Grand Army of the Republic: A Star Wars Plan Quest

Kuat also built the similarly sized Pelta-class frigate which was also used during the Republic Navy.

So, not exactly my cup of tea but it seems worth asking. Think that by pursuing the Force Resistance genetic route, we might be able to find a way to give Force Sensitivity to one? Like I said, not my thing because it sorta spits on what Plagueis did and the difficulty of his goals, but there's some presidence for it with Starkiller.

Actually in the EU the Kaminoans managed to make the force sensitive clones X1 and X2, respectively the antagonist and protagonist of Star Wars Battlefront: Elite Squadron. However it should be noted that these clones were made using the genetic material of a Jedi knight rather than Jango Fett and one of them did end up becoming a Sith Lord.

The Arquitens wasn't a bad design. and it is from Kuat. Either way the quality of the ships will depend on QM rolls. If the rolls are bad we might start looking for a different source.

Yeah, in fact I think that the Assault Frigate and Multirole Frigate are some manner of proto-Arquitens and proto-Pelta. Though in hindsight my earlier conclusion that the Assault Frigate was an armed version of the Pelta and the Multirole Frigate the Arquitens is suspect.

Reading over their intended roles and capabilities again its clear to me now that the Pelta better fits the described role of the Multirole Frigate while the Arquitens better fits that of the Assault Frigate. At the time of writing the fact that the Multirole Frigate being described as being larger than the Assault Frigate threw me badly for a loop as I was of the impression that between the Arquitens and the Pelta, the Arquitens was the larger starship.
 
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Oshha is not a star wars lore buff and he's done a solid job keeping track so far. Lets cut him some slack and say this is a protype model Jango turned down in the canon that got shelved to keep up with wartime production demand.
I mean, I am something of a Star Wars lore buff though I am have no pretences about the fact that there are large gaps in my knowledge.

In any case, the mistake here is trying to match the design projects I've offered to any specific canon warships. There is no guarantee that you will get canon warships here.
 
Q1 28 BBY Results Voting Closed
The vote is now closed.
Adhoc vote count started by Oshha on Sep 5, 2021 at 9:32 AM, finished with 71 posts and 30 votes.
Oshha threw 1 100-faced dice. Reason: Assault Frigate Total: 61
61 61
Oshha threw 1 100-faced dice. Reason: Multirole Frigate Total: 80
80 80
Oshha threw 1 100-faced dice. Reason: Assault Ship Total: 18
18 18
Oshha threw 1 100-faced dice. Reason: Combat Cruiser Total: 77
77 77
Oshha threw 1 100-faced dice. Reason: Battle Carrier Total: 35
35 35
 
The second option is a 'Multirole Frigate' that is meant to be similar to the 'Assault Frigate' concept, but a heavier and larger warship that does have some to carry troops or supplies as needed. No hangar space, but not a lot of escort-class warships have room for starfighters unless they are dedicated to doing so.

The Kuat representative assures you that the warship will live up to the proclaimed expectations, but you have your doubts about how good it will be at performing all of its roles.

The fourth design is a capital ship built for destroying other warships on the battlefield. A blatant violation of the Ruusan Reformation, this warship is a fast, well-armoured capital ship that packs multiple batteries of turbolasers alongside point-defence laser cannons and a handful of ion cannons. It also has hangars capable of supporting a few squadrons of starfighters and space for a contingent of marines for boarding actions or limited ground operations
All right this is good. We have a solid naval warfare capital ship that has hangers for our smallcraft squadrons, and the multiroll frigrate for troop transport, feild deployment, and ship escort.

This is exactly what we needed. Complementing options that we can focus on without neglecting any specific neccessity of the GAR.

'Multirole Frigate' from Kuat Drive Yard (Quality ++++ +?)

'Combat Cruiser' from Kuat Drive Yard (Quality ++++ ++?)

The first warship project that Kuat Drive Yards shows you is meant to be a state of the art escort. About mid-sized for an escort-class warship, this tentatively named 'assault frigate' is a fast agile warship with a small crew, good firepower for its size and a solid mix of armour and shields. The downside is that it is built purely for combat with little room for troops or supplies and no hangar space at all.

All in all, it sounds like an excellent escort for guarding convoys or acting as a screen for larger warships. Provided it lives up to the Kuat hype.

'Assault Frigate' from Kuat Drive Yard (Quality ++++?)

Added the quality thing so we can track the difference.

Not sure we'll need to many assault frigates this cycle, but maybe we can pick heavier escort requirements next cycle to balance out our capital ship ratio. We almost have to really, with our subpar roll on carriers.
 
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The third project isn't another escort-class, but a capital ship. It is one of the smaller capital ships around and rather than being built to fight other warships, it is meant to carry an invasion force and provide support to that invasion force. That isn't to say that it can't hold its own in a fight, but despite the assurances you are given, you aren't sure how well it will do all of those various roles.

The fifth and final design is a battle carrier with a dual role of engaging enemy warships and carrying both starfighters and ground forces. It has a massive amount of space in both its hangar and cargobays in addition to a large number of turrets. Though you wonder how many of the latter will have anti-warship weapons instead of lighter forms of firepower.

It looks decent enough though you worry about how well it will carry out all of its roles.

It's occurred to me that the bad rolls are on the ships that Jango had his doubts about due to the multi-role design of those ships. I suspect that multi-role ships live up to the doing too many things and doing nothing well problem.


Not sure we'll need to many assault frigates this cycle, but maybe we can pick heavier escort requirements next cycle to balance out our capital ship ratio. We almost have to really, with our subpar roll on carriers.

The roll on the Assault Ship is more than subpar.... so I suspect we may have to look for better heavy Troop Transport options.
 
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It's occurred to me that the bad rolls are on the ships that Jango had his doubts about due to the multi-role design of those ships. I suspect that multi-role ships live up to the doing too many things and doing nothing well problem.




The roll on the Assault Ship is more than subpar.... so I suspect we may have to look for better heavy Troop Transport options.
Assault frigates got a sixty, assault ship is a capital and I specified escorts. The multiroll frigate is solid transport option and the few carriers we have can pick up the slack provided we provide them with decent quality combat escorts( Assault frigates) and drastically increase our escort goals next cycle to compensate.
 
Assault frigates got a sixty, assault ship is a capital and I specified escorts. The multiroll frigate is solid transport option and the few carriers we have can pick up the slack provided we provide them with decent quality combat escorts( Assault frigates) and drastically increase our escort goals next cycle to compensate.

Do we need Capital (Heavy) Transport ships or is the Multiroll Frigate sufficient as a transport solution? Because if we do need a Heavy capital Ship scale Transport vessel for Planetary assault, the 18 on the Assault Ship is a problem. But if we could make do with swarms of high-quality multi-role frigates for Planetary invasions, then it does not matter.
 
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The third project isn't another escort-class, but a capital ship. It is one of the smaller capital ships around and rather than being built to fight other warships, it is meant to carry an invasion force and provide support to that invasion force. That isn't to say that it can't hold its own in a fight, but despite the assurances you are given, you aren't sure how well it will do all of those various roles.
Do we need Capital (Heavy) Transport ships or is the Multiroll Frigate sufficient as a transport solution? Because if we do need a Heavy Transport vessel, the 18 on the Assault Ship is a problem.
The Assault ship is still fit to transport troops, it just isn't really up to more nuanced roles. It'll need assault frigate escorts and Combat Cruiser cover fire, which we can manage just fine since we'll be focusing exclusively on Expanding CC contracts. The more dangerous or complicated combat deployments can be handled by our slew of multiroll frigates. Meanwhile we can exploit our cruiser surplus to secure safer landing zones for our assault ships away from areas with heavier anti ship defenses.
 
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Q2 28 BBY
[X] [AF] Large production. (-25 R) (-20 R per turn) (++++ Medium Escorts per turn)
[X] [MR] Large production. (-25 R) (-20 R per turn) (++++ Heavy Escorts per turn)
[X] [AS] Large production. (-160 R per turn) (++++ Light Capitals per turn)
[X] [CC] Large production. (-200 R per turn) (++++ Medium Capitals per turn)
[X] [BC] Large production. (-200 R per turn) (++++ Medium Capitals per turn)

Q2 28 BBY


Resources (R): 9,996,975 (-2,515 per turn)
Sith Support (SS): 39
Exposure (E): 12
Free Dice: 3

Current Capabilities
Facilities: Major Surpluses (+15)
Production: Major Surpluses (+11)
Logistics: Minor Surpluses (+4)
Trainers: Major Surpluses (+15) (+1 per turn)

Grand Army of the Republic
Clones: 3,030,000 (+303) (+64 per turn)
Blasters: Concordian Crescent Technologies
-Quantity: +360 (+138 per turn)
-Quality: +3
Armour: Duraplast Medium Mandalorian Armour
-Quantity: +272 (+50 per turn)
-Quality: +8
Scout Walker: All Terrain Recon Transports (Rothana Heavy Engineering)
-Quantity: +140 (+28 per turn)
-Quality: +2
Heavy Walker: All Terrain Tactical Enforcers (Rothana Heavy Engineering)
-Quantity: +64 (+8 per turn)
-Quality: +4
Medium Speeder: TX-130 Sabre-class Fighter Tanks (Rothana Heavy Engineering)
-Quantity: +70 (+14 per turn)
-Quality: +4
Light Starfighter: A-7 Hunter Interceptor (Kuat Drive Yards)
-Quantity: +16 (+2 per turn)
-Quality: -1
Medium Starfighter: Z-95 Headhunter (Incom Corporation)
-Quantity: +34 (+10 per turn)
-Quality: +3
Heavy Interceptor: Aurek-class Starfighter (Rendili StarDrive)
-Quantity: +14 (+2 per turn)
-Quality: +6
Medium Interceptor: Fang-class Starfighter (MandalMotors)
-Quantity: +28 (+4 per turn)
-Quality: +5
Medium Escort: Arquitens-class Light Cruiser (Kuat Drive Yards)
-Quantity: +8 (+8 per turn)
-Quality: +5
Heavy Escort: Harbinger-class Cruiser (Kuat Drive Yards)
-Quantity: +8 (+8 per turn)
-Quality: +5
Light Capital: Acclamator-class Assault Ship (Kuat Drive Yards)
-Quantity: +8 (+8 per turn)
-Quality: +3
Medium Capital: Warrior-class Star Destroyer (Kuat Drive Yards)
-Quantity: +8 (+8 per turn)
-Quality: +7
Medium Capital: Venator-class Star Destroyer (Kuat Drive Yards)
-Quantity: +8 (+8 per turn)
-Quality: +5

Original Goals (Q1 28 BBY to Q4 26 BBY)
Clones: 2,920 Points Remaining (+8 SS)
Blasters: 2,862 Points Remaining (+5 SS)
Armour: 2,950 Points Remaining (+5 SS)
Light Speeders/Tanks/Walkers: 572 Points Remaining (+5 SS)
Medium Speeders/Tanks/Walkers: 586 Points Remaining (+5 SS)
Heavy Speeders/Tanks/Walkers: 592 Points Remaining (+5 SS)
Interceptors: 394 Points Remaining (+3 SS)
Starfighters: 588 Points Remaining (+5 SS)
Bombers: 200 Points Remaining (+1 SS)
Escorts: 184 Points Remaining (+1 SS)
Capitals: 376 Points Remaining (+3 SS)
Increase Rothana Heavy Engineering contracts by 155 Resources per turn. (+1 SS)
Increase Kuat Drive Yards contracts by 0 Resources per turn. (+1 SS)
Keep Exposure below 25. (+1 SS)

The 'assault frigate' design turns out quite nicely. The three hundred twenty five metre shape of the Arquitens-class Light Cruiser is a flat triangular design with a small bridge tower and three engines at the rear. It has excellent agility and the warship itself is quite fast, able to outpace most other warships and even match some starfighters when it comes to speed. While a warship of its size can only support so much armour and shielding, the Arquitens-class has a good spread of both. It won't be standing up to a capital ship in a fair fight, but it can outclass most other warships of its weight range.

It has a solid amount of firepower as well. Two dual turbolaser cannons are built into each side of the light cruiser while it also has four quad laser cannons for point defence, two mounted dorsally while the other two are mounted ventrally. Half down both the port side and starboard side, the Arquitens-class has a pair of missile tubes for additional firepower with the missiles being smaller enough to be used against slower starfighters in addition to enemy warships.

The 'multirole frigate' is clearly based off of the same design as the 'assault frigate'. In fact, the main difference between the Arquitens-class Light Cruiser and the Harbinger-class Cruiser is that the latter is larger. In addition to being three hundred fifty metres long, the Harbinger-class is more of a triangular pyramid than the triangle of the Arquitens-class as the middle third of the warship contains space for transporting both troops and supplies.

The Acclamator-class Assault Ship is a bit of a disappointment as while it can carry an entire army or two, it is slow, undergunned and poorly armoured. It has enough weaponry to support a planetary invasion force, but it is quite undergunned for a warship of its size. Combined with a slow sublight speed and insufficiently armoured hull, the Acclamator-class is good for transporting an army to somewhere where you have already secured the local space, but it should never be sent into a battle.

The Warrior-class Star Destroyer is every bit as impressive as Kuat Drive Yards promised. While it has minimal room for any troops or cargo, it is an excellent warship-killer. With abnormal fast sublight engines, the Warrior-class can chase down most other warships and it has more than enough firepower to kill them. It has a mixture of ion cannons for taking down enemy shields and turbolasers for finishing them off with two turbolasers for every ion cannon.

In addition, the Warrior-class has a few point defence batteries to deal with enemy starfighters whilst also having hangar space for two starfighter squadrons of its own. For its size, the Warrior-class is heavily armoured across its hull and the warship has the strongest deflector shields that it can reasonably support.

The final design is also impressive in its own way though it doesn't live up to what Kuat Drive Yard assured you. The Venator-class Star Destroyer has an incredibly large amount of hangar space as it can support over four hundred starfighters in addition to two thousand troops and twenty thousand tons of supplies. Unfortunately, it is only good as a carrier as the Venator-class makes for a poor frontline combatant as it is severely undergunned for its size with a mere ten turbolaser cannons and only thirty point defence turrets in addition to four proton torpedo tubes. And while Venator-class has incredibly strong deflector shields, its armour plating is lacking.

Infrastructure (7 Dice): +16

[] Expand into Tipoca City (Stage 4)
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.
(82/400, 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 (6 Dice): +16

[] 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 4)
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.
(12/40, 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 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 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 (7 Die): +21

[] Expand Clone Production (Phase 7)
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.
(51/325, 15 Resources per Die) (--- Facilities, ---- Logistics, --- Trainers, ++++++ Clones)

[-] Cloning Operations (Phase 7)
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.
(145/100, 10 Resources per Die) (35 Resources per turn) (+++++++ Clones per turn)

Training (7 Dice): +26

[] 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.
(605/800, 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.
(205/400, 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.
(357/400, 15 Resources per Die) (-5 Resources per Turn) (+ Trainers per Turn)

Research (7 Die): +16

[] Mental Enhancements (Phase 4)
Look into improving the mental capabilities of the clones that you will be producing. Primary focuses will be intelligence, will power, and quick thinking.
(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.
(101/500, 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.
(464/500, 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.
(1,538/2,000, 30 Resources per Die)

Administration (5 Dice): +14

[] 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)

[] 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 8)
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.
(2/40, 5 Resources per Die, +1 E per Die) (-960 Resources per turn) (++++++++ Blasters per turn)

[] Expand Armour Contracts (Phase 5)
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.
(22/40, 5 Resources per Die, +1 E per Die) (-400 Resources per turn) (++++++ Armour per turn)

[] Expand AT-RT Contract (Phase 3)
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.
(9/40, 5 Resources per Die) (-20 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.
(32/40, 5 Resources per Die) (-10 Resources per turn) (++ Heavy Walkers per turn)

[] Expand Sabre Tank Contract (Phase 3)
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) (-40 Resources per turn) (++++ Medium Speeders per turn)

[] Expand Z-95 Headhunter Contract (Phase 3)
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.
(29/40, 5 Resources per Die, +1 E per Die) (-20 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)

[] 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 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 Warrior-class Star Destroyer Contract (Phase 1)
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.
(0/40, 5 Resources per Die) (-50 Resources per turn) (++ 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)

[] 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)

[] Contact Corellian Engineering Corporation
While primarily focused on their civilian lines, Corellian Engineering Corporation is one of the galaxy's big three when it comes to shipbuilding and they do have several light warship lines such as the C90 Corvette and the DP20 Frigate. Look into purchasing some of their warships for your clones to use.
(DC 50) (-3 SS, +5 E)

[] Contact Rendili StarDrive
One of the galaxy's big three when it comes to shipbuilding, Rendili StarDrive has been on the decline since the Ruusan Reformation disbanded its biggest customer, the Republic military. They still produce some of their old designs such as the Aurek-class Starfighter you are purchasing from them and they are still one of the best around for building larger warships.
(DC 50) (-3 SS, +5 E)

[] Contact MandalMotors
MandalMotors is the biggest Mandalorian business around and while they aren't currently producing warships, you know that they are fully capable of doing it. At least they should be capable of producing smaller warships and you know that they know their business as proven by the Fang-class Starfighter.
(DC 50) (-3 SS, +5 E)

[] Contact Incom Corporation
Incom Corporation is one of the better starfighter designers out there and you are already purchasing their Z-95 Headhunters. Contact Incom Corporation and see if they are willing to produce some new starfighter designs for you.
(DC 50) (-3 SS, +5 E)

[] Cancel A-7 Hunter Interceptor Contract
The A-7 Hunter Interceptor is a piece of kriffing osik and you don't want to pay for any more of them if you don't have to. Cancelling a contract will be more difficult than starting one and the Sith won't be pleased about you cancelling a contract with Kuat, but you are not continuing with this kriffing contract. Not when you have other options available to you.
(DC 100) (-1 SS)

[] 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)

***​

You have your new warships and some new options though the latter are just increasing your new warship contracts. Two of the warship designs are original designs while the other three are modified versions of the canon warships. I've put enough detail in the description to give you a rough idea of what they are capable of, but I won't be going into too much detail due to the abstraction of detail that this quest operates at.

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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So, The Acclamator is Bad. Honestly, a civilian transport, slightly upgunned, likely could do the same.

The Venator is descent, but can't work without support. A nice ship to have in a battlefleet, but should always be at least paired with a Warrior. That thing, however, is great.
 
So, The Acclamator is Bad. Honestly, a civilian transport, slightly upgunned, likely could do the same.
It isn't that bad. The Acclamator is still a warship and while it can't go head to head with another capital ship, it can take on some escorts and win if it has to. It has a lot more armour and firepower than an upgunned civilian transport and it is fully capable of providing orbital fire support to ground forces.

Looking at the Acclamator the main issues are armor and sheilding. If we get shipyard going this turn maybe we can make modifications to make it battle ready next one.
You lack the expertise and the shipyards upgrade your warships so it won't be an option for this quest.
 
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