Grand Army of the Republic: A Star Wars Plan Quest

...Thinking about it. Order 66 wouldn't be an immediate alarm for Jango since, well, he doesn't know palps is the mastermind, nor is he chancellor yet. Though if Our dear patron goes CIS like canon, it will probably all click together right then and there.
 
Oh gee I guess if those early model clones have chips we can't modify then they are now, front line infantry! Oh gee, how sad, what a shame.
 
Ah, so we have reached that part...

Welp, we need ideas about how to deal with this to kriff the Sith.

Mental Enhancements sounds like a good placee to start.

mental enhacement,anti-force upgrades,locally produced gear or suppliers from non sith corporations,develop our own private strike force the sith dont know of commandos for fucking them over when the time comes

Oh gee I guess if those early model clones have the chips we can't modify then they are now, front line infantry! Oh gee, how sad, what a shame.

>send them to geonosis and all the worst of combat,keep commanders,commando teams,pilots etc clean
>newer and upgraded generations shouldnt be implanted the chip or should be given a faulty one

let combat attrition thin out the jedi killing clones
 
Q1 29 BBY

Q1 29 BBY


Resources (R): 4,070 (-735 per turn)
Sith Support (SS): 44
Exposure (E): 9
Free Dice: 2

Current Capabilities
Facilities: Major Surpluses (+13)
Production: Major Surpluses (+12)
Logistics: Significant Surpluses (+8)
Trainers: Overwhelming Surpluses (+19) (+1 per turn)

Grand Army of the Republic
Clones: 950,000 (+95) (+32 per turn)
Blasters: Concordian Crescent Technologies
-Quantity: +118 (+26 per turn)
-Quality: +3
Armour: Duraplast Medium Mandalorian Armour
-Quantity: +118 (+26 per turn)
-Quality: +8
Scout Walker: All Terrain Recon Transports (Rothana Heavy Engineering)
-Quantity: +48 (+16 per turn)
-Quality: +2
Heavy Walker: All Terrain Tactical Enforcers (Rothana Heavy Engineering)
-Quantity: +24 (+8 per turn)
-Quality: +4
Medium Speeder: TX-130 Sabre-class Fighter Tanks (Rothana Heavy Engineering)
-Quantity: +24 (+8 per turn)
-Quality: +4
Light Starfighter: A-7 Hunter Interceptor (Kuat Drive Yards)
-Quantity: +6 (+2 per turn)
-Quality: -1
Medium Starfighter: Z-95 Headhunter (Incom Corporation)
-Quantity: +8 (+4 per turn)
-Quality: +3
Heavy Interceptor: Aurek-class Starfighter (Rendili StarDrive)
-Quantity: +4 (+2 per turn)
-Quality: +6
Medium Interceptor: Fang-class Starfighter (MandalMotors)
-Quantity: +8 (+4 per turn)
-Quality: +4

Original Goals (Q1 31 BBY to Q4 29 BBY)
Clones: 95 Points Remaining (+5 SS)
Blasters: 102 Points Remaining (+3 SS)
Armour: 102 Points Remaining (+3 SS)
Speeders/Tanks/Walkers: 0 Points Remaining (+4 SS)
Starfighters: 24 Points Remaining (+4 SS)
Training: 0 Points Remaining (+2 SS)

Additional Goals (Q1 29 BBY to Q4 29 BBY)
Complete Implant Inhibitor Chips project. (+6 SS)

Infrastructure (5 Dice): +9

[] Expand into Tipoca City (Stage 3)
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.
(39/300, 15 Resources per Die) (++++ Facilities)

[] Expand into Timira City (Stage 2)
Timira City is a secondary major settlement located in the northern regions of the planet. You have expanded your operations to Timira City, but there is still plenty of space that you can make use of over there.
(0/200, 15 Resources per Die) (++++ Facilities)

[] Expand into Tidema City (Stage 3)
Tidema City is a secondary major settlement located in the southern regions of the planet. You have expanded your operations to Tidema City, but there is still plenty of space that you can make use of over there.
(14/300, 15 Resources per Die) (++++ Facilities)

[] Expand into Tibara City (Stage 3)
Tibara City is a secondary major settlement located in the eastern regions of the planet. You have expanded your operations to Tibara City, but there is still plenty of space that you can make use of over there.
(25/300, 15 Resources per Die) (++++ Facilities)

[] Expand into Titala City (Stage 2)
Titala City is a secondary major settlement located in the western regions of the planet. You have expanded your operations to Titala City, but there is still plenty of space that you can make use of over there.
(21/200, 15 Resources per Die) (+++ Facilities)

[] Construct Indoor Farms (Stage 4)
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.
(104/400, 15 Resources per Die) (--- Facilities, ++++ Logistics)

Industry (4 Dice): +9

[-] Local Blaster Production (Phase 3)
With access to both designs and local factories here on Kamino, you can begin to locally produce some blasters to supplement your externally outsourced production.
(2/30, 5 Resources per Die) (-- Production) (-40 Resources per turn) (++++ Blasters per turn)

[] Local Armour Production (Phase 3)
With access to both designs and local factories here on Kamino, you can begin to locally produce some personal armour to supplement your externally outsourced production.
(7/35, 5 Resources per Die) (---- Production) (-80 Resources per turn) (++++ Armour per turn)

[] Local Z-95 Headhunter Production (Phase 1)
With access to both designs and local factories here on Kamino, you can begin to locally produce some Z-95 Headhunters to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (-- Production) (-5 Resources per turn) (++ Medium Starfighters per turn)

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

[] Develop Kaminoan Shipyards (Phase 1)
Kamino currently has no way of locally producing starships, but if you are willing to put the time and resources into it, that can change. It would only be some basic shipyards in orbit around the planet, but it would be a start.
(0/100, 30 Resources per Die) (+ Production)

[] Develop Kaminoan Blaster Factories (Phase 3)
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.
(28/300, 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 2)
Rather than purchasing starfighters from outside entities, you could attempt to produce them all locally on Kamino. You just need to put the effort and credits into setting up some local production.
(71/200, 20 Resources per Die) (-- Facilities, ++ Production)

[] Fang Shielding Upgrade
While your Fang-class Starfighters are pretty impressive, they do have the downside of lacking any deflector shielding. Fortunately there is a fix to that by installing a light deflector shield generator into the starfighters as they have a bit of spare power and space that you can take advantage of.
(48/80, 5 Resources per Die) (- Production) (+ Quality to Medium Interceptors)

Cloning (5 Die): +14

[] Expand Clone Production (Phase 6)
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.
(229/300, 15 Resources per Die) (-- Facilities, --- Logistics, --- Trainers, +++++ Clones)

[] Cloning Operations (Phase 6)
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.
(23/100, 10 Resources per Die) (30 Resources per turn) (++++++ Clones per turn)

[] Implant Inhibitor Chips
Dooku and his master want you to implant the clones with these biochips. You aren't sure what they do or why the Sith want them implanted, but it being the Sith and the Sith wanting to keep it completely secret from the Jedi can only mean bad things. Unfortunately, it is too risky not to do it.
(0/500, 10 Resources per Die)

Training (5 Dice): +19

[] Construct Training Facilities (Phase 2)
You will need somewhere to train your clones to fight and use their equipment. Set up some locations on Kamino for the clones to receive training.
(15/300, 15 Resources per Die) (-- Facilities, -Logistics, ++ Trainers)

[] Construct Learning Facilities (Phase 3)
Even with the accelerated ageing, the clones will spend a few years as children so you will need to teach them some basic stuff. And even if they weren't kids, you would still need to teach them the basics.
(187/300, 15 Resources per Die) (-- Facilities ++ Trainers)

[] Construct Learning Facilities (Phase 3)
Even with the accelerated ageing, the clones will spend a few years as children so you will need to teach them some basic stuff. And even if they weren't kids, you would still need to teach them the basics.
(187/300, 15 Resources per Die) (-- Facilities ++ Trainers)

[] Officer Courses
With the clones rapidly growing up, you are going to need some training courses sooner rather than later. While the bulk of the clones can be trained by your trainers, you will need some leadership for the clone army. Set up some specialised courses for the clones to be trained as an officer corps.
(0/600, 20 Resources per Die) (--- Trainers)

[] Commando Courses
With the clones rapidly growing up, you are going to need some training courses sooner rather than later. While the bulk of the clones can be trained by your trainers, you will need some special forces for the clone army. Set up some specialised courses for the clones to be trained as special forces.
(0/500, 20 Resources per Die) (--- Trainers)

[] Security Courses
With the clones rapidly growing up, you are going to need some training courses sooner rather than later. While the bulk of the clones can be trained by your trainers, you will need some properly trained security for the clone army. Set up some specialised courses for the clones to be trained as professional security guards.
(0/400, 20 Resources per Die) (--- Trainers)

[] Recruit Mandalorian Trainers (Final Phase)
You have recruited some fellow Mandalorians to join you as trainers for the clones, but there are still plenty more out there that you can recruit. Each out to more Mandalorians to see if they would be willing to sign up with your project.
(37/400, 15 Resources per Die) (-5 Resources per Turn) (+ Trainers per Turn)

Research (5 Die): +9

[] Mental Enhancements (Phase 3)
Look into improving the mental capabilities of the clones that you will be producing. Primary focuses will be intelligence, will power, and quick thinking.
(229/500, 20 Resources per Die)

[] Endurance Enhancements (Phase 3)
Look into improving the physical capabilities of the clones that you will be producing. Primary focuses will be toughness, strength, and recovery times.
(2/500, 20 Resources per Die)

[] Reflex Enhancements (Phase 3)
Look into improving the physical reflexes of the clones that you will be producing. Primary focuses will be reaction times, reflexes, and adrenaline.
(85/500, 20 Resources per Die)

[] Low Light Vision
Doctor Desnos has suggested the possibility of giving our clones limited ability to see in the dark. It won't be perfect night vision and inferior to having some actual light, but it will allow the clones to see much better in darkness without having to rely upon equipment.
(0/350, 20 Resources per Die)

[] Slowed Ageing
While the accelerated ageing is desirable for getting the clones to a fighting age in a timely manner, it stops being desirable at that point as the clones will become too old to fight much sooner. You have figured out how to reduce their accelerated ageing to regular ageing so now look for a way to give the clones truly slowed ageing.
(4/1,000, 30 Resources per Die)

[] Investigate Force Resistance
There are a few species out there that have a higher than average resistance to the Force being used upon them. Hutts are the most common example, but Toydarians and Yinchorri are two other examples. Doctor Desnos wants to investigate the possibility of applying this trait of Force resistance to our clones.
(0/500, 35 Resources per Die)

[] Investigate Inhibitor Chips
The Sith want you to implant these biochips into the clones, but you have no idea what they do and considering it is the Sith, it isn't anything good. Fortunately, you have a renowned and talented genetic scientist genius at hand. Have Doctor Tanasi Desnos discreetly look into just what these inhibitor chips are and what they do to the clones.
(0/500, 25 Resources per Die)

Administration (3 Dice): +4

[] Do The Kriffing Paperwork
You are a man of action and hate wasting time on paperwork. Except it isn't actually a waste and is quite important. Important enough that you should probably put the time into getting it done.
(0/500, 5 Resources per Die) (+1 Free Die)

[] Hiring Paper Pushers (Phase 1)
Paper works need doing, but that doesn't mean that you or any of your current subordinates have to do it. Look around for some bureaucrats that have a good appreciation for discretion and secrecy.
(260/300) (+1d10 E, +3 to Administration Dice)

[] Requesting More Budget
While you were initially looking to be within budget if just barely, your mounting expenses are beginning to add up and it looks like you might need some more credits. Fortunately your Sith bosses have plenty of money and while they won't like you for it, you can badger them for some additional budget.
(DC 40/60/80/100/120) (-2 SS/-4 SS/-6 SS/-8 SS/-10 SS) (+500 R/+750 R/+1,000 R/+1,250 R/+1,500)

[] Import Supplies (Phase 1)
As you get more and more clones, you are going to need basic supplies for them like food, clothing and other necessities. While you could try producing these locally, it would be more efficient if more costly to purchase them from foreign suppliers.
(9/40, 5 Resources per Die,) (-5 Resources per turn) (+ Logistic per turn)

[] Expand Blaster Contracts (Phase 4)
While you have contracted Concordian Crescent Technologies to purchase large quantities of their blasters for your clones to use, the current order will not be sufficient in the long term. It will cost more credits, but you need those additional blasters and it isn't like you are spending your own money.
(22/40, 5 Resources per Die, +1 E per Die) (-120 Resources per turn) (+++++ Blasters per turn)

[] Expand Armour Contracts (Phase 4)
While you have contracted various armoursmiths to purchase large quantities of Mandalorian armour for your clones to use, the current order will not be sufficient in the long term. It will cost more credits, but you need those extra sets of armour and it isn't like you are spending your own money.
(19/40, 5 Resources per Die, +1 E per Die) (-200 Resources per turn) (+++++ Armour per turn)

[] Expand AT-RT Contract (Phase 1)
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.
(0/40, 5 Resources per Die) (-5 Resources per turn) (+++ Scout Walkers per turn)

[] Expand AT-TE Contract (Phase 1)
You have contracted Rothana Heavy Engineering to produce All Terrain Tactical Enforcers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rothana Heavy Engineering about expanding your AT-TE contract.
(0/40, 5 Resources per Die) (-10 Resources per turn) (++ Heavy Walkers per turn)

[] Expand Sabre Tank Contract (Phase 1)
You have contracted Rothana Heavy Engineering to produce TX-130 Sabre-class Fighter Tanks for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rothana Heavy Engineering about expanding your Sabre Tank contract.
(0/40, 5 Resources per Die) (-10 Resources per turn) (++ Medium Speeders per turn)

[] Expand Z-95 Headhunter Contract (Phase 1)
You have contracted Incom Corporation to produce Z-95 Headhunters for your clones to use when they are old enough to fight, but you could always use some more. Talk to Incom Corporation about expanding your Z-95 Headhunter contract.
(0/40, 5 Resources per Die) (-5 Resources per turn) (++ Medium Starfighters per turn)

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

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

[] Equipment Suppliers
There are plenty of people who make basic equipment for others to buy out there. In most areas, the Kaminoans have a lack of expertise so make up for that by hiring some of these people to work for you.
(DC 60) (-2 SS, +2 E)

[] Vehicle Suppliers
There are plenty of people who make combat vehicles for others to buy out there. Instead of making your own, you could pay them to make them for you. Sure, this is a secret project, you don't need to tell them the truth.
(DC 60) (-5 SS, +5 E)

[] Warship Suppliers
There are plenty of people who make various warships for others to buy out there. Instead of making your own, you could pay them to make them for you. Sure, this is a secret project, you don't need to tell them the truth.
(DC 60) (-5 SS, +5 E)

[] Contact Kuat Drive Yards
While the A-7 Hunter Interceptor is a piece of kriffing osik, Kuat Drive Yards is a premier warship producer and your Sith bosses have approved working with them to supply the Grand Army of the Republic. Go back to Kuat Drive Yards and see what they have to offer.
(DC 50)

[] Contact Rothana Heavy Engineering
While you are already getting plenty of equipment from Rothana Heavy Engineering, there is still more that they can provide you with and your Sith bosses have approved working with them to supply the Grand Army of the Republic. Go back to Rothana Heavy Engineering and see what they have to offer.
(DC 50)

[] 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 32/52/72/92/112) (-1E/-2E/-3E/-4E/-5E)

***​

A few new options this turn. Three of them are locally producing some starfighters while the other two are about the chips. One is to implant them as requested by the Sith under Cloning while the other is to investigate them under Research. You also have three new actions under Training for specialised training courses for the clones.

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.
 
So yeah I say we look into the chips before we actually implant them also we should probably start officer and commando classes as well.
 
[] Implant Inhibitor Chips
One in this
[] Investigate Inhibitor Chips
Two in this

Don't slack but don't don't let it get ahead.
 
we will meet our starfigthers goals withou intervention,but we need to focus on blasters and armor,and regarding that

[] Equipment Suppliers
There are plenty of people who make basic equipment for others to buy out there. In most areas, the Kaminoans have a lack of expertise so make up for that by hiring some of these people to work for you.
(DC 60) (-2 SS, +2 E)

[] Vehicle Suppliers
There are plenty of people who make combat vehicles for others to buy out there. Instead of making your own, you could pay them to make them for you. Sure, this is a secret project, you don't need to tell them the truth.
(DC 60) (-5 SS, +5 E)

[] Warship Suppliers
There are plenty of people who make various warships for others to buy out there. Instead of making your own, you could pay them to make them for you. Sure, this is a secret project, you don't need to tell them the truth.
(DC 60) (-5 SS, +5 E)

i think it would be good to get some of this in the midterm

[] Investigate Force Resistance
There are a few species out there that have a higher than average resistance to the Force being used upon them. Hutts are the most common example, but Toydarians and Yinchorri are two other examples. Doctor Desnos wants to investigate the possibility of applying this trait of Force resistance to our clones.
(0/500, 35 Resources per Die)

[] Investigate Inhibitor Chips
The Sith want you to implant these biochips into the clones, but you have no idea what they do and considering it is the Sith, it isn't anything good. Fortunately, you have a renowned and talented genetic scientist genius at hand. Have Doctor Tanasi Desnos discreetly look into just what these inhibitor chips are and what they do to the clones.
(0/500, 25 Resources per Die)

this two are pretty much obligatory for dealing with siths

[] Slowed Ageing
While the accelerated ageing is desirable for getting the clones to a fighting age in a timely manner, it stops being desirable at that point as the clones will become too old to fight much sooner. You have figured out how to reduce their accelerated ageing to regular ageing so now look for a way to give the clones truly slowed ageing.
(4/1,000, 30 Resources per Die)

gimme
 
As much as I desire the maximum level of endurance and mental enhancements I think we need to focus on production this turn otherwise we won't meet our quotas
 
[X] Plan Kriffing Sith Inhibitor Chips
-[X] Expand into Timira City (Stage 2) 1D
-[X] Expand into Titala City (Stage 2) 4D
-[X] Fang Shielding Upgrade 1D
-[X] Expand Clone Production (Phase 6) 2D
-[X] Cloning Operations (Phase 6) 2D
-[X] Implant Inhibitor Chips 1D
-[X] Officer Courses 5D
-[X] Mental Enhancements (Phase 3) 3D
-[X] Reflex Enhancements (Phase 3) 2D
-[X] Investigate Inhibitor Chips 2FD
-[X] Requesting More Budget 3D

Where gonna need more budget anyways now that we need to develop training courses. Might as well get it out of the way.
 
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[X] Plan budget and chips
-[X] Expand into Titala City (Stage 2) 2D
-[X] Construct Indoor Farms (Stage 4) 3D
-[X] Fang Shielding Upgrade 2D
-[X] Develop Kaminoan Shipyards (Phase 1) 2D
-[X] Implant Inhibitor Chips 1D
-[X] Cloning Operations (Phase 6) 2D
-[X] Expand Clone Production (Phase 6) 2D
-[X] Officer Courses 3D
-[X] Commando Courses 2D
-[X] Investigate Inhibitor Chips 4D
-[X] Mental Enhancements (Phase 3) 1D
-[X] Requesting More Budget 2D
-[X] Do The Kriffing Paperwork 1D 2FD

Here's a plan that's hopefully legal, tell what you guys think should be changed.
The only reason I threw the shipyards is because I expect it to a problem later on either getting enough or dealing with the exposure it will be giving us and I put 2D on the Fang just to make sure it finishes this turn.
 
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I thought the chips were organic, and part of the clones from the get-go.

Huh.

I wonder how we might slip messing with them past literal precogs.
 
[X] Plan budget and chips
-[X] Expand into Titala City (Stage 2) 2D
-[X] Construct Indoor Farms (Stage 4) 3D
-[X] Fang Shielding Upgrade 2D
-[X] Develop Kaminoan Shipyards (Phase 1) 2D
-[X] Implant Inhibitor Chips 1D
-[X] Cloning Operations (Phase 6) 2D
-[X] Expand Clone Production (Phase 6) 2D
-[X] Officer Courses 3D
-[X] Commando Courses 2D
-[X] Investigate Inhibitor Chips 4D
-[X] Mental Enhancements (Phase 3) 1D
-[X] Requesting More Budget 2D
-[X] Do The Kriffing Paperwork 1D 2FD

Here's a plan that's hopefully legal, tell what you guys think should be changed.
The only reason I threw the shipyards is because I expect it to a problem later on either getting enough or dealing with the exposure it will be giving us.
how much does this plan cost?

Other comments, as long as we stay under a budget of 280 we dont need to request more money this plan, we are on track to complete all plan goals anyway.
 
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