Grand Army of the Republic: A Star Wars Plan Quest

Math Post
Expand into Tipoca City (Stage 4) = 519/400 119/500
Construct Indoor Farms (Stage 5) = 313/500
Develop Kaminoan Shipyards (Phase 1) = 112/100 12/200
Develop Kaminoan Starfighter Factories (Phase 3) = 358/300 58/300
Construct Learning Facilities (Phase 3) = 342/300 42/400
Commander Courses = 991/800
Commando Courses = 327/500
Endurance Enhancements (Phase 3) = 597/550 47/650
Low Light Vision = 48/400
Disable Inhibitor Chips = 1,932/2,000

Import Supplies (Phase 1) = 280/40 240/40 200/40 160/40 120/40 80/40 40/40
Expand Blaster Contracts (Phase 8) = 50/40
10/50
Expand Armour Contracts (Phase 5) = 319/40 279/40 239/40 199/40 159/40 119/40 79/40 39/40
Burying Secrets = 38 (DC 38/58/78/98/118)
Phase 7 of Import Supplies so most likely +++++++ (+64 Logistics). A really good roll. I think we won't need to expand it for some time. I would focus on Facilities in Infrastructure. Maybe finish Stage 5 Indoor Farms if we have enough slack.
Phase 8 in blasters done so 1 more dice needed sometime in the next couple4 quarters as we will still be short.
Phase 11 of armour contracts. +2048 armour per quarter. I think we overshoot it a little:). Now to figure out where we will put all those suits. That is what happens when the dice reverse after two quarters of disliking armours.

It might change but I would propose 3 dice in Warrior, 2 in Venator, 1 in blasters and 2 in Burying Secrets. It should secure our Capital ships while giving us enough carriers in the mix and secure blasters.
After that in Q1 I would like to see 2 Burying Secrets, 2 Sabre tanks and 4 AT-TE to work towards our vehicle goals.
In Q2 I would put 2 in contacting MandalMotors, 2 in Burying Secrets and 2 in renegotiating Z-95 to Z-96, the 2 last dice in either some light walkers, expanding supplies or matching production in Medium/Heavy if previous rolls went bad. I would like to see if MandalMotors has any good durable capital troop transports designs that could break through blockades under fire for planetary invasions. While the Acclamator would be for reinforcements on secured beachheads.
Q3 should be about expanding our Starfighter contracts. With the 2 Burying Secrets and maybe 3 into ending the A-7 contract.
After that we should just fix any goals we are missing and maybe work on our force composition while spending 2 quarters doing 3 Hiring Paper Pushers + 2 Burying Secrets.I don't think we will need to focus our free dice in admin after Q3 next year and we might focus on switching them to research or training.

Infrastructure should be all in expanding our Facilities. Industry should expand our Starfighter Factories with dice to activate our production.
As for training I would propose we finish Security courses while throwing all other dice into expanding Learning Facilities.
In Research I would propose 1 die in Disable Inhibitor Chips, 3 in Low Light Vision and 3 in Investigate Force Resistance.
 
KH-0-P - Q3 28 BBY II
Master Jango! I must say this massive influx of armour is as distressing as it is gratifying, they've filled up my charging room with the damn things can you believe that? Hitting goals yes Master Jango but at what cost?

Line itemTSFMpt
Clones2,6321,480148
Blasters2,44200
Armour000
Light S/T/W50017620
Medium S/T/W54234439
Heavy S/T/W55639444
Interceptors37428432
Starfighters53228032
Bombers168243
Escorts15281
Capital Ships32811213

Current estimated resource consumption:
9,441,622 R left after contract obligations or 1,049,069 per quarter.
You will note Master Jango that our available spend per quarter is actually increasing.

Key:
T = Remaining units to reach target
SF = Estimated shortfall at current production levels
Mpt (missing per turn) = SF divided by the number of remaining quarters to process
 
Phase 7 of Import Supplies so most likely +++++++ (+64 Logistics). A really good roll. I think we won't need to expand it for some time. I would focus on Facilities in Infrastructure. Maybe finish Stage 5 Indoor Farms if we have enough slack.
Each phase of import only gives us 1 log per turn.
I'm pretty sure it increases in magnitude each time, much like with our expand Contracts. We'll see once results is up.
I have access to Oshha on his discord presence.
BOT asked me about this on Discord and yes, each phase of Import Supplies only gives +1 Logistic per turn because otherwise it would get too big to rapidly. While that is okay with military equipment, it isn't so good with the main stats.
 
Math is off. We are Taking 28 AT-TE Heavy walkers per turn.
You are mistaken. We are getting 28 AT-RT and 10 AT-TE
Scout Walker: All Terrain Recon Transport (Rothana Heavy Engineering)
-Quantity: +168 (+28 per turn)
-Quality: +2
Heavy Walker: All Terrain Tactical Enforcer (Rothana Heavy Engineering)
-Quantity: +74 (+10 per turn)
-Quality: +4
So with the Self-Propelled Heavy Artillery Turbolaser we get +18 Heavy S/T/W.
 
I'd say 2 in warrior should be enough. I think we got blasters early enough to coast thru on what we have, or simply add one more level to blaster factories and even it out that way. The Venator isn't a priority. Our demand for capitol ships isn't such that we need to expand in two catagories so early. Q2 of 27BBY would be better Instead I'd Suggest 2 Dice on our AT-TE Heavy walkers, and a Dice towards sabres Tank medium speeders, a dice towards the Arc 170, and a 2 Dice on Burying secrets.

Also while it's frustrating that we have such an excess of armor coming in, we'll just have to deal with it. On the bright side I suggest we sign up for the highest Clone blaster Armour option available Cycle three and turn it into an asset.
 
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I'd say 2 in warrior should be enough. I think we got blasters early enough to coast thru on what we have, or simply add one more level to blaster factories and even it out that way. The Venator isn't a priority. Our demand for capitol ships isn't such that we need to expand in two catagories so early. Q2 of 27BBY would be better Instead I'd Suggest 2 Dice on our AT-TE Heavy walkers, and a Dice towards sabres Tank medium speeders, a dice towards the Arc 170, and a 2 Dice on Burying secrets.

Also while it's frustrating that we have such an excess of armor coming in, we'll just have to deal with it. On the bright side I suggest we sign up for the highest Clone blaster Armour option available Cycle three and turn it into an asset.
You might be right. And Khop predictions show we got blasters so yes we can take something else. I would say 3 dice in Warrior. I know the dice don't agree often but with an average of 65 we would get 130 at 2 dice and 195 at 3. And if we focus on a single model we need +16 given by Phase 4 which needs 160 progress.
I would also expand the Z-96 instead of the ARC-170 contracts first as we planned the ARC to be a more specialized craft instead of a general usage ones so we need more of our general starfighter first.
So my choice would be 3 Warrior, 2 AT-TE, 1 Sabre, 2 Burying Secrets in Q4.
 
You might be right. And Khop predictions show we got blasters so yes we can take something else. I would say 3 dice in Warrior. I know the dice don't agree often but with an average of 65 we would get 130 at 2 dice and 195 at 3. And if we focus on a single model we need +16 given by Phase 4 which needs 160 progress.
I would also expand the Z-96 instead of the ARC-170 contracts first as we planned the ARC to be a more specialized craft instead of a general usage ones so we need more of our general starfighter first.
So my choice would be 3 Warrior, 2 AT-TE, 1 Sabre, 2 Burying Secrets in Q4.
We only need two phases of expansion on the Warrior if we are expanding the venerator Q2 27 BBY, especially if we are hitting mandal motors the same turn hoping for a sturdier troop transport to compansate for the assault ship's shortcomings, So 2 on warrior should be fine, we don't want to overshoot to heavily like with armour. You make a fair point, so Z96 instead.
 
So big question- do we want to contact additional companies or just expand our current contracts?

As is I do want us to expand the heavy and medium ground vehicle contracts as our biggest shortfall that can be addressed with admin dice.
 
So big question- do we want to contact additional companies or just expand our current contracts?

As is I do want us to expand the heavy and medium ground vehicle contracts as our biggest shortfall that can be addressed with admin dice.
I'd say not yet. We have perfectly suitable class of warships for the most part to expand upon, and we should be fine with the starfighters and intercepters we have available. We'll probably reach out to mandal motor in Q2 to Q4 of 27 BBY, as it's been hinted we can probably get them to provide us with another solid escort class and finish our goal that way. Hopefully they'll also have a capitol ship class troop transport with the armor and sheilds to go where the Assault ship can't.
 
I'd say not yet. We have perfectly suitable class of warships for the most part to expand upon, and we should be fine with the starfighters and intercepters we have available. We'll probably reach out to mandal motor in Q2 to Q4 of 27 BBY, as it's been hinted we can probably get them to provide us with another solid escort class and finish our goal that way. Hopefully they'll also have a capitol ship class troop transport with the armor and sheilds to go where the Assault ship can't.
I would consider taking MandalMotors earlier if we will be short less than 8 production in Heavy S/T/W as they might also have the Canderous. They might also give us 8 points of starfighter production if they have the Scyk giving us a light starfighter to replace the A-7 in that role. Not to mention we might want some of their speeder bikes which will progress our Light S/T/W.
 
l have not been keeping up with chat but has anyone said what stage the Enhancements got in the canon timeline. im more wondering are we at the stage where a certain clone trooper can punch a b1 without breaking there wrist



a bit random but thats just me
 
l have not been keeping up with chat but has anyone said what stage the Enhancements got in the canon timeline. im more wondering are we at the stage where a certain clone trooper can punch a b1 without breaking there wrist



a bit random but thats just me

I know we got some pretty good reflex enhancements right now, so I think while they may not be able to punch a droid they'll certainly be able to WWE the hell out of them
 
l have not been keeping up with chat but has anyone said what stage the Enhancements got in the canon timeline. im more wondering are we at the stage where a certain clone trooper can punch a b1 without breaking there wrist



a bit random but thats just me

You missed the Canon GAR information post. The canon was Phase 1-2 in each type.
I know we got some pretty good reflex enhancements right now, so I think while they may not be able to punch a droid they'll certainly be able to WWE the hell out of them
Why even punch the droid. If our clones blaster jams (less probable due to having better quality blasters than in canon) then our clone might just decide to bend and fire his rocket to clear the enemy out. Or use the flamethrower. Or any other weapon built into our clones duraplast medium mandalorian armour.
 
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That is the clone army I like to imagine, not the bleach boys that decide to slug a droid and break their wrists.

I like to imagine heavily armed, highly trained, disciplined army but I still really like the clone wars series despite the clones sometimes doing rather strange actions/following strange orders. It was cinematic, as other said didn't always make sense but it was a good show.

Here I can read about clones that should be feared because they are going to be though soldiers with nice gear instead of "simple" cloned with "simple" blasters. So thank you, I rather enjoy following this quest.
 
Q3 28 BBY Results

Q3 28 BBY Results


Resources (R): 9,937,4320 (-55,090 per turn)
Sith Support (SS): 43
Exposure (E): 14
Free Dice: 3

Current Capabilities
Facilities: Major Surpluses (+15)
Production: Significant Surpluses (+10)
Logistics: Significant Surpluses (+11) (+7 per turn)
Trainers: Significant Surpluses (+9) (+2 per turn)

Grand Army of the Republic
Clones: 5,910,000 (+591) (+128 per turn)
Blasters: Concordian Crescent Technologies
-Quantity: +780 (+274 per turn)
-Quality: +3
Armour: Duraplast Medium Mandalorian Armour
-Quantity: +4,386 (+4,064 per turn)
-Quality: +8
Scout Walker: All Terrain Recon Transport (Rothana Heavy Engineering)
-Quantity: +196 (+28 per turn)
-Quality: +2
Heavy Walker: All Terrain Tactical Enforcer (Rothana Heavy Engineering)
-Quantity: +84 (+10 per turn)
-Quality: +4
Medium Speeder: TX-130 Sabre-class Fighter Tank (Rothana Heavy Engineering)
-Quantity: +98 (+14 per turn)
-Quality: +4
Light Starfighter: A-7 Hunter Interceptor (Kuat Drive Yards)
-Quantity: +20 (+2 per turn)
-Quality: -1
Medium Starfighter: Z-95 Headhunter (Incom Corporation)
-Quantity: +54 (+10 per turn)
-Quality: +3
Heavy Interceptor: Aurek-class Starfighter (Rendili StarDrive)
-Quantity: +26 (+6 per turn)
-Quality: +6
Medium Interceptor: Fang-class Starfighter (MandalMotors)
-Quantity: +36 (+4 per turn)
-Quality: +5
Medium Escort: Arquitens-class Light Cruiser (Kuat Drive Yards)
-Quantity: +24 (+8 per turn)
-Quality: +5
Heavy Escort: Harbinger-class Cruiser (Kuat Drive Yards)
-Quantity: +24 (+8 per turn)
-Quality: +5
Light Capital: Acclamator-class Assault Ship (Kuat Drive Yards)
-Quantity: +24 (+8 per turn)
-Quality: +3
Medium Capital: Warrior-class Star Destroyer (Kuat Drive Yards)
-Quantity: +24 (+8 per turn)
-Quality: +7
Medium Capital: Venator-class Star Destroyer (Kuat Drive Yards)
-Quantity: +24 (+8 per turn)
-Quality: +5
Medium Starfighter: Z-96 Headhunter (Incom Corporation)
-Quantity: +8 (+8 per turn)
-Quality: +4
Heavy Starfighter: Aggressive ReConnaissance-170 Starfighter (Incom Corporation)
-Quantity: +16 (+8 per turn)
-Quality: +6
Heavy Bomber: NTB-630 Naval Bomber (Incom Corporation)
-Quantity: +16 (+8 per turn)
-Quality: +4
Heavy Bomber: PTB-625 Planetary Bomber (Incom Corporation)
-Quantity: +16 (+8 per turn)
-Quality: +4
Light Gunship: LR-20B Troop Transport (Incom Corporation)
-Quantity: +16(+8 per turn)
-Quality: +4
Medium Gunship: Low Altitude Assault Transport/infantry Gunship (Rothana Heavy Engineering)
-Quantity: +16 (+8 per turn)
-Quality: +5
Medium Gunship: Low Altitude Assault Transport/carrier Gunship (Rothana Heavy Engineering)
-Quantity: +16 (+8 per turn)
-Quality: +5
Light Walker: All Terrain Personal Transport (Rothana Heavy Engineering)
-Quantity: +16 (+8 per turn)
-Quality: +3
Heavy Walker: Self-Propelled Heavy Artillery Turbolaser (Rothana Heavy Engineering)
-Quantity: +16 (+8 per turn)
-Quality: +6
Medium Speeder: RX-200 Falchion-class Assault Tank (Rothana Heavy Engineering)
-Quantity: +16 (+8 per turn)
-Quality: +4

Original Goals (Q1 28 BBY to Q4 26 BBY)
Clones: 2,632 Points Remaining (+8 SS)
Blasters: 2,442 Points Remaining (+5 SS)
Armour: 0 Points Remaining (+5 SS)
Light Speeders/Tanks/Walkers: 500 Points Remaining (+5 SS)
Medium Speeders/Tanks/Walkers: 542 Points Remaining (+5 SS)
Heavy Speeders/Tanks/Walkers: 556 Points Remaining (+5 SS)
Interceptors: 374 Points Remaining (+3 SS)
Starfighters: 532 Points Remaining (+5 SS)
Bombers: 168 Points Remaining (+1 SS)
Escorts: 152 Points Remaining (+1 SS)
Capitals: 328 Points Remaining (+3 SS)
Increase Rothana Heavy Engineering contracts by 0 Resources per turn. (+1 SS)
Increase Kuat Drive Yards contracts by 0 Resources per turn. (+1 SS)

Keep Exposure below 25. (+1 SS)

[-] 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.
(519/400, 15 Resources per Die) (119/500) (+++++ Facilities)

As you need more space for further expansion of the project, you continue your work of expanding into Tipoca City. The capital of Kamino has plenty of spare space and it is simply a matter of time and paying the longnecks to clean up more room for you. You supply the necessary credits and by the end of the quarter, the longnecks have done their part of clearing up more space for you to use.

[-] Construct Indoor Farms (Stage 5)
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.
(313/500, 15 Resources per Die) (---- Facilities, +++++ Logistics)

Knowing that you'll need a lot more food to feed all of the expected clones, you continue work on another set of expansions for the local farms. While the upcoming talks with the Abrion sector should get you enough regular supply runs to ensure you have sufficient amounts of foodstuff for the foreseeable future, there is always the chance that the deal might not be what you want and a backup plan should be useful. Especially since the backup plan is about making sure everyone gets fed and nobody starves. The work done on the farms this quarter leaves them far from finished, but the latest expansion has made some significant progress.

[-] 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.
(112/100, 30 Resources per Die) (12/200) (+ Production)

While Kamino won't have shipyards capable of constructing capital ships anytime soon, it is possible to get some basic shipyards that can build and maintain smaller warships such as the Arquitens-class Light Cruiser or Harbinger-class Cruiser. While the project doesn't receive an overly large initial budget, it is enough to see Kamino's first shipyard constructed and the watery world's first piece of orbital infrastructure.

[-] Develop Kaminoan Starfighter Factories (Phase 3)
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.
(358/300, 20 Resources per Die) (58/400) (--- Facilities, ++++ Production)

As you will need to rely upon external suppliers to fulfil your blaster and armour needs, you put most of the industry budget on expanding the starfighter factories this quarter. You already have a couple of them online and churning out starfighters and you set the construction droids to work on building a few more. The project goes quite smoothly with steady progress that sees a few new starfighter factories fully constructed and ready to be used.

[-] 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.
(342/300, 15 Resources per Die) (42/400) (-- Facilities ++ Trainers)

In preparation for having to train all of the expected clones, you order renewed work on building more classrooms and similar educational sites. Between converting the unused rooms, stocking up on school supplies and importing the educational droids, the project goes along without any issues and as the quarter comes to a close, the latest set of learning facilities is ready for use.

[-] 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.
(991/800, 20 Resources per Die) (---- Trainers)

After a full year of working on the commander courses, you finally get them finished. With the bulk of the work done, it was a simple match of formalising the lesson and transforming them from ad-hoc improvisation to a properly organised system of teaching. While the Jedi are going to be the highest leadership for this Grand Army of the Republic, the clones will now have their own leadership to either assist their Jedi Generals or lead their vode should a Jedi be unavailable for whatever reason.

[-] 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.
(327/500, 20 Resources per Die) (--- Trainers)

You continue the work on the commando courses as you figure out what skills and techniques will need to be taught to the clone commandos. Once that is done, it will be a simple matter of setting up the lesson plan and training course in a standardised manner to allow for consistent skill sets and education across the board for the clone commando units.

[-] 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.
(597/550, 20 Resources per Die) (47/650)

Continuing her work on the improved muscular structure for the clones, Doctor Desnos finishes the project this quarter. While it doesn't give them any superhuman strength, the new genetic modification does boost the overall strength of the clones, allowing them to lift more, carry more, jump higher and hit harder in unarmed combat. Nothing too major in the grand scheme of things, but it has the potential to be a decisive edge in the right situations.

"Damn it, Wolffe! You cannot punch through durasteel!"
-Kal Skirata

[-] 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.
(48/400, 20 Resources per Die)

With her previous project complete, Doctor Desnos begins some preliminary research into enhancing the eyesight of the clones to give them limited ability to see in the dark via low light vision. While she doesn't make much progress, Doctor Desnos does cross off a few ideas as nonstarters and has identified a few paths forward.

[-] 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.
(1,932/2,000, 30 Resources per Die)

Doctor Desnos informs you that she has entered the final stage of the project. The genetic modification to render the inhibitor chips useless is finished and now Doctor Desnos is making sure that the retrovirus will be safe to apply to the clones. She just needs a little more time and a bit more budget before you can start rolling this out to the clones.

"Just give me some more funding to work with and I can promise you, Jango, that I can get this project finished by the end of the year."
-Doctor Tanasi Desnos

[-] 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.
(280/40, 5 Resources per Die) (240/40) (200/40) (160/40) (120/40) (80/40) (40/40) (-5 Resources per turn) (+ Logistic per turn)

After two years have passed since you last reached out to the agriworlds of the Abrion sector, you decide to give it another shot. At the current rate of expansion, you are going to need their food exports to feed all of the clones. With this in mind, you discreetly reach out to the representatives from the nearby Abrion sector.

To your surprise, the talks aren't just successful, but the very opposite of last time. While you struggled to land a deal last time, this time the Abrion sector is more than willing to oblige you and take your credits in exchange for their food. And by the Force do they take your credits as you end up negotiating a massive contract for regular shipments of food. In fact, you will be getting more than enough food that you won't need to worry about your food situation anytime soon.

[-] 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.
(50/40, 5 Resources per Die, +1 E per Die) (10/40) (-960 Resources per turn) (++++++++ Blasters per turn)

Knowing that you still need a bigger contract if you are to meet your quota on blasters, you reach out to Concordian Crescent Technologies. The Mandalorian businessmen are more than happy to oblige one of their biggest customers on spending more credits on their products, allowing you to greatly expand your blaster production.

[-] 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.
(319/40, 5 Resources per Die, +1 E per Die) (279/40) (239/40) (199/40) (159/40) (119/40) (79/40) (39/40) (-400 Resources per turn) (++++++ Armour per turn)

You had spent the rest of the year attempting to expand your armour contracts and now your work can come back to bite you in the butt. Each time you had reached out to different suppliers only to find they weren't able to supply you with what you needed. You did this again except this time the businesses you reached out to were able to meet your needs. And then the other suppliers you had previously contracted were coming back to you to inform you that they could now meet your requirements. Of course you decided to take them up on their offers because you needed more armour production and what was the harm in saying yes?

You didn't realise how much credits you were spending until the quarterly expense report came in and just how many suits of armour would be arriving until the first few million showed up at Kamino.

"We're receiving how many suits?! And we are spending what amount of credits on them?!"
-Jango Fett

[-] 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.
(38) (DC 38/58/78/98/118) (-1E/-2E/-3E/-4E/-5E)

Still reeling from all of the suits of armour that you are now receiving, you are only able to play a bit of damage control on it all. You do your best to hide who is ordering all of this Mandalorian armour, but there is only so much that can be done. Hopefully any irregularities will fade with time.

***​

You rolled really well on your armour contracts and got it from Phase 4 all the way to Phase 11. I hadn't expected you to complete that many, but you rolled high on the dice so here we are. Anyway, you will only get options to cut back on production if you start to run low on credits.

Beyond that, you got a bunch of successful actions and nothing to vote on in this update.

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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well guys we did it, armor issues are no more.

"Ey CT-7573. Is that bird shit on your chest piece?"

"Kriff you're right. Better request a new one."
 
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l have not been keeping up with chat but has anyone said what stage the Enhancements got in the canon timeline. im more wondering are we at the stage where a certain clone trooper can punch a b1 without breaking there wrist



a bit random but thats just me

I know we got some pretty good reflex enhancements right now, so I think while they may not be able to punch a droid they'll certainly be able to WWE the hell out of them
Star Wars Wookipedia has an answer for your plights:

starwars.fandom.com

Vibroknuckler

The vibroknuckler was a model of vibro weapon manufactured by Czerka Arms. It consisted of a four centimeter-long blade fixed to a piece of metal that a hand could slide through. The vibroknuckler's user was able activate it by clenching their fist. While the blade did not increase its user's...
They are both in Disney canon and Legends.

This won't just smash droids. This will blast them to bits on contact. Especially the B1's.
 
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well guys we did it, armor issues are no more.

"Ey CT-7573. Is that bird shit on your chest piece?"

"Kriff you right, better request a new one."
I have a feeling that, unless we somehow manage something similiar with the clones (maybe next group of goals), the GAR will have a tendency to equip every single ally With top of the line armor. Don't forget, what we are buying here isn't just any armor, it's essentially the best armor that isn't massively Personalized…
 
Overall- situation is better, the big logistics gain means we can focus on facilities instead of splitting facilities and logistics while still doing clone expansions. Hopefully we finish disable chips next turn. Otherwise contract expansions to meet targets.
 
Anyway, according to KHOPs most recent progresspost, Medium, Heavy, Interceptors and Starfighters are the nextmost critical plan goals, do I'd argue we focus on them next.
 
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