Quest Star Wars - Unknown Regions Imperial Warlord Quest

Voting is open

GuyThatRunsAGame

Well-known member
Alright, Vote called for Plan: Actions! MOAR ACTIONS!

Edit: This update will take a while to write.
Edit 2: So one of the planets in the new system is at once the best possible thing as well as an absolute hellish thing.
 
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Main Turn - 3 - AFE 23:6 Results

GuyThatRunsAGame

Well-known member
AFE 23:6 Results

Eckers Belongings
Completed

Found Personal Intel Cell [IMF]: Moff Kan Styndath
Success 3 DoS +1 DoS Build Moffs Palace Critical Synergy
4/10 DoS

Appoint Head of MoP [Mina Andard]
Success

Found Exploration Office
Success

Grant Faction Offices [COMPNOR]: Admiral Kothari
Success

Grant Faction Offices [IDMR]: Admiral Dalsar-Tagge, DiploServ Advisor Group
Success

Expand Resource Extraction [Kodu-Food]: Admiral Kore
Success

Expand Resource Extraction [Kodu-Food]: Major General Avik
Success

Expand Resource Extraction [Kodu, Food]: High Colonel Terrend
Success

Expand Resource Extraction [Kodu-Food]: Admiral Hir
Success

Expand Resource Extraction [Kodu-Food]: Admiral Korray
Failure

Expand Resource Extraction [Kodu, Fuel]: Admiral Horne
Success

Expand Industrial Infrastructure [Kodu]: Ministry of Production
Critical Success

Expand Industrial Infrastructure [Kodu]: Admiral Ardan
Success

Search for Head of Exploration Branch Civilian Administration
Success

Build Moffs Palace [Kodu]: Fleet Admiral Delste
Critical Success 6 DoS
6/5

Explore System [Orange Star w/Moderate Orbitals]: Admiral Jandi
Success 3 DoS
3/3

Give up on Finding a Miracle Cure: Science Office, IDMR R&D Team
Critical Success 4 DoS
2/2 - Basic Treatments
4/5 - Intermediate Treatments
4/10 - Advanced Treatments

Build a Dossier [Mina Andard]: Agent Senk, Imperial Intelligence Operatives
Success

The Imperial Navy haven't done much this month (Action Failed)

The Imperial Army haven't done much this month (Action Failed)

This month you begin work on building your own network of informants, spies and agents. Seeing as there is more bickering and political plays appearing as the different parts of Imperial society regain their bearings, you felt the need for a personally loyal group to keep an eye on primarily Imperial Intelligence and the ISB. It will also give you far more freedom in taking actions against Imperial assets that threaten social stability or your work, without needing Imperial Intelligence or COMPNOR to agree to it. You make good progress on it, and even manage to have a secret section build as part of the Moffs Palace, making good use of the fact that construction droids can have their minds wiped.

You also decide to appoint Mina Andard as Minister of Production, a post she is grateful for, as she states in a personal message to you. She expresses thanks for putting her to good use in a position where she can simply focus on doing the best job possible for the Empire, without the interference of politicians in her daily work.

The Exploration Office is up and running this month, having had the time to go through all personnel assigned to it. While you still have to appoint a head of the office, you have the candidates ready.

Both COMPNOR and the IDMR have gotten their offices this month, and they are both up and running. As you have less direct influence here, you at least won't lose any of your trusted subordinates to head their efforts like with the Navy or Army. The IDMR are also happy with Admiral Dalsar-Tagge ensuring they are located next to the Science Office, allowing them at least the feeling of having some oversight of what projects they are working on.

The massive food production expansion has gone mostly to plan, with the only minor setback being for Admiral Korray, as the project he oversaw didn't actually get any real progress done due to being tied up in logistical issues involved in such a massive expansion.

Conversely the industrial expansion efforts has gone way beyond its intended scope, as the new Minister set to work with unmatched fervor to ensure the capabilities of the Empires newest planet was as high as possible. The downside to this is that you manufacturing capabilities is about twice what your resource capabilities are, so the industry is there, but without expansion of mining, a lost of the factories are at a standstill. Regardless, it is better to have the facilities in place for the future.

Your civilian administration under Administrator Desyc has worked to find a good head for the Exploration Office, and as such has prepared a list of candidates for your perusal.

The construction of the Moffs Palace has gone extremely well, in part due to the increased industrial capabilities of Kodu, and in part due to the extensive experience of Admiral Delste with administering large scale construction, although his expertise is mainly space based, logistics is a skill that transfers well. While this construction was ongoing, you managed to get one of the people recruited as a future member of your private intelligence service to slice the construction droids to build secret facilities for that organization, meaning that they will always be close by and available, and initially have no overt office or presence revealing their existence.

At the end of the month Admiral Jandi reports to you that they have explored the nearby orange stars system, and what resources is available there. Of course, in-depth specific planetary surveys can be done as well, but the basics are now known. Of special interest is the innermost planet, although with a high gravity, molten surface and a crushing atmosphere consisting of corrosive chemicals that spontaneously form plasma storms, it is a daunting task to get even an outpost on it. The fact that the planet contains massive amounts of mineral wealth, as well as sizable phrikite and aurodium deposits makes it almost impossible to deny the benefits of setting up a mining operation there, despite the difficulties.

The Science Office is somewhat miffed about there being an IDMR team involved in what they consider their project, but regardless of that work has progressed without incidents. Basic treatments are available, and some of the local flora or flora and fauna from Gora Beinn has been found to be useful for precursors to medicines. The fact that you will need to stock several dozens of different medicines instead of just bacta is of course grating, but at least you can ensure healthy citizens in the future. Work continues on more complicated treatments, but the fact that running out of bacta won't mean a lack of effective treatment any more has been good for morale. Furthermore, during research on medicines for specific ailments, minor progress was had on replicating the broad spectrum abilities of bacta, making future research on that front easier.

Agent Senk delivers the report on Mina Andard to you, and you are surprised to read that she apparently doesn't like COMPNOR. Despite her ruthlessness and devotion to the Empire, normally hallmarks of someone COMPNOR would get along with, she considers COMPNOR a nuisance, one that often get in the way of efficiency and effectivity, which are the only things she seems concerned with. Other than that, she is competent and ambitious, and while not cold or lacking in empathy, she is completely ruthless to anyone she deems an enemy of or hindrance to the Empire.

This month you've also finished sorting through Eckers personal collection, items with clearly only sentimental value had already been discarded by the ISB, so it wasn't a lot of things, but looking through them and picking out what was worth keeping still took some time.
The clearly best find is a bottle of Whyren's Reserve, no matter how useful other items might be for other purposes, an expensive reminder of home is welcome.

One of Adan Coths subordinates have also been promoted, a Davin Lorres. You already know his as a steady man and one of the old hands in the navy. He began his naval career in the ORSF during the clone wars, so he knows his business.


Exploration Office Administrator
[] Deng Tilles - While he hasn't been appointed to anything yet, COMPNOR will still try and get their pet into office somewhere.
[] Sander Daral - A young Eriaduan, educated on coruscant. A veritable genius at astrogation, but sadly a coward. He is known for being far to cautious and lacking ambition, he is however exceptionally devoted to the Empire and Human High Culture.
[] Rake Bastra - A middle aged man from Corulag, educated at Corulag university. A man both gifted and skilled, that also has good relations with the Army, Special Forces and the IDMR. Favours a subtle approach and if he isn't used for the Exploration Office is a good candidate for your personal intelligence services.
[] Valin Vil - A young corellian, went to Corellia University. Skilled at what he does, but his broad education somewhat hinders the depth of knowledge available to some others. Should he not be chosen to head the Exploration Office, he will likely attempt to join it as a scout instead. He is also known for looking out for himself first and foremost.

Turn Effects
Mina Andard appointed Minister of Production.
Exploration Office founded and staffed.
Exploration Office administrator picked.
COMPNOR granted offices.
IDMR granted offices.
Food Production on Kodu increased by +4
Fuel Production on Kodu increased by +1
Industry on Kodu increased by +3
Industry experiences resource shortages
Unnamed Orange Star System explored.
Moffs Palace Constructed.
Personal Intelligence Cell will be easier to keep secret.
Basic Medical Treatments and Medicines developed.
Alternative to Bacta gains 1 progress.
Dossier on Mina Andard Completed.

Gained Systems Admiral Davin Lorres

COMPNOR gains Influence +1 (Total 1)
IDMR gains Influence +1 (Total 1)

Ecker's Personal Collection:
1307x Peggats
A case filled with the largest denomination of Hutt currency.
11x Bags of Glitterstimm
Several bags of the most expensive narcotic in the galaxy. No accompanying paraphernalia and packed in the same case as the peggats.
13x Bottles of Alderaanian Wine
Several bottles of high quality red wine from Alderaan, priceless now that the planet is an asteroid field. Made even more valuable by your distance to the civilized galaxy at large.
1x Bottle of Whyren's Reserve
A single bottle of rare and incredibly expensive Corellian whiskey.
16x High-Grade Bacta Patches
Very expensive bacta, as potent as it is difficult to aquire, even on Thyferra.
20x Grand Army of the Republic Issue Blaster Gas Cartridges
An unbroken box filled with High-Grade Spin-Sealed Tibanna Gas, makes the blaster bolts glow bright blue rather than red, it also gives the bolt better penetration and adds an Ion charge.
1x BlasTech Bryar Rifle
A rather heavy blaster rifle, with the ability to charge up a stronger blast.
1x BlasTech A-280 Blaster Rifle
A sturdy blaster rifle with very good armour penetration abilities compared to many other blaster.
1x Theed Arms S-5 Heavy Blaster Pistol
A heavy blaster pistol, used by the royal security forces of the Emperors home planet.
5x Merr-Sonn Class-A Thermal Detonators
The most powerful commerically available hand thrown explosive in the galaxy.
1x Balutar-class Swoop
A small and reliable speeder bike manufactured by MandalMotors.
1x Flitknot Speeder Bike
An old geonosian speeder bike, very responsive and fast.
 

The Whispering Monk

Well-known member
Osaul
Nice crits!

I am also surprised we only failed 1 of the production rolls!

Now on to the all important Exploration Office Administrator position!
[] Deng Tilles - While he hasn't been appointed to anything yet, COMPNOR will still try and get their pet into office somewhere.
**Not a fan of this guy, but do we toss COMPNOR a bone here? Do we risk they really push to get him in on a more important position? Does this guy have any redeeming features to help qualify him for this position @GuyThatRunsAGame ?

[] Sander Daral - A young Eriaduan, educated on coruscant. A veritable genius at astrogation, but sadly a coward. He is known for being far to cautious and lacking ambition, he is however exceptionally devoted to the Empire and Human High Culture.
**I actually like the lack of ambition and the expertise. Devotion to Empire is good; not so much the Human High Culture (simply b/c I expect us to be VASTLY outnumbered by aliens in this portion of the galaxy).

[] Rake Bastra - A middle aged man from Corulag, educated at Corulag university. A man both gifted and skilled, that also has good relations with the Army, Special Forces and the IDMR. Favours a subtle approach and if he isn't used for the Exploration Office is a good candidate for your personal intelligence services.
**Probably the best candidate we have in this contest. Is it better to have him running Exploration or as part of our personal Intel group?

[] Valin Vil - A young corellian, went to Corellia University. Skilled at what he does, but his broad education somewhat hinders the depth of knowledge available to some others. Should he not be chosen to head the Exploration Office, he will likely attempt to join it as a scout instead. He is also known for looking out for himself first and foremost.
**Sounds like a perfect villain! Pretty sure this guy is just too young and inexperienced for this position. Might prove useful once he gets more seasoning.

What does everyone else think?
 

GuyThatRunsAGame

Well-known member
**Not a fan of this guy, but do we toss COMPNOR a bone here? Do we risk they really push to get him in on a more important position? Does this guy have any redeeming features to help qualify him for this position @GuyThatRunsAGame ?

He isn't actually bad at administration and intelligence work. But he's at his core COMPNORs creature.
For this specific appointment though, he's thoroughly unsuited, as he knows nothing of the subject matter, and so can't make informed decision.
COMPNOR can't really push him on you, not without having gained a fair bit of influence first, the worst that can happen at this stage would be a loss of relations with them.

As a GM I like having COMPNOR available, they're the key to getting things done in the Empire, and the largest hindrance to getting things done in the Empire.
 

Jarow

Well-known member
Per word of QM, first person isn't really suitable for the position. Don't really disagree with your other thoughts, but here's mine added on.

[] Sander Daral - A young Eriaduan, educated on coruscant. A veritable genius at astrogation, but sadly a coward. He is known for being far to cautious and lacking ambition, he is however exceptionally devoted to the Empire and Human High Culture.
**I actually like the lack of ambition and the expertise. Devotion to Empire is good; not so much the Human High Culture (simply b/c I expect us to be VASTLY outnumbered by aliens in this portion of the galaxy).
Don't disagree about ambition and expertise being good, but cowardice could potentially be a problem for our lead explorer. There is inherently risk in exploration, so that could cause issues.
[] Rake Bastra - A middle aged man from Corulag, educated at Corulag university. A man both gifted and skilled, that also has good relations with the Army, Special Forces and the IDMR. Favours a subtle approach and if he isn't used for the Exploration Office is a good candidate for your personal intelligence services.
**Probably the best candidate we have in this contest. Is it better to have him running Exploration or as part of our personal Intel group?
Definitely a very good candidate, depends on how important to us a good personal intelligence service is. I'm pretty sure we have some imperial intelligence, which we can probably rely on if we stay properly imperial (could be remembering wrong though)
[] Valin Vil - A young corellian, went to Corellia University. Skilled at what he does, but his broad education somewhat hinders the depth of knowledge available to some others. Should he not be chosen to head the Exploration Office, he will likely attempt to join it as a scout instead. He is also known for looking out for himself first and foremost.
**Sounds like a perfect villain! Pretty sure this guy is just too young and inexperienced for this position. Might prove useful once he gets more seasoning.
If we don't care too much about personal intelligence, this is probably who I'd choose. Especially given we could use that to make sure he stays loyal, instead of using the exploration office for himself.
 

Jarow

Well-known member
[x] Rake Bastra

If Monk thinks he's not needed for personal intelligence, then I agree he's the best choice.
 

The Whispering Monk

Well-known member
Osaul
If Monk thinks he's not needed for personal intelligence, then I agree he's the best choice.
It's not so much that I think he's NOT needed there, but that we lose more by placing one of the alternates in charge of that office. He's still a subordinate we can look to who'll back us in most cases, and we can strengthen that loyalty by remaining loyal to him. Besides, now that I think about it, who says we can't use him still as a personal intelligence source?

Leave him in place where he is. Exploration vessels go LOTS of places with minimal restrictions. It's a great way to move information/intelligence covertly. Especially if/when we encounter foreign powers.
 

GuyThatRunsAGame

Well-known member
Will probably call the vote tonight.

Edit: Won't be any update tonight, so won't call it until tomorrow.

Edit 2: Calling it for Rake Bastra, will have update up in a bit.
 
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Main Turn - 4 - AFE 23:7

GuyThatRunsAGame

Well-known member
AFE 23:7

The Exploration Office will be headed by Rake Bastra, but you keep him in mind for future work of integrating intelligence work with the Exploration Offices regular duties, both his approach to things and his skill set lends itself to such after all. Valin Vil has also joined the Exploration Office as an explorer.

Despite Minister Andards exceptional work in building up our industrial capabilities, this leaves us with the problem that we currently lack the resources to make use of it. To that end, she has suggested expanding the Ministry of Production with several departments that focus on one area under the greater umbrella of the ministry as a whole. She has also expressed interest in the molten world in the nearby star system, but concedes that with how small the available Imperial population is, and how hostile the conditions on that planet seems, a slave workforce would be needed to exploit it, so it will have to wait.

Now for planning the coming month.

Hypermatter Supplies 11m
Fuel Supplies 11m
Tibanna Supplies 11m
Spare Supplies 11m
Food Supplies 11m
Bacta Supplies 7m

YOU HAVE TWO PERSONAL ACTIONS, SUBORDINATES CAN EACH PERFORM ONE ACTION
Due to the Moffs Palace, you have Two Personal Actions instead of the regular one.

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
Loyalty
: Zealous Aggression: Cautious Bravery: Unflinching
Best Skills: Administration & Logistics 18, Leadership & Command 13, Naval Strategy & Tactics 15
Relations: Imperial Navy 2, COMPNOR 2, Imperial Intelligence 1, Imperial Special Forces 1, Stormtrooper Corps 2, Imperial Army 1

Admiral Varlo Korray - Commander Force Superiority 2
Loyalty
: Zealous Aggression: Driven Bravery: Fearful
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

Admiral Jan Kothari - Commander Force Escort 1
Loyalty
: Zealous Aggression: Driven Bravery: Unflinching
Best Skills: Politics & Influence 14, Leadership & Command 14, Naval Strategy & Tactics 11
Relations: Imperial Navy 1, COMPNOR 1, Imperial Intelligence 1, Imperial Special Forces 1, Stormtrooper Corps 1, Imperial Army 1

Admiral Salth Hir - Commander Force Escort 2
Loyalty
: Zealous Aggression: Cautious Bravery: Fearless
Best Skills: Personal Combat & Fitness 11, Intelligence & Subterfuge 12, Naval Strategy & Tactics 15
Relations: Imperial Navy 2, Imperial Intelligence 1, Imperial Special Forces 1, Stormtrooper Corps 3, Imperial Army 1

Admiral Carlist Jandi - Commander Force Technical Services 1
Loyalty
: Zealous Aggression: Cautious Bravery: Unflinching
Best Skills: Leadership & Command 14, Piloting & Gunnery 17, Astrogation & Physics 14
Relations: Imperial Navy 1, COMPNOR 4, Imperial Intelligence 1, Imperial Department of Military Engineering 1, Stormtrooper Corps 1

Admiral Gavin Ardan - Commander Force Support 1
Loyalty
: Zealous Aggression: Cautious Bravery: Unflinching
Best Skills: Intelligence & Subterfuge 14, Administration & Logistics 9, Naval Strategy & Tactics 8
Relations: Imperial Navy 1, COMPNOR 2, Imperial Special Forces 1, Stormtrooper Corps 1, Imperial Army 1

Admiral Adan Coth - Commander Force Technical Services 2
Loyalty: Zealous Aggression: Driven Bravery: Unflinching
Best Skills: Politics & Influence 11, Administration & Logistics 17, Naval Strategy & Tactics 10
Relations: Imperial Intelligence 1, Imperial Department of Military Research 1


Admiral Davin Lorres - Commander Force Technical Services 2
Loyalty
: Loyal Aggression: Driven Bravery: Fearless
Best Skills: Naval Strategy & Tactics 15, Leadership & Command 13, Personal Combat & Fitness 13
Relations: Imperial Navy 1, Imperial Special Forces 2, Stormtrooper Corps 2, Imperial Army 2

Admiral Jerrel Kore - Commander Force Support 2
Loyalty
: Zealous Aggression: Driven Bravery: Unflinching
Best Skills: Personal Combat & Fitness 13, Administration & Logistics 17, Leadership & Command 13
Relations: Imperial Navy 1, COMPNOR 2, Imperial Intelligence 1

Admiral Lucio Dalsar-Tagge - Commander Force Support 3
Loyalty
: Loyal Aggression: Driven Bravery: Fearless
Best Skills: Personal Combat & Fitness 11, Leadership & Command 11, Astrogation & Physics 11
Relations: Imperial Navy 1, COMPNOR 1, Stormtrooper Corps 1, Imperial Army 1

Fleet Admiral Rego Delste - Commander Deepdock Fleet (Lost on turn 7)
Loyalty
: Zealous Aggression: Driven Bravery: Unflinching
Best Skills: Administration & Logistics 16, Naval Strategy & Tactics 15, Astrogation & Physics 11
Relations: Imperial Navy 2, COMPNOR 2
High Colonel Garo Terrend - Commander Flagship Stormtrooper Complement
Loyalty
: Zealous Aggression: Reckless Bravery: Fearless
Best Skills: Personal Combat & Fitness 14, Ground Strategy & Tactics 15, Field Survival & Navigation 13
Relations: Stormtrooper Corps 3, COMPNOR 1, Imperial Intelligence 1, Imperial Special Forces 1, Imperial Navy 1

Major General Typho Avik - Commander Imperial Army Line Corps (Lost on turn 7)
Loyalty
: Zealous Aggression: Reckless Bravery: Fearless
Best Skills: Ground Strategy & Tactics 15, Personal Combat & Fitness 11, Leadership & Command 10
Relations: Imperial Army 2, Imperial Intelligence 1, Imperial Special Forces 1, Stormtrooper Corps 1

Investigations Agent Ronar Senk - Imperial Security Bureau Investigations Agent
Loyalty
: Zealous Aggression: Driven Bravery: Unflinching
Best Skills: Personal Combat & Fitness 13, Intelligence & Subterfuge 18, Ground Strategy & Tactics 10
Relations: COMPNOR 3, Imperial Intelligence 1, Imperial Special Forces 2, Stormtrooper Corps 2, Imperial Army 1

AVAILABLE ADMINISTRATIONS
Assign an Administrative Branch to an action, this will use the administrators skill and relations instead of yours.

Civilian Administration
Actions
: 1 Political Action
Administrator Skill: 24
Bonus: -

Ministry of Production
Actions
: 1 Expand Resource Extraction or Expand Industrial Infrastructure or Expand Advanced Industrial Infrastructure Action
Administrator Skill: 23
Bonus: -

Science Office
Actions
: 1 Research Action (No military research)
Administrator Skill: -
Bonus: -

Exploration Office
Actions
: 1 Exploration Action
Administrator Skill: 18
Bonus: +5 to any Exploration Actions

AVAILABLE ADVISORS:
Assign to an action to gain the bonus, passive bonuses are not granted when advisors are assigned 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)
Imperial Intelligence Operative (+5 to Intelligence Actions)

ACTIVE INFILTRATIONS & DOSSIERS:
Infiltration and dossier bonuses are always active. All bonuses are cumulative.

Dossier: Fleet Admiral Delste (+10 to all Actions targeting Rego Delste)
Dossier: Systems Admiral Dalsar-Tagge (+10 to all Actions targeting Lucio Dalsar-Tagge)
Dossier: Administrator Andard (+10 to all Actions targeting Mina Andard)

PERSONAL ACTION
Personal actions can only be taken by Kan Styndath, but advisors can still be assigned. Bodyguards are assumed to be present.

[] - Reorganize Fleets: Your current fleet composition is woefully inefficient for the circumstances, you could use your authority to reorganize them completely into smaller independent fleets reporting directly to you. There may be some animosity from the Navy for this, but overall, they like you well enough and you are in charge, so it would be fleeting unless you absolutely bungle it.
Challenging Roll
0/2 DoS
!!THIS TASK WILL OCCUPY ALL YOUR ADMIRALS UNTIL IT IS DONE!!

[] - Found a Personal Intelligence Cell: Although the ISB and Imperial Intelligence do good work, for handling those two organizations themselves there might be merit to having personally loyal spies and agents available. You have made good progress on the bare bones of this network, and there are facilities available for them hidden in the Palace, so now all you need to do is finish the job.
Challenging Roll
4/10 DoS

[] - Double Down [Action taken by Kan Styndath]: With the Moff Palace handling much of your day to day, you now have more time to devote to other goals. With this in mind, while you could undertake more tasks, you can also focus more work on something you're already working on.
Doubles Kan Styndaths Skill Bonus to the actions Chance of Success.

POLITICAL ACTIONS

[] - Undermine: [Select Character or Organisation], spreads uncertainty about the loyalty or purpose of a rival.
Challenging Opposed Roll
Lower the Influence of a Faction

[] - 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 Relations with a group twice through this, failed attempts don't count)
Challenging Roll
Already Improved: Imperial Navy x1, Stormtroopers x2, Imperial Special Forces x1 Imperial Intelligence x2, COMPNOR x1

[] - Lower Age of Majority: Although you don't have a pressing need for all ten million settlers just yet, to ensure future expansion it might be prudent to make sure your workforce and recruiting base grows quicker.
--[] 1 Year: Growth begins at turn 170. Easy Roll.
--[] 2 Years: Growth begins at turn 160. Ordinary Roll.
--[] 3 Years: Growth begins at turn 150. Ordinary Roll.
--[] 4 Years: Growth begins at turn 140. Challenging Roll.
External factors may change when this occurs regardless, this is for any offspring of your 10 million colonists to start counting as workers.

[] - Begin Rationing Supplies: Although we've started production of certain goods already, and will get to others in time at this point, it may be in our interest to ration our remaining supplies. As it stands, our projections for how long they will last is based on normal Imperial supply use, but with stricter rules we may extend them noticeably.
--[] Hypermatter Supplies (From Medium to one of Scarce/Low)
--[] Fuel Supplies (From Medium to Low)
--[] Tibanna Supplies (From Medium to one of Scarce/Low)
--[] Bacta Supplies (From Medium to one of Scarce/Low)
--[] Food Supplies (From Medium to Low)
--[] Spare Supplies (From Medium to Low)
Only one action for any number of changes. Supplies start at Abundant, for every level below gain +2 months of supplies.

[] - Search for a Head for an Administrative Branch
--[] Science Office (Grants the appropriate skill to the free roll, cannot be tasked with other actions)

[] - Grant Faction Offices (You can sacrifice advisors to grant their bonuses to the branch)
--[] ISB (ISB takes one independent Intelligence Action per turn.)
--[] Imperial Intelligence (Imperial Intelligence takes one independent Intelligence Action per turn.)
--[] Stormtrooper Corps (Stormtrooper Corps take one independent Factory or Ground Action per turn.)
--[] Imperial Special Forces (Imperial Special Forces take one independent Intelligence or Ground Action per turn.)

[] - Expand Ministry of Production
--[] Department of Strategic Materials (Ministry of Production takes one Free Expand Resource Extraction Action without skill bonus per Turn to improve Strategic Resources)
--[] Department of Agriculture (Ministry of Production takes one Free Expand Resource Extraction Action without skill bonus per Turn to improve Food)
--[] Department of Natural Resources (Ministry of Production takes one Free Expand Resource Extraction Action without skill bonus per Turn to improve Minerals or Rare Minerals)
--[] Department of Industry (Ministry of Production takes one Free Expand Industrial Infrastructure Action without skill bonus per Turn)

[] - Expand Science Office (Unavailable until the Science Office has an Administrator)
--[] Engineering Department (Science Office gains +10 to rolls using the Engineering & Technology Skill)
--[] Biology Department (Science Office gains +10 to rolls using the Biology & Medicine Skill)
--[] Chemistry Department (Science Office gains +10 to rolls using the Chemistry & Materials Skill)
--[] Energy Department (Science Office gains +10 to rolls using the Physics & Energy Skill)


[] - Expand Exploration Office
--[] Hyperblazer Office (Exploration Office gains a +10 bonus to Chart Hyperspace Route Actions)
--[] Planetary Surveys Office (Exploration Office gains a +10 bonus to Explore System Actions)

CONSTRUCTION ACTIONS

[] - Build an Imperial Academy: Though you'll probably have a glut of troops, crews and officers compared to your needs for the immediate future, it never hurts to put the institutions in place for future expansion. Though you'll need to staff it as well, just having the building in place this early in the settlements construction will ease planning for other things.
Ordinary Roll
0/3 Academy Core Buildings
0/5 One Wing complete (Your choice of Navy, Army or Stormtrooper)
0/7 Two Wings complete (Your choice of Navy, Army or Stormtrooper)
0/9 All three Wings complete (Navy, Army and Stormtrooper)

[] - Build a dedicated Academy: Although the Imperial Academy system is a good solution for massive training and education, sometimes more specialized facilities, with more select faculty is called for. If nothing else, it will show the branch you pick that you care about their needs.
Ordinary Roll
0/4
-[] Imperial Navy: Gain +1 Relation Imperial Navy. Higher Quality Navy Crews.
-[] Imperial Army: Gain +1 Relation Imperial Army. Higher Quality Army Troopers.
-[] Stormtrooper Corps: Gain +1 Relations Stormtrooper Corps. Higher Quality Stormtroopers.

[] - Build a University: Although you could run all higher education through the Imperial Academy system, civilian education might be better served by a University. Although not as broad of an education as an Academy graduate, universities tend to have a deeper focus.
Ordinary Roll
0/3 University Core Buildings
0/5 One wing complete (Your choice of Administration, Politics or Science)
0/7 Two wings complete (Your choice of Administration, Politics or Science)
0/9 All three wings complete (Administration, Politics and Science)

[] - Expand Resource Extraction [Select Planet & Resource]: While the Lormar-class Refinery Stations where helpful in giving a head start, from now on you will need to exploit resources on a case-by-case basis.
Ordinary Roll

[] - Expand Industrial Infrastructure [Select Planet]: Although you have some industrial capabilities, you're going to need a great deal more industry if you are to expand and even to long-term support your fleet.
Ordinary Roll

[] - Expand Advanced Industry [Select Planet]: With access to better parts, more advanced projects will be available.
Ordinary Roll

DOCKYARD ACTIONS
None Available (actually, you do have actions available, but none that your industry can support, so best not to worry about it yet)

EXPLORATION ACTION

[] - Chart Hyperspace Route: The area closest to us is completely unknown and uncharted, we need to send out hyperblazers to find safe routes we can use to secure the neighboring systems.
Challenging Roll

[] - Explore System [Select System]: Though we know where it is, we don't know anything except what kind of star there is and a general amount of objects orbiting the star. Further exploring the system we've found is necessary to plan our future expansion.
Ordinary Roll
0/1 Empty System Features
0/2 Sparse System Features
0/3 Moderate System Features
0/4 Dense System Features

RESEARCH ACTIONS

[] - Archaeological Excavation [Planetary Remnant]: Though the first attempt saw catastrophe with Admiral Coth having an incident at the site, learning more about the location might help with at least understanding what happened.
Challenging Roll

[] - Create Production Blueprints [Select Ship/Vehicle/Equipment]: Although you have maintenance schematics and spare parts for most of the fleet, you do not have access to high quality blueprints fit for ground-up construction. This would require reverse-engineering.

Harbor-class Mobile Space Dock
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/30

Novator-class Mobile Dockyards
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/25

Cardan V-class Space Station
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/20

Lormar-class Refinery Station
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/20

X-7 Deep Space Manufacturing Facility
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/15

Golan Space Defense Platform
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/24
Executor-class Star Dreadnought
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/50

Bellator-class Star Dreadnought
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/40

Mandator II-class Star Dreadnought
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/36

Mandator III-class Star Dreadnought
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/40
Praetor II-class Star Battlecruiser
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/30

Allegiance-class Star Battlecruiser
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/30
Imperial I-class Star Destroyer
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/20

Imperial II-class Star Destroyer
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/22

Tector-class Star Destroyer
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/22

Secutor-class Star Destroyer
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/22

Interdictor-class Star Destroyer
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/25

Gladiator-class Star Destroyer
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/16
Lucrehulk Battleship
Available Maintenance Schematic: No -10
Available Example Ship: Yes +10
Difficult Roll 0/10
Victory I-class Heavy Cruiser
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/14

Victory II-class Heavy Cruiser
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/15

Vindicator-class Heavy Cruiser
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/10

Immobilizer 418 Heavy Cruiser
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/20

Venator-class Attack Cruiser
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/15

Dreadnought-class Heavy Cruiser
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/12
Strike-class Medium Cruiser
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/12

Tartan-class Patrol Cruiser
Available Maintenance Schematic: Yes/No +10/-10
Available Example Ship: Yes/No +10/+0
Difficult Roll 0/12

Carrack-class Light Cruiser
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/10

Quasar-Fire II-class Cruiser-Carrier
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/12

Ton-Falk-class Escort Carrier
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/12

Broadside-class Cruiser
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/12

Arquitens-class Light Cruiser
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/10

C-ROC Gozanti-class Light Cruiser
Available Maintenance Schematic: Yes+10
Available Example Ship: No +0
Difficult Roll 0/5

Gozanti-class Light Cruiser
Available Maintenance Schematic: Yes+10
Available Example Ship: No +10
Difficult Roll 0/5

Gozanti-class TIE Carrier
Available Maintenance Schematic: Yes +10
Available Example Ship: No +10
Difficult Roll 0/6
Nebulon-B-class Frigate
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/8

Lancer-class Frigate
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/10

Acclamator II-class Assault Ship
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/10
Marauder-class Corvette
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/6

CR92a Assassin-class Corvette
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/6

CR90-class Corvette
Available Maintenance Schematic: Yes +10
Available Example Ship: No +10
Difficult Roll 0/5

Raider-class Corvette
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/6

Vigil-class Corvette
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/6

IPV-1-class Corvette
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/4
MRX-BR Pacifier-class Scout Vesses
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/4

IGV-55 Surveillance Vessel
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/6

Skywatcher-class Deep Space Scout Ship
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/4

SCT Scout Craft
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/4
Evakmar-class Transport
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/5

Altor-class Replenishment Ship
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/8

MedStar-class Medical Frigate
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/6
Lucrehulk-class Transport
Available Maintenance Schematic: No -10
Available Example Ship: Yes +10
Difficult Roll 0/12

Acclamator I-class Transport
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/8

Field-Secured Container Vessel
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/8

Imperial Cargo Ship
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/6

Action VI Transport
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/4

Gozanti-class Transport
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/4
Sentinel-class Landing Craft
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/5

Lambda-class T4-a Shuttle
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/4

Mu-class Model 3 Shuttle
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/4

Gamma-class Assault Shuttle
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/4

Theta-class AT-AT Barge
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/6

Y-85 Titan-class Dropship
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/8

Theta-class T2-c Shuttle
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/5

Low Altitude Assault Transport/sg Space Gunship
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/4

Kappa-class Troop Shuttle
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/5

TIE/br Boarding Shuttle Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/3

TIE/sh VIP Shuttle Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/3
TIE/LD Light Duty Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Ordinary Roll 0/3

TIE/LN Line Fighter Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/3

TIE/rc Recon Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/3

TIE/In Interceptor Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes+10
Difficult Roll 0/4

TIE/ad Avenger Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/6

TIE/D Defender Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/6

TIE/HU Hunter Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/5

TIE/AG Aggressor Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/5

TIE/fc Fire Control Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/3

TIE/gt Ground-Targeting Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/3

TIE/sa Bomber Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/3

TIE/ca Punisher Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/4

TIE/sr Scout Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/3

TIE/sf Oppressor Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/4

TIE/vg Vanguard Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/3

Scimitar Assault Bomber
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/3

GAT-12g Skipray Blastboat Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/5

Z-95 Headhunter Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Ordinary Roll 0/3

ARC-170 Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/3

V-19 Torrent Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/3

Alpha-3 Nimbus-class Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/3

Eta-2 Actis-class Interceptor
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/3

Delta-7B Aethersprite-class Light Interceptor
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/3

BTL Y-Wing Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Challenging Roll 0/3

IRD-A Starfighter
Available Maintenance Schematic: No -10
Available Example Ship: Yes +10
Challenging Roll 0/3
TIE/sn Sentinel Squadron
Available Maintenance Schematic: No -10
Available Example Ship: No +0
Difficult Roll 0/10

V-38 Assault Fighter
Available Maintenance Schematic: No -10
Available Example Ship: No +0
Difficult Roll 0/10

[] - Alternative to Bacta: Although you have access to Bacta for now, in time it will run out, and you have no access to get more. Since bacta is used in almost all levels of treatment against almost all wounds, ailments and illnesses an alternative will be needed. Before bacta became commonplace Kolto was used, but that is similarly unavailable. More primitive forms of medicine that target specific problems may need to be invented. While no progress was made last time, there is still hope that in time, advancements may be made.
Difficult Roll 1/10


Give up on finding a Miracle Cure: The chances of finding something replicating the wide applications of Bacta are so slim as to be almost nonexistent. We should instead focus on specific treatments for specific problems. This will be a large change for our medical logistics, but since our bacta is running out, they'll have the time to adapt as we find new medicines.
Challenging Roll
2/2 Basic Treatments
4/5 Intermediate Treatments
4/10 Advanced Treatments
The Alternative to Bacta Action is unavailable until Advanced Treatments are complete.

INTELLIGENCE ACTIONS

[] - Build a Dossier on [Select Character or Organisation]: Once complete, will grant bonuses to further actions involving them.
Challenging Roll

[] - Infiltrate Organisation [Select Organisation]: Places loyal people around an organisation, ready to supply information or assist operations.
Challenging Roll
0/2 Degrees of Success

[] - Assassinate [Select Character]: Attempts a covert killing of a specific 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]: Attempts to engineer problems for or outright destroy a specific asset. (can be used on your own assets, if you for some reason want to conveniently be the target of sabotage)
Challenging Opposed Roll

NAVAL ACTIONS

[] - Large Scale Navy Attack Exercise: Although you have a lot of troops, they have very little to actually do. You could just keep them on hand waiting, as you have, but the option for a large scale training all branches is something that may be useful for keeping them sharp. This level of operations is unusual in the current Era, but it helps knowing how it's done.
It will involve attempting to breach a blockade and forcing a landing against an entrenched opponent.
Challenging Opposed Roll
Must take all Large Scale Exercise Actions simultaneously.

[] - Large Scale Navy Defence Exercise: Although you have a lot of troops, they have very little to actually do. You could just keep them on hand waiting, as you have, but the option for a large scale training involving all branches is something that may be useful for keeping them sharp. This level of operations is unusual in the current Era, but it helps knowing how it's done.
It will involve blockading a planet to prevent or delay an enemy landing.
Challenging Opposed Roll
Must take all Large Scale Exercise Actions simultaneously.

GROUND ACTIONS

[] - Large Scale Army Exercise: Although you have a lot of troops, they have very little to actually do. You could just keep them on hand waiting, as you have, but the option for a large scale training involving all branches is something that may be useful for keeping them sharp. This level of operations is unusual in the current Era, but it helps knowing how it's done.
It will involve defending a planet against a large scale assault.
Challenging Opposed Roll
Must take all Large Scale Exercise Actions simultaneously.
Must be done by Major General Avik.

[] - Large Scale Stormtrooper Exercise: Although you have a lot of troops, they have very little to actually do. You could just keep them on hand waiting, as you have, but the option for a large scale training involving all branches is something that may be useful for keeping them sharp. This level of operations is unusual in the current Era, but it helps knowing how it's done.
It will involve assaulting a planet and taking a beachhead, while liaising with the navy for orbital and starfighter support against hardened targets.
Challenging Opposed Roll
Must take all Large Scale Exercise Actions simultaneously.
Must be done by High Colonel Terrend.


A/N: As usual, if you feel that an action should be available but isn't, suggest it.
 
Last edited:

The Whispering Monk

Well-known member
Osaul
@GuyThatRunsAGame
So I've been thinking about the Large Scale Naval and Ground Exercises, and I'm trying to figure out the benefits.
-See which units are really the best so we know which ones to keep on active duty and which ones to put in reserve, and which ones that just need to get tossed into mothball status.
-Get a good feel for how we might be able to coordinate all our forces

Downside here is that we risk expenditures of critical resources (fuel/tibanna/hypermatter).

I'm just trying to figure out the benefits of these actions so...yeah.
 

GuyThatRunsAGame

Well-known member
@GuyThatRunsAGame
So I've been thinking about the Large Scale Naval and Ground Exercises, and I'm trying to figure out the benefits.
-See which units are really the best so we know which ones to keep on active duty and which ones to put in reserve, and which ones that just need to get tossed into mothball status.
-Get a good feel for how we might be able to coordinate all our forces

Downside here is that we risk expenditures of critical resources (fuel/tibanna/hypermatter).

I'm just trying to figure out the benefits of these actions so...yeah.

That and it also allows your subordinates more time to liaise with other branches (meaning there's a chance for Relations increases for your subordinates). It also allows the troops and crews something to do other than just endless routine work.

Honestly though, it's probably best to wait with the exercises right now, due to the mentioned problem with resources. The demand for a specific character to take the action will change to their replacement if they are replaced before the action is taken (specifically the General in this instance) so there's no time limit.
 

GuyThatRunsAGame

Well-known member
I seem to be almost through my run in with SARS 2: Electric Booglaoo, so I have some energy coming back now.

So as I'm back to writing again, I'll see if I can't get the factory thing up soon. It's been fighting me but at some point it will just have to be good enough.

Edit: Coffee still tastes like dandelion latex, I am livid every morning.
 
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GuyThatRunsAGame

Well-known member
Factory stuff added, might be to granular on the infantry equipment side though, I'd like feedback on that. If so, I'll rework it into a "package" deal (think hoi4 production of basic equipment) instead.

I've also rolled for the independent actions for the factions during the next turn.
 

The Whispering Monk

Well-known member
Osaul
OK! So the plan is here. I may have missed something so let me know if you see any errors.

For all those out there following along...feel free to make suggestions for changes or omission. I happily accept criticism and well-intentioned abuse! 🙃

EDIT #1-Civil Administration replaced Adminstrator Andard in action...she just runs the 'Actor'.

[x]Plan: HIGHER LEARNING

-PERSONAL ACTIONS
--[x] Found Personal Intel Cell [IMF] <Moff Kan Styndath> Challenging 4/10
--[x] Double Down [Found Personal Intel Cell] <Moff’s Palace Bonus Personal Action>

-POLITICAL ACTIONS
--[x] Establish MoP Department of Agriculture <Adm. Jandi>
--[x] Establish MoP Department of Industry <Adm. Kothari>
--[x] Establish MoP Department of Natural Resources <Administrator Andard Civil Administration>
--[x] Establish MoP Department of Strategic Materials <Adm. Lorres>
--[x] Search for Head of Admin [Science Office] <Adm. Horn> + Imptel Diploserv Advisor Group (+10 to Political Action)

-CONSTRUCTION ACTIONS
--[x] Expand Resource Extraction [Kodu-Metal] <Ministry of Production>
--[x] Expand Resource Extraction [Kodu-Chem] <Adm. Korray>
--[x] Expand Resource Extraction [Kodu-Rare Minerals] <Adm. Hir>
--[x] Expand Resource Extraction [Kodu-Metal] <Adm. Kore>
--[x] Build Imperial Academy <Adm. Delste>
--[x] Build Dedicated Academy [Stormtrooper] <High Col. Terrend>
--[x] Build University <Maj. Gen. Avik>

-EXPLORATION ACTIONS
--[x] Explore [Unknown Red Dwarf System] <Exploration Office>

-RESEARCH ACTIONS
--[x] Archaeological Excavation [Planetary Remnant] <Adm. Dalsar-Tagge> + Imp Tech Analysis Group (don’t know if their +10 bonus will apply here, but their expertise may prove useful)
--[x] Give up on Finding a Miracle Cure <Science Office> + IDMR R&D Team (+5 to Research Action) Challenging 4/10

-INTELLIGENCE ACTIONS
--[x] Build a Dossier [Cric Horn] <Agent Senk> +Imptel Operatives (+5 to Intel Actions)
 
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GuyThatRunsAGame

Well-known member

Just noticed, but Administrator Andard is tied to the MoP, her bonus goes to their action and she can't be assigned any actions herself. The Civilian Administration also doesn't have a task in your plan (unless I've just continually missed it while reading your plan), and what Andard is tagged to do is in their wheelhouse anyways, so there's an easy fix by just using them there.
 

The Whispering Monk

Well-known member
Osaul
Just noticed, but Administrator Andard is tied to the MoP, her bonus goes to their action and she can't be assigned any actions herself. The Civilian Administration also doesn't have a task in your plan (unless I've just continually missed it while reading your plan), and what Andard is tagged to do is in their wheelhouse anyways, so there's an easy fix by just using them there.
Fixed
 
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