User talk:Zeromanicus
SAPs are humanoid safety and pacification robots developed by the Foster-Grumman corporation and deployed by the United States Army. They come in several varieties. The 611 Hoplite normally carries supplies for soldiers on the march. Performing some light scouting. A 902 Arbiter keeps track of other robots. Sort of a commander. And my SAP, the 333 Warden, is designed to gather recon and disarm mines or IEDs. On the day to day, my SAP’s job is to patrol a few square miles of Kabul on foot, responding to citizen concerns, scanning retinas to identify combatants, and detaining persons of interest for the local police to deal with. Let me stress one point. A SAP’s primary objective is to never, ever hurt an innocent Afghani civilian, no matter how hard the insurgents try to trick him into it. And let me tell you, ma’am, these people are tricky.
SAP One arrived in a crate just about a year ago. The SAP unit is shaped like a person. About five feet tall, metallic, and shiny as any target you ever saw. But it only took us about five minutes to roll him in the mud and introduce him to Afghanistan proper. Army didn’t send along clothes or equipment, so we scavenged a man dress for him to wear and a pair of boots. Then we slapped on whatever extra Afghani police gear was around. Can’t use our old gear, because he’s not supposed to look like us—like a soldier. Sappy does sport a flak vest under his robes. Or maybe two. I can’t remember. The more clothes he wears the better. We’ll put anything on him: robes, scarves, T-shirts. I mean, he wears Snoopy socks. Honest. At a quick glance SAP looks just like one of the locals. Smells like ’em, too. Only thing that looks even close to military on SAP is this wobbly, sky-blue riot helmet that we strapped on his head. It has a scratched-up Plexiglas visor to protect his eyes. Had to do it because the damn kids kept spray painting his cameras.
Cameras are cheap, ma’am. Plus, Sappy can watch himself from the Raptor drones overhead. Or use real-time satellite imagery. Or both. His most important and expensive sensors—stuff like magnetometers, the inertial measurement unit, his antenna and jammer—are all housed inside his casing. And SAP’s built like a tank. During the twelve months before the incident occurred, was the machine ever damaged and replaced? SAP One? Never. He does get himself blown up, though. It used to happen all the time, but the guys in the repair bay are fuckin’ animals. Pardon me, ma’am. Studies show that the faster we put the exact same SAP back on the streets after an incident, the more it demoralizes the enemy and reduces instances of further disruption. For that reason, SAP constantly backs himself up. Even if SAP One got fragged, we’d just take whatever clothes and parts were left and stick ’em on a replacement unit and send it back out. The “new” robot would remember the same faces, greet the same people, walk the same route, quote the same passages from the Koran. Pretty much it would just know the same exact stuff as the “old” robot. Demoralizing, the studies say.
That happened, once. Second week on the job, some yahoos sprayed SAP One with bullets, then threw him into the back of an SUV. The projectiles mostly tore up his clothes. Put a few dings in his casing, but nothing major. Since he didn’t retaliate, these guys thought he was damaged. That was their mistake, ma’am
A Raptor drone locked onto the event seconds after SAP went off route. The guys in the SUV sped across the desert for maybe two hours before reaching some kind of safe house.
Least, they thought it was safe.
The Raptors waited until the insurgents were away from the vehicle before asking their executioners for permission to launch Brimstone missiles. Once everybody inside the safe house was cooked and the Raptors double-checked for squirters sneaking out the back door, good old SAP One climbed into the front seat of the vehicle and drove it back to the base.
SAP was missing about eight hours total.
This is a military-grade humanoid platform, ma’am. It grew out of the old DARPA exoskeleton programs. These units move like people. They balance, walk, run, fall down, whatever. They can hold tools, speak sign language, perform the Heimlich maneuver, drive vehicles, or just stand there and hold your beer. About the only thing SAP One can’t do is peel off those damn stickers the kids love to tag him with.
Final Stats
Final Stats
- SP: 66
- SP Limit: 30
- Population: 210 Base bonus: 105
- Trangene: 180
- Morale: 8
- Wealth: 200 + 105
- PIP: 640 + 105
- CIP: 550 + 105
- Fabbers: 200
- Delta Dust: 310
- Theta Dust: 0
- Military: 45000
- Doctrines: 70
- Logistics: 55
- Global Tech Level: 21
- Applications: 490
- Stockpiles: 0
- Debt: 0
SP Expenditures
- Additional Limit: 0
- Wealth: 0
- PIP: 5
- CIP: 0
- Dust: 6
- Theta: 0
- Pop: 10
- Mil: 0
- Tech Indices: 10
- Apps: 20
- Transgene: 0
- Doctrine: 10
- Logistics: 5
Occupied
Developed Countryside (Coastal)
- Town
- Naval Base
- 15/2 Population Support
- 150/10 Wealth
Occupied
Developed Countryside (Coastal)
- Town
- Town
- 15/4 Population Support
- 250 Wealth
Occupied
Countryside (Coastal)
- Mineral Extraction Facility
- 5 Population Support
- 375 Wealth
Mountain (Coastal)
- Fortifications
Capital of Tahrir
Developed Countryside (Coastal)
- Metropolis
- Small Crystallium Red (50 Materia)
- 15/10 Population Support
- 550 Wealth
Heaven's Reach
Historical Paths
Exploration Era
Exp-1) World Type
- Hell World (Go to Exp-3)
- Various reasons exist to land on hell worlds. Habitability is not one of them.
Exp-3) Hell World
- Tough It Out (+ Morale, Balls, + 2,500 infantry, + 1 logistics)
Exp-6) Precursor Relics
- Extensive (+ 250 dust, - 50 PIP)
- A few worlds have an unexpected bounty of delta dust, be in greater density to start or fortutious geology.
Exp-7) Feral Drones
- Extensive (+ 2500 fleet, + 100 Fabers)
- Extensive drone hives were almost exclusively found around red M-type stars.
Exp-8) Posthuman Footsteps
- Data Core (+ 150 applications, +1 Global Tech Level)
- Accessing data cores was a surefire way to increase technological development.
Exp-9) Location Routed (+10SP)
Colonization Era
Col-1) Axis Of Colonization
- Longshot (+2,500 military, + 100 PIP, + 100 CIP +20 SP, +5 to SP limit go to Col-6)
Col-6) Leaving on a wormhole ship . . .
- Inner Rim (+ 30 population, + 150 PIP, + 50 CIP, + 100 Faber, + 25 SP, + 20 transgene)
Col-6B) Prides and Prejudices
- New Freedoms (+ 20 Transgene)
Col-6C) Idealism, Meet Reality
- Primarily Primary Industry (+ 300 PIP, +200 Wealth, + 120 Population)
Col-6D) Colonial Demographics
- Idealists (+ morale)
- Some decided to go to space to make their dreams of a better society come true
Col-6E) Backing
- Military Government Sponsored (+ 2,500 military)
- Discharge to the Rim
Col-6F) Colonists
- Fleeing Trangenes (+20 Transgenics)
- As the Brazilian miracle turned nightmare, many transgenes caught a boat
Col-7A) Local Affairs
- Warfare! (+2,500 military, go to Col-7C)
- General Veers, deploy your men
Col-7C) Warfare! Full Scale War (+5,000 military, + doctrines)
Breakdown Era
Break-5) Longshots, Isolated Again
- Go Weird (+ 40 Transgene, + 100 CIP, +4 Logistics, 10,000 military)
War Era and Aftermath
War-1) Choose Your Side
- Independence! (+ 10,000 military, Go to War-9) *Must be Broken Down factional, any UN or Longshot
War-9A) Indie World Politics
- Transhuman Supremacy (+ 200 CIP, + 40 Transgene, + Morale, - relations)
- One or two worlds become what Stauss-Kaserists fear, a powerful and self-willed state that exposed a philosophy of transhuman dominance.
War-9B) Indie World Economics
- Transhuman Resources (+ 20 transgene, + 100 CIP, + 100 applications, +2 Global Techlevel + 10 SP, SP limit increased by 5)
- Having a transgenic populace can be a boon to the intellectual output of a world, with some worlds embracing this concept whole-heartedly.
War-9C) Indie World Military
- Soldier, Ask Not (++++ Doctrines, + 5,000 military)
- The meanest mercs to ever smash a world for a buck
Current Era
Cur-1) The Business of Government
- Space Monarchy (+ 2,500 Military, + 100 PIP, +20 Transgene, + 1 SP)
National Totals
Population: 180
PIP:675
CIP:625
Dust:250
Military: 42500(2500 Fleet)
Fabbers: 200
Wealth: 275
Apps: 250+120
Tech: 21
SP: 55, +30LIMIT
Transgene: 180
Morale:8
Relations:-1
Logistics: 50
Doctrines:70
SP Spending
Tech:10SP 25
Apps:10SP 120
Trans:6SP 12
Pop: 10SP 60
Doctrine:10SP 20 Points
Inner Haven National Creation
Exp-1) World Type
Exp-4) Terraformable World Fascinating Pharmaceuticals (+ 200 Wealth, +30 Pop, + 50 CIP, + 1 SP)
Exp-6) PrecursoExtensive (+ 200 dust, - 50 PIP)
Exp-7) Feral Drones None (+ 60 population, + 100 Wealth)
Exp-8) Posthuman Footsteps Data Core (+ 150 applications, +1 Global Tech Level)
Exp-9) Location Backwater (+ 100 PIP)
Col-1) Axis Of Colonization Longshot (+2,500 military, + 100 PIP, + 100 CIP +20 SP, +5 to SP limit go to Col-6)
Col-6) Leaving on a wormhole ship . . . Inner Rim (+ 30 population, + 150 PIP, + 50 CIP, + 100 Faber, + 25 SP, + 20 transgene)
Col-6B) Prides and Prejudices New Freedoms (+ 20 Transgene)
Col-6C) Idealism, Meet Reality
Dust to Dust (+ 100 Dust, + 10 SP, +5 to SP limit, - 200 Theta)
Pod People (+180 Population, 300W + 100 CIP)
Col-6D) Colonial Demographics Idealists (+ morale)
Col-6E) Backing Military Government Sponsored (+ 2,500 military)
Col-6F) Colonists
Fleeing Trangenes (+20 Transgenics)
Col-7A) Local Affairs Warfare! (+2,500 military, go to Col-7C)
Col-7C) Warfare! Training Ground (++ doctrines, + Logistics )
Break-5) Longshots, Isolated Again Go Weird (+ 40 Transgene, + 100 CIP, +4 Logistics, 10,000 military)
War-1) Choose Your Side Independence! (+ 10,000 military, Go to War-9) *Must be Broken Down factional, any UN or Longshot
War-9A) Indie World Politics Transhuman Supremacy (+ 200 CIP, + 40 Transgene, + Morale, - relations)
War-9B) Indie World Economics The Tensor Building (+ 200 dust, + 100 CIP, + 2 Global Techlevel, + weapon application)
War-9C) Indie World Military
Soldier, Ask Not (++++ Doctrines, + 5,000 military, - 100 Wealth)
Cur-1) The Business of Government Space Monarchy (+ 2,500 Military, + 100 PIP, +20 Transgene, + 1 SP)