Turn 13
BBY 6
Survey
The sounds of battle dominate your environment, the screams of the dead and dying. The Hutt mercenary forces pound at you with artillery, their soldiers rushing to almost certain doom at you. As you watch, one of your men stabs one through the chest with his chainsword and flings him away. Grabbing a blaster, you are soon leading your troops to victory, cutting the foe down. With precision and skill that can be the result of only one thing, you strike at the enemy. You watch them fall before you- before your might- and you smile.
Martial: You feel great. For the first time in ages, you are doing something you can be proud of.
(Pick 1)
At Your Disposal: There are still plenty of Hutt facilities in the Ojoster Sector. Working with Om to remove them is the easiest way you can think of to get him off your back- but it'll take time, and you'll have to help Imperials.
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Raiding Pirates: You can't and probably shouldn't hit the Imperials too hard, too fast. At least, not yet. Pirates, on the other hand? Are a different story, one full of you stealing their stuff. As a bonus, you'll almost certainly free some slaves and impress enough youth that you will get some recruits. Of course, Om might manage to be useful and help if you hit them- though you'll probably only get a smaller chunk of the reward.
Cost: 600 Credits
Chance Of Success:75%
Reward: Loot, the warm fuzzy feeling of killing pirates, Recruits,???
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. Of course, doing it under the Twi'Lek's nose could be… difficult.
Cost:500 credits
Chance Of Success:50%
Reward: Credits, freed slaves, materiel
Off My Planet: This is clearly the perfect time to declare to the Galaxy that you are- and that your planet is- a rebel stronghold- by beating the Twi'lek off the planet. Of course, when the Empire comes a knocking, you might have a slight problem. Like the millions of men and ships likely to slam on you- Hard- if you do so.
Cost: 10,000 credits
Chance Of Success: 10% (Note- for removing Om'veda)
Reward: Immediately begin Galactic Civil War, Take Om off Taris
Extra Training: Strikebreakers are fairly easy to pilot and use- a benefit that you simply could not ignore. However, they are still tanks, and as such, it might benefit you to have some extra training for your men in charge of piloting them. You know a guy or two who can help.
Cost: 4000 Credits, 2 years
Reward: Properly trained tankers
Diplomacy: You've received a few offers from various parties.
(Pick 1)
Mandalorian Aid: Mandalore has been torn apart by war, and though you have little love lost with the Jedi's second ancestral foe, the fact remains that innocent beings suffer when you- sending some part of your vast credit fortune- could ease their suffering. Something in that equation strikes you as terribly, terribly wrong.
-Locked-
The Underworld: Smugglers, bounty hunters, and mercenaries are, as a general rule, not very fond of the Empire. You and they share that in common, at least. Perhaps some may be found who are not utter scum, to work together and make common cause against the Imperials?
Cost:500 Credits
Chance Of Success:75%
Bread Crumbs: Mira is well aware of the Empire's propensity towards paranoia, and would like to turn it on them by leaving a few suggestions of who the third party would be- unpopular moffs, corrupt businessmen, knight-templars crusading with vigorous hate against the Hutts- maybe a few of the cartels hoping to see the enemy brought low?
Cost: 700 Credits
Chance Of Success: 80%
Reward: Empire focused on Someone else
What Do You Say?: Rahm Kota, Ferus Olin, and their allies are also rebels- independent cells, working in disarray from you. You think they respect you, but you are not more than a thorn in the Empire's side right now. Working together, you can be something more. Something greater than his poison. But someone will need to lead- and you will admit to a certain fondness if it ends up being you.
Cost: 3,000 Credits, 3 years
Chance Of Success:40%
Reward: Ferus Olin and Rahm Kota will follow your commands
Tanda And The Fair Harbour-Imperial: Maybe the Imperials would be willing to give a reward for these slime bags? Turning your foes further against each other is a gift from the Force, at least. (Cannot be taken with other Tanda option)
Cost: Free
Chance Of Success: 50%
Reward: Imperial Reward
Tanda and the The Fair Harbour- Planetary Governments: You are quite willing to bet that someone somewhere would be quite willing to pay from amongst the many planetary governments which Tanda has hurt- though it is unlikely to be so potent as The Imperial Reward. (Cannot be taken With other Tanda option)
Cost: Free
Chance Of Success:100%
Reward: Gift
Merger: The Incom Corporation has made some overtures towards purchasing the rights for your factory and schematics. They have offered some very generous terms for exactly how much bigger than you they are- a good sized cut of the profits, and easy access to their facilities and weapons for your, uh,
hobby.
Cost: 2,000 credits
Chance Of Success:70%
Reward: Incom corporation merger
Ceasefire: You are a Jedi. You bring peace to the stars, hope to the hopeless, and Light to the Dark. The Grand Crusade against the Hutts has gone on long enough- let it end. You will go amongst the Hutts, and get them to Ceasefire, long enough for the Imperials to do their jobs.
Cost: 5,000 Credits
Chance Of Success:40%
Reward: Ceasefire
Proof: Om'Veda serves the Empire because he believes it brings stability and peace to his home. By personal experience, you can call that a damn lie, the sort you once told yourself. You can prove it.
Cost: 500 Credits
Chance Of Success:60%
Reward: Om'Veda defects to the Rebellion
Stewardship: Work on Ruusan goes well.
(Pick 1)
A New Base: Given the bastard currently poking around in your affairs, it might be wise to have a new base- a basic one- built somewhere else in the galaxy, for privacy's sake.
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Advanced Offences: Bigger turrets, meaner traps, and other "Aggressive Defenses" to supplement your current base will do good things for your ability to fight your foe. You would quite like to have something at least equal to a high quality Pirate base.
Cost: 4,000 credits
Reward: More Killy Base
Better Detection: Your paranoia is currently telling you that you have only a few years before it all goes to hell. You would like to have a bit more advanced sensor network, to ensure you can tell when someone is poking around the area.
Cost:2,000 credits
Reward: Advanced Sensor network
Learning: You have plenty of things for your science division to work on.
(Pick 2)
Swording: Chainswords are unwieldy beasts, big and personal. You aren't saying they should stop being so- but getting them controllable for people not laced with muscle could be a gift from above for your soldiers.
Cost: 4,000 Credits, 4 Years
Chance Of Success: 70%
Reward: Slimmer, more easily controlled Chainswords
Mortars: Artillery is great. You'd like to have some for yourself, but for obvious reasons you can't exactly rely on being capable of purchasing them. Best to know how to produce your own, yeah?
Cost: 1,000 Credits, 2 years
Chance Of Success:70%
Reward: Mortars
Production Model: Right now all you've got is schematics and projections. Getting an actual A-55 built for prototype testing and to ensure you are actually capable of it.
Cost: 1,000 Credits
Chance Of Success:80%
Reward: A-55 Produced
Piety: You think you know what the things you found last year is for.
(Pick 2)
A Minor Thing, Pt. 2: You have your location- now you just to build. Of course, that should be much easier and quicker given the Schematics you found- but with Om on your case, it rather balances out, given the need for secrecy.
Cost: 5,000 Credits, Three Years
Chance Of Success: 75%
Reward: Jedi Praxeum building
Conclave: You contacted Jedi last year, lots of them. They probably aren't all still alive- thirteen years can't have been good for them- but you imagine that some of them will want to meet.
You need them to meet.
Cost: 1,000 Credits
Chance Of Success:40%
Reward: Conclave of the Jedi Survivors
Taking On Padawans: Entani and Jorek will both need education, if not as much as the term Padawan brings to mind. You could take on one as a Padawan yourself, and have Ahsoka take on the other.
Cost: Free
Reward: Jorek and Entani taken on as Padawans by you/Ahsoka
Intrigue: You have a few things you still need to do.
(Pick 2)
Break The Stalemate: The Hutts and Empire tear each other apart each day and innocent people die each day. You have no problem with the soldiers dying- but the innocent? That you will not abide. You must get them moving again by turning their battles decisively one way or the other.
Cost: 300 Credits
Chance Of Success: 50%
Reward: Stalemate broken without your part known to the Empire or the Hutts.
Meeting: Allon is a Bandit Gen'dai and contender for King. You would like him on your side- but for various, obvious reasons, you can't exactly just march up and meet with him. This must be both stealthy and fruitful- you'll need time to put it together.
Cost: 1,000 Credits, 2 years
Chance Of Success:80%
Reward: Meeting with Allon (Not A Miniturn)
Strike From Afar: You have Morningstar snipers, and Evocci who would like to use them. You can have them trained in Marksmanship, and other, less pleasant things. It will take time, though.
Cost: 2,000 Credits, 2 years
Reward: Evocci Scouts armed with Morningstar Snipers
Personal: You feel near a breakthrough.
Please, Listen: Asajj might just be willing to listen, might be willing to turn her back on the dark, given how kind you have been.
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