redaeth

Solaris Upgrades

Jul 22nd, 2015
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  1. Weapons:
  2.  
  3. Rawl-Kin
  4. >Research: Ship Weaponry
  5. Your engineers have some ideas on how to upgrade the existing Railguns on your ship. They just need some test slugs to work on it...
  6. [+1 ATK against Frigates or Greater. 2 Turns, 2 Raw Metal]
  7.  
  8. The Slath
  9. >Special Attribute: Tri-Linear Railguns - Your Mass Drivers gain +3 damage.
  10.  
  11. Acolytes of Zahan
  12. >Diplomacy
  13. Weapon: Chemical Laser
  14. Inherits from: Laser
  15. Ability: +2 Damage to Frigates and Above.
  16. [2 Turns, 3 Raw Metal, 1 Exotic Metal]
  17.  
  18. The Peoples Republic of New Soviet
  19. >Scavenge: Derelict Ships
  20. However you manage to stumble upon a bit of a gem. A Battlecruiser, likely the only one in the sector, with a railgun that fires High Heat Palladium/Lanthium Rounds. Logs aboard the ship show that it was a new weapons platform that the Grellian Weapons Combine was testing in this sector when the Enemy attacked. It performed exceptionally well during combat, even if the rounds are incredibly expensive to manufacture.
  21. [Gain Research: Thermo-Palladium/Lanthium Railgun Rounds, 1 Turn, 8 Exotic Metal]
  22. Once per combat you may pay 5 Exotic Metal. For the next five rounds, your railguns gain +10 damage.
  23.  
  24. Guard Commanders of New Luno
  25. >Raid: Asteroid Complex R-23
  26. Your raiding party makes swift work of the remaining autonomous security and works its way deep into the complex. As you approach the center of the complex, geiger counters on your soldiers hardsuits start flaring. A few hardened blast doors later, and they discover why. The station is running off a volatile neutrino reactor, one that your techs claim could give, in theory, your lasers a temporary massive boost in phasic fluxuation, allowing you to ignore enemy shields. The combat techs in the raiding party download the specs and tightbeam them back to the ship.
  27. [Gain Research: Neutrino Charged Phasers, 3 Turns, 3 Raw Metal 1 Exotic Metal, Once per combat you may activate the NCP array. For the next 3 turns, your lasers ignore all shields on defending craft, and gain +3 damage. ]
  28.  
  29. Solarians
  30. >Research: Particle Projection Cannons
  31. Your researchers manage to dig up some old notes on maintaining PPCs from the head engineer, dating back to the original manufacturing of the ship. They're more anectdotal, but they're a starting point.
  32. [8 Turns, 4 Raw Metal, 6 Exotic Metal]
  33.  
  34. Guard Commanders of New Luno
  35. >Battleship Special
  36. [Superconductor Railgun: +4 Damage]
  37.  
  38. Solarians
  39. >Survey: Derelict Supercarrier
  40. Your crews trawl the Supercarrier, occasionally skirmishing with the hidden forces of the Enemy in the ship. It becomes clear you could never sieze control of this entire ship without the combined forces of the entire fleet, if even that. However your crews do manage to find one of the primary weapons arrays, of which there are many. It becomes evident that if this ship hadn't gone down as quickly as it did, the Second Battle of Lao Sho would have ended much differently. Your techs describe them as "Thermal Lances"; pure concentrated beams of exotic particles magnetically contained by superconducting coils and magnets with tolerances well above anything you can field. While your researchers admit it's well beyond your current capabilities, they believe they can take the principles therin and recreate the weapon on a much smaller scale.
  41. [Research: Thermal Lances, 5 Turns, 8 Raw Metal, 5 Exotic Metal, 3 Fuel]
  42.  
  43. The Xintar Autocracy
  44. >Scavenge: Weaponry
  45. Your crews find a pair of Exis Anti-Ship Missiles in the wreckage of a friendly ship. As they're superior to regular missiles, your crew installs them almost immediately
  46. [Gained: Weapon, Exis Anti-Ship Missiles - High Velocity, Rapid Fire Swarm Missiles. 1d10+3 Damage, 1 round @ >40. Frig or Greater]
  47.  
  48. Diamond Empire
  49. [Penetrating Shot - On a successful hit on a battlecruiser or greater, your allies gain +4 Damage against that ship for one round, next round]
  50.  
  51. Xei
  52. >Research: Neutrino Payload
  53. Bombs have been a staple of space warfare ever since the first SSTO fighters were invented, allowing orbital fighters to deliver payloads to structures or ships several orders of magnitude beyond their weight class. While less like conventional bombs, and more like heavy missiles, a Neutrino based payload could massively increase the effective strength of your bombers against most targets.
  54. [Gain: Research - Neutrino Payload, Converts any Missile attack to a 1d10+5 Energy Weapon attack. Can ony be equipped to Bombers.]
  55.  
  56. Armor:
  57. Solarians
  58. >Scavenge: 2nd LS Site
  59. Your salvage group commander stops his ship about halfway inside the hangar of the Supercarrier, and then backs out, neck craning to watch the plating outside. A large gash near the bay has captured his attention, and more importantly, the oily metallic substance between the armor plating. A railgun round sits in the middle of the "gel", stopped dead in its tracks. Bingo. He's got todays haul.
  60. [Research: Shock Gel Armor Cavity - Your ship gains +4 DEF vs Kinetic/Explosive Weapons, and +2 DEF vs Energy Weapons. 2 Turns, 4 Exotic Metal]
  61.  
  62. Rawl-Kin
  63. >Scavenge: 2nd Lao Sho
  64. Your crew makes an interesting find not five minutes into the expedition. A type of alloy that, if the scoring is any suggestion, resists Explosive type weapons.
  65. [Research Unlocked: Counter-Explosive Armor - +2 DEF Against Explosive-type weapons, 4 Turns, 5 Exotic Metal]
  66.  
  67. The Eridian Hegemony
  68. >Research: Ablative Armor Plating
  69. While most ships have heat-resistant armor, the recent conflicts have inspired your engineers to design ceramic composites that can withstand the vacumn of space and the rapid changing of temperature on the hull.
  70. [3 Turns, 3 Raw Metal, Gain +2 DEF when attacked by Energy Weapons]
  71.  
  72. Shields:
  73.  
  74. Zahan's Salvation
  75. >Research: Optimized Shielding I
  76. +15% Shield Damage Mitigation
  77. [2 Turns, 1 Exotic Metal, Can be researched multiple times.]
  78.  
  79. The lamenters of Quin
  80. >Research: Improved Shields I
  81. Your researchers are running about wildly, fearing for their lives. While they do manage to come up with proper specs for the improvements this time, a laboratory accident has cost the lives of quite a few researchers. In your opinion? Good riddance.
  82. [1 Turn, 3 Exotic Metal, Gives +10% Shields. May be repeated up to 3 times.]
  83.  
  84.  
  85. Propulsion:
  86.  
  87. Broken Buccaneers
  88. Optimized Thruster Mimic System, Built out of the necessity for boarding nimble ships, the OTMS is a low latency ladar-based system that allows the ship to match & maintain the velocity, speed, and vectored thrust changes of a target ship. Flanking Actions recieve +30 Bonus to rolls. This does not stack with other maneuvering bonuses.
  89.  
  90. Rawl-Kin
  91. >Your engineering crew has revisited the gimbaling system on your primary ion drive. By tweaking the electromagnetic fields, they've figured out how to squeeze out a +1 bonus to MAN. However to do this, they need to upgrade some of the coils. [This upgrade costs 1 Exotic Metal.]
  92. >Research: Engine Gimbal Optimization: Your engineers believe that they can improve the directional control of your thrusters.
  93. [+1 PRP in Combat, 2 Turns, 1 Exotic Metal]
  94.  
  95. Guard Commanders of New Luno
  96. >Battleship Special
  97. [Dual Manifold Injector System: During combat you may pay 1 Fuel. Your ship gains +3 PRP until the end of the round.]
  98.  
  99. Solarians
  100. >Research: Improved FTL Protocols
  101. Your flight officer has figured out how to safely bypass certain drive mechanics checks and improve overall speed during FTL spooling and alignment.
  102. [+15 to Retreat Rolls, or Situational FTL usage, 2 Turns, No Completion Requirements]
  103.  
  104. Diamond Empire
  105. "Latchkey" Subspace Generator
  106. Dubbed as such after the researcher's wording in his notes, the "Latchkey" Subspace Generator affords smaller ships the ability to navigate in subspace with much greater accuracy and reliablity. Furthermore, the containment fields for the event horizon allow you to enter Subspace in-atmosphere or in close proximity to major gravity wells. This is an unheardof accomplishment. You need only to commit your researchers to this task to see the fruits of this discovery.
  107. ["Latchkey" Subspace Generator, 5 Turns, 10 Exotic Metal, 5 Fuel]
  108.  
  109. Xintar Autocracy
  110. >Survey: Local Sector
  111. The Vindication sector was named after the fierce war of succession that was duked out between two rival factions within the family-owned Megacorp Jaxis Heavy Propulsion, the primary manufacturing corporation for military propulsion systems, specializing in Battleship-grade drives. You manage to find one of their old stations, and scrounge up some schematics for their flagship line of drive-systems. While the powerplant requirements are too much for either of your ships, your engineers believe that new designs of Battleships or Battlecruisers can incorporate this design giving them an edge in maneuvering.
  112. [+2 PRP to all new BS or BC class ship designs]
  113.  
  114. >Research: Latchkey Subspace Generator
  115. Your researchers have made up for lost time considerably. While working with the mechanics of subspace is no trivial matter, a programmer stumbled upon a "gap" in the mathematical algorithms, and upon filling it, the software has made leaps and bounds in processing efficiency. Your researchers have benefited greatly, but your navigators believe they can use this to gain an edge in FTL jump speed.
  116. [Gained: Improved FTL Algorithms: +10 to FTL related rolls]
  117.  
  118.  
  119.  
  120. Boarding :
  121.  
  122. Children of Ikala
  123. Ship Attribute: Boarding Pods, Boarding Actions are the name of the game for this ship. All boarding actions against ships and stations recieve +50 to success. On failure, pods can be recovered for no penalty as long as the recovery action is performed within a turn of failure.
  124.  
  125. Rawl-Kin
  126. Your navigator finds a suitable ruin, on the other planet in the habitable zone of Lilnev. The remains of a colony on the high-gravity planet is apparent as you close into low orbit. Your ground crews, forced to operate in Heavy-EVA gear due to the gravity, find a few relics of colony tech decades old. However you are able to find a few exoskeletons that the colonists used to work on the colony exterior. They prove a valuable potential project.
  127. [Gained: Research Project, E3-R Exoskeleton]
  128. >Research: Rawl-Kin Exosuit
  129. Your researcher knocks on your cabin door late that night, with a wild grin on his face, insisting that you come to the manufacturing bay. Much to your surprise, you find a Rawl-Kin warrior latched in a fully functioning suit. It appears the suits you salvaged had adaptive systems, and it only took some tinkering to adapt them to Rawl-Kin phyisology. The researchers believe it will only take a standard cycle to manufacture enough for your forces.
  130. [1 Turn, 3 Raw Metal, 1 Exotic Metal, +15 to all boarding actions]
  131.  
  132. Rawl-Kin
  133. >Research: Specialized Boarding Pods
  134. Designed to adhere to the alien designed ships of the Enemy, these boarding pods are highly effective in tracking and remaining attached to Enemy ships.
  135. +10 to succeed for Boarding Actions, +25 against the Enemy.
  136. [2 Turns, 1 Raw Metal]
  137.  
  138.  
  139. Ships :
  140.  
  141. Diamond Empire
  142. >Research: "Lark" Class Battlecruiser
  143. A ship built around a pair of large railgun banks, it boasts a considerable armor advantage over Cruisers.
  144. +3 Damage with Railguns
  145. Specialized:
  146. ["Lark" Class, Weapon Spec, +4 ATK, -3 DEF, +3 PRP, -20% Shields]
  147. ["Lark" Class, Bulwark Spec, -3 ATK, +5 DEF, -3 PRP, +30% Shields]
  148. [4 Turns, 10 Raw Metal, 7 Exotic Metal, 4 Fuel]
  149.  
  150. Diamond Empire
  151. Thats how the sleek, pitch black sideways-waterdrop of a Fighter ended up in your hangar bay, along with a collection of computers with a sticky note reading "Good Luck". Asshat Command seems to be the new name for the SOC among your scientists. With no obvious paneling, entry points and the fact that it constantly hovers a perfect 2 meters off the deck, your researchers aren't sure where to begin, other than taking mallets and tapping the metal to see where it's hollow.
  152. [Research: Supercarrier "Drone" Fighters, 5 Turns, 1 Exotic Metal]
  153.  
  154. Akrans
  155. >Research: "Guilty Thorn" Class Frigate
  156. The proposed design is a highly agile frigate, designed from old blockade runner specs. Using publicly available data on the Enemy's combat capabilities, the design has been streamlined, giving it high agility, while still allowing it to sport a dual use slot for either combat or utility modules, in addition to the post-Enemy standardized weapon mounts.
  157. [Gain: Research - "Guilty Thorn" Class Frigate, 5 Raw Metal, 5 Exotic Metal, 2 Fuel, +5 PRP, +1 Dual Combat/Utility Slot]
  158.  
  159. General Battle:
  160. The Teutsch Confederation
  161. Ship Attribute: War-Grizzled Crew, Your crew have seen their fair share of combat, being one of the few to have faced the Enemy and lived. As such they have +1/+3 ATK/DEF vs the Enemy.
  162.  
  163. Guard Commanders of New Luno
  164. Ship Attribute: Stout Defender: Defensive actions in support of fleet members are 1.25 times effective.
  165.  
  166. Sirians
  167. Ship Attribute: Carrier Ship, Gains 2 Fighter Wings, with 3/2 ATK/DEF each. If disabled in combat, requires 3 Exotic Metal to repair. Can be upgraded. Fighters can only Attack & Retreat.
  168.  
  169. Gergerials
  170. Ship Bonus: Warrior Caste Barracks, Originally mobile garrison of the Gergerials in its home constellation, this ship has lost most of its fighting forces to the Enemy invasion. However the remaining forces are grizzled survivors, and have learned from the lessons the Enemy has taught them. +3 Defense against the Enemy.
  171.  
  172. Guard Commanders of New Luno
  173. >Research: Optimized Power Core, Your engineers think they can get away with a bit more power draw out of your reactor if they had the proper distribution setup. [Unlocks High Velocity Maneuvering OR High Intensity Phasers. 3 Exotic Metal]
  174.  
  175. Broken Buccaneers
  176. >Research: General Optimization
  177. Your Engineers think they can get a bit more power out of your drive core.
  178. [Unlocks High Velocity Maneuvering OR High Intensity Phasers. 3 Exotic Metal]
  179.  
  180. The Illsuan Republic
  181. >Research: Combat Stratigems
  182. Breakthrough. Your Navigational officer has noticed a pattern within the madness of the Enemy's movement. While not exactly a gamechanger, knowing their formation at least tells you where to strike from.
  183. [+1 ATK vs the Enemy, 1 Turn, 1 Food]
  184.  
  185. The Illsuan Republic
  186. >Research: Offensive Systems Coordination
  187. Your communications officer has suggested improving the network and integration of Tactical Control and Communication. Ships under your command recieve +1 ATK when attacking the same target.
  188. [2 Turns, 1 Exotic Metal]
  189.  
  190. Broken Buccaneers
  191. >Research: "Sledgehammer" Communications Burst
  192. A omni-directional EM burst on the standard radio frequencies at high gain. Its nickname was coined by the comms technician who designed it, after accidentally activating it with his headphones still on. All ships in combat suffer the Jammed debuff, as if they had taken critical damage to Comms for one turn.
  193. [2 Exotic Metal, 4 Turns]
  194.  
  195. Solarians
  196. Special Attribute: Battlemaster Control Computer, Your ship can coordinate combat across the fleet with immpecable accuracy. As a combat action, you may designate a single target. Attacks from other ships in the fleet gain +25 to-hit against that target. This has no use restrictions per encounter.
  197.  
  198. Guard Commanders of New Luno
  199. The control complex group makes a solid find, a Haptic Adaptive Interface system not unlike ones that are fleet standard. However, the window manager and tasklet systems are incredibly advanced, and your researchers believe they can integrate this into all systems of new ships built.
  200. [Research Available: Low Latency Haptic Interface]
  201. >Research: LLH Interface
  202. +5 to all Combat Rolls
  203. [2 Turns, 2 Exotic Metal]
  204.  
  205. The Eridian Hegemony
  206. >Ship Bonus: "Garde"-based Combat Carrier
  207. Your ship has a complement of 2 "Garde" Class Fighters, with 4/2 ATK/DEF. (They inherit traits from default fighters, see combat reference for details)
  208.  
  209. Solarians
  210. >Combat: Pre-Engagement Preparations
  211. Your tactical officer, after thumbing through the immense manual on the tactical computer, has nailed down some prediction algorithms for the computer, and put them into motion. Given the previous location of the fleet, and a surprising trove of passively collected data on the Enemy, the computer works out a rough idea of where they enemy is going to be when they drop out of FTL on the Fleet.
  212. [Fleetwide +20 Bonus to roll for offensive actions for the first 3 Turns]
  213.  
  214. The Eridian Hegemony
  215. >Survey : Supercarrier
  216. Tech wise, you manage to come up with some advancements in combat data management, filtering, and processing, to turn the slurry of sensor data into actionable intel.
  217. [Research: Advanced Combat Processing Algorithms: Once per combat you may designate a target. +10 to offensive rolls against that ship fleet wide for the rest of the engagement]
  218.  
  219. The Republic of Riak'shama
  220. Ship Bonus: Target Maneuver Prediction: You can predict the flanking attempts of your opponents, and as such are immune to flanking
  221.  
  222. Xintar Autocracy
  223. >Research: EWS-3 Array
  224. The EWAR bay has, since the battle, been mostly ignored. While the major components were segmented from power and networked computer systems, as to not interfere with normal operation, as your researchers take a formal look at the capabilities of the array, they're astounded to find out that most of the redundant systems are still in tact. Only the control suite is damaged, but your engineers manage to draft a design for a complete overhaul of the networked systems, restoring operation to the existing tech.
  225. [Gain: Research - EWS-3 Array - Once per round, you may designate a target to be jammed. Roll 1d100, with success of 40. On a successful roll, target ship recieves -30 to all combat rolls, as long as it's selected. You do not need to reroll each turn to maintain it, only when you switch targets., 3 Turns, 3 Exotic Metal]
  226.  
  227. Xei
  228. >Research: Improved Tactical Control
  229. When given the option of picking several different weapons types to improve, your lead Researcher took a step back. They had already made improvements in the background to the weapons systems to better combat the Enemy. However it seems that they've neglected something along the way. CIC has stagnated, and the bridge controls are very dated. It doesn't take long before you're presented with plans for a new CIC, While the previous CIC was designed for operations with much larger ships doing most of the computationally heavy lifting, this Post-Invasion Command and Control, as the researchers dubbed it, works in a mesh style system. For each ship that is running this, the fleet as a whole benefits proportionally, increasing the accuracy and responsiveness of their weapons systems.
  230. [Research: Post-Invasion Command and Control, +5 to-hit per ship in engagement with PS-CIC installed for all ships in fleet, 4 Turns, 3 Exotic Metal, Uses Combat Slot]
  231.  
  232. Power :
  233. >Salvage: Supercarrier "Salvage Slurry"
  234. In one of the larger stacks, it appears you've got a hold of an intact power core from a Demurge ship. While not currently active, its structure and components aren't out of your grasp of understanding, and with a little research, it's likely you could integrate it with future ship designs.
  235. [Gain: Research - Demurge Cyclic Self-Propagating Power Generator, 4 Turns, 3 Raw Metal, 5 Exotic Metal, 2 Fuel]
  236.  
  237. Xei
  238. >Research: Hexaferrium Cells
  239. While most petroleum chemical compounds are hydrocarbon based, a recently discovered catalytic process can convert them to a high potential energy compound called Hexaferrium. When exposed to a small electrical charge, the cell releases a stream of electrons at an amperage several magnitudes higher than the input. While previously thought impossible to properly harness, due to the heat output, the unique composition of the hydrocarbons from this planet negate a sizable portion of energy loss, cutting just below the curve of cooling capabilities.
  240. [Gain: Manufacturing - Hexaferrium Cells, 1 Exotic Metal, Requires Hydrocarbon/Petroleum deposit to manufacture]
  241.  
  242. Resources:
  243. The Peoples Republic of New Soviet
  244. Ship Attribute: Your ship was carrying the biological slurry needed for clone production. You can convert this into +6 Food, or use it to improve the reflexes & cognitive capabilities of your flight crews, giving them +2/+2 to Atk/Def. This consumes the item.
  245.  
  246. The Illsuan Republic
  247. Ship Attribute: Greenhouse Material Freighter, Illsuan manufactories, before the war, often produced highly specialized greenhouse systems. This was one of the many ships transporting such goods from Illsua to the Council Worlds when the Enemy struck. You chose the following: Setup the Greenhouse system onboard, allowing you to convert units of Water into universal foodstuffs. Alternatively, you can use the special light detector cells to increase your ships accuracy in combat, giving you +2 to attack. Either action consumes the materials.
  248.  
  249. Xei
  250. >Construction: Hydroponics
  251. Your crew is appeased, and gets back to the universally beneficial job of creating a hydroponics bay.
  252. [2 Turns, 3 Raw Metal, May convert 1 Water to 1 Food per turn]
  253.  
  254. Rawl-Kin
  255. Ship Attribute: Self Sustaining Liveship, Events that tax your water or food supply only require half the resources to succed. You may forfeit this bonus to assist a fleet member once per three turns.
  256.  
  257. The Teutsch Confederation
  258. >Manufacturing: Advanced Water Reclamation, Resource events that consume Water are only 75% effective, rounded down.
  259. [2 Turns, 1 Exotic Metal to Complete]
  260.  
  261. The Diamond Empire
  262. Special Attribute: Asteroid Processing Foundry, Originally used to stripmine Asteroids in belts, this ship is equipped with industrial refineries for Exotic and Raw Metals, and are able to attain higher qualities from salvage and mining. Gain +2 additional resources when receiving Raw or Exotic Metal from Salvage or Mining Actions.
  263.  
  264. Solarians, Guard Commanders of New Luno
  265. >Research: Hydrogen Scoop
  266. Hydrogen is used to power your ship's secondary power sources, which in turn feed the resulting He3 to your primary propulsion, effectively creating fuel. Your researchers have made a breakthrough and have figured out how to project these fields while in FTL
  267. [Gain +1 Fuel/Turn, 1 Turn, 5 Exotic Metal]
  268.  
  269. The Teutsch Confederation
  270. >Research: Particle Collector
  271. The same researcher that refused to take the Scoop preliminary research for granted kept working on the concept, finally coming up with a way to use a gravity projector to collect micro-asteroids and other small material that shields usually deflect or reduce to harmless sizes.
  272. >[Research: Gravitic Particle Collector, +1 Raw Metal/Turn]
  273. >[4 Turns, 5 Exotic Metal]
  274.  
  275. The Diamond Empire
  276. >Research: Advanced Ice Processor
  277. Using a multi-distiller and careful temperature control, your scientists have propsed a method of distilling and processing Ice from asteroids at a much more efficent rate.
  278.  
  279. The Republic of Riak'shama
  280. >Research: Specialized Foodstuffs
  281. [2 Turns, 2 Food 1 Raw Metal, May convert Food into Specialized Foodstuffs, which have double the effective usages per unit. However they cannot be converted back into standardized foodstuffs, nor traded with the fleet]
  282.  
  283. Guard Commanders of New Luno
  284. The Barren planet is unforgiving to the colonists of Sordid. Before the Enemy attack, they were recieving regular supply shipments in exchange for the silicates found on this planet. Unfortunately for them they've had to improvise with what little resources they had. Surprisingly enough, they had managed to create a thermal cleaning system for water and solid waste. The downside to the system is that the catalyst for the separation is used up after most major processing operations.
  285. In exchange for food and water, they're willing to part with the schematics.
  286. [Construction: Thermal Waste Recycling - During Upkeep, you may pay 3 Raw Metal or 1 Exotic Metal. If you do, ignore Food and Water upkeep requirements this turn., 2 Turns, 3 Raw Metal 1 Exotic Metal]
  287. Purchase Costs: 3 Food, 2 Water.
  288.  
  289. Xei
  290. >Survey: Planets
  291. Your crew surveys a planet with a large amount of water vapor in the atmosphere. As your crew jury rigs condensers, they spot something remarkable. An organism, not more than 6cm in diameter, that your crew speculates subsists off the vapor and particulates in the air. The best part? It's edible, and after a quick exposure to heat, your crew has called it "quite tasty, for a chewy gelatinous creature". Your researchers are thrilled with the prospect of an aerobic organism that could clean the air AND be eaten.
  292. [+3 Food, +3 Water]
  293. [Gain: Research: Bio-organic Atmospheric Scrubbers - Gain 1 Food every three turns, 3 Turns, 4 Food]
  294.  
  295. Xei
  296. >Research: Aquaponics Improvements
  297. Higher yields are theoretically possible, and your engineers set to work on improving the process by using chemical additives.
  298. [3 Turns, 2 Exotic Metal, +1 to conversion yields.]
  299.  
  300. Xei
  301. >Survey: P2X8884
  302. The underground river system is complex, but with the proper geo-sensing equipment, your crew is able to rough out a GIS system that gives them the ability to accurately predict the path of water flows under the surface. They manage to pin down a few aquifers where the water seems to collect and dissipate through the rock above. Drilling deep wells into these aquifers seems like the best course of action, and your teams draft a plan of attack for getting at the resources.
  303. [Gain: Construction - Aquifer Well Pumps, 3 Raw Metal, 1 Fuel, +2 Water per turn on Structure]
  304.  
  305. Solarians
  306. >Research: Optimized Supply Chains
  307. Your researchers have begun aggregating data from around the colonies, provided through the LocalNet, and from local logistical officers. A pattern of the lack of integrated supply chains, and abuse of heavy shuttles for transporting light bulk material has given your researchers a lot to work with. Their solution is a light, fuel efficient cargo hauler drone, to be managed by a data center. They have two alternate versions of the center, for either orbital, or planetary construction, but the lead on the project has said he'll inform you when it's reached the stage for the decision to be made.
  308. [4 Turns, (Prototyping determined by version), -2 to Upkeep cost of specific resource type specified by free action, continuous effect]
  309.  
  310. Arduari
  311. >Research: Labor Drones
  312. Your crew takes a page out of the colonist's books, and has the bright idea of augmenting their existing crew with a drone force, capable of performing hard labor or other menial tasks, allowing for your crew to focus on more complex tasks, increasing overall efficiency.
  313. [3 Turns, 3 Raw Metal, 1 Exotic Metal, Gain +3 Resources from any Mining, Salvage, or related actions OR Gain +20 to Mining, Salvage, or related actions. You may chose to change this effect once per turn.]
  314.  
  315. Xei
  316. >Survey: Fuel Sources
  317. Your survey teams stake out some locations with underground oil deposits, reminiscent of the industrial era on your own home world. While the tech is still used and improved today, or at least it was, it's going to be tricky reinventing thousands of years of geological data and specialization to crack at it. That said, the refinery techniques have come a long way since the birth of industry, and well-processed oil can in fact be used to power your ships, however it's horribly inefficient.
  318. [Gain: Construction - Oil Production Fields, 4 Raw Metal, +1 Fuel/turn on structure]
  319.  
  320. Tha Dued Ez
  321. >Research: Improved Fuel Scoop
  322. Your researchers begin theorizing about how to improve the efficiency of the fuel scoop. While primarily it was used to make the ship self sustainable, It could be more effective if actively employed during fuel mining operations.
  323. [Gain: Research - Improved Fuel Scoop, Gives +2 Fuel from successful Fuel Mining actions, 4 Exotic Metal, requires Fuel Scoop]
  324.  
  325.  
  326.  
  327. Surveying:
  328. Broken Buccaneers
  329. >Research: Advanced LADAR Scanners, +10 to Survey Rolls
  330. [3 turns, 2 Exotic Metal]
  331.  
  332. Gergerials
  333. >Research: Long Range Survey Probes, +25 to Survey
  334. [2 Turns, 2 Exotic Metal]
  335.  
  336. Bido
  337. >Research: Brain Probe
  338. With all-neurons-on-deck, Zaleos Brain and the other brains on board cook up a portable version of themselves, ready for launch almost immediately after they've finalized the genetic structure.
  339. [Gain: Brain Probe - Functions akin to normal probes. 2 Food]
  340.  
  341. Xei
  342. >Research: Catalytic-Based Endothermic Reactions
  343. Exotic Metals are, predominately, rare because of their absence of planetary deposits. That said in the stellar stage they're not that impossible to find, just tricky. When most races hit the stellar playing field, economic shock sets in when they realize a kilo of gold isn't actually worth that much. A gram of anti-matter is not too difficult to get a hold of. But when talking about Catalyst metals as a fuel source, even your engineers cocked their heads. Sure it could be done, but is it worth it? Scarcity says no. But is this just the next step into the future?
  344. [Gain: Research - Catalytic-Based Endothermic Reactions, 4 Turns, 3 Exotic Metal, May substitute Exotic Metal for Fuel during upkeep.]
  345.  
  346. >Construction: Hydroponics-Based Agricultural Systems
  347. Plans are drafted to have the agricultural buildings set up around the polar ice caps and other cold zones where frozen water exists. Using thermal rods to extract water, and feed it directly into hydroponics tech, your engineers are confident they can meet the needs of the population of the colonists with this method.
  348. [Costs 4 Raw Metal, 1 Fuel, +1 Agricultural Capacity]
  349.  
  350.  
  351. Manufacturing\Research:
  352. Acolytes of Zahan
  353. Special Attribute: Cybernetic MedBay, Research & Manufacturing of Cybernetic Implants and other body modifications have their Time To Completion costs halved.
  354.  
  355. Diamond Empire
  356. Your researchers have finalized designs for the Lark Class, Weapons Variant. While they're confident they can create the ship, given the time, concerns have arisen about the lack of a Mobile Shipyard in the fleet to achieve this with. While designs for Mobile Shipyards exist in the databanks, the trick will be accomplishing this without a starbase or planetoid to base from.
  357. [Note: Completing "Lark" Class Battlecruiser requires Ship Manufacturing facilities.]
  358. [Unlocks: Research: Mobile Shipyard, 2 Turns, 10 Raw Metal, 3 Exotic Metal, 2 Fuel, Allows for Ship Manufacturing: Battlecruiser or smaller]
  359.  
  360. Guard Commanders of New Luno
  361. With the data shared from the Diamond Empire, you're able to make advances in getting systems started back up and running properly. Likely to complement the use of captured races, the controls of the ship are designed fairly uniformly for your species, and integration has been mostly flawless. Data, when not boobytrapped with self-deleteing viruses, has been invaluable, and you think you've pinned down the methods the Enemy use for local communication, which are needless to say, much better than your own.
  362. [Research: Integrated Comms Data-Trunks, 3 Turns, 1 Exotic Metal, +10 to all Research rolls for shared projects]
  363.  
  364. The Republic of Riak'shama
  365. >Research: Improved Archives
  366. Your new research team has learned from their predecessors mistakes, and has come up with a reliable way to improve research quality and depth.
  367. [3 Turns, +10 to Research Rolls]
  368.  
  369. The Republic of Riak'shama
  370. >Research: Improved Archives
  371. At first it was compensating for the mistakes their predecessors made. But then it became something more. By using a specific style of weaving, the Archivists are able to "network" information through the webs better than before. But this isn't the true development. Out of this, an engineer has figured out how to apply these weaving techniques to create basic logic gates. The first steps of optical computing have been reached, and now Moores law takes over.
  372. [Gain: Research: Optical Web Computing - 5 Turns, 2 Exotic Metal]
  373.  
  374. The Republic of Riak'shama
  375. >Research: Optical Web Computing
  376. Your researchers are making leaps and bounds in this new field of technology dubbed "Photodynamic Computation". But as if a ghost in the machine leapt out, your researchers have stumbled upon another discovery. By varying the intensity of light through the alternate properties of gates that were previously worked around, your researchers have begun emulating neurons and synapses through the webs. Life could spring forth with the right push; AI is finally on the horizon.
  377. [Gain: Research: Photo-Neural Integration - Requires Optical Web Computing; Unlocks the development of General Artificial Intelligence, 6 Turns, 9 Exotic Metal]
  378.  
  379. >Research: Genetics Lab
  380. While your crew is confident they can rig up a lab specialized for genetics. They need time to draft up the specs however, and this will require a full laboratory.
  381. [Gain: Research: Genetics Lab, Gives a Research Slot, with +20 to any genetics related rolls, 5 Exotic Metal]
  382.  
  383. Xintar
  384. >Construction: Hydroponics-Based Agricultural Systems
  385. Plans are drafted to have the agricultural buildings set up around the polar ice caps and other cold zones where frozen water exists. Using thermal rods to extract water, and feed it directly into hydroponics tech, your engineers are confident they can meet the needs of the population of the colonists with this method.
  386. [Costs 4 Raw Metal, 1 Fuel, +1 Agricultural Capacity]
  387.  
  388. Solarians
  389. >Survey: Rememberance
  390. Your crew pinpoints a river delta that the initial scans overlooked. With the specific focus on food production, the analysis nets your colony a recommendation moving forward, but it'll take some production to exploit, as the delta is heavily forested at the moment.
  391. [Gain: Construction - Floodplain Automated Farms, 6 Raw Metal, 2 Exotic Metal, +2 Agriculture Capacity]
  392.  
  393. Diamond
  394. >Mining: Exotic Metals
  395. Your colonists take geological surveys for the better part of the standard period before determining the true worth of the planet. Several portions of the crust are split all the way to the mantle. While it would be difficult to mine them without specialized equipment, your colonists are confident they could get at the material if they could get a sizable investment first.
  396. [Gain: Construction - Deep Core Drilling Rig, 5 Raw Metal, +1 Exotic Metal/turn on Structure]
  397.  
  398. Cojal
  399. >Survey: Kalana
  400. Your survey teams fan out from the colony, and one stumbles upon a river with a unique property. While it doesn't seem potable, due to the heavy metals in the water, it does seem to be a natural run-off stream from a cave with quite a few veins of ore. Your team believes with the proper construction, they can exploit the resources.
  401. [Gain: Construction - Metallic Water Distillery, 3 Raw Metal, +1 Mining Capacity]
  402.  
  403. Solarians
  404. >Research: Improved Supply Chains
  405. Apparently the prospect of true, optimized infrastructure has sparked the desire to grow among the dwindling Solarians. Many who previously pontificated on the matter have begun devoting long nights in the laboratory with your research teams, offering practical expertise and knowledge, much of which was only preserved through word of mouth. Industry professionals have weighed in on the designs, giving unprecedented efficiency, by some 200%. They've hit a design impasse though, and require further instruction.
  406. >Choose One:
  407. Optimized Supply Routing - Using advanced computational tracking software, each kilo of material is measured and tracked at each stop, ensuring minimal loss. While this is easy to set up, and provides significant bonuses, it would take a sizable portion of development capacity to run.
  408. [2 Raw Metal, 1 Exotic Metal, -4 to Upkeep of selected resource]
  409. Networked Meter Hubs - By providing centralized infrastructure for transporting maintenance related material, efficiency can be taken into account, especially when a unit of material may only partially used. While slightly more expensive, they have significantly less draw on infrastructure, allowing for 2 units to 1 planetary capacity.
  410. [3 Raw Metal, 2 Exotic metal, -2 to Upkeep of selected structure, Uses 1/2 a Planetary Development Capacity]
  411.  
  412.  
  413.  
  414. Reproduction:
  415. Guard Commanders of New Luno
  416. The solar research station is, well, a wreck. But not from exterior forces. Your initial scouts get the backup power online, but major systems are offline for the duration of the operation. The major haul however, is several crates of "KSR-3 Colony Builders", the polite term for population jumpstarters and aphrodisiacs. With this, you could likely gain a sizable increase in population.
  417. [Gained: "Space Aphrodisiacs", Single Use, Target Ship under your control gains +1k pop over 4 turns, 250 a turn. ]
  418.  
  419. Guard Commanders of New Luno
  420. >Research: Colony Jumpers
  421. Your scientists, by the time the research request hits their desk, have already filed several complaints about various "religioius, moral, and philosophical concerns about the project". Nevertheless, they have begun working on synthesizing a comparable, by wittling down the compounds in the injections. It seems to be an chiral Gene Therapy, which has subdivisions for the two dominant protein and genetic structures. After sequencing, breaking down the recipie should be easy. Refining or modifying it, however, is asking for disaster without careful research.
  422. [2 Turns, 3 Food, 1 Fuel, Unlocks: Construction: Advanced Biological Synthesis Equipment, Manufacturing: Colony Jumpers - Single use; gain +1k population over 4 turns, +250 a turn.]
  423.  
  424. Xei
  425. >Research: SI Mutation Cure
  426. Your researchers have worked with Xei biology before, this is nothing new. But the rapid degeneration of the infected tissue makes the cure brutally difficult to cure. Your populace is urging on the scientists however, and with that extra push, you're looking at a quick turn around.
  427. [3 Turns, Cures Systemic Infection Mutation, While researching, infection rate cannot increase.]
  428.  
  429. New Soviet
  430. >Phase 2
  431. Your crew has begun making preparations for colonization, with the newfound orders to scout planets. Cracking open one of the dusty cargo holds in the rear of the ship, they start doing inventory on the cloning vats.
  432. >Gain: Planetary Development - Cloning Vats - Gain +300 Population per turn, 4 Exotic Metal, 3 Food, 3 Water
  433.  
  434. >Research: Colony Jumpers
  435. It's not a new tech per say, but your unique biology lends itself to needing modifications. Jumpers give a massive boost in fertility along with a significant decrease in gestation time.
  436. [2 Turns, 3 Food, 1 Fuel, Unlocks: Construction: Advanced Biological Synthesis Equipment, Manufacturing: Colony Jumpers - Single use; gain +1k population over 4 turns, +250 a turn.]
  437.  
  438. Morale :
  439. Cojal Legion
  440. >Research: Aural Technology
  441. Your technical officers have qualms about using the same tech that the Symphony use to manipulate people. However as the debate continues, your people start to see how the Symphony utilized your race as a testbed for similar methods of control, noting pheremone regulation is incredibly similar to Aural control, with less of a logic-manipulation focus, and more of an emotional stimulus.
  442. [4 Turns, No prototype requirement]
  443.  
  444.  
  445. Demiurge:
  446. Guard Commanders of New Luno
  447. >[Gained: Enemy Ship Recognition: Standard]
  448. >You now are able to recognize Enemy Ships of basic variation without rolling.
  449.  
  450. Guard Commanders of New Luno
  451. >[Gained: Enemy Wormhole Generator Recognition]
  452. >You are now able to scan for Enemy Wormhole Generators within the operational area.
  453.  
  454. Rawl-Kin
  455. >Research: "Haven" Data Decryption
  456. Your researchers think they've made a breakthrough. While computationally difficult, they've figured out a general method for decrypting the data. Seeing as the formatting is alien as well, they're really just guessing, but so far things have started to coalese into usable data.
  457. [3 Turns, No prototype costs]
  458.  
  459. The Republic of Riak'shama
  460. While the actual manufacturing on-demand of wormholes are well beyond your reach, the web-drives do hold many references to the phenomena existing naturally in the galaxy. As the research continues however, certain key parts seem to be classified above the security level of your researchers. You unlock this as they bring this to your attention, and you're terrified of the results. The data suggests that wormhole activity, while originally believe to be restricted to rare events, has increased some 2000% over the past century. Your researchers believe this is indicative of the preparation the Enemy took in coming here.
  461. [Research: Enemy Invasion Strategem, 3 Turns, Unlocks: Possible Enemy Strongholds, Outposts, and Patrols]
  462.  
  463. The Republic of Riak'shama
  464. >Research: Wormhole Physics
  465. Your researchers are re-writing the archive on wormholes with the newly added variable that is the Enemy. With this added information, everything seems a little less natural and a little more… directed.
  466. [Gain: Research: Enemy Directed Evolution Theory - ??? Turns]
  467.  
  468. Symphony :
  469. >Salvage: Dahl's Logs/Personal Effects
  470. Your crews zero in on where Dahl stayed on the Super-carrier. While it looks like he stayed here peacefully, the door doesn't open from the inside, and the room is a little too accommodating. However his personal computer is here, and it seems to be in tact. It's encrypted, which will take some time to break, but your techs are confident it shouldn't take too long.
  471. [Gain: Research - Dahl's Encrypted Logs]
  472.  
  473. Rawl-Kin
  474. >Research: SOC Aural Dampeners
  475. The design is rather elegant and adaptable, as the SOC has many member species. It has three primary parts, a membrane replacement, a hammer/anvil bone replacement, and a neural "pattern disruptor" that actually does the heavy lifting of preventing Aural Programming. The design suggests a seriously in-depth understanding of the aural methods used by the Symphony, suggesting either outside help or the SOC having been aware and combating the Symphony for quite awhile. Either way the design is easily reproducible.
  476. [Gain: Research - SOC Aural Dampeners, Prevents Aural Programming and damage from Aural Attacks/Emissions, 2 Turns, 1 Exotic Metal per 1000 population]
  477.  
  478. Rawl-Kin
  479. >Medical: Aural Programming Analysis
  480. It's not very often that you've sat in the medical bay's massive Dynamic Resonant Imaging Suite, which is the Chief Medical Officer's brainchild. But this time the machine that has plagued your logistics officers with requisition requests for spare parts is paying off in a big way. The DRIS analysis suggests that your Aural exposure was minimal, mostly due to the fact that Aria rarely spoke. However a part of your motor cortex has been significantly altered. While your Medical Officer can only speculate, Aria might have done so to prevent you from harming her directly. It's possible to reverse, and the technique for doing so, once established, should be able to be extrapolated to any sort of partial Aural programming.
  481. [Gain: Research - Anti-Aural Neuropathy, 3 Turns, Your Medical teams can analyse and reverse Aural Programming]
  482.  
  483. Rawl-Kin
  484. >Manufacturing: Aural Dampeners
  485. Your cheif engineer comes in with a large digi-roll somewhere around midnight. He doesn't knock, nor does he even attempt to ask permission before clearing room on your desk. But its the solemn look on his face that keeps you from backhanding him out an airlock. He simply starts talking you through the schematics until you get the picture.
  486. Someone sabotaged these designs. Someone tried to kill the Rawl-Kin with this tech.
  487. It will need to be recreated, this time with a higher security rating on the procject.
  488. [Gain: Research - Anti-Aural Dampeners - Sabotage Repair, 3 Turns, 2 Exotic Metal]
  489.  
  490. Broken Buccaneers
  491. >>7494
  492. Your concentrated effort makes quick work of the hidden forces aboard the ship. Upon further investigation you find out what they were protecting. A data store with, if the metadata tags are to be believed, a trove of information on the Symphony. You take the data with you, a good haul from this operation.
  493. [Gained: Research - SOC Data on Symphony]
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