Benefaction: A Combine Ck2 Quest in Star Wars Legends

Wait, this is an important question: do we have the proper combine guns or the really dumb looking ones from Alyx?
 
All pulse guns for the moment, mostly a mix of the AR2, Pulse shotgun and the Overwatch sniper, with a handful of the Pulse SMGs in place of cursed MP7. I couldn't imagine the Combine bothering to ship Earth-made guns offworld only to send them right back.

You could absolutely start making blasters with Combine serial numbers on them, provided you get ahold of an intact factory.
 
I was about to react with disgust to the pulse smg but then I realized a shitty mp7 remodel with a magical grenade launcher is worse.
 
I'm all for the methodical approach. I think it's still going to be a while before we can pull a Breen and puppet rule any polity that we can ovewhelm so we might as well play it safe for now.

The current political turmoil is a pretty great cover.

For the matter of becoming our own thing... I think if it ever happens, it's going to be very far into the future and it'll take some very unique circumstances. I see no reason we should give up the convenience of resources and reinforcements from the rest of the interdimensional empire for some pesky 'independence'. It's not like we're any different than them as of right now, so they'll just want the same thing we do.

Isolate. Amputate. Coagulate.
 
Ahhh, understood.
(You got my hopes up that we would be rolling around with proper slugthrowers lmao)
 
You guys picked Aperture? I hope everyone realizes this means we'll never get any cake.

Although, to be fair, we get portal guns, so we can just break in somewhere and steal someone else's cake. :V
 
The problem with projectile weapons compared to the plasma weapons of star wars is that the plasma wepons have way more stopping power. Most star wars armors are immune to conventional wrapons fire unless its slugthrower or above.
 
Isn't Star Wars wildly inconsistent and written by people with zero technical knowledge though? Like even in the movies blasters are wild with their damage range, and you have things like the stormtroopers getting wiped by flint axes and incredibly crude bow and arrows.

EDIT: or the AT-ST being flattened like a tin can by two gravity drop logs despite being constructed of ostensibly advanced armor plating materiel, which either means it's hyper-specialized for energy protection or the writers are dimwits and we shouldn't take word of lore on armor protection values or the efficacy of blasters vs projectile weapons
 
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A lot of sci fi has that problem, really.

But yeah, Star Wars has that problem a bunch. It's why there are technically 3 kinds of shields going around, because the writers kept using different rules depending on the situation.
You have your deflector shields, which stop lasers but not physical objects
You have ray shields, which stop physical objects in both directions, and thus need to be lowered or opened to return fire (though sometimes ray shields do allow energy to go out)
And then you have the Dune style, slow object passes through, fast object bounces kind of shields.
 
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I've always been a fan of the fanon that conventional weaponry outperforms things like blasters in multiple metrics, but that's my dumb hard sci-fi/modern tech wank, and realistically our dark energy weapons already outperform regular kinetic weapons (unless we go for the literal interpretation from the game of .44 magnum doing more damage than a pulse rifle, but that's not very fair lol).
 
I mean, we also have to considr that Star Wars is mostly a vibs first setting.

You see it in the weapons a bit, with th big array of melee weaponry of various sizs and shaps, but it's most obvious with th droids, and how thy somtims get to do manual labor. A droid pulling a car as if it wre a beast of burden doesn't really make all that much snse really.

So I guess it'll all dpnd on what vibes w're going for hre now.
 
The problem with projectile weapons compared to the plasma weapons of star wars is that the plasma wepons have way more stopping power. Most star wars armors are immune to conventional wrapons fire unless its slugthrower or above.

Most people don't even wear armor though. So it'll be fine for the thugs and bandits we're up against first.

We also have options like those one disintegration balls of doom for anyone wearing heavier stuff.

By the time we're facing Republic troops or CIS droids we should have ample and diverse local weaponry samples to work with and study to get us up to local army grade materials.

The big issue early on will be the potential mercs and bounty hunters Hutts can send at us that are a higher grade than their normal cheap chaff.

Cad Bane level enemies would be a capital P Problem. Our goal will be readying our forces to deal with such opponents before the Hutts realize there's a need to spend the credits on such expensive options.

Or to get communications and credits enough we can be the ones hiring.
 
Turn 3: Contact


BENEFACTION – A COMBINE QUEST


???, Month 1, ??? BBY.​


Contact, Turn 3



Last turn results:

[X]
Initialize Overwatch Intelligence System (DC 45, +1 Tactics Dice, +1 Free Dice): 33 Roll + 15 Skill = 48

Another tool that should already have been active within moments of your arrival; Your own copy never received the activation ping from it's counterparts in other installations. Besides that, you do need to adjust the system's behavior for the current situation. Undue aggression is untenable at present, at least without the ability to properly replenish your forces.

"Overwatch online. Advisorial control and oversight confirmed. Initiating Phase Zero Compliance."

Spurs of the intelligence's attention pour into your data-link as it spreads throughout your current network. Within moments it categorizes all available inputs and connects itself to the communications
of your soldiers.

[X] Send Probes (DC 45, Gain more active intelligence on the locals.) 27 Roll + 5 Skill = 33

The largest apparent settlement is relatively nearby to the Citadel, such that you can send the scanners directly rather than having to potentially risk a Dropship in bringing them closer. Overwatch guides the machines to the location, weaving through branches beneath the canopy.

As the first wave of scanners enter the settlement, the Overwatch System begins pinging you with new identified species notifications, and then abruptly stops after the count hits 15 inside thirty seconds. At least a dozen separate Architectural styles are on display, in varying states of repair and use as hundreds of organics mill about disheveled streets.

The scanners find at least two-thirds of the scanned subjects have some form of weapon, either crudely concealed or proudly displayed on the hip or back. What you imagine are enforcers of the local polity, wearing an extremely loose uniform only sharing an orange armband in common, make up a majority of the latter.

"Nobata droida! NOBATA DROIDA!" You mentally flick to the feed of the scanner presently being shouted at by a blue-skinned, rotund creature about half the size of an adult human, somehow being suspended midair by a pair of pathetically small wings on the back. The scanner chirps before igniting the flash for it's higher-quality still camera.

"E chu ta! Karking Droi…" The creature shields it's eyes for a few moments, before calling out to a few of the enforcers patrolling the streets. You recall that particular scanner to avoid attracting further attention, but it seems that it may already be too late. More data-streams flow across your communications monitoring equipment as the enforcers call out and gradually become aware of your intrusion.

...Perhaps you shouldn't have sent that many all at once.

Overwatch commands the machines to return as some of the enforcers begin unholstering their guns, but one particular drone catches sight of something quite interesting on the way out:

A large vehicle, around half the size of your Dark Fusion Reactor gradually ascends from a port structure in the city below, before angling upwards and igniting a set of yellowish engines and soaring skywards out of view.

[X] Abduction (DC 50, Gain captives and intelligence.): 21 Roll + 5 Skill = 26

"Overwatch reports target is enroute, weapons off safe."

You were able to link some of the comm-ids you've recorded to actual vehicles thanks to your earlier survey in the city. Four teams of Overwatch Soldiers will hit an enclosed craft that regularly moves between the Dome and the city: another of the hovering designs. They lie waiting in the vibrant shrubbery on either side of the road, partially concealed in the cool mist at this hour.

A low hum begins to emit from the soldier's feeds, only audible to yourself and Overwatch at first, but soon the Transhumans tense in anticipation. A stout, boxy craft hovers down the road, just a few feet off the ground. The low thrum of it's drive system sends reverberations through the ground as it drives directly over a concealed mine.

The entire transport lists to the side after the Hopper detonates directly below the engine, sending the craft nose-first into the ground and skidding to a halt.

"Move in."

With the Ordinal's call, two groups of three soldiers advance out of the foliage towards the craft, each with a Wallhammer unit in lead. They pause after a panel unfolds atop the transport with a clunk. A set of twin barrels affixed to a turret whirs around to face one of the groups, opening up with a salvo of red energy bolts. The barrage clips the first two soldiers before Wallhammer 2 raises his shield, the projectiles scattering across the surface of the field.

"Hostile is live, wall up." The Wallhammer growls, struggling to keep the shield steady as his teammate falls behind him.

The turret focuses on the shield for a moment, before turning to spray into the treeline with abandon. A soldier in the second group tosses a grenade onto the roof just behind the turret, shattering it with a crack against the vehicle's hull.

Wallhammer 2 rapidly advances, closing in and unholstering his baton. The side door opens before he can reach it, more crimson blasts emerging from within. The unit takes the shots with a grunt, advancing on the shooters and bringing up his arm. Bright white light fills the feed.

"Flash successful, engaging."

Three humanoids with rough, leathery skin emerge in the view, languishing in pain with their hands over their eyes. The Wallhammer steps into the cab and cracks down three times with his baton. One of the men falls off the console at the fore of the craft, his hands slipping off a set of controls.

The Wallhammer pries open the door leading to the rear compartment, where there should be passenge-

"Overwatch, we are negative on biotics. Target contains contraband."

Rows and rows of small, cylindrical vials filled with an orange powder line temporary shelving along the sides of the cargo area. There must be at least a few hundred kilos of the substance stored here.

You're pinged by the comms monitoring system; there's a flurry of traffic going between the Dome and city, and a group of contacts headed for the ambush site.

You call off the Dropship meant to carry the target craft, and order the Transhumans to round up the casualties alongside the drivers, including their weapons and a few of those vials before having the soldiers grenade the interior of the vehicle and retreat; You're not about to get into a serious confrontation without good reason.

Gained three subjects, and samples of an unknown drug. Soldiers wounded.

[X]
Cold start Dark Fusion Reactor (108/500): (60 Roll + 15 Skill = 75) + (23 Roll + 15 Skill = 37) = (220/500)

Progress on the Reactor continues it's inexorable march, though not as quickly as you'd like. Most of the damaged components have been replaced as best as your facilities can manage at the moment, and you've added an extra layer of shielding, hopefully preventing the locals from detecting the Reactor's activation.

If all goes well, you can start ignition attempts within the next two or three days.

[X] Shore up Facility Foundations (0/150): 25 Roll + 15 Skill = (40/150)

Mirroring the design of the Restrictor devices, a ring of heavy pile-drivers will force hard metal stakes deep into the mud and all the way down to bedrock; firmly anchoring the Citadel in place for your future expansion.

[X] Analyze Environmental Information (DC 50) Completed this turn

At this point you're confirming things you already know or at least suspected. An industrialized civilization is present on this world, going by concentrations of common atmospheric pollutants and other synthetic compounds. It's unlikely that any technological presence here extends much farther beyond what you've seen; the scale of emissions match what you'd expect.

That is, aside from a notable concentration of Radioactive decay products present in both the atmosphere and in biological samples. Not enough to indicate the use of Nuclear Weapons within the last decade, but enough that there must be something sublimating the material on a regular basis.

[X] Signal Analysis (111/200, Gain information about the Unknown faction on this world.): 55 Roll + 15 Skill = (181/200)

You know you're close to decoding the locals' transmissions, however you've hit a major snag: A majority of what you've been working on has turned out to be 3D bluescale holographic information, rather than audio like you had believed.

Still, now that you've set up a projector capable of displaying said data you've been able to catalog over thirty new body-plans, and match them with some species you've already observed, so not a complete loss.

[X] Practice (DC Variable, Small chance to improve Psionics skill.) 54 Roll + 5 Skill = 59

Once events settle down enough for Overwatch to handle them in the background, you close your main senses off to anything but the inside of the pod around you, instead reaching out with your Mind.

The other thing is still there, tendrils of it occasionally reaching in to touch at one of your Synths or a Transhuman, but never daring to get within the Core of your Citadel. You push the sensation of it's presence out of your thoughts as well; right now you need stillness.

Space bends ever-so-slightly, just off the surface of your skin as you hone the technique you're going to need in order to hatch. The Host Bodies are well-suited for their intended task, but the trade-offs leave them lacking certain defenses against microbiota and other airborne contaminants, necessitating the active use of Psionics to protect them when outside the protection of a Pod Synth or other life support apparatus.

Space unfurls as you release, your power inching forwards with every attempt.

+2 to Psionics skill.

Administrator

TRAITS:

Old
Thoughtful

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

2 Free Dice (+1 Base Dice, +1 Overwatch)

Unit Cap: 3/6 (+6 Base)

CITADEL ZERO
Facilities:
Dark Fusion Reactor (Inactive)
Smart Barriers (+0 to Base defense, Damaged)
Basic Fabricators

Garrison:
Combine Soldiers (Mechanized)
Combine Soldiers (Wounded, reduced combat effectiveness, recovers in 1 turn)
Scanners
Construction Striders (U)
Stalkers (U)
Dropships (U)

TACTICS:

[ ] Abstain(Tactics) (Free, take no actions in this category and instead gain it's dice as half-strength Free Die for this turn.)​

[ ] Assault the Dome (DC Variable, Combat.)
You've seen enough to determine that this is most likely a seat of power for some local polity. Whether or not it's the only one remains to be seen, however this is likely the best opportunity to attack with relative secrecy, as the longer you're here the more probable it is that they will notice. Better to strike now when they least expect it.
Enemy Force Estimate:
One Unknown infantry, fortified with light gun emplacements.​

[ ] Sub-option: Objective: Capture the High-Value targets alive.
You're in desperate need of information, and most likely one of those Slug-like beings has all that you need and more.​

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

ADMINISTRATION:

[ ] Abstain(Admin) (Free, take no actions in this category and instead gain it's dice as half-strength Free Die for this turn.)​

Trivial Projects:

[ ] Repair Smart Barriers (DC 50, +5 to location defense once completed.)
A simple tool, but still among the most crucial for the purposes of the Combine; within Euclidean dimensions at least. Several sections will have to be replaced in their entirety to restore them to function.​

[ ] Produce Viscerators (DC 25, Incapable of independent function, must be carried or launched by another unit or structure.)
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.​

[ ] Produce 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 any potential intruders.​

Primary Projects:

[ ] Cold start Dark Fusion Reactor (220/500)
The preliminary work of starting up the reactor is complete, and you've insulated it's emissions as much as you are able to do with available materials. It won't be blatantly visible from orbit when the reactor comes online, at the minimum.​

Now that you've confirmed the technological abilities of the local population, it may be possible to supplement your batteries with their energy sources, allowing you to be more aggressive in Cold Start procedures.
You have six turns of battery power remaining.

[ ] Setup a Suppression system (0/100 +10 to location defense once completed.)
A bank of Dark Energy Pulsor arrays would provide the facility with a good deal of firepower of it's own, including against aerial assaults in the event of an attack on Citadel Zero. This would unfortunately come at a significant cost to your currently-limited energy reserves, should you actually need to use them.
Consumes one turn's worth of energy per use until the Dark Fusion Reactor is online.

[ ] Shore up Facility Foundations (40/150)
While less urgent than the other matters, preventing your facility from becoming an archaeological site in a few months is a matter of some import.​

Further Options locked until base repairs are complete and the Reactor is online.

RESEARCH


[ ] Abstain(Research) (Free, take no actions in this category and instead gain it's dice as half-strength Free Die for this turn.)​

Trivial Projects:

[ ] Exogen Vivisection (DC 25, Precursor to Near-Human Augmentation.)
The Humanoid subjects you've recovered have small but noticeable physiological differences compared to the standard stock. Direct study of their makeup will allow you to discern what changes in procedure will be required for proper induction into the Transhuman Overwatch. In the worst case, they'll make useful servitors.
Costs one subject.

[ ] Contraband Analysis (DC 35)
This substance is clearly of some value to this culture, though given some of the ones you have on-record from the Earth Administration, it's not necessarily useful in a direct sense. But, perhaps this will be helpful for the purposes of controlling a population down the line.​

Primary Projects:

[ ] Defoliant Studies (0/100, Enables non-aerial logistics running out of your base.)
While the Dropship Synth is efficient, you only have so many of them for the time being. Finding a suitable compound for clearing away the flora to establish a roadway for your land vehicles will free up significant resources.​

[ ] Signal Analysis (181/200, Gain information about the Unknown faction on this world.)
The Combine has over it's centuries of expansion encountered countless forms of communication across species: controlled dermal combustion, direct bio-optical fiber linkage, the Advisor's own telepathic abilities, among others too bizarre to describe. It shouldn't be so difficult to determine the contents of a simple electromagnetic broadcast.​

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 dice as half-strength Free Die for this turn.)​

[ ] Talk? (DC ???)
The locals are almost certainly aware that you're here, not necessarily of where you are, but if they're even slightly competent it won't take long for them to locate Citadel Zero. Sending a scanner, and using Overwatch as a proxy will allow you to communicate with them, though what you'd say is another matter. (Write in...)​

[ ] Interrogation (DC 25)
With more… direct methods currently out of your reach, the only way to acquire the information you need is to ask.​

PSIONICS:

[ ] Abstain(Psionics) (Free, take no actions in this category and instead gain it's dice as half-strength Free Die for this turn.)​

[ ] Practice (DC Variable, Small chance to improve Psionics skill.)
You can't actually recall the last time you needed to Hatch, but given the circumstances it might be time to stretch your abilities a little, should that time come again on this Unknown world.​

[ ] Hatch (0/150, +2 Skill to Admin, Tactics and Diplomacy.)
It's becoming more and more clear that your direct intervention in proceedings may be necessary. Though you will still need to return to the Pod at regular intervals to rest.​

PERSONAL:

(No actions available.)

(AN: Toying with a new mechanic, since I can't always think of something to put in a category and it feels bad making y'all waste dice/be forced to pick something. 'Half Strength' means a 50 roll becomes 25 on an Abstinence Die. If this doesn't work out I might try changing it all to Free Die and reworking the categories/skill system.

Vote by Plan, Two hour moratorium on voting, after that voting will be open until 10:00PM CST this Sunday.)
(EDIT: Added missing drugs option.)
 
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Unfortunate that we've taken casualties, although at least we've got space drugs to make up for it. The drone recon is also a little rough, but even just the knowledge that the inhabitants of that area are so well-armed is useful information.

[ ] WE'VE GOT HOSTILES
-[ ] Abstain(Tactics)x2
-[ ] Produce Viscerators (.5 Free Die)
-[ ] Repair Smart Barriers (1 Free Die)
-[ ] Cold Start Fusion Reactor (1 Admin, 1 Free)
-[ ] Shore Up Facility Foundations (1 Admin, .5 Free Die)
-[ ] Exogen Vivisection (1 Research)
-[ ] Signal Analysis (1 Research)
-[ ] Interrogation (1 Diplomacy)
-[ ] Hatch (1 Psionics)

Draft plan for the time being. Keep up work on the reactor and the foundations, make full use of the new citizens in our possession, and expand our combat options a little bit. I figure the low DC on viscerators makes use of the half-die there a decent choice, and the reactor/foundations are too important to slow roll.

I am kinda surprised that there's no action to analyze the contraband, but I guess we'll get to that after we interrogate the drivers.
 
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Welp that didn't go great.

At least we got some captives.

[] GET THE DAMN GENERATOR ON
-[] 2x Tactics Dice Abstain(Tactics) (Free, take no actions in this category and instead gain it's die as half-strength Free Die for this turn.)
-[] 2x Administration Die, 2 Free Dice, 2 Half-Strength Free Dice Cold start Dark Fusion Reactor (220/500)
-[] 1x Research Die Exogen Vivisection (DC 25, Precursor to Near-Human Augmentation.)
-[] 1x Research Die Signal Analysis (181/200, Gain information about the Unknown faction on this world.)
-[] 1x Diplomacy Die Interrogation (DC 25)
-[] 1x Psionics Die Practice (DC Variable, Small chance to improve Psionics skill.)

Okay, my reasoning is that our best stuff is behind having an active generator from description. And we only have a small while to get the generator on before we run out of power. We have months to work on the damn foundation.

So everything in admin to generator, I'd have preferred getting viscerators earlier but we got scanners instead.

We obviously need to learn about the locals as much as we can, so vivisection and interrogation is go.

If we get a few more ups in psionics we can get a second die there which would be very helpful, more so than just continually pushing at hatching with no new die. So train train train.
 
Okay, my reasoning is that our best stuff is behind having an active generator from description. And we only have a small while to get the generator on before we run out of power. We have months to work on the damn foundation.
I probably should specify this in-post but 'Base Repairs' is the Smart Barriers and Foundations, though you will get some things from having the reactor up by itself.
 
-[] 2x Administration Die, 2 Free Dice, 2 Half-Strength Free Dice Cold start Dark Fusion Reactor (220/500)

Do we get 2 half-dice from abstaining? I thought it sounded like you only got one half die for not taking any actions in that category, but if it's a half die per category die, that's a lot more handy.
 
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