Benefaction: A Combine Ck2 Quest in Star Wars Legends

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I don't mean to sound impatient. But when will the next turn be up?
 
Was wondering myself if it was stuff going on in RL or writer's block we could maybe aid with or something?

I know my negotiation voted stuff wasn't great, worried it mighta been tough to work with. Defaulting to more basic 'this happened during it' would be alright if need be.
 
Apologies for the delay, and yeah just a mix of RL stuff taking up my time/attention.

I don't want to make promises I can't keep but I should have a good chunk of free time coming up to work on it if all goes well.
 
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Apologies for the delay, and yeah just a mix of RL stuff taking up my time/attention.

I don't want to make promises I can't keep but I should have a good chunk of free time coming up to work on it if all goes well.

Good to know, thanks! And yeah, RL always comes first, we understand. Looking forwards to whenever you can give us more of your awesome quest.
 
Just stumbled onto this quest and I just and I gotta say, it's a very unique setting that I am ALL for, I've never seen a Combine Advisor quest before and I am more than eager to see how this plays out, I might not comment much, but I'll be watching this thread eagerly.
 
I'm a bit concerned by the sudden lapse in activity.
 
I get the desire for more, this is fantastic, but Mantising's got stuff going on, it's the holiday season and all. Winter also tends to be a time of troubles as things get stressed by weather and all.
 
They said they had stuff going on, I assume that's still true, hoping it comes back though.

But, a reminder that if you need more from us, or need to change things to proceed Mantising, we'll understand and work with you on it. Or minimalize a scene and go past it with only vague details. Whatever needs be done.
 
Turn 8: Carcinoma


BENEFACTION – A COMBINE QUEST


Nar Kaaga, Month 2, 22 BBY.


Carcinoma, Turn 8


Last turn results:
[x]
Repulsor Transport (0/180) (37 Roll + 15 Skill = 52) + (25 Roll + 15 Skill = 40) + (64 Roll + 15 Skill = 79) + (59 Roll + 15 Skill = 74) = (245/180)

[x] Assault Location: "The Laugh House", Contraband Production Facility
Resources Gained:
73k Credits

Strategic Resources:
108 Giggledust Crates

See Turn 7.5; +65 Admin Overflow assignment available.
[x]
Inoculate

"Attention Non-Citizen Workforce; Punitive actions in this location have been suspended. Report to central processing facility to receive medical aid."

By the time the laborers start actually moving out of the areas they'd been corralled into most of your forces have already pulled out of the facility. They amble around, occasionally glancing up at the remaining Scanners but mostly at the destruction around them, only a few milling towards the central plant.

A group of three makes a run for the treeline once it's apparent that your forces are ignoring them, and all three fall at the same time from small explosions.

You review that moment again; a set of simultaneous detonations, all at almost the same spot on the back of the neck.

Explosive implants, likely automated.

...It's a crude method, but perhaps the Hutts are more shrewd than you had anticipated.

[x] 1x Research Die Contraband Analysis (DC 35) 89 Roll + 15 Skill = 104 CRIT, +10 Bonus to Research rolls this turn.

Going from a bare handful of vials to hundreds has certainly given you plenty of material to work with for your analyses.

The substance appears to rely on two compounds, the first causes the primary effect the drug is known for; stimulating the amygdala and adjacent structures to lower the threshold of what is considered humorous in most species, while also blocking the receptors responsible for the feeling of fatigue.

The second is much more subtle, causing a mild delirium that, in conjunction with the primary effect, increases suggestibility and neuroplasticity. A higher concentration of this second compound should exacerbate the condition, enough that long-term use should aid in the molding of a subject's mind through simple exposure to the appropriate concepts, though at the cost of reduced capability while the drug is in use.

Unlocked a future Civic option: Increased Compliance for Reduced Productivity.

[x] 1x Research Die
Repulsor Train Design (0/100) 42 Roll + 15 Skill + 10 Bonus = (67/100)

There are certain challenges in the conversion process; the repulsors have a tendency to interfere with each other when chained together in series, and given the lack of an actual track the train currently tries to drift when a turn is too sharp, but these issues are more than resolvable given time.

[x] 2x Psionics Die Hatch (35/150, +2 Skill to Admin, Tactics and Diplomacy.) (30 Roll + 15 Skill = 45) + (93 Roll + 15 Skill = 107 CRIT) = (187/150)

You've prepared as much as you reasonably can, tweaked your immune system and it's constituent implants to deal with the irritants and pathogens present in the planet's atmosphere. The Pod shifts, releasing you from it's protective confines, and you feel the Force pulse briefly in response as you taste the atmosphere of this world for the first time, if filtered through your mask.

You could swear the air still manages to sting at your skin through your suit, in spite of the climate control systems.

Why any organic race would willingly choose to settle such a noxious environment is beyond you.

You don't go very far, a set of screens unfolding from the ceiling as a set of nozzles spray a fine mist over your body; to ensure proper skin hydration.

[x] 1x Diplomacy Die Negotiate With Sabaoth's Teeth Mercenaries 37 Roll + 7 Skill = 44
[x] Negotiate Directly

It takes seven minutes for the Mercenaries to respond, a 2d representation of the female Rodian lounging in a tall, rounded chair appearing in holo-blue coloration on-screen.

"Vlyal spea-" She blinks, cutting herself off and narrowing her eyes. "You're… Nevermind, I-"

"Elaborate on the services provided by your organization."

The captain pauses again at your interruption, swallowing deeply. "...Right, direct. Okay. We have a full squadron of starfighters with quad laser cannons and shielding, and veteran pilots better than anything you're likely to see outside the Republic Navy. We'll fight for you, in the black or planetside."

"And the condition of your vessels?"

"...We had a setback some time ago. Nothing you need to be concerned about, we keep our fighters in top condition. Much better than the Shell's clunkers, I assure you. Else they wouldn't have bothered hiring us." She straightens in her seat, clasping her hands together.

"Might I have the honor of knowing with whom I am speaking?"

"The Combine."

She blinks again, and you continue before she can ask further irrelevant questions.

"We are prepared to offer the equivalent of Forty-Thousand Republic Credits."

A series of sharp, nasally chuckles intrude upon your senses for a moment. "My… I'd need triple that to even consider it. Surely you don't think you can outbid the Hutts by being cheap, now do you? That barely covers the cost o-"

"We will raise an additional Twenty-Thousand, in conjunction with complete maintenance of your equipment and vessels."

Her head tilts to the side, looking at something behind the camera for a moment. "...That is tempting. But how do I know you're going to follow through here? Give us the creds up front, with another five on top."

"Acceptable. Continued collaboration will be rewarded. Further instruction will follow."

"W- ...When, I nee-"

"Attention Auxiliary force. Change communication frequencies to 18-27…"

The captain startles a moment before you disconnect, turning your attention to more pertinent matters as Overwatch handles integration.

Resources lost:
-65k Credits
A promise.

Gained Sabaoth Starfighters(Merc.)

[x]
Deploy Defoliant

The Construction Striders work in teams of two, one hoisting the long hoses, filled with the yellowish defoliant compound. They spray over the foliage and the occasional fauna caught in the area, the substance foaming and steaming on contact, weighing down the plantlife before the second strider cuts and smothers them with various tools.

A path is made to the nearest road, and various detritus is piled together towards to dry and form a tenable road surface connecting to it.



The Hutts continue to bring in more transports; as confirmed by your new Forces, with more droids, but it is hard to ascertain their numbers with the information you have access to. That said, the general movements of the assets you do have track of are consistent with an imminent mobilization.

Administrator

TRAITS:

Old
Thoughtful

STATS:
7 Tactics Skill, 2 Dice (+1 Base Dice +1 Overwatch)
17 Administration Skill, 2 Dice (+1 Base Dice, +1 from Skill)
15 Research Skill, 2 Dice (+1 Base Dice, +1 from Skill)
7 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)

RESOURCES:
7k Credits
108 Giggledust Crates

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)

ORBIT
Sabaoth's Teeth Mercenary Light Improvised CV (Aux.)
Sabaoth Starfighters (Aux.)​

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
Unidentified Droids (1-2, Arrived from space)

Z-95 Headhunters
A-A3 speeder trucks (U)


Facilities:
Starport
Power Generator

"The Laugh House", Contraband Production Facility
Hostile Garrison:
(N/A)

Facilities:
Spice Cracking Plant
AA Blaster turrets (Damaged)

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…)​

[ ] Command Auxiliary Forces (DC Variable, possible combat.)
Your Mercenary forces may be controlled separately from your main units. If performing an attack a Merc Unit can simply be added to that task instead of using this one.​
[ ] Interdict
Order the squadron to prevent any space traffic in or out of Nar Kaaga by force. The Hutts will likely contest this once it becomes apparent.
[ ] Intercept
Squadron will behave reactively, engaging the enemy Strike craft if they attempt to act.
[ ] Backstab
The Hutts currently believe the Sabaoth's Teeth to be in their employ, if this behavior is selected the Mercs will comply with Hutt orders until the most opportune time to betray them.
[ ] Write in...

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:

(N/A Until Fabricator Upgrade)

[ ] 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:
(N/A)​

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 (67/100)
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…)​

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:

(N/A)

PERSONAL:
[ ] Assign Production Overflow +65 (Free, Write in...)​

(Vote by Plan, Three hour moratorium on voting, after that voting will be open until 12:00AM CST this Monday.)
 
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Deep apologies for the long wait on this one.

Five months of on-and-off attempts (That may or may not have had anything to do with 150hrs of my life vanishing into the streets of Night City) to get this turn out, and two posts get me to shit out ~1.5k words in one day. The muse is a strange and fickle beast. If I feel another hiatus coming on I will properly mention it next time, but I really hope I can keep up the momentum here. Been I while since I did this so I probably missed some things, C&C appreciated.
 

Good to have my fav quest in awhile back!

*digs in to read*

A group of three makes a run for the treeline once it's apparent that your forces are ignoring them, and all three fall at the same time from small explosions.

You review that moment again; a set of simultaneous detonations, all at almost the same spot on the back of the neck.

Explosive implants, likely automated.

...It's a crude method, but perhaps the Hutts are more shrewd than you had anticipated.

Darn, wish we had acquired a sample of the implant for later research purposes, finding ways around. Thought they were relying on the swamp preventing escape.
Unlocked a future Civic option: Increased Compliance for Reduced Productivity.
Interesting. Not what I hoped to gain out of it, but sufficient for research purposes.

There are certain challenges in the conversion process; the repulsors have a tendency to interfere with each other when chained together in series, and given the lack of an actual track the train currently tries to drift when a turn is too sharp, but these issues are more than resolvable given time.

Train be chugging on, as it does.
[x] 2x Psionics Die Hatch (35/150, +2 Skill to Admin, Tactics and Diplomacy.) (30 Roll + 15 Skill = 45) + (93 Roll + 15 Skill = 107 CRIT) = (187/150)

Sweeeet. Excellent roll. Even if the end result only gives us a stepping point for more.

You could swear the air still manages to sting at your skin through your suit, in spite of the climate control systems.

Why any organic race would willingly choose to settle such a noxious environment is beyond you.

We'll be adjusting it soon enough to fit our needs.

[x] 1x Diplomacy Die Negotiate With Sabaoth's Teeth Mercenaries 37 Roll + 7 Skill = 44
[x] Negotiate Directly

*cackles with anticipation*
It takes seven minutes for the Mercenaries to respond, a 2d representation of the female Rodian lounging in a tall, rounded chair appearing in holo-blue coloration on-screen.

"Vlyal spea-" She blinks, cutting herself off and narrowing her eyes. "You're… Nevermind, I-"
"Elaborate on the services provided by your organization."

It's interesting how this doesn't have the text revealed even when highlighted for me, needing me to quote it to see our lines. I like it, it's very fitting, ominous. Perfect.

The captain pauses again at your interruption, swallowing deeply.

"...Right, direct. Okay. We have a full squadron of starfighters with quad laser cannons and shielding, and veteran pilots better than anything you're likely to see outside the Republic Navy. We'll fight for you, in the black or planetside."

*cackles at the response to psionics* Trying to play it cool eh captain? Trying to talk yourself up too probably. You've no idea what you're aligning with now.

She straightens in her seat, clasping her hands together. "Might I have the honor of knowing with whom I am speaking?"

"The Combine."

She blinks again, and you continue before she can ask further irrelevant questions.

I like how to the point we are. Brusque.
"W- ...When, I nee-"

"Attention Auxiliary force. Change communication frequencies to 18-27…"

The captain startles a moment before you disconnect, turning your attention to more pertinent matters as Overwatch handles integration.

Resources lost:
-65k Credits
A promise.

*chuckles* That was well done. And we didn't even need to use all the credits! The benefits of psionic negotiation I assume.

The Construction Striders work in teams of two, one hoisting the long hoses, filled with the yellowish defoliant compound. They spray over the foliage and the occasional fauna caught in the area, the substance foaming and steaming on contact, weighing down the plantlife before the second strider cuts and smothers them with various tools.

A path is made to the nearest road, and various detritus is piled together towards to dry and form a tenable road surface connecting to it.

Not much on our end, but I can imagine how ominous it appears from the outside if anyone's watching.

The Hutts continue to bring in more transports; as confirmed by your new Forces, with more droids, but it is hard to ascertain their numbers with the information you have access to. That said, the general movements of the assets you do have track of are consistent with an imminent mobilization.

They're about to attack us, eh? Just when we were about to do the same to them. Hehehe. Funny how that works out.

We've slipped our shell, come forth, gathered a mercenary force to eliminate the enemy's air forces. Now we just need to display our dominance and move forth to seize.

Now is the time for BATTLE! But where? When? How? That is what it's time to consider.

I believe we should finish up the mortar synths and make another viscerator swarm, since we got the space. And everything else on a assault plan of Kos-Amul, with intent to seize the spaceport. Have the mercs contest the headhunters, maybe betray and down an incoming transport for maximum mayhem as a opener?
 
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-snip-
It's interesting how this doesn't have the text revealed even when highlighted for me, needing me to quote it to see our lines. I like it, it's very fitting, ominous. Perfect.
-snip-
Strange, shows up fine for me.

Is it because it's bolded?


I really liked the one-sided Advisor conversations in HL2 and Alyx, and I wanted to replicate that in the text.

Edit: Also shows up fine for me on Neptune style. Dear god who would ever use Sunlight? Do you value your eyes!?
 
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Strange, shows up fine for me.

Is it because it's bolded?


I really liked the one-sided Advisor conversations in HL2 and Alyx, and I wanted to replicate that in the text.

Ah, I think it's because my style, chosen in lower left, is on 'Neptune'. Dark colored background instead of a white that hurts my eyes.

And you did well on that, was quite excellent. I hope to see more such or reactions to us in the future, as muse allows.
 
Hey! glad to see this back, and dont worry author we are fine if a little out of mind

Now lets go...

[X]Plan: To War
TACTICS:
-[X ] Assault Location: Kos-Amul, Primary Settlement and Starport 2x Tac dice
--[X] Objective: The destruction of enemy assets and resurces in a time of expected low attention due to inmenent mobilazation
--[X] Commit Forces: Hunters, Crab Synths, Mortar Synths, Combine Soldiers (Mechanized), Combine Soldiers, Dropships (U)
-[X] Command Auxiliary Forces (DC Variable, possible combat.) 1x Free Dice
--[X] Backstab
ADMINISTRATION:
-[X] Gestate Synths:
--[X] Mortar Synths (101/110) 1x Half Diplo dice
-[X] Fabricator Upgrade (0/350) 1x Admin dice 1x Free dice 1x Half Psi dice
-[X] Canister Launcher (42/125) 1x Admin dice
RESEARCH:
-[X] Native Biochemistry (90/160) Unlocks Acid shells for Canister Launcher. 1x Res dice 1x Half Psi dice
-[X] Repulsor Train Design (67/100) 1x Res dice
DIPLOMACY:
-[X] Abstain(Diplomacy)
PSIONICS:
-[X] Abstain(Psionics)
PERSONAL:
[X] Assign Production Overflow +65 (Canister Launcher)
 
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Okie doke, so...

Got two plans, all in on spaceport, or just some die at spaceport, others on research.

[]
-[] 2x Tactics Die, 2x Free Die, 5x Half-Strength Free Die Assault Location: Kos-Amul, Primary Settlement and Starport
--[] Objective: Primary: Capture the spaceport and seize working examples of local FTL technology Secondary: Destroy massing enemy formation to ensure safety of Citadel Zero Tertiary: Establish aerial supremacy through removal of enemy starfighters Quaternary: Contain local citizens and establish presence and assert control
--[] Commit Forces: Hunters, Crab Synths, Combine Soldiers (Mechanized), Combine Soldiers, Scanners, Viscerators, in construction forces (mortar synth, second viscerator force) if finished in time, Sabaoth Starfighters (Aux.)
-[] 1x Administration Die Produce Mechanical Units: Viscerator
-[] 1x Administration Die Gestate Synths
--[] Mortar Synths (101/110)
-[] Abstain(Research) (Free, take no actions in this category and instead gain it's die as half-strength Free Die for this turn.)
-[] Abstain(Diplomacy) (Free, take no actions in this category and instead gain it's die as half-strength Free Die for this turn.)
-[] Abstain(Psionics) (Free, take no actions in this category and instead gain it's die as half-strength Free Die for this turn.)
-[] Assign Production Overflow +65 (
Long-Range Aerial Antigens)

[] Seize SPACE..port!
-[] 2x Tactics Die Die Assault Location: Kos-Amul, Primary Settlement and Starport
--[] Objective: Primary: Capture the spaceport and seize working examples of local FTL technology Secondary: Destroy massing enemy formation to ensure safety of Citadel Zero Tertiary: Establish aerial supremacy through removal of enemy starfighters Quaternary: Contain local citizens and establish presence and assert control
--[] Commit Forces: Hunters, Crab Synths, Combine Soldiers (Mechanized), Combine Soldiers, Scanners, Viscerators, in construction forces (mortar synth, second viscerator force) if finished in time, Sabaoth Starfighters (Aux.)
-[] 1x Administration Die Produce Mechanical Units: Viscerator
-[] 1x Administration Die Gestate Synths
--[] Mortar Synths (101/110)
-[] 1 Research Die Repulsor Train Design (67/100)
-[] 1 Research Die, 3x Half-Strength Free Die Long-Range Aerial Antigens (0/200)
-[] Abstain(Diplomacy) (Free, take no actions in this category and instead gain it's die as half-strength Free Die for this turn.)
-[] Abstain(Psionics) (Free, take no actions in this category and instead gain it's die as half-strength Free Die for this turn.)
-[] Assign Production Overflow +65 (Long-Range Aerial Antigens)

I'd have loved to get the canister launcher, but unless the assault goes poorly we won't need it, it's not as assured as mortar and viscerator to get out, and it's less likely to be needed afterwards than anti-starfighter stuff, as our main opponents will be people coming in from elsewhere, particularly Hutt reinforcements or escape attempts.

Hopefully our crab synths are badass enough they can take down these droid enemies. We'll at least get a proper feeling of our foe whatever happens.
 
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-[] 2x Tactics Die, 2x Free Die, 5x Half-Strength Free Die Assault Location: Kos-Amul, Primary Settlement and Starport
--[] Objective: Primary: Capture the spaceport and seize working examples of local FTL technology Secondary: Destroy massing enemy formation
...This does work, but id consider it extremely wasteful, given that only the highest die will actually be used, you're rolling for advantage with multiple die, not adding them all together

For [ ] Assault Location and similar decisions in particular, up to two Tactics dice may be assigned to gain Advantage on that roll. Free/Abstinence die may not be assigned to this project.

Nevermind, I accounted for that in the before times.
 
[X] Seize SPACE..port!
-[] 2x Tactics Die Die Assault Location: Kos-Amul, Primary Settlement and Starport
--[] Objective: Primary: Capture the spaceport and seize working examples of local FTL technology Secondary: Destroy massing enemy formation to ensure safety of Citadel Zero Tertiary: Establish aerial supremacy through removal of enemy starfighters Quaternary: Contain local citizens and establish presence and assert control
--[] Commit Forces: Hunters, Crab Synths, Combine Soldiers (Mechanized), Combine Soldiers, Scanners, Viscerators, in construction forces (mortar synth, second viscerator force) if finished in time, Sabaoth Starfighters (Aux.)
-[] 1x Administration Die Produce Mechanical Units: Viscerator
-[] 1x Administration Die Gestate Synths
--[] Mortar Synths (101/110)
-[] 1 Research Die Repulsor Train Design (67/100)
-[] 1 Research Die, 3x Half-Strength Free Die Long-Range Aerial Antigens (0/200)
-[] Abstain(Diplomacy) (Free, take no actions in this category and instead gain it's die as half-strength Free Die for this turn.)
-[] Abstain(Psionics) (Free, take no actions in this category and instead gain it's die as half-strength Free Die for this turn.)
-[] Assign Production Overflow +65 (Long-Range Aerial Antigens)
 
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