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Governor's Gambit - Star Wars SI into Imperial Governor

Honestly it feels like las doesnt actually realise just how good things are going for him in the sector and its not like he has overmuch to worry about in the sector so i think hes just gunna keep end up with reasons to stay till he eventually realises it really isnt that bad
 
The problem for Las, he knows what's coming.

Either it's the path of the EU and Vong invasion or Disney's spaghetti timeline, stepping away from the controller means he's not the pilot steering his people to a good end.

Cause make no mistake, he made the Myto Sector a functional region of the Empire's territories, that can only remain as such as long as the one running it is like him. Once the equilibrium is broken by greed, will everything spiral.

The Pentastar Alignment would fortify the sector to the gills due to how many vital industries Las built for self-sufficiency, that it would put it on the New Republic crosshairs to raze or sabotage.
 
Just gonna get up and leave.
.
Just dotting T's and crossing I's.
..
They got the paint wrong by 0.3 shades, gotta fix that.
...
Push through this social initiative and stamp out that corruption
....
Gotta take out a rival Moff
.....
Suuuper Last thing, attending my coronation

K time to g-.... wait wut?
 
He made a section of the empire actually happy about their ruler with him in charge. Somehow I see him being crowned the new emperor and it being a very different empire than what everyone else is used to. One which all of the neighboring territories will want to join once they kill their corrupt leaders.

Empire 2.0 with Las in charge is unfortunately far more likely than he'd want simply due to him being a decent ruler with people under him charismatic enough to be able to recruit more and more people to make it happen. Considering how badly the new republic goes, it's just a matter of time before everyone looks to the Las Empire and decides that's the place they want to be a part of.

Next war with the new rotten republic will likely end in complete defeat for them while Las is just doing paperwork and doesn't even realize it happened. Everyone below him would feel it was too insignificant to even bother reporting about it until it's all done with and all he can do is grab another drink while questioning why he didn't fake his deaths decades before. As now he'll have more territories full of problems to sort out and a never ending pile of paperwork.
 
Yo. Was originally gonna have him track down the ruins of the Arc Hammer and have Guild personnel S.T.E.A.L its ruins for study but after reading up on the wiki it seems the Arc Hammers location was kept ultra secret and Katarn only managed to get to it by sneaking on board the Executor.

I'll figure something else out for him to S.T.E.A.L for the next chapter. Suggestions are welcome as always.

Thanks so much for reading!

-Freefaller.
Tracking down some of the Ysalamir based research projects and expanding upon them might be neat, especially since the Empire actually saw some success in synthetically replicating the effect through technological means such as with force suppressing collars. Could build off something like that to give someone a very thin protection from the force, maybe not stop it completely and only weaken it but that could be the difference between being sent flying with a force push or being sent down on one knee instead. Even just fucking with force users abilities to sense/predict him properly would be a big win.

Would be something neat to add to the Moffs custom totally no villain armor/uniform.
 
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Ah so that's how it's going to go he will delay his "retirement" again and again till he finds him self governer for life of the whole sector. Even after it joins the republic or imperial remnants.
 
Honestly it feels like las doesnt actually realise just how good things are going for him in the sector and its not like he has overmuch to worry about in the sector so i think hes just gunna keep end up with reasons to stay till he eventually realises it really isnt that bad
It's the Empire. Even someone at his level could die because a powerful Grand Moff or G Admiral or Vader or any of the Hands or even the asshole in command have a bad day... or is simply bored.
 
It's the Empire. Even someone at his level could die because a powerful Grand Moff or G Admiral or Vader or any of the Hands or even the asshole in command have a bad day... or is simply bored.
Wouldnt make much sense though especially after how productive and effective he has proven himself and his sector so that is a vanishingly small chance of that happening more so becuase he spends all his time in high sec arears anyway and his people have already proven thier loyalty to him for all the improvements hes brought them
 
I kind of want him to leave, only for the people whom he rules over to go into full rebellion to search for him.
"A competent imperial governor? In this economy?! Hell, he is better than all the republic senators combined, and even more so, than the imperial ones! WE NEED HIM BACK! AND I DONT CARE WHAT GOVERNMENT WE'LL HAVE TO TOPPLE TO GET HIM BACK!" - and thus The Theocratic Republic Of Mola was born, proving that the Corsica Galaxy is really that needy for competent leaders.
 
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I kind of want him to leave, only for the people whom he rules over to go into full rebellion to search for him.
"A competent imperial governor? In this economy?! Hell, he is better than all the republic senators combined, and even more so, than the imperial ones! WE NEED HIM BACK! AND I DONT CARE WHAT GOVERNMENT WE'LL HAVE TO TOPPLE TO GET HIM BACK!" - and thus The Theocratic Republic Of Mola was born, proving that the Corsica Galaxy is really that needy for competent leaders.
He disappears to a well known relaxation planet not knowing that he's essentially launched The Great Crusade in Star Wars, but instead of conquering the galaxy to make humanity ascendant it's to look for their favorite workaholic
 
Bro goes on an unscheduled vacation for a week, and he's got several dozen hunters on his trail searching for him as a state of emergency is called in the Myto Sector. The Rebels are also searching for him as well, and the obsessive (maybe still crushing at this point, I can't remember) Grant also launches an all-drawers search looking for him.

There is more paperwork than before he left.
 
It's funny how he's trying to set up his death like an accident but with how tensions are high and the people knowing that he's the only one capable of keeping them stable, when every governor and moff elsewhere are squeezing their people dry or abandoning them when trouble arrives, they won't believe it was ever an "accident".

There is a surprising level of transparency in his rulership as well as those he appoints as governors and officials. So much that the people know that the neighboring moffs hate him or maneuver to deny him and by extension them aid. That, and the boldness of the Rebels are rising, enough to lead daring assaults that cripple vital infrastructure like Kuat.

If he dies, the people won't even pick, either side would be an enemy to them.
 

Would be a great boost to any military build up.
 
Omake: Thug Kit

Production information


Manufacturer: Criminals

Type: Infantry "kit"

Cost: 133 Credits (Basic Kit), 283 Credits (Ranged Weapons Option), 533 Credits (Gang Lieutenant Option)

Technical information

Articles:
  • Simple and/or improvised bludgeon weapon (15 Credits)
  • Knife (25 Credits)
  • Shirt, pants, and undergarments made out of Plastene or other cheap material (30 Credits)
  • Second layer of cheap and/or makeshift armored clothing (50 Credits)
  • Peezo or similar cheap stimulants (10 Credits)
  • Bottle of Yulies Gin or Prakix Plonk (3 Credits)
    • Ranged Weapon Option
  • CDEF blaster pistol or equivalent (150 or less Credits)
    • Gang Lieutenant Option
  • Dlazblaster Carbine or Equivalent (400 or less Credits)


Usage

Availability:
Civilian

Role:
  • Estimated equipment load out for threat assessment purposes
Affiliation:
  • Independent criminals
  • Small non-syndicate affiliated gangs
  • Self defense conscious civilians
——

An overview of the combat capabilities of petty criminality in the Myto Sector by Myto Sector Internal Threat Analysis Department

Introduction
"Another day, another thug in the cell. Got another bottle for the confiscation rack." - Orderkeeper after bringing in a suspect of another attempted B&E.

The Thug Kit is an estimated mock up of what the average non-syndicate affiliated petty criminal is equipped with in the Myto Sector. This report was primarily written for the use by law enforcement agencies for threat assessment and level of force projections. Every law enforcement precinct should at minimum be equipped to defeat and detain criminals with this level of equipment. Note these are the most common items this grouping has been arrested with and should not be applied to every situation in the field. Officers know their precincts and should use this report as a reference, not a guidebook.

Design
"Got half a dozen folks carrying around pipes that looked ripped from the walls. Calling it in and maintaining distance in case they decide to start trouble." - Orderkeeper's report shortly before the Bloodsquats hit a Snowpunks safehouse.

Focus of a typical thug's "kit" in a small isolated gang is directed towards cost and civilian substitution. Most would love to acquire blaster rifles and mercenary grade armor. However regulations, lack of Black Market connections beyond the lowest level, and lack of trust from those higher in their criminal organizations restrict them to what a poor civilian might have access to.

The averaged petty armed criminal is typically swaddled in plastene or other kind of cheap clothing. When they can scrounge up something like armor it tends to be stolen civilian protective headgear and jackets with existing and modified pockets filled with scavenged scrap metal or pieces of discarded used plastoid acting as a poor sentient's plate carrier. Cheap stimulants and alcohol are usually found on their person as a way to summon courage or pleasure that they otherwise lack.

Armaments tend to come at a base level with additions based on resources and hierarchy. These weapons tend to be accessible to civilians therefore more difficult to restrict outside those identified being used in criminal acts. Thugs tend to be minimally trained in their weapons of choice relying more on instinct and brawling rather than any defined combat form.

The most basic set of weapons are a simple and/or improvised bludgeon weapon along with a non-powered knife. Blunt weaponry is favored as the main option by the sector's petty criminals in order to minimize post-crime lethality that may result when using sharper alternatives. This is done to avoid the heat of having too many killings tied to them and having a task force or bounty hunter sent after them. This loadout is sufficient for committing acts of assault, vandalism, and extortion against an unarmed civilian. Vibro-weaponry, while preferred, are often outside the price range of what meager wages and profits the lowest thug can earn. Those thugs that can afford more advanced melee weapons tend to opt for the safety and distance ranged weapons bring.

Thugs of a slightly higher standing and resources may obtain an inferior blaster pistol. Whether the thug actually undergoes any shooting training varies from gang to gang. However combat effectiveness is secondary to the thug compared to the fear and intimidation pulling a blaster can generate. This lack of training combined with an eagerness to show off makes a blaster equipped thug more dangerous to civilians as even they may not know where their blaster bolts may land.

Finally those in something resembling a leader role of thugs are often given weapons with a faster rate of fire such as a Dlazblaster. Thug leaders prefer higher rates of fire as it gives them confidence they will not be overwhelmed by their fellows when giving an unpopular order. These minor criminal leaders often love to act as the face of the gang utilizing flareboy tactics during criminal activity for the attention and intimidation it gives them.

Conclusion
"We got an uptick of carbines ending up in the hands of local thugs. Check the starport for any suspicious traffic. If nothing comes up we might have someone setting up a workshop." - Detective investigating an uptick in illegal blasters.

While it may seem beneath this department to write a report on such minor threats to Imperial stability, there is merit in doing so. By establishing a floor of equipment and capability of the averaged thug, we can better monitor when changes occur and they are no longer isolated. Petty gangs may not seem like a threat to all but the most underfunded precinct. However they can swiftly increase in threat level should they establish contact with a smuggling ring, get subordinated or annexed by a pirates, or worse, become an affiliate of a syndicate.

Reports like these act as the bulwark of an increasingly dangerous galaxy. Let no law enforcement officer fall due to ignorance. Long live the Empire.

——

This is an attempt to give a "standard" kit for stereotypical thugs and toughs that seem to crop up in Star Wars population centers. I tried to keep things as low cost as possible to show how cheap and accessible the basic tools of crimes like muggings, protection rackets, and smash and grabs are. For all the projection of unstoppable might the Imperial Military likes to project, numbers and local force projection are still a factor when it comes combating even small threats like these.

For the cost of an Orderkeeper, a small gang can equip a gang lieutenant, a ranged thug, and a pair of basic thugs with over 100 Credits leftover. This shows how even a small, isolated gang can grow and carve out turf given enough time and space. If a gang increases their numbers and obtains funding parity, an underfunded precinct would not be able to engage them without taking unacceptable casualties. 4 "squads" of thugs versus 3 Orderkeepers and their Handler is a match up most precincts would be reluctant to take even if the thugs were lacking in discipline, training, and armor. This tends to be the point where Guild mercenaries or the Imperial Military gets called in and factors like access to military grade equipment start heavily tipping the scales in Imperial favor.

Crossposted on SB and SV
 
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How much chance has Mindan "Thug Lieutenant" against non-Mindan Scout Trooper? (wrong answers only)
 
How much chance has Mindan "Thug Lieutenant" against non-Mindan Scout Trooper? (wrong answers only)
A bit of a toss up. Thug Lieutenant probably has the advantage in rate of fire, with the scout opting for more single shot focused weapons. Scout probably has an advantage in armor. Even light military armor is probably leagues above what a thug can scrounge up. Training and skill might be closer than expected. The New Republic probably isn't leaving their best troops on garrison duty when their is the Empire to fight. If the lieutenant can keep the scout suppressed, they might have a chance of winning a one on one.

Really the main danger of thugs is not what they often have, but what they potentially could have. Small unconnected gangs of thugs are attractive as disposable, expendable cats paws. They grow and regrow like weeds, are ready to start trouble, they don't ask too many inconvenient questions, and they often burn out loudly and quickly without leaving much of a trail behind. These qualities means thugs can often find "sponsors" from syndicates, pirates, rebels, imperials, pretty much anyone who wants to mess with the current government.

Thug lieutenants are not that dangerous except to unarmed civilians and underfunded precincts. However give them a better blaster carbine, maybe a blaster rifle, some armor, perhaps even some explosives, and suddenly they are much more of a threat. Not enough to take on the military, but maybe enough to overthrown a local authority and start enacting "plans".

They are likely to die as soon as the incumbent government starts sending real military forces their way, but that is military strength that is tied up dealing with sponsor's distraction while sponsor tries to complete whatever goals they have in the area. If the sponsor is really lucky the thugs can attract the attention of some protagonists. If some protagonists get tarpitted by some thug cat paws, that is an excellent trade for a relatively minor amount of military equipment.

Edit: Oh you meant the Imperial Scout Trooper, not the New Republic Scout Soldier
 
Love this story though I worry some of the characters are becoming more two-dimensional, flanderized. Take the pure-blood with the long name for example, they've essentially become a two-note comic relief character.
 

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