Grand Army of the Republic: A Star Wars Plan Quest

Q4 26 BBY
[X] [CR90] Large production. (-25 R) (-20 R per turn) (+++++ Light Escorts per turn)
[X] [DP20] Large production. (-25 R) (-20 R per turn) (++++ Medium Escorts per turn)
[X] [Starbolt] None.
[X] [Liberator] Large production. (-25 R) (-40 R per turn) (++++ Medium Starfighters per turn)
[X] [Thranta] Large production. (-25 R) (-20 R per turn) (++++ Medium Escorts per turn)
[X] [Interdict] Large production. (-25 R) (-40 R per turn) (++++ Light Capitals per turn)
[X] [Canderous] Large production. (-25 R) (-60 R per turn) (++++ Heavy Speeders per turn)
[X] [Komrk] Large production. (-25 R) (-60 R per turn) (++++ Medium Gunships per turn)
[X] [APC] Large production. (-25 R) (-40 R per turn) (++++ Medium Speeders per turn)
[X] [ST] Large production. (-25 R) (-40 R per turn) (++++ Light Speeders per turn)
[X] [ASC] Large production. (-25 R) (-40 R per turn) (++++ Light Escort per turn)

Q4 26 BBY


Resources (R): 9,089,805 (-269,660 per turn)
Sith Support (SS): 73
Exposure (E): 24 (-1 per turn)
Free Dice: 3

Current Capabilities
Facilities: Significant Surpluses (+8)
Production: Utterly Overwhelming Surpluses (+110)
Logistics: Minor Surpluses (+6) (+15 per turn)
Trainers: Significant Surpluses (+8) (+2 per turn)

Grand Army of the Republic
Clones: 65,430,000 (+6,543) (+1,024 per turn)
-Troopers: 930,000 (+93)
-Commandos: 70,000 (+7) (+1 per turn)
Blasters: Concordian Crescent Technologies
-Quantity: +37,238 (+16,914 per turn)
-Quality: +3
Armour: Duraplast Medium Mandalorian Armour
-Quantity: +36,900 (+4,064 per turn)
-Quality: +8
Scout Walker: All Terrain Recon Transport (Rothana Heavy Engineering)
-Quantity: +1,092 (+140 per turn)
-Quality: +2
Light Walker: All Terrain Personal Transport (Rothana Heavy Engineering)
-Quantity: +80 (+8 per turn)
-Quality: +3
Light Speeder: Crusader-class Strike Tank (MandalMotors)
-Quantity: +8 (+8 per turn)
-Quality: +7
Medium Speeder: TX-130 Sabre-class Fighter Tank (Rothana Heavy Engineering)
-Quantity: +1,222 (+262 per turn)
-Quality: +4
Medium Speeder: RX-200 Falchion-class Assault Tank (Rothana Heavy Engineering)
-Quantity: +80 (+8 per turn)
-Quality: +4
Medium Speeder: Verdjur-class Combat Transport (MandalMotors)
-Quantity: +8 (+8 per turn)
-Quality: +3
Heavy Speeder: Canderous-class Assault Tank (MandalMotors)
-Quantity: +8 (+8 per turn)
-Quality: +5
Heavy Walker: All Terrain Tactical Enforcer (Rothana Heavy Engineering)
-Quantity: +1,032 (+134 per turn)
-Quality: +4
Heavy Walker: Self-Propelled Heavy Artillery Turbolaser (Rothana Heavy Engineering)
-Quantity: +128 (+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: +584 (+72 per turn)
-Quality: +4
Medium Starfighter: Liberator-class Starfighter (Corellian Engineering Corporation)
-Quantity: +8 (+8 per turn)
-Quality: +5
Heavy Starfighter: Aggressive ReConnaissance-170 Starfighter (Incom Corporation)
-Quantity: +80 (+8 per turn)
-Quality: +6
Medium Interceptor: Fang-class Starfighter (MandalMotors)
-Quantity: +1,596 (+258 per turn)
-Quality: +5
Heavy Interceptor: Aurek-class Starfighter (Rendili StarDrive)
-Quantity: +242 (+30 per turn)
-Quality: +6
Heavy Bomber: NTB-630 Naval Bomber (Incom Corporation)
-Quantity: +164 (+20 per turn)
-Quality: +4
Heavy Bomber: PTB-625 Planetary Bomber (Incom Corporation)
-Quantity: +80 (+8 per turn)
-Quality: +4
Light Gunship: LR-20B Troop Transport (Incom Corporation)
-Quantity: +80 (+8 per turn)
-Quality: +4
Medium Gunship: Low Altitude Assault Transport/infantry Gunship (Rothana Heavy Engineering)
-Quantity: +80 (+8 per turn)
-Quality: +5
Medium Gunship: Low Altitude Assault Transport/carrier Gunship (Rothana Heavy Engineering)
-Quantity: +80 (+8 per turn)
-Quality: +5
Medium Gunship: Kom'rk-class Fighter/Transport (MandalMotors)
-Quantity: +8 (+8 per turn)
-Quality: +4
Heavy Gunship: Defender-class Light Corvette (Rendili StarDrive)
-Quantity: +80 (+16 per turn)
-Quality: +4
Light Escort: CR90 Corvette (Corellian Engineering Corporation)
-Quantity: +16 (+16 per turn)
-Quality: +4
Light Escort: Galaar'kyramud-class Corvette (MandalMotors)
-Quantity: +8 (+8 per turn)
-Quality: +2
Medium Escort: DP20 Frigate (Corellian Engineering Corporation)
-Quantity: +8 (+8 per turn)
-Quality: +6
Medium Escort: Arquitens-class Light Cruiser (Kuat Drive Yards)
-Quantity: +88 (+8 per turn)
-Quality: +5
Medium Escort: Thranta-class Corvette (Corellian Engineering Corporation)
-Quantity: +8 (+8 per turn)
-Quality: +4
Heavy Escort: Harbinger-class Cruiser (Kuat Drive Yards)
-Quantity: +95 (+9 per turn)
-Quality: +5
Heavy Escort: Hammerhead-class Cruiser (Rendili StarDrive)
-Quantity: +83 (+19 per turn)
-Quality: +6
Light Capital: Acclamator-class Assault Ship (Kuat Drive Yards)
-Quantity: +88 (+8 per turn)
-Quality: +3
Light Capital: Dreadnought-class Heavy Cruiser (Rendili StarDrive)
-Quantity: +80 (+16 per turn)
-Quality: +4
Light Capital: CC-2100 Interdictor Cruiser (Corellian Engineering Corporation)
-Quantity: +8 (+8 per turn)
-Quality: +7
Medium Capital: Warrior-class Star Destroyer (Kuat Drive Yards)
-Quantity: +796 (+126 per turn)
-Quality: +7
Medium Capital: Venator-class Star Destroyer (Kuat Drive Yards)
-Quantity: +88 (+8 per turn)
-Quality: +5
Medium Capital: Valour-class Cruiser (Rendili StarDrive)
-Quantity: +80 (+16 per turn)
-Quality: +7
Medium Capital: Centurion-class Battlecruiser (Rendili StarDrive)
-Quantity: +80 (+16 per turn)
-Quality: +7
Heavy Capital: Republic-class Star Destroyer (Rendili StarDrive)
-Quantity: +80 (+16 per turn)
-Quality: +9

Original Goals (Q1 28 BBY to Q4 26 BBY)
Clones: 0 Points Remaining (+8 SS)
Blasters: 0 Points Remaining (+5 SS)
Armour: 0 Points Remaining (+5 SS)
Light Speeders/Tanks/Walkers: 0 Points Remaining (+5 SS)
Medium Speeders/Tanks/Walkers: 0 Points Remaining (+5 SS)
Heavy Speeders/Tanks/Walkers: 0 Points Remaining (+5 SS)
Interceptors: 0 Points Remaining (+3 SS)
Starfighters: 0 Points Remaining (+5 SS)
Bombers: 0 Points Remaining (+1 SS)
Escorts: 0 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)

Additional Goals (Q1 26 BBY to Q4 26 BBY)
Complete Phase 10 of Cloning Operations. (+2 SS)
Complete Phase 11 of Cloning Operations. (+5 SS)
Complete Phase 10 of Expand Blaster Contracts (+1 SS)
Complete Phase 11 of Expand Blaster Contracts (+2 SS)
Complete Phase 12 of Expand Blaster Contracts (+3 SS)


The CC-2100 Interdictor Cruiser turns out to be an excellent warship. Equipped with a trio of gravity well projectors, the designers of this warship have not forgotten its purpose. While lacking when it comes to carrying troops or cargo, the CC-2100 Interdictor Cruiser is a speedy warship that has plenty of firepower. Designed to be more like a jumped up escort than an unyielding battleship, the CC-2100 has a mixture of turbolasers and ion cannons as its primary armaments for engaging enemy warships. Meanwhile it has a handful point defence batteries and hangar space for three squadrons of starfighters to handle enemy starfighters. While it will need a proper fleet to back it up, the CC-2100 is a capable warship in its own right and more than up for the task of keeping enemy forces from escaping to hyperspace or knocking them out of it.

Unfortunately, it turned out to be something of a Jetii trap. Working with the Corellian senator, a Jedi Knight and her Padawan were looking for whoever was behind the uptick in military purchases over the last few years as those military purchases had yet to see any usage. Apparently the Jedi Order is investigating whoever is buying and stockpiling all of the military equipment and while this order of an Indirector Cruiser was a valid one, it was also a trap by the Jedi Order to lure you out. One that has proven unfortunately successful to the ire of both yourself and your Sith employers.

The Verdjur-class Combat Transport is impressive enough, but not as much as you or MandalMotors had hoped. Able to carry a couple squads of soldiers, the Verdjur-class is swift and well-armoured as while it won't stand up to heavy firepower, it can take some hits before being rendered nonfunctional. The biggest downside to the speeder is the lack of agility as while it isn't slow and is able to glide over rough terrain, it isn't as good as dodging attacks as had been hoped. For its armament, it has a modular system where it can have a laser cannon or an ion cannon or a launcher of some kind as needed and in terms of crew, it only requires a driver and a gunner.

The Crusader-class Strike Tank is an excellent little speeder. With a rugged, but well-armoured hull, the Crusader is swift and agile. Able to dart about the battlefield, it is an excellent skirmisher as it can swoop in to attack its target before zooming out before the enemy can retaliate. Its agility is good enough that it can actually function as a proper combatant in a pitched battle though it truly excels in skirmishes. In terms of armament, the Crusader-class has a modular system where it can have a laser cannon or an ion cannon or a launcher of some kind as required. The Crusader-class Strike Tank only has a single individual as part of its crew to both pilot it and fire its weapon system.

The Galaar'kyramud-class Corvette ends up being something of a disappointment. While it is very good at its job of slaying starfighters, it is somewhat over-specialised at that job. While four point defence batteries of heavy laser cannons will ruin the day of any starfighter squadron, that is the only weaponry that the corvette has, leaving it unable to effectively engage other warships. Combined with only average speed and agility for a warship of its size combined with basic armour and deflector shielding, the Galaar'kyramud-class Corvette is a decent warship, but will require support if it is to engage anything other than starfighters or civilian freighters.

Infrastructure (7 Dice): +20

[] Expand into Tipoca City (Phase 6)
Tipoca City is the capital city of Kamino and where your initial cloning operations are located. You will need more room for your operations to expand and to do so, you need to clear up space in Tipoca City to be used for your purposes.
(33/600, 15 Resources per Die) (+++++ Facilities)

[] Expand into Timira City (Phase 4)
Timira City is a secondary major settlement located in the northern regions of the planet. You have expanded your operations to Timira City, but there is still plenty of space that you can make use of over there.
(5/400, 15 Resources per Die) (++++ Facilities)

[] Expand into Tidema City (Phase 5)
Tidema City is a secondary major settlement located in the southern regions of the planet. You have expanded your operations to Tidema City, but there is still plenty of space that you can make use of over there.
(291/500, 15 Resources per Die) (+++ Facilities)

[] Expand into Tibara City (Phase 5)
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.
(97/500, 15 Resources per Die) (+++ Facilities)

[] Expand into Titala City (Phase 5)
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.
(122/500, 15 Resources per Die) (+++ Facilities)

[] Construct Indoor Farms (Phase 6)
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.
(59/600, 15 Resources per Die) (---- Facilities, +++++ Logistics)

[] 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)

[] Planetary Defence Network (Phase 2)
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.
(36/200, 30 Resources per Die) (-- Facilities)

Industry (9 Dice): +30

[-] Local Blaster Production (Phase 4)
With access to both designs and local factories here on Kamino, you can expand your local production of blasters to supplement your externally outsourced production.
(80/30, 5 Resources per Die) (---- Production) (-40 Resources per turn) (++++ Blasters per turn)

[-] Local Armour Production (Phase 4)
With access to both designs and local factories here on Kamino, you can expand your local production of personal armour to supplement your externally outsourced production.
(12/40, 5 Resources per Die) (---- Production) (-80 Resources per turn) (++++ Armour per turn)

[] Local Aurek-class Starfighter Production (Phase 5b)
With access to both designs and local factories here on Kamino, you can expand your local production of Aurek-class Starfighters to supplement your externally outsourced production.
(2/40, 5 Resources per Die) (---- Production) (-20 Resources per turn) (++++ Heavy Interceptors per turn)

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

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

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

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

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

[] Local NTB-630 Naval Bomber Production (Phase 4)
With access to both designs and local factories here on Kamino, you can expand your local production of NTB-630 Naval Bombers to supplement your externally outsourced production.
(23/40, 5 Resources per Die) (---- Production) (-80 Resources per turn) (++++ Heavy Bombers per turn)

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

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

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

[] Local Kom'rk-class Fighter/Transport Production (Phase 1)
With access to both designs and local factories here on Kamino, you can begin to locally produce some Kom'rk-class Fighter/Transports to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (-- Production) (-10 Resources per turn) (++ Medium Gunships per turn)

[] Local Defender-class Light Corvette Production (Phase 1)
With access to both designs and local factories here on Kamino, you can begin to locally produce some Defender-class Light Corvettes to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (-- Production) (-15 Resources per turn) (++ Heavy Gunships per turn)

[] Local CR90 Corvette Production (Phase 1)
With access to both designs and local shipyards here on Kamino, you can begin to locally produce some CR90 Corvettes to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (- Production) (-5 Resources per turn) (+ Light Escorts per turn)

[] Local DP20 Frigate Production (Phase 1)
With access to both designs and local shipyards here on Kamino, you can begin to locally produce some DP20 Frigates to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (- Production) (-5 Resources per turn) (+ Medium Escorts per turn)

[] Local Thranta-class Corvette Production (Phase 1)
With access to both designs and local shipyards here on Kamino, you can begin to locally produce some Thranta-class Corvettes to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (- Production) (-5 Resources per turn) (+ Medium Escorts per turn)

[] Local Arquitens-class Light Cruiser Production (Phase 1)
With access to both designs and local shipyards here on Kamino, you can begin to locally produce some Arquitens-class Light Cruisers to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (- Production) (-5 Resources per turn) (+ Medium Escorts per turn)

[] Local Harbinger-class Cruiser Production (Phase 2)
With access to both designs and local shipyards here on Kamino, you can expand your local production of Harbinger-class Cruisers to supplement your externally outsourced production.
(20/30, 5 Resources per Die) (-- Production) (-10 Resources per turn) (++ Heavy Escorts per turn)

[] Local Hammerhead-class Cruiser Production (Phase 3)
With access to both designs and local factories here on Kamino, you can begin to locally produce some Hammerhead-class Cruisers to supplement your externally outsourced production.
(20/35, 5 Resources per Die) (--- Production) (-10 Resources per turn) (++ Heavy Escorts per turn)

[] Local Galaar'kyramud-class Corvette Production (Phase 1)
With access to both designs and local shipyards here on Kamino, you can begin to locally produce some Galaar'kyramud-class Corvettes to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (- Production) (-5 Resources per turn) (+ Light Escorts per turn)

[] Develop Kaminoan Shipyards (Phase 10)
While Kamino now has constructed some substantial orbital shipbuilding capability, there is still room for it to grow. Expand the local shipyards by either putting up new docks or adding to what is already there.
(392/1,000, 30 Resources per Die) (+++++++ Production)

[] Develop Kaminoan Blaster Factories (Phase 4)
You have already completed the construction of a local blaster factory and if you want to increase the local production, you will need to build another blaster factory on Kamino.
(2/400, 20 Resources per Die) (--- Facilities, ++++ Production)

[] Develop Kaminoan Armour Factories (Phase 4)
You have already completed the construction of a second local personal armour factory and if you want to increase the local production, you will need to build additional personal armour factories on Kamino.
(15/400, 20 Resources per Die) (--- Facilities, ++++ Production)

[] Develop Kaminoan Tank Factories (Phase 1)
Rather than purchasing tanks from outside entities, you could attempt to produce them all locally on Kamino. You just need to put the effort and credits into setting up some local production.
(0/100, 20 Resources per Die) (-- Facilities, ++ Production)

[] Develop Kaminoan Walker Factories (Phase 1)
Rather than purchasing walkers from outside entities, you could attempt to produce them all locally on Kamino. You just need to put the effort and credits into setting up some local production.
(0/100, 20 Resources per Die) (-- Facilities, ++ Production)

[] Develop Kaminoan Speeder Factories (Phase 1)
Rather than purchasing speeders from outside entities, you could attempt to produce them all locally on Kamino. You just need to put the effort and credits into setting up some local production.
(0/100, 20 Resources per Die) (-- Facilities, ++ Production)

[] Develop Kaminoan Starfighter Factories (Phase 6)
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 additional local production.
(31/600, 20 Resources per Die) (---- Facilities, +++++ Production)

Cloning (7 Die): +25

[] Expand Clone Production (Phase 12)
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.
(219/450, 15 Resources per Die) (------- Facilities, ------- Logistics, ------ Trainers, +1,024 Clones)

[] Cloning Operations (Phase 11)
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.
(57/100, 10 Resources per Die) (60 Resources per turn) (+1,024 Clones per turn)

Training (7 Dice): +30

[] Construct Training Facilities (Final Phase)
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.
(73/600, 15 Resources per Die) (----- Facilities, ----Logistics, +++++ Trainers)

[] Expand Commando Training (Phase 4)
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.
(27/400, 25 Resources per Die) (++ Commandos per turn, --Trainers)

[] Clone Trainers (Phase 5)
As the clone cadets begin to come of age and finish their training, it is possible to start them to work assisting your Mandalorian trainers. While it would take some time to give them the proper instruction on how to train others, it could be done and help supplement your reserves of available teachers and trainers.
(50/500, 15 Resources per Die) (+++ Trainers)


Research (7 Die): +20

[] Mental Enhancements (Phase 5)
Look into improving the mental capabilities of the clones that you will be producing. Primary focuses will be intelligence, will power, and quick thinking.
(77/750, 20 Resources per Die)

[] Endurance Enhancements (Phase 5)
Look into improving the physical capabilities of the clones that you will be producing. Primary focuses will be toughness, strength, and recovery times.
(2/750, 20 Resources per Die)

[] Force Resistance
Having investigated possible leads for giving Force resistance to the clones, Doctor Desnos believes that she has an idea. While true resistance to the Force seems to be limited to Force users, it is possible to develop natural resistance to the mental effects of the Force and Doctor Desnos wishes to try giving that to the clones.
(93/1,000, 35 Resources per Die)

[] Force Sight
Having previously looked into the possibility of replicating the Force Sight of the Miraluka species, Doctor Desnos had shelved the project as impossible. After a recent breakthrough, Doctor Desnos has reconsidered just how unviable the project may now be and she has requested permission to begin looking into the possibility again.
(0/1,000, 50 Resources per Die)

Administration (7 Dice): +38

[] Hiring Paper Pushers (Phase 4)
Paper works need doing, but that doesn't mean that you have to do it. You've already hired some papers to help you out, but look around for some more bureaucrats that have a good appreciation for discretion and secrecy.
(106/250, 5 Resources per Die, +1 E per Die) (+4 to Administration Dice)

[] Expand Armour Contracts (Phase 12)
While you have contracted various armoursmiths to purchase large quantities of Mandalorian armour for your clones to use, the current order can be increased even further. It will cost more credits, but you need those extra sets of armour and it isn't like you are spending your own money.
(39/40, 5 Resources per Die, +1 E per Die) (-51,200 Resources per turn) (+4,096 Armour per turn)

[] Expand AT-RT Contract (Phase 6)
You have contracted Rothana Heavy Engineering to produce All Terrain Recon Transports for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rothana Heavy Engineering about expanding your AT-RT contract.
(10/40, 5 Resources per Die) (-160 Resources per turn) (+128 Scout Walkers per turn)

[] Expand AT-TE Contract (Phase 7)
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.
(9/40, 5 Resources per Die) (-640 Resources per turn) (++++++++ Heavy Walkers per turn)

[] Expand Sabre Tank Contract (Phase 6)
You have contracted Rothana Heavy Engineering to produce TX-130 Sabre-class Fighter Tanks for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rothana Heavy Engineering about expanding your Sabre Tank contract.
(31/40, 5 Resources per Die) (-1,280 Resources per turn) (+256 Medium Speeders per turn)

[] Expand AT-PT Contract (Phase 1)
You have contracted Rothana Heavy Engineering to produce All Terrain Personal Transports for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rothana Heavy Engineering about expanding your AT-PT contract.
(0/40, 5 Resources per Die) (-5 Resources per turn) (++ Light Walkers per turn)

[] Expand SPHA-T Contract (Phase 3)
You have contracted Rothana Heavy Engineering to produce Self-Propelled Heavy Artillery Turbolasers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rothana Heavy Engineering about expanding your SPHA-T contract.
(31/40, 5 Resources per Die) (-80 Resources per turn) (++++ HeavyWalkers per turn)

[] Expand Falchion Tank Contract (Phase 1)
You have contracted Rothana Heavy Engineering to produce RX-200 Falchion-class Assault Tanks for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rothana Heavy Engineering about expanding your Falchion Tank contract.
(0/40, 5 Resources per Die) (-5 Resources per turn) (++ Medium Speeders per turn)

[] Expand Aurek-class Starfighter Contract (Phase 1)
You have contracted Rendili StarDrive to produce Aurek-class Starfighters for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rendili StarDrive about expanding your Aurek-class Starfighter contract.
(0/40, 5 Resources per Die, +1 E per Die) (-15 Resources per turn) (++ Heavy Interceptors per turn)

[] Expand Fang-class Starfighter Contract (Phase 8)
You have contracted MandalMotors to produce Fang-class Starfighters for your clones to use when they are old enough to fight, but you could always use some more. Talk to MandalMotors about expanding your Fang-class Starfighter contract.
(12/40, 5 Resources per Die, +1 E per Die) (-1,280 Resources per turn) (+256 Medium Interceptors per turn)

[] Expand Z-96 Headhunter Contract (Phase 1)
You have contracted Incom Corporation to produce Z-96 Headhunters for your clones to use when they are old enough to fight, but you could always use some more. Talk to Incom Corporation about expanding your Z-96 Headhunter contract.
(0/40, 5 Resources per Die, +1 E per Die) (-5 Resources per turn) (++ Medium Starfighters per turn)

[] Expand Aggressive ReConnaissance-170 Starfighter Contract (Phase 1)
You have contracted Incom Corporation to produce Aggressive ReConnaissance-170 Starfighters for your clones to use when they are old enough to fight, but you could always use some more. Talk to Incom Corporation about expanding your Aggressive ReConnaissance-170 Starfighter contract.
(0/40, 5 Resources per Die, +1 E per Die) (-10 Resources per turn) (++ Heavy Starfighters per turn)

[] Expand NTB-630 Naval Bomber Contract (Phase 1)
You have contracted Incom Corporation to produce NTB-630 Naval Bombers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Incom Corporation about expanding your NTB-630 Naval Bomber contract.
(0/40, 5 Resources per Die, +1 E per Die) (-20 Resources per turn) (++ Heavy Bombers per turn)

[] Expand PTB-625 Planetary Bomber Contract (Phase 1)
You have contracted Incom Corporation to produce PTB-625 Planetary Bombers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Incom Corporation about expanding your PTB-625 Planetary Bomber contract.
(0/40, 5 Resources per Die, +1 E per Die) (-20 Resources per turn) (++ Heavy Bombers per turn)

[] Expand LR-20B Troop Transport Contract (Phase 1)
You have contracted Incom Corporation to produce LR-20B Troop Transports for your clones to use when they are old enough to fight, but you could always use some more. Talk to Incom Corporation about expanding your LR-20B Troop Transport contract.
(0/40, 5 Resources per Die, +1 E per Die) (-5 Resources per turn) (++ Light Gunships per turn)

[] Expand LAAT/i Gunship Contract (Phase 1)
You have contracted Rothana Heavy Engineering to produce Low Altitude Assault Transport/infantry Gunships for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rothana Heavy Engineering about expanding your LAAT/i gunship contract.
(0/40, 5 Resources per Die) (-5 Resources per turn) (++ Medium Gunships per turn)

[] Expand LAAT/c Gunship Contract (Phase 1)
You have contracted Rothana Heavy Engineering to produce Low Altitude Assault Transport/carrier Gunships for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rothana Heavy Engineering about expanding your LAAT/c Gunship contract.
(0/40, 5 Resources per Die) (-5 Resources per turn) (++ Medium Gunships per turn)

[] Expand Defender-class Light Corvette Contract (Phase 1)
You have contracted Rendili StarDrive to produce Defender-class Light Corvettes for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rendili StarDrive about expanding your Defender-class Light Corvette contract.
(0/40, 5 Resources per Die, +1 E per Die) (-15 Resources per turn) (++ Heavy Gunships per turn)

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

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

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

[] Expand Aurek-class Starfighter Contract (Phase 1)
You have contracted Rendili StarDrive to produce Aurek-class Starfighters for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rendili StarDrive about expanding your Aurek-class Starfighter contract.
(0/40, 5 Resources per Die, +1 E per Die) (-15 Resources per turn) (++ Heavy Interceptors per turn)

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

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

[] Expand Warrior-class Star Destroyer Contract (Phase 7)
You have contracted Kuat Drive Yards to produce Warrior-class Star Destroyers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Kuat Drive Yards about expanding your Warrior-class Star Destroyer contract.
(37/40, 5 Resources per Die) (-3,200 Resources per turn) (+128 Medium Capitals per turn)

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

[] Expand Valour-class Cruiser Contract (Phase 1)
You have contracted Rendili StarDrive to produce Valour-class Cruisers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rendili StarDrive about expanding your Valour-class Cruiser contract.
(0/40, 5 Resources per Die, +1 E per Die) (-60 Resources per turn) (++ Medium Capitals per turn)

[] Expand Centurion-class Battlecruiser Contract (Phase 1)
You have contracted Rendili StarDrive to produce Centurion-class Battlecruisers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rendili StarDrive about expanding your Centurion-class Battlecruiser contract.
(0/40, 5 Resources per Die, +1 E per Die) (-100 Resources per turn) (++ Medium Capitals per turn)

[] Expand Republic-class Star Destroyer Contract (Phase 1)
You have contracted Rendili StarDrive to produce Republic-class Star Destroyers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rendili StarDrive about expanding your Republic-class Star Destroyer contract.
(0/40, 5 Resources per Die, +1 E per Die) (-120 Resources per turn) (++ Heavy Capitals per turn)

[] Expand Liberator-class Starfighter Contract (Phase 1)
You have contracted Corellian Engineering Corporation to produce Liberator-class Starfighters for your clones to use when they are old enough to fight, but you could always use some more. Talk to Corellian Engineering Corporation about expanding your Liberator-class Starfighter contract.
(0/40, 5 Resources per Die, +1 E per Die) (-10 Resources per turn) (++ Medium Starfighters per turn)

[] Expand CR90 Corvette Contract (Phase 1)
You have contracted Corellian Engineering Corporation to produce CR90 Corvettes for your clones to use when they are old enough to fight, but you could always use some more. Talk to Corellian Engineering Corporation about expanding your CR90 Corvette contract.
(0/40, 5 Resources per Die, +1 E per Die) (-5 Resources per turn) (++ Light Escorts per turn)

[] Expand DP20 Frigate Contract (Phase 1)
You have contracted Corellian Engineering Corporation to produce DP20 Frigates for your clones to use when they are old enough to fight, but you could always use some more. Talk to Corellian Engineering Corporation about expanding your DP20 Frigate contract.
(0/40, 5 Resources per Die, +1 E per Die) (-5 Resources per turn) (++ Medium Escorts per turn)

[] Expand Thranta-class Corvette Contract (Phase 1)
You have contracted Corellian Engineering Corporation to produce Thranta-class Corvettes for your clones to use when they are old enough to fight, but you could always use some more. Talk to Corellian Engineering Corporation about expanding your Thranta-class Corvette contract.
(0/40, 5 Resources per Die, +1 E per Die) (-5 Resources per turn) (++ Medium Escorts per turn)

[] Expand Canderous-class Assault Tank Contract (Phase 1)
You have contracted MandalMotors to produce Canderous-class Assault Tanks for your clones to use when they are old enough to fight, but you could always use some more. Talk to MandalMotors about expanding your Canderous-class Assault Tank contract.
(0/40, 5 Resources per Die) (-15 Resources per turn) (++ Heavy Speeders per turn)

[] Expand Kom'rk-class Fighter/Transport Contract (Phase 1)
You have contracted MandalMotors to produce Kom'rk-class Fighter/Transports for your clones to use when they are old enough to fight, but you could always use some more. Talk to MandalMotors about expanding your Kom'rk-class Fighter/Transport contract.
(0/40, 5 Resources per Die) (-15 Resources per turn) (++ Heavy Speeders per turn)

[] Expand CC-2100 Interdictor Cruiser Contract (Phase 1)
You have contracted Corellian Engineering Corporation to produce CC-2100 Interdictor Cruisers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Corellian Engineering Corporation about expanding your CC-2100 Interdictor Cruiser contract.
(0/40, 5 Resources per Die, +1 E per Die) (-10 Resources per turn) (++ Light Capitals per turn)

[] Expand Verdjur-class Combat Transport Contract (Phase 1)
You have contracted MandalMotors to produce Verdjur-class Combat Transports for your clones to use when they are old enough to fight, but you could always use some more. Talk to MandalMotors about expanding your Verdjur-class Combat Transport contract.
(0/40, 5 Resources per Die) (-10 Resources per turn) (++ Medium Speeders per turn)

[] Expand Crusader-class Strike Tank Contract (Phase 1)
You have contracted MandalMotors to produce Crusader-class Strike Tanks for your clones to use when they are old enough to fight, but you could always use some more. Talk to MandalMotors about expanding your Crusader-class Strike Tank contract.
(0/40, 5 Resources per Die) (-10 Resources per turn) (++ Light Speeders per turn)

[] Expand Galaar'kyramud-class Corvette Contract (Phase 1)
You have contracted MandalMotors to produce Galaar'kyramud-class Corvettes for your clones to use when they are old enough to fight, but you could always use some more. Talk to MandalMotors about expanding yourGalaar'kyramud-class Corvette contract.
(0/40, 5 Resources per Die) (-10 Resources per turn) (++ Light Escorts per turn)

[] Burying Secrets
The clone army is supposed to be a secret which means this whole affair is supposed to be secret. When too many things begin to start pointing in your direction, you need to bury them before people come poking out.
(DC 84/104/124/144/164) (-1E/-2E/-3E/-4E/-5E)

***​

A bunch of new actions this quarter. Most of them are new projects from your new purchases, but one of them is the new research project that you unlocked from your double crit last turn. Beyond that, not much to say except this is your last turn before the third and final plan starts.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to.
 
Last edited:
We're getting close to the canon start of the clone wars if Jedi are beginning to investigate the build up of weapons. And it's not like we could keep a build up this big hidden forever after all.
 
Force Sight. YES! Do it.

We're getting close to the canon start of the clone wars if Jedi are beginning to investigate the build up of weapons. And it's not like we could keep a build up this big hidden forever after all.

We're still three years off from canon start (22 BBY). Though if we let Palpatine work his magic he might be able to flip this into an early start of the Separatist Crisis.
 
Two alternatives for our Admin die because of how bad the intrigue roll was.

1. Focus on Rothana Gunships:
I propose we expand the LAATs this turn, in preparation for the next plan turns Gunship goals. With our Exposure this high, our options to spend our Admin dice is limited.

[] Expand LAAT/c Gunship Contract (Phase 1): 2d
[] Expand LAAT/c Gunship Contract (Phase 1) : 2d
[] Burying Secrets: 3d

2. Focus on Harbingers

Our Escort ratio still needs further reinforcement and the Harbinger is still one of our strongest Escort designs.

[] Expand Harbinger-class Cruiser Contract (Phase 1): 4d
[] Burying Secrets: 3d
 
[-] Cloning Operations (Phase 11)
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.
(57/100, 10 Resources per Die) (60 Resources per turn) (+1,024 Clones per turn)
Shouldn't this be open?

As for administrative dice I would say 3 dice in Burying Secrets and 2 into each of the LAAT contracts. Or 4 dice in Acclamators so our clone forces have enough transport ships to move out.
 
Well we have to put 4 dice into clones. 3 into the operations and 1 into the production. Get production close since even with a nat 100 it won't go over and then make doubly sure that productions is absolutely going to complete this turn.

Can't afford to risk ending up with more exposure then 25 so that needs to remain low for sure. Lets try not to use any at all in fact this turn?

Force sight and force resistance are both excellent investments really. But that said we are going into the next plan stage so the sith are taking a closer look at our activities this last turn. Do we want to instead send all of our research dice into mental and endurance enhancements for this turn and then turn around next turn with hopefully the extra die or two we earn for research to try and complete force sight or resistance in one turn with the next one the turn after?

We likely want 4 dice into burying secrets here.
 
Last edited:
Unfortunately, it turned out to be something of a Jetii trap. Working with the Corellian senator, a Jedi Knight and her Padawan were looking for whoever was behind the uptick in military purchases over the last few years as those military purchases had yet to see any usage. Apparently the Jedi Order is investigating whoever is buying and stockpiling all of the military equipment and while this order of an Indirector Cruiser was a valid one, it was also a trap by the Jedi Order to lure you out. One that has proven unfortunately successful to the ire of both yourself and your Sith employers.
HOLY SHIT!!

NEXT FEW TURNS: ALL POSSIBLE DICE ON LOWERING EXPOSURE!!!
 
Unfortunately, it turned out to be something of a Jetii trap. Working with the Corellian senator, a Jedi Knight and her Padawan were looking for whoever was behind the uptick in military purchases over the last few years as those military purchases had yet to see any usage. Apparently the Jedi Order is investigating whoever is buying and stockpiling all of the military equipment and while this order of an Indirector Cruiser was a valid one, it was also a trap by the Jedi Order to lure you out. One that has proven unfortunately successful to the ire of both yourself and your Sith employers.

Well I have only one reaction to this.


I am not sorry.
 
I take no responsibility for this turn of events.

But that said we are going into the next plan stage so the sith are taking a closer look at our activities this last turn.

Maybe, but this is also the time when Palpatine's politicking and behind the scenes manipulations ratchet up a notch and there's complications like Garm's snooping around. More and more of Palpatine's plots are starting up as we near the start of the war to the point he might have even less time than before to look over our shoulder.

Light Walker: Crusader-class Strike Tank (MandalMotors)

Shouldn't that be speeder and not walker?
 
Lol, if I though for a second we could get away with it, I'd want to troll the Jedi investigator by sending them a message from "Sifo-Dyas" that he is preparing an army for the Siths return, and begging them to keep it a secret at all costs. The walls have ears.

Shame, it wouldn't work, but it'd be funny. I can just imagine how put out the council would be if they "discovered" the madman went and actually built an army.
 
Maybe, but this is also the time when Palpatine's politicking and behind the scenes manipulations ratchet up a notch and there's complications like Garm's snooping around. More and more of Palpatine's plots are starting up as we near the start of the war to the point he might have even less time than before to look over our shoulder.

So I'm getting an emphatic yes from that then?
 
So who thinks we should throw non-exposure Contracts everywhere for the next few turns until our exposure is under control?

We will have new goals starting next turn, so why not have a little head start in several areas that are in demand? Maybe put one die in several areas and see what sticks. Four should be enough as the last three will be used to bury the evidence.
 
Back
Top