Benefaction: A Combine Ck2 Quest in Star Wars Legends

While that's understandable, I still figure having a relatively untrackable method of funneling tonnes upon tonnes of resources into our ongoing development would be more beneficial in building up what we already have instead going hunting for better aliens for future Synth integration. Not to say we can't do it, but it's far more a defensive method rather than risk identification and issues with foreign groups by attempting to abscond with minor resources from distant sources.

The spaceships needed for mass hauling of resources and for going out to poach creatures would be vastly different, with the resource haulers likely demanding much more in cost, and we'd only need enough samples to examine for potential and clone the genetic code without issue for new synths in my understanding of matters.

So in comparison between these two wildly different tasks, both of which we'd desire at some point, the hunting for new synths seems less costly and more quick to start up.

Better to expand to our immediate stellar and interstellar neighborhood and plunder the immediately available nodes nearby than invest resources in distant, potentially controversial sources further afield.

While we'd need to avoid more secure areas with firmer control and stricter policing, Star Wars is mostly rather Wild West in things, with minimal enforcement on the outer rim, like where we are and firmer enforcement and laws in the inner, more civilized and monitored areas and corporate controlled areas.

The only real issue is the ongoing war and avoiding areas where the two sides have interests, like other minor groups in Star Wars will be doing.

That, and I think attempting to integrate already established sources of infrastructure and material will prompt further conflict and interference from distant powers before we have the strength or ability to fully contest them in an effective manner.

We're already in conflict with The Hutts, they won't just ignore that one of theirs called for reinforcements then went quiet. ...Unless we're very lucky and can manage to recruit the local Hutt and get him to convincingly lie for us to cover our rears and keep Hutt interest away while we convert the planet.

But even then, someone will be poking in eventually, rivals, allies, someone will be checking us out and finding things are not kosher.

Better to take steps towards turning our world into a fortress planet that gives us a potential defense against the improbably luck of the universe rather than risk further discovery and conflict with groups like the CIS or Republic.

There is no way in which we could manage to make our singular planet strong enough to seriously contest the CIS or Republic should they discover us before the war is over and decide to dedicate a small fleet of warships with some troops our way. They are two titans of industry with untold numbers of droids and workers on both sides manufacturing their shit en masse in worlds entirely dedicated to industry.

We cannot try to 'catch up' with just one planet and simple resources taken from worlds around us.

We are going to need to play politics. And to expand via conquest of acceptable targets if we want to be strong enough to not need to bend the knee. Which is the Hutts for what's around us.

That being said, we can try a stealthier approach, act like all's fine, use our research capabilities to work on products for sale and increase efficiency of drug production and such, quietly buy up slaves en masse.

But sooner or later it will collapse and we'll need to change strategy, we cannot keep the wool over the eyes of a group of experienced criminals like the Hutts forever. And in no way can we manage to stay out of the eyes of the Republic and CIS long enough to truly become able to stand against their fleets should they decide we're a problem in need of a hammer.

Politicking is in our future.
 
The spaceships needed for mass hauling of resources and for going out to poach creatures would be vastly different, with the resource haulers likely demanding much more in cost, and we'd only need enough samples to examine for potential and clone the genetic code without issue for new synths in my understanding of matters.

So in comparison between these two wildly different tasks, both of which we'd desire at some point, the hunting for new synths seems less costly and more quick to start up.

I believe that it's likely to be a difference in start-up cost. The Synth start-up cost is very low initially because we can, as mentioned elsewhere, we can tap directly into the galactic slave markets in order to get started, but we'll have to set up a dozen different production lines and fix various genetic issues in order to get a dozen different synths. Comparatively, the investment in immediate asteroid and planetary mining is likely to be very high because we'd have to go all in on developing or acquiring a dozen different freight haulers and investigating the nearby systems, but once we've established those resource bases, we can have a consistent inflow of goods and materials to support our growth and industry.

The only real issue is the ongoing war and avoiding areas where the two sides have interests, like other minor groups in Star Wars will be doing.

The thing is, we're inside Hutt Space and the conflict has only recently kicked off. Our primary threats most immediately are the Hutt Clans and the upcoming criminal organisations, and it's likely that we're going to be facing intrigue rather than outright invasion from any of the major factions playing a role in this war.

We're already in conflict with The Hutts, they won't just ignore that one of theirs called for reinforcements then went quiet. ...Unless we're very lucky and can manage to recruit the local Hutt and get him to convincingly lie for us to cover our rears and keep Hutt interest away while we convert the planet.

But even then, someone will be poking in eventually, rivals, allies, someone will be checking us out and finding things are not kosher.

Like I said above, the immediate conflicts for us are primarily going to be with the Hutts and intrigue actions from some of the larger interest groups in setting rather than direct influence from the Republic and CIS. Even if we're on their shit list, they still have a war to fight right now, and that gives us more breathing room than if we'd arrived in peace time. Hell, even if we're not lucky with the Hutt and our diplomacy role, we've seen from material in-universe that the Hutts are absolutely willing to live and let live if it's in their best interests, regardless of if someone has directly killed their own members.

There is no way in which we could manage to make our singular planet strong enough to seriously contest the CIS or Republic should they discover us before the war is over and decide to dedicate a small fleet of warships with some troops our way. They are two titans of industry with untold numbers of droids and workers on both sides manufacturing their shit en masse in worlds entirely dedicated to industry.

We cannot try to 'catch up' with just one planet and simple resources taken from worlds around us.

We are going to need to play politics. And to expand via conquest of acceptable targets if we want to be strong enough to not need to bend the knee. Which is the Hutts for what's around us.

I'm not saying it needs to be strong enough to defend against the Republic or the CIS at this moment, it just needs to be enough to defend against the Hutts. Each of those powers are far too strong for us to realistically contest until much later in the game, but overpowering a crime syndicate, or at the very least being too much of a potential hassle for them to invest too heavily in the face of other more pressing concerns from rival criminal concerns or the CIS/Republic.

And even if we do play politics, it can very bluntly be in the lane of 'We have control of this planet now. We'll play ball, but it's ours now', because we've seen in canon that the Hutts are entirely willing to cut losses or even their own members lose without giving a damn as long as it doesn't affect them directly.
 
If we want an abundance of slaves for stalkerfication and to be made into OTA's. I highly recommend we start business with the Hutts and Zyggerians.
 
If we want an abundance of slaves for stalkerfication and to be made into OTA's.

Stalkers are a punishment creation, we want Workers more really.

More workers improves our construction dice from my understanding of things said earlier. Around the time the GM expressed how they had expected us to be more aggressive IIRC.
 
It's definitely not common or a thing used by any major army
Weapons are incredibly plentiful in the galaxy. gene-locked guns only really matter when you want to control who can use a gun. Its useful if you are an occupying power because then the local population needs to produce and source their own firearms. But here the locals can just go to their friendly neighborhood weapons dealer. We cannot blow up all the gun factories and choke off the source of guns.

A blaster is going to shoot our soldiers dead just as easily as anything we produce, and are in plentiful supply no matter where you are in the galaxy except for the most destitute and primitive backwaters. I dont think removing that feature from our guns is going to change how many soldiers we can arm, so we should just leave it alone.

Its probably going to be a unique quirk of combine firearms, nothing more.
 

View: https://youtu.be/V57p3t4G0gU?si=ce32N0GPJvwkAQ11
Found this cool video

View: https://youtube.com/shorts/ZtUwUYo1HXs?si=JKz7x2JbrDJPDV4D
Weapons are incredibly plentiful in the galaxy. gene-locked guns only really matter when you want to control who can use a gun. Its useful if you are an occupying power because then the local population needs to produce and source their own firearms. But here the locals can just go to their friendly neighborhood weapons dealer. We cannot blow up all the gun factories and choke off the source of guns.

A blaster is going to shoot our soldiers dead just as easily as anything we produce, and are in plentiful supply no matter where you are in the galaxy except for the most destitute and primitive backwaters. I dont think removing that feature from our guns is going to change how many soldiers we can arm, so we should just leave it alone.

Its probably going to be a unique quirk of combine firearms, nothing more.
Never said we should get rid of it lol
But I'm imagining a scene where a clone or amy of our enemies trys to pick up a pulse rifle and shoot it only for it not to work
 
Last edited:
Turn 9 New


Turn 9, Month 2, 22 BBY.


[x] Recruit (DC 90) 18 Roll + 7 Skill = 25

It takes some time for the Hutt to stir, with the trickle of regenerative compound you're providing. His remaining functioning eyelid flutters open, the pupil contracting with exposure to light. He looks around the dark chamber almost lazily, until his gaze fixes on the arm working on one of his chest wounds, a dozen needles stitching it closed. He takes in a slow breath, the motion muddied by anesthetic as much as a body unused to independent locomotion.

"H… Haku? Un tink-"

"Individual, designation: Reshul Shell Duraa." Overwatch interjects, activating the bright monitors just ahead of him, blinding him until his eye adjusts. The screens show a few views of Kos-amul, from the masks of Overwatch soldiers and Scanners over the city.

Slagged husks of the Hutt's droid army litter the streets, alongside the mangled corpses of Enforcers and civilians that failed to surrender prior to the occupation taking hold. A few of the more compliant civilians work under the watchful eyes of Transhuman soldiers to clear the most egregious scenes, lest disease take root in the city.

"Malignancy in Kos-Amul has been Expunged. Subsumption of remaining Non-Compliant Population centers in progress."

Reshul stares at the screen for a long moment, blinking once before searching the chamber once more, his gaze settling on one of the wall cameras.

"Uba, Moocha-Moocha mwa Poonoo? Coo moolee-rah choba Murishani backa? Boska stuka stupa, wakamancha Ootmian coo hodrudda je, du droi pogwa!"

Very well, if he won't engage with Overwatch…

"Advisorial edict confirmed." The AI kills the lights once more, opening the chamber door.

"Ahhh! Bu 'Ad-vis-or' cotmaa!" Reshul bellows, unable to fully face the entrance.

"Your insolence is misplaced."

Reshul blinks, and then swallows. "Jeedai." He utters like a curse.

"Not to your understanding."

You move across the room in front of Reshul, the arms tending to his body making way ahead of you. His face contorts strangely as he meets your gaze, a muscle spasm from the damage?

"Choy a chuba naga. Ootmian?"

"Collaboration. Our interests need not be separate."

"Uba kava ata un stoopa?"

"On the contrary, your efforts are merely… Misplaced. The Combine requires suitable leadership for it's charges."

"'Koombeen'?" He breathes out. "D'Confeeba, D'Republik, an D'Koombeen."

"Da ata do Kajidic? Oh ho ho! Do maya cotma an bolla, uba ye wanya petcha."

"Your compliance is not required, but it is in your best interests."

The stalker created from one of the captured Weequay steps into the room, ambling over to a maintenance panel within Reshul's limited view. He only pauses for a moment.

"Da hagwa kacha Mi, gaga doma. Mi coe ateema."

"Then you will serve in other ways."

An arm moves down at your command, injecting a paralytic directly into the Hutt's spine while you coordinate the proper storage of the specimen for later examination.

Rough Huttese Translation
"W...What? I th-"

---

"You steal from me, my business? You, who bought out my mercenaries in the shadows? Well, let's see you then, foreigner! Or are you so much of a coward as to hide behind your droid-program?"

---

"Ahhh! The Ad-vis-or comes!" Reshul bellows, unable to fully face the entrance.

Reshul blinks, and then swallows. "Jedi." He utters like a curse.

---

"What do you want, foreigner?"

"Do you take me for a fool?"

"'Combine'?" He breathes out. "The Confederacy, the Republic, and the Combine."

"You're trying to take me for your own organization? Oh ho ho! All these factions, they come and go, you're just one more petty warlord."

---

"You don't scare me, dead man. All I need to do is wait."




"Attention Residents: Overwatch Martial Authority is in effect at this location. Weapons are now prohibited. Curfew is in effect until further notice. Cooperate and comply with local Overwatch Officers. Further information will follow."

Squads of Transhuman soldiers patrol the streets of Kos-Amul aside convoys escorted by Crab Synths. The recent displays and continued presence of your forces have kept the population cowed for the moment, but the situation won't remain stable for long without a Status Quo for them to fall into.



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:
90k Credits
33 Materials
21 Organics

STRATEGIC RESOURCES:
120 Giggledust Crates
6 Hyperdrive Capable Vessels

NAR KAAGA:

Planetary Compliance: -2 (-1 Overcrowding, -1 Recent Conflict(Decays in 1 Turn))


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

    Garrison:
    Construction Striders (U)
    Stalkers (U)
    Dropships (U)
    Repulsor Transports (U)​
  • Units:
    Sabaoth's Teeth Mercenary Light Improvised CV (AUX)
    Sabaoth Starfighters (AUX)​
  • Population: 1/1

    Facilities:
    AA Blaster turrets​

    Hostile Garrison:
    Hutt Enforcers​
  • Population: 17/16

    Facilities:
    Starport
    Power Generator
    AA Blaster turrets
    Ramshackle Housing (+15 Pop Cap here.)​

    Garrison:
    Scanners
    Viscerator Swarm (x2)
    Combine Soldiers (M)
    Hunters
    Mortar Synths
    Crab Synths (20/24 HP, heals automatically in 1 turn)​
  • Population: 4/4

    Facilities:
    Ramshackle Housing (+3 Pop Cap here.)​

    Hostile Garrison:
    Hutt Enforcers​
  • Population: 2/2

    Facilities:
    Ramshackle Housing (+1 Pop Cap here.)​

    Hostile Garrison:
    Armed Populace​
  • Population: 1/1

    Facilities:
    Spice Cracking Plant (-1 Organics/Turn, +10 Giggledust Crates)
    AA Blaster turrets (Damaged)​

    Garrison:
    (N/A)​

ACTIONS
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. Two dice my be used to gain advantage on an attack roll.)​
[ ] Objective: (Write in objective, EG Destroy, Raid, Capture.)​

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

[ ] Command Auxiliary Forces (DC Variable, possible combat, Free if none.)
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.
[ ] Intercept
Squadron will behave reactively, engaging enemy Strike craft if they attempt to act.
[ ] Write in...

[ ] Move forces (Free)​
[ ] From/To (Write in location and units, appropriate transportation will be used automatically if available and not specified otherwise...)​

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.​

[ ] Re-assemble War Droids (DC 50, -1 Materials)
Most of the scrap recovered from the stabilization efforts in Kos-Amul is relatively worthless, however, there are enough intact parts to restore a single unit of the Droids. Now identified as the Arakyd AAD-4, a competitor for the increasingly infamous Baktoid B2 that focuses on using heavy infantry weapons rather than built-in armaments. With some reprogramming, the rebuilt machines should prove serviceable for the Overwatch's needs.
Or:
[ ] Scrap War Droids (Free, +2 Materials)​

Primary Projects:
[ ] A promise (0/150, -2 Materials)
Your Mercenary group serves with the understanding that you will provide Maintenance to their equipment and vessels. While this is technically possible immediately, you would need to use Stalkers for much of the more... delicate operations. It may be advisable to wait for less overt workers to become available.

[ ] Create Transhuman Grunts (0/200, -1 Pop, -1 Materials)
With the tools you have available, it should be possible to perform basic Transhuman Augmentations for effective combat units, albeit slowly.​

[ ] Gestate Synths:

[ ] Crab Synths (3/125, -2 Organics, -2 Materials)
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, -1 Organics, -1 Materials)
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 (23/110, -1 Organics, -1 Materials)
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, -1 Organics)
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, -4 Materials, -1 Organics)
General expansion of production lines and the addition of more precise equipment.
Unlocks more advanced facilities. Enables production of APCs, Trucks and Hunter-Choppers.

[ ] Basic Transhuman Augmentation Facility (0/175, -3 Materials, -1 Organics)
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, -1 Materials)
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.

[ ] LRAA Battery (0/150, -1 Materials)
A set of dark energy missile launchers built into the Citadel's defenses, utilizing the newly-acquired repulsor technology to attain previously impossible effective ranges.
Automatically attacks hostile Strike Craft in range unless specified otherwise. Defends Citadel against Aerial units.

[ ] Build outside Citadel Zero: (Requires the presence of construction units, which will be moved automatically if possible. A single construction unit may only make use of one die at a time unless otherwise noted. Write in location(s)...)​

[ ] Civil Infrastructure (0/100, -2 Materials, Inactive without a Civil Administration)
Checkpoints, cameras, containment fields, ration lines. The little things that make for a properly ordered settlement.
Automatically employs every 5th​ pop as Civic Workforce (U). Every 2 Civic Workforce (U) units add +1 Administrative Die.

[ ] Civil Protection Precinct (0/100, -2 Materials, -1 Organics, Inactive without a Civil Administration)
Serving dual purposes of maintaining order among human-like populations, and in providing a suitable pool of candidates for Transhuman Conversion, Civil Protection fills a valuable role.
Automatically employs every 10th​ pop as a garrisoned Civil Protection unit
Equip all future Civil Protection with: (Choose one.)
[ ] Pulse Weapons (Protection Units will have (4+1A))
The simplest solution, and one easily implemented. The primary downside is that according to records from the Earth Administration, any equipment granted to Civil Protection is likely to find it's way into the hands of Sociocidal elements sooner or later.​

[ ] Blasters (Protection Units will have (6A))
More than enough of the native armaments have been seized thus far to equip Protection units with them for the short to medium term, ammunition is plentiful with no risk of hostile parties acquiring sensitive technology.​

[ ] Earth Firearms (Protection Units will have (3+1A))
While you'd have to start new production lines, Earth-Native weapons pose an interesting compromise. Their relatively simplistic operation poses little risk of proliferation, and since you'd control some of the only ammunition production, hostile groups will find difficulty in utilizing them against you.
Adds construction: Munitions Plant. Protection Units will have halved (A) value until at least one is completed.

[ ] Tenements (0/100, -2 Materials. May be built multiple times.)
Habitation areas for sapient populations.
+20 Population cap, replaces Ramshackle Housing where possible. Requires Civil Infrastructure to function

[ ] Razortrain network (0/150)
Tending, maintenance, and loading/unloading systems to facilitate the transport of nearly every resource across worlds within the Combine's domain.
Enables automatic population movement between Locations, transports Resources between locations as-needed.

[ ] Smart Barriers (0/100, -2 Materials, +5 to defense rolls here)
A large mobile barrier system, capable of adapting to the in-combat needs of the Combine Overwatch at will.​

[ ] Suppression System (0/150, -3 Materials, -1 Organics, +8 to defense rolls here)
While weaker than the versions available with a direct link to a Dark Fusion reactor, these devices provide a substantial deterrent to any attacking force.
Requires an energy source to function.

[ ] Manufacturing Industrial Sector (0/250, -4 Materials, -2 Organics. May be built multiple times.)
Mineral extraction and processing, High-Performance alloy production, Ceramo-Plastic moulds, and everything in-between to form the building blocks of a functioning economy. (Automatically reflavored to fit a Location, EG isolated areas might get mines, dense urban areas get factories, etc. All mechanically identical.)
+4 Materials/Turn. Requires Civil Infrastructure and an energy source to function. Employs 2 Pops.

[ ] Organic Industrial Sector (0/250, -2 Materials, -4 Organics. May be built multiple times.)
Growth vats, greenhouses and laboratories for producing the Wetware components of Combine technology. (Automatically reflavored to fit a Location.)
+4 Organics/Turn. Requires Civil Infrastructure and an energy source to function. Employs 2 Pops.

[ ] Reactor Uplink (0/150, -2 Materials, -1 Organics)
While a mere shadow of even underdeveloped Energy Networks, like that of the Earth Administration, power may be transmitted over some distance wirelessly with a dimensional shunt.
Provides energy to structures that require it. Shuts down if all Dark Fusion reactors on the World are lost.

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:
[ ] Hutt Vivisection (DC 60)
Your efforts to recruit the singular Hutt specimen in your possession may have failed, but this still presents you with an opportunity to study the species' unusual traits.​

[ ] Tibanna Utilization (DC 45)
Local cultures primarily make use of directed-energy weapons derived from an exotic gas compound, which appears to have a number of uses, both as a fuel source and ironically as a high-pressure coolant in some technologies. Most immediately, mastery of this substance will facilitate further development into the weapons technology favored by local cultures.​

Primary Projects:
[ ] Native Biochemistry (90/160)
The earlier incident with the Defoliant research 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.

[ ] Hyperspace Theory (0/500, -1 Hyperdrive-Capable vessel)
The sources you have access to are frustratingly vague when it comes to the precise workings of a Hyperdrive, only that it involves piercing into a 'higher' dimension with different physical constraints. However, now that you have functioning examples of the device it's only a matter of how much time you'll need to decipher it's secrets.​

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:
[ ] Negotiate (DC Variable)
With the fall of Kos-Amul and loss of the de facto leadership, the rest of Nar Kaaga exists in a state of uncertainty, one which may be exploited to the Combine's advantage with the right procedure.
Communicate with an independent Location and negotiate for their cooperation or surrender. (Write in Negotiation Target, Strategy and Objective…)​

Primary Projects:
[ ] Establish Civil Administration: (0/125)
A broad census, to determine every detail of what exactly the Combine has come to possess, from species to tools to structures, followed by the recruitment of lower officials roughly following the lines of the Earth Administration. Though, the precise shape of that order will have to be decided: (Choose one.)​
[ ] Lenient
With your separation from the Overworld, Sociocidal malcontents pose a non-negligible threat to your operations. By granting greater access to luxury items and a degree of social mobility, such elements are less likely to appear.
+1 Base Compliance, cannot forcibly conscript Population without incurring a Compliance penalty. Adds Research Project: Qualified Residences
[ ] Moderate

The Combine has already established effective means of controlling sapient populations of this type; Erase cultural and social connections, remove means of self-distinction and determination, and the will to resist will fade away. No deviation is required.
0.9x Base productivity.
[ ] Harsh

In this scenario, resources are of the highest priority, and bodies may be exchanged for more useful varieties. The Combine's survival and expansion comes before all else. They may not understand, but they will comply.
-2 Base Compliance, 2x Base productivity, small chance to lose Population each turn.
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:
[ ] Administer Conditioning Compound (Free, -5 Giggledust crates/turn 0.7x Productivity, +1 Compliance. May be freely retracted)
Lace the populace's water supply with the Suggestibility Compound derived from the 'Giggledust' Contraband substance.​

[ ] City Re-designation (Free)
With the fall of Kos-Amul, you now control a majority of the Planet's small population. Renaming the urban center for efficiency's sake is anticipated.
[ ] City 0
[ ] No change
[ ] Write in…​




(A/N: Three hour moratorium, vote by plan, vote closes at 12:00am CST on this Saturday.
*pillaging every strategy game I've ever played for systems & mechanics*
I was going to pop that overdue Omake bonus on the Recruit, but alas, the Dice gods say nay. Whole bunch of new projects, trying out new formatting. Mechanics post has been updated, but I am expecting to iron things out as we go on. C&C very welcome in this case.)
 
Last edited:
Alright so we're gonna consolidate this turn
Take over the fringe settlements

Using blasters is the right idea cause why waste resources manufacturing inferior weaponry when we can appropriate the local ones
 
Let's get blasters and a OTA processing center up and running followed by a civil administration building.
 
[ ] Moderate
The Combine has already established effective means of controlling sapient populations of this type; Erase cultural and social connections, remove means of self-distinction and determination, and the will to resist will fade away. No deviation is required.
I once read another fanfic that discussed life in City 17, and it pointed out the terrible flaw with this approach: if you take everything from people, then they have nothing to lose. When people have homes, families, a job that they like better than other alternatives, a future free from the hardships that they see the occasional dissidents endure, they will comply with the regime to preserve those things - even if those things, in comparison to other forms of government, are wafer-thin. But if they have nothing, they will rebel.

We absolutely must pick "lenient".
 
We don't have a source of tibanna gas to manufacture blasters with.

Our guns as far as I can tell aren't inferior.
The human weapons I mean
Also read it we won't be manufacturing them so why waste resources manufacturing inferior earth ballistics
We give cp blasters instead of pulse weapons
Also it says we have plenty of Ammo for now and we can research tibbanna gas
 
Last edited:
We don't have a source of tibanna gas to manufacture blasters with.

Our guns as far as I can tell aren't inferior.
Eh, a lot of our firearm's deficiencies, if any, are made up for by the caliber of our troops and the quality of their training. It doesn't matter if the bad guys have a pew pew laser gun if they're barely able to handle a broadside of the barn, which has been largely the caliber of opponent we've mostly been facing. I say mostly, as the only moments we really started taking lumps was when we faced off against the Hutt battle droids which evidently can hit their targets, and hit them hard considering we lost a whole unit of soldiers in that airport assault.

The real question we ought to be asking is how do we see the local Civil Protection units and what capacity we want to use them as. While a potential asset, we will open up the possibility of CP officers engaging in "extra legal" activities (especially as most of them are likely to be former enforcers/gang members) meaning any kit we provide to CP is likely to filter to any dissident group or huttese rebels which are likely to form. Utilizing Earth-ballistics, while generally nerfing the capabilities of our CP units, ensures that their equipment cannot be easily turned against us, baring some sort of catastrophe or disaster.
 
Don't trust them with pulse weapons but not waste resources manufacturing new ballistic weapons when we can just use blasters we appropriated
 
Our guns as far as I can tell aren't inferior
I mean blasters are significantly more powerful than combine weapons main fire mode, most armors will block actual ammo.

Dont know about the pulse rounds.

But blasters at full power cause literal explosions, it would be extremely useful to adopt the technology.

Gor now our trsining makes up for it, but when we start going up against tougher opponents antiquated tech that hasnt been used by the galaxy at large outside of slugthrowers wont cut it.
 
Source on this since pulse weapons are litteraly dark energy
Pulse weapons are not standard armarments for every single individual combine soldier, its generally only issued to elites.

Every single person in star wars, down to some of the poorest, are usually packing a blaster, and thosr things csn do dome ludicrous damage.

I was more speaking on the more standard combine ballistic weapons, when it comes to their preformance compared to blasters.
 
Don't trust them with pulse weapons but not waste resources manufacturing new ballistic weapons when we can just use blasters we appropriated
I could argue that we'd still run the risk of CP officers deliberately selling weapons and armor to black market racketeers for extra credits, especially as I'm fairly certain we ain't paying them in actually credits but instead improved rationing tickets or privileges, but at this point the local population is likely so inundated with black market blasters that any attempt at genuine fire arms control will be a long and lengthy endevour with little sign of progress in the meanwhile.

Still, it'd tickle me silly if the earth-ballistics choice does win out, it's certainty one of the more difficult options to introduce for our CPs- we'd be effectively Company-Shopping our officers in terms of kit and we wouldn't have to worry to much about CP kit falling into the wrong hands.
 
Back
Top