Eclipsing the Black Sun (Go Loud): 94+14=108

the black sun's destruction was sudden, brutal, and total,

Eclipsing the Black Sun (Silent Option): 85+15+10=110

so clearly any rumors any of theire assets where absorbed rather than destroyed are false.


this is fairly simple, simply progress her 2 steps down the "stop being a stupid sith" action chain. Failing that she goes full grey side after realizing that sith teachings where making her a slave to her rage and hate.

not really sure what the other crits are going to do, other than lots.
 
IIRC weren't TIE Fighters born out of the Jedi Starfighter program? And the reason they were kinda shit was because they were stripped-down, mass producible versions of that built on short notice?

Pretty sure they could build a much better fighter if they had time to develop something proper, instead of Palps going "Yo, Republic's now an Empire, gonna need 10 billion fighters by 8 AM tomorrow k thx bye."
I still maintain that TIEs are magnificent vehicles. Their controls are extremely responsive, their maneuvrability unchallenged, their firepower very respectful for their size.

You just need inhuman reflexes and precognition to properly use them.
 
This turn should buy us the time and space to maneuver, as well as new assets to do so with. Exactly what we needed to stay out of Sidious's reach. Hopefully we managed to keep Anakin far away from Palpatine, though the party roll was nothing special. Fortunately, we are making progress on the inhibitor chips.

We are still at the impasse of Sidious controlling both sides of the conflict. The Jedi are spread thin and vulnerable. He is only stalling for time while he corrupts his desired disciple.
 
don't most sources agree that ties are somewhat subpar fighters, but are still useful due to having a tiny logistical footprint, and costing only slightly more than a good rifle?
 
Last edited:
Considering how well the hunt for Rotta will go, I hope there will be an increase in diplomatic status with the Hutts.

Thrawn is still trying to solve the puzzle that is the Watchers. I hope he will be able to find his place in it and eventually feel at home. Hopefully, there will soon be a chance for Thrawn to act on behalf of the Watchers in a way that demonstrates how ruthlessly effective and dangerous he can be, just as he did with revealing Hera's identity and with stopping the sabotages using Sumar as a demonstration, just as he will be in Rebels in pursuing not surrender, but total defeat for the rebels.
 
Last edited:
don't most sources agree that ties are somewhat subpar fighters, but are still useful due to having a tiny logistical footprint, and costing only slightly more than a good rifle?
I beleive that their subpar-ness by the time of original trilogy is usually atribbuted not to inherent design flaws, but to them being slightly outdated and past their prime. The least modern craft they are outclassed by is x-wing, and it was initially designed as their sucessor (got rejected due to cost and logistical complexity).

Plus, if you take the outlook of Essential Warfare, there is that millenia-long rivalry between two competing starfighter doctrines which gain prominence over each other due to different technological advancements, and TIE fighters/intercepters are the last hoorah of a doctrine which is loosing ground.
 
Last edited:
11) Ventress falls into a Force Trance and meets Darth Plagueis.
Heh, would be funny and not the first time that happened to someone in this quest.

I beleive that their subpar-ness by the time of original trilogy is usually atribbuted not to inherent design flaws, but to them being slightly outdated and past their prime. The least midern craft they are outclassed by is x-wing, and it was initially designed as their sucessor (got rejected due to cost and logistical complexity).
The Fighter really isn't a good ship. No hyperdrive capability, no shields, made out of wetpaper (I have played TIE-Fighter... and was glad once I was past the point where I had to fly them too often). The OTHER TIE variations meanwhile are NICE. Starting with the Interceptor.
 
I beleive that their subpar-ness by the time of original trilogy is usually atribbuted not to inherent design flaws, but to them being slightly outdated and past their prime. The least modern craft they are outclassed by is x-wing, and it was initially designed as their sucessor (got rejected due to cost and logistical complexity).

I also vaguely recall reading somewhere that the kind of massed wave tactics and lack of ejection seta caused them to attrition away most of there skilled pilots, and then just keep churning out half trained ones. Though given the somewhat inconsistent nature of cannon, the exact reason tie fighters are mook craft is at best nebulous. Though we know the real reason is because the bad guys use them.
 
Heh, would be funny and not the first time that happened to someone in this quest.

The Fighter really isn't a good ship. No hyperdrive capability, no shields, made out of wetpaper (I have played TIE-Fighter... and was glad once I was past the point where I had to fly them too often). The OTHER TIE variations meanwhile are NICE. Starting with the Interceptor.
I also vaguely recall reading somewhere that the kind of massed wave tactics and lack of ejection seta caused them to attrition away most of there skilled pilots, and then just keep churning out half trained ones. Though given the somewhat inconsistent nature of cannon, the exact reason tie fighters are mook craft is at best nebulous. Though we know the real reason is because the bad guys use them.

Please, refer to the edited version of my post. According to essential warfare, shields+hyperdrive vs supermaneuvrability is a millenia-old in universe debate, with tge correct answer being different from century to century. The films happen when supermaneurability becomes technically inferior, yet is entrenched in the minds of naval officers as it was the superior option for centuries.
 
the part you added doesn't really tie into my point, star wars is a very Doylist setting. The cannon is very fuzzy on specifics and ultimately the reason ties spend most of the time exploding is because they are mook ships flown by evil mook pilots. anything trying to pin down if and possibly how much ties suck is ultimately trying to hang lampshade on it.
 
So what we're seeing is that the standard TIE design is good for mass use like the Empire/Republic would want. However, the Abyss Watchers don't fit that profile. Perhaps a TIE variant would work.

Or, yknow, we just don't buy TIE Fighters, and instead buy ships better suited to our mercenary organization. Sienar's good for more than just TIE Fighters. They're also responsible for Darth Maul's Scimitar, the Interdictor (which pulls things out of hyperspace), and a precursor to the Death Star.
 
We could always order a custom TIE design. It does not have to be the regular TIE/LN starfighter.
 
So what we're seeing is that the standard TIE design is good for mass use like the Empire/Republic would want. However, the Abyss Watchers don't fit that profile. Perhaps a TIE variant would work.

Or, yknow, we just don't buy TIE Fighters, and instead buy ships better suited to our mercenary organization. Sienar's good for more than just TIE Fighters. They're also responsible for Darth Maul's Scimitar, the Interdictor (which pulls things out of hyperspace), and a precursor to the Death Star.

I was thinking of getting the TIEs for the CNS.

We could always order a custom TIE design. It does not have to be the regular TIE/LN starfighter.

So we'd want a First Order style TIE fighter?
 
the part you added doesn't really tie into my point, star wars is a very Doylist setting. The cannon is very fuzzy on specifics and ultimately the reason ties spend most of the time exploding is because they are mook ships flown by evil mook pilots. anything trying to pin down if and possibly how much ties suck is ultimately trying to hang lampshade on it.
True, but that didn't stop generation after generation of watsonian-minded nerds from tryibg to find their own answers. What I am qouting is merely the latest fruits of these efforts with good legends-universe canon status.
 
A TIE that has armor, shields and missiles/torpedoes aside from its usual features.
A TIE that has missiles, hyperdrive and shield (still no armor, though) is called A-wing. Or, rather, both A-wing and TIE fighter are evolution of a single ancestor design, V-wing, which happens to have shields, but no armor or intetnal hyperdrive (external hyperdrive rings avaliable, though).

By tge way, while TIEs and A-wings are decades into future, V-wings mught be acquirable.
 
Last edited:
Actually, how about a TIE that has S-foil-like solar panels forming an X shape, and comes with extra laser cannons on the wingtips as well as shields, two proton torpedo launchers and a hyperdrive?

...

:V
 
They have the Z-95. They have the ARC-170. They could get their inspiration from there. :V
 
Last edited:
*is not actually serious*

I do support high-quality TIEs though.
 
Turn 21 Results
Martial: Pick 2:
[X] Walking the Beat: While the worst of the pirate attacks on the CNS have been dealt with by Thrawn there are always more who will try to prey on the outer trade lanes. Destroying a few groups should send clear messages to them and the CNS that such actions will not be tolerated...and you might be able to loot pirate hideouts. Chance of Success: 70% Reward: Loot, Increased confidence in the CNS
Rolled: 81+10=90 (Critical Success)

Since Thrawn was busy with other matters, it fell to the normal CNS commanders as well as the captains of the Oracle Fleet to carry out patrols. And as it turns out they were far more successful than initially anticipated. During operations with CNS fleets you noticed that they were using tactics that were clearly lifted from Thrawn and they were still just as effective when executed. Meanwhile, the Oracle Fleet was sent to deal with pirate bases and "repossess" whatever was found there before proper authorities arrived.

All in all piracy in CNS space has declined dramatically, and it has sent a clear message to any others who would try to replace them.

Reward: CNS space considerably more stable, +100 credits

[X] Eclipsing the Black Sun (Go Loud): The Black Sun has been a constant rival of yours in the underworld and given the chance to recover they would certainly be willing to rekindle old hostilities. Send out some of your mercenary corps and make sure that they never get the chance. Chance of Success: 70% Reward: Black Sun scattered, loot
-[X] Grievous
Rolled: 94+14=108 (Over 100 Success)

Slaughter. There was no other word to describe what Grievous had done.

Sending him on the hunt for Black Sun groups was admittedly a bit of a gamble as you were uncertain as to how effective he would be in an operation such as this. However the Kaleesh had taken to his mission like a fish to water, leading daring raids on known Black Sun locations, wiping out anyone who tried to resist his rampage with little to no casualties on his part.

You had anticipated that the Black Sun would be temporarily discouraged from reforming with this mission; after Grievous' rampage you're fairly certain they wouldn't even try for fear of bringing down his wrath again. That was just as worthwhile as what your teams managed to loot from the raided bases with a fervor you haven't seen since Naboo.

After all was said and done, the underground learned that they should fear Grievous and the Abyss Watchers.

Rewards: Black Sun thoroughly scattered, +150 credits, Free Base Upgrade, Grievous gains Terror of the Underworld trait

Diplomacy: Pick 1:
[X] It's Party Time!: With the current lull in the war now would be a good a time as any to host a "diplomatic gathering" with the Republic to "foster good relations" and "discuss potential diplomatic ties."
Read: You are going to go to Coruscant for a bit and persuade everyone you know to enjoy themselves. If there is any actual diplomacy done while you're there it will be an added bonus. Chance of Success: 90% Cost: 50 Reward: Enjoy a vacation, closer ties with Padme, Anakin, Obi-Wan, ???
Rolled: 47+5=52 (Success)

Seeing your old friends again was nice, though your trip ended up being a bit more eventful than you initally expected thanks to your efforts elsewhere... (To be continued in Ain't No Party Like A Ciaran Party)

Stewardship: Pick 1:
[X] Deals with Sienar: You know full well that Sienar Fleet Systems produces some very effective products; after all the Scimitar was designed by them. Given that you would certainly be interested in customized, one-of-a-kind high performance starships it might be worth it to get in touch with Raith himself and see if you can negotiate a contract of some kind. Chance of Success: 60% Reward: Formal relations with Sienar Fleet Systems opened, potential for starship contracts, ???
-[X] PR-1
-[X] Omake by Whumbly
Rolled: 8 Reroll: 87+16+10=113 (Super Critical Success)

At first when PR-1 had placed the call to Sienar he was mocked by a local executive and promptly hung up on.

An hour later he received a call where another man profusely apologized for insulting the venerable Lady Ciaran by proxy and extended an invitation to meet with Raith Sienar personally. Since he was on Coruscant and you were visiting the planet as well, you offered to have him join you at your celebration and host further talks there to which he readily agreed. (To be continued in Ain't No Party Like A Ciaran Party)

Intrigue: Pick 2:
[X] The Hunt For Rotta: Rotta the Hutt, son of Jabba has been kidnapped, and apparently the evidence remaining at the scene indicates that the Jedi of all organizations are behind it. It sounds suspicious enough that Jabba has contacted you in the hopes of finding Rotta without directly accusing the Jedi. Chance of Success: 60% Cost: 50 Reward: Jabba's gratitude (by which he means trade lane access)
-[X] Personal Attention
Rolled: 87+55=142 (Extreme Critical Success)

Jabba had told you that he was expecting Rotta back within a few weeks at most.

With your help, your teams had analyzed the crime scene and determined that the CIS had orchestrated the plot as well as where they were holding the baby Hutt within the span of a few hours. In addition, your extended investigations uncovered that the plot was being supported by one Ziro the Hutt in a play to gain influence.

Within the next couple of days you led an infiltration of Rotta's prison that went flawlessly, and had returned the baby to Jabba posthaste. Though he was eager to reward you at the time after you had presented Rotta and the information you had gathered on the kidnapping attempt, you explained to him that if you were given a few more days you would be able to ensure that Ziro could never threaten him again. Upon hearing this, he laughed deeply and agreed.

You neglected to mention exactly what else you'd be doing while you dealt with the Hutt on Coruscant...(To be continued in Ain't No Party Like A Ciaran Party)

[X] Operation RESI II: The synthetic plague is back and is now more dangerous than ever. You're going to need to get out there and find out as much about who is causing this as you can if you want to end this threat once and for all. Chance of Success: 40% Cost 100 Reward: New synthetic plague ended, information about plague creators gained
-[X] Silas Cata
-[X] The Silencer
-[X] Omake by Teron
Rolled: 15+41+10=66 (Bare Success)

Thanks to the Silencer and Silas, you were able to find out more about what this synthetic plague was. It turned out to be much more difficult than expected though. (To be continued in Nemesis)

Lore: Pick 1:
[X] 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
-[X] Luka Sene: They are Miraluka such as yourself who are more academics than anything else. They are skilled at Force vision, not only able to use it for combat and scrying but they apparently can sense energy fields as well.
-[X] Cheriss Sair
Rolled: 48+10=58 (Success)

Despite the fact that Cheriss wasn't a Miraluka herself, the Luka Sene were more than happy to accommodate her requests to spend some time at the school and learn more from them. While she was distracted by going through the Sene's archives she did learn more details about the various Force powers the school offered, and reported back with a number of recordings and such to help understand them better.

It's probably for the best that she went instead of you; you didn't want to run the risk of running into your parents again after all these years.

Reward: Luka Sene techniques now available for studying

Learning: Pick 1:
[X] Research Genemods: Some of your researchers are Arkanians. A species infamous for their love of genemodding, having created countless variations of their own species or often also genetically altering their own bodies. It might be of interest to conduct research into this since outside of specific species the knowledge is more theoretical than anything else or only usable on organism that haven't actually been born yet. (1 Turn Remaining)

The Arkanians have finally reported back to you with their results, and they were more than happy to point out that this research could not have been possible without you...in multiple senses of the term.

Based on their own experiments on you during your coma, the Arkanians have come to the conclusion that they could apply genemods to other species of similar "families;" for instance any Human could be genemodded with Near-Human traits. In addition, due to the fact that said mods would be comprised of newer, healthier biomass it would slightly "set back" the age of any recipient. The only catch was that this therapy would be quite expensive and would require specialized facilities such as the Verusch Labs or the newly acquired asteroid base. At any rate, the volunteers for the later experiments are reporting that the modding has gone quite smoothly, and can confirm that the process is perfectly safe.

Reward: Genemods now available for high-ranking troops/officers

[X] Research Inhibitor Chips: Highly encrypted, extremely advanced, and definitely dangerous, the inhibitor chips you recovered from Kamino are one of the biggest mysteries in the entire war. It's an important project, but it will take a considerable amount of time and effort to break through engineering like this. Chance of Success: 50% Cost: 150 Reward: Learn details about inhibitor chips (3 Turns Remaining, 2 Turn Locks Remaining)

Progress is continuing on the inhibitor chips, and your scientists are confident that they will have results by the end of the year. (2 Turns Remaining, 1 Turn Lock Remaining)

[X] Favor For Jango: Perfectly Normal Checkup: Jango has called in the first of his favors and has requested that his son Boba should go through a thorough checkup at a Karada facility. While he didn't say it outright, it's clear that he wants to know if he has one of the inhibitor chips in him as well. Chance of Success 80% Reward: Favor for Jango completed
Rolled: 17+15=32 (Success)

Seeing Jango show up in person to deliver Boba was an interesting experience, as was his reaction when Thrawn spoke with him. (To be continued in The Man They Called Mand'alor)

Free Action:
[X] Eclipsing the Black Sun (Silent Option): Alternatively you could take the more subtle action when dealing with the Black Sun and use your information network to assassinate rising leaders and drain funds to choke them out by the roots. Chance of Success: 50% Reward: Black Sun scattered, loot
-[X] Omake by Killerflood
Rolled: 85+15+10=110 (Super Critical Success)

While Grievous was on his rampage your intel teams were busy with attacking the Black Sun in their pocketbooks and their leadership, magnifying his efforts even further. Between the intel he recovered from his raids and their own successes, Gulan reported that not only did they steal a significant amount of credits from Black Sun accounts but in some cases they were even able to redirect funds, bolstering your own income while taking from Black Sun. They were also able to either assassinate up and coming leaders or just get them locked away by local governments, creating even further strife within the formerly great criminal syndicate.

Grievous' successes had meant that there was a psychological disincentive to reforming Black Sun, and with your intel teams' efforts they now also faced the practical issues of a lack of leadership and an almost complete lack of finances. After all of this, you're fairly certain that the name "Black Sun" will now be a footnote in history.

Rewards: Black Sun thoroughly scattered, +200 credits, +75 income from diverted funds

Personal: Pick 2:
[X] Physical Training: While you are hardly incapable in combat the fact of the matter is that your subordinates are way better than you are at fighting...it might be worthwhile to learn from them in that case. Chance of Success: 70%
-[X] Survival Training: Some of your subordinates have politely pointed out that while you may be a decent fighter you don't really have any advanced survival training in case things go really wrong. As unpleasant as the idea sounds, they might have a point, and Grievous would be more than willing to help you with it. Reward: Martial Increase, Survivalist training
-[X] Omake by SmallBurnyThing
Rolled: 90+10=100 (Artificial 100 Success)

After finishing with carving a bloody swathe through the Black Sun, Grievous was more than happy to help teach you the fine art of wilderness survival with the barest minimum of assets available to you.

Unfortunately for you, in his enthusiasm he decided that the best way to accomplish this was to train you on Kalee itself, hunting the same dangerous predators and surviving under the same harsh conditions that his people did. That being said, he turned out to be a surprisingly effective teacher for you; while he was certainly willing to push you to your limits he was also ensuring that you were learning the techniques needed for wilderness survival in general.

While your time on Kalee was unquestionably arduous and required you to be at your best every day, you learned quickly from Grievous and managed to fend for yourself for a few days when he sent you out on your own as part of his training (you never told him that thanks to your Force vision you knew that he was shadowing you just in case something happened). At his behest, you also ended up crafting your own ceremonial cloak and mask from a karrabac you ended up killing yourself, and while they aren't really your style they are surprisingly fond mementos of your time under the Kaleesh's tutelage.

Reward: Ciaran gains Survivor of Kalee trait, Grievous gains Instructor trait

[X] Personal attention/Increased Focus: Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice
-[X] The Hunt For Rotta

Well this went well.

Hero Units: Optional, Pick Up To 2, Uses Hero Unit's Full Stats:
[X] Thrawn: The Art of the Mandalorian: Thrawn has come to you with a rather unusual request: he's asked for some time to locate Jango Fett and attempt to get the bounty hunter to train him in combat. While you've expressed your doubts Thrawn is confident that he can successfully approach the reclusive hunter, though the light in his eyes when he made his request suggests there's more to this than becoming a better fighter... (Uses Diplomacy Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: 50% Reward: Thrawn trains with Jango, ???
Rolled: 31+29=60 (Success)

Thrawn was able to take the opportunity presented by Jango's visit to speak with the bounty hunter...who turned out to be surprisingly receptive to him. (To be continued in The Man They Called Mand'alor)

[X] Asajj Ventress: The Wisdom of Vectivus: While Asajj has joined up with you of her own will not only has she been very standoffish towards everyone but she has been loathe to do anything else besides constantly train, apparently so she can beat Sev'rance and Dooku one day. That being the case, she hasn't seen the Vectivus holcron yet, and you're fairly confident a woman like her could learn a lot from it (read: stop acting like a stereotypical Sith). All you have to do is find a way to get her to do that. (Uses Lore Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 50% Reward: Asajj begins studying the Vectivus holocron, ???
-[X] Omake by Teron
Rolled: 88+32+10=130 (Extreme Critical Success)

It had taken a lot of convincing and some bald-faced lying about how the Vectivus holocron contained techniques that would help her beat you, but you managed to convince Asajj to study the Vectivus holocron in-depth. And she had...by locking herself in her quarters for close to a week straight. It had gotten to the point where people were wondering if she had died before she came out, and by all accounts she looked incredibly troubled when she did.

She then quickly requisitioned a ship and went on a month-long journey to two locations: a planet that was suffering from the effects of the synthetic plague and the location of one of your humanitarian camps. The reports on what happened there specifically were minimal as Asajj had insisted that she not be followed, but from what you had heard she had spent time fighting against infectees from the plagues and rooting out people trying to take advantage of your charitable efforts.

When she had returned, she still seemed uncertain, but she was noticeably more relaxed for lack of a better term. She was still certainly standoffish, but the reports from Tyro and his subordinates have indicated that she hasn't been lashing out at people as she had in the past.

You're not entirely sure what she heard from Vectivus or found on her brief journey...but if nothing else she's beginning to find her place in the Abyss Watchers. In the end that's all you could really ask for.

Rewards: Asajj gains Darth Vectivus' Teachings, Nightsister's Journey traits, Asajj better integrated into the Abyss Watchers

Coruscant Base:
[X] Lower Level Salvage Teams: Coruscant is an old, old planet and even though it has been occupied for ages there are still valuable secrets in the depths. Aside from all of the garbage. Cost: 100 Reward: 25 Income (Salvage), per-turn salvage roll for other benefits

While the teams there are not too enthused about going into the depths of Coruscant, you've paid and armed them well enough that there are only minor complaints.

Reward: 25 Income (Salvage), per-turn salvage roll for other benefits

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

All you had to do was ask the Kalee to keep this location secret and they readily agreed.

The blacksite has become a new home for many of your troopers as well as a highly-regarded training facility in the Abyss Watchers. Between the Kaleesh teachers and the local environment being excellent training grounds in and of themselves, it is highly effective. So much so that Xruk has begun to spend more time there as he approves of the hellish training the planet requires of anyone there.

Reward: Increase in recruitment rate for all units

Mandalorian Mansion:
[X] Mandalorian Guardian Corps: Getting Mandalorian warriors would certainly be a massive gain for you but you'll have to play it carefully since Satine will try to block any more aggressive propaganda. The plan is to start by sponsoring the formation of an organization rooted in Mandalorian warrior traditions but dedicated towards protecting Mandalore itself. Cost: 75 Reward: Guardian Corps formed, Mandalorian warriors begin to be reorganized

This had required finesse on your part; you had to carefully manage the pitch to the government and the propaganda for it to make sure that the Guardian Corps would be received positively. Thankfully, you had the support of Prime Minister Almec, who quietly confessed to you that he understood how resurrecting the Mandalorian warriors of old would greatly benefit Mandalore itself and the CNS as a whole.

As such, the proposal went through the government swiftly and the newly established Guardian Corps have been receiving a steady influx of recruits and from your understanding they have been taking their status as the new generation of Mandalorian warriors very seriously. Excellent.

Reward: Guardian Corps formed, Mandalorian warriors begin to be reorganized

Lordran, Kiln:
[X] Labor Droid Factory: Having labor droids around would not only make construction go faster but would certainly make maintaining all of the facilities on the planet considerably easier. Cost 100 Reward: Kiln upkeep decreased

The construction teams on Kiln have greatly appreciated that there are now labor droids of all types to help them with construction and maintenance, and the factory should end up paying for itself in short order.

Reward: Kiln upkeep decreased by 40%

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

It pays to be prepared. And now Kiln is beginning to become more prepared for any potential intruders by beginning construction of everything from turrets on the ground to defense stations.

(Completes next turn)

Asteroid Base:
[X] Bio-Research Facilities: When it was last active this base was used for horrific biological experiments; while you have no interest in continuing them it would certainly be worthwhile to have your own research going on there given that most of the machinery you would need is already present. Cost: 50 Upkeep: 50 Reward: Biology research benefits, specialized facilities possible

Reactivating the facility was tedious though worthwhile as there were plentiful facilities for your researchers to take advantage of. Some of the Arkanians have even floated the idea of more in-depth facilities to study the more esoteric creatures of the galaxy.

You also made sure to have some of the teams help liven up the base so it would stop resembling something out of a horror film and be more pleasant to stay on in general.

Reward: +5 to biology research rolls, specialized facilities possible.

AN: Phew...so all of that happened. The fucking dice decided to come back strong this turn, goddamn.

Anyway, you all can enjoy the loot and other things while I prepare the interludes. In order, they're going to be a self-indulgent thing that I've desperately wanted to do since I was handed the notes on the RESI plotline, more Thrawn and Jango goodness, and proof positive that there really aren't any parties in the galaxy like the ones Ciaran hosts.

Stay tuned, and give me a little bit to update the front pages with all of the things that have happened.
 
Last edited:
Back
Top