Turn 1 Revision Phase ResultsThe SIPP is simply a result of a better understanding of the technologies and resources available to us now that we've been on this strange planet for a decade. Internal components are reworked and simplified in order to reduce the chance of a malfunction, and in the case of malfunction damage is highly localized in the weapon and compromised parts are easy to replace on the fly. The simplification of internal components is also meant to coincide with a reduced need for power per shot, improving the lifetime of each battery.
Easy (8+6)+1 = 15 (Exceptional)
Many of the malfunctioning components were actually poorly implemented safeties, meant to burn out like a fuse when going over a limit - which the scrap pistol had been going over regularly, plus fuses don't work well in series. Better, more durable fuses meant to handle higher energy outputs, less of them, and having them slotted into ports accessible from outside the weapon means that burn outs happen less, and are easier to fix. Further, additional unnecessary parts (like a focusing electromagnetic ring AFTER the pulse was already focused) were identified and removed or streamlined reduce the power consumption; also increasing stability and accuracy, and making the projectile more packed together, like a glowing energetic ball of solitary waves, instead of a nebulous mass of hard to identify energy. A solid hit from a maximum power shot can even stop a heart now.
All in all, this is a solid step up, reducing the risk of a pulse pistol no longer working in the field, either because of a misfire, burn out, backblast, or simply running out of power, but also making it so that the pistol can be field stripped and cleaned or repaired. It can even be lethal with a single shot, as the maximum energy allowance has been increased, but using higher energy shots also increases the battery drain - a single battery can usually get 8 kill shots
or 50 black-out-stun shots. And while they are easy to change the battery, they aren't quick to do so as the battery is a major central component of the pistol.
No change in cost over the scrap pulse pistol.
One of the greatest drawbacks to the Silacalisk, and also one of their greatest strengths, is their ability to produce incredibly powerful acid. While this will make them incredibly useful in combat, it creates a constant element of risk. Currently this risk has been mitigated through the dangerous and costly process of acid gland removal. However this creates several drawbacks in using the beasts for war and labor, some even being unable to feed themselves after the procedure.
However, our "scientists" have been hard at work studying the acid have created a solution. Using acid-proof materials (largely the leather of the beasts themselves), they have crafted muzzles which prevent the beasts from spitting acid. These muzzles can be easily placed on the beasts and keep their mouths closed, preventing acid spit. However, with a few lightening of clasps, the muzzle can be loosened from behind by a rider, allowing the beasts to feed, or in the case of combat, use the acid spit as a weapon.
Normal (9+1)+0 = 10 (Average)
Silicalisks need to eat. To be able to feed them, they need use of their acidic spit to break down rock and stone. We've been hampering their ability to produce acid to keep them controllable, but this also makes it harder for them to eat. The new muzzles, usually made of Silicalisk hide treated with extra acid proofing materials, or sometimes scrap leather from Earthly artifacts - such as the further broken down cars that some Silicalisks have taken a shine to as a food source - keep the animals' mouths shut, and funnel any drool escaping their lips safely behind their head onto the ground, instead of allowing them to spit it forwards.
The clasps are easy to loosen by hand, and easy to retighten by hand - not by claw, or else they'd get loose when scratched at. This allows the Silicalisks to feed on native and nearby stone, rather than having to have food shipped to them after their acid glands had been removed. Most pet Silicalisks still have the glands removed instead of relying on the muzzles, but beasts of burden and war are almost universally adapted to the new muzzles. It will be a generation before this helps, but with quick gestation periods, this shouldn't be a problem. Much of the breeding stock is also still deglanded.
While still adverse to being ridden, stiff reigns on the muzzle allow nearby trainers to point the creature's mouth in a direction once loosened, letting it fire it's acidic spit where they aim it. It also gives them more "stick" ability when training, being able to drag the beast's head down to punish it.
Being allowed to eat wherever, the logistics train behind a Silicalisk and it's handlers is greatly reduced, not needing to quarry stone and reduce it to a size they can eat without their full acidic gland compliment.
Transport Capacity: 0 (
1 Oil available)
Resources: 2 Ore,
1 Oil (0/1 imported)Credits: 1 Research Credit, 1 Alien Credit
Weapons- Makeshift Earth Rifle (Cheap): Based on designs from home, cobbled together from native materials with remaining architecture. Mediocre accuracy at Long Range, good Accuracy at Medium. 1 Ore
- Standard Issue Pulse Pistol (Cheap): Moderately understood alien tech in the shape of a pistol. Variable energy controls range from starting small fires to stopping a heart. It's battery powered, but its maximum energy pulses still use a lot of their juice; stun level shots are recommended as the battery life is exceptional. Very accurate up to short range, somewhat accurate at medium range. 2 Ore, 1 Oil
Other- Standard Uniform: A plain uniform with very little decoration or utility. There is a space for rank insignia, and some colored markings but it's rather plain.
Creatures- Battle Silicalisk (Expensive): Silicon based animals somewhere in shape between a horse and a mole with rocky hides and sharp claws, bred and trained for the purposes of fighting. Very aggressive and will turn on trainers if not fed rocks and ores. Acidic saliva, ability to spit it removed at young age to control it. 4-1 Ore
- Acid Muzzle: Keeps the mouth clamped shut when acid spit isn't needed. Reduces the cost of Silicalisks by 1 ore, and lets them spit acid.
It is now the second turn design phase.