Benefaction: A Combine Ck2 Quest in Star Wars Legends

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Lets lock down this planet next turn guys !!!

That's the ideal, having some starfighter mercs for it to be possibleish is very helpful, well worth the delay in other plans that focusing on hiring them made.

I doubt they'll manage to stop everyone, but we just need to make a few examples and prevent incoming enemy forces before we can field our own fighting starcraft. Our primary space goal is keeping the majority of citizens where they are, secondary keeping the Hutt from fleeing until we can decide his fate one way or another.
 
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Scheduled vote count started by Mantising on Feb 10, 2024 at 5:31 PM, finished with 34 posts and 19 votes.

  • [X] Seize SPACE..port!
    [X] Seize SPACE..port!
    -[x] 2x Tactics Die Die Assault Location: Kos-Amul, Primary Settlement and Starport
    --[x] 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
    --[x] 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.)
    -[x] 1x Administration Die Produce Mechanical Units: Viscerator
    -[x] 1x Administration Die Gestate Synths
    --[x] Mortar Synths (101/110)
    -[x] 1 Research Die Repulsor Train Design (67/100)
    -[x] 1 Research Die, 3x Half-Strength Free Die Long-Range Aerial Antigens (0/200)
    -[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] Abstain(Psionics) (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 +65 (Long-Range Aerial Antigens)
 
When we conquer this planet. What Is our plan btw. We could posible convert the hutt palace into our own nova prospekt. Maybe raise a new citadel in the big settlement to act as our capital and keep citadel 0 as our maine research base. I'm just speculating but i think thats a good plan.
 
When we conquer this planet. What Is our plan btw. We could posible convert the hutt palace into our own nova prospekt. Maybe raise a new citadel in the big settlement to act as our capital and keep citadel 0 as our maine research base. I'm just speculating but i think thats a good plan.

I was thinking the Laugh Factory for our Nova Prospekt because it's got such character with potential as an ominous name and is a factory. We're likely to start with the smaller conversion at our Citadel I imagine.

But frankly, I think we're gonna have new options once we're firmly in charge, see things change up once we fully hold territory.

We can speculate, sure, give Mantising some ideas maybe, but a lot is gonna be dependent on what the situation is once it's all done.

We're definitely going to have set up rail lines for populace conversion and connection to resource extraction. And we're gonna need to either convert the local spaceport or make our own once we've got FTL design.

It's probably gonna be best for our focus to be on making a rail line between the big city and our Citadel and seizing control there, other stuff coming as we convert locals into dice, particularly administration die.
 
I was thinking the Laugh Factory for our Nova Prospekt because it's got such character with potential as an ominous name and is a factory. We're likely to start with the smaller conversion at our Citadel I imagine.

But frankly, I think we're gonna have new options once we're firmly in charge, see things change up once we fully hold territory.

We can speculate, sure, give Mantising some ideas maybe, but a lot is gonna be dependent on what the situation is once it's all done.

We're definitely going to have set up rail lines for populace conversion and connection to resource extraction. And we're gonna need to either convert the local spaceport or make our own once we've got FTL design.

It's probably gonna be best for our focus to be on making a rail line between the big city and our Citadel and seizing control there, other stuff coming as we convert locals into dice, particularly administration die.
The Laugh Factory so very fiting.
And you're right i forgot the railroads. I am kinda new to cotributing in a quest sorry. Very toughtout conserns. I will Be on the look out for your plans.
 
"Volunteers for the Civil Neural Restructuring program will be rewarded with express con-sideration for a Family License and an immediate upgrade of their Citizenship Status."

-Laugh Factory announcement/advertisement
 
The Laugh Factory so very fiting.
And you're right i forgot the railroads. I am kinda new to cotributing in a quest sorry. Very toughtout conserns. I will Be on the look out for your plans.

No worries, nothing to be sorry about! You pondered stuff, shared your pondering, I shared my thoughts, that's how quests work and we show the GM our interest in their game!
 
Huh, isnt the sheer amount of resource harvesting the combine did in cannon unnecesary here? We dont really need THAT much right now
 
Huh, isnt the sheer amount of resource harvesting the combine did in cannon unnecesary here? We dont really need THAT much right now

*gestures at the galaxy at war, the Chosen One being bugged to mess with us by the Force that's creeped out by us, the Hutts likely very cross with us, our IC desire to reunite with the rest of the Combine for safety, security and reward, and the need to tap the power of a sun by way of Coronal Hypershunt to send a message back home*

We got big plans, we got big potential threats. We do what we can to build up smartly.
 
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*gestures at the galaxy at war, the Chosen One being bugged to mess with us by the Force that's creeped out by us, the Hutts likely very cross with us, our IC desire to reunite with the rest of the Combine for safety, security and reward, and the need to tap the power of a sun by way of Coronal Hypershunt to send a message back home*

We got big plans, we got big potential threats. We do what we can to build up smartly.
While yes but we are not currently connected to the rest of the combine. The only resson litersl oceans had to be drained in cannon was because the cpmbine just used up that much, in comparison we are much much smaller
 
While yes but we are not currently connected to the rest of the combine. The only resson litersl oceans had to be drained in cannon was because the cpmbine just used up that much, in comparison we are much much smaller

Ah, yeah, we probably don't need drained oceans, literally tear the world asunder.. I mean we're likely still gonna mess it up somewhat because it irks our MC with it's horrible swampyness and our need for rampant industrialization to make us a major power.

But our focus is gonna be more 'Getting a larger and larger workforce to expand workforce to make more manufacturing to make a larger workforce to make something that will tap into the damn sun that's probably not gonna be small'. People to transhumans to give us dice is our focus.

In fact we're probably gonna take resources from other places to bring here, make the planet an industrial planet with other places mined apart.
 
It will be interesting to see how the Combine advances, both our character and the wider Combine. Honestly the qm writes really well, i'm so happy this quest continued.
 
I just can't wait until we get to introduce the locals to concrete prefabs and tacky, minimalist plant features.
 
I still like to thing we're using half life 2 soldiers for ground troops, like regular augmented soldiers. On the plus side, once we conquer the planet, we'll have thousands of new converts for civil protection and overwatch.
 
I still like to thing we're using half life 2 soldiers for ground troops, like regular augmented soldiers. On the plus side, once we conquer the planet, we'll have thousands of new converts for civil protection and overwatch.

Yep, we are. Haven't had cause to dig into locals' infantry weaponry yet with our superior to Hutt gangsters' blasters weaponry.

Our main force is from the starting choice:
[ ] Combined Arms
Or, you could simply get more of the Transhuman forces regulars, and supplement them with the light ground vehicles and Hunter-Choppers normally utilized by Civil Protection. Inelegant perhaps, but no doubt effective.
Gain an additional unit of Combine Soldiers, and a handful of vehicles to support them.


We've taken the time to de-plant our area and use the remains to fill in a path to the roads so they aren't reliant on getting out with the air forces we have and can use their APCs now, and mainly took the time to make some crab synths that should be tank equivalents or at least superheavy tanky infantry units.

We're trying to get some mortar synths and another viscerator swarm ready for the battle, but we'll see how that goes.

Ideally our combined arms attack combined with the crabs bearing the brunt and our hired starfighters countering theirs, will result in a secure win for us, but dice can be bad.

We also took a project to learn of local bodies and prep methods for transhumaning humanoids. Now we just need a secure population and a conversion facility.

What we really want most though are Workers.
 
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