Quest Star Wars - Unknown Regions Imperial Warlord Quest

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Info - Dockyards & Factories
  • GuyThatRunsAGame

    Well-known member
    Harbor-class Mobile Space Dock
    Blueprint Available: No
    Industry Requirements: Industry 20, Advanced Industry 12
    Strategic Material Requirements: -
    Dockyard Cost: 10000

    Novator-class Mobile Dockyards
    Blueprint Available: No
    Industry Requirements: Industry 20, Advanced Industry 10
    Strategic Material Requirements: -
    Dockyard Cost: 8000

    Cardan V-class Space Station
    Blueprint Available: No
    Industry Requirements: Industry 24, Advanced Industry 14
    Strategic Material Requirements: -
    Dockyard Cost: 6000

    Lormar-class Refinery Station
    Blueprint Available: No
    Industry Requirements: Industry 18, Advanced Industry 6
    Strategic Material Requirements: -
    Dockyard Cost: 1000

    X7 Deep Space Manufacturing Facility
    Blueprint Available: No
    Industry Requirements: Industry 12, Advanced Industry 8
    Strategic Material Requirements: -
    Dockyard Cost: 400

    Golan I Space Defense Platform
    Blueprint Available: No
    Industry Requirements: Industry 18, Advanced Industry 10
    Strategic Material Requirements: -
    Dockyard Cost: 800

    Golan Space Defense Platform
    Blueprint Available: No
    Industry Requirements: Industry 20, Advanced Industry 12
    Strategic Material Requirements: -
    Dockyard Cost: 1400

    Golan Space Defense Platform
    Blueprint Available: No
    Industry Requirements: Industry 24, Advanced Industry 14
    Strategic Material Requirements: -
    Dockyard Cost: 2500

    Ld-12 Laser Defense Satellite Platform
    Blueprint Available: Yes
    Industry Requirements: Industry 1, Advanced Industry 1
    Strategic Material Requirements: -
    Dockyard Cost: 10

    Md-12 Missile Defense Satellite Platform
    Blueprint Available: Yes
    Industry Requirements: Industry 1, Advanced Industry 1
    Strategic Material Requirements: -
    Dockyard Cost: 10

    Pd-12 Plasma Defense Satellite Platform
    Blueprint Available: No
    Industry Requirements: Industry 1, Advanced Industry 2
    Strategic Material Requirements: -
    Dockyard Cost: 20
    Executor-class Star Dreadnaught
    Blueprint Available: No
    Industry Requirements: Industry 40, Advanced Industry 25
    Strategic Material Requirements:
    Dockyard Cost: 18000

    Bellator-class Star Dreadnought
    Blueprint Available: No
    Industry Requirements: Industry 32, Advanced Industry 20
    Strategic Material Requirements:
    Dockyard Cost: 16000

    Mandator II-class Star Dreadnought
    Blueprint Available: No
    Industry Requirements: Industry 30, Advanced Industry 18
    Strategic Material Requirements:
    Dockyard Cost: 15000

    Mandator III-class Star Dreadnought
    Blueprint Available: No
    Industry Requirements: Industry 30, Advanced Industry 20
    Strategic Material Requirements:
    Dockyard Cost: 15500
    Praetor II-class Star Battlecruiser
    Blueprint Available: No
    Industry Requirements: Industry 28, Advanced Industry 16
    Strategic Material Requirements:
    Dockyard Cost: 14000

    Allegiance-class Star Battlecruiser
    Blueprint Available: No
    Industry Requirements: Industry 30, Advanced Industry 20
    Strategic Material Requirements:
    Dockyard Cost: 16000
    Imperial I-class Star Destroyer
    Blueprint Available: No
    Industry Requirements: Industry 20, Advanced Industry 12
    Strategic Material Requirements:
    Dockyard Cost: 1000

    Imperial II-class Star Destroyer
    Blueprint Available: No
    Industry Requirements: Industry 20, Advanced Industry 12
    Strategic Material Requirements:
    Dockyard Cost: 1100

    Tector-class Star Destroyer
    Blueprint Available: No
    Industry Requirements: Industry 20, Advanced Industry 12
    Strategic Material Requirements:
    Dockyard Cost: 1000

    Secutor-class Star Destroyer
    Blueprint Available: No
    Industry Requirements: Industry 20, Advanced Industry 12
    Strategic Material Requirements:
    Dockyard Cost: 1250

    Interdictor-class Star Destroyer
    Blueprint Available: No
    Industry Requirements: Industry 20, Advanced Industry 15
    Strategic Material Requirements:
    Dockyard Cost: 1500

    Gladiator-class Star Destroyer
    Blueprint Available: No
    Industry Requirements: Industry 16, Advanced Industry 10
    Strategic Material Requirements:
    Dockyard Cost: 800
    Lucrehulk Battleship
    Blueprint Available: No
    Industry Requirements: Industry 20, Advanced Industry 10
    Strategic Material Requirements:
    Dockyard Cost: 3200
    Victory I-class Heavy Cruiser
    Blueprint Available: No
    Industry Requirements: Industry 15, Advanced Industry 10
    Strategic Material Requirements:
    Dockyard Cost: 800

    Victory II-class Heavy Cruiser
    Blueprint Available: No
    Industry Requirements: Industry 15, Advanced Industry 10
    Strategic Material Requirements:
    Dockyard Cost: 850

    Vindicator-class Heavy Cruiser
    Blueprint Available: No
    Industry Requirements: Industry 15, Advanced Industry 10
    Strategic Material Requirements:
    Dockyard Cost: 700

    Immobilizer 418 Heavy Cruiser
    Blueprint Available: No
    Industry Requirements: Industry 16, Advanced Industry 15
    Strategic Material Requirements:
    Dockyard Cost: 900

    Venator-class Attack Cruiser
    Blueprint Available: No
    Industry Requirements: Industry 14, Advanced Industry 10
    Strategic Material Requirements:
    Dockyard Cost: 750

    Dreadnaught-class Heavy Cruiser
    Blueprint Available: No
    Industry Requirements: Industry 12, Advanced Industry 6
    Strategic Material Requirements:
    Dockyard Cost: 800
    Strike-class Medium Cruiser
    Blueprint Available: No
    Industry Requirements: Industry 14, Advanced Industry 8
    Strategic Material Requirements:
    Dockyard Cost: 400

    Tartan-class Patrol Cruiser
    Blueprint Available: No
    Industry Requirements: Industry 12, Advanced Industry 10
    Strategic Material Requirements:
    Dockyard Cost: 300

    Carrack-class Light Cruiser
    Blueprint Available: No
    Industry Requirements: Industry 12, Advanced Industry 10
    Strategic Material Requirements:
    Dockyard Cost: 350

    Quasar-Fire II-class Cruiser-Carrier
    Blueprint Available: No
    Industry Requirements: Industry 14, Advanced Industry 10
    Strategic Material Requirements:
    Dockyard Cost: 600

    Ton-Falk-class Escort Carrier
    Blueprint Available: No
    Industry Requirements: Industry 12, Advanced Industry 10
    Strategic Material Requirements:
    Dockyard Cost: 500

    Broadside-class Cruiser
    Blueprint Available: No
    Industry Requirements: Industry 16, Advanced Industry 10
    Strategic Material Requirements:
    Dockyard Cost: 750

    Arquitens-class Light Cruiser
    Blueprint Available: No
    Industry Requirements: Industry 13, Advanced Industry 8
    Strategic Material Requirements:
    Dockyard Cost: 250

    C-ROC Gozanti-class Light Cruiser
    Blueprint Available: No
    Industry Requirements: Industry 11, Advanced Industry 7
    Strategic Material Requirements:
    Dockyard Cost: 200

    Gozanti-class Light Cruiser
    Blueprint Available: No
    Industry Requirements: Industry 10, Advanced Industry 6
    Strategic Material Requirements:
    Dockyard Cost: 150

    Gozanti-class TIE Carrier
    Blueprint Available: No
    Industry Requirements: Industry 10, Advanced Industry 6
    Strategic Material Requirements:
    Dockyard Cost: 150
    Nebulon-B-class Frigate
    Blueprint Available: No
    Industry Requirements: Industry 10, Advanced Industry 12
    Strategic Material Requirements:
    Dockyard Cost: 400

    Lancer-class Frigate
    Blueprint Available: No
    Industry Requirements: Industry 12, Advanced Industry 11
    Strategic Material Requirements:
    Dockyard Cost: 300

    Acclamator II-class Assault Ship
    Blueprint Available: No
    Industry Requirements: Industry 16, Advanced Industry 10
    Strategic Material Requirements:
    Dockyard Cost: 600

    Pelta-class Frigate
    Blueprint Available: No
    Industry Requirements: Industry 12, Advanced Industry 10
    Strategic Material Requirements:
    Dockyard Cost: 225
    Marauder-class Corvette
    Blueprint Available: No
    Industry Requirements: Industry 14, Advanced Industry 10
    Strategic Material Requirements:
    Dockyard Cost: 275

    CR92a Assassin-class Corvette
    Blueprint Available: No
    Industry Requirements: Industry 13, Advanced Industry 10
    Strategic Material Requirements:
    Dockyard Cost: 250

    CR90-class Corvette
    Blueprint Available: No
    Industry Requirements: Industry 12, Advanced Industry 8
    Strategic Material Requirements:
    Dockyard Cost: 200

    Raider-class Corvette
    Blueprint Available: No
    Industry Requirements: Industry 12, Advanced Industry 12
    Strategic Material Requirements:
    Dockyard Cost: 300

    Vigil-class Corvette
    Blueprint Available: No
    Industry Requirements: Industry 14, Advanced Industry 10
    Strategic Material Requirements:
    Dockyard Cost: 300

    IPV-1-class Corvette
    Blueprint Available: No
    Industry Requirements: Industry 10, Advanced Industry 6
    Strategic Material Requirements:
    Dockyard Cost: 125
    MRX-BR Pacifier-class Scout Vessel
    Blueprint Available: No
    Industry Requirements: Industry 8, Advanced Industry 12
    Strategic Material Requirements:
    Dockyard Cost: 100

    IGV-55 Surveillance Vessel
    Blueprint Available: No
    Industry Requirements: Industry 10, Advanced Industry 14
    Strategic Material Requirements:
    Dockyard Cost: 250

    Skywatcher-class Deep Space Scout Ship
    Blueprint Available: No
    Industry Requirements: Industry 10, Advanced Industry 12
    Strategic Material Requirements:
    Dockyard Cost: 100

    SCT Scout Craft
    Blueprint Available: No
    Industry Requirements: Industry 10, Advanced Industry 12
    Strategic Material Requirements:
    Dockyard Cost: 150
    Evakmar-class Transport
    Blueprint Available: No
    Industry Requirements: Industry 16, Advanced Industry 12
    Strategic Material Requirements:
    Dockyard Cost: 600

    Altor-class Replenishment Ship
    Blueprint Available: No
    Industry Requirements: Industry 20, Advanced Industry 12
    Strategic Material Requirements:
    Dockyard Cost: 1200

    MedStar-class Medical Frigate
    Blueprint Available: No
    Industry Requirements: Industry 12, Advanced Industry 12
    Strategic Material Requirements:
    Dockyard Cost: 500

    Pelta-class Medical Frigate
    Blueprint Available: No
    Industry Requirements: Industry 12, Advanced Industry 10
    Strategic Material Requirements:
    Dockyard Cost: 200
    Lucrehulk-class Transport
    Blueprint Available: No
    Industry Requirements: Industry 20, Advanced Industry 8
    Strategic Material Requirements:
    Dockyard Cost: 2800

    Acclamator I-class Transport
    Blueprint Available: No
    Industry Requirements: Industry 16, Advanced Industry 10
    Strategic Material Requirements:
    Dockyard Cost: 550

    Field-Secured Container Vessel
    Blueprint Available: No
    Industry Requirements: Industry 20, Advanced Industry 10
    Strategic Material Requirements:
    Dockyard Cost: 800

    Imperial Cargo Ship
    Blueprint Available: Yes
    Industry Requirements: Industry 15, Advanced Industry 9
    Strategic Material Requirements:
    Dockyard Cost: 500

    Action VI Transport
    Blueprint Available: No
    Industry Requirements: Industry 12, Advanced Industry 8
    Strategic Material Requirements:
    Dockyard Cost: 200

    Gozanti-class Transport
    Blueprint Available: No
    Industry Requirements: Industry 10, Advanced Industry 5
    Strategic Material Requirements:
    Dockyard Cost: 100

    E-11 Blaster Rifle
    Blueprint Available: No
    Industry Requirements: Industry 1, Advanced Industry 1
    Strategic Material Requirements: -

    DH-17 Blaster Pistol
    Blueprint Available: No
    Industry Requirements: Industry 1, Advanced Industry 1
    Strategic Material Requirements: -

    BlasTech DLT-19 Heavy Blaster Rifle
    Blueprint Available: No
    Industry Requirements: Industry 1, Advanced Industry 1
    Strategic Material Requirements: -

    BlasTech DLT-20A "Longblaster" Blaster Rifle
    Blueprint Available: No
    Industry Requirements: Industry 1, Advanced Industry 1
    Strategic Material Requirements: -

    SE-14C Blaster Pistol
    Blueprint Available: No
    Industry Requirements: Industry 1, Advanced Industry 1
    Strategic Material Requirements: -

    EC-17 Hold-Out Blaster Pistol
    Blueprint Available: No
    Industry Requirements: Industry 1, Advanced Industry 1
    Strategic Material Requirements: -

    T-21 Light Repeating Blaster
    Blueprint Available: No
    Industry Requirements: Industry 1, Advanced Industry 1
    Strategic Material Requirements: -

    E-Web Heavy Repeating Blaster
    Blueprint Available: No
    Industry Requirements: Industry 1, Advanced Industry 1
    Strategic Material Requirements: -

    PLX-2M Missile Launcher
    Blueprint Available: No
    Industry Requirements: Industry 1, Advanced Industry 1
    Strategic Material Requirements: -

    Field Armour
    Blueprint Available: No
    Industry Requirements: Industry 1, Advanced Industry 1
    Strategic Material Requirements: -

    Flight Suit
    Blueprint Available: No
    Industry Requirements: Industry 2, Advanced Industry 2
    Strategic Material Requirements: -

    Scout Trooper Armour
    Blueprint Available: No
    Industry Requirements: Industry 2, Advanced Industry 2
    Strategic Material Requirements: -

    Stormtrooper Armour
    Blueprint Available: No
    Industry Requirements: Industry 2, Advanced Industry 2
    Strategic Material Requirements: -

    Zero-G Assault Stormtrooper Armour Mark II
    Blueprint Available: No
    Industry Requirements: Industry 2, Advanced Industry 2
    Strategic Material Requirements: -
    Heavy: Requires 2 Lines

    Zero-G Assault Stormtrooper Armour Mark II
    Blueprint Available: No
    Industry Requirements: Industry 2, Advanced Industry 3
    Strategic Material Requirements: -
    Heavy: Requires 2 Lines

    Merr-Sonn C22 Fragmentation Grenade
    Blueprint Available: Not Required
    Industry Requirements: Industry 1, Advanced Industry -
    Strategic Material Requirements:

    Baradium-core Code Key Thermal Detonator
    Blueprint Available: No
    Industry Requirements: Industry 1, Advanced Industry 2
    Strategic Material Requirements:

    Field Kits
    Blueprint Available: Not Required
    A standard set of tools and survival gear.
    Industry Requirements: Industry 1, Advanced Industry -
    Strategic Material Requirements: -

    Utility Belts
    Blueprint Available: Not Required
    A belt for equipment, including a small medical kit, a toolkit and several pockets for grenades and power packs.
    Industry Requirements: Industry 1, Advanced Industry -
    Strategic Material Requirements: -

    Field Medic Kits
    Blueprint Available: Not Required
    Equipment to enable field medics to do their work more efficiently than the personal kits in the utility belt alone would allow.
    Industry Requirements: Industry 1, Advanced Industry -
    Strategic Material Requirements: -

    Uniforms
    Blueprint Available: Not Required
    Duty wear for any member of the military.
    Industry Requirements: Industry 1, Advanced Industry -
    Strategic Material Requirements: -
    TIE/ap-1 Mauler
    Blueprint Available: No
    Industry Requirements: Industry 3, Advanced Industry 2
    Strategic Material Requirements:

    CAV/W PX-10
    Blueprint Available: No
    Industry Requirements: Industry 1, Advanced Industry -
    Strategic Material Requirements:

    PX-4 Mobile Command Base
    Blueprint Available: No
    Industry Requirements: Industry 4, Advanced Industry 2
    Strategic Material Requirements:
    Heavy: Requires 2 Lines

    HAVw A6 "Juggernaut" Heavy Assault Vehicle
    Blueprint Available: No
    Industry Requirements: Industry 4, Advanced Industry 1
    Strategic Material Requirements:
    Heavy: Requires 2 Lines

    HAVt B5 "Juggernaut" Heavy Assault Transport
    Blueprint Available: No
    Industry Requirements: Industry 4, Advanced Industry 1
    Strategic Material Requirements:
    Heavy: Requires 2 Lines

    AT-PT All Terrain Personal Transport
    Blueprint Available: No
    Industry Requirements: Industry 3, Advanced Industry 2
    Strategic Material Requirements:

    AT-RT All Terrain Reconnaissance Transport
    Blueprint Available: No
    Industry Requirements: Industry 2, Advanced Industry 1
    Strategic Material Requirements:

    AT-DP All Terrain Defense Pod
    Blueprint Available: No
    Industry Requirements: Industry 3, Advanced Industry 1
    Strategic Material Requirements:

    AT-ST All Terrain Scout Transport
    Blueprint Available: No
    Industry Requirements: Industry 3, Advanced Industry 1
    Strategic Material Requirements:

    AT-MP All Terrain Missile Platform
    Blueprint Available: No
    Industry Requirements: Industry 3, Advanced Industry 1
    Strategic Material Requirements:

    AT-TE All Terrain Tactical Enforcer
    Blueprint Available: No
    Industry Requirements: Industry 4, Advanced Industry 1
    Strategic Material Requirements:
    Heavy: Requires 2 Lines

    AT-AP All Terrain Attack Pod
    Blueprint Available: No
    Industry Requirements: Industry 3, Advanced Industry 1
    Strategic Material Requirements:

    AT-AT All Terrain Armored Transport
    Blueprint Available: No
    Industry Requirements: Industry 4, Advanced Industry 2
    Strategic Material Requirements:
    Heavy: Requires 2 Lines

    AT-AA All Terrain Anti-Aircraft
    Blueprint Available: No
    Industry Requirements: Industry 3, Advanced Industry 2
    Strategic Material Requirements:

    Self Propelled Heavy Artillery - Turbolaser
    Blueprint Available: No
    Industry Requirements: Industry 5, Advanced Industry 2
    Strategic Material Requirements:
    Superheavy: Requires 3 Lines

    Self Propelled Heavy Artillery - Ion Cannon
    Blueprint Available: No
    Industry Requirements: Industry 5, Advanced Industry 2
    Strategic Material Requirements:
    Superheavy: Requires 2 Lines

    Self Propelled Heavy Artillery - Anti-Vehicle Laser
    Blueprint Available: No
    Industry Requirements: Industry 5, Advanced Industry 2
    Strategic Material Requirements:
    Superheavy: Requires 2 Lines

    Self Propelled Heavy Artillery - Concussion Missile
    Blueprint Available: No
    Industry Requirements: Industry 5, Advanced Industry 1
    Strategic Material Requirements:
    Superheavy: Requires 2 Lines

    Self Propelled Heavy Artillery - Thermobaric Burst
    Blueprint Available: No
    Industry Requirements: Industry 5, Advanced Industry 2
    Strategic Material Requirements:
    Superheavy: Requires 2 Lines

    Self Propelled Heavy Artillery - Mass Driver
    Blueprint Available: No
    Industry Requirements: Industry 5, Advanced Industry 1
    Strategic Material Requirements:
    Superheavy: Requires 2 Lines

    Self Propelled Medium Artillery - Turbolaser
    Blueprint Available: No
    Industry Requirements: Industry 4, Advanced Industry 2
    Strategic Material Requirements:
    Heavy: Requires 2 Lines

    74-Z Speeder Bike
    Blueprint Available: No
    Industry Requirements: Industry 1, Advanced Industry 1
    Strategic Material Requirements:

    LAVr QH-7 Chariot
    Blueprint Available: No
    Industry Requirements: Industry 2, Advanced Industry 1
    Strategic Material Requirements:

    LAVr QH-7Chariot 714-D Command Speeder
    Blueprint Available: No
    Industry Requirements: Industry 2, Advanced Industry 1
    Strategic Material Requirements:

    TX-130T Fighter Tank
    Blueprint Available: No
    Industry Requirements: Industry 2, Advanced Industry 1
    Strategic Material Requirements:

    2M Saber-class Repulsor Tank
    Blueprint Available: No
    Industry Requirements: Industry 2, Advanced Industry 1
    Strategic Material Requirements:

    TIE/sk Striker
    Blueprint Available: No
    Industry Requirements: Industry 3, Advanced Industry 2
    Strategic Material Requirements:
    TIE/LD Light Duty
    Blueprint Available: No
    Industry Requirements: Industry 3, Advanced Industry 1
    Strategic Material Requirements:

    TIE/LN Line Fighter
    Blueprint Available: No
    Industry Requirements: Industry 3, Advanced Industry 2
    Strategic Material Requirements:

    TIE/rc Recon
    Blueprint Available: No
    Industry Requirements: Industry 3, Advanced Industry 2
    Strategic Material Requirements:

    TIE/In Interceptor
    Blueprint Available: No
    Industry Requirements: Industry 4, Advanced Industry 3
    Strategic Material Requirements:

    TIE/ad Avenger
    Blueprint Available: No
    Industry Requirements: Industry 5, Advanced Industry 6
    Strategic Material Requirements:
    Advanced: Requires 3 lines

    TIE/D Defender
    Blueprint Available: No
    Industry Requirements: Industry 5, Advanced Industry 5
    Strategic Material Requirements:
    Heavy: Require 2 Lines

    TIE/HU Hunter
    Blueprint Available: No
    Industry Requirements: Industry 5, Advanced Industry 6
    Strategic Material Requirements:

    TIE/AG Aggressor
    Blueprint Available: No
    Industry Requirements: Industry 4, Advanced Industry 6
    Strategic Material Requirements:

    TIE/fc Fire Control
    Blueprint Available: No
    Industry Requirements: Industry 3, Advanced Industry 2
    Strategic Material Requirements:

    TIE/gt Ground-Targeting
    Blueprint Available: No
    Industry Requirements: Industry 3, Advanced Industry 2
    Strategic Material Requirements:

    TIE/sa Bomber
    Blueprint Available: No
    Industry Requirements: Industry 3, Advanced Industry 2
    Strategic Material Requirements:

    TIE/ca Punisher
    Blueprint Available: No
    Industry Requirements: Industry 4, Advanced Industry 4
    Strategic Material Requirements:
    Heavy: Requires 2 Lines

    TIE/ph Phantom
    Blueprint Available: No
    Industry Requirements: Industry 6, Advanced Industry 8
    Strategic Material Requirements: Stygium Crystal 1
    Advanced: Requires 3 Lines

    TIE/sr Scout
    Blueprint Available: No
    Industry Requirements: Industry 3, Advanced Industry 3
    Strategic Material Requirements:

    TIE Oppressor
    Blueprint Available: No
    Industry Requirements: Industry 4, Advanced Industry 4
    Strategic Material Requirements:

    TIE Vanguard
    Blueprint Available: No
    Industry Requirements: Industry 3, Advanced Industry 3
    Strategic Material Requirements:

    TIE Sentinel
    Blueprint Available: No
    Industry Requirements: Industry 5, Advanced Industry 4
    Strategic Material Requirements:
    Heavy: Requires 2 Lines

    Scimitar Assault Bomber
    Blueprint Available: No
    Industry Requirements: Industry 4, Advanced Industry 3
    Strategic Material Requirements:

    GAT-12g Skipray Blastboat
    Blueprint Available: No
    Industry Requirements: Industry 5, Advanced Industry 5
    Strategic Material Requirements:
    Heavy: Requires 2 Lines

    IRD-A Starfighter
    Blueprint Available: No
    Industry Requirements: Industry 2, Advanced Industry 1
    Strategic Material Requirements:

    Z-95 Headhunter
    Blueprint Available: No
    Industry Requirements: Industry 2, Advanced Industry 1
    Strategic Material Requirements:

    ARC-170
    Blueprint Available: No
    Industry Requirements: Industry 3, Advanced Industry 2
    Strategic Material Requirements:

    V-19 Torrent
    Blueprint Available: No
    Industry Requirements: Industry 3, Advanced Industry 2
    Strategic Material Requirements:

    Alpha-3 Nimbus-class
    Blueprint Available: No
    Industry Requirements: Industry 3, Advanced Industry 2
    Strategic Material Requirements:

    Eta-2 Actis-class
    Blueprint Available: No
    Industry Requirements: Industry 3, Advanced Industry 2
    Strategic Material Requirements:

    Delta-7B Aethersprite-class
    Blueprint Available: No
    Industry Requirements: Industry 3, Advanced Industry 3
    Strategic Material Requirements:

    BTL Y-Wing
    Blueprint Available: No
    Industry Requirements: Industry 3, Advanced Industry 1
    Strategic Material Requirements:
    Sentinel-class Landing Craft
    Blueprint Available: No
    Industry Requirements: Industry 6, Advanced Industry 4
    Strategic Material Requirements:

    Lambda-class T4-a Shuttle
    Blueprint Available: No
    Industry Requirements: Industry 6, Advanced Industry 4
    Strategic Material Requirements:

    Mu-class Model 3 Shuttle
    Blueprint Available: No
    Industry Requirements: Industry 6, Advanced Industry 4
    Strategic Material Requirements:

    Gamma-class Assault Shuttle
    Blueprint Available: No
    Industry Requirements: Industry 6, Advanced Industry 6
    Strategic Material Requirements:

    Theta-class AT-AT Barge
    Blueprint Available: No
    Industry Requirements: Industry 8, Advanced Industry 6
    Strategic Material Requirements:
    Heavy: Requires 2 Lines

    Y-85 Titan-class Dropship
    Blueprint Available: No
    Industry Requirements: Industry 10, Advanced Industry 6
    Strategic Material Requirements:
    Superheavy: Requires 3 Lines

    Theta-class T2-c Shuttle
    Blueprint Available: No
    Industry Requirements: Industry 5, Advanced Industry 3
    Strategic Material Requirements:

    Low Altitude Assault Transport/sg Space Gunship
    Blueprint Available: No
    Industry Requirements: Industry 6, Advanced Industry 5
    Strategic Material Requirements:

    Low Altitude Assault Transport/infantry (x1)
    Blueprint Available: No
    Industry Requirements: Industry 4, Advanced Industry 1
    Strategic Material Requirements:

    Low Altitude Assault Transport/carrier (x1)
    Blueprint Available: No
    Industry Requirements: Industry 4, Advanced Industry 1
    Strategic Material Requirements:

    Low Altitude Assault Transport/vehicle (x1)
    Blueprint Available: No
    Industry Requirements: Industry 4, Advanced Industry 1
    Strategic Material Requirements:

    Low Altitude Assault Transport/Stealth (x1)
    Blueprint Available: No
    Industry Requirements: Industry 4, Advanced Industry 4
    Strategic Material Requirements:

    Multi Altitude Assault Transport (x1)
    Blueprint Available: No
    Industry Requirements: Industry 4, Advanced Industry 2
    Strategic Material Requirements:

    Kappa-class Troop Shuttle
    Blueprint Available: No
    Industry Requirements: Industry 6, Advanced Industry 4
    Strategic Material Requirements:

    TIE/br Boarding Shuttle Squadron
    Blueprint Available: No
    Industry Requirements: Industry 3, Advanced Industry 2
    Strategic Material Requirements:

    TIE/sh VIP Shuttle Squadron
    Blueprint Available: No
    Industry Requirements: Industry 3, Advanced Industry 2
    Strategic Material Requirements:

    PROCUREMENT PENALTIES & BONUSES
    Rolls are made per Legion/Regiment/Starship/Wing

    Equipment Low Availability = -2 Penalty
    Equipment Scarce Availability = -1 Penalty
    Equipment Medium Availability = No Penalty nor Bonus
    Equipment High Availability = +1 Bonus
    Equipment Abundant Availability = +2 Bonus
    Individual Issue: -3 Penalty
    Squad Issue: -1 Penalty
    Support Issue: No Penalty

    Vehicle/Starfighter Low Availability = -20 Penalty
    Vehicle/Starfighter Scarce Availability = -10 Penalty
    Vehicle/Starfighter Medium Availability = No Penalty nor Bonus
    Vehicle/Starfighter High Availability = +10 Bonus
    Vehicle/Starfighter Abundant Availability = +20 Bonus


    Individual Issue: Uniform, Field Armour, E-11 Blaster Rifle, Merr-Sonn C22 Fragmentation Grenade, Utility Belt, Field Kit
    Squad Issue: Field Medic Kit, DLT-19 Heavy Blaster Rifle
    Support Issue: E-Web Heavy Repeating Blaster, PLX-2M Missile Launcher
    Individual Issue: Uniform, Stormtrooper Armour, E-11 Blaster Rifle, Baradium-core Code Key Thermal Detonator, Utility Belt, Field Kit
    Squad Issue: Field Medic Kit, DLT-19 Heavy Repeating Blaster, T-21 Light Repeating Blaster
    Support Issue: E-Web Heavy Repeating Blaster, PLX-2M Missile Launcher, Scout Trooper Armour, EC-17 Hold-Out Blaster Pistol
    Individual Issue: Uniform, DH-17 Blaster Pistol
    Squad Issue: -
    Support Issue: -
    Individual Issue: Uniform, Flight Suit, SE-14C Blaster Pistol
    Squad Issue: -
    Support Issue: -
     
    Last edited:
    Main Turn - 2 - AFE 23:5
  • GuyThatRunsAGame

    Well-known member
    AFE 23:5


    [X] - Keep his body alive for now. We don't know what we're dealing with here.
    You determine that keeping Admiral Coths body alive and await future developments is the best course of action. At this point the resources taken up is negligible anyways.

    Although your subordinates have worked incredibly quickly to set up basic resource extraction and the first signs of industry, there is still much to be done. With almost half of your colonists settled in a mere month, a logistical undertaking only possible through the Empire, you are well on your way to be able to look outwards. And in time, corewards, home.

    With these thoughts in mind, you begin planning the coming month as you call the meeting to hand out the tasks and priorities that will need to be solved.

    Hypermatter Supplies 9m
    Fuel Supplies 9m
    Tibanna Supplies 9m
    Spare Supplies 9m
    Food Supplies 9m
    Bacta Supplies 5m

    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
    Loyalty: Zealous Aggression: Cautious Bravery: Unflinching
    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
    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 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
    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
    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 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 Rego Delste (+10 to all Actions targeting Fleet Admiral Rego Delste)

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

    [1/3, Free Time] - Eckers Belongings: As he held the rank of Fleet Admiral, Ecker had about the same amount of leeway as you did in collecting curios, mementos or nonstandard equipment. More really, as he had better political connections. The ISB have delivered his personal collection to you in gratitude for handing them proper facilities. If you want to sort through it and see if there is anything you want to keep, it will take some time to go through it all.
    No roll, only time, automatically progresses slowly.

    [] - 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

    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 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 Abundant to one of Scarce/Low/Medium/High)
    --[] Fuel Supplies (From Abundant to one of Low/Medium/High)
    --[] Tibanna Supplies (From Abundant to one of Scarce/Low/Medium/High)
    --[] Bacta Supplies (From Abundant to one of Scarce/Low/Medium/High)
    --[] Food Supplies (From Abundant to one of Low/Medium/High)
    --[] Spare Supplies (From Abundant to one of Low/Medium/High)
    Only one action for any number of changes. Supplies start at Abundant, for every level below gain +2 months of supplies.

    [] - Found an Administrative branch. (You can sacrifice advisors to grant their bonuses to the branch)
    --[] Civilian Administration (1 Free Political Action with no Skill Bonus / Turn)
    --[] Exploration Office (1 Free Research Action focused on Exploration with no Skill Bonus / Turn)
    --[] Ministry of Production (1 Expand Resource Extraction/Industry/Advanced Industry Action with no Skill Bonus / Turn)
    --[] Science Office (1 Free Research Action excluding Exploration with no Skill Bonus / Turn)

    [] - Search for a Head for an Administrative Branch
    --[] Civilian Administration (Grants the appropriate skill to the free roll, cannot be tasked with other actions)
    --[] Exploration Office (Grants the appropriate skill to the free roll, cannot be tasked with other actions)
    --[] Ministry of Production (Grants the appropriate skill to the free roll, cannot be tasked with other actions)
    --[] 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)
    --[] COMPNOR (COMPNOR takes one independent Political Action per turn.)
    --[] ISB (ISB takes one independent Intelligence Action per turn.)
    --[] Imperial Intelligence (Imperial Intelligence takes one independent Intelligence Action per turn.)
    --[] Imperial Navy (Imperial Navy takes one independent Dockyard or Naval Action per turn.)
    --[] Imperial Army (Imperial Army takes one independent Factory or Ground Action per turn.)
    --[] Imperial Department of Military Research (IDMR takes one independent Research 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.)

    CONSTRUCTION ACTIONS

    [] - Assemble [Haven-class Medical Facility]: With all the other stations assembled, the only remaining facility is the medical station, with a standard capacity of 80000 patients simultaneously it will be a useful asset until proper hospitals can be constructed on planet.
    Ordinary Roll

    [] - Settle [Kodu]: We can continue to thaw out colonists and settle them on Kodu.
    Easy Roll
    4/10 DoS

    [] - 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 a single orbital factory available, 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)

    RESEARCH ACTIONS

    [] - Archaeological Excavation [Planetary Remnant]: Though last month 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.
    Difficult Roll 0/10

    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

    [] - 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

    GROUND ACTIONS

    None Available.


    A/N: So I've learned today not to write up the update on the site, and instead do what I've done in the past, and copy paste it from a separate document. Also, Dockyard & Factory is soon going to be up, and useable in the future.

    Edit: Action forgotten in the mixup when I accidentally pressed post.
    Edit 2: Added Political action to get leaders for the admin offices.
     
    Last edited:
    Info - Upkeep & Supply Requirements
  • GuyThatRunsAGame

    Well-known member
    Hypermatter Requirements
    1/10 Heavy Cruiser or Greater ships, 1/1 Dreadnought

    Fuel Requirements
    1/1000 Starfighters, 1/100 Cruiser or Lesser ships

    Tibanna Requirements
    1/100.000 Ground Personnel, 1/1.000 Starfighters, 1/100 Cruiser or Lesser ships, 1/10 Heavy Cruiser or Greater ships, 1/1 Dreadnought

    Bacta Requirements
    1/100.000 Ground Personnel

    Food Requirements
    1/1.000.000 Personnel and Workforce

    Spares Requirements
    1/1000 Starfighters, 1/100 Cruiser or Lesser ships, 1/10 Heavy Cruiser or Greater ships, 1/1 Dreadnought

    0 Dreadnoughts
    53 Heavy Cruiser or Greater Ships
    919 Cruiser or Lesser Ships
    4.668 Starfighters
    2.930.732 Personnel (397.249 Ground Personnel)
    10.000.000 Workforce

    Hypermatter Supplies
    Scarce: 1-5 Hypermatter Production
    Low: 6-11 Hypermatter Production
    Medium: 12-17 Hypermatter Production
    High: 18-23 Hypermatter Production
    Abundant: 24+ Hypermatter Production

    Fuel Supplies
    Scarce: 1-20 Fuel Production
    Low: 21-41 Fuel Production
    Medium: 42-62 Fuel Production
    High: 63-83 Fuel Production
    Abundant: 84+ Fuel Production

    Tibanna Supplies
    Scarce: 1-24 Tibanna Production
    Low: 25-49 Tibanna Production
    Medium: 50-74 Tibanna Production
    High: 75-99 Tibanna Production
    Abundant: 100+ Tibanna Production

    Bacta Supplies
    Scarce: N/A (1-3)
    Low: N/A (4-7)
    Medium: N/A (8-11)
    High: N/A (12-15)
    Abundant: N/A (16+)

    Food Supplies
    Scarce: 1-12 Food Production
    Low: 13-25 Food Production
    Medium: 26-38 Food Production
    High: 39-51 Food Production
    Abundant: 52+ Food Production

    Spare Supplies
    Scarce: 1-20 Industry
    Low: 21-41 Industry
    Medium: 42-62 Industry
    High: 63-83 Industry
    Abundant: 84+ Industry

    Ships in reserve count as half.
    Mothballed ships aren't counted.

    You can of course decide you don't want to supply some specific group with for example Tibanna or Bacta, that will stretch reserves, as that group won't be added to the requirements, but it will cause resentment instead.

    A/N: As I stated, It might look unfair, but you have a 3m military to a 10m (actually right now 4m) civilian population, and no previous industrial presence, that's not a situation anyone want to find themselves in.
     
    Last edited:
    Main Turn - 2 - AFE 23:5 Results
  • GuyThatRunsAGame

    Well-known member
    AFE 23:5 Results

    [2/3, Free Time] - Eckers Belongings

    Begin Rationing Supplies: Acting Moff Kan Styndath, DiploServ Advisor Group
    -Hypermatter Supplies (From Abundant to Medium)
    -Fuel Supplies (From Abundant to Medium)
    -Tibanna Supplies (From Abundant to Medium)
    -Bacta Supplies (From Abundant to Medium)
    -Food Supplies (From Abundant to Medium)
    -Spare Supplies (From Abundant to Medium)
    Success 2 DoS

    Found an Administrative branch (Civilian Administration): Fleet Admiral Rego Delste
    Success 6 DoS

    Found an Administrative branch (Exploration Office): Admiral Varlo Korray
    Failure 1 DoF (Auto-completes next turn)

    Found an Administrative branch (Ministry of Production): Admiral Jan Kothari
    Success 2 DoS

    Found an Administrative branch (Science Office): Admiral Salth Hir
    Success 5 DoS

    Grant Faction Offices (Imperial Army): Major General Typho Avik
    Success 1 DoS

    Grant Faction Offices (Imperial Navy): Admiral Cric Horne
    Success 7 DoS

    Settle [Kodu]: High Colonel Garo Terrend
    Success 8 DoS
    12/10 DoS

    Assemble [Haven-class Medical Facility]: Admiral Gavin Ardan
    Success 2 DoS

    Expand Resource Extraction [Kodu, Food]: Admiral Jerrel Kore
    Success 1 DoS

    Alternative to Bacta: Admiral Lucio Dalsar-Tagge, IDMR R&D Team
    Failure 1 DoF
    0/10

    Build a Dossier on [Admiral Lucio Dalsar-Tagge]: Agent Ronar Senk, Imperial Intelligence Agent
    Success 1 DoS

    Chart Hyperspace Route: Admiral Carlist Jandi
    Kodooine System Connections
    Success 3 DoS

    Although there was some unavoidable grumbling, everyone under your command understands the need for rationing, as you have no access to Imperial supply lines, and your own industry is some ways away. With the supply use restricted, you have bought four more months of time before you need to have basic production in place. The bantha in the room for that issue is of course hypermatter, as it takes very specialized and advanced productions plants to create in any reasonable amount.
    Throughout your time in command you have worked closely with your DiploServ advisors for most of it, and they've offered to help advance your own understanding of their craft, if you have time of course.

    Fleet Admiral Delste has performed exceptionally well with founding a civilian administration, helping High Colonel Terrends effort with integrating the planning of offices and future expansion with the ongoing colonization effort. The Administration is supplied a building, staffed and running withing a mere week, leaving Delste a lot of time to find candidates to head the administration among the staff, sparing you the future effort.

    The opposite situation has arisen with Admiral Korray, as most of the personnel that would be useful for his office was already tagged for and had left on Admiral Jandis mission. Though this setback is temporary, and both a ground based office and one on the Cardan station has been assigned and furnished, the Exploration Office will take the next month to settle into their roles.

    Admiral Kothari reports a success in founding a Ministry of Production, though there was some strife with the ISB regarding jurisdiction regarding forced labour, but in the end it was agreed that arrests and initial processing was the ISBs job, but allocation and storage would fall to the Ministry of Production. Though that solution necessitates them either being assigned Army or Stormtrooper assets as guards, or being allowed an internal security force responsible only for guarding forced labour assets.

    The Science Office has been founded without any real disruption, with large amounts of Supply Fleet technical personnel being shuffled into it as administrators and researchers. Although it has only just been founded, they have already began hounding you for dedicated laboratories. The IDMR has also approached you and are wondering whether they'll be getting their own offices soon, and if the Science Office will do research that by all right belong to the IDMR.

    Major General Avik simply reports that the Army has constructed a reinforced office building close to the Garrison Base, and would prefer to start construction of a true base soon, but have full understanding for the fact that there are supply issues to work out first. That understanding is generally held to be solely due to the General having experienced the Clone Wars, and that a younger officer would play politics instead. Being the highest ranking member of the Army, Major General Avik has decided to head the office. He won't leave field service right away, but has let you know that he will be selecting a replacement for his position within the year. You can with your authority as Moff block this, should you want to.

    Admiral Horne contacts you from the newly constructed Naval Offices on Kodu, a reinforced building overlooking the landing fields. He relates that although he has staffed the office, there remains the issue of who should head it, and that the Navy would prefer an Admiral to take the position, as they understand the scale of issues better than lower ranked officers would.
    The settlement of Kodu is complete, and in the span of just two months ten million Imperial citizens have been taken out of suspended animation in carbonite, to live on a new world. The largest achievement in this settlement effort however has not been the movement of people, but rather the sheer efficiency of the people involved in constructing the necessary buildings. There are no prefabricated habitats, but rather proper homes, courtesy of the Civil Industrial construction droids. And with time over, High Colonel Terrend directed the construction efforts towards assisting in building the offices of the administrative branches. Though the plaza is currently empty, it will in the future sport statues and sculptures, and makes for a good location for military parades.

    Admiral Ardan reports that due to all the construction work in orbit being done, he could avoid the settlement effort this time and actually get the Haven station into its proper orbital position, it has been staffed and is operating at full capacity already. Although treating eighty thousand patients may seem like much, to a population of almost thirteen thousand it is woefully inadequate, and will need to be complemented with proper hospitals in the future. But nonetheless you now have a true medical facility rather than ship med-bays.

    Admiral Kore reports to you that while expanding the food production capacity of Kodu, an incident occurred with one of the captains assigned to ship seed-grain to the designated area. He seemed reluctant to dock and load foodstuffs for some reason, and upon further investigation it was discovered that his ship, a Gozanti-class Transport, was infested with gizka. The fact that he and his crew had hidden a gizka infestation for this long is bad enough, but that he would be insubordinate rather than honest was the final straw. Admiral Kore tells you that the captain is one of the captains from the old Support Fleet, and as such under your command, he however has a fitting punishment rather than simple arrest. Near the equator of Kodu, there is an archipelago far from any other landmass, and while demotion and dismissal is obvious, rather than arresting the captain and the crew, they could be deposited on the largest island, with the engines stripped from their ship, as removing the infestation is a hassle. So since they didn't report or get rid of the gizkas, they get to breed gizkas for the rest of their lives.

    Admiral Dalsar-Tagge simply reports that no real progress has been made on alternatives to bacta, neither you, nor he, nor the researchers are especially surprised by this. But the effort to be seen working on it as a priority has been appreciated by everyone aware of the project.

    Agent Senk is the perfect professional as always, and delivers the full dossier on Admiral Dalsar-Tagge without issue or delay. It is always good to know what your subordinates think that they may not say to you. But the Admiral seems to have inherited very little of the duplicity and opportunism that his name may indicate. He apparently washed out of Stormtrooper training, although not fatally, and after that went to the Navy.

    Admiral Jandi and the scouts sent with him returns at the end of the month reporting that they've found two somewhat stable hyperspace routes to nearby star systems. One orange star with a moderate amount of orbital features and one red dwarf with sparse orbital features. Surveys of the actual systems would need to be done separately, but the hyperspace routes are known to us now.


    Civilian Administrator
    [] Mina Andard - A middle aged coruscanti woman, the child of a mid-rim senator, and orphaned during the clone wars, educated at the university of coruscant. Vehemently hates everything that hinders the Empire. Frighteningly competent at administrative duties and logistical concerns with almost no care for who is caught between the gears. Also tagged as a possible leader of the Ministry of Production.
    [] Deng Tilles - A young kuati man, unfailingly cautious and usually positioning himself to stand to gain personally from any policy he supports. He was a somewhat successful bureaucrat in the Empire, but his position came more from services rendered to superiors and skill at blackmail than any actual skill at politics. His good relations to COMPNOR is the only reason he is on the list.
    [] Vinis Desyc - A young corellian educated on coruscant. Who while well liked by both imperial intelligence as well as all branches of the military, he is openly disliked by COMPNOR despite his record of loyal service. He is exceptionally skilled at politics but only middling at administration.

    Ministry of Production
    [] Imperial Army Guards
    [] Stormtrooper Guards
    [] Ministry of Production Security Troopers

    Science Office
    [] Science Office will perform any Research deemed necessary
    [] Science Office will not perform military research (+1 IDMR Relations)

    Imperial Army
    [] Allow Major General Avik to head the Army (Imperial Army Influence +1, Lose Major General Typho Avik in 5 Turns)
    [] Block Major General Avik from heading the Army (Imperial Army Relations -1, Imperial Army Influence -1)

    Imperial Navy
    [] Pick one of your Admirals (Imperial Navy Influence +1, Lose one Admiral in 5 Turns)
    [] Settle for a lesser officer (Imperial Navy Relations -1, Imperial Navy Influence -1)

    Gizkas
    [] No, we'll do this the traditional way, they'll be arrested as usually would be done.
    [] While it costs us a ship, it adds a bit more variety to our fresh food, and also serve as ironic punishment. The rapid breeding of gizkas will also make expansion throughout the archipelago easy. (-1 Gozanti-class Transport, +1 Food Production in 5 Turns)
    [] Why waste a ship on them, deposit the captain, crew and gizkas along with basic tools on the island and let them make the best of it. Then simply radiation sweep the ship to kill any remaining pests. If they are successful, expansion can be done through normal channels at that point. (May gain +1 Food Production at some point past 10 Turns)


    Main Turn 2 Effects
    All supplies reduced from Abundant to Medium
    Civilian Administrative Branch founded and staffed.
    Civilian Administration Executive picked.
    Exploration Office founded and staffed next month.
    Ministry of Production founded and staffed.
    Science Office founded and staffed.
    Imperial Army granted Offices.
    Imperial Navy granted Offices.
    Dossier on Admiral Dalsar-Tagge completed.
    Two hyperspace Routes to nearby systems discovered.

    6 Million Residents settled on Kodu.
    Haven-class Medical Facility assembled and staffed in orbit above Kodu.
    Food Extraction on Kodu increased by +1.

    Admiral Cric Horne gains Imperial Navy Relations +1.
    Imperial Army gains Influence +1 (Total 1)
    Imperial Navy gains Influence +1 (Total 1)

    INFLUENCE
    When a faction reaches 5 influence they can perform an additional independent political action.
    When a faction reaches 10 influence they can perform an additional independent intelligence action.

    A/N: Politics! Disgusting isn't it. Look at how pretty the Undermine intelligence action is.
     
    Main Turn 3 - AFE 23:6
  • GuyThatRunsAGame

    Well-known member
    AFE 23:6

    For the head of your Civilian Administration you pick Vinis Desyc, although COMPNOR aren't happy about it, there isn't anything they can do about it, as he is flawlessly loyal and has friends in Imperial Intelligence to boot. The man is clearly very clever and intuitive, and will probably grow into an extremely proficient leader with time.

    The Ministry of Production would have preferred to get their own little slice of the military cake of course, but you decide to have the Army protect their assets instead. It's part of the job description of the Army after all. The Ministry of Production is to focus on production, not on protecting that production.

    Though the Science Office isn't happy about having their research curtailed like that, the IDMR is happy that their position isn't threatened. And they half expected wartime suspension of any such policies. It's clear they'd intended for such a suspension to be done through integrating the Science Office into the IDMR, but this is still a win for them.

    Major General Avik already has command of all Imperial Army forces present, so might as well give him command over future army forces as well. Though he dislikes leaving command to someone else, he doesn't trust anyone else to run the army either.

    Fleet Admiral Delste is happy to have been selected to head the Navy, although you'll still be High Admiral, as is custom for a moff, he will run the day to day and represent Navy interests in requests to you.

    You decide that Admiral Kores suggestion is a fitting punishment, and as it does look towards the needs of your situation as well you decide to allow it. The captain and crew are not happy, but they don't get a say, they should be grateful they get away so easily. The ISB has also shown interest in the Gizka farms, as they could be a good location for any failed Re-Education graduates. The work is not complicated and it would allow some use to come of them.

    As you prepare the orders for the coming month, High Colonel Terrend contacts you, on behalf of the Stormtrooper Corps. They will in the future want a dedicated Stormtrooper Academy, they understand that supply issues will make it unfeasible for the closest future, maybe for years even, but as long as it is eventually built they'll be happy. If you build it, due to your support in the Stormtrooper Corps they will waive the normal entrance requirements, as you'd normally be to old, and allow you to attempt an accelerated course of Stormtrooper training. As Stormtroopers usually are recruited as teens and trained through the Academy for four years, this is an exceptional offer, and likely would have no chance of happening in normal circumstances. Although if you wash out, that's it, no second chances, should you succeed though, the Stormtrooper Corps will acknowledge that while you aren't one of them properly, you will have earned the right to wear the white armour.

    With that in mind, it is time to send out your instructions to your subordinates for the coming month.

    Hypermatter Supplies 12m
    Fuel Supplies 12m
    Tibanna Supplies 12m
    Spare Supplies 12m
    Food Supplies 12m
    Bacta Supplies 8m

    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
    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 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 Industry or Expand Advanced Industry Action
    Administrator Skill: -
    Bonus: -

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

    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)

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

    [Autocompletes] - Eckers Belongings: As he held the rank of Fleet Admiral, Ecker had about the same amount of leeway as you did in collecting curios, mementos or nonstandard equipment. More really, as he had better political connections. The ISB have delivered his personal collection to you in gratitude for handing them proper facilities. If you want to sort through it and see if there is anything you want to keep, it will take some time to go through it all.

    [] - 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.
    Challenging Roll
    0/10 DoS

    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 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.

    [Autocompletes] - Found an Exploration Office (1 Free Exploration Action with no Skill Bonus / Turn)

    [] - Search for a Head for an Administrative Branch
    --[] Exploration Office (Grants the appropriate skill to the free roll, cannot be tasked with other actions)
    --[] Ministry of Production (Grants the appropriate skill to the free roll, cannot be tasked with other actions)
    ---[] Appoint Mina Andard (Won't see other candidates, Doesn't take an action)
    --[] 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)
    --[] COMPNOR (COMPNOR takes one independent Political Action per turn.)
    --[] ISB (ISB takes one independent Intelligence Action per turn.)
    --[] Imperial Intelligence (Imperial Intelligence takes one independent Intelligence Action per turn.)
    --[] Imperial Department of Military Research (IDMR takes one independent Research 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.)

    CONSTRUCTION ACTIONS

    [] - Build a Moffs Palace on Kodu: While a lot of the day to day of your responsibilities can easily be done from you flagship, a proper Moffs palace with a staff focused on making your work easier would be welcome. It would also help cement you position. This would also confirm Kodu as the Capital of the new sector you're founding.
    Ordinary Roll
    0/5 DoS
    Grants an Additional Personal Action

    [] - 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 a single orbital factory available, 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 0/10

    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
    0/2 Basic Treatments
    0/5 Intermediate Treatments
    0/10 Advanced Treatments
    Will remove Alternative to Bacta as an option 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 you might have caught on to by now, you will in time have very few direct subordinates, with them acting more as your personal agents in the future, with most actions being taken by bureaus, administrations, offices and ministries. Though you'll lose direct control over a lot of things, it won't be your job to micromanage the detail either way.

    It is my hope that this may help me write more character interactions, as there will be fewer directly important characters to interact with. I realized the threat of bloat early, but had luckily already written the bones of a system that would ameliorate that problem.

    I also made Exploration Actions their own category, as it simplified a few things for me. If anyone feels that there should be an action available to do something, feel free to ask about it.
     
    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.
     
    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:
    Main Turn - 4 - AFE 23:7 Results
  • GuyThatRunsAGame

    Well-known member
    AFE 23:7 Results


    Found Personal Intel Cell [IMF]: Moff Kan Styndath, Double Down
    5 DoS
    9/10 DoS

    Expand Ministry of Production: Department of Agriculture: Admiral Jandi
    Success

    Expand Ministry of Production: Department of Industry: Admiral Kothari
    Success

    Expand Ministry of Production: Department of Natural Resources: Civilian Administration
    Success

    Expand Ministry of Production: Department of Strategic Materials: Admiral Lorres
    Success

    Search for Head of an Administrative Branch: Science Office: Admiral Horne, DiploServ Advisor Group
    Success

    Expand Resource Extraction [Kodu-Metal]: Ministry of Production
    3DoS
    +1 Metals

    Expand Resource Extraction [Kodu-Chem]: Admiral Korray
    1DoS
    +1 Chemicals

    Expand Resource Extraction [Kodu-Rare Minerals] Admiral Hir
    1DoS
    +1 Rare Minerals

    Expand Resource Extraction [Kodu-Metal] Admiral Kore
    1DoS
    +1 Metals

    Build Imperial Academy: Fleet Admiral Delste
    1DoS
    1/3 Academy Core Buildings
    1/5 One Wing complete (Your choice of Navy, Army or Stormtrooper)
    1/7 Two Wings complete (Your choice of Navy, Army or Stormtrooper)
    1/9 All three Wings complete (Navy, Army and Stormtrooper)

    Build Dedicated Academy [Stormtrooper]: High Colonel Terrend
    6/4 DoS

    Build University: Major General Avik
    3DoS
    3/3 University Core Buildings Done
    3/5 One wing complete (Your choice of Administration, Politics or Science)
    3/7 Two wings complete (Your choice of Administration, Politics or Science)
    3/9 All three wings complete (Administration, Politics and Science)

    Explore [Unknown Red Dwarf System]: Exploration Office
    4DoS

    Archaeological Excavation [Planetary Remnant]: Admiral Dalsar-Tagge, Tech Analysis Group
    4DoS

    Give up on Finding a Miracle Cure: Science Office, IDMR R&D Team (+5 to Research Action)
    2DoS
    2/2 - Basic Treatments Done
    5/5 - Intermediate Treatments Done
    6/10 - Advanced Treatments In Progress

    Build a Dossier [Cric Horn]: Agent Senk, Imperial Intelligence Operatives (+5 to Intel Actions)
    3DoF
    No Dossier


    COMPNOR: Boost Influence
    Failed 1 DoF

    Imperial Department of Military Research: Reverse Engineer: Imperial Cargo Ship
    Success 4 DoS
    Imperial Cargo Ship Blueprints 4/6 DoS

    Imperial Navy: Fleet Reorganisation Suggestions
    Failure 1 DoF

    Imperial Army: Troop Rotations
    Success 1 DoS



    This month has seen massive progress on your personal intelligence cell, as you have gotten your hands on a lot of the staff you will need, the secret headquarters hidden within your palace has been a great help in keeping their existence secret, and as far as you know, you're the only one who knows of them so far. That will inevitably fail in time, but the longer they are secret the better.

    The Ministry of Production has also been expanded massively, with four new departments, with Minister Andard being in charge of picking the department heads you can be assured that productivity will be prioritized appropriately.

    Admiral Horn and the DiploServ advisors have found three candidates for the post of Science Office Head Administrator. What is surprising is that COMPNOR has given up on trying to push Tilles into this, and instead given him a post at their headquarters. One less headache you suppose.

    Alongside the expansion of the Ministry of Production has been an ongoing expansion of actual production, with more resources available, the shortages plaguing your industry has been resolved.

    The largest change however is the fact that there is now seats of learning on Kodu. A specialized Stormtrooper Academy, staffed with instructors picked out by the six High Colonels present. And a university, though it thus far lacks several of the wings for specialized learning. The foundation for a full Imperial Academy Complex has been built, but progress was slow, there was progress nonetheless.

    The Exploration Office reports that they have a full report on the nearby red dwarf system, it lacks planets and suffers frequent solar flares, but the brunt of them is generally absorbed by a large dust cloud surrounding the star. There is also an asteroid belt with a small amount of resources. Of special interest is that the system contains a massive starship graveyard, with wrecks of different sizes and in wildly different states of decay or destruction, though there is no indication of who put them there or of anyone salvaging them.

    Admiral Dalsar-Tagge reports to you that after analysis of the ruins and careful excavation a spider-like droid was eventually found, it had been non-functional for thousands of years, but the Tech Analysis Group was able to coax fragments of data out of it. With great effort, and cross-referencing any historical records available to your fleets and the colonists you finally managed to find out that the ruins belong to an extinct alien species that was active over 25000 years ago. They were allegedly force using slavers and are said to have had an empire in the unknown regions, and a relic of their time played an important role in the Jedi Civil War some 4000 years ago, but none of that can be reliably confirmed.

    In more tangible news on the research front the search for better medical treatments continue. While most ailments or wounds can now be cured, the procedures or medicines often come with side-effects or take an extreme amount of time to heal. And nothing that accelerates healing like bacta would has been found yet to ameliorate these problems. Though the Science Office assures you they have not exhausted any research avenues yet, and regardless, refinement on already discovered techniques is also an option.

    This month, for the first time as long as you have made use of his services Agent Senk has failed to produce a dossier on the target of his investigation. Much of this was due to his attention being diverted by news from the orange star system that was surveyed last month. At the start of this month a signal from one of our probes left behind alerted us to the presence of a starship in the system. The frigate sized ship appeared from hyperspace, traveled to to where our scout ships had appeared and left from and activated sensors, their search continues for a number of days, before they left on apparently the same trajectory they came from. The fleet has requested you expand patrols to newly explored nearby systems for advance warning.

    This month COMPNOR has been busy with attempting to get more of their people into supervisory positions in the industries you have. They have met little success but also no backlash, as this is simply what COMPNOR does.

    The IDMR reports that by next month they expect to have a proper production blueprint for the Imperial Cargo Ship, but that this is just a step in a longer term project they are looking into.

    The Imperial Navy reports that they've been working on suggestions for the future Fleet Reorganisation that's been spoken of, they have nothing to show for it as of yet, but will keep on working.

    The Imperial Army has been keeping up troop rotations and training, but without much in the way of actual tasks for the Army, that's about what they can do right now.



    Science Office Administrator

    [] Kylath Tong - A Middle Aged Kuati specializing in engineering and materials sciences, and a skilled starfighter pilot in his free time. He went to the University of Coruscant, and has good relations with Imperial Intelligence.

    [] Telon Alavai - A Young Corellian polymath educated at the University of Byblos, and has a wide education in many scientific disciplines. He is also well spoken and a practicing athlete and has good relations with both Imperial Intelligence and the Stormtrooper Corps.

    [] Delak Bek - An Old Coruscanti, specialized in biology and chemistry and educated at the University of Corulag. Exceptionally loyal to the Empire and has connections to Imperial Intelligence, the Imperial Department of Military Research as well as the Stormtrooper Corps. Aside from his academic skills he is also gifted at administration. Large parts of his previous work in biology since the end of the Clone Wars is secret even to you.


    Main Turn 4 Effects
    Ministry of Production Expanded with a Department of Agriculture
    Ministry of Production Expanded with a Department of Industry
    Ministry of Production Expanded with a Department of Natural Resources
    Ministry of Production Expanded with a Department of Strategic Materials
    Metal Production on Kodu increased by +2
    Rare Mineral Production on Kodu increased by +1
    Chemicals Production on Kodu increased by +1
    Stormtrooper Academy Constructed
    University Core Buildings Constructed
    Unnamed Red Dwarf System Explored
    Archaeological Excavation Completed
    Intermediate Medical Treatments and Medicines Developed
    Lead on Local Civilizations Gained
    Stormtrooper Corps Relations +1
    High Colonel Garo Terrend gains Stormtrooper Corps Relations +1


    A/N: This update fought me, despite not being exceptional in any way, but I repeatedly sat down and looked at the screen for a few minutes and then closed the document, several days in a row. So that's why it took some time, not a lot of work, just a lot of time, as I just couldn't get the words down.
     
    Main Turn - 5 - AFE 23:8
  • GuyThatRunsAGame

    Well-known member
    AFE 23:8

    You decide that Delak Bek is probably the best candidate for heading the Science Office, being the most administratively adept of the choices. And should you want to assign the other candidates special positions or enforce that they head specific projects you certainly have the powers to do so with impunity. Though that is a future consideration.

    With that matter handled you look to plan the coming month.

    Hypermatter Supplies 10m
    Fuel Supplies 10m
    Tibanna Supplies 10m
    Spare Supplies 10m
    Food Supplies 10m
    Bacta Supplies 6m

    Aurodium Stockpile: 4

    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: 10
    Professional Skill: 24
    Expansions: -
    Bonus: -

    Ministry of Production
    Actions
    : 1 Expand Resource Extraction or Expand Industrial Infrastructure or Expand Advanced Industrial Infrastructure Action
    Administrator Skill: 23
    Professional Skill: 23
    Expansion: Department of Agriculture (1 Free Expand Resource Extraction (Food) Action per Turn)
    Expansion: Department of Industry (1 Free Expand Industrial Infrastructure Action per Turn)
    Expansion: Department of Natural Resources (1 Free Expand Resource Extraction Action (Minerals/Rare Minerals) per Turn)
    Expansion: Department of Strategic Materials (1 Free Expand Resource Extraction Action (Strategic Resource) per Turn)
    Bonus: -

    Science Office
    Actions
    : 1 Research Action (No military research)
    Administrator Skill: 15
    Professional Skill: 22/22/10/10
    Expansions: -
    Bonus: +10 to any Research Actions related to Disease.

    Exploration Office
    Actions
    : 1 Exploration Action
    Administrator Skill: 20
    Professional Skill: 18
    Expansions: -
    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 establishing this network, and there are facilities available for them hidden in the Palace, all that remains is the few small finishing touches.
    Challenging Roll
    9/10 DoS


    [] - Stormtrooper Training: Your immediate and rapid support of the Stormtrooper Corps request for a specialized academy has led to an offer of training. Since you're already an Academy graduate, a lot of the education can be cut out and the rest of the training focused. Should you succeed this training the stormtrooper corps will consider you to have earned the white armour. Should you wash out, that's it, no second chances without damaging your reputation with your stormtroopers.
    Every successful turn grants a skill point in either Culture & Duty, Personal Combat & Fitness, Ground Strategy & Tactics or Field Survival & Navigation. Which skill is determined by random.
    Successfully completing all ten turns of training grants you +1 Relations Stormtrooper Corps and a set of Stormtrooper Armour.
    Challenging Roll
    !!THIS ACTION LOCK IN FOR TEN TURNS OR UNTIL YOU FAIL A ROLL, WHICHEVER COMES FIRST!!

    [] - 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.

    [] - 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 Science Office
    --[] 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
    1/3 Academy Core Buildings
    1/5 One Wing complete (Your choice of Navy, Army or Stormtrooper)
    1/7 Two Wings complete (Your choice of Navy, Army or Stormtrooper)
    1/9 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.

    [] - 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
    3/3 University Core Buildings
    3/5 One wing complete (Your choice of Administration, Politics or Science)
    3/7 Two wings complete (Your choice of Administration, Politics or Science)
    3/9 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

    [] - Investigate Foreign Ship: Last month an unknown ship appeared in a neighboring system, we should send explorers to investigate hyperspace routes in the trajectory it came from.

    RESEARCH ACTIONS

    [] - Investigate Pyramid Artifact: The item from the ruins that put one of your Admirals in a coma should be studied, to either if possible bring him out of it, or otherwise prevent future repetitions of the incident.
    Difficult Roll 0

    [] - 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 4/6

    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
    5/5 Intermediate Treatments
    6/10 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

    [] - 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

    [] - 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 you might have noticed, I've slowed down the pace of this significantly, that isn't by design, and I'd rather have a higher update pace. However I've been having problems with sleep as well as lacking inspiration lately, which has impacted my ability to write.
    I won't put the quest on a hiatus, because quests that go on hiatus don't go out of hiatus, they die, and I have no interest in abandoning this as I am still having fun with it.
    But updates may be slow for a bit until I get back into it.

    I also realized it might be a good idea to keep track of aurodium stockpiles, since those are intended for trade in the future. Or just kept in stockpile to eventually support/bribe/buy out other Imperial Warlords when you eventually get back home.

    As usual, if something is missing or is repeated unnecessarily, do inform me.
     
    Last edited:
    Main Turn - 5 - AFE 23:8 Results
  • GuyThatRunsAGame

    Well-known member
    AFE 23:8 Results

    --[x] Found Personal Intel Cell [IMF] <Moff Kan Styndath> Challenging 9/10
    --[x] Double Down [Found Personal Intel Cell] <Moff’s Palace Bonus Personal Action>
    Success 1DoS 10/10

    --[x] Expand Science Office [Energy] <Civil Administration>
    Success

    --[x] Build Trust [COMPNOR] <Adm. Horne> + <Imptel DiploServ Group> (+10 to Political Actions)
    Success 4DoS

    --[x] Build Imperial Academy <Adm. Delste> + <High Col. Terrend> 1/9
    3 DoS 5 DoS
    9/9 DoS

    --[x] Build University <Maj. Gen. Avik> 3/9
    5 DoS 8/9

    --[x] Expand Resource Extraction [Kodu/Fuel] <Ministry of Production>
    Success 2DoS

    --[x] Expand Resource Extraction [Kodu/Food]
    ---[x] <MoP: Dept. of Agriculture> Success 3DoS
    ---[x] <Adm Korray> Failure 4DoF
    ---[x] <Adm Hir> Success 4DoS
    ---[x] <Adm Jandi> Success 3DoS

    --[x] Expand Industrial Infrastructure [Kodu]
    ---[x] <MoP: Dept. of Industry> Success 1DoS
    ---[x] <Adm Arden> Failure 3DoF
    ---[x] <Adm Kore> Success 1DoS

    --[x] Expand Resource Extraction [Kodu/Rare Mineral] <MoP: Dept. of Natural Resources>
    Success 1DoS

    --[x] Expand Resource Extraction [Kodu/Chemical] <MoP: Dept. of Strategic Materials>
    Success 1DoS

    --[x] Investigate Foreign Ship <Adm. Kothari>
    Critical Success 6DoS

    --[x] Chart Hyperspace Route [route Alien ship used] <Exploration Office>
    Success 1DoS

    --[x] Investigate Pyramid Artifact <Adm. Dalsar-Tagge> + Imp Tech Analysis Group (don’t know if their +10 bonus will apply here, but their expertise may prove useful)
    Failure 3DoF

    --[x] Give up on Finding a Miracle Cure <Science Office> + IDMR R&D Team (+5 to Research Action) Challenging 6/10
    Critical Success 7DoS 13/10
    +2 DoS Alternative to Bacta

    --[x] Build a Dossier [Cric Horn] <Agent Senk> +Imptel Operatives (+5 to Intel Actions)
    Success 1DoS

    --[x] Set Up Patrol [Red Giant System w/Ship Graveyard where Alien Ship was spotted] <Adm. Lorres>
    Success 4DoS

    COMPNOR: Boost Influence
    Failed

    Imperial Department of Military Research: Reverse Engineer: Imperial Cargo Ship
    Success 2 DoS
    Imperial Cargo Ship Blueprints 6/6 DoS

    Imperial Navy: Fleet Reorganisation Suggestions
    Critical Success

    Imperial Army: Request Control of Ground Attack Wings
    Success



    As the month goes on, your new intelligence personnel start trickling in and begin work at their hidden headquarters. You spend a lot of this time personally adjusting schedules and hires for the moff's palace, creating a smokescreen for their work. And at the end of the month, you have a functioning intelligence network at your beck and call, personally loyal to you. While in the future you may want to grow them into a full agency, or even supplant or integrate the ISF and Imperial Intelligence into their structure, for now, you at least have the bones of an advanced private spy network. You are finally capable of covertly keeping tabs on both of your intelligence services without using either of them against the other. It also opens up possibilities for acting against them with more ease. If you intent to in the future expand it into a full organization, it will need a name however.

    The Science Office also gets an expansion this month, with an energy research department. Very helpful for future work in research related to hyperdrives and hypermatter reactors, among other things of that nature.

    Admiral Horne reports that his work with getting on COMPNOR's better side and convincing them of your good will towards them was almost effortless, as you have shown no inclinations to act against their interests apart from not promoting their chosen candidate. But since the other candidates have been capable, there is little actual complaint about it, though that was one of Admiral Horne's worries initially.

    COMPNOR does have a request of you though, and while it is couched in words like "familiarity" and "reminder of home" it is clearly about human high culture. They would like to enforce the use of the Coruscanti accent of basic in all education and official matters, establishing it as the official Imperial Accent. This they claim would remind everyone of the Core and Imperial Center over the long term, and also help Imperialization, and what you are working to return to. Of course, doing so would require expanded COMPNOR oversight of education, though they more or less run most of it throughout the Empire anyways.

    Admiral Delste and Colonel Terrend have spent the month cooperating at getting the Imperial Academy expanded to full capacity. And in a very short time the complex has expanded to full size, barring any future requirements for simply larger capacity, or addition of new branches.

    General Avik has also been involved in construction of educational facilities, in his case the university, which stands almost complete. Lacking only finishing touches on one of the wings, but overall it is ready to start receiving students in most disciplines.

    The Ministry of Production reports success in expanding extraction and refinement of fuel, food, rare minerals and chemicals, along with an expansion of industrial infrastructure. The additional departments pulling their weight already and proving to have been a good investment. Administrator Andard has promised to present a plan for future expansion of production capabilities, but will need further time to work on it.

    Admirals Hir and Jandi have been successful in helping coordinate the transport of materiel, personnel and livestock for the expanding farmland around smaller settlements around the planet. These settlements are more along the lines of a farm or mine, residences for workers, a shuttle pad and a guard tower with bunks for a squad of army troopers, but they are essentially the bones of your resource extraction and future civil expansion.

    Admiral Korrays efforts have been frustrated on every turn however, with supplies being delayed or rerouted, but with the massive scale of expansion, that is to be expected. That all such problems happened to him is bizarre perhaps, but there is no evidence of foul play, just bad luck.

    Admiral Kore has assisted in the expansion of industrial infrastructure, with factories feeding your expanding industry growing in numbers and size. Admiral Ardan however ran into problems of having been handed duplicate plans of the same expansion the Ministry of Production was working on. He lent his help to their efforts under the assumption of his orders being correct, and only when reporting on his progress at the end of the month was the mix up realized.

    Admiral Kothari worked closely with the Exploration Office, and managed to catch the unknown vessel as it was making repairs. Since they didn't respond to demands the ship was caught in tractor beams and boarded. After the stormtroopers engaged in a vicious boarding action seeing nine Imperial casualties, of which four were deaths the ship was securely in your hands. With forty one dead enemies and eleven captives the ship is in your hands. The largest surprise is that the crew consists of Duros, and the ship largely but not fully conforms to an ancient model of republic corvette. Puzzling since you are beyond the great hyperspace barrier.

    The equipment was confiscated and awaits examination by a research team. Containing examples of very refined pulse-wave blaster technology, as well as personal cloaking fields, although those can easily be defeated by modern sensor technology they will still fool visuals. Unremarkable but still powerful was the suit of light battle armour made from durasteel worn by one of the crew.

    The most common equipment among those who fought back by far was padded combat jumpsuits, not unlike those worn by many pilots, as well as slugthrower scatterguns that while entirely useless against stormtrooper armour will still knock you down and if you are unarmoured prove devastating.

    The Exploration Office hands over a report on the system in which the foreign ship was captured, it is inside a nebula, and contains a massive asteroid, by an asteroid cluster, there is also two asteroid belts surrounding it. Of further note is that the massive asteroid contains carbonite ore. The Navy has remarked that it would make for a useful naval shipyard location in the future.

    Admiral Dalsar-Tagge reports the progress or rather, lack of such on figuring out the pyramid artifact that caused Admiral Coths coma. The safety rules in place around handling the artifact has made a number of test unavailable, but what tests can be done show it to contain some sort of mechanism, but absent a way to open it up and investigate it not much can be said on it.

    The Science Office reports success in advancing our available medical techniques as well as treatments and medicines, as well as a possible massive breakthrough in replicating the effects of bacta in the future. This is extremely good news, as you now have signs of a neighboring hyperspace capable civilization, and being ready to handle casualties should combat be required is a very high priority.

    Agent Senk comes through again this time, now no longer distracted from his work. And you have another full dossier on a subordinate. This time Admiral Cric Horne.

    Admiral Lorres reports that a patrol route has been set up in the system the foreign ship was discovered in without problems.

    This month COMPNOR has further attempted to gain oversight of the bureaucracy detailing food distribution in the colony. This was thwarted by the fact that the Imperial Navy quartermasters brook no interference in their domain and openly threatened to drag several COMPNOR officials before military tribunals for interfering with rationing during an emergency. COMPNOR has quietly sent a number of their own off to the ISB to be chastised for their indiscretions.

    The IDMR reports success in reverse engineering a production blueprint for the Imperial Cargo Ship, and further notes that they intend to begin work on creating blueprints for Acclamator I-class Transports next. They give the rationale that while Imperial Cargo Ships take slightly more cargo than Acclamators they have a massively larger crew requirement, and are under armed for your current situation. With blueprints for both available, a program to revert ICS's to Acclamators may be possible.

    The Imperial Navy has a proposal for reorganization of the navy, it is a radical restructuring, paradoxically driven by some of the more orthodox Imperial admirals and captains. They propose that the Starfighter Corps and the Supply Fleets be made into two new organisations separate from the Imperial Navy. This would allow the navy to focus solely on what they consider the most important, Star Destroyers, heavy cruisers and escorts. Following that, how you reorganize the fleet will be solely focused on the fighting ships. Even the more unorthodox and carrier focused admirals are in agreement with this, as the Starfighter Corps would then gain the ability to lobby for their interests separately, and not have their voices drowned out by the more orthodox thought. The main skepticism has come from the Supply Fleets, as they would suddenly not be Imperial Navy personnel and instead be Imperial Supply Corps personnel, which is significantly less prestigious. The proposed Supply Corps would be in control of transport ships, supply dumps and supply lines.

    The Imperial Army has backed the Imperial Navy's proposal to split of the Starfighter Corps, under the provision that their attached ground attack wings are transferred to the Army permanently, not to the new Starfighter Corps.


    Personally Intelligence Cell

    [] Yes, I'll likely want to expand this network into a full organisation. Write In Name.

    [] Defer until later, as it is now, I have more important things on my plate.


    Imperial Accent Language Standard
    Human High Culture Orthodoxy Test: Success (Not a critical success, so you can still disagree, it however gave you an additional choice)

    [] Agree and furthermore require it be High Coruscanti. This would help an unified Imperial identity, and also give it an image of refinement. COMPNOR would jump at this opportunity to enforce the culture of the core as standard culture.
    High Coruscanti is redefined as Imperial.
    Imperial Accent becomes a required standard in official situations.
    COMPNOR Influence +1
    COMPNOR Relations +2
    Human High Culture Orthodoxy +1d3

    [] Agree to the proposed language standard, as a unified Imperial identity is more important now than ever, rather than who is descended from what planet originally.
    Coruscanti is redefined as Imperial.
    Imperial Accent becomes a required standard in official situations.
    COMPNOR Influence +1
    COMPNOR Relations +1

    [] Disagree to the proposed language standard, you are a proud corellian, and will not give up any part of your identity, especially now that you are so unlikely to see home again within your lifetime.
    No Change


    University Wings Completed
    Select Two
    [] Administration Wing
    [] Politics Wing
    [] Science Wing


    Navy Administrative Reorganisation

    [] Disagree to any split of the Imperial Navy.
    No change

    [] Agree to Split of the Starfighter Corps as an independent entity.
    Imperial Starfigher Corps founded as a faction, Influence 1, Relations 1.
    All ground attack wings transferred to Imperial Army.
    All remaining starfighters transferred to Imperial Starfighter Corps.
    Imperial Navy Influence +1
    Imperial Navy Relations +1
    Imperial Army Influence +1
    Imperial Army Relations +1

    [] Agree to Split of the Supply Fleets as an independent entity.
    Imperial Supply Corps founded as a faction, Influence 1, Relations 0.
    All transports, technical ships and supply ships transferred to Imperial Supply Corps.
    Imperial Navy Influence +1
    Imperial Navy Relations +1

    [] Agree to Split of both the Starfighter Corps and the Supply Fleets as independent entities.
    Imperial Starfighter Corps founded as a faction, Influence 1, Relations 1.
    Imperial Supply Corps founded as a faction, Influence 1, Relations 0.
    All ground attack wings transferred to Imperial Army.
    All remaining starfighters transferred to Imperial Starfighter Corps.
    All transports, technical ships and supply ships transferred to Imperial Supply Corps.
    Imperial Navy Influence +1
    Imperial Navy Relations +1
    Imperial Army Influence +1
    Imperial Army Relations +1

    Captured Materiel:
    Foreign Corvette
    Handful of Stealth Field Generator Belts
    Several Slugthrower Scatterguns
    Several Pulse-Wave Pistols
    Handful of Pulse-Wave Rifles
    Handful of Advanced Pulse-Wave Pistols
    Single Advanced Pulse-Wave Rifle
    Single suit of Light Durasteel Battle Armour

    Main Turn 5 Effects
    Personal Intelligence Network Established
    Science Office Expanded with an Energy Research Department
    Imperial Academy Fully Constructed
    Imperial University Two Wings Complete
    Fuel Production on Kodu Increased by +1
    Food Production on Kodu Increased by +3
    Rare Mineral Production on Kodu Increased by +1
    Chemical Production on Kodu Increased by +1
    Industry on Kodu Increased by +2
    Foreign Ship found and captured.
    Hyperspace Route to nearby Nebula Asteroid Field charted.
    Nebula Asteroid Field explored.
    Advanced Medical Treatments and Medicines developed
    Alternative to Bacta gains 2 Progress
    Dossier on Cric Horne completed
    Patrol in nearby Red Dwarf established.
    Imperial Cargo Ship Blueprints completed
    Relations COMPNOR +1


    A/N: Had missed that two subordinates was assigned to the same action, but since I have missed it for so long, I just allowed it this once because it's better that I get on with writing.

    I also apparently failed to convey that strategic materials is stuff like carbonite, aurodium and stygium crystals, uniquely useful and specialized things. But since we're early game still it makes sense for that department to do basic resource extraction work until such a time as strategic materials are of use.

    I think that due to me being distracted lately I've just skimmed the plans rather than actually read them properly, leading to these mix ups. Since that's the case, I've decided to just go with the plan as posted regardless. I'll try to give feedback on that early on in the future and actually focus on what I'm reading.

    I'll also start to give a bit more info on the subordinates you have a dossier on, as that will probably help you with where you want them.

    The Coruscanti accent is the typical received pronunciation Oxford English that you see Imperial Officers use in the movies. High Coruscanti is essentially an aristocratic offshoot of the coruscanti accent, and uses more flowery language, for example using emerald in place of green and the like.
     
    Main Turn - 6 - AFE 23:9
  • GuyThatRunsAGame

    Well-known member
    AFE 23:9

    While you understand and to some degree agree to the intent behind COMPNORs proposed language standard, there are much more important matters to use our limited manpower and time for than accent classes. People from Imperial Center would probably also point to you being a stubborn Corellian as a reason, but you are a Corellian and an Imperial, you can be both with equal zeal as Corellia is part of the Empire.

    With the administration and science wings of the university built, your university can now offer deeper specialization in those fields to students. While education in political fields will lag behind without their own specialized wing, that will be rectified in time as construction is finished.

    The new month begins with the inauguration of the Imperial Starfighter Corps as an independent entity from the Imperial Navy, this causes a stir of approval from the starfighter pilots as they can now lobby for improved fighters without having their voices drowned out by superiors who have never piloted one.
    You decision not to split of the Support Fleets as an independent supply corps also came as a relief to many captains. As such a change would have stripped them of their prestige as naval officers, and turned them into simple freighter captains. That it retains organic supply ships is more or less incidental to many of them, even though that was one of the main reasons to not separate them into their own branch.

    The paperwork for the reorganization and reassigning pilots is finished just a few days before the new month rolls around, leaving you a little leisure time. You spend some of this going over your personal collection, memories of the Clone Wars. While every piece of the collection holds sentimental value to you, a memory made physical, your current situation might mean it's a good idea to allow your researchers access to it, to reverse engineer certain parts of equipment. That's a issue for the future however, as you currently lack production capabilities to make use of it.

    Furthermore both the Stormtrooper Corps and ISB has sent polite inquiries as to the reason why they don't have proper offices yet. Seeing as how COMPNOR as well as both the Army and the Navy does, with the Starfighter Corps having had theirs constructed as part of the reorganization.
    While not a problem yet, neglecting them for much longer may result in a loss of trust.

    Hypermatter Supplies 9m
    Fuel Supplies 9m
    Tibanna Supplies 9m
    Spare Supplies 9m
    Food Supplies 9m
    Bacta Supplies 5m
    Aurodium Stockpile: 5

    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
    Other Skills: Personal Combat & Fitness 10, Intelligence & Subterfuge 10, Ground Strategy & Tactics 8, Politics & Influence 7, Ground Vehicles & Gunnery 7, Piloting & Gunnery 6, Astrogation & Physics 2, Field Survival & Navigation 1
    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
    Other Skills: Naval Strategy & Tactics 10, Ground Strategy & Tactics 10, Intelligence & Subterfuge 9, Politics & Influence 6, Administration & Logistics 6, Piloting & Gunnery 6, Ground Vehicles & Gunnery 3, Field Survival & Navigation 1
    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
    Other Skills: Politics & Influence 7, Intelligence & Subterfuge 7, Piloting & Gunnery 7, Personal Combat & Fitness 6, Leadership & Command 6
    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: 10
    Professional Skill: 24
    Expansions: -
    Bonus: -

    Ministry of Production
    Actions
    : 1 Expand Resource Extraction or Expand Industrial Infrastructure or Expand Advanced Industrial Infrastructure Action
    Administrator Skill: 23
    Professional Skill: 23
    Expansion: Department of Agriculture (1 Free Expand Resource Extraction (Food) Action per Turn)
    Expansion: Department of Industry (1 Free Expand Industrial Infrastructure Action per Turn)
    Expansion: Department of Natural Resources (1 Free Expand Resource Extraction Action (Minerals/Rare Minerals) per Turn)
    Expansion: Department of Strategic Materials (1 Free Expand Resource Extraction Action (Strategic Resource) per Turn)
    Bonus: -

    Science Office
    Actions
    : 1 Research Action (No military research)
    Administrator Skill: 15
    Professional Skill: 22/22/10/10
    Expansions: Energy Department (Science Office gains +10 to rolls using the Physics & Energy Skill)
    Bonus: +10 to any Research Actions related to Disease.

    Exploration Office
    Actions
    : 1 Exploration Action
    Administrator Skill: 20
    Professional Skill: 18
    Expansions: -
    Bonus: +5 to any Exploration Actions.

    Personal Intelligence Network
    Actions
    : 1 Intelligence Action
    Administrator Skill: -
    Professional Skill: -
    Expansions: -
    Bonus: +10 to Counterintelligence Rolls to keep the Personal Intelligence Network secret.

    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)
    Dossier: Systems Admiral Cric Horne (+10 to all Actions targeting Cric Horne)

    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!!

    [] - Stormtrooper Training: Your immediate and rapid support of the Stormtrooper Corps request for a specialized academy has led to an offer of training. Since you're already an Academy graduate, a lot of the education can be cut out and the rest of the training focused. Should you succeed this training the stormtrooper corps will consider you to have earned the white armour. Should you wash out, that's it, no second chances without damaging your reputation with your stormtroopers.
    Every successful turn grants a skill point in either Culture & Duty, Personal Combat & Fitness, Ground Strategy & Tactics or Field Survival & Navigation. Which skill is determined by random.
    Successfully completing all ten turns of training grants you +1 Relations Stormtrooper Corps and a set of Stormtrooper Armour.
    Challenging Roll
    !!THIS ACTION LOCK IN FOR TEN TURNS OR UNTIL YOU FAIL A ROLL, WHICHEVER COMES FIRST!!

    [] - Grant the IDMR and the Science Office access to individual items from your personal collection on a per item basis on request. These are almost all important mementos or trophies, and you'll want them back.
    Free Action

    [] - 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 x2

    [] - 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.

    [] - 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 Science Office
    --[] 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)

    [] - 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

    [] - Expand Imperial Academy: With a separate branch for starfighters established, letting them have a specialized wing of the Imperial Academy is only sensible.
    Ordinary Roll
    0/3 Fourth Wing (Imperial Starfighter Corps)

    [] - 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.
    -[] Imperial Starfighter Corps: Gain +1 Relation Imperial Starfigher Corps. Higher Quality Starfighter Pilots.

    [] - 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
    3/3 University Core Buildings
    5/5 One wing complete (Your choice of Administration, Politics or Science)
    7/7 Two wings complete (Your choice of Administration, Politics or Science)
    8/9 All three wings complete (Administration, Politics and Science)

    [] - Construct an Arsenal Complex: While you currently have more troops and materiel than you can use, this won't always be the case. Constructing a factory complex dedicated purely to military equipment might be better to have done ahead of time. The core complex will be surrounded with a large perimeter wall, with space for future expansions for specialized facilities.
    Ordinary Roll
    0/4 Core Complex (5 Personal Equipment lines, and 1 Vehicle line, each line supplies 100 Production Points per month)

    [] - 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, your advanced industry is anemic)

    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

    [] - Reverse Engineer Foreign Ship: The corvette we captured is extremely close to ancient Republic designs. Taking it apart and looking at how it works might help with deducing whether it is a question of convergent design or if the area they hail from is a lost child of the Republic, and as such, rightful Imperial territory.
    Available Maintenance Schematic: No +0
    Available Example Ship: Yes +10
    Difficult Roll 0/6


    [] - Reverse Engineer Foreign Equipment: The captured personal equipment of the crew are ready to be investigated, while most of it is nothing special, the advanced pulse-wave weaponry and the stealth field belts are promising advancements if adapted to our own technological base.
    Pick One
    Stealth Field Generator Belt
    Challenging Roll

    Pulse-Wave Pistol
    Challenging Roll

    Pulse-Wave Rifle
    Challenging Roll

    Advanced Pulse-Wave Pistol
    Difficult Roll

    Advanced Pulse-Wave Rifle
    Difficult Roll

    [] - Reverse Engineer Personal Collection: Your personal collection contains several items that are superior to or sufficiently different from general issue equipment that it may be beneficial to try and copy some of the objects within. Whether for eventual mass adoption, specialist issue, or even just one off vanity projects for custom orders.
    Pick One
    Must have done the free action to grant access to your personal collection.
    Phrik Alloy Electrostaff
    Ordinary Roll
    Geonosian Sonic Blaster
    Challenging Roll

    BlasTech E-5 Blaster Rifle
    Ordinary Roll

    BlasTech DC-15S Blaster Carbine
    Ordinary Roll

    BlasTech DC-15A Blaster Rifle
    Ordinary Roll

    BlasTech DC-17m Interchangeable Weapon System
    Challenging Roll

    BlasTech DC-17 Hand Blaster
    Ordinary Roll

    BlasTech Bryar Rifle
    Challenging Roll

    BlasTech A-280 Blaster Rifle
    Ordinary Roll

    Theed Arms S-5 Heavy Blaster Pistol
    Ordinary Roll

    Arakyd Industries Accelerated Charged Particle Array Gun
    Ordinary Roll
    Merr-Sonn Class-A Thermal Detonators
    Challenging Roll
    Katarn-class Commando Armor
    Challenging Roll

    Mandalorian Protector Armor
    Challenging Roll
    BX Commando Droid
    Challenging Roll

    IG-100 MagnaGuard Droid
    Difficult Roll
    Balutar-class Swoop
    Ordinary Roll 0/2

    Flitknot Speeder Bike
    Challenging Roll 0/2

    [] - Investigate Pyramid Artifact: The item from the ruins that put one of your Admirals in a coma should be studied, to either if possible bring him out of it, or otherwise prevent future repetitions of the incident. While so far no progress has been made, with none of your researchers being able to make heads or tails of the item, there must obviously be some mechanism behind its function.
    Difficult Roll

    [] - Death Trooper Cybernetics: Your personal protective detail contains a squad of Death Troopers, these elite soldiers are augmented with advanced cybernetic implants that require occasional calibration and tuning. Going over the technical manuals and data gathered from the checkups may give avenues for more widespread adoption of some of the less advanced and less invasive implants.

    [] - 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

    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 still have access to Bacta, your reserves will run out in just a few months, and Thyferra is a long way away. 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. With more specialized medicine and treatments solved for now, you can refocus on discovering an alternative or synthetic replacement for bacta.
    Difficult Roll 3/10

    INTELLIGENCE ACTIONS

    [] - Interrogate Duro Captives: The crew of the ship we captured are ready to be interrogated. This will shed light on where they come from and what if anything will need to be done about it.

    [] - 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

    [] - 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

    [] - 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: I'd recommend doing at least one Advanced Industry action soon, as that will allow you production of starships and other matériel.
    Sorry for the close to a week long wait to get this up.
     
    Main Turn - 6 - AFE 23:9 Results
  • GuyThatRunsAGame

    Well-known member
    AFE 23:9 Results

    Free Action - Grant IDMR & Science Office access to Personal Items

    Work with Ministry of Production to incentivize Colonists to increase Food Production <Moff’s Palace>
    Critical Success

    Infiltrate [COMPNOR] <Pers. Intel Network> + <Imptel Infiltration Team> (+10 to Infiltration Action)
    Double Down on Infiltration [COMPNOR] <Kan Styndath]
    Success

    Expand Science Office [Bio] <Civil Administration>
    Success

    Begin Rationing Supplies [Bacta/Low] <Adm. Kothari> + <Imptel DiploServ Group> (+10 to Political Action)
    Success

    Grant Faction Offices [Stormtrooper Corp] <High Col. Terrend>
    Critical Success

    Expand Imperial Academy w/Starfighter Branch <Adm. Delste> 0/3
    Success 2 Dos

    Build University <Maj. Gen. Avik> 8/9
    Success 4DoS
    13/9 DoS

    Expand Resource Extraction [Kodu/Food] <Ministry of Production>
    Success 2DoS

    Expand Resource Extraction [Kodu/Food] <MoP: Dept. of Agriculture>
    Success 1DoS

    Expand Resource Extraction [Kodu/Food] <Adm. Korray>
    Success 4DoS

    Expand Resource Extraction [Kodu/Food] <Adm. Hir>
    Success 1DoS

    Expand Resource Extraction [Kodu/Food] <Adm. Jandi>
    Success 1DoS

    Expand Resource Extraction [Kodu/Food] <Adm. Arden>
    Success 3DoS

    Expand Resource Extraction [Kodu/Food] <Adm. Kore>
    Success 5DoS

    Expand Industrial Infrastructure [Kodu] <MoP: Dept. of Industry>
    Failure 1DoF

    Expand Resource Extraction [Kodu/Metal] <MoP: Dept. of Natural Resources>
    Success 3DoS

    Expand Resource Extraction [Kodu/Chemical] <MoP: Dept. of Strategic Materials>
    Success 1DoS

    Expand Advanced Industry [Kodu] <Adm. Horn>
    Success 1DoS

    Investigate Pyramid Artifact <Adm. Dalsar-Tagge> + Imp Tech Analysis Group (don’t know if their +10 bonus will apply here, but their expertise may prove useful)
    Success 1DoS

    Alternative for Bacta <Science Office> + <IDMR R&D Team> (+5 to Research Actions)
    Failure 1DoF

    Build a Dossier [Admiral Varlo Korray] <Agent Senk> +Imptel Operatives (+5 to Intel Actions)
    Success 5DoS

    Continue Patrol [Red Giant System w/Ship Graveyard] <Adm. Lorres>
    Success 2DoS

    COMPNOR: Build Influence
    Success 1DoS
    Sabotage -1DoS
    Failure 1DoS

    Imperial Department of Military Research: Reverse Engineer: Acclamator I-class Assault Transport
    Success 2DoS
    2/8 DoS

    Imperial Navy: Patrol Asteroid Filled Nebula
    Success 1DoS

    Imperial Army: Ground Support Wing Integration Training
    Success 3 DoS


    Most of your time this month is spent alongside your staff, Minister Andard as well as her Ministry staff figuring out a way to improve access to food that won't strain your resources unduly. By the end of the month a plan to promote private and communal gardens ran at ones normal housing area has been reached. These small but numerous gardens will reduce the strain on food requirements, and can be useful in propaganda besides. While it won't cover subsistence on its own, and won't be applicable to your armed forces, the sheer scale of it will ease demand significantly.
    After one of these meeting Minister Andard quietly requests that directing the efforts of the various departments of the ministry be governed by the ministry itself, rather than centrally. Regardless of what you decide on the matter, you will always be able to override any of their decision by Moff's decree at any point.

    You spend the remaining time of the month in various meetings with different parts of COMPNOR, ostensibly to ease cooperation between your staff and theirs, and integrate your food initiative into their propaganda. In actuality, you were running interference and forcing them to alter schedules so that your infiltrators would have an easier time to slip between the cracks.
    The infiltration went unnoticed as far as either you or Imperial Intelligence could discern, and you now have agents, both Imperial Intelligence and your own, in place inside COMPNOR. To your relief, both COMPNOR and Imperial Intelligence shows no sign of being aware of you own intelligence service existing as of yet.

    In other news the Science Office has been expanded with a specialized biological sciences division. This department has been considered extremely important for future work on replicating bacta, and are now ready to begin work.

    Related to that work is the work of Admiral Kothari, who has been easing the concerns your troops have over the reduced availability of bacta in infirmaries, as most is held as strategic reserve to prolong any availability at all. The presence of alternative treatments and remedies has however done much to calm the worst fears.

    High Colonel Terrend took a personal hand in the construction and design of the Stormtrooper Corps headquarters. The monolithic building is more akin to a small citadel than an office building, though that isn't immediately obvious. Disregarding the obvious turrets outside, the building contains hidden firing ports and retractable autoblasters throughout, it is clearly meant as an unassailable bastion. It has further been positioned close to the Moff's Palace in order to be able to respond rapidly to any incidents there.

    Fleet Admiral Delste reports that work on the Starfighter Corps wing of the Imperial Academy is underway, and will in all probability be completed without incident soon enough.

    The university is completed with its last wing, for political sciences and diplomacy. With the university fully complete, any future administrators trained locally will be up to an acceptable standard expected in any Imperial core system.

    With the massive expansion of farmland, ranching and hydroponics being undertaken this month one would expect the problems of previous such large scale endeavours, that resources end up in the wrong place or equipment is reassigned, but surprisingly, no such incidents occur this month, and availability of food is massively increased. Along with your work on promoting home gardens and communal farming in the habitat blocks, the regular population are now firmly in your camp as they see you directly addressing the most important point on the regular workers agenda, having food on the table.

    The problems that didn't occur in the food production expansion did occur in the industrial expansion however. With so much industry directed to support expanding food production, and the prospects of getting some advanced factories up and running, the regular industrial expansion simply fell to the bottom of the priority list for materials, and as such has not been to schedule.

    The Ministry of Production does however report that extraction of both industrial metals and chemical precursor resources have been expanded, so any future factories will not lack for materials.

    Admiral Horne reports the successful construction of the advanced facilities required for manufacturing the required materials and parts for proper military equipment and starship components. With the first such facilities online, you can now start looking at actually producing materiel. Although your fleet is larger than you can support right now, the ability to replace losses in the future is now being worked on.

    This month signals a breakthrough in the work on the alien artifact you uncovered. Using specialized instruments usually classified for sole use by the Inquisitorius, replicated painstakingly trial and error by the Imperial Intelligence Tech Analysis group has produced results. The artifact has a mechanism, one which functions through the force somehow. And though you can't operate it due to that, it now opens up a future possibility should you acquire force sensitive prisoners.
    The main breakthrough though is that you now have equipment for measuring force sensitivity available, is somewhat unreliable and finicky.

    The Science Office regrets to inform you that no further progress on finding an alternative to bacta has been made, as most of their bioscience personnel has been busy setting up their department. Though they promise that future work on the project will be easier due to this.

    Agent Senk reports no issues in compiling a full report on Admiral Korray, and hands you the datapad with everything collected on it.

    The patrols in the system with the starship graveyard is further reinforced by an additional heavy cruiser and escort, should anyone come looking for the Duros ship your troops captured. So far, no sign of anyone else has been found, but rather safe than sorry.

    COMPNOR had tried to piggyback on your home garden project to gain more sway in rationing and allocations, but mysteriously suffered leaked instructions to the public, the Ministry of Production and the Imperial Army quartermasters. This set back their attempt and they have been stalled. Imperial Intelligence has not taken any credit for this, and your own intelligence service was not involved.

    The IDMR has reported some success in the creation of construction blueprints for the Acclamator I-class Assault Transports. Once those blueprints are done, they have declared to you and the navy that they intend to create a conversion blueprint for Imperial Cargo Ships into Acclamators, while not strictly necessary, a specific conversion process to follow would make any such attempts substantially easier.

    The Navy has expanded their patrols to include the asteroid filled nebula where you apprehended the Duros ship. Though the patrol is light, there is now an Imperial presence there.

    The Imperial Army has successfully and surprisingly rapidly integrated their attached ground attack wings into the army proper, and any friction that might have affected future operations will now be minimized.


    Ministry of Production

    [] Allow the Ministry of Production direct control over what their departments are used for. This clears up your desk of paperwork and streamlines decision making. You will still direct the Ministry of Production in general, but the smaller departments will be out of your hair.
    (This will result in me picking what the departments do, but I won't sabotage my players, I will prioritize the MoP as striving to first meet any eventual shortages, and secondly balance industrial capacity. Players will still be able to override this by including them in the plans regardless, but that might have the consequence of the Ministry starting to dislike your constant meddling.)

    [] Disallow the Ministry of Production direct control over what their departments are used for. Having direct control is preferable in all circumstances. No other person has the same level of insight into the large scale direction of your domains as you do.
    (Continue as before, with players having to continue allocating the departments every turn.)

    IDMR and Science Office granted access to Personal Collection
    Food Production is increased by +1 per 2.000.000 Workforce.
    Loyal Populace: +10 Bonus to Counterintelligence vs. coups and undermining.
    COMPNOR Infiltrated by Imperial Intelligence
    COMPNOR Infiltrated by Personal Intelligence Service
    Science Office Expanded with Biology Department
    Bacta Rationing reduced to Low without incident
    Stormtrooper Corps granted Faction Offices
    Imperial Academy Expansion [Imperial Starfighter Corps] Progress 2/3
    University fully constructed.
    Food Production on Kodu increased by +7
    Metal Production on Kodu increased by +1
    Chemicals Production on Kodu increased by +1
    Advanced Industry on Kodu increased by +1
    Prototype Force Sensitivity Detection researched
    Dossier on Admiral Varlo Korray completed
    Patrol around Red Giant w. Starship Graveyard reinforced
    High Colonel Garo Terrend gains +1 Relations Stormtrooper Corps
    Added Asteroid Filled Nebula to Patrols

    Stormtrooper Corps gain +1 Influence

    A/N: It's finally out. I'd tried to write every day since I called the vote, but just couldn't get anything out. Today it all got written in one go. I'm extremely relieved to have that block gone, as I dislike letting the quest sit in limbo like this.

    Any concerns I had over the quality of the writing is overshadowed by the happiness of actually having any writing whatsoever.
     
    Main Turn - 7 - AFE 23:10
  • GuyThatRunsAGame

    Well-known member
    AFE 23:10

    As the last month of the year comes around, Admiral Delste and General Avik both leave your direct service, to busy with their new job of overseeing the Navy and the Army respectively. In the future this means you might be able to hand over more management of those tasks to them, as you now have reliably loyal men in charge of those institutions.

    Replacing Delste as fleet admiral of the Deepdock Fleet is Zeth Fird, originally from Alsakan and educated on Anaxes. He is an extremely skilled fleet commander and is generally seen as wasted on commanding the Force Escort for a deepdock fleet.

    Major General Typho Avik has had his replacement work alongside him the last few months, and from now on Major General Caul Darus will be taking up his duties. A man that if younger would have easily made a stormtrooper with his loyalty, stoic temper, extremely aggressive tactics and near complete lack of fear. A Seswenna native, he did not in fact start his career in the Republic Army, though the ORSF troops did tend to call themselves that regardless. A veteran of the Clone Wars he is an extremely experienced commander.

    Minister Andard is grateful for the trust you have shown her regarding control of the ministry, and has publicly restated her full commitment to work tirelessly on further increases in production capacity, regardless of anyone attempting to interfere with her work. The last part is a clear snub of certain parts of COMPNOR that she has repeatedly butted heads with when they've tried to insert themselves into the work.

    The Gizka farms have also begun producing enough to be noticeable, the downside to gizka farming has been somewhat prevented due to placing it on islands. But loading procedures for transportation from the islands is by necessity more stringent than many other places.

    The most pressing concerns taken care of, you start to plan the month.


    Hypermatter Supplies 8m
    Fuel Supplies 8m
    Tibanna Supplies 8m
    Spare Supplies 8m
    Food Supplies 8m
    Bacta Supplies 6m
    Aurodium Stockpile: 6


    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
    Other Skills: Personal Combat & Fitness 10, Intelligence & Subterfuge 10, Ground Strategy & Tactics 8, Politics & Influence 7, Ground Vehicles & Gunnery 7, Piloting & Gunnery 6, Astrogation & Physics 2, Field Survival & Navigation 1
    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
    Other Skills: Naval Strategy & Tactics 12, Leadership & Command 11, Astrogation & Physics 11, Administration & Logistics 9, Field Survival & Navigation 8, Culture & Duty 8, Politics & Influence 6
    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
    Other Skills: Naval Strategy & Tactics 10, Ground Strategy & Tactics 10, Intelligence & Subterfuge 9, Politics & Influence 6, Administration & Logistics 6, Piloting & Gunnery 6, Ground Vehicles & Gunnery 3, Field Survival & Navigation 1
    Relations: Imperial Navy 1, COMPNOR 1, Stormtrooper Corps 1, Imperial Army 1

    Fleet Admiral Zeth Fird - Commander Deepdock Fleet
    Loyalty: Zealous Aggression: Driven Bravery: Unflinching
    Best Skills: Administration & Logistics 20, Naval Strategy & Tactics 20, Leadership & Command 15
    Relations: Imperial Navy 1, COMPNOR 1, IDMR 1, Stormtrooper Corps 1
    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 Caul Darus - Commander Imperial Army
    Loyalty: Zealous Aggression: Reckless Bravery: Fearless
    Best Skills: Personal Combat & Fitness 20, Leadership & Command 17, Ground Vehicles & Gunnery 15
    Relations: Imperial Army 1, Imperial Intelligence 1, Imperial Special Forces 2, Stormtrooper Corps 2, Imperial Navy 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: 10
    Professional Skill: 24
    Expansions: -
    Bonus: -

    Ministry of Production
    Actions: 1 Expand Resource Extraction or Expand Industrial Infrastructure or Expand Advanced Industrial Infrastructure Action
    Administrator Skill: 23
    Professional Skill: 23
    Expansion: Department of Agriculture (Takes 1 Independent Expand Resource Extraction (Food) Action per Turn)
    Expansion: Department of Industry (Takes 1 Independent Expand Industrial Infrastructure Action per Turn)
    Expansion: Department of Natural Resources (Takes 1 Independent Expand Resource Extraction Action (Minerals/Rare Minerals) per Turn)
    Expansion: Department of Strategic Materials (Takes 1 Independent Expand Resource Extraction Action (Strategic Resource) per Turn)
    Bonus: -

    Science Office
    Actions: 1 Research Action (No military research)
    Administrator Skill: 15
    Professional Skill: 22/22/10/10
    Expansions: Energy Department (Science Office gains +10 to rolls using the Physics & Energy Skill)
    Expansions: Biology Department (Science Office gains +10 to rolls using the Biology & Medicine Skill)
    Bonus: +10 to any Research Actions related to Disease.

    Exploration Office
    Actions: 1 Exploration Action
    Administrator Skill: 20
    Professional Skill: 18
    Expansions: -
    Bonus: +5 to any Exploration Actions.

    Personal Intelligence Network
    Actions: 1 Intelligence Action
    Administrator Skill: -
    Professional Skill: -
    Expansions: -
    Bonus: +10 to Counterintelligence Rolls to keep the Personal Intelligence Network secret.



    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: Systems Admiral Cric Horne (+10 to all Actions targeting Cric Horne)
    Dossier: Systems Admiral Varlo Korray (+10 to all Actions targeting Varlo Korray)
    Dossier: Administrator Andard (+10 to all Actions targeting Mina Andard)
    Infiltration: COMPNOR (+10 to all Actions targeting COMPNOR or members of COMPNOR)

    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!!

    [] - Stormtrooper Training: Your immediate and rapid support of the Stormtrooper Corps request for a specialized academy has led to an offer of training. Since you're already an Academy graduate, a lot of the education can be cut out and the rest of the training focused. Should you succeed this training the stormtrooper corps will consider you to have earned the white armour. Should you wash out, that's it, no second chances without damaging your reputation with your stormtroopers.
    Every successful turn grants a skill point in either Culture & Duty, Personal Combat & Fitness, Ground Strategy & Tactics or Field Survival & Navigation. Which skill is determined by random.
    Successfully completing all ten turns of training grants you +1 Relations Stormtrooper Corps and a set of Stormtrooper Armour.
    Challenging Roll
    !!THIS ACTION LOCK IN FOR TEN TURNS OR UNTIL YOU FAIL A ROLL, WHICHEVER COMES FIRST!!

    [] - 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 x2

    [] - 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 Scarce)
    --[] 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.

    [] - 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.)
    --[] Imperial Special Forces (Imperial Special Forces take one independent Intelligence or Ground Action per turn.)

    [] - Expand Science Office
    --[] Engineering Department (Science Office gains +10 to rolls using the Engineering & Technology Skill)
    --[] Chemistry Department (Science Office gains +10 to rolls using the Chemistry & Materials 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

    [] - Expand Imperial Academy: With a separate branch for starfighters established, letting them have a specialized wing of the Imperial Academy is only sensible.
    Ordinary Roll
    2/3 Fourth Wing (Imperial Starfighter Corps)

    [] - 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.
    -[] Imperial Starfighter Corps: Gain +1 Relation Imperial Starfigher Corps. Higher Quality Starfighter Pilots.

    [] - Construct an Arsenal Complex: While you currently have more troops and materiel than you can use, this won't always be the case. Constructing a factory complex dedicated purely to military equipment might be better to have done ahead of time. The core complex will be surrounded with a large perimeter wall, with space for future expansions for specialized facilities.
    Ordinary Roll
    0/4 Core Complex (5 Personal Equipment lines, and 1 Vehicle line)

    [] - Construct an Advanced Prototying Laboratory for the IDMR: While the IDMR has adequate facilites and can do their job perfectly well, they have requested the construction of an advanced prototyping lab for future projects. This will both make reverse engineering personal equipment easier, as well as allow an easier way to make early prototypes of new developments. The other carrot is of course the chance to make custom to-order equipment for you and your favored subordinates. Doing this for them despite their ability to do their job adequately already would be a clear show of favour and allow them more sway in equipment and personnel requisitions.
    Ordinary Roll
    0/2
    Imperial Department of Military Research Relations +1
    Imperial Department of Military Research Influence +1
    IDMR gains +10 to rolls using the Engineering & Technology Skill
    Allows producing custom equipment from variants you already have blueprints of

    [] - 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, your advanced industry is anemic)

    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

    [] - Communications Chain: A massive undertaking that the Exploration Office is uniquely suited for. While stable hyperspace routes through the tangle is almost a pipe dream, going system by system with small scout ships and deploying subspace communications buoys along the way may be possible. The extreme distance, heavy wear and difficulty of resupply makes any ships devoted to this as good as gone to us. But if this project is successful communications with the Empire proper may be possible.
    Difficult Roll
    0/20
    4 Skywatcher-class Deep Space Scout Ships and 8 Gozanti-class Transports are sent
    Up to 8 Extra Gozanti-class Transports can be allocated (Each granting +1 to the Roll)
    This action repeats automatically for free each turn after being started

    RESEARCH ACTIONS

    [] - Reverse Engineer Foreign Ship: The corvette we captured is extremely close to ancient Republic designs. Taking it apart and looking at how it works might help with deducing whether it is a question of convergent design or if the area they hail from is a lost child of the Republic, and as such, rightful Imperial territory.
    Available Maintenance Schematic: No +0
    Available Example Ship: Yes +10
    Difficult Roll 0/6

    [] - Reverse Engineer Foreign Equipment: The captured personal equipment of the crew are ready to be investigated, while most of it is nothing special, the advanced pulse-wave weaponry and the stealth field belts are promising advancements if adapted to our own technological base.
    Pick One
    Stealth Field Generator Belt
    Challenging Roll

    Pulse-Wave Pistol
    Challenging Roll

    Pulse-Wave Rifle
    Challenging Roll

    Advanced Pulse-Wave Pistol
    Difficult Roll

    Advanced Pulse-Wave Rifle
    Difficult Roll

    [] - Reverse Engineer Personal Collection: Your personal collection contains several items that are superior to or sufficiently different from general issue equipment that it may be beneficial to try and copy some of the objects within. Whether for eventual mass adoption, specialist issue, or even just one off vanity projects for custom orders.
    Pick One
    Must have done the free action to grant access to your personal collection.
    Phrik Alloy Electrostaff
    Ordinary Roll
    Geonosian Sonic Blaster
    Challenging Roll

    BlasTech E-5 Blaster Rifle
    Ordinary Roll

    BlasTech DC-15S Blaster Carbine
    Ordinary Roll

    BlasTech DC-15A Blaster Rifle
    Ordinary Roll

    BlasTech DC-17m Interchangeable Weapon System
    Challenging Roll

    BlasTech DC-17 Hand Blaster
    Ordinary Roll

    BlasTech Bryar Rifle
    Challenging Roll

    BlasTech A-280 Blaster Rifle
    Ordinary Roll

    Theed Arms S-5 Heavy Blaster Pistol
    Ordinary Roll

    Arakyd Industries Accelerated Charged Particle Array Gun
    Ordinary Roll
    Merr-Sonn Class-A Thermal Detonators
    Challenging Roll
    Katarn-class Commando Armor
    Challenging Roll

    Mandalorian Protector Armor
    Challenging Roll
    BX Commando Droid
    Challenging Roll

    IG-100 MagnaGuard Droid
    Difficult Roll
    Balutar-class Swoop
    Ordinary Roll 0/2

    Flitknot Speeder Bike
    Challenging Roll 0/2

    [] - Investigate Pyramid Artifact: The item from the ruins that put one of your Admirals in a coma is a force related artifact, and while you've been able to learn that nothing more has come to light, there must obviously be some mechanism behind its function but how to access it is beyond you.
    Difficult Roll

    Requires access to a Force Sensitive being to continue research

    [] - Death Trooper Cybernetics: Your personal protective detail contains a squad of Death Troopers, these elite soldiers are augmented with advanced cybernetic implants that require occasional calibration and tuning. Going over the technical manuals and data gathered from the checkups may give avenues for more widespread adoption of some of the less advanced and less invasive implants.
    Challenging Roll 0/2

    [] - 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 2/8

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

    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 still have access to Bacta, your reserves will run out in just a few months, and Thyferra is a long way away. 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. With more specialized medicine and treatments solved for now, you can refocus on discovering an alternative or synthetic replacement for bacta.
    Difficult Roll 3/10

    INTELLIGENCE ACTIONS

    [] - Interrogate Duro Captives: The crew of the ship we captured are ready to be interrogated. This will shed light on where they come from and what if anything will need to be done about it.

    [] - 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

    [] - 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

    [] - 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

    [] - Train Trusted Citizens: Although the planetary security forces and militias of the old Republic was rolled into the Army during the clone wars and the establishment of the New Order, your current situation might make reestablishment of a militia a good idea, freeing up the Army for offensive operations. The downside is of course letting the populace have access to weaponry and rudimentary training, something COMPNOR is vehemently opposing. However, your current population is loyal and vetted as Imperials of good standing, so the risks are minimal per the estimates of Imperial Intelligence and the Imperial Security Bureau both.
    Ordinary Roll
    COMPNOR Relations -1
    COMPNOR Relations +1
    Founds the Kodu Planetary Security Force (Which will need to be supplied with arms, but otherwise is part of the workforce as usual, not the military)

    [] - 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 Caul Darus.

    [] - 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: Sorry this took such time.
    I'll also go over the factory rules, as they are extremely unwieldy right now.
     
    Main Turn - 7 - AFE 23:10 Results
  • GuyThatRunsAGame

    Well-known member
    AFE 23:10 Results

    Expand Science Office [Chemistry] <Civil Administration>
    Success
    Expand Exploration Office [Hyper] <Adm. Korray>
    Success
    Grant Faction Offices [Imperial Security Bureau <Moff’s Pallace>
    Success
    Grant Faction Offices [Imperial Intelligence] <Kan Styndath>
    Success
    Construct an Arsenal Complex <High Col. Terrend>
    Success 5 DoS
    Expand Imperial Academy w/Starfighter Branch <Maj. General Darus> 2/3
    Success 4 DoS
    Expand Resource Extraction [Kodu/Food] <Ministry of Production>
    Failure 1DoF
    Expand Resource Extraction [Kodu/Food] <MoP: Dept. of Agriculture>
    Success 1DoS
    Expand Resource Extraction [Kodu/Food] <Adm. Horn>
    Success 1DoS
    Expand Resource Extraction [Kodu/Food] <Adm. Ardan>
    Failure 1DoF
    Expand Resource Extraction [Kodu/Food] <Adm. Cot>
    Critical Failure
    Expand Resource Extraction [Kodu/Food] <Adm. Kore>
    Success 1DoS
    Expand Resource Extraction [Kodu/Food] <Adm. Dalsar-Tagge>
    Failure 1DoF
    Expand Resource Extraction [Kodu/Food] <Adm. Kothari>
    Success 1DoS
    Expand Resource Extraction [Kodu/Food] <Adm. Jandi>
    Success 2DoS
    Expand Industrial Infrastructure [Kodu] <MoP: Dept. of Industry>
    Success 3DoS
    Expand Advanced Industry [Kodu] <Adm. Fird>
    Critical Success 7 DoS
    Expand Resource Extraction [Kodu/Metal] <MoP: Dept. of Natural Resources>
    Success 1DoS
    Expand Resource Extraction [Inner Asteroid Belt/Fuel] <MoP: Dept. of Strategic Materials>
    Success 2DoS
    Explore System [Conduct extensive survey of Shipwreck Graveyard] <Exploration Office>
    Success 4DoS
    **I see this as a coordinated action with Admiral Lorres’ Patrol forces. Might be a good place to start understanding the area we’re in as well as possibly gaining resources through scrapping ship hulls and looking at the tech inside them.
    Alternative for Bacta <Science Office> + <IDMR R&D Team> (+5 to Research Actions)
    Critical Success 4DoS
    Build a Dossier [Admiral Zeth Fird] <Adm. Hir>
    Success 3DoS
    Interrogate Duro Captives <Agent Senk> + Imptel Operatives (+5 to Intel Actions)
    Critical Success 4DoS
    Infiltrate [IDMR] <Pers. Intel Network> + <Imptel Infiltration Team> (+10 to Infiltration Action)
    Success 2DoS (Secrecy Success 3DoS)
    Continue Patrol [Red Giant System w/Ship Graveyard] <Adm. Lorres>
    Failure 2DoF
    Identify Star System [Red Giant System w/Ship Graveyard] as “The Nether System”


    The end of the month rolls around, and with it comes the reports for the last months activities.

    The most pressing report is of the catastrophic kind, as Admiral Lorres reports that he has had several of his captains and many members of their crews executed for gross incompetence and negligence. They had been habitually lazy in following protocol when handling the transportation of seeds and animals while setting up new farmland for use, and as a result the stored seeds have been ruined.
    While this won't prevent future expansion of food production, it will make it more difficult as stores have to be rebuilt and seeds will have to be sourced from already existing farms.
    Admiral Lorres argument for why he went for immediate execution is that in our situation, negligence in handling our food supply is comparable in severity to rebel terrorism. You find it hard to disagree, though many in the Imperial Navy are leery of him now, due to both his inability to keep his captains disciplined before it happened, and his execution of people with peer rank to them.

    Due to the damages to your seed supplies several other admirals report that they were unable to expand the available farmland, and instead focused on supporting the ones that had already seen some success. So at the end of the month minister Andard reports an expansion of your food production roughly half of what was aimed for. She further requests that you reevaluate your position on the MoP getting their own security branch, to have further personnel in place to prevent this sort of thing.
    In the Ministry of Productions other areas of responsibility the work has gone well however. Metal production is up, and fuel extraction in the asteroid belt is expanding. Meanwhile, the industrial capabilities of Kodu is growing into a respectable level at this point. Not nearly close to supplying your forces, but objectively in comparison to many other Imperial planets, you are ahead of the curve.

    In happier news than for the food situation, the Science Office and Exploration Office have both been expanded, with the Science Office getting a new chemistry department, something that will likely be of great use going forward. The Exploration Office meanwhile sports a new Hyperblazer Office, an important part of their work going forward if you are ever to see the core worlds again.

    The Imperial Security Bureau have also been granted their requested groundside headquarters, separate from COMPNOR as a whole. They are very grateful and have stated that this will greatly increase their capacity to do their job free from interference.
    Directly next door is the new headquarters building for Imperial Intelligence, something both they and the ISB are not the most excited about but the animosity is both as old as both institutions and insignificant enough to be unlikely to develop into a problem.


    High Colonel Terrend is reporting massive success in the construction of the arsenal complex, with the core building and offices being completed and ground prepared for an immediate expansion should so be desired. All that remains is to tool up the production lines and it will be turning raw materials into usable equipment in no time.

    Major General Darus has seen to his first task with great zeal, despite the work being about a different branch than his, he's personally seen the difference between owning the orbitals and the skies and not while in ground combat. So him taking over the project to expand the academy with an starfighter corps wing saw him go further and reevaluate the intended scope of it. The hangars and dorms are double the capacity of what was originally designed and the control towers are outfitted with better equipment than originally intended, courtesy of your expanding advanced industry.

    Admiral Fird reports a massive success in expanding your capability for some of the more specialized industry. Overshooting the goals of the project by a large margin, you might soon enjoy a proper capacity to produce proper equipment worthy of the Empire.


    The contingent of Admiral Lorres forces sent on patrol has spent the month more or less supporting the Exploration Office, who has been very busy. Surveying the system now named the Nether System is a task mostly comprised of boarding derelict ships that have been colliding into each other for sometimes millennia. The starship graveyard is a massive thing, orbiting around the star like an asteroid belt unto itself. The make and age of the ships in the procession is extremely varied, the most visible example of this is on a holoimage before you, a separatist Munificent-class star frigate lodged halfway into the side of an ancient Centurion-class battlecruiser. There are more ancient ships that can't be identified readily, but that image shows the bizarre nature of the system. The Exploration Office states that hyperspace is strangely agitated around the star whenever a solar flare occurs, and that is somehow seems to interact with the tangle.
    The asteroid belt is rather uninteresting, there is some metal and a small amount of rare minerals, but that is more or less just confirming what was determined on the first exploration pass.
    The Exploration Office and Admiral Lorres concludes their reports that setting up a shipbreaking yard and research centre in this system would be a good idea. Readily available processed materials that just need re-smelting rather than refining is a massive advantage.


    The Science Office reports massive breakthroughs this month, with the new chemistry department assisting your existing biology department in their work several new medicines have been discovered in the course of synthesizing bacta. Though they aren't anything above the medicines and treatments already developed, it is good to have options. The real progress though is that some of the key reactions involved in mixing bacta have been observed in tests. Not all of them in any one test, but this is the pivotal moment where everyone felt relief mixed with excitement, their research would bear fruit, because this is proof that it can be done with the means at their disposal. It's just a question of testing every iteration of their tests, a more tedious proposal than a difficult one.

    Admiral Hir at the end of the month hands you a full dossier on everything he could find on your new fleet admiral. He knew of him by name from his time at Anaxes, apparently Fird was an exemplary student that still lived in the minds of some of the older instructors. Upon reading the dossier what sticks out to you is that he seems to have a knack for knowing exactly when to take a risk and when not to, or when to reposition, a level of intuition or gut feeling that makes him just ever so slightly better at almost everything. This is something that comes up again and again in after action reports and in his subordinates and superiors opinions of him.

    Agent Senk, professional as always, brings you several dossiers. One is simply on the duros themselves, and by his admission is mostly there for due diligence, the others are one on local polities, another on local force users, and a third on local military strength.
    The first one shows that they are an extended family, a clan, that managed to afford an outdated and obsolete ship from one of their local leaders, and started exploring for anything to salvage away from the influence of the trade guilds. The only important thing of note is that the leader of the family is not the strongest, eldest or most well spoken, it is a young male that is capable of navigating hyperspace. Their ship lacks even the fittings for a navicomputer, and upon discovering this the young male was immediately fitted with a neural disruptor headband and kept drugged. Upon testing with your newly developed equipment, Agent Senks suspicion was confirmed, as the subject was identified as a force sensitive.
    The second dossier is interesting, the duros seem to hail from a humanocentric culture, derived from republic refugees. Their reaction to droids being an almost religious fear, and the complete lack of any standard ship computers would most likely point to them leaving during or after the Great Droid Revolt that occured in 3996 Before the Formation of the Empire. They describe a somewhat fractured polity calling itself an empire, with power being concentrated in houses known for the "gift", a likely reference to the force. These houses are led by those with the gift, with those lacking it being trained as court functionaries, knights, stewards and retainers for their gifted siblings.
    Each house has their own navy and army, although the army seems dependent upon mass conscription without equipment or training whenever the need arises, with very few professional soldiers, leading to a thriving mercenary economy. The imperial house in theory can take control over other houses armies and navies, but practically it rarely happens as the pushback is extreme.
    Their local rival is a reptilian species organised into clans, they control less territory than the so called empire, but their individual prowess has seen them avoid being subsumed or destroyed. With their equivalent to young nobles without inheritance often serving as mercenaries in the empire for a few years before returning home with enough wealth to start their own clan. Their clans and ambitious young are also the main pirate threat facing the so called empire, as any undefended settlement or transport is likely to be pillaged or stolen by them. A strange peculiarity about the rivalry is the vehement disdain the so called empire seems to have for the reptilians open practice of slavery, as the so called empire has most of their population bound to land and lord with no say in what they do and when they do it.
    Besides these two larger polities there are a number of single system or even planet species of different levels of unification but contact with them is sporadic at best due to the difficulties of hyperspace travel in the area.
    Militarily, the so called empire has the by far largest navy of your neighbors by sheer weight and heavy weaponry, while the reptilian pirates have far larger numbers, they also tend towards smaller ships suitable for raiding. The military technology of the area is somewhere between backwards and divergently advanced. With the so called empire using very advanced and high quality pulse-wave weaponry as well as durasteel battle armour at the high end, to manually operated slugthrower weapons at the low end. Their noble scions are claimed to have access to stranger and more powerful weapons locked in family vaults according to rumors, but your captives don't actually know.
    Their reptilian rivals use whatever they can buy or steal, but their indigenous production is of rather high quality slugthrowers and melee weapons, with the most advanced weapons being charged particle sheathed slugthrowers.
    That none of the surrounding potential enemies use blasters surprise you, but then again, the blaster was invented after the great droid revolution, so it's simply another mark in favour of that theory.
    The most notable, if not conventionally greatest military threat are a small part of the so called empire. The group known as sorcerers, occasionally a noble with "the gift" will renounce their inheritance and claims to rule in order to further study "the gift". They must give up their right to rule because of the prevalence of insanity among those who do deep studies of "the gift". Any knights who follow them must also give up the right to ever have children, as many of them are warped by the strange abilities of the sorcerers. Any nation that lets a sect of insane force users exist as an independent force is suspect, and a danger to their surroundings. The fact that it sounds like force users control that entire society in its entirety is equally dangerous, as the jedi betrayal of the republic shows, force users are not to be trusted.

    After reading through Agent Senks disturbing reports your own private intelligence service reports success on infiltrating the IDMR, as far as they know, they remain undetected by both the IDMR and Imperial Intelligence.


    COMPNOR spends the month working to support your efforts, but not in any areas you have actually clashed in before. That this is an obvious attempt to curry favour does not mean however, that you do not get any benefit out of it.

    The IDMR reports being almost complete in producing workable production blueprints for the Acclamator I-class, and expect to be completing work on their project next month or at the latest the month after that.

    The Imperial Navy has spent the month making use of the Cardan V-class space stations production facilities to produce four new Ld-12 Laser Defense Satellite Platforms to further protect it.

    The Imperial Army has undertaken training with the newly founded Starfighter Corps, to get their own pilots used to trust that the Starfighter Corps will keep the skies clear for their attack runs.

    The Stormtrooper Corps has spent the month pushing many of their troops through abbreviated spacetrooper training. While we lack the true large spacetrooper armours, and must rely on the older variants, which are essentially just regular stormtrooper armour with expanded life support and small manoeuvre jets.

    The Imperial Starfighter Corps has trained alongside the Imperial Army to help build trust between the branches that they will do their respective jobs and not obstruct or interfere with each other, as well as not letting others obstruct or interfere with them.

    And with the last report read, the year runs to a close, and it is time to plan for the next month, and also, the next year.

    MoP SecForce
    [] Agree to Minister Andards request, and found a small security force as part of the Ministry of Production expressly for the purposes of guarding MoP installations and operations against sabotage, slave revolts, riots and outsider negligence with proper procedure.
    [] Disagree to Minister Andards request, you have already said no to the MoP SecForce proposal once, and you'll do so again. She is extremely unlikely to ever bring it up again, and is loyal enough to not make trouble over it.

    Science Office Expanded with a Chemistry Department
    Exploration Office Expanded with a Hyperblazer Office
    Imperial Security Bureau granted Offices
    Imperial Intelligence granted Offices
    Expand Resource Extraction [Food] suffers a -10 penalty to Chance of Success for 5 turns.
    Food Production on Kodu increased by +5
    Metal Production on Kodu increased by +1
    Fuel Production on Inner Asteroid Belt increased by +1
    Industry on Kodu increased by +1
    Advanced Industry on Kodu increased by +3
    Kodu Arsenal founded, Core Complex Completed
    Kodu Arsenal Expansion gains +1 Progress
    Kodu Imperial Academy expanded with a Starfighter Corps Wing
    Kodu Imperial Academy Starfighter Corps graduates gain +1 Piloting & Gunnery
    The Nether System thoroughly surveyed
    Alternative for Bacta gains +4 Progress
    Alternative to Bacta gains +1 Progress monthly until completion.
    Dossier on Zeth Fird Completed
    Duros Captives Interrogated
    Duro Force Sensitive Identified
    Old Republic Refugee Empire Discovered
    Reptilian Pirates Discovered
    Relations COMPNOR +1
    Relations COMPNOR -1

    COMPNOR confers a one time +5 bonus to one Political Action next turn.
    Kodu gains 4 Ld-12 Laser Defence Satellite Platforms
    Progress on Reverse Engineering Acclamator I-class Assault Transport increased by +5
    Imperial Army and Imperial Starfigher Corps are less likely to clash over areas of responsibility.
    Imperial Stormtrooper Corps increase their space combat readiness.

    Imperial Security Bureau gains +1 Influence (Total 1)
    Imperial Intelligence gains +1 Influence (Total 1)

    Systems Admiral Davin Lorres loses Reputation Imperial Navy -1
    Fleet Admiral Fird gains +1 Logistics & Administration

    A/N: I woke up today, and wrote the entire update in one go after nearly two weeks of writers block.
    I'm even content (I'm just not built to ever be actually happy with anything I write, so I'll settle for content) with how it turned out.
     
    Last edited:
    Main Turn - 8 - AFE 24:1
  • GuyThatRunsAGame

    Well-known member
    AFE 24:1

    As the new year rolls around, your food production has stabilized at the same level as your rationing, and rationing can therefore be discontinued. Food availability is at a normal level, one that reminds you more of the when you worked for the Republic, but being used to the nigh unlimited supply lines of the Empire it's still not where you'd like it to be, the risk of running out however, is gone. The remaining stores you have left is a good security, allowing a brief time in which you can guarantee the amount of supplies Imperial doctrine is built around.
    Having ignored Minister Andards request for a security force under her command until the time for actually planning out the next month came around gave you time to think about it. This request clearly stems from her rather obvious inability to trust anyone else to get things right, and while letting ministers and department chiefs run their operations as personal little fiefs give them the leeway to get things done, it also lead to them having the leeway to do things outside of their intended area.
    In general you want our ministries to get things done, but letting them be to independent will likely lead to an ever increasing rivalry with other ministries. While this often keeps them loyal as they jockey for your favour rather than seek to replace you, it also stymies productivity in the long run. That said, any security force any ministry could be allowed would be heavily restricted in scope, equipment and numbers, but it's still a step in that direction.
    Pushing away further contemplation of that nature, you start focusing on planning for the coming month.

    Hypermatter Supplies 7m

    Fuel Supplies 7m

    Tibanna Supplies 7m

    Spare Supplies 7m

    Food Supplies: Medium
    Stockpile: 3m (Abundant)

    Bacta Supplies 5m

    Aurodium Stockpile: 7


    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
    Other Skills: Personal Combat & Fitness 10, Intelligence & Subterfuge 10, Ground Strategy & Tactics 8, Politics & Influence 7, Ground Vehicles & Gunnery 7, Piloting & Gunnery 6, Astrogation & Physics 2, Field Survival & Navigation 1
    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
    Other Skills: Naval Strategy & Tactics 12, Leadership & Command 11, Astrogation & Physics 11, Administration & Logistics 9, Field Survival & Navigation 8, Culture & Duty 8, Politics & Influence 6
    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
    Other Skills: Naval Strategy & Tactics 10, Ground Strategy & Tactics 10, Intelligence & Subterfuge 9, Politics & Influence 6, Administration & Logistics 6, Piloting & Gunnery 6, Ground Vehicles & Gunnery 3, Field Survival & Navigation 1
    Relations: Imperial Navy 1, COMPNOR 1, Stormtrooper Corps 1, Imperial Army 1

    Fleet Admiral Zeth Fird - Commander Deepdock Fleet
    Loyalty
    : Zealous Aggression: Driven Bravery: Unflinching
    Best Skills: Administration & Logistics 20, Naval Strategy & Tactics 20, Leadership & Command 15
    Other Skills: Politics & Influence 15, Piloting & Gunnery 15, Astrogation & Physics 15, Intelligence & Subterfuge 14, Personal Combat & Fitness 13, Culture & Duty 10
    Relations: Imperial Navy 1, COMPNOR 1, IDMR 1, Stormtrooper Corps 1
    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 Caul Darus - Commander Imperial Army
    Loyalty
    : Zealous Aggression: Reckless Bravery: Fearless
    Best Skills: Personal Combat & Fitness 20, Leadership & Command 17, Ground Vehicles & Gunnery 15
    Relations: Imperial Army 1, Imperial Intelligence 1, Imperial Special Forces 2, Stormtrooper Corps 2, Imperial Navy 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: 10
    Professional Skill: 24
    Expansions: -
    Bonus: -

    Ministry of Production
    Actions
    : 1 Expand Resource Extraction or Expand Industrial Infrastructure or Expand Advanced Industrial Infrastructure Action
    Administrator Skill: 23
    Professional Skill: 23
    Expansion: Department of Agriculture (Takes 1 Independent Expand Resource Extraction (Food) Action per Turn)
    Expansion: Department of Industry (Takes 1 Independent Expand Industrial Infrastructure Action per Turn)
    Expansion: Department of Natural Resources (Takes 1 Independent Expand Resource Extraction Action (Minerals/Rare Minerals) per Turn)
    Expansion: Department of Strategic Materials (Takes 1 Independent Expand Resource Extraction Action (Strategic Resource) per Turn)
    Bonus: -

    Science Office
    Actions
    : 1 Research Action (No military research)
    Administrator Skill: 15
    Professional Skill: 22/22/10/10
    Expansions: Energy Department (Science Office gains +10 to rolls using the Physics & Energy Skill)
    Expansions: Biology Department (Science Office gains +10 to rolls using the Biology & Medicine Skill)
    Expansions: Chemistry Department (Science Office gains +10 to rolls using the Chemistry & Materials Skill)
    Bonus: +10 to any Research Actions related to Disease.

    Exploration Office
    Actions
    : 1 Exploration Action
    Administrator Skill: 20
    Professional Skill: 18
    Expansions: Hyperblazer Office (Exploration Office gains a +10 bonus to Chart Hyperspace Route Actions)
    Bonus: +5 to any Exploration Actions.

    Personal Intelligence Network
    Actions
    : 1 Intelligence Action
    Administrator Skill: -
    Professional Skill: -
    Expansions: -
    Bonus: +10 to Counterintelligence Rolls to keep the Personal Intelligence Network secret.



    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)

    ONGOING SITUATIONS:
    Seed Shortage: Expand Resource Extraction [Food] suffers a -10 penalty to Chance of Success for 5 turns. (Until Main Turn 12)

    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: Fleet Admiral Fird (+10 to all Actions targeting Zeth Fird)
    Dossier: Systems Admiral Dalsar-Tagge (+10 to all Actions targeting Lucio Dalsar-Tagge)
    Dossier: Systems Admiral Cric Horne (+10 to all Actions targeting Cric Horne)
    Dossier: Systems Admiral Varlo Korray (+10 to all Actions targeting Varlo Korray)
    Dossier: Administrator Andard (+10 to all Actions targeting Mina Andard)
    Infiltration: COMPNOR (+10 to all Actions targeting COMPNOR or members of COMPNOR)
    Infiltration: IDMR (+10 to all Actions targeting the IDMR or members of the IDMR)

    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!!

    [] - Stormtrooper Training: Your immediate and rapid support of the Stormtrooper Corps request for a specialized academy has led to an offer of training. Since you're already an Academy graduate, a lot of the education can be cut out and the rest of the training focused. Should you succeed this training the stormtrooper corps will consider you to have earned the white armour. Should you wash out, that's it, no second chances without damaging your reputation with your stormtroopers.
    Every successful turn grants a skill point in either Culture & Duty, Personal Combat & Fitness, Ground Strategy & Tactics or Field Survival & Navigation. Which skill is determined by random.
    Successfully completing all ten turns of training grants you +1 Relations Stormtrooper Corps and a set of Stormtrooper Armour.
    Challenging Roll
    !!THIS ACTION LOCK IN FOR TEN TURNS OR UNTIL YOU FAIL A ROLL, WHICHEVER COMES FIRST!!

    [] - 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.

    [] - Not Enough Time In A Month [Kan Styndath]: Although you have made great strides towards security and stability for your people, there is always more to be done, and you have no time to rest if you are to fulfill your duties to the Empire.
    Grants a further personal action this turn.
    Risks overworking and the negative effects thereof.

    POLITICAL ACTIONS

    [] - Proclaim A Yearly Goal
    The start of a new year is the time to decide a tangible goal for that year that you set out to meet. This is normal and nothing really worth mentioning, you could however make the goal a public proclamation, and aim a little higher than normal. While it would force you to somewhat focus on that goal, rather than other things those resources and that effort could go to, succeeding could improve your standing with your subjects. Failure to meet such a goal however, could lead to your subordinates and subjects viewing you as weak or ineffectual.
    --[] Regain contact with the Empire and wider galaxy within the span of a mere year.
    --[] Reach Abundant production level of any Supplies.
    --[] Secure a second colony.
    --[] Write In (within reason)
    FREE ACTION

    [] - Ministry of Production Security Forces
    Found a small security force as part of the Ministry of Production expressly for the purposes of guarding MoP installations and operations agains sabotage, slave revolts, riots and outsider negligence with proper procedure. This has been a repeated request from Minister Andard, and a consequence of her inability to trust others to do things right unless they are her direct superiors or her hand-picked subordinates.
    FREE ACTION
    (As this was an inter-turn vote that I guess people either missed or didn't feel the need to say no to again, I included it here as a free action. If not taken, it will simply not be brought up again in the future. The only reason the request was repeated at all was the critical failure last turn affirming the need for it in the Ministers mind.)

    [] - 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 x2

    [] - 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 Scarce)
    --[] 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.

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

    [] - Expand Science Office
    --[] Engineering Department (Will complete the expansion of the Science Office, granting a +10 bonus to all Research Actions)

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

    CONSTRUCTION ACTIONS

    [] - 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.
    -[] Imperial Starfighter Corps: Gain +1 Relation Imperial Starfigher Corps. Higher Quality Starfighter Pilots.

    [] - Expand Arsenal Complex: While you currently have more troops and materiel than you can use, this won't always be the case. The core complex of the Kodu Imperial Arsenal is surrounded with a large perimeter wall, with space for future expansions for specialized facilities. And as the core complex is completed and online, the question now turns to what else should be focused on.
    Ordinary Roll (1 Stored Progress)
    0/4 Infantry Equipment Complex (9 Personal Equipment lines)
    0/4 Vehicle Complex (3 Vehicle lines)
    0/4 Starfighter Complex (3 Starfighter lines)
    0/4 Shuttle Complex (3 Shuttle Lines)
    0/4 Blaster Gas Refinery (2 High-Grade Blaster Gas Cartridge lines)

    [] - Construct an Advanced Prototying Laboratory for the IDMR: While the IDMR has adequate facilites and can do their job perfectly well, they have requested the construction of an advanced prototyping lab for future projects. This will both make reverse engineering personal equipment easier, as well as allow an easier way to make early prototypes of new developments. The other carrot is of course the chance to make custom to-order equipment for you and your favored subordinates. Doing this for them despite their ability to do their job adequately already would be a clear show of favour and allow them more sway in equipment and personnel requisitions.
    Ordinary Roll
    0/2
    Imperial Department of Military Research Relations +1
    Imperial Department of Military Research Influence +1
    IDMR gains +10 to rolls using the Engineering & Technology Skill
    Allows producing custom equipment from variants you already have blueprints of

    [] - 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

    Cardan V (Kodu Orbit)
    Dockyard Points
    : 30+2d10
    Largest Capability: 1000

    [] - Build [Select Ship]
    For a list of ships & space stations see threadmark Info: Dockyard & Factories
    Only those with Blueprint Available: Yes or Blueprint Available: Not Required may be selected.

    PRODUCTION ACTION
    Cardan V (Kodu Orbit)
    Starfighter
    Lines: 0/2
    Shuttle Lines: 0/1
    Kodu Imperial Arsenal (Kodu)
    Equipment Lines: 0/5
    Vehicle Lines: 0/1
    Starfighter Lines: 0/0
    Shuttle Lines: 0/0
    None
    Lines:
    Availability:
    None
    Lines:
    Availability:
    None
    Lines:
    Availability:
    None
    Lines:
    Availability:

    [] - Increase Stockpiles [Select Non-Rationed Supply]
    Build up our emergency supplies in case of serious catastrophe or military demand.
    Increase the selected supply stockpile by +1 month.
    Chance of Success scales with production:
    Low = Difficult Roll
    Scarce = Challenging Roll
    Medium = Ordinary Roll
    High = Easy Roll
    Abundant = Routine Roll
    0/3

    [] - Tool Up Factory Lines [Select Free Factory Line & Equipment to be Produced]
    Building a factory is one thing, but setting it up with the tooling to produce the desired equipment or vehicles takes some additional time.
    For a list of equipment, vehicles, starfighters & shuttles see threadmark Info: Dockyard & Factories
    Only those with Blueprint Available: Yes or Blueprint Available: Not Required may be selected.
    FREE ACTION

    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

    [] - Communications Chain: A massive undertaking that the Exploration Office is uniquely suited for. While stable hyperspace routes through the tangle is almost a pipe dream, going system by system with small scout ships and deploying subspace communications buoys along the way may be possible. The extreme distance, heavy wear and difficulty of resupply makes any ships devoted to this as good as gone to us. But if this project is successful communications with the Empire proper may be possible.
    Difficult Roll
    0/20
    4 Skywatcher-class Deep Space Scout Ships and 8 Gozanti-class Transports are sent
    This action repeats automatically for free each turn after being started

    RESEARCH ACTIONS

    [] - Reverse Engineer Foreign Ship: The corvette we captured is extremely close to ancient Republic designs. Taking it apart and looking at how it works might help with deducing whether it is a question of convergent design or if the area they hail from is a lost child of the Republic, and as such, rightful Imperial territory.
    Available Maintenance Schematic: No +0
    Available Example Ship: Yes +10
    Difficult Roll 0/6

    [] - Reverse Engineer Foreign Equipment: The captured personal equipment of the crew are ready to be investigated, while most of it is nothing special, the advanced pulse-wave weaponry and the stealth field belts are promising advancements if adapted to our own technological base.
    Pick One
    Stealth Field Generator Belt
    Challenging Roll

    Pulse-Wave Pistol
    Challenging Roll

    Pulse-Wave Rifle
    Challenging Roll

    Advanced Pulse-Wave Pistol
    Difficult Roll

    Advanced Pulse-Wave Rifle
    Difficult Roll

    [] - Reverse Engineer Personal Collection: Your personal collection contains several items that are superior to or sufficiently different from general issue equipment that it may be beneficial to try and copy some of the objects within. Whether for eventual mass adoption, specialist issue, or even just one off vanity projects for custom orders.
    Pick One
    Must have done the free action to grant access to your personal collection.
    Phrik Alloy Electrostaff
    Ordinary Roll
    Geonosian Sonic Blaster
    Challenging Roll

    BlasTech E-5 Blaster Rifle
    Ordinary Roll

    BlasTech DC-15S Blaster Carbine
    Ordinary Roll

    BlasTech DC-15A Blaster Rifle
    Ordinary Roll

    BlasTech DC-17m Interchangeable Weapon System
    Challenging Roll

    BlasTech DC-17 Hand Blaster
    Ordinary Roll

    BlasTech Bryar Rifle
    Challenging Roll

    BlasTech A-280 Blaster Rifle
    Ordinary Roll

    Theed Arms S-5 Heavy Blaster Pistol
    Ordinary Roll

    Arakyd Industries Accelerated Charged Particle Array Gun
    Ordinary Roll
    Merr-Sonn Class-A Thermal Detonators
    Challenging Roll
    Katarn-class Commando Armor
    Challenging Roll

    Mandalorian Protector Armor
    Challenging Roll
    BX Commando Droid
    Challenging Roll

    IG-100 MagnaGuard Droid
    Difficult Roll
    Balutar-class Swoop
    Ordinary Roll 0/2

    Flitknot Speeder Bike
    Challenging Roll 0/2

    [] - Investigate Pyramid Artifact: The item from the ruins that put one of your Admirals in a coma should be studied, to either if possible bring him out of it, or otherwise prevent future repetitions of the incident. While so far no progress has been made, with none of your researchers being able to make heads or tails of the item, there must obviously be some mechanism behind its function. With access to a force sensitive, an attempt to understand it further could be made, though the force sensitive in question would not be available for other purposes for as long as this takes.
    Difficult Roll
    Requires access to a Force Sensitive being to continue research
    Mutually Incompatible with the Research Alien Force Sensitive action

    [] - Death Trooper Cybernetics: Your personal protective detail contains a squad of Death Troopers, these elite soldiers are augmented with advanced cybernetic implants that require occasional calibration and tuning. Going over the technical manuals and data gathered from the checkups may give avenues for more widespread adoption of some of the less advanced and less invasive implants.

    [] - 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 7/8

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

    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
    E-11 Blaster Rifle
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: Yes +10
    Difficult Roll

    DH-17 Blaster Pistol
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: Yes +10
    Difficult Roll

    BlasTech DLT-19 Heavy Blaster Rifle
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: Yes +10
    Difficult Roll

    BlasTech DLT-20A "Longblaster" Blaster Rifle
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: No +10
    Difficult Roll

    SE-14C Blaster Pistol
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: Yes +10
    Difficult Roll

    EC-17 Hold-Out Blaster Pistol
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: Yes +10
    Difficult Roll

    T-21 Light Repeating Blaster
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: Yes +10
    Difficult Roll

    E-Web Heavy Repeating Blaster
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: Yes +10
    Difficult Roll

    PLX-2M Missile Launcher
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: Yes +10
    Difficult Roll

    Field Armour
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: Yes +10
    Difficult Roll

    Flight Suit
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: Yes +10
    Difficult Roll

    Scout Trooper Armour
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: Yes +10
    Difficult Roll

    Stormtrooper Armour
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: Yes +10
    Difficult Roll

    Zero-G Assault Stormtrooper Armour Mark I
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: No +0
    Difficult Roll

    Zero-G Assault Stormtrooper Armour Mark II
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: No +0
    Difficult Roll

    Baradium-core Code Key Thermal Detonator
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: Yes +10
    Difficult Roll
    TIE/ap-1 Mauler
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: No +0
    Difficult Roll

    CAV/W PX-10
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: No +0
    Difficult Roll

    PX-4 Mobile Command Base
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: Yes +10
    Difficult Roll

    HAVw A6 "Juggernaut" Heavy Assault Vehicle
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: No +0
    Difficult Roll

    HAVt B5 "Juggernaut" Heavy Assault Transport
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: Yes +10
    Difficult Roll

    AT-PT All Terrain Personal Transport
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: No +0
    Difficult Roll

    AT-RT All Terrain Reconnaissance Transport
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: No +0
    Difficult Roll

    AT-DP All Terrain Defense Pod
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: No +0
    Difficult Roll

    AT-ST All Terrain Scout Transport
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: Yes +10
    Difficult Roll

    AT-MP All Terrain Missile Platform
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: No +0
    Difficult Roll

    AT-TE All Terrain Tactical Enforcer
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: No +0
    Difficult Roll

    AT-AP All Terrain Attack Pod
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: No +0
    Difficult Roll

    AT-AT All Terrain Armored Transport
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: Yes +0
    Difficult Roll

    AT-AA All Terrain Anti-Aircraft
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: No +0
    Difficult Roll

    Self Propelled Heavy Artillery - Turbolaser
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: No +0
    Difficult Roll

    Self Propelled Heavy Artillery - Ion Cannon
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: No +0
    Difficult Roll

    Self Propelled Heavy Artillery - Anti-Vehicle Laser
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: No +0
    Difficult Roll

    Self Propelled Heavy Artillery - Concussion Missile
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: No +0
    Difficult Roll

    Self Propelled Heavy Artillery - Thermobaric Burst
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: No +0
    Difficult Roll

    Self Propelled Heavy Artillery - Mass Driver
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: No +0
    Difficult Roll

    Self Propelled Medium Artillery - Turbolaser
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: Yes +10
    Difficult Roll

    74-Z Speeder Bike
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: Yes +0
    Difficult Roll

    LAVr QH-7 Chariot
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: No +0
    Difficult Roll

    LAVr QH-7Chariot 714-D Command Speeder
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: Yes +10
    Difficult Roll

    TX-130T Fighter Tank
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: No +0
    Difficult Roll

    2M Saber-class Repulsor Tank
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: Yes +10
    Difficult Roll

    TIE/sk Striker Atmospheric Fighter
    Available Maintenance Schematic: Yes +10
    Available Example Equipment: No +0
    Difficult Roll

    [] - Alternative to Bacta: Although you still have access to Bacta, your reserves will run out in just a few months, and Thyferra is a long way away. 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. With more specialized medicine and treatments solved for now, you can refocus on discovering an alternative or synthetic replacement for bacta. With the latest breakthroughs in this work, it will more or less be concluded regardless of any further focused effort, but devoting more time and resources to it could shorten the wait, at the opportunity cost of all other projects that could be done.
    Difficult Roll 7/10
    Progress Increases by +1 every turn.

    [] - Research Alien Force Sensitive: Rarely does the opportunity to study force users and increase our understanding of how to detect or counter them become available. With the captive aliens thouroughly interrogated and ultimately disposed of for security reasons, only the young male navigator remains. Both the Science Office and the IDMR are in favour of further research on him, with both the ISB and Imperial Intelligence concurring that further methods to determine force sensitivity is a major boon to the future security of the Empire.
    Mutually Incompatible with the Investigate Pyramid Artifact action

    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

    [] - 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

    [] - 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.

    [] - Scouting: Although true exploration is the domain of the Exploration Office, the navy is well equipped to undertake scouting focused on finding signs of civilization. This will not explore any systems found, beyond stating what type of star and whether there are signs of life there while searching for the nearby civilizations we now know are here.
    --[] Rimward Spinwise (Old Republic Refugee Empire)
    --[] Rimward (Reptilian Pirate Clans)
    --[] Rimward Trailing (No known)
    --[] Coreward Spinwise (No known)
    --[] Coreward (No known)
    --[] Coreward Trailing (No known)

    GROUND ACTIONS

    [] - Train Trusted Citizens: Although the planetary security forces and militias of the old Republic was rolled into the Army during the clone wars and the establishment of the New Order, your current situation might make reestablishment of a militia a good idea, freeing up the Army for offensive operations. The downside is of course letting the populace have access to weaponry and rudimentary training, something COMPNOR is vehemently opposing. However, your current population is loyal and vetted as Imperials of good standing, so the risks are minimal per the estimates of Imperial Intelligence and the Imperial Security Bureau both.
    Ordinary Roll
    COMPNOR Relations -1
    COMPNOR Relations +1
    Founds the Kodu Planetary Security Force (Which will need to be supplied with arms, but otherwise is part of the workforce as usual, not the military)

    [] - 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 Caul Darus.

    [] - 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: Well over a month of no progress. Feels not great as I'd like to be more productive with this. However, since I've solved some of the things that I was hung up on, I hope I can go ahead easier from now on.

    As always, if I've forgotten to include something, or if something remains that is a solved issue, please do inform me.
     
    Last edited:
    Unplanned Hiatus and Future
  • GuyThatRunsAGame

    Well-known member
    I feel I owe a bit of an explanation on why this hasn't been updated, and where I'll go with this from here.

    The personal mental shit that nobody that doesn't already know me won't be interested in we'll skip. But the thing most pertaining to this quest is that I let myself be talked into watching one of the sequel movies again, this has soured me on Star Wars for a while, and combined with my own moods made me lose motivation to work on this for a while. I've been replaying a few of the older SW games as well as reading some of the old EU books in order to rekindle interest in Star Wars, mostly because I don't want to abandon this quest just as it was getting somewhere.

    I also believe I made it to needlessly detailed along with wanting some mechanical opacity, creating a greater amount of work than necessary to run it. That is however something I can live with, the lack of motivation is what was bothersome. Going forward I'll take a look over the mechanics of the quest, and might revamp them completely. This would be the right time in the quest to do so after all, with the founding of your bureaucracy and the reorganization of your fleets.


    TL;DR: Saw sequel movie while depressed, lost interest in Star Wars for a while, quest is not actually dead, might change some mechanics.
     
    Main Turn - 8 - AFE 24:1 Results
  • GuyThatRunsAGame

    Well-known member
    AFE 24:1 Results

    Reorganize the Fleet <Kan Styndath & All Admirals>
    Critical Success 6DoS

    Expand Science Office [Engineering] <Civil Administration>
    Success 1DoS

    Expand Exploration Office [Survey] <Moff's Palace>
    Success 4DoS

    Expand Arsenal Complex [Blaster Gas Refinery] <High Col. Terrend>
    Critical Failure 5DoF
    Counterintelligence Prevent, Failure 2DoF
    H.Col. Terrend Survival, Success 1DoS
    Counterintelligence Leads, Success 4DoS

    Construct Advanced Prototyping Lab for IDMR <Maj. General Darus>
    Success 5DoS

    Expand Resource Extraction [Kodu/Food] <MoP: Dept. of Agriculture>
    Succedd 1DoS

    Expand Resource Extraction [Kodu/Food] <Ministry of Production>
    Failure 1DoF

    Expand Industrial Infrastructure [Kodu] <MoP: Dept. of Industry>
    Success 1DoS

    Expand Resource Extraction [Kodu/Metal] <MoP: Dept. of Natural Resources>
    Critical Success 5DoS

    Expand Resource Extraction [Inner Asteroid Belt/Fuel] <MoP: Dept. of Strategic Materials>
    Success 4DoS

    Explore [Asteroid Filled Nebula] <Exploration Office>
    Success 3DoS

    Reverse Engineer Foreign Ship <Science Office> + <IDMR R&D Team> (+5 to Research Actions)
    Success 3DoS

    Build a Dossier [Admiral Kothari] <Agent Senk> + Imptel Operatives (+5 to Intel Actions)
    Success 2DoS

    Infiltrate [Stormtrooper Corps] <Pers. Intel Network> + <Imptel Infiltration Team> (+10 to Infiltration Action)
    Success 1DoS
    Secrecy Stormtrooper Corps, Success 1DoS
    Secrecy Imperial Intelligence, Failure 3DoF
    Imperial Intelligence Relations Check, Success 1DoS

    The month has been exhausting, in some ways a great deal of progress has been made, in the most important aspect of your planning, your success has been unprecedented. Your admirals and you have worked together on what your navy needs to look like going forward, and the Navy is backing you completely, giving you a free hand to reorganize as you see fit to any extent you deem necessary. This had not been possible without your track record of successfully navigating your precarious situation, and your stalwart reliability in maintaining proper Imperial protocol wherever possible. The newly created Starfighter Corps is also involving themselves, as they see any changes in the navy as inherently affecting them, as their wings are stationed on navy vessels.

    The Science Office has been expanded with its last missing department, and now boast a full capacity to support any specialized research it is called upon to perform. This expansion happened quietly and efficiently in the background, but the results are appreciated by your scientists regardless.

    The Exploration Office has also been expanded with a Planetary Surveys Office, this part of exploration is one of the most time consuming, and in many ways the most risk filled areas of exploration. But with the specialized support personnel available, internal education and an earmarked stockpile of equipment meant for the purpose, your explorers now have a higher chance to actually get work done in time.

    The expansion of the Kodu Arsenal Complex hits a massive setback this month, as during a scheduled tour of the construction site High Colonel Terrend was in the blast radius of a catastrophically malfunctioning generator used for charging work-droids. The colonel survived, but will be unavailable for a good while, as he will be in a bacta tank and then rehabilitation as he learns to use his new cybernetics, as he lost both legs and one of his arms, along with disfiguring but luckily non-critical injuries to most of his face and torso.
    The generator explosion also started a fire that ruined much of what had already been built, and work will have to start over from scratch.
    In the aftermath your own intelligence service discovered residue pointing towards a thermal detonator having been placed in or near the generator, showing this was in fact not a malfunction, but an assassination attempt. The only irregularity in the days preceding the colonels visit was the allocation of reeducated individuals as custodial staff to the worksite, meaning COMPNOR or the ISB are likely to be behind the attack, or that someone wants it to look like they are behind the attack.

    In more pleasant news, the Imperial Department for Military Research are happy with your support for them, and their new advanced prototyping laboratory. This will make the practical side of their work much easier, and also opens up the capability to produce single items of much better quality or with unusual features should you or your trusted subordinates need it.
    In appreciation for this work, the first item to come out of the laboratory is a gift to you, a custom made high powered datapad with massive memory and custom specialized administration and organization software.

    The work to expand food production has proceeded at a lower pace than preferred with only half the slated farms being completed and productive. The failure of the last month rearing its ugly head again. But some expansion of food production has nonetheless been achieved.

    Your industrial base has likewise been expanded, but you require ever more parts, spares and goods, so that is unlikely to ever change. Steady and uneventful expansion of capabilities may not be exciting, but it is inevitably the most common form of improvement.

    On the other hand, your Department of Natural Resources has increased production by large strides, opening whole new locations for exploitation, and expanding operations on already extant ones. The massive increase in available raw materials feeding your factories can only ever be a good thing. However, the downside is that all easily accessible deposits of common industrial minerals on Kodu are now in use, and expanded to the maximum sustainable level.

    The Department of Strategic Materials has also been working hard, with their more specialized assets being put to use on mining the asteroid belts for fuel. Though their real reason to exist is mining things like tibanna, carbonite or other very rare and specialized materials, the current situation makes demand for such lower than regular fuel to keep the lights on in the fleet. Regardless of any of that, they have done a good job at their current task, and have increased fuel yields beyond the projected level for this month.

    The Exploration Office has completed their survey of the Asteroid Nebula, and it contains a decent amount of mineral wealth, and the largest asteroid also contains at least a useful amount of chemical elements as well as a small amount of carbonite ore. The most important part of the exploration was the discovery of what appears to be a treasure cache, the contents of which has been delivered back to Kodu.

    The Science Office working alongside the IDMR R&D team on loan to you has been hard at work picking apart the captured foreign vessel, with disassembly complete and organized all components are now being investigated and tested against their Imperial counterparts. What can already be told is that this ship is an iterative improvement on early republic designs. Building on the knowledge of the ships immediately predating production of the Foray-class blockade runner, most notably used in the mandalorian wars, this vessel is mostly a refinement of those early technologies, and more or less appears like a down-teched Foray-class, both in size, role and shape. A more comprehensive evaluation and breakdown of capabilities is some ways away, but this much could be gleaned by comparing what old naval manuals and history books is available to you, collected through great effort and copying of private collections of your crews and officers.

    Agent Senk, as professional as always delivers his dossier on Admiral Kothari without troubles, however, appended to the datapad with his dossier is another one, detailing a secret ISB investigation into COMPNOR members.

    Although your private intelligence service with the help of Imperial Intelligence assets managed to, at great effort, turn members of the Stormtrooper Corps into informants and agents, the difficulty of this task saw Imperial Intelligence catch on to their existence. Although you have infiltrated the Stormtrooper Corps, and they remain unaware, Imperial Intelligence now knows of your own intelligence organization. They have however made no move to disrupt your operations and instead reached out to you about exchanging a liaison to each other, explaining that although it is neither strictly speaking allowed nor encouraged, it is through sheer practical necessity expected of a moff to have their own intelligence network.

    Several important members of COMPNOR have taken the "accident" at the arsenal worksite as proof that the Stormtrooper Corps and its members should not be involved in matters not directly pertaining to combat and protection of VIPs. The local leaders of the ISB however simultaneously addressed the problem and supported the Stormtrooper Corps with a statement that the High Colonel, though acting outside his normal area of duty, was assigned this mission by the Moff, and the blast would have likely killed any other project lead not conditioned to such dangers. Furthermore the ISB has stormtroopers in their ranks, and can attest to the wide range of skills and capabilities expressed by these individuals.
    Many member of the Stormtrooper Corps have fired back at COMPNOR stating that they should probably make sure they and their own subordinate intelligence branch is on the same page when making public statements the next time. Overall the entire debacle has made COMPNOR appear somewhat unfocused.

    While this has been going on, Imperial Intelligence has worked with the Exploration Office to include intelligence liaisons into their explorer teams, leading to better on-site expertise with subterfuge and analysis work, as well as granting Imperial Intelligence a greater insight into whatever new threats to the Empire may be encountered.

    The IDMR has completed their schematics and production blueprints for the Acclamator I-class Assault Transport, as well as having worked in parallel to complete the conversion scheme to restore Imperial Cargo Ships into Acclamators again. Both of these sets of documentation have been completed and are available for future dockyard work. The fact that this is completed in time for your reorganization means you have the opportunity to count all your Imperial Cargo Ships as Acclamators as far as force organization is concerned, as the refits take substantially less time than a full construction would.

    The Imperial Navy has worked fully on supporting your reorganization, putting the entire month into making sure things are in order among crews and with regards to equipment and maintenance.
    The Imperial Starfighter Corps have likewise worked on the same sort of review of their assets and pilots, making sure everything is ready for a smooth transition into whatever force organization you decide upon.

    The Imperial Army and the Stormtrooper Corps have spent the month supporting the Kodu Imperial Academy, with officers of both organizations being evaluated as future instructors, with the Stormtrooper Corps having a large amount of their officers tagged for future instructors supporting both the Imperial Academy and the Stormtrooper Academy. The Imperial Army however is still more or less tapped out on what officers they can lend to the Academy, and those that show promise among the ones left haven't gotten the chance to really prove themselves or simply lack enough time in the service for their superiors to know they will do well.


    Arsenal Sabotage
    [] Accuse (FACTION) of sabotage and attempting to assassinate one of your subordinates.
    Relations (FACTION) -3
    (FACTION) Influence -1

    [] Don't accuse anyone yet.

    Imperial Intelligence Liaisons
    [] Agree to exchange liaisons with Imperial Intelligence
    Relations Imperial Intelligence +1
    Influence Imperial Intelligence +1
    Personal Intelligence Service gain +10 to Actions targeting Imperial Intelligence
    Imperial Intelligence gain +10 to Actions targeting Personal Intelligence Service

    [] Disagree to exchange liaisons with Imperial Intelligence
    Challenging Politics & Influence Test or lose Relation Imperial Intelligence -1

    ISB Dossiers
    [] Share with Personal Intelligence Service
    Personal Intelligence Service gains +10 to Actions targeting COMPNOR

    [] Share with Imperial Intelligence
    Relations Imperial Intelligence +1

    [] Share with Stormtrooper Corps
    Relations Stormtrooper Corps +1

    Treasure Stash
    9x Well made and ornate slugthrower rifles of disparate makes and models, likely handmade.
    16x Well made and ornate slugthrower pistols of disparate makes and models, likely handmade.
    3x Suits of some sort of customized battle armour made of durasteel.
    22x Clear crystal gemstones of yet unknown composition and provenance.
    1x Hyperlane map that is largely useless without local cultural knowledge to decode the cipher.
    Currency chips of unknown provenance totaling a value of 6152 of whatever currency they are.

    Fleet is ready for Reorganization
    Science Office Expanded with an Engineering Department
    Exploration Office Expanded with a Planetary Surveys Office
    Arsenal Complex stored progress lost.
    IDMR Advanced Prototyping Lab completed.
    Food Production on Kodu increased by +1
    Metal Production on Kodu increased by +3
    Fuel Production on Inner Asteroid Belt increased by +2
    Industry on Kodu increased by +1
    Asteroid Filled Nebula explored
    Reverse Engineer Foreign Ship gains +3 Progress
    Dossier on Jan Kothari Completed
    Stormtrooper Corps Infiltrated by Personal Intelligence Service
    Stormtrooper Corps Infiltrated by Imperial Intelligence
    Personal Intelligence Network discovered by Imperial Intelligence
    Alternative to Bacta gains +1 Progress
    Received Custom Advanced Datapad (+1 to Administration & Logistics Rolls)

    Relation Imperial Navy +1
    Relation Imperial Starfighter Corps +1
    Relations IDMR +1

    High Colonel Terrend heavily wounded, unavailable until main turn 10

    IDMR gains +1 Influence

    A/N: As I've been away from this for such a long time, I might have missed something important or not listed something in the summary at the bottom. Though that risk is always there, it's somewhat greater this time. If honestly feels pretty good to be back at writing again.

    Also before Main Turn 9 will be the big reorganization vote.
     
    Vote - Fleet Reorganization
  • GuyThatRunsAGame

    Well-known member
    [X] Don't accuse anyone yet.
    -[X] but gather all the intel we can (I'm laying odds that COMPNOR will lay this at the feet of a rebel operative)
    [X] Agree to exchange liaisons with Imperial Intelligence
    [X] Share with Personal Intelligence Service
    [X] Share with Imperial Intelligence
    [X] Share with Stormtrooper Corps


    You decide that making an accusation is premature, and that simply gathering more information is the better course for now.

    You also decide that there is no harm in extending trust towards Imperial Intelligence, and as you meet with the liaison you also hand over the data the ISB forwarded to you. Data your own intelligence personnel have also been granted. The Stormtrooper Corps were also recipients of copies of the information.

    With that situation ongoing but not necessitating any immediate further decisions from you, you gather your admirals to present your final draft for how your Navy is going to operate going forward.


    First of all, the idea of separating support into its own organization has been floated again, but this time the proposed Imperial Supply Corps would have organic escort capability. Meaning ships up to light cruisers would be included, not just transports and technical vessels. This has dampened some of the worst panic among captains that would be placed in it, but there is still the fact that they wouldn't be officers of the Imperial Navy anymore.

    The proponents of this point out that it will allow naval leaders to focus on the actual running of combat vessels and supply will then be able to focus on the smooth running of logistics.

    The starfighter corps state that they don't particularly care about what you decide, as their spares, munitions and provisions are already carried by another branch and there has been no problems with that yet, but their branch is very young and that might change.

    [] Found the Imperial Supply Corps - The revised proposal has merit that the old one lacked, and you agree to found a new branch of the military.
    Imperial Supply Corps founded as a Faction
    Imperial Supply Corps Influence +1
    Imperial Supply Corps Relations +1
    Imperial Navy +1 Relations
    All Support Ships & Transports transferred from Navy to Supply Corps
    24x Evakmar-class Transports
    8x Acclamator-class Transports
    2x Altor-class Replenishment Ship
    2x MedStar-class Medical Frigates
    199x Field-Secured Container Vessels
    104x Imperial Cargo Ships
    59x Action VI Transports
    59x Gozanti Transports
    -[] Write In what escorts should be handed to the Supply Corps

    [] Keep it Organic to the Navy - While the proposal has changed, the core of the matter is still something you can't agree to, it is important to run your own logistics, so you don't lose track of your materiel situation.
    No change


    Secondly, the Imperial Navy has raised the issue of an organic Navy Marines force, rather than relying on Stormtroopers or Imperial Army, this would allow the Navy more freedom in how they conduct operations, meaning that boarding actions or landings need not be inter-service operations.

    The Imperial Army would prefer to be the sole ground combat arm of the Empire, but has begrudgingly agreed that there are very few situations where they would be called in that any organic marine complement of a naval vessel would suffice for.

    The Stormtrooper Corps' stance on the matter is that there would of course still be a Stormtrooper complement onboard any larger ship, but the size of it is entirely up to you. They will fight or guard where and when Imperial authority says, and are largely indifferent to if someone else fights elsewhere. If you decide the Navy should have marines, it's because the fighting doesn't require Stormtroopers.

    [] Agree to allow Navy Marines - This has been a long standing desire of the Imperial Navy, and even the Republic Navy before them. That you have served in both institutions have in no way any bearing on the fact that allowing a faster response to issues is a good thing.
    Stormtrooper Complement of Imperial Navy replaced with Marine complement.
    Imperial Navy Relations +1
    Imperial Navy Influence +1
    --[] Stormtrooper Founding Cadre - The Stormtroopers have very high requirements, physical, mental as well as ideological, and the fact of the matter is that the amount of time a human can serve as a Stormtrooper is severely limited. However, these highly trained and experienced troops could instead of being transferred to teaching positions or retired be used as a founding cadre for the Imperial Navy Marines. This will rob your academy of one years worth of new instructors, but result in a more aggressive and decisive marines skilled in shock trooper tactics.
    Mutually Exclusive with Train from the Ground Up
    --[] Army Trooper Founding Cadre - The Army has a larger span of ages than the Stormtrooper Corps, though of course the vast majority of the actual combat service ranks are filled with young men. The new Navy Marines could use the veterans from the Army to found the core of their new ranks, with those that would otherwise go on to train new Army recruits at the academy instead being the new marines. This would of course mean that this years crop of instructors for the academy instead becomes marines, but it would result in marines with extensive knowledge of how to put their heels in the ground and dig in.
    Mutually Exclusive with Train from the Ground Up
    --[] Train from the Ground Up - Instead of skimming the retirees from the other branches, the Academy will train new marines from raw recruits. Although this will take some time, and mean implementation of the new organization will be delayed for a while, it also means they will be a blank slate.
    Mutually Exclusive with Stormtrooper Founding Cadre and Army Trooper Founding Cadre.

    [] Do not allow Navy Marines - While the navy has wanted its own marines since the Republic was a thing, the way things work right now are that way for a reason. And because of that, there will be no changes to that in this instance.
    No Change


    The third point on the agenda is determining how independent the Imperial Navy will be. With the Navy of course preferring a free hand in how they handle any tasks you give them. This would be more of you handing them overarching objectives, with the details being on them to handle.

    The Imperial Starfighter Corps, Imperial Navy, and those prospectively tagged as leading an eventual Imperial Supply Corps of course also want the same treatment should you decide upon that path.

    With the expanding duties of your office, this would allow you to focus more on the political and cultural aspects of your new domain.

    [] - Grant Fleet Admiral Delste powers of Acting High Admiral - Granting these powers is allowing him command of your navy, with you simply handing him overarching directives for the navy to follow. Of course, you still hold the actual rank, he will simply be exercising its powers for you. This is of course, like all such powers, theoretically yours to retract at any time. Of course, your flagship and its escorts are still yours to command personally.
    All Admiral Subordinated transferred to Imperial Navy
    Imperial Navy Influence +2
    Imperial Navy Relations +3
    --[] - Write In, Moff's Flagship & Escorts, these will be unavailable for normal Navy use.

    [] - Retain Command of the Imperial Navy - You'd prefer to keep personal command over your forces. And although Delste and the Navy are reliable and proven, there's just no reason to dilute power.
    No Change


    With the political end of the reforms handled, the next decision is regarding the organization of the Navy. The final proposals before you are as follows.

    [] - Keep As it Is - This proposal is extremely conservative, and put forward mostly for it to be present as a consideration. The only people who'd like it overall is COMPNOR, as a sign of normalcy and business as usual.
    No Change
    COMPNOR Relations +1

    [] - Split into Task Forces - This proposal is based on the Imperial-class supported by two Heavy Cruisers, with assorted screening ships, or equivalents to these ships as availability allows. This is probably the most flexible configuration, and is a credible force against most threats, at worst holding out until reinforcements can arrive. The only problem arises when high force concentrations are required, as gathering together the task forces takes some time. This doctrine would mean Systems Admirals would command essentially the same size of forces as before, with Fleet Admiral becoming a purely administrative rank.

    [] - Split into Fortress Fleets and Mobile Fleets - This proposal positions large concentrations of forces in strategic locations, based around Heavy Cruisers and screens, with no real expectation of moving them. The real heavy hitting ships however, the Star Destroyers and larger as well as their screens, will be in mobile fleets and used for offensive operations and reinforcing the defensive fortress fleets as needed. The Fortress Fleets would be commanded by Fleet Admirals, and split into lesser forces commanded by Systems Admirals. The Mobile Fleets would be directly commanded by Fleet Admirals.

    [] - Write In - Really, whatever you feel like within reason, the reorganization roll was a critical success.


    With the organizational goals set, the actual allocation of forces is the next step. As well as determining what to mothball.

    [] - Write in, I'd prefer if it's formatted as in the Treadmark "Info - Fleet Assets" as that eases readability. But of course, adapted for the appropriate organizational choice. Reserve and Mothball don't need to be organized into smaller units, just put reserve ships into reserve and mothball ships into mothball. You could theoretically scrap ships as well, but, you know, why?
    Reserve has x0.5 Upkeep
    Mothball has x0.1 Upkeep

    For what ships are available, see Threadmark "Info - Total Fleet Asset Inventory"

    Task Force 1
    1x Imperial II-class Star Destroyer (1x4 TIE/LN squadrons*, 1x1 TIE/sa squadron*, 1x1 TIE/br squadron*)
    2x Victory II-class Heavy Cruisers (2x2 TIE/LN Squadrons*)
    8x Tartan-class Patrol Cruisers
    Fortress Fleet 1 - Defence Force 1 (With one Fleet containing between three and twelve Forces)
    3x Victory II-class Heavy Cruisers (3x2 TIE/LN Squadrons*)
    6x Carrack-class Light Cruisers (6x0.33 TIE/LN squadrons*)
    12x Vigil-class Corvettes
    Mobile Fleet 1
    4x Imperial II-class Star Destroyer (4x4 TIE/LN squadrons*, 4x1 TIE/sa squadron*, 4x1 TIE/br squadron*)
    12x Carrack-class Light Cruisers (12x0.33 TIE/LN squadrons*)

    Vote Effects
    Relations Stormtrooper Corps +1
    Relations Imperial Intelligence +2
    Influence Imperial Intelligence +1
    Personal Intelligence Service gain +10 to Actions targeting Imperial Intelligence
    Personal Intelligence Service gains +10 to Actions targeting COMPNOR
    Imperial Intelligence gain +10 to Actions targeting Personal Intelligence Service
    Action: Investigate Bombing Locked in for Personal Intelligence Service for Next Turn

    A/N: Finally a proper and comprehensive reorganization vote. That critical success was fortunate, as denying "we really want this" things won't actually hurt relations.
     
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