Abricomas

Imperial Machines Quest - Assets and R&D

Jan 30th, 2014
1,031
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 15.97 KB | None | 0 0
  1. [As of end of Session 18]
  2. Balance: 17.8 KRP
  3.  
  4. Helen's Personal Subordinates:
  5. 10x Helen Clone (illegally produced clones of Helen confiscated in Imported Session 43)
  6. - Act as trainers and body doubles to attend functions that Helen or Hanna cannot attend.
  7. 1x Armor Fight League Corporate State Representative (Helen Clone)
  8.  
  9. Helen's Personal Armor:
  10. X-1 Advanced Prototype
  11. - Using nanomachines and a small warp field generator fitted to a belt, ring, or other small item, this advanced Armor can be stored for easy access and is fully combat-ready. The X-1 is currently the most advanced Armor built by UYPV.
  12.  
  13. Helen's Personal Fleet:
  14. 707th Royal Guard
  15. - Made up of elite pilots and soldiers from across the UYPV Empire, they are a motley combination of clones and normally birthed humans.
  16. ISS State Capitalism - Flagship
  17. - Helen's new flagship, incorporating Maxwell's Demon and other bleeding edge technology. Approx. 5600m long, with a high speed internal transit system for crew to get around
  18. - Armed with: 1 Ancient-built All Purpose Fleet Destruction Cannon, 3 Gamma Ray Cannons, 7 light railgun cannons, 4 fighter bays
  19. - 1 Advanced Warp field generator, able to go 3000 light years per day.
  20. ISS Enterprise - Super Dreadnought
  21. - Formerly an Interstellar Cryo-Ship, it has been converted to a space dreadnought
  22. - Interstellar Drive System, Particle Shield, Gamma Ray Weapon, Alcubierre Warp Drive, Quantum Vacuum Drive, Self-Repair System, Creation Engine, Prototype Advanced Wormhole Drive (can only be used 4 times before Wormhole Generation Coils need to be replaced)
  23. - 5 Missile Launchers (forward), 4 Missile Launchers (rear), numerous anti-missile/anti-fighter turrets
  24. - Complement:
  25. - 150/200 Armors
  26. - 40/40 Atmospheric Shuttles
  27. - 30/30 Fighters
  28. - 30/30 Drones
  29. 4x Fleet Carriers
  30. 4x Battleships
  31. 32x Cruisers
  32. 4x Patrol Ships
  33. 4x Planetary Assault Group (1 Atmospheric Assault Carrier, 4 Cruisers per Group)
  34. 2x Stealth Cruiser
  35. 5x Yamato-class Dreadnought (with Cloaking Systems)
  36.  
  37. 3x Bird of Prey (Spearhead-class Assault Carriers with Cloaking Devices)
  38.  
  39. Other Ships:
  40. SS Profit Venture
  41. - Resurrection Ship
  42. - Laser Defense Array, Particle Shield
  43. SSD Technical Improvements
  44. - Clinton-class Space Destroyer (Resurrection-capable)
  45. - equipped with Gamma Ray Weapon (engagement range: 90,000km), Particle Shield, Quantum Vacuum Drive, Self-Repair System, FTL Drive
  46. BPC Tourmente
  47. - Mistral-class Amphibious Assault Ship (Central Command Carrier)
  48. - Laser Defense Array, Particle Shield, Self-Repair System
  49. Economic Junction
  50. - New Montana-class Battleship, nuclear reactor
  51. - Forward guns are railguns, aft guns are 16-inch guns (with one being a missile launcher, others fire shells with rocket boosters)
  52. - Laser Defense Array, Particle Shield, Self-Repair System
  53. Lorelei
  54. - 214-class Diesel Hybrid Submarine, Self-Repair System
  55.  
  56. ISS Joint Stock Venture
  57. - Originally the Virgin Galactic’s Dauntless spaceship
  58. - Uses muon-catalyzed fusion drives
  59. - has an anti-matter core and a foldspace drive
  60. - Particle Shield, Gamma Ray Weapon, Quantum Vacuum Drive, Self-Repair System, Creation Engine
  61.  
  62. Turenne
  63. - Aegis-class Destroyer (Base Ship)
  64. - Laser Defense Array, Particle Shield, Self-Repair System
  65. Grand Condé
  66. - Horizon-class Frigate (Resurrection Ship)
  67. - Laser Defense Array, Particle Shield, Self-Repair System
  68. Saint Arnaud
  69. - Kirov-class Missile Battlecruiser
  70. - Laser Defense Array, Particle Shield, Self-Repair System
  71. - Nuclear Reactor-equipped
  72.  
  73.  
  74. UYPV Fleet
  75.  
  76. Jovian Magnetic Energy Array Cannon Network
  77.  
  78. 20 Million-strong Clone Army
  79.  
  80. 15 Fleets (1 fleet added every 2 Sessions[every even session])
  81.  
  82. - 5 Groups per Fleet
  83. Fleet Group
  84. - 1 Enterprise-class Super Dreadnought flagship
  85. - 2 Jupiter-class Fleet Carrier
  86. - 4 Mars-class Battleship
  87. - 16 Saturn-class Cruiser
  88. - 4 Venus-class Patrol Frigate
  89. - 36 Eta Asp/90 Archangel/36 Gamma Asp/32 Juggernaut
  90. - 540 Starfighter Mk2/54 MMU
  91. Attached to each Group
  92. - 4 Planetary Assault Group
  93. - 1 Spearhead-class Atmospheric Assault Carrier
  94. - 4 Saturn-class Cruiser
  95. - 2 DES Shade-class Stealth Cruiser
  96.  
  97. Research and Development
  98.  
  99. In Progress:
  100. Anti-Conjoiner Vaccine - 100RP (Started Session 10/ ? Remaining)
  101. - A vaccine which will prevent forced melding between Humans and Conjoiners. While the vaccine itself can be created quickly, medical testing for general roll-out will take at least a year. Time to Completion: A few weeks/one year
  102.  
  103.  
  104.  
  105.  
  106.  
  107.  
  108.  
  109.  
  110. Complete:
  111. Human-Animal Hybrid Genetic Technology
  112. - This technology allows for the creation of true Human-Animal hybrids, who combine the intellect and cunning of humans with the aggressiveness and power of an animal.
  113.  
  114. Advanced Beam Weapons - 10KRP (Started Session 10 / 0 Turns Remaining)
  115. - Using ancient Unified Alliance Technology, we can produce beam weapons that are much more efficient than older weapon systems. Time to Completion: 2 Turns.
  116.  
  117. Personal Shielding - 1KRP (started Session 4/ 0 Remaining)
  118. - A personal shield can resist anything up to a nuclear weapon, and makes true "Mobile Infantry" possible. 6 Turns.
  119.  
  120. Advanced Human Machine Interface - 1KRP (Started Session 5-2/ 0 Remaining)
  121. - This system allows a direct interface with computers, providing a significant edge in both military and civilian applications. 6 Turns.
  122.  
  123. Transporter v1.0 - 2KRP (Started Session 5-2/ 0 Remaining)
  124. - A crude matter-to-energy-to-matter teleporter, suitable for transporting supplies and objects but not living beings. 4 Turns.
  125.  
  126. Computronium v1.0 - 0.8KRP (Started Session 5-2/ 0 Remaining)
  127. - A substance which can turn any surface into a computing layer. Version 1.0 allows the conversion of most materials and surfaces up to 0.3mm thick into computing matter. 4 Turns.
  128.  
  129. Galactic Network Sensor Upgrade - 0KRP (Started Session 5-2/ 0 Turns Remaining)
  130. - The Ancient Gate Network and Warp Boosters in the galaxy are controlled by a huge complex on the Ringworld. By tapping into this complex and its network infrastructure, it is possible to use the Gates as sensors to monitor all traffic within their sphere of influence, which is 80% of the Milky Way and much of the Magellanic Cloud. Total time: 3 Turns.
  131.  
  132. Degenerate Matter Reactor - 0KRP (Started Session 5-2/ 0 Turns Remaining)
  133. - Using observational data from the Machine Emissary, it is now possible to design Degenerate Matter Cores for spacecraft and Armors. These new cores produce much more energy and enable warp flight for almost all craft. Total time: 3 Turns.
  134.  
  135. FTL Raider - .3KRP (started Session 4/ 0 Remaining)
  136. - This ship actually can STOP ships in hyperspace, and drag them to a point for abduction; 4 sessions.
  137.  
  138. FTL Launcher - .3KRP (started Session 4/ 0 Remaining)
  139. - This allows you to build a network of FTL boosters to send craft to far off places (other Arms of galaxy), 4 Sessions.
  140.  
  141. Maxwell's Demon (Started Session 4/ 0 Remaining)
  142. - An innovative new heat management system that dumps heat into a controlled unit of warp space, this allows for ships to become larger without also increasing radiator size to extreme levels. Total Time: 3 Turns.
  143.  
  144. Pulsed Beam Cannon
  145. - ancient weapon technology that was reported in the original records as being effective against the Machines near the end of their war.
  146.  
  147. Ancient Database Decryption and Translation
  148. - The decryption and translation of the ancient race's databases. This provides access to the Advanced One's galactic Gate Network (covers 80% of the galaxy) and access to their weapon designs. Also the true name of the Ancients: the Unified Alliance.
  149.  
  150. Automation/AI Interfaces for Tanks
  151. - An automation system for tanks that allows it operate completely with an onboard AI, and no longer requires a biological crew.
  152.  
  153. Creation Engine-optimized Main Battle Tank Design
  154. - Modifications and redesigns for an MBT that lets them be produced easier, faster, and in whole by a Creation Engine of the appropriate size.
  155.  
  156. Creation Engine-optimization for Sabrina Specials and Starfighter Mk2's
  157. - Modifications and redesigns for the Sabrina Specials and Starfighters that lets them be produced easier, faster, and in whole by a Creation Engine of the appropriate size.
  158.  
  159. Creation Engine Update
  160. - Upgrade to the Creation Engine design. The upgrades provide better atomic fidelity, faster construction speeds, and for the creation of larger constructs.
  161.  
  162. Advanced Shielding
  163. - Basic research into advanced shielding technology. A requirement to survive the high radiation near the center of galaxies, and to enter the Machine zone near the center of the galaxy.
  164.  
  165. Gravity Jammer
  166. - The Gravity Jammer is a device that allows the projection of a negative mass field, forcing ships in warp to drop out of FTL and preventing most forms of FTL drive from operating. This can be tuned well enough to force a ship to come out of warp at a desired location.
  167.  
  168. Advanced Sensor Suite with Electronic Camouflage System (AS)
  169. - Improved sensors, also allows us to see through walls and doors, and a secondary function acts as a cloaking field
  170.  
  171. Boeing Global Satellite System
  172. - global network of 5 satellites. Used as spy sats, comm sats, and to receive the Resurrection Signal from employees who die.
  173.  
  174. Next Generation Particle Drive/Cannon (NGPD)
  175. - Across the board bonuses
  176.  
  177. Advanced Gun System (AGS)
  178. - Allows forces to fight at longer ranges
  179.  
  180. Advanced Network System (ANS)
  181. - Enables us to feel and understand other linked pilots’ minds and thoughts
  182.  
  183. Victory System (VS)
  184. - Allows us to cast off armor and transcend physical limits, but burns through available particles and energy
  185.  
  186. Orbital Laser System
  187. - Microwave Beam Cannon Satellite, capable of initiating orbital strikes, which just barely conforms to the new UN Space Warfare Treaty regulations concerning anti-ballistic missile defense satellites. Does take some time to move into position, however.
  188.  
  189. Obsolete Machine
  190. - Captured NK Remnant Armor. Research of the machine provided resistance to EM attacks for all Armors.
  191.  
  192. Global Security Initiative Surveillance System
  193. - enables complete monitoring of all Earth traffic by expanding on the existing Boeing Monitoring Suite; will be required to let others use this system sometimes.
  194.  
  195. Quantum Vacuum Drive (QVD)
  196. - Using research from the Warp Drive, you can produce Casmir Effect Engines, which use the energy inherent in vacuum to produce momentum. This means a spacecraft could head from Earth to Space with this new gravity drive, and even produce shields without an Aether Controller. This also would be applied to conventional ships and Armors, increasing durability and overall flight time.
  197.  
  198. New Map of Space (Virgin Galactic)
  199.  
  200. Ship-based Particle Shielding
  201. - Aether Particle Shielding designed to be equipped on warships
  202.  
  203. Generation Ship Interstellar Drive System
  204.  
  205. Repair System (Nanomachine self-repair system) -
  206. - Basic system works on people
  207. - System for Armors
  208. - System for Drones
  209. - System for ships/spaceships
  210.  
  211. Captured Archangel-class Armor Alloy
  212. - Led to Imperial Armor Upgrade Kit. Improves resistance to biological and chemical attacks
  213.  
  214. Juggernaut-class Anti-Armor Armor (improved version of Colossus)
  215.  
  216. Next-Generation Fortress-class Gamma Asp
  217. - A Fortress-class version of the Asp Variable Geometry Armor
  218.  
  219. Creation Engine
  220. - further development of the Repair System allows for nanomachine assemblers to construct any manufactured product from the molecular level up, needing only energy and raw materials.
  221. Improved Creation Engine research has allowed for greater atomic fidelity, larger Engine size, and a greater range of objects which can be built.
  222.  
  223. Quantum Computing
  224. - Improves R&D rate, provides bonus of +5 to EWAR and +2 to Aether Control
  225.  
  226. Small FTL Drive
  227. - FTL Warp Drives designed for cruisers and destroyers
  228.  
  229. Compact FTL Drive
  230. - FTL War Drives designed for space fighters and Armors
  231.  
  232. FTL NavCom
  233. - FTL Navigational Computer that allows space fighters and Armors to make the needed FTL calculations without an AI or Ace-level Aether Control
  234.  
  235. FTL Drive Pre-Installation
  236. - All purchased spaceships will have an FTL Warp Drive pre-installed.
  237.  
  238. Bio-Mechanical Automated Terraforming System
  239. - A fusion of nanomachinery and genetically modified creatures, this system rapidly terraforms a planet. It is completely autonomous, using nanomachines and worker drones to collect raw materials to convert into more terraforming bio-machinery.
  240.  
  241. Foldspace Drive
  242. - Slow, reliable, and can be done only in outer space, but works well for point to point jumps in solar systems.
  243.  
  244. Alcubierre Warp Drive
  245. - Can be instantaneous, cheap, energy intensive, and requires a period for the ship to either discharge its particles or suffer potential catastrophic failures. Warp drives placed on external nacelles allow for more efficient generation of the warp bubble. Warp drives placed internally are better protected at the cost of lower efficiency and slower speeds.
  246.  
  247. Wormhole Drive
  248. - Fast, low energy, but without guidance you can go anywhere in the universe, making correct navigational calculations extremely important.
  249.  
  250. Wormhole Stargate Network
  251. - Fast and ultra low energy, but only connects to nodes where a gate has been established. Also the size of the ship is restricted to the size of the Gate.
  252.  
  253. Trans-Warp Drive
  254. - An American research project which allows for an internal warp field generator that does not compromise speed for the security of an internally mounted warp drive. It also is faster, more reliable, requires less maintenance (0 maintenance costs), and can travel up to 500 light-years without stopping.
  255.  
  256. Advanced Genetic Modification
  257. - New South American Network research into advanced genetic engineering.
  258.  
  259. Society Control System
  260. - New South American Network research which increases efficiency and societal planning of colonies.
  261. - +30RP per colony, faster colony development, +5 Bonus to Aether Control, ability to directly control non-pilots using Aether, even when out of an Armor.
  262.  
  263.  
  264.  
  265.  
  266. Notable Facilities
  267. Second Resurrection Site (Island in the Caribbean)
  268. Titan Soldier Plant (Island in the Caribbean)
  269. Orbital Launch Site (Island in the Caribbean)
  270. Vacation Home (Island in the Caribbean)
  271. Home Port (Virginia, 2 slips, Private Contractor)
  272. Home Port (Island in the Caribbean)
  273. Space Port (former Boeing facility, located on one of the Far Asteroids)
  274. Clone Army Bunker (in Botswana)
  275. UYPV R&D Central Laboratory (on UYPV Island)
  276. UYPV R&D Laboratory (on Mars)
  277. UYPV R&D Laboratory (in the Caribbean)
  278. L1 Orbital Shipyard and Refining Complex
  279. Miller's School for Girls (on School Island)
  280. Atlantis Station (formerly SAS Atlantis, a 15-mile long generational colony ship)
  281. Corporate State Space Elevator (South Africa)
  282. Commonwealth of Nations Space Elevator (Western Hemisphere)
  283. Research Outpost (Cygnus X-1)
  284. Research Outpost/Alpha Site (Magellanic Clouds Galaxy)
  285. Epsilon Tauri Penal Colony
  286. Koeili Fleet Systems Shipyard
  287.  
  288.  
  289. Holdings
  290. Venus
  291. All except 1 colony on Mars
  292. UYPV Island (off the coast of South Africa)
  293. Port City on the southern tip of Corporate Space (formerly Corporate State)
  294. Jovian colonies and Europa
  295. Saturn colonies except Titan
  296. All of Corporate State
  297. 4 islands in the Caribbean
  298. 1000 Systems
  299. Ringworld (homeworld of the Felinids)
  300. Dyson Swarm (with Class A Stellar Engine and Unified Alliance (Ancients) dockyard)
  301.  
  302.  
  303. UYPV Budget
  304. 400 KRP per Session
  305. Military expenditures limited to 30% of Per Session Budget.
  306. Personal Budget is 2KRP per Session (can be banked)
  307.  
  308. Treaties, Agreements, and Special Bonuses
  309. Corporate State Manufacturing Bonus (-30RP to cost for all major projects, +600RP every 2 Sessions to UYPV)
  310. UN-granted Stargate Network Control (all Stargates are under UYPV control, UYPV collects 100% of tolls, UYPV-designs are the universal standard for gate design)
  311. African Union Space Elevator usage
  312. Society Control System (+30RP per colony, faster colony development, +5 Bonus to Aether Control, ability to directly control non-pilots using Aether, even when out of an Armor)
  313. Quantum Computing (Improves R&D rate, provides bonus of +5 to EWAR and +2 to Aether Control)
  314. Production of Advanced Clones by Japan
Advertisement
Add Comment
Please, Sign In to add comment