Quest Star Wars - Unknown Regions Imperial Warlord Quest

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The Whispering Monk

Well-known member
Osaul
At this point we really need to consider our priorities.

First Priority: In my mind we NEED to get Colonists on the ground so we can put them to work building what we need for infrastructure and logistics. NONE of that happens until we get Moff'd. SO that should probably be our emphasis this turn.
-Along with this we really need to make sure the system is fully explored so we know how best to secure the wealth of this system.
-Probably need to get the Flora & Fauna task done as well.
-Archaeology task could prove beneficial as well

2nd Priority: We really need to re-organize the fleet so we can make better use of our assets. That requires Kan our entire Admiralty to perform so it will probably have to wait till after we get Moff'd.

3rd: Build and Explore

What do y'all think?
 

GuyThatRunsAGame

Well-known member

I added the construction and colony actions already because you could pick them if you also pick the Moff action this turn.
Though if the Moff action fails you'd get the choice between auto-failing them, or sacrificing Legitimacy (and therefore future bonuses to the become Moff action) and go ahead anyways.
 

GuyThatRunsAGame

Well-known member
Is the Med Facility a Ground Based site or orbital?

And do we have logical places to drop the Refinery Stations yet?

The Haven-class is a space station, it's the old republic model that was used in the clone wars.

You have surveys of the asteroid belts and planetary remnants, all but the outer planetary remnant cluster are mineral rich, but of special note is that the inner planetary remnant cluster has a large deposit of aurodium, the inner belt a carbonite and a fuel deposit, and the outer belt large fuel deposits, the outer planetary remnant is also the one with ruins.
 

The Whispering Monk

Well-known member
Osaul
EDIT 1: Didn't need Horne pulling Survey duty due to the longer turns so I assigned him to build the X7 Station. Might as well!

So, I put together a plan to get us a shiny new title after we just got a shiny new title. Biggest thing is that I've got EVERYBODY doing something, and I think I manage to get all the square pegs in the square holes.

Reasons for some choices
-I plan on Building Trust as much as we can for as long as we can.
-Chose to not assemble the Factory Station for the simplest reason. We just don't need it right away.
-I haven't started the Hyperspace Charting simply b/c I don't want to risk poking an ant hill while we have NO way to resupply ourselves yet.
-Dossiers, I simply plan on having one for every key asset we have working for us, and it seems like the best use of our ISB Agent right now.

[x] Plan: Time to Get Moff’d!
-PERSONAL ACTIONS

-POLITICAL ACTIONS

--[x] Acting Moff <High Admiral Styndath> +Imperial Intelligence DiploServ Advisor Group (+5 Bonus to Political Actions)
--[x] Build Trust [Imp. Special Forces] <Admiral Korray>
--[x] Build Trust [Imp. Intelligence] <High Col Terrend>

-CONSTRUCTION ACTIONS
--[x] Settle [Kodu] <Maj Gen Avik>
--[x] Assemble [Cardan V Station-Kodu Orbit] <Admiral Delste>
--[x] Assemble [Lornar Refinery Station-Inner Asteroid Belt] <Admiral Kothari>
--[x] Assemble [Lornar Refinery Station-Inner Planetary Remnants] <Admiral Jandi>
--[x] Assemble [Haven Medical Facility-Kodu Orbit] <Admiral Arden>
--[x] Assemble [X7 Deep Space Manufacturing Facility-Inner Asteroid Belt] <Admiral Horne>

-DOCKYARD ACTIONS-NA

-RESEARCH ACTIONS

--[x] Catalogue Flora & Fauna [Gora Beinn] <Admiral Kore> (Ordinary)
--[x] Archaeological Excavations [Remnants] <Admiral Coth> (Challenging) + IDMR R&D Team (+5 Bonus to Research Actions)
--[x] Explore Local System: <Admiral Dalsar-Tagge>
---[1] Massive Gas Giant 1/2
---[2] Large Rocky Planet 0/2
---[3] Moderate Rocky Planet 0/2
---[4] Small Rocky Planet 0/2
---[5] Small Rocky Planet 0/2
---[6] Gas Dwarf 0/2
---[7] Dust Cloud 0/1
---[8] Stable Comet Swarm 0/1

-INTELLIGENCE ACTIONS
--[x] Build Dossier [Admiral Horne] <Agent Senk> + Imperial Intelligence Agents (+5 to Intelligence Actions)

-NAVAL ACTIONS
--[x] Setup Patrol [Kodooine System] <Admiral Hir w/Force Escort 2>
**He'll be taking over the System Patrol Duties

-GROUND ACTIONS-NA

Feel free to critique this plan or use it as a base to make your own!
 
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GuyThatRunsAGame

Well-known member
[x] Plan: Time to Get Moff’d!

Doubt I’ll have time to make plans for this quest, like I do LordSunhawk’s quest, but might as well join in. I’ll trust Monk on knowing what to do, what’s there seems reasonable enough to me.

Having seen that quest and the amount of time that's being put into it from players and GM both, I don't doubt that.
But your participation is welcome plans or no plans.

Edits: sleep deprived grammar.
 
Last edited:

GuyThatRunsAGame

Well-known member
My sleep's been completely fucked lately, so the update will be a few hours later than initially intended as I have no interest in writing it while half asleep.
 
Main Turn - 1 - AFE 23:4 Results

GuyThatRunsAGame

Well-known member
AFE 23:4 Results

Acting Moff: High Admiral Styndath, Imperial Intelligence DiploServ Advisor Group
Critical Success 8DoS

Build Trust [Imperial Special Forces]: Admiral Korray
Success 1DoS

Build Trust [Imperial Intelligence]: High Colonel Terrend
Success 1DoS

Settle [Kodu]: Major General Avik
Success 4/10DoS

Assemble [Cardan V Station-Kodu Orbit]: Fleet Admiral Delste
Success 6 DoS

Assemble [Lornar Refinery Station-Inner Asteroid Belt]: Admiral Kothari
Success 4DoS

Assemble [Lornar Refinery Station-Inner Planetary Remnants] Admiral Jandi
Success 2DoS

Assemble [Haven Medical Facility-Kodu Orbit] Admiral Ardan
Failure 2DoF

Assemble [X7 Deep Space Manufacturing Facility-Inner Asteroid Belt] Admiral Horne
Success 1DoS

Catalogue Flora & Fauna [Gora Beinn]: Admiral Kore (Ordinary)
Successs 3DoS

Archaeological Excavations [Remnants]: Admiral Coth, IDMR R&D Team
Critical Failure 5DoF

Explore Local System; Admiral Dalsar-Tagge
Success 2DoS

Build Dossier [Admiral Horne]; Agent Senk + Imperial Intelligence Agents (+5 to Intelligence Actions)
Success 5DoS

Setup Patrol [Kodooine System]; Admiral Hir wForce Escort 2
Success 4DoS

Your attempt to gain the rank of Acting Moff has succeeded beyond anyones expectations, the document was already drafted when you contacted COMPNOR to get them on board with your plan. So after reading through the pad you quickly signed and was now legally the highest civil authority as well. Though you expected at least some level of scepticism over this the opposite turned out to be true. Due to you being seen as a man of action and integrity, who will not falter in the face of adversity, you instead get congratulations and private words of support from all the organizations and commanders present. Your actions up until now has convinced everyone that you have the Empires best interests at heart, and that you will direct efforts accordingly.

As you start signing orders to deploy the refineries and factories as well as begin thawing the colonists you are sturck by the realization that you have before you a chance to truly create an Imperial system. As there is no economy or industry already present, there won't be any need for Imperialization, but as the local ruler you could also suspend the laws that make allowances for private ventures. Conversely you could also shield any private enterprises from COMPNOR, as you would have final say in any Imperialization anyways.
(HHCO Critical Success, +1 HHCO)

[X] - Full Imperialization: Everything within the Empire, nothing outside the Empire, nothing against the Empire. A realization of the Emperors vision, where no greedy merchants pilfer Imperial resources and assets to do what is already their duty towards the Empire.
(Full command economy, no random internal economic events positive or negative, no private invention, entire workforce available for Imperial projects and recruitment)
+1 COMPNOR Relations

[-] - Sanctioned Businesses: The way things work in the Empire proper, where a business may be sanctioned by the Empire, and as long as it doesn't act against the Empire or fails its quotas it will be allowed to continue and enrich its owners. Failures will be absorbed into their rivals or put under Imperial control.
(Random internal economic events positive or negative, parts of the workforce will be unavailable for Imperial projects and recruitment)

[-] - Business Freedom: A step back from the Imperial economic policy, and a return to something more akin to the republic.
(Double random internal economic events positive or negative, higher impact of economic events, a larger part of the workforce will be unavailable for Imperial projects and recruitment)
-2 COMPNOR Relations


Of course, just as you think that you are struck by the memory of how Republic corporations and banks bought and sold influence and how they eventually came to run large parts of the senate. This wasn't a choice, that choice had been proven incorrect by corrupt merchants over twenty years ago, no argument will shake you from this position. The failures of the Republic gave way to a stronger polity, the Empire, and it is therefore natural to implement as Imperial a policy as possible. The only reason Imperialization hasn't been further reaching in the Empire is how entrenched certain corporations are. Besides, as you have no equipment or mandate to create credits, making the point moot.


As you are working with your advisors trying to plan out future expansion of the colony, you are interrupted by a priority message. Once you are by the holoterminal you are greeted by the panicked face of the leader of your IDMR team; "Moff Styndath, there's been an incident at the dig site, Admiral Coth was visiting in person, and touched an artifact, a small carved stone obelisk." he swallows before continuing "He tried opening it, seeing that it possible opened at the top, some white light was visible for a moment, and he immediately fell unconscious, and the artifact closed. He's been transported to his flagship." you respond that you'll contact the admirals vessel and thank the scientist for his rapid report.

After speaking to the CMO of Admiral Coths flagship you are left with bad news, there is no brain activity whatsoever. His body is alive, but there's little point in keeping it so.

[] - Order his life support shut off. It's morbid to keep a brain-dead body around like an empty shell and he deserves better.
[] - Keep his body alive for now. We don't know what we're dealing with here.


After that catastrophe little else of note happens except the progress reports on the tasks you had set you subordinates on.

Admiral Korray has reported success in building trust in you among the Imperial Special Forces commanders. The fact that you already have more than one group of special operations troops under your command shows a preference for quality troops rather than the rank and file.

High Colonel Terrend has managed to support you in relations to Imperial Intelligence, as he's a highly respected Stormtrooper commander, his words on someones loyalty carries weight.

General Avik reports via holocall that he has durin the span of a month managed to settle almost four million citizens on the planet. The construction droids has been a great help in making sure there are actual residential quarters available, and the comparatively unappealing prefab habitats have been used only temporarily and then repurposed into feedstock for the droids. There's some six million colonists left in carbonite, but given one or two months more, he's certain he could hand you an empty Lucrehulk.

Admiral Delste gives you a tour of the finished Cardan V-class station, and tells you he reshuffled some of his crew to make sure it was fully staffed in time. This has reflected well on him in the eyes of the Navy, as the now have an actual anchor-point aside from the deepdocks.

Admirals Kothari and Horne report that they worked together to make sure a clear pipeline of materials from the refinery to the factory could be ensured. Volunteers were taken from Kodu to work there, and you now have some basic industry running in the system. Although not nearly enough to even support the Cardan stations manufacturing capabilities.

Admiral Jandi delivers you the first tiny ingot of aurodium produced, as a keepsake to remember that it was your drive and conviction that made this possible. He then reports that mining is up and running and will be able to support industrial endeavours without delay.

Admiral Ardan has a less than excited expression, as he tells you that there was absolutely no way for him to put the medical station into its proper position in orbit what with both the construction of the Cardan station and the constant transport traffic between the colonial Lucrehulk and the surface. Orbit around where it was supposed to go was quite simply to busy to get it done right now.

Admiral Kore hand you the report on Gora Beinn, much of the flora and fauna, while primitive, show complex chemical compositions native in their makeup, a necessity to live on a frigid toxic planet probably. While harvesting them would be a hassle for the workers involved, there could be future benefits if researched.

Admiral Dalsar-Tagge hands you the report on the remaining system features, and comments that while you have two gas giants, unfortunately neither supported the presence of tibanna, as everyone had been hoping for. Not surprising, as it is a very rare gas, but with your luck on other parts of this system you could at least hope.

Admiral Hir simply reports that there were no problems in adjusting the patrols, and that the system is as secure as before.

Agent Senk gives his report in private, after the meeting, simply handing you a completed dossier on Cric Horne, and tells you that this little exercise has also been helpful for him in building a rapport with Imperial Intelligence. Meaning they aren't as suspicious of him as they'd normally be, he's still ISB and thus a rival, but it won't affect any operations.


After the meeting and the reports, you are contacted by the Unrelenting Castigation, the Lictor-class ship you handed over to the ISB. What follows is a raport that the first few re-educations are already done, and though about half of them may not be fit for military service any more, they are all loyal and can be put to work again.

As you put your data in order for the next month you sit and think about that. The ISB are utterly brutal, you know something about that, as you yourself has been in their care once. Voluntarily, of course, but it wasn't pleasant regardless. It was just after the Declaration of a New Order, you started feeling doubts, as you considered yourself loyal to the Republic, but this wasn't it. Sure, it sidestepped the corruption of the senate, and the Supreme Chancellor had always been supportive of the military, but this wasn't the Republic. But then you realized a horrible possibility, you had several times served alongside Jedi, and you had seen them twist a mans minds with mere words and gestures.

So you contacted the newly formed ISB, and told them that you were feeling doubts about the new order, but that you worried it was because the Jedi traitors had gotten to you. What followed was weeks of intensive interrogations and ideological screening. You got out of it clean, and was told that you had of course been right, those doubts wasn't your doubts, they had been planted there by the traitorous Jedi in preparation for their coup, to make trusted commanders stand paralyzed as they struck. But your will had been to strong, and as such, your loyalty couldn't be swayed by such simple tricks.

You are certain that Ecker has is several magnitudes worse than you had, you came out of it whole, as yourself, without any of the eccentricities that ISB re-education graduates normally have. Of course, you weren't re-educated, you just had your loyalty confirmed and uncertainties assuaged. So the situation isn't completely comparable, but you do know that the ISB won't stop working on a subject until they are done or the subject expires.

Main Turn 1 Effects
Kan Styndath granted the office of Acting Moff
Legitimacy Converted into Relations spread evenly between factions
Kan Styndath gains +1 Human High Culture Orthodoxy
COMPNOR Relations +2
Imperial Intelligence Relations +2
IDMR Relations +1
Imperial Special Forces Relations +2
Stormtrooper Corps Relations +1
Imperial Army Relations +1
Imperial Navy Relations +1
Flora & Fauna of Gora Beinn Catalogued
Remaining System Features Surveyed
Dossier on Cric Horne completed
Patrol adjusted successfully

4 Million Residents Settled on Kodu
Cardan V Space Station assembled and staffed above Kodu
Lornar Refinery Station Assembled and staffed by the Inner Asteroid Belt
Lornar Refinery Station Assembled and staffed by the Inner Planetary Remnant
X7 DSMF Assembled and staffed by the Inner Asteroid Belt

Adan Coth is rendered brain-dead.
Rego Delste gains Imperial Navy Relations +1
Ronar Senk gains Imperial Intelligence Relations +1

A/N: I had really hoped to give you an interesting choice about how much you'd lean into the Imperialization of the economy thing the Empire does, but then I critted the HHCO roll, making that entire vote pointless. I left it in regardless, since it was supposed to be there.
Also, Admiral Coth is clearly cursed, both times I've rolled massive or critical failures for one of your actions, it has been Coth that suffered.
Also, the things with Workforce, Mining and Industry I'll put up as a colony sheet separately.
 

Blasterbot

Well-known member
Hurts to lose him but we had a lot of success so far so we were bound to see some failures eventually.

[] - Keep his body alive for now. We don't know what we're dealing with here.

I lean here because we might be able to figure out what happened a bit and there is always the chance he wakes up/ gets possesed by a sith ghost. last one may be a reason to mercy kill.
 

Bear Ribs

Well-known member
[X] - Keep his body alive for now. We don't know what we're dealing with here.
Always possible his soul can escape and find it's way back, we're nigh-certainly dealing with a force artifact here. Maybe find somebody expendable to research the thing.
 

GuyThatRunsAGame

Well-known member
I lean here because we might be able to figure out what happened a bit and there is always the chance he wakes up/ gets possesed by a sith ghost. last one may be a reason to mercy kill.
Always possible his soul can escape and find it's way back, we're nigh-certainly dealing with a force artifact here. Maybe find somebody expendable to research the thing.

There's a few clues to what it is you're dealing with that you players may figure out if you've played through the first KotOR. Though no character in game has the slightest clue.
 

The Whispering Monk

Well-known member
Osaul
There's a few clues to what it is you're dealing with that you players may figure out if you've played through the first KotOR. Though no character in game has the slightest clue.
I'm trying to keep that in mind regarding character decisions.

In this case though, I'm leaning towards alive & examine artifact with severe Hazmat protocols.

[X] - Keep his body alive for now. We don't know what we're dealing with here.
 
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