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Governors Quest
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== Other == *One Way: A small fleet of ancient Havelholme class freighters literally only operating by the grace of duct tape. Good for one last trip out into the dark, allowing you to bring double the Colonists. However, they will all be effectively useless after arrival, though you may be able to jury-rig them into habitats if you can get them ground-side in one piece. *Flesh Bazaar Habitat - a habitat set up by slavers. Was captured intact by our military *Simulcra Kits: Once a popular sport of the rich and powerful, the Simulcra Arena allowed contestants to link their minds through a kind of (relatively) cheap, short-range, easily disrupted Neural Uplink to specially grown miniature human Simulcra, armed with miniature weapons and sent into battle against swarms of Terran insects. Banned after their repeated use by Crime Barons as tiny assassins. These kits contain everything you need to set up several first-class Simulcra Arenas, and the technical instructions to create more when your technology base advances enough. Currently used by the military to spy on the Rach brains. *Data-capsule smuggled off of Tau Kapri concerning the Tau Cloudwhales, probably part of another long-forgotten attempt to transplant a population off-world. *Combat Bio-Androids (7): You've encountered Combat Androids before, but they were designed to blend in with normal humans at least somewhat. Not these hulking brutes. Almost simian in their muscle bulk and posture, these tailored killers are fast, strong, tough, and brutally efficient. Emancipated, currently employed as personal bodyguards.
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