Reaching for the Stars - A Stargate Quest

My only issue with giving the other planet an iris is we can't hold the planet form orbit. So any defensive investment like that can come back to bite us.

Edit: Are we not going to prepare to get the missing personal? Or are we waiting for Teal'C or others to recover?
Waiting for the others to recover, yeah. Next turn the hospital should be done. I really don't like the idea of recon into known enemy territory with a grand total of two teams.
 
@Azel is Teal'c conscious enough to give us an idea of what to expect on Chulak? Does it have a fortified gate room we'd have to storm? Is there a fortress the prisoners would be being held in?

Ideally, I'd like to have Heavy Weapons or UAVs before making the raid on Chulak, or heck, even Optics if we think going in at local-time night would help. And I do think Teal'c's help would be vital.
 
[X] Plan: Long Haul
-[X] Exploration – UX-2 / Cold Planet – SG-3
-[X] Exploration – UX-3 / Garden Planet – SG-1
-[X] Abydos - Pyramid Excavation - 2 Command Points
-[X] Abydos – Survey Mines - 3 Command Points
-[X] Base Improvement - Better Infirmary - 2 Command Points
-[X] Base Expansion - Geological Survey - 1 Command Points
-[X] Base Expansion – Weapon Test Range - 1 Command Points
-[X] Technology Analysis – Staff Weapon - 3 Research Points
--[X] Reassigning the Research Point that was previously going towards Armor

I don't want to go to Chulac without Teal'c. So lets finish surveying worlds for our deal.

We also need to try and finsih things up on Abydos. We won't get a warning before a ship shows up so it is better to be gone earlier rather than later. IMO both the gliders and the mines are worthwhile but the mines have a bonus so we should try those first.

Three points plus bonus should give a good chance to finish the infirmary this turn. One point should give good odds of finishing the survey. And I want at least one point in a longer term project. The test range has two bonuses on it so spending a point there is very efficient and we are already working on weapons tech so if we get a chance to create an upgrade the facilities would help.

And I agree trying to finish the work on staffs makes sense since without bonuses or a target number it really is a crapshoot how much more we need there.
 
[X] Plan: Set Up for Raid
-[X] Exploration – UX-2 / Cold Planet – SG-3
-[X] Exploration – UX-3 / Garden Planet – SG-1
-[X] Abydos - Pyramid Excavation - 2 Command Points
-[X] Base Improvement - Better Infirmary - 3 Command Points
-[x] Procurement - Optics - 2 Command Points
-[x] Procurement - Ballistic Shields: 2 Command Points
-[x] Recruitment - SG Team - 1 Command Point
-[X] Technology Analysis – Staff Weapon - 3 Research Points
--[X] Reassigning the Research Point that was previously going towards Armor

This plucks a lot of low-hanging fruit in addition to the Infirmary, with the idea of setting up for Recon in Force next turn.
 
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I think a native guide could make a huge different for the rescue and for that we should do the symbiont research to get him on his feet faster.
 
[] Plan Deep Breath
-[] Adjust Team Compositions:
--[] Temporarily reassign Sergeant Yi to SG-2 for the duration of Turn 4
--[] Temporarily reassign Specialist Hartman to SG-2 for the duration of Turn 4
-[] Exploration – UX-2 / Cold Planet – SG-2
-[] Exploration – UX-3 / Garden Planet – SG-1
-[] Training – SG-3 (Stealth)
-[] Abydos – Pyramid Excavation – 2 command points
-[] Base Improvement – Better Infirmary – 3 command points
-[] Base Expansion – Geological Survey – 1 command point
-[] Procurement – Optics – 2 command points
-[] Recruitment – SG Team – 2 command points
-[] Technology Analysis – Staff Weapon – Ongoing: 3 research points per turn

Similar thought process to Plan: Set Up for Raid, but a somewhat different distribution of command points, and I think we can get away with fielding two understrength SG teams while still training the third for one more turn.

Point here is to prepare for a raid on Chulak. That means freeing up SG teams by finishing those urgent exploration tasks (finding the Abydonians a refuge); investing as much as feasible on improving the recovery of the wounded; gaining more manpower through recruitment; and skilling up SG-3. SG-2 gets reconstituted on a scratch basis to check off the remainder of Jackson's target worlds as quickly as possible, while SG-3 continues to train Stealth in preparation for infiltration of Chulak (where they will be accompanying Teal'c with his 3 Stealth). Sergeant Yi already has 2 Stealth and thus can't benefit from further training in it, and SG-3 needs their commander at Fort Bragg less than they might in other circumstances.

Pyramid excavation, infirmary improvement, and geologic survey of Cheyenne Mountain are all ongoing projects with well-recognized merits. Getting the Abydos missions done is of particular priority since we're on a clock with respect to that planet. More SG teams means more actions when they can be dispersed, and stronger force when concentrated.

Even if Teal'c seems to be improving despite our shot-in-the-dark treatments, I still want to get to autopsying a symbiont as quickly as possible. The armor team has stalled in its research, and what we do know of Jaffa armor now is seemingly enough to defeat it fairly reliably. So brute-force the staff weapon analysis until it's done.
 
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Similar thought process to Plan: Set Up for Raid, but a somewhat different distribution of command points, and I think we can get away with fielding two understrength SG teams while still training the third for one more turn.
As far as I can tell, the only thing this plan does to prepare for Chulak is to train Stealth. My plan has Optics for night operations, Ballistic Shields if we need to storm a gate room, another SG Team to shore up our manpower, and reached out to Raytheon because it only takes one point and who knows, they might have something useful. (My hope would be some sort of fancy camera drone maybe?)

I respect the need to keep going with ongoing projects, but I specifically chose stuff that would potentially help with the Chulak mission and that we could get done in one turn.

Edit: I'll ditch Raytheon for Optics. Misunderstood the Trait rules.
 
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Guys, we're four points away from that proper infirmary. We get that done we quit dealing with shit healing rolls every turn. I get that nobody likes overinvesting, which is valid, but the consequences of it not being enough again would be another turn undermanned.
 
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Guys, we're four points away from that proper infirmary. We get that done we quit dealing with shit healing rolls every turn. I get that nobody likes overinvesting, which is valid, but the consequences of it not being enough again would be another turn undermanned.

Four progress not four points. As I understand it with our bonus spending two points there makes it fifty fifty. Three means we probably get it. Four seems overkill.
 
I'm thinking maybe some points into the Abydos – Stargate Iris.

Not worth it. It's expensive and Apophys is inevitably going to come from space at some point. As we know, we're already on a timer before we lose access to the planet, and our existing defenses are good enough. Also, it could easily be turned against us, making Abydos unreclaimable, which we will want to do at some juncture to get at the Naquadah. Maybe when we can build and fit F302's through the gate?

Chulak could be a disaster waiting to happen. To be frank, I don't think we have the units or procurement needed to do so. Rescuing them would be a godsend though. The whole thing's a crapshoot that could give us some much needed units or get the few we have killed.

I'd like going optics, ballistic shields or hw, and recruitment sg team if we DO decide to go for it next turn. That is assuming that those actions complete before we recon in force.
 
I think a native guide could make a huge different for the rescue and for that we should do the symbiont research to get him on his feet faster.

Research wouldn't complete for several turns, in which case the rescue is not viable. He'll be fully healed by then.

I have a feeling that we're close to the research cost of staff weapons. Are we sure we want to lose our existing single point in something we're going to research next anyways? Armor for our precious people is imperative, we could get anything from better armor to a plus damage against Jaffa for knowing weak points of the armor.

[X] Plan: Set Up for Raid
 
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As far as I can tell, the only thing this plan does to prepare for Chulak is to train Stealth. My plan has Optics for night operations, Ballistic Shields if we need to storm a gate room, another SG Team to shore up our manpower, and reached out to Raytheon because it only takes one point and who knows, they might have something useful. (My hope would be some sort of fancy camera drone maybe?)

I respect the need to keep going with ongoing projects, but I specifically chose stuff that would potentially help with the Chulak mission and that we could get done in one turn.

Edit: I'll ditch Raytheon for Optics. Misunderstood the Trait rules.
By the same token, I can ditch the new project of exploring the naquadah mine on Abydos (in a pinch we can get knowledge of mining operations from interviewing Abydonian miners, and of naquadah as a material from studying the ore the Abydonians gave us) to pick up optics. I think ballistic shields are both a bridge too far in terms of points (getting them requires three progress, so needs a two-point investment with a trait to be be more likely than not to succeed), and anywhere from unnecessary (they're not going to protect our personell from the mass staff fire or the heavy weapons that are the actual threats to them getting through the gate) to counterproductive (even taking a staff blast they would just end up burning our guys, and after the initial passage of the Stargate is made, would be heavy and cumbersome to lug around).
 
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Reminder here that you can spend Luck points on any action that has a positive trait to roll progress twice and take the better result. If you want to rush something, that might help. Obviously most useful when spending a lot of points on something.
 
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