Grand Army of the Republic: A Star Wars Plan Quest

Except he's palps, 'leak' information to set up traps, do certain orders like leave Geonosis right after taking it with no forces left behind so the factories could get back to work enabling another conflict there. There are ways he could use his connections.
Yup. he order an immidiate evac, and our clones interpret that as leave explosive charges in all there facilities and detonate on there way back to orbit. He orders our clones into trap and because of the new mental improvements they adapt in feild and learn to turn ambushes into counter ambushes by having pilots scramble when the moment their out of hyper space and lob mass volleys of proton torpedos from the headhunters toward the weakest side of the enemy encirclement.

Don't get me wrong, he's a great politician but he's relying heavily on his ability to draw the jedi heavily into the conflict by opening multiple fronts that neccessitate heavy jedi leadership. Thats another point against him theres a limit to how much he can set to go wrong before the jedi start opperatingto counter his bad orders. Not outright subordination but changing hyperspace lanes and such.

Please hit me up with more. Imagining all the ways our clones can give palpatine an ulcer by countering all his plans to sabotage them is fun.
 
Yep, exactly that.

Other fun ways are the clone commanders give good advice to their "generals" and use them properly.

The Jedi are most effective (as it stands currently) as either advisors (their abilities to see the future, limited as it is, thanks to the dark side Currently, is incredibly useful to a competent general/admiral who knows of its limitations, or, better yet, because lea chance for dark side interference: as hidden deep strike teAmy… (playing havoc behind enemy lines, staying hidden…)

Or the clone special forces (have we begun setting them up yet?) do that job themselves :)

Hell, depending on how the training goes, we could train the clones to train up volunteer armies, just for fun :) I am certain Darth Sidious (definetly not the chancellor) will be happy about the fact that his army likes to multiply…

We could train up a clone propaganda department, which also focuses on the role of the Jedi, and the issues of the Senate (namely its boss (that guy always gives bad intel, and orders stupid things. Without him, this war would be over already…))

A lot of fun ideas, although some of them might be a tad far-fetched :cool:
 
I much prefer this plan winning rather then the budget one so I hope it counts this one instead.
[X] Plan Slow Walk and Investigate
-[X] Expand into Timira City (Stage 2) (0/200, 15 Resources per Die) (++++ Facilities) 2D
-[X] Expand into Titala City (Stage 2) (21/200, 15 Resources per Die) (+++ Facilities) 2D
-[X] Construct Indoor Farms (Stage 4) (104/400, 15 Resources per Die) (--- Facilities, ++++ Logistics) 1D
-[X] Develop Kaminoan Shipyards (Phase 1) (0/100, 30 Resources per Die) (+ Production) 2D
-[X] Fang Shielding Upgrade (48/80, 5 Resources per Die) (- Production) (+ Quality to Medium Interceptors) 1D
-[X] Expand Clone Production (Phase 6) (229/300, 15 Resources per Die) (-- Facilities, --- Logistics, --- Trainers, +++++ Clones) 3D
-[X] Cloning Operations (Phase 6) (23/100, 10 Resources per Die) (30 Resources per turn) (++++++ Clones per turn) 1D
-[X] Implant Inhibitor Chips (0/500, 10 Resources per Die) 1D
-[X] Officer Courses (0/600, 20 Resources per Die) (--- Trainers) 4D
-[X] Security Courses (0/400, 20 Resources per Die) (--- Trainers) 1D
-[X] Mental Enhancements (Phase 3) (229/500, 20 Resources per Die) 1D
-[X] Reflex Enhancements (Phase 3) (85/500, 20 Resources per Die) 1D
-[X] Investigate Inhibitor Chips (0/500, 25 Resources per Die) 3D + 1FD
-[X] Requesting More Budget (DC 40/60/80/100/120) (-2 SS/-4 SS/-6 SS/-8 SS/-10 SS) (+500 R/+750 R/+1,000 R/+1,250 R/+1,500) 2D
-[X] Do The Kriffing Paperwork (0/500, 5 Resources per Die) (+1 Free Die) 1D + 1FD
 
Q1 29 BBY Voting Closed
The vote is now closed.
Adhoc vote count started by Oshha on Aug 27, 2021 at 3:13 PM, finished with 95 posts and 33 votes.

  • [X]Plan Remain in Budget
    -[X] Fang Shielding Upgrade 1Die 5 Resources
    -[X] Implant Inhibitor Chips 1Die 10R
    -[X] Officer Courses 5 Dice 100 Resources
    -[X] Mental Enhancements (Phase 3) 1D+2FD 60Rs
    -[X] Investigate Inhibitor Chips 4 Dice 100 Resources
    -[X] Hiring Paper Pushers (Phase 1) 2Dice
    -[X] Burying Secrets 1Die
    [X] Plan Slow Walk and Investigate
    -[X] Expand into Timira City (Stage 2) (0/200, 15 Resources per Die) (++++ Facilities) 2D
    -[X] Expand into Titala City (Stage 2) (21/200, 15 Resources per Die) (+++ Facilities) 2D
    -[X] Construct Indoor Farms (Stage 4) (104/400, 15 Resources per Die) (--- Facilities, ++++ Logistics) 1D
    -[X] Develop Kaminoan Shipyards (Phase 1) (0/100, 30 Resources per Die) (+ Production) 2D
    -[X] Fang Shielding Upgrade (48/80, 5 Resources per Die) (- Production) (+ Quality to Medium Interceptors) 1D
    -[X] Expand Clone Production (Phase 6) (229/300, 15 Resources per Die) (-- Facilities, --- Logistics, --- Trainers, +++++ Clones) 3D
    -[X] Cloning Operations (Phase 6) (23/100, 10 Resources per Die) (30 Resources per turn) (++++++ Clones per turn) 1D
    -[X] Implant Inhibitor Chips (0/500, 10 Resources per Die) 1D
    -[X] Officer Courses (0/600, 20 Resources per Die) (--- Trainers) 4D
    -[X] Security Courses (0/400, 20 Resources per Die) (--- Trainers) 1D
    -[X] Mental Enhancements (Phase 3) (229/500, 20 Resources per Die) 1D
    -[X] Reflex Enhancements (Phase 3) (85/500, 20 Resources per Die) 1D
    -[X] Investigate Inhibitor Chips (0/500, 25 Resources per Die) 3D + 1FD
    -[X] Requesting More Budget (DC 40/60/80/100/120) (-2 SS/-4 SS/-6 SS/-8 SS/-10 SS) (+500 R/+750 R/+1,000 R/+1,250 R/+1,500) 2D
    -[X] Do The Kriffing Paperwork (0/500, 5 Resources per Die) (+1 Free Die) 1D + 1FD
Oshha threw 1 100-faced dice. Reason: Fang Shielding Upgrade Total: 56
56 56
Oshha threw 1 100-faced dice. Reason: Implant Inhibitor Chips Total: 27
27 27
Oshha threw 5 100-faced dice. Reason: Officer Courses Total: 166
6 6 80 80 36 36 40 40 4 4
Oshha threw 3 100-faced dice. Reason: Mental Enhancements Total: 147
72 72 17 17 58 58
Oshha threw 4 100-faced dice. Reason: Investigate Inhibitor Chips Total: 225
13 13 66 66 71 71 75 75
Oshha threw 2 100-faced dice. Reason: Hiring Paper Pushers Total: 48
14 14 34 34
Oshha threw 1 100-faced dice. Reason: Burying Secrets Total: 35
35 35
Oshha threw 1 10-faced dice. Reason: Exposure Total: 5
5 5
 
Math Post
Fang Shielding Upgrade = 113/80
Implant Inhibitor Chips = 41/500
Officer Courses = 261/600
Mental Enhancements (Phase 3) = 463/500
Investigate Inhibitor Chips = 341/500

Hiring Paper Pushers (Phase 1) = 316/300 16/250
Burying Secrets = 39 (DC 32/52/72/92/112)
 
I don't think We rolled to badly, although I personally would have liked a lower roll on the inhibitor chips implementation, and a higher one on the research.

We need at least 3 die next turn on the research, I think. Someone might need to check My math. It would be best if we finish next turn no matter what.

@Oshha, what would happen if we roll (or would have rolled) a nat1 on the inhibitor implementation? (If it isn't secret)
 
We are going to have to put at least a couple of dice into burying secrets next turn. We only got 1 E removed but gained 5 from the paperpushers action.

And we are basically committed to focusing entirely on the inhibitor chip research because we wont have the budge for anything else after this turn without getting more funding from the Sith. Especially since once we complete the analysis this upcoming turn we are definitely going to have another research to subtly sabotage the chips. Which will likely cost a fair bit to research.
 
Q1 29 BBY Results

Q1 29 BBY Results


Resources (R): 3,060 (-735 per turn)
Sith Support (SS): 49
Exposure (E): 13
Free Dice: 2

Current Capabilities
Facilities: Major Surpluses (+13)
Production: Major Surpluses (+11)
Logistics: Significant Surpluses (+8)
Trainers: Overwhelming Surpluses (+19) (+1 per turn)

Grand Army of the Republic
Clones: 950,000 (+127) (+32 per turn)
Blasters: Concordian Crescent Technologies
-Quantity: +144 (+26 per turn)
-Quality: +3
Armour: Duraplast Medium Mandalorian Armour
-Quantity: +144 (+26 per turn)
-Quality: +8
Scout Walker: All Terrain Recon Transports (Rothana Heavy Engineering)
-Quantity: +64 (+16 per turn)
-Quality: +2
Heavy Walker: All Terrain Tactical Enforcers (Rothana Heavy Engineering)
-Quantity: +32 (+8 per turn)
-Quality: +4
Medium Speeder: TX-130 Sabre-class Fighter Tanks (Rothana Heavy Engineering)
-Quantity: +32 (+8 per turn)
-Quality: +4
Light Starfighter: A-7 Hunter Interceptor (Kuat Drive Yards)
-Quantity: +8 (+2 per turn)
-Quality: -1
Medium Starfighter: Z-95 Headhunter (Incom Corporation)
-Quantity: +12 (+4 per turn)
-Quality: +3
Heavy Interceptor: Aurek-class Starfighter (Rendili StarDrive)
-Quantity: +6 (+2 per turn)
-Quality: +6
Medium Interceptor: Fang-class Starfighter (MandalMotors)
-Quantity: +12 (+4 per turn)
-Quality: +5

Original Goals (Q1 31 BBY to Q4 29 BBY)
Clones: 63 Points Remaining (+7 SS)
Blasters: 76 Points Remaining (+4 SS)
Armour: 76 Points Remaining (+4 SS)
Speeders/Tanks/Walkers: 0 Points Remaining (+6 SS)
Starfighters: 12 Points Remaining (+6 SS)
Training: 0 Points Remaining (+3 SS)

Additional Goals (Q1 29 BBY to Q4 29 BBY)
Complete Implant Inhibitor Chips project. (+6 SS)

[-] Fang Shielding Upgrade
While your Fang-class Starfighters are pretty impressive, they do have the downside of lacking any deflector shielding. Fortunately there is a fix to that by installing a light deflector shield generator into the starfighters as they have a bit of spare power and space that you can take advantage of.
(113/80, 5 Resources per Die) (- Production) (+ Quality to Medium Interceptors)

As the new year starts, you continue the work on upgrading the Fang-class Starfighters with deflector shielding. With the hard parts done, it is just a matter of setting things up so all of the newly arriving interceptors will be upgraded with a light deflector shield generator. Most of this is done by others with you only needing to sign off on a few things and by the end of the quarter, the new process has been successfully set up.

[-] Implant Inhibitor Chips
Dooku and his master want you to implant the clones with these biochips. You aren't sure what they do or why the Sith want them implanted, but it being the Sith and the Sith wanting to keep it completely secret from the Jedi can only mean bad things. Unfortunately, it is too risky not to do it.
(41/500, 10 Resources per Die)

While you are suspicious of these biochips, the Sith want them implanted in all of the clones before the year is over so you should get started on that sooner rather than later. An unhappy Sith Lord is usually bad for your health and while you fancy your chances against that shabuir Dooku, you have no idea who Darth Sidious is or what he is capable of.

Unfortunately, things seem to be out of your hands as while operating with this unknown and unfamiliar biotechnology and only having limited resources devoted to the project, the Kaminoans are making slow progress. For good or ill, only a few of the clones have chips in their heads so far.

[-] Officer Courses
With the clones rapidly growing up, you are going to need some training courses sooner rather than later. While the bulk of the clones can be trained by your trainers, you will need some leadership for the clone army. Set up some specialised courses for the clones to be trained as an officer corps.
(261/600, 20 Resources per Die) (--- Trainers)

While you have basic courses for infantry troopers, starfighter pilots and vehicle crews, you will need to do some specialised courses for the best and brightest clone cadets. Especially since the oldest clones are now being taught with classrooms in addition to receiving flash training. To this end, you and your Mandalorian trainers begin to organise some officer training courses for the smartest and most innovative clones. You make steady progress on this project as you plan out the lessons, but you will need more time and resources to set up the practicalities of these specialised training courses.

[-] Investigate Inhibitor Chips
The Sith want you to implant these biochips into the clones, but you have no idea what they do and considering it is the Sith, it isn't anything good. Fortunately, you have a renowned and talented genetic scientist genius at hand. Have Doctor Tanasi Desnos discreetly look into just what these inhibitor chips are and what they do to the clones.
(341/500, 25 Resources per Die)

Not trusting of these chips, you decide to have Doctor Tanasi Desnos have a look at them. Given who your bosses are, you emphasise that this needs to be a covert investigation to the Arkanian prodigy. Fortunately for you, Doctor Desnos gets the message and with a large amount of credits handed over to her for 'genetic research' as technically this project counts as that, she gets to work.

What she finds is troubling. The biochips are effectively mind control chips according to Doctor Desnos once she has dumbed down her language to Basic. They suppress the free will and independent action of the individual when activated and force them to carry out whatever programming is coded into the inhibitor chips.

Unfortunately, Doctor Desnos has yet to figure out what the programing on these chips is.

[-] Mental Enhancements (Phase 3)
Look into improving the mental capabilities of the clones that you will be producing. Primary focuses will be intelligence, will power, and quick thinking.
(463/500, 20 Resources per Die)

Doctor Desnos and her longneck eggheads continue their work on improving the mental fortitude of the clones. She continues to make steady progress, but with much of her attention and resources going to your new side project and the human mind being a complex thing, she makes less headway than hoped for this quarter.

[-] Hiring Paper Pushers (Phase 1)
Paper works need doing, but that doesn't mean that you or any of your current subordinates have to do it. Look around for some bureaucrats that have a good appreciation for discretion and secrecy.
(316/300) (+1d10 E, +3 to Administration Dice) (16/250)

Having started this job a couple of years ago, you finally get to finishing the first expansion of your bureaucracy as you begin to hire several paper pushers to help you out with all of the kriffing paperwork that this secret cloning project requires. Unfortunately, the time difference between starting this project and finally getting it done means that a fair number of the bureaucrats are either no longer interested or take more effort to entice towards joining.

You get your paper pushers hired at last, but it draws a lot more attention than you had hoped for.

+1 Exposure

[-] Burying Secrets
The clone army is supposed to be a secret which means this whole affair is supposed to be secret. When too many things begin to start pointing in your direction, you need to bury them before people come poking out.
(39) (DC 32/52/72/92/112) (-1E/-2E/-3E/-4E/-5E)

Once again, you try to cover your tracks. Giving a few of your Mandalorian trainers and your new paper pushers a small budget, you have them go and do what they can. They do their best, but there is only so much that they can do without more resources and everything that is going on.

***​

A short update due to the small number of actions chosen. You finish upgrading your starfighters, make some headway on figuring out the chips and finally finish hiring the paper pushers. Not much to say here to be honest.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to.
 
Q2 29 BBY

Q2 29 BBY


Resources (R): 3,060 (-735 per turn)
Sith Support (SS): 49
Exposure (E): 13
Free Dice: 2

Current Capabilities
Facilities: Major Surpluses (+13)
Production: Major Surpluses (+11)
Logistics: Significant Surpluses (+8)
Trainers: Overwhelming Surpluses (+19) (+1 per turn)

Grand Army of the Republic
Clones: 950,000 (+127) (+32 per turn)
Blasters: Concordian Crescent Technologies
-Quantity: +144 (+26 per turn)
-Quality: +3
Armour: Duraplast Medium Mandalorian Armour
-Quantity: +144 (+26 per turn)
-Quality: +8
Scout Walker: All Terrain Recon Transports (Rothana Heavy Engineering)
-Quantity: +64 (+16 per turn)
-Quality: +2
Heavy Walker: All Terrain Tactical Enforcers (Rothana Heavy Engineering)
-Quantity: +32 (+8 per turn)
-Quality: +4
Medium Speeder: TX-130 Sabre-class Fighter Tanks (Rothana Heavy Engineering)
-Quantity: +32 (+8 per turn)
-Quality: +4
Light Starfighter: A-7 Hunter Interceptor (Kuat Drive Yards)
-Quantity: +8 (+2 per turn)
-Quality: -1
Medium Starfighter: Z-95 Headhunter (Incom Corporation)
-Quantity: +12 (+4 per turn)
-Quality: +3
Heavy Interceptor: Aurek-class Starfighter (Rendili StarDrive)
-Quantity: +6 (+2 per turn)
-Quality: +6
Medium Interceptor: Fang-class Starfighter (MandalMotors)
-Quantity: +12 (+4 per turn)
-Quality: +5

Original Goals (Q1 31 BBY to Q4 29 BBY)
Clones: 63 Points Remaining (+7 SS)
Blasters: 76 Points Remaining (+4 SS)
Armour: 76 Points Remaining (+4 SS)
Speeders/Tanks/Walkers: 0 Points Remaining (+6 SS)
Starfighters: 12 Points Remaining (+6 SS)
Training: 0 Points Remaining (+3 SS)

Additional Goals (Q1 29 BBY to Q4 29 BBY)
Complete Implant Inhibitor Chips project. (+6 SS)

Infrastructure (5 Dice): +9

[] Expand into Tipoca City (Stage 3)
Tipoca City is the capital city of Kamino and where your initial cloning operations are located. You will need more room for your operations to expand and to do so, you need to clear up space in Tipoca City to be used for your purposes.
(39/300, 15 Resources per Die) (++++ Facilities)

[] Expand into Timira City (Stage 2)
Timira City is a secondary major settlement located in the northern regions of the planet. You have expanded your operations to Timira City, but there is still plenty of space that you can make use of over there.
(0/200, 15 Resources per Die) (++++ Facilities)

[] Expand into Tidema City (Stage 3)
Tidema City is a secondary major settlement located in the southern regions of the planet. You have expanded your operations to Tidema City, but there is still plenty of space that you can make use of over there.
(14/300, 15 Resources per Die) (++++ Facilities)

[] Expand into Tibara City (Stage 3)
Tibara City is a secondary major settlement located in the eastern regions of the planet. You have expanded your operations to Tibara City, but there is still plenty of space that you can make use of over there.
(25/300, 15 Resources per Die) (++++ Facilities)

[] Expand into Titala City (Stage 2)
Titala City is a secondary major settlement located in the western regions of the planet. You have expanded your operations to Titala City, but there is still plenty of space that you can make use of over there.
(21/200, 15 Resources per Die) (+++ Facilities)

[] Construct Indoor Farms (Stage 4)
With all of these clones that you will be making, you are going to need to feed them all. While purchasing all of it from the nearby Abrion sector can be done if it proves necessary, you can hide just how many people who need to feed by constructing some farms on Kamino.
(104/400, 15 Resources per Die) (--- Facilities, ++++ Logistics)

Industry (4 Dice): +9

[-] Local Blaster Production (Phase 3)
With access to both designs and local factories here on Kamino, you can begin to locally produce some blasters to supplement your externally outsourced production.
(2/30, 5 Resources per Die) (-- Production) (-40 Resources per turn) (++++ Blasters per turn)

[] Local Armour Production (Phase 3)
With access to both designs and local factories here on Kamino, you can begin to locally produce some personal armour to supplement your externally outsourced production.
(7/35, 5 Resources per Die) (---- Production) (-80 Resources per turn) (++++ Armour per turn)

[] Local Z-95 Headhunter Production (Phase 1)
With access to both designs and local factories here on Kamino, you can begin to locally produce some Z-95 Headhunters to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (-- Production) (-5 Resources per turn) (++ Medium Starfighters per turn)

[] Local Aurek-class Starfighter Production (Phase 1)
With access to both designs and local factories here on Kamino, you can begin to locally produce some Aurek-class Starfighters to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (-- Production) (-5 Resources per turn) (++ Heavy Interceptor per turn)

[] Local Fang-class Starfighter Production (Phase 1)
With access to both designs and local factories here on Kamino, you can begin to locally produce some Fang-class Starfighters to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (-- Production) (-5 Resources per turn) (++ Medium Interceptor per turn)

[] Develop Kaminoan Shipyards (Phase 1)
Kamino currently has no way of locally producing starships, but if you are willing to put the time and resources into it, that can change. It would only be some basic shipyards in orbit around the planet, but it would be a start.
(0/100, 30 Resources per Die) (+ Production)

[] Develop Kaminoan Blaster Factories (Phase 3)
You have already completed the construction of a local blaster factory and if you want to increase the local production, you will need to build another blaster factory on Kamino.
(28/300, 20 Resources per Die) (--- Facilities, ++++ Production)

[] Develop Kaminoan Armour Factories (Phase 4)
You have already completed the construction of a second local personal armour factory and if you want to increase the local production, you will need to build additional personal armour factories on Kamino.
(15/400, 20 Resources per Die) (--- Facilities, ++++ Production)

[] Develop Kaminoan Tank Factories (Phase 1)
Rather than purchasing tanks from outside entities, you could attempt to produce them all locally on Kamino. You just need to put the effort and credits into setting up some local production.
(0/100, 20 Resources per Die) (-- Facilities, ++ Production)

[] Develop Kaminoan Walker Factories (Phase 1)
Rather than purchasing walkers from outside entities, you could attempt to produce them all locally on Kamino. You just need to put the effort and credits into setting up some local production.
(0/100, 20 Resources per Die) (-- Facilities, ++ Production)

[] Develop Kaminoan Speeder Factories (Phase 1)
Rather than purchasing speeders from outside entities, you could attempt to produce them all locally on Kamino. You just need to put the effort and credits into setting up some local production.
(0/100, 20 Resources per Die) (-- Facilities, ++ Production)

[] Develop Kaminoan Starfighter Factories (Phase 2)
Rather than purchasing starfighters from outside entities, you could attempt to produce them all locally on Kamino. You just need to put the effort and credits into setting up some local production.
(71/200, 20 Resources per Die) (-- Facilities, ++ Production)

Cloning (5 Die): +14

[] Expand Clone Production (Phase 6)
You have completed the initial batch of clones, but the army is still going to need plenty more soldiers. Now you need to work on expanding the current cloning operations to allow for more clones to be produced at once.
(229/300, 15 Resources per Die) (-- Facilities, --- Logistics, --- Trainers, +++++ Clones)

[] Cloning Operations (Phase 6)
As you get more cloning operations online and running smoothly, you just need to set things up so the longnecks are producing more as required without requiring your direct input.
(23/100, 10 Resources per Die) (30 Resources per turn) (++++++ Clones per turn)

[] Implant Inhibitor Chips
Dooku and his master want you to implant the clones with these biochips. You aren't sure what they do or why the Sith want them implanted, but it being the Sith and the Sith wanting to keep it completely secret from the Jedi can only mean bad things. Unfortunately, it is too risky not to do it.
(41/500, 10 Resources per Die)

Training (5 Dice): +19

[] Construct Training Facilities (Phase 2)
You will need somewhere to train your clones to fight and use their equipment. Set up some locations on Kamino for the clones to receive training.
(15/300, 15 Resources per Die) (-- Facilities, -Logistics, ++ Trainers)

[] Construct Learning Facilities (Phase 3)
Even with the accelerated ageing, the clones will spend a few years as children so you will need to teach them some basic stuff. And even if they weren't kids, you would still need to teach them the basics.
(187/300, 15 Resources per Die) (-- Facilities ++ Trainers)

[] Construct Learning Facilities (Phase 3)
Even with the accelerated ageing, the clones will spend a few years as children so you will need to teach them some basic stuff. And even if they weren't kids, you would still need to teach them the basics.
(187/300, 15 Resources per Die) (-- Facilities ++ Trainers)

[] Officer Courses
With the clones rapidly growing up, you are going to need some training courses sooner rather than later. While the bulk of the clones can be trained by your trainers, you will need some leadership for the clone army. Set up some specialised courses for the clones to be trained as an officer corps.
(261/600, 20 Resources per Die) (--- Trainers)

[] Commando Courses
With the clones rapidly growing up, you are going to need some training courses sooner rather than later. While the bulk of the clones can be trained by your trainers, you will need some special forces for the clone army. Set up some specialised courses for the clones to be trained as special forces.
(0/500, 20 Resources per Die) (--- Trainers)

[] Security Courses
With the clones rapidly growing up, you are going to need some training courses sooner rather than later. While the bulk of the clones can be trained by your trainers, you will need some properly trained security for the clone army. Set up some specialised courses for the clones to be trained as professional security guards.
(0/400, 20 Resources per Die) (--- Trainers)

[] Recruit Mandalorian Trainers (Final Phase)
You have recruited some fellow Mandalorians to join you as trainers for the clones, but there are still plenty more out there that you can recruit. Each out to more Mandalorians to see if they would be willing to sign up with your project.
(37/400, 15 Resources per Die) (-5 Resources per Turn) (+ Trainers per Turn)

Research (5 Die): +9

[] Mental Enhancements (Phase 3)
Look into improving the mental capabilities of the clones that you will be producing. Primary focuses will be intelligence, will power, and quick thinking.
(463/500, 20 Resources per Die)

[] Endurance Enhancements (Phase 3)
Look into improving the physical capabilities of the clones that you will be producing. Primary focuses will be toughness, strength, and recovery times.
(2/500, 20 Resources per Die)

[] Reflex Enhancements (Phase 3)
Look into improving the physical reflexes of the clones that you will be producing. Primary focuses will be reaction times, reflexes, and adrenaline.
(85/500, 20 Resources per Die)

[] Low Light Vision
Doctor Desnos has suggested the possibility of giving our clones limited ability to see in the dark. It won't be perfect night vision and inferior to having some actual light, but it will allow the clones to see much better in darkness without having to rely upon equipment.
(0/350, 20 Resources per Die)

[] Slowed Ageing
While the accelerated ageing is desirable for getting the clones to a fighting age in a timely manner, it stops being desirable at that point as the clones will become too old to fight much sooner. You have figured out how to reduce their accelerated ageing to regular ageing so now look for a way to give the clones truly slowed ageing.
(4/1,000, 30 Resources per Die)

[] Investigate Force Resistance
There are a few species out there that have a higher than average resistance to the Force being used upon them. Hutts are the most common example, but Toydarians and Yinchorri are two other examples. Doctor Desnos wants to investigate the possibility of applying this trait of Force resistance to our clones.
(0/500, 35 Resources per Die)

[] Investigate Inhibitor Chips
The Sith want you to implant these biochips into the clones, but you have no idea what they do and considering it is the Sith, it isn't anything good. Fortunately, you have a renowned and talented genetic scientist genius at hand. Have Doctor Tanasi Desnos discreetly look into just what these inhibitor chips are and what they do to the clones.
(341/500, 25 Resources per Die)

Administration (3 Dice): +7

[] Do The Kriffing Paperwork
You are a man of action and hate wasting time on paperwork. Except it isn't actually a waste and is quite important. Important enough that you should probably put the time into getting it done.
(0/500, 5 Resources per Die) (+1 Free Die)

[] Hiring Paper Pushers (Phase 2)
Paper works need doing, but that doesn't mean that you have to do it. You've already hired some papers to help you out, but look around for some more bureaucrats that have a good appreciation for discretion and secrecy.
(16/250, +1 E per Die) (+5 to Administration Dice)

[] Requesting More Budget
While you were initially looking to be within budget if just barely, your mounting expenses are beginning to add up and it looks like you might need some more credits. Fortunately your Sith bosses have plenty of money and while they won't like you for it, you can badger them for some additional budget.
(DC 40/60/80/100/120) (-1 SS/-2 SS/-3 SS/-4 SS/-5 SS) (+500 R/+750 R/+1,000 R/+1,250 R/+1,500)

[] Import Supplies (Phase 1)
As you get more and more clones, you are going to need basic supplies for them like food, clothing and other necessities. While you could try producing these locally, it would be more efficient if more costly to purchase them from foreign suppliers.
(9/40, 5 Resources per Die) (-5 Resources per turn) (+ Logistic per turn)

[] Expand Blaster Contracts (Phase 4)
While you have contracted Concordian Crescent Technologies to purchase large quantities of their blasters for your clones to use, the current order will not be sufficient in the long term. It will cost more credits, but you need those additional blasters and it isn't like you are spending your own money.
(22/40, 5 Resources per Die, +1 E per Die) (-120 Resources per turn) (+++++ Blasters per turn)

[] Expand Armour Contracts (Phase 4)
While you have contracted various armoursmiths to purchase large quantities of Mandalorian armour for your clones to use, the current order will not be sufficient in the long term. It will cost more credits, but you need those extra sets of armour and it isn't like you are spending your own money.
(19/40, 5 Resources per Die, +1 E per Die) (-200 Resources per turn) (+++++ Armour per turn)

[] Expand AT-RT Contract (Phase 1)
You have contracted Rothana Heavy Engineering to produce All Terrain Recon Transports for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rothana Heavy Engineering about expanding your AT-RT contract.
(0/40, 5 Resources per Die) (-5 Resources per turn) (+++ Scout Walkers per turn)

[] Expand AT-TE Contract (Phase 1)
You have contracted Rothana Heavy Engineering to produce All Terrain Tactical Enforcers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rothana Heavy Engineering about expanding your AT-TE contract.
(0/40, 5 Resources per Die) (-10 Resources per turn) (++ Heavy Walkers per turn)

[] Expand Sabre Tank Contract (Phase 1)
You have contracted Rothana Heavy Engineering to produce TX-130 Sabre-class Fighter Tanks for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rothana Heavy Engineering about expanding your Sabre Tank contract.
(0/40, 5 Resources per Die) (-10 Resources per turn) (++ Medium Speeders per turn)

[] Expand Z-95 Headhunter Contract (Phase 1)
You have contracted Incom Corporation to produce Z-95 Headhunters for your clones to use when they are old enough to fight, but you could always use some more. Talk to Incom Corporation about expanding your Z-95 Headhunter contract.
(0/40, 5 Resources per Die, +1 E per Die) (-5 Resources per turn) (++ Medium Starfighters per turn)

[] Expand Aurek-class Starfighter Contract (Phase 1)
You have contracted Rendili StarDrive to produce Aurek-class Starfighters for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rendili StarDrive about expanding your Aurek-class Starfighter contract.
(0/40, 5 Resources per Die, +1 E per Die) (-15 Resources per turn) (++ Heavy Interceptors per turn)

[] Expand Fang-class Starfighter Contract (Phase 1)
You have contracted MandalMotors to produce Fang-class Starfighters for your clones to use when they are old enough to fight, but you could always use some more. Talk to MandalMotors about expanding your Fang-class Starfighter contract.
(0/40, 5 Resources per Die, +1 E per Die) (-10 Resources per turn) (++ Medium Interceptors per turn)

[] Equipment Suppliers
There are plenty of people who make basic equipment for others to buy out there. In most areas, the Kaminoans have a lack of expertise so make up for that by hiring some of these people to work for you.
(DC 60) (-1 SS, +2 E)

[] Vehicle Suppliers
There are plenty of people who make combat vehicles for others to buy out there. Instead of making your own, you could pay them to make them for you. Sure, this is a secret project, you don't need to tell them the truth.
(DC 60) (-3 SS, +5 E)

[] Warship Suppliers
There are plenty of people who make various warships for others to buy out there. Instead of making your own, you could pay them to make them for you. Sure, this is a secret project, you don't need to tell them the truth.
(DC 60) (-3 SS, +5 E)

[] Contact Kuat Drive Yards
While the A-7 Hunter Interceptor is a piece of kriffing osik, Kuat Drive Yards is a premier warship producer and your Sith bosses have approved working with them to supply the Grand Army of the Republic. Go back to Kuat Drive Yards and see what they have to offer.
(DC 50)

[] Contact Rothana Heavy Engineering
While you are already getting plenty of equipment from Rothana Heavy Engineering, there is still more that they can provide you with and your Sith bosses have approved working with them to supply the Grand Army of the Republic. Go back to Rothana Heavy Engineering and see what they have to offer.
(DC 50)

[] Burying Secrets
The clone army is supposed to be a secret which means this whole affair is supposed to be secret. When too many things begin to start pointing in your direction, you need to bury them before people come poking out.
(DC 34/54/74/94/114) (-1E/-2E/-3E/-4E/-5E)

***​

Not too much has changed this turn. The new phase of Hiring Paper Pushers has been unlocked and the Sith Support gains and losses have been updated to reflect the correct amounts. Nothing to say beyond that.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to.
 
I think that we might need to take a 'social action', talk with Doctor Desnos - what these chips mean, how (or if) they might be subverted in a super subtle way and how she feels about the idea of creating an army of slave clone soldiers as opposed to an army of clone soldiers.

Trusting her is easy: We have no choice but to do so if we hope to allow these child soldiers the possibilty of choice in their future.

This one woman may be one of the Shatterpoints about which the fate of the Galaxy may turn.

...Provided that the great oppressor, that which chains all things to it's callous and arbitairy whims does not object, of course.
 
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Just wondering how is this quest going to turn out us as a general? Head of the army? How is it supposed to end anyway end of the clone wars or just once the army is fully prepared and the war starts?
 
Just wondering how is this quest going to turn out us as a general? Head of the army? How is it supposed to end anyway end of the clone wars or just once the army is fully prepared and the war starts?
It is currently planned up to continue to the start of the Clone Wars and it might be continued to cover the Clone Wars, but it won't be continued beyond that.
 
[X]Plan the budget is the limit
-[X] Implant Inhibitor Chips 2D 20R
-[X] Officer Courses 5D 100R
-[X] Mental Enhancements (Phase 3) 1D 20R
-[X] Reflex Enhancements (Phase 3) 2FD 40R
-[X] Investigate Inhibitor Chips 4D 100R
-[X] Do The Kriffing Paperwork 3D
Total: 280R

Bit overspending on Inhibitor chips, but I want to know whats up with them before next turn to begin countermeasures. 2 Dice on implantation because we need to actually finish it before the end of this year.
 
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