It seems something about the new colony caused its inhabitants' energy build and build with each passing week, their zeal and determination giving them the strength and smarts of ten when they put their mind to something. The first farm they'd built had slowed the timer counting down to starvation, but hadn't reversed it. Then Nevill, while training in how to use the survey equipment, chanced upon an underwater aquifer...
The hydroponic farm took rapid shape afterward; the new-made, tinted greenhouse windows were barely cooled when they were slatted into the three-story building that was the hydro-farm. Tended by a trio of robots that rode on rails built into the farm's ceiling, the farm was fully enclosed and automated, requiring little more input than the initial seed dropoff and produce pickup, as the colony transport's AI managed the mundane tasks effortlessly from afar.
The discovery of the aquifer also solved the
other major problem that had been about to rear its ugly head - lack of fresh water, namely. The transport's tanks, while self-sustaining so long as the colony's people did their business aboard ship, could only support so many people. With access to water now secured, First Impact was in a position to grow.
Build Team:
EPIC SUCCESS (+4xp) (here, have a water source)
[New Codex Entry: Improved Hydroponic Farm]
[New Codex Entry: Nevill Aquifer]
But that wasn't all.
The colony's research team, this week consisting of Dr. Mizzet and Ludwig Cristoffen, made impressive inroads into not one, but two separate avenues of research.
Dr. Mizzet, and Bob Smith assisting, with a suite of e-books on electromagnetic fields opened before themm, managed to design, build and test a small, low-powered microwave radar. Its range wasn't fantastic - but it worked. It had nothing on the massive subspace arrays carried by the latest Core World battleships, or even on the phased array radars on a New Eden Juggernaut's war hull, but it was better than nothing, as well. With a range of perhaps thirty miles, it could see into the middle atmosphere with reliability, and, given proper ducting, could manage perhaps forty to fifty miles at full power.
Ludwig, manic energy and drive once again possessing him, delved into the murky realm of nuclear physics... and did in one week what it had taken an old Earth nation, back before the dawn of the Interstellar Age, nearly four years to accomplish - he created a self-sustaining test reactor pile. Siphoning off trace uranium from the mining operations and sending it through a small, self-designed cyclotron hundreds of times, he managed to make enough enriched uranium to test his designs for a reactor.
It worked. It didn't produce much, but it didn't need to. The full-sized reactor would be able, once it was built... and the reactor design came not a moment too soon: The transport's aging fusor could only support so much of the growing colony's power load. With the assistance of future power sources, it could be gently pushed out of the loop entirely.
@Space Jawa,
@hcvquizibo :
SUCCESS (+2xp) (radar is rather simpler than a lot of folks realize)
@Zaratustra :
EPIC SUCCESS (+4 xp, bonus blueprints) (nuclear power is quite otherwise)
[New Codex Entry: Nuclear Reactor, Tier I]
[New Codex Entry: Microwave Radar Array]
[New Codex Entry: Resources: Power (required for advanced structures to function; colony transport cannot be disconnected and flown away until power sources are constructed, else colony structures will shut down]
[New Codex Entry: Space-based Nuclear Reactor (allows the construction of advanced nuclear reactors for use in space)]
[New Codex Entry: Advanced Nuclear Power (allows the construction of advanced nuclear reactors on the ground; unlocks access to Fusion)]
[New Codex Entry: Vehicle: Warlord (Tracked vehicle, nuclear powered. Armed with cannon or rail weaponry.)]
But all was not sunshine and roses...
The exploration team returned with the rover, having found nothing in their venture westward but hill, hills and more hills. They managed to lose (read, drop and run over) two of their precious rifles along the way. They began to feel as if they were being watched as they moved further west, but none of them could spot an observer, try though they might. Thoroughly spooked, they managed to make their way back home. They return just in time to head out once more at the head of an enlarged team, carrying all of the colony's remaining weaponry save the cannon, headed for the hulk of the crashed colony ship.
They reach and pass it without incident, following the tracks for fifty-two kilometers.
At kilometer fifty-three, they find the colony that might have been.
Smoke still rises over the ruins of the colony-that-was, little more than a few dozen hastily assembled prefab shelters and barricades. Bodies litter the ruins, some little more than charred skeletons, others intact with anguished rictuses of pain locked onto their rotting faces. The smell of death, sweet, charred and cloying - clung to everything, even the earth. Scorch marks and bullet holes riddle everything, from the barricades to the shelters to the people. To one side as the team slowly pushes into the center of the ruin, the half-shredded body of a woman lays across two small, unrecognizable shapes - which, belatedly, the team realizes must have been her children.
It's in the center of town, though, that the fighting was fiercest, for here was where the colony made its final stand against whatever it was that killed it. Rovers were rolled onto their sides, gun mounts pointed to the sky, blast marks visible on their sides and undercarriages. The barricades grew thicker, and the defenders as well. Men and women in second-to-last generation combat armor are fetched up against the walls and barricades around them, some mostly intact, others reduced to tattered armor over scorched bones. A few of them - mostly women, though men, too, were scattered here and there - looked as though they'd lived through the last stand, only to be used as...
entertainment, by whoever, or whatever, had, in the end, killed them, too.
In the very middle is a small, heavily fortified building, the doors seemingly blocked by rubble. In front of it are two people - a man and a woman - in Cerberus battle armor.
Their armor is pitted, scorched and blasted, and the man is missing a leg, fetched up against door of the bunker he died defending. Both of their weapons - heavy Gatling guns, warped into uselessness, their barrels drooping precipitously, evidence of the fury of their final moments - were run completely dry, expended brass all that is left in their drums, their feed assemblies, or the guns themselves. Between the bulk of the two suits of armor and the rubble over the door, the bunker is effectively blocked off.
Several members of the exploration team lose their last meal, and even battle-hardened veterans like Victor and Scepta are uneasy.
One of the striking features of the ruin is one thing in particular - the total lack of the bodies of the enemy, despite all appearances pointing to there needing to be
many, and the total lack of any weapons beyond those stuck in the two grim, power armored defenders' hands and on the rovers' beds.
It's not until the group, unable to find anything of value, goes to leave, that they hear it.
Rubble tumbles off the blocked doorway to the bunker, revealing a small opening, and scrabbling can be heard from within.
Explorers: +1xp
[Event]
Plan:
[] Maxim #6. If violence wasn't your last resort, you failed to resort to enough of it.
(Open fire on the opening)
[] Maxim #15. Only you can prevent friendly fire. (Don't Open Fire)
[] Write-in.