Grand Army of the Republic: A Star Wars Plan Quest

3. We probably cannot rely on a single blaster/infantry weaponry manufacturer in the long run for all our Blaster needs, I suspect Satine's intervention is a warning from the QM that Expand Blaster Contracts has its risks and limits.
That particular point seems to be more of an obvious in hindsight issue of going for Mandalorian manufacturers. I mean, it is kind of a no brainer that Satine would stick her nose in any anomolous purchases she notices in Mandalorian war material companies...
 
I mean, I am not opposed to putting it in the plan if people really want it, but I am 70% sure most of the things you listed wont happen.
I'd rather throw 2 dice at it and find out so we don't have multiple turns of it being over discussed and pressed for each turn while we have other options to pursue.

I know we are already pushing dice towards our escorts thru shipyards, but right now we have a serious gap building between our escorts and our capital ships. Both our escorts are same quality but different focuses and I can think of usefull applications either way.

It's not a this turn thing, but maybe some dice towards our gunships now that we have our goals mostly sorted? Assuming we'll be landing acclamators in safe zones far from fortified position with capitol ship turbolaser defenses, gunships will be essential for rapid deployment to distant targets.
 
It's not a this turn thing, but maybe some dice towards our gunships now that we have our goals mostly sorted? Assuming we'll be landing acclamators in safe zones far from fortified position with capitol ship turbolaser defenses, gunships will be essential for rapid deployment to distant targets.

It won't surprise me that we can propose a large Gunship production quota in our next plan goals, the same way we can fine-tune our Escort/Capital ratios then. But I suspect the need to fine-tune ratios make it all the more important we hit that +42 to Admin dice to give us that guaranteed ability to complete one phase of contract expansions on a single dice. I can see Gunship being squeezed into a 1/1/2/2 turn when we are ready to bring Clone Production to the next phase (which is when we take one dice of Blaster Contracts to keep up with clone expansions, one dice on Gunships, 2 on Paper Pushers and 2 on Burying Secrets) .
 
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I mean, I am not opposed to putting it in the plan if people really want it, but I am 70% sure most of the things you listed wont happen.
What I am expecting is that Equipment Suppliers will open up a second vote on what we want to focus on developing locally and maybe give us options/bonuses in that. For example if we want to give Frovar Shen an R&D division again for tinkering with starship design. Or do we want to develop specialized equipment for our commandos. Or if we want some special vehicles that will be what Commandos are to normal Clone Troopers.
There is a lot of things the thread has proposed or asked for and this Mystery Box might be a way for the QM to grant some of those requests. That is the problem with Mystery Box actions (and it is one since the QM stated "try it and find out"). We never know what they are until taken.
So I would say we grab it this quarter to get it out of the way and then switch to 4 Paper Pushers and 3 Burying Secrets until we get under 10 Exposure or finish two phases of Paper Pushers. After that I would consider contacting CEC/MandalMotors to find out what they have on offer while spending 3 dice on paper pushers and 2 dice on expanding Rothana/Kuat contracts like the Venator or AT-PT to round out our forces.
 
What I am expecting is that Equipment Suppliers will open up a second vote on what we want to focus on developing locally and maybe give us options/bonuses in that. For example if we want to give Frovar Shen an R&D division again for tinkering with starship design. Or do we want to develop specialized equipment for our commandos. Or if we want some special vehicles that will be what Commandos are to normal Clone Troopers.
There is a lot of things the thread has proposed or asked for and this Mystery Box might be a way for the QM to grant some of those requests. That is the problem with Mystery Box actions (and it is one since the QM stated "try it and find out"). We never know what they are until taken.
So I would say we grab it this quarter to get it out of the way and then switch to 4 Paper Pushers and 3 Burying Secrets until we get under 10 Exposure or finish two phases of Paper Pushers. After that I would consider contacting CEC/MandalMotors to find out what they have on offer while spending 3 dice on paper pushers and 2 dice on expanding Rothana/Kuat contracts like the Venator or AT-PT to round out our forces.
sounds like a plan. would you mind turning them into insertable planformat bits?
 
sounds like a plan. would you mind turning them into insertable planformat bits?
For next quarter to open the Mystery Box:
-[] Hiring Paper Pushers (Phase 2) 2D 10R 2E
-[] Equipment Specialists 2D 1SS 2E
-[] Burying Secrets 3D
After that until we get under 10 Exposure or complete Phase 3 of Paper Pushers:
-[] Hiring Paper Pushers (Phase 2/3) 4D 20R 4E
-[] Burying Secrets 3D
After thar I would go for:
-[] Contact Corellian Engineering Corporation/MandalMotors 1-2D 3SS 5E
-[] Expand AT-PT Contract (Phase 1) 2D 10R
-[] Burying Secrets 3D
 
Technically speaking, each AT-TE can carry a couple squads of clone troopers.
And there ARE modifications in there of said AT-TE and we can also buy a True Ground based transport as it becomes closer to needed or produce one to our own specs when we get the facilities and people to do it.

AT-HE - Taller AT-TE to guard against Ground based Mines
AT-OT - Opened AT-TE loses the Mass Driver and 2 Medium Blaster Cannons for slightly more troopers and space for Command Gear (IIRC)
 
Gunrunners and Pacifists Don't Mix (Canon/+15 Bonus)
Wanted to try for something that could pass as a canon omake this time around plus shake off some of that rust my writing hand has accumulated.

Gunrunners and Pacifists Don't Mix

"Girls." Jango Fett shook his head as entered his office the cloners' odd hiccup still fresh on his mind. "Well, at least the boys won't be as awkward around women they get older."

Jango couldn't help but smile at the mental image of a bunch of flustered clones trying to deal with some of the more picturesque Jedi. Jango didn't consider the greater bulk of the clones to be his sons — or now daughters — but that just meant that they were his juniors and it was the duty of any old timer to have fun at the expense of the young bloods.

Expansion was going steadily. Cloning could have gone better but given the circumstances it was understandable that there were going to be delays. Still annoying. The good doctor was making good progress on the genetic improvements and they had finally settled on a curriculum for the verd'ika for when they got old enough to start asking questions like 'where do we come from?' and what is a 'chakaaryc and why is Deathwatch full of them?'

Stepping around his flimsi covered desk, Jango sank into the luxury office chair he had bought specifically with Sith funds and let the stress of the day fade away. Thoughts of working on paperwork were dismissed with a lightly muttered, "Later."
At some point Jango managed to fall asleep, a fact that he was made aware of when he was woken up by the chiming of his office holocomm. Once he was aware of what was happening Jango quickly accepted the call. To the front Jango's desk the life size hologram of a Pantoran man dressed in supercommando armor sprang into existence.

"Jango," greeted the man before taking a single look at Jango and giving him an amused smirk. "You fell asleep didn't you?"

"Roh'j. How'd the talks go?" Jango asked.

"Eh." The Mandalorian on the other side shook his hand 'so-so'. "Not great. I've got good news and bad news."

"Start with the bad news."

"Concordia Crescent Technologies is about get an export ban."

Jango cursed. "Why?"

"Politics, what else?" Roh'j answered. "The New Mandalorians aren't comfortable with the idea of being arms dealers, not that they're going so far as to getting rid of their weapons. They're not that far gone."

"Do we have to go looking for a new supplier?"

"No. Remember that good news I mentioned?" Roh'j paused for Jango to nod. "Well the folks here at Concordian were very excited to hear about our offer and it's more or less convinced them to fight the ban."

"They were going to let it go through?"

"Yeah, according to one of the suits I talked to exports don't account for much in their yearly profits." Roh'j shrugged. "The way she explained it to me it makes sense. Most planetary security forces out there are worried about volume, so when they go shopping for weapons they go with the lowest bidder. Concordian Crescent Technologies isn't that. So when the New Mandalorians started talk about introducing an export ban on Mandalorian arms manufacturers, Concordian didn't pay the bill much attention other than going over it to make sure the Ruling Council wasn't using it as a smoke screen to sneak in something else."

"I can see that," said Jango as he was hit by memories of his days back with Jaster and the rest of the True Mandalorians. How often had they had to settle for lesser equipment? How many times had they had to husband their credits to be able to afford replacement blasters let alone good ones?

"Anyhow I let slip that we would be interested in negotiating for a bigger contract later on. And I also hinted at the possibility of licensing their designs to manufacture locally."

"They didn't need to know that."

"There's some things we can't lie about Jango or would you rather deal with a Mandalorian legal team?"

Jango sighed. "Just try not to tell them everything. Was there anything else?"

"No, that's it for the moment. I'll call when I get more news on the ban."

After saying their goodbyes Jango hung up and sank back into his chair with an annoyed crease of his brow. This was turning out to be a year of complications. Seconds later Jango's comms beeped again. When he accepted the call Jango found himself looking up at the impassive face of Count Dooku. Stifling a groan Jango sat up, making a token effort to appear more presentable. Nothing more though because kriff the Sith.

⁓ / ⁓ / ⁓​

"Good new and bad news," said Roh'j.

"Again," said Jango.

"Again," Roh'j repeated back.

"Bad news first, please."

"We're not getting carbines."

Jango's mind stuttered to a halt before abrubtly kicking into overdrive. Within the former bounty hunter's mind various plans on how to disappear with baby Boba were thought up in an instant and discarded the next. Slowly — in Jango terms at least — his initial panic subsided and the gears in Jango's head shifted away from thinking up ways to escape with his life to how he was going to deal with Concordian Crescent Technologies not being able to supply the army he was growing with a mainline blaster.

Roh'j waited patiently giving Jango all the time he needed to digest the bombshell. When he could see Jango had settled he continued his explanation. "The New Mandalorians got their chunk of flesh and sales of Concordian's GALAAR line is now restricted to offworlders. You can still get some if you come to Concordian's stores on Mandalore but you can only buy so many and definitely not in bulk. Concordian is looking for a way around the new restrictions but it's going to take a while."

"And the good news?" Jango asked with a sinking feeling.

"That's the only thing Concordian's been banned from selling."

"Wait..." Jango stared at Roh'j in confusion. "The GALAARs are the only thing they're banned from selling? Aren't the SHUKURs repeaters?"

"Yeah, I thought it was a little weird too but apparently the Ruling Council reasoned that light repeaters are more likely to be used in defensive situations." Roh'j expression showed how much he really bought into that explanation. "From what I've gathered this whole thing has really been about restricting Concordian's sales of GALAAR-15 carbines. Apparently the things have a knack for showing up on the black market and the New Mandalorians don't like such a distinct product of Mandalore being closely associated with criminal enterprises."

"Then this whole thing was to save face."

"Oh no, not entirely. I got to see part of the debate featuring Duchess Satine and let me tell you that woman was well and truly pissed." Roh'j shook his head. There was a degree of fondness in the Pantoran Mandalorian's gesture. "It's not difficult to see how she managed to beat Deathwatch."

"Good for her," Jango said with a hint of bitterness.

Roh'j audibly coughed. "The first shipment cleared customs a few hours ago and should be on its way. I'll let you know if anything else comes up."

Jango nodded and hung up.

⁓ / ⁓ / ⁓​

Roh'j stood before Jango in the flesh. Rather than calling to make his latest status report the Pantoran had returned to Kamnio, bringing with him a number of blasters fresh from the labs of Concordian Crescent Technologies. Jango's desk was cleared of its usual stacks flimsi — Jango told himself he would get back to dealing with them later — and sitting in their place were said blasters laid out for the Mandalorian to inspect.

"That looks like a bigger SHUKUR-05," said Jango pointing to the heavy repeater at the center of his desk.

"That's because it is." Roh'j sounded amused.

"Huh. Does it work?"

"Mostly. They're still working out the kinks. Apparently there's more to this engineering business than making a blaster bigger and calling it a day. Who would have thought?" Roh'j paused and raised a finger. "But, this big 'un isn't what I wanted to show you. That is." Roh'j pointed to an unfamiliar blaster rifle on the far end of the table.

"And this is?" asked Jango as he examined the rifle. It was a blocky looking thing which thanks to its short stock had a sort of stubby appearance. To the front of its trigger guard was a distinctive circular component and on top of the rifle was an optic.

"This is our loophole." Roh'j gestured for Jango to pick it up. Jango did so and found himself a little surprised by the weapon's surprisingly light weight. "Allow me to introduce to you the WESTAR-M5 blaster rifle."

"WESTAR?" Jango took another look at the blaster in his hands. "This isn't a pistol."

"No, no it's not," Roh'j said with a grin. He began explaining the weapon's features starting by pointing to the fire selector. "Safe, semi-auto, full-auto, and burst fire modes." Roh'j grabbed the butt of the rifle's stock while pressing down on a mechanical button on the stock and pulled extending the stock out before it locked into place. "Fully adjustable shoulder stock." Next, Roh'j poked at the rifle's built in scope. "Variable magnification. And no it doesn't top off at 2x."

"Impressive." Jango shortened the stock before shouldering the rifle and aiming it at the wall. "Not bad at all."

"There's one last thing."

"Oh?"

Roh'j pulled out a small device which Jango quickly realized to be an grenade launcher. "Goes right under the barrel. Like so," Roh'j explained, snapping the device onto the rifle with ease. "As for payload there's the usual suspects but the Concordian rep told me if we're willing to pay for it they'd be able to get us more specialized ammunition."

Jango nodded in approval. The rifle was perfect, if not for one thing. "And what happens when the Duchess finds out?"

"She won't. Concordian is selling the M5 to us exclusively. No one outside of us knows what this even is. The name's certainly not going to give it away."

⁓ / ⁓ / ⁓​

The hologram of Roh'j stood rubbing his face in frustration. "I don't suppose we could just kill her?"

"Roh'j!" Jango snapped.

"Sorry, that was in bad taste." The Pantoran sighed. "I'm just feeling strung out... not that that's any excuse."

"It's good that you recognize that. That last thing anyone needs is to for us to become into another Deathwatch."

Roh'j scoffed. "Well we're not exactly saints not with our pasts let alone the things we've done for this project."

"We may be damned but that's no excuse to be monsters."

"Aye, Mand'alor."

"Knock that off," Jango ordered with a glare. "When can we expect you back?"

"Give me a few weeks to try and work something out here."

⁓ / ⁓ / ⁓​

"So we managed to make a deal to sneak out some blasters under the Duchess's nose. Not much, but this trip hasn't been a complete loss."

"How bad are things?"

"Not as bad as they could be. Concordian's not in as much hot water as they could have been but the way they threw off the heat might not be good for us."

"Wonderful, what did they do?"

"They pointed out that they can't be making blood money because no blood's been spilled." Roh'j made a complicated face. "They made a big point out of the fact that there's been no reports of Mandalorian arms being used in significant numbers in any recent galactic conflict nor have their arms been showing up in the hands of criminals, at least no more than there always have been. They were rather smug about it too. The trouble is the Duchess is a smart cookie. She's seen how much Concordian has been putting out and I'm sure she's noticed that it's been increasing every year. The obvious question she's going to ask is what hole those blasters are disappearing into."

"That..." That was far from good news. While Concordian had deflected a lethal shot it had done so by throwing them in front of the shooter. "Can you stall her investigation?"

"I'd rather not go anywhere near her right now," Roh'j said shaking his head. "If she so much as catches a whiff that something's up she's going to come down hard. I heard she's friends with a Jedi."

That was definitely the kind of attention they couldn't afford. "Understood. Do you need to get offworld?"

"Maybe." Roh'j shrugged. "It might be a good idea but I've been seen enough times coming and going that my disappearing could cause trouble."

"I'll leave it to your discretion then."

"Sure thing." Roh'j paused in thought. "I hate to admit it, but the Duchess, she's been good for Mandalore. I remember when we first arrived to talk with Concordian, you could still see the scars left over from the clan wars. Now though, you can barely see any signs that this place had ever gone through a war. It makes me wonder you know."

'What things might have been like if you had stayed Mand'alor,' went the unasked question.

"If we're lucky the realists on the Ruling Council will step in and have the Duchess back off," said Roh'j. "We've been spending a lot of credits on Concordian and that's been helping fund the reconstruction effort. Not to mention all the spending Concordian's been doing themselves."

"Hopefully. Anything else to report?" Jango asked.

"That's it."

"Alright, stay safe."

"You too Jango."



So according to Wookieepedia WESTARs and GALAARs aren't allowed to be sold outside of Mandalore. Rather than ignoring that bit of trivia I worked that into the export ban that Jango and friends just managed to get in ahead of. Those politics also provided me an excuse, however flimsy, to introduce the WESTAR-M5 as a product of Concordian Crescent Technologies. This omake may or may not have been an elaborate scheme on my part to have said blaster be the primary rifle of the Grand Army of the Republic. Also decided to write Roh'j as a Pantoran foundling because everyone seems to forget Mandalorians are supposed to include more than just humans.

I'm personally a big fan of how Mandalore ended up becoming the producer of small arms for the future Grand Army of the Republic in this quest. The potential butterflies from that one decision alone are wonderful. When the Clone Wars do begin Mandalore will be unable to be a neutral world as it was in canon given how critical it will become to the war effort. The Separatists will want to attack it while the Republic will need to defend it. The various worlds that aligned with Mandalore during the war to stay neutral will have to find some alternative or join a side this time around. Deathwatch will have that much of a harder time to demonize the occupying Republic forces when they identify so heavily as Mandalorians.
 
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I'm personally a big fan of how Mandalore ended up becoming the producer of small arms for the future Grand Army of the Republic in this quest. The potential butterflies from that one decision alone are wonderful. When the Clone Wars do begin Mandalore will be unable to be a neutral world as it was in canon given how critical it will become to the war effort. The Separatists will want to attack it while the Republic will need to defend it. The various worlds that aligned with Mandalore during the war to stay neutral will have to find some alternative or join a side this time around. Deathwatch will have that much of a harder time to demonize the occupying Republic forces when they identify so heavily as Mandalorians.
And with a different group of neutrals, they might be paranoid enough to not get crushed like in canon where their food shipments were poisoned to destroy the idea of neutrality...
 
If using things from Galactic Battlegrounds is an option there is the Anti-air tank and the Heavy anti-air tank.

A variant of gunship bomber from Galactic Battlegrounds did appear in a Star Wars comic meaning there is fair precedent for vehicles from the game existing within Star Wars proper.

The SPMA only entered production well after the Clone Wars ended, the AV-7 Anti-vehicle Artillery Cannon would be a better fit for the time period.

Unfortunately we can't buy AV-7s. Contacting Taim & Bak is not an option at the moment. Even if it were given the AV-7 is the only product of theirs that we would be interested in it would not be an economical one in light of the exposure and loss of Sith support contacting outside companies costs us.

It is for that reason that it is also unlikely that we will be able to outfit our forces with other Clone Wars staples such as BARC speeders or BTL-B Y-wings until after the outbreak war.

There are quite a few:
  • No Scout Speeders
  • No Light Speeders
  • No Medium Walkers
  • Lack of vehicles that aren't Speeders or Walkers
  • No dedicated AA vehicle
  • Too little indirect artillery
  • No ground transport.

Assuming Kuat and Rothana come around to offering us the same things they manufactured in canon we should be able to plug up a majority of those gaps with their help.

Medium Walkers:
For medium walkers there is the AT-XT from Rothana and the AT-FRC and AT-AP from Kuat. The AT-FRC came into existence very late war and is a specialist machine and the AT-AP was a wartime creation but the AT-XT should already be available being that it precedes the AT-RT.

Wheeled/Tracked Vehicles:
The Juggernaut family of vehicles from Kuat consists entirely of wheeled and tracked vehicles. The A4 Juggernaut and the A5-RX battle tank make use of tracks. The HAVw A5 and HAVw A6 have wheels.

The A4 predates the Clone Wars by centuries and assuming Kuat still has the designs should be currently available. The HAVw A5 showed up around the time of the Clone Wars but it isn't clear if the design was available prior to the start of fighting. The A5-RX is claimed to be a variant of the HAVw A5 and the HAVw A6 was an improved version of the A5.

Dedicated Anti-Air Vehicles:
Rothana's aforementioned All Terrain Anti-Aircraft walker is the only dedicated anti-air platform on offer from any of our current contacts. Unfortunately the AT-AA was built very near the end of the war.

Indirect Artillery:
Technically the AT-AP is considered self-propelled artillery. How effective the walker is in the indirect fire role is however unclear. There is also Kuat's UT-AT though it much like the AT-AP comes equipped with a rather significant amount of direct fire weaponry. It was developed during the war in response to existing Republic hardware failing to safely traverse more fragile terrain.

Ground Transports:
We have quite a few options here. There are the previously mentioned Kuat Juggernauts as well as the UT-AT. From Rothana we have the Republic Troop Transport. Finally there is the Kuat AT-OT an eight legged open topped walker. Where that open topped nature was something of a liability in canon, in this quest it may be instead be a boon with jetpacks being standard issue.

The RTT and the AT-OT were available during the Clone Wars but it's unknown from what point onward.

Scout Speeders and Light Speeders:
Kuat and Rothana have nothing for us here but MandalMotors does. For scout speeders we can make use of their Balutar-class swoops and for light speeders we can purchase their Shadow V combat airspeeders. There is also the option of purchasing Buirk'alor-class airspeeders and, assuming they don't sell armed variants like they do the Shadow V, arming them ourselves like so,

Unfortunately since we haven't been shown any additional choices to contact Kuat and Rothana again and since these designs were not offered up the last time we did call them implies that the listed Clone Wars designs haven't been created yet.

In the case of the AT-XT the fact that Rothana didn't bother offering it to us despite it being something they should have lying around at this point suggests that they have no interest in selling the design which is a shame because it is one of the better bipedal walkers out there. Similarly Kuat may either have no interest in selling us what it considers a dated design like the A4 or not have considered it at all.

Edit:
We have very good suppliers for Starfighters, Interceptors and Bombers, a pretty good one for brawler warships and Gunships and have not yet seen what we can put into the shopping cart when visiting Rendili, who hopefully have a better troopship than this version of the Acclamator.

I know people don't think much of the Acclamator but there really isn't anything out there that can pull off what it does, or at the very least what the canon version of it does. The ability to transport 16,000 troops, their accompanying vehicles, and supplies while only measuring 752 meters and only requiring a crew of 700 is actually astounding in Star Wars. There is no other design that I know of in Star Wars past, present, or future that can carry that much in that little a ship. That it is not that great a combatant shouldn't really be that important given what else it does do. If we want a better Acclamator we should be getting ready to go back to Kuat and have them improve the design, as Oshha said would be possible rather than trying to replace it outright, because frankly there's nothing out there that can do what it does.
 
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I know people don't think much of the Acclamator but there really isn't anything out there that can pull off what it does, or at the very least what the canon version of it does. The ability to transport 16,000 troops, their accompanying vehicles, and supplies while only measuring 752 meters and only requiring a crew of 700 is actually astounding in Star Wars. There is no other design that I know of in Star Wars past, present, or future that can carry that much in that little a ship. That it is not that great a combatant shouldn't really be that important given what else it does do. If we want a better Acclamator we should be getting ready to go back to Kuat and have them improve the design, as Oshha said would be possible rather than trying to replace it outright, because frankly there's nothing out there that can do what it does.
Entirely true, the Acclamator was never designed as a Warship like other KDY or RHE ships, it was designed to be a Galactic Heavy Troop Transport with enough forces, supplies and vehicles to begin a small siege if done right.

The variants after it that attempted to fix this lost large swathes of that which made the Acclamator such a good Troop Transport, most for either Guns, Carrying or heavier armor etc.
 
A dedicated warship variant of the Acclamator that abandons transport ability entirely in order to accommodate additional firepower and defensive systems wouldn't be that terrible an idea, especially if it retained the base Acclamator's low crew count. Rendili's 600 meter Dreadnaught-class heavy cruiser infamously requires a crew of 16,000 to operate though the judicious use of slave circuits can bring that number down to 2,200 as it did for the Dreadnaughts of the Katana fleet, a little over one eighth that of a normal Dreadnaught. That is however still three Acclamators worth of crew and all aboard a ship 152 meters shorter than an Acclamator.
 
A dedicated warship variant of the Acclamator that abandons transport ability entirely in order to accommodate additional firepower and defensive systems wouldn't be that terrible an idea, especially if it retained the base Acclamator's low crew count. Rendili's 600 meter Dreadnaught-class heavy cruiser infamously requires a crew of 16,000 to operate though the judicious use of slave circuits can bring that number down to 2,200 as it did for the Dreadnaughts of the Katana fleet, a little over one eighth that of a normal Dreadnaught. That is however still three Acclamators worth of crew and all aboard a ship 152 meters shorter than an Acclamator.
Which is the exact reason I am not adding it into my list of ships, its a manpower hog even under the modified versions. Better to design a new ship and steal the whole damn Dreadnoughts weapons loadout than try and even man a few dozen let alone hundred of them
 
....now I'm just sitting here wondering what the heck a crit on cancelling an order gets us.

Maybe Palpy discovers how much shit those pieces of junk are and decides to arranges a "meeting" with some executives.

Said meeting ends up with the design scrapped, a few assholes in Kuat "retiring", and Jango obviously has his ass covered.

We don't lose any favor, and we might get a bonus for discovering a serious issue. Although the latter might be wishful thinking.
 
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Q3 27 BBY Results

Q3 27 BBY Results


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.

Administration (7 Dice): +27

[-] 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.
 
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[X] [BR] Small production. (-25 R) (-5 R per turn) (++ Light Escorts per turn)
[X] [LC] Desperate for credits production. (-25 R) (-120 R per turn) (+++++ Heavy Gunships per turn)
[X] [HH] Desperate for credits production. (-25 R) (-40 R per turn) (+++++ Heavy Escorts per turn)
[X] [HC] Desperate for credits production. (-25 R) (-40 R per turn) (++++++ Light Capitals per turn)
[X] [VC] Desperate for credits production. (-50 R) (-480 R per turn) (+++++ Medium Capitals per turn)
[X] [BC] Desperate for credits production. (-50 R) (-800 R per turn) (+++++ Medium Capitals per turn)
[X] [SD] Designs only. (-50R) - Designs first, than if it will really be good quality, than we gobble it up
 
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[X] [HH] Desperate for credits production. (-25 R) (-40 R per turn) (+++++ Heavy Escorts per turn)
[X] [LC] Desperate for credits production. (-25 R) (-120 R per turn) (+++++ Heavy Gunships per turn)
[X] [HC] Desperate for credits production. (-25 R) (-40 R per turn) (++++++ Light Capitals per turn)
[X] [VC] Desperate for credits production. (-50 R) (-480 R per turn) (+++++ Medium Capitals per turn)
[X] [BC] Desperate for credits production. (-50 R) (-800 R per turn) (+++++ Medium Capitals per turn)
[X] [BR] None.
[X] [SD] Small production. (-25 R) (-120 R per turn) (++ Heavy Capitals per turn)
I'm not in the market for the worse CR90s we should just give a fat contract to Corellia for that. For the Star Destroyer a small order to see if Rendili can live up to that hype.
 
[X] [HH] Desperate for credits production. (-25 R) (-40 R per turn) (+++++ Heavy Escorts per turn)
Quality 5 means its a really good and solid escort, no reason not to take max.
[X] [LC] Desperate for credits production. (-25 R) (-120 R per turn) (+++++ Heavy Gunships per turn)
We can always use more gunships
[X] [BR] None.
Rather not
[X] [HC] Desperate for credits production. (-25 R) (-40 R per turn) (++++++ Light Capitals per turn)
The dreadnought is okay-ish, having a massive order wont hurt, but I'drather not have more of them.
[X] [VC] None.
The Valour looks dumb, but is a good warships.
[X] [BC] Desperate for credits production. (-50 R) (-800 R per turn) (+++++ Medium Capitals per turn)
Need to spend moneyyy
[X] [SD] Designs only. (-50R)
[X] [SD] Small production. (-25 R) (-120 R per turn) (++ Heavy Capitals per turn)
We will have enough warship production to produce some ourselves should we need it.
 
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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


[X] [HH] Desperate for credits production. (-25 R) (-40 R per turn) (+++++ Heavy Escorts per turn)
Quality +9 Heavy Escort (compared to the +5 Harbinger) so that is an upgrade
[X] [LC] Desperate for credits production. (-25 R) (-120 R per turn) (+++++ Heavy Gunships per turn)
We lack this class currently so useful even if we never expand the contract
[X] [BR] None.
Quality 2 is just not worth it, make contact with CEC if we want light escorts.
[X] [HC] Desperate for credits production. (-25 R) (-40 R per turn) (++++++ Light Capitals per turn)
+1 quality on our current light capital with fixable problems. Gives us some flexibility in deploying capitals.
[X] [VC] Desperate for credits production. (-50 R) (-480 R per turn) (+++++ Medium Capitals per turn)
Quality +7 Capital is a match for the Warrior also has a good amount of hanger space for fighters
[X] [BC] Desperate for credits production. (-50 R) (-800 R per turn) (+++++ Medium Capitals per turn)
Another Quality +7 Capital, also carries troops and a lot of fighters.
[X] [SD] Designs only. (-50R)
Quality is being rolled so swapping to design only

[X] [VC] None.
The Valour looks dumb, but is a good warships.
Did you mean to put none for the Valour?
 
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