learning Bonus that we could very much use. Then Baobab vs Ithorian is a debate, based on whether or not we think that the Ithorian Action may be useful for our soon to come bacta scheme. We'd want the Ithorians set up for next turn when we have the bacta plans anyhow as a "piss Thyferra off into withdrawing" gambit.

I have a feeling it's gonna be Baobab anyway, but I made the Ithorian connection and figured it was worth putting out there in case I was right.

Intrigue: As terrified Gulan has been lately, he's been doing everything he can to get every last scrap of information he can find on Palpatine and his plans.

Pick 3:

[] Grassroots Movements:
Rile up protests, sponsor anti-government media, do whatever it takes, but stop Palpatine from getting any more influence any way you can. Chance of Success: 105% Reward: Palpatine's influence stymied

Only because of the Slavery Play. Honestly, I think that slavery controversy would have a greater effect on the public than the Senate, but Action Economy. I just cannot justify taking this action when we have Pulling Strings so much more easily available.


[] Black Information: If you're going to beat Palpatine, you'll need to deal with his cohorts in both the CIS and the Republic. Thankfully said cohorts are for the most part massively paranoid, and given enough damning information they'd likely quickly turn on each other. That being said this would be extremely difficult to pull off.
-[] Republic: This is where Palpatine's been concentrating his strength the most; this would be much riskier but much more rewarding. Chance of Success: 75% Reward: Palpatine's inner circle weakened

Obviously Slavery isn't gonna bother them. Operation Ultra? Could yield something. Wait for the synergy there.

[] Delicious Bacta:
Thyferra has been a very rich planet thanks to keeping a stranglehold on bacta and any product that could potentially compete with it. While the potential profit from a heist would be nice, it might be worthwhile to try and break their stranglehold over bacta given the recent political issues with the planet. Chance of Success: 95% Reward: Data on bacta products stolen from Thyferra

[] The Thyferra Dilemma: Out of the blue, the government of Thyferra has quietly sent word that they wish to join the CNS. Given that it's not only the source of bacta in the galaxy and is home to an entire CIS fleet...the problems are kind of obvious. Investigate the planet in more detail and figure out what they're playing at, and hopefully figure out a way to not turn this into a full-blown political and military crisis. Chance of Success: 85% Reward: Learn more about Thyferra's CNS application

The Thyferra Issue. Yeah. Time-Sensitive as it gets. See, here's what I'm thinking. Stealing bacta is a great way to piss them off into leaving, and is also useful in other ways. But, well, Action Economy. A crit on the Bacta Heist could also give us information on their CNS Application, but the reverse is not guaranteed. We can do just The Dilemma if want to risk on finding a way to solve this without pissing them off via bacta. Or we can just do Bacta and risk not getting a crit. Or we do both.

Man. Most quests get fucked over by low rolls. Leave it to us to get dicked by high ones. Either way, Hero Support.


[] Watchers of the Dark: After some discussion, your Force experts in the high council have agreed on what to do with Maul. The plan is to watch him much more carefully until he can be led to your Jedi friends...but to do that you're going to need to track him at all times. Bug his ship, track his movements, make sure he goes nowhere without you knowing about it first. Chance of Success: 85% Reward: Maul tracked at all times

Yes. Non-Negotiable. Hero Support. Ventress or HK-47.


[] Operation Ultra: With Fry's codebreaker you have a major opportunity to crack into some of the most classified transmissions on Coruscant. Going over transmissions to and from Palpatine on the planet could give you some vital intel on his stooges in the Republic. Chance of Success: 85% Reward: Gather information on Palpatine and his inner circle in the Republic

So obviously useful for leverage for Black Information and just general utility, but there's no immediate deadline here. Definitely needs to be done at some point, though.


[] Jailbreak Ovolot Qail Uthan: Kal's called in another medical-related issue; apparently there's a scientist being held on Coruscant by the name of Ovolot Qail Uthan, a "mad scientist" in Kal's own words. He's requested that you help break her out as according to him while she is insane she's one of the most knowledgeable people on the clone genome, namely how to possibly stop the rapid aging process. Chance of Success: 95% Reward: Ovolot freed to work for Clan Skirata

[] Return to Tipoca City: Kal's suggested a daring plan given your trips to Kamino: he wants your help in hacking into Tipoca City's central mainframe to get more details about the inhibitor chips, how to sabotage them, and just as importantly where the clones with the chips you ended up sabotaging are. It'll be difficult after the attack on the planet, but far from impossible. Chance of Success: 85% Reward: Information on inhibitor chip implantation and chipless clones gathered, high potential for sabotage

Okay. So. Yeah. Ugh. Just... ugh. Ovolot Qail is on the path to Kal's trust with the treasury records, but hopefully next turn we'll have Talesan Fry and can use him to up the odds on that Stewardship Action. Kal may not trust us, but hey, may as well trust the guy who trusts nobody, amirite? Tipoca City gives us Order 66 data, which... well yeah. In terms of all around importance that is red red red. I mean, Kal's probably not gonna want us to edit the Orders to more entertaining things, or even alter Order 66, that is. Because he'll want us to take the whole chip offline. But, well, it needs to be done.

Summary: UUUUUUUUUUUUUUGH. Honestly, I just deleted everything that wasn't a clear "YES DO NOW". So, for this category, the color meanings are slightly modified to Red as Time-Sensitive and Orange as Not-Time-Sensitive. I'm being very hardline on the meaning of Time-Sensitive.

We have Maul super locked in. Then at least one slot goes to Thyferra. That leaves either one or two slots because are we really pretending that anywhere else is getting the Free Action? We're putting a Hero on everything except the Hunt for the Mad Scientist, which honestly we probably won't take. Tipoca and Ultra are probably the two we're looking at. Both very very important. 6 Actions. 4 Slots. I think Qail and Bacta may be on the chopping block. I just.... ugh. This is really where we should be focusing our discussion for the rest of the grace period.

Lore: Tyro's been much more grim with the recent news, and you've heard that he's been training himself just as much as his pupils.

Pick 1 Regular Action, 1 Archaeological Action:
[] Archaeological Expeditions: There are very famous sites in the galaxy that are dying for someone to lead expeditions to...and potentially locate Force-related artifacts. Chance of Success: 105% (115% on planets with a *) Cost: 50 Reward: Expedition to chosen location launched
-[] Korriban: The origin world of the Sith, this planet would contain plenty of artifacts for those that can withstand the wildlife and the immense influence of the Dark Side.
-[] Yavin IV*: Home to many different Force temples and was the home base for many famed Sith Lords, the moon would certainly contain plenty of interesting artifacts on its surface.
-[] Tython: A candidate for the ancestral home of the Jedi Order, this planet still has a considerable amount of ruins that are begging to be explored.
-[] Outer Rim (Dxun, Telos (IV))*: A pair of worlds closely associated with the Jedi Civil War era, they are home to Sith and Jedi ruins respectively.
-[] Hutt Space (Manda, Tatooine)*: These worlds contain various libraries and such that would make for interesting material to steal examine closely.
-[] Duro*: The Valley of Royalty is listed as another Wonder of the Galaxy, and contains an incredible (if varied) collection of data & historical artifacts. Sounds like a good place for "research."
-[] Sith Worlds: A generalization of worlds in the Northern Rim that are dotted with Sith ruins, artifacts, and who knows what else. Could be dangerous. Would definitely be profitable.
-[] Lehon/Rakata Prime: The homeworld of the once mighty Rakatan Infinite Empire, recent discoveries by your salvage teams on Coruscant indicate that there could be far more to this world than meets the eye.

[] An Elegant Weapon, for a More Civilized Age: Arming your Agents and Walkers with proper lightsabers has been an idea for ages now but with everything happening it's just kept slipping your mind. No more. Chance of Success: 115% Reward: Lightsabers available for Force users

[] No Match for a Good Blaster At Your Side: Cheriss has pointed out that the kyber traditionally used for lightsabers could also go into particularly powerful blasters that might even be more in-tune with the Force, making Blazing Chains techniques easier. That being said it'd be slightly more difficult to design these, but only slightly. Chance of Success: 105% Reward: Customized blasters designed for Force users

Summary: Aaaaand breathe. Training and research to be delayed because 1) Blasters/Sabers, and 2) Chu'unthor. Only debate here is Blaster vs Saber. Minimal opinion on the matter tbh. I mean, I assume that they already have blasters and will continue to have them regardless of our pick, but Blazing Chains is also basically the bread and butter of our Agents Force-Combat and that's more or less always gonna be the case. And, as Panory has beaten into our heads, Blazing Chains is Awesome. Regardless, because we already have blasters, I think it was decided that sabers are preferred? Also, I defer on archeological pick because nothing sticks out as particularly useful.

Learning: Var Zheen has been throwing himself into his research with reckless abandon, hoping to develop something that can help you fight off a Sith Lord.

Pick 2, or pick only one Research action and halve its time:

[] Ysalamiri Investigation: The records from Obroa-Skai have helped you realized what's so special about Myrkr: the ysalamiri, a species that is somehow capable of naturally repelling the Force in a bubble around them. The applications for them are blindingly obvious and are far easier to act on than anything else you know of right now. The only catch is that from what you can tell it's been impossible to get them off of Myrkr otherwise you would have crates filled with the things right this second. Send your biologists, material researchers, hell, anyone available to figure out how to get these things off-planet. Chance of Success: 95% Cost: 200 Reward: Determine method to transport ysalamiri off of Myrkr [Takes 4 turns, locks actions for 3 turns]

I mean. Duh. Costly, which sucks, but duh.

[] Personal Shield Technology:
It's saddening, but personal shields have become more and more difficult to find and produce in spite of their prevalence in the past. That being said creating an in-house model would mean that you would have a very powerful tool of your own to use, and you have quite a bit of data on them between HK-47's records and the data recovered from the Arkanian Legacy. And for that matter Var Zheen has floated some ideas based on the energy shields of the Gungans... Chance of Success: 125% Cost: 150 Reward: Personal Shields (re-)developed [Takes 2 Turns]

We've talked at length about how we need a strong defense against Palpatine. Form III from Obi-Wan is part of it. Hey, look, here's another useful one. And with hilariously high odds of success there's a solid chance of a crit to possibly get it all done in one turn. Definitely something we want done before we fight Palpatine.

[] Materials Research:
There are quite a few odd materials and minerals in the galaxy that you might be able to work with to produce unique weapons and gear for your troops if you looked into them enough. Chance of Success: 115% Cost: 50 Reward: Selected material analyzed for usage in weapons/armor [Takes 2 Turns]
-[] Phirk: A malleable metal that is surprisingly extremely durable despite being very light. It's also incredibly expensive for those reasons but you can deal with that after the research is done.
-[] Cortosis: The favorite metal of anyone fighting against lightsaber users since it can cause said weapons to short out, though it's quite brittle on its own. Definitely worth looking into.
-[] Agrocite: A material used to boost turbolaser fire, but you've heard rumors that the Wookiees have used it in their bowcasters to make them even more powerful weapons.
-[] Ionite: As expected by the name this material can be used to neutralize energy fields. Surely there's more that can be done with the material.

Phirk, Agrocite, and even Ionite have their obvious uses, but Cortosis is absolutely necessary because we're trying to fight a guy who uses a lightsaber. It's brittleness could be fixed, possibly we could bullshit an alloy with Phirk or Beskar... then have Cheriss fix up HK-47 with it because ha. Regardless, Cortosis is a particular priority because the biggest obstacle between us and killing Palpatine right now is a limited number of people who can actually fight him. We have six Heroes with Martial stats above 30, and we can only use 2 of them when we want 5. Cortosis? Can really help level the playing field.

[] Anti-Force Research: There are some esoteric creatures and substances in the galaxy that could blunt Force usage but they're difficult to recover and hard to research due to their nature. Chance of Success: 95% Cost: 200 Reward: Anti-Force subject researched [Takes 4 turns, locks action for 2 turns]
-[] Senflax: Apparently this is a neurotoxin of some variety that can be used to damage Force users in particular. If you could develop a decent delivery system you would have a very powerful tool to use...

-[] Taozin: A creature that somehow negates Force vision and precognition, maybe studying could let you figure out how it even does that in the first place?

Taozin just sounds so damned useful. Like, somehow negate Palpatine's precognition? That opens up so many opportunities... though we could get a similar effect from the ysalamiri. Still, it and Senflax are things we'd like in our arsenal sooner rather than later.

[] Sair Frame Integration: The good news: Cheriss' mechu-deru enhanced designs for your droid units promises to make them far more effective than any of their equivalents on the open market. The bad news: it's going to take time and credits to get the production lines on the factories you own to switch over to the new designs, not to mention rebuilding the ones already active. Still would definitely be worth it though... Chance of Success: 125% Cost: 200 Reward: Sair frames integrated into current/future droid units

Mass Upgrade... like significant upgrade. That said, could wait. At least until Cheriss gets to go mechu-deru on her own frame design.


[] Nanodroids, Son: Var Zheen has been ecstatic over the effectiveness of the nanodroids in general and firmly believes that with enough time and a lot of credits he could potentially modify them to do...well who knows what the mad Givin has in mind... Chance of Success: 95% Cost: 200 Reward: Potential applications for nano-droids researched [Takes 4 turns, locks actions for 3 turns]

IIRC... nanodroids are part of the Order 66 battle? Yes? Somehow? Granted, was never a great solution.

Summary: So let's start with the plus side. We get +45 per action. +50 for the medical ones. No Hero Support. No Personal Attention. Start laughing. So, with a +13 from Cheriss, we've got good odds to crit on some of this stuff. Should really help with the research times. Also, she's got an extra +5 for robotics and +5 for engineering/designing mechanics. So that's fun for some of these, though unfortunately neither applies to the Ysalamiri research. A shame that some of this stuff costs so much, but more so, that they all take forever. Like... ugh.

Look, there's a lot of candy in the shop and, unlike Ciaran, we can't just steal it all. Ysalamiri, as Publicola said... well we're really gonna want investment here. We're not gonna throw an "Accelerate Research" Personal Action on it, and doubling up is... ugh. But man are Ysalamiri oh so necessary. I want a crit here. I really really need it. Otherwise, throw Personal Shields and Cortosis in the oven and start up Ysalamiri next turn while they're baking?

Personal: You have to get stronger.

Pick 2:

[] Physical Training: At this point you're on par with your stronger associates, but you know that you have to keep improving. Chance of Success: 90%
-[] Strategy Lessons: Between Grievous and Thrawn you have some very skilled leaders under your employ, and you could hardly ask for better instructors if you want to learn more about how to properly command troops on the field. Reward: Martial Increase, command training
-[] Piloting 101: Sure you can fly a ship from Point A to Point B, but you aren't really prepared for a real dogfight if the situation calls for it. Asajj is, and while she has been willing to train you could have sworn you saw her grin slightly when you asked. Reward: Martial Increase, pilot training
-[] Martial Arts Lessons: The fact of the matter is that Jango Fett is one of the best martial artists in the galaxy, and you could certainly learn quite a bit from him. ...If he asks why you haven't picked it up sooner, you can point out that the Silencer isn't exactly "teacher material" in the slightest. Reward: Martial Increase, martial arts training
-[] Form III (Soresu) Training: While Form II has proven to be a useful tool at times, you would certainly appreciate the chance to expand your abilities in lightsaber combat just in case. And wouldn't you know it, you happen to know one of the best users of Form III in the galaxy-one Obi-Wan Kenobi. Annoy him enough like you did Dooku and you might have the chance to pick up some pointers from him. Reward: Martial Increase, Form III training (Takes 2 Turns)

[] Force Training: You've certainly gotten stronger, but Mortis has taught you that you still have a long ways to go.
-[] Blazing Chains (Advanced): Now that you actually know how to properly use Blazing Chains, Tyro has offered to put you through the higher-level training of the technique should you so desire. Chance of Success: 80% Reward: Advanced-level Blazing Chains techniques learned
-[] Matukai Techniques: Learning these techniques would strengthen your body dramatically, helping you in both combat and elsewhere. Chance of Success: 90% Reward: Matukai techniques learned
-[] Nightsister Techniques: Now that Asajj has opened up more, she'd be willing to help you learn some of her people's basic techniques such as controlling beasts with the Force. Chance of Success: 90% Reward: Nightsister Techniques learned
-[] Shatterpoint (Organic(?)): Unquestionably the most difficult thing you could attempt to train on right now; you're still trying to figure out why you can't see shatterpoints on living beings. Unfortunately even after mastering the rest of your shatterpoint-related abilities you still have absolutely nothing to go on here aside from speculation so even trying to comprehend this will be much more difficult. Chance of Success: 50% Reward: ???

[] 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: 90% Cost: 50 Reward: Research time halved, action lock time halved

[] Create A Lightsaber: Your lightfoil is still a fine weapon itself, but Asajj and Vectivus have pointed out that there is no comparision to creating a lightsaber of your own. Maybe they're on to something... Chance of Success: 110% Reward: Lightsaber created for Ciaran
-[] Integrate Lava Crystal: If you wanted to you could work in the Lava Crystal you've been keeping for a while now.

[] Annoy Padme (Free Action, no bonuses): Given recent events? Yeah, no way are you leaving her alone right now. Chance of Success: Yes. Reward: Entertainment

Honestly, a bit disappointed that this only just started showing up again.

Summary: Honestly, I don't think there's a huge need to describe in detail here. Lightsaber sounds like a lock, though we could obviously delay it. Accelerate Research + Double on Ysalamiri = Done Immediately. Personal Attention may be necessary given the mess known as the Intrigue Category, and because who doesn't want a supercrit? Like, we probably won't get another Mortis, but we'll still get hella success from it (including possible Trait Gains).

In terms of the actual training actions, if needed then Soresu is my pick. Chu'unthor could have some play on the Force Sect training actions, but also Soresu is just gonna be real damn useful for surviving against Palpatine. Should build an actual lightsaber before we do so, though.

Hero Units: You've been gathering a lot of talented individuals under your command, and many of them have ambitions of their own that they may need your help with to succeed.

[] PR-1 - Sair Upgrade Package: Hand over PR-1 to Cheriss and tell her to go nuts. If she can't get PR-1 up to par, then there's probably nothing else in the galaxy that can. (Uses Learning Bonuses, PR-1 must be assigned to this action if chosen) Chance of Success: 137% Cost: 100 Reward: PR-1 massively upgraded

[] Silas Cata - Mind Of A Scoundrel: While Silas has known quite a few other scoundrels throughout his life and your organization has many ties within the underworld, Silas has suggested that you visit a few seedy bars and do some talent hunting. As he put it you would never hear of the best scoundrels and there's no better way of finding them than the old-fashioned ways. (Uses Intrigue Bonuses, Silas Cata must be assigned to this action if chosen) Chance of Success: 119% Reward: Potential new employees located, ???

[] Silas Cata - Welcome To The Family: While Oki could be a valuable member of the Watchers given her shapeshifting abilities, she's not exactly well-trained in the arts of impersonation, infiltration, etc, etc. Silas wants the chance to spend some 'family time' with her and help her learn the ropes. (Uses Intrigue Bonuses, Silas Cata must be assigned to this action if chosen) Chance of Success: 119% Reward: Oki gains "formal" subterfuge training, ???

[] The Silencer - Legacy of the Moon: While the Silencer's time with the Sun Guard has proven fruitful (the betrayal notwithstanding), Grievous has floated the idea that you also send him to train with the Echani as well in the hopes of giving him a different perspective on his martial arts. At least this time you know the Echani aren't Sith cultists. (Uses Martial Bonuses, The Silencer must be assigned to this action if chosen) Chance of Success: 115% Reward: The Silencer trains with the Echani, ???

[] Cheriss Sair - Experimental Frame Development: With her newfound mastery of mechu-daru, Cheriss has requested time and materials for use on developing an "ideal" frame for herself as she put it. She's also noted that in the process of building said frame she's going to be testing highly experimental technology. (Uses Learning Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: 131% Cost: 200 Reward: Cheriss continues R&D on her frame, ???

[] Cheriss Sair - The Art Of The Droid: Granted, Cheriss' new mechu-daru abilites certainly speak for themselves but it couldn't hurt for other members of your organization to learn about them in more detail. Sadly, since she is currently the only one within it to fully master the ability, she'd have to commit to teaching this for the immediate future. (Uses Lore Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: 139% Cost: 150 Reward: Cheriss teaches mechu-deru to Agent teams, ???

[] Thrawn - A Scholar's Passion Project: One of the Wonders of the Galaxy is Space City, a mostly abandoned colossal space station that is not only effectively a floating museum but is rumored to be home to ancient Jedi libraries. Thrawn is more concerned about the 'museum' aspect though, and has politely mentioned that if you could give him time and (admittedly significant) funds he would like to take teams to the city and expand its collections. While there would be a base established there in some capacity, it's rather obvious that Thrawn considers that to be an afterthought. (Uses Stewardship Bonuses. Thrawn must be assigned to this action) Chance of Success: 101% Cost: 200 Reward: Space City reclaimed as both museum and base, ???

[] Grievous - One Last Ride: While Grievous is more than happy to see Kalee properly brought into the galaxy and given the chance to modernize, he feels that it also means that the age of the Kaleesh hunter is largely coming to an end. He doesn't want it to end quietly though, and has requested that he have the chance to go to Vendaxa with as many of his hunter brethren as he can possibly muster for what he describes as "the greatest and final hunt of the Kaleesh." (Uses Martial Bonuses, Grievous must be assigned to this action if chosen) Chance of Success: 129% Reward: Grievous goes on what he terms "The Greatest Hunt," ???

[] Asajj Ventress - Homecoming Trip: While it's been years since she's been on the planet, Asajj was once the de facto ruler of Rattatak, ruling from the creatively named Castle Ventress. While she's not particularly interested in regaining rule over the planet for various reasons, she has expressed a desire to return there to see if there is anything she has left behind as well as potentially converting the castle into a facility for the Watchers. (Uses Martial Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 112% Reward: Asajj reclaims her castle, ???

[] Asajj Ventress - Wayward Subject: After going over your records on the Separatist Parliament, Asajj has noticed that one if its prominent members (Bec Lawise) is a Siniteen from Rattatak, and therefore was once her legal subject (strange as that sounds). Your records on him indicate that he is one of the Parliament's more idealistic members though currently he is a staunch supporter of Dooku. Asajj has pointed out that if she managed to get into contact with him and reveal the nature of her "demise" he could potentially be turned against Dooku and weaken his control over the CIS... (Uses Diplomacy Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 92% Reward: Asajj contacts Bec Lawise, ???

[] Asajj Ventress - Journeys Of An Exile: Fact of the matter is that you just don't have time to go contact every Force sect in the galaxy to speak with them or learn their techniques or whatever. In light of this Asajj has volunteered to go visit some of the groups...though while she'd never say it outright she'd like to be able to gain practical knowledge (usually involving new ways to kill things with her mind) from whoever she visits or at least not have to go through hours of scholarly discussion to gain their trust. Odds are any kind of "scholarly discussion" involving Asajj wouldn't work anyway knowing her... (Uses Diplomacy Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 102% Reward: Asajj contacts designated group, ???
-[] Disciples of the Whills: A group of Force worshipers fiercely protective of their home of Jedha, they occupy a planet that is rich in both historical artifacts and valuable Kyber crystals. Asajj notes that they are much like the Nightsisters in that they are militantly protective of their home, though she believes that given that their home is now a CNS member they might be open to negotiation.
-[] Jensaarai: A group of Force users that apparently follow a blend of Jedi and Sith teachings. Their unique ability is "ballistakinesis," which is basically hurling things at enemies at blindingly fast/lethal speeds. Asajj never said it outright but she has taken quite the interest in that particular ability, and she's noted that their Sith heritage would mean they wouldn't reject her.
-[] Zeison Sha: A group of Force users that are extremely skilled at telekinesis. The only problem is that they are incredibly isolationist, so studying them further will require direct contact. As Asajj has pointed out, it might actually be better for her to go in case things get violent.
-[] Blackguard: An organization of Force users based out of Mustafar; they are similar to the Watchers in that they absorb techniques from other Force sects into their own. Given what little you have to go on, Asajj believes that they could easily be made allies and possibly even integrated into the Watchers since they already seem to embrace a similar mentality.
-[] Followers of Palawa: An isolated group of Force users in the far west of the known galaxy, they have developed a number of techniques that are explicitly designed to protect against Force users. While information on them is rather scarce due to their isolation, Asajj is admittedly curious as to what these techniques actually are.

[] HK-47 - Beneath Scum And Villany: As it turns out Nar Shaddaa of all worlds is home to a compound that once belonged to Revan himself during the Cold War era, and HK-47 was entrusted with passcodes to said compound. Have him lead a team there to see what remains after all these years. (Uses Learning Bonuses, HK-47 must be assigned to this action if chosen) Chance of Success: 123% Reward: Revan's Nar Shaddaa compound accessed, ???

[] HK-47 - Revan's Final Legacy: According to HK-47, Revan's greatest legacy was re-purposing a Rakatan space station known as the Foundry to help him produce an army of droids that were to help him destroy the Sith Empire, though he was killed before he could unleash the droids on the galaxy. While HK says that he can access the facility you're not certain what state it would be in after all these millennia or even if it would be safe to enter...but if it kept even a tenth of its original functionality it would be an invaluable asset. (Uses Learning Bonuses, HK-47 must be assigned to this action if chosen) Chance of Success: 103% Reward: Foundry accessed, ???

[] HK-47 - Write the Book: No one has more experience in fighting, defeating, and killing Force Users - Jedi and Sith - than HK-47. While getting him to write an actual manual might convince him to turn on you out of sheer frustration, having him program some scenarios against Force users for your sim centers on Kalee would be an amazing aid to your troops. Hopefully HK won't get too carried away... (Uses Lore Bonuses, HK-47 must be assigned to this action if chosen) Chance of Success: 132% Reward: Anti-Force user simulations designed, ???

[] Jango Fett - Those Who Do Not Exist: When the clone army was in development Jango gathered what he referred to as the Cuy'val Dar - "Those Who Do Not Exist." The majority of them barring a few such as Skirata have returned to their lives as mercenaries. Given enough time and resources, Jango firmly believes that he could rally them again as their Mand'alor, giving you an extremely potent force to work with. (Uses Diplomacy Bonuses, Jango Fett must be assigned to this action if chosen) Chance of Success: 105% Cost: 100 Reward: Cuy'val Dar reunited, ???

[] Jango Fett - Remains Of A Past Hunt: A few years ago Jango was sent on a mission to the planet of Kholma by none other than Count Dooku himself to prove that he would be the ideal template for the clone army. He ended up fighting a dark side cult and destroying the citadel they were based in, but given who they were there might still be something worth finding in the wreckage... (Uses Lore Bonuses, Jango Fett must be assigned to this action if chosen) Chance of Success: 104% Reward: Kholma compound investigated, ???

[] Jango Fett - Doubling Up: There are two problems to you appearing in public all the time due to your celebrity status: being busy with public appearances and running the risk of getting shot at by an assassin. However, recruiting Jango, or more accurately his Clawdite parter Zam Wesell has provided you with a unique opportunity; training Zam to act like you so she can be a body double (while having Jango around for support naturally) would not only help keep you safe but give you the time to focus your efforts elsewhere. (Uses Lore Bonuses, Jango Fett must be assigned to this action if chosen) Chance of Success: 114% Reward: Zam trained as your body double, ???

[] Jango Fett - Fett's House Of Killers: If you don't have the time to set up a chapter of bounty hunters with your own resources, Jango has pointed out that by sheer reputation alone he could easily get one set up - so long as he had the credits to do so. (Uses Diplomacy Bonuses, Jango Fett must be assigned to this action if chosen) Chance of Success: 135% Cost: 150 Reward: Jango sets up bounty hunter chapter for you, ???

Summary: The good news is that we have insta-success or better on all of these things. It's actually hilarious. The bad news is that I'm about done for the night. Doubling Up seems obvious. idk if Snark will really let us have the Foundry. Thing to really keep in mind is that this is based on what we need elsewhere. Ventress and HK-47 may have good options, but not as vital as those Intrigue Actions. And, crazy enough as it is, we don't need to do use all 3 action slots. Hero Support may be more important. And, hey, saves some more omakes for next turn. I really do want to send Grievous on his hunt, though.

As usual, I defer to Publicola on Bases, and just ask that he doesn't break the bank this time.

Edit: Realized I may have slipped on my math for some of the Learning ones. Will figure out in morning.
 
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[] Anti-Slaver Actions: The fact of the matter is that slavery is one of the most hated institutions in the galaxy outside of Hutt Space. It would certainly earn a lot of goodwill if you were to deal with some of the more prominent organizations (not affiliated with your Hutt allies)...and the loot would certainly make it worthwhile. Chance of Success: 100% Reward: Assaults launched on chosen slaver group, loot
-[] Senex-Juvex Slavers: Would you look at that, this slave group in Republic space is also home to a number of pro-Palpatine nobles! Launching a raid on them and exposing them to the galaxy would be quite the scandal...

So you'd look at this and think "man, super useful political tool but let's do it when the time is right" and write it off for one of the shiny acquisitions below. But this is actually a perfect time for this action. We wanted to do this with Anakin's involvement because it A) binds him to us and our anti-slavery cause, and B) uses slavery to sour his relations with Palpatine a bit. But, how do we guarantee Anakin's involvement? With the 501st Support Action we're also taking. Boom.
This is a really good point: anti-slavery attacks on Senex-Juvex would synergize beautifully with helping Anakin, and with our political attacks on Palpatine. On the other hand, my instinct was to focus on solidifying the CNS behind us, starting with the False Flag one.

[] Buy Out Fry Industries: Talesan Fry is perhaps the best security specialist in the galaxy, but between his paranoia and his now shaky relations with the CIS and Republic after the fiasco with his codebreaker his company is not able to grow to its full potential. Buy out his company, resettle him on a nice, secure planet like Taris or possibly even Kalee and bring him into your fold. Chance of Success: 100% Reward: Fry Industries bought out and relocated to secure location

OH LOOK, A GUARANTEED SUCCESS ON AN ACTION THAT COULD GIVE US A STEWARDSHIP HERO.

WE'RE TAKING IT. FIGHT ME.
<wild applause>


Then Baobab vs Ithorian is a debate, based on whether or not we think that the Ithorian Action may be useful for our soon to come bacta scheme. We'd want the Ithorians set up for next turn when we have the bacta plans anyhow as a "piss Thyferra off into withdrawing" gambit.

I have a feeling it's gonna be Baobab anyway, but I made the Ithorian connection and figured it was worth putting out there in case I was right.
Definitely worth putting it out there.

@Dr. Snark: can you clarify if working with the Ithorians on agriculture is necessary as a pre-req to working with them on bacta production in the future? Or would that be an entirely separate action, for whenever we get the formula/ingredients to bacta later on?


That leaves either one or two slots because are we really pretending that anywhere else is getting the Free Action? We're putting a Hero on everything except the Hunt for the Mad Scientist, which honestly we probably won't take. Tipoca and Ultra are probably the two we're looking at. Both very very important. 6 Actions. 4 Slots. I think Qail and Bacta may be on the chopping block. I just.... ugh. This is really where we should be focusing our discussion for the rest of the grace period.
Agreed; the whole category is a mess.

My thinking: we missed our chance to help out Clan Skirata with Ko Sai. If we want to make them allies, we should start ASAP. If I recall correctly, Delta Squad jailbroke Ovolot Qail Uthan before they hacked Tipoca City. Also, per the action descriptions, 'Tipoca City' is still in the "Kal suggested a daring plan" stage, while 'Jailbreak' is "an issue" that he's requested help with. So I'm treating 'Jailbreak' as time-sensitive, while Tipoca City is not.
[] Jailbreak Ovolot Qail Uthan: Kal's called in another medical-related issue; apparently there's a scientist being held on Coruscant by the name of Ovolot Qail Uthan, a "mad scientist" in Kal's own words. He's requested that you help break her out as according to him while she is insane she's one of the most knowledgeable people on the clone genome, namely how to possibly stop the rapid aging process. Chance of Success: 60% Reward: Ovolot freed to work for Clan Skirata

[] Return to Tipoca City: Kal's suggested a daring plan given your trips to Kamino: he wants your help in hacking into Tipoca City's central mainframe to get more details about the inhibitor chips, how to sabotage them, and just as importantly where the clones with the chips you ended up sabotaging are. It'll be difficult after the attack on the planet, but far from impossible. Chance of Success: 50% Reward: Information on inhibitor chip implantation and chipless clones gathered, high potential for sabotage

Also (and perhaps more importantly) you missed a big one. The Cortosis droid attack on the Jedi Temple is happening soon. If we want to participate in that (save the Jedi, salvage a couple droids...) we need to pick the Techno Union action this turn.

According to my current plan, I'm spending:
1 action on Thyferra
1 action on Maul
1 action on cortosis droids
1 action on Clan Skirata

...which means I'm not spending any actions directly against Palpatine (no Ultra) or his Inner Circle (no Grassroots/Black Information).

<sighs heavily>

Edit: Realized I may have slipped on my math for some of the Learning ones. Will figure out in morning.
Yeah, not all of our Learning bonuses apply to every Learning action. Some apply only to biotech, or cybernetics, etc. I'm still figuring it out, and asked @Dr. Snark for clarification in my post above.


Thanks for the feedback and commentary!
 
Also, a random comment for everyone else: I just realized that 'Revan's Final Legacy' is actually a possibility this turn.

Specifically, the odds would be: 40% + 20% (default) + 18% (HK-47) + 20 (omakes) = 98% odds, with 58% chance of a crit.

:o

Throw in 2 Watchers, and that's a guaranteed success, with 60% chance of a crit (!) We don't even need to spend a Personal Attention to get us there. Unbelievable...
Palpatine wants escalation? We'll acquire the means to out-escalate him.

-[] Form III (Soresu) Training: While Form II has proven to be a useful tool at times, you would certainly appreciate the chance to expand your abilities in lightsaber combat just in case. And wouldn't you know it, you happen to know one of the best users of Form III in the galaxy-one Obi-Wan Kenobi. Annoy him enough like you did Dooku and you might have the chance to pick up some pointers from him. Reward: Martial Increase, Form III training (Takes 2 Turns)

Soresu is just awesome. And it's one more step to all the forms.

-[] Shatterpoint (Organic(?)): Unquestionably the most difficult thing you could attempt to train on right now; you're still trying to figure out why you can't see shatterpoints on living beings. Unfortunately even after mastering the rest of your shatterpoint-related abilities you still have absolutely nothing to go on here aside from speculation so even trying to comprehend this will be much more difficult. Chance of Success: 50% Reward: ???

We have the means to see how to shatter Palpatine's peace moon and nascent empire. I wonder how that does not qualify for shattering his heart. But if we have to use an action for it, so be it.
 
Heh. First check at this turn's balance sheet:
Total Expenses: 8331
Total Revenue: 6591 (+ unknown loot, salvage, and Action income)
Difference: -1740

Of course, that was with every big-ticket item on my wishlist, but still. On the other hand, I managed to finesse things so that every single action next turn will get a 95% chance of success, so that's a relief.

I don't think people appreciate just how much we owe to those omakes -- imagine if every one of those 95% actions, was actually sitting at 75%. That's what we'd be looking at, seriously. That's why @Dr. Snark is being a bit more 'free' with the default bonuses: because if our omake production ever grinds to a halt, we'll desperately need those bonuses....

Anyway, I have some paring down and recalculating to do. But first: sleep!
 
Just thought of something: Would upgrading our droids with Sair Frame Integration possibly increase the profits from a Droid Marketing Office? Also related to that, would increasing our production of droids let us gain more money from it?
 
Just thought of something: Would upgrading our droids with Sair Frame Integration possibly increase the profits from a Droid Marketing Office? Also related to that, would increasing our production of droids let us gain more money from it?
Remembering that those upgrades come from HK-47, a masterpiece of a masterpiece, Even fraction of those upgrades will put them WAY ahead of most CIS droids.
 
Okay so income bonuses and penalties

Penalty:
40% investment

Bonus:
10% Silver Cross
20% Coruscant
50% Kalee
50% Muunilist
100% Taris
5% everywhere

Other:
Kiln has 3 discounts, 40% mil upkeep, 40% upkeep on Kiln, 20% Karada upkeep


Nar shadda:
25 info wire taps
25 info wire taps
50 invest nightclub
50 invest casino
75 invest casino
50 smuggling
25 salvage
230 income with the penalty, 300 without

Assuming penalty and boost are additive.
241 without undercity investment
294 expanded smugglers den

Vs
296
404

So net profit of 95 and 110, or two and a half turns to pay off.
 
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@Dr. Snark: is there something we can do with the Kiln Shipyards this turn?

Er...not really. You don't exactly have ships to produce yet.

...A general question for @Dr. Snark: is "Trade Income" different than "Investment Income"? (Would the penalty not apply? If so, there are a number of other assets providing 'trade' income that could be recategorized next turn...)

No, it'd still apply. I was honestly trying to provide flavor, and besides it makes logical sense that trade would be affected as well.

Can you clarify the rules for odd-numbered Hero Support stats? If we apply Grievous to help out a Martial Action, would he give a +19 or +20 bonus to the dice roll? Do the numbers round up, or round down?

Let's go with "round down."

Can you clarify if this action gets 'default bonuses' for "Medical" or "Biotech"? I wasn't sure if either of those would apply.

Biotech yes, medical no.

Can you clarify if these actions get the 'default bonus' for Cybernetics? Per google:define, cybernetics refers to "communication and automatic control systems in machines and living things"? Is that the case, or are we treating in-universe cybernetics as solely the province of implants and robot arms?

Cybernetics are for implants and robot arms. Disregard that, cybernetics was used for droid rolls before. Carry on.

Was it intended, for 'Lore' bonuses to apply to this action? That doesn't seem to fit very well, considering that most of Zam's involvement would be Diplomacy ("public appearances") or Intrigue ("act like you").

That was an error, that should be Intrigue. Will fix.

Finally, can you clarify if you want "Trade Income" (and/or "Tourism Income", and/or "Mining Income") to be treated as separate categories than 'Investment Income' (that is, whether those categories would be subject to the same penalty)?

Those are to be folded under the investment penalty, yes.

@Dr. Snark: can you clarify if working with the Ithorians on agriculture is necessary as a pre-req to working with them on bacta production in the future? Or would that be an entirely separate action, for whenever we get the formula/ingredients to bacta later on?

Given the nature of what you're suggesting that's all strictly hypothetical right now. That being said I'm not going to suddenly lock out the option since there's really no reason to.

Just thought of something: Would upgrading our droids with Sair Frame Integration possibly increase the profits from a Droid Marketing Office? Also related to that, would increasing our production of droids let us gain more money from it?

Depends on if you want to sell your superdroids at that point.
 
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According to my current plan, I'm spending:
1 action on Thyferra
1 action on Maul
1 action on cortosis droids
1 action on Clan Skirata

I concur. Not only are all these time sensistive, but it's for the best if we lay off Palpatine a bit. He threw that curveball at us because we were starting to meddle in his plans a bit too much to be ignored. We keep pushing, he will hit a whole lot harder. Instead, let's play along to his game, act like this threw us for a loop and are in full damage control mode. Make him think we're not as grand a player as we really are and that he has a handle on us. Meanwhile we double down on what we have and consolidate, only expanding in less public ventures that can't as easily be traced back to us.
 
So quick question but did we ever consider getting the Chiss on our side at any point? They do have a pretty strong military.
 
Except they are generally insular/xenophobic and Thrawn is exiled from them.
 
I wonder if we could try Spaarti cloning when we get our hands on the Ysalamiri? Having our own clone personnel could be very useful for expanding our organization even if they lack any talent in the Force. At least it could give us more deniable assets for black ops.
 
I wonder if we could try Spaarti cloning when we get our hands on the Ysalamiri? Having our own clone personnel could be very useful for expanding our organization even if they lack any talent in the Force. At least it could give us more deniable assets for black ops.

Or we can go for more droids, which we can acquire now and make without using any "haxs."

I'd suggest we acquire the IG droid series. Would be incredibly useful.
 
Or we can go for more droids, which we can acquire now and make without using any "haxs."

I'd suggest we acquire the IG droid series. Would be incredibly useful.

What if we need human agents for places where droids would be very suspicious? While most people might ignore general droids, places where clones could blend in with the local environment could make impressive spies.

Actually, what if we could make clones of different races and try to get them onto Xenophobic planets? Clones of the Gree is one example.
 
These include the 5% banker boost and only looking at the ones that produce income.

Also typed this up before we got confirmation trade counts as investment. Will update when I get home

Coruscant 20%
Karada Lab cost 100 income 63
Karate Academy cost 100 income 63
Coruscant History Museum cost 50 income 31.5
Senate Security Systems Training Compound cost 150 income 63
Uscru Investments cost 150 income 63 invest penalty
All Planets Market cost 150 income 63 invest penalty

Kalee 50%
Farming Complex cost 100 income 28.875 invest penalty, increase over time
Industrial District cost 200 income 28.875 invest penalty, increase over time
Tradeport cost 100 income 57.75 invest penalty
Karada Facilities cost 100 income 78.75
Kaleesh Security Agency cost 100 income 78.75
Megafauna Museum cost 200 income 78.75

Muunilist 50%
Invest in Phlut Design Systems cost 100 income 39.375

Taris
Incom Orbital Shipyards cost 250 income 168 invest penalty
Aquaculture Investment cost 150 income 126 invest penalty
Ecological Renewal cost 200 income 105
Expanded Trade Port cost 200 income 168 invest penalty
Eastgate District cost 200 income 168 invest penalty
Mercy Hospital cost 100 income 105
Jedi Tower Museum cost 150 income 84 invest penalty
Lhosan Industries Expansion cost 150 income 84 invest penalty
Tarisian Sports Development Program cost 200 income 84 invest penalty
Space Curling "Arenas" cost 50 income 42 invest penalty
Karada Shipyards cost 250 income 168 invest penalty
Cantina Franchise cost 150 income 126 invest penalty

Edit should now be current with trade having the invest penalty as well
 
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But why would we need clones for that? We already have agents for infiltration - watcher teams.

To increase infiltration and have more long-term assets in many organizations. Which would give us more access to insider information on future developments.

And how could we possibly not have enough watcher teams? The galaxy is a big place and getting enough people will not happen for a long time.
 
Sure we need more watcher teams, but creating people to work for us? People that might not even be as effective as people we recruit, due to not having any legal identities of their own? Feels very risky to me.
To increase infiltration and have more long-term assets in many organizations. Which would give us more access to insider information on future developments.
It will take a lot of time for any cloned agents to get in a position where they have access to useful insider information, since they'll need to start from the very bottom of whatever organization they get officially hired by.
 
Having legions of super droids waiting for if things go hot sounds like a good idea, especially if they can support the CNS' own reformed military.

Admittedly we'd need an excuse for having a private military, especially if it's relevant on a Galactic scale.
 
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