Grand Army of the Republic: A Star Wars Plan Quest

Q2 29 BBY Results

Q2 29 BBY Results


Resources (R): 2,045 (-735 per turn)
Sith Support (SS): 55
Exposure (E): 12
Free Dice: 2

Current Capabilities
Facilities: Major Surpluses (+13)
Production: Major Surpluses (+11)
Logistics: Significant Surpluses (+8)
Trainers: Overwhelming Surpluses (+16) (+1 per turn)

Grand Army of the Republic
Clones: 1,590,000 (+159) (+32 per turn)
Blasters: Concordian Crescent Technologies
-Quantity: +170 (+26 per turn)
-Quality: +3
Armour: Duraplast Medium Mandalorian Armour
-Quantity: +170 (+26 per turn)
-Quality: +8
Scout Walker: All Terrain Recon Transports (Rothana Heavy Engineering)
-Quantity: +80 (+16 per turn)
-Quality: +2
Heavy Walker: All Terrain Tactical Enforcers (Rothana Heavy Engineering)
-Quantity: +40 (+8 per turn)
-Quality: +4
Medium Speeder: TX-130 Sabre-class Fighter Tanks (Rothana Heavy Engineering)
-Quantity: +40 (+8 per turn)
-Quality: +4
Light Starfighter: A-7 Hunter Interceptor (Kuat Drive Yards)
-Quantity: +10 (+2 per turn)
-Quality: -1
Medium Starfighter: Z-95 Headhunter (Incom Corporation)
-Quantity: +16 (+4 per turn)
-Quality: +3
Heavy Interceptor: Aurek-class Starfighter (Rendili StarDrive)
-Quantity: +8 (+2 per turn)
-Quality: +6
Medium Interceptor: Fang-class Starfighter (MandalMotors)
-Quantity: +16 (+4 per turn)
-Quality: +5

Original Goals (Q1 31 BBY to Q4 29 BBY)
Clones: 31 Points Remaining (+7 SS)
Blasters: 50 Points Remaining (+4 SS)
Armour: 50 Points Remaining (+4 SS)
Speeders/Tanks/Walkers: 0 Points Remaining (+6 SS)
Starfighters: 0 Points Remaining (+6 SS)
Training: 0 Points Remaining (+3 SS)


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

[-] 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.
(215/500, 10 Resources per Die)

You continue to put resources into getting the clones implanted with the biochips as no matter how concerning they may be, it helps nobody to deny the Sith in this. As the deadline approaches, you put more resources and manpower behind it and by the halfway point in the year, little over forty percent of the clones have been implanted with the inhibitor chips.

"You are making less progress than expected, bounty hunter."
"That's what you get for springing sudden demands at the last minute about some weird tech stuff that nobody here has dealt with before. Count yourself lucky, Dooku."
"Just ensure that you get the work done in time. My master will be...displeased with you if you do not."
-Holocall between Yan Dooku and Jango Fett

[-] 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.
(647/600, 20 Resources per Die) (--- Trainers)

After a lacklustre start last quarter, you continue working on the officer training courses for the clone cadets. With the age that the clones are growing at, the courses primarily consist of flash-training them with the relevant information. Once that has happened, then the Mandalorian trainers will come into round out the training by giving them context to the information and ensuring that the clone officer cadets have a proper understanding of how to lead their fellow clones both on and off the battlefield.

"It doesn't feel right. Giving the Ade their ba'jur using a bunch of computers. I get why with the whole needing a bunch of soldiers quick like, but you can't tell me that a bunch of babies going from being a baby to walking and talking in less than a year isn't weird as osik. "
-Kal Skirata

[-] 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.
(511/500, 20 Resources per Die) (11/600)

Continuing with her work from earlier this year and last year, Doctor Tanasi Desnos finally finishes her work on improving the mental fortitude of the clones. She and the other eggheads are finally satisfied that their fine tuning is good enough that they can apply the mental adjustments to the clones without negative side effects.

That said, you're still pretty sure that it is just improved willpower no matter what Tanasi calls it.

"It isn't more willpower, Jango! It is bolstered mental fortitude!"
-Doctor Tanasi Desnos.

[-] 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.
(215/500, 20 Resources per Die)

Once the mental fortitude project is done, you have Doctor Desnos switch the attention of herself and her team to improving the reflexes of the clones. This time around, she decides to start investigating the reaction times of the clones. While better response times aren't much help if you don't have the reflexes to go with them, the clones do have those reflexes and so Doctor Desnos has deemed it to be a viable avenue of research.

Initial research is promising according to Doctor Desnos, but she will need more time and resources to get something usable out of it.

[-] 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.
(720/500, 25 Resources per Die)

With a shipload of more resources at her disposal, Doctor Desnos spends this quarter working hard on figuring out programming these inhibitor chips had been coded to enforce upon the clones. Between her genius and the sheer support that you provide her with, the Arkanian prodigy swiftly figures it out and once you are informed of the results, you are quickly impressed and disgusted by the plans of the Sith.

It seems that the Sith have programmed the inhibitor chips to help carry about their plans to wipe out the Jedi. In a clear explanation for why the Sith want the Jedi to lead this army, the chips are set to make the clones hunt down and kill any Jedi upon being remotely activated via a voice command. A nasty trick to make the otherwise loyal clones turn upon their Jedi commanders with follow up orders to help enforce the regime of Supreme Chancellor Palpatine.

Examining the programming of the chips also uncovers the true identity of Darth Sidious, something you think will be useful in the future even if you are lacking enough evidence to prove in a court. Even if the rest of the galaxy won't believe it, you know that your clones will and you are certain that the Jedi Order will also believe you.

"The kriffing Supreme Chancellor is secretly a kriffing Sith Lord!"
-Jango Fett

[-] 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.
(111/500, 5 Resources per Die) (+1 Free Die)

After a couple of years of putting it off, you finally decide to get around to getting started on the important paperwork. While you have done what has been strictly necessary, you have avoided anything more than that. Well, no more as you begin the long and arduous task for getting your paperwork done.

You just wish it would get finished sooner because at this rate, it feels like it is going to take you a couple of years to get done.

***​

Another short turn, but I've been trying something new by adding a related quote to some of the actions to try and flesh them out a bit. Beyond that, you have gotten started on the paperwork and you have finished investigating the chips and officer lessons. Expect a couple of new options next turn.

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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That overkill is definite over kill. Still a very good thing though.
 
Do we need to complete a different project to change the chips or make them inert?
Or does that happen automatically now that we know how they work?
 
I'm guessing that we can't just up and tell the Jedi that Sheev 'The Senate' Palpatine is the Sith Lord. We can probably find a way to make the orders inert without alerting the Sith though. No orders, no problem.
 
Examining the programming of the chips also uncovers the true identity of Darth Sidious, something you think will be useful in the future even if you are lacking enough evidence to prove in a court. Even if the rest of the galaxy won't believe it, you know that your clones will and you are certain that the Jedi Order will also believe you.

"The kriffing Supreme Chancellor is secretly a kriffing Sith Lord!"
-Jango Fett
Well, looks like we can have the clones go full malicious compliance by 'simply' being too good at their job! :D
 
Well, looks like we can have the clones go full malicious compliance by 'simply' being too good at their job!
There is a Star Wars fanfic story with a pansexual female Pantoran professional slicer and black hat/gray hat support character who loved the clones as her babies and who was hired by Jango and Skirata to teach info warfare and tactical slicing to the Grand Army on Kamino, figuring the chips out before the First Battle of Geonosis and putting in a very, very nasty surprise for Ole Shiv that activates only for the Galaxy-wide Order Broadcast. So Sidious tests Order 66 on the Coruscant Guard...all fine and dandy...and then pushes the big red button later on and a combo order of Order 65 and another one (protection of all Jedi Commander or General at any cost order) activates.
 
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There is a Star Wars fanfic story with a pansexual female Pantoran professional slicer and black hat/gray hat support character who loved the clones as her babies, that was hired by Jango and Skirata to teach info warfare and tactical slicing to the Grand Army on Kamino, figuring the chips out before the First Battle of Geonosis and putting in a very, very nasty surprise for Ole Shiv that activates only for the Galaxy-wide Order Broadcast. So Sidious tests Order 66 on the Coruscant Guard...all fine and dandy...and then pushes the big red button later on and a combo order of Order 65 and another one (protection of all Jedi Commander or General at any cost order) activates.

share it please
 
There is a Star Wars fanfic story with a pansexual female Pantoran professional slicer and black hat/gray hat support character who loved the clones as her babies and who was hired by Jango and Skirata to teach info warfare and tactical slicing to the Grand Army on Kamino, figuring the chips out before the First Battle of Geonosis and putting in a very, very nasty surprise for Ole Shiv that activates only for the Galaxy-wide Order Broadcast. So Sidious tests Order 66 on the Coruscant Guard...all fine and dandy...and then pushes the big red button later on and a combo order of Order 65 and another one (protection of all Jedi Commander or General at any cost order) activates.
Here: if (hear: "Execute Order sixty-six") - Chapter 1 - lunaemoth - Star Wars Prequel Trilogy [Archive of Our Own]
 
Making the chips inert would probably be too much. We might be able to pull off adding a slight... change, to the orders. Say, instead of shooting their blasters immediately, having them change to stun rounds.
 
She also likes hitting on the good-looking and very fit Jedi. Both Male and Female, and all the in-between those. All the time. To their great frustration.

First page is awesome:



if (hear: "Execute Order sixty-six")

{ chip = on;

criticalthinking = military;

obedience = maximal;

Chancellor = "My Lord";

Jedi = Traitor;

Traitor = execution;

execution = priority1;

}

EDIT?

> YES

if (hear: "Execute Order sixty-six")

{ chip = on;

criticalthinking = military;

obedience = normal;

Chancellor = Traitor;

Jedi = Asset;

Traitor = execution;

Asset = protection;

protection = priority1;

}

CONFIRM EDIT?

> YES

EDIT BIOCHIP MANUAL?

> NO

UPDATE ALL BIOCHIP?

> YES

NEW BIOCHIP UPDATE TRANSMITTING

 
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Q3 29 BBY

Q3 29 BBY


Resources (R): 2,045 (-735 per turn)
Sith Support (SS): 55
Exposure (E): 12
Free Dice: 2

Current Capabilities
Facilities: Major Surpluses (+13)
Production: Major Surpluses (+11)
Logistics: Significant Surpluses (+8)
Trainers: Overwhelming Surpluses (+16) (+1 per turn)

Grand Army of the Republic
Clones: 1,590,000 (+159) (+32 per turn)
Blasters: Concordian Crescent Technologies
-Quantity: +170 (+26 per turn)
-Quality: +3
Armour: Duraplast Medium Mandalorian Armour
-Quantity: +170 (+26 per turn)
-Quality: +8
Scout Walker: All Terrain Recon Transports (Rothana Heavy Engineering)
-Quantity: +80 (+16 per turn)
-Quality: +2
Heavy Walker: All Terrain Tactical Enforcers (Rothana Heavy Engineering)
-Quantity: +40 (+8 per turn)
-Quality: +4
Medium Speeder: TX-130 Sabre-class Fighter Tanks (Rothana Heavy Engineering)
-Quantity: +40 (+8 per turn)
-Quality: +4
Light Starfighter: A-7 Hunter Interceptor (Kuat Drive Yards)
-Quantity: +10 (+2 per turn)
-Quality: -1
Medium Starfighter: Z-95 Headhunter (Incom Corporation)
-Quantity: +16 (+4 per turn)
-Quality: +3
Heavy Interceptor: Aurek-class Starfighter (Rendili StarDrive)
-Quantity: +8 (+2 per turn)
-Quality: +6
Medium Interceptor: Fang-class Starfighter (MandalMotors)
-Quantity: +16 (+4 per turn)
-Quality: +5

Original Goals (Q1 31 BBY to Q4 29 BBY)
Clones: 31 Points Remaining (+7 SS)
Blasters: 50 Points Remaining (+4 SS)
Armour: 50 Points Remaining (+4 SS)
Speeders/Tanks/Walkers: 0 Points Remaining (+6 SS)
Starfighters: 0 Points Remaining (+6 SS)
Training: 0 Points Remaining (+3 SS)


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

Infrastructure (5 Dice): +10

[] 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): +10

[-] 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)

Cloning (5 Die): +15

[] 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.
(215/500, 10 Resources per Die)

Training (5 Dice): +20

[] 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)

[] Commander Courses
You have completed training courses for officers in general, but that is just junior leadership. For any senior clone leadership, they will need even more specialised training courses of their own to ensure that they can wage wars instead of merely winning battles.
(47/800, 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): +10

[] 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.
(11/600, 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.
(215/500, 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)

[] Disable Inhibitor Chips
With a thorough understanding of how the inhibitor chips work, you can begin the work on disabling them. Doctor Tanasi is more than willing to help and she has suggested a modification to the slowed ageing treatment that will block the inhibitor chip's ability to communicate with the clone's body. This will leave the biochip looking unchanged and functional to anyone who looks at it while effectively rendering it useless.
(220/2,000, 20 Resources per Die)

Administration (3 Dice): +8

[] 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.
(111/500) (+1 Free Die)

[] Hiring Paper Pushers (Phase 2)
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.
(16/250, 5 Resources per Die, +1 E per Die) (+5 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) (-1 SS/-2 SS/-3 SS/-4 SS/-5 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, +1 E 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, +1 E 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, +1 E 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) (-1 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) (-3 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) (-3 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 34/54/74/94/114) (-1E/-2E/-3E/-4E/-5E)

***​

One of your last two turns in this plan. You have two new projects this turn, one under Training and the other under Research. The former has been unlocked by Officer Courses to get Commander Courses to train up the more elite clone commanders. Meanwhile completing an investigation into what the inhibitor chips do has unlocked a (very long) project to disable them without anyone finding out.

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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[-] 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.
(720/500, 25 Resources per Die)

With a shipload of more resources at her disposal, Doctor Desnos spends this quarter working hard on figuring out programming these inhibitor chips had been coded to enforce upon the clones. Between her genius and the sheer support that you provide her with, the Arkanian prodigy swiftly figures it out and once you are informed of the results, you are quickly impressed and disgusted by the plans of the Sith.

It seems that the Sith have programmed the inhibitor chips to help carry about their plans to wipe out the Jedi. In a clear explanation for why the Sith want the Jedi to lead this army, the chips are set to make the clones hunt down and kill any Jedi upon being remotely activated via a voice command. A nasty trick to make the otherwise loyal clones turn upon their Jedi commanders with follow up orders to help enforce the regime of Supreme Chancellor Palpatine.

Examining the programming of the chips also uncovers the true identity of Darth Sidious, something you think will be useful in the future even if you are lacking enough evidence to prove in a court. Even if the rest of the galaxy won't believe it, you know that your clones will and you are certain that the Jedi Order will also believe you.

"The kriffing Supreme Chancellor is secretly a kriffing Sith Lord!"
-Jango Fett
And meanwhile on Coruscant, Supreme Chancellor Sheev Palpatine feels a cold shiver running down his Spine and he is not sure why...
 
Huh, so we can implant the chips and then disable them during the anti-aging treatment. So go all in on chip placement to appease the Sith and then throw shit ton of dice at the chip disabling research.
 
[] 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)

[] Disable Inhibitor Chips
With a thorough understanding of how the inhibitor chips work, you can begin the work on disabling them. Doctor Tanasi is more than willing to help and she has suggested a modification to the slowed ageing treatment that will block the inhibitor chip's ability to communicate with the clone's body. This will leave the biochip looking unchanged and functional to anyone who looks at it while effectively rendering it useless.
(220/2,000, 20 Resources per Die)
These two we should do.
 
[X]Plan My poor genemods
-[X] Implant Inhibitor Chips 5Dice 50R
-[X] Commander Courses 4D 80 R
-[X] Disable Inhibitor Chips 5D+2FD 140 R
-[X] Do The Kriffing Paperwork 3D
Total: 280R

;-;
 
[X]Plan My poor genemods
-[X] Implant Inhibitor Chips 5Dice 50R
-[X] Commander Courses 4D 80 R
-[X] Disable Inhibitor Chips 5D+2FD 140 R
-[X] Do The Kriffing Paperwork 3D
Total: 280R

;-;

we are already at phase 3 in most things
our clones are already better than OTL baseline


[X]Plan My poor genemods
-[X] Implant Inhibitor Chips 5Dice 50R
-[X] Commander Courses 4D 80 R
-[X] Disable Inhibitor Chips 5D+2FD 140 R
-[X] Do The Kriffing Paperwork 3D

but disabling those chips is priority numbah one
 
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