Benefaction: A Combine Ck2 Quest in Star Wars Legends

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Scheduled vote count started by Mantising on Aug 25, 2023 at 9:59 PM, finished with 27 posts and 16 votes.

  • [x] GET THE DAMN GENERATOR ON
    [x] GET THE DAMN GENERATOR ON
    -[x] 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.)
    -[x] 2x Administration Die, 2 Free Dice, 2 Half-Strength Free Dice Cold start Dark Fusion Reactor (220/500)
    -[x] 1x Research Die Exogen Vivisection (DC 25, Precursor to Near-Human Augmentation.)
    -[x] 1x Research Die Signal Analysis (181/200, Gain information about the Unknown faction on this world.)
    -[x] 1x Diplomacy Die Interrogation (DC 25)
    -[x] 1x Psionics Die Practice (DC Variable, Small chance to improve Psionics skill.)
    [X] WE'VE GOT HOSTILES
    [X] WE'VE GOT HOSTILES
    -[X] Abstain(Tactics)x2
    -[X] Produce Viscerators (.5 Free Die)
    -[X] Repair Smart Barriers (1 Free Die)
    -[X] Cold Start Fusion Reactor (1 Admin, 1 Free)
    -[X] Shore Up Facility Foundations (1 Admin, .5 Free Die)
    -[X] Exogen Vivisection (1 Research)
    -[x] Signal Analysis (1 Research)
    -[X] Interrogation (1 Diplomacy)
    -[X] Hatch (1 Psionics)
 
I just realized how unusual it is for the Combine to deploy soldiers who have basicly giant shields on one arm. The only other army I know of that uses mobile energy shields like that is the *gungan* army. I wonder what the Republic will think of that when we inevitably use wallhammers as linebackers. Like their shields are so good even projectile weapons don't phase them, and they took a vehicle mounted turbolaser like a champ.
 
I just realized how unusual it is for the Combine to deploy soldiers who have basicly giant shields on one arm. The only other army I know of that uses mobile energy shields like that is the *gungan* army. I wonder what the Republic will think of that when we inevitably use wallhammers as linebackers. Like their shields are so good even projectile weapons don't phase them, and they took a vehicle mounted turbolaser like a champ.
Will say that was just a set of twin-linked blasters on a speeder truck, if that had been an AAT laser cannon Wallhammer 2 woulda been in trouble.
 
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Turn 4: Synapse


BENEFACTION – A COMBINE QUEST


Nar Kaaga, Month 1, 22 BBY.


Synapse, Turn 4


Last turn results:

[X]
Cold start Dark Fusion Reactor (220/500): (52 Roll + 15 Skill = 67) + (71 Roll + 15 Skill = 86) + (89 Roll + 15 Skill = 104 CRIT) + (53 Roll + 15 Skill = 68) + (38 Half Roll + 15 Skill = 53) + (1 Half Roll + 15 Skill = 16) = (614/500) Overflow added to Facility Foundations

[X]
Shore up Facility Foundations (40/150): +114 Overflow = (154/150)

"Priority Warning: Ten seconds to Singularity."

A dozen mechanical arms tend to the cradle as it is gradually fed nascent Dark Energy, guiding, almost weaving the beams as they collect within the central containment field. Sterile pale-blue light illuminates the interior of the reactor chamber, growing in intensity as the Proto-singularity within nears collapse.

"Priority Warning: Five seconds to Singularity."

The tap is cut off, the last thin wisps of energy drift inside the bubble of distorted space: sheer manufactured distance being the only thing that could possibly contain such energies as you are about to create.

"Three."

"Two."

"One."

"Ignition."


Light surges within the chamber, overloading the cameras as the collapsing energy momentarily exceeds the temperature of a Stellar core. An event horizon forms, taking up the containment field for an instant before shrinking further and further, until it vanishes from sight; leaving the bubble of warped space around it the only outward sign of it's existence.

The skeletal structure of Citadel Zero groans as it truly comes alive; a creature with broken ribs taking it's first shuddering breath. Hastily-Completed Pile Drivers utilize the energy to force structural stakes deep into the mud, all the way down into the bedrock below the facility.

[X] Exogen Vivisection (DC 25) 42 Roll + 15 Skill = 57

Aside from rough, almost callous-like skin and a handful of vestigial organs, the Subject's body is very similar to that of a baseline human. Similar enough that you would believe them to be a relatively recent offshoot of the species, if it weren't for a near-total lack of any genetic resemblance to your Human reference samples.

A newly-minted Stalker shambles out of the improvised operation chamber.

Near Human Humanoid Augmentation Project unlocked. Two Subjects remain.

[X]
Signal Analysis (181/200) 57 Roll + 15 Skill = (243/200) Overflow to be assigned to next Primary Research Project

[X]
Interrogation (DC 25) 63 Roll + 5 Skill = 68

The simplest of methods often provides great of results; In this case, silence.

"WHO DO YOU THINK YOU ARE!?" One of the Weequay captives shouts, kicking at the containment field. You have the still-wounded Wallhammer unit standing just in front of the field, staring near-motionless since his arrival, only the sound of labored breaths emitting from the mask.

"ALL A' YOU BLUE-EYED CRIKS IS DEAD! RESHUL'S GONNA MAKE YOU BLEED!"
Reshul. Another slip, though he doesn't know it. You plug the name into the hacked commlink device confiscated from the captives.

It has taken shockingly little time for them to divulge critical information, especially with your newfound access to the 'Holonet' database.

An entire Galaxy-spanning Civilization, in casual contact and trade with thousands of worlds, all made possible by a single device: The Hyperdrive. So commonplace that it may even be used by the most downtrodden merchant or criminal.

A 'Galactic Republic' is involved in the opening stages of a Civil war against some thousands of secessionist systems, with a third pole represented by a truly massive criminal enterprise currently in nominal possession of this very world.

Identified as Nar Kaaga and under the control of the Shell kajidic, who are notable only for being among the least significant of the Hutt cartel. Despite being by far the least professional of the major factions in this Galaxy, you estimate that the wider Hutts could easily overwhelm your present forces should you attract their direct attention at this time. However, the broader kajidics are distracted by the oncoming conflict, and are unlikely to dedicate forces immediately.

Nar Kaaga exists for two reasons: to serve as a refueling hub between the Core of Hutt influence and their outer territories in the Galactic south, and as a major producer of the 'Spice' substance Giggledust, whose botanical precursor can be found growing in the swamplands covering much of the planet's surface.

You require more detailed information on the specific conditions of this planet than the Holonet alone can provide, so a more pointed approach will be required.

The Weequay subject's aggressive behavior abruptly ceases as Wallhammer 2 unclasps his stunstick and steps through the containment field.

Local planetary locations and forces identified.

[X]
Practice (DC Variable) 2 Roll + 5 Skill = 7

That furtive, inescapable presence in this universe seems to have been agitated, though you're not sure by what. It continually grinds around you, leaving you unable to focus your mind for any period of time.

No progress.



There is a sense of distance in the gulf between realities; it is the reason the Combine has not already overtaken all that is, or why another, older entity has not done so before it. The further one attempts to travel, or transmit any form of matter, the more energy is required to achieve a connection.

Rare places where the veil is thinned do exist, the Border world among them, but they only serve to alleviate the issue.

Which only serves to add to your confusion. Normally, the Overworld shines as a beacon, dumping immense quantities of waste-energy into the void, making it easily detected by Combine teleport systems. With your reactor now online you're able to reach into that vastness between; and you only find the barest flicker of the Overworld's light. No Combine presence was expected to be this far out for at least another century, if not more.

You had intended to open communications at least, but it seems that is out of the question. Even establishing a portal from this end would require an infrastructure rivaling the Overworld's own.

Fortunately, you don't have to reach the Overworld, they can reach you. You'll just have to call loud enough for them to hear.

Your optics glance up to where you know the System's Primary to be.


Future Project unlocked: Coronal Hypershunt


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
Smart Barriers (+0 to Base defense, Damaged)
Basic Fabricators

Garrison:
Combine Soldiers (Mechanized)
Combine Soldiers
Scanners
Construction Striders (U)
Stalkers (U)
Dropships (U)

NAR KAAGA
Locations of Interest:

Shell Hutt Palace (Formerly identified as the Dome)
Hostile Garrison:
Hutt Enforcers

Facilities:
AA Blaster turrets

Kos-Amul, Primary Settlement and Starport
Hostile Garrison:
Armed Populace
Hutt Enforcers
Hutt Enforcers
Z-95 Headhunters
A-A3 speeder trucks (U)

Facilities:
Starport
Power Generator

"The Laugh House", Contraband Production Facility
Hostile Garrison:
Hutt Enforcers

Facilities:
Spice Cracking Plant
AA Blaster turrets

Kos-Mata, Fringe Settlement
Hostile Garrison: None Identified

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 the number of their forces.​

[ ] Sub-Option, Objective: (Write in objective, EG Destroy, Raid, Capture.)​

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

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:

[ ] 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)
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.

[ ] 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 potential intruders.​

Primary Projects:

[ ] 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.

[ ] Small Synthwombs (0/225)
A series of Biomechanical apparatuses to take a Synth form from the initial embryonic stage through the various instars to reach maturity, installing the required weapons, tools, and other augmentations along the way.
Enables Gestation of Hunter, Crab, Mortar and Scanner Synths.

[ ] 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.


[ ] Canister Launcher (0/125)
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.

[ ] 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.​

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:

[ ] Repulsorlift Theory (DC 40)
Another ubiquitous technology in this Galaxy, able to lift large objects off the surface of a world via Anti-Gravitation systems not dissimilar to your Scanners, but built on a significantly larger scale without disrupting their own function.​

[ ] Contraband Analysis (DC 35)
The now-named Giggledust seems to be a largely recreational substance, with little to no addictive qualities on it's own. There are however suggestions that it may have viable Anti-Fatigue properties in it's purest form.​

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.​

[ ] Humanoid Augmentation (0/150)
Necessary adjustments to baseline procedure, considering a large portion of the Galactic Population is either Humanoid or Near-Human in nature.
Enables Transhuman Augmentation for a wider portion of the Populace.

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.)​

[ ] 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...)​

PSIONICS:

[ ] Abstain(Psionics) (Free, take no actions in this category and instead gain it's die 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 Nar Kaaga.​

[ ] 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:

Now that you have the Citadel in a serviceable state, you have another long-term decision to make. (Pick one.)

[ ] Up (Free)
Future additions will be built along a scaffold reaching high into the atmosphere, soaring above the vegetation and squat structures of the Hutts. The design will serve as a constant reminder of the Combine's power, even to most distant of the planet's current inhabitants.​

[ ] Down (Free)
A subtler method, the Smart Barriers will remain in place as the Citadel Core burrows down into the mud, leaving behind an access tunnel to the surface. While more costly to construct, it will be vastly easier to defend from intrusions both overt and covert.​


(AN: Work was busy there for a hot minute, but we're back.

Administrator has the date in Years since Ruusan Reformation, but BBY is more convenient for our purposes. As for the Up/Down choice, think City 17 Citadel vs the base in the old Minerva: Metastasis mod for Hl2. I'm probably going to add a resource system once a certain milestone is passed, but that is for the future.

Advanced production facilities will be cheaper to construct outside Citadel Zero, partially as a reason to have things like Nova Prospekt.

Reaching the Overworld is intended to be a late-game objective for this quest, the Hypershunt is not the only pathway to do so, but is the only practical option currently known to Administrator.

Vote by Plan, Two hour moratorium on voting, after that voting will be open until 10:00PM CST this Wednesday.)
 
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Other than the Practice roll, everything else went splendidly.

Now, we need to think about how we will conquer this planet. We need to build up our forces and defences, but at the same time, we shouldn't turtle. We could attack the fringe settlements and capture the populations there, but we shouldn't be too overt or we may attract too much attention and get overwhelmed.
 
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Now, we need to think about how we will conquer this planet. We need to build up our forces and defences, but at the same time, we shouldn't turtle. We could attack the fringe settlements and capture the populations there, but we shouldn't be too overt or we may attract too much attention and get overwhelmed.
I was thinking the fringe settlements too. I am considering a turtle strategy at first so we can build up our forces and defenses as much as we need before we go on any offensive.

It should go relatively well since we're still an unknown factor to the rest of the galaxy besides a missing delivery crew from this polity's perspective, but if we covered our tracks well, we should be fine when they come investigating why some people of theirs and a shipment of Giggledust went to the Shadow Realm.

After that is when I'd consider going after fringe settlements. A missing delivery is one thing but I'm sure even going after these settlements is going to start sending out red flags to the Shells here.
 
Our objective is to become big enough that the hurts either can't or won't bother trying to remove us. This may involve keeping to ourselves or integrating ourselves into the Hutts wider production network until we can find a big enough rock. We simply don't have enough information yet to make that choice.

One option we could take is to punk the palace and try to decapitate leadership and then step in to restore order. Then we present whoever the off world boss was with a fait accompli. We won't disrupt the supply chain but we are the new management.

Assume that they will eventually come to avenge the death at some point and to investigate.
 
I think we should build up a swarm of Viscerators, and maybe build Rollermines if we have access to them.
Overwhelm the defenders with cheap mass-produced garbage while shielding our valuable transhuman/synth troops.

Building UP is the only correct way to praise the SUN make a hive city.
 
Nice! Foundations and power up same turn right quick. Love to see it. Our base is now secure enough to consider the future.

Just realised that if we make a fuss too early were done for, forgot just how large the republic and cis were.

Oh yeah, we're definitely not wanting to attract attention from the big leagues before we've got at least one capital ship and supporting smaller ships. They could wipe us away with a flick of the wrist right now, but with that much we at least have a chance of escape.

So, after replaying HL2, I have a strategy we can pursue: Make so many scanners we just permanently blind all our opponents, those little fuckers.

We also may want to remove the blue beams from the striders that exist solely to open up pathways for FPS protagonists to take. :V

Anyway, jokes aside, it's obvious that we want to hold off on making ourselves more known until we have the means to utilize what would be more blatant. Making settlements disappear each turn.

Right now if we're silent, a strange force showed up, hit a minor convoy then disappeared, probably zoomed off to space in their ship. The kind of shit that probably happens all the time. Nothing too suspicious.

We're gonna get noticed eventually but no need to rush towards it.

So, what I believe is best for us, is getting a bunch of tanks. And the crabs are our tanks. We want to crush the local resistance with a bunch of hulking monsters from the swamps, roll up on their spaceship ports or garages and seize at least one hyperdrive capable ship, ideally destroy as many others as possible. So long as we get one hyperdrive we've got the whole galaxy open before us, in worst case scenario of needing to start anew. Two would be better, one to study, one to make into an emergency escape ship with citadel production capabilities to seize some out of the way world.

It's possible they'll confuse us for some wildlife and refuse to leave in the face of such as we haul away our takes back home. But the Hutts might bail depending on how overpowering a presence we present. We'll see how it goes. Ideally we can get away with being unnoticed long enough to strike multiple points at once, our transhumans nabbing more converts from smaller places.

I believe that having a giant swampland around us with plants blocking easy ways in serves our best interest with synths being used instead of rolling vehicles, and repulsorlifts will let us use those instead of the wheeled ones too.

So, an attempt on the barriers to get those properly set up, viscerators to say hello to enemies if we get someone poking around that shouldn't be. All free stuff on the synthwomb to get our tank and mortar production rolling. Repulsor theory to get us better vehicle designs for getting past the concealing swamp.

Augmentation so that we can begin readying for making more infantry when the time comes to convert the populace.

And practice on psionics because I want that second die before we focus on hatching still.

And up because while I'd prefer to not make ourselves known before needed... I still want to loom over the world.

[x]Army of Monsters
-[x] Abstain(Tactics) (Free, take no actions in this category and instead gain it's die as half-strength Free Die for this turn.)
-[x] 1x Administration Die Repair Smart Barriers (DC 50, +5 to location defense once completed.)
-[x] 1x Administration Die Produce Viscerators (DC 25)
-[x] 2x Free Die 3x Half-Strength Die (2 Tactics, 1 Diplomacy) Small Synthwombs (0/225)
-[x] 1x Research Die Repulsorlift Theory (DC 40)
-[x] 1x Research Die Humanoid Augmentation (0/150)
-[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] 1x Psionics Die Practice (DC Variable, Small chance to improve Psionics skill.)
-[x] Up (Free)
 
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[X]Army of Monsters
-[x] Abstain(Tactics) (Free, take no actions in this category and instead gain it's die as half-strength Free Die for this turn.)
-[x] 1x Administration Die Repair Smart Barriers (DC 50, +5 to location defense once completed.)
-[x] 1x Administration Die Produce Viscerators (DC 25)
-[x] 2x Free Die 3x Half-Strength Die (2 Tactics, 1 Diplomacy) Small Synthwombs (0/225)
-[x] 1x Research Die Repulsorlift Theory (DC 40)
-[x] 1x Research Die Humanoid Augmentation (0/150)
-[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] 1x Psionics Die Practice (DC Variable, Small chance to improve Psionics skill.)
-[x] Up (Free)
 
"Nooo you can't make cheap, reliable, and effective wheeled transports, it's against the setting's aesthetic!"

"TRUK"
 
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