Story, Vote - 23:3 AFE, Unknown Location
GuyThatRunsAGame
Well-known member
23:3 AFE, Unknown Location
You are Imperial Fleet Admiral Kan Styndath, and you have a brewing headache. You had just gotten told the fleets were ready to leave hyperspace to regroup, and was on your way to the bridge when everything went wrong.
Your mission had been to support Death Squadron with mopping up the last of the separatist remnants, finally gathered in a trap above the forest moon of Endor. Your superiority fleet, a support fleet under Fleet Admiral Daval Ecker, as well as a deepdock fleet under the command of Fleet Admiral Rego Delste had traveled as a joint fleet. You were to provide security for the deepdock and supply fleets as they repaired Lord Vaders fleet, and as such, Admiral Piett would have had overall command, being in command of Death Squadron. That was probably the only good thing to come out of this, you had met Piett, and the man, while competent, was still more adept at shifting blame than avoiding blame to be shifted in the first place.
The change in plans had happened as you were getting ready to leave hyperspace at the edge of the Endor system, to await word from the Executor that you could move in, when a massive hyperspace anomaly affected the entire combined fleet. You have gotten no clear answers as to where you are, nor what has happened, or what could have caused such an anomaly.
A blessing in disguise had been the impromptu addition to your fleet, a colonial venture set up by the Moff, attached to you at the last second to travel alongside you before splitting of for the last leg of the journey. While you personally opposed the use of your fleet as some sort of escort detail for civilian purposes, when a Moff gives you the task there is no room to decline. As it stands, you might have to put those colonists to use, should the situation so demand it.
Which leads you to where you found yourself at the present, in your office again, and why you're getting a headache. As you continue to mull over your predicament you call for an aide to bring you a cup of caf to help you think. You have no idea where you are while having access to the best starcharts in the galaxy, so it's best to assume you're cut of from the Empire. You have dwindling supplies, and the only places that you are guaranteed to find them means negotiating with people of at least formally peer rank, or risk combat within the combined fleet, with all the problems that entail. You also lack the formal authority to utilize the colonial assets, so something will have to be thought up on that front once you've gotten a handle on the situation.
That you have to take overall command is obvious, as both Ecker and Delste lacks your long experience. Ecker would be a massive problem to handle in the Empire proper, due to his connections and political acumen, but now all he really has is the ability to hold supplies hostage. Delste is a trickier opponent, being in control of the deepdocks so desperately needed to maintain a full fleet. But you have the experience needed, you have worked without functioning supply lines before, when squabbling sheltered senators and ancient regulations made life difficult on the front during the clone wars. You have experience as a mere captain landing troops on Kashyyk and defending your grounded ship against the crushing numbers of the separatist droid armies. You have experienced the betrayal of the Jedi, and the transition from the bloated and corrupt form of the Republic into the focused and decisive Empire. If anyone has the means to survive and regroup so that you can in time reestablish communications with Imperial High Command, it is you.
The system the fleet has arrived in seems promising for a foothold regardless of where in the galaxy you are. It contains eight planets, two of which show signs of life but only one habitable, and two of which are gas giants. Apart from that it also contains two large asteroid belts and an asteroid cluster that appear to be very mineral rich according to preliminary long-range scans. The news which elicit mixed reactions are the last asteroid cluster, one that shows signs of artificial structures, worrying since both asteroid clusters show all the signs of being the remains of planets.
But now your caf had arrived, and it was time to decide on a course of action.
YOU HAVE ONE PERSONAL ACTION, SUBORDINATES CAN EACH PERFORM ONE ACTION
AVAILABLE SUBORDINATES:
Assign a subordinate to an action, this will use the subordinates skill and relations instead of yours.
Admiral Cric Horne - Commander Force Superiority 1
Background: Young Coruscanti, Imperial Academy Anaxes
Best Skills: Administration & Logistics 18, Leadership & Command 13, Naval Strategy & Tactics 15
Relations: Imperial Navy 1, COMPNOR 2, Imperial Intelligence 1, Imperial Special Forces 1, Stormtrooper Corps 2, Imperial Army 1
Admiral Varlo Korray - Commander Force Superiority 2
Background: Middle Aged Corellian, Imperial Academy Corulag
Best Skills: Personal Combat & Fitness 13, Intelligence & Subterfuge 14, Piloting & Gunnery 16
Relations: Imperial Navy 1, COMPNOR -1, Imperial Intelligence 1, Imperial Special Forces 2, Stormtrooper Corps 1, Imperial Army 1
High Colonel Garo Terrend - Commander Flagship Stormtrooper Complement
Background: Middle Aged Procopian, Imperial Academy Carida
Best Skills: Personal Combat & Fitness 14, Ground Strategy & Tactics 15, Field Survival & Navigation 13
Relations: Stormtrooper Corps +2, COMPNOR +1, Imperial Intelligence +1, Imperial Special Forces +1, Imperial Navy +1
AVAILABLE ADVISORS:
Assign to an action to gain the bonus, passive bonuses are not granted when advisors are assignes to other tasks, but are otherwise always active. All bonuses are cumulative.
Imperial Department of Military Research Research & Development Team (+5 Bonus to Research Actions)
Imperial Intelligence DiploServ Advisor Group (+5 Bonus to Political Actions)
Imperial Intelligence Tech Analysis Group (+10 Bonus to Reverse Engineering Actions)
Imperial Intelligence Renik Team (+10 Bonus to Defense vs. Intelligence Actions passive)
Imperial Intelligence Infiltration Team (+10 Bonus to Infiltration Actions)
Imperial Intelligence Destab Team (+10 Bonus to Sabotage & Assassination Actions)
SpecNav Force Squad (+5 Bonus to Defense vs. Assassination passive, +5 Bonus to Sabotage Actions)
Death Trooper Squad (+5 Bonus to Defense vs. Assassination passive, +5 Bonus to Sabotage Actions)
POLITICAL ACTIONS
[] - Undermine: [Select Character or Organisation], spreads uncertainty about the loyalty or purpose of a rival.
Challenging Opposed Roll
[] - Build Trust: [Select Character or Organisation], builds a rapport with a character or group, binding them to you through trust and loyalty. (can only improve Relation & Reputation with a group twice through this)
Challenging Roll
[] - Build Legitimact: Devotes work towards finding legal justification for you taking command over all Imperial forces present.
Challenging Roll Failure may hurt Legitimacy, Success may give access to Subordninates.
[] - Consolidate Power: [Select Fleet, may select both as one action, but failing one check means the entire action fails], attempts a takeover of the targeted fleet, through diplomatic means, though you can add any number of underhanded reinforcements to your attempt. (Difficult, but if successfull leaves you with another fleet admiral available)
Difficult Opposed Roll Failure may hurt Legitimacy
CONSTRUCTION ACTIONS
None Available
DOCKYARD ACTIONS
None Available
RESEARCH ACTIONS
[] - Explore Local System: The local system in which we have been deposited seems like a useful location to The Empire, regardless of how we got here. We should survey and catalog it in its entirety so we can put its resources best to use in our service.
Assign each feature a number with the lowest number being highest priority.
--[]Planetary Remnant Asteroid Cluster 0/1 Degrees of Success
--[]Small Rocky Planet 0/2 Degrees of Success
--[]Large Rocky Planet 0/2 Degrees of Success
--[]Moderate Rocky Planet - Signs of Life, Probably Habitable 0/3 Degrees of Success
--[]Planetary Remnant Asteroid Cluster - Signs of Artificial Structures 0/2 Degrees of Success
--[]Moderate Rocky Planet 0/2 Degrees of Success
--[]Dust Cloud 0/1 Degrees of Success
--[]Large Rocky Planet - Signs of Life 0/3 Degrees of Success
--[]Small Rocky Planet 0/2 Degrees of Success
--[]Asteroid Belt 0/1 Degrees of Success
--[]Stable Comet Swarm 0/1 Degrees of Success
--[]Gas Dwarf 0/2 Degrees of Success
--[]Asteroid Belt 0/1 Degrees of Success
--[]Massive Gas Giant 0/2 Degrees of Success
[] - Determine Location and Date: We have been the victims of a massive hyperspace anomaly, and have exited hyperspace far beyond any charted area. It is not unheard of for people to be displaced not just location-wise but also in time when subject to similar accidents in the past. We need to determine were and when we are, so we have a better understanding of how to get back in contact with The Empire.
0/4 Degrees of Success
INTELLIGENCE ACTIONS
[] - Build a Dossier on [Select Character or Organisation], once complete, will grant bonuses to further actions involving them.
0/5 Degrees of Success
[] - Infiltrate Organisation: [Select Organisation]
0/10 Degrees of Success
[] - Assassinate: [Select Character] (can be used to fake an attempt on yourself, if for some reason, that would be favorable)
Challenging Opposed Roll
[] - Sabotage: [Select what to sabotage] (can be used on your own assets, if you for some reason want to conveniently be the target of sabotage)
Challenging Opposed Roll
[] - Suborn the Fleets: [Select Fleet, may select both as one action, but failing one check means the entire action fails] In light of our situation, there needs to be a unified command, and the other Fleet Admirals are both ambitious and powerful individuals, otherwise you don't get command of a fleet. Their commands need to be subverted to my side, if that proves itself impossible, assassinating the admirals is the only viable way of preventing a dangerous power struggle in the future.
Difficult Opposed Roll Failure may hurt Legitimacy
NAVAL ACTIONS
[] - Set Up Patrol [Select system or Hyperspace Route] (Will repeat until canceled, assigned ships are unavailable for other purposes), secures an area for Imperial use.
Ordinary Roll
[] - Assume Command: [Select Fleet, may select both as one action, but failing one check means the entire action fails] Being the Fleet Admiral of a Superiority Fleet, you are clearly the senior, and more trusted by the Admiralty and by extension, the Emperor. On this foundation, you will order the other Fleet Admirals to officially subordinate themselves to you. (If successful, grants control of another fleet, but failure may mean naval combat between Imperial Forces, jeopardizing supplies and assets)
Difficult Opposed Roll Failure may hurt Legitimacy
GROUND ACTIONS
None Available
A/N: No dialogue or character interactions in this post, but I don't think it was needed either. Still not perfectly happy with it, but I want to post something, and this at least give some insight into the situation and moves the quest along.
You are Imperial Fleet Admiral Kan Styndath, and you have a brewing headache. You had just gotten told the fleets were ready to leave hyperspace to regroup, and was on your way to the bridge when everything went wrong.
Your mission had been to support Death Squadron with mopping up the last of the separatist remnants, finally gathered in a trap above the forest moon of Endor. Your superiority fleet, a support fleet under Fleet Admiral Daval Ecker, as well as a deepdock fleet under the command of Fleet Admiral Rego Delste had traveled as a joint fleet. You were to provide security for the deepdock and supply fleets as they repaired Lord Vaders fleet, and as such, Admiral Piett would have had overall command, being in command of Death Squadron. That was probably the only good thing to come out of this, you had met Piett, and the man, while competent, was still more adept at shifting blame than avoiding blame to be shifted in the first place.
The change in plans had happened as you were getting ready to leave hyperspace at the edge of the Endor system, to await word from the Executor that you could move in, when a massive hyperspace anomaly affected the entire combined fleet. You have gotten no clear answers as to where you are, nor what has happened, or what could have caused such an anomaly.
A blessing in disguise had been the impromptu addition to your fleet, a colonial venture set up by the Moff, attached to you at the last second to travel alongside you before splitting of for the last leg of the journey. While you personally opposed the use of your fleet as some sort of escort detail for civilian purposes, when a Moff gives you the task there is no room to decline. As it stands, you might have to put those colonists to use, should the situation so demand it.
Which leads you to where you found yourself at the present, in your office again, and why you're getting a headache. As you continue to mull over your predicament you call for an aide to bring you a cup of caf to help you think. You have no idea where you are while having access to the best starcharts in the galaxy, so it's best to assume you're cut of from the Empire. You have dwindling supplies, and the only places that you are guaranteed to find them means negotiating with people of at least formally peer rank, or risk combat within the combined fleet, with all the problems that entail. You also lack the formal authority to utilize the colonial assets, so something will have to be thought up on that front once you've gotten a handle on the situation.
That you have to take overall command is obvious, as both Ecker and Delste lacks your long experience. Ecker would be a massive problem to handle in the Empire proper, due to his connections and political acumen, but now all he really has is the ability to hold supplies hostage. Delste is a trickier opponent, being in control of the deepdocks so desperately needed to maintain a full fleet. But you have the experience needed, you have worked without functioning supply lines before, when squabbling sheltered senators and ancient regulations made life difficult on the front during the clone wars. You have experience as a mere captain landing troops on Kashyyk and defending your grounded ship against the crushing numbers of the separatist droid armies. You have experienced the betrayal of the Jedi, and the transition from the bloated and corrupt form of the Republic into the focused and decisive Empire. If anyone has the means to survive and regroup so that you can in time reestablish communications with Imperial High Command, it is you.
The system the fleet has arrived in seems promising for a foothold regardless of where in the galaxy you are. It contains eight planets, two of which show signs of life but only one habitable, and two of which are gas giants. Apart from that it also contains two large asteroid belts and an asteroid cluster that appear to be very mineral rich according to preliminary long-range scans. The news which elicit mixed reactions are the last asteroid cluster, one that shows signs of artificial structures, worrying since both asteroid clusters show all the signs of being the remains of planets.
But now your caf had arrived, and it was time to decide on a course of action.
YOU HAVE ONE PERSONAL ACTION, SUBORDINATES CAN EACH PERFORM ONE ACTION
AVAILABLE SUBORDINATES:
Assign a subordinate to an action, this will use the subordinates skill and relations instead of yours.
Admiral Cric Horne - Commander Force Superiority 1
Background: Young Coruscanti, Imperial Academy Anaxes
Best Skills: Administration & Logistics 18, Leadership & Command 13, Naval Strategy & Tactics 15
Relations: Imperial Navy 1, COMPNOR 2, Imperial Intelligence 1, Imperial Special Forces 1, Stormtrooper Corps 2, Imperial Army 1
Admiral Varlo Korray - Commander Force Superiority 2
Background: Middle Aged Corellian, Imperial Academy Corulag
Best Skills: Personal Combat & Fitness 13, Intelligence & Subterfuge 14, Piloting & Gunnery 16
Relations: Imperial Navy 1, COMPNOR -1, Imperial Intelligence 1, Imperial Special Forces 2, Stormtrooper Corps 1, Imperial Army 1
High Colonel Garo Terrend - Commander Flagship Stormtrooper Complement
Background: Middle Aged Procopian, Imperial Academy Carida
Best Skills: Personal Combat & Fitness 14, Ground Strategy & Tactics 15, Field Survival & Navigation 13
Relations: Stormtrooper Corps +2, COMPNOR +1, Imperial Intelligence +1, Imperial Special Forces +1, Imperial Navy +1
AVAILABLE ADVISORS:
Assign to an action to gain the bonus, passive bonuses are not granted when advisors are assignes to other tasks, but are otherwise always active. All bonuses are cumulative.
Imperial Department of Military Research Research & Development Team (+5 Bonus to Research Actions)
Imperial Intelligence DiploServ Advisor Group (+5 Bonus to Political Actions)
Imperial Intelligence Tech Analysis Group (+10 Bonus to Reverse Engineering Actions)
Imperial Intelligence Renik Team (+10 Bonus to Defense vs. Intelligence Actions passive)
Imperial Intelligence Infiltration Team (+10 Bonus to Infiltration Actions)
Imperial Intelligence Destab Team (+10 Bonus to Sabotage & Assassination Actions)
SpecNav Force Squad (+5 Bonus to Defense vs. Assassination passive, +5 Bonus to Sabotage Actions)
Death Trooper Squad (+5 Bonus to Defense vs. Assassination passive, +5 Bonus to Sabotage Actions)
POLITICAL ACTIONS
[] - Undermine: [Select Character or Organisation], spreads uncertainty about the loyalty or purpose of a rival.
Challenging Opposed Roll
[] - Build Trust: [Select Character or Organisation], builds a rapport with a character or group, binding them to you through trust and loyalty. (can only improve Relation & Reputation with a group twice through this)
Challenging Roll
[] - Build Legitimact: Devotes work towards finding legal justification for you taking command over all Imperial forces present.
Challenging Roll Failure may hurt Legitimacy, Success may give access to Subordninates.
[] - Consolidate Power: [Select Fleet, may select both as one action, but failing one check means the entire action fails], attempts a takeover of the targeted fleet, through diplomatic means, though you can add any number of underhanded reinforcements to your attempt. (Difficult, but if successfull leaves you with another fleet admiral available)
Difficult Opposed Roll Failure may hurt Legitimacy
CONSTRUCTION ACTIONS
None Available
DOCKYARD ACTIONS
None Available
RESEARCH ACTIONS
[] - Explore Local System: The local system in which we have been deposited seems like a useful location to The Empire, regardless of how we got here. We should survey and catalog it in its entirety so we can put its resources best to use in our service.
Assign each feature a number with the lowest number being highest priority.
--[]Planetary Remnant Asteroid Cluster 0/1 Degrees of Success
--[]Small Rocky Planet 0/2 Degrees of Success
--[]Large Rocky Planet 0/2 Degrees of Success
--[]Moderate Rocky Planet - Signs of Life, Probably Habitable 0/3 Degrees of Success
--[]Planetary Remnant Asteroid Cluster - Signs of Artificial Structures 0/2 Degrees of Success
--[]Moderate Rocky Planet 0/2 Degrees of Success
--[]Dust Cloud 0/1 Degrees of Success
--[]Large Rocky Planet - Signs of Life 0/3 Degrees of Success
--[]Small Rocky Planet 0/2 Degrees of Success
--[]Asteroid Belt 0/1 Degrees of Success
--[]Stable Comet Swarm 0/1 Degrees of Success
--[]Gas Dwarf 0/2 Degrees of Success
--[]Asteroid Belt 0/1 Degrees of Success
--[]Massive Gas Giant 0/2 Degrees of Success
[] - Determine Location and Date: We have been the victims of a massive hyperspace anomaly, and have exited hyperspace far beyond any charted area. It is not unheard of for people to be displaced not just location-wise but also in time when subject to similar accidents in the past. We need to determine were and when we are, so we have a better understanding of how to get back in contact with The Empire.
0/4 Degrees of Success
INTELLIGENCE ACTIONS
[] - Build a Dossier on [Select Character or Organisation], once complete, will grant bonuses to further actions involving them.
0/5 Degrees of Success
[] - Infiltrate Organisation: [Select Organisation]
0/10 Degrees of Success
[] - Assassinate: [Select Character] (can be used to fake an attempt on yourself, if for some reason, that would be favorable)
Challenging Opposed Roll
[] - Sabotage: [Select what to sabotage] (can be used on your own assets, if you for some reason want to conveniently be the target of sabotage)
Challenging Opposed Roll
[] - Suborn the Fleets: [Select Fleet, may select both as one action, but failing one check means the entire action fails] In light of our situation, there needs to be a unified command, and the other Fleet Admirals are both ambitious and powerful individuals, otherwise you don't get command of a fleet. Their commands need to be subverted to my side, if that proves itself impossible, assassinating the admirals is the only viable way of preventing a dangerous power struggle in the future.
Difficult Opposed Roll Failure may hurt Legitimacy
NAVAL ACTIONS
[] - Set Up Patrol [Select system or Hyperspace Route] (Will repeat until canceled, assigned ships are unavailable for other purposes), secures an area for Imperial use.
Ordinary Roll
[] - Assume Command: [Select Fleet, may select both as one action, but failing one check means the entire action fails] Being the Fleet Admiral of a Superiority Fleet, you are clearly the senior, and more trusted by the Admiralty and by extension, the Emperor. On this foundation, you will order the other Fleet Admirals to officially subordinate themselves to you. (If successful, grants control of another fleet, but failure may mean naval combat between Imperial Forces, jeopardizing supplies and assets)
Difficult Opposed Roll Failure may hurt Legitimacy
GROUND ACTIONS
None Available
A/N: No dialogue or character interactions in this post, but I don't think it was needed either. Still not perfectly happy with it, but I want to post something, and this at least give some insight into the situation and moves the quest along.
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