Benefaction: A Combine Ck2 Quest in Star Wars Legends

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[x] Bunker Down And Crab

I like both plan but I want to guarantee we get the suppression system up this turn. We are going to need it for the gangster that will eventually come for us.
 
A long shot possibility but are we capable of pulling psyops on the Hutts in charge of the planet here?
If we study the drugs I can see us making a cheaper or more potent version and selling to the Hutts. Maybe we can get hired to "disappear" a few problem people for the Hutts, the fact that our numbers go up after is just coincidence. Do all this and getting payed by the Hutts while we undermine them.
 
It occurred to me that it's entirely possible that we'll be mistaken for droid controlled with our robot lady voice, cold talk of 'biotics' and robot-men troops.

That'd be hilarious, people debating if we're actually organics at all up top or droids using organics like organics use droids.
 
As much as Turtleling strategy seems as dishonorable in my opinion it's the best thing we can do right now to avoid too much heat from other galactic powers
 
As much as Turtleling strategy seems as dishonorable in my opinion it's the best thing we can do right now to avoid too much heat from other galactic powers

We are not turtling! We are crabbing! :tongue:

But yeah, just trying to avoid a response till we're actually ready to wage war with more than a handful of troops and dropships to our offensive roster.
 
[x] Bunker down and crab


We need those synths and Defence systems set up. Plus using head crabs will give the hutts a nice distraction while we build up our power base and inevitably expand outwards. Also, it's inevitable if we do lose track of a few crabs we use, hell look at what happened to Ravenholm.
 
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What are we going with in terms of the repulsorlfit vs wheels debate? Are there going to be any benefits to using one over the other?

Also are hopped mines more realistically sized in this setting or are they still sillily huge and noticeable while still being low power for their size?
 
What are we going with in terms of the repulsorlfit vs wheels debate? Are there going to be any benefits to using one over the other?

Also are hopped mines more realistically sized in this setting or are they still sillily huge and noticeable while still being low power for their size?


I think full replacement to repulsorlift would be a good idea the negatives are now we need to research and then produce them are the main problems
 
I mean they aren't used universally in Star Wars considering scout walkers or all the other legged vehicles, which suggests there are some tradeoffs.
 
[x] Bunker Down And Crab
-[x] Abstain(Tactics) (Free, take no actions in this category and instead gain it's die as half-strength Free Die for this turn.)
-[x] 2x Administration Die, 2 Half-Strength Die (Tactics) Small Synthwombs (205/225)
-[x] 2x Free Die, 1x Half-Strength Die (Diplomacy) Setup a Suppression System (0/100 +10 to location defense once completed.)
-[x] 1x Research Die Humanoid Augmentation (105/150)
-[x] 1x Research Die Repulsor Transport Design (0/115)
-[x] Abstain(Diplomacy) (Free, take no actions in this category and instead gain it's die as half-strength Free Die for this turn.)
-[x] 1x Psionics Die Practice (DC Variable, Small chance to improve Psionics skill.)
 
We need those synths and Defence systems set up. Plus using head crabs will give the hutts a nice distraction while we build up our power base and inevitably expand outwards. Also, it's inevitable if we do lose track of a few crabs we use, hell look at what happened to Ravenholm.

Headcrabs are inevitable, yes. The canister launcher is nice as a way to mess with the enemy once hostilities are fully opened up, just not what we're aiming for right now.

We're aiming for crab synths, not headcrabs.

They've got gatling guns, might have potential for a secondary from the look of said gun and look like they trundle along being super tanky. Which is what we need, something to take the hits during a fight and act as a main pusher our other forces cover behind and around.

With at least one we can do an offense on a harder target since we'd have something to take the hits of turrets while our troops maneuver around providing support. The Hutt troops would need a rocket launcher equivalent and multiple hits hopefully to really take one on.

I mean they aren't used universally in Star Wars considering scout walkers or all the other legged vehicles, which suggests there are some tradeoffs.

Repulsorlift probably takes more maintenance and there are likely planets where the local atmosphere interferes with the stuff.

But more to the point, there exists anti-repulsorlift technology. Specifically jammers that ground the vehicles.

We'll want a mix of vehicles for various conditions. And with roads active, wheeled vehicles can probably carry more loads more efficiently.

However, with local conditions, specifically plant filled and swampy, I feel that hovering is the way to go for our immediate transportation concerns, for things that can't walk through the swamp like our crab synths.

We'll want to defoliate and make roads to the rest of the planet in time, so we can make rails along them, which will be useful for our upkeep I believe, but that's a concern that's not immediate.
 
i totally forgot about jammers lmfao, that's hysterical. Other than that that makes a lot of sense, thanks.
 
Headcrabs are inevitable, yes. The canister launcher is nice as a way to mess with the enemy once hostilities are fully opened up, just not what we're aiming for right now.

We're aiming for crab synths, not headcrabs.

They've got gatling guns, might have potential for a secondary from the look of said gun and look like they trundle along being super tanky. Which is what we need, something to take the hits during a fight and act as a main pusher our other forces cover behind and around.

With at least one we can do an offense on a harder target since we'd have something to take the hits of turrets while our troops maneuver around providing support. The Hutt troops would need a rocket launcher equivalent and multiple hits hopefully to really take one on.



Repulsorlift probably takes more maintenance and there are likely planets where the local atmosphere interferes with the stuff.

But more to the point, there exists anti-repulsorlift technology. Specifically jammers that ground the vehicles.

We'll want a mix of vehicles for various conditions. And with roads active, wheeled vehicles can probably carry more loads more efficiently.

However, with local conditions, specifically plant filled and swampy, I feel that hovering is the way to go for our immediate transportation concerns, for things that can't walk through the swamp like our crab synths.

We'll want to defoliate and make roads to the rest of the planet in time, so we can make rails along them, which will be useful for our upkeep I believe, but that's a concern that's not immediate.

I always get those two mixed up since they both have "crab" in the name.

anyway, once we're done with humanoid augmentations, we're gonna need those defoliant and augmentation facilities up and running and study repulser lift technology cause me thinks that wheeled vehicles won't be as valuable anymore.
 
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