Harsh Command​


"Excellent assault composition. Any changes I could suggest would be micromanagement at this point." Thrawn nodded as he examined the plans Ciaran had drafted for the Foundry assault. "I'll still be sure to bring them up with Grievous and HK-47, but all in all you've done an excellent job."

Ciaran gave a heavy sigh of relief at her subordinate's approval. "They had best be excellent. I put a lot of thought into those plans. I was almost confident enough in them to not have you give them a once over."

"Yet here I am, looking over your carefully crafted plans for any flaws." Thrawn quirked an eyebrow.

"No matter how you slice it, having you be a part of any military strategy makes it more likely to succeed. And my intelligence is just a tad bigger than my pride. Just as you said, there's still some room for improvement, proving my genius made the correct decision once again."

Thrawn grinned. "Just a tad indeed." Thrawn's gaze turned once more to the plans, and he placed his hand on his chin in thought. "I notice you're sending in a few Wookie squads. Might I inquire as to why? Droids are more numerous and expendable after all."

Ciaran chuckled nervously. "Wookies are also far better fighters than most droids. Don't you want to see some of those exterminator droids get their arms ripped off?"

"A valid reason. The warrior culture of the Wookies may no longer be the primary way of life as it is for the Kaleesh, but their art and literature keeps their traditions of warfare alive and well." Thrawn leveled his gaze on Ciaran, scrutinizing her. "But that's not why you're assigning Wookie squads on this mission, is it?"

"W-well, Cheriss has been working on expanding the species our cybernetics are compatible with, and Wookies just made the list." A childlike glee took over Ciaran's face, thought Thrawn's expression remained unaffected. "If one of the Wookies gets hurt on this mission, we could have cyborg Wookies. Doesn't that just sound impressive?"

"Robotic augmentation would make the already fierce Wooki warriors an even greater force to be reckoned with." agreed Thrawn. "But that's not why you're doing this, is it?"

Thrawn's repeated question ripped the carefree expression right off of Ciaran's face. "Fine." She let out a heavy sigh, like the words she was about to say physically hurt her. "I was looking over our assets and noticed that we simply can't physically accommodate any more Wookies in our Kashyyk recruitment center. We have plenty of storage for droids, you can just shove them wherever until you need them. And the Kaleesh would probably give me their planet if I asked. Space isn't an issue. But the Kashyyk recruitment center either needs massive expansion, which is only a temporary solution anyways, or to lose Wookies to make room for new ones."

"And expanding the recruitment center's barracks wasn't a valid option?" asked Thrawn rhetorically.

"Credits we couldn't spare for things we didn't need. Sending them out to die is just more… efficient." said Ciaran almost ashamed of how that sounded.

"And we need to be as efficient as possible if we don't want to all horribly die when we attempt to overthrow Sidious. It's pragmatic, and I'd make the same choice." said Thrawn, letting no emotion bleed into his voice.

"If you agree, then why were you raking me over the coals about it?" asked Ciaran accusingly.

"Because I'm a military man. My job is to win in the most efficient manner possible, regardless of cost. It's your job to determine if victory is worth that cost." Thrawn paused a second. "You really do feel bad about doing this, don't you?"

"Of course I do. But I have to make these sorts of calls. I know I'm not a good guy. I run the second largest crime syndicate in the galaxy, and I'm good friends with the biggest. I'm a Sith Lord for crying out loud." Ciaran let her words settle for a moment before continuing more sedately. "I just want to sleep at night thinking I'm still a good person."

Thrawn stood up, placing the plans in his pocket. "The fact that you're making this decision proves to me that you're a good commander. You're taking the most efficient route to victory, even if people have to die in the short term. The ends justify the means, and you're intelligent to recognize that. The fact that you still feel regrets over the means you need to take prove to me that you're a good person."

"Thrawn, I…" Ciaran stopped when she realized she didn't actually have words to respond with. An increasingly rare occurrence for her.

"I'll relay the plans to Grievous and HK-47. I'm sure they'll approve." Thrawn concluded their meeting as if nothing out of the ordinary had happened and left the room, presumably to find his fellow military legends.

Ciaran stared at the door in silence for what felt like an eternity before she found the words she had been looking for. "Thrawn, thank you."



AN: Man, @Publicola was right. It does sound ludicrously evil when you put it like that.
 
@Dr. Snark I was going to do a quick test on my own to demonstrate my reasoning, but I realized I don't quite understand the Counterattack phase. Are each of our units rolling d100+buffs against a DC 40 to avoid getting shot, or are enemies rolling a d100 against a DC 40+buffs to try to hit our units?
 
@Dr. Snark I was going to do a quick test on my own to demonstrate my reasoning, but I realized I don't quite understand the Counterattack phase. Are each of our units rolling d100+buffs against a DC 40 to avoid getting shot, or are enemies rolling a d100 against a DC 40+buffs to try to hit our units?

The latter.


Hrrmm...hmm...I like it, it's well written and concise...but I can't declare it canon. Still have the +10.

I feel like this one in particular deserves explanation: Ciaran isn't exactly adverse to sending people to their potential demise given her past as a gang leader. That being said I'll let you folks in on a little secret: she hasn't fully processed just how bloody the Foundry assault could get quite yet...
 
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so, question, just why the hell are we doin the whole "send the wookies to die" thing? we would just get the same wookies, there would be no reason to not have the quota of wookies filled up
 
Foundry Assault Team Setup

Available Units (30 Max)

5 basic Guardian squads (Tier 1)
-Rookies: This squad gets +5 to their attack and counterattack rolls.
-Phase 1 Armor: Phase 1 Armor gives the squad +5 to their counterattack roll.
-At The Front: Guardian squads gain +5 to their attack rolls.

4 Cyborg Guardian squads (Tier 2)
-Regulars: This squad gets +10 to their attack and counterattack rolls.
-Phase 1 Armor: Phase 1 Armor gives the squad +5 to their counterattack roll.
-At The Front: Guardian squads gain +5 to their attack rolls.
-Already Part Machine: Cyborg Squads' Survival Rolls' difficulty is decreased by 10.

18 experienced Guardian squads (Tier 2)
-Regulars: This squad gets +10 to their attack and counterattack rolls.
-Phase 1 Armor: Phase 1 Armor gives the squad +5 to their counterattack roll.
-At The Front: Guardian squads gain +5 to their attack rolls.

17 veteran Guardian squads (Tier 3)
-Veterans: This squad gets +15 to their attack and counterattack rolls.
-Beskar-Enhanced Phase 1 Armor: Phase 1 Armor enhanced with beskar gives the squad +10 to their counterattack roll.
-At The Front: Guardian squads gain +5 to their attack rolls.
-Kyber Blasters: Due to semi-limited supplies of "Kyber Blasters," the squad gets +5 to their attack rolls.

6 basic Seeker Squads (Tier 1)
-Rookies: This squad gets +5 to their attack and counterattack rolls.
-Phase 1 Armor: Phase 1 Armor gives the squad +5 to their counterattack roll.
-In the Shadows: Seeker squads gain +5 to their counterattack rolls.

1 Cyborg Seeker Squads (Tier 2)
-Regulars: This squad gets +10 to their attack and counterattack rolls.
-Phase 1 Armor: Phase 1 Armor gives the squad +5 to their counterattack roll.
-In the Shadows: Seeker squads gain +5 to their counterattack rolls.
-Already Part Machine: Cyborg Squads' Survival Rolls' difficulty is decreased by 10.

16 experienced Seeker Squads (Tier 2)
-Regulars: This squad gets +10 to their attack and counterattack rolls.
-Phase 1 Armor: Phase 1 Armor gives the squad +5 to their counterattack roll.
-In the Shadows: Seeker squads gain +5 to their counterattack rolls.

22 veteran Seeker Squads (Tier 3)
-Veterans: This squad gets +15 to their attack and counterattack rolls.
-Beskar-Enhanced Phase 1 Armor: Phase 1 Armor enhanced with beskar gives the squad +10 to their counterattack roll.
-Kyber Blasters: Due to semi-limited supplies of "Kyber Blasters," the squad gets +5 to their attack rolls.
-In the Shadows: Seeker squads gain +5 to their counterattack rolls.

10 B1 Battle Droid squads (Tier 2)
-Cannon Fodder: This squad gets -5 to their attack and counterattack rolls. (Negated by Sair Frame).
-Sair Frame: Cheriss' enhancements to droid units give them +10 to attack and counterattack rolls.

4 B2 Super Battle Droid groups (Tier 3)
-Built To Endure: B2 Droid units have +5 to attack rolls and +15 to counterattack rolls.
-Sair Frame: Cheriss' enhancements to droid units give them +10 to attack and counterattack rolls.

2 CB-3 Droid groups (Tier 3)
-Designed For The Front Lines: CB-3 Droid units have +10 to attack rolls and +20 to counterattack rolls.
-Sair Frame: Cheriss' enhancements to droid units give them +10 to attack and counterattack rolls.

1 BX Commando Droid group (Tier 3)
-Programmed For Subterfuge: BX Commando Droid units have +20 to attack rolls and +10 to counterattack rolls.
-Sair Frame: Cheriss' enhancements to droid units give them +10 to attack and counterattack rolls.

14 Kaleesh Warrior groups (Tier 2)
-Regulars: This squad gets +10 to their attack and counterattack rolls.
-Phase 1 Armor: Phase 1 Armor gives the squad +5 to their counterattack roll.
-Kalee's Finest: Due to a history of warfare and innate skill Kaleesh warrior groups get +15 to attack rolls and +5 to counterattack rolls.

1 Dwarf Spider Droid group (Tier 3)
-Gun On Legs: Dwarf Spider Droid units have +25 to attack rolls and +5 to counterattack rolls.
-Sair Frame: Cheriss' enhancements to droid units give them +10 to attack and counterattack rolls.

8 Wookiee Warrior groups (Tier 2)
-Regulars: This squad gets +10 to their attack and counterattack rolls.
-High-Grade KashyCorp Weapons: High-quality weapons from KashyCorp give Wookiee squads +5 to attack rolls.
-Let The Wookiees Win: Due to their high resilience and strength Wookiee warrior groups get +5 to attack rolls, +15 to counterattack rolls, and their Survival Check difficulty is decreased by 10.

17 Abyss Apprentices (Tier 1)
-Force Apprentice: The squad gets +5 to their attack and counterattack rolls.
-Phase 1 Armor: The squad gets +5 to their counterattack roll.
-Force Training: Training in the Blazing Chains and Matukai gives the squad +5 to attack and counterattack rolls, and decreases the difficulty of a Survival Check by 10.

16 Abyss Agents (Tier 2)
-Force Adept: The squad gets +15 to their attack and counterattack rolls.
-Phase 1 Armor: The squad gets +5 to their counterattack roll.
-Force Training: Training in the Blazing Chains and Matukai gives the squad +5 to attack and counterattack rolls, and decreases the difficulty of a Survival Check by 10.

Kygeetu San Torgh (Abysswalker)
-Abysswalker - In Ciaran's Name: Kygeetu gets +25 to her attack and counterattack rolls. She is not subject to Grievous' "Scion of Kalee" buff, instead getting a +10 to her rolls when Ciaran is on the field. If a counterattack would incapacitate Kygeetu she can force a reroll of the attack one time during the entirety of the raid.
-Beskar-Enhanced Phase 1 Armor: Phase 1 Armor enhanced with beskar gives Kygeetu +10 to her counterattack roll.
-Blaster Bit Prototypes: Using prototypes of Cheriss' Blaster Bits gives Kygeetu a +5 to attack rolls.
-Force Mastery: Training in the Blazing Chains and Matukai gives Kygeetu +5 to attack and counterattack rolls, and decreases the difficulty of a Survival Check by 20.

Dani Plenar (Abysswalker)
-Abysswalker - You're Trapped In Here With Me: Dani gets +25 to her attack and counterattack rolls. Once per deck she can have two attack rolls instead of one. If a counterattack would incapacitate Dani she can force a reroll of the attack one time during the entirety of the raid.
-Beskar-Enhanced Phase 1 Armor: Phase 1 Armor enhanced with beskar gives Dani +10 to her counterattack roll.
-Blaster Bit Prototypes: Using prototypes of Cheriss' Blaster Bits gives Dani a +5 to attack rolls.
-Force Mastery: Training in the Blazing Chains and Matukai gives Dani +5 to attack and counterattack rolls, and decreases the difficulty of a Survival Check by 20.

Grievous (Hero, Does Not Count Against Cap)
-Hero Unit: Grievous gains +39 to attack and counterattack rolls (from Martial stat). If a counterattack would incapacitate Grievous he can force a reroll of the attack one time during the entirety of the raid. Grievous cannot die.
-Scion of Kalee: While Grievous is active, all Kaleesh Warrior Squads gain +10 to attack and counterattack rolls.

HK-47 (Hero, Does Not Count Against Cap)
-Hero Unit: HK-47 gains +40 to attack and counterattack rolls (from Martial stat). If a counterattack would incapacitate HK-47 he can force a reroll of the attack one time during the entirety of the raid. HK-47 cannot die.
-Master of the Foundry: While HK-47 is active, the Control Center Capture DC decreases by 10.

[] Create a team for the raid.
Team [5 experienced Guardian squads, 5 veteran Seeker Squads, 10 B1 Battle Droid squads, 4 Kaleesh Warrior groups, 4 Abyss Agents, 2 Wookiee Warrior groups, HK-47]
 
It seems to me that the best score to focus on is attack. Counterattack helps to resist the counterattack, of course, but if more of them are dead, then there will be fewer of them to counterattack. Survival bonuses help them survive if they fail the counterattack, but counterattack helps them avoid the death roll to begin with, and attack helps them avoid the counterattack.
Wait, what? That's not what you said during the test run on rolz. You said the Counterattack was still a 30d100 even though we had killed some of the droids, so it would be each of our troops rolling a d100 to see if they get hit.
 
Have another omake count!
Over the last twenty-five or so pages, we've added seven more omakes, giving us a total of 23 omake bonuses for next turn's actions. Halfway there!
Over the last ten pages, we've added another four omakes, giving us a new total of 27 omake bonuses for next turn.


That's a fine pace, pretty standard for this thread -- the sort of pace that let us reach the omake cap so many turns in a row (is it 4 turns now? 5?)

The problem isn't our pace, per se. It's @Dr. Snark's. :p Ten pages ago, there were three interludes left:
Also note that there are only three items left before the end of the turn: 'A Nobleman and a Sith' interlude (the dinner with Dooku), 'Foundry Raid Night' mini-turn, and the 'Results Pt. 2' base upgrades.
Since then, he's finished the Dooku dinner (awesome) and set up the Foundry raid (awesome). But that means that, as soon as the Foundry raid minigame is complete (and he intends for it to finish quickly) there will only be the 'Results' post left before next turn starts.

 
Wait, what? That's not what you said during the test run on rolz. You said the Counterattack was still a 30d100 even though we had killed some of the droids, so it would be each of our troops rolling a d100 to see if they get hit.

That's right...I think I must have misspoke earlier. Oops, my bad.
 
I got an idea for an omake about a possible future: HK-47 witnesses the devastation wrought by a single Scorpenek annihilator. He would be drooling if he could. He request to be fitted with its equipment, as he won't let any droid best him in terms of deadliness. He is told the weaponry and shield generator are too big. HK-47 design a 'vehicle' based on the Scorponek, only even more lethal (he used disruptors instead of blaster cannons) that can only be used by him and it acts as a droid with him inside. He is forbidden to ever use it after one mission. Ciaran finds a way to bribe him to shut up and accept her decision, maybe an unique an very lethal weapon, a disruptor one (he had a personal one in KOTOR II). If someone want to write it, go ahead.

We also need an omake about Ciaran finding out about the Scorpenek, drooling ("I do not drool!") and wanting one so we can get try to get our hands on the schematics. Though we would have to change their design and appearance unless we want the Colicoids to know we stole the schematics and they decide to sick on us armies of their droids. And their droids are among if not the most lethal ones on the market. Worse if he push them to design a capital ship. So we will need two criticals: one to take the schematics undetected and another to modify them without reducing their effectiveness, unless we want the violent Colicoids to declare a crusade on us.

If the Foundry's invasion goes on long enough, could we request support, like say we asked the factory on Lordran to make us some droidekas before hand and send them to us? And what would be their stats? Actually, that could make a good omake: when the raid group, or part of it that got separated, is pinned down by absurd suppressing fire, one member complains that they wish that they had reinforcement. Then in comes droidekas, their shields allowing them to destroy the enemy droids with impunity. The raid team is quite happy for the very useful reinforcement. And to think those are only the standard ones, not improved by a Cheriss Frame.

Just how lethal would be the Colicoid droids if upgraded with a Cheriss Frame? And can we built an additional factory just for them? Idea for the Cheriss Frame droidekas: the mark II that appeared in Star Wars Empire at War, Forces of Corruption. They are at least sturdier and can switch to a secondary ion weapon to destroy shields. And study of their particle-energy shield generator could be useful in finding ways to upgrade Old Republic-era personal shields into at least protecting from both energy and kinectic/solid attacks. If only we could get our hands on a suit of commando armour, since it does have an integrated shield. And due to its cost, we may as well give the Scorpenek Kyber-enhanced blaster cannons and other upgrades to make it even more than worth the price. Hell, we could use the design of the Scopenek to create shielded defence turrets on the ground. I wonder if we could pull something similar for space ships? Yes, we may use the evil laugh at the thought of our enemies slaughtered to those weapon once we get them.
 
If the Foundry's invasion goes on long enough, could we request support, like say we asked the factory on Lordran to make us some droidekas before hand and send them to us? And what would be their stats? Actually, that could make a good omake: when the raid group, or part of it that got separated, is pinned down by absurd suppressing fire, one member complains that they wish that they had reinforcement. Then in comes droidekas, their shields allowing them to destroy the enemy droids with impunity. The raid team is quite happy for the very useful reinforcement. And to think those are only the standard ones, not improved by a Cheriss Frame.
Well, the foundry invasion is something that we can do again next turn until we finish the takeover, so we can send in a new squad with any new droids we've built and troops we recruit.
 
so, question, just why the hell are we doin the whole "send the wookies to die" thing? we would just get the same wookies, there would be no reason to not have the quota of wookies filled up

They're choosing the Wookiees primarily because they, unlike most of everything else, have a unit cap. Think of it this way: you have two groups of units. One has a cap and the other doesn't. Both always increment per turn. Sometime in the future you might need as many units as possible. Choosing the one without a cap potentially limits the amount you will have due to casualties while the other doesn't. This is because for next turn, the max for the cap still hasn't changed so at max you would still have X while the other unit group will increase by Y. It's simply a numbers game.

It's the same logic as to why we always use at least 5 watchers because statistically that's the safest amount to use and still be at the cap next turn.
 
Should we not clear the foundry in one attempt, we ought to send Ciaran in next turn. She badly needs more experience fighting in cramped spaces and against overwhelming enemy numbers. I expect we'll encounter more of that when we finally assault Palpatine.
 
Should we not clear the foundry in one attempt, we ought to send Ciaran in next turn. She badly needs more experience fighting in cramped spaces and against overwhelming enemy numbers. I expect we'll encounter more of that when we finally assault Palpatine.

Oh she knows how to fight in cramped spaces given her time in the Undercity. The overwhelming enemy numbers thing...not so much.

Anyway, in the interest of getting this moving quickly and the lack of votes for the past few hours I'm calling the vote. Your kill team is made up of:

Grievous
HK-47
14 Kaleesh Warrior Groups
1 Dwarf Spider Droid Group
4 Wookiee Warrior Groups
1 BX Commando Droid Group
10 Abyss Agents

There will be blood. And oil. Probably both.

Planning on running the first(?) round at around 8:30 PM Eastern Time today unless I get serious objections. Bring popcorn and your robot-killing music of choice!
 
So for the next ~4 hours I get to distract myself from chewing over how badly this could go. Once the dice fall I'm good, but that time between "We're going" and "go" is sheer nerves, particularly when the first time through had ~40% casualties after taking 4 floors.
 
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