Benefaction: A Combine Ck2 Quest in Star Wars Legends

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5 Tactics Skill, 2 Dice (+1 Base Dice +1 Overwatch)
15 Administration Skill, 2 Dice (+1 Base Dice, +1 from Skill)
15 Research Skill, 2 Dice (+1 Base Dice, +1 from Skill)
5 Diplomacy Skill, 1 Dice (+1 Base Dice)
12 Psionics Skill, 2 Dice (+1 Base Dice, +1 from Skill)

2 Free Dice (+1 Base Dice, +1 Overwatch)

[] Diplomacy is used for once!
-[ ] 2x Tactics Die Assault Location: "The Laugh House", Contraband Production Facility
--[ ] Objective: Raid for trade materials, particularly credits, AA turrets if feasible
--[ ] Commit Forces: Hunters, Viscerators, Scanners, Combine Soldiers
-[ ] 2x Administration Die, 2x free die Produce Vehicles:
--[ ] Repulsor Transport (0/180)
-[ ] 1x Research Die Contraband Analysis (DC 35)
-[ ] 1x Research Die Repulsor Train Design (0/100)
-[ ] 1x Diplomacy Die Negotiate With Sabaoth's Teeth Mercenaries (DC ???) Goals and tactics are as described in post where plan was made in spoiler.
--[ ] Negotiate Directly
-[ ]
2x Psionics Die Hatch (35/150, +2 Skill to Admin, Tactics and Diplomacy.)
-[ ] Deploy Defoliant (Free, clears foliage around Citadel Zero, very visible.) Done after the raid on The Laugh House for maximum dramatic effect and avoidance of displaying activity prior to engagement.

Right, I ran a bit long with describing what we had to use for potential bargaining chips and whatnot so I'm just gonna put it in this spoiler below:

Minor goal: Ensure Sabaoth remains neutral in the conflict. Major goal: Have Sabaoth commit to elimination of enemy Z-95 Headhunters whenever they exit the AA coverage of their allies.

Bargaining chips are: Whatever currency and drugs we've gathered, our superior production and repair capabilities that may entice them with the light battle damage they've taken, a friendly industrial powerhouse is good to have on your side, and if necessary arms and ammo manufacture, the Overwatch Standard Issue Pulse Rifle with it's secondaries may be quite enticing for close quarters battles as pirates generally fare, the ability to toss a bouncing orb of disintegration into an enemy held hallway is strong, especially when it's unlikely to cause a hull breach. Offers with more effort on our part will 'require time to consider'.

Aim with negotiation tactics is to be a powerful presence and aware of your power but finding them useful at the moment, if possible using your psionics to better understand and adapt to their expectations. Ideally they should see themselves as working for another shady arrogant figure, standard fare for them.

If there's visible changes to the Citadel since we arrived display the difference if they question our industry. Hint towards potential of further work with richer reward once the current situation is resolved in our favor, we will be able to use a temporary orbital garrison and there may be more opportunity besides for a trusted ally.

I'd rather assurance of having a spare transport than headcrab launcher sadly.
 
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Pirates on a backwater, are unlikely to be a match for the transhuman arm of the Combine in terms of skill & coordination, they are likely to have the advantage in numbers & some form of CAS.

We could get data/equipment/test subjects should we manage to win in combat against them, it would be risky as we are not sure how much time we've got before the Hutts decide to make a trip to our Citadel.

Negotiation is the safer option until we manage to find out the flavor of the 'war droids'.
Thoughts?
 
Pirates on a backwater, are unlikely to be a match for the transhuman arm of the Combine in terms of skill & coordination, they are likely to have the advantage in numbers & some form of CAS.

The enemy has Z-95 Headhunters for fighter craft as we've found out, skimmers seem to be their other form of transport. If negotiations with the pirate captain go well, they will deal with the enemy fighters in part.

Negotiation is the safer option until we manage to find out the flavor of the 'war droids'.

I believe that it is unlikely we will manage to stall via negotiation at this juncture, more showing weakness in the face of their newly arrived troops and that with the new variable of the for hire captain above us, we are better served striking in hopes of getting more material for a better deal with him that costs us less of what we actually value (our time) as opposed to what they might value (credits, maybe drugs).

My desire is to secure this new variable in either alliance or neutrality and proceed to launch a heavy assault upon the enemy to take their starport, gambling that our crabs and mortars will defeat their war droids or at least gain a understanding without being wiped out that we may pull them back.

Preferably with a headcrab launcher set up for bombardments.

Then once we have their starport, with our clearly dominant position, we speak to them of survival via submission, and offer of commission.
 
[X] Diplomacy is used for once!
-[ ] 2x Tactics Die Assault Location: "The Laugh House", Contraband Production Facility
--[ ] Objective: Raid for trade materials, particularly credits, AA turrets if feasible
--[ ] Commit Forces: Hunters, Viscerators, Scanners, Combine Soldiers
-[ ] 2x Administration Die, 2x free die Produce Vehicles:
--[ ] Repulsor Transport (0/180)
-[ ] 1x Research Die Contraband Analysis (DC 35)
-[ ] 1x Research Die Repulsor Train Design (0/100)
-[ ] 1x Diplomacy Die Negotiate With Sabaoth's Teeth Mercenaries (DC ???) Goals and tactics are as described in post where plan was made in spoiler.
--[ ] Negotiate Directly
-[ ]
2x Psionics Die Hatch (35/150, +2 Skill to Admin, Tactics and Diplomacy.)
-[ ] Deploy Defoliant (Free, clears foliage around Citadel Zero, very visible.) Done after the raid on The Laugh House for maximum dramatic effect and avoidance of displaying activity prior to engagement.
 
Ah right, time to vote for my own plan.

[x] Diplomacy is used for once!
-[x] 2x Tactics Die Assault Location: "The Laugh House", Contraband Production Facility
--[x] Objective: Raid for trade materials, particularly credits, AA turrets if feasible
--[x] Commit Forces: Hunters, Viscerators, Scanners, Combine Soldiers
-[x] 2x Administration Die, 2x free die Produce Vehicles:
--[x] Repulsor Transport (0/180)
-[x] 1x Research Die Contraband Analysis (DC 35)
-[x] 1x Research Die Repulsor Train Design (0/100)
-[x] 1x Diplomacy Die Negotiate With Sabaoth's Teeth Mercenaries (DC ???) Goals and tactics are as described in post where plan was made in spoiler.
--[x] Negotiate Directly
-[x]
2x Psionics Die Hatch (35/150, +2 Skill to Admin, Tactics and Diplomacy.)
-[x] Deploy Defoliant (Free, clears foliage around Citadel Zero, very visible.) Done after the raid on The Laugh House for maximum dramatic effect and avoidance of displaying activity prior to engagement.

Even if he's spooked by our psionics, it should be spooked off not spook to join the other guy. Does pose a risk of getting the Jedi/Sith interested if someone mentions 'the Sith'/'force user' that is us but I feel it's worth that risk.
 
In my opinion, let's tear up the laugh house and raid Hutt outposts to keep them occupied as we build up our defenses. We're gonna need those Anti fighter guns up and soon.

And we're gonna need striders for heavy armor for more direct assaults once we get there.
 
You'll be using your own copy of the Local holographic tech to give them an image to look at, but since you're not using Overwatch you can only speak to them mentally.

It's gonna be very disturbing for the others around the captain, seeing him talk to that thing and apparently hearing it back but nothing being said they can understand.

Which will be great for our ominous reputation. Force users, particularly of the type we at first glance are, are people you don't want to cross. The main problem is people are gonna talk, but that's a 'after this campaign' problem. Lessened somewhat if we get them on our payroll on a more permanent basis.

And we're gonna need striders for heavy armor for more direct assaults once we get there.

I'm hoping our crabs can take their war droids.

We got Hutt War Droids and Hutt Security Droids for things they might be, but 'war droid' may not mean ancient Hutt War Droid, it may be more modern or made by a different species or faction. Though I wouldn't be surprised if our droid enjoying opposition restored some classics he brought in.

I think our crabs and mortars could take either of those by working together, especially with some backup. But we'll see what these droids actually are with time.
 
It's gonna be very disturbing for the others around the captain, seeing him talk to that thing and apparently hearing it back but nothing being said they can understand.

Which will be great for our ominous reputation. Force users, particularly of the type we at first glance are, are people you don't want to cross. The main problem is people are gonna talk, but that's a 'after this campaign' problem. Lessened somewhat if we get them on our payroll on a more permanent basis.



I'm hoping our crabs can take their war droids.

We got Hutt War Droids and Hutt Security Droids for things they might be, but 'war droid' may not mean ancient Hutt War Droid, it may be more modern or made by a different species or faction. Though I wouldn't be surprised if our droid enjoying opposition restored some classics he brought in.

I think our crabs and mortars could take either of those by working together, especially with some backup. But we'll see what these droids actually are with time.

Crab synths are basically tanks. So yea I can see it.

Next turn, im thinking we get the head crab canisters online and wipe out one of the fringe settlements so we won't have to divert more of our forces in the future.
 
Next turn, im thinking we get the head crab canisters online and wipe out one of the fringe settlements so we won't have to divert more of our forces in the future.

I'm hoping that if we cut the head off the snake, we can absorb the body's precious precious nutrients.

Take the starport to prevent mass evac or easy landing points for further reinforcements, then either get the Hutt to surrender diplomatically in the face of overwhelming power, or smash their palace to get them by force.

Wiping out the fringe settlements means we (probably) can't turn the people there into workers or soldiers and we're gonna need a lot of both if we're gonna be a galactic power. I don't think that random gangsters without their hover vehicles and armed civilians are really a threat to our operations anyway. Not without a force sensitive to lead them.

If we can get their old boss to get them to stand down and accept new management, so much the better.

Remember, each person is a resource to The Combine, it's only the ones that refuse to be so we have issue with.

That said, headcrab assaults on the starport area and palace would help us weaken their hold there and discourage locals from trying to take the area back from us. We must balance desire for more with conservation of what we have after all, keeping alive a soldier in our ranks is better than doing so to a potential one holding a gun against us.

I just think the settlements won't be that much of an issue and this fight won't be long and protracted beyond a few turns now that we've got proper combined forces on our side. We'll see how reality compares though.
 
[x] Diplomacy is used for once!
-[x] 2x Tactics Die Assault Location: "The Laugh House", Contraband Production Facility
--[x] Objective: Raid for trade materials, particularly credits, AA turrets if feasible
--[x] Commit Forces: Hunters, Viscerators, Scanners, Combine Soldiers
-[x] 2x Administration Die, 2x free die Produce Vehicles:
--[x] Repulsor Transport (0/180)
-[x] 1x Research Die Contraband Analysis (DC 35)
-[x] 1x Research Die Repulsor Train Design (0/100)
-[x] 1x Diplomacy Die Negotiate With Sabaoth's Teeth Mercenaries (DC ???) Goals and tactics are as described in post where plan was made in spoiler.
--[x] Negotiate Directly
-[x]
2x Psionics Die Hatch (35/150, +2 Skill to Admin, Tactics and Diplomacy.)
-[x] Deploy Defoliant (Free, clears foliage around Citadel Zero, very visible.) Done after the raid on The Laugh House for maximum dramatic effect and avoidance of displaying activity prior to engagement.
 
I can't wait to fight the seppies once we're don't with the hutts. Lord i can already imagine the synths fighting droids
 
I can't wait to fight the seppies once we're don't with the hutts. Lord i can already imagine the synths fighting droids

There's a lot of Hutt worlds. I can see us having conflicts with the Separatists before we're done with them. Especially if we want to seize one of the many doomsday weapons around.

*chuckles in memory of Count Dooku's Soul Harvester*

I'm looking forwards to trying to be all diplomatic and official with the Republic.

"I don't know what those Jedi are up in arms about, the Combine are a very generous people and eager to make friends with everyone they can. Why they've helped us start a rehabilitation program for problem citizens."

Commercial on Holonet featuring Overwatch: "Are you concerned about the war waging across the galaxy affecting you and your loved ones in a negative way? Are you desiring to vacate your current residence for another? Combine Space might be the location suitable for your needs. We are seeking new residents with a strong work ethic, that are in favor of progress and cooperation. We welcome all species from all walkways of the living. Terms and conditions will be applied to you."
 
There's a lot of Hutt worlds. I can see us having conflicts with the Separatists before we're done with them. Especially if we want to seize one of the many doomsday weapons around.

*chuckles in memory of Count Dooku's Soul Harvester*

I'm looking forwards to trying to be all diplomatic and official with the Republic.

"I don't know what those Jedi are up in arms about, the Combine are a very generous people and eager to make friends with everyone they can. Why they've helped us start a rehabilitation program for problem citizens."

Commercial on Holonet featuring Overwatch: "Are you concerned about the war waging across the galaxy affecting you and your loved ones in a negative way? Are you desiring to vacate your current residence for another? Combine Space might be the location suitable for your needs. We are seeking new residents with a strong work ethic, that are in favor of progress and cooperation. We welcome all species from all walkways of the living. Terms and conditions will be applied to you."

There is no war in city-17


But in all seriousness. What should we turn into Nova prospekt? I'm thinking the local moons or one of the fringe settlements.
 
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