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…