Benefaction: A Combine Ck2 Quest in Star Wars Legends

I wonder if we can create some sort of super emp. Just turn everything off on the planet, or at least anywhere important. That'd solve our future problems with the galaxy wide internet and that every redneck could have a space truck.
 
I wonder if we can create some sort of super emp. Just turn everything off on the planet, or at least anywhere important. That'd solve our future problems with the galaxy wide internet and that every redneck could have a space truck.

Maybe if we had the Homeworld resources at our disposal, but I doubt our lone Citadel could do it on it's own. There's also the issue of us wanting the various information stored in their systems to better understand the galaxy we're in, and samples of various things like their droids to ensure anything useful to us is acquired.

We're simply going to have to accept that word will get out of a force messing with the Hutts.

Though perhaps in the future, with more worlds under our belt we could. Or get local samples of stuff suitable, ion weaponry.

Jamming seems likely a easier thing to do, nothing fancy but Hutt forces probably have some, piracy and all. Though if any are here on this world is another question.

But if we can access their public comms, as we can, regular interference seems likely. Maybe with some research for the holonet type.

The locals with space trucks would remain a thing however.
 
Vote closed
Scheduled vote count started by Mantising on Sep 26, 2023 at 7:57 PM, finished with 20 posts and 11 votes.

  • [x] Rounding out the forces
    [X]Plan: Blitz preparations
    -[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
    -[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
    -[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
    -[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] Practice (DC Variable, Small chance to improve Psionics skill.)
    -[X] Assign Production Overflow +94 (Free, Write in Administrative option...) Assign to Fabricator Upgrade
    [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.)
    [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.)

Edit: And I timed the vote wrong. If anyone wants to get some last minute votes in the next hour and a half I'll count them.
 
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Adhoc vote count started by Mantising on Sep 28, 2023 at 10:54 PM, finished with 25 posts and 12 votes.

  • [x] Rounding out the forces
    [X]Plan: Blitz preparations
    -[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
    -[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
    -[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
    -[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] Practice (DC Variable, Small chance to improve Psionics skill.)
    -[X] Assign Production Overflow +94 (Free, Write in Administrative option...) Assign to Fabricator Upgrade
    [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.)
    [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.)
 
Turn 7: Metastasis


BENEFACTION – A COMBINE QUEST


Nar Kaaga, Month 2, 22 BBY.


Metastasis, Turn 7

Last turn results:
[x]
Assign Production Overflow +94
[x] Gestate Synths: Hunters (0/100) 8 Half Roll + 15 Skill + 94 Overflow = (117/100)
[x] Gestate Synths: Mortar Synths (0/110) (22 Roll + 15 Skill) + (49 Half Roll + 15 Skill) = (101/110)

Two dozen Hunters now patrol the ever-growing interior of Citadel Zero, pacing the same halls endlessly as their pack-hunter derived personae slowly grow restless without 'prey' to provide stimulation. A mild detriment more than worth the Synth's versatility in this environment.

The Mortar Synths are comparatively fickle in maturation, the thick bundles of muscle fibers required to absorb their armament's recoil for thousands of rounds has glacial growth rates, but possesses among the highest durability of any soft tissue known to the Combine. One of your previous iterations was the one to design it, though that one would not distinguish themselves enough to replace the base template of your consciousness.

[x] Canister Launcher (0/125) 27 Roll + 15 Skill = (42/125)

You ponder the device as a trio of mag-acceleration barrels are welded together above the future loading mechanism. Despite your lack of templates for the more exotic parasite varieties, it does pique your curiosity to think of what they will do to the sheer variety of Sapient forms in this Galaxy; and that such things will be just as dangerous to the Overwatch forces as to your opposition.

Even in Humans with the infertile, baseline strain, the mutations can become quite excessive as the infested change to better suit the parasite's needs.

Perhaps such thoughts are premature, at least until the cloning device is actually complete.

[x] Humanoid Augmentation (139/150) 84 Roll + 15 Skill = (238/150) Overflow assigned to Defoliant Studies.

While you have dried up the current supply of subjects to actually test the procedure, you now have a general process for inducting the majority of humanoid species into the Transhuman Overwatch. With access to a stable population, you should be able to develop more specialized conversions for races with desirable traits.

[x] Repulsor Transport Design (101/115) 48 Roll + 15 Skill = (164/115) Overflow assigned to Defoliant Studies.

The final design resembles a broad flat point, angled to split through the mid-level foliage of the Swamp, and to deflect incoming fire. The lift ceiling isn't as high as you would prefer, but this is technically a landspeeder by local standards, rather than an airspeeder. With it's integrated pulse turret it can support infantry action, though it's thin armor makes for little staying power in a prolonged engagement.
Fabricator Upgrade Required for mass production. May build one unit at an increased cost without the upgrade.

[x]
Defoliant Studies (0/100) (11 Roll + 15 Skill) + (1 Roll + 15 Skill) + (49 Overflow + 99 Overflow) = (190/100) Overflow assigned to Native Biochemistry

With other projects going easier than expected you are able to spend a far greater amount of time testing the various compounds than anticipated. Time that turns out to be necessary, as the foliage proves unusually resilient to most common substances, including some meant for the Border World.

The latest compound, Substance 106, appears promising, causing immediate wilting in all cases… Until you get to the fungal samples. Rather than simply dying, the fruiting bodies melt on contact with the clear toxin, mixing to form a thick black acid that eats through the container with ease, and then the floor below the improvised lab.

"Damage sustained. Requesting stimdose." A soldier's vocoder buzzes into your awareness.

Somewhat irritating, but you were eventually able to isolate an effective Defoliant, one that does not produce acid.

You do make a note to look into that particular reaction further.
Project complete, Combine Soldier wounded.

[x]
Practice 97 Roll + 8 Skill = 105 CRIT, +10 Bonus to Psionic rolls this turn.
[x]
Hatch (0/150) 13 Half Roll + 12 Skill + 10 Bonus = (35/150)

There.

A sense of release flows over your form as it feels like you can finally stretch for the first time in this Host body. It takes several warning pings from Overwatch before you realize that you're inadvertently crushing the circulatory system of the Pod Synth around you. But, with that minor complication aside you highly doubt you'll achieve much more in terms of honing your abilities; while still confined to the Pod at least.

You allow the Pod to give you a trickle of unfiltered air, taking the time to train yourself to sift out contaminants before they reach your body.
+4 Psionics Skill



The Hutts are preparing, so it seems. Over the past week a handful of transport craft have arrived in the spaceport, coinciding with scattered mentions of 'war droids' in unencrypted communications around and within Kos-Amul. Efforts to scrape a more detailed description of the machines has proven futile, but they are most likely reinforcements called in response to your presence.

"Attention: Direct Orbital Transmission Intercepted."

You flick through the data-link, and direct what sensor equipment you currently possess skywards. Through the thin haze of pollen and fungal spores that perpetually occupies this planet's upper atmosphere you're able to make out a long, boxy Starship in orbit over Nar Kaaga. One of the interstellar freight-hauling ships, or at least that's what you would have guessed were it not for the parasite craft bolted onto the sides of the craft in place of cargo containers.

Faint battle damage can be seen on the main vessel, with long scorch marks trailing off pocks of twisted Durasteel, though the image isn't of clear enough to discern details on the parasite craft.

You tune in to the ship's transmission, aimed directly at Citadel Zero.

"This is Vlyal, captain of the Sabaoth's Teeth. I believe we have something to offer one another."

The voice is high-pitched and nasally, Overwatch identifying it as most likely belonging to a Rodian.

"See, about a week ago we were contacted by none other than Reshul of the mighty Shell Kajidic, offering us work fighting 'pirates' around his little fiefdom out here. I thought that was strange, since if you're a pirate working this deep in Hutt space you either owe them money or you are one. But, we needed the credits after recent events, so here we are.

And then I saw that Nova-Crystal of a place you have nestled in the swamp down there, and I put the picture together. You've got the Hutt concerned, probably for the first time in decades at that.

Now, I'm no fan of the Hutts, but credits are credits. So whoever you are, I'm willing to bet you're more interested in having our services than letting the Shells get an advantage over you. Respond on this frequency if you're making an offer. This message will repeat for the next few minutes."

By your estimate the ship carries a squadron of strike craft, assuming the attached fighters are in fact combat-capable.



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)
12 Psionics Skill, 2 Dice (+1 Base Dice, +1 from Skill)

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

Unit Cap: 6/8 (+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:
Hunters
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

Facilities:
AA Blaster turrets

Kos-Amul, Primary Settlement and Starport
Hostile Garrison:
Armed Populace
Hutt Enforcers
Unidentified Droids (Arrived from Space)

Z-95 Headhunters
A-A3 speeder trucks (U) (Relocated from Shell Hutt Palace)


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

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 (17/100)
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 (101/110)
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.

[ ] Produce Vehicles:

[ ] Repulsor Transport (0/180)
You should be able to build a few of the Transports with what components are currently available, enough to carry the current Transhuman garrison through the flora without clearing the area around the Citadel if necessary.
One time project until Fabricator Upgrade is complete.

[ ] 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 (42/125)
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:
[ ] Native Biochemistry (90/160)
The earlier incident has revealed the possibilities of the native flora. While you don't anticipate anything else so dramatic as that acid, even refinement and production of that compound alone could prove valuable.
Unlocks Acid shells for Canister Launcher.

[ ] 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.

[ ] 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…)​

[ ] Negotiate With Sabaoth's Teeth Mercenaries (DC ???)
Soldiers, or in this case Strike Craft for hire. While you lack 'credits' or any other form of currency used in this Galaxy, you might convince this group to accept another means of compensation, or merely convince them that opposing the Combine would prove detrimental to their survival. (Write in Negotiation Strategy and Objective…)​
[ ] Negotiate Directly
You've produced your own replica of the holographic display technology commonly used in this Galaxy, however both forms resembling the Host bodies and direct telepathic communication seem to be rare, so an adverse reaction by Vlyal to one or both of these factors is possible.
[ ] Use a Proxy
Though it is tempting, the Transhuman soldiers are simply not capable of directly relaying information without significant pauses to process new orders from yourself. Limiting the negotiation to audio-only would allow for Overwatch to speak in your stead.​

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

Primary Projects:
[ ] Hatch (35/150, +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:

[ ] Deploy Defoliant (Free, clears foliage around Citadel Zero, very visible.)​


(AN: I'm going with this fan redesign of the mortar synth over the canon one because A: I forgot that the canon design does actually appear towards the end of HL2 in a set piece, and B: It somewhat contradicts what I've been trying to establish with how Combine antigravity tech worked prior to the quest.

I also think it's mostly a holdover from the early days of HL2's development cycle, looking more like it belongs in the Nihilanth's army or even with Race X than the Combine to my eye.

Vote by Plan, Two hour moratorium on voting, after that voting will be open until 10:00PM CST this Tuesday.)
 
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Nice. So now the hutts are fully aware of us, not good.


In my opinion, lets get done with the cannister launchers and transhuman augmentation facilities. Maybe get more hunters are mortar synths, and finally clear the foliage around the citadel
 
Woo hoo! Was eager for more.

One of your previous iterations was the one to design it, though that one would not distinguish themselves enough to replace the base template of your consciousness.

Interesting. So we're 'iterations' that get sent out from a master base template back home, and we get uploaded to overwrite the base template when we do good enough work.

That fits the Combine alright.

"Damage sustained. Requesting stimdose." A soldier's vocoder buzzes into your awareness.

Hahahahaha. Oh man. The pure straight man all around comedy. It's gonna be nice when we get GLADOS in here.

[x] Practice 97 Roll + 8 Skill = 105 CRIT, +10 Bonus to Psionic rolls this turn.

+4 Psionics Skill


12 Psionics Skill, 2 Dice (+1 Base Dice, +1 from Skill)

Oh baby YES. That's what we were going for.

The Hutts are preparing, so it seems. Over the past week a handful of transport craft have arrived in the spaceport, coinciding with scattered mentions of 'war droids' in unencrypted communications around and within Kos-Amul. Efforts to scrape a more detailed description of the machines has proven futile, but they are most likely reinforcements called in response to your presence.

Reinforcements was expected. It being droids was not.

War droids.. could be anything. Could be ancient Hutt droids gathered from his personal collection. Could be CIS droids bought up on the market. Could be something actually effective! Could be just terrible.

We'll find out in time.

"This is Vlyal, captain of the Sabaoth's Teeth. I believe we have something to offer one another."

This guy's offer is good. But.. what do we offer him?

We don't have a ready supply of creds. I don't know what we could provide. I hope that our guy can handle it with his knowledge of the old times and negotiating in the young days because I am just no good at bartering without knowing what I have to offer and what the other side would value.


`[ ] Negotiate Directly
You've produced your own replica of the holographic display technology commonly used in this Galaxy, however both forms resembling the Host bodies and direct telepathic communication seem to be rare, so an adverse reaction by Vlyal to one or both of these factors is possible.
[ ] Use a Proxy
Though it is tempting, the Transhuman soldiers are simply not capable of directly relaying information without significant pauses to process new orders from yourself. Limiting the negotiation to audio-only would allow for Overwatch to speak in your stead.`

Now, you may think that the alien body and direct mental transmission may not be the way to go. But, it actually would be reminiscent of Sith. And we ourself are kind of just an odd Hutt. It would get us thought of as Sith and probably mentioned as one however.

Our 'obviously a machine' voice would be weirder to Star Wars entities, they're all about the bio-chauvinism. Using Overwatch as a proxy may lead to worries of Droid Uprising. Which is a big trigger for locals.
 
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Honestly, a proxy is our best best. Transhuman soldiers are not good at negotiating. Kill? Yes, but not negotiating.


In terms of stuff, let's get done with the cannisters, mortar synths and maybe hunters. We'll need a basic transhuman augmentation facility up and running. Let's also finish native biochemistry, and get those Anti aerial exogens set up.
 
it's going to be a massacre for a while after we get SAMs, no one in the setting seems to understand guided weapons or countermeasures when it comes to aerial combat and we can even hit stuff in low orbit from the surface.
 
Anyone have ideas for negotiation strats? We don't have their currency nor can I think of anything to really persuade them that isn't credits.

That leaves intimidation, which I am pretty hesitant of considering we don't have a full idea of what these guys can do.

We should offer them a tour of our facilities and then off them :p
 
@Mantising

So obviously need to put one tactics die to an assault, will putting two aid it or will it just be one leftover?

My current thoughts are to attack the 'laugh house', to steal anything there we could use for bargaining chips with the captain alongside our production capability. Credits, drugs. And use the people we capture for more forces or stalkers.

I think just hunters, viscerators, combine troops and scanners will do.
 
Anyone have ideas for negotiation strats? We don't have their currency nor can I think of anything to really persuade them that isn't credits.

That leaves intimidation, which I am pretty hesitant of considering we don't have a full idea of what these guys can do.

We should offer them a tour of our facilities and then off them :p
We got some drugs and a good manufacturing base (I assume) compared to this backwater. Worst case, we can offer weapons to at least get them to fuck off.
 
We got some drugs and a good manufacturing base (I assume) compared to this backwater. Worst case, we can offer weapons to at least get them to fuck off.
Oh yeah we do still have that shipment of drugs. Not sure if that alone is going to be enough, so if we do go through with negotiation, we might need to offer some weapons on the side to sweeten the deal.

I think just hunters, viscerators, combine troops and scanners will do.
Don't wanna crab on them yet?
 
they're criminals AND in the Star Wars universe, we can probably clown on them as is with our current forces
 
The initial roll just determines your overall effectiveness throughout the fight as the individual units start to engage each other, so only one die per action. Now you could use multiple die to attack multiple targets in one turn.

We got some drugs and a good manufacturing base (I assume) compared to this backwater.
You only have a small sample of the giggledust and the rest was destroyed, not really enough to bargain with. You did however see damage on their ship.
 
Hmmm, we can offer them repairs and possibly even simple refits (not a full yard work up but sending them better components).
 
Don't wanna crab on them yet?

I want to do a fast mobile raid on their drug supply base to loot it of goods and maybe AA guns as a just in case the starfighter deal falls through. I don't know how mobile we can move the crabs around but I think it'd be faster without probably.

We're gonna want the crabs to tango with these new war droids and if we toss the scanners over there they're not here to guard.

The initial roll just determines your overall effectiveness throughout the fight as the individual units start to engage each other, so only one die per action. Now you could use multiple die to attack multiple targets in one turn.

Understood. The thing is though that I don't feel that dividing up our forces is wise at this juncture so that leaves a tactics die hanging is why I asked.

Can't have everything one supposes.
 
Understood. The thing is though that I don't feel that dividing up our forces is wise at this juncture so that leaves a tactics die hanging is why I asked.

Can't have everything one supposes.
Mm, hadn't considered that and I hate making y'all waste dice. I'll think of something on that front, but It'll probably be on the next turn.
 
We need that head crab cannisters up. Imo, it's best for us to dig in and defend, maybe take out outposts in small raids which might give us enough time
 
Anyone have ideas for negotiation strats? We don't have their currency nor can I think of anything to really persuade them that isn't credits.
Really NOTHING our world has a drug processing plant, a town full of loot and totally "volunteers", and a slug palace with who knows how much treasure in it.
We just need to collect "taxes" is all and our new friends might be happy to help.
 
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