Benefaction: A Combine Ck2 Quest in Star Wars Legends

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Hmm…

Is it wrong i want to do a combination of Innoculate and Capture? Drop medkits, but collect a small sample of local pops for further alteration? Can our dropships pick up a few of the workers but not all?

Or hmm… no, that wouldn't really be worth the effort huh? Hell, the Combine is honestly horrifyingly reasonable when compared to the Hutts in some cases. Innoculate and then move on I'd say
We want to be consistent. If we abduct people, no witnesses. If we heal them we heal all of them. We don't want to give mixed signals as to our intentions.
 
"Helix Two, extractor out." The soldier growls, tossing a grenade past the barricade.

Also is 'extractor' a anti-armor grenade as opposed to 'bouncer' that is anti-personnel fragmentation? Or is it bouncer in other context?

Looking it up it's both, must be when they do it, extractor for entrenched position, bouncer just out in the open.
 
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We want to be consistent. If we abduct people, no witnesses. If we heal them we heal all of them. We don't want to give mixed signals as to our intentions.

We came for the factory, we stole everything not nailed down. The workers were left alone so long as they didn't try to fight us.

Dropping med kits and leaving is likely more care than the hutts have Ever shown there workers. So i say do it and leave, we have what we came for.
 
Without the Augmentation Facility capturing seems a waste of time at the moment. Better to just make them more receptive to future recruitment when they can be outfitted properly.
 
Without the Augmentation Facility capturing seems a waste of time at the moment. Better to just make them more receptive to future recruitment when they can be outfitted properly.
You can craft-produce them at a much slower rate without it, the project's just not there because you haven't had pops until now. (Which I admit, I probably should have had it anyway, just with the 'Consumes 1 Pop')
 
[ ] Inoculate

As much as I want more meat for the grinder, we're gonna have to wait since we need that transhuman augmentation facility
 
[x] Inoculate

Yeah, I think best bet is to just focus on the plan we got now, hit the Shells once we've secured aid or neutrality from the starfighters above, synth led charge on their spaceport, secure that, and then get to work on converting in a larger fashion diplomatically and physically.

Just don't want to risk the transports before the big attack.

So, hearts and minds it is! We'll replace those later.
 
[x] Inoculate



Hearts and minds, gonna need to spread confusion
 
[X] Terminate

The other options are likely better but I want to be known as a terrifying force that removed an entire village in the fog with nothing but blaster marks and blood stains to show we were ever there.

Edit: Plus between the poor communications for the workers, the generally miserable conditions and how much better their lives will get under our control (Until they get turned into synths) There's a good chance that if we cover it up no one will ever care to find out. That keeps the enemy from learning any of our tricks or we could use it to keep them in line though fear.
 
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[x] Inoculate

Now, we may be the combine, with us being highly ruthless

However, we are the combine and we strive for efficency

Geting the people on our side for easier future integration under our regime would be useful, allowing for easier compliance and in turn less resources dedicated towards ensuring security upon this world once it has been secured
 
Firstly, as someone who has already started a similar quest on SB, I just want to congratulate the GM for starting this quest. Half-life needs more love.

Secondly, I think we should just leave. If we help them, that means we have to use the medical kits we brought back from Earth. I know medicine is pretty well developed in the Star Wars universe, but I don't want to give any hint of our technology. Even if our adversaries can't study the workers in any way to discover how our kits work, the stories of yellow liquid healing body wounds will thrill their minds. (Assuming these first aid kits use ant lion grubs and not just bandages).

The suggestion of getting rid of witnesses sounds good too. These labourers are not scientists, politicians, or other important figures that we could use or copy. We don't need their hearts and minds. If they don't like something later, they can always find out what the creature will be if they get a little bit of dark energy in their head. But unfortunately, I realize it's going to take a while, so we'd better just get out of here.

[ ] Recall
(GM do we just give them bandages and painkillers or tasty grub juice? If it's not juice, then we can help them)
 
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Secondly, I think we should just leave. If we help them, that means we have to use the medical kits we brought back from Earth. I know medicine is pretty well developed in the Star Wars universe, but I don't want to give any hint of our technology. Even if our adversaries can't study the workers in any way to discover how our kits work, the stories of yellow liquid healing body wounds will thrill their minds. (Assuming these first aid kits use ant lion grubs and not just bandages).

Us showing superior technology (it's not that superior really, Star Wars has pretty damn good medical tech in civilized parts) only aids us really. We want to intimidate the Hutt forces into surrender once we do the big raid next turn on their starport to just utterly crush any hope of resistance they have.

We want their holdouts to surrender in the smaller settlements, we want their boss to realize that rolling over is the way to go. Knowing that not only did we put down their troops without any losses but that even if they had inflicted wounds we could easily heal it with super medkits we just toss out to the workers without care about it like it's nothing, would help that intimidation.

The suggestion of getting rid of witnesses sounds good too. These labourers are not scientists, politicians or other important figures that we could use or copy. We don't need their hearts and minds. If they don't like something later, they can always find out what the creature will be if they get a little bit of dark energy in their head. But unfortunately, I realise it's going to take a while, so we'd better just get out of here.

We're going to be making use of everyone on this planet. Letting the enemy know that they cannot defeat us just aids us. Letting the workers think we care a bit about them when we just kind of care about their ability to be workers for us later aids us.

The other options are likely better but I want to be known as a terrifying force that removed an entire village in the fog with nothing but blaster marks and blood stains to show we were ever there.

I can totally understand and respect this take though. Intimidating reputation is good to have.

But ultimately, we're not a Sith, we don't need their fear, their horror, their respect, their silence or admiration. We just need them to be what we make them.
 
-snip-
(GM do we just give them bandages and painkillers or tasty grub juice? If it's not juice, then we can help them)
It's grub juice.

I think it's amusing that we came up with roughly the same idea for a quest at about the same time. I'm pretty sure I had the concept for Benefaction rattling around in my head a while before your quest, but that might just be shitty memory talking. I ended up posting it here since I knew SV had a reasonable Half-Life audience from Right Man in the Wrong Place's success.
 
It feels a bit strange that some criminal rabble has nearly the same attack stats as augmented, trained, professional soldiers, unless we're going for blasters being THAT powerful which I understand.
 
That reminds me. Here's the link to Universal's quest for anyone else that, like me, was interested after hearing it existed over on SB:

forums.spacebattles.com

Code: Pressure, Cautirize, Sterilize. (RWBY/Half-life)

Due to unforeseen circumstances, the adviser under the number 315 arrives on the Remnant. With only the debris of the ship that brought you here, you have to establish the production of synths, find new sources of energy, study and assimilate the locals. Will you be able to get back in touch...

Have not caught up yet, friend had thing to speak about that distracted me, starts off good.

More Half-Life stuff is nice to have.
It feels a bit strange that some criminal rabble has nearly the same attack stats as augmented, trained, professional soldiers, unless we're going for blasters being THAT powerful which I understand.

It's funny looking at the stats that everything got -1 for 'conditions' because the swamp is just that fucking horrible.
 
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