Reaching for the Stars - A Stargate Quest

We could also bump each team up to five members. As the wounded com online we could then go up to six man teams or use them as the nucleus for a fourth team. Personally I feel like we should go 5 person and then 6 person as the wounded recover (assuming he joins us as in canon assigning Teal'c to SG-1 naturally). Mostly because I think 4 person teams are simply too small but also because I don't think we have the capacity to exploit the opportunities/resources more teams would bring in on the backend.

An SG team is already at the large end for a fireteam, expanding them would get into understrength squad territory, without the underlying organization to support it. If we want bigger units, pair up SG teams into proper squads.

Australian SAS squadrons divide themselves by patrols comprising of 6 members. If anything, I highly suggest bumping up to a 6 man team. You can have SG Teams split into two-three man or three-two man teams increasing the capabilities of said teams.

Sure the logic that SG teams are large as fireteams is a good arguement but at the end SG Teams dont operate like regular infantry with Fireteams being part of a Squad sized element. If anything they act more as recon troops so in that logic with them being alone behind enemy lines having a large enough troop size that allows for good fires and technical abilties combined with a low troop profile would be a boon for field operations. That's my thoughts on team sizes
 
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Australian SAS squadrons divide themselves by patrols comprising of 6 members. If anything, I highly suggest bumping up to a 6 man team. You can have SG Teams split into two-three man or three-two man teams increasing the capabilities of said teams.
The trouble is, we're working with American and not Australian doctrine and unit organization as a baseline, and even as a new service rewriting doctrine from the ground up is a pain. I'd consider pairing up SG teams on a more or less permanent basis once we have enough to work with (or working with a mix of paired and unpaired teams), but expanding team sizes at this point just feels like constraining our actions per turn too much for little real gain.
 
The trouble is, we're working with American and not Australian doctrine and unit organization as a baseline, and even as a new service rewriting doctrine from the ground up is a pain. I'd consider pairing up SG teams on a more or less permanent basis once we have enough to work with (or working with a mix of paired and unpaired teams), but expanding team sizes at this point just feels like constraining our actions per turn too much for little real gain.

I agree that most the US Army's backbone for troops are four man fire teams but it hasnt always been that way with the marines and army going with five man during the cold war. In the end, the 6 man team for me is the end goal for SG teams in the long run. Plus just because it's doctrine for the Army and Marines doesnt mean it has to be a doctrine for Space Force. We're a new branch making new stuff as the time flies just like you said. SG Teams themselves are isolated units in unknown territory and four man teams in such conditions seem kinda iffy to me.

The way I see it, in the show itself you have SG Teams comprising of exploratory teams and combat teams varying in sizes. IIRC, there is nothing limiting the sizes just our say so, and even then in real life you got people who do go into these kinds of deep infil situations and they usually push for a squad sized element. So I say have exploratory teams go 6 man for increased fires and capabilities then have your regular combat teams go with regular US infantry doctrine. We could even ask for joint training with recon elements in the other branches cause that's what we technically do but with more science.

Edit: Thinking on it, with the types of rolls we have as well. Unit sizes do matter when it comes to combat.
 
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I agree that most the US Army's backbone for troops are four man fire teams but it hasnt always been that way with the marines and army going with five man during the cold war. In the end, the 6 man team for me is the end goal for SG teams in the long run. Plus just because it's doctrine for the Army and Marines doesnt mean it has to be a doctrine for Space Force. We're a new branch making new stuff as the time flies just like you said. SG Teams themselves are isolated units in unknown territory and four man teams in such conditions seem kinda iffy to me.

The way I see it, in the show itself you have SG Teams comprising of exploratory teams and combat teams varying in sizes. IIRC, there is nothing limiting the sizes just our say so, and even then in real life you got people who do go into these kinds of deep infil situations and they usually push for a squad sized element. So I say have exploratory teams go 6 man for increased fires and capabilities then have your regular combat teams go with regular US infantry doctrine. We could even ask for joint training with recon elements in the other branches cause that's what we technically do but with more science.

Edit: Thinking on it, with the types of rolls we have as well. Unit sizes do matter when it comes to combat.
You lose modularity when you specialize by role and by size, and while modularity is especially important right now when the number of combatants we have can be counted on one's fingers and toes, I don't expect SGC per se (as opposed to the Space Force as a whole, including interplanetary and interstellar craft and offworld commands) to ever be particularly large.
 
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One wrinkle is that our standard exploration teams should probably have room for a scientist, archaeologist/anthropologist type, or both. IIRC when SG Command expands later on we find that other teams have a Daniel equivalent. So maybe 5, plus room for an irregular?
 
You lose modularity when you specialize by role and by size, and while modularity is especially important right now when the number of combatants we have can be counted on one's fingers and toes, I don't expect SGC to ever be particularly large.
We'll see because by the end of it the sizes of various team units would depend on what specilizations we go to. The 6 man team is what I suggest to be the standard we hold onto before considering an SG Team ready for deployment.
 
So, @Azel just how moot is this discussion?

(Put less bluntly, will we be permitted to revise the standard unit organization?)
 
We'll see because by the end of it the sizes of various team units would depend on what specilizations we go to. The 6 man team is what I suggest to be the standard we hold onto before considering an SG Team ready for deployment.
I'm not confidant in the 6 man team unless is breaks down into a pair of 3 man fire teams. Studies have been done and general conscientious is that you get diminishing returns after a team leader has to keep track of more then four or five people. A fire team leader can handle keeping track of 4 combats, a squad leader will have a reasonable time tracking two fire teams, a platoon leader won't have trouble keeping track of 3 to 4 squads.
 
Iris heating wasn't really a problem until later in canon, if memory serves.
I'm just lurking, but I felt it worth commenting on this bit.

This is no longer a TV show with incidents/planets of the week. Considering how long the Goa'uld System Lords have existed and engaged in interstellar warfare, plus the fact that Goa'uld-developed energy shields that function similarly to the SGC's Iris exists in canon, I'm almost certain that they possess methods right now to deal with defenses like the Iris that don't involve the deployment of Ha'taks. Stargate-based attacks on Earth, and Abydos, will clearly be a thing for the foreseeable future, though it's unknown how exactly Apophis will escalate the attacks until Teal'c regains consciousness. Hopefully the newly upgraded infirmary will speed up Teal'c's recovery.

I'm not going to suggest dropping already-planned research projects in favor of the Iris Heating project, plus any associated projects that produces to further enhance Stargate-based defenses, but I do think it might be a good idea to do sooner rather than later.
 
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Silly idea time crank operates gatling staffs as something we can export to rebel groups. Figure out the max RoF for one staff weapon them cram enough staffs in a cranked rotory array to get 60 to 120 staff blasts a second. Let's see loyalist Jaffa storm a gate held by rebel Jaffa armed with those.
 
Don't expect the staff weapons to get magically more accurate because you strap a leftover ACOQ on them. There's a engineering reason for their inaccuracy which will be much harder to fix.

Yeah, but at the same time, better ergonomics should lead to some minimal gains in accuracy at least.

That's sort of the point of ergonomic design
 
I can absolutely get behind this practical and not ludicrous at all idea
Based on the P90 demo scene a staff weapon has a firing rate of 3 shots per 5 seconds while you are trying to aim. So you only need 2 staff weapons to fire 66 shots a minute so 3 staffs would be enough for one of these crank operated set ups to get an RoF of 99 shots per minute.

Combine this with a prepared postion and Jaffa warfare goes world War 1 on them.
 
Based on the P90 demo scene a staff weapon has a firing rate of 3 shots per 5 seconds while you are trying to aim. So you only need 2 staff weapons to fire 66 shots a minute so 3 staffs would be enough for one of these crank operated set ups to get an RoF of 99 shots per minute.

Combine this with a prepared postion and Jaffa warfare goes world War 1 on them.

Staff weapon rotary canon might be neat. . .
 
Staff weapon rotary canon might be neat. . .
And this is just keeping it to stuff I think rebel groups can maintain without earth support. If we can use earth based parts we could use electric motors to resaobaly use 5 or 6 staff weapons while also making it lighter and more compact.

We will also want to capture some staff cannons since those have the range and power to be worth putting on IFVs and armored cars.
 
And this is just keeping it to stuff I think rebel groups can maintain without earth support. If we can use earth based parts we could use electric motors to resaobaly use 5 or 6 staff weapons while also making it lighter and more compact.

We will also want to capture some staff cannons since those have the range and power to be worth putting on IFVs and armored cars.

I think I recall a fanfic with something like that. It was an SG1/Xcom crossover.
 
Turn 5
Turn 5

Even as your knowledge and capabilities grew, the rest of the universe did not have the decency to stand still. The situation on Abydos was still stable, but it was also becoming clear that there was no way to keep the population in their old city, no matter how much they tried to rebuild. Their cisterns were nearly empty and while they still had their wells, they would run dry from overuse before the next wet season would arrive. Apparently, Abydos had those, though that only meant that the aquifer under the city would swell for about two months and the fields would turn muddy for a few weeks. They would have to move, even if Apophis did not send one of his ships.

Abydos gains Trait: Numbered Days – The population must be evacuated or supplied with water by turn 12 or they will have to disperse, which will likely cause a sharp decline in population.

As for the one Goa'uld that was the greatest thorn in your side, he too was not entirely idle. There were two short attacks on the Stargate on Earth within the span of a day, both repelled by the closed iris. The recordings implied about one squad of Jaffa each being sent. Three days later, the same repeated on Abydos. Two raids, about six hours apart, of one Jaffa squad each. They were easily stopped by your machine gunners, but it was clearly just a probing attack. Apophis was looking for weaknesses and likely still assembling and planning a bigger assault.

Attempting to convince NORAD to cancel ongoing project to re-establish facilities in Cheyenne Mountain. DC 8 Diplomacy check.

Spent 1 Luck to gain Advantage. (Already deducted)
Air Force spends 1 Misfortune to negate Advantage. (Misfortune now 0)

Check: (1 +1 +0 +-1) + 5 (Major General Harrison Diplomacy) + 2 (Poster Child) + 2 (Connections in Washington) = 10

Success

Reactions:
Colonel Dorn: (1 -1 +1 +1) + 1 (Problem Technically Solved) – 2 (Taken Advantage Of) + 2 (Degrees of Success) = 3 => He has to admire your audacity.
Raytheon: (1 +1 +0 +1) + 2 (Getting Paid Either Way) + 2 (Degrees of Success) = 7 => Eager to do business with you.
NORAD: (1 +0 +1 +0) – 2 (Chaos) + 2 (Degrees of Success) = 2 => Decently convinced that this was a good decision.
Air Force: (-1 +0 -1 +0) – 2 (Inter-Service Rivalry) – 2 (Foiled Again) + 2 (Degrees of Success) = -4 => Made enemies.

Closer to home, some unexpected enemies also worked against you. Or maybe not that unexpected. The Air Force had gotten wind of your efforts to maneuver NORAD out of Cheyenne Mountain and was not at all pleased by what they saw as gross overreach from the Space Force in general and you in particular. Angry calls had been made and multiple Air Force generals had quietly tried to push back against your efforts. You nearly hadn't even noticed, but a call from Raytheon that was ostensibly an attempt to sell you some missiles clued you in on what was going on. There was suddenly a very real risk this could have blown up in your face.

So, you decided to gamble. You mentioned the matter in a report, claiming confusion and pretending you believed that NORAD had already made the choice to move out, citing the survey efforts of your engineers as preparation to changes and renovations you were planning after the hand-over. The best lies were technically true and had matching paperwork. With no clear direction, two conflicting procurement plans for NORADs new equipment, and nobody in charge quite agreeing what was going on, the whole thing thus became a matter for the Joint Chiefs of Staff, who unfortunately decided to not involve you directly.

Or maybe fortunately, since you were not certain if you could have kept a straight face during the hearing, given what you later learned from second-hand accounts. General Chavez had launched into a diatribe that was described to you as 'petty whining about Space Force existing at all' until the President had put his foot down against him and 'the meddling of the Air Force in a Space Force command'. NORAD was going to move out, you would be getting the mountain and any complaints against this order would be handled at the White House.

It was the most clear cut victory that you could get and as far as burned bridges were concerned, the cost was manageable. Raytheon liked you even more than before, because the whole contract was ballooning in price yet again. Colonel Dorn, whom you called 'to keep in touch', was more amused than mad at you for the whole affair, and NORAD had talked themselves into believing that this result was obviously the best option. Only the Air Force was seething, but it was not as if they had needed an excuse to make themselves a problem before.

Cheyenne Mountain Realignment cancelled. NORAD will move out remaining equipment and then hand over full control to Stargate Command.

There was a down-side to the attention though. Inquiries had been made about the status of the abducted Air Force personnel and the status of the rescue efforts. You were stalling by citing the high number of wounded in your infirmary, though most were thankfully improving under the care of the new doctors. Even Kawalski was conscious again and quite eager to fully heal and be ready to find the Goa'uld that had tortured him. That tactic would not work forever though. You would either have to move soon or declare the captured airmen dead.

The latter option was not very appealing, both for abandoning them and for the political repercussions of failing them. It was not a good moment to give the Air Force an actually good reason to criticise your actions. There was an option though. Even if Captain Fraiser was likely not going to like it, you could order her to take the defecting Jaffa off his sedatives long enough to learn more about Chulak. The stress would likely slow down his recuperation, but every day longer you waited, the chances of finding the abducted soldiers were getting slimmer. They might not have the time to wait for him to fully heal.

You would have to make a decision soon.

Specialist (SG-2) (DC 4 / 8): (1 +0 +0 +0) + 4 (Well-Equipped Infirmary) = 5 => Condition Improved, now Wounded
Specialist (SG-2) (DC 4 / 8): (0 +1 -1 +1) + 4 (Well-Equipped Infirmary) = 5 => Condition Improved, now Wounded
Captain Kawalski (DC 4 / 8): (-1 +1 +1 +1) + 4 (Well-Equipped Infirmary) = 6 => Condition Improved, now Wounded
Teal'c (DC 4): (-1 -1 +0 +0) + 4 (Well-Equipped Infirmary) + 2 (Jaffa) – 2 (Wounded Symbiont) = 2 => No Change
Teal'c's Symbiont (DC 4): (1 +1 +0 +0) + (1 -1) (Experimental Care) = 2 => No Change

You have 2 SG-Teams that are ready for Missions, 10 points for Command actions and 3 unallocated points for Research & Development actions.

[] Write-In Plan


Available Teams:
  • SG-1 – Major O'Neill
  • SG-2 – Captain Ferretti too many wounded
  • SG-3 – Sergeant Yi

[] Adjust Team Compositions: (Write-In)

Missions:
[] Exploration – Agricultural World (formerly Ra's realm) – (Write-In Teams)
There are many planets that were described in the Abydos pyramid as focused on agricultural exports. Most of them will likely still be settled and be temperate and rural. It is hard to gauge how likely it is to find a Goa'uld presence.
Can be picked multiple times.

[] Exploration – Mining World (formerly Ra's realm) – (Write-In Teams)
These planets are dominated by large-scale mining operations for various minerals, ranging from mundane iron to exotic materials like naquadah or yet unknown minerals. Given the value of these worlds for the Goa'uld, they are likely to have an active presence.
Can be picked multiple times.

[] Exploration – Urban World (formerly Ra's realm) – (Write-In Teams)
The Goa'uld did once allow their slaves to build cities, likely to allow for the production of complex goods and as administrative centres. However, after the rebellion on Earth, it seems Ra destroyed at least some of these planets and repurposed them. It is unknown what will await you on these planets.
Can be picked multiple times.

[] Exploration – Garrison World (formerly Ra's realm) – (Write-In Teams)
You are aware of some planets that were referred to as garrison worlds and which are connected to the military of Ra. It is unclear what precisely was done on each of these planets and what has changed over the last millennia. These sites are likely risky to explore, but might also contain useful technology.
Can be picked multiple times.

[] Exploration – P4X-2 – (Write-In Teams)
While far from optimal, the cold planet is currently the only viable option to evacuate the Abydonians to. Sporadically call the planet to retrieve weather data from a MALP and then send a team to explore some more when the weather is clearer.

[] Exploration – P3L-3 – (Write-In Teams)
While the radiation is a major hazard, Captain Cater believes that limited exploration is possible none the less. She proposes to install some hardened sensors to learn more about the radiation event and to take some samples of the vines growing on the ruins.

[] Recon in Force – Chulak – (Write-In Teams)
-[] (Optional) Briefly rouse Teal'c to learn more about the planet before sending out your forces.

In the brief time that he was awake, Dr. Jackson managed to learn from Teal'c both the gate address and the name of the planet from which the Cheyenne Mountain Complex was attacked the first time. The abducted Air Force personnel might still be there, but it would likely not be easy to retrieve them.

[] Training – (Write-In Teams) – (Write-In Skills)
Try to improve the skills of your teams. Each team member has a chance to raise the target skill by one rank, up to a maximum of rank 2.

You have 10 points for command actions.

Abydos – Stargate Iris – (Write-In number of points to allocate)
Installing an iris would eliminate the threat of an incursion by Stargate to Abydos, but Captain Carter cautions that the other planet has not the same infrastructure as the Cheyenne Mountain Complex and they will need to analyse the gate and adapt solutions, which will take time and coordination.
Progress: 0 / 10

Abydos – Ring Transporter Salvage – (Write-In number of points to allocate)
Currently located in hollow part of the ceiling of Abydos temple complex, this device is already having your science teams arguing who will get the honour of working with it. Unfortunately, it is right now stuck between tons of solid sandstone and you won't be able to bring in heavy equipment, making extraction difficult.
Progress: 0 / 10

Abydos – Death Glider Salvage – (Write-In number of points to allocate)
During the battle against Ra, two death gliders landed in the sand near the pyramid. The Abydonians, unable to use them, simply buried them under the dunes. Excavate them and find a way to bring them to Earth for analysis.
Progress: 0 / 5

Abydos – Survey Mines – (Write-In number of points to allocate)
While keeping a presence on Abydos long-term is currently a risky prospect, you can none the less learn something from surveying a Naquadah mine. It might make it easier in the future to find other deposits and perhaps you can obtain some small amount relatively fast.
Applicable Traits: + Mining Engineers
Progress: 0 / 5

P1X-1 – Ruin Investigation – (Write-In number of points to allocate)
The sunken ruins of P1X-1 will take some effort to search, but it's likely that you will find more written sources that would allow you to puzzle together who used to live here and what gift they gave to Ra that prompted him to destroy them.
Progress: 0 / 5

[] Base Improvement – Dismantle the Self-Destruct – (Write-In number of points to allocate)
Sitting above armed nuclear warheads is not terribly reassuring and you can think of a lot of ways this system could be used against you. Better to not keep it around.
Progress: 0 / 2

[] Base Improvement – Formalize the Self-Destruct – (Write-In number of points to allocate)
Maybe this system is not entirely unwarranted. Being able to sterilize and destroy everything in Cheyenne Mountain might one day be the only way to save the world. But it might be better to design something to do that instead of relying on Wests nuclear IEDs.
Progress: 0 / 8
Applicable Traits: + Poster Child, + Connections in Washington

[] Base Improvement – Better Quarters – (Write-In number of points to allocate)
It would be preferable if more of your personnel lived on the base, as that makes it more likely for you to have them on hand in emergencies. Improve the accommodations to make that more palatable.
Progress: 0 / 5
Applicable Traits: + Ample Funding

[] Base Expansion – Geological Survey – (Write-In number of points to allocate)
You have plans. Big plans. Why should only people move through the Stargate? Unfortunately, the designers of the base lacked such vision. Order a geological survey as the first step on the way to deploy vehicles through the gate.
Progress: 3 / 5
Applicable Traits: + Ample Funding, + Mining Engineers

[] Base Expansion – Workshop – (Write-In number of points to allocate)
Your research teams have put together some proposals to expand their labs with dedicated workshops and the corresponding machining tools. It would greatly aid any efforts to replicate alien technology or design your own new devices.
Progress: 0 / 10
Applicable Traits: + Ample Funding

[] Base Expansion – Biology Labs – (Write-In number of points to allocate)
Captain Fraiser would prefer to not keep her regular patients and the alien horrors near each other. Build dedicated labs to store and analyse alien lifeforms.
Progress: 0 / 20
Applicable Traits: + Ample Funding

[] Base Expansion – Weapon Test Range – (Write-In number of points to allocate)
There's a lot of alien technology out there and some of it is lethally dangerous on purpose. Build some laboratories and a test range to aid your weapon research.
Progress: 0 / 20
Applicable Traits: + Ample Funding, + Mining Engineers

[] Base Expansion – Particle Physics Laboratory – (Write-In number of points to allocate)
Captain Carter would like to set up a dedicated lab for high-energy physic experiments, including a small particle accelerator. She is certain that it would help her work greatly.
Progress: 0 / 50

[] Procurement – Ballistic Shields – (Write-In number of points to allocate)
As the fight on Abydos has shown, moving through a defended Stargate can be a very difficult operation. Obtain some ballistic shields that your teams can use in such situations.
Progress: 1 / 3
Applicable Traits: + Ample Funding

[] Procurement – ABC-Gear – (Write-In number of points to allocate)
Given that you have no idea what might lurk on other planets, it might be prudent to keep some ABC equipment in the armoury and to stock up the infirmary with the means to threaten soldiers that got exposed to such threats.
Progress: 0 / 5
Applicable Traits: + Ample Funding

[] Procurement – Heavy Weapons – (Write-In number of points to allocate)
The original Abydos mission was nearly powerless against the enemy close air support that the team dubbed "Death Glider". Obtain MANPADS, ATGMS and heavy weapons to be ready for such threats.
Progress: 0 / 5
Applicable Traits: + Ample Funding, - Bare Bones

[] Procurement – Motorcycles & ATVs – (Write-In number of points to allocate)
Some of the new soldiers have pointed out that you could squeeze motorcycles and ATVs through the hallways leading to the gate and having those would greatly enhance the SG teams mobility. Try to get in touch with some the suppliers.
Progress: 0 / 10
Applicable Traits: + Ample Funding, - Bare Bones

[] Procurement – Man Portable UAVs – (Write-In number of points to allocate)
It would be quite useful for your soldiers to have fast and easy to deploy UAVs to aid them when scouting. See if you can get in on any ongoing procurement programs for such weapons.
Progress: 0 / 10
Applicable Traits: + Ample Funding, - Bare Bones

[] Recruitment – SG Team – (Write-In number of points to allocate)
As far as actual soldiers go, you are comically understaffed. Recruit more frontline soldiers from within the Space Force.
Progress: 0 / 2
Applicable Traits: + Poster Child

[] Recruitment – Veterans – (Write-In number of points to allocate)
Unfortunately, the ill-fated Abydos mission has cost you most of your experienced frontline personnel. Try to recruit replacements from other service branches.
Progress: 0 / 5
Applicable Traits: + Poster Child, - Bare Bones

[] Recruitment – Language Specialists – (Write-In number of points to allocate)
It is becoming clear that you will need people capable of understanding ancient Egyptian if you wish to communicate with the Goa'uld or their (former) slaves. Unfortunately, this is hardly a skill common in the military, so finding people or it will take time.
Progress: 0 / 10

[] Recruitment – Recruitment Program – (Write-In number of points to allocate)
Your need for new soldiers won't stop any time soon. Set up a recruitment program so that you have a steady intake of recruits and to make it easier to recruit skilled officers.
Progress: 0 / 20
Applicable Traits: + Poster Child, - Bare Bones

[] Outreach – Raytheon – (Write-In number of points to allocate)
The recent talks with Raytheon were quite amenable, most likely since they expect you to become a good customer. Call them up again and see if there is something useful they can offer you.
Progress: 0 / 1
Applicable Traits: + Poster Child, + Ample Funding

[] Other – Investigate Major General West – (Write-In number of points to allocate)
Your predecessor was certainly something and you have many questions about the circumstances of Project Lodestone and its end. Make some calls. See if you can find out more.
Progress: 0 / ???
Applicable Traits: + Connections in Washington

[] Other – Learn ancient Egyptian – (Write-In number of points to allocate)
Like it or not, you will likely have to interact with quite a few people in the future that don't speak English and there doesn't seem to be a convenient universal translator around. Hit the books and learn it yourself.
Progress: 0 / ???

You have 3 points for research. Once allocated, you will keep spending that amount of points on this each for each following turn until it completes. You can interrupt an action, but this will result in a loss of progress.

[] Autopsy – Host – (Write-In number of points to allocate)
You need to learn more about the humanoid alien warriors. How were they created? What makes them different from you? Do they have any weaknesses?
Progress: 0 / ???

[] Autopsy – Symbiont – (Write-In number of points to allocate)
You have three specimens of what presumably are larval aliens. See what you can learn about their biology and how they relate to their hosts.
Progress: 0 / ???

[] Technology Analysis – Jaffa MALP – (Write-In number of points to allocate)
You finally captured on of the devices that the Jaffa teams keep tossing through the gate before starting their attacks. The scientists speculate it is meant for reconnaissance and dubbed it 'Jaffa MALP' for now.
Progress: 0 / ???

[] Technology Analysis – Jaffa Armor – (Write-In number of points to allocate)
The armour worn by the aliens seems to be a mix of chainmail and metal plates. It seems almost medieval. Investigate it in detail to see if there is more to it than that.
Progress: 0 / ???

[] Technology Analysis – Personal Shield – (Write-In number of points to allocate)
While burnt out from presumably getting overloaded, the wrist guard containing Teal'c personal shield was secured intact. Captain Carter cautions that it is unlikely that they can recreate this technology from a single damaged unit, but it is the only bit advanced Goa'uld technology you have and might still provide useful insight.
Progress: 0 / ???

[] Technology Analysis – Goa'uld Artifacts – (Write-In number of points to allocate)
A set of regular crystals and a lightly corroded steel tray with slots for them. You have as of yet no idea what this device is supposed to be used for.
Progress: 0 / ???

[] Material Analysis – Naquadah Ore – (Write-In number of points to allocate)
You have obtained a small amount of raw naquadah ore from the Abydonians. They unfortunately don't know much of its physical, let alone radiological properties, or how to refine it, but the Goa'uld technology seems to make a lot of use of it.
Progress: 0 / ???

[] Material Analysis – Liquid Naquadah – (Write-In number of points to allocate)
Research on the staff weapon has shown that the main energy cells contain very small amounts of naquadah in a liquid suspension that can readily produce a large amount of electrical energy. Investigate this material further to see what other properties it has and if you can produce more of it.
Progress: 0 / ???

[] Stargate – Control Signal Anomaly – (Write-In number of points to allocate)
There have been some anomalies in the Stargate since the aliens activated it compared to the baseline data from Project Lodestone. While nothing indicates an acute danger, the science staff wants to try to find out what has changed.
Progress: 0 / ???

[] Stargate – Iris Heating – (Write-In number of points to allocate)
While the iris worked and successfully prevented the attack on Earth, the scientists noted that both the iris itself and to a lesser degree the Stargate began heating up as objects were sent through. They want to investigate this effect to gain a better understanding of how the gate works and if there is a risk from sustained attacks against an iris protected gate.
Progress: 0 / ???

[] Development – Anti-Plasma Armor – (Write-In number of points to allocate)
Tests have shown that regular armour plates available for infantry use are next to useless against staff weapons unless you go all the way to heavy ceramics and even those offer limited protection. Have your scientists work on plate inserts and helmets that can reliably stop a staff blast.
Progress: 0 / ???

[] Development – Plasma Weapon – (Write-In number of points to allocate)
The staff weapon is superior to all your weapons in terms of raw power applied to the target, but due to its lack of penetration, accuracy and range, it's still overall not worth for your soldiers to train on or use unless in emergencies. See if your scientists can develop something more fitting into your arsenal by cannibalizing parts from captured staff weapons.
Progress: 0 / ???

[] Stargate – Liquid Naquadah Grenade – (Write-In number of points to allocate)
The energy cells of staff weapons have shown a tendency to burst into flames or explode with considerable force when damaged. While others consider it a wasteful idea, some of your scientists believe that the fastest way to get some use out of captured staff weapons is to design a grenade around the energy cells.
Progress: 0 / ???



AN: Note that some research projects will become easier or produce better results if you do them after improving your fundamentals. Rushing tech is possible, but building on a strong foundation will be more rewarding.
 
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For the research, I think we have a better shot with studying the Host rather than studying the Symbiont. We know human biology already, we can figure out what's different about Teal'c's biology and hopefully help him recover. The Symbiont on the other hand is a totally different ball game. We can do it, it's just probably going to take much longer.

Also, hell yes, the mountain is ours!
 
[] Base Improvement – Better Infirmary – (Write-In number of points to allocate)
Your infirmary is decent as far as frontline care goes, but it's a long way off from a proper hospital. Expand it and procure the equipment needed for surgery and radiological examinations.
Progress: 6 / 10
Applicable Traits: + Ample Funding
I think we've already completed this action?
 
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