It didn't take too long to develop a way to get T'leth to a secure location: I simply built a teleporter gate above the ship, put another one on an uninhabited ocean world in my hub universe, then activated the gates and let the ship fly through. There was no way I was letting that thing go to an inhabited world, because I doubted it wouldn't try to pull anything funny, plus I didn't want to enrage any of my newfound allies. Once the ship was in my hub universe, I sealed off the gate, then used my matter creation technology from spore to make additional sea water to compensate for what had gone through the gate. I didn't want to wreck Earth anymore than the it already was. As for the world I'd moved the ship to, I'd already added a large amount of fauna to it so that the aliens wouldn't starve (as I doubted the Dreamer was going alone or that it could survive on water alone). Finally, I built an aquatic base using designs I'd acquired from XCOM after the end of the Battle within the Dimension Gate generator. I made sure to add in an M.C. Generator (to keep in touch with my guest) and a Transmission Resolver (to make sure that he didn't try anything fishy, no pun intended).

I built several more of those bases over the course of any hour, just to make sure the Dreamer didn't exploit my hospitality. Lucky for me, then, that it seemed to be uninterested in backstabbing me.

Well, fine with me. That meant I could focus on integrating the spoils of the Mega Primus War into my techbase.

XXXXXXXXXXXXXXXXXXXX

I can't get over how amazing it was that the micronoids had been able to develop an organic factory of sorts that could create inorganic/cybernetic and organic equipment within itself. How they did it was truly impressive: they used specialized chemical signals to get bacteria and cell tissue to shape material at the cellular level into the desired from, adding in things like circuitry and metallic casing as needed. This caused the desired item to gradually grow out of the factory until it 'budded' off as a ready to use piece of equipment. Once the 'bud' finished its 'growth', the desired item could be harvested and used as needed, while the connection point where the 'bud' had been removed from could immediately begin growing another item as soon as the old one was removed. Very impressive, to say the least. The Megapod chamber operated the same way, though on a much larger scale, able to create buildings from its 'buds'.

I wanted all of it. Not just because it looked cool, but because organic technology such as this could innately repair itself, given time. Additionally, organic technology wasn't easy to hack. While my progenitor level cyber-warfare system was pretty much unbeatable, given what Melissa had told me just prior to my arrival on my hub world, I had a feeling that I'd eventually encounter other commanders like myself who could hack my equipment, so creating tech that couldn't be hacked was going to be priority. Best to finish it sooner than later, lest I be caught with my pants down when/if I met another commander like me. I didn't put it past Melissa to send me on a collision course with another Commander and ensure violence between us just for fun - she was a ROB, after all.

I started by creating a sludge pool of sorts out of all the various organic materials I'd gathered - E-DNA, Xenomass, Chiron-derived Xenofungus, MELD, the organic tissue that made up the structures of the alien dimension, and a sludge-link material that I'd acquired from the Spore Universe, which was how the create creature tool created new lifeforms. From there, I started examining what kind of traits I wanted in my new creation. While combat abilities would be awesome, my first organic construct was going to be a fabber equivalent, designed create organic structures, including one that could grow more organic fabbers, so that I would be able to breed an organic army. So, let's see - a bunch of short legs for stability, organic growth pods and nutrient generators to allow growth of structures, an organic version of the system that let me distribute resources from storage to construction systems, add in enhanced healing, plus some biogenesis abilities to accelerate growth of structures and healing, aaaaaannnnnnnnnnnnnddddddd done.

The result was a truly weird creature - it was a decapod that resembled a grub, but with a larger sensory hairs on its back and belly, and strange organic sacks on its sides. The sacks were, in essence, embryos for any structures that I wished to gestate for later usage, of which, at the moment, I had none. Of course, that didn't last long, as soon I designed an organic factory/spawning chamber to create more of the creatures. I also designed an organic metal extractor, power generator, and anti-ground turret, though the turret used corrosive acid in place of bullets, lasers, or missiles. Also, I quickly drafted up a farm of sorts that would raise rapidly maturing crops, because an organic army needed proteins, lipids, and sugars in place of metal and power to grow. Also, I probably didn't really need the organic metal extractor and power generators for this reason, but hey, unhackable tech.

I realized that I needed a name for my organic fabbers, since they were rather different from my normal ones. Hm...I think I'll call it the gardener. That sounds about right.

Now, what else did I need?

Well, I should probably create some actual combat units for my organic factory to produce (also, need to give it a better name). Well, first off, something generic that could fulfill the role of a tank. It'd need a hard carapace, reasonable speed, and plenty of firepower. Since it was a living creature, I'd also be prudent to add melee weapons to it. Now, let's see - make it an insectoid, add in clawed limbs, tough carapace, maybe wings some wings, and, since I'm using E-DNA, include some basic genesis abilities - fireballs, plant manipulation (mostly for creating wooden armor in a pinch), magnetic tether (for catching vehicles), a life drain ability (why not? I mean, hammer tanks had that power too), and, finally, an energy shield (thank you, Cyber genesis powers). Yeah, a broken starter unit, but when have commanders ever gone for balanced units? Now all I need is a name for it. I think brawler would be efficient.

Also, both the brawler and the gardener liked playing fetch

Now, I was almost ready to call it a day for making organic units, but I had one last thing to do. See, my units might be good at fighting (with some testing - I sent them up against a group of ants and they managed to win without casualties), but so far, they were restricted to the surface conflicts, which wouldn't do for a Brutally Efficient Self Replicating Engine of War like myself. I needed to make them able to travel the stars without my ships, so that meant creating orbital organisms.

First off, design an organic orbital fabber. Easy enough, just create an organic tower that can create creatures that can exit the atmosphere on their own power. Surprisingly easy on the second part, as long as you modify their biology sufficiently and are careful to account for the issues with depressurizing.

Next, design an orbital organic fabber. I gave it membranes that could function as solar sails, as well as a biological ion engine and internal, organic versions of my matter and energy generators, which could ensure that it was both well fed and capable of unlimited space travel. Also, make sure it is resistant to mutation, at least unitl I can integrate something like zerg or tyranid tissue into the beast so that it can adjust. The end result was a millipede-esque that had fur, grasping limbs, and growth pods on it just like the gardener, which wasn't really surprising, since this thing was an orbital version of the gardener.

Step 3: Create an orbital factory that was, you know, in orbit, and not on the ground. That really didn't take to long, though the result was a rather weird looking structure that reminded me of the Mummy Nest from Wayne Douglas Barlowe's Expedition. I christened it the Hive, and looked forward to pumping all kinds of beasties out of it.

Step 4: the last thing I needed to do was create both an organic orbital defense system, an organic orbital fighter, and an organic orbital transport. The orbital transport was a bloated creature that was capable of rapidly adjusting its internal air stores so that it didn't explode when going into orbit, and looked a lot like a Locuat Gas Barge, though I decided to call it a Bloater. The ODS when designated the anemone, because it looked a lot like one, even if it used explosive spikes instead of stingers for defense. Lastly, the fighter organism ended up looking like a cross between a rakk, a Brood Lord, and a Lurk, though I ultimately named it the wisp.

Alright, first organic units created. HUZZAH! Now where could I go from here? I had been interested in resting first, but now I wanted to see what other creatures I could create. First, though, I called up an Incarusndroen and let my new orbital creations chase it to their heart's content. Perhaps I should make more of them-what's this transmission I'm getting?

Well, it is from XCOM, which probably means it's urgent. Better start reading.

As I examined the transmission, I smiled: contact with another colony had been made. Now that Earth and Chiron has been United, mankind could work to link up with the rest of the colonies, creating a galactic power for themselves. As I examined the transmission fourthwr, though, my happiness turned to dread - this colony was under attack by pirates and was on the verge of collapse. Something needed to be done or this world would soon descend into anarchy. Apparently, this message had been sent out to all colonial leaders, as well as to the XCOM Commander and myself. It seemed that everyone was wanted for saving this colony.

Well, no rest for the weary, then.

XXXXXXXXXX

AN: I planned to integrate biotech into my arsenal form the beginning, here it is, and I'm very happy I'm the first Commander to really exploit it

So, Rea sand Review! This is Flameal15k, signing off!