Resources (R): 9,824,400 (-56,225 per turn)
Sith Support (SS): 35
Exposure (E): 17
Free Dice: 3
Current Capabilities
Facilities: Moderate Surpluses (+6)
Production: Major Shortages (-10)
Logistics: Marginal Surpluses (+1) (+7 per turn)
Trainers: Significant Surpluses (+9) (+2 per turn)
Grand Army of the Republic
Clones: 11,670,000 (+1,167) (+256 per turn)
Blasters: Concordian Crescent Technologies
-Quantity: +1,328 (+274 per turn)
-Quality: +3
Armour: Duraplast Medium Mandalorian Armour
-Quantity: +12,514 (+4,064 per turn)
-Quality: +8
Scout Walker: All Terrain Recon Transport (Rothana Heavy Engineering)
-Quantity: +252 (+28 per turn)
-Quality: +2
Light Walker: All Terrain Personal Transport (Rothana Heavy Engineering)
-Quantity: +32 (+8 per turn)
-Quality: +3
Medium Speeder: TX-130 Sabre-class Fighter Tank (Rothana Heavy Engineering)
-Quantity: +174 (+38 per turn)
-Quality: +4
Medium Speeder: RX-200
Falchion-class Assault Tank (Rothana Heavy Engineering)
-Quantity: +32 (+8 per turn)
-Quality: +4
Heavy Walker: All Terrain Tactical Enforcer (Rothana Heavy Engineering)
-Quantity: +228 (+134 per turn)
-Quality: +4
Heavy Walker: Self-Propelled Heavy Artillery Turbolaser (Rothana Heavy Engineering)
-Quantity: +44 (+14 per turn)
-Quality: +6
Light Starfighter: A-7 Hunter Interceptor (Kuat Drive Yards)
-Quantity: +24 (+2 per turn)
-Quality: -1
Medium Starfighter: Z-95 Headhunter (Incom Corporation)
-Quantity: +54
-Quality: +3
Medium Starfighter: Z-96 Headhunter (Incom Corporation)
-Quantity: +152 (+72 per turn)
-Quality: +4
Heavy Starfighter: Aggressive ReConnaissance-170 Starfighter (Incom Corporation)
-Quantity: +32 (+8 per turn)
-Quality: +6
Medium Interceptor:
Fang-class Starfighter (MandalMotors)
-Quantity: +48 (+6 per turn)
-Quality: +5
Heavy Interceptor:
Aurek-class Starfighter (Rendili StarDrive)
-Quantity: +62 (+22 per turn)
-Quality: +6
Heavy Bomber: NTB-630 Naval Bomber (Incom Corporation)
-Quantity: +44 (+20 per turn)
-Quality: +4
Heavy Bomber: PTB-625 Planetary Bomber (Incom Corporation)
-Quantity: +32 (+8 per turn)
-Quality: +4
Light Gunship: LR-20B Troop Transport (Incom Corporation)
-Quantity: +32 (+8 per turn)
-Quality: +4
Medium Gunship: Low Altitude Assault Transport/infantry Gunship (Rothana Heavy Engineering)
-Quantity: +32 (+8 per turn)
-Quality: +5
Medium Gunship: Low Altitude Assault Transport/carrier Gunship (Rothana Heavy Engineering)
-Quantity: +32 (+8 per turn)
-Quality: +5
Medium Escort:
Arquitens-class Light Cruiser (Kuat Drive Yards)
-Quantity: +40 (+8 per turn)
-Quality: +5
Heavy Escort:
Harbinger-class Cruiser (Kuat Drive Yards)
-Quantity: +41 (+9 per turn)
-Quality: +5
Light Capital:
Acclamator-class Assault Ship (Kuat Drive Yards)
-Quantity: +40 (+8 per turn)
-Quality: +3
Medium Capital:
Warrior-class Star Destroyer (Kuat Drive Yards)
-Quantity: +40 (+8 per turn)
-Quality: +7
Medium Capital:
Venator-class Star Destroyer (Kuat Drive Yards)
-Quantity: +40 (+8 per turn)
-Quality: +5
Original Goals (Q1 28 BBY to Q4 26 BBY)
Clones: 2,056 Points Remaining (+8 SS)
Blasters: 1,894 Points Remaining (+5 SS)
Armour: 0 Points Remaining (+5 SS)
Light Speeders/Tanks/Walkers: 428 Points Remaining (+5 SS)
Medium Speeders/Tanks/Walkers: 450 Points Remaining (+5 SS)
Heavy Speeders/Tanks/Walkers: 338 Points Remaining (+5 SS)
Interceptors: 326 Points Remaining (+3 SS)
Starfighters: 368 Points Remaining (+5 SS)
Bombers: 124 Points Remaining (+1 SS)
Escorts: 119 Points Remaining (+1 SS)
Capitals: 280 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)
[-] Expand into Titala City (Phase 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.
(65/200, 15 Resources per Die) (++++ Facilities)
While you currently have plenty of space, you expect to use it up in short order so you continue to make more room on Kamino for your operations. This time around the longnecks begin to clear out some more space in Titala City for your use. Unfortunately, the limited budget means they only make so much progress and while some leftovers from older projects are cleared out, there is still plenty of work left to do.
[-] Construct Indoor Farms (Phase 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.
(437/500, 15 Resources per Die) (---- Facilities, +++++ Logistics)
While you have sufficient foodstuff arriving from the Abrion sector, you do have a desire to complete the next stage of the local farms after having made plenty of progress on it. To this end, you continue to give the project a decent budget and work continues on it. While the latest series of farms aren't finished yet, the project has reached the final phase and another influx of budget should be enough to see it through to completion.
[-] Local Shield Generators (Phase 1)
As you continue to build up Kamino, you may want to look into protecting your investments. Shield generators would be expensive, but setting up one in each major city would be a good way to minimise any damage done by an attack, be it a raid or a full-scale invasion.
(123/300, 50 Resources per Die) (-- Facilities)
While you don't have any expectation of an attack at the moment, it is still a possibility and you have too much invested in Kamino to leave it unprotected. Right now, you only have yourself and your Mandalorian trainers to protect it and while you will have some clone troopers as well in the future, you want greater defensive capacity in case something does happen. You start the beginnings of a shield generator to protect Tipoca City though progress only gets far enough as ordering the various components. You will still need to put them together in addition to getting them up and running.
[-] Planetary Defence Network (Phase 1)
As you continue to build up Kamino, you may want to look into protecting your investments. Setting up a series of defensive outposts and turbolaser turrets will greatly help fend off any invaders and latter stages could include weapon emplacements capable of engaging warships in orbit.
(136/100, 30 Resources per Die) (36/200) (- Facilities)
When most people think of planetary defence networks, they think of the big ones with batteries of turbolasers, planet-wide shield generators and battle stations capable of engaging capital ships and winning. And while some do exist like that, they belong to rich worlds who have had time to build up their defences.
For Kamino, you spend the first few months of the year setting up some turrets at key points. Nothing major, just a few anti-air turrets alongside some anti-vehicle and anti-infantry turrets to protect the most important locations on the watery world.
[-] Local
Aurek-class Starfighter Production (Phase 4)
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.
(77/35, 5 Resources per Die) (42/40) (---- Production) (-20 Resources per turn) (++++ Heavy Interceptors per turn)
With everything already sorted for it from the paperwork to the droid workers, the new starfighter factories swiftly began producing new
Aurek-class Starfighters. While a big boon to your interceptor stockpiles, it soon proves to be more trouble than you had originally planned. Mainly because you hadn't planned for this for whatever reason.
[-] 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 Planetary Bombers to supplement your externally outsourced production.
(113/25, 5 Resources per Die) (88/30) (58/35) (23/40) (-- Production) (-20 Resources per turn) (++ Heavy Bombers per turn)
Having forgotten your orders for the new starfighter factories to be put to work churning out
Aurek-class Starfighters, you also try to have them put to work producing some of the NTB-630 Naval Bombers. Everything goes swimmingly and by the end of the quarter, all of the starfighter factories have already been put to work producing bombers.
The only issue is that those same factories have already all been put to work producing
Aurek-class Starfighters, leaving you in something of a situation that you need to get sorted fast.
[-] Local
Harbinger-class Cruiser Production (Phase 1)
With access to both designs and local shipyards here on Kamino, you can begin to locally produce some
Harbinger-class Cruisers to supplement your externally outsourced production.
(45/25, 5 Resources per Die) (20/30) (- Production) (-5 Resources per turn) (+ Heavy Escorts per turn)
Having already got pretty much all of the work done last year, you swiftly get the shipyards of Kamino producing some
Harbinger-class Cruisers. The construction droids are online and working within days while the warehouses already hold the stockpiles of raw materials and starship components needed for production to commence.
[-] Develop Kaminoan Shipyards (Phase 2)
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.
(139/200, 30 Resources per Die) (++ Production)
With the current shipyards being put to use, you begin work on an expansion to them. While you give the project a decent budget to work with, the longnecks' lack of expertise when it comes to orbital construction soon rears its head. Some solid progress is made, but not as much as you like. As things are, you cannot fault the effort put into it even if you aren't happy with the results.
[-] Develop Kaminoan Starfighter Factories (Phase 4)
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.
(492/400, 20 Resources per Die) (92/500) (--- Facilities, ++++ Production)
With the most recent expansion of starfighter factories close to completion, you gave them another influx of funding to see them finished. The work went ahead without an issue and not only did the factories get completed without issue, but the foundations for another set of expansion got set with the spare budget and time.
The only downside is the mishap with how the factories are being used.
[-] Expand Clone Production (Phase 9)
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.
(430/375, 15 Resources per Die) (55/400) (----- Facilities, ----- Logistics, ---- Trainers, ++++++++ Clones)
The next phase of clone expansion goes along without a hitch even if things go slower than you would have liked. Faster progress could have been made, but after the incident at the end of last year, extra precautions were taken to avoid any more mutations. And while it has proven to be successful and an acceptable amount of progress has been made, the desired amount of progress has not been achieved.
[-] 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.
(171/100, 10 Resources per Die) (71/100) (40 Resources per turn) (++++++++ Clones per turn)
Even as work commences on the next expansion of the clone production, you are also working on turning over the previous expansion to the longnecks for long term management. The whole process goes smoothly and by the end of the quarter, you no longer need to worry about it.
[-] Construct Learning Facilities (Phase 4)
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.
(941/400, 15 Resources per Die) (541/500) (--- Facilities +++ Trainers)
You put a massive budget behind the expansion of the learning facilities and it pays off. Extensive progress is made as classroom after classroom is finished until you have a few hundred blocks of fully stocked classrooms. All of them are equipped with droid teachers as the default with room for an organic teacher such as one of your Mandalorian trainers or one of the local longnecks to step in as needed.
This is going to be the end of your involvement project as while you may still need some more classrooms, their construction will be on a smaller enough scale that it won't concern you as the overall head of the project.
[-] 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.
(377/500, 20 Resources per Die) (--- Trainers)
Steady work continues on the commando courses as you give the project a relatively small amount of resources to keep things going. Some progress is made, but the project is still far from done and nothing of interest happens.
[-] 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.
(368/650, 20 Resources per Die)
With the brain fully mapped out, Doctor Desnos has been identifying different ways to improve the memory process and identify how plausible each one is. It is one thing to improve the memory of the individual, it is another thing to do so without messing up other parts of their brain.
The work is only compounded by how many genetic modifications the clones already received as Doctor Desnos and her team of longneck eggheads need to account for those as well. Doctor Desnos assures you that it won't keep the project from completing even if it does slow down just how fast it will be completed.
[-] 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.
(406/400, 20 Resources per Die)
The low light vision project completes ahead of schedule thanks to the talented efforts of Doctor Tanasi Desnos. Doctor Desnos makes a breakthrough on balancing the photo-receptive chemical and the visual cortex. Not only can the clones see in low-light without colour blindness or being overly sensitive to bright light, but Doctor Desnos has figured out how to put a switch into it.
Well, a switch isn't the scientific term, but it is how Doctor Desnos explains it to you in layman's terms.
[-] Mutation Fix
As you decided to keep the one hundred twenty thousand clones who ended up deaf by mistakes, you should try to do something about restoring their hearing. Doctor Desnos assures you that she can do so by whipping up a retrovirus that will give them hearing just as good as any of their vode.
(136/200, 25 Resources per Die)
Having decided to keep the deaf clone babies instead of 'decommissioning' them or turning them over to the Sith, you get to work on trying to help solve the mutation. While deafness isn't the end of the line, it is a major weakness for a soldier and not something that is easy to accommodate. Or at least, it will be easier to let Doctor Desnos fix the deafness than to try and handle it while there is an active war going on.
To this end, Doctor Desnos begins working on a retrovirus that will restore full hearing to the deaf clones while they are still young enough that learning to hear won't be too much trouble for them.
[-] Hiring Outside Expertise
You are good at what you do and the Kaminoans know their business, but you don't have all of the expertise that you need to do a good job getting things done inhouse. Hire some outside experts so things can be done more easily in the future.
(258) (DC 50/70/90) (-1 SS, +3 E/-3 SS, +5 E/-5 SS, +8 E)
Vote for all options you want to recruit. The three with the highest number of votes will be selected. No plan voted.
[]
Zam Wesell
A fellow bounty hunter, Zam Wesell has proven to be something of a reliable ally and the Clawdite might prove useful. You could certainly use her help in training the clones and you can trust her to help you keep things discrete.
[]
Frovar Shen
A well-off human from a nice little Mid-Rim world, Frovar Shen once owned his own shipbuilding company, complete with an R&D division for producing its own starship designs. Unfortunately, he didn't have the right connections and enough deep pockets so he found himself being sabotaged and then brought out by the Trade Federation. While he has acquired a mid-level position with Rendili StarDrive a couple of years ago, he should still be amenable to moving to Kamino.
- +10 to Industry Dice
- +2 Industry Dice
[]
Sahrin Tas
Sahrin Tas is a Togruta architect and a woman who knows how to get a job done quickly. She can wipe up a design and get it built swiftly to the point she has earnt something of a name for it. Fortunately for you, they seemed to have improved their skills over the years so their speed no longer comes with a drop in quality.
[]
Relli Vuth
Relli Vuth is a retired member of Rendili StarDrive, recently let go as the megacorp had to shut down a couple of unprofitable shipyards in the Outer Rim. A veteran shipbuilder, she is an expert when it comes to building things meant to operate in the void and is just generally knowledgeable about working in space
- +20 Space-related rolls
- +1 Industry Die
[]
Taid Tog
Taid Tog is a Duros from Coruscant and until recently, he was one of the many bureaucrats who helped run the Galactic Republic. Getting caught up in a recent corruption scandal, he was fired as part of the Supreme Chancellor's anti-corruption stance.
- +10 to Administration Dice
- +2 Administration Dice
[-] 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.
(209/40, 5 Resources per Die) (169/40) (129/40) (89/40) (49/40) (9/40) (-20 Resources per turn) (+++ Heavy Walkers per turn)
When it comes to your AT-TE contracts, it seems that third time's the charm. While your first two attempts to expand your contract both went poorly, things go swimmingly on the third time. The Kuat Drive Yards representative that you spoke with was extremely helpful and you massively increased your order of All Terrain Tactical Enforcers. In fact, the number of AT-TEs arriving each quarter increases by a little more than a dozen times over.
[-] 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.
(124) (DC 38/58/78/98/118) (-1E/-2E/-3E/-4E/-5E)
With all of your law abiding business and official military contracts, cleaning up after yourself is a lot less fun. You can't just take out a few people who know too much without hurting your own operations and it is more of a matter of muddling the paperwork and anything else that could directly lead back to you. Your Sith backers are good at setting up shell companies that stand up to some basic inspection. By routing your orders through those, you can make it harder for any investigators to follow the trail back to Kamino.
***
Sorry about how long this took to get written and posted, I got the new Pathfinder game recently and I've been having a lot of fun with it. Anyway, you get to pick some bonuses in the latest vote. I was going to have six options to choose three from, but I couldn't think up a sixth so you get to pick three of five instead.
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.