Resources (R): 9,698,975 (-61,970 per turn)
Sith Support (SS): 44
Exposure (E): 15 (-1 per turn)
Free Dice: 3
Current Capabilities
Facilities: Major Surpluses (+12)
Production: Overwhelming Surpluses (+20)
Logistics: Overwhelming Surpluses (+30) (+7 per turn)
Trainers: Significant Surpluses (+9) (+2 per turn)
Grand Army of the Republic
Clones: 21,910,000 (+2,191) (+512 per turn)
-Commandos: 40,000 (+4)
Blasters: Concordian Crescent Technologies
-Quantity: +2,358 (+530 per turn)
-Quality: +3
Armour: Duraplast Medium Mandalorian Armour
-Quantity: +20,638 (+4,064 per turn)
-Quality: +8
Scout Walker: All Terrain Recon Transport (Rothana Heavy Engineering)
-Quantity: +532 (+140 per turn)
-Quality: +2
Light Walker: All Terrain Personal Transport (Rothana Heavy Engineering)
-Quantity: +48 (+8 per turn)
-Quality: +3
Medium Speeder: TX-130 Sabre-class Fighter Tank (Rothana Heavy Engineering)
-Quantity: +698 (+262 per turn)
-Quality: +4
Medium Speeder: RX-200
Falchion-class Assault Tank (Rothana Heavy Engineering)
-Quantity: +48 (+8 per turn)
-Quality: +4
Heavy Walker: All Terrain Tactical Enforcer (Rothana Heavy Engineering)
-Quantity: +496 (+134 per turn)
-Quality: +4
Heavy Walker: Self-Propelled Heavy Artillery Turbolaser (Rothana Heavy Engineering)
-Quantity: +72 (+14 per turn)
-Quality: +6
Light Starfighter: A-7 Hunter Interceptor (Kuat Drive Yards)
-Quantity: +28
-Quality: -1
Medium Starfighter: Z-95 Headhunter (Incom Corporation)
-Quantity: +54
-Quality: +3
Medium Starfighter: Z-96 Headhunter (Incom Corporation)
-Quantity: +296 (+72 per turn)
-Quality: +4
Heavy Starfighter: Aggressive ReConnaissance-170 Starfighter (Incom Corporation)
-Quantity: +48 (+8 per turn)
-Quality: +6
Medium Interceptor:
Fang-class Starfighter (MandalMotors)
-Quantity: +564 (+258 per turn)
-Quality: +5
Heavy Interceptor:
Aurek-class Starfighter (Rendili StarDrive)
-Quantity: +122 (+30 per turn)
-Quality: +6
Heavy Bomber: NTB-630 Naval Bomber (Incom Corporation)
-Quantity: +84 (+20 per turn)
-Quality: +4
Heavy Bomber: PTB-625 Planetary Bomber (Incom Corporation)
-Quantity: +48 (+8 per turn)
-Quality: +4
Light Gunship: LR-20B Troop Transport (Incom Corporation)
-Quantity: +48 (+8 per turn)
-Quality: +4
Medium Gunship: Low Altitude Assault Transport/infantry Gunship (Rothana Heavy Engineering)
-Quantity: +48 (+8 per turn)
-Quality: +5
Medium Gunship: Low Altitude Assault Transport/carrier Gunship (Rothana Heavy Engineering)
-Quantity: +48 (+8 per turn)
-Quality: +5
Medium Escort:
Arquitens-class Light Cruiser (Kuat Drive Yards)
-Quantity: +56 (+8 per turn)
-Quality: +5
Heavy Escort:
Harbinger-class Cruiser (Kuat Drive Yards)
-Quantity: +59 (+9 per turn)
-Quality: +5
Light Capital:
Acclamator-class Assault Ship (Kuat Drive Yards)
-Quantity: +56 (+8 per turn)
-Quality: +3
Medium Capital:
Warrior-class Star Destroyer (Kuat Drive Yards)
-Quantity: +292 (+126 per turn)
-Quality: +7
Medium Capital:
Venator-class Star Destroyer (Kuat Drive Yards)
-Quantity: +56 (+8 per turn)
-Quality: +5
Original Goals (Q1 28 BBY to Q4 26 BBY)
Clones: 1,032 Points Remaining (+8 SS)
Blasters: 834 Points Remaining (+5 SS)
Armour: 0 Points Remaining (+5 SS)
Light Speeders/Tanks/Walkers: 132 Points Remaining (+5 SS)
Medium Speeders/Tanks/Walkers: 0 Points Remaining (+5 SS)
Heavy Speeders/Tanks/Walkers: 42 Points Remaining (+5 SS)
Interceptors: 0 Points Remaining (+3 SS)
Starfighters: 204 Points Remaining (+5 SS)
Bombers: 68 Points Remaining (+1 SS)
Escorts: 85 Points Remaining (+1 SS)
Capitals: 0 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 Tibara City (Phase 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.
(439/300, 15 Resources per Die) (139/400) (++++ Facilities)
To meet the ever growing demands for usable space, work in Tibara City continues as more and more of the city is freed up to be used. Another breakpoint in the project has been reached this quarter and some noteworthy progress is made towards the next breakpoint though the project is still quite from that point.
[-] Expand into Titala City (Phase 3)
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.
(359/300, 15 Resources per Die) (59/400) (++++ Facilities)
Like with Tibara City, more usable space is freed up for your project in Titala City, building upon the work from last quarter. The third phase within the project is reached though that is about as far as the project is able to go in this quarter.
[-] 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.
(546/500, 15 Resources per Die) (46/600) (---- Facilities, +++++ Logistics)
While you are hardly lacking for foodstuff these days, it never hurts to be more self-sufficient in the form of local production and you have put a lot of effort into the next expansion of Kamino's fledgling farming industry. There is an argument to be made for the cost sunk fallacy, but you give the project enough budget to get the next wave of farms online and running and by the end of the quarter, the local farming industry has grown again.
[-] Develop Kaminoan Shipyards (Phase 4)
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.
(990/400, 30 Resources per Die) (590/500) (90/600) (++++ Production)
With something of a long term plan on your mind, you put all of your spare industrial budget behind expanding Kamino's shipbuilding capacity this quarter. Rather than expand the current shipyards like on previous occasions, you had the matter over to Frovar Shen and Relli Vuth. The two ex-Rendili StarDrive employees get along excellently and swiftly decide to build two new shipyards instead of touching the existing one.
The two shipyards are similar to the first as they are built for constructing and servicing smaller warships though the third shipyard has some bays that are large to provide some limited servicing of capital ships. While that last bit isn't particularly relevant right now, you have no doubt it will be a lot more relevant when the war starts, either maintaining whatever warships are assigned to Kamino's garrison or repairing any damaged warships passing through.
[-] Expand Clone Production (Phase 10)
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.
(346/400, 15 Resources per Die) (------ Facilities, ------ Logistics, ----- Trainers, +++++++++ Clones)
While you have no intention of properly finishing the latest expansion in clone production this quarter, you do continue the steps towards doing so. Setting more groundwork for when you do finish it, you focus on getting everything in order so it is ready to go when you give the order and now before. You had a close call with local starfighter production earlier this year and one with armour contracts last year. No need to risk messing up the clone production and so you don't.
[-] Construct Training Facilities (Phase 3)
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.
(363/400, 15 Resources per Die) (--- Facilities, --Logistics, +++ Trainers)
Continuing your expansion of the training rooms, you decide to branch out into more specialised simulator rooms for more specific forms of training. While you had previously had generic simulators to teach combat and tactics in general, the latest batch of training centres are built for different environments ranging from desert, volcanic, underwater, the void of space, jungle and so on. There will only be a relatively small amount of each type compared to the total number of training rooms, but it will be enough to give your clone cadets some training in specific environmental conditions, something which will be needed in the wars that they'll be fighting once they are grown up.
[-] Expand Commando Training (Phase 2)
With the completion of the commando courses, you will have a small batch of clone commandos once the trainees are old enough. They are a marginal amount compared to the rest of the army however and further expansions are required to increase the number of clone commandos that will be trained.
(248/200, 25 Resources per Die) (48/300) (++ Commandos, -Trainers)
With the first two units of clone commandos receiving training, you begin work on doubling that number by introducing new clone commando classes. Doing so will take up a disportionate amount of attention from your veteran Mandalorian trainers due to what the clone commandos need to learn, but it is well within the project's ability to afford. The next stage in expanding the clone commando program will be setting things up so more commandos will get trained without you having to organise each class and making things more efficient on your supply of trainers.
[-] 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.
(640/650, 20 Resources per Die)
Despite the setbacks in the previous quarter, Doctor Desnos makes steady progress on improving the memories of the clones. Making up for lost time, she makes swift progress to the point that she almost completes the project by the end of the quarter. Unfortunately, Doctor Desnos is insistent that a few last minor issues need to be handled before the clones can be updated with this latest batch of genetic modifications. Something about ensuring that their enhanced memories will play nice with the other alterations made to their brains such as the new 'danger sense' that she has given the clones.
[-] 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.
(672/650, 20 Resources per Die)
Looking into ways to improve the reflexes of the clones, Doctor Desnos and her team of eggheads investigate replicating the danger sense that some species naturally have and Jedi via using the Force. While the Arkanian prodigy is unable to directly replicate either of those things, Doctor Desnos does find some limited success in implanting instincts in the clones that will let them subconsciously identify potential threats or signs of potential threats. Using the experiences and expertise of your Mando veterans, Doctor Desnos has designed this 'danger sense' to work with the enhanced reflexes and heightened reaction times of the clones, letting them identify and react to threats faster than any regular human.
[-] 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.
(256/550, 35 Resources per Die)
Doctor Desnos has continued her search into possible Force resistant species, this time focusing on the Dashades. While extinct for all intents and purposes in this era, the Dashades are famed in legend for their servitude to the ancient Sith Lords and part of their legend is their infamous resistance to the Force wielded by the Jedi. Despite every sign indicating that the Dashades had true Force resistance instead of merely being resistant to attempts to influence their minds, they are effectively extinct which means that route is something of a dead end unfortunately.
[-] 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.
(236) (DC 35) (-3 SS, +5 E)
Rendili StarDrive turns out to be more than happy to sell you some warships to the point that you might consider them more desperate than eager. Not entirely unsurprising as Rendili StarDrive never fully recovered from the Ruusan Reformation when it lost all of its Republic military contracts. With the Core World local fleets turning to Kuat Drive Yards for their warship needs, Rendili has been forced to get by on poor Outer Rim contracts and while that has been enough to keep them afloat, Rendili is still desperate to regain some of its glory.
Not that Rendili StarDrive is unable to keep up with Kuat Drive Yard in terms of product quality. Despite their current status, Rendili is still one of the big three when it comes to starship producers and it was the Republic military's go to organisation for its warships. They might lack the state of the art and cutting edge technology and designs of Kuat Drive Yards, but Rendili can offer efficiency, reliability and several proven warship designs.
The first design is their mainstay, the
Hammerhead-class Cruiser. Used by the Republic military for three thousand years and still a common sight in the Outer Rim and some coreward navies, the
Hammerhead-class Cruiser is a solid design that has stood the test of time and has been repeatedly modernised along the way.
With half a dozen turbolasers, two batteries of point defence laser cannons, the
Hammerhead is somewhat lacking in terms of firepower for a warship of its size, but it has a strong, sturdy hull and hangar that can fit a squadron of starfighters alongside various support craft such as shuttles. With a decently small crew, the
Hammerhead can carry a couple companies of troops alongside whatever can be put away in its fittingly large cargo bay. It is no specialist, but it is an excellent jack of all trades that saw continued use for thousands of years for a reason.
Hammerhead-Class Cruiser from Rendili StarDrive (Quality +++ +)
[] [HH] None.
[] [HH] Designs only. (-50R)
[] [HH] Small production. (-25 R) (-5 R per turn) (++ Heavy Escorts per turn)
[] [HH] Medium production. (-25 R) (-10 R per turn) (+++ Heavy Escorts per turn)
[] [HH] Large production. (-25 R) (-20 R per turn) (++++ Heavy Escorts per turn)
[] [HH] Desperate for credits production. (-25 R) (-40 R per turn) (+++++ Heavy Escorts per turn)
The next design is technically a warship, but it fulfils more of a long ranged combat transport role than anything that should be put on the frontline. The
Defender-class Light Corvette is an ancient design used on and off by the Jedi Order over the last three and a half thousand years. A solid vessel for a Jedi and their companions on an extended mission, it has everything needed to support a small team of specialists. The downside of that is the
Defender is not specialised for war and is less of a warship and more of a mobile base for a spec ops team.
Defender-Class Light Corvette from Rendili StarDrive (Quality +++)
[] [LC] None.
[] [LC] Designs only. (-50R)
[] [LC] Small production. (-25 R) (-15 R per turn) (++ Heavy Gunships per turn)
[] [LC] Medium production. (-25 R) (-30 R per turn) (+++ Heavy Gunships per turn)
[] [LC] Large production. (-25 R) (-60 R per turn) (++++ Heavy Gunships per turn)
[] [LC] Desperate for credits production. (-25 R) (-120 R per turn) (+++++ Heavy Gunships per turn)
The third design is the
Foray-class Blockade Runner. Introduced at the same time as the
Hammerhead-class Cruiser, the
Foray has not withstood the test of time and has fallen out of favour over the millennia. While it is a cheap product that still sees some purchases in the Outer Rim, it is ultimately seen as an inferior version of Corellia's CR90 Corvette and not without good reason as the
Foray is effectively just that. It fulfils the same roles, but with inferior armament, armour plating and deflector shielding being lesser. That said, the
Foray-class is a decent light warship and can match the CR90 in speed and agility, it just happens to be worse in other areas.
Foray-Class Blockade Runner from Rendili StarDrive (Quality ++)
[] [BR] None.
[] [BR] Designs only. (-50R)
[] [BR] Small production. (-25 R) (-5 R per turn) (++ Light Escorts per turn)
[] [BR] Medium production. (-25 R) (-10 R per turn) (+++ Light Escorts per turn)
[] [BR] Large production. (-25 R) (-20 R per turn) (++++ Light Escorts per turn)
[] [BR] Desperate for credits production. (-25 R) (-40 R per turn) (+++++ Light Escorts per turn)
The
Dreadnought-class Heavy Cruiser is Rendili's most recent attempt at a warship which conforms to the Ruusan Reformation. All in all, it isn't a bad design with a good strong hull, solid firepower, a relatively very cheap cost and room to be upgraded as needed. The downsides of the vessel is that it is an inefficient deflector shield system, its low sublight speed and its ridiculously large crew requirements. The first can be made up with additional shield generators, the second by replacing the ion engines with more powerful if more expensive ones and the last is resolved by automation just like with the
Katana Fleet though you wouldn't go as far as to slave every last warship together. A bit pricer, but a quick war refit of the
Dreadnought would leave it as a cost-effective light capital ship to be used to support larger warships or form the core of large patrols or small task forces.
Dreadnought-Class Heavy Cruiser from Rendili StarDrive (Quality +++)
[] [HC] None.
[] [HC] Designs only. (-50R)
[] [HC] Small production. (-25 R) (-5 R per turn) (+++ Light Capitals per turn)
[] [HC] Medium production. (-25 R) (-10 R per turn) (++++ Light Capitals per turn)
[] [HC] Large production. (-25 R) (-20 R per turn) (+++++ Light Capitals per turn)
[] [HC] Desperate for credits production. (-25 R) (-40 R per turn) (++++++ Light Capitals per turn)
The fifth design is the
Valour-class Cruiser, another ancient design that has the potential to be useful for your clone army. The
Valour-class is an expensive design for its size, but it was designed to wage war against contemporary powers and that shows. Built to take on the
Harrower-class Dreadnoughts of the Sith Empire three and a half thousand years ago, the
Valour prioritises speed and firepower over durability.
With two dozen heavy turbolaser cannons, several concussion missile launchers and proton torpedo launchers, a pair of heavy ion cannon turrets and a score of point defence guns, the
Valour-class has plenty of firepower for its size while its speed and agility is enough to let it run rings any modern capital ship and match smaller warships such as corvettes and frigates. The hull strength and deflector shield generators are about average for a ship of its size while the warship has massive hangar space, capable of carrying up to nearly three hundred starfighters or over fifty shuttles though it usually used a mixture of the two.
Requiring a crew of little under two thousand, the only downside of the
Valour-class Cruiser is its cruiser and in this day and age, that is debatable. What might have been expensive by Rendili standards back in the day is only a bit more expensive than what Kuat Drive Yard charges for their capital ships.
Valour-Class Cruiser from Rendili StarDrive (Quality +++ ++ +)
[] [VC] None.
[] [VC] Designs only. (-100R)
[] [VC] Small production. (-50 R) (-60 R per turn) (++ Medium Capitals per turn)
[] [VC] Medium production. (-50 R) (-120 R per turn) (+++ Medium Capitals per turn)
[] [VC] Large production. (-50 R) (-240 R per turn) (++++ Medium Capitals per turn)
[] [VC] Desperate for credits production. (-50 R) (-480 R per turn) (+++++ Medium Capitals per turn)
The
Centurion-class Battlecruiser is another potentially useful design for your purposes. A solid warship, it only saw use against your own ancestors and the Republic that built it. With almost all examples being used by the Sith during the Second Sith War, the political image of the
Centurion ensured it never saw widespread usage.
Built to be a heavy capital ship in its day and age, it is closer to a midrange capital ship in the modern era. With three dozen turbolasers, three dozen heavy ion cannons and a score of point defence guns, the
Centurion has a lot of firepower though it is about what you would expect from its size at a thousand two hundred metres long. Compared to a modern heavier capital ships, it is lacking in hull strength, armour plating and deflector shields, but the
Centurion is either average or above average when it comes to the midrange category.
With a crew of ten thousand, hangar space for eight starfighter squadrons and enough room to carry a fully supplied army, the
Centurion-class Battlecruiser is a solid design to put back into production. The only downside is that while it has the capabilities of a modern medium capital ship, it still has the price tag of a heavy capital ship.
Centurion-Class Battlecruiser from Rendili StarDrive (Quality +++ ++ +)
[] [BC] None.
[] [BC] Designs only. (-100R)
[] [BC] Small production. (-50 R) (-100 R per turn) (++ Medium Capitals per turn)
[] [BC] Medium production. (-50 R) (-200 R per turn) (+++ Medium Capitals per turn)
[] [BC] Large production. (-50 R) (-400 R per turn) (++++ Medium Capitals per turn)
[] [BC] Desperate for credits production. (-50 R) (-800 R per turn) (+++++ Medium Capitals per turn)
Unlike all of the others, the final design that Rendili StarDrive has to offer you is an unfinished prototype. The next big thing that Rendili has decided to try since the
Katana Fleet fiasco as they attempt to get into the Core World market with their own heavy capital ship that will be built solely for use in local defence fleets. Before you came along, the project was on the verge of being spaced due to market dominance by the Kuat and Rendili not being able to afford to waste credits on this.
The overall design is a versatile warship that is built for staying power with strong armour, a sturdy hull and strong deflector shielding with backup generators. Plenty of firepower and some hangar space of course, but the main attraction of this warship will be its ability to take a pounding and keep fighting. Combined with promises of easy upkeep and low maintenance requirements, it sounds like it will be an excellent capital ship for your clones to use.
'Rendili Star Destroyer' from Rendili StarDrive (Quality +++ ++)
[] [SD] None.
[] [SD] Designs only. (-50R)
[] [SD] Small production. (-25 R) (-120 R per turn) (++ Heavy Capitals per turn)
[] [SD] Medium production. (-25 R) (-240 R per turn) (+++ Heavy Capitals per turn)
[] [SD] Large production. (-25 R) (-480 R per turn) (++++ Heavy Capitals per turn)
[] [SD] Desperate for credits production. (-25 R) (-960 R per turn) (+++++ Heavy Capitals per turn)
[-] 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.
(172) (DC 100)
While you have already brought a few thousand of them, you have decided that it is finally time to cancel your A-7 Hunter Interceptor contract. Those machines were always pieces of osik and you would have never purchased them in the first place if it wasn't for the Sith breathing down your back. Fortunately for you, your Sith bosses seem to have changed their mind about the A-7 Interceptor as they make no comment as you contact Kuat to cancel the order.
The representative from Kuat Drive Yards makes some token fuss and effort to convince you to change your mind, but in the end, they aren't particularly bothered by the loss of the contract. The extra money must have been nice, but it is pocket change compared to what you are spending on Kuat's warships.
[-] 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.
(243) (DC 48/68/88/108/128) (-1E/-2E/-3E/-4E/-5E)
With Taid Tog taking the lead on this, you let the Duro use his talents to befuddle your paperwork to any outsiders looking in. Shell companies are used to supply more shell companies before leading back to you and enough details are added to both the business transactions and the false identities. It won't stop any serious investigations with a meaningful amount of resources, but it will be enough to keep things from causing enough suspicion to reach that point.
***
An overall successful turn. While not everything completed, you got most things done including a bunch of new options for warships. Of those, I will only be rolling for quality on the 'Rendili Star Destroyer' as the other ones are existing designs that have proven their worthiness on the battlefield and so they are known qualities.
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.