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I added a second Plan that replaced the jedi temple with the Maw Installation. However I must strongly recommend that the Force User military action be done on the same turn as founding the Order so we can benefit from its synergy
 
Why not just go for the Maw Installation, Palpatine's stashes, and the Jedi Temple? We can easily kill all three of these birds with one stone.
 
The Jedi Temple isn't particularly time-sensitive.
Well, I would prefer that we loot the Jedi Temple now before other potential looters like hostile Force-Sensitives take anything that would be of use to us. Or the Empire does something stupid like destroying the whole thing as a way of showing its strength or something. I'm aware that this may sound like a stretch, but we've already departed from canon Legends, so anything can happen at this point.
 
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Well, I would prefer that we loot the Jedi Temple now before other potential looters like hostile Force-Sensitives take anything that would be of use to us. Or the Empire does something stupid like destroying the whole thing as a way of showing its strength or something. I'm aware that this may sound like a stretch, but we've already departed from canon Legends, so anything can happen at this point.
To be fair, it's already been a year since Palpatine died. Mainly I would like the Jedi Temple looting for the benefits to the new Force Sect that Kanuas is founding this turn but it isn't strictly necessary to do it now I suppose.
 
Isn't the maw pretty much completely isolated from everything else for a few more year in legends?

They didn't know ANYTHING about the rest of the universe. Probably not time sensitive.
 
To be fair, it's already been a year since Palpatine died. Mainly I would like the Jedi Temple looting for the benefits to the new Force Sect that Kanuas is founding this turn but it isn't strictly necessary to do it now I suppose.
Plus, odds are anything truly valuable got looted by Palpatine and shipped to one of his storehouses or the Imperial Palace.
 
Isn't the maw pretty much completely isolated from everything else for a few more year in legends?

They didn't know ANYTHING about the rest of the universe. Probably not time sensitive.
Palpy got his World Devastators from there so better to be safe than sorry. Plus the occasional prototypes were even used before Endor.
Plus, odds are anything truly valuable got looted by Palpatine and shipped to one of his storehouses or the Imperial Palace.
I could see Palpatine keeping his private collection in a section of the Jedi Temple. Probably not everything but it's not unlikely for there to still be relics.
 
No rush, but at some point, I'd really like to do the Minor Powers option so we can subvert the Centrality. They were pretty much a client state of the Empire anyway, and they've got all sorts of interesting little secrets tucked away...
 
Well, I would prefer that we loot the Jedi Temple now before other potential looters like hostile Force-Sensitives take anything that would be of use to us. Or the Empire does something stupid like destroying the whole thing as a way of showing its strength or something. I'm aware that this may sound like a stretch, but we've already departed from canon Legends, so anything can happen at this point.
The temple has not been looted in over 2 decades. It is not going to be looted in 4 months. Force-sensitives are rare and the ones that might be interested are not on the planet and can't get to it any time soon/
 
Adhoc vote count started by ThatGuyWithIdeas on Aug 3, 2021 at 2:00 AM, finished with 63 posts and 16 votes.

  • [X] Plan Stealing Secrets
    -[X] Tie Replacement - With the number of new Tie designs available to you, and the designs for the superior Tie Defenders and Tie Avengers still in your databases, it seems like one of the ways to improve your military would be to replace your suite of Tie craft with more modern ones. Zsinj's designs alongside the Tie Phantom would make for a potent upgrade. Admiral Baidan has also managed to make use of the slight delay from the past year to combine this project with her own reforms. Cost: 1000. Upkeep: 10. Time: 1 turn. Reward: Replace Starfighter Complement with Improved Ties.
    -[X] Insert Espionage Agents into the Diplomatic Corps - A low priority suggestion from Cen Kam, but adding agents into the diplomatic corp would help ensure that lower-level intelligence leaks less. While it certainly wouldn't prevent it all, it would manage to reduce the quantity by a significant margin. Cost: 100. Upkeep: 10. Time: 1 turn. Reward: Reduced information on broad actions taken by your empire available to others.
    -[X] Bureau of Internal Revenue - Collecting taxes is a topic of great difficulty for governments. By creating a linked branch between intelligence services and the treasury, you could ensure that taxes collected each year are accurate. Cen Kam is willing to work overtime assisting with the creation of the BIR, and the increased revenue would be welcome. Cost: 400. Time: 1 turn. Reward: ~150 income increase. Tax fraud is now harder.
    -[X] Loot the Jedi Temple - With your intelligence services' penetration of the Galactic Empire, the Jedi Temple on Coruscant has become a possible target for a heist. Cen Kam would prefer to run this operation entirely in house, and recommends against bringing in Kanuas, citing his unknown motivations as a possible security concern. Nonetheless, taking the artifacts within the temple would be profoundly helpful. Cost: 200. Upkeep: None. Time: 1 turn. Reward: Loot the Jedi Temple.
    -[X] Loot Palpatine's Stashes - The late Emperor Palpatine was a man of many secrets and interests. It was something of an open secret that there were many special projects and hidden bases under his control, scattered throughout the galaxy. However, you did not expect them to be quite so... numerous. With Palpatine dead, you see no reason to let these potentially valuable assets go to waste, especially when it is well within your power to take them for yourself. Cost: 200. Upkeep: None. Time: 1 turn. Reward: ??? Gain ????.
    -[X] Use Your Command Codes - While your command codes are certainly out of date, you know how bureaucracy functions. When combined with your intelligence services level of penetration as well as Zaarin's own command codes, you can scarcely imagine the possibilities. Cost: None. Time: 1 turn. Reward: Gain information, wealth, and contacts in unknown amounts. ???
    -[X] Clone Wars Era Clone Template - It is Nairtuu's belief that the Grand Army of the Republic was the most well-trained and disciplined organic fighting force in galactic history. Although perhaps an exaggeration, it is no secret that the Clone Troopers far outpaced the skill of traditional military forces, in part due to the quality of their template, the deadly Mandalorian bounty hunter Jango Fett. If given enough time, it is believed that Fett's DNA can be recovered and used to create another elite corps of soldiers, this time in your own service. Cost: 100. Time: 3 turns. Reward: Gain the ability to reproduce Clone Troopers.
    -[X] Create the Order - With the fortress about to finish, and the curriculum established, Kanuas has said he is ready to create the order. The initial group will be comprised of 40 students of the light with 40 students of the dark, and 20 that will be studying both. Kanuas has warned that he expects all of those 20 to perish for a variety of reasons. Cost: 100. Time: 1 turn. Reward: Create the force order.
    -[X] Bodyguards For Other Advisors And Agents - "No man is an island" is a saying common across the galaxy. It is so common in fact that no linguist or historian has yet been able to trace back its origin. Regardless, it certainly holds true, and it would behoove you not to heed those words. While you are well-protected courtesy of your bodyguard and some of your compatriots are indeed capable of defending themselves, it would be irresponsible not to ensure that such vital personnel are kept safe. Eshu has proposed that she get into contact with trustworthy individuals who can fulfill a similar role for your advisors and VIPs as she does for you. Cost: 100. Time: 1 turn. Reward: Advisors and admirals given skilled bodyguard forces.
    [X] Plan: Moving Forwards
    -[X] Tie Replacement - With the number of new Tie designs available to you, and the designs for the superior Tie Defenders and Tie Avengers still in your databases, it seems like one of the ways to improve your military would be to replace your suite of Tie craft with more modern ones. Zsinj's designs alongside the Tie Phantom would make for a potent upgrade. Admiral Baidan has also managed to make use of the slight delay from the past year to combine this project with her own reforms. Cost: 1000. Upkeep: 10. Time: 1 turn. Reward: Replace Starfighter Complement with Improved Ties.
    -[X] The Fate of Zaarin - Now that Zaarin has been captured, you find yourself with the question of what to do with him. While he is being held in a secure location, you cannot justify keeping him indefinitely. But should you simply execute him, convene an interstellar tribunal, or perhaps even release him? This is a question you will have to answer eventually, although it is far from an urgent question. Cost: None. Time: 1 turn. Reward: Fate of Zaarin subvote.
    -[X] Targeted Uplifts - Your empire isn't the most developed. And uplifting worlds is an incredibly expensive process that takes decades for an investment to be recouped. But Vipik would be remiss not to offer this as a possibility. Even without the minor economic growth, the 5% increase in shuttle production capacity and maintenance facilities would allow for increased strategic flexibility. Cost: 2500. Time: 1 turn. Reward: Increase maintenance and shuttle shipyards by 5%. +17 income.
    -[X] Loot the Jedi Temple - With your intelligence services' penetration of the Galactic Empire, the Jedi Temple on Coruscant has become a possible target for a heist. Cen Kam would prefer to run this operation entirely in house, and recommends against bringing in Kanuas, citing his unknown motivations as a possible security concern. Nonetheless, taking the artifacts within the temple would be profoundly helpful. Cost: 200. Upkeep: None. Time: 1 turn. Reward: Loot the Jedi Temple.
    -[X] Maw Installation - Thanks to Cen Kam, you have uncovered the location of a secret research facility known as the Maw Installation, originally formed by the late Grand Moff Tarkin. With some effort, it should be possible to influence the Maw Installation to focus its efforts in a manner you would approve of. Alternatively, you may try to outright take whatever scientists, data, and prototypes the facility has managed to produce and put them to work under the Empire of the Hand officially. A simpler matter would be to destroy the entire Maw Installation to ensure nothing can come about to threaten you, but this would naturally prevent you from positively benefiting from it. Cost: 100. Upkeep: None. Time: 1 turn. Reward: Fate of the Maw Subvote.
    -[X] Loot Palpatine's Stashes - The late Emperor Palpatine was a man of many secrets and interests. It was something of an open secret that there were many special projects and hidden bases under his control, scattered throughout the galaxy. However, you did not expect them to be quite so... numerous. With Palpatine dead, you see no reason to let these potentially valuable assets go to waste, especially when it is well within your power to take them for yourself. Cost: 200. Upkeep: None. Time: 1 turn. Reward: ??? Gain ????.
    -[X] Clone Wars Era Clone Template - It is Nairtuu's belief that the Grand Army of the Republic was the most well-trained and disciplined organic fighting force in galactic history. Although perhaps an exaggeration, it is no secret that the Clone Troopers far outpaced the skill of traditional military forces, in part due to the quality of their template, the deadly Mandalorian bounty hunter Jango Fett. If given enough time, it is believed that Fett's DNA can be recovered and used to create another elite corps of soldiers, this time in your own service. Cost: 100. Time: 3 turns. Reward: Gain the ability to reproduce Clone Troopers.
    -[X] Create the Order - With the fortress about to finish, and the curriculum established, Kanuas has said he is ready to create the order. The initial group will be comprised of 40 students of the light with 40 students of the dark, and 20 that will be studying both. Kanuas has warned that he expects all of those 20 to perish for a variety of reasons. Cost: 100. Time: 1 turn. Reward: Create the force order.
    -[X] Personal Attention - You have found that one of the tasks you have resolved to undertake is in need of a more direct touch. You will take a personal interest in this activity to ensure it succeeds... or in the more pessimistic view, does not fail too horribly. Cost: None. TIme: 1 turn. Reward: Applies Thrawn's bonuses to a particular action in addition to your advisors'.
    --[X] Loot Palpatine's Stashes - The late Emperor Palpatine was a man of many secrets and interests. It was something of an open secret that there were many special projects and hidden bases under his control, scattered throughout the galaxy. However, you did not expect them to be quite so... numerous. With Palpatine dead, you see no reason to let these potentially valuable assets go to waste, especially when it is well within your power to take them for yourself. Cost: 200. Upkeep: None. Time: 1 turn. Reward: ??? Gain ????.
    [X] Plan Loot Something Else
    -[X] Lay the Foundation for Force Wielders within the Army and Navy
    -[X] Insert Espionage Agents into the Diplomatic Corps
    -[X] Government Subsidies For Small Businesses
    -[X] Maw Installation
    -[X] Loot Palpatine's Stashes
    -[X] Use Your Command Codes
    -[X] Clone Wars Era Clone Template
    -[X] Create the Order
    -[X] Spend Time With
    --[X] Kanuas
    [X] Plan Subterfuge and Improvement
    -[X] Tie Replacement - With the number of new Tie designs available to you, and the designs for the superior Tie Defenders and Tie Avengers still in your databases, it seems like one of the ways to improve your military would be to replace your suite of Tie craft with more modern ones. Zsinj's designs alongside the Tie Phantom would make for a potent upgrade. Admiral Baidan has also managed to make use of the slight delay from the past year to combine this project with her own reforms. Cost: 1000. Upkeep: 10. Time: 1 turn. Reward: Replace Starfighter Complement with Improved Ties.
    -[X] The Fate of Zaarin - Now that Zaarin has been captured, you find yourself with the question of what to do with him. While he is being held in a secure location, you cannot justify keeping him indefinitely. But should you simply execute him, convene an interstellar tribunal, or perhaps even release him? This is a question you will have to answer eventually, although it is far from an urgent question. Cost: None. Time: 1 turn. Reward: Fate of Zaarin subvote.
    -[X] Government Subsidies For Small Businesses - The backbone of any modern economy is, unlike what some may believe, not its major corporations. They simply form the majority of revenue. It is the everyday, simple business owner who keeps the greater financial situation stable and allows for real growth over time... if the conditions permit them to do so. The Treasurer proposes a subsidy on these ventures, with the intended goal being a greater rate of employment among the adult population and thus greater long-term gains. Cost: 2000. Time: 1 turn. Reward: ~200 income increase.
    -[X] Investigate the Unknown Unknowns - The recent bombing of Kashyyyk and the anonymously funded bounty on your head were not able to be traced to any of the great powers of the galaxy despite your impressive galactic intelligence network. One cannot fight the unseen, and whoever or whatever this ghost is, it has the power to devastate entire planets and move tens of trillions of credits for the purpose of eliminating galactic political figures. However, a paper trail must exist, and with enough effort, it can and will be found. Cost: 200. Upkeep: None. Time: 1 turn?. Reward: Investigate the Unknown Unknown.
    -[X] Create Better Espionage Infrastructure - At the moment, your intelligence networks have been largely maintaining their operations through impeccable training and vital contacts, but there are other ways to improve their performance. Cen Kam has suggested a series of materials to support her agents, including but not limited to: more numerous boltholes, assignment of personnel to smuggling organizations, putting smuggling groups in your pocket, better identity forgery systems, better monitoring devices, and more potent spyware. This will not be a small investment, but it should significantly improve field performance. Cost: 400. Upkeep: 150. Time: 1 turn. Reward: Several Improvements to Your Intelligence Services.
    -[X] Use Your Command Codes - While your command codes are certainly out of date, you know how bureaucracy functions. When combined with your intelligence services level of penetration as well as Zaarin's own command codes, you can scarcely imagine the possibilities. Cost: None. Time: 1 turn. Reward: Gain information, wealth, and contacts in unknown amounts. ???
    -[X] Research Flash Memory for Clones - One of the problems with your current clones is the training process that makes them so useful. By uploading skill sets into them, you can create an army of skilled laborers and soldiers at a moment's notice. A rather potent weapon to wield. Cost: 50. Time: 1 turn. Reward: Clone flash memory.
    -[X] Create the Order - With the fortress about to finish, and the curriculum established, Kanuas has said he is ready to create the order. The initial group will be comprised of 40 students of the light with 40 students of the dark, and 20 that will be studying both. Kanuas has warned that he expects all of those 20 to perish for a variety of reasons. Cost: 100. Time: 1 turn. Reward: Create the force order.
    -[X] Bodyguards For Other Advisors And Agents - "No man is an island" is a saying common across the galaxy. It is so common in fact that no linguist or historian has yet been able to trace back its origin. Regardless, it certainly holds true, and it would behoove you not to heed those words. While you are well-protected courtesy of your bodyguard and some of your compatriots are indeed capable of defending themselves, it would be irresponsible not to ensure that such vital personnel are kept safe. Eshu has proposed that she get into contact with trustworthy individuals who can fulfill a similar role for your advisors and VIPs as she does for you. Cost: 100. Time: 1 turn. Reward: Advisors and admirals given skilled bodyguard forces.
    [X] Plan Safety Net and Gubbins
    -[X] Military choose 1
    --[X] Systemic Fortification Construction Stage 1 - Your navy is … still anemic. With a mere few hundred vessels and 100 times that many planets, any war would see your worlds being taken in short order. Ships are far too expensive, and so your only option is defensive installations. Voss did make this as his brainchild, and thanks to your advice, this first stage will cover worlds of importance as well as those positions near potential hostile forces. Cost: 400. Upkeep: 3. Time: 1 turn. Reward: Fortifications on key worlds and those in danger capable of repelling minor fleets on their own.
    -[X] Diplomacy choose 1
    --[X] The Fate of Zaarin - Now that Zaarin has been captured, you find yourself with the question of what to do with him. While he is being held in a secure location, you cannot justify keeping him indefinitely. But should you simply execute him, convene an interstellar tribunal, or perhaps even release him? This is a question you will have to answer eventually, although it is far from an urgent question. Cost: None. Time: 1 turn. Reward: Fate of Zaarin subvote.
    -[X] Stewardship choose 1
    --[X] Government Subsidies For Small Businesses - The backbone of any modern economy is, unlike what some may believe, not its major corporations. They simply form the majority of revenue. It is the everyday, simple business owner who keeps the greater financial situation stable and allows for real growth over time... if the conditions permit them to do so. The Treasurer proposes a subsidy on these ventures, with the intended goal being a greater rate of employment among the adult population and thus greater long-term gains. Cost: 2000. Time: 1 turn. Reward: ~200 income increase.
    -[X] Intrigue choose 3
    --[X] Maw Installation - Thanks to Cen Kam, you have uncovered the location of a secret research facility known as the Maw Installation, originally formed by the late Grand Moff Tarkin. With some effort, it should be possible to influence the Maw Installation to focus its efforts in a manner you would approve of. Alternatively, you may try to outright take whatever scientists, data, and prototypes the facility has managed to produce and put them to work under the Empire of the Hand officially. A simpler matter would be to destroy the entire Maw Installation to ensure nothing can come about to threaten you, but this would naturally prevent you from positively benefiting from it. Cost: 100. Upkeep: None. Time: 1 turn. Reward: Fate of the Maw Subvote.
    --[X] Loot Palpatine's Stashes - The late Emperor Palpatine was a man of many secrets and interests. It was something of an open secret that there were many special projects and hidden bases under his control, scattered throughout the galaxy. However, you did not expect them to be quite so... numerous. With Palpatine dead, you see no reason to let these potentially valuable assets go to waste, especially when it is well within your power to take them for yourself. Cost: 200. Upkeep: None. Time: 1 turn. Reward: ??? Gain ????.
    --[X] Use Your Command Codes - While your command codes are certainly out of date, you know how bureaucracy functions. When combined with your intelligence services level of penetration as well as Zaarin's own command codes, you can scarcely imagine the possibilities. Cost: None. Time: 1 turn. Reward: Gain information, wealth, and contacts in unknown amounts. ???
    -[X] Learning choose 1
    --[X] Research Countersecurity Improvements - One of the many vulnerabilities in security are electronics. Astromechs are a plague on well-built systems, and while there are methods to avoid this issue, many of them are kept closely guarded secrets. Funding research into the field would be a worthwhile use of funds. Cost: 400. Upkeep: 100. Time: 1 turn. Reward: Increased bonus to countersecurity.
    -[X] Lore choose 1 locked 1
    --[X] Create the Order - With the fortress about to finish, and the curriculum established, Kanuas has said he is ready to create the order. The initial group will be comprised of 40 students of the light with 40 students of the dark, and 20 that will be studying both. Kanuas has warned that he expects all of those 20 to perish for a variety of reasons. Cost: 100. Time: 1 turn. Reward: Create the force order.
    -[X] Personal choose 1 locked 1
    --[X] Bodyguards For Other Advisors And Agents - "No man is an island" is a saying common across the galaxy. It is so common in fact that no linguist or historian has yet been able to trace back its origin. Regardless, it certainly holds true, and it would behoove you not to heed those words. While you are well-protected courtesy of your bodyguard and some of your compatriots are indeed capable of defending themselves, it would be irresponsible not to ensure that such vital personnel are kept safe. Eshu has proposed that she get into contact with trustworthy individuals who can fulfill a similar role for your advisors and VIPs as she does for you. Cost: 100. Time: 1 turn. Reward: Advisors and admirals given skilled bodyguard forces.
    [X] Plan Make Out Like A Bandit
    -[X] Lay the Foundation for Force Wielders within the Army and Navy
    -[X] Insert Espionage Agents into the Diplomatic Corps
    -[X] Government Subsidies For Small Businesses
    -[X] Loot the Jedi Temple
    -[X] Loot Palpatine's Stashes
    -[X] Use Your Command Codes
    -[X] Clone Wars Era Clone Template
    -[X] Create the Order
    -[X] Spend Time With
    --[X] Kanuas
    [X] Plan Invest and Profit
    -[X] Tie Replacement
    -[X] The Fate of Zaarin
    -[X] Bureau of Internal Revenue
    -[X] Prepare For Coup
    -[X] Loot Palpatine's Stashes
    -[X] Maw Installation
    -[X] Research Flash Memory for Clones
    -[X] Create the Order
    -[X] Create An Art Gallery
 
Necessity is the Mother of Invention (+10 Used)
AN: Here is another omake for the throne a continuation of Queens of Battle. This time featuring Farryn and Eshu on how the M1-AC did in the boarding action that captured Zaarin. Special thanks to The Chieftain's "US AFV Development in WW2, or, Why the Sherman was what it was" as a source material for the Procurement Branch.

Necessity is the Mother of Invention​

Working to reform an entire Imperial military doctrine is not a simple or easy endeavor. There has been a lot of debate among the staff on how to best go about it. Do they make materiel and then have the generals adapt their doctrine to fit the new equipment or the other way around with the generals sending specifications for new equipment to fit their doctrine. After a week of back and forth we finally managed to settle on operational requirements driving development of new equipment.

It took another two weeks to finalize the organization of the Imperial Procurement Branch of the Empire of the Hand, the R&D Departments that invent new equipment, the Review Boards made up of various officers from different branches of the military that test and evaluate the equipment R&D made, and the War Department who designed specifications for R&D based on the battlefield requirements requested by the field commanders. The test run for the new Procurement Branch of the Imperial Army, was a new main Blaster for the Imperial Infantry. The key features of a good army is reliability, the M1 contain various technology that have been done before on the E-11 and is known to be reliable. The new Farryn Rail, the ability to transform into a Long Range Blaster, and the Hyper-Rail doubling the blaster's projectile speed are the major features of the M1. After a several months of development the M1 prototype was built and ready for testing.

Imperial Army Review Board was ordered to do whatever it took to try and break the M1 from a 10,000 shot endurance test, penetration tests against various grades of Imperial body armor, durability tests by dropping the M1 into water, sand, and mud before having to fire 2 charge packs worth of shots, soaking the M1 wait water before throwing it into the freezer for several hours, even smacking a dummy in Stormtrooper armor with the M1 in case the trooper enters melee to see if it can still shoot after a few hard knocks, and many more. The test results of the various tests were sent back to R&D and various problems were pointed out for them to fix. Once the 2nd iteration was sent, the Review Board did their tests again.

Once the Army Board is happy, 3 Factories is scheduled to be built to produce the production model M1-AB, with 1 dedicated to producing various attachments. However the Imperial Navy saw the performance of the M1-AB and requested a similar weapon system for their Naval Troopers. They specified that it needed to be as long as the E-11, have a folding stock, and a blaster-cam attachment that sends the feed to the user's helmet to aim and shoot around corners without exposing the trooper. With a bit of retooling, the M1-Assault Carbine was developed and built before it under goes through similar tests that the M1-AB and M1-LR had to go through. It was deemed battle-worthy thanks in no small part to most of the issues being ironed out during the M1-AB's improvement period and one of the factories planned for the M1-AB have now been altered to make M1-ACs for the Navy.

Once of the Factories have finished construction and put to work, 500 have been produced and delivered to Thrawn's fleet just before his battle with Zaarin, with a million more on the assembly line for the Imperial Navy. Reports of the M1-AC when the troops got their hands on it were positive all around.
"It is a bit heavier than the E-11 but it punches harder, is more comfortable to be shouldered, is more accurate with its faster blaster bolt, and the blaster cam is a lifesaver. Overall I would rather have the M1 than the E-11."
The M1 gets its first trial by fire against Zaarin's Stormtroopers with their E-11s.

Of course Eshu and her team of elite Stormtroopers wiped the floor with Zaarin's guards, but this is the M1's first field trail so gathering as much data as possible to see if their is room of improvement is very important and this will be standard procedure for all future equipment. You have multiple projects in the works but you make time to Q&A Eshu and ask for her thoughts on the M1-AC. Mostly due to the M1 being your first creation and first impressions matters quite a bit, being the lead designer for the next standard blaster would silence many of your critics. Thus ironing out any flaws, however minor, before it is sent around the Empire is best done as soon as possible.

"Admiral Farryn ma'am, Ms. Tenrar is here." Your secretary informed you through the office comlink.

"Excellent, send her in and bring in some refreshments, I feel it may take a while." You reply before closing the progress report you were reading from the Light Walker R&D team, you can finish it later.

The office door opened automatically with a hiss after you unlocked the door from your terminal and you watched as your boss's personal bodyguard entered the room and checked the corners. Most likely a habit from her time as a Bounty Hunter, not that you blame her after the 3 assassination attempts against Thrawn just as they were starting out, there's no harm in double checking. Your own office and residence have their own sets of security measures, a few you designed yourself. Your personal favorite is the EMP floor to disable blasters and shields which leaves them vulnerable to your Adjudicator slugthower hidden in your wrist and its custom depleted uranium ammo. You are fairly certain it would at the very least gouge a crater in Beskar and knock a Mandalorian Bounty Hunter on his butt if they somehow managed to get to your office.

Of course that is not your only line of defense, there is the Durasteel desk that can be tipped over to take cover behind with Z-6 Rotary Blaster under the desk that pops up when the table is flipped turning your desk into a defensive turret and even an electrified floor for good measure. In case all of that is insufficient, there is an escape hatch to a private hangar with an escape shuttle in one of the empty floors of the building. The office itself is lined with a computer that you used to run War Games scenarios and simulations of the new equipment your department is developing and see how effective they are, a door leading to a personal quarters and a sparring arena in case of all nighters, and various melee weapons on display from various cultures that you have recreated over the years. Thrawn has his art, you have your weapons.

"Eshu, please take a seat." You gesture to the chair in front of your desk as you activate the holo-projector to display the M1-AC along with Eshu's After Action Report on the recent boarding raid. "So, this Q&A is to review the performance of the M1-AC, any commentary or critique would be very helpful in identifying any issues before they become problems. Let's start with how the M1-AC performed during the raid?"

The following hour was spent on dissecting any faults found on the M1-AC, from the sights not being properly aligned as shots veered slightly to the left to the M1 feeling like it would overheat due to the stabilizing hand holding the grip feels very warm after an extended firefight. The sight issue was barely noticeable against close range enemies but in long hallways the Stormtroopers and Eshu noticed when a couple of their shots hit a wall instead of the Trooper a centimeter to the right. For the overheating issue most likely due to the Hyper Rail emitting more heat than the Heat Sinks could handle easily and might necessitate a redesign of the sink itself.

Minor suggestions like the power cell release being above the trigger so that the pointer finger can quickly press it to release the spent cell to load a new one should allow for a faster reload, a transparent gun shield attachment to provide extra protection when peeking around corners, and even something as simple as increasing the M1-AC's firepower to make sure that whatever it shot at stays down are some of the suggestions mentioned at the end of the Q&A. Eshu have plans for a security detail for us and while she would like to have the M1-AC for her bodyguard's standard issue blaster, she would love to have M1-AC having a bigger punch.

Thus the M1-Security Detail concept was made, it will be slightly shorter than the M1-AC, it will launch 25% larger bolts, and the most noticeable feature is that the power cell will be loaded behind the trigger. This new Blaster will be made exclusively for the bodyguard unit and maybe some special forces operators that can be trusted with this blaster. This new blaster design concept has been on your mind for a while and there are benefits and downsides to this compared to more traditional designs.



The new configuration meant that it could fit an M1-AB length Hyper Rail while having the overall length of the M1-AC, this meant having a short blaster for close quarters but having comparable firepower to the M1-AB, if it was using the same sized bolt. However with the larger bolt moving at a faster speed, you are confident only tank grade armor can stop a shot from the M1-SD, it should have the ability to severely damage even Death Trooper armor. The smaller overall length would also be beneficial in urban environments or inside starship and airspeeders where there is very little room to point blasters larger than the E-11.

The downsides are that it requires a new set of training to get used to loading the power cell behind the trigger, a reason to limit this to more well trained special forces. Maintenance will be more noticeable with its more complicated construction but it shouldn't be that big of a issue if the blaster is well designed. And finally with very little space for the heat sinks itself, this blaster should be limited with a semi-auto fire as going full auto has predicted that the blaster would melt or explode due to severe overheating. The larger bolt volume means that the Tibana canister will empty much faster and it will be recommended to refill the canisters after every firefight.

You think you could have made it even smaller but it would require new and incompatible parts that defeats the purpose of the M1 series' modularity resulting in an entirely new blaster. For now the new M1-SD will have to do, you forward the plans to the Blaster Division and end the Q&A there.

"Thank you for the answering my questions, Eshu, we'll add the necessary fixes to our production model and we should have the M1-SD prototype ready in about a month for you to test for yourself. Dismissed." With a nod, Eshu silently left your office with nary a sound before you are alone in your office once more. You re-open the Light Walker report you were reading earlier about the new Light Walker for the Imperial Army. Unfortunately Kuat is unavailable to develop a new Walker for us, thus we have to make our own by reverse engineering the AT-STs that we have in stockpile, the chosen model to study is the AT-MP.

"Well, no rest for the weary." You thought out loud before you resume reading the Strike Platform program.

AN: Man, this omake took a while. Didn't plan to make the M1-SD in the middle of writing this omake but it came after realizing that Eshu's bodyguard unit probably need the best blasters we can make for the job. Especially if Mando Bounty Hunters show up.

Next omake will probably be about the AT-ST replacement which would be basically Starcraft 2's Goliath walker, shorter than the AT-ST, more heavily armored with thicker legs, dual Missile Launchers on each shoulder to attack heavily armored targets, and be much more maintenance friendly. If you have any suggestions you want me to design, feel free to let me know and I'll give my thoughts on them. The Empire already have something similar in the form of the AT-Missile Platform. The new walker will be named the AT-Strike Platform.

The AT-AT is going to be scrapped and be replaced with a Hover tank similar to the Sabre Tank in from Battlefront in the form of the Starcraft 2 Diamondback and Land based troop transport will be handled by an IFV which will be much simpler to maintain and much faster than the AT-AT, not sure what it'd look like tho. Hope you guys enjoy, this took a lot of work to research and write.
 
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the empire of the hand need new combat landers in the clone wars the clones had ones that could help clear a landing area or act as a gunship now they are practically defenseless without support that might not always be there army, navy and storm trooper armor (they are all crap or made with shit parts because of stuff like the death star and corruption taking money needed for there stuff to be anything like what and army should have.) JSUT THOUGHT OF THIS JUST BEFOR I POST I DONT THINK THERE IS ANY TYPE OF HAND HELD ROCKET IN STAR WARS THAT TRACKS YOUR ENAMY LIKE A JAVILAN OR SOMTHING NORE ARE THERE FLARES OR CHAFF OR WHATEVER!!!
 
the empire of the hand need new combat landers in the clone wars the clones had ones that could help clear a landing area or act as a gunship now they are practically defenseless without support that might not always be there army, navy and storm trooper armor (they are all crap or made with shit parts because of stuff like the death star and corruption taking money needed for there stuff to be anything like what and army should have.) JSUT THOUGHT OF THIS JUST BEFOR I POST I DONT THINK THERE IS ANY TYPE OF HAND HELD ROCKET IN STAR WARS THAT TRACKS YOUR ENAMY LIKE A JAVILAN OR SOMTHING NORE ARE THERE FLARES OR CHAFF OR WHATEVER!!!
Already planned on recommissioning the LAAT after watching Generation Tech's video on vehicles the Empire shouldn't have replaced. Maybe give it upgrades but I haven't figured out what could be added to improve it.

Better infantry armor is still a basic idea and not have any specifics yet. I am not sure if Stormtrooper armor is bad or not cause it is very hard to tell if it actually did damage or not in the show. I did not see the new trilogy so I won't know how well it did in the movie. I think the best I can come up with at the moment is ceramic plates that ablate and absorb the heat and force (and this is the important part) from a blaster shot in segments to vital areas like modern irl ballistic plates instead of the full body "protection" of the Stormtroopers. This is liable for changes tho since I am not satisfied with it yet.

Calm down buddy. I don't think there are any hand-held missile launcher shown in the show or movies but larger missiles with tracking does exist so having an infantry scale missile launcher shouldn't be too hard to make, even so chaff and flares will still fool any electronic small and simple enough to survive a rocket ride so it is usually better to have a dedicated AA vehicle or have a CAP of Ties to take out enemy air since I also just remember that FIghters also have shields so a single rocket isn't going to kill it unless it shields were depleted. Maybe a Javelin's top attack mode can be used on tanks but that is a very expensive missile and we are currently in an economic crisis at the moment. A Javelin is a weapon where you have money to spare, even then , you are not likely to miss an AT-ST or an AT-AT so the dumb fire rockets can still do a decent job while being a fraction of the cost.
 
Better infantry armor is still a basic idea and not have any specifics yet. I am not sure if Stormtrooper armor is bad or not cause it is very hard to tell if it actually did damage or not in the show. I did not see the new trilogy so I won't know how well it did in the movie. I think the best I can come up with at the moment is ceramic plates that ablate and absorb the heat and force (and this is the important part) from a blaster shot in segments to vital areas like modern irl ballistic plates instead of the full body "protection" of the Stormtroopers. This is liable for changes tho since I am not satisfied with it yet.
Did about the same, to be fair.

The problem is, to be blunt:

Stormtroopers are not meant to be the generic grunts we see running around. That's the Army's job. Stormtroopers are more like modern day USMC. They're small (In comparison) and highly skilled/motivated. Instead, it seems like the Empire grabbed up anyone dumb enough to not have a useful skillset, slapped them into a cheap suit of armor, and called it a day.

So we need to literally rebuild the Stormtroopers into actually being a elite small unit. Which won't be easy. Especially if we're also upgrading them all.
 
I vote we take on and upgrade the Clone Commando gear. Doesn't need to be for the rank and file if we can't manage that, though it'd be nice if we could. It's good quality and more importantly looks real nice.
 
Stormtroopers are more like modern day USMC.
I think Navy Troopers are the USMC equivalent but doesn't have the hard core training the USMC has. Stormtroopers work more like the German SS a small political army loyal to the ruling political party. The Stormtroopers emphasized loyalty to the Empire above all else, even letting their fellow Stormtroopers bled out by standing at attention when Darth Vader is passing by and not having any medics.

I plan on turning the Stormtrooper into something similar to the SAS or Navy Seals. Recruits will be adults with 2 years experience instead of little kids (cuts down on costs from child support and actually raising and feeding the kid for a decade to an indoctrinated Stormtrooper), training will focus on actual skills with a high drop out rate, and Stormtroopers will be seen as a status symbol instead of something to fear and distrust. Deathtroopers will be Tier 1 Operators (recruited by invitation only) compared to the revised Stormtroopers being Tier 2 operators (similarly high standards but open to anyone with military experience).

[X] Plan: Moving Forwards
 
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Well, there's two different ways to write Stormtroopers. (Actually, there's more than two. It's kind of a spectrum. But bear with me.)
Stormtroopers were introduced as early as the very first movie. Obi-Wan Kenobi says only they would manage as impressive a shot as what took out the Jawas... and then we see them miss our heroes again and again and again... because that was the plan, they wanted the Millennium Falcon to escape and lead the Death Star to the rebel HQ.
So, we get two interpretations as a result.
On one hand, you've got the "memetic" Stormtroopers, who wouldn't be able to land a hit on the ground if their lives depended on it. The Mandalorian leans into that interpretation, making them jokes who keep missing at close range - we have an actual (ex-)Imperial marksman who gets offended when someone thinks he's a former Stormtropper.
On the other hand, you've got the interpretation of Stormtroopers as professional, highly-trained, highly-capable elite soldiers. Timothy Zahn's books tend to lean into that interpretation - in particular, Allegiance and Choice of One feature a team of five Stormtroopers - the "Hand of Judgment" who were part of the Zaarin capture team in this quest - who, when forced to go AWOL for a while, do a pretty good A-Team impression.
Not gonna lie, I prefer the second interpretation.
 
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