Benefaction: A Combine Ck2 Quest in Star Wars Legends

Primarily attempting to sell out to higher powers that isn't us. Hutts are shady bastards and often go running or offer other parties their services if its not profitable to them

True biological immortality and the offer of a higher position in a transuniversal group displaying very advanced and different technologies (coupled with knowledge of what we do to those we punish) should suffice, unless we start losing very badly.

The main issue is getting them to acknowledge our power and thus their need to join us in the first place.
 
"we can make you a ton of money without the need for illegal activity because we'll literally be the government and need people with your talents. oh and we'll make you immortal cyborgs. btw if you don't listen to us we'll crush you with proper combined arms tactics and horrific biological warfare"
>the hutts:

View: https://www.youtube.com/watch?v=7ayDBOAH2HQ


(yes i know it isn't this simple i just thought the oversimplification was funny)
 
Another issue I wanna point out is if the hutts have any space ships in orbit.
 
Another issue I wanna point out is if the hutts have any space ships in orbit.

Eh, I doubt they got anything planetary bombardment capable for this backwater. Maybe area bombardment like swoop down and blast away with a cannon like a starfighter tossing a few missiles.

They'd probably need to call in a favor or make a request to have a real fighting ship come by, and right now they're at "Who the fuck even is this and how did they get here!?".
 
Turn 6: Dysplasia


BENEFACTION – A COMBINE QUEST


Nar Kaaga, Month 2, 22 BBY.


Dysplasia, Turn 6


Last turn results:
[x]
Small Synthwombs (205/225) (50 Roll + 15 Skill = 65) + (7 Roll + 15 Skill = 22) + (23 Half Roll + 15 Skill = 38) + (8 Half Roll + 15 Skill = 23) = (353/225) Overflow added to Crab Synths
[x]
Gestate: Crab Synths (128/125)

Bluish metal hallways echo with muffled organic sounds: a low thumping, beating circulatory system; grasping, reaching limbs scratching against walls; the rhythmic tap-tap-tap of synthetic skin being stitched over implants and tubes, soon to be indistinguishable from the creatures' original covering. Sacs split and burst, sending their former occupants out sprawling into the cold air in a small tide of suspension fluid. The Synths stand for the first time on shaky limbs, warbling at each other as they dry.

Soon a dozen armored Behemoths trundle down the walkways away from their birthplace, each step leaving subtle clawmarks in the floor below. The Synths' bodies gradually go from a shiny, almost pale white to matte blue as their carapaces set with exposure to Oxygen, specifically hued to match the mud and low-lying foliage of this world. Some preliminary tests will be done to ensure quality, and then they will enter a resting state, awaiting the moment you have need of them.

The first of their kind in this Galaxy, the first of legion.

[x] Setup a Suppression System (0/100 +10 to location defense once completed.) (97 Roll + 15 Skill = 112 CRIT) + (20 Roll + 15 Skill = 35) + (32 Half Roll + 15 Skill = 47) = (194/100) Overflow assignment available

Setting up the Dark Energy Pulsor arrays is made much easier than expected by the fact that the heavy, superconducting conduits required to power the devices are already in place, installed during efforts to initialize the Reactor. Effectively only having to peel away the exterior panels and produce the actual weapons leaves you with a significant amount of spare production capacity.

Ideally the system should be tested at full capacity, but you're limited to internal quality-control tests without alerting the Hutts to your capabilites.

[x] Humanoid Augmentation (105/150) 19 Roll + 15 Skill = (139/150)

Results have been rather… mixed.

It seems the Neural structure of Humanoid species in this Galaxy differs more significantly from the baseline Human norm than previously anticipated.

Exploratory conversion of your two remaining political conscripts has resulted in one subject being reduced to a babbling shell paralyzed on the operating table, repeating verbatim any command given by Overwatch for hours until the unit's memory is erased, which simply causes the aberrant behavior to start over.

The other initially appeared more successful, responding to Overwatch and an Ordinal unit's commands within expected parameters for the admittedly crude conversion. However, the subject lost both all sense of pain and most motor control functions, causing massive internal damage to their own limbs from overexertion when ordered to follow the Ordinal for further testing.

Both subjects have since been deserviced, though you doubt it will take much more work to complete the new procedures.

[x] Repulsor Transport Design (0/115) 86 Roll + 15 Skill = (101/115)

A thousand, thousand tiny intricacies shape the aspects of the new design; the initial wheeled transport is flattened and elongated due to higher efficiencies in low-strength Repulsorlift fields. The drive engine is replaced with a rack of replaceable batteries, somewhat reducing the maximum operating time of the craft, but the range provided by near-frictionless travel more than offsets this limitation. Overall reduced weight allows the fitting of an automated pulse turret, similar to the existing APC.

You should have a working prototype ready for production soon, with a little more time.

[x] Practice (DC Variable, Small chance to improve Psionics skill.) 17 Roll + 8 Skill = 25

Ever your mind's greatest strength and weakness, you find it wandering over the possibilities for some of the more exotic Humanoid races you have read about, rather than devoting the time in relative isolation to it's intended task. A new variety of Scalpel, using newly-observed natural sensory organs in conjunction with cybernetic implants to eliminate targets at far greater ranges. Some of the more physical races, honed to become fierce melee combatants to clear the interiors of Stations and Starships…

No progress.



Administrator

TRAITS:

Old
Thoughtful

STATS:
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)
8 Psionics Skill, 1 Dice (+1 Base Dice)

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

Unit Cap: 5/8 (+6 Base, +2 Synthwombs)

CITADEL ZERO
Facilities:
Dark Fusion Reactor
Smart Barriers (+5 to Base defense)
Basic Fabricators
Small Synthwombs (+2 Unit Cap)
Suppression System (+10 to Base defense)

Garrison:
Crab Synths
Combine Soldiers (Mechanized)
Combine Soldiers
Scanners
Viscerators
Construction Striders (U)
Stalkers (U)
Dropships (U)

NAR KAAGA
Locations of Interest:
Shell Hutt Palace
Hostile Garrison:
Hutt Enforcers
A-A3 speeder trucks (U) (Relocated from Laugh House)

Facilities:
AA Blaster turrets

Kos-Amul, Primary Settlement and Starport
Hostile Garrison:
Armed Populace
Hutt Enforcers
Z-95 Headhunters

Facilities:
Starport
Power Generator

"The Laugh House", Contraband Production Facility
Hostile Garrison:
Hutt Enforcers

Facilities:
Spice Cracking Plant
AA Blaster turrets

Kos-Mata, Fringe Settlement
Hostile Garrison:
Hutt Enforcers (Relocated from Palace)

Kos-Resh, Fringe Settlement
Hostile Garrison:
Armed Populace

TACTICS:

[ ] Abstain(Tactics) (Free, take no actions in this category and instead gain it's die as half-strength Free Die for this turn.)​

[ ] Assault Location (DC Variable, Combat. May be selected multiple times for attacking more than one site simultaneously.)
You know where your Enemy is, and their numbers.​

[ ] Objective: (Write in objective, EG Destroy, Raid, Capture.)​

[ ] Commit Forces: (Write in non-utility units…)​

ADMINISTRATION:

[ ] Abstain(Admin) (Free, take no actions in this category and instead gain it's die as half-strength Free Die for this turn.)​

Trivial Projects:

[ ] Produce Mechanical Units:
[ ] Viscerators (DC 25)
A small, flying Mechanical Unit that uses spinning blades offensively. They excel at clearing confined spaces on their own, and are compact enough to be carried by your Transhuman soldiers.
Incapable of independent function, must be carried or launched by another unit or structure.

[ ] Scanners (DC 15)
These mobile surveillance machines are normally intended for use in Urban environs, one tool of many to allow the Overwatch System to properly maintain order through omnipresence and omniscience. But, perhaps in this case they would serve well in monitoring the surrounding swampland for potential intruders.​

Primary Projects:

[ ] Gestate Synths:

[ ] Crab Synths (3/125)
Heavily armed and armored, the Crab Synth is most suited to frontal assaults, bringing it's pulse chaingun down on enemy positions. In close combat it's claws are even powerful enough to dig into thin-skinned vehicles. On Nar Kaaga it can navigate without hindrance, slicing through the foliage with ease and perhaps even burrowing into the soft soil to stage ambushes.​

[ ] Hunters (0/100)
Nominally a scout unit, Hunters excel at stalking isolated targets, as well as possessing a high degree of mobility allowing them to traverse nearly any terrain. While unable to completely replace infantry, they serve well in supporting roles of all kinds.​

[ ] Mortar Synths (0/110)
Essentially a self-mobile piece of light artillery, the Mortar Synth is very vulnerable if left unprotected in a conflict area. That stated, in conjunction with other units marking targets it provides a degree of firepower only rivaled by emplacements and significantly larger machines.​

[ ] Claw Scanner (0/50)
A more advanced, multi-role version of the Mechanical Scanner, the Claw Scanner provides support to other Synth units by spotting targets, providing visuals via a neural linkage and dropping support equipment and ammunition for Transhuman forces. Sometimes used for the delivery of non-essential cargo.
Buffs one other unit. May independently lay mines at a location.



[ ] Fabricator Upgrade (0/350)
General expansion of production lines and the addition of more precise equipment.
Enables production of APCs, Trucks and Hunter-Choppers. Unlocks more advanced facilities.

[ ] Basic Transhuman Augmentation Facility (0/175)
Without the space for a comprehensive conversion program you'll be restricted to the earlier Prototype version of the Modern Transhuman Forces. However doing what you can with the available resources will allow you to increase throughput of these units significantly, though their long-term viability will be limited.
Enables rapid creation of Combine Grunts from base population. +2 Unit Cap on completion.


[ ] Canister Launcher (0/125)
A simple magnetic acceleration system to launch cargo pods across large distances. Typically used to deliver either Viscerators or Parasitics to a hostile location, sometimes in support of Transhuman Overwatch Activities. Includes a simple cloning device.
Halves Unit Cap upkeep of Viscerators, may launch Headcrab Canisters once per turn.

RESEARCH

[ ] Abstain(Research) (Free, take no actions in this category and instead gain it's die as half-strength Free Die for this turn.)​

Trivial Projects:

[ ] Contraband Analysis (DC 35)
The now-named Giggledust seems to be a largely recreational substance, with little to no addictive qualities on it's own. There are however suggestions that it may have viable Anti-Fatigue properties in it's purest form.​

Primary Projects:

[ ] Defoliant Studies (0/100, Enables non-aerial logistics running out of your base.)
While the Dropship Synth is efficient, you only have so many of them for the time being. Finding a suitable compound for clearing away the flora to establish a roadway for your land vehicles will free up significant resources.​

[ ] Humanoid Augmentation (139/150)
Necessary adjustments to baseline procedure, considering a large portion of the Galactic Population is either Humanoid or Near-Human in nature.
Enables Transhuman Augmentation for a wider portion of the Populace.

[ ] Repulsor Train Design (0/100)
The pre-existing rail networks on Earth proved to be extremely useful for the logistics of the Combine Overwatch. While no such network exists on this world, the long term utility cannot be denied. Switching to a frictionless Repulsorlift system would allow the trains to traverse nearly undeveloped pathways between destinations, dramatically reducing the upfront cost of such a system.
Halves Razortrain Network construction cost.

[ ] Repulsor Transport Design (101/115)
Short of eradicating the entire ecosphere, the swamps of Nar Kaaga will continue to hamper operations long-term, even after the deployment of a viable Defoliant. A vehicle in the style of the local landspeeder craft could simply ignore most terrestrial obstructions, and allow Transhuman units or perhaps Civil workforce individuals to traverse with ease.​

[ ] Long-Range Aerial Antigens (0/200)
Your studies indicate that warfare in this Galaxy heavily favors the use of small, often single-occupant strike craft either to harry the opposition's own craft or to deliver powerful munitions directly to installations or vessels. Creating a self-guided missile with a Repulsor in addition to conventional drive systems would allow the projectile to essentially ignore a planet's gravity well. Limited only by air resistance and fuel, you estimate such a weapon could rapidly eliminate light targets even in low orbit above a launch site, though efficiency drop-offs mean it is unlikely to be viable against larger targets.​

The gaze of your data-link lands on the intended object of your research, the deceptively small disk currently stowed not far from your pod... No, you'll have to be patient to unlock it's secrets.
Arbeit Data Disk decryption locked until the construction of a Supercomputer Array.

DIPLOMACY:


[ ] Abstain(Diplomacy) (Free, take no actions in this category and instead gain it's die as half-strength Free Die for this turn.)​

Trivial Projects:

[ ] Talk? (DC ???)
The Shell Hutts have identified your location. While they are unlikely to have a favorable stance towards you, you might be able to sow disinformation or learn more of their internal politics. Sending a scanner, and using Overwatch as a proxy will allow you to communicate with them, though exactly what you'd say is another matter. (Write in...)​

PSIONICS:

[ ] Abstain(Psionics) (Free, take no actions in this category and instead gain it's die as half-strength Free Die for this turn.)​

Trivial Projects:

[ ] Practice (DC Variable, Small chance to improve Psionics skill.)
You can't actually recall the last time you needed to Hatch, but given the circumstances it might be time to stretch your abilities a little, should that time come again on Nar Kaaga.​

Primary Projects:

[ ] Hatch (0/150, +2 Skill to Admin, Tactics and Diplomacy.)
It's becoming more and more clear that your direct intervention in proceedings may be necessary. Though you will still need to return to the Pod at regular intervals to rest.​

PERSONAL:

[ ] Assign Production Overflow +94 (Free, Write in Administrative option...)​

(AN: Really meant to have this out earlier, but my brain alternates between cranking out 3 pages in a half hour to so abysmally slow that it makes a pitch drop look fast when it comes to writing prose.

I was going to have a separate Unit Cap building, but have since decided that should just be on the production facilities for the time being, since the things you need to make the units are the same things you need to maintain them.

Vote by Plan, Two hour moratorium on voting, after that voting will be open until 10:00PM CST this Thursday.)
 
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Could probably add dedicated unit cap buildings later, after our manufacturing is properly set up and it would be unnecessary to just keep expanding direct unit construction capabilities when we can build up our forces over time.
 
Okay, we are nearly ready for the push, let do this

[X]Plan: Blitz preparations
TACTICS:
-[X] Abstain(Tactics)
(Free, take no actions in this category and instead gain it's die as half-strength Free Die for this turn.) X2
ADMINISTRATION:
-[X] Claw Scanner
(0/50) Buffs one other unit. May independently lay mines at a location. Admin die
-[X] Fabricator Upgrade
(0/350) Enables production of APCs, Trucks and Hunter-Choppers. Unlocks more advanced facilities. Admin die, Tactics die
RESEARCH
-[X] Defoliant Studies
(0/100, Enables non-aerial logistics running out of your base.) Research die X2
-[X] Humanoid Augmentation (139/150) Enables Transhuman Augmentation for a wider portion of the Populace. Diplo die
-[X] Repulsor Transport Design
(101/115) Tactics die
DIPLOMACY:
-[X] Abstain(Diplomacy)
(Free, take no actions in this category and instead gain it's die as half-strength Free Die for this turn.)
PSIONICS:
-[X] Practice (DC Variable, Small chance to improve Psionics skill.)
PERSONAL:
-[X] Assign Production Overflow +94
(Free, Write in Administrative option...) Assign to Fabricator Upgrade

We got the crabs, now lets get something for the troops, we get the defoliants to open the way, the fabricator to make or unlock the facilities for the repulsors, finish augmentations and get some scanners on top of that.
 
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)
8 Psionics Skill, 1 Dice (+1 Base Dice)

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

Alrighty! So, we've been spotted, enemy is on alert, so still shouldn't go invade. Should prep for our invading or defending and work on our ways to get to the enemy.

So, we want hunters, they're distinct enough to that dream that yes, if Skywalker finds evidence he'll know. But they are SO. USEFUL. Especially if they can move around in this terrain, though no guarantees there. So we want hunters, to ambush people and all. We already got the crabs blending in but the hunters will be good for making enemies around disappear.

Mortar synths will be good for pounding our enemies from afar as we charge in, great for crushing a place. So we want them too, though they are slightly less urgent for the defense so don't need to be assured.

The canister launcher will let us really start laying into the enemy once hostilities truly break out. Or maybe cut down a incoming force. It's just good to have, so we want it, though it's not essential, just a good multiplier.

Research wise, we want augmentation before we do more kidnapping, just get it out of the way. We want that repulsorlift design even if we do de-plant the area.

But we want to finally get started on deplanting the area so we can make trains and whatnot in time and get our wheeled vehicles joining the fighting. So tossing the free dice there.

And tossing psionics die and a half strength die at training our psionics. Hatching remains un-urgent right now though I would like to get it out of the way before we meet our main enemy as a leader to leader meeting. EDIT: And now tossing a half strength die at it given the clarification of psionics training as a trivial project.

[x] Rounding out the forces
-[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] Assign Production Overflow +94: Gestate Synths: Hunters
-[x] 1x half-strength die (Tactics) Gestate Synths: Hunters
-[x] 1x Administration Die, 1x half-strength die (Tactics) Gestate Synths: Mortar Synths
-[x] 1x Administration Die Canister Launcher
-[x] 1x Research Die Humanoid Augmentation
-[x] 1x Research Die Repulsor Transport Design
-[x] 2x Free Die Defoliant Studies
-[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.)
-[x] 1x half-strength die (Diplomacy) Hatch (0/150, +2 Skill to Admin, Tactics and Diplomacy.)
 
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Neat. Now we can crab all over Nar Kaaga and make it the moment of all time in this quest :p

Humanoid Augmentation and Repulsor Transport Design is coming along nicely. Should be ready by next turn.

[x] Rounding out the forces
-[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] Assign Production Overflow +94: Gestate Synths: Hunters
-[x] 1x half-strength die (Tactics) Gestate Synths: Hunters
-[x] 1x Administration Die, 1x half-strength die (Tactics) Gestate Synths: Mortar Synths
-[x] 1x Administration Die Canister Launcher
-[x] 1x Research Die Humanoid Augmentation
-[x] 1x Research Die Repulsor Transport Design
-[x] 2x Free Die Defoliant Studies
-[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.)
-[x] 1x half-strength die (Diplomacy) Hatch (0/150, +2 Skill to Admin, Tactics and Diplomacy.)

I'm going with Asmo's plan here for the third time now. The Crabs, Hunters and Mortars at least give us a good defense to start off with troop-wise and not get as hindered by the foliage as our land vehicles would. Plus they serve as decent support for our infantry because until we can get Augmentation out of the way, we'll have little viable means to replenish these numbers if we lose them.

The Canister Launcher is admittedly meh. It's good to have, sure, but meh.
 
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[x] Rounding out the forces
-[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] Assign Production Overflow +94: Gestate Synths: Hunters
-[x] 1x half-strength die (Tactics) Gestate Synths: Hunters
-[x] 1x Administration Die, 1x half-strength die (Tactics) Gestate Synths: Mortar Synths
-[x] 1x Administration Die Canister Launcher
-[x] 1x Research Die Humanoid Augmentation
-[x] 1x Research Die Repulsor Transport Design
-[x] 2x Free Die Defoliant Studies
-[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, 1x half-strength die (Diplomacy) Practice (DC Variable, Small chance to improve Psionics skill.)
 
The Canister Launcher is admittedly meh. It's good to have, sure, but meh.

Yeah, it's not as sexy as a hunter-chopper or other lumbering stuff, but remember it's actually pretty effective artillery even without the zombie menace consideration. Killing people in the area with debris, knocking over large towers. Station 6 got wrecked real hard at the end of Route Kanal with em. It'll be a great weakening force multiplier for anywhere we raid.

Also it's funny to imagine some gangster checking out the 'dud shells', only to have headcrabs leap out at em.
 
-[] 1x Psionics Die, 1x half-strength die (Diplomacy) Practice (DC Variable, Small chance to improve Psionics skill.)
Unfortunately:
Dice are essentially actions, but unlike Trivial Projects, Primary Projects may have multiple dice committed to them at once to complete them faster. Actions marked as (Free) do not require any dice to pick.

So Rounding out the Forces will end up having that half die assigned to something else, if it goes through in it's current state.
 
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I had a feeling that may be the case in the past, but wasn't certain due to it not being listed as trivial. I should have asked to be certain instead of attempting I realize now in hindsight and with the clarity of some ramen noodles eaten.

Anyway, moving that half strength die to Hatch.
Oh, yeah. That's on me then, I didn't put categories on Diplo & Psionics because they only had Trivial Projects at the start.
 
[X]Plan: Blitz preparations
TACTICS:
-[X] Abstain(Tactics)
(Free, take no actions in this category and instead gain it's die as half-strength Free Die for this turn.) X2
ADMINISTRATION:
-[X] Claw Scanner
(0/50) Buffs one other unit. May independently lay mines at a location. Admin die
-[X] Fabricator Upgrade
(0/350) Enables production of APCs, Trucks and Hunter-Choppers. Unlocks more advanced facilities. Admin die, Tactics die
RESEARCH
-[X] Defoliant Studies
(0/100, Enables non-aerial logistics running out of your base.) Research die X2
-[X] Humanoid Augmentation (139/150) Enables Transhuman Augmentation for a wider portion of the Populace. Diplo die
-[X] Repulsor Transport Design
(101/115) Tactics die
DIPLOMACY:
-[X] Abstain(Diplomacy)
(Free, take no actions in this category and instead gain it's die as half-strength Free Die for this turn.)
PSIONICS:
-[X] Practice (DC Variable, Small chance to improve Psionics skill.)
PERSONAL:
-[X] Assign Production Overflow +94
(Free, Write in Administrative option...) Assign to Fabricator Upgrade
 
So, if my plan wins, my overall plan for the next turn is that if the Hutts don't attack or communicate, focus will be on fab upgrade and any deployment of the defoliant/further research as needed, but also spare some die to check their drugs as that'd be useful info for negotiations and a little more to hatch.

If they do attack we can stomp on em to really show off our power before initiating communications to indicate they've become an irritation, implying before we weren't seeing them as much of anything. A proper power move to begin talks.

If they start broadcasting at us, or send a small delegation to try to get a meeting, it's also to our favor as it's them seeking us, and we can 'deign to set up a meeting'.

Establishing a proper persona as 'above them but interested in making use of local resources to mutual benefit' is necessary if we don't want to just murder every potential resource. Though I imagine they won't take us seriously even if we do talk and mostly will be a posture off, where they try to understand us more and we try to make clear that we will gleefully accept submission.

Our real goal militarily is to seize starship technology and prevent meaningful evacuation of useful assets. So seizing the starport is what we want to be ready for. Seizing and holding. Ideally it will be our first real move, overwhelming the local guards. Preferably a crab and hunter ambush before there's Z-95s in the air, preventing pilots from getting to their vehicles.

We can't prevent every yahoo from taking off though, spaceships are like trucks. Word will get out, and their communications tech will let them indicate what's happening to other interested parties, though it's a question of how interested they'll be.
 
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