All right, let's check this out.
[] Between the Light and Dark: While you have a number of Force users on your staff right now it might be worth looking into getting into contact with other Force using groups in the galaxy that aren't necessarily aligned to the Jedi or Sith and see if you can gain something from contacting them. Chance of Success: 70%
-[] Corellian Jedi Order: Probably the second largest order of Force users in the galaxy, the Corellian Jedi are fiercely protective of their homeworld. Given that you aren't exactly that popular with the main Order these days they might be worth getting in contact with. Reward: Contact with Corellian Jedi established
It sounds like you'll be adding Diplomacy Action options for reaching out to Dathomir and Alpheridies for the CNS (along with Revyia and Dorin for our Abyss Agent Force faction), so I look forward to those.
@Dr. Snark: could we also have a Diplomacy Action for making contact with the Corellian
government (not just the Jedi faction) to try to sway them to join the CNS?
As for Stewardship:
[] Alternate routes?: The trade is going terribly due to most hyperspace routes crawling with military fleets, companies standing on different sides of the war and various other issues. You have to find alternative routes to at least get some of the trade you are involved in moving again. Chance of Success: 60% Reward: Trade/Investment Income penalty reduced by 5% from its current amount (Takes 3 turns)
[] You expect me to smuggle what?: Exactly what it says on the tin. Hire smugglers to bypass the blockades and get the trade flowing again. Not exactly cheap and quite unusual since most of the cargo is legal, but still. Chance of Success: 70% Cost: 100 Upkeep: 20 Reward: Trade/Investment Income penalty reduced by 5% from its current amount (Takes 2 turns)
[] Hey, Trade Federation! Do what you do best!: With that you don't mean trying to ruin themselves or being someones pawn but to let some of your partner companies trade with them or at least let their traders join their trade convoys. After all, trading is what the Federation does... official. Chance of Success: 70% Cost: 100 Reward: Trade/Investment Income penalty reduced by 10% from its current amount (Takes 2 turns)
[] War-Ravaged Recovery: The survivors of war-torn worlds don't usually thrive in the midst of the devastation wrecked on them. Fortunately, you have a very well funded humanitarian organization with a near-unlimited remit, and very close ties to a Council of Systems that just want to stay out of the war. Use your humanitarian funding to buy Neutral-produced goods and services for the refugee camps, negotiate regular shipments and trade deals to ensure a smooth recovery and reconstruction. Chance of Success: 60% Cost: 100 Upkeep: 20 Reward: Income penalty reduced by 5%
As useful as it might be to reduce our income penalty even further, I really think it'd be better to reach out to Sienar and other corporations for strategic partnerships -- Kuat produces capital ships, so perhaps make a contract on behalf of the CNS to buy some for system defense & trade escort? Or, given our galactic-scale organization, could we arrange for the distribution & sale of non-military vehicles/starships between Republic and Separatist space?
I fully expect this thread to go
crazy choosing a Custom Vessel for Sienar to make for us. Personally, I'd be fine with a Rescue/Assault Gunship (that name is so perfectly Ciaran...), but there's all kinds of other possibilities. Perhaps ask Sienar to design a proto X-wing (one-man fighter with hyperdrive)?
[] 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%
-[] "Humanitarian" Transports: A line of ships that could be used to ferry wounded from system to system, the fact that they would also be fitted with cloaking devices is purely to make sure that they aren't seen by any pirates or what have you, obviously. Cost: 150 Reward: Humanitarian/Stealth Transports designed/produced
-[] "Rescue" Ships: VTOL-capable ships about the size of the Scimitar, these vessels would be heavily armored rapid response ships that can quickly rescue people from potentially hostile environments. What are the rapid-fire guns for, you ask? Why, you might have to defend yourself from predators or raiders or something! Cost: 100 Reward: Rescue/Assault Gunships designed/produced
-[] Write-in (High concept or other design, subject to veto, cost determined by GM)
We only have 1 Lore Action available, but I
strongly urge us to use our 'Free Action' this turn to take care of both of these.
[] Incorporate Luka Sene Techniques: The abilities that you've learned from the Luka Sene aren't exactly flashy, but between their improved ability to use Force vision in combat as well as the more engineering oriented ability for them to see energy fields, there's definitely plenty your Agents can learn from. Chance of Success: 80% Reward: Luka Sene abilities taught to all Agents
[] Homecoming Trip: Vectivus' holocron mentioned that his journey into Sith teachings began when he discovered that one of his asteroid holdings was suffused with the Dark Side, and that he later came back and converted it into a personal mansion to continue his research. Given how much your and Ventress' Force studies have benefited from his knowledge it might be worth trying to locate it and see if there is anything still there. Chance of Success: 60% Cost 50 Reward: ???
The Homecoming Trip to Vectivus would be
huge for us, especially if we use Asajj for Hero Support (!). However, we should definitely acquire those Luka Sene techniques for our Abyss Agents -- that's just too useful. Frankly, I also think we should spend a Personal Action on training those Luka Sene techniques for ourselves as well.
As for the genemods, thanks for the info!
-[] Choose 1 Genemod:
--[] Chiss: Thrawn's species, red-eyed and blue-skinned with above-average night vision and inherently fit bodies. (Martial, Intrigue)
--[] Echani: The progenitors of the Silencer's Thyrsian species, they are fierce fighters who believe in the concept of communication through combat. (Martial, Lore)
--[] Pau'an: Natives of Utapau, they can see well in darkness but their most notable trait is their extremely long lifespans. The Arkanians have noted that this genemod will extend a recipient's life span considerably more than a normal mod, though the exact numbers are currently unknown. (Intrigue, enhanced lifespan)
--[] Miraluka: Your own species, able to see through the Force despite a lack of eyes. The Arkanians have admitted that they're not entirely sure what will happen if that mod is used due to the species' natural connection with the Force. (Lore, ???)
--[] Zabrak: A tough species that is extremely resistant to physical pain. (Martial)
--[] Zeltron: An incredibly attractive species that uses pheromones to gain an edge in social conversations. (Diplomacy, Intrigue)
Though this one seems like the most-obvious choice:
--[] Silas: Is actually eager to be modded given that it would set back his age at least a little bit.
--[] Pau'an: Natives of Utapau, they can see well in darkness but their most notable trait is their extremely long lifespans. The Arkanians have noted that this genemod will extend a recipient's life span considerably more than a normal mod, though the exact numbers are currently unknown. (Intrigue, enhanced lifespan)
Intrigue bonus
and we keep Silas around for another few decades? Count me in! My question for
@Dr. Snark: does this require using that Hero Unit for this and nothing else (so we can't also pick Silas' "Hero Action" or use his Hero Support for something else)? I'm kinda worried that using a Pau'an genemod might change his appearance and increase the difficulty of his "Mind of a Scoundrel" Hero Action. Is that not an issue, or should we wait a turn to take care of it?
However, using Silas for 'Mind of a Scoundrel' would free up our Learning Action for this:
[] Ysalamiri Studies: While Myrkr isn't a very interesting planet on its own it is home to a unique species called the Ysalamiri which can negate the Force within a set radius. While you could potentially contain these creatures on La'Sombra, they tend to die if extracted from the Obilo trees they draw nutrients from. Find a way to get them off the planet though...and the applications are obvious. Chance of Success: 60% Cost: 100 Reward: Method of Ysalamiri extraction discovered
...which sounds absolutely
perfect. This is how we defeat the big bad Sith Lord, people! Let's get on it!
Asajj Ventress will be spending this quarter focusing on learning the Buried Presence technique from Tyro. Free Action.
Sweet. Since this is free, is Asajj still available for Hero Support elsewhere (
cough Homecoming Trip)?
As for Hero Actions: I definitely think we should double-down on Thrawn's "Return of the Mand'alor" to see if we can drawn Jango further into our orbit.
[] Thrawn: Return of the Mand'alor: After observing your recent efforts on Mandalore, Thrawn has come to the conclusion that while your actions have been effective thus far your current methods won't be enough to galvanize the Mandalorian warriors into a more proactive state and therefore able to be recruited by you. They'll need a symbol. They'll need a Mand'alor. And Thrawn is all too eager to give them one; he just needs to convince Jango Fett to return to his home. And given the fire in his eyes you think he might actually be able to pull it off though from what you know of Fett it won't be easy. (Uses Diplomacy Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: 40% Reward: Thrawn speaks with Jango about his status as Mandalore, ???
OTOH, we only have two Hero Actions per turn, and if we take Silas' recruitment action, we won't have room for upgrading PR-1 or Cheriss this turn.
As for the Kiln droid factories, we should remember that all upkeep is reduced by 40%:
[] Droid Factory: With the required resources available now you can begin to build your very own Droid Factory on the planet to bolster your troops with new battle droids.
-[] Basic Droid Factory: Cost: 50 (Takes 1 turn) Upkeep: 20 Reward: +2 groups of basic battle droids per turn
-[] OOM Droid Factory: Cost: 60 (Takes 1 turn) Upkeep: 25 Reward: +2 groups of OOM battle droids per turn
-[] Super Droid Factory: Cost: 75 (Takes 1 turn) Upkeep: 35 Reward: +1 group of Super Battle Droids per turn
-[] Commando Droid Factory: Cost: 75 (Takes 1 turn) Upkeep: 35 Reward: +1 group of BX Commando droids per turn
-[] Spider Droid Factory: Cost: 100 (Takes 1 turn) Upkeep: 50 Reward: +1 Spiderdroid group per turn
So 'basic' only costs 12 upkeep, OOM costs 15, 'super droid' & 'commando' cost 21, and 'spider droid' costs 30.
As for our Nar Shaddaa Property, I definitely think we should get a Defense Grid first thing. However, I'd like to ask
@Dr. Snark, is there any difference at all between the two options for income?
[] Casino: If there's one thing about Nar Shaddaa it's that you can find many different ways to lose all of your credits there. Why not get in on that action with your own casino? Cost: 100 Reward: +50 Casino Income
[] Nightclub: Another "charming" feature of Nar Shaddaa is that many of its people are willing to spend a lot of credits on hookers and blow. There's definitely plenty of money to be made there. Cost: 100 Reward: +50 Nightclub income
Are there unstated costs or benefits for the one or the other? They look identical. Given that, I'm inclined to favor building a Casino (since gambling is much less skeevy than "hookers and blow"), though I'll wait to see if someone else wants to come up with a write-in for it.