Lose Lictor-class Dungeon Ship
Relations with COMPNOR improved by +1
Simmering Unrest
After the hectic week of integrating the support fleet into your own, you are beset by new issues, there is mounting unrest in the fleet. It's not a problem yet, but officers, crews and troopers alike feel uneasy by the lack of news concerning the fleets location in relation to the Empire.
There are good news however, your remaining systems admirals have finished the reshuffling of their supplies and repaired what damages the hyperspace accident caused, and are now ready to assist you again.
At the end of the week you yet again call a meeting with your subordinates, in order to determine their priorities in the coming week.
YOU HAVE ONE PERSONAL ACTION, SUBORDINATES CAN EACH PERFORM ONE ACTION
AVAILABLE SUBORDINATES:
Assign a subordinate to an action, this will use the subordinates skill and relations instead of yours.
Admiral Cric Horne - Commander Force Superiority 1
Background: Young Coruscanti, Imperial Academy Anaxes
Best Skills: Administration & Logistics 18, Leadership & Command 13, Naval Strategy & Tactics 15
Relations: Imperial Navy 1, COMPNOR 2, Imperial Intelligence 1, Imperial Special Forces 1, Stormtrooper Corps 2, Imperial Army 1
Admiral Varlo Korray - Commander Force Superiority 2
Background: Middle Aged Corellian, Imperial Academy Corulag
Best Skills: Personal Combat & Fitness 13, Intelligence & Subterfuge 14, Piloting & Gunnery 16
Relations: Imperial Navy 1, COMPNOR -1, Imperial Intelligence 1, Imperial Special Forces 2, Stormtrooper Corps 1, Imperial Army 1
Admiral Jan Kothari - Commander Force Escort 1
Background: Middle Aged Coruscanti, Imperial Academy Prefsbelt
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
Background: Young Corellian, Imperial Academy Anaxes
Best Skills: Personal Combat & Fitness 11, Intelligence & Subterfuge 12, Naval Strategy & Tactics 15
Relations: Imperial Navy 1, Imperial Intelligence 1, Imperial Special Forces 1, Stormtrooper Corps 3, Imperial Army 1
Admiral Carlist Jandi - Commander Force Technical Services 1
Background: Middle Aged Coruscanti, Imperial Academy Corulag
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
Background: Young Kuati, Imperial Academy Prefsbelt
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
Background: Old Kuati, Imperial Academy Anaxes
Best Skills: Politics & Influence 11, Administration & Logistics 17, Naval Strategy & Tactics 10
Relations: Imperial Navy 1, COMPNOR 1, Imperial Intelligence 1, Imperial Department of Military Research 1
Admiral Jerrel Kore - Commander Force Support 2
Background: Old Corellian, Imperial Academy Carida
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
Background: Middle Age Tepasi, Imperial Academy Corulag
Best Skills: Personal Combat & Fitness 11, Leadership & Command 11, Astrogation & Physics 11
Relations: Imperial Navy 1, COMPNOR 1, Stormtrooper Corps 1, Imperial Army 1
High Colonel Garo Terrend - Commander Flagship Stormtrooper Complement
Background: Middle Aged Procopian, Imperial Academy Carida
Best Skills: Personal Combat & Fitness 14, Ground Strategy & Tactics 15, Field Survival & Navigation 13
Relations: Stormtrooper Corps 2, COMPNOR 1, Imperial Intelligence 1, Imperial Special Forces 1, Imperial Navy 1
Major General Typho Avik - Commander Imperial Army Line Corps
Background: Old Eriaduan, Imperial Academy Carida
Best Skills: Ground Strategy & Tactics 15, Personal Combat & Fitness 11, Leadership & Command 10
Relations: Imperial Army 1, Imperial Intelligence 1, Imperial Special Forces 1, Stormtrooper Corps 1
Agent Ronar Senk - Imperial Security Bureau, Investigations
Background: Young Coruscanti, Imperial Academy Carida
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 assignes to other tasks, but are otherwise always active. All bonuses are cumulative.
Imperial Department of Military Research Research & Development Team (+5 Bonus to Research Actions)
Imperial Intelligence DiploServ Advisor Group (+5 Bonus to Political Actions)
Imperial Intelligence Tech Analysis Group (+10 Bonus to Reverse Engineering Actions)
Imperial Intelligence Renik Team (+10 Bonus to Defense vs. Intelligence Actions passive)
Imperial Intelligence Infiltration Team (+10 Bonus to Infiltration Actions)
Imperial Intelligence Destab Team (+10 Bonus to Sabotage & Assassination Actions)
SpecNav Force Squad (+5 Bonus to Defense vs. Assassination passive, +5 Bonus to Sabotage Actions)
Death Trooper Squad (+5 Bonus to Defense vs. Assassination passive, +5 Bonus to Sabotage Actions)
ACTIVE INFILTRATIONS & DOSSIERS:
Infiltration and dossier bonuses are always active. All bonuses are cumulative.
PERSONAL ACTION
Personal actions can only be taken by Kan Styndath, but advisors can still be assigned. Bodyguards are assumed to be present.
[] - 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.
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)
Already Improved: Stormtroopers x1
Challenging Roll
[] - Build Legitimacy: Devotes work towards finding legal justification for you taking command over all Imperial forces present.
Challenging Roll Failure may hurt Legitimacy, Success may give access to Subordinates.
[] - Consolidate Power: [Deepdock Fleet], attempts a takeover of the targeted fleet, through diplomatic means, though you can add any number of underhanded reinforcements to your attempt. (Difficult, but if successful leaves you with another fleet admiral available)
Difficult Opposed Roll Failure may hurt Legitimacy
CONSTRUCTION ACTIONS
None Available
DOCKYARD ACTIONS
None Available
RESEARCH ACTIONS
[] - Explore Local System: The local system in which we have been deposited seems like a useful location to The Empire, regardless of how we got here. We should survey and catalog it in its entirety so we can put its resources best to use in our service.
Ordinary Roll
Assign each feature a number with the lowest number being highest priority.
--[]Planetary Remnant Asteroid Cluster 0/1 Degrees of Success
--[]Small Rocky Planet 0/2 Degrees of Success
--[]Large Rocky Planet 0/2 Degrees of Success
--[]Planetary Remnant Asteroid Cluster - Signs of Artificial Structures 0/2 Degrees of Success
--[]Moderate Rocky Planet 0/2 Degrees of Success
--[]Dust Cloud 0/1 Degrees of Success
--[]Large Rocky Planet - Signs of Life 2/3 Degrees of Success
--[]Small Rocky Planet 0/2 Degrees of Success
--[]Stable Comet Swarm 0/1 Degrees of Success
--[]Gas Dwarf 0/2 Degrees of Success
--[]Massive Gas Giant 0/2 Degrees of Success
[] - Determine Location and Date: We have been the victims of a massive hyperspace anomaly, and have exited hyperspace far beyond any charted area. It is not unheard of for people to be displaced not just location-wise but also in time when subject to similar accidents in the past. We need to determine were and when we are, so we have a better understanding of how to get back in contact with The Empire.
Challenging Roll
0/4 Degrees of Success
[] - Catalogue Flora & Fauna: We now have a presence on one of the planets, the Biological Section of the former support fleet could be put to work with listing and testing the local life. This will help prevent poisonings, disease and may find native edible life. While not all life will be found and tested in a mere week, the most common plants and microbes close to our garrison will be known.
Ordinary Roll
0/3 Degrees of Success
INTELLIGENCE ACTIONS
[] - Build a Dossier on [Select Character or Organisation]: Once complete, will grant bonuses to further actions involving them.
Challenging Roll
0/5 Degrees of Success
[] - Infiltrate Organisation [Select Organisation]: Places loyal people around an organisation, ready to supply information or assist operations.
Challenging Roll
0/10 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
[] - Suborn the Fleets: [Deepdock Fleet] In light of our situation, there needs to be a unified command, and the other Fleet Admirals are both ambitious and powerful individuals, otherwise you don't get command of a fleet. Their commands need to be subverted to my side, if that proves itself impossible, assassinating the admirals is the only viable way of preventing a dangerous power struggle in the future.
Difficult Opposed Roll Failure may hurt Legitimacy
NAVAL ACTIONS
[] - Set Up Patrol [Select system or Hyperspace Route] (Will repeat until canceled, assigned ships are unavailable for other purposes), secures an area for Imperial use.
Ordinary Roll
[] - Assume Command: [Deepdock Fleet] Being the Fleet Admiral of a Superiority Fleet, you are clearly the senior, and more trusted by the Admiralty and by extension, the Emperor. On this foundation, you will order the other Fleet Admirals to officially subordinate themselves to you. (If successful, grants control of another fleet, but failure may mean naval combat between Imperial Forces, jeopardizing supplies and assets)
Difficult Opposed Roll Failure may hurt Legitimacy
GROUND ACTIONS
[] - Break Ground: Utilize the available Army Troopers to start clearing ground and preparing for the eventual landing of colonists and construction of a settlement. While not actually their job, this will get them of their transports and back on the ground.
Ordinary Roll
A/N: You may have noticed a bit of a retcon in this update, all I can comment on that is that it is what it is, you now have access to all the Systems Admirals you should have access to. You're going to need them going forward. I also removed the Dossier on Ecker, since he is no longer of any importance.