Resources (R): 9,997,625 (-1,915 per turn)
Sith Support (SS): 38
Exposure (E): 12
Free Dice: 3
Current Capabilities
Facilities: Major Surpluses (+15)
Production: Major Surpluses (+11)
Logistics: Minor Surpluses (+4)
Trainers: Major Surpluses (+15) (+1 per turn)
Grand Army of the Republic
Clones: 3,030,000 (+303) (+64 per turn)
Blasters: Concordian Crescent Technologies
-Quantity: +360 (+138 per turn)
-Quality: +3
Armour: Duraplast Medium Mandalorian Armour
-Quantity: +272 (+50 per turn)
-Quality: +8
Scout Walker: All Terrain Recon Transports (Rothana Heavy Engineering)
-Quantity: +140 (+28 per turn)
-Quality: +2
Heavy Walker: All Terrain Tactical Enforcers (Rothana Heavy Engineering)
-Quantity: +64 (+8 per turn)
-Quality: +4
Medium Speeder: TX-130 Sabre-class Fighter Tanks (Rothana Heavy Engineering)
-Quantity: +70 (+14 per turn)
-Quality: +4
Light Starfighter: A-7 Hunter Interceptor (Kuat Drive Yards)
-Quantity: +16 (+2 per turn)
-Quality: -1
Medium Starfighter: Z-95 Headhunter (Incom Corporation)
-Quantity: +34 (+10 per turn)
-Quality: +3
Heavy Interceptor:
Aurek-class Starfighter (Rendili StarDrive)
-Quantity: +14 (+2 per turn)
-Quality: +6
Medium Interceptor:
Fang-class Starfighter (MandalMotors)
-Quantity: +28 (+4 per turn)
-Quality: +5
Original Goals (Q1 28 BBY to Q4 26 BBY)
Clones: 2,920 Points Remaining (+8 SS)
Blasters: 2,862 Points Remaining (+5 SS)
Armour: 2,950 Points Remaining (+5 SS)
Light Speeders/Tanks/Walkers: 572 Points Remaining (+5 SS)
Medium Speeders/Tanks/Walkers: 586 Points Remaining (+5 SS)
Heavy Speeders/Tanks/Walkers: 592 Points Remaining (+5 SS)
Interceptors: 394 Points Remaining (+3 SS)
Starfighters: 588 Points Remaining (+5 SS)
Bombers: 200 Points Remaining (+1 SS)
Escorts: 200 Points Remaining (+1 SS)
Capitals: 400 Points Remaining (+3 SS)
Increase Rothana Heavy Engineering contracts by 155 Resources per turn. (+1 SS)
Increase Kuat Drive Yards contracts by 200 Resources per turn. (+1 SS)
Keep Exposure below 25. (+1 SS)
[-] 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.
(382/300, 15 Resources per Die) (82/400) (++++ Facilities)
With the start of the year, you decide to put whatever support you can to making room for your operations in Tipoca City. Putting a great deal of credits into the endeavour, you hope to make some serious headway, but that isn't to be. The longnecks run into delay after delay and those delays are the sort which cannot be resolved by throwing more credits at the problem. Instead, they require time and effort to be resolved and as frustrating as it is, there isn't much that you can do.
At least, you do make some meaningful progress even if you don't make nearly as much progress as you had hoped for.
[-] 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.
(47/35, 5 Resources per Die) (12/40) (---- Production) (-80 Resources per turn) (++++ Armour per turn)
In dire need for more armour production, you decide to ramp up the local production. It doesn't take long before the last of the local armour factories are churning out armoured suits for when the clones are grown up. The downside is that this means every armour factory on Kamino is currently active and if you want to increase the local armour production further, you will need to construct additional factories to do so.
[-] 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.
(302/300, 20 Resources per Die) (2/400) (--- Facilities, ++++ Production)
Knowing that you will require a lot more blasters and desiring to increase local production to that end, you order work to continue on the latest set of blaster factories. With a substantial budget to work with, the longnecks get down to business. Thanks to their acquired experience over the last three years, they are just able to get the latest batch of blaster factories finished, something they wouldn't have been able to do if they were still as unskilled as they were at the start of the project.
[-] 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.
(351/300, 15 Resources per Die) (51/325) (-- Facilities, --- Logistics, --- Trainers, +++++ Clones)
As you now need to produce tens of millions of clones instead of merely millions of clones, you swiftly throw a big budget behind ramping up the clone production. The longnecks handle the majority of the work as you mainly sign off on stuff as the project head and help organise the feeding of the clones and begin to prep things for the eventual training.
[-] 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.
(245/100, 10 Resources per Die) (145/100) (30 Resources per turn) (++++++ Clones per turn)
As you wrap up the latest expansion of the clone production, you quickly get to work handing things over to the longnecks for longterm operations. You get plenty of work done and even end up setting the groundwork for future expansion of the cloning operations.
"
Our cloning operations are continuing to expand as requested. We are currently producing over two million clones every year and we are seeing no signs of anything that will slow down the current rate of expansion."
-Taun We
[-] Commander Courses
You have completed training courses for officers in general, but that is just junior leadership. For any senior clone leadership, they will need even more specialised training courses of their own to ensure that they can wage wars instead of merely winning battles.
(605/800, 20 Resources per Die) (---- Trainers)
While you still need more time and credits to finish setting up the training courses for the future clone commanders, you have begun to pick out promising candidates from amongst the clone cadets for preliminary training. The official training courses may not be finished, but the clones are starting to get old enough that you can't afford to delay their training further. Especially if you want the oldest batch to have some properly trained senior leadership.
"
Congratulations, CT-03-2812. You have been chosen to be one of your batch's clone commanders. As of immediately, you are now CC-03-28127."
"
Thank you, sir."
"
Just try to pick out a name for yourself sometime soon. A bunch of numbers is an awkward thing to call someone unless they are a droid and you are no droid."
-Conversation been Kal Skirita and CC-03-28127
[-] 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.
(205/400, 20 Resources per Die) (--- Trainers)
With a small budget behind the project, some more progress is made on the security courses as the basics of the lesson plans are hammered out. More work will be needed such as sorting out the details and to do that, some more time and credits will be required.
[-] 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.
357/400, 15 Resources per Die) (-5 Resources per Turn) (+ Trainers per Turn)
While there is much left for you to make use of, you put some substantial resources behind trying to pick up some more Mandalorian trainers. You do what you can as you begin to reach out to the last untapped pockets of potential recruits. Initial talks go well, but additional time is required. Probably some credits as well.
"
You have pretty much tapped the well dry, Jango. There are only so many Mandaloirans out there, at least the sort we are interested in."
-Rav Bralor
[-] 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.
(101/500, 20 Resources per Die)
With quarter, Doctor Desnos begins some preliminary research into strengthening the muscle structure of the clones. While nothing as crude as merely giving them more muscles, there are plenty of benefits of being physically strong beyond being able to carry more and punch harder. A stronger grip is another benefit as it is being able to jump higher and further and in addition to being able to pull off greater physical feats with greater ease and less exhaustion.
[-] 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.
(464/500, 20 Resources per Die)
Doctor Desnos continues her work on enhancing the reaction times of the clones, but progress is slow this quarter. Despite her genius and having plenty of budget, she makes slow progress this quarter as Doctor Desnos runs into some unexpected complications. Nothing beyond her ability to overcome, but it does limit how much progress she makes this quarter.
"
I'm almost finished with this one, Jango. Just give me some more time to work on this during the next couple of months and I'll get it done."
-Doctor Tanasi Desnos
[-] Disable Inhibitor Chips
With a thorough understanding of how the inhibitor chips work, you can begin the work on disabling them. Doctor Tanasi is more than willing to help and she has suggested a modification to the slowed ageing treatment that will block the inhibitor chip's ability to communicate with the clone's body. This will leave the biochip looking unchanged and functional to anyone who looks at it while effectively rendering it useless.
(1,538/2,000, 30 Resources per Die)
This quarter, Doctor Desnos makes a breakthrough when it comes to rendering the inhibitor chips useless. While the details of it go over your head, you do know that Doctor Desnos has easily exceeded her expected rate of progress and at the current rate of investment, she feels that she can complete this particular project by the end of the year.
"
We are in the final stretch of the project. Continue to give me a steady budget, Jango, and I can get this done by the time the year is over."
-Doctor Tanasi Desnos
[-] 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.
(122/40, 5 Resources per Die, +1 E per Die) (82/40) (42/40) (2/40) (-120 Resources per turn) (+++++ Blasters per turn)
Knowing that you are going to need far more blasters than you are currently receiving, you decide to get in touch with Concordian Crescent Technologies to greatly expand your current order. And you do greatly expand it as you increase your blaster purchases by a massive fivefold as Concordian Crescent Technologies is both very approving of your credits and doesn't care what you will be using their products for.
"
No, I don't care who is buying all of our blasters or why they are doing it. What I do care about is that we are getting rich off of it and I don't care what Duchess Kryze thinks."
-CEO of Concordian Crescent Technologies
[-] 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.
(62/40, 5 Resources per Die, +1 E per Die) (22/40) (-200 Resources per turn) (+++++ Armour per turn)
Just as you need a lot more blasters, you will need a lot more armour for the clones as well. Unfortunately, you aren't nearly as successful at expanding your armour contracts as while you do almost double the number of suits coming in, increasing the number by twofold isn't nearly as much as increasing it by fivefold.
[-] 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.
(89/40, 5 Resources per Die) (49/40) (9/40) (-5 Resources per turn) (+++ Scout Walkers per turn)
You need more light vehicles and the Sith want you to increase your Rothana Heavy Engineering contracts so you decide to kill two starfighters with one turbolaser. To this end, you contact Rothana to increase your contract for All Terrain Recon Transports. The talks go well and you soon have almost twice as many AT-RTs arriving as you did at the start of the year.
[-] 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.
(32/40, 5 Resources per Die) (-10 Resources per turn) (++ Heavy Walkers per turn)
These AT-TEs seem pretty useful and you do need to get more heavy tanks for your clones to use so you get in touch with Rothana Heavy Engineering about some more of them. Unfortunately, talks go badly as the initial person you speak to tries to get you to purchase something less militaristic instead.
A quick word to Dooku and the fool is soon replaced with someone else, but while you make good progress, it isn't enough to close the deal just yet as you still have some more details to hammer out.
[-] 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.
(80/40, 5 Resources per Die) (40/40) (-10 Resources per turn) (++ Medium Speeders per turn)
To get more of the
Sabre-class Fighter Tanks, you reach out to Rothana Heavy Engineering yet again. This time the negotiations go as well as they did with the AT-RT talks and just like you did with the AT-RTs, you almost double the number of Sabre Tanks arriving on Kamino by the end of the quarter.
[-] 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.
(109/40, 5 Resources per Die, +1 E per Die) (69/40) (29/40) (-5 Resources per turn) (++ Medium Starfighters per turn)
In need of a lot more starfighers, you decide to get more of the Z-95 Headhunters as they are proven to be a rugged and reliable design. Contacting Incom Corporation, you arrange for your current order to be greatly expanded as you more than double the amount of Z-95 Headunters that you are purchasing.
[-] 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.
(143) (DC 50)
You need to get some warships and Kuat Drive Yards is currently the premier warship producer even if you do think some of their products are a bit overpriced for what you get. Still, they do provide excellent if expensive quality when it comes to anything larger than a corvette and using your Sith-provided contacts, you reach out to Kuat to see what they can offer you.
The first warship project that Kuat Drive Yards shows you is meant to be a state of the art escort. About mid-sized for an escort-class warship, this tentatively named 'assault frigate' is a fast agile warship with a small crew, good firepower for its size and a solid mix of armour and shields. The downside is that it is built purely for combat with little room for troops or supplies and no hangar space at all.
All in all, it sounds like an excellent escort for guarding convoys or acting as a screen for larger warships. Provided it lives up to the Kuat hype.
'Assault Frigate' from Kuat Drive Yard (Quality ++++?)
[] [AF] None.
[] [AF] Designs only. (-50R)
[] [AF] Small production. (-25 R) (-5 R per turn) (++ Medium Escorts per turn)
[] [AF] Medium production. (-25 R) (-10 R per turn) (+++ Medium Escorts per turn)
[] [AF] Large production. (-25 R) (-20 R per turn) (++++ Medium Escorts per turn)
The second option is a 'Multirole Frigate' that is meant to be similar to the 'Assault Frigate' concept, but a heavier and larger warship that does have some to carry troops or supplies as needed. No hangar space, but not a lot of escort-class warships have room for starfighters unless they are dedicated to doing so.
The Kuat representative assures you that the warship will live up to the proclaimed expectations, but you have your doubts about how good it will be at performing all of its roles.
'Multirole Frigate' from Kuat Drive Yard (Quality ++++ +?)
[] [MR] None.
[] [MR] Designs only. (-50R)
[] [MR] Small production. (-25 R) (-5 R per turn) (++ Heavy Escorts per turn)
[] [MR] Medium production. (-25 R) (-10 R per turn) (+++ Heavy Escorts per turn)
[] [MR] Large production. (-25 R) (-20 R per turn) (++++ Heavy Escorts per turn)
The third project isn't another escort-class, but a capital ship. It is one of the smaller capital ships around and rather than being built to fight other warships, it is meant to carry an invasion force and provide support to that invasion force. That isn't to say that it can't hold its own in a fight, but despite the assurances you are given, you aren't sure how well it will do all of those various roles.
Nonetheless, it looks like a solid troop transport for a legion of clone troopers for when they need to invade a planet.
'Assault Ship' from Kuat Drive Yard (Quality ++++ ++?)
[] [AS] None.
[] [AS] Small production. (-40 R per turn) (++ Light Capitals per turn)
[] [AS] Medium production.(-80 R per turn) (+++ Light Capitals per turn)
[] [AS] Large production. (-160 R per turn) (++++ Light Capitals per turn)
The fourth design is a capital ship built for destroying other warships on the battlefield. A blatant violation of the Ruusan Reformation, this warship is a fast, well-armoured capital ship that packs multiple batteries of turbolasers alongside point-defence laser cannons and a handful of ion cannons. It also has hangars capable of supporting a few squadrons of starfighters and space for a contingent of marines for boarding actions or limited ground operations.
You are assured by both Kuat Drive Yards and Dooku not to worry about the legalities of this warship though you wonder just how much of a killer this warship will really be.
'Combat Cruiser' from Kuat Drive Yard (Quality ++++ ++?)
[] [CC] None.
[] [CC] Small production. (-50 R per turn) (++ Medium Capitals per turn)
[] [CC] Medium production. (-100 R per turn) (+++ Medium Capitals per turn)
[] [CC] Large production. (-200 R per turn) (++++ Medium Capitals per turn)
The fifth and final design is a battle carrier with a dual role of engaging enemy warships and carrying both starfighters and ground forces. It has a massive amount of space in both its hangar and cargobays in addition to a large number of turrets. Though you wonder how many of the latter will have anti-warship weapons instead of lighter forms of firepower.
It looks decent enough though you worry about how well it will carry out all of its roles.
'Battle Carrier' from Kuat Drive Yard (Quality ++++ ++?)
[] [BC] None.
[] [BC] Small production. (-50 R per turn) (++ Medium Capitals per turn)
[] [BC] Medium production. (-100 R per turn) (+++ Medium Capitals per turn)
[] [BC] Large production. (-200 R per turn) (++++ Medium Capitals per turn)
***
You get to pick your first warships. As none of Kuat's canon Clone Wars warships except for the massive ones exist at this point in canon with many being designed specifically for the Grand Army of the Republic, I have decided to give concept warships instead of finished designs.
To this end, you will be given a description of what the warship is supposed to be like (according to its salesman). If you go for it, I will then role for just how well the warship turns out compared to what was promised hence the question mark on quality. Kuat Drive Yard is the best warship producer in the galaxy right now in terms of quality so you will get some decent warships, but there is no guarantee that the warship design will end up as good as Kuat is promising.
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.