Benefaction: A Combine Ck2 Quest in Star Wars Legends

Benefaction: A Combine Ck2 Quest in Star Wars Legends
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Take charge of a very lost Advisor as they make their way in a galaxy at war, a galaxy full of new species and technologies to exploit.
The Combine must grow.
Turn 0: Transit


BENEFACTION – A COMBINE QUEST


Combine Overworld, September 2024 CE.


Transit


There is pain and darkness, where moments ago there was nothing. It's cold and you can't breathe, every millimeter of your skin raw and spongy. You can feel things moving all around, covering and binding you, but you can't see them because you have no eyes. Your bulbous flesh writhes within a sarcophagus of hard metal, scraping at the walls surrounding you in primal terror. More pain, and vision comes to you at last, a pair of blue-tinged arrays stacked atop one another. The machine that gave you sight brings a mask to your face, and you take your first breath of sterile air in this new body.

The feelings begin to abate, wicking away from your mind like water on wax with the activation of your implants. Cold tendrils in your brain strip away the last ancient instincts screaming at you to fight, to kill the interloper, rip out it's- Your mind calms enough to remember why you're here now. The panels of the gestation chamber fold away from you, a pair of great metal arms placing you in the embrace of the Pod Synth that will sustain you until your deployment. The presence of another flows over your still-groggy mind, and you accept the connection.

Your current designation is Adjunct 3-A. You were awakened to manage one of the Combine's many projects on a pacified world. You recall now that this is not the first time your mind has been called upon to serve, and it will not be the last.

Adjunct 3-A is: (Pick two, all stats have +5 at base.)

[ ] Old.
Old enough to remember the Advisors still calling themselves Shu'Ulathoi, when the union was young and had only visited a handful of dimensions. You've seen the Combine in it's earliest, basest form and still continue to serve it all these centuries later. One lesser might struggle without all of the tools the Combine has since developed, but you? You've done this before.
+10 to Administration.

[ ] A Convert.
You weren't born to the Combine; your people were dying, starving in the wake of a star gone cold, the survivors huddled in the few nexuses of warmth left on your world. And then they came. Others feared them, their power and machines. You didn't. You stepped away from the light of the flame, and found peace. You find it easier to convince others to do the same.
+10 to Diplomacy.

[ ] Thoughtful.
Something was off about you from the very beginning, a spark, something the implants didn't take away. Even in the process of your duties your mind wanders, meandering through concepts and arriving at rather unorthodox solutions. While considered unusual, your effectiveness has more than proven your worth.
+10 to Research.

[ ] A Subjugator.

In the past your purpose has always been of growth, of expansion, of breaking demigod and infant race alike before the relentless machine of the Combine. A past incarnation of yours participated in the acquisition of this very world. Some small part of you is displeased that this is not your duty once more, but you know that the Combine will eventually have need of your skills again.
+10 to Tactics.

[ ] A Dreamer.
The psychic abilities of the Advisors are a known factor, enabling the Host bodies to effectively handle the leviathan task that is maintaining an Interdimensional Empire. However, ever since inception you've demonstrated a higher degree of affinity for such powers than your peers, no matter how many times your mind is transferred between bodies.
+10 to Psionics.

The task itself is relatively simple in scope, establish a presence in Section 26 of the target planet's surface, bring local Citizen populations back into the fold and begin resource extraction operations. This would fuel the construction of research facilities where you would supervise Impressed scientists in unraveling the various technologies left behind after the Combine intercession on this world.

Your initial research was to focus on: (Pick one.)

[ ] Recovered Black Mesa Facility Materials
Located with the grateful assistance of the Earth Administrator, these artifacts are distinctly lacking in surviving documentation, however what you do have indicates a number of breakthroughs of great desirability for the union, not the least of which being the long sought-after Intra-Universal teleportation. (Physics focus, eventual access to Black Mesa weapons and equipment.)
Unlocks an FTL option.

[ ] Xenian Exogen Biosamples
Hundreds, if not thousands of tiny vials, containing cell cultures of every single Exogen type the Combine has encountered over the course of it's twenty-year custodianship on Earth. Viromes, Parasitics, and all other manner of flora and fauna will find their place. (Biological focus, eventual access to cloning most Xen creatures. Xenian bio-compatibility will make the creation of new Synth types significantly easier. Basic Headcrabs and Antlion grubs are still available without this.)
Unlocks ???. Bullsquid

[ ] Arbeit Communications Hard Disk
Simply labeled 'GLaDOS alpha v0.10.10.07' in black marker, this unusually large data-storage device contains a truly staggering quantity of information, compressed and encrypted with means previously unknown to the Combine. (Mechanical focus, eventual access to Aperture technologies. Will require massive computing power to decrypt.)
Unlocks an FTL option.

To facilitate your efforts you were provided with a number of Construction Striders and Dropships, alongside a contingent of Transhuman Overwatch forces. However, due to the heavy presence of Xen-Mutated and Parasitized organisms within Section 26 you were able to acquire the usage of a second combat unit, in addition to your base garrison of soldiers.

You have an extra unit of: (Pick one.)

[ ] Heavy Synths
Some of your peers may define this as 'Overkill' given the circumstance, however a full unit of Combat Striders and Gunships would no doubt make quick work of even the mighty Gonarch, should one appear.
Gain a mixed unit of Gunships and Striders.

[ ] Light Synths
That being said, a subtler touch may be just what is needed to stabilize the area for your studies. The Hunters could weed out even the most elusive of Xen's creatures, and the accompanying Mortar Synths should be able to handle the larger organisms.
Gain a mixed unit of Hunter and Mortar Synths.

[ ] Overwatch Elites
Perhaps there is some merit in considering the Earth Administrator's point regarding the viability of the Transhuman Overwatch. The superior cognitive abilities of these soldiers would allow them to adapt to changing conditions independently of Overwatch commands, and should easily handle any potential Anti-Citizen activity in the area.
Gain a unit of Combine Elite Soldiers.

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

With your decisions made, your Pod tucks itself into the Core of your future facilities, to be teleported across Universes directly to a prepared site in a former Urban center in Section 26. Little more than a bare frame around a Dark Fusion reactor and some Fabrication machines, it is from here that your work will begin.

That is it would have begun, had a 'minor' insurrection in City 17 not managed to disrupt the Interdimensional Network at the very moment you were being transported to the destination site.

(AN: This is very much my first time writing a Quest, or really writing in general, so as always C&C are appreciated. I don't know how frequently I'll update this or if I'll be able to keep up with it, but we'll see. I'm going off of my own headcanon for both Star Wars and Half-Life, so don't expect 100% canon compliance, though I will try. Voting will be open until 10:00PM CST this Sunday.)
 
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Turn 1: Arrival


BENEFACTION – A COMBINE QUEST


???, Month 1, ??? BBY.


Arrival, Turn 1


The distant rumblings of Interdimensional travel find their way inside the Pod, stirring copied memories of previous deployments. What is unfamiliar is the change from deep reverberations, to the sharp shriek of metal being torn and the computer bombarding your mind with errors and warning messages. Light flashes across your vision, interdimensional radiation bypassing your optics to directly stimulate the vision centers of your brain, followed by a resounding crash and another cascade of warnings signaling your arrival… Somewhere.

More coherent data starts to filter through; the Core of your facility has landed, mostly intact and upright on the surface of a terrestrial body, although the outer ring of Smart Barriers is warped, with a few of the pylons still glowing a dull amber. Fortunately, the ground beneath you is fairly soft, and so the facility was able to land without much damage. Unfortunately, the ground beneath you is fairly soft, so you'll have to shore up the foundations at some point if you don't want the entire structure to start sinking.

There are however more pressing concerns: Not only are you nowhere near the intended site, you're not even on the correct world to begin with. You try to contact City 43, or another Combine installation in range, but the admittedly basic communications array is unable to locate any Combine satellite constellations in orbit. What it does detect are regular electromagnetic signals coming from several directions on the Planet's surface, primarily west of your current position. Either these signals are not intended for communications, or they are not of a format the device recognizes.

Once the (surviving) external cameras come back online, you're able to spot several floral Exogen species clearly not native to either Earth or the Border world immediately outside, tinged a lurid purple with red tips on broad leaves.

A pity, you had already been thinking up experiments for that marsupial species...

Whether you've managed to land on another habitable world in the same Universe as your intended destination or another reality entirely is irrelevant; either way you're stranded until you can start the reactor and setup a portal system, at the minimum.

You command the Smart Barriers to close, walls snapping down like immense jaws into the muck of the surrounding swampland, a few sections seize up and refuse to drop, but it will have to do for now. The Transhuman soldiers are roused from their brief slumber along with maintenance personnel and Synths, and you have them sweep over the sparse interior of your base for any intrusion by native fauna.

(MECHANICS INTRODUCTION:
Benefaction uses a d100 dice system to resolve situations, split between 'Primary' projects which are completed cumulatively, and 'Trivial' Projects, which simply have a flat DC to complete.

Dice are essentially actions, but unlike Trivial Projects, Primary Projects may have multiple dice committed to them at once to complete them faster. Actions marked as (Free) do not require any dice to pick.

Units marked 'U' for Utility do not take up Unit Cap.)

Adjunct 3-A

TRAITS:

Old
Thoughtful

STATS:
5 Tactics Skill, 1 Dice (+1 Base Dice)
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)
5 Psionics Skill, 1 Dice (+1 Base Dice)

1 Free Dice

Unit Cap: 2/6 (+6 Base)

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

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

TACTICS:

[ ] Send a Scouting Party (DC ???, Gain information about the Unknown faction on this world.)
The swampland terrain is rough enough that going on foot isn't viable, and 'west' is a somewhat vague area, but a handful of small teams hauled out by low-flying Dropships should theoretically avoid whatever detection methods this unknown party deploys while gathering valuable intelligence.​
[ ] Sub-option: It pays to be cautious in situations like this, send them to one of the areas with a lower signal density.​

ADMINISTRATION:
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 (0/500)
If your deployment had proceeded as planned, the base's Reactor would already be online; pumped from a bank of capacitors pre-delivered to the destination site via the existing rail system. As it stands your facility is running solely off of battery power, which won't hold out in the long term. You should still be able to start the Reactor with what you have available on-site, but doing so prematurely may attract the attention of the Planet's other inhabitants.​

On the other hand, given their broadcasts, perhaps they have exactly what you need to accelerate this endeavor.
You have eight 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. 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 (0/150)
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
Trivial Projects:

[ ] Initialize Overwatch Intelligence System (DC 45, +1 Tactics Dice, +1 Free Dice)
The term 'Force Multiplier' is most often used in the Military context, and while that usage does hold true for the Overwatch System, it is your analysis that it serves more as an Administrative force multiplier, for it is this tool that is most often enforces the Combine's grasp on a world, no matter what challenges it provides.​

[ ] Analyze Environmental Information (DC 50, Gain passive situational awareness)
Even now your base's systems are collecting a wide variety of data on the surrounding environment, you should be able to organize this information and compare it to references from other worlds integrated into the Combine to get some idea of what's out there.​

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; of course assuming there's anywhere for them to go out there.​

[ ] Signal Analysis (0/200, 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 metaphorical 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:

(No actions available.)​

PSIONICS:

[ ] 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.​

[ ] Listen (DC ???)

There's something there, buried at the edge of your perceptions, it is vast, stretching far beyond your sight and into the abyss of space beyond this world. Like water, it ripples with the motions of unseen actors. You could almost reach out and touch it...​


PERSONAL:

It's fairly likely that you're going to be here a while, and while it was adequate for your intended role, 'Adjunct 3-A' implies you actually have another to report to.
[ ] Self Re-designation (Free)​
[ ] Overseer Zero
[ ] Command
[ ] No change
[ ] Write in…​

Originally, this would have been simple: Section 26 becomes City 26, and this facility would be the Citadel of City 26. You're quite far from Section 26, as it is.
[ ] Base Designation (Free)​
[ ] Nexus
[ ] Section One
[ ] Write in…​

(AN: I probably should have found a way to integrate the Name stuff into Turn 0, but hindsight is 20/20 and all. Mechanics are subject to change if I find something doesn't function as intended.

Vote by plan, I'll tally up any Name choices separately so you all don't have to worry about that. Since I'm posting this during the week, voting will be open until 10:00PM CST on Friday the 11th.)

(Edit: Whoops, forgot to include how many dice you actually have per skill.)
(Edit 2: Also somehow managed to drop most of the Suppression System description between the doc and SV.)
 
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Turn 2: Discovery


BENEFACTION – A COMBINE QUEST


???, Month 1, ??? BBY.


Discovery, Turn 2

Last turn results:

[X]
Produce Scanners (DC 15): 65 Roll + 15 Skill = 80 CRIT, Bonus applied to other Admin tasks this turn.

[X]
Cold start Dark Fusion Reactor (0/500): (28 Roll + 15 Skill = 43) + (40 Roll + 15 Skill = 55) + 10 Bonus = (108/500)

Citadel Zero's reactor was never meant to be self-started, so you've been having to improvise a more robust connection between the reserve batteries and the Core. You're taking the time to be careful with it; you can't afford very many unsuccessful ignition attempts without completely draining your reserves.

Getting the scanners done early has helped to mitigate some issues, mainly in detecting the tiny structural defects in various power systems and the Core itself, as well as spotting for the Construction Striders, which had otherwise been getting themselves stuck in the mud trying to haul the cabling around.

[X] Analyze Environmental Information (DC 50): 27 Roll + 15 Skill = 42 Delayed, completes next turn.

As it turns out there's more serious damage to the observation systems than you had anticipated. While there's nothing you'd need to spend production time on, you still end up spending a significant amount of work just getting accurate readings in the first place, before you can even start making sense of them.

[X] Signal Analysis (0/200): 96 Roll + 15 Skill = (111/200)

You haven't quite managed to crack the communication systems of the locals, but you are to the point of distinguishing one individual transmitter from another. They are almost certainly digital transmissions rather than analog, and most traffic seems to be between three of the five inhabited locations you've detected, with the notable exception of the rare signals aimed skywards, no doubt to satellites or spacecraft you can't quite detect at this range.

The main cluster is almost certainly a city or town of some kind, with several identifiable transmitters regularly moving back and forth between the center and the two other sites. One of the two apparent destinations is where you sent the Insertion team.

[X] Send a Scouting Party (DC ???): 48 Roll + 5 Skill = 53

"Ordinal. Upload team mask playback data, and stand down."

"Copy Administrator, beginning transfer."

You select the moments just prior to the Insertion team making contact.

You see the rest of the Ordinal's squad ahead, trudging through the dark-bluish mud of the swamp, trying and occasionally failing to keep footing on the root systems below them. The mists of early morning cling close to the ground, starting to dissipate as the white-orange sun climbs ever higher in the sky. One of the subordinates calls out after a minute or so of marching.

"Viscon on target structure: bearing twenty-three, distance eighty-two meters."

"Confirmed signal, that's it." Another one replies, turning in that direction.

"All units, hunker down and check radials. Scalpel, move to position for observation. Return fire only."

You switch to the sniper's perspective as she clambers up the side of one of the purple plants and unslings her rifle, bracing it on a branch before leaning into the scope, keeping the targeting beam off.

An ornate, burnt-orange metallic dome rises up from the treeline in the Sniper's view, towering nearly twice the height of the surrounding plant life. Dozens of verandas and windows cover it's surface, most devoid of any presence, but a few have individuals either lounging or cleaning. Humans in fact; among a few other species and machines you can make out in the recording, true, but still humans.

Should you re-establish contact with the Overworld, you're going to have to examine their history more closely; they must have found their way here sometime prior to the Black Mesa facility's experiments with Interdimensional travel…

Glossing over that issue for the moment, you make note of at least five distinct species as the Scalpel unit pans over the structure: some with roughly the same body plan as the humans, others more strange. Pairs of squat green-skinned humanoids with faces that closely resemble one of the extinct domestic species on Earth stand guard with crude-looking melee weapons by the doors to some of the balconies.

"Probable HVTs in scope."

The Scalpel unit calls into her vocoder, and you can see why the unit made that determination; a pair of slug-like organisms are sprawled out in one of the verandas near the dome's peak. One is apparently naked, again with a bizarrely human-like face stretched over it's head, while the other is both larger and covered from head to tail in segmented metal plates in the same color as the dome itself. A pair of artificial, curling horns jut out of it's helmet. You can spot servos and cables between the joints of the armor, a kind of powered exoskeleton. Both organisms are tended to by a dozen or so attendants, organic and machine, serving drinks and food as the two converse.

"Ordinal, targets ar-"

Scalpel cuts herself off as a small flying organism attempts to soar into the veranda, only to bounce off a shimmering energy field before sliding down the side of the dome, much to the larger creatures' amusement as the field disappears from view once more.

"Scalpel, report status."

"-Rescind previous, HVTs are shielded, no firing solution. Resuming visual sweep, over."

The sniper also spots several light gun emplacements across the dome, but whether these are intended for anti-air or anti-personnel use you can't discern. As the sun begins to set, a open-topped vehicle exits from a bay on the lower portion of the Dome, heading for a wide dirt road that would appear to lead to the main signal cluster. Rather than wheels or legs, it's suspended off of the ground by an invisible force, simply gliding towards it's destination filled with some of the servants observed earlier. Likely a simple Anti-Gravitation system, but still worth dismantling for study later.

Your thoughts wander as you accelerate the recording, the Insertion team eventually retreating and calling for a Dropship back to the Citadel.

While you've seen hyperdiverse environs before, the number of sapient species and seemingly low population of this world would indicate separate evolutionary conditions, long before they were gathered here… Has another Interdimensional Empire managed to go unnoticed by the Combine, collecting species ahead of it's advance and sequestering them here?

[X] Listen (DC ???): 7 Roll + 5 Skill = 12

You enter into your regular 5-minute rest cycle as normal, shutting down two lobes to allow for the proper filtration of waste substances and cellular regeneration, the thrum of the Pod Synth's circulatory system echoing all around you.

There is a presence nearby.

It's not the stalker limping past your chamber, whose mind is almost too small for you to notice. The new thing feels almost like the flickering, detached presence of a Vortigaunt, the emotions and thoughts of a thousand, thousand minds bubbling just beneath the surface of one. It is close to you, feeling like it's pressed up all around the outside of the Pod, almost reluctant to get any nearer.

You know that there can't be anything there, this close to you without having fought through a Legion of Transhuman Soldiers… Still your mask slides away, and you open your mouth to reach for it.

It seems almost drawn into the connection, and you feel… You feel like you can see everything on the planet, every stem of every plant reaching skywards in search of the System's primary. You're still not sure what this is, but it will no doubt be of great benefit to the Combine, if you can control-

Pain. Pain flickers through your mind as whatever it is abruptly breaks free, pulling away farther, past the pod and into the cold walls around your chamber. It does not retreat fully, you can still sense it's presence, testing at the fringe of your power. You'll have to commit more study to this in the future, when you can afford the time…
Continued in Interlude 1.

Administrator

TRAITS:

Old
Thoughtful

STATS:
5 Tactics Skill, 1 Dice (+1 Base Dice)
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)
5 Psionics Skill, 1 Dice (+1 Base Dice)

1 Free Dice

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
Scanners
Construction Striders (U)
Stalkers (U)
Dropships (U)

TACTICS:

[ ] 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…)​

[ ] Abduction (DC 50, Gain captives and intelligence.)
Some of the local population seems to travel for long stretches between locations while relatively unguarded. You could capture one of these groups while maintaining secrecy, both testing their security and gaining you any technologies they may have with them.​

ADMINISTRATION:
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 (108/500)
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 seven 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 (0/150)
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

Trivial Projects:

[ ] Initialize Overwatch Intelligence System (DC 45, +1 Tactics Dice, +1 Free Dice)
The term 'Force Multiplier' is most often used in the Military context, and while that usage does hold true for the Overwatch System, it is your analysis that it serves more as an Administrative force multiplier, for it is this tool that is most often enforces the Combine's grasp on a world, no matter what challenges it provides.​

[X] Analyze Environmental Information (DC 50, Gain passive situational awareness)
Even now your base's systems are collecting a wide variety of data on the surrounding environment, you should be able to organize this information and compare it to references from other worlds integrated into the Combine to get some idea of what's out there.
Delayed, completes next turn at no dice cost.

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 (111/200, 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:


[ ] Send Probes (DC 45, Gain more active intelligence on the locals.)
You've seen the locals using all manner of independent machines, including small drones not dissimilar to your Scanners. It's possible that they will simply ignore the machines if you send them in to collect further information.​

PSIONICS:

[ ] 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.​

PERSONAL:

(No actions available.)​

(AN: Took me a little longer this time, but we're here now. I'll say that the Intel projects won't be around forever, you're still in the 'Where am I' phase, just whenever you have enough of them for me to give a write-up on the goings on. I don't know when I'll have the Interlude up, work is a little intense right now but I'm aiming for Friday at the latest.

Vote by Plan, Two hour moratorium on voting, after that voting will be open until 8:00PM CST this Friday.)
 
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Interlude I


BENEFACTION – A COMBINE QUEST


Interlude


He opened his eyes to harsh, dry air and blinked slowly, confused. He turned to his left, then right as that confusion mounted; he was in the arena on Geonosis. It was night, and the spires surrounding the arena cast long shadows, lit by two of the planet's moons. There were dead clones and battledroids everywhere, alongside the wreckage of a couple gunships crashed through the empty seating, dribbling fuel lines still burning.

None of the bodies had blaster burns.

Most had puncture wounds, with armor and droid casing alike shattered around the impact. Tusken rifles could do damage like that, and he scowled at the thought. But there's no way the raiders could have taken on the Droid army and won, let alone the Clones…

A few had chunks missing from them, almost as if scooped out and then the edges singed with a saber.

The hairs on the back of his neck stood on end, and he whipped around to steal a fleeting glimpse of blue eyes ducking behind a wall.

He instinctively reached for his saber, but kept it off as he started his way towards the edge of the arena, keeping to the shadows. He could hear the sound of engines running somewhere off in the distance, and footsteps much nearer, echoing around the coliseum. He trudged through the carnage slowly, exhaustion creeping up on him as he tripped over a leg.

He felt a little safer once he ducked into one of the gates at the edge of the area, out of the moonlight and away from… Whatever it was in the stands. He could hear blaster fire now too, alongside rapid cracks that could only be slugthrower shots. The moment of calm is interrupted by the familiar sound of destroyer droids approaching.

He near-instantly flicks out his lightsaber, the blue glow providing the only illumination over the carved sandstone tunnel…

As a lone droideka promptly rolls straight past him without so much as trying to run into him.

The machine unfurls some ways down a bend in the corridor, it's silhouette showing in red on the wall as it fires at an unseen target.

A low, synthetic shriek is soon followed by an offbeat charge and a loud crash of metal parts against the walls. He turns to run the other way, only to hear another creature let out a pair of yowls from that direction as it advances towards his position. A pair of monsters advance on him from both sides, three legs thumping against the stone floor, both with clammy off-white skin and deep turquoise armor plates. The one with blaster burns all over stares at him almost mockingly.

His eye dart back and forth between the two as a bead of sweat rolls down his forehead.

The one on the left moves first, whipping a tri-jointed leg at him with a yowl. His saber takes it off at the knee and it screams as he hears a series of popping sounds from it's compatriot.

The Force guides him to deflect the first two flechettes, but the one behind him lunges, smashing itself into his spine as the last one pierces his right arm.

He winces as the barbs stick through his flesh, the projectile emitting a keening sound until-

He screams now as his arm comes off at the elbow, his saber rattling to the ground.

The next few moments are hazy as one of them picks him up under the shoulders, dragging him back outside. It holds him up to the light as something descends from above. The new thing has a pair of blue eyes like the thing behind him, but smaller and offset to one side. His saber floats off of the ground, hovering just in front of the thing as it spins in space, before being crushed and tossed aside.

The thing's mask comes off and he feels himself being dragged up off the ground towards it-

Anakin screams into his mask, thrashing in the Bacta tank against the restraints. His arm was already gone.

(AN: First real attempt at writing combat, hope y'all enjoy.)
 
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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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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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Turn 5: Division


BENEFACTION – A COMBINE QUEST


Nar Kaaga, Month 2, 22 BBY.


Division, Turn 5


Last turn results:

[X]
Up

[X] Produce Viscerators (DC 25) 88 Roll + 15 Skill = 103 CRIT, Bonus applied to other Admin tasks this turn.

[X] Repair Smart Barriers (DC 50, +5 to location defense once completed.) 62 Roll + 15 Skill + 10 Bonus = 87

The purple swamp of Nar Kaaga is filled with shrieks of tearing metal as the distorted sections of Smart Barrier are removed, and the hollow vocalizations of the Striders straining against them to remove the most damaged sections. You put the Viscerators to work clipping the creeping vines that have found their way into the spalls and cracks of the metal. Within the day every crack and warp in Citadel Zero's construction will be restored, the excess material used to begin the scaffold upon which all future expansion will be supported.

[X] Small Synthwombs (0/225) (42 Roll + 15 Skill = 57) + (4 Roll + 15 Skill = 19) + (39 Half Roll + 15 Skill = 54) + (34 Half Roll + 15 Skill = 49) + (1 Half Roll + 15 Skill = 16) + 10 Bonus = (205/225)

You pour an immense amount of resources into the Synthwombs, every spare Strider, Stalker and Fabricator working continuously for days to complete them on time. And yet your efforts are thwarted by a single microorganism.

It is well-adapted to surviving intense radiation, the very same you use to sterilize the soil to be converted into organic feedstock. It would be a fascinating specimen, were it not the cause of such frustration. Being almost without an immune system more than half the wombs are infected, oozing suspension fluid from sores and lesions. A few of the more extreme examples even develop tumors as their replication mechanisms are inadvertently triggered by the microbe.

"Warning: Cauterization process active in sector."

The internal cameras are blinded as dark energy is unleashed within the chamber, vaporizing the microbe, and the incomplete production facilities hosting it beyond a shadow of a doubt.

It will not take long to grow replacements now that you've identified the issue, but still long enough to delay the project a few days.

[X] Repulsorlift Theory (DC 40) 37 Roll + 15 Skill = 52

Such a bounty of knowledge, from one single inhabited world in a Galaxy brimming with them…

Anti-Gravitation technology has long been known to the Combine, utilized in many facets of it's structure. Everything from the mechanical Scanner to the Dark Fusion Reactor presently thrumming in the heart of Citadel Zero relies on the Combine's mastery of Gravity.

And yet it has always been hampered by scale; beyond a certain threshold it is no longer viable for an Anti-Gravitation device to lift itself against the pull of most planetary bodies, smothered beneath it's own mass. Stationary versions of the technology might be used to levitate other objects, but only with access to an external grid.

With the innovations learned here however, you can already envision your own versions of the great Interstellar warships fielded by local civilizations, suspended effortlessly above a planetary surface, self-contained and indomitable.

But, for the moment you slake your mind with simpler things, initial steps towards an inevitable end.

Unlocked design projects.

[X]
Practice (DC Variable, Small chance to improve Psionics skill.) 35 Roll + 15 Skill = 50

An epiphany comes to you as you are finally able to let your mind drift; The Psionic phenomenon you have been experiencing since your arrival here, that seems to be the 'Force' occasionally mentioned in Holonet broadcasts, only became agitated after the Dark Fusion Reactor came online.

To your sense the Reactor is as silent as any inorganic substance, or living things without minds. That this phenomenon reacts to it so strongly implies that it is not wholly restricted to the Psionic capabilities known to you at present.

+1 to Psionics skill.

[X]
Humanoid Augmentation (0/150) 90 Roll + 15 Skill = (105/150)

You really didn't expect to ever see this many distinct species with almost the same body plan, though a few do seem to be direct offshoots of Humans, many more appear to have just happened upon a similar form. Most will only require minor augmentations to the standard conversion process, others will have to undergo significant amputations in order to match the current Transhuman template.

If the data you're scraping from the Holonet is to be believed, the more exotic examples of this trend may warrant specialized assignment in the future.



"Alert. Biotic intrusion detected. Citadel stabilization force directive three: Clamp. Coagulate. Exterminate."

You suppose detection was an inevitability, Citadel Zero is far from subtle in it's presence.

Though that does not lessen the sheer bafflement of how close the Hutt scouting party got without noticing your facility. By your estimate the Smart Barrier's crown would have been visible over the canopy nearly six hundred meters prior to where the intruders finally noticed.

Two pairs of speederbikes swoop low and slow through the brush, though still far too quickly for the Scanners to keep up, going in a wide arc likely meant to cover as much ground as possible. One is another Weequay, but the others are all what appear to be baseline humans wearing what approximates a uniform among the enforcers of the Shell Hutts.

One group stops just ahead of the clearing, pulling out a set of electrobinoculars to scan the Citadel. Overwatch Snipers soon pick them apart as quickly as they came, but the others finally bother to look up, too deep in the foliage for the Scalpels to track.

You mentally stay Overwatch's command to launch the Hunter-Choppers in pursuit as the second group calls back and promptly gun their speeders away from the Citadel. It's unlikely that they could be stopped, and you have little doubt they would deploy their Air-Superiority craft in response.

For the moment, you will not escalate further.

You will allow the Hutts to ponder you for a time. Are you a mercenary group sent by their rivals? Could you be bribed into their service, perhaps more loyal to credits than your employers? Or could you be some agent of the Great powers in this Galactic conflict? Socioscidal as they may be, criminal elements do not tend towards bravery. They will not commit to an attack without checking every little nexus in their infected web for signs of your passage.

Their indecision will give you all the time you require.

Citadel Zero identified by Shell Hutts.


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)
8 Psionics Skill, 1 Dice (+1 Base Dice)

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

Unit Cap: 4/6 (+6 Base)

CITADEL ZERO
Facilities:
Dark Fusion Reactor
Smart Barriers (+5 to Base defense.)
Basic Fabricators

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

NAR KAAGA
Locations of Interest:

Shell Hutt Palace
Hostile Garrison:
Hutt Enforcers
Hutt Enforcers (Relocated from Kos-Amul)

Facilities:
AA Blaster turrets

Kos-Amul, Primary Settlement and Starport
Hostile Garrison:
Armed Populace
Hutt Enforcers
Z-95 Headhunters

Facilities:
Starport
Power Generator

"The Laugh House", Contraband Production Facility
Hostile Garrison:
Hutt Enforcers
A-A3 speeder trucks (U) (Relocated from Kos-Amul)

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 their numbers.​

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

[ ] 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:

[ ] 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 (205/225)
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:

[ ] 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 (105/150)
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.

[ ] Repulsor Train Design (0/100)
The pre-existing rail networks on Earth proved to be extremely useful for the logistics of the Combine Overwatch. While no such network exists on this world, the long term utility cannot be denied. Switching to a frictionless Repulsorlift system would allow the trains to traverse nearly undeveloped pathways between destinations, dramatically reducing the upfront cost of such a system.
Halves Razortrain Network construction cost.

[ ] Repulsor Transport Design (0/115)
Short of eradicating the entire ecosphere, the swamps of Nar Kaaga will continue to hamper operations long-term, even after the deployment of a viable Defoliant. A vehicle in the style of the local landspeeder craft could simply ignore most terrestrial obstructions, and allow Transhuman units or perhaps Civil workforce individuals to traverse with ease.​

[ ] Long-Range Aerial Antigens (0/200)
Your studies indicate that warfare in this Galaxy heavily favors the use of small, often single-occupant strike craft either to harry the opposition's own craft or to deliver powerful munitions directly to installations or vessels. Creating a self-guided missile with a Repulsor in addition to conventional drive systems would allow the projectile to essentially ignore a planet's gravity well. Limited only by air resistance and fuel, you estimate such a weapon could rapidly eliminate light targets even in low orbit above a launch site, though efficiency drop-offs mean it is unlikely to be viable against larger targets.​

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 Shell Hutts have identified your location. While they are unlikely to have a favorable stance towards you, you might be able to sow disinformation or learn more of their internal politics. Sending a scanner, and using Overwatch as a proxy will allow you to communicate with them, though exactly 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:

(No actions available.)

(AN: Retroactively changing Overwatch Voice quotes to be in Italics for clarity's sake. Those are certainly some rolls on the Synthwombs...

Vote by Plan, Two hour moratorium on voting, after that voting will be open until 10:00PM CST this Thursday.)

(Edit: Good lord I just looked at Steam and it's like, 20 bucks to get every goddamn valve game.)
 
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Interlude II


BENEFACTION – A COMBINE QUEST


Interlude II


Bevel is a simple man, who does simple work. The Shell pays good, and doesn't ask questions if he happens to enjoy a spice vial with the men now and then. That does not mean he's stupid, nor does he think the Hutt is stupid. Being invited into the Shell's chamber at this hour, and after already being dressed down for what happened out there earlier?

Bevel isn't sure if he's ready to die, but he knew that running now would only guarantee it, his contract notwithstanding.

Strong incense comes on thick as he steps through the door, no doubt to cover for the inescapable ichorus smell of the swamp, even this deep in the palace. The lighting was dim, though he knew that was little hindrance to the Hutt and his mechanical retainers in here.

The Shell is here, hovering a good foot off the dais thanks to his armor. Twin black glass plates turn to face him, set into the matte bronze of the Shell's helmet. Bevel stands there for a minute, the Shell in no hurry to speak.

"Chuba binggonya mi pynoo, Pateesa. Ateema, noona mwa wanta wanta uba tukuy Ootman kurukuy, foo nobata Spastika? Settah, Confeeba Droida, goola che Poonoo." The Shell's voice reverberates out from the tinny speaker on the armor, and Bevel wonders if the Shell has it low-quality on purpose, to make him seem more droid than Hutt.

It's not like he doesn't have the credits, that exoskeleton is probably worth more than some small freighters. Bevel thinks to himself.

Though the Hutt might weigh as much.

"The Honorable Reshul's patience wears thin, Bevel. How is it that a veritable fortress simply appeared overnight, with no shipments or outside contact? If the Separatists do have a foothold here, that will cause us many problems." The bug-eyed red protocol droid supplies a translation into basic.

The Separatists? He frowns internally, thinking about the past month.

Dozens of identical probe droids in a model nobody's ever seen or heard of, poking through Kos-Amul that seemed to be looking at… everything, really. And every last one of them left right at the same time, vanishing into the swamp.

That play might have been on purpose, so we couldn't tell what they were looking for.

An unknown party hits a speeder full of spice later that week, with no witnesses left behind, just a burned-out husk of a transport, caked with ruined, but not stolen, product on the inside. A few blaster burns marked the road and trees, but no bodies, no weapons or anything else worthy of attention.

Smells like a bounty hunter, but who would spend that much on taking out some sleemo punks on Nar Kaaga of all places?

Bevel eyes his boss warily, considering things.

Or maybe giggledust wasn't the only thing on that transport…

He recalls the garbled transmission, the drivers screaming about being under attack by 'things' in the bushes, and the vague, bulky figure that appeared in the feed right as the transmission cut off.

Could have been one of those new Super Battle Droids, it'd be about the right size...

But why would it have gotten so close?


And then there was the fortress. A colossal mass of dark angular metal, out in the swamp, that definitely wasn't there a few months ago. Last he saw of the place, gunmen were taking out the other scouts. The Shell of course blamed that on his incompetence, as if he had any say over where that krik Dooba decided to go...

That cold feminine voice, that he could only just barely hear through the trees...

"-irective t- -e: Clamp. C- -te. Exterminate."

He subdues a chill going down his spine at the memory, and finally opens up his mouth to speak.

"It's not them. Not the Separatists. They might have hit the transport, but that Fortress isn't theirs. I don't care how good their Droids are, no one could have built that out in the swamp without us noticing-"

Bevel can hear the Repulsorlifts in the Shell's armor straining as it lifts the slug off the dais, hovering close to him and planting a Durasteel gauntlet on his shoulder. He tries not to sweat, knowing how easily that hand could crush his arm off.

"Piia so. Coo sa, bu yaya mi Punchee, Bevel... Kay coo shuc phuuika che."

"Someone did. That is his point, Bevel. Find out who they are and who they work for." Right. The droid makes it sound so simple.

He gulps, trying to look the Shell in the eye through that mask. "Yes sir." He turns back to the door-

"Bevel."

The droid does not bother translating, and Bevel freezes.

"Chuba antu goola maya. Ichaka, chuba… stell phuuika ateema? Meendeeya kagwa Majordomo."

Bevel doesn't know much in the way of Huttese, which has probably not aided his career but…

There's no way…

"You have made some mistakes. However, you do good work here? Reshul may be in need of a new Majordomo."

Especially since you shot the last one…

He isn't sure if he should be more afraid of the Hutt behind him, or whatever it is waiting in that fortress.

(AN: The Huttese is extremely butchered, essentially just what I could cobble together with vaguely the right words, with heavily-irradiated Quechua thrown in for flavor. Also turns out Ben Burtt based Huttese on Quechua, which I found neat.)
 
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Turn 6: Dysplasia


BENEFACTION – A COMBINE QUEST


Nar Kaaga, Month 2, 22 BBY.


Dysplasia, Turn 6


Last turn results:
[x]
Small Synthwombs (205/225) (50 Roll + 15 Skill = 65) + (7 Roll + 15 Skill = 22) + (23 Half Roll + 15 Skill = 38) + (8 Half Roll + 15 Skill = 23) = (353/225) Overflow added to Crab Synths
[x]
Gestate: Crab Synths (128/125)

Bluish metal hallways echo with muffled organic sounds: a low thumping, beating circulatory system; grasping, reaching limbs scratching against walls; the rhythmic tap-tap-tap of synthetic skin being stitched over implants and tubes, soon to be indistinguishable from the creatures' original covering. Sacs split and burst, sending their former occupants out sprawling into the cold air in a small tide of suspension fluid. The Synths stand for the first time on shaky limbs, warbling at each other as they dry.

Soon a dozen armored Behemoths trundle down the walkways away from their birthplace, each step leaving subtle clawmarks in the floor below. The Synths' bodies gradually go from a shiny, almost pale white to matte blue as their carapaces set with exposure to Oxygen, specifically hued to match the mud and low-lying foliage of this world. Some preliminary tests will be done to ensure quality, and then they will enter a resting state, awaiting the moment you have need of them.

The first of their kind in this Galaxy, the first of legion.

[x] Setup a Suppression System (0/100 +10 to location defense once completed.) (97 Roll + 15 Skill = 112 CRIT) + (20 Roll + 15 Skill = 35) + (32 Half Roll + 15 Skill = 47) = (194/100) Overflow assignment available

Setting up the Dark Energy Pulsor arrays is made much easier than expected by the fact that the heavy, superconducting conduits required to power the devices are already in place, installed during efforts to initialize the Reactor. Effectively only having to peel away the exterior panels and produce the actual weapons leaves you with a significant amount of spare production capacity.

Ideally the system should be tested at full capacity, but you're limited to internal quality-control tests without alerting the Hutts to your capabilites.

[x] Humanoid Augmentation (105/150) 19 Roll + 15 Skill = (139/150)

Results have been rather… mixed.

It seems the Neural structure of Humanoid species in this Galaxy differs more significantly from the baseline Human norm than previously anticipated.

Exploratory conversion of your two remaining political conscripts has resulted in one subject being reduced to a babbling shell paralyzed on the operating table, repeating verbatim any command given by Overwatch for hours until the unit's memory is erased, which simply causes the aberrant behavior to start over.

The other initially appeared more successful, responding to Overwatch and an Ordinal unit's commands within expected parameters for the admittedly crude conversion. However, the subject lost both all sense of pain and most motor control functions, causing massive internal damage to their own limbs from overexertion when ordered to follow the Ordinal for further testing.

Both subjects have since been deserviced, though you doubt it will take much more work to complete the new procedures.

[x] Repulsor Transport Design (0/115) 86 Roll + 15 Skill = (101/115)

A thousand, thousand tiny intricacies shape the aspects of the new design; the initial wheeled transport is flattened and elongated due to higher efficiencies in low-strength Repulsorlift fields. The drive engine is replaced with a rack of replaceable batteries, somewhat reducing the maximum operating time of the craft, but the range provided by near-frictionless travel more than offsets this limitation. Overall reduced weight allows the fitting of an automated pulse turret, similar to the existing APC.

You should have a working prototype ready for production soon, with a little more time.

[x] Practice (DC Variable, Small chance to improve Psionics skill.) 17 Roll + 8 Skill = 25

Ever your mind's greatest strength and weakness, you find it wandering over the possibilities for some of the more exotic Humanoid races you have read about, rather than devoting the time in relative isolation to it's intended task. A new variety of Scalpel, using newly-observed natural sensory organs in conjunction with cybernetic implants to eliminate targets at far greater ranges. Some of the more physical races, honed to become fierce melee combatants to clear the interiors of Stations and Starships…

No progress.



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)
8 Psionics Skill, 1 Dice (+1 Base Dice)

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

Unit Cap: 5/8 (+6 Base, +2 Synthwombs)

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

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

NAR KAAGA
Locations of Interest:
Shell Hutt Palace
Hostile Garrison:
Hutt Enforcers
A-A3 speeder trucks (U) (Relocated from Laugh House)

Facilities:
AA Blaster turrets

Kos-Amul, Primary Settlement and Starport
Hostile Garrison:
Armed Populace
Hutt Enforcers
Z-95 Headhunters

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:
Hutt Enforcers (Relocated from Palace)

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 their numbers.​

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

[ ] 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:

[ ] 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.​

Primary Projects:

[ ] Gestate Synths:

[ ] Crab Synths (3/125)
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 (0/100)
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 (0/110)
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)
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.



[ ] 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.

[ ] 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. +2 Unit Cap on completion.


[ ] 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.

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:

[ ] 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 (139/150)
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.

[ ] Repulsor Train Design (0/100)
The pre-existing rail networks on Earth proved to be extremely useful for the logistics of the Combine Overwatch. While no such network exists on this world, the long term utility cannot be denied. Switching to a frictionless Repulsorlift system would allow the trains to traverse nearly undeveloped pathways between destinations, dramatically reducing the upfront cost of such a system.
Halves Razortrain Network construction cost.

[ ] Repulsor Transport Design (101/115)
Short of eradicating the entire ecosphere, the swamps of Nar Kaaga will continue to hamper operations long-term, even after the deployment of a viable Defoliant. A vehicle in the style of the local landspeeder craft could simply ignore most terrestrial obstructions, and allow Transhuman units or perhaps Civil workforce individuals to traverse with ease.​

[ ] Long-Range Aerial Antigens (0/200)
Your studies indicate that warfare in this Galaxy heavily favors the use of small, often single-occupant strike craft either to harry the opposition's own craft or to deliver powerful munitions directly to installations or vessels. Creating a self-guided missile with a Repulsor in addition to conventional drive systems would allow the projectile to essentially ignore a planet's gravity well. Limited only by air resistance and fuel, you estimate such a weapon could rapidly eliminate light targets even in low orbit above a launch site, though efficiency drop-offs mean it is unlikely to be viable against larger targets.​

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:

[ ] Talk? (DC ???)
The Shell Hutts have identified your location. While they are unlikely to have a favorable stance towards you, you might be able to sow disinformation or learn more of their internal politics. Sending a scanner, and using Overwatch as a proxy will allow you to communicate with them, though exactly 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.)​

Trivial Projects:

[ ] 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.​

Primary Projects:

[ ] 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:

[ ] Assign Production Overflow +94 (Free, Write in Administrative option...)​

(AN: Really meant to have this out earlier, but my brain alternates between cranking out 3 pages in a half hour to so abysmally slow that it makes a pitch drop look fast when it comes to writing prose.

I was going to have a separate Unit Cap building, but have since decided that should just be on the production facilities for the time being, since the things you need to make the units are the same things you need to maintain them.

Vote by Plan, Two hour moratorium on voting, after that voting will be open until 10:00PM CST this Thursday.)
 
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Turn 7: Metastasis


BENEFACTION – A COMBINE QUEST


Nar Kaaga, Month 2, 22 BBY.


Metastasis, Turn 7

Last turn results:
[x]
Assign Production Overflow +94
[x] Gestate Synths: Hunters (0/100) 8 Half Roll + 15 Skill + 94 Overflow = (117/100)
[x] Gestate Synths: Mortar Synths (0/110) (22 Roll + 15 Skill) + (49 Half Roll + 15 Skill) = (101/110)

Two dozen Hunters now patrol the ever-growing interior of Citadel Zero, pacing the same halls endlessly as their pack-hunter derived personae slowly grow restless without 'prey' to provide stimulation. A mild detriment more than worth the Synth's versatility in this environment.

The Mortar Synths are comparatively fickle in maturation, the thick bundles of muscle fibers required to absorb their armament's recoil for thousands of rounds has glacial growth rates, but possesses among the highest durability of any soft tissue known to the Combine. One of your previous iterations was the one to design it, though that one would not distinguish themselves enough to replace the base template of your consciousness.

[x] Canister Launcher (0/125) 27 Roll + 15 Skill = (42/125)

You ponder the device as a trio of mag-acceleration barrels are welded together above the future loading mechanism. Despite your lack of templates for the more exotic parasite varieties, it does pique your curiosity to think of what they will do to the sheer variety of Sapient forms in this Galaxy; and that such things will be just as dangerous to the Overwatch forces as to your opposition.

Even in Humans with the infertile, baseline strain, the mutations can become quite excessive as the infested change to better suit the parasite's needs.

Perhaps such thoughts are premature, at least until the cloning device is actually complete.

[x] Humanoid Augmentation (139/150) 84 Roll + 15 Skill = (238/150) Overflow assigned to Defoliant Studies.

While you have dried up the current supply of subjects to actually test the procedure, you now have a general process for inducting the majority of humanoid species into the Transhuman Overwatch. With access to a stable population, you should be able to develop more specialized conversions for races with desirable traits.

[x] Repulsor Transport Design (101/115) 48 Roll + 15 Skill = (164/115) Overflow assigned to Defoliant Studies.

The final design resembles a broad flat point, angled to split through the mid-level foliage of the Swamp, and to deflect incoming fire. The lift ceiling isn't as high as you would prefer, but this is technically a landspeeder by local standards, rather than an airspeeder. With it's integrated pulse turret it can support infantry action, though it's thin armor makes for little staying power in a prolonged engagement.
Fabricator Upgrade Required for mass production. May build one unit at an increased cost without the upgrade.

[x]
Defoliant Studies (0/100) (11 Roll + 15 Skill) + (1 Roll + 15 Skill) + (49 Overflow + 99 Overflow) = (190/100) Overflow assigned to Native Biochemistry

With other projects going easier than expected you are able to spend a far greater amount of time testing the various compounds than anticipated. Time that turns out to be necessary, as the foliage proves unusually resilient to most common substances, including some meant for the Border World.

The latest compound, Substance 106, appears promising, causing immediate wilting in all cases… Until you get to the fungal samples. Rather than simply dying, the fruiting bodies melt on contact with the clear toxin, mixing to form a thick black acid that eats through the container with ease, and then the floor below the improvised lab.

"Damage sustained. Requesting stimdose." A soldier's vocoder buzzes into your awareness.

Somewhat irritating, but you were eventually able to isolate an effective Defoliant, one that does not produce acid.

You do make a note to look into that particular reaction further.
Project complete, Combine Soldier wounded.

[x]
Practice 97 Roll + 8 Skill = 105 CRIT, +10 Bonus to Psionic rolls this turn.
[x]
Hatch (0/150) 13 Half Roll + 12 Skill + 10 Bonus = (35/150)

There.

A sense of release flows over your form as it feels like you can finally stretch for the first time in this Host body. It takes several warning pings from Overwatch before you realize that you're inadvertently crushing the circulatory system of the Pod Synth around you. But, with that minor complication aside you highly doubt you'll achieve much more in terms of honing your abilities; while still confined to the Pod at least.

You allow the Pod to give you a trickle of unfiltered air, taking the time to train yourself to sift out contaminants before they reach your body.
+4 Psionics Skill



The Hutts are preparing, so it seems. Over the past week a handful of transport craft have arrived in the spaceport, coinciding with scattered mentions of 'war droids' in unencrypted communications around and within Kos-Amul. Efforts to scrape a more detailed description of the machines has proven futile, but they are most likely reinforcements called in response to your presence.

"Attention: Direct Orbital Transmission Intercepted."

You flick through the data-link, and direct what sensor equipment you currently possess skywards. Through the thin haze of pollen and fungal spores that perpetually occupies this planet's upper atmosphere you're able to make out a long, boxy Starship in orbit over Nar Kaaga. One of the interstellar freight-hauling ships, or at least that's what you would have guessed were it not for the parasite craft bolted onto the sides of the craft in place of cargo containers.

Faint battle damage can be seen on the main vessel, with long scorch marks trailing off pocks of twisted Durasteel, though the image isn't of clear enough to discern details on the parasite craft.

You tune in to the ship's transmission, aimed directly at Citadel Zero.

"This is Vlyal, captain of the Sabaoth's Teeth. I believe we have something to offer one another."

The voice is high-pitched and nasally, Overwatch identifying it as most likely belonging to a Rodian.

"See, about a week ago we were contacted by none other than Reshul of the mighty Shell Kajidic, offering us work fighting 'pirates' around his little fiefdom out here. I thought that was strange, since if you're a pirate working this deep in Hutt space you either owe them money or you are one. But, we needed the credits after recent events, so here we are.

And then I saw that Nova-Crystal of a place you have nestled in the swamp down there, and I put the picture together. You've got the Hutt concerned, probably for the first time in decades at that.

Now, I'm no fan of the Hutts, but credits are credits. So whoever you are, I'm willing to bet you're more interested in having our services than letting the Shells get an advantage over you. Respond on this frequency if you're making an offer. This message will repeat for the next few minutes."

By your estimate the ship carries a squadron of strike craft, assuming the attached fighters are in fact combat-capable.



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)
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)

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

Garrison:
Hunters
Crab Synths
Combine Soldiers (Mechanized)
Combine Soldiers
Scanners
Viscerators
Construction Striders (U)
Stalkers (U)
Dropships (U)

NAR KAAGA
Locations of Interest:
Shell Hutt Palace
Hostile Garrison:
Hutt Enforcers

Facilities:
AA Blaster turrets

Kos-Amul, Primary Settlement and Starport
Hostile Garrison:
Armed Populace
Hutt Enforcers
Unidentified Droids (Arrived from Space)

Z-95 Headhunters
A-A3 speeder trucks (U) (Relocated from Shell Hutt Palace)


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:
Hutt Enforcers

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 their numbers.​

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

[ ] 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:
[ ] 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.​

Primary Projects:
[ ] Gestate Synths:

[ ] Crab Synths (3/125)
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)
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 (101/110)
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)
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:

[ ] Repulsor Transport (0/180)
You should be able to build a few of the Transports with what components are currently available, enough to carry the current Transhuman garrison through the flora without clearing the area around the Citadel if necessary.
One time project until Fabricator Upgrade is complete.

[ ] 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.

[ ] 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. +2 Unit Cap on completion.


[ ] Canister Launcher (42/125)
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.

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:
[ ] 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:
[ ] Native Biochemistry (90/160)
The earlier incident 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.

[ ] Repulsor Train Design (0/100)
The pre-existing rail networks on Earth proved to be extremely useful for the logistics of the Combine Overwatch. While no such network exists on this world, the long term utility cannot be denied. Switching to a frictionless Repulsorlift system would allow the trains to traverse nearly undeveloped pathways between destinations, dramatically reducing the upfront cost of such a system.
Halves Razortrain Network construction cost.

[ ] Long-Range Aerial Antigens (0/200)
Your studies indicate that warfare in this Galaxy heavily favors the use of small, often single-occupant strike craft either to harry the opposition's own craft or to deliver powerful munitions directly to installations or vessels. Creating a self-guided missile with a Repulsor in addition to conventional drive systems would allow the projectile to essentially ignore a planet's gravity well. Limited only by air resistance and fuel, you estimate such a weapon could rapidly eliminate light targets even in low orbit above a launch site, though efficiency drop-offs mean it is unlikely to be viable against larger targets.​

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:
[ ] Talk? (DC ???)
The Shell Hutts have identified your location. While they are unlikely to have a favorable stance towards you, you might be able to sow disinformation or learn more of their internal politics. Sending a scanner, and using Overwatch as a proxy will allow you to communicate with them, though exactly what you'd say is another matter. (Write in…)​

[ ] Negotiate With Sabaoth's Teeth Mercenaries (DC ???)
Soldiers, or in this case Strike Craft for hire. While you lack 'credits' or any other form of currency used in this Galaxy, you might convince this group to accept another means of compensation, or merely convince them that opposing the Combine would prove detrimental to their survival. (Write in Negotiation Strategy and Objective…)​
[ ] Negotiate Directly
You've produced your own replica of the holographic display technology commonly used in this Galaxy, however both forms resembling the Host bodies and direct telepathic communication seem to be rare, so an adverse reaction by Vlyal to one or both of these factors is possible.
[ ] Use a Proxy
Though it is tempting, the Transhuman soldiers are simply not capable of directly relaying information without significant pauses to process new orders from yourself. Limiting the negotiation to audio-only would allow for Overwatch to speak in your stead.​

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:
[ ] Hatch (35/150, +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:

[ ] Deploy Defoliant (Free, clears foliage around Citadel Zero, very visible.)​


(AN: I'm going with this fan redesign of the mortar synth over the canon one because A: I forgot that the canon design does actually appear towards the end of HL2 in a set piece, and B: It somewhat contradicts what I've been trying to establish with how Combine antigravity tech worked prior to the quest.

I also think it's mostly a holdover from the early days of HL2's development cycle, looking more like it belongs in the Nihilanth's army or even with Race X than the Combine to my eye.

Vote by Plan, Two hour moratorium on voting, after that voting will be open until 10:00PM CST this Tuesday.)
 
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