Grand Army of the Republic: A Star Wars Plan Quest

One thing bothers me...

Are the clones sterile? If not, we just made them so. :p

Plus, we should consider this, given the fact, that we also have women clones.

Any personal clone relationships should be forbidden, since having mutant babies is not what we need.
just give them the talk and access to contraceptives. We have millions of clones, a few cases of interclone relationships will probably happen even by pure statistics.
 
just give them the talk and access to contraceptives. We have millions of clones, a few cases of interclone relationships will probably happen even by pure statistics.
Sure, but that still leaves the emotional part.

There is a reason, why people with feelings towards each other usually don't serve together.

Mission? Nah, gotta save me luv, luv!
 
eh, I disagree. The units will still interact at some point and with X*10 million of them the few cases will still happen. Separating because they can theoretically start fooling around feels wrong.
 
Thanks to the Nat1, or fully from the start?
From the start. The clones are fertile by default and it would take action on your part to make them infertile.

just give them the talk and access to contraceptives. We have millions of clones, a few cases of interclone relationships will probably happen even by pure statistics.
There is a reason, why people with feelings towards each other usually don't serve together.

Mission? Nah, gotta save me luv, luv!

The clones are going to see each other as brothers and sisters not potential romantic partners. There will be love, but it will be familial love not romantic love.

Another good argument for sex-segregated units. Otherwise identical people accidentally breeding is going to be a headache for everyone, the clones most of all.
I concur, segregation is the best option.
This is going to be one of those parts where Mandalorian culture rears its head as the Mandalorians don't care for segregation in any form except separating those who can fight good from those who can't.
 
The clones are going to see each other as brothers and sisters not potential romantic partners. There will be love, but it will be familial love not romantic love.
Which is why I am talking about about a handful of individual cases which could simply happen due to millions of them interacting with each other, but far from any scale we would need to or could worry about.
 
This is going to be one of those parts where Mandalorian culture rears its head as the Mandalorians don't care for segregation in any form except separating those who can fight good from those who can't.

So the idea of having the genders separated by branch of service like in Robert Heinlein's novel 'Starship Troopers', where the Mobile Infantry was exclusively male while the Fleet crews were exclusively female, wouldn't be an option for this army?
 
So I remembered that insanely fast and versatile facial and body shape modifications are possible during the Late Old Republic era. See Rako Hardeen/Obi-Wan Kenobi. So I thought how to get it onto the plan options and permit Clones access to that. It could insanely help with PR when the 'clones' are individualistic in appearance for those who are not Force Sensitives. Also, would help the clones develop mentally and socially better. It would also be a silent snub at Darth "Let's Deindividualize and Dehumanize my Stormtroopers" Sidious.

So the idea of having the genders separated by branch of service like in Robert Heinlein's novel 'Starship Troopers', where the Mobile Infantry was exclusively male while the Fleet crews were exclusively female, wouldn't be an option for this army?
Fuck that idea.
 
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So the idea of having the genders separated by branch of service like in Robert Heinlein's novel 'Starship Troopers', where the Mobile Infantry was exclusively male while the Fleet crews were exclusively female, wouldn't be an option for this army?
Correct. The Mandalorians, or at least the ones that Jango and his followers are a part of, are too egalitarian for that.
 
For plan making I was thinking about Exposure. At most if we manage to Bury Secrets each turn at -5E then we can reduce 40 Exposure. We will be at 17 Exposure next quarter. If we will try to get exposure as low as possible then we will need to take Burying Secrets each turn with 2 dice each turn at least.
That is because I think we want to Contact MandalMotors which will cost 5 Exposure. We might also want to contact the other two companies to see what they offer after we complete our goals which will cost 10 Exposure (5 for each company). I also think we will want to hire Paper Pushers after completing our goals so we will have an easier time expanding to match our goals with contracts during the next plan. And that is 1 Exposure per die.

So to sum up:
Current Exposure: 17
MandalMotors: +5
CEC: +5
Rendili: +5
Interceptors: +1 per die (since I think the Z-96 production will now match our goal and we can buy the contracts needed for othewr goals from Kuat/Rothana which doesn't cost Exposure so it leaves only Interceptors)
Paper Pushers: +1 per die
Max Exposure Reduction: 8*(-5) = -40

So if we want to reduce our Exposure we will need 16 admin die for Burying Secrets leaving 24 for other purchases.
Contacting companies: 6D (2 die per company)
Terminating A-7 Contract: 3D
Warships: 2-3D

So not counting free dice we will have about 12-13 admin dice to finish the other plan goals and maybe some free dice during the next two quarters to finish the plan goals early. If we manage to get 10 dice into Hiring Paper Pushers or contracts outside Kuat/Rothana during the next two years that will be another 10 Exposure. So even with succeding each year to bury 5 Exposure we could end up with 2 Exposure at the end of this plan. And I don't believe we can succeed each quarter to reduce 5 Exposure with 2 dice since the DC will go 120,122,124,126,128,130,132,134. And our average dice will be 66,66,67,67,68,68,68,68 (not counting bonus from Paper Pushers). So only about 50-55% chance for -5 Exposure with 2 dice dedicated to Burying Secrets.

Another reason I think we should make Burying Secrets a fixed part of the coming plans is that no matter how many dice we put into it we can reduce it by 5 each quarter at most.
 
That is because I think we want to Contact MandalMotors which will cost 5 Exposure. We might also want to contact the other two companies to see what they offer after we complete our goals which will cost 10 Exposure (5 for each company). I also think we will want to hire Paper Pushers after completing our goals so we will have an easier time expanding to match our goals with contracts during the next plan. And that is 1 Exposure per die.

Personally, I am not sure whether the thread would vote to eat Exposure from all four sources. I get the feeling you can push at most two of those four sources, especially when you consider CEC , Rendil and MandalMotor warships face the problem of more Exposure expenditure when you expand their contracts. Considering how scarce our Admin dice is, I'd probably think hiring Paper Pushers is a must given how we need to make our dice counts.
 
Personally, I am not sure whether the thread would vote to eat Exposure from all four sources. I get the feeling you can push at most two of those four sources, especially when you consider CEC , Rendil and MandalMotor warships face the problem of more Exposure expenditure when you expand their contracts. Considering how scarce our Admin dice is, I'd probably think hiring Paper Pushers is a must given how we need to make our dice counts.
I honestly agree with that the thread might not go for contacting CEC and Rendili (I think we want MandalMotors toys in addition to the Fang). Mostly because while I'm saying we could at most reduce Exposure by 40 during the 2 years I predict we will only manage about 20 as full success each turn has only about 50% chance.
But my point is that we shouldn't ignore Exposure while trying to get the goals faster. Mostly because we can't just decide to later throw all our Admin dice and get a better result. The cap per quarter limits us there.
As for contacting Rendili and CEC. Unless we contact them the option to look further afield won't be available. For example if we want Sienar or Koensayr designs.
 
mmmm @Oshha we are doing the combat Exposure with only 1 or 2 people (Jango and our aid). could we set up a counter exposer team that takes -1 every turn to exposure or more with each phase?
 
I think the flip-side perspective here is that the Natural 1 was 1 of 5 dice. There will be consequences, but the other dice there rolled well.

If it had been the only die rolled, we would instead be looking at Consequences.
 
Q4 28 BBY Results

Q4 28 BBY Results


Resources (R): 9,881,305 (-55,420 per turn)
Sith Support (SS): 43
Exposure (E): 15
Free Dice: 3

Current Capabilities
Facilities: Overwhelming Surpluses (+39)
Production: Minor Surpluses (+3)
Logistics: Significant Surpluses (+10) (+7 per turn)
Trainers: Minor Surpluses (+3) (+2 per turn)

Grand Army of the Republic
Clones: 7,830,000 (+783) (+128 per turn)
Blasters: Concordian Crescent Technologies
-Quantity: +1,054 (+274 per turn)
-Quality: +3
Armour: Duraplast Medium Mandalorian Armour
-Quantity: +8,450 (+4,064 per turn)
-Quality: +8
Scout Walker: All Terrain Recon Transport (Rothana Heavy Engineering)
-Quantity: +224 (+28 per turn)
-Quality: +2
Light Walker: All Terrain Personal Transport (Rothana Heavy Engineering)
-Quantity: +24 (+8 per turn)
-Quality: +3
Medium Speeder: TX-130 Sabre-class Fighter Tank (Rothana Heavy Engineering)
-Quantity: +136 (+38 per turn)
-Quality: +4
Medium Speeder: RX-200 Falchion-class Assault Tank (Rothana Heavy Engineering)
-Quantity: +24 (+8 per turn)
-Quality: +4
Heavy Walker: All Terrain Tactical Enforcer (Rothana Heavy Engineering)
-Quantity: +94 (+10 per turn)
-Quality: +4
Heavy Walker: Self-Propelled Heavy Artillery Turbolaser (Rothana Heavy Engineering)
-Quantity: +30 (+14 per turn)
-Quality: +6
Light Starfighter: A-7 Hunter Interceptor (Kuat Drive Yards)
-Quantity: +22 (+2 per turn)
-Quality: -1
Medium Starfighter: Z-95 Headhunter (Incom Corporation)
-Quantity: +54
-Quality: +3
Medium Starfighter: Z-96 Headhunter (Incom Corporation)
-Quantity: +80 (+72 per turn)
-Quality: +4
Heavy Starfighter: Aggressive ReConnaissance-170 Starfighter (Incom Corporation)
-Quantity: +24 (+8 per turn)
-Quality: +6
Medium Interceptor: Fang-class Starfighter (MandalMotors)
-Quantity: +42 (+6 per turn)
-Quality: +5
Heavy Interceptor: Aurek-class Starfighter (Rendili StarDrive)
-Quantity: +40 (+14 per turn)
-Quality: +6
Heavy Bomber: NTB-630 Naval Bomber (Incom Corporation)
-Quantity: +24 (+8 per turn)
-Quality: +4
Heavy Bomber: PTB-625 Planetary Bomber (Incom Corporation)
-Quantity: +24 (+8 per turn)
-Quality: +4
Light Gunship: LR-20B Troop Transport (Incom Corporation)
-Quantity: +24 (+8 per turn)
-Quality: +4
Medium Gunship: Low Altitude Assault Transport/infantry Gunship (Rothana Heavy Engineering)
-Quantity: +24 (+8 per turn)
-Quality: +5
Medium Gunship: Low Altitude Assault Transport/carrier Gunship (Rothana Heavy Engineering)
-Quantity: +24 (+8 per turn)
-Quality: +5
Medium Escort: Arquitens-class Light Cruiser (Kuat Drive Yards)
-Quantity: +32 (+8 per turn)
-Quality: +5
Heavy Escort: Harbinger-class Cruiser (Kuat Drive Yards)
-Quantity: +32 (+8 per turn)
-Quality: +5
Light Capital: Acclamator-class Assault Ship (Kuat Drive Yards)
-Quantity: +32 (+8 per turn)
-Quality: +3
Medium Capital: Warrior-class Star Destroyer (Kuat Drive Yards)
-Quantity: +32 (+8 per turn)
-Quality: +7
Medium Capital: Venator-class Star Destroyer (Kuat Drive Yards)
-Quantity: +32 (+8 per turn)
-Quality: +5

Original Goals (Q1 28 BBY to Q4 26 BBY)
Clones: 2,440 Points Remaining (+8 SS)
Blasters: 2,168 Points Remaining (+5 SS)
Armour: 0 Points Remaining (+5 SS)
Light Speeders/Tanks/Walkers: 464 Points Remaining (+5 SS)
Medium Speeders/Tanks/Walkers: 496 Points Remaining (+5 SS)
Heavy Speeders/Tanks/Walkers: 486 Points Remaining (+5 SS)
Interceptors: 354 Points Remaining (+3 SS)
Starfighters: 450 Points Remaining (+5 SS)
Bombers: 152 Points Remaining (+1 SS)
Escorts: 136 Points Remaining (+1 SS)
Capitals: 304 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 5)
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.
(533/500, 15 Resources per Die) (33/600) (++++++ Facilities)

Still requiring more room for all of the clones that you will be producing, you continue the expansion into Kamino's capital. The longnecks continue their business of freeing up additional space in Tipoca City and nothing especially interesting happens beyond getting a lot more room to work with.

[-] Local Aurek-class Starfighter Production (Phase 3)
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.
(112/35, 5 Resources per Die) (77/40) (---- Production) (-20 Resources per turn) (++++ Heavy Interceptors per turn)

With the new starfighter factories online, you quickly get down to business on setting them to work on producing new Aurek-class Starfighters. Using your experience with the previous two starfighter factories, you get the current set of factories churning out new starfighters and even begin preparations for the latest set to be put to work when they come online. Unfortunately, the latter work has to be put on hold for now as despite your hopes, the latest expansion of starfighter factories won't be coming online this quarter.

[-] Local Harbinger-class Cruiser Production (Phase 1)
With access to both designs and local shipyards here on Kamino, you can begin to locally produce some Harbinger-class Cruisers to supplement your externally outsourced production.
(24/25, 5 Resources per Die) (- Production) (-5 Resources per turn) (+ Heavy Escorts per turn)

With Kamino having constructed its first shipyard, you decide to put it to work by constructing some Harbinger-class Cruisers to be a part of the navy you are building. Unfortunately, things don't go as planned as despite the best efforts by everyone, the longnecks just lack expertise when it comes to constructing starships and it shows. By the end of the year, you have everything sorted out and under control, but it won't be until next year that warship production will finally begin.

[-] Develop Kaminoan Starfighter Factories (Phase 4)
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.
(312/400, 20 Resources per Die) (--- Facilities, ++++ Production)

As you need more starfighters to meet your quotas, you continue the construction of starfighter factories on Kamino. The longnecks and their construction droids make steady progress and get a significant amount of work done, but by the end of the year, the factories still need some more specialist parts and some more work even if the basic structures are finished.

[-] Expand Clone Production (Phase 8)
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.
(481/350, 15 Resources per Die) (131/375) (---- Facilities, ---- Logistics, --- Trainers, +++++++ Clones)

With enough spare room and food to support them, you begin another expansion of the cloning operations as you need more clone production to meet your goals. For the most part, things go smoothly as the longnecks know their business. While they don't make as much progress as you would have liked, the longnecks do finish the next breakpoint in clone production so you can afford to turn over long term management to them next year.

The only downside is that when making so many clones, sometimes mistakes are made and sometimes those mistakes get missed during the sheer amount of clones being created in this case. Two hundred thousand clones end up with a mutation that has left them deaf and unable to hear anything at all and it isn't caught until a hundred twenty thousand of the clones are already out of their pods.

This is something of a serious issue and a point of contention between you and your Mandalorians versus the longnecks and the Sith. The longnecks just want to decommission the faulty batch of the clones and the Sith, being the little kriffers that they are, agree with them. On the other hand, you and your vode aren't happy about basically murdering over a hundred thousand kids and Doctor Tanasi Desnos has offered to lean her expertise to coming up with a solution.

Now you just need to decide if you want to let the Kaminoans 'decommission' the defective clones or if you want to upset your bosses by expending their resources on trying to help the weak. Though you could always take a third option to both keep the clones alive and please your employers by transferring these defective clones to the custody of the Sith to do with as they wish just as you did with another group of clones a few years earlier.

[] Decommission the defective clones. (+1 SS, -120,000 Clones)
[] Keep the defective clones. (-3 SS, Unlocks new Research Project)
[] Transfer the defective clones to the Sith. (+3 SS, -120,000 Clones)

[-] Construct Learning Facilities (Phase 4)
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.
(390/400, 15 Resources per Die) (--- Facilities +++ Trainers)

You continue to work on expanding the classrooms and other various learning sites for the clones. While good progress is made with a hefty budget, it isn't enough to complete the project by the end of the year. As the year comes to a close, the imported furniture still needs to be brought into the classrooms in addition to all of the various classroom supplies.

[-] 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.
(391/500, 20 Resources per Die) (--- Trainers)

With the lesson plan sorted, the next stage in training the clone commandos is beginning to set up the things required to implement the commando training. Specialist supplies are ordered, rooms are set aside to be converted into dedicated commando training locations and the trainers are selected from amongst the Mandalorians living at Kamino. While this stage of things is mostly done by the end of the year, there is still more work that needs doing before the classes are ready to begin.

[-] 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.
(445/400, 20 Resources per Die) (--- Trainers)

You finally get the last bit of paperwork done before the year is over. With everything in order, the security courses can finally begin though the first classes will wait until the new year starts.

[-] 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.
(119/650, 20 Resources per Die)

In the latest genetic project, Doctor Desnos is looking into improving the memories of the clones so they will be able to retain more information and less likely to forget stuff. At the moment, the process is just mapping out the brain structures of the clones and looking into possible routes of enhancing their memory processes.

[-] 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.
(223/400, 20 Resources per Die)

Doctor Desnos continues her project to give the clones low light vision and this quarter, she begins to get into the meat of the project. The current issue is tweaking the photo-receptive chemical, by which their light sensing cones function, as well as the visual cortex. Without balancing and modifying both, the clones could end up overly light sensitive or unable to perceive color. Doctor Desnos assures you that they are on track and it shouldn't be an issue, but it will take time and credits for the research to be done.

[-] 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.
(2,091/2,000, 30 Resources per Die)

After a year and a half of work alongside countless credits, Doctor Desnos has finally finished her work on neutralising the effects of the inhibitor chips. The slowed ageing treatments have been updated so that when they are applied to the clones when they reach a biological age of sixteen, their inhibitor chips will be rendered useless. No clone that is old enough to go to war will have a functional inhibitor chip in their head.

"It is done, Jango."
-Doctor Tanasi Desnos

[-] Expand AT-TE Contract (Phase 2)
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.
(24/40, 5 Resources per Die) (-20 Resources per turn) (+++ Heavy Walkers per turn)

You attempt to increase your All Terrain Tactical Enforcers contact, but this time you end up talking with the brother of the guy who tried to get you to switch to less militant products. While he hasn't got the same stupid pacifism as his brother, he is rather upset for you getting his brother fired and has made a point of stonewalling you. You end up having to make another call to Dooku, but by that point, it is clear that talks won't be completing this year.

[-] 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.
(110/40, 5 Resources per Die) (70/40) (30/40) (-40 Resources per turn) (++++ Medium Speeders per turn)

Fortunately, the talks regarding the TX-130 Sabre-class Fighter Tanks go much smoother than your talks regarding the AT-TEs. Rothana is more than happy to sell more Sabre tanks to you and by the time the talks have concluded, you have more than doubled your order.

[-] Expand SPHA-T Contract (Phase 1)
You have contracted Rothana Heavy Engineering to produce Self-Propelled Heavy Artillery Turbolasers 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 SPHA-T contract.
(111/40, 5 Resources per Die) (71/40) (31/40) (-20 Resources per turn) (++ HeavyWalkers per turn)

You also make a great deal of progress on your talk regarding the Self-Propelled Heavy Artillery Turbolasers. While you don't double your order like you do with the Sabre tanks, you do come close and the number of SPHA-Ts arriving each quarter ends up being higher than the number of AT-TEs arriving each quarter.

[-] 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.
(135/40, 5 Resources per Die, +1 E per Die) (95/40) (55/40) (15/40) (-20 Resources per turn) (++++ Medium Starfighters per turn)

You plan to convert this contract for Z-95 Headhunters into a contract for the superior Z-96 Headhunter, you do want to try and expand the production from it before that happens. In that regard, you are highly successful as you more than triple your Z-95 Headhunter contract.

[-] 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.
(73/40, 5 Resources per Die, +1 E per Die) (33/40) (-10 Resources per turn) (++ Medium Interceptors per turn)

Desiring some more interceptors, you reach out to the biggest company in Mandalorian space. MandalMotors is more than happy to supply your needs though talks are hindered by the fact you need to be careful that you don't give too much away to any Kyr'tsad sympathisers within their ranks. MandalMotors has always been tied too closely to that scum for your tastes, these days more than ever.

[-] Convert Z-95 Headhunter Contract
Now that you are purchasing the superior Z-96 Headhunter, you might want to look into replacing your old order of Z-95 Headhunters with the newer model. It will take some effort to rework the contract and get your order changed, but given you are purchasing from Incom Corporation either way, you doubt there will be too much difficulty.
(140) (DC 80)

Even as you expand your Z-95 Headhunter contract, you also talk to Incom Corporation about converting it into a contract for the new Z-96 Headhunters. Desiring to sell their new product, Incom is more than happy to oblige you and the talks go off without a hitch and by the start of the new year, you will only be receiving Z-96 Headhunters. The only downside is that you cannot convert your existing stockpiles of Z-95 Headhunters into Z-96 Headhunters.

***​

Okay, a bunch of things got done this turn. The mutation got you some deaf clones and now you have to decide on how to deal with the defective clones. Kaminoans would normally flush them, but if the customer wants to keep them, they don't care so long as they are paid. The Mandalorians don't want to kill the babies while the Sith don't care for spending effort, time and credits on helping a bunch of disabled babies.

Beyond that, you got a few almost successes and a few other actions. By the way, no other action will give as many Facilities as phase five of Tipoca City so don't expect any more big Facilities boosts like that.

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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[] Decommission the defective clones. (+1 SS, -120,000 Clones)
[] Keep the defective clones. (-3 SS, Unlocks new Research Project)
[] Transfer the defective clones to the Sith. (+3 SS, -120,000 Clones)

Keeping them is the morally correct choice, but its probably an expensive research project for whats only 0,4% of our plan goal and giving them away could get us into trouble

Correction: Sidious is aware of the deaf clones.
 
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I'm honestly tempted to decommission them and just be done with it since I'm honestly not to interested in new research projects at the moment. And there's just not enough of them to justify us keeping them as cruel as that sounds.

On better news we've successfully screwed over the Sith with disabling the chips in said clones now we can just focus on making the most effective fighting force in the galaxy.
 
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