Grand Army of the Republic: A Star Wars Plan Quest

The Turn sheet mentions we're spending 535 resources per turn, and we've got six turns to go for this cycle, so that's a total of 3210 Resources. The current plan costs us 125 Resources to start plus 100 Resources per turn for the remaining six turns, for another 725. We have 6710 currently, so that will leave us with 2695 Resources we can spend - and that's not counting anything else we have to buy.
Do keep in mind, that Dooku will probably add some funds for the next target plan.

How much he'll give is probably dependant on realizing the current target.
 
The Turn sheet mentions we're spending 535 resources per turn, and we've got six turns to go for this cycle, so that's a total of 3210 Resources. The current plan costs us 125 Resources to start plus 100 Resources per turn for the remaining six turns, for another 725. We have 6710 currently, so that will leave us with 2695 Resources we can spend - and that's not counting anything else we have to buy.
That leaves us with 449 Resources per Turn to use for other stuff at this time. Luckily our plangoals for anything but starfighters are on a good way.
 
[X] [ATRT] Large production. (-25 R) (-20 R per turn) (+++++ Scout Walkers per turn)
[X] [ATTE] Large production. (-50 R) (-40 per turn) (++++ Heavy Walkers per turn)
[X] [Sabre] Large production. (-50 R) (-40 per turn) (++++ Medium Speeders per turn)
[X] [A7] Small production. (-25 R) (-5 per turn) (++ Light Starfighters per turn)
 
Also the current plan is way overspending - we need to get 50 pts work of vehicles over the next 6 turns, and the current plan for Large production on the speeders and walkers we're getting 8 pts of medium speeders, 8 pts of heavy walkers and 16 pts of scout walkers per turn for a total of 32 pts per turn - we'll be reaching out target a year early.

The following plan will still let us reach the required target for vehicles by the end of the cycle -

[] [ATRT] Medium production. (-25 R) (-10 R per turn) (++++ Scout Walkers per turn)
[] [ATTE] Small production. (-50 R) (-10 per turn) (++ Heavy Walkers per turn)
[] [Sabre] Small production. (-50 R) (-10 per turn) (++ Medium Speeders per turn)

That gives us 8 scout walkers, 2 heavy walkers and 2 medium speeders per turn, so 12 pts per turn. As we have 6 turns left this will give us plenty of time to reach the target.

I'd also suggest the following -

[] [A7] Small production. (-25 R) (-5 per turn) (++ Light Starfighters per turn)

Yes, I know they suck and we should look for better fighters for our troops, but knocking them back will cost us 5 Sith Support, and looking for another starfighter supplier will cost us another 5 Sith Support, bringing it down to 33. We don't want to let it drop too low for the start of the next cycle. So all up, those options have a once-off cost of 150 Resources and cost 35 per turn, for a total of 380 compared to 725. That adds up to quite a few dice.

[X] [ATRT] Medium production. (-25 R) (-10 R per turn) (++++ Scout Walkers per turn)
[X] [ATTE] Small production. (-50 R) (-10 per turn) (++ Heavy Walkers per turn)
[X] [Sabre] Small production. (-50 R) (-10 per turn) (++ Medium Speeders per turn)
[X] [A7] Small production. (-25 R) (-5 per turn) (++ Light Starfighters per turn)
 
Last edited:
[X] [ATRT] Large production. (-25 R) (-20 R per turn) (+++++ Scout Walkers per turn)
[X] [ATTE] Large production. (-50 R) (-40 per turn) (++++ Heavy Walkers per turn)
[X] [Sabre] Large production. (-50 R) (-40 per turn) (++++ Medium Speeders per turn)
[X] [A7] Small production. (-25 R) (-5 per turn) (++ Light Starfighters per turn)

Also the current plan is way overspending - we need to get 50 pts work of vehicles over the next 6 turns, and the current plan for Large production on the speeders and walkers we're getting 8 pts of medium speeders, 8 pts of heavy walkers and 16 pts of scout walkers per turn for a total of 32 pts per turn - we'll be reaching out target a year early.
I mean our goal is to kriff the Sith so prolifigate spending to throw Plaguis' estate is all good and cool for Jango. Palpatine already has the Palpaine estate to have his funds on so he won't care if Damask Holdings and the other money Sidious gave our would be spent just finished.
 
Last edited:
@Oshha As I'm reading this plan it's producing 8 speeders, 8 heavy walkers and 16 scout walkers per turn, for a total of 32 points per turn. So we would reach the target in Q4 BBY 30, a year ahead of schedule. Is that correct?
Yes.
@Oshha just to be sure can we cancel A-7 production later on when we find or make a better Starfighter?
Potentially. It will be an option when deciding upon the details of the second plan.
 
The vote is still open.
Adhoc vote count started by Oshha on Aug 23, 2021 at 9:08 AM, finished with 43 posts and 16 votes.
 
[X] [ATRT] Medium production. (-25 R) (-10 R per turn) (++++ Scout Walkers per turn)
[X] [ATTE] Small production. (-50 R) (-10 per turn) (++ Heavy Walkers per turn)
[X] [Sabre] Small production. (-50 R) (-10 per turn) (++ Medium Speeders per turn)
[X] [A7] Small production. (-25 R) (-5 per turn) (++ Light Starfighters per turn)

Yeah, I am convined. This way we have more money to put in Genemods.
 
Do keep in mind, that Dooku will probably add some funds for the next target plan.

How much he'll give is probably dependant on realizing the current target.

I do have that in mind, but we're not going to get any additional Resources until we complete this cycle. And getting to the end of this cycle with sufficient targets met means we have to make sure to spend our Resources wisely, not blowing them on overbuying vehicles that we don't need and the Sith aren't demanding.
 
[X] [ATRT] Large production. (-25 R) (-20 R per turn) (+++++ Scout Walkers per turn)
[X] [ATTE] Large production. (-50 R) (-40 per turn) (++++ Heavy Walkers per turn)
[X] [Sabre] Large production. (-50 R) (-40 per turn) (++++ Medium Speeders per turn)
[X] [A7] Small production. (-25 R) (-5 per turn) (++ Light Starfighters per turn)
 
[X] [ATRT] Large production. (-25 R) (-20 R per turn) (+++++ Scout Walkers per turn)
[X] [ATTE] Large production. (-50 R) (-40 per turn) (++++ Heavy Walkers per turn)
[X] [Sabre] Large production. (-50 R) (-40 per turn) (++++ Medium Speeders per turn)
[X] [A7] Kriff no to these deathtraps. (-5 SS)
 
[X] [ATRT] Medium production. (-25 R) (-10 R per turn) (++++ Scout Walkers per turn)
[X] [ATTE] Small production. (-50 R) (-10 per turn) (++ Heavy Walkers per turn)
[X] [Sabre] Small production. (-50 R) (-10 per turn) (++ Medium Speeders per turn)
[X] [A7] Small production. (-25 R) (-5 per turn) (++ Light Starfighters per turn)

Going for smaller production numbers since this will still complete the plan and give us more resource leeway. Also, just grab the A7. Deathtrap or not we need starfighters now, can replace them later, and can't really afford a -10 SS for starfighters instead of -5. Grab them now and replace them for only 5 SS and with some production done.
 
[X] [ATRT] Large production. (-25 R) (-20 R per turn) (+++++ Scout Walkers per turn)
[X] [ATTE] Large production. (-50 R) (-40 per turn) (++++ Heavy Walkers per turn)
[X] [Sabre] Large production. (-50 R) (-40 per turn) (++++ Medium Speeders per turn)
[X] [A7] Small production. (-25 R) (-5 per turn) (++ Light Starfighters per turn)


I mean our goal is to kriff the Sith so prolifigate spending to throw Plaguis' estate is all good and cool for Jango. Palpatine already has the Palpaine estate to have his funds on so he won't care if Damask Holdings and the other money Sidious gave our would be spent just finished.

Do you really think spending money that is already set aside for the clone army on stuff that is useless at this time is going to stick it to the Sith? Really?

Look at it this way - if we spend enough on vehicles to satisfy the Sith we have more resources to spend on improving our army our way. The more Sith Support we can generate from him the more of a free hand we have to develop the army our way, like additional factories and cloning facilities on Kamino so we can grow and equip additional forces, get them better gear and upgrade our troops on stuff that we choose.
 
I do have that in mind, but we're not going to get any additional Resources until we complete this cycle. And getting to the end of this cycle with sufficient targets met means we have to make sure to spend our Resources wisely, not blowing them on overbuying vehicles that we don't need and the Sith aren't demanding.
If everything goes according to plan.

A crit failure or some other disaster is not impossible.

Better to get to the target faster and have some surplus just in case. We can always cancel the order once the objective is reached.
 
[X] [ATRT] Medium production. (-25 R) (-10 R per turn) (++++ Scout Walkers per turn)
[X] [ATTE] Small production. (-50 R) (-10 per turn) (++ Heavy Walkers per turn)
[X] [Sabre] Small production. (-50 R) (-10 per turn) (++ Medium Speeders per turn)
[X] [A7] Small production. (-25 R) (-5 per turn) (++ Light Starfighters per turn)
 
I'll confess to having limited knowledge of expanded universe stuff so Star Wars scholars I must ask is the ARC-170 good? I hope so because it's so gloriously ugly that I'd miss it terribly if we had to go without it.
It has good capabilities, but it is also intensive on upkeep and crew requirements so if you can afford the manpower, it can be a decent choice, but if you need to worry about how many pilots you have, then you are better off going with a one-man starfighter. Of course, it costs more credits to stick three pilots in three decent starfighters so it comes down to being better if you have more pilots than credits, but worse if you have more credits than pilots. On the other hand, it has a higher upkeep overall so in the long term, you might be better off with three starfighters each in a single pilot than a single ARC-170 with three pilots.

Basically it has good firepower, agility and toughness, but each one requires three pilots and costs a lot in upkeep. Good from a tactical perspective, but bad from a logistical perspective.
 
[X] [ATRT] Large production. (-25 R) (-20 R per turn) (+++++ Scout Walkers per turn)
[X] [ATTE] Large production. (-50 R) (-40 per turn) (++++ Heavy Walkers per turn)
[X] [Sabre] Large production. (-50 R) (-40 per turn) (++++ Medium Speeders per turn)
[X] [A7] Kriff no to these deathtraps. (-5 SS)
 
I totally forgot about settling in giving us an extra dice every 2 quarters, so I'm redoing the numbers.

Q7 and Q8 have Base RD of 6
Q9 and Q10 have Base RD of 7
Q11 and Q12 have Base RD of 8

42 total.

394 + 844 + 415 + 996 = 2649 - 1050 = 1599 ÷ 42 = 38 minimum + 2 for inconsistent rolls between projects.

Average roll of 40 needed to complete mental, endurance, and reflex to phase 3, as well as slowed aging to phase 2.

Since we can clearly afford a bit more, lets add accelerated aging phase 1. 1599 + 500 = 2099 ÷ 42 = 50 minimum + 2 for inconsistent rolls between projects.

2099 ÷ 44(2 FD) = 48 +2

2099 ÷ 46(4 FD) = 46 +2

Average Roll of 48 to 52 needed to complete mental, endurance, and reflex to phase 3, as well asaccelerated aging phase 1 and slowed aging to phase 2.

M, E, and R should all be completed before Accel Aging. Rethinking it we can probably just put slowed aging two as far off as 3rd quarter 2nd cycle. I'll run the numbers again once we finish Phase 3 on M, E, and R.
 
I totally forgot about settling in giving us an extra dice every 2 quarters, so I'm redoing the numbers.
It doesn't give you an dice, it gives you an +1 bonus to each dice roll. That is why Industry has an +7 bonus right now instead of the +5 bonus it started the quest with.
 
[X] [ATRT] Large production. (-25 R) (-20 R per turn) (+++++ Scout Walkers per turn)
[X] [ATTE] Large production. (-50 R) (-40 per turn) (++++ Heavy Walkers per turn)
[X] [Sabre] Large production. (-50 R) (-40 per turn) (++++ Medium Speeders per turn)
[X] [A7] Kriff no to these deathtraps. (-5 SS)
 
[X] [ATRT] Medium production. (-25 R) (-10 R per turn) (++++ Scout Walkers per turn)
[X] [ATTE] Small production. (-50 R) (-10 per turn) (++ Heavy Walkers per turn)
[X] [Sabre] Small production. (-50 R) (-10 per turn) (++ Medium Speeders per turn)
[X] [A7] Small production. (-25 R) (-5 per turn) (++ Light Starfighters per turn)

Medium on scouts and small production elsewhere is sufficient for the plan, I think someone said? Good enough is good enough if so.
 
[X] [ATRT] Medium production. (-25 R) (-10 R per turn) (++++ Scout Walkers per turn)
[X] [ATTE] Small production. (-50 R) (-10 per turn) (++ Heavy Walkers per turn)
[X] [Sabre] Small production. (-50 R) (-10 per turn) (++ Medium Speeders per turn)
[X] [A7] Small production. (-25 R) (-5 per turn) (++ Light Starfighters per turn)
 
It was a cheap deathtrap that is meant to be mass produced and you would never fly one of these things given the choice. And you wouldn't wish it upon your clones though not doing so risks upsetting your bosses.

A-7 Hunter Interceptor from Kuat Drive Yards (Quality -)
[] [A7] Kriff no to these deathtraps. (-5 SS)
[] [A7] Small production. (-25 R) (-5 per turn) (++ Light Starfighters per turn)
[] [A7] Medium production. (-25 R) (-10 per turn) (+++ Light Starfighters per turn)
[] [A7] Large production. (-25 R) (-20 per turn) (++++ Light Starfighters per turn)
Does getting any order of these tie us to in the near future to the design?
Asking cause if we could get a few and still go to acquire a new design, it would be good to go for any production to avoid eating the -5 SS, but if not...
Then it becomes get a better fighter, or save SS for other things?
 
Back
Top