Grand Army of the Republic: A Star Wars Plan Quest

My objection is more that those dice might serve a greater purpose going to other, more urgent production facilities.
 
If the math says we should be able to be on track in completing our goals by end of next year (as in by that time we can spend enough dice so the expanded contracts match our needs) then I would consider contacting MandalMotors in Q4 to round out our base army equipment list (especially thee light speeder and heavy tank). I would also have to calculate if we can fit a major expansion in importing logistics in Q1-2 next year and maybe getting rid of the A-7 after we find a replacement for its slot. By major I mean 5-8 dice in the same turn so we won't have to worry about expanding local logistics. Especially as the Import Supplies action lost the Exposure cost. We were using local production for security and to limit exposure but with the exposure cost gone and a sufficient local backup in case of siege I think we should look into buying more food from outside. We have the credits for it.
Seriously? More contacting? We need to expand our existing contracts, not keep adding new ones. You are all hyping tp much over military schematics and losing sight of our goals. Putting to much focus on diversifying has already cost us 14 phases worth of contract expansion that could have put us entirely ahead of goal schedule. Instead the delay on expanding armor has put us even more behind to the point that we need it much higher, and we missed out on being essentially done with one of our expansion options. Mandal motors is Q2 of 27 BBY the earliest with these setbacks.
 
Q2 28 BBY Results

Q2 28 BBY Results


Resources (R): 9,993,750 (-2,615 per turn)
Sith Support (SS): 36
Exposure (E): 12
Free Dice: 3

Current Capabilities
Facilities: Moderate Surpluses (+5)
Production: Marginal Surpluses (+1)
Logistics: Moderate Surpluses (+4)
Trainers: Major Surpluses (+13) (+2 per turn)

Grand Army of the Republic
Clones: 4,630,000 (+463) (+128 per turn)
Blasters: Concordian Crescent Technologies
-Quantity: +506 (+146 per turn)
-Quality: +3
Armour: Duraplast Medium Mandalorian Armour
-Quantity: +322 (+50 per turn)
-Quality: +8
Scout Walker: All Terrain Recon Transports (Rothana Heavy Engineering)
-Quantity: +168 (+28 per turn)
-Quality: +2
Heavy Walker: All Terrain Tactical Enforcers (Rothana Heavy Engineering)
-Quantity: +74 (+10 per turn)
-Quality: +4
Medium Speeder: TX-130 Sabre-class Fighter Tanks (Rothana Heavy Engineering)
-Quantity: +84 (+14 per turn)
-Quality: +4
Light Starfighter: A-7 Hunter Interceptor (Kuat Drive Yards)
-Quantity: +18 (+2 per turn)
-Quality: -1
Medium Starfighter: Z-95 Headhunter (Incom Corporation)
-Quantity: +44 (+10 per turn)
-Quality: +3
Heavy Interceptor: Aurek-class Starfighter (Rendili StarDrive)
-Quantity: +20 (+6 per turn)
-Quality: +6
Medium Interceptor: Fang-class Starfighter (MandalMotors)
-Quantity: +32 (+4 per turn)
-Quality: +5
Medium Escort: Arquitens-class Light Cruiser (Kuat Drive Yards)
-Quantity: +16 (+8 per turn)
-Quality: +5
Heavy Escort: Harbinger-class Cruiser (Kuat Drive Yards)
-Quantity: +16 (+8 per turn)
-Quality: +5
Light Capital: Acclamator-class Assault Ship (Kuat Drive Yards)
-Quantity: +16 (+8 per turn)
-Quality: +3
Medium Capital: Warrior-class Star Destroyer (Kuat Drive Yards)
-Quantity: +16 (+8 per turn)
-Quality: +7
Medium Capital: Venator-class Star Destroyer (Kuat Drive Yards)
-Quantity: +16 (+8 per turn)
-Quality: +5

Original Goals (Q1 28 BBY to Q4 26 BBY)
Clones: 2,760 Points Remaining (+8 SS)
Blasters: 2,716 Points Remaining (+5 SS)
Armour: 2,900 Points Remaining (+5 SS)
Light Speeders/Tanks/Walkers: 544 Points Remaining (+5 SS)
Medium Speeders/Tanks/Walkers: 572 Points Remaining (+5 SS)
Heavy Speeders/Tanks/Walkers: 582 Points Remaining (+5 SS)
Interceptors: 384 Points Remaining (+3 SS)
Starfighters: 576 Points Remaining (+5 SS)
Bombers: 200 Points Remaining (+1 SS)
Escorts: 168 Points Remaining (+1 SS)
Capitals: 352 Points Remaining (+3 SS)
Increase Rothana Heavy Engineering contracts by 145 Resources per turn. (+1 SS)
Increase Kuat Drive Yards contracts by 0 Resources per turn. (+1 SS)
Keep Exposure below 25. (+1 SS)

[-] Expand into 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.
(163/400, 15 Resources per Die) (+++++ Facilities)

While most of the infrastructure budget goes towards expanding the local farms, you do put some towards the goal of continuing to clear out space in Tipoca City. Some progress is made in the capital, but only so much can be done with the budget given to them this quarter and a great deal more work is required.

[-] 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.
(541/400, 15 Resources per Die) (141/500) (--- Facilities, ++++ Logistics)

Knowing that you will need a lot more food production to feed all of the expected clones, you put a significant amount of resources behind expanding Kamino's burgeoning farming industry. More spare space is converted into indoor farms for mushrooms, fruits, berries, vegetables and assorted plants for the clones to consume. And a good thing too as your expansions to the cloning operations swiftly burn through any projected surpluses in food from the latest set of farms.

[-] 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.
(110/30, 5 Resources per Die) (80/35) (---- Production) (-40 Resources per turn) (++++ Blasters per turn)

With the new blaster factories finished last quarter, you swiftly get to work bringing them fully online as you need a lot more blasters to meet your quotas. You organise more industrial droids to be brought in as workers and do the paperwork to ensure that they will be fed with a steady flow of sufficient raw materials. In fact, you do enough of it that you probably got enough done to support bringing another wave or two of blaster factories online.

[-] 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.
(84/25, 5 Resources per Die) (59/30) (29/35) (-- Production) (-5 Resources per turn) (++ Heavy Interceptor per turn)

Knowing that you'll need more starfighters, you begin to put the local starfighter factories to work by having them produce some of the Aurek-class Starfighters with the designs you got from Rendili StarDrive. The work goes smoothly and not only do you get the existing factory online and churning out starfighters, but you also get the factory that finished construction this quarter producing starfighters from the day it was completed.

"Factory SF-01 is operating at full capacity. No units are suffering from malfunctions and material intake is sufficient."
-ZV-109

[-] 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.
(304/200, 20 Resources per Die) (104/300) (-- Facilities, ++ Production)

In preparation for expanding your local starfighter production, you put a great deal of budget behind getting the second starfighter factory finished. With the longnecks overseeing them, the construction droids made steady progress as they finished the second factory and even began to start work on constructing additional starfighter factories though they will need more time and credits to get those finished for use.

[-] 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.
(536/325, 15 Resources per Die) (211/350) (--- Facilities, ---- Logistics, --- Trainers, ++++++ Clones)

With the knowledge that you will need a lot more clones for the Grand Army of the Republic, you put all of your cloning budget behind expanding your cloning operations this quarter. It uses up a lot of your available room, burns through your logistical reserves and ties up more of your trainers in teaching classes, but it does get done and with this expansion to the clone production is ready for the longnecks to take over long term management of it.

[-] 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) (45/100) (35 Resources per turn) (+++++++ Clones per turn)

Having already sorted out the various paperwork and other logistics of it already, the longnecks swiftly take over long term management of the latest expansion to the clone production. You barely had to get involved and now your project is getting over a million new clones every quarter and over five million every year.

[-] 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.
(718/800, 20 Resources per Die) (---- Trainers)

The first classes for the clone commanders begin in earnest, the biggest issue isn't setting up the lessons or teaching them, but shifting to a more organised method of doing so in the long term. Right now things are very ad hoc due to time constraints and while the future clone commanders are getting taught, it is very much in an improvisational manner. You just need a bit more time and budget to finish sorting things out.

[-] 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.
(180/500, 20 Resources per Die) (--- Trainers)

While all of your clone troopers are being trained to commando levels by the standards of most militaries out there, they are meant to be frontline troopers. To this end, there is a need for small elite teams to go after high-value targets or otherwise act as the best of the best. While the most promising candidates have been reserved for officer positions, the second-most promising clone cadets are being picked out for more elite training.

Of course, you need to finish sorting out the lesson plan for that elite training first.

[-] 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.
(398/400, 20 Resources per Die) (--- Trainers)

The security courses for the clone troopers go smoothly. The lesson plan is sorted out as are the teachers you will be teaching the classes. You pick out a selection of clone cadets to fulfil the first classes and all you need to do is finish some paperwork that you put off.

"I'll finish it later."
-Jango Fett

[-] 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.
(401/400, 15 Resources per Die) (-5 Resources per Turn) (+ Trainers per Turn)

Building upon your work earlier in the year, you exchange some credits as you tap out the last few wells of Mandalorian trainers. You can still get a trickle of new trainers coming in as Mandalorian children come of age or new Mandalorians are recruited into the clans, but there are no easy sources to recruit from left.

[-] 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.
(338/500, 20 Resources per Die)

Having received a greater budget for the project this quarter, Doctor Desnos and her longneck eggheads make some significant strides in their work. From Doctor Desnos' reports, they have worked out to improve muscular strength without excessively increasing size of the muscular structure and they are now looking into ensuring that this method is safe and won't have unpleasant side effects for the clones. The project is still a good way from completion, but solid progress has been made this quarter

[-] 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.
(536/500, 20 Resources per Die) (36/600)

With a final influx of additional budget, Doctor Desnos is at last able to finish her research into the enhanced reaction times for the clones. It is nothing truly groundbreaking, but it is a nice little boost to the clone troopers and it will add up with all of the other enhancements.

[-] 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.
(1,721/2,000, 30 Resources per Die)

The project to neutralise the inhibitor chips continues with steady progress. While Doctor Desnos continues her assurances that it will be finished by the end of the year with the continued rate of investment, there isn't really anything new to report. At least not to someone with your level of genetic expertise.

[-] 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.
(38/40, 5 Resources per Die, +1 E per Die) (-400 Resources per turn) (++++++ Armour per turn)

You try to sort out some additional contracts for some much needed suits of armour, but in the end, your attempts to contact your existing suppliers go nowhere this quarter. Not because they are unwilling to supply you with more armour in exchange for your credits though. If anything, they are more than willing to get more business from you. No, the issue is that they are currently investing their previous profits in expanding their businesses and until their new production lines are sorted out, they cannot up their output.

[-] 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.
(127) (DC 50) (-3 SS, +5 E)

Incom Corporation is one of the better starfighter manufacturers in the galaxy and unlike other businesses, they produce quality starfighters not cheap ones. And given you are creating an army to be capable of waging a galaxy-wide war, you need starfighters built to win battles not to be cost effective. Having already brought some capable starfighters from Incom Corporation in the form of your Z-95 Headhunters, you decide to reach out to the company again for your other starfighter needs.

While the last four designs are still theoretical, the first design that Incom has to offer you is already finished as an upgrade to the old Z-95 Headhunter. Similar to homemade upgrades to the Z-95 Headhunter, this Z-96 Headhunter attempts to deal with the sluggish nature of its predecessor by attaining greater agility. While you just upgraded the Z-95 frame as best you could, Incom has redesigned the hull of the Z-96 Headhunter to be much sleeker and agile. In addition, the firepower has been upgraded with a heavier model of laser cannons mounted on the wingtips while the light concussion missiles have been replaced with proton torpedo launchers to let it pack a punch against hostile starships.

Z-96 Headhunter from Incom Corporation (Quality ++++)
[] [Z96] None.
[] [Z96] Designs only. (-50R)
[] [Z96] Small production. (-25 R) (-5 R per turn) (++ Medium Starfighters per turn)
[] [Z96] Medium production. (-25 R) (-10 R per turn) (+++ Medium Starfighters per turn)
[] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)

The second design is a proposed heavy fighter design for performing independent scouting and raids on enemy military targets. Whilst a bit heavy on the crew requirement as it requires a crew of three plus an astromech, the Aggressive ReConnaissance-170 Starfighter is a very capable starfighter. In addition to sporting a hyperdrive, the ARC-170 has both durable armour and some serious deflector shielding instead of favouring one or the other. While its agility is nothing special, it isn't lacking either as the ARC-170 can outmanoeuvre a Z-95 Headhunter and keep up with an A-7 Hunter Interceptor.

The ARC-170 also supports a substantial amount of firepower. It mounts a heavy laser cannon on both wings in addition to a proton torpedo launcher. Most interestingly, it has a pair of rear-mounted laser cannons, one mounted dorsally and the other ventrally. These two tail-guns allow one of the crew to open fire on any hostiles chasing after the ARC-170. The ARC-170 isn't without its flaws however as in addition to being crew intensive, it also has a high upkeep cost that will limit how much action it can see as it will rapidly use up both spare supplies and maintenance time.

Aggressive ReConnaissance-170 Starfighter from Incom Corporation (Quality ++++ ++)
[] [ARC] None.
[] [ARC] Designs only. (-50R)
[] [ARC] Small production. (-25 R) (-10 R per turn) (++ Heavy Starfighters per turn)
[] [ARC] Medium production. (-25 R) (-20 R per turn) (+++ Heavy Starfighters per turn)
[] [ARC] Large production. (-25 R) (-40 R per turn) (++++ Heavy Starfighters per turn)

The NTB-630 Naval Bomber and the PTB-625 Planetary Bomber are twin designs with identical hull and nearly identical designs, they have two different intended purposes and accordingly slightly differ in their designs. Both have sturdy hulls with heavy armour and strong deflector shielding. Their speed is reasonably good at about the middle of the range for a starfighter as the bombers are neither especially fast nor especially slow. For long ranged missions, both bomber models are equipped with a hyperdrive with room onboard for an astromech to both provide repairs and supply the hyperspace routes.

Both bombers have identical armaments with a pair of ion cannons mounted beneath the cockpit alongside a set of linked proton torpedoes. The middle of the starfighter has a dorsal gun turret equipped with a light laser cannon to fight off any hostile starfighters. Finally, both bombers have a bomb bay that can be filled with a dozen proton bombs.

The main difference between the PTB-625 and the NTB-630 is speed. The NTB-630 is meant for space combat with the intention of engaging enemy warships and stations rather than supporting ground forces or hitting fixed emplacements on the ground. To this end, it has more of its power diverted to sublight engines than the PTB-625, giving a faster combat speed in exchange for slightly reduced deflector shielding.

Both bombers have the same downsides of being manpower intensive as they require a crew of three plus an astromech. In addition, they are relatively very expensive as they cost a high amount of credits for a starfighter even if they don't approach the costs of an actual warship. They are also sluggish and their limited agility means that they are vulnerable to being intercepted by enemy starfighters.

NTB-630 Naval Bomber from Incom Corporation (Quality ++++)
[] [NTB] None.
[] [NTB] Designs only. (-50R)
[] [NTB] Small production. (-25 R) (-20 R per turn) (++ Heavy Bombers per turn)
[] [NTB] Medium production. (-25 R) (-40 R per turn) (+++ Heavy Bombers per turn)
[] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)

PTB-625 Planetary Bomber from Incom Corporation (Quality ++++)
[] [PTB] None.
[] [PTB] Designs only. (-50R)
[] [PTB] Small production. (-25 R) (-20 R per turn) (++ Heavy Bombers per turn)
[] [PTB] Medium production. (-25 R) (-40 R per turn) (+++ Heavy Bombers per turn)
[] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)

The last design that Incom Corporation has to offer is a troop transport designed for long ranged missions. Somewhere between a starfighter and a shuttle in design, the LR-20B Troop Transport was meant to be a starfighter/shuttle hybrid as a spacecraft capable of both engaging in dogfights and carrying a group of individuals. Unfortunately the addition of a passenger bay meant the LR-20B handled more like a heavy speeder than a starfighter.

While lacking in agility and sluggish to manoeuvre, the LR-20B is still a solid combat transport. It can still dogfight even if it isn't particularly good at it and it can carry between eight and ten passengers. Its hyperdrive and navicomputer allow for the troop transport to engage in interstellar operations without needing a mothership while its decent armour plating and sturdy deflector shielding give it some survivability from being attacked by hostile forces.

The armament consists of a forward-mounted pair of laser cannons for engaging enemy starfighters while it has a pair of weapon mounts inside the craft that could be deployed once the side doors were opened up. While useless for space combat, these weapon mounts could be used to effectively support ground forces once equipped with an appropriate heavy weapon such as a rotary cannon or repeating blaster.

LR-20B Troop Transport from Incom Corporation (Quality ++++)
[] [LR] None.
[] [LR] Designs only. (-50R)
[] [LR] Small production. (-25 R) (-5 R per turn) (++ Light Gunships per turn)
[] [LR] Medium production. (-25 R) (-10 R per turn) (+++ Light Gunships per turn)
[] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)

[-] 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.
(188) (DC 50)

Knowing that the Sith have somehow ensured that Rothana Heavy Engineering is a safe corporation to purchase from and pleased with their previous products, you contact Rothana to see what else they have to offer you. And it turns out that they have a few more designs for you to purchase.

The first two designs are a pair of gunships that also act as transports. Both are very similar in design with the biggest difference being the 'infantry' variant that has a passenger space for roughly thirty individuals in the back while the 'carrier' variant has room to carry a single large vehicle or a few smaller ones. Both have a pilot and a copilot and while they can technically operate in space, both gunships are very much designed for atmospheric combat.

They have a small arsenal of weapons to get them classified as gunships. A pair of laser cannons are mounted on the front while a third is positioned behind the rear and there are four composite-beam laser turrets on each gunship, a pair mounted at the first with a gunner inside while the wings each contain another one. The wings both have hardpoints that can carry up to four missiles or bombs while the top of gunship has a pair of mass-driver missile launchers for taking out heavy targets such as tanks or fortifications.

The only downside is the lack of agility and relative fragility. The gunships have slow turns and are sluggish when it comes to dodging enemy fire. Despite being well-projected against small arms and other lighter weaponry, the gunships don't stand up well to heavier anti-vehicle weaponry like turbolasers or heavier variants of concussion missiles.

Low Altitude Assault Transport/infantry from Rothana Heavy Engineering (Quality ++++ +)
[] [LAATI] None.
[] [LAATI] Designs only. (-50R)
[] [LAATI] Small production. (-25 R) (-5 R per turn) (++ Medium Gunships per turn)
[] [LAATI] Medium production. (-25 R) (-10 R per turn) (+++ Medium Gunships per turn)
[] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)

Low Altitude Assault Transport/carrier from Rothana Heavy Engineering (Quality ++++ +)
[] [LAATC] None.
[] [LAATC] Designs only. (-50R)
[] [LAATC] Small production. (-25 R) (-5 R per turn) (++ Medium Gunships per turn)
[] [LAATC] Medium production. (-25 R) (-10 R per turn) (+++ Medium Gunships per turn)
[] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)

The third design that Rothana has to offer is the All Terrain Personal Transport or AT-PT. An older design from back around the time that Galidraan took place, the AT-PT was originally built to be part of the Katana Fleet. The majority of the first production run was aboard Katana Fleet when it vanished and since then, it has only seen limited production.

These walkers are operated by a single individual and meant to carry some heavy firepower into intense infantry combat situations. Able to outrun most individuals on foot, the AT-PT is a versatile walker that can climb awkward angles and transverse difficult terrain.

Meant to engage enemy infantry, the AT-PT is armed with a twin blaster cannon and a grenade launcher to take out hostile infantry. Its light armour is more than sufficient to withstand most small arms fire, but it cannot stand up to heavier weapons and lacks survivability against enemy combat vehicles.

All Terrain Personal Transport from Rothana Heavy Engineering (Quality +++)
[] [ATPT] None.
[] [ATPT] Designs only. (-50R)
[] [ATPT] Small production. (-25 R) (-5 R per turn) (++ Light Walkers per turn)
[] [ATPT] Medium production. (-25 R) (-10 R per turn) (+++ Light Walkers per turn)
[] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)

The Self-Propelled Heavy Artillery Turbolaser or SPHA-T is a powerful artillery piece. The multi-legged gun platform isn't as slow as it looks as it is able to outpace most individuals on foot despite its mass. Built around its composite-beam heavy turbolaser cannon, the SPHA-T only has the single weapon, but they could dish out a lot of firepower with it as the cannon could take down warships to the point that a group of SPHA-T could take down a capital ship.

Additionally, the cannon could be fired so it had a dropping effect, allowing the SPHA-T to engage in indirect fire. You aren't sure how that was possible, but the technical explanation went over your head and you stopped caring after you witnessed a practical demonstration of the deed being done. The downside of the SPHA-T is the cost in both credits and manpower as the crew of a single SPHA-T numbers in the double digits.

Self-Propelled Heavy Artillery Turbolaser from Rothana Heavy Engineering (Quality ++++ ++)
[] [SPHAT] None.
[] [SPHAT] Designs only. (-50R)
[] [SPHAT] Small production. (-25 R) (-20 R per turn) (++ Heavy Walkers per turn)
[] [SPHAT] Medium production. (-25 R) (-40 R per turn) (+++ Heavy Walkers per turn)
[] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)

The last design that Rothana Heavy Engineering has to offer is a lighter variant of the SPHA-T. The RX-200 Falchion-class Assault Tank has a light version of the SPHA-T's composite-beam heavy turbolaser cannon, but it has a fifth of the cost, triple the speed and only requires a pilot and a gunner to operate it. Being moved by a repulsorlift generator rather than legs allows for the much greater speed and the Falchion-class Assault Tank has a pair of light blasters on the turret for engaging enemy infantry.

RX-200 Falchion-class Assault Tank from Rothana Heavy Engineering (Quality ++++)
[] [Falchion] None.
[] [Falchion] Designs only. (-50R)
[] [Falchion] Small production. (-25 R) (-5 R per turn) (++ Medium Speeders per turn)
[] [Falchion] Medium production. (-25 R) (-10 R per turn) (+++ Medium Speeders per turn)
[] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders 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.
(40/40, 5 Resources per Die) (-10 Resources per turn) (++ Heavy Walkers per turn)

While contacting Rothana Heavy Engineering for new contracts, you take the opportunity to look into getting the expansion of your AT-TE contract sorted out. With just a few details to be taken care of, it doesn't take long or much effort before the deal is finally completed.

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

As she has gotten enough experience with how the wider galaxy works and what needs doing for your project, you send out Yalla Rensa to handle somethings that lead back to you. Giving the witch a list of targets and a warning not to draw attention to the project, Yalla leaves Kamino. You don't hear much from over the next three months, but when the witch returns, she is quite satisfied and the number of things that could point someone to your project have been greatly reduced.

***​

I was going to comment on some stuff, but most of my thoughts got wiped when coming up with all of the options for Rothana and Incom. Anyway, you have a whole bunch of new starfighters and vehicles to potentially get and I decided that the crit on Rothana would be getting phase one of Expand AT-TE Contract complete after it just failed to finish last turn. And remember there is no plan voting on this type of vote.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to.
 
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[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Large production. (-25 R) (-40 R per turn) (++++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)



Dont have gunship goals; still order L A R G E
 
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[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Small production. (-25 R) (-10 R per turn) (++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)
 
[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Large production. (-25 R) (-10 R per turn) (++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)

Do MandalMotors and pray they can get us better bombers and heavy starfighters. We can't really afford to turn down the contracts but we can minimize the worse equipment and expand the good contracts.
 
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[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Small production. (-25 R) (-10 R per turn) (++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)
 
[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Large production. (-25 R) (-40 R per turn) (++++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)
 
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[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Large production. (-25 R) (-40 R per turn) (++++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)

Buy everything on the Sith dime

Edit- fair point on the ARC made below, dont use it to dogfight light fighters and instead use it against enemy bombers and cap ships.
 
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KH-0-P - Q2 28 BBY
Master Jango so glad I reached you! I just wanted to give you an estimate on the current lines being considered.

Assuming we take a maximum order of all units then we will still have the following shortfalls to address.
Starfighters: 280 units
Bombers: 24 units
Light S/T/W: 176 units
Medium S/T/W: 344 units
Heavy S/T/W: 394 units

Your humble servant,
KH-0-P
 
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[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Large production. (-25 R) (-40 R per turn) (++++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)
 
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[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Small production. (-25 R) (-10 R per turn) (++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)
 
[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Large production. (-25 R) (-40 R per turn) (++++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)

I'm a little biased becuase I love the machine but no, I refuse to have us producing the same number of ARC-170's as the A-7 Hunter which we want to relegate to a trainer role. Feel free to scale the others up even further afterwards but come on people we have a goal to hit, limited time, and effectively unlimited credits.
The ARC provides a long-range strike capability in a package that looks after itself, it doesn't need to be a mainline fighter but for raider groups it'll be absolutely killer.
 
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[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Large production. (-25 R) (-40 R per turn) (++++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)

The ARC provides a long-range strike capability in package that looks after itself, it doesn't need to be a mainline fighter but for raider groups it'll be absolutely killer.


I agree.
 
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[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Large production. (-25 R) (-40 R per turn) (++++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)

I would think going for the Large order of the ARC-170 would be better. It gives us +8 instead of +2 towards starfighter completion. At just 30 more resources per turn. It has a quality of (Quality ++++ +) when the Aurek (our best interceptor up to now) had (Quality +++ ++).
It also fills an important role in scouting and patrol with the ability to stay longer. It can also be effective against ships. It just isn't the best at dog fighting interceptors. We might not expand the order later as we don't need as many of them in our order of battle but I think we should have a decent amount of them.

With this we will increase our progress by:
Starfighters: +16 (or +10 if the small option for the ARC wins)
Bombers: +16
Gunships: +24 (not in the plan but will be needed to transport soldiers)
Light Speeders/Tanks/Walkers: +8
Medium Speeders/Tanks/Walkers: +8
Heavy Speeders/Tanks/Walkers: +12 (due to the AT-TE Contract)

A nice bit of progress. Now to figure out how to fix our Logistics issue while still trying to expand contracts.
[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Small production. (-25 R) (-10 R per turn) (++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)



Dont have gunship goals; still order L A R G E
Why the small order on the ARC-170? Because using bold and capital letters might cause some people to miss that if they just copy paste votes from their favorite planner?
"I'll finish it later."
-Jango Fett
"I hate the Sith. I hate the Jedi. But I absolutely loathe paperwork."
-Jango Fett's outlook on life after the contract was completed
 
[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Small production. (-25 R) (-10 R per turn) (++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)
 
[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Small production. (-25 R) (-10 R per turn) (++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)
 
[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Large production. (-25 R) (-40 R per turn) (++++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)
So who do we talk to to get us our mammoth tanks papa sith is buying after all
No one because we are behind on expansion and every turn delayed increases the total amount of expansion needed.
 
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[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Large production. (-25 R) (-40 R per turn) (++++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)
 
[X] [Z96] Large production. (-25 R) (-20 R per turn) (++++ Medium Starfighters per turn)
[X] [ARC] Small production. (-25 R) (-10 R per turn) (++ Heavy Starfighters per turn)
[X] [NTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [PTB] Large production. (-25 R) (-80 R per turn) (++++ Heavy Bombers per turn)
[X] [LR] Large production. (-25 R) (-20 R per turn) (++++ Light Gunships per turn)
[X] [LAATI] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [LAATC] Large production. (-25 R) (-20 R per turn) (++++ Medium Gunships per turn)
[X] [ATPT] Large production. (-25 R) (-20 R per turn) (++++ Light Walkers per turn)
[X] [SPHAT] Large production. (-25 R) (-80 R per turn) (++++ Heavy Walkers per turn)
[X] [Falchion] Large production. (-25 R) (-20 R per turn) (++++ Medium Speeders per turn)
 
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