Nalstros Space Pirates

Wiki by Jat371

Summary
Faction: Neutral Philosophy: Individualism Home Planet: ?

Description: The Nalstros are creatures that do not know mercy. There is literally not a word for mercy in their language. Their empire as a whole does not believe in alliances or trade agreements. This belief has led them to be called by another name, Space Pirates. Though loosely organized, the Nalstros manage to pose a serious threat to galactic empires because they are cunning creatures and their constant raids on merchant and civilian ships keep them well-funded. As pirates, they don't hold any official space and are extremely hard to track down which makes it very unlikely that they will stopped anytime soon.



Biology
The Nalstros don't have a skeleton or an exoskeleton. Their body structure is composed of extremely rough but tensile muscles. This muscle system makes them both strong, flexible, and fairly immune to breaking limbs. The Nalstros do possess some pieces similar to bones however. Their claws are composed of a bone-like calcium compound and they have two spiky protrusions on the back of each leg. The tall fins that extend from their shoulders are made of cartilage and don't serve any noticeable purpose. They may have been used to attract mates in the distant past. Nalstros are slender and athletic by nature. They can run at high speeds and lift moderately heavy objects which combined with advanced training make them deadly.

Nalstros have been observed eating a variety of foods which leads biologists to believe that they are omnivores and/or scavengers. They eat through a form of external digestion. Their facial tentacles secrete a digestive fluid that slowly breaks down organic material and absorbs it through tiny pores on the surface of their tentacles. The composition of this fluid is believed to be a combination of acids and enzymes working in conjunction with symbiotic bacteria from the Nalstros' own body. Small barbs are also present on the underside of the head for securing food as it is digested. The tentacles still hold food against their head to make sure it doesn't fall. Nalstros often eat on the move or while doing other tasks because stopping solely to eat would be a waste of time given their slow digestion. Their food is often broken up into or prepared as a number of small pieces for convenience and to speed up digestion.

Just how the Nalstros manage to speak like other races without a traditional mouth was long debated. It's been discovered that Nalstros possess a number of membranes around the base of each tentacle under the skin. They vibrate and expel sound through small slits on their head and the base of each tentacle. Unlike other species, Nalstros can regulate the number of tentacles used to produce sound. The pitch and intensity of their voice is determined by the number utilized meaning that using more tentacles can result in overall louder speech. This also means that Nalstros with more tentacles than another will have an overall higher vocal range and volume. Nalstros are also adept at communicating through undulating their tentacles in different ways. These movements are usually meaningless to other races but can often provide the Nalstros a way to communicate quickly and unseen.

History and Sociology
Not much is known about the Nalstros because they are most commonly found within their ships and in very small isolated camps. Most of Nalstros history is isolated to each band or fleet of pirates and doesn't span that much time. Analysis of captured records indicates that there may be permanent settlements of Nalstros somewhere and maybe even an organized government.

Further analysis indicates that Nalstros clans routinely meet to trade scrap, loot, and stories. It's still unknown where these meetings take place or how they're arranged. Some have reasoned that the Pirate Lords of each clan are somehow in correspondence with each other, and that each is only a call away.

Resources are not plentiful inside most clan ships, so despite the high birthing rate of the Nalstros, all breeding is completely monitored to conserve resources. The clan usually appoints many of its minds to consider the flow of resources in the future, possible clan deaths, and other factors when determining how many children should be made. If many Nalstros lives are lost in a raid or action, many couples are arranged to breed and the current Pirate Lord will typically choose easier targets to raid and conserve resources until the clan's strength recovers. This recovery process obviously takes many years, so high-risk operations are usually avoided or soldiers are made to be as well-trained as possible in order to prevent heavy losses.

Love is fairly unheard of because of the Nalstros' way of producing new generations. However, studies have shown it is not totally rare. Records indicate that if two Nalstros develop feelings for one another, they may request to work or share quarters together, this is only assuming that doing so will increase their efficiency. It's impossible to know what the other Nalstros would think of such a relationship but we can assume that if it makes the clan even slightly more effective, they may not mind it.

Known History
Millenia ago, before the Nalstros spread out through the galaxy, they were apparently an imperial power much like any other race. Information tells us that their influence was moderately large but their ties to races were more extensive and tight than the average empire. However, at one point, the Nalstros suffered a large number of betrayals by close allies, resulting in enormous social and political backlashes. This produced an almost universal feeling of higher morality among the Nalstros, many philosophers believe that this feeling eventually degenerated into the typical Nalstros' racial egotism we see today.

At some point, nearly all the Nalstros left their worlds for a nomadic life aboard fleets after a vast majority were fed up with politics of imperial life. Records indicate that they were already divided into clans and families, but up to that point they were only a social division. Small families are believed to have grown into some of the larger clans today, first by trading mates with other families but eventually by "in-breeding" after enough size and genetic diversity had been achieved. It's unknown when seemingly all clans resorted to pirating resources rather than trading and bartering that most nomadic races practice or when they became known widely as the galaxy's quintessential space pirates.

Religion and Beliefs
Many Nalstros are known to practice various forms of ancestor worship or reverence, acknowledging that their ancestor's struggles are the reason that the clan is still existing. Many clans meticulously keep archives of all major and many minor events in their history. During long space flights, some of the Nalstros tasked with maintaining their clan's history act as story tellers, providing entertainment to much of the clan. Despite the surprisingly unbiased nature of the stories, it is thought that they bolster the Nalstros' ego as well as slowly teach new generations to hold themselves above all other races. Experts believe this may be one of the Nalstros only forms of entertainment given their rigorous lives. It's thought that it has some loose religious significance as well.

Nalstros (usually individuals) less commonly pick up loose forms of religions from the many empires they come in contact with. These acquired beliefs usually stay as loose ones because stricter forms of religious practices would interfere with clan operations and efficiency and therefore be prohibited. Any beliefs that allow the clan to run smoothly or even better and don't conflict the Nalstros basic beliefs are allowed.

Social Concepts
Nalstros are either naturally or taught to be supremely egotistic about their race. They don't believe that they themselves are genetically or biologically better than other races but hold some unexplainable belief that they have a right to pirate any race. No single Nalstros will think twice about a raid or stealing something from another race. There are debates among experts as to whether this view developed genetically or is heavily ingrained to youths.

Nalstros as a whole do not believe in alliances, seemingly as a result to their ancient imperial history. Curiously, the word mercy has slowly found it's way out of their language and lost meaning as a word. As mentioned earlier, their racial sense of justice is thought to have been slowly corrupted at one point into one of egotism. It's believed the concept of mercy died out during the same period.

Coming soon...

Pirate Code
All pirates are bound by a set of rules established long before any clan can remember. Researchers have determined that they are organized in the order of most to least important. All translations are direct from Nalstros script.

1) Follow The Beacon (No one is quite sure what this means but 'The Beacon' was capitalized in the original writing) 2) No 'mercy' (Mercy is not a written word in Nalstros script) 3) Obey the powerful 4) Do not kill your Brothers (The term here in Nalstros script refers to the entire species) 5) One Brother is worth many outsiders 6) Take what is ours 7) Rogues shall remain Rogues (The term 'Rogues' refers to a Nalstros that leaves his clan without immediately joining a new one)

Structure
Since the Nalstros are separated into different clans and fleets, their forces aren't under the control of a central authority. Clans range in size but are generally somewhat powerful if they've earned the right to be considered a clan.

Nalstros military groups are classified in the following order: Unit: A single Nalstros of any class. Squad: Between 4-10 Nalstros. Battle Group: A collection of 4-8 Squads that usually operate in a given area. Force: 3-5 Battle Groups that usually make up a raid. Camp: 1-5 Forces including noncombat personnel. Band: A collection of Nalstros ranging from 3-10 Camps. Bands are quite common and usually occupy one mid-sized ship. Clan: A significant group of Nalstros, made up of atleast 5 bands. A Clan occupies a larger ship. Fleet: A group composed of 2 or more clans. They're usually spread across multiple ships traveling together. Armada: A vast group of Nalstros composed of numerous fleets. Legion: A designation only heard of in legends. A Legion is said to be made up of hundreds of ships and millions of Nalstros. One tactic a Legion is said to use is to position themselves in between a planet and it's star, blotting out all light and spreading fear.

Units
Italics in this section indicate the creation's in-game description. Nalstros Trooper - ''The most common Nalstros unit is the Trooper. They are equipped with moderate pulse rifles for long range and electrified blades for short range. These weapons are light and economic but effective. Troopers are trained to be fast and resourceful which makes them devastating in numbers. The high birthing rate of the Nalstros ensures them this advantage.'' By tradition, all Nalstros (of normal size) must serve as a trooper before becoming another unit. Nalstros training programs are mostly unknown to outsiders but are seemingly very effective. Troopers show a significant level of strategic ability and dexterity not seen in "grunts" of most other armies. Researchers theorize that the Nalstros' clan structure means that generations of military knowledge is passed down to each recruit. Other think that their piratical lifestyle forces them to do more with less, resulting in highly trained basic troopers. Nalstros Heavy - ''Heavies are units designated to clear out large groups of enemies or simply weaker foes like civilians. Their standard equipment includes: a portable blast shield, rocket rifle, and a heavy coolant jet. Before becoming a Heavy, a Nalstros must go through intense endurance and agility training. This enables them to quickly block attacks with their heavy shield as well as attack effectively.'' They are a prime example of the Nalstros' deceptive biological design. While seemingly stringy and fragile, Heavies are capable of carrying much more gear. The rest of their endurance is seemingly focused on effectively wielding their combat shield, which means life or death in a combat situation. Observers have noted that despite their tendency to use long range tactics, Heavies are just as dangerous up close. Nalstros Commando - ''In the tight hallways of ship and buildings, these close-quarters units are incredibly dangerous. Commandos are bread for speed and ruthlessness to make dealing with enemies easier for the Nalstros. These units are normally equipped with toxic bayonets and electrified blades for devastating attacks. Their suits are also granted medical systems which allows them to withdraw and recover after battles. Commandos are often chosen for stealth missions because a death by one is quick and (mostly) silent.'' Commandos are notable in their typical choice of tactics. Their movements are very fast and animal-like and would require significant endurance to prevent one from tiring out easily. A survivor of a Commando ambush was quoted as saying that they possess "the agility you'd expect from a professional athlete, not a soldier". Nalstros Berserker - ''Nalstros gifted with size and strength are often drafted to be Berserkers. Although bulky and weighed down by equipment, Berserkers are fast, deadly, and are equipped with jump jets for increased mobility. They are commonly seen during frontal assaults when their pulse gun systems and arm-mounted missile launchers can be best used. And when anything gets too close, they give them a nice one-two punch (energized for good measure).'' Observers have noted that Berserkers often act as squad leaders, giving rapid orders in their grunt like language. Captured records seem to indicate that most Berserkers are born into their role and go through extensive training (possibly for years). Nalstros Sage - ''The Nalstros are actually very superstitious creatures which lead to the making of the Sage unit. Their mastery of the shamanistic arts gives them abilities such as insect summoning, temporary mind control, freezing breath, and kinetic punches. Sages very rarely take part in raids but are often found aboard Nalstros ships. It's theorized that they use their abilities to interrogate or torture prisoners once raids are over.'' Sages are one of the more interesting units to research. One analyst had this to say: "They aren't your average priests. On one hand we've seen that they have extensive knowledge of tradition and rituals. On the other we've seen that they're more than a match for a special forces operative. It's a good thing they stay away from the battlefield for the most part, because we've spent a lot of money failing to find out why they're so dangerous." Nalstros Miner - ''Although the Nalstros would much rather steal metal components than mine and smith them, they must at times. Miners are equipped with simple hydrogen pickaxes built from scrap, as well as some modest armoring.'' Miners can be very loosely defined as a Nalstros military unit. While they never take part in raids, it's been observed that they are more than capable of defending themselves. Their pickaxes are just as effective on soldiers as they are on rocks, which often means that taking a Nalstros mining encampment is not an easy task. It's unclear whether a Miner has to serve as a Trooper first (like other units do), but it would certainly explain their defensive abilities. Nalstros Aqua - ''Aquas are the aquatic version of Nalstros troopers are almost exclusively serve under Pirate Lord Xorr. They've received intense training and are a nightmare underwater. Aquas are equipped with a plasma jet propulsion system that can be vented for use as a plasma gun. The jet itself is also useful for high speed punching maneuvers.'' Xorr's clan is one of the only ones that stays faithful to the classic notion of seafaring pirates. Even the lowly Aquas under Xorr's command are highly trained and not just for aquatic combat. Many of their targets include offshore and coastal installations, so his aquatic forces have been seen operating both in and out of the water. Nalstros Typhoon - ''Typhoons are the aquatic version of Nalstros commandos. They prefer close-quarters tactics just like regular commandos but have to sacrifice their electrified blades in order to work underwater. Typhoons train every day to keep their endurance up and can be almost as dangerous on land as regular commandos. Just don't run into them offshore.'' Typhoons are the closest Nalstros come to being fish. Most reject plasma jet systems so they can be as maneuverable as possible. They are notoriously devoted to their training and seemingly live just for raids. One of the few survivors of a Typhoon attack described the ambush much like an Earth shark attack. "You're minding your own business and then this... thing just charges at you from below." Nalstros Surge - ''A Surge is the aquatic version of a Nalstros Heavy. Their rockets are substituted for high-speed torpedoes and their combat shields are more built more for underwater combat. Their propulsion systems are different from the other aquatic Nalstros', built more for mobility than speed. Surges can still use their shield to some effect, they're lightweight, useful in close quarters combat, and can stop most underwater projectiles.'' The Surge can barely be compared to the Heavy. The only real similarity is their equipment. Some findings indicate that being one of Xorr's Surges doesn't bring much respect from other pirates for whatever reason. Other research tells us that their numbers as a unit are shrinking and being replaced with the much stronger Leviathan.

Nalstros Leviathan - A Leviathan is the aquatic version of a Nalstros Berserker and their name was well chosen. They use their size, strength, and super underwater capabilities to overwhelm targets with ease. They're equipped with 4 dual torpedo launching systems and an oversized plasma vent for devastating attacks. Up close, Leviathans can divert power into their secondary jets to create devastating high speed punches.  Estimated population statistics based on encounters with Lord Xorr and other factors seem to indicate that Leviathans make up a larger than normal proportion of his clan. Analysts believe that Xorr has either committed more Berserker class Nalstros to the front lines than normal or has instituted breeding programs designed to cultivate the genes that result in gigantism.

Non-Nalstros Units
On some occasions, the Nalstros have been seen fielding units that don't belong to their species. It's obvious that using such units in an auxiliary capacity has immediate benefits. These auxiliary units likely aren't granted the same living standards as Nalstros and therefore cost less to maintain and are apparently expendable in most situations. Using them to lower Nalstros casualties is also thought to perpetuate their racial ego. Nalstros War Hound - ''The Nalstros have recently begun breeding War Hounds in the last few generations. They're vicious and charge at enemies to maul them up close. Their ability to reduce pirate casualties has made them very popular among several clans.'' No one is quite certain where the Nalstros found these dog-like creatures but soldiers on the front lines of anti-pirate operations are starting to wish they never had. They are vicious beyond all belief and the Nalstros have quickly trained them to be unconcerned with their own well-being. War Hounds charge at enemies with frightening speed and ferocity, unshaken by any fire they may receive. It's clear from their predatory features that they've always been aggressive but the Nalstros have quickly and effectively domesticated them and still retained that bloodthirsty nature. There are no recorded incidents of any War Hounds turning on Nalstros units as of yet. Many Nalstros allocate entire sections of clanships to provide semi-open habitats for War Hounds to grow and breed (though they are closely monitored). Hectrians - ''An ancient enemy of the once-imperial Nalstros, the Hectrians became their slaves after a disastrous war. Nalstros clans down to this day use their descendants for their needs although millenia of slavery has impeded their dexterity and brain function.'' Widely known to be one of the empires that betrayed the ancient Nalstros, the war they perpetrated against the Nalstros ended in the enslavement of their entire race. Nothing resembling a Hectrian has been observed in the known universe, so it's likely that few or none escaped the Nalstros counterattack and subsequent enslavement. Reliable facts about the conflict are rare so not much can be said about pre-enslavement Hectrians. Observation of their group or individual behavior after rescuing them from Nalstros captivity is considered useless because it's impossible to differentiate from their innate and learned behaviors. No discernible remnants of their original languages remains and Hectrians almost exclusively speak a lower form of Nalstrosian. Though not observed directly, Nalstros slavery methods are likely very brutal and efficient. So much so that the Hectrians have been almost totally conditioned out of having free will or the level of intelligence needed for any kind of rebellion. Nalstros have little to fear from their servants because at this level of mental degradation it would take several generations of education to regain a significant level of mental aptitude (beyond menial labor) nevermind the ability to organize an armed uprising. Otherwise, Hectrians can be seen performing unending labor for the Nalstros as well as being used for cannon fodder during larger scale operations, serving as living warnings of the Nalstros' brutality. Gargrathen - ''The Gargrathen are a race of brutal warriors uplifted by the Nalstros to act in various capacities as soldiers. Calling them a slave race of the Nalstros would be a severe misnomer. They are extremely willing servants of their respective Nalstros Lords. Their race hails from the swamp world of Orgraith.'' Phresellia Hailing from the aquatic world of Owelline, the Phresellia are by all appearances a graceful and refined species. As one might realize after learning they serve the Nalstros, that could not be further from the truth. In reality, they cultivate an elegant image for themselves to serve as diplomats and negotiators for many clans. Much like the Gargrathen, they do so willingly. In return for providing for their needs, the Nalstros are happy not to have to learn alien languages or bother with translation technology. Despite their ability to put on a facade when acting as mouthpieces, the Phresellia are a very young race and often still influenced by their primal instincts. Because they were the apex predators of their planet they often act in ways that seem overly cruel to more civilized races. When they're not negotiating, they gladly join the Nalstros in their more unscrupulous activities. They have no problem eating the remains of other sentient races when the Nalstros are done with them and delight in using their electricity-producing organs in sadistic ways. Because most races distrust the Nalstros as much as the Nalstros distrust them, the Phresellia have a solid place as intermediaries. Though resources are usually tight, clans will often set aside the necessary (stolen) garments, accessories, and other trappings so that the Phresellia can properly put on airs. Outside of meetings with other races though, they're content to live as any other clan member assuming they have enough prey to keep them fed. Poorer clans provide modest rehydration pods for the amphibious Phresellia while bigger ones can devote entire sections of ships to aquatic habitats. Pirate Lords are strictly Nalstros but many Phresellia are allowed to serve in advisory roles and other important positions. Though the Nalstros look down on all other races they generally get along with the Phresellia very well. They find them useful as subordinates (which can be considered high praise) and often show them a level of respect that many would be baffled seeing come from a Nalstros. The Phresellia themselves respect their overlord's brutal methods and are very content with their accommodations, given that they've been uplifted only recently. Despite being absolutely lethal to the fauna of their homeworld, the Phresellia are not well-suited for most galactic battlefields. Their bioelectricity is not effective against enemies with even low-level shielding and their teeth are better at tearing through flesh than armor. Still, many are not content with anything but spilling blood. Though their fighting ability on land is average at best, they excel in the water. Using their predatory instincts to the full makes them a nightmare to enemies without extensive aquatic training. Because their race is relatively unknown to those without anti-piracy expertise, the Phresellia make excellent assassins. The list of those in the way of the Nalstros's aspirations is an ever-growing one. Therefore, a member of a lesser known species like the Phresellia will attract far less attention than the notorious Nalstros.

Pirate Lord
- Pirate Lords (and in some cases, Ladies), are the commanding class of the Nalstros. They control any Nalstros that form a Camp or larger. Every Pirate Lord has achieved it's status through notable brawns and brain. Not much is known about their ways, as most are untouchable as far as Nalstros go. Captured records indicate that nearly all die of old age, which is either a lie or a testament to their abilities. All Pirate Lords are unique in their armament and apparently construct their own combat equipment.

Known Pirate Lords
Varr - Lord Varr is one of the more well-known Pirate Lords despite his policy of leaving no survivors. Various galactic authorities have confirmed his involvement in atleast 100 separate pirate operations and suspect his involvement in hundreds more. There is an incredible bounty on his head and he's very aware of it. If anything, it's made him more ruthless than ever. Varr is a stern commander and has been rumored to turn any disobedient followers into a high protein ration for his new recruits. One of his more recent raids took place on the IAE world of Eritora|2267552952%3Asast-500585679841%3Apg-20 during a conflict between defending IAE forces and the Karahotdoum. Varr's teams were able to gather a significant amount of loot while the two other armies were occupied with each other. During a short pause in the fighting, The IAE was able to identify his dropship and hit it with an EMP. However, Varr's followers were able to defend the ship long enough for them to repair it and escape. The IAE was unable to effectively pursue Varr due to the ongoing battle.

Appa - Lady Appa is one of the few Lords (or Ladies) to actively use Sages in combat. Appa's Sage squads are incredibly efficient at sweeping through ships, whether violently or stealthily. She is only slightly less ruthless than your regular Pirate Lord, preferring to erase memories rather than slaughter every possible witness. She considers it cleaner and more efficient to leave a target's crew confused and clueless rather than dead.

Koro - Lord Koro and his Nalstros are known to hide on planets with particularly rough conditions, often making bases in icy wastelands or endless deserts where it would be too expensive and time-consuming for his enemies to try and find him. Koro is also a popular character with the galaxy's underworld and has numerous safehouses on many of the more lawless territories of space. When added with the typical resourcefulness of a Pirate Lord, Koro is virtually untouchable. Some rumors that Koro has connections with the Diabloians, specifically high-ranking admirals, have been floating around a number of intelligence agencies. They're yet to be confirmed.

Xorr - Lord Xorr is one of the more notable Pirate Lords. His clan specializes in naval operations and raids on aquatic worlds. Xorr's forces are some of the most elite aquatic warriors in the galaxy. Xorr's income is well supplemented through raids on poorly defended oceanic outposts and by regular jobs given to him by empires with inflexible naval forces. His willingness to lend his support to other species as a mercenary force is a source of controversy from both other lords and other galactic powers. Nalstros analysts can't help but marvel at Xorr's intelligence and the extent of his political maneuvering that allow him to keep a tenuous web of alliances and agreements with multiple parties. Xorr's ability to work with powers outside his race has helped him solidify a powerful and constantly growing position in the galaxy.

Additional Info coming soon.

Non-Commissioned Units
Nalstros Scientist - ''The Nalstros need intelligent minds to explore new levels of weapons technology, archaeology, engineering, and other fields. The armor they construct for themselves has no weapon systems but plenty of shielding and medical interfaces.'' Notably the opposite of Sages. The Nalstros are observably very superstitious but at the same time are highly interested in perfecting their makeshift technology. Scientists aren't as gifted with combat abilities as Sages are and seemingly go to great lengths designing ways to defend themselves or escape. Nalstros in general are masters at manipulating salvage and technological innovation so it's reasonable to assume that Scientists are on par with most intelligent minds in the galactic community.

Vehicles
Under Construction...

Land
Nalstros Hover Transport - ''A flatbed hovercraft, normally pieced together from scrap, used by the Space Pirates. It carries just about anything. Some models come with magnetic coils that secure cargo during bumpy rides. They're also used to carry troops for quick hit-and-run attacks.'' There's not much to say about the Nalstros relatively primitive means of transport. Although the magnetic securing coils are an interesting innovation, it's use as a troop transport is incredibly dangerous for it's occupants. The only real trade-off is that troops using it can attack immediately upon arrival as well as lay down fire while moving as opposed to most troop transports which are completely sealed and lightly armed. The fact that any kind of Nalstros unit can use the transport means that it's offensive capabilities are impossible to predict. Nalstros Light Tank - ''Although the Nalstros don't commonly stage frontal ground assaults, most clans still own a good number of tanks. They're useful for targets that regular Nalstros infantry don't have the firepower to handle. '' The common Nalstros light tank is a noticeably inflexible unit. It's main cannon is on par with most establish empire's tank designs but this model has nothing to speak of in the way of anti-infantry or anti-air weaponry. It's been noted that these tanks are often supported by a great deal of infantry so an effective strategy is to simply isolate the tank from it's escorts and destroy it.

Air
Nalstros Gunship - The Nalstros Gunship is one of the most dangerous units the Nalstros can deploy. Stolen records indicate that the Gunship was the result of a tremendous scrap recycling breakthrough. The new method of reusing and reinforcing scrap has quickly spread throughout the clans and increased the threat level of all Nalstros vehicles. The gunship itself is incredibly maneuverable and capable of devastating raids. While it's only armament is a front-mounted rotating gun, the Nalstros have been observed using a variety of ammunition like high-explosive rounds, concussive rounds, corrosive rounds, and a number of others which make it highly adaptable. Analysis of downed gunships indicate some kind of ammo alternating system behind the gun. The pilot is able to switch to a different kind of round to fit the situation. The mechanism is almost instant and very impressive considering the Nalstros choice of building materials.

Under Construction...