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.)