Benefaction: A Combine Ck2 Quest in Star Wars Legends

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Sorry to ask this again, but I'm curious about the Hutt enforcers; are they scum/rabble or are they proper mercenaries or something? They have a higher attack value than our grunts and are on par with troopers, who are augmented, brainwashed, and highly trained on top of having a repoitoir of proper equipment and weaponry.
 
At the end of the day, both are tool of war that will lose their personalities.
 
Sorry to ask this again, but I'm curious about the Hutt enforcers; are they scum/rabble or are they proper mercenaries or something? They have a higher attack value than our grunts and are on par with troopers, who are augmented, brainwashed, and highly trained on top of having a repoitoir of proper equipment and weaponry.
They're thugs that are expected to occasionally need to use their blasters.

As I mentioned in the post, I'll probably change things about the stats as we go, but the raw attack die isn't everything. Blasters are punchy, but that's about all they have going for them, they have no armor and no ability to penetrate armor, and even though their attack die is bigger, even your Grunts are more reliably able to deal damage due to the +1.

In this batch of five fights Vs. your Grunts without any Bonuses for either side:
Sim Fights
Combine Grunts (6 HP, 4+1 A, 1 AS, 1AP, 8AC, 8MR,) (Unstable)

VS.

Hutt Enforcers (5 HP, 6A, 0AS, 9AC, 3MR)


Fight 1

Round 1:
Combine Grunts (6 HP, 8MR) Attack Roll 11 HIT, d4 Roll 2 + 1 = 3 Damage (-3 HP, -3 MR)

Hutt Enforcers (5 HP, 3MR) Attack Roll 6 MISS

Hutt Enforcer's (2 HP, 0MR) Morale Shattered!

Round 2:

Combine Grunts (6 HP, 8MR) Attack Roll 15 HIT, d4 Roll 1 + 1 = 2 Damage (-2 HP, -2 MR)

Hutt Enforcers (2 HP, 0MR) Attack Roll 5 - 4 Shattered = 1 MISS

Hutt Enforcers (0 HP, 0MR) Destroyed!

Fight 2

Round 1:
Combine Grunts (6 HP, 8MR) Attack Roll 5 MISS

Hutt Enforcers (5 HP, 3MR) Attack Roll 13 HIT, d6 Roll 5 – 1 Armor Soak = 4 Damage (-4 HP -4 MR)

Round 2:

Combine Grunts (2 HP, 4MR) Attack Roll 2 MISS

Hutt Enforcers (5 HP, 3MR) Attack Roll 3 MISS

Round 3:

Combine Grunts (2 HP, 4MR) Attack Roll 10 HIT, d4 Roll 3 + 1 = 4 Damage (-4 HP -4 MR)

Hutt Enforcers (5 HP, 3MR) Attack Roll 3 MISS

Hutt Enforcer's (1 HP, 0MR) Morale Shattered!

Round 4 :

Combine Grunts (2 HP, 4MR) Attack Roll 6 MISS

Hutt Enforcers (1 HP, 0MR) Attack Roll 11 – 4 Shattered = 7 MISS

(In this situation the Enforcers would probably try to retreat rather than engage again, but keeping the fight going anyway…)

Round 5:

Combine Grunts (2 HP, 4MR) Attack Roll 8 MISS

Hutt Enforcers (1 HP, 0MR) Attack Roll 4 – 4 Shattered = 0 MISS

Round 6:

Combine Grunts (2 HP, 4MR) Attack Roll 11 HIT d4 Roll 3 + 1 = 4 Damage (-4 HP -4 MR)

Hutt Enforcers (1 HP, 0MR) Attack Roll 4 – 4 Shattered = 0 MISS

Hutt Enforcers (0 HP, 0MR) Destroyed!

Fight 3

Round 1:

Combine Grunts (6 HP, 8MR) Attack Roll 7 MISS

Hutt Enforcers (5 HP, 3MR) Attack Roll 12 HIT, d6 Roll 3 – 1 Armor Soak = 2 Damage (-2 HP -2 MR)

Round 2:

Combine Grunts (4 HP, 6MR) Attack Roll 12 HIT d4 Roll 1 + 1 = 2 Damage (-2 HP -2 MR)

Hutt Enforcers (5 HP, 3MR) Attack Roll 12 HIT, d6 Roll 4 – 1 Armor Soak = 3 Damage (-3 HP -3 MR)

Round 3:

Combine Grunts (1 HP, 3MR) Attack Roll 7 MISS

Hutt Enforcers (3 HP, 1MR) Attack Roll 10 HIT, d6 Roll 5 – 1 Armor Soak = 4 Damage (-4 HP -4 MR)

Combine Grunts (0 HP, 0MR) Destroyed!

Fight 4

Round 1:

Combine Grunts (6 HP, 8MR) Attack Roll 1 MISS

Hutt Enforcers (5 HP, 3MR) Attack Roll 7 MISS

Round 2:

Combine Grunts (6 HP, 8MR) Attack Roll 15 HIT, d4 Roll 3 + 1 = 4 Damage (-4 HP -4 MR)

Hutt Enforcers (5 HP, 3MR) Attack Roll 9 HIT, d6 Roll 4 – 1 Armor Soak = 3 Damage (-3 HP -3 MR)

Hutt Enforcer's (1 HP, 0MR) Morale Shattered!

Round 3:

Combine Grunts (3 HP, 5MR) Attack Roll 4 MISS

Hutt Enforcers (1 HP, 0MR) Attack Roll 4 – 4 Shattered = 0 MISS

Round 4:

Combine Grunts (3 HP, 5MR) Attack Roll 15 HIT, d4 Roll 3 + 1 = 4 Damage (-4 HP -4 MR)

Hutt Enforcers (1 HP, 0MR) Attack Roll 8 – 4 Shattered = 4 MISS

Hutt Enforcers (0 HP, 0MR) Destroyed!

Fight 5

Round 1:

Combine Grunts (6 HP, 8MR) Attack Roll 11 HIT, d4 Roll 4 + 1 = 5 Damage (-5 HP -5 MR)

Hutt Enforcers (5 HP, 3MR) Attack Roll 14 HIT, d6 Roll 2 – 1 Armor Soak = 1 Damage (-1 HP -1 MR)

Hutt Enforcers (0 HP, 0MR) Destroyed!

The Enforcers lost 4 - 1 against your worst proper Infantry unit.
 
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Maybe instead of forcing the hut to work for us or killing him we send him to exile. Or better yet send him off on the next drug transport ship they send with a ton more drugs then normally made. That way offers an incentive for whoever's on the other side to leave us be and prevent avenging the death of a hut as an excuse for an invasion.
 
They're thugs that are expected to occasionally need to use their blasters.

As I mentioned in the post, I'll probably change things about the stats as we go, but the raw attack die isn't everything. Blasters are punchy, but that's about all they have going for them, they have no armor and no ability to penetrate armor, and even though their attack die is bigger, even your Grunts are more reliably able to deal damage due to the +1.

In this batch of five fights Vs. your Grunts without any Bonuses for either side:
Sim Fights
Combine Grunts (6 HP, 4+1 A, 1 AS, 1AP, 8AC, 8MR,) (Unstable)

VS.

Hutt Enforcers (5 HP, 6A, 0AS, 9AC, 3MR)


Fight 1

Round 1:
Combine Grunts (6 HP, 8MR) Attack Roll 11 HIT, d4 Roll 2 + 1 = 3 Damage (-3 HP, -3 MR)

Hutt Enforcers (5 HP, 3MR) Attack Roll 6 MISS

Hutt Enforcer's (2 HP, 0MR) Morale Shattered!

Round 2:

Combine Grunts (6 HP, 8MR) Attack Roll 15 HIT, d4 Roll 1 + 1 = 2 Damage (-2 HP, -2 MR)

Hutt Enforcers (2 HP, 0MR) Attack Roll 5 - 4 Shattered = 1 MISS

Hutt Enforcers (0 HP, 0MR) Destroyed!

Fight 2

Round 1:
Combine Grunts (6 HP, 8MR) Attack Roll 5 MISS

Hutt Enforcers (5 HP, 3MR) Attack Roll 13 HIT, d6 Roll 5 – 1 Armor Soak = 4 Damage (-4 HP -4 MR)

Round 2:

Combine Grunts (2 HP, 4MR) Attack Roll 2 MISS

Hutt Enforcers (5 HP, 3MR) Attack Roll 3 MISS

Round 3:

Combine Grunts (2 HP, 4MR) Attack Roll 10 HIT, d4 Roll 3 + 1 = 4 Damage (-4 HP -4 MR)

Hutt Enforcers (5 HP, 3MR) Attack Roll 3 MISS

Hutt Enforcer's (1 HP, 0MR) Morale Shattered!

Round 4 :

Combine Grunts (2 HP, 4MR) Attack Roll 6 MISS

Hutt Enforcers (1 HP, 0MR) Attack Roll 11 – 4 Shattered = 7 MISS

(In this situation the Enforcers would probably try to retreat rather than engage again, but keeping the fight going anyway…)

Round 5:

Combine Grunts (2 HP, 4MR) Attack Roll 8 MISS

Hutt Enforcers (1 HP, 0MR) Attack Roll 4 – 4 Shattered = 0 MISS

Round 6:

Combine Grunts (2 HP, 4MR) Attack Roll 11 HIT d4 Roll 3 + 1 = 4 Damage (-4 HP -4 MR)

Hutt Enforcers (1 HP, 0MR) Attack Roll 4 – 4 Shattered = 0 MISS

Hutt Enforcers (0 HP, 0MR) Destroyed!

Fight 3

Round 1:

Combine Grunts (6 HP, 8MR) Attack Roll 7 MISS

Hutt Enforcers (5 HP, 3MR) Attack Roll 12 HIT, d6 Roll 3 – 1 Armor Soak = 2 Damage (-2 HP -2 MR)

Round 2:

Combine Grunts (4 HP, 6MR) Attack Roll 12 HIT d4 Roll 1 + 1 = 2 Damage (-2 HP -2 MR)

Hutt Enforcers (5 HP, 3MR) Attack Roll 12 HIT, d6 Roll 4 – 1 Armor Soak = 3 Damage (-3 HP -3 MR)

Round 3:

Combine Grunts (1 HP, 3MR) Attack Roll 7 MISS

Hutt Enforcers (3 HP, 1MR) Attack Roll 10 HIT, d6 Roll 5 – 1 Armor Soak = 4 Damage (-4 HP -4 MR)

Combine Grunts (0 HP, 0MR) Destroyed!

Fight 4

Round 1:

Combine Grunts (6 HP, 8MR) Attack Roll 1 MISS

Hutt Enforcers (5 HP, 3MR) Attack Roll 7 MISS

Round 2:

Combine Grunts (6 HP, 8MR) Attack Roll 15 HIT, d4 Roll 3 + 1 = 4 Damage (-4 HP -4 MR)

Hutt Enforcers (5 HP, 3MR) Attack Roll 9 HIT, d6 Roll 4 – 1 Armor Soak = 3 Damage (-3 HP -3 MR)

Hutt Enforcer's (1 HP, 0MR) Morale Shattered!

Round 3:

Combine Grunts (3 HP, 5MR) Attack Roll 4 MISS

Hutt Enforcers (1 HP, 0MR) Attack Roll 4 – 4 Shattered = 0 MISS

Round 4:

Combine Grunts (3 HP, 5MR) Attack Roll 15 HIT, d4 Roll 3 + 1 = 4 Damage (-4 HP -4 MR)

Hutt Enforcers (1 HP, 0MR) Attack Roll 8 – 4 Shattered = 4 MISS

Hutt Enforcers (0 HP, 0MR) Destroyed!

Fight 5

Round 1:

Combine Grunts (6 HP, 8MR) Attack Roll 11 HIT, d4 Roll 4 + 1 = 5 Damage (-5 HP -5 MR)

Hutt Enforcers (5 HP, 3MR) Attack Roll 14 HIT, d6 Roll 2 – 1 Armor Soak = 1 Damage (-1 HP -1 MR)

Hutt Enforcers (0 HP, 0MR) Destroyed!

The Enforcers lost 4 - 1 against your worst proper Infantry unit.
I admit, I was not expecting the overmatch to be so great.

Also, I wasn't expecting Blasters to be bad. Surely they're worth looking into for logistics purposes, given they ran fire hundreds of shots off a single stack of ammunition?

Maybe the armies of the Republic and Confederacy will pose more of a challenge.
 
I admit, I was not expecting the overmatch to be so great.

Also, I wasn't expecting Blasters to be bad. Surely they're worth looking into for logistics purposes, given they ran fire hundreds of shots off a single stack of ammunition?

Maybe the armies of the Republic and Confederacy will pose more of a challenge.
That should probably say, "Their blasters are punchy, but that's about all they have going for them," 'They' meaning the Enforcers not the guns themselves. And I admit I had anticipated y'all being a lot more aggressive early on and was trying to balance things around that at the time. I am considering giving the Enforcers a small buff, but it won't be that much.

It's still a case of Semi-Professional Gangsters vs Specially modified, nearly-unbreakable prototype super-soldiers. Civil Protection vs the Enforcers would be more even, slightly in favor of the CPs again due to having more Morale;

"Reward notice: Protection Team member: your family cohesion is preserved."
 
And I admit I had anticipated y'all being a lot more aggressive early on and was trying to balance things around that at the time.
Well, I personally just jumped into the quest. But I think you'll find the typical SV voterbase quite happy to watch the numbers go up unless given a pressing reason to go fight stuff. :V
 
I just realized how fucked it would be if an Overwatch volunteer had vague memories/feelings of joining up for their family without any real recollection of what the significance but he's so brainwashed and brainblasted that he doesn't recognize how tragic and terrible that is and it just makes him slightly more loyal.
 
I just realized how fucked it would be if an Overwatch volunteer had vague memories/feelings of joining up for their family without any real recollection of what the significance but he's so brainwashed and brainblasted that he doesn't recognize how tragic and terrible that is and it just makes him slightly more loyal.
Now, they're part of a much bigger family.
 
When more people in the galaxy know about us, we'll have to explain who we are and why we came here. How will we introduce ourselves to the locals?

Would we say we are part of a much larger interdimensional formation? If so, how much do we tell them? Do we tell them about the existence of the Combine and embellish the truth? Or do we create an alter ego in the form of, say, the Universal Union, a benefactorial and powerful superstate that elevates the races to a higher level of existence?

Or do we just say that we are simply one of the unknown civilizations that has been hiding for a long time and has decided to reveal itself now? Or, like Palpatine, will we not even reveal ourselves, using puppets as a cover for our plans?
 
When more people in the galaxy know about us, we'll have to explain who we are and why we came here. How will we introduce ourselves to the locals?

Would we say we are part of a much larger interdimensional formation? If so, how much do we tell them? Do we tell them about the existence of the Combine and embellish the truth? Or do we create an alter ego in the form of, say, the Universal Union, a benefactorial and powerful superstate that elevates the races to a higher level of existence?

Or do we just say that we are simply one of the unknown civilizations that has been hiding for a long time and has decided to reveal itself now? Or, like Palpatine, will we not even reveal ourselves, using puppets as a cover for our plans?
I think we dont need to explain anything necessarily? Maybe? Let people make up what they want.
 
"We were wondering where your people origina-"

"But look, a battle droid!"

Runs back to Citadel after executing his MASTERFUL DECEPTION
EDIT:
@Mantising
What armor are our troops using at this point, the Ordinal armor from Alyx or the 6b23 derivatives they were using by the time of 2?
 
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They don't need to know our origins. We do not require their understanding, only their obedience. They are allowed to ponder on psychological health period but prolonged questioning may require the individual to be evaluated if their higher brain function is useful to the combine.
 
When more people in the galaxy know about us, we'll have to explain who we are and why we came here. How will we introduce ourselves to the locals?

As the Combine, no further explanation. Locals of the planets we take will assume us to be a criminal syndicate or other mysterious illegal group.

Introducing ourselves beyond there? We'll have to consider things as we reach the major players really. How we're met and what they know of us shapes our story. If we're perceived as hostile from the get go, it won't matter.

We'll also see what locals we've subsumed along the way into our staff.
 
As the Combine, no further explanation. Locals of the planets we take will assume us to be a criminal syndicate or other mysterious illegal group.

Introducing ourselves beyond there? We'll have to consider things as we reach the major players really. How we're met and what they know of us shapes our story. If we're perceived as hostile from the get go, it won't matter.

We'll also see what locals we've subsumed along the way into our staff.
Sometimes shit just pops up with no prior explanation. The entire galaxy isn't known and there are still places and people who aren't known by the wider galaxy.
 
Just imagine the horror of being fingered as the first puppet governer and watching this grotesque, grub like THING levitate into your room, inhuman augments focusing on you silently before it addresses you with a grating vocoder.

"THIS REGION REQUIRES ADDITIONAL CONSTRUCTION INFRASTRUCTURE FOR FURTHER DEVELOPMENT. ARRANGE FOR THE CREATION OF A CEMENT PLANT AND CONCRETE PREFAB FACILITY OR YOU SHALL BE REPLACED."

And it proceeds to levitate out with no further explanation.
 
It sounds funny but theres probably some good horror to be found in that sort of temperate response compared to the threats it's making; a sort of mundanity of evil situation.

"INCREASE THE MANUFACTURE OF FUEL BY THIRTY PERCENT THIS REVIEW PERIOD OR YOUR USEFULNESS WILL BE RE-EVALUATED." And as he says this there's this lobotomized cyborg soldier staring at you blankly from behind the tinted lenses of a gas ask that it may or may not be incapable of removing without surgical assistance.

I would honestly play a management/settlement game with that sort of theme. Something like Half Life or Signalis, need me some more future communist/authoritarian apparatchik games where you have to meet the demands of your uncaring, backstabbing higher ups with your life literally on the line.
 
Currency is divided into sections, one is 'Combine Goodwill', run out of it and a special cutscene awaits you with lots of cutting.
It reminds me of when I was thinking about what an XCOM game would look like in a Half-Life 2 world.

You'd be playing as Overwatch, fending off attacks from the Ethereals and their minions. the resistance would be like EXALT, messing with you and disrupting your operations.

Instead of countries, there were Cities from 1 to 17 that you had to defend. If you lost all the cities, the Combine would say, "Fine, I will do it myself," and you would be shown a game over screen with Earth, without a drop of water, turned into lifeless rock, and the Ethereals fleet completely destroyed, left as space debris. And of course, there is no sound, just the vacuum of space.
 
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I honestly can't wait for us to fight the hutts directly. Sure we took out the laugh house, but that was one place compared to the huge space port and fringe settlements.
 
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