Grand Army of the Republic: A Star Wars Plan Quest

[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Large production. (-25 R) (-40 R per turn) (++++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)
 
The vote is still open.
Adhoc vote count started by Oshha on Sep 7, 2021 at 5:04 PM, finished with 70 posts and 30 votes.
 
do

this whole section is weird, the by feels cut, I think to commando levels by the standards of most militaries out there works better

Desnos
Fixed. Thanks for catching those.

Also if we start procuring Gunships now will we get additional SS by doing this early or will we just skip the early plan goals in regards to them?
If you get enough of them, you just won't get any goals for them in the next plan. That is very unlikely to happen however.
 
[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Large production. (-25 R) (-10 R per turn) (++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)
 
The vote is now closed.
Adhoc vote count started by Oshha on Sep 8, 2021 at 6:10 AM, finished with 73 posts and 31 votes.
 
Q3 28 BBY
[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Large production. (-25 R) (-40 R per turn) (++++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)

Q3 28 BBY


Resources (R): 9,993,100 (-3,015 per turn)
Sith Support (SS): 37
Exposure (E): 12
Free Dice: 3

Current Capabilities
Facilities: Moderate Surpluses (+5)
Production: Marginal Surpluses (+1)
Logistics: Moderate Surpluses (+4)
Trainers: Major Surpluses (+13) (+2 per turn)

Grand Army of the Republic
Clones: 4,630,000 (+463) (+128 per turn)
Blasters: Concordian Crescent Technologies
-Quantity: +506 (+146 per turn)
-Quality: +3
Armour: Duraplast Medium Mandalorian Armour
-Quantity: +322 (+50 per turn)
-Quality: +8
Scout Walker: All Terrain Recon Transport (Rothana Heavy Engineering)
-Quantity: +168 (+28 per turn)
-Quality: +2
Heavy Walker: All Terrain Tactical Enforcer (Rothana Heavy Engineering)
-Quantity: +74 (+10 per turn)
-Quality: +4
Medium Speeder: TX-130 Sabre-class Fighter Tank (Rothana Heavy Engineering)
-Quantity: +84 (+14 per turn)
-Quality: +4
Light Starfighter: A-7 Hunter Interceptor (Kuat Drive Yards)
-Quantity: +18 (+2 per turn)
-Quality: -1
Medium Starfighter: Z-95 Headhunter (Incom Corporation)
-Quantity: +44 (+10 per turn)
-Quality: +3
Heavy Interceptor: Aurek-class Starfighter (Rendili StarDrive)
-Quantity: +20 (+6 per turn)
-Quality: +6
Medium Interceptor: Fang-class Starfighter (MandalMotors)
-Quantity: +32 (+4 per turn)
-Quality: +5
Medium Escort: Arquitens-class Light Cruiser (Kuat Drive Yards)
-Quantity: +16 (+8 per turn)
-Quality: +5
Heavy Escort: Harbinger-class Cruiser (Kuat Drive Yards)
-Quantity: +16 (+8 per turn)
-Quality: +5
Light Capital: Acclamator-class Assault Ship (Kuat Drive Yards)
-Quantity: +16 (+8 per turn)
-Quality: +3
Medium Capital: Warrior-class Star Destroyer (Kuat Drive Yards)
-Quantity: +16 (+8 per turn)
-Quality: +7
Medium Capital: Venator-class Star Destroyer (Kuat Drive Yards)
-Quantity: +16 (+8 per turn)
-Quality: +5
Medium Starfighter: Z-96 Headhunter (Incom Corporation)
-Quantity: +8 (+8 per turn)
-Quality: +4
Heavy Starfighter: Aggressive ReConnaissance-170 Starfighter (Incom Corporation)
-Quantity: +8 (+8 per turn)
-Quality: +6
Heavy Bomber: NTB-630 Naval Bomber (Incom Corporation)
-Quantity: +8 (+8 per turn)
-Quality: +4
Heavy Bomber: PTB-625 Planetary Bomber (Incom Corporation)
-Quantity: +8 (+8 per turn)
-Quality: +4
Light Gunship: LR-20B Troop Transport (Incom Corporation)
-Quantity: +8 (+8 per turn)
-Quality: +4
Medium Gunship: Low Altitude Assault Transport/infantry Gunship (Rothana Heavy Engineering)
-Quantity: +8 (+8 per turn)
-Quality: +5
Medium Gunship: Low Altitude Assault Transport/carrier Gunship (Rothana Heavy Engineering)
-Quantity: +8 (+8 per turn)
-Quality: +5
Light Walker: All Terrain Personal Transport (Rothana Heavy Engineering)
-Quantity: +8 (+8 per turn)
-Quality: +3
Heavy Walker: Self-Propelled Heavy Artillery Turbolaser (Rothana Heavy Engineering)
-Quantity: +8 (+8 per turn)
-Quality: +6
Medium Speeder: RX-200 Falchion-class Assault Tank (Rothana Heavy Engineering)
-Quantity: +8 (+8 per turn)
-Quality: +4

Original Goals (Q1 28 BBY to Q4 26 BBY)
Clones: 2,760 Points Remaining (+8 SS)
Blasters: 2,716 Points Remaining (+5 SS)
Armour: 2,900 Points Remaining (+5 SS)
Light Speeders/Tanks/Walkers: 536 Points Remaining (+5 SS)
Medium Speeders/Tanks/Walkers: 564 Points Remaining (+5 SS)
Heavy Speeders/Tanks/Walkers: 574 Points Remaining (+5 SS)
Interceptors: 384 Points Remaining (+3 SS)
Starfighters: 560 Points Remaining (+5 SS)
Bombers: 184 Points Remaining (+1 SS)
Escorts: 168 Points Remaining (+1 SS)
Capitals: 352 Points Remaining (+3 SS)
Increase Rothana Heavy Engineering contracts by 0 Resources per turn. (+1 SS)
Increase Kuat Drive Yards contracts by 0 Resources per turn. (+1 SS)

Keep Exposure below 25. (+1 SS)

Infrastructure (7 Dice): +17

[] Expand into Tipoca City (Stage 4)
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.
(163/400, 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 5)
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.
(141/500, 15 Resources per Die) (---- Facilities, +++++ Logistics)

Industry (6 Dice): +17

[-] Local Blaster Production (Phase 4)
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.
(80/30, 5 Resources per Die) (---- Production) (-40 Resources per turn) (++++ Blasters per turn)

[-] Local Armour Production (Phase 4)
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.
(12/40, 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 3)
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.
(29/25, 5 Resources per Die) (-- Production) (-5 Resources per turn) (++ Heavy Interceptors 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 Interceptors per turn)

[] Local Z-96 Headhunter Production (Phase 1)
With access to both designs and local factories here on Kamino, you can begin to locally produce some Z-96 Headhunters to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (-- Production) (-5 Resources per turn) (++ Medium Starfighters per turn)

[] Local Aggressive ReConnaissance-170 Starfighter Production (Phase 1)
With access to both designs and local factories here on Kamino, you can begin to locally produce some Aggressive ReConnaissance-170 Starfighters to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (-- Production) (-10 Resources per turn) (++ Heavy Starfighters per turn)

[] Local PTB-625 Planetary Bomber Production (Phase 1)
With access to both designs and local factories here on Kamino, you can begin to locally produce some PTB-625 Planetary Bombers to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (-- Production) (-20 Resources per turn) (++ Heavy Bombers per turn)

[] Local NTB-630 Naval Bomber Production (Phase 1)
With access to both designs and local factories here on Kamino, you can begin to locally produce some NTB-630 Naval Bombers to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (-- Production) (-20 Resources per turn) (++ Heavy Bombers per turn)

[] Local LR-20B Troop Transport Production (Phase 1)
With access to both designs and local factories here on Kamino, you can begin to locally produce some LR-20B Troop Transports to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (-- Production) (-5 Resources per turn) (++ Light Gunships per turn)

[] Local Low Altitude Assault Transport/infantry Gunship (Phase 1)
With access to both designs and local factories here on Kamino, you can begin to locally produce some Low Altitude Assault Transport/infantry Gunships to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (-- Production) (-5 Resources per turn) (++ Medium Gunships per turn)

[] Local Low Altitude Assault Transport/carrier Gunship (Phase 1)
With access to both designs and local factories here on Kamino, you can begin to locally produce some Low Altitude Assault Transport/carrier Gunships to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (-- Production) (-5 Resources per turn) (++ Medium Gunships 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 4)
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.
(2/400, 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 3)
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.
(104/300, 20 Resources per Die) (--- Facilities, ++++ Production)

Cloning (7 Die): +22

[] Expand Clone Production (Phase 8)
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.
(211/350, 15 Resources per Die) (---- Facilities, ---- Logistics, --- Trainers, +++++++ Clones)

[-] Cloning Operations (Phase 8)
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.
(45/100, 10 Resources per Die) (40 Resources per turn) (++++++++ Clones per turn)

Training (7 Dice): +27

[] 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)

[] 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.
(718/800, 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.
(180/500, 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.
(398/400, 20 Resources per Die) (--- Trainers)

Research (7 Die): +17

[] Mental Enhancements (Phase 4)
Look into improving the mental capabilities of the clones that you will be producing. Primary focuses will be intelligence, will power, and quick thinking.
(11/650, 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.
(338/550, 20 Resources per Die)

[] Reflex Enhancements (Phase 4)
Look into improving the physical reflexes of the clones that you will be producing. Primary focuses will be reaction times, reflexes, and adrenaline.
(36/650, 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.
(0/400, 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.
(0/550, 35 Resources per Die)

[] 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.
(1,721/2,000, 30 Resources per Die)

Administration (5 Dice): +15

[] 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, 5 Resources per Die, +1 E per Die) (+5 to Administration Dice)

[] 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 8)
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.
(2/40, 5 Resources per Die, +1 E per Die) (-960 Resources per turn) (++++++++ Blasters per turn)

[] Expand Armour Contracts (Phase 5)
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.
(38/40, 5 Resources per Die, +1 E per Die) (-400 Resources per turn) (++++++ Armour per turn)

[] Expand AT-RT Contract (Phase 3)
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.
(9/40, 5 Resources per Die) (-20 Resources per turn) (+++++ Scout Walkers per turn)

[] Expand AT-TE Contract (Phase 2)
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) (-20 Resources per turn) (+++ Heavy Walkers per turn)

[] Expand Sabre Tank Contract (Phase 3)
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) (-40 Resources per turn) (++++ Medium Speeders per turn)

[] Expand AT-PT Contract (Phase 1)
You have contracted Rothana Heavy Engineering to produce All Terrain Personal 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-PT contract.
(0/40, 5 Resources per Die) (-5 Resources per turn) (++ Light Walkers per turn)

[] Expand SPHA-T Contract (Phase 1)
You have contracted Rothana Heavy Engineering to produce Self-Propelled Heavy Artillery Turbolasers 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 SPHA-T contract.
(0/40, 5 Resources per Die) (-20 Resources per turn) (++ HeavyWalkers per turn)

[] Expand Falchion Tank Contract (Phase 1)
You have contracted Rothana Heavy Engineering to produce RX-200 Falchion-class Assault 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 Falchion Tank contract.
(0/40, 5 Resources per Die) (-5 Resources per turn) (++ Medium Speeders per turn)

[] Expand Z-95 Headhunter Contract (Phase 3)
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.
(29/40, 5 Resources per Die, +1 E per Die) (-20 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)

[] Expand Z-96 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-96 Headhunter contract.
(0/40, 5 Resources per Die, +1 E per Die) (-5 Resources per turn) (++ Medium Starfighters per turn)

[] Expand Aggressive ReConnaissance-170 Starfighter 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 Aggressive ReConnaissance-170 Starfighter contract.
(0/40, 5 Resources per Die, +1 E per Die) (-10 Resources per turn) (++ Heavy Starfighters per turn)

[] Expand NTB-630 Naval Bomber 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 NTB-630 Naval Bomber contract.
(0/40, 5 Resources per Die, +1 E per Die) (-20 Resources per turn) (++ Heavy Bombers per turn)

[] Expand PTB-625 Planetary Bomber 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 PTB-625 Planetary Bomber contract.
(0/40, 5 Resources per Die, +1 E per Die) (-20 Resources per turn) (++ Heavy Bombers per turn)

[] Expand LR-20B Troop Transport 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 LR-20B Troop Transport contract.
(0/40, 5 Resources per Die, +1 E per Die) (-5 Resources per turn) (++ Light Gunships per turn)

[] Expand LAAT/i Gunship Contract (Phase 1)
You have contracted Rothana Heavy Engineering to produce Low Altitude Assault Transport/infantry Gunships 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 LAAT/i gunship contract.
(0/40, 5 Resources per Die) (-5 Resources per turn) (++ Medium Gunships per turn)

[] Expand LAAT/c Gunship Contract (Phase 1)
You have contracted Rothana Heavy Engineering to produce Low Altitude Assault Transport/carrier Gunships 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 LAAT/c Gunship contract.
(0/40, 5 Resources per Die) (-5 Resources per turn) (++ Medium Gunships per turn)

[] Expand Arquitens-class Light Cruiser Contract (Phase 1)
You have contracted Kuat Drive Yards to produce Arquitens-class Light Cruisers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Kuat Drive Yards about expanding your Arquitens-class Light Cruiser contract.
(0/40, 5 Resources per Die) (-5 Resources per turn) (++ Medium Escorts per turn)

[] Expand Harbinger-class Cruiser Contract (Phase 1)
You have contracted Kuat Drive Yards to produce Harbinger-class Cruisers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Kuat Drive Yards about expanding your Harbinger-class Cruiser contract.
(0/40, 5 Resources per Die) (-5 Resources per turn) (++ Medium Escorts per turn)

[] Expand Acclamator-class Assault Ship Contract (Phase 1)
You have contracted Kuat Drive Yards to produce Acclamator-class Assault Ships for your clones to use when they are old enough to fight, but you could always use some more. Talk to Kuat Drive Yards about expanding your Acclamator-class Assault Ship contract.
(0/40, 5 Resources per Die) (-40 Resources per turn) (++ Light Capitals per turn)

[] Expand Warrior-class Star Destroyer Contract (Phase 1)
You have contracted Kuat Drive Yards to produce Warrior-class Star Destroyers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Kuat Drive Yards about expanding your Warrior-class Star Destroyer contract.
(0/40, 5 Resources per Die) (-50 Resources per turn) (++ Medium Capitals per turn)

[] Expand Venator-class Star Destroyer Contract (Phase 1)
You have contracted Kuat Drive Yards to produce Venator-class Star Destroyers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Kuat Drive Yards about expanding your Venator-class Star Destroyer contract.
(0/40, 5 Resources per Die) (-50 Resources per turn) (++ Medium Capitals per turn)

[] Contact Corellian Engineering Corporation
While primarily focused on their civilian lines, Corellian Engineering Corporation is one of the galaxy's big three when it comes to shipbuilding and they do have several light warship lines such as the C90 Corvette and the DP20 Frigate. Look into purchasing some of their warships for your clones to use.
(DC 50) (-3 SS, +5 E)

[] Contact Rendili StarDrive
One of the galaxy's big three when it comes to shipbuilding, Rendili StarDrive has been on the decline since the Ruusan Reformation disbanded its biggest customer, the Republic military. They still produce some of their old designs such as the Aurek-class Starfighter you are purchasing from them and they are still one of the best around for building larger warships.
(DC 50) (-3 SS, +5 E)

[] Contact MandalMotors
MandalMotors is the biggest Mandalorian business around and while they aren't currently producing warships, you know that they are fully capable of doing it. At least they should be capable of producing smaller warships and you know that they know their business as proven by the Fang-class Starfighter.
(DC 50) (-3 SS, +5 E)

[] Convert Z-95 Headhunter Contract
Now that you are purchasing the superior Z-96 Headhunter, you might want to look into replacing your old order of Z-95 Headhunters with the newer model. It will take some effort to rework the contract and get your order changed, but given you are purchasing from Incom Corporation either way, you doubt there will be too much difficulty.
(DC 80)

[] Cancel A-7 Hunter Interceptor Contract
The A-7 Hunter Interceptor is a piece of kriffing osik and you don't want to pay for any more of them if you don't have to. Cancelling a contract will be more difficult than starting one and the Sith won't be pleased about you cancelling a contract with Kuat, but you are not continuing with this kriffing contract. Not when you have other options available to you.
(DC 100) (-1 SS)

[] 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 38/58/78/98/118) (-1E/-2E/-3E/-4E/-5E)

***​

A bunch of new options this turn, but with one exception, they are just actions to start local production of the new designs or expanding your new contracts. The exception is converting your Z-95 Headhunter contract into a Z-96 Headhunter contract, which can be found under the Administration category.

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.
 
Last edited:
So, unless we need the dice, I would put two on converting z95 to z96. It's essentially plus 1 quality, which plays well with our quality focus.

But if we need those two dice to expand contract x, its not worth it. We can do it later anyways…

But the earlier we do it, The better.
 
Very early WIP plan, I want to get some thoughts first.

[]Plan Hey man, you got some armor?
Infrastructure 105R
-[] Expand into Tipoca City (Stage 4) 5D 75R
-[] Construct Indoor Farms (Stage 5) 2D 30R
Industry 160R
-[] Develop Kaminoan Starfighter Factories (Phase 3) 5D 100R
-[] Develop Kaminoan Shipyards (Phase 1) 2D 60R
Training 100R
-[] Commander Courses 3D 60R
-[] Commando Courses 2D 40R
Research 170R
-[] Disable Inhibitor Chips 3D 90R
-[] Endurance Enhancements (Phase 3) 3D 60R
-[] Low Light Vision 1D 20R
Administration 5D+3 30R
-[] Import Supplies (Phase 1) 2D 10R
-[] Expand Blaster Contracts (Phase 8) 1D 5R
-[] Expand Armour Contracts (Phase 5) 3D 15R
-[] Burying Secrets 2D

Infra: 5 Dice is a good chance to gives us the needed 16 facilities, while 2 dice on farms makes some progress for next turns.
Industry: Build starfighter factories and shipyards because lack of facilities.
No cloning because we lack everything and I dont want clones dying due to lack of logistics
Training: Dice on everything. We might get our Trainer stat into the negative, but from all our stats I dont think one can be negative for a few turns, especially since we get +2 Trainer every turn anyway.
Research: 3 Dice on Chips and Endurance Enhancements, please let me have 1 Die on LLVision.
Admin: Pray we can start importing some supplies. Expand Blasters because we are still behind. Expand Armor because we really are behind.

Comments, Critiques and changes are wanted.
 
Last edited:
-[] Expand into Tipoca City (Stage 4) 7D
-[] Local PTB-625 Planetary Bomber Production (Phase 1)
-[] Develop Kaminoan Starfighter Factories (Phase 3) 5D
-[] Construct Learning Facilities (Phase 3) 4D
-[] Commander Courses 1D
-[] Commando Courses 2D
-[] Endurance Enhancements (Phase 3) D3
-[] Low Light Vision 1D
-[] Disable Inhibitor Chips D3
-[] Import Supplies (Phase 1) 4D
-[] Expand Blaster Contracts (Phase 8) 1D
-[] Expand Armour Contracts (Phase 5) 3D

We've Run into a snag in clone expansion were we need facilities and loggistics to expand further. Infastructure isn't enough to keep up anymore so I've thrown 3 dice at importing food. Annoying I know, but clones is one of our highest requirements. Can't afford to let it stagnate.

We are slowly running out of trainers which are also required for clone expansion now, so I've held off on completing security to avoid to steep a drop.

Research completes endurance and disable, while leaving a dice open for suggestion.

Administration I'm trying to finish blaster expansion while finally bringing Armour up to pace. We have a lot of good options for expand contracts, but aside from armour, our Warrior Class has the highest quality rating of them all. It's going to be the sheild and Sword of the GARs Naval fighting forces, so it's a must for increase.
 
Last edited:
[]Plan Hey man, you got some armor?
Infrastructure 105R
1D on import isn't enough to adress our Logistic issues.

Trainers are running out quickly and we need them now to keep up with clone expansion. You should only complete one of our training course now and finish learning facilities or we are likely to run out.

I get that Low light is cheap and an easy finish but I'm not seeing much gain since all of our medium armours likely come with thermals. It's not the kind of thing Jango would leave out of the design.
 
Last edited:
Research completes endurance and disable, while leaving a dice open for suggestion.

Perhaps we could put one dice to convert our Z95 contracts to Z96s? The sooner we switch over all production to the superior Z96 as our mainstay fighter, the better, though I'm not sure if consolidating both contracts over will boost our overall Starfighter production.

Edit: Changed vote (again, because of a well justified proposal)

[X] Plan: No naked or hungry Mandos
 
Last edited:
though I'm not sure if consolidating both contracts over will boost our overall Starfighter production.
It will not. It just means that your Z-95 Headhunters per turn will become Z-96 Headhunters per turn. You will still get the same amount of Medium Starfighters, but they will be of higher quality.
 
[X]Plan Hey man, you got some armor?
Infrastructure 105R
-[X] Expand into Tipoca City (Stage 4) 5D 75R
-[X] Construct Indoor Farms (Stage 5) 2D 30R
Industry 140R
-[X] Develop Kaminoan Starfighter Factories (Phase 3) 4D 80R
-[X] Develop Kaminoan Shipyards (Phase 1) 2D 60R
Training 130R
-[X] Commander Courses 3D 60R
-[X] Commando Courses 2D 40R
-[X] Construct Learning Facilities (Phase 3) 2D 30R
Research 170R
-[X] Disable Inhibitor Chips 3D 90R
-[X] Endurance Enhancements (Phase 3) 3D 60R
-[X] Low Light Vision 1D 20R
Administration 5D+3 35R
-[X] Import Supplies (Phase 1) 3D 15R
-[X] Expand Blaster Contracts (Phase 8) 1D 5R
-[X] Expand Armour Contracts (Phase 5) 3D 15R
-[X] Burying Secrets 1D
Total: 580R

Made some changes.
 
Last edited:
For the ease of those forming plans I've listed out goals to be completed by Q4 26 BBY (10 turns from now) -

Clones: 2,760 Points Remaining (+8 SS)
Blasters: 2,716 Points Remaining (+5 SS)
Armour: 2,900 Points Remaining (+5 SS)
Light Speeders/Tanks/Walkers: 536 Points Remaining (+5 SS)
Medium Speeders/Tanks/Walkers: 564 Points Remaining (+5 SS)
Heavy Speeders/Tanks/Walkers: 574 Points Remaining (+5 SS)
Interceptors: 384 Points Remaining (+3 SS)
Starfighters: 560 Points Remaining (+5 SS)
Bombers: 184 Points Remaining (+1 SS)
Escorts: 168 Points Remaining (+1 SS)
Capitals: 352 Points Remaining (+3 SS)


And our current output per turn, and the average production we would need to meet them, averaged out over the remaining 10 turns -

Clones: 128 (need 276 per turn)
Blasters: 146 (need 272 per turn)
Armour: 50 (need 290 per turn)
Light Speeders/Tanks/Walkers: 36 (need 54 per turn)
Medium Speeders/Tanks/Walkers: 22 (need 57 per turn)
Heavy Speeders/Tanks/Walkers: 18 (need 58 per turn)
Interceptors: 10 (need 39 per turn)
Starfighters: 28 ((need 56 per turn)
Bombers: 16 (need 19 per turn)
Escorts: 16 (need 17 per turn)
Capitals: 24 (need 36 per turn)

Gunships: 24

The PTB-625 planetary bomber is listed as a heavy starfighter rather than a bomber, so I included the production of 8 per turn in the Starfighter category rather than the Bomber category.

EDIT: Amended so PIB-625 is now in Bomber category instead of starfighter category.
 
Last edited:
[X] Plan: No naked or hungry Mandos
-[X] Expand into Tipoca City (Stage 4) 7D 105R
-[X] Local NTB-630 Naval Bomber Production (Phase 1) 1D 5R
-[X] Develop Kaminoan Shipyards (Phase 1) 2D 60R
-[X] Develop Kaminoan Starfighter Factories (Phase 3) 3D 60R
-[X] Construct Learning Facilities (Phase 3) 4D 60R
-[X] Commander Courses 1D 20R
-[X] Commando Courses 1D 20R
-[X] Security Courses 1D 20R
-[X] Endurance Enhancements (Phase 3) 3D 60R
-[X] Low Light Vision 1D 20R
-[X] Disable Inhibitor Chips 3D 90R
-[X] Import Supplies (Phase 1) 4D 20R
-[X] Expand Blaster Contracts (Phase 8) 1D 5R 1E
-[X] Expand Armour Contracts (Phase 5) 3FD 15R 3E

Cost: 560R 5E

My thoughts about the choices.
Infrastructure: Here I would like to focus on on expanding our facilitates. We have shortages in facilitates, logistics and trainers. This turn with an average of 67 per die we could either finish the Tipoca expansion or the next level of farms. I doubt we could do both unless very lucky. As we need around 5 dice for Tipoca and 5-6 for farms. So lets try to build up the facilities that we need for expanding cloning, building more training facilitates and factories and try to buy the food.
Industry: Unless it is a mistake we can start the first phase of bomber production. I would like to produce bombers and Aurek interceptors locally while importing Z-96 fighters to meet the goals. I would also propose building the first level of shipyards and then starting the Escort production next turn so we can free 1 admin die from expanding Escort contracts. Also shipyards don't need facilities.
Cloning: I think we should pause the expansion for 1 quarter while we build up facilities, trainers and logistics. Trainers alone would deplete our pool if we complete all our training programs.
Training: First I would propose 4 dice into Construct Learning Facilities. At 77 per die average it would progress 308 which will push us to the next phase. It will also give us 2 extra trainers which will allow us to finish all our training courses next quarter without which need 16 trainers (we have 13 + 2 per turn). Of course the next level of cloning needs 8 trainers. Which will require more expansion next quarter. And more facilities. I am going for facilities as we are having a horde of child clones from the recent expansions. Adult clones are a minority. Also 1 die each to progress the training programs. We might finish Commander Courses with 1 die but together with Security it will consume 12 Trainers.
Research: 3 die into Disable Inhibitor Chips as it might finish this quarter. 3 die into Endurance Enhancements (Phase 3) to get all our enhancements to Phase 3. And 1 die into Low Light Vision as its a useful addition and we should grab it and Force resistance after we finish Phase 3 in my opinion.
Administration: 4 dice into Import Supplies should give us on average 260 progress which should get us Phase 6 (++++++ or +32 Logistics per turn) finished. Even Phase 3 will allow us to expand the next level of Cloning next quarter if we go with 3 dice. After that I would push 1 die (65 avg progress) into blaster and 3 free dice (195 avg progress) into armour contracts. We should finish Phase 8 and might get Phase 9 if we are lucky in blaster contracts which will allow us to complete the blaster goal for this plan. 3 dice in armour should get us to Phase 9 which also will complete the plan. It will increase our Exposure from 12 to 16 but if it works we will secure Logistics, blasters and armour. We might need 1 extra die for blasters in the next 3 quarters if we fail to get to Phase 9 there. If armour and blasters finish I would propose expanding Rothana and Kuat contracts for the coming quarters while putting 2 dice each quarter in Burying Secrets to get us closer to 0 Exposure. Because if the exposure is equal to % chance of getting caught then we should get is as low as possible while completing goals.

Perhaps we could put one dice to convert our Z95 contracts to Z96s? The sooner we switch over all production to the superior Z96 as our mainstay fighter, the better, though I'm not sure if consolidating both contracts over will boost our overall Starfighter production.
That is a DC action, not a progress one. And at DC80 I would prefer 2 dice to succeed.
 
Do we have to use up all our cloning Dice? The plans on the table seem to leave our Cloning Dice unused.
I was planning to select Dice number 7 based on feedback. Based on the feedback I've recieved, I'll go with lowlight.
Perhaps we could put one dice to convert our Z95 contracts to Z96s? The sooner we switch over all production to the superior Z96 as our mainstay fighter, the better, though I'm not sure if consolidating both contracts over will boost our overall Starfighter production.

[X] Plan Accomplish Goals With Limited Exposier.
The increase in quality, while nice, is less important than actually completing our goals, none of which we will complete with the intake we have now. I'm focusing on capital ships because we currently have 164 points worth of smallcraft and only 32 or 48 points worth of ships with hangers to keep them in, and that disparity is only going to grow the longer we fail to expand our warships.

I'd like to take this chance to point out that our exposier sits at 12, and we can afford to raise it by the measly 3 my plan increases it to, and bury it next turn.
 
KH-0-P - Q3 28 BBY I
Ah Master Jango! It's been so hard to catch you recently, I've been ever so keen to go over the accounts with you and I'm sure just as enthusiastic as myself considering how important is it!

Line itemTSFMpt
Clones2,7601,480148
Blasters2,7161,256126
Armour2,9002,400240
Light S/T/W53617618
Medium S/T/W56434435
Heavy S/T/W57439440
Interceptors38428429
Starfighters56028028
Bombers184243
Escorts16881
Capital Ships35211212

Current estimated resource consumption:
9,962,950 R left after contract obligations or 996,295 per quarter.
In short Master Jango I do not expect us to be lacking credits any time soon.

Key:
T = Remaining units to reach target
SF = Estimated shortfall at current production levels
Mpt (missing per turn) = SF divided by the number of remaining quarters to process
 
Last edited:
Back
Top