Turn 6
11 BBY
You and Ahsoka both cut into thick steaks, seared and spiced to perfection. A rarity, on Taris- being that it is still a damaged world- but it is your birthday, so why not? As you reflect from the table in your hut, the steak and wine tasting wonderful together, you toast Ahsoka. "To more years of screwing over Palpatine!"
"Aye!"
Martial: You well and truly made the Hutts bleed last year, hitting them hard and fast. Ten thousand credits, flowing into your treasury… you've seen Soont cry, once or twice, but before this, never from happiness.
(Pick 1)
Bang: Most of these men have never so much as seen an explosive, never mind used one. It'd be for the best to train them before they get used. Might take a while, though.
-Locked-
-Your men are finally equipped with the explosives. Capable of blasting a durasteel door in half, they represent a marked improvement in the average gear of your men. More than that, your thoughts have started going to even more explosive ventures.
Reward: All troops equipped with explosives. Gear Increased to Decent
Removing Corruption: The Hutts profited off of misery, woe, and hate. No more. The Alderannians want them gone- you want them gone- hell, even the Empire wants them gone. Assist the Alderannian forces arrayed against the Hutts, by sending some of your men to assist.
Needed:60 Rolled:69+28=97
-It's a blood bath, your men killing and being killed. The Hutts were distinctly unprepared for the wrath of your men- and soon found themselves being perforated by Bolts and Blades. You lead them into battle, the crystalline nature of your arm finally compensated for. More than that, five-thousand beings, illegally kept in slavery, are freed. You now have some galactic renown as Tellus Othello "The Mad Abolitionist." The forces of the Dark Side are beginning to sit down, shut up, and pay attention- those aware of you, at least.
All in all, a few warehouses worth of weapons, narcotics, and spice are found and turned over to the proper authorities- the weapons "Mysteriously" disappear on the way to Imperial Center, as does the spice, and if an accountant were to go over your reported finances they would find some irregularity.
Also, six-hundred men and nine-hundred wookiees end up joining your Rebellion- impressed by your work against the Hutts, Alderaanians of a more violent temperament than is socially acceptable and former slaves, mostly.
Reward: +20,000 Credits, Reduction in upkeep costs due to surplus of weapons and bacta,+600 Rebel Troopers,+900 Wookiee Warriors,Lose Trait Wounded
Diplomacy: You really are starting to get better at this- why, only you've only been smacked twice so far this year! A new record.
Corellian Connections: You've made connections with the Corellian rebels- they have supplies pumped to them from your port. Maybe you could go, try and make nice with the locals? You have been missing Dad, after all, and he is on leave there.
Needed:40 Rolled:94
-As it turns out, the Corellians really, really don't like the hutts. Hearing that you've been beating them down in Alderaan earns you more than a few congratulatory back patts at the local bar, and you soon have half of a dozen new deals with Corellian rebels.You also got an offer- a few of the more hutt hating pilots have offered their services. Numbering about one hundred in total, with twenty freighter ships, their main benefit would be economical- but oh how large a benefit it would be.
[] Accept- Access to Corellian Merchantman fleet, Costs:800 credits a turn, +600 Income a turn in trade.
[] Don't accept.
You also speak with your father. It… doesn't go well, but it goes better than it had any right to. (Continued in interlude.)
Reward: +200 Income, closer ties to Corellia
Generous Loans: Arsus, your "Accountant", is generally left to the base, maximizing the flow of credits and keeping the loans flowing. He has a few potential clients lined up- you are, however, slightly more persuasive than him, so it may be a good idea for you to make the deal
Needed:30 Rolled:27 Reroll:61
-You nearly put your foot in your mouth at least twice. However, a Sullustan and Twi'lek end up carrying their business with you- and they pay good credits, while also funding infrastructure on Taris. Useful.
Reward: +150 Income, ties on Taris
Stewardship: Arsus mostly does his own thing, these days- especially now that you have a base. Makes his suggestions and keeps the credits flowing, mostly. He's become quite efficient. (+1 Stewardship pick per turn)
Base Defense: The Empire has no idea where you are. Still wouldn't hurt to have a few shield generator and walls up, help keep out the riff raff.
-Finally dipping into the Peragus fuel supply you established, you build some basic shield generators, covering them in Durasteel sheets and keeping them within sensor range of your base- which you jack up. You won't keep out a dedicated Imperial Army-but you could delay it.
Reward: Basic Base Defenses, +200 Base Upkeep
Infinite Power: You took the Hutts generators. They seem more effective than yours, and you'd like access to some proper power yourself. This would allow you to things that were, up till now, pipe dreams.
-You splice the Hutt Generators into your own power grid,and already you've noticed an increase in efficiency. You are now capable of running some very big projects. Also, some people end up tapping into your grid- being that you are an honest businessman, it's cheaper and and less likely to fund atrocities.
Reward:+300 base income, Military options available
Learning: Gavin has been a busy fellow.
Examine The Generator: Gavin wishes to examine the Hutt power generators. He may be capable of coming up with something- if nothing else, he could might come up with something interesting.
Needed:50 Rolled:53+5=58
-Amusingly, the hutt generators are actually fairly boring as far as new innovations. However, they scale down very well; let's just say the next time your boys in blue and the bucketheads end up in a fight, they might very well face a shocking surprise.
Reward: Armor Upgrade action at high chance of Success and reduced cost.Can apply electric upgrade to weapons at higher chance of success and reduced cost.???
Examine The Blasters: You captured an experimental Hutt blaster. Might be something you can take from it.
Needed:50 Rolled:93+5=98
-The blasters are far more interesting. High powered, accurate, and deadly, they are certainly very nice. However, they are also finicky, hard to maintain, and are awkward for a human body plan. Give Gavin a few months to a year along with enough supplies, and he should be capable of some very nice things using them as the template.
Reward: Great Upgrade action available for Blasters,???
Piety: With the many things you've found, you've gotten pretty good at this "Jedi Thing." Certainly, you've got better at the big tasks.
Finding More: Ahsoka might know of perhaps a few individuals who were maybe once upon a time Jedi. She could try to contact these individuals, see if they're willing to make contact with you and your group.
Needed:55 Rolled:58+20=78
-You and Ahsoka receive an invitation to the planet Nar Shadda, courtesy one Rahm Kota. There, things are awkward between you, but, eventually, a sort of treaty is pounded out- he would share what he knew, and ensure cooperation between your groups in return for not screwing your plans over, and, when victory is gained over Palpatine, his assistance in rebuilding the Order.
Reward: Made Contact with Rahm Kota.+1 Piety action, ???
Intrigue: Ceinis is pretty damn good at his job, as it turns out- he's tracked a few people down on the side, your old unit.
Why?: You'd quite like to know why, exactly, Vader was dispatched to Mandalore. Something in your gut says it's not good.
Needed: 40 Rolled:83
-Apparently, the Death Watch has been stirring up something on the planetary surface, something leading to a name you know is a front for a petty thug working for the hutts named Tyber Zahn. Looking further, you find a dozen bribes, enough credits to make you snarl at the waste, and go through half a bottle of very nice brandy. To boil it down to why Vader is there, rumors have been planted of General Kenobi hiding on the planet. You doubt it- too obvious- but in the face of emotion, few men are entirely rational.
Ahsoka's Path: You could take more time than usual for training with Ahsoka, in hope of taking more steps on the Jedi Path- more practical lesson, generally.
Needed:1/20/40 Rolled: 36+10=46
-Ahsoka, as it turns out, is a very good teacher. You learn well under the student of Skywalker, adding a few dozen new tricks to an already expansive repertoire. She also teaches you how to use stealth, how to hide,and how to use the force to remain undetected. All in all, valuable work that you are happy she undertook.
Reward:+3 Martial/+3 Intrigue, Ahsoka exhausted for this tier
Revan's Gift: Revan has given you in death a gift- the droid T3-M4. Covered in technology, he could teach you many things.
Needed:1/20/40 Rolled:18+10=28
-This does not go as well.You are a naturally smart fellow-but T-3 seems to be dumbing himself down for you- which is nice for your ego, but poor for learning.
Reward: +2 Learning/Stewardship, T-3 Not exhausted
Imperial Rumors:
Empire Strikes Back: A series of crushing defeats was handed to the Mandalorians this year, Imperial forces back under the command of Vader quickly dominating them. Though they have not lost- yet- they lose many men.
Their hidden benefactor has been revealed as the Hutts, the Emperor managing to make them over extend their hand in a political ploy that few details are known about. Already, a dozen fleets march on Hutt space, where the next great galactic war seems sure to take place.