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Mostly headcanons, maybe scenes and stuff. Inconsistently posting and obsessing over topics for a while.
318 posts
Command Clone Currency
Command Clone Currency
The clones are unpaid and therefore broke. They can’t really pay each other to do things since they have no money so they go for a new currency: favors
Now, the CTs don’t really do it the same as the Commanders because they have to be specific. They can’t return a favor between battalions quickly, due to fighting/locations/schedule. They’re at the whim of the war and pick and choose their repayment time.
The Comanders are different. They trade and barter like crazy. It’s favors with a few cases of alcohol. They can trade favors they are owed to others all the time, so anyone can cash it. They can pull the strings to get their payment quick.
For example, Cody needed a save from a small squad. He knew Delta was on planet doing some mission and he needed a detour but he had no connection or favor. However, Fox (for some reason) did. Cody offered a case of spotchka and a favor Monnk owed in return for having Delta do the detour. Delta owed fox one less favor, Cody owed no favors (which is the best outcome, since Fox WILL cash it) and Fox got something on Monnk and free (very expensive) spotchka.
Few CTs knew they did it this way, and the CT captains such as Rex and Keeli had to quickly adapt to this way of thinking. Rex made the mistake of owing Bacara before anyone told him. Keeli was lucky enough to meet the SpecOps CC Blackout, who clued him in on the difference but left him high and dry when it came to implementing his knowledge. (Keeli ended up owing Blackout two mini guns for his ‘friendly advice’)
Though, when times are tough and there is little time to barter, it is common to put off the payment until after the act is completed. Though many hate doing this as the trading can become unfair. What often happens is the party in need already has a deal prepared and states their need and their payment, it is hardly ever contested (however the helper may tack on another fee which is accepted or denied).
For example, Doom needed backup from Jet’s flame troopers. He quickly called, stated his need, and his payment of a case of charges. Jet had found the payment (though correct in price, unpractical for his squad) and changed it to half a case of fuel (easier for Doom to get a hold of and just as useful as charges to a Demolition team). Doom accepted the terms and Jet’s squad arrived right on time.
Though the bartering is mostly physical, many deal in the intangible. Perfect examples are all of the Coruscant Guard and the Special Operations teams. These are the only two groups who has everyone (including CT shinies) in on this system. They have the least to offer when it comes to normal ops, after all what GAR commander needs to know where a random Senator is going to be at what time or who slept with who. However, this trading info is perfect for the Guard who constantly works with/against (yay embezzlement and blackmail) these same Senators and for the SpecOps who need to know political climates and interpersonal relationships for recon and assassinations.
Most trading goes on between those two, and their prices are often higher since the missions are higher stake. Often Commando Squads are up for bids (who doesn’t want a four man 100% mission completion rate squad in their pocket), blackmail on natborn officers, republic secrets, senators schedules, crime syndicates favor and areas of interest, etc.
For the Guard, their trading goes further. They work with crime syndicates to keep it off the streets while keeping profit up. Those who do not work with them, go down. They’ve gain control of the lower 2000 levels through this and those who do not conform are forced to by the Guard or the citizens of the lower levels who don’t want to deal with the Guard, (peer pressure and bullying at its finest.)
The commanders learned this from watching the Cuy’val Dar, who would often trade on Kamino. The Alphas picked it up and used it but the CCs truly made it valuable beyond belief. The trainers traded for free shifts and booze, the CCs traded for mission successes and heavy artillery.
Many CTs attempt to learn how this system works. However, as few know it’s different, even fewer see the affects; those that do, know well enough to leave it be.
Despite there being no real difference in intelligence between the CCs and CTs, witnessing the speed and weight of the trades, makes even the Jedi’s head spin.
The Padawans are one of the few outsiders to see it in action. They do not really like it, but many pick it up for lesser trades (help with this paper or answers for this homework). Cal Kestis surprisingly picks it up the best. He’s the youngest so very impressionable, eager to learn, his CC Commander Steel, is very good at it, and Steel is possibly the only one to teach their General’s Padawan.
Steel sees that Cal isn’t going to be on the field much (Steel agrees with this and makes sure he stays on the Venator). So, if Cal ever needs help, he knows how to get it. Steel has made him be present for several trades and even made him come up with theoretical ones. Cal becomes very good at it, but is unable to flex his skills much due to the other Padawans unable to match his speed or skill. They are several years older, see it as in-Jedi like or are bad at it (or their Captains are bad at it and can’t teach them well), their concept of value is off (Jedi don’t often put a price on things and those that do have a habit of underselling due to being nice), and/or they do not know the range of what can be traded.
It’s very personal, with different Commanders wanting different things. Knowing who wants what can often make the payment cheaper for the offering party.
For example, the Marines often need heavy snow gear and blankets. So, offering a box of heating blankets in return for a case of bacta and blaster packs. This is a much better deal than offering a case of mini guns for the bacta and blaster packs. In the second case, Bacara may say no the mini guns or want a case of something else along with the mini guns.
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More Posts from Tesalicious2
Yes
And the shiny is like just about crying the whole time and begging for the punishment instead of Fox, but no one listens.
The shiny has to help him back to base, apologizing the whole time. Fox is obvi like it’s not your fault. The shiny becomes like Fox’s shadow to make up for it. Takes work, gets him food, etc but the Shiny still feels guilty.
so anyway whipping boy au where the Guard earned their reputation as hardasses that never have fun and take great umbrage with people who try to get them to relax the rules
who hold themselves to absolute perfectionist standards and WILL turn on a GAR brother if they try to fuck with the Guard
and some shiny/GAR transplant who doesn't take the rules seriously and insults some senator and don't get why the rest of the Guard give them the cold shoulder and why the commanders look at them with distaste and anger and pity
but then they're summoned to the chancellor's office and they're stubbornly ready to face their punishment
except it's the chancellor and the senator and it's commander fox stripped down to the waist, kneeling on the ground with a blank expression that nevertheless curves in sad understanding when he sees them, when the red guards pin them in place and the smug asshole bastard senator picks up a whip
because when a Guard fucks up it isn't them that's punished
it's fox
AHHHHHH SO CUTE
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illustration the fic "Surviving on Coruscant, or The Case about Sith Lords and the Importance of Names." by @tinnaris
✨Part one✨
🦎Part two🦎 (you're here)
🐟Part three🐠
🐞Part four🐞
I LOVE IT!!!!!
Written thanks to the wonderful prompt by @tesalicious2 : 'The Caf machine is sacred, and the commanders get first pick of the day'
_____ The caf machine gurgled. Hacking up grounds and its plastic vibrating slightly as water was pushed through its filter. The brown sludge, diluted and gritty with grounds too fine to be caught by the flimsy filter, no matter how often it was changed, dripped down into the caf pot. It was already half full and only slowly filling with the weak stream of caf from its spout.
Spittle had been eyeing it for the past 15 minutes, having been the one to start this pot. his shift was nearing closer and closer yet, his mug remained far too clean and empty.
See, as a lieutenant, Spittle knew the rules. He was the first one in their recreational-slash-break room, and so, he was obligated to start the first pot of caf. He was also privileged to the second cup of caf today. The first, no matter how much he itched to grab the pot and finally stave off some of this exhaustion, was reserved for whichever commander managed to force their way to the caf machine first.
It hadn’t been such a big deal for the first year of the guard, but a few too many caf induced burns by exhausted troopers prompted a rule from Commander Fox. He had said that they, the commanders, could at least be trusted to be punctual and calm over the beverage.
Spittle’s eye twitched as the clock above the door ticked on. 16 minutes had passed. He knew damn well both Commander Stone’s and Commander Fox’s shifts started at the same time as him.
The metal door finally slid open. Eyes flicking down from the clock and Spittle was privileged to the sight of Commander Stone elbowing Commander Fox right in the cheek.
He let out a surprised laugh as Stone forced his way in front of Fox with the action, thundering steps carrying him to the caf pot. It let out one last shutter, the sludge coming to a stop as Stone grabbed for the pot, attention pulled away from it as he opened the cabinet above the pot, pulling a white mug off of the middle shelf.
Commander Fox leaned up against the counter, foot tapping against the ground, arms crossed against his chest, and glaring daggers into Stone’s back.
“Gonna survive, C’mander?” Both Fox and Stone swung their heads to look at Spittle as he spoke. Fox had tensed, letting out a sigh a moment later. Stone just smirked and finished pouring his caf, lingering in front of the machine as he blew across the steaming liquid before taking a sip. They all learned to choke it down, no matter how hot, at some point.
“Probably. Hurry up trooper.” Fox waved to the machine as Stone stepped away, slouching into himself as he did so.
Nearly leaping out of his seat, mug in hand, he stepped over to Stone. Finally handed the pot, barely holding his mug over the counter, he filled it up. Slotting the pot back into its place on the machine, he held his mug with two hands, taking the time to inhale the sweet, sweet scent of liquid energy. About damn time.
Maintence/Engineering Clones Headcanons
maintence and engineering go hand in hand, since they can do both and clones are exclusive to one or the other
types of maintenance clones: shuttle (includes fighters and smaller carriers that are on a Venator), starship, armor, artillery
It’s pretty easy to tell what they do but it’s one of the most complex and difficult jobs in the GAR
Shuttle crews work exclusively on shuttles, all day every day
Maintenance includes reloading the weapons, taking apart and cleaning the laser canons/guns, checking the wires for fraying, cleaning the windows, engine repair, etc
Though, deep maintenance such as engine and gun cleaning only happens during transport to other battles as those take a lot of time
Shuttle crews can take apart and put together any ship blindfolded
During quick maintenance, windows are cleaned, systems are given a quick diagnostic check, and guns are checked for debris before they are let loose
These crews can go from 3 (for single fighters like Y wings) to 15 (larger carriers)
Starship maintenance crews are the largest and the most diverse in their jobs
They work in shifts for cleaning as that never truly stops, but otherwise assigned to one area of the ship
Starship category is broken down into subsections: engines, reactors, systems, cannons, general
The engines crew are mostly active on repair trips or leaves. Their job is to make sure the engines work in top shape
This includes checking fuel usage and stuff like that
However it also includes cleaning the engines, hanging from lines at the top and hanging hundreds of feet above the ground
The engines are lined with a coating keeping the metal from melting, this needs to be reapplied every so often so they painstakingly coat the engines from top to bottom
They also have to check the pilot flame that starts the engines by climbing in and cleaning by hand
The engine crews are the most insane and chill, they hang in the air for eight or more hours listening to music or chatting while applying coatings and checking for rust
The reactor crew works just with the reactors that power the engines
While this seems that it should be apart of the engine, it’s best to be kept separate as the job is just as extensive but much more complicated
Reactor crews lift off the metal covering the tech and check every line and wire for fraying or shorting out
The systems crew deals with life support, navigation, and weapons systems
Their job is similar to the reactor crews, checking wires, electrical outputs, things like that
Though unlike reactor crews and engine crews, they don’t stop working while in space
At the end of every 24 hour rotation they go through the navigation systems to fully update the storage chips
If something shorts out or glitches, they are the ones to call, similar to an IT department (just incredibly skilled and specialized)
Cannons crew, while sounding like a simple job, is just as complex as the others
They don’t just deal with the cannons, any weapon attached to the starship is their responsibility
They work at the same time as the engine crews, while the ship is docked and under repair
They take off the barrels, clean and oil them, reattach, and put them back online. Do this more than 100x and you’ve got a canon crew
They also work on the cannons that are in the hangers. Those barrels cannot be detached so they use long cleaning pipes that extend and clear the grooves inside the barrel
To make sure the weapon is clear, they fire a blank under the watch of the artillery crew
The final crew for starships are the general crew
This crew is made up of the engine and cannon crews while in space
They take care of any damage the ship takes while in battle
They check on the water and sewage pipes that run throughout the ship, they keep the halls clean and make sure the overall structure of the ship is able to handle cannons firing, shuttles and fighters mount and going, and people running through the ship without collapsing on itself
The final two maintenance crews are different as they aren’t limited to the starship crew or shuttles but are a mix of both
Armor crews keep the clones armor in top shape and clean, they repair armor and get replacements as needed
They work on HUD and any built in systems of the clone trooper armor
However, they also work on ship armament. If a shuttles armor is severly weakened, they have to fix it (or make it useable until they get to a proper repair dock)
Artillery is similar but more extensive
If it’s fired or needed ammunition, they take care of it
From blaster packs to torpedos, they maintain it and have it in stock
They mostly deal with larger weapons such as the cannons (both on board and those that are to be taken into battle) and the shots for the AT-TE.
Though, many specialize in certain weaponry such as bombs, attached artillery (cannons on AT-TE, shuttles, fighters, and starships), loner (rocket launchers, grenades, blaster packs, and mini guns)
Though these groups are diverse and often work together to fully arm and prepare any one thing.
An AT-TE doesn’t just require torpedos and the like, it’s crew need blasters, they’ll transport rockets to troops
All maintenance are pretty chill dudes and will happily tell you about their job if asked
They don’t take kindly to taunting or degrading and will make your life hell
They wear an outfit features a heavy duty helmet full of padding for comfort, built in ear muffs and comms, and an extra visor that can be flipped down used during welding. They wear a heavy undersuit (that most cut the lower arms off of) that extends to just under the chin for full coverage. Over it is a usually stained plain shirt with an added pouch for hydration packs and snacks, and heavy padded full arm coveralls that have built in leg/kneepads/elbow pads. Their belt is a toolbelt with lots of pouches for anything they need. On their arm, a band signifies rank. Finally thick heavy gloves that go over the overalls for a tight seal.
They can also add on the safety gear needed for grappling down in engines.
Most wear the upper portion of the coveralls tied around their waist because that shit is wayyy to hot.
While off duty, they just wear the shirt and some of their lighter work coveralls with the arms rolled up
They tend to get made fun of a lot because they do keep the ship clean like a janitor most times they are seen
But, if you need a secret hiding hole, a camera blind spot, a quick fix for your stuff, or a place to crash, they’re the ones to go to
Many who work with younger Jedi teach them how to repair their clothing and tech, though they’ve never gotten a look inside the lightsaber (no matter how they’ve tried)
Sometimes they are assigned to mind younglings during off hours or really harsh battle
Delta Squad Headcanons
Focusing on Advisor
During transport and some missions, Asvisor will wear his dress grays which are actually pitch black so Admirals can distinguish commando squad advisors from the other regular clones (though most have no idea what the black means, just that it is different)
Few of the GAR know about advisors at all and those who do are very high up commanders (when I say GAR, this includes ARC, CTs, regular CCs, literally anyone but the Commandos and the Advisors)
Advisors often work with multiple squads at one time, though their missions usually don’t overlap (ie, two different missions at the same time, not two squads on the same mission)
In the beginning of the war, it was common for multiple squads in the same planet working together and the command center to be very active with Advisors working maps, intel, and avoiding the GAR
The more dangerous missions occur right before or lead to a campaign and no one is the wiser, though its about equal between those that happen before and those that happen during
In one instance, Delta squad was on a LAAT/i heading toward their ship and saw an LAAT/i heading toward the planet carrying troops
The commandos themselves have small ports on them to inject bacta into for damage and internal stress
All that’s needed is to lock a small container of bacta into the port with a click and it auto injects
There is one port per arm and one port on the upper and lower leg, then two on the front and back of their chest below the ribs
These ports are meant for long missions with little rest time, injections are saved until enough damage is accumulated or one major injury
These are inputted at standard age 2 and they all put completely out and given a week recovery before the ports can be used
All commandos have basic medical training, however there are a few specially trained medic commandos that stick to one squad and partner with others for missions
Walon Vau, while a very strict and harsh teacher, did care about Delta squad in his own way
This care continued into the instruction of the Delta squad Advisor CC-01/425
The Advisor program came along about a year after the Commando project began, however they took CC cadets with low physical score and high intelligence and processing to be the candidates
These cadets had essentially no continued combat training since age 2, with only one day a week reserved for it (half day of blasters and half day of sparring)
The rest of the days would be full of strategy, team management, intelligence collecting, map reading, etc. everything they’d need to lead a squad from an ship in orbit safe and sound
(They were never really safe and sound. They were the squads almost guide and half guy in the chair with a smidge of leader and decision maker, any and all failure in any compacity fell to them. Squad failure=their failure and just as harsh of punishment. Death)
Each Mandalorian in charge of a squad would teach a class for the advisors. Though with the amount of mandalorians, only the ones with top ranking squads would get to teach
Walon would often pass up to teach Delta, but a training accident that left three squads out of commission for a week left him and Mird restless
He decided to watch some of these advisors and CC-01/425 caught his eye
He had a look of defiance and a ‘take no shit’ attitude that was perfect for his squad
During that week, Vau rearranged the training system so each day included 3 hours of physical training as well as their full day
During these three hours, Vau had the Deltas study on their own while he took CC-01/425 for personal training
In the beginning, these three hours were spent playing strategy games and gambling, sabaac was a key game. Gambling games were used to teach how to read others who show little and how to weigh risks
He also taught him how to command and care for Mird, since Vau wanted him to learn that responsiblity (also he would get Mird if anything happened to him)
Eventually, these changed into sparring and language studies (ie, mando'a), and taught him a lot of the mandalorian customs that he taught the Deltas (so CC-01/425 could understand how the Deltas think/act and to be competable with them)
Though Vau taught CC-01/425 with the purpose of advising the Deltas, he kept them separate and did not tell them about each other (he does care for CC-01/425 just as much as the Deltas)
This choice was because he cared for CC-01/425, since if CC-01/425 bonded with them as children, his judgments would change based on his past experiences
Keeping them separate kept him unbaised and able to be brutally honest and strict with the Deltas while on missions
The only time they've interacted is on a training mission, which ended in success for the Deltas and the highest score of all the commando groups
Due to Vau's want to prepare CC-01/425 for the Deltas, he modified the Advisors training track, overall improving the quality of troopers; with their intelligence and strategy matching the command track CCs (CCs specialize in large scale attacks, Advisors specialize in small strike teams and stealth missions)
One Advisor can operate and strategize for -at most- 3 Commando Squads before another needs to step in. However, if all the squads are on the same mission, the number rises to 5 squads since the commands go to each squad instead of every member of a squad
There has been a few instances where Advisors have helped/guided GAR troopers on stealth missions. Though the Advisors are referred to a different titles (depending on the mission) and they have never truly made contact with the men they were helping
GAR troopers rarely work with Commandos, due to the animosity between the groups (especially the ARC troopers). During those times, Commando squads will defer to their Advisor rather than the ranking officer, even if the officer is a nat-born
Delta has drawn the short end of the stick the most and often find themselves working around the GAR, keeping their mission secret
There were a few training sessions were the CCs would work a Commando squad, these would often end in longer mission times and lower success rates
Vau often enjoyed watching these sessions and would have CC-01/425 analyze what the CCs were doing wrong to improve his strategies
Vau would also take Delta to watch other Commando squads training sessions to see how different squads act during a mission. He would also have them watch CTs completing sims to see the difference in techniques and approaches
Though, Vau doesn't let them interact with the non-Mandalorian trainers. This is not because of anything about them but rather Vau knows from experience that the trainers care little for improving the individual troopers but just that their numbers are met
Vau is particular with who his troopers interact with (trainer wise), not letting them interact with trainers such as Dred Priest. Despite this strictness, Delta works with Skirata's Commandos very often and will let the Nulls teach the Deltas when he goes to train with CC-01/425
The Commando barracks are on a completely separate building on Kamino with their own sim and training areas for them to learn without the distractions of the CTs and other CCs, though the Advisors are kept on the same building as the Commandos
I'm already on a part 2, who knew Tumblr had a character limit?