Personally, I think the main issue with TIEs is that they're generally just terrible for situational awareness- all you really get is a straight forward view, making it incredibly easy to blindside. Though really, I say the Biggest Issue was shoving actual people into those things- TIEs might as well be Flying Coffins, though I guess using Organic Pilots was cheaper than outfitting them all with Droid intelligences.

Or maybe Organics just make for better pilots in general, with Droids being more suited as support to the main pilot? Honestly, they're just horrific from a practical angle- but not really surprised Palpatine didn't care it would of been more expensive in the long-run, having to constantly hire new pilots & build new TIEs. This is the guy who looked at "Giant Murder Moon" and went "Yes" twice while not caring at all about the sheer hell he was unleashing on his own people just to make the darn things.
 
I think the Empire was not inclined to go for droid starfighters (the TIE droids being an exception since that was reborn Palps directly handling things) because they'd remind people of the droid-spamming Separatists.

Also, droid starfighters tended to be outwitted by organic pilots.
 
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Differences between Plans:
This is very helpful, which is why I'm a little sorry to have to render it slightly outdated so quickly (especially since it hasn't even been one full page since the last version of my plan went up). That said, a couple changes have been made;

[] Plan Back In The Saddle
-[] Martial
--[] Making Inroads In The Republic Military: Now is a good a time as any to begin dechipping and potentially subverting different groups in the Republic military. Any clone not chipped means one less clone that will try to kill you once you make your move, and of course you can always use more support when the time comes. Chance of Success: 60% Cost: 100 Reward: Chosen group targeted for dechipping/subversion
---[] 412th Regiment: The group of clones that your sabotaged chips made their way to, they are specialized in defensive battles and have a reputation for placing the lives of civilians over their orders.
--[] Hunting Malevolence: The Malevolence is still making its way through the galaxy and conspicuously seems to be taking paths through CNS-related trade lanes. While the Pride of the Core is hunting it down, given that Palpatine is in effectively direct control of both ships he can easily drag out the chase for as long as he wants and have it end wherever he pleases. That needs to stop, and the first step is to better narrow down both where the Malevolence currently is and where it is going. Chance of Success: 60% Reward: Malevolence's course better tracked, plans for dealing with the Malevolence and Pride set up
-[] Diplomacy
--[] The Roaming Jedi: Telling the Council about Palpatine's true identity is a recipe for disaster, but there are certainly other Jedi in the galaxy that aren't a part of the Order you could contact for aid. You've always gotten the odd report from your Silver Cross camps about the occasional Jedi stopping by to help refugees, so it wouldn't be too difficult to track some of them down. If anything, this is now increasingly critical due to the Wound forming on Coruscant. Chance of Success: 70% Reward: Jedi outside of the Order contacted
--[] Jedi, Leader, General, Spy: Skirata has pointed out an incredibly valuable target for potential subversion: Jedi General Arligan Zey, the de facto head of the Republic's commando teams who has a position that is semi-independent from the rest of the Republic military. He's been known to conflict with the mainline Order especially after the Temple Massacre so he's an incredibly valuable target for subversion with minimal risk. With news of the Wound, getting in contact with him sooner than later is increasingly paramount - given the state of the Coruscant Order, there's an increasing chance he may try to go to gorund. Chance of Success: 70% Reward: Arligan Zey subverted
--[] Call To Order (CNS): Taris has served as an unofficial capital for the CNS, and now it has an Assembly Hall to prove it. But the Council of Neutral Systems remains a fairly ad-hoc confederation heavily dependent on your and Satine's efforts to sustain it. Getting enough people together to start creating more formalized treaties and so on wouldn't hurt, especially given that it might need to step up if the Republic does in fact fall. Chance of Success: 70% Reward: CNS becomes a more stable political organization, increased CNS recruitment
-[] Stewardship
--[] 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%
---[] "Archaeology" Ships: Given how important/profitable archaeology has become for you, this ship would assist with your efforts with on-board research labs and excavation gear so that your teams could quickly scour a site. Why does it have a stealth system and high-grade weapons? Because there are thieves and scoundrels who could try to steal valuable relics from you! Also never mind that the excavation lasers could also double as powerful armor-piercing weapons. Cost: 150 Reward: Archaeological Cruiser designed/produced
---[] Modernized Fury-Class Interceptor/Transports: One of your teams on Ord Mantell has uncovered a Fury-Class interceptor/transport of the Resurgent Sith Empire. In function it could be compared to the Scimitar, except four times the size and potentially more heavily armed and armored. Modernizing a ship like this would be an interesting challenge for Raith, and they would be very useful for deploying elite teams to where they need to be ASAP. Cost: 150 Reward: Fury-Class Interceptor/Transport modernized/produced
--[] Treasury Auditing: Now that you finally have access to Skirata's backdoor, it's time to let the Muuns loose on the Treasury's systems and see what they can find buried away within it. It might even give you leads on the new plans Palpatine ominously mentioned during his recent talk with Dooku, and you can also quietly start backing up records in case he tries to burn down the Republic economy on his way out. Chance of Success: 70% Reward: Locate potential dirt on Palpatine or find leads on other projects
--[] Giving Causality A Migraine (Incom): While it was a small benefit from the highlights reel of you looking into the future, seeing that enhanced Headhunter design is a very welcome benefit to you...if you can get the design put together enough for Seti and Incom to work on. And hey, you never realized how much you wanted to cause a temporal paradox until you had the opportunity! Chance of Success: 70% Cost: 150 Reward: X-Wings designed 20 years early, the thrill of causing your very own temporal paradox
-[] Intrigue
--[] Grassroots Movements: Rile up protests, sponsor anti-government media, do whatever it takes, but stop Palpatine from getting any more influence any way you can. Chance of Success: 80% Reward: Palpatine's influence stymied
--[] Strike Palpatine's Inner Circle: It's time to go on the offensive. Chance of Success: 40% Cost: 150 Reward: Targeted member/group discredited/neutralized/etc
---[] COMPOR: A pro-Palpatine, pro-human, anti-pretty much everything else organization headed by Palpatine's most fanatically loyal followers. Not only would dealing with them be a significant blow to Palpatine's ability to rally people, but given that you're 75% non-human (ish) there's definitely some poetic justice to be meted out here.
---[] Silas Cata
---[] 3 Watchers
--[] The Hunt for "Truth": Bariss Offee has escaped from prison. Barriss Offee, the ex-Jedi who orchestrated one of the worst terrorist attacks on the Jedi Temple in recorded history, whose actions directly led to the Temple Massacre, and a woman skilled with nanodroid bombs that are nigh-undetectable by their victims unless they're actively made aware of them. You know damn well who's behind her escape, and that also means you need to track her down now. Chance of Success: ??? Cost: 200 Reward: Barriss Offee tracked, ???
---[] Thrawn
---[] The Silencer
---[] Qymaen jai Sheelal
---[] Jango Fett
--[] Hyper-Communications Hot Potato: The good news: Palpatine seems to have bought your and Dooku's lie about the Hyper-Communications Cartel having a mole that sold out Trench. The bad news: You now need to create that mole while Palpatine is giving his direct attention to the situation at hand to ensure that Dooku's cover doesn't get blown too early. All that beind said, if you can pull this off properly and pin the blame on its leadership, you can ensure that it comes under your direct control and get you one step closer to total control over the Separatists. Chance of Success: 30% Reward: HCC mole created to distract Palpatine, potential to ensure more direct control over the HCC
---[] Priam
---[] Talesan Fry
---[] 1 Watcher
--[] The COMPOR Affair: Reports have been coming in from multiple worlds that people who strongly support COMPOR and its ideals have mysteriously vanished, with no known clues to their location as of now. Given how widespread this appears to be and COMPOR's direct ties to Paplatine, this definitely bears looking into. Chance of Success: 50% Reward: COMPOR disappearances investigated, ???
---[] Mungo Baobab
---[] 1 Watcher
-[] Lore
--[] Incorporate Luka Sene Techniques (Force Study): 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
--[] Archaeological Expeditions: There are very famous sites in the galaxy that are dying for someone to lead expeditions to...and potentially locate Force-related artifacts. Chance of Success: 70% (80% on planets with a *) Cost: 50 Reward: Expedition to chosen location launched
---[] Korriban: The origin world of the Sith, this planet would contain plenty of artifacts for those that can withstand the wildlife and the immense influence of the Dark Side.
---[] Kathol Outback: An isolated area of the Outer Rim, the region is rumored to be home to a powerful Force sect, but you don't have much more to go on besides that.
---[] Ossus: Home to an ancient Jedi Archive dating back to the years of Exar Kun himself (which has become suddenly quite relevant). With the amount of local support available, your teams have already begun setting up an expedition into the Archive. (Free Action)
--[] The Mysteries of Cularin: Under normal circumstances you'd simply hand off examining a system to on-site archaeology teams, but times have become desperate and Cularin has enough oddities that would make a more thorough expedition worthwhile. Maybe you can figure out something related to its displacement, maybe there's some artifact or something buried away on one of its planets, but there's a chance - even a slim one - that there might be something that could help you seal the Force Wound. Chance of Success: ??? Cost: 100 Reward: ???
---[] Anakin Skywalker
-[] Learning
--[] Karada Medical Innovations: The Karada Corporation has grown to be one of the galaxy's largest and most successful medical corporations, primarily known for its strong presence within the CNS and strong ties with the Silver Cross. With the combination of plenty of in-house talent and contacts with other pioneering groups like Adascorp, it would not be hard to kick-start a cutting-edge divison of Karada that could focus on new medial innovati0ns. Chance of Success: 70% Cost: 200 Upkeep: 50 Reward: gain +1 Learning Action (Medicine)
--[] Svivreni-Shard Engineering Inc.: The Svivreni are present at a siginificant amount of Watcher faclities and have provided considerable support with the mining and study of materials. You've already seen how skilled the Shards are through Cheriss alone, and you've recently opened direct ties with their homeworld. Setting up a dedicated division where both of these groups could work together would be a significant boon to your research efforts, and could provide you with tech that could give you an edge. Chance of Success: 80% Cost: 200 Upkeep: 50 Reward: gain +1 Learning Action (Materials)
-[] Personal
--[] Physical Training: At this point you're on par with your stronger associates, but you know that you have to keep improving. Chance of Success: 70%
---[] Form VII (Vapaad) Training: A highly experimental - and based on what you've seen previously from Bulq's corruption, highly dangerous - form that apparently relies on the user to tap slightly into the Dark Side to empower themselves and attack at blistering speeds. Honestly from the sounds of it you're already "using" the form in some sense, but with Quinlan around maybe you could find some new aspect you're missing? Reward: Martial Increase, Form VII training
--[] Design a Custom Blaster: You've been using a holdout pistol up to know but your fight with Savage shows that a meager blaster isn't going to cut it. Work with your people to design a blaster integrating that lava crystal you picked up ages ago to see if you can make something with a bit more kick to it. Chance of Success: 70% Reward: Lava crystal-enhanced blaster installed
--[] Exorcising Exar Kun: It's been over four millienia since his death, but you've learned that Exar Kun - or at least some part of him - still persists in the ruins of Yavin 4. This was the Sith Lord whose actions directly led to the Jedi Civil War, and was noted to be one of the most feared Sith in history. Unfortunately for you, there's only one weapon in the galaxy that you're aware of that can make sure he'll stay dead this time. Chance of Success: ??? Reward: ???
---[] Asajj Ventress
---[] Cheriss Sair
---[] 4 Watchers
--[] The "Secrets" of Sair: Recent disucssions with the Shards have helped you realize how little you know about Cheriss - or at least how little you know about the period in between her leaving her homeworld and joining the Walkers. That first suit of hers was able to fool you after all, so odds are there's a good story there! There's two reasons you can think of for why you haven't heard it yet: either she's holding out on some deep, dark secret that will change your perspective of her forever...or she just flat-out didn't think to tell you about it in the first place. ...Sadly, it's probably the latter. Booooring. (Free Action, no bonuses) Chance of Success: 100% Reward: Backstory expansion for Cheriss
--[] Annoy Padme Bachelorette Party (Free Action, no bonuses): It will be done. It must be done. Chance of Success: Yes. Reward: Considerable Entertainment
-[] Hero
--[] Under The Knife: With the facilities of the Arkanian Legacy at their disposal, the Arkanians can easily genemod anyone you want to go through the process. Chance of Success: 70% Cost: 100 Reward: Selected Hero Unit genemodded
---[] Silencer: No response as usual.
----[] Gurlanin: Natives of Qiilura, this species descended from ambush predators is not only capable of shapeshifting into the form of nearly any other humanoid race, and camouflaging themselves perfectly in nearly any environment, they are also naturally attuned to the Force. This is all combined with a 700-year lifespan, as well. (Intrigue, enhanced lifespan, ???)
--[] HK-47 - Can't An Assassin Droid Assassinate People?: Yes. Yes he can. (Uses Intrigue Bonuses, HK-47 must be assigned to this action if chosen)
---[] Terrinald Screed: Normally one admiral alone wouldn't be enough of an issue, but since Screed is the leader of the Home Fleet and since all of Coruscant's defense ships report to him...that makes him a far more important target.
--[] Galen Erso - Heart Of Kyber: With increased funding, access to your advanced laboratories, and a supply of kyber crystals to analyze, Galen can now set out on his life's work to understand the potential applications of kyber crystals. All he needs is approval and the money to do it. (Uses Learning Bonuses, Galen Erso must be assigned to this action if chosen) Chance of Success: 40% Cost: 300 Reward: Kyber crystals analyzed by Galen, ??? [Takes 2 Turns, Galen locked to this action until completion]
--[] Quinlan Vos - Temples of Infinity: Apparently, Quinlan Vos saved the galaxy (and your life by extension) a few years back. The Nightsisters of Dathomir had seized a 'Star Temple' containing a hidden 'Infinity Gate', originally built by the ancient Kwa to transport people and things instantly between planets without the need for hyperspace. At the time they sabotaged the Prime Gate to unleash its unspeakable power to incinerate Coruscant, but Quinlan Vos managed to counter-sabotage the Gate and cause it to unleash its power against itself. However, his brief time inside the Kwa ruin gave him flashes and visions of other locations of Kwa Infinity Gates, and how to use them. Reactivating a nigh-untraceable teleportation network would be a godsend if you both could get it online. (Uses Lore Bonuses, Quinlan Vos must be assigned to this action if chosen) Chance of Success: 50% Reward: potential access to the Infinity Gate network, ???

First, allow me to preface this by saying that I am not fluent in the EU, old or new, so there is a very high chance that there's something important/impressive hidden in the options that I overlooked. Second, I'm holding off on assigning our Hero Actions and Hero Support until I can get a question answered; @Dr. Snark, which (if any) of our bonuses apply to Exorcising Exar Kun and what stat would we be using if we assign Hero Support and/or Personal Attention to it?

Martial: Hunting Malevolence is obvious, so no explanation needed for that. As for the 412th, that's because of this;
time is running short for them

Diplomacy: My priority here is to get in touch with all of the Jedi that might become compromised or otherwise affected by the Wound. The QM already confirmed that The Roaming Jedi is valid as a Force Order Action, so adding our Free Action allows us to do all three at once. As for our CNS Action, the other option is just recruiting more systems, which is significantly less valuable than improving the CNS's ability to act as a successor state in the event the Republic collapses.

Sienar: The Archaeology Ships are because of Publicola suggesting they might give us another Action. While Archaeology is something of a low priority to me, you never know, something impressive might come up there. The Fury-class, meanwhile, is primarily being picked as prep work for when we push the Big Red Button, although the suggestion that it might lead to another Action gives me additional reason to go for it.

Other Stewardship: Treasury Auditing is one part figuring out where Sidious is moving money so that we can cause more havoc for his plans and one part an attempt to make creating a backup of the Treasury Data easier. If we're really lucky, we might even be able to bypass the dedicated Treasury Copypasta Action altogether if we get a big enough crit on Auditing. As for the X-Wings, that's because Publicola reminded me that gave us another Free Action on The Abyss Gazes Back, so I'm hoping that'll carry over to here.

Intrigue: My thanks to Publicola for reminding me about the Autonomous Action. That makes the logistics so much easier. Grassroots Movement would probably chain very well with eliminating COMPOR, since that will both interfere with Sidious's attempts to increase his influence and get rid of his main source of propaganda at the same time. While investigating what's already targeting COMPOR would probably chain well with this too, Bariss is a higher priority for me and we absolutely cannot afford to skip Hyper-Communications Hot Potato.

Lore: We've been sitting on the Luka Sene techniques for ages. I'd like to finally incorporate them while we don't have anything that absolutely demands our Force Study Action. Sending Archaeology teams to Korriban in the hope that the birthplace of the Sith might give us some useful insight in taking down Sidious and/or Exar Kun. The Kathol Outback was initially picked on the offchance that whatever Force Order is out there might have something interesting, but Publicola's intel has made this a much firmer pick for me. Lastly, I don't know if Secrets of the Corellian Jedi or Mysteries of Cularin are valid as Force Study Actions, but even if they are, I don't think we'll be able to spare the Hero Support to do both this Turn.

Learning: More Actions, no argument.

Personal: Vaapad boils down to wanting to have Ciaran train and preferring this over the other options. The blaster is an outside-the-box tactic that suits Ciaran perfectly, and we do need to use that Lava Crystal. Lastly, we've got a ghost to kill, so let's get to it.

Hero: Giving Mungo a Stewardship boost both because we're a bit lacking in that department (at least when it comes to Heroes) and because I'm not sure what to give the Silencer (I want to try to make him Force Sensitive, but I don't know which species would be best for that). More to come once I've determined who needs to provide Hero Support where.

Intrigue, Part II: Sending Talesan against COMPOR should be fine, since while I don't remember how much he's cleared to know, he does know about Sidious if I'm remembering correctly. Thrawn has a personal reason to help track down Bariss, while the Silencer and Qymaen are here to help boost our chance of success. That leaves Silas and Priam to handle the Hot Potato. Fortunately, we have a lot of Intrigue bonuses, so the chance of success is extremely high for all of these, albeit not quite guaranteed. While Autonomous Actions being less effective than if we did them normally is a shame, I still think it's worth taking Grassroots Movement as one if possible.

Lore, Part II: The Mysteries of Cularin is the only one not guaranteed to succeed, so I'm throwing Anakin (with his 60 Lore, half of which is applied on Hero Support) and Cheriss (who doesn't have anything else to do right now) at it.

Personal, Part II: Ventress gives an absolutely massive Lore bonus when she's sent on the same Action as Ciaran (more than Anakin), so that makes her an obvious pick here. On top of that, throwing Jango on this as well means we are very close to a guaranteed crit, and Publicola gave some nice reasoning for why to send him on this.

Hero, Part II: Swapped giving Mungo a Genemod for the Silencer thanks to Publicola reminding me about the Gurlanin (which I must've glanced over before, either because I wanted something that would boost the Silencer's Martial or because I expected Force-granting Genemods to give Lore). Galen is working on Kyber Crystals because, as mentioned, we don't need Learning Heroes right now. HK is targeting Screed for assassination because it's easily deniable and I see nothing to be gained from removing him non-lethally over just killing him. Finally, I would've had Quinlan go for the investigators, but the possibility of synergy with the future Interpol Action has made me decide to prioritize the Gates instead.

Reasoning, Part III:

Diplomacy, Part III: Dropped Ferrus because, as has been pointed out, he's not pressing like the other two options are, which leaves our Free Action available for something else. Also kind of hoping Tholme will take care of him for us, but that's probably wishful thinking on my part.

Intrigue, Part III: Used the newly freed up Free Action to get The COMPOR Affair for more synergy with Grassroots Movement and Strike Palpatine's Inner Circle. With Mungo and a Watcher on this, the only way it could possibly fail is a Nat 1, and that's if a Nat 1 auto-fails since otherwise, 1 should be enough to pass and we literally cannot roll lower than that. Also poached the Watchers from The Hunt for the "Truth", one to ensure The COMPOR Affair succeeds, the others to improve the odds of success on Exorcising Exar Kun, and swapped Jango in to compensate with interest.

Lore, Part III: Swapped Cheriss off of The Mysteries of Cularin. See below for why. I am also still willing to swap Korriban for Belsavis if the thread would prefer that.

Personal, Part III: Swapped Jango with Cheriss to get better odds on Exorcising Exar Kun. Adding 4 Watchers should give us a 100% chance of crit if I'm counting correctly.

412th: 60% + 20 (Omakes) +15 (general Martial bonuses) = 95% (100% if CNS bonus applies)

Hunting Malevolence: 60% +20 (Omakes) +15 (general Martial Bonuses) = 95% (100% if CNS bonus applies)

The Roaming Jedi and Jedi, Leader, General, Spy: 70% +20 (Omakes) +15 (general Diplomacy bonuses) = 105%

Call to Order: 70% +20 (Omakes) +15 (general Diplomacy bonuses) +5 (CNS Diplomacy bonus) = 110%

Sienar: 90% +20 (Omakes) +10 (general Stewardship bonuses) = 120%

Treasury Auditing and Giving Causality a Migraine (Incom): 70% + 20 (Omakes) +10 (Stewardship) = 100%

Strike COMPOR: 40% +20 (Omakes) +20 (general Intrigue bonuses) + 12 (Silas) +3 (Watchers) = 95%

The Hunt for "Truth": ??? + 20 (Omakes) +20 (general Intrigue bonuses) +14 (Thrawn) +14 (The Silencer) +11 (Qymaen) +15 (Jango) = ??? with a 94% chance to crit

Hyper-Communications Hot Potato: 30% +20 (Omakes) +20 (general Intrigue bonuses) +12 (Priam) +12 (Talesan) +1 (Watcher) = 95%

The COMPOR Affair: 50% +20 (Omakes) +20 (general Intrigue bonuses) +8 (Mungo) +1 (Watcher) = 99%

Incorporate Luka Sene: 80% +20 (Omakes) +20 (general Lore bonuses) = 120%

Archaeology: 70% +20 (Omakes) +20 (general Lore bonuses) = 110%

The Mysteries of Cularin: ??? + 20 (Omakes) +20 (general Lore bonuses) + 30 (Anakin) = ??? with an 70% chance to crit

Vapaad and Custom Blaste: 70% + 20 (Omakes) = 90%

Exorcising Exar Kun: ??? + 20 (Omakes) +20 (general Lore bonuses) +28 (Ventress) +15 (Force Bond) + 13 (Cheriss) +4 (Watchers) = ??? with a 100% chance to crit

Assassinate Terrinald Screed (assuming this has the same chance of success as Strike Palpatine's Inner Circle): 40% +20 (Omakes) +20 (general Intrigue bonuses) +28 (HK) = 108%

Heart of Kyber: 50% +20 (Omakes) +25 (general Learning bonuses) +36 (Galen) = 131%

Temples of Infinity: 50% +20 (Omakes) +20 (Lore) + 47 (Quinlan) = 137%

Total Cost of Actions: 1750 (1900 if having HK assassinate Screed costs the same as Strike Palpatine's Inner Circle)

Martial:
Plan JAGWin: saves 412th
Plan Publicola: saves 412th
Plan Barondoctor: recruits Blazing Chain

Diplomacy

Plan JAGWin: recruits Roaming Jedi
Plan Publicola: recruits Roaming Jedi
Plan Barondoctor: recruits Jal Shey

Stewardship

Plan JAGWin: X-Wings and Treasury Audit
Plan Publicola: X-Wings and Foundry relocation
Plan Barondoctor: Foundry relocation and Treasury Audit

Intrigue

Plan JAGWin: Grassroots (Autonomous), attacks COMPOR (Inner Circle) and investigates COMPOR Affair (Free Action)
Plan Publicola: Damask (Autonomous), investigates COMPOR Affair
Plan Barondoctor: Damask (Autonomous), investigates COMPOR Affair

Lore

Plan JAGWin: Luka Sene (Force Study), Korriban (Archaeology)
Plan Publicola: Jal Shey (Force Study), Belsavis (Archaeology), and Secrets of Corellian Jedi (Free Action)
Plan Barondoctor: Voss Mystics (Force Study), Prakith (Archaeology), and Secrets of Corellian Jedi (Free Action)

Learning
No differences

Personal
Plan JAGWin: Vaapad Training, Custom Blaster
Plan Publicola: Personal Attention (Cularin, Barriss)
Plan Barondoctor: Personal Attention (Cularin, Barriss)


Genemod
Plan JAGWin: Silencer w/ Gurlanin genemod
Plan Publicola: Silencer w/ Gand genemod
Plan Barondoctor: Silencer w/ Gand genemod


Hero
Plan JAGWin: HK assassinates Admiral Screed
Plan Publicola: HK assassinates Palpatine's Aides
Plan Barondoctor: Qymaen's Last Ride
 
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Again, even if you don't believe the baseline TIE is crap when all the lore says it is…

(Barring, perhaps, the core OT)

…it is *terrible* for our needs. We have disposable income, perhaps, but neither we nor the CNS have a desire or ability to train tons of pilots to stick in fighters that are almost intended to die in large numbers. It makes far more sense to focus on X-Wings and the like. And the really good TIEs are substantially more expensive than an X-Wing for relatively (Defender aside) modest gains.
 
Autonomous actions are up!

[] Lots Of Plans, Lots Of Wrenches (Republic): The Republic winning at this point would mean that Palpatine would achieve his success conditions. Send some agents to help stall GAR offensives and make sure the Republic doesn't get a clear advantage. Chance of Success: 80% Cost: 50 Reward: Republic war effort damaged (Autonomous Action)

[] Grassroots Movements: Rile up protests, sponsor anti-government media, do whatever it takes, but stop Palpatine from getting any more influence any way you can. Chance of Success: 80% Reward: Palpatine's influence stymied (Autonomous Action)

[] Legacy Of Damask: Settling in on Muunilist has given you the opportunity to take a closer look at Hego Damask's old properties present on the planet. While Palpatine has moved to ensure that they are not for sale, it shouldn't be too hard to get teams in and see if there's anything left there. Chance of Success: 95% Reward: Hego Damask holdings investigated/looted (Autonomous Action)

[] Information For A Price: Since you're now committing yourself to making sure the Republic will win any time soon, why not sell some information to both sides and make a profit off of it in the meantime? Chance of Success: 80% Reward: Income from selling information (Autonomous Action)

...

[] The Spice Must Not Flow: If you want to ensure a successful heist on Colla IV, you're going to need a distraction. And wouldn't you know it, Kessel is supplying the Coilcoids with invaluable spice trade, and the Hutts want them off of that planet. If you were to say, destabilize their presence there and give the Hutts the chance to make a move, it would pull away enough security from Colla IV to give you a better chance at getting away with the heist. And if the Hutts manage to take over in the chaos, well you are business partners anyway... Chance of Success: 70% Reward: Distraction caused on Kessel, Coilcoid security forces diverted (Autonomous Action)

[] Public Relations Vaccination: While you did manage to deal with the Sith blackmail there's still a possibility that new incriminating information on you could be found. Preempt that by spreading a mix of truth and lies about you before debunking it all, making it that much harder for any actual dirt to be used on you. Chance of Success: 90% Reward: Increased defense against any incriminating evidence on you (Autonomous Action)

...

[] Definitely Not Available for Hiring: The fall of Republic Intelligence has had the unexpected side effect of revealing the man beind the hunt for Galen: Orson Krennic. Honestly his methods are so comically transparent and unsubtle that he'd almost be worth completely igoring...if it wasn't for the security risk associated with having people trying to track Galen down. Having someone either take care of him for good or at least dissuading him wouldn't be the worst idea. Chance of Success: 80% Cost: 100 Reward: Krennic's manhunt called off, one way or another (Autonomous Action)
Given that this includes both Damask and Krennic and Grassroots, all of the currently available plans are good to go.

One note: I decided that, while 'Legacy of Damask' probably offers the best ROI, it would be a lot more lucrative if we picked it at the same time as we recruited Kiffar investigators (using psychometry inside a Sith lair would give us a lot more information to work with). I decided to swap out Damask for the anti-Krennic action instead, which has a bit of nice synergy with our Galen Erso hero action.
 
Autonomous actions are up!
I'd like to point out that some of the Martial Actions are also valid as Autonomous Actions (although I doubt we'll ever pick them);
[] Black Ops (Republic): Given that you're now on the same side as Dooku, it only makes sense that you should prevent a Republic victory by any means necessary and keep the Separatists in the war for as long as possible. Chance of Success: 85% Cost: 50 Reward: Republic war effort damaged (Autonomous Action)

[] Mercenary Work: Jabba's offered to hire on some of your mercenaries for work within Hutt Space should you ever require additional credits to make ends meet. Chance of Success: 70% Reward: Income from mercenary contracts (Autonomous Action)

[] Let's Vary Piracy, With A Little Burglary: While it would be awkward if you attacked a CIS planet at this point, there's certainly plenty of planets in Republic space worth targeting. Preferably ones that would slow down the Republic's war effort and buy you much-needed time. Chance of Success: 70% Cost: 50 Reward: Loot, selected area destabilized and potential recruit for the CNS (Autonomous Action)
-[] Write in

...

[] Becoming A Pirate Queen, One Piece At A Time: While you've been making sure that any pirates in CNS space are swiftly dealt with, it could come in handy to expand upon your current privateer fleets and recruit some of the independents. There's probably a lot more around with the fall of Black Sun... Chance of Success: 80% Cost: 100 Reward: Pirate fleets continuously expanded (Autonomous Action)

...

[] Semi-discriminate Piracy: Since you don't want the Republic to gain an advantage in the war, why not let your pirate fleets loose on a raiding spree, letting them steal what they can from them? Chance of Success: 70% Reward: Looting income (Autonomous Action)

...

[] Arms Funneling (Separatists): Now that you and Dooku are formally on the same side and Palpatine's decided to sell out the Separatists, it would be worth it to assist the Separatists with their war effort more directly (or at least as direct as you're willing to get). Even with the amount of factories they have churning out battle droids and the like, the Separatists would hardly turn down any extra materiel for use in the war effort. Chance of Success: 80% Cost: 150 Reward: Separatist war effort strengthened (Autonomous Action)
 
Whoa, you're right. Autonomous actions are now down at the very bottom alongside Free Action, and include a bunch of different actions, not just from Intrigue and Martial, but from every category except Learning.

Here's Martial:
[] Black Ops (Republic): Given that you're now on the same side as Dooku, it only makes sense that you should prevent a Republic victory by any means necessary and keep the Separatists in the war for as long as possible. Chance of Success: 85% Cost: 50 Reward: Republic war effort damaged (Autonomous Action)

[] Mercenary Work: Jabba's offered to hire on some of your mercenaries for work within Hutt Space should you ever require additional credits to make ends meet. Chance of Success: 70% Reward: Income from mercenary contracts (Autonomous Action)

[] Let's Vary Piracy, With A Little Burglary: While it would be awkward if you attacked a CIS planet at this point, there's certainly plenty of planets in Republic space worth targeting. Preferably ones that would slow down the Republic's war effort and buy you much-needed time. Chance of Success: 70% Cost: 50 Reward: Loot, selected area destabilized and potential recruit for the CNS (Autonomous Action)
-[] Write in

...

[] Becoming A Pirate Queen, One Piece At A Time: While you've been making sure that any pirates in CNS space are swiftly dealt with, it could come in handy to expand upon your current privateer fleets and recruit some of the independents. There's probably a lot more around with the fall of Black Sun... Chance of Success: 80% Cost: 100 Reward: Pirate fleets continuously expanded (Autonomous Action)

...

[] Semi-discriminate Piracy: Since you don't want the Republic to gain an advantage in the war, why not let your pirate fleets loose on a raiding spree, letting them steal what they can from them? Chance of Success: 70% Reward: Looting income (Autonomous Action)

...

[] Arms Funneling (Separatists): Now that you and Dooku are formally on the same side and Palpatine's decided to sell out the Separatists, it would be worth it to assist the Separatists with their war effort more directly (or at least as direct as you're willing to get). Even with the amount of factories they have churning out battle droids and the like, the Separatists would hardly turn down any extra materiel for use in the war effort. Chance of Success: 80% Cost: 150 Reward: Separatist war effort strengthened (Autonomous Action)

Here's Diplomacy
[] CNS Recruitment: There are a number of systems nearby that don't particularly lean one way or the other in the war; maybe you could persuade them to join the CNS instead? Chance of Success: 80% Reward: Recruitment drive in selected area for the CNS (Autonomous Action)
-[] Nouane Allied Region: Between their ties to Arkania and the IGBC, Nouane and its neighbors are already inclined to view the CNS with favor. The fact that they lie in northern Inner Rim between two of the biggest hyperlanes in the galaxy - both the Hydian Way and the Perlemian Trade Route - is all the more reason to persuade them to join.
-[] Southern Rim: With the already considerable amount of planets and sectors in the Southern Rim joining the CNS, it might be worthwhile to have a more concerted effort take place here and clean up the borders.
-[] Techno Union Worlds: With worlds like Hypori, Mechis III, and a dozen other foundry worlds affiliated with them and the shift in leadership, making a move to get some of these valuable industrial planets in the CNS would hardly be unwarranted.
-[] Write in

[] House Of Killers: Given that you're going to be dealing with a lot of high-profile targets in the Republic, it might be worthwhile to get some outside help as it were. Use your reputation and funds to establish a bounty hunter chapter of your own so that you can gather these people together for your own ends. Chance of Success: 80% Cost: 150 Reward: Watchers bounty hunter chapter established (Autonomous Action)

[] Silver Cross PR Blitz: Your organization is popular enough, sure, but there's nothing like a massive PR blitz to make sure that donations and sponsors are constantly coming in. Chance of Success: 70% Reward: Increased income/decreased upkeep for Silver Cross (Autonomous Action)
and Stewardship
[] Medical "Battlefleet": Now that you have the ability to build ships over Taris, take advantage of it and build up a fleet of medical ships for Karada and the Silver Cross that can act as galaxy-wide emergency responders. Despite the name it mostly wouldn't be a battlefleet. Mostly. Chance of Success: 80% Cost: 200 Reward: Medical "battlefleet" built (Autonomous Action)
Here's Intrigue:
[] Lots Of Plans, Lots Of Wrenches (Republic): The Republic winning at this point would mean that Palpatine would achieve his success conditions. Send some agents to help stall GAR offensives and make sure the Republic doesn't get a clear advantage. Chance of Success: 80% Cost: 50 Reward: Republic war effort damaged (Autonomous Action)

[] Grassroots Movements: Rile up protests, sponsor anti-government media, do whatever it takes, but stop Palpatine from getting any more influence any way you can. Chance of Success: 80% Reward: Palpatine's influence stymied (Autonomous Action)

[] Legacy Of Damask: Settling in on Muunilist has given you the opportunity to take a closer look at Hego Damask's old properties present on the planet. While Palpatine has moved to ensure that they are not for sale, it shouldn't be too hard to get teams in and see if there's anything left there. Chance of Success: 95% Reward: Hego Damask holdings investigated/looted (Autonomous Action)

[] Information For A Price: Since you're now committing yourself to making sure the Republic will win any time soon, why not sell some information to both sides and make a profit off of it in the meantime? Chance of Success: 80% Reward: Income from selling information (Autonomous Action)

...

[] The Spice Must Not Flow: If you want to ensure a successful heist on Colla IV, you're going to need a distraction. And wouldn't you know it, Kessel is supplying the Coilcoids with invaluable spice trade, and the Hutts want them off of that planet. If you were to say, destabilize their presence there and give the Hutts the chance to make a move, it would pull away enough security from Colla IV to give you a better chance at getting away with the heist. And if the Hutts manage to take over in the chaos, well you are business partners anyway... Chance of Success: 70% Reward: Distraction caused on Kessel, Coilcoid security forces diverted (Autonomous Action)

[] Public Relations Vaccination: While you did manage to deal with the Sith blackmail there's still a possibility that new incriminating information on you could be found. Preempt that by spreading a mix of truth and lies about you before debunking it all, making it that much harder for any actual dirt to be used on you. Chance of Success: 90% Reward: Increased defense against any incriminating evidence on you (Autonomous Action)

...

[] Definitely Not Available for Hiring: The fall of Republic Intelligence has had the unexpected side effect of revealing the man beind the hunt for Galen: Orson Krennic. Honestly his methods are so comically transparent and unsubtle that he'd almost be worth completely igoring...if it wasn't for the security risk associated with having people trying to track Galen down. Having someone either take care of him for good or at least dissuading him wouldn't be the worst idea. Chance of Success: 80% Cost: 100 Reward: Krennic's manhunt called off, one way or another (Autonomous Action)
and there's even a Lore option
[] Incorporate Luka Sene Techniques (Force Study): 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 (Autonomous Action)

OKAY, new discussion. Which ones do we want? This gives us a lot of flexibility.
 
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OKAY, new discussion. Which ones do we want? This gives us a lot of flexibility.
Well, right now, my priorities haven't changed, since Grassroots Movement still chains too well with dismantling COMPOR to leave it, and while Incorporating Luka Sene Techniques being an Autonomous Action makes it easier to do that later, I would still prefer to use our Force Study Action on that now because of all the other useful Autonomous Actions that are higher on my priority list (Legacy of Damask, House of Killers, Definitely Not Available for Hiring, and potentially Public Relations Vaccination if we have time).
 
Normally the voting moratorium would be over by this point but given that I added in the Autonomous actions late I'm going to extended it for another 6 hours.

Just as an FYI.
 
I'm inclined to shuffle over to definitely not available for hiring for the autonomous action because Krennic is more an obstacle than an objective.
 
These are my picks.


[] Black Ops (Republic): Given that you're now on the same side as Dooku, it only makes sense that you should prevent a Republic victory by any means necessary and keep the Separatists in the war for as long as possible. Chance of Success: 85% Cost: 50 Reward: Republic war effort damaged (Autonomous Action)


We definitely want to stall the war effort, and I'm not liking the piracy options, or working for Hutts.

[] CNS Recruitment: There are a number of systems nearby that don't particularly lean one way or the other in the war; maybe you could persuade them to join the CNS instead? Chance of Success: 80% Reward: Recruitment drive in selected area for the CNS (Autonomous Action)
-[] Techno Union Worlds: With worlds like Hypori, Mechis III, and a dozen other foundry worlds affiliated with them and the shift in leadership, making a move to get some of these valuable industrial planets in the CNS would hardly be unwarranted.

I think this looks the best of the CNS recruitment options. Having a strong industrial base is always good.

[] Medical "Battlefleet": Now that you have the ability to build ships over Taris, take advantage of it and build up a fleet of medical ships for Karada and the Silver Cross that can act as galaxy-wide emergency responders. Despite the name it mostly wouldn't be a battlefleet. Mostly. Chance of Success: 80% Cost: 200 Reward: Medical "battlefleet" built (Autonomous Action)

Only option there, no brainer.


[] Grassroots Movements: Rile up protests, sponsor anti-government media, do whatever it takes, but stop Palpatine from getting any more influence any way you can. Chance of Success: 80% Reward: Palpatine's influence stymied (Autonomous Action)

We definitely want to stop Palpatine from increasing in power.

[] Incorporate Luka Sene Techniques (Force Study): 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 (Autonomous Action)

I would've wanted this, even if it wasn't an autonomous action
 
I'm having sudden second thoughts -- very inconvenient timing, given that the vote is just about ready to open.

My current plan assigns HK-47 to start assassinating Palpatine's aides. That... seems like a really big step in terms of turning our current 'cold war' hot. Right now everyone is still maneuvering for advantage and preparing, but have a sniper shoot down a bunch of Palpatine's dark-side acolytes might jumpstart the 'everything is on fire' phase of this conflict.

@Dr. Snark : if we did assign HK to assassinations, would these be 'overt' ("Chancellor's aides shot in broad daylight! News at 11!") or covert (Palpatine assigns Greejatus to some secret mission; HK makes him disappear so he never returns...)

I'm wondering if we should remove HK's hero action, and reassign him -- either to Exar Kun (HK is from the Old Republic era, even if a generation or two after Exar Kun's fall) or to an Intrigue action.

Assigning HK to HyperComm Hot Potato would free up either Talesan Fry (who could use his Hero Action to take out the Corporate Alliance and give us even more control over the levers of power in the CIS) or Qymaen (who could go on his 'Last Hunt'). Inclined to go with Talesan; give him a chance at closure & personal growth, give us even more intelligence & propaganda assets (Corporate Alliance is in charge of the CIS Shadowfeed, so controlling it would let us control the news).

What do you think? Not much time before the vote opens, so let me know!
 
Every wetwork action so far has been at least somewhat covert (I don't think Spicy Sheev buys that rogue troopers killed Isard for one minute) so I would imagine, unless we gave explicit orders for HK-47 to be brazen about it, nothing would have changed about that.
 
Assigning HK to HyperComm Hot Potato would free up either Talesan Fry (who could use his Hero Action to take out the Corporate Alliance and give us even more control over the levers of power in the CIS) or Qymaen (who could go on his 'Last Hunt'). Inclined to go with Talesan; give him a chance at closure & personal growth, give us even more intelligence & propaganda assets (Corporate Alliance is in charge of the CIS Shadowfeed, so controlling it would let us control the news).
This is one of the differences of my plan (using HK on Exar Kun) because I'm hesitant to make the cold war go hot.
 
@Dr. Snark , I have an 11th-hour idea for a write-in.

Could we take the 'Treasury Copypasta' Stewardship action, and turn it into a Hero Action for Mungo Baobab? He is the heir to the Baobab Merchant Family, which runs both a galaxy-spanning trading fleet and one of the galaxy's largest museums/archives in the Baobab Archives. They're also closely allied with us, and they're generally on the 'heroic' side of the spectrum so they're unlikely to use the records for nefarious purposes -- in fact, they're probably the safest hands such financial records could fall into, besides our own. We'd keep direct control of the backdoor codes themselves, though we would need to acknowledge to Mungo's parents that we have them. This would let us turn the Baobab into a pillar of financial stability for the CNS and for the galaxy as a whole, and turning them into an ally and asset for a post-Palpatine world.

Is this acceptable as a Hero Action? If so, what would its chance of success be?
 
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@Dr. Snark , I have an 11th-hour idea for a write-in.

Could we take the 'Treasury Copypasta' Stewardship action, and turn it into a Hero Action for Mungo Baobab? He is the heir to the Baobab Merchant Family, which runs both a galaxy-spanning trading fleet and one of the galaxy's largest museums/archives in the Baobab Archives. They're also closely allied with us, and they're generally on the 'heroic' side of the spectrum so they're unlikely to use the records for nefarious purposes -- in fact, they're probably the safest hands such financial records could fall into, besides our own. We'd keep direct control of the backdoor codes themselves, though we would need to acknowledge to Mungo's parents that we have them. This would let us turn the Baobab into a pillar of financial stability for the CNS and for the galaxy as a whole, and turning them into an ally and asset for a post-Palpatine world.

Is this acceptable as a Hero Action? If so, what would its chance of success be?

I'll hedge that it's possible, but doing so would invariably reveal the backdoor to the Treasury. Which would be just a tiny bit of a red flag no matter what. Feel like I should point that out.

Anyway, on a related note, the voting moratorium is now over! Time to decide how exactly things are going to go crazy this quarter...
 
[X] Plan Back In The Saddle
-[X] Martial
--[X] Making Inroads In The Republic Military: Now is a good a time as any to begin dechipping and potentially subverting different groups in the Republic military. Any clone not chipped means one less clone that will try to kill you once you make your move, and of course you can always use more support when the time comes. Chance of Success: 60% Cost: 100 Reward: Chosen group targeted for dechipping/subversion
---[X] 412th Regiment: The group of clones that your sabotaged chips made their way to, they are specialized in defensive battles and have a reputation for placing the lives of civilians over their orders.
--[X] Hunting Malevolence: The Malevolence is still making its way through the galaxy and conspicuously seems to be taking paths through CNS-related trade lanes. While the Pride of the Core is hunting it down, given that Palpatine is in effectively direct control of both ships he can easily drag out the chase for as long as he wants and have it end wherever he pleases. That needs to stop, and the first step is to better narrow down both where the Malevolence currently is and where it is going. Chance of Success: 60% Reward: Malevolence's course better tracked, plans for dealing with the Malevolence and Pride set up
-[X] Diplomacy
--[X] The Roaming Jedi: Telling the Council about Palpatine's true identity is a recipe for disaster, but there are certainly other Jedi in the galaxy that aren't a part of the Order you could contact for aid. You've always gotten the odd report from your Silver Cross camps about the occasional Jedi stopping by to help refugees, so it wouldn't be too difficult to track some of them down. If anything, this is now increasingly critical due to the Wound forming on Coruscant. Chance of Success: 70% Reward: Jedi outside of the Order contacted
--[X] Jedi, Leader, General, Spy: Skirata has pointed out an incredibly valuable target for potential subversion: Jedi General Arligan Zey, the de facto head of the Republic's commando teams who has a position that is semi-independent from the rest of the Republic military. He's been known to conflict with the mainline Order especially after the Temple Massacre so he's an incredibly valuable target for subversion with minimal risk. With news of the Wound, getting in contact with him sooner than later is increasingly paramount - given the state of the Coruscant Order, there's an increasing chance he may try to go to gorund. Chance of Success: 70% Reward: Arligan Zey subverted
--[X] Call To Order (CNS): Taris has served as an unofficial capital for the CNS, and now it has an Assembly Hall to prove it. But the Council of Neutral Systems remains a fairly ad-hoc confederation heavily dependent on your and Satine's efforts to sustain it. Getting enough people together to start creating more formalized treaties and so on wouldn't hurt, especially given that it might need to step up if the Republic does in fact fall. Chance of Success: 70% Reward: CNS becomes a more stable political organization, increased CNS recruitment
-[X] Stewardship
--[X] 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%
---[X] "Archaeology" Ships: Given how important/profitable archaeology has become for you, this ship would assist with your efforts with on-board research labs and excavation gear so that your teams could quickly scour a site. Why does it have a stealth system and high-grade weapons? Because there are thieves and scoundrels who could try to steal valuable relics from you! Also never mind that the excavation lasers could also double as powerful armor-piercing weapons. Cost: 150 Reward: Archaeological Cruiser designed/produced
---[X] Modernized Fury-Class Interceptor/Transports: One of your teams on Ord Mantell has uncovered a Fury-Class interceptor/transport of the Resurgent Sith Empire. In function it could be compared to the Scimitar, except four times the size and potentially more heavily armed and armored. Modernizing a ship like this would be an interesting challenge for Raith, and they would be very useful for deploying elite teams to where they need to be ASAP. Cost: 150 Reward: Fury-Class Interceptor/Transport modernized/produced
--[X] Treasury Auditing: Now that you finally have access to Skirata's backdoor, it's time to let the Muuns loose on the Treasury's systems and see what they can find buried away within it. It might even give you leads on the new plans Palpatine ominously mentioned during his recent talk with Dooku, and you can also quietly start backing up records in case he tries to burn down the Republic economy on his way out. Chance of Success: 70% Reward: Locate potential dirt on Palpatine or find leads on other projects
--[X] Giving Causality A Migraine (Incom): While it was a small benefit from the highlights reel of you looking into the future, seeing that enhanced Headhunter design is a very welcome benefit to you...if you can get the design put together enough for Seti and Incom to work on. And hey, you never realized how much you wanted to cause a temporal paradox until you had the opportunity! Chance of Success: 70% Cost: 150 Reward: X-Wings designed 20 years early, the thrill of causing your very own temporal paradox
-[X] Intrigue
--[X] Grassroots Movements: Rile up protests, sponsor anti-government media, do whatever it takes, but stop Palpatine from getting any more influence any way you can. Chance of Success: 80% Reward: Palpatine's influence stymied
--[X] Strike Palpatine's Inner Circle: It's time to go on the offensive. Chance of Success: 40% Cost: 150 Reward: Targeted member/group discredited/neutralized/etc
---[X] COMPOR: A pro-Palpatine, pro-human, anti-pretty much everything else organization headed by Palpatine's most fanatically loyal followers. Not only would dealing with them be a significant blow to Palpatine's ability to rally people, but given that you're 75% non-human (ish) there's definitely some poetic justice to be meted out here.
---[X] Silas Cata
---[X] 3 Watchers
--[X] The Hunt for "Truth": Bariss Offee has escaped from prison. Barriss Offee, the ex-Jedi who orchestrated one of the worst terrorist attacks on the Jedi Temple in recorded history, whose actions directly led to the Temple Massacre, and a woman skilled with nanodroid bombs that are nigh-undetectable by their victims unless they're actively made aware of them. You know damn well who's behind her escape, and that also means you need to track her down now. Chance of Success: ??? Cost: 200 Reward: Barriss Offee tracked, ???
---[X] Thrawn
---[X] The Silencer
---[X] Qymaen jai Sheelal
---[X] Jango Fett
--[X] Hyper-Communications Hot Potato: The good news: Palpatine seems to have bought your and Dooku's lie about the Hyper-Communications Cartel having a mole that sold out Trench. The bad news: You now need to create that mole while Palpatine is giving his direct attention to the situation at hand to ensure that Dooku's cover doesn't get blown too early. All that beind said, if you can pull this off properly and pin the blame on its leadership, you can ensure that it comes under your direct control and get you one step closer to total control over the Separatists. Chance of Success: 30% Reward: HCC mole created to distract Palpatine, potential to ensure more direct control over the HCC
---[X] Priam
---[X] Talesan Fry
---[X] 1 Watcher
--[X] The COMPOR Affair: Reports have been coming in from multiple worlds that people who strongly support COMPOR and its ideals have mysteriously vanished, with no known clues to their location as of now. Given how widespread this appears to be and COMPOR's direct ties to Paplatine, this definitely bears looking into. Chance of Success: 50% Reward: COMPOR disappearances investigated, ???
---[X] Mungo Baobab
---[X] 1 Watcher
-[X] Lore
--[X] Incorporate Luka Sene Techniques (Force Study): 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
--[X] Archaeological Expeditions: There are very famous sites in the galaxy that are dying for someone to lead expeditions to...and potentially locate Force-related artifacts. Chance of Success: 70% (80% on planets with a *) Cost: 50 Reward: Expedition to chosen location launched
---[X] Korriban: The origin world of the Sith, this planet would contain plenty of artifacts for those that can withstand the wildlife and the immense influence of the Dark Side.
---[X] Kathol Outback: An isolated area of the Outer Rim, the region is rumored to be home to a powerful Force sect, but you don't have much more to go on besides that.
---[X] Ossus: Home to an ancient Jedi Archive dating back to the years of Exar Kun himself (which has become suddenly quite relevant). With the amount of local support available, your teams have already begun setting up an expedition into the Archive. (Free Action)
--[X] The Mysteries of Cularin: Under normal circumstances you'd simply hand off examining a system to on-site archaeology teams, but times have become desperate and Cularin has enough oddities that would make a more thorough expedition worthwhile. Maybe you can figure out something related to its displacement, maybe there's some artifact or something buried away on one of its planets, but there's a chance - even a slim one - that there might be something that could help you seal the Force Wound. Chance of Success: ??? Cost: 100 Reward: ???
---[X] Anakin Skywalker
-[X] Learning
--[X] Karada Medical Innovations: The Karada Corporation has grown to be one of the galaxy's largest and most successful medical corporations, primarily known for its strong presence within the CNS and strong ties with the Silver Cross. With the combination of plenty of in-house talent and contacts with other pioneering groups like Adascorp, it would not be hard to kick-start a cutting-edge divison of Karada that could focus on new medial innovati0ns. Chance of Success: 70% Cost: 200 Upkeep: 50 Reward: gain +1 Learning Action (Medicine)
--[X] Svivreni-Shard Engineering Inc.: The Svivreni are present at a siginificant amount of Watcher faclities and have provided considerable support with the mining and study of materials. You've already seen how skilled the Shards are through Cheriss alone, and you've recently opened direct ties with their homeworld. Setting up a dedicated division where both of these groups could work together would be a significant boon to your research efforts, and could provide you with tech that could give you an edge. Chance of Success: 80% Cost: 200 Upkeep: 50 Reward: gain +1 Learning Action (Materials)
-[X] Personal
--[X] Physical Training: At this point you're on par with your stronger associates, but you know that you have to keep improving. Chance of Success: 70%
---[X] Form VII (Vapaad) Training: A highly experimental - and based on what you've seen previously from Bulq's corruption, highly dangerous - form that apparently relies on the user to tap slightly into the Dark Side to empower themselves and attack at blistering speeds. Honestly from the sounds of it you're already "using" the form in some sense, but with Quinlan around maybe you could find some new aspect you're missing? Reward: Martial Increase, Form VII training
--[X] Design a Custom Blaster: You've been using a holdout pistol up to know but your fight with Savage shows that a meager blaster isn't going to cut it. Work with your people to design a blaster integrating that lava crystal you picked up ages ago to see if you can make something with a bit more kick to it. Chance of Success: 70% Reward: Lava crystal-enhanced blaster installed
--[X] Exorcising Exar Kun: It's been over four millienia since his death, but you've learned that Exar Kun - or at least some part of him - still persists in the ruins of Yavin 4. This was the Sith Lord whose actions directly led to the Jedi Civil War, and was noted to be one of the most feared Sith in history. Unfortunately for you, there's only one weapon in the galaxy that you're aware of that can make sure he'll stay dead this time. Chance of Success: ??? Reward: ???
---[X] Asajj Ventress
---[X] Cheriss Sair
---[X] 4 Watchers
--[X] The "Secrets" of Sair: Recent disucssions with the Shards have helped you realize how little you know about Cheriss - or at least how little you know about the period in between her leaving her homeworld and joining the Walkers. That first suit of hers was able to fool you after all, so odds are there's a good story there! There's two reasons you can think of for why you haven't heard it yet: either she's holding out on some deep, dark secret that will change your perspective of her forever...or she just flat-out didn't think to tell you about it in the first place. ...Sadly, it's probably the latter. Booooring. (Free Action, no bonuses) Chance of Success: 100% Reward: Backstory expansion for Cheriss
--[X] Annoy Padme Bachelorette Party (Free Action, no bonuses): It will be done. It must be done. Chance of Success: Yes. Reward: Considerable Entertainment
-[X] Hero
--[X] Under The Knife: With the facilities of the Arkanian Legacy at their disposal, the Arkanians can easily genemod anyone you want to go through the process. Chance of Success: 70% Cost: 100 Reward: Selected Hero Unit genemodded
---[X] Silencer: No response as usual.
----[X] Gurlanin: Natives of Qiilura, this species descended from ambush predators is not only capable of shapeshifting into the form of nearly any other humanoid race, and camouflaging themselves perfectly in nearly any environment, they are also naturally attuned to the Force. This is all combined with a 700-year lifespan, as well. (Intrigue, enhanced lifespan, ???)
--[X] HK-47 - Can't An Assassin Droid Assassinate People?: Yes. Yes he can. (Uses Intrigue Bonuses, HK-47 must be assigned to this action if chosen)
---[X] Terrinald Screed: Normally one admiral alone wouldn't be enough of an issue, but since Screed is the leader of the Home Fleet and since all of Coruscant's defense ships report to him...that makes him a far more important target.
--[X] Galen Erso - Heart Of Kyber: With increased funding, access to your advanced laboratories, and a supply of kyber crystals to analyze, Galen can now set out on his life's work to understand the potential applications of kyber crystals. All he needs is approval and the money to do it. (Uses Learning Bonuses, Galen Erso must be assigned to this action if chosen) Chance of Success: 40% Cost: 300 Reward: Kyber crystals analyzed by Galen, ??? [Takes 2 Turns, Galen locked to this action until completion]
--[X] Quinlan Vos - Temples of Infinity: Apparently, Quinlan Vos saved the galaxy (and your life by extension) a few years back. The Nightsisters of Dathomir had seized a 'Star Temple' containing a hidden 'Infinity Gate', originally built by the ancient Kwa to transport people and things instantly between planets without the need for hyperspace. At the time they sabotaged the Prime Gate to unleash its unspeakable power to incinerate Coruscant, but Quinlan Vos managed to counter-sabotage the Gate and cause it to unleash its power against itself. However, his brief time inside the Kwa ruin gave him flashes and visions of other locations of Kwa Infinity Gates, and how to use them. Reactivating a nigh-untraceable teleportation network would be a godsend if you both could get it online. (Uses Lore Bonuses, Quinlan Vos must be assigned to this action if chosen) Chance of Success: 50% Reward: potential access to the Infinity Gate network, ???

First, allow me to preface this by saying that I am not fluent in the EU, old or new, so there is a very high chance that there's something important/impressive hidden in the options that I overlooked. Second, I'm holding off on assigning our Hero Actions and Hero Support until I can get a question answered; @Dr. Snark, which (if any) of our bonuses apply to Exorcising Exar Kun and what stat would we be using if we assign Hero Support and/or Personal Attention to it?

Martial: Hunting Malevolence is obvious, so no explanation needed for that. As for the 412th, that's because of this;
time is running short for them

Diplomacy: My priority here is to get in touch with all of the Jedi that might become compromised or otherwise affected by the Wound. The QM already confirmed that The Roaming Jedi is valid as a Force Order Action, so adding our Free Action allows us to do all three at once. As for our CNS Action, the other option is just recruiting more systems, which is significantly less valuable than improving the CNS's ability to act as a successor state in the event the Republic collapses.

Sienar: The Archaeology Ships are because of Publicola suggesting they might give us another Action. While Archaeology is something of a low priority to me, you never know, something impressive might come up there. The Fury-class, meanwhile, is primarily being picked as prep work for when we push the Big Red Button, although the suggestion that it might lead to another Action gives me additional reason to go for it.

Other Stewardship: Treasury Auditing is one part figuring out where Sidious is moving money so that we can cause more havoc for his plans and one part an attempt to make creating a backup of the Treasury Data easier. If we're really lucky, we might even be able to bypass the dedicated Treasury Copypasta Action altogether if we get a big enough crit on Auditing. As for the X-Wings, that's because Publicola reminded me that gave us another Free Action on The Abyss Gazes Back, so I'm hoping that'll carry over to here.

Intrigue: My thanks to Publicola for reminding me about the Autonomous Action. That makes the logistics so much easier. Grassroots Movement would probably chain very well with eliminating COMPOR, since that will both interfere with Sidious's attempts to increase his influence and get rid of his main source of propaganda at the same time. While investigating what's already targeting COMPOR would probably chain well with this too, Bariss is a higher priority for me and we absolutely cannot afford to skip Hyper-Communications Hot Potato.

Lore: We've been sitting on the Luka Sene techniques for ages. I'd like to finally incorporate them while we don't have anything that absolutely demands our Force Study Action. Sending Archaeology teams to Korriban in the hope that the birthplace of the Sith might give us some useful insight in taking down Sidious and/or Exar Kun. The Kathol Outback was initially picked on the offchance that whatever Force Order is out there might have something interesting, but Publicola's intel has made this a much firmer pick for me. Lastly, I don't know if Secrets of the Corellian Jedi or Mysteries of Cularin are valid as Force Study Actions, but even if they are, I don't think we'll be able to spare the Hero Support to do both this Turn.

Learning: More Actions, no argument.

Personal: Vaapad boils down to wanting to have Ciaran train and preferring this over the other options. The blaster is an outside-the-box tactic that suits Ciaran perfectly, and we do need to use that Lava Crystal. Lastly, we've got a ghost to kill, so let's get to it.

Hero: Giving Mungo a Stewardship boost both because we're a bit lacking in that department (at least when it comes to Heroes) and because I'm not sure what to give the Silencer (I want to try to make him Force Sensitive, but I don't know which species would be best for that). More to come once I've determined who needs to provide Hero Support where.

Intrigue, Part II: Sending Talesan against COMPOR should be fine, since while I don't remember how much he's cleared to know, he does know about Sidious if I'm remembering correctly. Thrawn has a personal reason to help track down Bariss, while the Silencer and Qymaen are here to help boost our chance of success. That leaves Silas and Priam to handle the Hot Potato. Fortunately, we have a lot of Intrigue bonuses, so the chance of success is extremely high for all of these, albeit not quite guaranteed. While Autonomous Actions being less effective than if we did them normally is a shame, I still think it's worth taking Grassroots Movement as one if possible.

Lore, Part II: The Mysteries of Cularin is the only one not guaranteed to succeed, so I'm throwing Anakin (with his 60 Lore, half of which is applied on Hero Support) and Cheriss (who doesn't have anything else to do right now) at it.

Personal, Part II: Ventress gives an absolutely massive Lore bonus when she's sent on the same Action as Ciaran (more than Anakin), so that makes her an obvious pick here. On top of that, throwing Jango on this as well means we are very close to a guaranteed crit, and Publicola gave some nice reasoning for why to send him on this.

Hero, Part II: Swapped giving Mungo a Genemod for the Silencer thanks to Publicola reminding me about the Gurlanin (which I must've glanced over before, either because I wanted something that would boost the Silencer's Martial or because I expected Force-granting Genemods to give Lore). Galen is working on Kyber Crystals because, as mentioned, we don't need Learning Heroes right now. HK is targeting Screed for assassination because it's easily deniable and I see nothing to be gained from removing him non-lethally over just killing him. Finally, I would've had Quinlan go for the investigators, but the possibility of synergy with the future Interpol Action has made me decide to prioritize the Gates instead.

Diplomacy, Part III: Dropped Ferrus because, as has been pointed out, he's not pressing like the other two options are, which leaves our Free Action available for something else. Also kind of hoping Tholme will take care of him for us, but that's probably wishful thinking on my part.

Intrigue, Part III: Used the newly freed up Free Action to get The COMPOR Affair for more synergy with Grassroots Movement and Strike Palpatine's Inner Circle. With Mungo and a Watcher on this, the only way it could possibly fail is a Nat 1, and that's if a Nat 1 auto-fails since otherwise, 1 should be enough to pass and we literally cannot roll lower than that. Also poached the Watchers from The Hunt for the "Truth", one to ensure The COMPOR Affair succeeds, the others to improve the odds of success on Exorcising Exar Kun, and swapped Jango in to compensate with interest.

Lore, Part III: Swapped Cheriss off of The Mysteries of Cularin. See below for why. I am also still willing to swap Korriban for Belsavis if the thread would prefer that.

Personal, Part III: Swapped Jango with Cheriss to get better odds on Exorcising Exar Kun. Adding 4 Watchers should give us a 100% chance of crit if I'm counting correctly.

Final Reasoning: Something I remembered earlier is that visiting Korriban might let us find Yoda, since he's in the middle of his Season 6 plotline, which will take him to Korriban.

412th: 60% + 20 (Omakes) +15 (general Martial bonuses) = 95% (100% if CNS bonus applies)

Hunting Malevolence: 60% +20 (Omakes) +15 (general Martial Bonuses) = 95% (100% if CNS bonus applies)

The Roaming Jedi and Jedi, Leader, General, Spy: 70% +20 (Omakes) +15 (general Diplomacy bonuses) = 105%

Call to Order: 70% +20 (Omakes) +15 (general Diplomacy bonuses) +5 (CNS Diplomacy bonus) = 110%

Sienar: 90% +20 (Omakes) +10 (general Stewardship bonuses) = 120%

Treasury Auditing and Giving Causality a Migraine (Incom): 70% + 20 (Omakes) +10 (Stewardship) = 100%

Strike COMPOR: 40% +20 (Omakes) +20 (general Intrigue bonuses) + 12 (Silas) +3 (Watchers) = 95%

The Hunt for "Truth": ??? + 20 (Omakes) +20 (general Intrigue bonuses) +14 (Thrawn) +14 (The Silencer) +11 (Qymaen) +15 (Jango) = ??? with a 94% chance to crit

Hyper-Communications Hot Potato: 30% +20 (Omakes) +20 (general Intrigue bonuses) +12 (Priam) +12 (Talesan) +1 (Watcher) = 95%

The COMPOR Affair: 50% +20 (Omakes) +20 (general Intrigue bonuses) +8 (Mungo) +1 (Watcher) = 99%

Incorporate Luka Sene: 80% +20 (Omakes) +20 (general Lore bonuses) = 120%

Archaeology: 70% +20 (Omakes) +20 (general Lore bonuses) = 110%

The Mysteries of Cularin: ??? + 20 (Omakes) +20 (general Lore bonuses) + 30 (Anakin) = ??? with an 70% chance to crit

Vapaad and Custom Blaste: 70% + 20 (Omakes) = 90%

Exorcising Exar Kun: ??? + 20 (Omakes) +20 (general Lore bonuses) +28 (Ventress) +15 (Force Bond) + 13 (Cheriss) +4 (Watchers) = ??? with a 100% chance to crit

Assassinate Terrinald Screed (assuming this has the same chance of success as Strike Palpatine's Inner Circle): 40% +20 (Omakes) +20 (general Intrigue bonuses) +28 (HK) = 108%

Heart of Kyber: 50% +20 (Omakes) +25 (general Learning bonuses) +36 (Galen) = 131%

Temples of Infinity: 50% +20 (Omakes) +20 (Lore) + 47 (Quinlan) = 137%

Total Cost of Actions: 1750 (1900 if having HK assassinate Screed costs the same as Strike Palpatine's Inner Circle)
 
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[X] Plan Risk-Averse Audacity
Because this Plan picks up every single mystery box (Barriss, Cularin, Exar Kun), plus a bunch of other actions with low starting odds (Corellia, Kyber, Infinity Gates), and plows enough hero support into each of them to ensure they succeed. Also because this Plan plays whack-a-mole with the many many time-sensitive options (412th, Arligan Zey, Roaming Jedi, Relocating Foundry, Hyper-Comm Hot Potato, COMPOR Affair) to ensure we can safely cover our bases on that front as well.

For the record, there are only two actions this turn that are not absolutely guaranteed to succeed -- one has a 98% chance of success, the other is a mystery box that has a 95% chance of a super-crit. Plus we have three rerolls as backup. On the flip side, we have three actions this turn that are guaranteed to super-crit -- we're adding +100 or more to each of their rolls.

"We choose to go to Ruusan, and do the other things, not because they are easy, but because they are hard. Or they would have been hard. Turns out, with Skywalker on your side, even rediscovering the Valley of the Jedi is easy. And the other things too."


Martial: Pick 2:
[] Making Inroads In The Republic Military: Chance of Success: 60% Cost: 100 Reward: Chosen group targeted for dechipping/subversion
-[] 41st Elite Corps: (Targeted by Yularen)
-[] 412th Regiment:
[] Hunting Malevolence: Chance of Success: 60% Reward: Malevolence's course better tracked, plans for dealing with the Malevolence and Pride set up
Hunting Malevolence is absolutely priority #1. Given the invisi-text ("time is running short for them"), Dr. Snark is giving us a pretty sizable hint that our next highest priority should be saving the 412th. That should wrap up their story arc from way back when we infiltrated Tipoca City on Kamino and sabotaged the inhibitor chips.

Unfortunately that means we won't be attacking slavers or recruiting other assets, unless it's with our Free Action, which we very much need elsewhere.

Malevolence: 60% + 20 (default bonus) + 20 (omake bonus) = 100% odds, with 40% chance of crit
41st Elite Corps: 60% + 15 (default bonus) +5 (medical) + 20 (omake bonus) + 15 (Yularen) = 100+% odds, with 55% chance of crit
412th Regiment: 60% + 15 (default bonus) +5 (medical) + 20 (omake bonus) = 100% odds, with 40% chance of crit


Diplomacy: Pick 1 Regular Action, 1 CNS Action, 1 Force Order Action:
[] The Roaming Jedi: Chance of Success: 70% Reward: Jedi outside of the Order contacted
[] Jedi, Leader, General, Spy: Chance of Success: 70% Reward: Arligan Zey subverted
[] Call To Order (CNS): Chance of Success: 70% Reward: CNS becomes a more stable political organization, increased CNS recruitment
We can spend our Force Order action on Jedi, so that covers Arligan Zey (and the flavor text makes it clear this is increasingly time-sensitive. 'Call To Order' is the only worthwhile CNS action here, and the obvious choice anyway.

As for the Regular Action... hoo boy. Seriously tempted by Tython Jedi (for help against the Coruscant Wound) and Almas Academy (for synergy with our Cularin action). An alliance with the Ghostling Nest could also be a huge help for tracking & killing Palpatine's allies.

However, per the flavor text it seems that 'Roaming Jedi' is "increasingly critical" given the Force Wound, so that's probably our best bet. Plus, who doesn't love Fay?

Roaming Jedi: 70% + 15 (default bonus) + 20 (omake bonus) = 100+% odds, with 35% chance of crit
Arligan Zey: 70% + 15 (default bonus) + 20 (omake bonus) = 100+% odds, with 35% chance of crit
Call to Order: 70% + 20 (default bonus) + 20 (omake bonus) = 100+% odds, with 40% chance of crit


Stewardship: Pick 2 Regular Actions, 1 Free Sienar Action and optionally 1 other Sienar Action:
[] Sienar Custom Vessel: Chance of Success: 90%
-[] "Archaeology" Ships: Cost: 150 Reward: Archaeological Cruiser designed/produced
-[] Modernized Fury-Class Interceptor/Transports: Cost: 150 Reward: Fury-Class Interceptor/Transport modernized/produced
[] Giving Causality A Migraine (Incom): Chance of Success: 70% Cost: 150 Reward: X-Wings designed 20 years early, the thrill of causing your very own temporal paradox
[] Relocating The Foundry: Chance of Success: 40% Cost: 400 Reward: Foundry discreetly moved to the Kiln
-[] Priam
-[] Silas Cata
-[] Qymaen jai Sheelal
Gah there were a lot of choices to make here. For Sienar, 'Fury-class Interceptors' are locked in, though for the second pick I'm torn between 'Archaeology Ships' and 'Hyperlane Recon Drones'. Hyperlane recon drones would help us secure access to the galaxy regardless of what chaos and turmoil plague the major trade lanes. Plus, our organization is filled with spies and smugglers; back-alleys are our bread & butter. It might even reduce our income penalty. Archaeology ships are likely to give us a default bonus, though we do have plenty of those already. It might give us an extra action for Archaeology or Lore broadly, though that seems less likely. Fingers cross for a supercrit.

As for the real meat of this category, yikes. Acquiring X-wings is top-level priority -- as mentioned, it might give us +1 Military Action or even +1 Free Action, just because of how OP the X-wing really is (Namely: insanely easy to produce & repair, incredibly user-friendly for civilian pilots, high-powered sensors, space for astromech droid, starfighter-sized hyperdrive, and all that without even mentioning its role as the best space superiority fighter ever developed). Treasury Copypasta is insanely important for our project of saving the galaxy, but I'm not sure it's urgent. Relocating the Foundry is much more likely to be time-sensitive (given the flavor text) so that's our second pick --even though it requires hero support to make it feasible.

But that would leave 'Treasury Auditing' out of the running, and that is also seems to be high-priority and time-sensitive. We may need to commit our free action here to cover it. But that would prevent us from applying it to Intrigue or Lore, where it's also needed...

We need hero support to cover the Foundry. Priam is our best Stewardship hero, along with Mungo Baobab and Talesan Fry, but I'm not inclined to trust either of them with the secret of the Foundry and Kiln. Better to stick Silas on here along with Watcher support to guarantee success. (EDIT: Decided to use Grievous instead).

Archaeology: 90% + 10 (default bonus) + 20 (omake bonus) = 100+% odds, with 30% chance of crit
Fury-Class Interceptor: 90% + 10 (default bonus) + 20 (omake bonus) = 100+% odds, with 30% chance of crit
X-Wings: 70% + 10 (default bonus) + 20 (omake bonus) = 100% odds, with 30% chance of crit
Foundry: 40% + 10 (default bonus) + 20 (omake bonus) + 9 (Silas Cata) + 15 (Priam) + 8 (Qymaen) = 100+% odds, with 62% chance of crit


Intrigue: Pick 3 Regular Actions, 1 Autonomous Action:
[] Definitely Not Available for Hiring: Chance of Success: 80% Cost: 100 Reward: Krennic's manhunt called off, one way or another (Autonomous Action)
[] The Hunt for "Truth": Chance of Success: ??? Cost: 200 Reward: Barriss Offee tracked, ???
-[] Personal Attention
-[] Thrawn
[] Hyper-Communications Hot Potato: Chance of Success: 30% Reward: HCC mole created to distract Palpatine, potential to ensure more direct control over the HCC
-[] HK-47
-[] The Silencer
-[] 2 Watchers
[] The COMPOR Affair: Chance of Success: 50% Reward: COMPOR disappearances investigated, ???
-[] Mungo Baobab
Sheesh. HyperCom Hot Potato is locked-in, and both 'Hunt for Truth' and 'COMPOR' just scream 'mystery box of doom', so that's it for our three regular actions. This does mean we won't be able to 'strike Palpatine's Inner Circle', unless we spend a Free Action here or put HK-47 on the 'Assassin Droid' Hero Action (my preference). EDIT: decided that outright assassinating Palpatine's aides & acolytes would turn this cold war 'hot' too soon.

For Autonomous, either deal with Krennic or check out Damask Holdings. Damask is linked to both our past (Plagueis gave us the datachip that first started us down the path of Force research) and Palpatine's powerbase (Sith network inherited from the line of Bane). However, I decided to go with Krennic this turn. It pairs neatly with Galen's hero action (easier to focus on crystal research when you're not being hunted) and allows us to pick Damask next turn at the same time that we pick up Kiffar investigators (using psychometry on a Sith lair should give us a lot more info to work with.

We will need plenty of hero support in this category. Possibly a Personal Attention on Barriss, given the unknown odds.

Krennic: 80% + 20 (default bonus) + 20 (omake bonus) = 100+% odds, with 40% chance of crit
Barriss: ??? + 20 (default bonus) + 20 (omake bonus) + 49 (Personal Attention) + 14 (Thrawn) = ??? odds, with 103% chance of crit
HyperCom: 30% + 20 (default bonus) + 20 (omake bonus) + 14 (HK-47) + 14 (Silencer) + 2 (Watchers) = 100% odds, with 70% chance of crit
COMPOR: 50% + 20 (default bonus) + 20 (omake bonus) + 8 (Mungo Baobab) = 98% odds, with 48% chance of crit


Lore: Pick 1 Regular Action, 2 Archaeological Actions, 1 Force Study Action, 1 Free Action:
[] Research Alternative Force Schools: (Choose 1 below) Chance of Success: 70% Reward: Learn techniques from other Force users
-[] Jal Shey:
[] Archaeological Expeditions: Chance of Success: 70% (80% on planets with a *) Cost: 50 Reward: Expedition to chosen location launched
-[] Kathol Outback:
-[] Belsavis:
-[] Ossus: (Free Action)
[] The Secrets of the Corellian Jedi: Chance of Success: 30% Reward: Corellian Jedi records investigated
-[] Anakin Skywalker
[] The Mysteries of Cularin: Chance of Success: ??? Cost: 100 Reward: ???
-[] Personal Attention
-[] 2 Watchers
Okay, 'Mysteries of Cularin' is yet another mystery box, and Cularin is so interesting and there's so much there... but Secrets of the Corellian Jedi is also obviously huge, and fits really well with Obi-Wan becoming a new Jedi Lord (!), and with the new Force Wound on Coruscant (since there's a similar wound on Ruusan in the Valley of the Jedi). Since 'Secrets of Corellian Jedi' is not a Force Study action, the only way we can afford it is with our Free Action. I'm sending Anakin for support -- not just because his presence guarantees success, not just because of how perfectly it meshes with Obi-Wan's new status or his own (Jedi Lord and married Jedi, respectively), but also because Anakin is a pretty good match for the 'Poem of Ages' prophecy: "And a Knight shall come, a battle will be fought, and the prisoners go free."

For Force Study, we should pick Jal Shey (Force Imbuement ftw, seriously).

For Archaeology, Ossus is free (yay!) and Kathol Outback is way too interesting to leave out. As for the other... this was tough. Prakith is pretty cool and ties in to our new partnership with Dooku, but Belsalvis has a lot of history to offer. Here's a taste. Between the Jedi botanist, the bioengineering AI, and the Rakatan teleportation devices, I'm inclined to favor Belsavis just for the synergy with our other actions this turn.

Jal Shey: 70% + 20 (default bonus) + 20 (omake bonus) = 100+% odds, with 40% chance of crit
Kathol Outback: 70% + 20 (default bonus) + 20 (omake bonus) = 100+% odds, with 40% chance of crit
Belsavis: 70% + 20 (default bonus) + 20 (omake bonus) = 100+% odds, with 40% chance of crit
Ossus: 70% + 20 (default bonus) + 20 (omake bonus) = 100+% odds, with 40% chance of crit
Corellian Secrets: 30% + 20 (default bonus) + 20 (omake bonus) + 30 (Anakin) = 100% odds, with 70% chance of crit
Cularin Mysteries: ??? + 20 (default bonus) + 20 (omake bonus) + 58 (Personal Attention) + 2 (Watchers) = ??? odds, with 100% chance of crit


Learning: Pick 2, or pick only one Research action and halve its time:
[] Karada Medical Innovations: Chance of Success: 70% Cost: 200 Upkeep: 50 Reward: gain +1 Learning Action (Medicine)
[] Svivreni-Shard Engineering Inc.: Chance of Success: 80% Cost: 200 Upkeep: 50 Reward: gain +1 Learning Action (Materials)
Action economy is king.

Medical Inc.: 70% + 40 (default bonus) + 20 (omake bonus) = 100+% odds, with 60% chance of crit
Materials Inc.: 80% + 30 (default bonus) + 20 (omake bonus) = 100+% odds, with 50% chance of crit


Personal: Pick 3:
[] Personal attention/Increased Focus: Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice
- [] The Mysteries of Cularin
[] Personal attention/Increased Focus: Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice
- [] The Hunt for "Truth"
[] Exorcising Exar Kun: Chance of Success: ??? Reward: ???
-[] Asajj Ventress
-[] Jango Fett
-[] 6 Watchers
[] The "Secrets" of Sair: (Free Action, no bonuses) Chance of Success: 100% Reward: Backstory expansion for Cheriss
[] Annoy Padme Bachelorette Party (Free Action, no bonuses): Chance of Success: Yes. Reward: Considerable Entertainment
Sair and Padme are Free. We won't have enough room for Blazing Chain and Custom Blaster this term, mainly because there are so many mystery boxes that need heroes and/or Personal Attention. The only way to afford all of them, is to assign Asajj to the Exar Kun action (Force Bond bonus because she's working with Ciaran) and spend two Personal Attentions on the other two mystery boxes.

We need additional hero support here make sure Exar Kun is dead; we want to take no chances. Cheriss could be assigned here, but then we'd miss out on the synergy of a Shard engineer helping Galen do research on Force-attuned crystals. Instead, I thought that it'd be fitting for Jango Fett to help end Exar Kun, given how heavily Exar Kun was involved in the Mandalorian Wars. Could be a cool bit of history and a moment of growth for Jango, even if the Lore category is far outside his wheelhouse.

Exar Kun: ??? + 20 (Lore default bonus) + 20 (omake bonus) + 23 (Asajj) + 15 (Force Bond) + 5 (Force Sight) + 6 (Jango) + 6 (Watchers) = ??? odds, 95% chance of crit


Hero Units: Optional, Pick Up To 3 & 1 Genemod, Uses Hero Unit's Full Stats:
[] Under The Knife: Chance of Success: 70% Cost: 100 Reward: Selected Hero Unit genemodded
-[] Choose 1 Hero Unit:
--[] Silencer:
-[] Choose 1 Genemod:
--[] Gand: (Martial, Intrigue)
[] Talesan Fry - You Killed My Father, Prepare To Die: (Uses Intrigue Bonuses, Talesan Fry must be assigned to this action if chosen) Chance of Success: 60% Reward: Talesan gets his revenge on Argente, ???
[] Galen Erso - Heart Of Kyber: (Uses Learning Bonuses, Galen Erso must be assigned to this action if chosen) Chance of Success: 40% Cost: 300 Reward: Kyber crystals analyzed by Galen, ??? [Takes 2 Turns, Galen locked to this action until completion]
-[] Cheriss Sair
[] Quinlan Vos - Temples of Infinity: (Uses Lore Bonuses, Quinlan Vos must be assigned to this action if chosen) Chance of Success: 50% Reward: potential access to the Infinity Gate network, ???
Quinlan's hero actions are both way too awesome to not pick them -- the one difficulty is figuring out which one should go first. Inclined to say 'Temples of Infinity' due to teleportation network, and 'Psychometrist Police' has nice synergy with the CNS Interpol and Legacy of Damask actions we can take next turn.

HK-47 wants to murder people, and we need Palpatine's people dead, and we don't have enough actions to cover it otherwise, so this is really a match made in heaven. I assigned him to target the Aides mainly to make a clean sweep of all Palpatine's dark acolytes.

EDIT: On second thought, going 'hot' in our war against Palpatine could be a really bad idea if we start it up too soon. Killing off all of Palpatine's dark-side followers might jumpstart the 'everything is on fire' end stages of the conflict. Inclined to skip it this turn, move HK to Intrigue, and reassign Talesan to his hero action -- discrediting/ruining Passel Argente, getting closure for his parents' murder, and potentially letting us move in to seize control of the Corporate Alliance (directly or through one of our allies). Note that the CA controls the CIS Shadowfeed, so this would give us an even greater reach in terms of media presence and propaganda.

Finally, we don't need Learning hero support this turn, so there's never been a better time to start work on Galen's crystal research. I've assigned Cheriss to help out Galen -- for one thing, she's a Shard, which makes her a Force-sensitive crystal-based life form, and Galen is studying Force-sensitive crystals.... Also worth mentioning: her presence guarantees a super-critical success.

As for the genemod, we should upgrade the Silencer with either Gand or Gurlanin. Inclined to go with Gand -- the regeneration is very handy, the 'store sleep' idea fits the character really well, and it keeps Gurlanin in reserve for upgrading Celeste Morne next turn.

Genemod: 70% + 30 (Learning default bonus) + 5 (medical bonus ) + 20 (omake bonus) = 100+% odds, with 55% chance of crit
Talesan's Revenge: 60% + 20 (Intrigue default bonus) + 20 (omake bonus) + 24 (HK-47) = 100+% odds, 64% chance of crit
Heart of Kyber: 40% + 30 (Learning default bonus) + 20 (omake bonus) + 36 (Galen Erso) + 15 (Cheriss) = 100+% odds, 101% chance of crit
Temples of Infinity: 50% + 20 (Lore default bonus) + 20 (omake bonus) + 47 (Quinlan) = 100+% odds, 87% chance of crit

Free Action:
[] Lore

Autonomous Action:
[] Definitely Not Available for Hiring (Intrigue)


Hero Support (applies half the stats to a chosen action):
Priam: [] Relocating The Foundry
The Silencer: [] Hyper-Communications Hot Potato
Silas Cata: [] Relocating The Foundry
Cheriss Sair: [] Heart Of Kyber
Thrawn: [] The Hunt for "Truth"
Grievous: [] Relocating The Foundry
Asajj Ventress: [] Exorcising Exar Kun
HK-47: [] Hyper-Communications Hot Potato
Jango Fett: [] Exorcising Exar Kun
Talesan Fry: [] You Killed My Father, Prepare To Die
Galen Erso: [] Heart Of Kyber
Mungo Baobab: [] The COMPOR Affair
Quinlan Vos: [] Temples of Infinity
Anakin Skywalker: [] The Secrets of the Corellian Jedi
We had some surprising leeway this turn, due to an overabundance of Intrigue heroes.

Cheriss: could be attached the Exar Kun action to guarantee a crit, but then we'd miss out on the synergy of a Shard engineer helping Galen do research on Force-attuned crystals (and incidentally guaranteeing a super-crit success that might let it wrap up in a single turn...). OTOH, making sure Exar Kun is dead is a much higher priority. However, I thought that it'd be fitting for Jango Fett to help end Exar Kun, given how heavily Exar Kun was involved in the Mandalorian Wars. Could be a cool bit of history and a moment of growth for Jango, even if the Lore category is far outside his wheelhouse.

I assigned Thrawn to hunt down Barriss -- his connections to Ahsoka make that a really great fit -- and set HK-47 to help deal with HyperComm Hot Potato. That leaves Qymaen (Grievous) free to boost any other action to improve our odds of a supercrit. We could set him to work strategizing against the Malevolence, or use him to guarantee a supercrit for HCHP, but I decided to assign him to the Foundry instead, freeing up just enough Watchers to guarantee HCHP and the rest to boost our Exar Kun bonus to +95.

As mentioned, Anakin should definitely be assigned to 'Secrets of the Corellian Jedi'. Not only does his presence guarantee success, not only does it mesh perfectly with Obi-Wan's new status as Jedi Lord and his own status as a married Jedi, but Anakin himself is a pretty good match for the 'Poem of Ages' prophecy: "And a Knight shall come, a battle will be fought, and the prisoners go free." And while he's having an epic personal adventure dealing with the Force Wound on Ruusan, Ciaran and Asajj will be putting an end to Exar Kun and visiting the Force Wound in Cularin. Basically, this is going to be an exciting turn.

Watcher Support (20 teams available, 1 Point per assigned team):
[] Hyper-Communications Hot Potato
-[] 2 Watchers
[] The Mysteries of Cularin
-[] 2 Watchers
[] Exorcising Exar Kun
-[] 6 Watchers
In case anyone's forgotten, we typically leave 10 Watchers in reserve and assign the rest; between our recovery rate (60%) and recruitment rate (2-5) we usually replenish back to 19 or 20 by the start of next turn.


As I mentioned at the top, there are only two actions this turn that are not guaranteed successes (and three rerolls in case they're needed):
[] The COMPOR Affair: 50% + 20 (default bonus) + 20 (omake bonus) + 8 (Mungo Baobab) = 98% odds, with 48% chance of crit
[] Exorcising Exar Kun: ??? + 20 (Lore default bonus) + 20 (omake bonus) + 23 (Asajj) + 15 (Force Bond) + 5 (Force Sight) + 6 (Jango) + 6 (Watchers) = ??? odds, 95% chance of crit
That's it. Everything else is guaranteed to at least succeed. We also have three actions that are guaranteed to super-crit:
[] The Hunt for "Untruth": ??? + 20 (default bonus) + 20 (omake bonus) + 49 (Personal Attention) + 14 (Thrawn) = ??? odds, with 103% chance of crit
[] The Mysteries of Cularin: ??? + 20 (default bonus) + 20 (omake bonus) + 58 (Personal Attention) + 2 (Watchers) = ??? odds, with 100% chance of crit
[] Galen Erso - Heart Of Kyber: 40% + 30 (Learning default bonus) + 20 (omake bonus) + 36 (Galen Erso) + 15 (Cheriss) = 100+% odds, 101% chance of crit
Gotta say, I'm looking forward to the fireworks.

Finally, in case you're interested, here's a list with the differences between each of Plans proposed so far (by me, by Barondoctor, and by JAGWin).
 
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