Turn 27
Voikirium
SV's Estalia Guy
- Location
- Ruritania Illinois
- Pronouns
- He/Him
Turn 27
ABC:7
Survey
Tatooine, land of deserts and scum. Farmers, criminals, and now the Empire have all forged small homesteads here. A shield generator located on the surface is protected by legions of the Empire's finest troops while, up above, the Death Star II is constructed by an army of workers and droids. He plans to entrap you there, leak his strength and expect you to leap into the noose. He likely did not expect you to know his bullshit.
Martial: This is it! This moment is why so few gave so much for the many! For victory! For the Rebel Alliance!
(Pick 2)
Supply Lines: The Empire needs men and materiel for its battle against the Mandalorians, and to keep its strong grasp on the galaxy. Funnily enough you need much the same. Raid the Empire under guise of pirates, strike them from the shadow, make them bleed, and take their materials, rescue their slaves, and be a hellacious nuisance. With a fleet finally perhaps capable of fighting the Imperials and the men to crew it you can hit the supplies currently keeping Palpatine's attack on your men and your allies hard, harder than he can begin to comprehend.
Cost:500 credits
Chance Of Success:80%
Reward: Credits, freed slaves, materiel, help fight off Imperials on invaded worlds
Mandalore: Fighting blankets the streets of Mandalore. The New Mandalorians have formed, essentially, and uneasy pact with the True Mandalorians: in return for taking up military duties and helping to form an army on Mandalore, they have been allowed back on the surface. They seem to have the situation well in hand on the ground, but the space battle is a different story. Deploy a fleet to Mandalore and let slip the hounds of war.
Cost: 40,000 Credits, 3 Dauntless Heavy Cruisers, Pravda, 4 Strike Cruisers,
Chance Of Success:60%
Reward: Space Battle Over Mandalore won *Extreme Risk*
Fuck Your Ships!: Palpatine plans on laying an ambush on you and your men in the space battle above Tatooine, luring you in and hitting you with everything. Well, everything is going to be far smaller than he would like. Set your agents one task: Making service aboard Imperial Ships very, very unpleasant.
Cost: 30,000 Credits
Chance Of Success: 40%
Reward: Fewer Imperial Ships At Battle Of Tatooine
Fuck Your Stormtroopers!: The Shield Generator below is guarded by Imperial Legions, more than the "Stolen" intelligence would suggest. Have your agents prepare a strike on the Stormtroopers, let them bleed and watch as the foe falls.
Cost: 30,000 Credits
Chance Of Success:60%
Reward: Fewer Stormtroopers at Ground Battle of Tatooine
Diplomacy: The Galaxy will soon be free of Palpatine's evil.
(Pick 2)
Alderaan Anger: Alderaan is a world with a rich history of war, a world ripened on the tree of dissent, nourished by the waters of justice and kindness though it may be. Bail has honed that into a small but effective military force, with the potential for massive expansion. Right now they can hold, but sending supplies, credits, and other means of assistance should be incredibly helpful. Though the siege has finished, massive reconstruction efforts are necessary. More troops to train the locals would likely help as well.
Cost:35,000 Credits, 3 Years
Chance Of Success:75%
Corellia Rebuilding: Corellia burns. The Empire hurt the planet, hurt it more than you could ever believe. Rebuilding will be expensive. Every credit and hand on deck helps.
Cost: 40,000 Credits 3 Years
Chance Of Success:80%
Reward: Corellia Rebuilt
Nar Shadda?: Nar Shadda is free of both Empire and Hutt for the first time ever. You can use this, change things.
Cost: 50,000 Credits
Chance Of Success: 70%
Reward: Rebel Aligned leader on Nar Shadda found and supported
Stewardship: The Alliance grows rich, strong, a true contender against the evil Galactic Empire.
-Locked-
Base The Third: The more fallback positions the Alliance has, the less worry you have of instant death when the Empire strikes back, which it will. You can think of a few planets off the top of your head, and should be capable of narrowing them down.
-Locked For One More Turn-
Hospital Care: Ruusan and Gela could both use dedicated hospital facilities. They'll be expensive, and building them will take time, but the fewer of your soldiers die, the better.
-Locked For One More Turn-
Learning: You've almost found the ruins.
Ruins Of The Ancients: You didn't have the wherewithal or credits to spend before, but now that you do you would like to set some soldiers to task of finding the broken remains, shattered hulks, and clues of the ancient weapons and technology of the Jedi. Your own historical skill and knowledge should be most invaluable.
-Locked For One More Turn-
Radiation Release: You have an idea how to power the personal shields, and even now have certain schematics, thoughts of thoughts, that might well serve you. That being said, there is a dangerous amount of radiation currently released by shields in every simulation, which is bad. Might want to work on that.
-Locked for one more turn-
Piety: This is the moment the Jedi have been waiting for.
Clearing The Ruins: The Ruins On Tython are hallowed ground, yet right now they are unusable. Clear, repair, replace, and retake the planet in the name of the Order. This will, of course, take a while.
-Locked For Two More Turns-
Scanning The Galaxy: There are sure to be a few Jedi the Purges missed- you yourself failed at least twice. You can try to find them, and hope to the Force they will listen to you. They will join their brethren in striking at the Empire from the shadows.
Cost: 4,000 credits
Chance Of Success: 40%
Reward: Jedi Survivors (Note: can be taken once as a Piety action)
Lightsaber Supplies: You found a good amount of lightsaber parts in Tyber Zann's office after you killed him. However, they will eventually run out. You are hoping that they will take at least a decade to run out- and they will certainly last you a while, at least- but as a wise man once said, "Before anything else, preparation is the key to success." You can think of at least a few dealers for some parts- why not contact them?
Cost: 4,000 credits
Chance Of Success:60%
Reward: Lightsaber parts secured even when Zann supply runs out
Opening The Crypt: Grand Master Amir's tomb remains sealed, for fear of breaking something. Being an expert on that era of galactic history, you have been left in command of the excavation. To do it properly will take time, but you can't imagine a better use of it.
Cost:35,000 Credits, 2 Years
Reward: Grand Master Tomb excavated
Intrigue: A new proposal has reached your desk.
(Pick 1)
Kuat Weakness: There's a mole on the inside of Kuat society, friendly to the Rebellion. He has offered his assistance in taking the planet out from under the Empire. First, certain individuals, scum one and all, must be removed from key positions.
-Locked For One More Turn-
Personal Power: Return Marlo The Hutt to his people, in return for certain personal favors and payouts. Amongst them would be credits for your personal cell and access to certain planetary specialities that are otherwise unavailable.
Cost:Free
Reward: More credits for personal use,???
Talon Karrde And Friends: Talon Karrde has a plan to destroy his main competitor's, i.e. the Hutts', ability to ever hurt his business again, in the process weakening, perhaps even crippling and if you're feeling very lucky, destroy their hundred-and-one cartels.. He's gonna need to borrow Marlo the Hutt for the first part of the plan.
Cost: Marlo The Hutt, 3 years
Reward: First part of Talon's plan complete
Personal: You will see this through.
(Pick 1)
Personal Unit?: An idea has been suggested to you from a most surprising source, Ahsoka. She knows your penchant for leading from the front, and has suggested that you train a personal legion for yourself- an elite unit, one capable of keeping up with any enemy you may face.
-Locked for one more turn-
Heroics: Tales are told of the Hero Of Coruscant, The Exile, and of Revan- how they made time to help the people around them with little thought for their own needs, or desires, in favor of helping the Republic and its citizens. The Republic might have fallen- but the citizens remain, and they need help, now more than ever. How could you not live up to their example?
Cost:Free
Chance Of Success:80%
Reward: Help the people.
Pay Off The Debt: Your debtors will not have their claws in the Alliance ever again. Pay off the Debt, now, so it can't come back to bite you.
Cost: 24840
Reward: Debt payed off now.
Minister Of War: As Minister Of War, you are responsible for the Alliance Military, and have resources dispatched to you and what you scrounge up on your own to get the army of the Alliance ready for battle and to restore Justice to the Galaxy. You can spend more than your budget, but if you do, you can expect to make the difference up yourself out of your own pocket. Your acquisition and subsequent donation of the Nalle Empire's legitimate funds has been reinvested by the Minister of Finance, and borne more fruit. Victory on Mon Cal has brought strength. With your new operational capacities, you can now perform one more action per turn, which is good. With Corellia's freedom has come more credits, a veritable tidal wave of lucre, a full 200 million credits.
Budget: 574.6 Million Credits
(Pick 2)
Army:
715,000 Troopers
138, 000 Wookiee Warriors
800 Evocii Scouts
300 Assault Troopers
8 Units of Strikebreaker Anti-Riot Vehicles
179,000 Mandalorian Warriors
1 unit of Kusza heavy mortars
10,000 Clone Troopers
16 Unit AT-AT Walkers
16 Units AT-ST Walkers
1 Unit of Juggernauts
50,400 Marines
250 Field Commanders
600 Praetorian Force Fighter
Navy:
Fighters:
9 Squadrons Z-95 Headhunters
16 Squadrons Y-Wing Bombers
21 Squadrons of X-Wings
10 Squadrons Of X-Wing Chargers
4 Simiyiar Light Freighters
1 A-55 Squadron
10 Dwarf-Star Freighters
5 Skipray Blastboat Squadrons
25 Assault Gunboats
75 Delta Stormtrooper Transports
5 Gamma Class Assault Shuttle
49 TIE Fighter Squadrons
Capital Ships
The Home One
6 Victory II Class Star Destroyer
10 Imperial II Class Star Destroyers
3 Dauntless Class Heavy Cruisers
The Pravda
6 MC80 Liberty Class Mon Cal Cruisers
1 Gladiator Class Star Destroyer
2 Diamond Class Cruisers
4 MC-30 Frigates
2 Lancer Frigates
250 Field Commanders
4 Interceptor Frigates
4 Strike-Class Cruisers
2 Nebulon-B Frigates
The Redemption (Anakin's ship)
5 Acclamator Assault Ships
4 Star Galleons
Training Camps: Captain Rex and the clone troopers are, to put it bluntly, aged. Fighting no longer suits them as much, though they are still mighty in battle. Perhaps the best use of them would be to train your infantry to a higher standard than they are now.
-Locked For One More Turn-
Armor?: Having cracked the Phase IV armor, your men could distribute it to your soldiers. It will take time and, by sheer numbers, a truly huge number of credits. That having been said, it should be quite worth it, given the sort of atrocious casualty numbers you saw during the war on Mon Cal.
-Locked For One More Turn-
Separatist Gear: There's plenty of leftover CIS junk just sitting around, waiting to be claimed. Send your men and their ships, and set to taking that for the Alliance, instead of just letting it all rust.
Cost: 60,000 Credits, 3 Years
Chance Of Success: 80% ( Note: rolled each turn)
Reward: Random Confederate Ships, supplies, etc.
Republic Remnants: Being a former soldier, you know where more than a few holdouts are that hold the remains of the Republican War Machine. These are likely to be protected far better and with far more vigor than the CIS supplies, but are also likely to be both of a greater quantity and quality.
Cost: 70,000 Credits, 4 years
Chance Of Success:55+10=65%(Defector From Decadence Bonus)(Rolled Each Turn)
Reward: Republic Ships, supplies, etc. Each turn
Escargot: The Rebellion will need credits, soldiers, and supplies to fight the Empire. The Hutt Empire has all three in spades. Sacrifice a chance for wealth and leverage by allowing the Rebellion to use it. Given the current situation, you are damn tempted.
Cost: Free
Reward: Rebel Alliance as a whole gains leverage over the Hutts,???
Special Training: The Jedi will want to fight. That much is obvious. By themselves, they will have some idea how: they aren't stupid, after all. However, working together, you should be capable of building a training regime that will allow them to perform at their best in whatever role they attempt, whether that be commander or grunt.
Cost: 150,000 Credits, 4 Years
Chance Of Success: 70%
Also Known As The Cameo Corner: You will need more than basic soldiers. You have the budget: now is the time to find the unusual, the strange, and the mercenary to supplement your forces, to bring their strength under your umbrella. Find them.
Cost: Varies
Chance Of Success: 80%
Reward: "Persons Of Note"
Madine's Boys: Assault troopers are expensive, and they do suffer the mortal limit of numbering solely three-hundred. Establishing a less expensive alternative to them, like Crix Madine's proposed SpecForces, could be very, very useful. Could take a while, though.
Cost: 1 Million Credits, 2 Years
Reward: 5,000 Rebel SpecForces
Bring The Boom: With the new factory complex, you can afford to produce nice things. Like, say, one-hundred-and-ninety or so Kusza Mortars. Having them may allow you to turn to the tide in battles that would otherwise have been lost.
Cost: 2 Million Credits
Fighter Enrichment: The RZ-1 Interceptor is the newest product from Incom Co. produced in the same factory you sold to Incom these fighters are the cutting edge of speed, sophistication, and maneuverability; they are, however, very difficult to pilot. Meanwhile, the B-Wing is a new bomber that is a downright devil to pilot, but one that should be well capable of performing your bombing missions. Expensive, it should still be a valuable addition to your starfighter groups. A convoy of ten squadrons of both ships waits delivery, you need only pay- at an incredibly reduced rate, as well.
Cost: 6 Million Credits
Reward: 10 A-Wing / B-Wing Squadrons
Moar Ships Please (Aggressor): The Aggressor class Star Destroyer, designs stolen from the shattered remnants of the Death Star, is big, mean, and aggressive. Your stolen facilities on Raxus should be capable of putting them into production on the cheap, given you aren't trying to make a profit. Of course, sometimes, you get what you pay for.
Cost: 300 Million Credits, 2 Years
Reward: 5 Aggressor Class Star Destroyers
Moar Ships Please (Mon Cal): The Mon Calamari have begun the long, slow shift from civilian yards to properly military facilities. They are quite willing to sell you five converted Home One Type Mon Calamari Cruisers and complement, to enrich the fleet even further.
Cost: 365 Million Credits
Reward: 5 Mon Calamari Home One Type Cruisers, 25 Squadrons Of X-Wings, 25 Squadrons of Y-Wings (Or, if Fighter enrichment is taken, 12 Squadrons of X-Wings, 12 Squadrons of Y-Wings, 12 Squadrons Of B-Wings, 14 Squadrons of A-Wings)
Diversion: This is not 2 BBC. You are capable of fighting on two worlds. You will launch an assault on Lianna that will shake your home free of its Imperial complacency, by sending the soldiers not hitting Tatooine to strike at the planet. You will force (heh) the old man to bring his wrath to bear on both worlds or risk losing everything. As a bonus, you will also take the Liannese Shipyards, where TIE Fighters are produced, and shift them towards your own ends.
Cost: 200 Million Credits
Chance Of Success: 50%
Reward: Ground Forces lodged on Lianna, forcing Palpatine to split his attention
Aces In Exile: Every fighter, every soldier, every man and woman who would fight for freedom, come. Palpatine plans to destroy everything, and we need your fighters, your bombers, your ships and freighters. We need you.
Cost: 300 Million
Chance Of Success: 60%
Reward: Call to Arms through galaxy attracts fighters, soldiers, everything.
Missions: Your heroes are capable of doing things no lesser man ever could. They are the men who can stand to everything the Emperor throws at them and live. As such, you will be deploying them on missions, in your capacity as a Jedi, Minister Of War, or Rebel Leader to do the things no other man could.
(Pick 2)
Witches Of Dathomir: The witches of Dathomir are not followers of the Dark Side, usually, and some, at least, would likely be willing to join the Rebellion in its righteous struggle agains Palpatine.
Cost:200,000 Credits, 2 Years
Negotiating Sales: You need materiel, badly. Your wife is a friendly sort, capable of getting people to listen when she speaks. She might be capable of negotiating the sales of new equipment or the recruitment of mercenaries. In any case, it could not hurt to try.
Cost: Varies
Chance Of Success:60%
Reward: Mercenaries, Materiel, etc.
The Second: Bothawui system is where the second piece of the Lost Jedi Archives are, distributed throughout the planets that make it up. Asajj Ventress and her Shadows should be well capable of finding it even so, though it will take time.
Cost: 300,000 Credits, 2 years
Chance Of Success: 70%
Reward:2nd part of Lost Archives Of The Jedi
Jedi Knights/ Masters: 267+25=292
Jedi Senior Padawans: 147+18= 165
Jensaarai: 295+16= 311
Planned Battle:
Battle Of Tatooine: You will be bringing your whole might to strike at the Empire where the Death Star is under construction. In space, the Fleet will destroy the Death Star while a Strike Team, consisting of as of yet undecided individuals, attempt to kill Palpatine and his apprentice or, at least, keep them from escaping when the Station blows up. The ground forces, meanwhile, will hit the Imperial Stormtroopers hard, destroy the Shield Generator, and allow the fleet to do its work.
ABC:7
Survey
Tatooine, land of deserts and scum. Farmers, criminals, and now the Empire have all forged small homesteads here. A shield generator located on the surface is protected by legions of the Empire's finest troops while, up above, the Death Star II is constructed by an army of workers and droids. He plans to entrap you there, leak his strength and expect you to leap into the noose. He likely did not expect you to know his bullshit.
Martial: This is it! This moment is why so few gave so much for the many! For victory! For the Rebel Alliance!
(Pick 2)
Supply Lines: The Empire needs men and materiel for its battle against the Mandalorians, and to keep its strong grasp on the galaxy. Funnily enough you need much the same. Raid the Empire under guise of pirates, strike them from the shadow, make them bleed, and take their materials, rescue their slaves, and be a hellacious nuisance. With a fleet finally perhaps capable of fighting the Imperials and the men to crew it you can hit the supplies currently keeping Palpatine's attack on your men and your allies hard, harder than he can begin to comprehend.
Cost:500 credits
Chance Of Success:80%
Reward: Credits, freed slaves, materiel, help fight off Imperials on invaded worlds
Mandalore: Fighting blankets the streets of Mandalore. The New Mandalorians have formed, essentially, and uneasy pact with the True Mandalorians: in return for taking up military duties and helping to form an army on Mandalore, they have been allowed back on the surface. They seem to have the situation well in hand on the ground, but the space battle is a different story. Deploy a fleet to Mandalore and let slip the hounds of war.
Cost: 40,000 Credits, 3 Dauntless Heavy Cruisers, Pravda, 4 Strike Cruisers,
Chance Of Success:60%
Reward: Space Battle Over Mandalore won *Extreme Risk*
Fuck Your Ships!: Palpatine plans on laying an ambush on you and your men in the space battle above Tatooine, luring you in and hitting you with everything. Well, everything is going to be far smaller than he would like. Set your agents one task: Making service aboard Imperial Ships very, very unpleasant.
Cost: 30,000 Credits
Chance Of Success: 40%
Reward: Fewer Imperial Ships At Battle Of Tatooine
Fuck Your Stormtroopers!: The Shield Generator below is guarded by Imperial Legions, more than the "Stolen" intelligence would suggest. Have your agents prepare a strike on the Stormtroopers, let them bleed and watch as the foe falls.
Cost: 30,000 Credits
Chance Of Success:60%
Reward: Fewer Stormtroopers at Ground Battle of Tatooine
Diplomacy: The Galaxy will soon be free of Palpatine's evil.
(Pick 2)
Alderaan Anger: Alderaan is a world with a rich history of war, a world ripened on the tree of dissent, nourished by the waters of justice and kindness though it may be. Bail has honed that into a small but effective military force, with the potential for massive expansion. Right now they can hold, but sending supplies, credits, and other means of assistance should be incredibly helpful. Though the siege has finished, massive reconstruction efforts are necessary. More troops to train the locals would likely help as well.
Cost:35,000 Credits, 3 Years
Chance Of Success:75%
Corellia Rebuilding: Corellia burns. The Empire hurt the planet, hurt it more than you could ever believe. Rebuilding will be expensive. Every credit and hand on deck helps.
Cost: 40,000 Credits 3 Years
Chance Of Success:80%
Reward: Corellia Rebuilt
Nar Shadda?: Nar Shadda is free of both Empire and Hutt for the first time ever. You can use this, change things.
Cost: 50,000 Credits
Chance Of Success: 70%
Reward: Rebel Aligned leader on Nar Shadda found and supported
Stewardship: The Alliance grows rich, strong, a true contender against the evil Galactic Empire.
-Locked-
Base The Third: The more fallback positions the Alliance has, the less worry you have of instant death when the Empire strikes back, which it will. You can think of a few planets off the top of your head, and should be capable of narrowing them down.
-Locked For One More Turn-
Hospital Care: Ruusan and Gela could both use dedicated hospital facilities. They'll be expensive, and building them will take time, but the fewer of your soldiers die, the better.
-Locked For One More Turn-
Learning: You've almost found the ruins.
Ruins Of The Ancients: You didn't have the wherewithal or credits to spend before, but now that you do you would like to set some soldiers to task of finding the broken remains, shattered hulks, and clues of the ancient weapons and technology of the Jedi. Your own historical skill and knowledge should be most invaluable.
-Locked For One More Turn-
Radiation Release: You have an idea how to power the personal shields, and even now have certain schematics, thoughts of thoughts, that might well serve you. That being said, there is a dangerous amount of radiation currently released by shields in every simulation, which is bad. Might want to work on that.
-Locked for one more turn-
Piety: This is the moment the Jedi have been waiting for.
Clearing The Ruins: The Ruins On Tython are hallowed ground, yet right now they are unusable. Clear, repair, replace, and retake the planet in the name of the Order. This will, of course, take a while.
-Locked For Two More Turns-
Scanning The Galaxy: There are sure to be a few Jedi the Purges missed- you yourself failed at least twice. You can try to find them, and hope to the Force they will listen to you. They will join their brethren in striking at the Empire from the shadows.
Cost: 4,000 credits
Chance Of Success: 40%
Reward: Jedi Survivors (Note: can be taken once as a Piety action)
Lightsaber Supplies: You found a good amount of lightsaber parts in Tyber Zann's office after you killed him. However, they will eventually run out. You are hoping that they will take at least a decade to run out- and they will certainly last you a while, at least- but as a wise man once said, "Before anything else, preparation is the key to success." You can think of at least a few dealers for some parts- why not contact them?
Cost: 4,000 credits
Chance Of Success:60%
Reward: Lightsaber parts secured even when Zann supply runs out
Opening The Crypt: Grand Master Amir's tomb remains sealed, for fear of breaking something. Being an expert on that era of galactic history, you have been left in command of the excavation. To do it properly will take time, but you can't imagine a better use of it.
Cost:35,000 Credits, 2 Years
Reward: Grand Master Tomb excavated
Intrigue: A new proposal has reached your desk.
(Pick 1)
Kuat Weakness: There's a mole on the inside of Kuat society, friendly to the Rebellion. He has offered his assistance in taking the planet out from under the Empire. First, certain individuals, scum one and all, must be removed from key positions.
-Locked For One More Turn-
Personal Power: Return Marlo The Hutt to his people, in return for certain personal favors and payouts. Amongst them would be credits for your personal cell and access to certain planetary specialities that are otherwise unavailable.
Cost:Free
Reward: More credits for personal use,???
Talon Karrde And Friends: Talon Karrde has a plan to destroy his main competitor's, i.e. the Hutts', ability to ever hurt his business again, in the process weakening, perhaps even crippling and if you're feeling very lucky, destroy their hundred-and-one cartels.. He's gonna need to borrow Marlo the Hutt for the first part of the plan.
Cost: Marlo The Hutt, 3 years
Reward: First part of Talon's plan complete
Personal: You will see this through.
(Pick 1)
Personal Unit?: An idea has been suggested to you from a most surprising source, Ahsoka. She knows your penchant for leading from the front, and has suggested that you train a personal legion for yourself- an elite unit, one capable of keeping up with any enemy you may face.
-Locked for one more turn-
Heroics: Tales are told of the Hero Of Coruscant, The Exile, and of Revan- how they made time to help the people around them with little thought for their own needs, or desires, in favor of helping the Republic and its citizens. The Republic might have fallen- but the citizens remain, and they need help, now more than ever. How could you not live up to their example?
Cost:Free
Chance Of Success:80%
Reward: Help the people.
Pay Off The Debt: Your debtors will not have their claws in the Alliance ever again. Pay off the Debt, now, so it can't come back to bite you.
Cost: 24840
Reward: Debt payed off now.
Minister Of War: As Minister Of War, you are responsible for the Alliance Military, and have resources dispatched to you and what you scrounge up on your own to get the army of the Alliance ready for battle and to restore Justice to the Galaxy. You can spend more than your budget, but if you do, you can expect to make the difference up yourself out of your own pocket. Your acquisition and subsequent donation of the Nalle Empire's legitimate funds has been reinvested by the Minister of Finance, and borne more fruit. Victory on Mon Cal has brought strength. With your new operational capacities, you can now perform one more action per turn, which is good. With Corellia's freedom has come more credits, a veritable tidal wave of lucre, a full 200 million credits.
Budget: 574.6 Million Credits
(Pick 2)
Army:
715,000 Troopers
138, 000 Wookiee Warriors
800 Evocii Scouts
300 Assault Troopers
8 Units of Strikebreaker Anti-Riot Vehicles
179,000 Mandalorian Warriors
1 unit of Kusza heavy mortars
10,000 Clone Troopers
16 Unit AT-AT Walkers
16 Units AT-ST Walkers
1 Unit of Juggernauts
50,400 Marines
250 Field Commanders
600 Praetorian Force Fighter
Navy:
Fighters:
9 Squadrons Z-95 Headhunters
16 Squadrons Y-Wing Bombers
21 Squadrons of X-Wings
10 Squadrons Of X-Wing Chargers
4 Simiyiar Light Freighters
1 A-55 Squadron
10 Dwarf-Star Freighters
5 Skipray Blastboat Squadrons
25 Assault Gunboats
75 Delta Stormtrooper Transports
5 Gamma Class Assault Shuttle
49 TIE Fighter Squadrons
Capital Ships
The Home One
6 Victory II Class Star Destroyer
10 Imperial II Class Star Destroyers
3 Dauntless Class Heavy Cruisers
The Pravda
6 MC80 Liberty Class Mon Cal Cruisers
1 Gladiator Class Star Destroyer
2 Diamond Class Cruisers
4 MC-30 Frigates
2 Lancer Frigates
250 Field Commanders
4 Interceptor Frigates
4 Strike-Class Cruisers
2 Nebulon-B Frigates
The Redemption (Anakin's ship)
5 Acclamator Assault Ships
4 Star Galleons
Training Camps: Captain Rex and the clone troopers are, to put it bluntly, aged. Fighting no longer suits them as much, though they are still mighty in battle. Perhaps the best use of them would be to train your infantry to a higher standard than they are now.
-Locked For One More Turn-
Armor?: Having cracked the Phase IV armor, your men could distribute it to your soldiers. It will take time and, by sheer numbers, a truly huge number of credits. That having been said, it should be quite worth it, given the sort of atrocious casualty numbers you saw during the war on Mon Cal.
-Locked For One More Turn-
Separatist Gear: There's plenty of leftover CIS junk just sitting around, waiting to be claimed. Send your men and their ships, and set to taking that for the Alliance, instead of just letting it all rust.
Cost: 60,000 Credits, 3 Years
Chance Of Success: 80% ( Note: rolled each turn)
Reward: Random Confederate Ships, supplies, etc.
Republic Remnants: Being a former soldier, you know where more than a few holdouts are that hold the remains of the Republican War Machine. These are likely to be protected far better and with far more vigor than the CIS supplies, but are also likely to be both of a greater quantity and quality.
Cost: 70,000 Credits, 4 years
Chance Of Success:55+10=65%(Defector From Decadence Bonus)(Rolled Each Turn)
Reward: Republic Ships, supplies, etc. Each turn
Escargot: The Rebellion will need credits, soldiers, and supplies to fight the Empire. The Hutt Empire has all three in spades. Sacrifice a chance for wealth and leverage by allowing the Rebellion to use it. Given the current situation, you are damn tempted.
Cost: Free
Reward: Rebel Alliance as a whole gains leverage over the Hutts,???
Special Training: The Jedi will want to fight. That much is obvious. By themselves, they will have some idea how: they aren't stupid, after all. However, working together, you should be capable of building a training regime that will allow them to perform at their best in whatever role they attempt, whether that be commander or grunt.
Cost: 150,000 Credits, 4 Years
Chance Of Success: 70%
Also Known As The Cameo Corner: You will need more than basic soldiers. You have the budget: now is the time to find the unusual, the strange, and the mercenary to supplement your forces, to bring their strength under your umbrella. Find them.
Cost: Varies
Chance Of Success: 80%
Reward: "Persons Of Note"
Madine's Boys: Assault troopers are expensive, and they do suffer the mortal limit of numbering solely three-hundred. Establishing a less expensive alternative to them, like Crix Madine's proposed SpecForces, could be very, very useful. Could take a while, though.
Cost: 1 Million Credits, 2 Years
Reward: 5,000 Rebel SpecForces
Bring The Boom: With the new factory complex, you can afford to produce nice things. Like, say, one-hundred-and-ninety or so Kusza Mortars. Having them may allow you to turn to the tide in battles that would otherwise have been lost.
Cost: 2 Million Credits
Fighter Enrichment: The RZ-1 Interceptor is the newest product from Incom Co. produced in the same factory you sold to Incom these fighters are the cutting edge of speed, sophistication, and maneuverability; they are, however, very difficult to pilot. Meanwhile, the B-Wing is a new bomber that is a downright devil to pilot, but one that should be well capable of performing your bombing missions. Expensive, it should still be a valuable addition to your starfighter groups. A convoy of ten squadrons of both ships waits delivery, you need only pay- at an incredibly reduced rate, as well.
Cost: 6 Million Credits
Reward: 10 A-Wing / B-Wing Squadrons
Moar Ships Please (Aggressor): The Aggressor class Star Destroyer, designs stolen from the shattered remnants of the Death Star, is big, mean, and aggressive. Your stolen facilities on Raxus should be capable of putting them into production on the cheap, given you aren't trying to make a profit. Of course, sometimes, you get what you pay for.
Cost: 300 Million Credits, 2 Years
Reward: 5 Aggressor Class Star Destroyers
Moar Ships Please (Mon Cal): The Mon Calamari have begun the long, slow shift from civilian yards to properly military facilities. They are quite willing to sell you five converted Home One Type Mon Calamari Cruisers and complement, to enrich the fleet even further.
Cost: 365 Million Credits
Reward: 5 Mon Calamari Home One Type Cruisers, 25 Squadrons Of X-Wings, 25 Squadrons of Y-Wings (Or, if Fighter enrichment is taken, 12 Squadrons of X-Wings, 12 Squadrons of Y-Wings, 12 Squadrons Of B-Wings, 14 Squadrons of A-Wings)
Diversion: This is not 2 BBC. You are capable of fighting on two worlds. You will launch an assault on Lianna that will shake your home free of its Imperial complacency, by sending the soldiers not hitting Tatooine to strike at the planet. You will force (heh) the old man to bring his wrath to bear on both worlds or risk losing everything. As a bonus, you will also take the Liannese Shipyards, where TIE Fighters are produced, and shift them towards your own ends.
Cost: 200 Million Credits
Chance Of Success: 50%
Reward: Ground Forces lodged on Lianna, forcing Palpatine to split his attention
Aces In Exile: Every fighter, every soldier, every man and woman who would fight for freedom, come. Palpatine plans to destroy everything, and we need your fighters, your bombers, your ships and freighters. We need you.
Cost: 300 Million
Chance Of Success: 60%
Reward: Call to Arms through galaxy attracts fighters, soldiers, everything.
Missions: Your heroes are capable of doing things no lesser man ever could. They are the men who can stand to everything the Emperor throws at them and live. As such, you will be deploying them on missions, in your capacity as a Jedi, Minister Of War, or Rebel Leader to do the things no other man could.
(Pick 2)
Witches Of Dathomir: The witches of Dathomir are not followers of the Dark Side, usually, and some, at least, would likely be willing to join the Rebellion in its righteous struggle agains Palpatine.
Cost:200,000 Credits, 2 Years
Negotiating Sales: You need materiel, badly. Your wife is a friendly sort, capable of getting people to listen when she speaks. She might be capable of negotiating the sales of new equipment or the recruitment of mercenaries. In any case, it could not hurt to try.
Cost: Varies
Chance Of Success:60%
Reward: Mercenaries, Materiel, etc.
The Second: Bothawui system is where the second piece of the Lost Jedi Archives are, distributed throughout the planets that make it up. Asajj Ventress and her Shadows should be well capable of finding it even so, though it will take time.
Cost: 300,000 Credits, 2 years
Chance Of Success: 70%
Reward:2nd part of Lost Archives Of The Jedi
Jedi Knights/ Masters: 267+25=292
Jedi Senior Padawans: 147+18= 165
Jensaarai: 295+16= 311
Planned Battle:
Battle Of Tatooine: You will be bringing your whole might to strike at the Empire where the Death Star is under construction. In space, the Fleet will destroy the Death Star while a Strike Team, consisting of as of yet undecided individuals, attempt to kill Palpatine and his apprentice or, at least, keep them from escaping when the Station blows up. The ground forces, meanwhile, will hit the Imperial Stormtroopers hard, destroy the Shield Generator, and allow the fleet to do its work.
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