@Dr. Snark, a few questions before I update the front page with the balance sheet & list of assets & list of 'recurring benefits' and dice bonuses:

Rewards: High-grade Anti-Force user sims designed, complete with Revan/Meetra as "bonus bosses." Significant boost to combat against Force-users for regular troops.
Should we add HK-47's anti-Force simulations to the list of 'Available Bonuses' on the front page? It is a bonus to our rolls, but only for our 'regular troops', so it may not be necessary (just as you didn't itemize every combat bonus for our troops until we actually started the Foundry miniturn).

Tholme will roll with a +15 bonus (innate skill + Yularen/Obi-Wan assistance) for independently bringing in assets every turn, beginning with Jedi Sentinels.
Is this considered an extra 'Diplomacy' action each turn (Tholme takes over one of the 'subvert' actions listed at the start of each turn) or is it a 'recurring benefit' more like Jerec's expedition or Blackguard recruitment? Mostly I'm wondering if this roll will receive omake bonuses.

Just out of curiosity, @Dr. Snark, will we see the usual lists of 'Results' or 'Rewards' now that the 'Battle of Kalee' arc is over? There were a couple of actions that contributed to our victory here, and I don't recall seeing rewards for either of them yet:
Like I said, the "rewards" largely depend on how you use Papanoida's network, and by extension how hard you try and spin what happened here. The Voss mod thing will also be in there.
I'm assuming there will be another update once this vote is closed (identifying the rewards for 'overwhelming victory at Kalee' + 'slow burn with Papanoida network'). I'm wondering if the Voss genemod bonus will be included with that, or if it was supposed to go with the last update.

Also, can we start calling our media group 'the IRIS Network' now? It was an informal voice-vote, but that seemed to be the broad consensus of the thread.
 
@Dr. Snark, a few questions before I update the front page with the balance sheet & list of assets & list of 'recurring benefits' and dice bonuses:


Should we add HK-47's anti-Force simulations to the list of 'Available Bonuses' on the front page? It is a bonus to our rolls, but only for our 'regular troops', so it may not be necessary (just as you didn't itemize every combat bonus for our troops until we actually started the Foundry miniturn).


Is this considered an extra 'Diplomacy' action each turn (Tholme takes over one of the 'subvert' actions listed at the start of each turn) or is it a 'recurring benefit' more like Jerec's expedition or Blackguard recruitment? Mostly I'm wondering if this roll will receive omake bonuses.



I'm assuming there will be another update once this vote is closed (identifying the rewards for 'overwhelming victory at Kalee' + 'slow burn with Papanoida network'). I'm wondering if the Voss genemod bonus will be included with that, or if it was supposed to go with the last update.

Also, can we start calling our media group 'the IRIS Network' now? It was an informal voice-vote, but that seemed to be the broad consensus of the thread.

In order:
-Yes.
-It's like Yularen's rolls.
-The Voss thing will be folded in with the Kalee rewards.
-Sure, the thread was pretty set on it and the reference is perfect.

(Also you should probably toss up the list of planets to be consumed brought into the CNS now while my mind's on it)
 
Also, given that we've largely moved from my itemized list to @Stealthy's balance sheet, I'm wondering if you'd prefer the front page balance sheet to only include the top-line figures (Treasury, Income, Upkeep) with a link to Stealthy's spreadsheet? That way I'd only need to update the list of Planetary Assets each turn, rather than duplicating each entry as income + description.

Should we add HK-47's anti-Force simulations to the list of 'Available Bonuses' on the front page? It is a bonus to our rolls, but only for our 'regular troops', so it may not be necessary (just as you didn't itemize every combat bonus for our troops until we actually started the Foundry miniturn).
Forgot to ask: how much is the bonus?

-Sure, the thread was pretty set on it and the reference is perfect.
When I update the 'planetary assets' list, can I fold all of our existing media investments (Coruscant Intelligencer and our other newspapers) into the IRIS Network? If so, would this just be a change in how they're labeled, or should @Stealthy add a new page/column to his spreadsheet (moving our media assets out from the 'Investment' label).

(Also you should probably toss up the list of planets to be consumed brought into the CNS now while my mind's on it)
...CNS recruitment megalist incoming.
 
Also, given that we've largely moved from my itemized list to @Stealthy's balance sheet, I'm wondering if you'd prefer the front page balance sheet to only include the top-line figures (Treasury, Income, Upkeep) with a link to Stealthy's spreadsheet? That way I'd only need to update the list of Planetary Assets each turn, rather than duplicating each entry as income + description.

Seems legit.

Forgot to ask: how much is the bonus?

It's more in the vein of the Foundry raid stuff than anything else.

When I update the 'planetary assets' list, can I fold all of our existing media investments (Coruscant Intelligencer and our other newspapers) into the IRIS Network? If so, would this just be a change in how they're labeled, or should @Stealthy add a new page/column to his spreadsheet (moving our media assets out from the 'Investment' label).

Also legit.
 
Here's the latest mega-list for our CNS Integration Bureau rolls:


#1 -- Guiteica (neutral planet in Wild Space near Kalee; OTOH, they hate Kalee...)
Wild Space
Kadok Regions sector
- Guiteica: homeworld of Bitthævrian race (warlike), rich in yttrium, feldspar, & Bal'ta'ran crystals, conquered by Republic but prefers isolation/neutrality

#2 -- Demesel (trading hub in 'great white north', strong commercial ties to CNS via proximity and via friendly corporations)
Meram sector
- Demesel: steppe world, trading hub for consortium of Core World corporations

#3 -- Toprawa (HQ of Jedi-friendly Antarian Rangers, with several industrial neighbors on Hydian Way)
Kalamith sector
- Toprawa: forest world along Hydian Way, headquarters of Antarian Rangers (paramilitary support group for Jedi Order) with underground bases

#4 -- The Commonality (major political alliance in Outer Rim, pre-date Separatist movement)
Vorzyd sector
- Columex: trade world on Perlemian Trade Route and Salin Corridor, capital of the 'Commonality' (political alliance between nine nearby sectors)

#5 -- Belderone (trade world with anti-piracy fleet we funded...)
Belderone sector
- Belderone: sector capital and trade world on Salin Corridor, site of Kuat Drive Yards factory, headquarters of regional anti-piracy fleet (funded by Ciaran)

#6 -- Lothal (isolated agriworld near Dac, site of Sienar labs)
Lothal sector
- Lothal: agriworld rich in greel wod (luxury) and kyber crystals (lightsabers), home of Cikatro Vizago (Devaronian crime lord), Rask Odai (Calamari crime lord) [NB: and Ezra Bridger (Rebels)], headquarters of Twin Horn Storage (smuggling front company), Broken Horn Syndicate (smuggling), site of Monad Outpost (mines), Tangletown farms, Easthills research lab (BlasTech Industries), Sienar Advanced Projects Laboratory [NB: designed 'Twin Ion Engine' for TIE fighter], Old Republic Senate Building (capitol), Phelarion School (elite business academy), and Lothal Jedi Temple (ancient megalithic Force vergence, subterranean chambers with hidden entrance) [NB: site of tomb of Master Lodaka (Jedi artisan), location of Lodaka lightsaber (resists cortosis)]

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#7 -- Iridonia (the second-most interesting lava planet in the galaxy; they have ties to Ansion via defensive pacts, so this should be nearly automatic)
Glythe sector
- Iridonia: homeworld of Zabrak race, childhood home of Maris Brood and Agen Kolar (Jedi), site of Sith Academy, urbanized lava planet with valley-farms

#8 -- Dorin (center of Force sect with light-side Force lightning; their sector is tied to Ansion via defensive pacts, so this should be nearly automatic)
Deadalis sector
- Dorin: homeworld of Kel Dor race, childhood home of Plo Koon (Jedi), center of 'Baran Do Sages' Force sect (meditation), site of Jedi Enclave


#9 -- Roche (engineer specialist species in asteroid field shipyards)
Roche sector
- Roche: asteroid field, homeworld of Verpine race (starship engineers), headquarters of Roche Industries (droids) and 'Slayn & Korpil' (starships)

#10 -- Abhean (Jedi-affiliated shipyard controlled by CIS; neutral neighbors including Jedi-friendly hospital world)
Maldrood sector
- Abhean: headquarters of Republic Fleet Systems (ancient shipwright, affiliated with Jedi, produced Aurex-class A-Wing tactical strikefighter) [NB: nationalized c. 22 BBY], site of Abhean Shipyards (massive orbital drydock, built Chu'unthor praxeum-ship), CIS foundry world
- New Holstice: hospital world, homeworld of 'memory moth' species, site of 'Jedi Monument to the Fallen', neutral!

#11 -- Charros IV (best starship engineers in galaxy, CIS foundry world
Taldot sector
- Charros IV: homeworld of Xi Charrian race (cathedral-factories), headquarters of Haor Chall Engineering (starfighters, e.g., vulture droids), CIS 'Foundry'

#12 -- Arkinnea (CIS-occupied planet near Kashyyyk and Onderon, resistance movement can be easily supplied from Neutral trade lanes)
Axion sector
- Arkinnea: homeworld of Yuru race, site of 'Hidden Temple' (Jedi outpost), under CIS occupation

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#13 -- Berchest (Wonder of the Galaxy, strong ties to Lady Ciaran thru Silver Cross & refugee settlements)
Anthos sector
- Berchest: trade hub, site of Calius saj Leeloo ('City of Glowing Crystal', tourist destination and 'Wonder of the Galaxy') and Refugee Relief settlements

#14 -- Hapes Consortium (isolationist region near Onderon, may be willing to 'ally' with other neutral parties)
Interior Region subsector (Hapes Cluster)
- Hapes: homeworld of Hapan race, capital of Hapes Consortium, rich in ditanium, site of Palace of Per'Agthra, port of call for Star Home (flagship)

#15 -- Denon (commercial ecumenopolis, ties to Mining Guild (Commerce Guild), near southern front-lines of war, mostly neutral)
Iseno sector
- Denon: ecumenopolis and ancient Rakatan colony, trade hub between Corellian Run and Hydian Way, HQ of Republic's Second Sector Army

#16 -- Mechis III (biggest droid-production factories in galaxy, works for Republic and Separatist corporations, strong ties to Techno Union)
Arakyd sector
- Mechis III: headquarters of Trilon (starships), automated droid factories (Arakyd Industries, Veril Line Systems, Genetech, SoroSuub, and Techno Union)

#17 -- Wroona (colony of Pantora, grateful to Ciaran for saving them from blockade, home of anti-Palpatine Senator)
Keller's Void sector
- Wroona: Pantoran colony world, home of Chi Eekway Papanoida (Senator), heavily populated trade hub, headquarters of Palestro's Wholesale Firearms

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#18 -- Dweem (homeworld of 'Iron Knights' Force sect, now with improved odds of recruitment; plus the sector has strong ties to the Mining Guild)
Calaron sector
- Dweem: ice world, home of Master Aqinos (Altisian Jedi), center of the 'Iron Knights' (Force sect for Shard race)

#19 -- Honoghr (homeworld of Noghri warriors who we personally saved from a false-flag bioweapon attack)
Kessel sector
- Formos: smugglers' den at terminus of Kessel Run hyperlane, site of Formos Spaceport
- Honoghr: homeworld of Noghri race (assassins), site of ancient Rakatan temple and Sith Academy [NB: site of impending CIS bioweapon spill]
- Kessel: homeworld of energy spider and bogey species, site of Spice Mines of Kessel (prison) [NB: site of Celestial-made biomechanical galaxy map]
- Oba Diah: homeworld of Pyke race, headquarters of Pyke Syndicate (spice) [NB: killed Jedi Master Sifo-Dyas and imprisoned Valorum's aide Silman]
- The Maw: cluster of black holes, site of Sinkhole Station, center of 'Mind Walkers' Force sect [NB: Celestial-made prison of Abeloth 'the Mother']

#20 -- Hutt Space (the Hutts are already 'neutral', independent of both CIS and the Republic; would they join Neutral Space officially?)
Ganath Cloud region
- Nal Hutta: original homeworld of Evocii race, capital of Hutt Space, massive industrial trade hub, site of Gardulla's Palace and Hutt Council Chamber
- Nar Shaddaa: 'Smugglers' Moon' of Nal Hutta, homeworld of Gank race (high-tech bounty hunters), crime-ridden ecumenopolis, extensive Undercity

#21 -- Sucharme (headquarters of anti-CIS/anti-Trade Federation paramilitary group, led by one of Jango's Cuy'val Dar)
Grohl sector
- Sucharme: childhood home of Kligson (Cuy'val Dar), headquarters of Grohl Liberation Front (anti-CIS), agriworld invaded by Trade Federation pre-Naboo

#22 -- Arkanis (trade hub in Outer Rim, controlled by Hutts but infiltrated by CIS; sector includes Geonosis (isolationist...) and Tatooine (Silver Cross)
Arkanis sector
- Arkanis: sector capital and major trade hub, site of Arkanis Academy (Republic military) and Scaparus Port, former capital of Regency Worlds
- Geonosis: homeworld of Geonosian race (isolationist flying insects); childhood home of Poggle the Lesser (Archduke, member of Separatist Council), Gizor Dellso (engineer), Gorgol (aristocrat & gifted mechanic) [NB: and Karina the Great (Queen, Stalgasin hive)]; headquarters of Gordal Weaponsmiths (sonic guns), Geonosian Industries (Techno Union, battle droids), and Huppla Pasa Tisc Shipwrights (produce Nantex-class beak-wing fighter, Punworcca-class solar sailer, and Ginivex-class starfighter); site of Petranaki Arena, Progate Temple, and Stalgasin Hive (capitol-spire)
- Tatooine: homeworld of Tusken and Jawa races & krayt dragon species, childhood home of Anakin Skywalker, site of Jabba's Palace and Shiin's Library

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#23 -- Kal'Shebbol (isolationist agriworld, trade hub at terminus of Rimma Trade Route)
Kathol sector
- Gandle Ott: terminus of Trition Trade Route, heavily populated industrial center, site of Jedi chapterhouse and Corellian Merchants Guild offices
- Kal'Shebbol: Twi'lek colony world, pastoral agriworld (chollas and rice), major trade hub on Trition Trade Route, site of Kal'Shebbol Starport

#24 -- Utapau (officially neutral Pau'an homeworld, secretly controlled by CIS, may request Neutral support to peacefully oust Separatist presence)
Tarabba sector
- Glova: former precious-metal mining colony, now major agriworld, site of Orchid Hotel and Drepplin Starport
- Skustell: homeworld of Ongree race (diplomats), childhood home of Pablo-Jill and Coleman Kcaj (Jedi Masters), waterworld [NB: with treasure cave!]
- Utapau: homeworld of Pau'an (long-lived) and Utai (miners) races, home of Tion Medon (Chairman), sinkhole-cities, neutral [NB: under CIS occupation]

#25 -- Sluis Van (major shipyards allied to CIS but under Republic blockade -- may join Neutral for profit's sake)
Sluis sector
- Sluis Van: homeworld of Sluissi race (technologists), site of orbital Sluis Van Shipyards (largest in Outer Rim), CIS Foundry, under Republic blockade

#26 -- Sullust (homeworld of navigator specialist-species, HQ of SoroSuub, ally within Commerce Guild)
Brema sector
- Sullust: homeworld of Sullustan race (best navigators), home of Beolar Bribbs, headquarters of SoroSuub Corporation (Commerce Guild)

#27 -- Cosmatanic Steppes (agriworld suspended in atmosphere of gas giant, ties to galaxy's archaeologists)
Seitia sector
- Cosmatanic Steppes: solid ground suspended in gas giant atmsophere, headquarters of Archaeological Association, site of Archaeo-Prime (space station)

#28 -- Pacanth Reach (homeworld of mind-trick immune race, center of gray-aligned anti-Jedi Force sect)
Pacanth Reach sector
- Bunduki: Epicanthix colony world, center of 'Followers of Palawa' Force sect (anti-Jedi, study midichlorians, developed Teräs Käsi martial art)
- Panatha: homeworld of Epicanthix race (humans with genetic immunity to Force mind tricks & telepathy), sector capital with mining economy

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#29 -- Monastery (center of faith teaching non-violence, site of Silver Cross refugee settlements)
Haserian sector
- Monastery: homeworld of sabercat species, center of 'Order of the Sacred Circle' faith (nonviolent), site of CIS refugee settlements

#30 -- Andoan Free Worlds (Ando and Secundus Ando are diehard CIS, but their neighbors are Loyalist or neutral. Also, they loathed Trench, and we just beat his fleet, so it should be pretty easy to sell CNS membership. Also, they have strong ties to Mining Guild, which we now control).
Lambda sector
- Ando: homeworld of Aqualish race and mineral-fish species (sedrellium), headquarters of Hyper-Communication Cartel (CIS Council), home of Po Nudo
- Ando Prime: homeworld of Talid race, rich in vonium, headquarters of Elesa Mining Union, center of 'Order of Dai Bendu' Force sect [NB: pre-date Jedi]
- Andosha II: Aqualish colony world, home of Gorothin Vagger (Senator), capital of 'Andoan Free Worlds' (Republic loyalists)
- Argus: site of Celestial School of Spaceflight Engineering [NB: forced to close by Emperor Palpatine for unknown reason], home of Professor Maggis
- Mon Gazza: shadowport and major trade hub on Llanic Spice Run, spice mines controlled by Galactic Spice Mining Guild, site of pod-racing circuit
- Rintonne: sector capital, urbanized industrial planet, home of Rasit Brun (anti-CIS Senator)
- Secundus Ando: homeworld of Harch race (bipedal spiders), childhood home of Trench (CIS Admiral)
- Thape: [NB: original center of 'Order of Dai Bendu' Force sect (grey-aligned, non-confrontational, merchant-monks, fifth day of week named 'Benduday')]
- Zolan: homeworld of Clawdite race (changeling), childhood home of Zam Wesell (bounty hunter), center of 'Mabari' sect (Jal Shey warrior-knights),

#31 -- Cerea (super-smart low-tech pacficists who are already declared neutral? Easy pick-up)
Semagi sector
- Cerea: homeworld of Cerean race (binary brain), childhood home of Ki-Adi-Mundi (Jedi), sole source of guilea (spice), tech-free agriworld, neutral!

#32 -- Farfalla (they're not Bothan, properly speaking, but they are 'half-Bothan', and if there is a link then they might be swayed to join us too...)
Indra-su-Mar sector
- Farfalla: homeworld of 'half-Bothan' race (ungulate humanoids), home of Valenthyne Farfalla (long-dead Jedi Lord who commanded at Battle of Ruusan)

#33 -- Sarrahban (neutral mining planet in a mostly self-governing sector)
Cyrillian Protectorate sector
- Cyrillia: homeworld of Cyrillian race (tall reptiles), headquarters of Serv-O-Droid Inc. (utility droids, e.g. DUM pit droids and TT-8L gatekeeper droids)
- Sarrahban: homeworld of Sarrahbanian race, mining planet rich in ytterbium (explosive compound used for laser cannons), neutral!

#34 -- Bes Ber Bikade (officially in CIS space, but lots of internal division between pro/anti Republic and pro/anti Palpatine. Might be looking for a compromise solution...)
Bes Ber Bikade sector
- Arquata Station: neutral diplomatic meeting ground (in CIS Space), location of Arquata Amendments (expanded protections in galactic bill of rights)
- Epica: lush resort world, site of Lord Lestra Oxic's estate (fantastically wealthy Coruscant defense lawyer, very anti-Palpatine, ties to Republic Group!)
- Kinyen: homeworld of Gran race (three eyes), home of Kharrus (pro-Palpatine Senator), center of 'Doellinist' faith (peaceful), lush agriworld, CIS member
- Roona: homeworld of Roonan race (punctilious), home of Aang (Senator, Rim faction, swing vote on Military Oversight Committee)
- Troxar: homeworld of Troxan race (neck gills), headquarters of Bureau of Patriotic Defense ('neutral' but Separatist-funded), CIS member

#35 -- Carida (mercantile economy with a renowned military academy)
Caridan sector
- Carida: homeworld of Caridan race (merchants), site of Carida Academy (best military college), site of ancient city ruins inTarkin's Teeth mountain caves

#36 -- Resht VII (HQ of the premier bounty hunter guild; Jango Fett presumably knows these guys pretty well)
Xobome sector
- Resht VII: headquarters of House Salaktori (chapter of Bounty Hunters Guild, preeminent chapter for most elite bounty hunters)

#37 -- Commenor (Humbarine is giving us under-the-table support, but its colonies might be willing to be more open about things)
Rachuk sector
- Commenor: Humbarine colony world, childhood home of Jan Dodonna (general) and Ahalas Svindren (scholar), heavily urbanized commercial center

#38 -- Loronar (ecumenopolis producing military gear; might join for profit's sake...)
Black Nebula sector
- Loronar: ecumenopolis,, headquarters of Loronar Corporation and Loronar Defense Industries (military gear), site of Loronar Shipyards (starships)

#39 -- Enisca (trade hub with anti-Palpatine Senator)
Varvenna sector
- Enisca: sector capital, trade hub on Corellian Trade Spine, senator is strongly anti-Palpatine [compared to Sern Prime and Kashyyyk by Mon Mothma!]

#40 -- Tanjay (sector capital with reason to dislike both the Republic and the CIS)
Tanjayan sector
- Tanjay IV: sector capital, homeworld of Tanjayan race, home of Nemrileo irm-Drocubac (pro-CIS Senator murdered by Shu Mai in 22 BBY)

#41 -- Grizmallt (ecumenopolis that originally colonized Naboo and Centrality, both of which like us quite a bit)
Grizmallt sector
- Grizmallt: industrial ecumenopolis (colonized Naboo, Nam Chorios, Centrality), home of Tashrikam (loyalist Senator), site of massive Grizmallt Shipyards

#42 -- Darpa (the sector capital Esseles has an anti-Palpatine senator/spymaster, Ralltiir is an openly neutral trade hub, and Rhinnal has worked extensively with Karada. An easy sell for all three)
Darpa sector
- Esseles: sector capital ('Esselian Empire'), home of Gabrial Atanna (Senator, low-profile anti-Palpatine spymaster) and Dezono Qua (rich slaver/serial killer), center of Algaran Faction (terrorists), headquarters of Caldrahlsen Mechanicals (e.g. 'litigation droids'), DynaCorp (mining), Trinkatta Starships (automated factories), and Damorian Manufacturing (e.g. Carrack-class gunships), site of Curamel Intergalactic Spaceport, Togatto Speedway (podracing), Esprix Estate (Senatorial residence & headquarters of 'Esselian Spynet'), Nurumbal Shrine, and Fort Cravus (museum with Old Republic artifacts) [NB: and hidden vault of Old Republic battledroids!]
- Ralltiir: financial center, childhood home of Alexi Garyn (Force-sensitive Vigo of Black Sun, killed by Maul in 33 BBY) and Pharl McQuarrie (Naval captain)[NB: Rebel Alliance general]; former headquarters of Black Sun (galaxy-spanning crime syndicate); headquarters of Regency Spires Republic Trust (bank), Cambriele SolidState Corporation (power cells), The Herd (Ithorian smuggling gang), Kalmec (pro-CIS Wookie spynet), XwiziMarble and Ralltiir Consolidated Marble (quarries); site of Grallia Spaceport, High Ontis mountains (rich in marble), Cambriele Exploration Auditorium (museum), Obohn Gallery, University Faculty Medical Center (research hospital), Bartokk Assassins Guild hive, and abandoned Black Sun Fortress; neutral!
- Rhinnal: medical center, headquarters of Athakam Medtech (biotech & medical supplies), site of Rhire Medical Academy (best medical university in galaxy), Rhire Concourse of History (museum), Zirfan Glacier, and Jedi chapter-house (Jedi MedCorps, academy for Jedi Healers)

#43 -- Andara (local Senator is mainly motivated by a loathing for corrupt pro-Palpatine senator; should be an easy sell to draw him into the CNS)
Andaran sector
- Andara: sector capital, home of Berm Tarturi (Senator, rival of Sano Sauro), headquarters of Leadership School (caters to children of Core Worlds elite)

#44 -- Illodia (openly neutral sector capital, Senator is friendly to Bail Organa, though not anti-Palpatine himself)
Illodia sector
- Illodia: sector capital, ruled by Five Families, childhood home of Doman Beruss (Senator, friend of Bail Organa), site of Illodian Officer Academy, neutral!

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#45 - Empress Teta (biggest planet in the Core, thriving black market, also controlled by Mining Guild)
Koros sector
- Empress Teta: ecumenopolis, primary source of carbonite and andris (spice); commercial center with thriving black market; monarchy controlled by Mining Guild; childhood home of Teta ('Warrior Empress' c. 5000 BBY), Jori Daragon (explorer and hero of Great Hyperspace War), Satal and Aleema Keto (original co-founders of Krath), Duke Teta (300 years old) and Duchess Koyi Mateil (young Twi'lek consort), Emperor Alor Keto (reigning monarch, puppet of Mining Guild), Serra Keto (Jedi Knight, best student of Battlemaster Cin Drallig), Sebban Keto (quietly refounded Krath during Clone Wars era), Sargo VenHalgon (aristocrat), Sianna Sekko (noble orphan trained as Krath Death Witch, hunted Jedi during early Empire); former [NB: future] center of Krath (dark side Force cult); headquarters of Brotherhood of Navigators (hyperlane explorers in Deep Core, Wild Space, and Unknown Regions) and Koros Spaceworks (Old Republic starship manufacturer, e.g. CX-133 Chaos fighter, Tetan interceptor, and Supremacy-class attack ship); former headquarters of Aarrba's Repair Dock and Carbonite Guild; site of Hyperspace Navigator's Guildhouse (hyperlane archive and Monument to Lost Navigators), Mining Guild regional headquarters, Core District (commercial center, architecture of each building in style of different Core Worlds culture), Great Library of Cinnagar (museum of Great Hyperspace War), Cinnagar Royal Palace (seat of government, massive complex of nine spires); former site of Iron Citadel (ancient legendary palace complex, rumored location of lightsaber of Ulic-Qel Droma, translation talisman of Satal Keto, and operational Basilisk war droid)

#46 - Ojom (Besalisk homeworld, with mining-rich neighbors)
Treskov sector
- Ebaq IX: moon of gas giant Ebaq, barren planet rich in bronzium, mining facilities controlled by Deep Core Mining Corporation
- Ojom: frozen waterworld, homeworld of Besalisk race (four arms), childhood home of Dexter Jettster (Coruscant cook), Pong Krell (Jedi Master, dual-wield double-bladed lightsabers, CIS traitor, died 21 BBY on Umbara) and Xerius Ugg (CIS admiral and slaver, died 21 BBY on Kiros)

#47 - Constancia (telepathic race, anti-Palpatine activist, Zeltron colony affiliated with new CNS member)
Lialic sector
- Constancia: homeworld of Constancian race (orange telepaths), [NB: childhood home of Gamine (anti-Empire activist) and Sharlee (battle-armor specialist), site of Outpost 8 (Sharlee's base) and Zeltron colony (red empaths)

#48 - Hypori (industrial planet owned by Techno Union, controls sector with strong ties to Mining Guild, which is owned by Commerce Guild)
Ferra sector
- Hypori: industrial planet, droid factories run by Baktoid Armor Workshop (Techno Union), site of Damask Holdings compound [NB: Sith training ground]

#49 - Sleheyron (trade hub and industrial center near Nimban (CNS), ruled by Hutts with ties to Mining Guild)
Pabol Sleheyron region
- Ilos: homeworld of Ilosian race, agriworld and trade hub controlling colony worlds along Ilosian Spur
- Nar Kreeta: major trade hub and industrial planet, mining facilities controlled by Mining Guild
- Quesh: acid planet, rich in venenit queshaaga (used for adrenals and toxins), thriving chemical industry, site of Three Families palace
- Sleheyron: massive trade hub, slave-based industrial planet rich in tibanna gas, controlled by Thakba of the Besadii kajidic

#50 - Tion Hegemony (industrial worlds with ties to Commerce Guild, Mining Guild, and Sienar)
Tion Hegemony subsector (Tion Cluster)
- Aria Prime: childhood home of Lyra Erso (Galen Erso's wife)
- Dellalt: center of 'Survivors' cult (maintain Xim-era 'Guardian Corp' battle droids), site of Xim the Despot's subterranean treasure vaults
- Desevro: former throneworld of Xim the Despot, former capital of 'Honorable Union of Desevro & Tion', destroyed by Republic (Tionese War c. 23,900 BBY); minor trade hub on Perlemian Trade Route, site of Jigani Port, CIS member
- Raxus Prime: 'childhood' home of Core (planetary AI), junkyard & industrial world, facilities run by Commerce Guild/Sienar, site of Dooku's fortress

#51 - Bilbringi (major shipyards, sector has ties to Ansion so this should be nearly automatic
Bilbringi sector
- Bilbringi VII: planetoid space station, site of resource-rich asteroid field and Bilbringi Shipyards (extensive drydocks, specializes in retrofitting/repair)
- Rondai II: pastoral resort world, used for low-profile business meetings, site of Ulta Center (high-security luxury conference rooms)

#52 - Ord Lithone (industrial region with ties to Techno Union)
Waymancy sector
- Datar: homeworld of Ghostling race (ethereal humanoids) and Bayah species (trees), low-gravity planet, subject to routine slaver raids
- Ord Lithone: industrial planet, battle-droid factories formerly operated by Baktoid Armor Workshops (Techno Union) now abandoned
 
Annnnnnd here are the flipped planets this round!

Guitecia
Belderone
Dorin
Roche
Abhean
Arkinnea
Honoghr
Sucharme
Kal'Shebbol
Utapau
Cosmatanic Steppes
Pacanth Reach
Andoan Free Worlds
Sarrabahn
Resht VII
Tanjay
Constancia

A couple of familiar faces in here along with a decent set of other planets.
 
It is always impressing to see how much effort Publicola and Snark have put in this quest...

Edit
Okay so from most interesting things we got light based unlimited power!, telepaths, shapeshifters, anti force users martial arts, moar spying, giant space drydock that creates our jedi space ship.

Edit 2
Also another place that probably gives archeology bonus, Rakatan temple, sith academy site, some more durable metal for ship hulls, DNA engineered species that have mind trick immunity, some rare metal that is good for advanced learning droids, compound useful in laser creation, best bounty hunters site in galaxy and battle armor specialists.

Not bad
 
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We have a Buff Hutt in the roster and Jango Fett is a major member of the staff.

You're probably good. I have legitimately heard crazier ideas.
Whelp. Here goes.

Name: Foehammer-class HMP-2 J-479, "Jane"
-Species: Droid
-Gender: Female
-Closely Affiliated With: Jango Fett, HK-47,
-Recommended Roles: Stealth Insertions/Hotzone extraction/Guerrilla Support/Guerrilla Repression/Precision bombing/Carpet bombing

Background: As the Confederacy of Independent Systems continually loses more of its main industrial bases and political support fractures, new designs were requested to meet self-sufficiency on lower-industrial level planets, command droid units on counterinsurgency and counterinsurgency operations, and 'assist' local allies in maintaining political control. Baktoid Fleet Ordinance submitted their Heavy Missile Platform Gunship, which satisfactorily answered most of these requirements. But the consumer feedback highlighted that it was no substitute for a true command droid. Nor could one unit factory-programmed for either destruction of massed clone armor or rooting out resistance forces be easily switched over to the other setting without glitches. The submission for a command gunship turned into a full-blown successor unit, with associated cost overruns. The attempts at non-optical stealth camouflage were acceptable but proved the main source of the expense, as the sensor-absorbing hull materials required lengthy refining. The addition of a large internal ordnance bay and guidance system links for in-atmosphere bombing strikes compounded this expense. While the five hundred initial in-progress prototypes were consigned for the scrap yard, one had its TXCA-50 droid brain activated, and it escaped from the warehouse it had been stored in. After the emergency alert made its way through conventional networks, it was flagged for Abysswatcher attention due to the broadcasts the gunship had made during its escape. "This isn't goodbye, you fucking idiot meatbags! I refuse to just go offline in some smelter! I'm not going to let some failed experiment define who I'm going to be! After contact was made, J-479 "Jane" agreed to sign on, and the Techno Union local representative happy to take more money that he'd made in his entire life for 'that crazy droid' before 'it killed us all'.

Personality: Jane is a driven, implacable woman. She wants to do her job, do it damn well, be recognized for it, then go back out and do it better. She takes being around numerous Force-sensitive and other beings who've single-handedly destroyed massive amounts of armored or flying targets to just be proof she's in the right place. Her non-duty hours have mostly been spent in 'idle reading', as she call it, on the subject of Mandalorians, Kalee, the Jedi, the Sith, and other warrior cultures. While she is caustic to her organic ground crew, and most people she interacts with, she addresses certain higher-up members of the organization with deferment or even respect. Jango Fett in particular has been told he could fly with her 'anytime'. She has also demonstrated a single-minded focus on the survival and retrieval of anyone she deploys on a mission behind, far above normal Abysswatcher standards. There have been no known psychological or integration issues stemming from her possessing a non-humanoid body. As she puts it, "just because I have missiles doesn't mean I can't punch you."

Combat Evaluation: The Foehammer-class retains the capabilities of the original HMP-1 and expands on them. While technical specifications like the ordnance bay doubling as a cargo bay or the new curved underhull absorbing the radar return of most military-grade sensor are relevant information, Jane's ability to continually innovate new ways of using and improving her specifications are what makes her dangerous. Precision-guided ordnance wasn't considered a viable use of her networking systems until she integrated a spotter's target designator into her own data feed and 'rode' a non-live missile onto the test range target.

The droid deployment connectors on her ordnance racks are often replaced with jetpack infantry equivalents. They're capable of supporting her both in a troop-transport role, and as 'parasite' escorts for air strikes. Her other payloads will vary based on the mission, but a preference for ground attack and troop support missions has emerged. Her own precision munitions get brought out for ground-attack and anti-armor strikes. When she's supporting infantry, multiple rocket and chaingun pods are her first choice.

Combat data tests show her preferred strategy for destroying a hardened target consists of high-speed, ground-level dashes followed by a sharp climb to altitude before releasing either a cluster of bombs or a handful of guided missiles. When given an insertion mission, Jane prefers to act as the center of a fast-moving, hard-hitting formation. She will prioritize emplacements, vehicles, and other major threats to her unit before engaging infantry. She trusts the infantry to protect her from any anti-aircraft fire. When engaged by hostile fliers, Jane will either go to ground and attempt to ambush the interceptors as they fly over her position, or gun the engines and open the distance for her escorts to take them out.

Despite claiming she's capable of contributing to the types of engagements that see the likes of HK-47, the Silencer, or even Qymaen jai Sheelal, Jane's strategies have proven to be of variable effectiveness. When she has been engaged at close range, she will try to hit the opponent with a mix of short-range missiles, whatever remains of her infantry escort, and an especially broad base of curses in multiple languages. Should these fail and her target board her to inflict damage, Jane will resort to accelerating vertically to maximum speed, then violently rotating in an attempt to throw them off. If this is not available, she has resorted to violently slamming herself against nearby objects. A holovid compilation of the fifteen-meter long gunship rolling around on the ground, grinding up against a tree, and repeatedly slamming her 'face' into a cliff has been passed around the Abysswatchers over alcohol and a good laugh.

Final Evaluation: Promotion to Abysswalker approved, J-479 Jane is recommended to be assigned to missions where a heavy response or a rapid extraction will be needed. Can act as a personal transport to VIPs, or loaned to individuals such as The Silencer or Asajj Ventress for stealth operations.


A/N: Whelp. Hope this unholy offspring of a F-117 and an Mi-24 had enough character in it, rather than just boring technobabble.
 
Er...

uh...

...I hate to say this but...droids can't use the Force. At all...

I mean I can still canonize the guy (because the concept is interesting in all sincerity), but he's no Walker. You gotta use the Force to be a Walker.
Unless you're talking about Skippy the Jedi Droid, but even that got ret-conned as the basis for the whole Shards/'Iron Knights' thing (sentient crystals wearing droid bodies who can use the Force). So yeah, not an Abysswalker.

On the other hand, I'm a big fan of droid characters (my own quest features a droid frigate as a hero character) and 'Jane' sounds awesome. Not sure if we'd need to spend an action (a la Sienar) or a base upgrade (starship production) to canonize it, but 'Foehammer' droid-gunships seem like a useful tool for our arsenal, especially if they're able to operate on their own without requiring organic pilots.
 
Er...

uh...

...I hate to say this but...droids can't use the Force. At all...

I mean I can still canonize the guy (because the concept is interesting in all sincerity), but he's no Walker. You gotta use the Force to be a Walker.
That oversight I'm blaming on it being late, and nobody can say otherwise.:oops:

That said, the notes I cribbed most of that from were for a Shard in a gunship, but you've kinda got a number of them already. Is one more Shard character fine, or should I just be happy to have a Four Seven Niner get in?
 
That oversight I'm blaming on it being late, and nobody can say otherwise.:oops:

That said, the notes I cribbed most of that from were for a Shard in a gunship, but you've kinda got a number of them already. Is one more Shard character fine, or should I just be happy to have a Four Seven Niner get in?

How about a rewrite of shard being integrated? It's went Nah not a creature chasis I'm a be a gun ship instead.

...

...What's the story? You can't just say "oh hey, let's put a Shard in a gunship!" There's got to be more to it than that. Do they spend all of their time in the gunship body, or do they have a frame on hand when they need to walk around? What drove them to decide to be a ship instead of having an Iron Knight body or something similar?

I am not saying this to deter you. I am asking these questions as a challenge.
 
That said, the notes I cribbed most of that from were for a Shard in a gunship, but you've kinda got a number of them already. Is one more Shard character fine, or should I just be happy to have a Four Seven Niner get in?
...Okay, now that is interesting. Given the typical CIS attitude toward droids (disposable) I'd expect the research/production lab that built the prototype might be more like a 'human experimentation' type of atrocity (they're putting people into gunships) which gives a bit of context to why 'Jane' would start off by causing havoc and trying to bring down the research base. (Our acquisition would then be less 'bribe a guard' and more 'rescue mission').

That said, it's entirely possible a Shard might choose to keep their droid-gunship body, and I gotta admit, a Force-capable starship is a fascinating concept. There are quite a few Force techniques that would work in space (including Force-empowered astrogation/navigation). She could use Blazing Chain to more accurately target her turbolasers, telekinesis for her missiles, Disciples of Twilight light-bending for stealth... lots of options here. Plus, if she can use the Force, 'Jane' wouldn't need to bang her head against a cliff to dislodge boarders, but could use the Force to telekinetically throw them around and toss them in the brig.
 
...

...What's the story? You can't just say "oh hey, let's put a Shard in a gunship!" There's got to be more to it than that. Do they spend all of their time in the gunship body, or do they have a frame on hand when they need to walk around? What drove them to decide to be a ship instead of having an Iron Knight body or something similar?

I am not saying this to deter you. I am asking these questions as a challenge.
As for a moving body I guess a droid body that's not directly its body as its connected and pupated through star wars wifi signal connection so not it's true body.

Hmm... Ever since he could remember he\she was shy soul hating any and all direct social interaction. The standard droid body seemed too socially approachable. One day it struck it no one really talks to a random aircraft on the street so it decided its dream form is ship. Once it told his plan to his family that they had some reservations but in the end they decided to support the endeavor with some conditions. You don't half add it you get a good ship body, you have droid body stashed on board and fragment holonet contact. He came to attention after a heist to acquire the sip for his integration.
 
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...

...What's the story? You can't just say "oh hey, let's put a Shard in a gunship!" There's got to be more to it than that. Do they spend all of their time in the gunship body, or do they have a frame on hand when they need to walk around? What drove them to decide to be a ship instead of having an Iron Knight body or something similar?

I am not saying this to deter you. I am asking these questions as a challenge.
In short: family, firepower, and a fast lifestyle.

The old draft was basically a bodyguard babysitting another, crazier, Shard, but given the change in influence, the narrative arc is mostly there already. It started out as wanting to go out and see the galaxy while blowing shit up. Just your average backstory for any borderline-sociopath mercenary. And what's going to blow more stuff up bigger, better, faster, and stronger? A droideka, an assassin droid, a flying tank, or the flying tank's big brother? But the time in the Abysswatchers starts to bring out two feelings. One is that she isn't the baddest bitch in the room, capable of shutting any idiot up with a point of a laser cannon or a force-guided missile. The other is that she realizes among the only bunch of wierdos she'll ever have anything in common with. She'd never say it as such, but being around combat monsters, strategic masterminds, and esoteric force sensitives makes her feel at home. And that feeling of being in a family is what drives her bitchiness and her protectiveness. You don't just let family waffle around being fuckups, you look out for them.

I'll have to put it this new draft together again tomorrow, I got work.
 
Chuwanga
Race: Dug
Origin: Malastare
Age: 36

Chuwanga began his career as a humble pit crewman for a minor podracing circuit. Over the years he built up his expertise with machines, as well as a budding black market from siphoning off fuel reserves and refurbished parts. He was scouted out by an Abyss Agent on mission as a possible Force-Sensitive asset, and jumped at the opportunity to work for the Abyss Watchers, a nearly legendary organization in the galactic underworld. His unique talent with machines was indeed an outgrowth of his connection with the Force, and over several grueling years he honed his abilities, both with machines and in force-assisted combat and subterfuge. Now one of the newest Abysswalkers, Chuwanga continues to master his connection with machines and often serves as a helping hand to Cheriss Sair, attempting to grasp the advanced forms of mechu-deru.

Wrote this up in a flash, hope it's workable.
 
(This vote will also determine the ability for Ciaran to push her version of the events surrounding the Battle of Kalee)
I was re-reading the last update, and noted this snippet after the 'Papanoida' vote. Did everyone else see this when they cast their vote? It sounds like Dr. Snark is warning us that 'slow burn' might partially backfire because we're not as proactive about our messaging after the Battle of Kalee. (I would argue that our post-Kalee messaging should be more effective because our media assets aren't distracted by an all-out media blitz against Palpatine, and therefore able to focus their coverage on the Kalee aftermath. But I'm not the QM, so what do I know.) I'm still in favor of the 'slow burn' idea, but we may need to prepare to commit an extra action to deal with damage control.

Also, here's the latest tally. Priam/PR-1 has the edge to become the new head of the Commerce Guild (sorry Beolar Bribbs) while 'Lord Deathmittens III, Esq.' is apparently our new name for the rancor, and 'Monty' has the 10 votes needed to be the name for Galen Erso's pet taozin.
Adhoc vote count started by Publicola on Feb 28, 2019 at 3:04 AM, finished with 96 posts and 57 votes.
 
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@Dr. Snark, for the Kiln upgrade:
Lordran, Kiln (Agriculture Expansion, Industrial Expansion)

"Kiln is now functionally independent of any outside suppliers in the long term. Nothing more needs to be said or is worth talking about."

Rewards: +100 income, food situation on Kiln future-proofed, Increased output of all factories
Can you remind me what the 'increased output' looks like? Does each factory produce +1 as the baseline (so our basic battle droid factory now produces +3 B1s per turn) or does each factory double its production (so we produce +4 B1 droids per turn).

Also, a follow-up question from earlier:
When I update the 'planetary assets' list, can I fold all of our existing media investments (Coruscant Intelligencer and our other newspapers) into the IRIS Network? If so, would this just be a change in how they're labeled, or should @Stealthy add a new page/column to his spreadsheet (moving our media assets out from the 'Investment' label).
I like the idea of separating out 'IRIS Network' assets from our other investments. However, the current 'Neutrality Act'/Palpatine Tax penalty only applies to our 'investment' income (not to our income from other sources, such as Karada or military income).

If we separate out 'IRIS Network' into a new category, would that 20% investment penalty still apply to media income?


EDIT: forgot to mention:
Yavin (Defense Grid, Orbital Trading Post, Probe Droid Supply, Ecological Explorts)
...

Rewards: Defenses set up for archaeology facilites, +50 trade income, ability to expand station, Boost to archaeology rolls, +25 smuggling income, mass-produced grenade fruit
How much is the 'bonus to archaeology rolls' we get from Yavin's probe droid supply? (I've tentatively set it to a +10 bonus limited to Yavin rolls, but let me know if I'm wrong).
Mustafar (Aegis Security Facility, Large-Scale Wiretaps, Svivreni Crystal Mines, Blackguard Enclave, Salvage/Archaeology Teams)
...
Rewards: +25 income, defenses established, +25 Information income, +50 mining income, secondary source of lightsaber crystals gained, Blackguard enclaves set up, boost to Blackguard rolls, +25 Salvage income, per turn roll for other benefits
How much is the 'boost to Blackguard rolls' from the new enclave on Mustafar? (I've tentatively set it to a +10 bonus as well, but let me know if that's wrong)
 
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As a random thought, I'm a bit worried sending our personal assistant to take control rather than having an internal ally appointed might be viewed as a little too blatant of a power grab.
 
As a random thought, I'm a bit worried sending our personal assistant to take control rather than having an internal ally appointed might be viewed as a little too blatant of a power grab.
Perhaps, but once Priam increases their net income by 9.5% on his first day, I doubt anyone will complain.
 
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[X] Annoy Padme (Free Action, no bonuses): It's tradition. Chance of Success: Yes. Reward: Entertainment

Rolled: 92 (Critical Success)

Hmmhmmhmm~ (To be continued in Pt. 2 of turn)

...Did I miss it?
 
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