Introduction: Outpost Phase
This is the real beginning of the Outpost phase. Each turn will now last only one month, unless there are interrupts for some reason. During each turn, a number of actions can be taken. Most, but not all, of these fall into one of several categories:
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Construction - This includes the building and unbuilding of structures. From salvaging the ship itself, to making rooms and supports in a cavern, to carrying a piece of equipment from the cargo bay and assembling it, these actions generally involve heavy things and somewhat less than fine precision. They also include major hauling projects. Most construction projects can be done with sufficient manpower, but they can be quite large and difficult without heavy gear.
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Production - The more refined counterpart of Construction, Production actions are for making things to put into the built spaces. These generally come from a factory of some sort, though they can be done by hand with greatly varying levels of inconvenience. Production slots stack the best - it is easier for two factories to build parts of something than for two teams to be digging in the same place.
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Mining - These actions deal with all sorts of digging and mining. They can include things like moving around the product of the mines, and shoring up the spaces opened, to some extent. These, except for minor surface projects, are quite difficult or impossible to do with a Manpower action.
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Repairs - While general maintainance will be done in the course of normal activity, some things require more time and effort. If a powersuit is damaged, or a reactor is brought down for maintainance, or the air filter gets full of algae, these actions will be when repairs are made. These can almost all be done with Manpower actions, and tend to be easier for it than things like Construction and Production.
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Engineering - Production falls into an obvious category, but before things can be made, they must be designed. Engineering handles the implementation of technology, designs/prototyping of new things, or modifications of existing machinery. It is also relatively easy to force other tasks into the Engineering category (with some inefficiency). Engineering can always be done with a Manpower action, but tend to be quite difficult as such. Engineering slots don't stack very well.
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Science - While Engineering is the application of knowledge to making things, Science is finding out that knowledge. Science equipment tends to be specialised to a certain type of science. It can be done with Manpower actions, but generally anything above the level of recording visible effects of physical actions will be extremely difficult. Science slots hardly stack at all.
The oft-mentioned Manpower Action simply means to do something with general handtools and other common equipment. It tends to be less effective, though some actions are perfectly suited to them. Generally, there will be a lot more people assigned to these than there are to other actions.
Actions are used, generally, to complete
Projects. A Project has a number of attributes: at least its cost, its modifier, and its workload. The cost describes the resources needed to complete it, described in numbers of units. The modifier represents its difficulty - most science projects have a strong, constant negative modifier, certain easy projects have positive modifiers, and doing things without the appropriate tools will incur a hefty negative modifier. Workload represents how much work something takes to complete - the roll for whatever Action(s) are applied to a project have the modifiers applied, and be added to the current progress. When progress exceeds workload, the project is considered complete.
For example, take the following:
Construction Project: Water Electrolyser. Size 2. 80 point project; takes .1 units Basic Parts and .3 units Common Materials. Uses 3 power. Turns water into oxygen and hydrogen (which may or may not be retained) at a 3:2:1 ratio, max 3 units of water per month.This project is Construction, because the electrolyser can be built from stock parts and sheet metal, cement, or whatever else is on hand. It will consume .1 Basic Parts and .3 Common Materials from stocks when started. Suppose the a Powersuit unit is used to build it. There will be no modifier because the tools are appropriate - here, even better than needed. If, say, a 30 is rolled, the project will advance by 30+0 points to 30/80 progress. Next turn, a team of 3 workers with handtools (Manpower Action) is added to the powersuits to help make sure it is completed immediately. They would add their roll to the powersuit's roll, at a moderate malus due to inefficiency and their being not ideal - though not bad - for the task. If this whole system seems terribly subjective and arbitrary, that's because it is.
The result of the project will be a "Water Electrolyser" structure which takes up 2 space (a Small building or cavern), and consumes 3 power and a variable amount of water to produce oxygen and hydrogen.
Generally, a project's modifier cannot cause critical hits or fails, and a negative result due to modifiers won't actually remove progress.
Projects now take
Resources. Resources refers specifically to expendable materials stocked in limited quantities - economically scarce if that is helpful. They tend to be pretty vague.
- Common Materials. Refined metals and ceramics, used as material for most production and making Basic Parts. Also used as stock for building and such.
- Basic Parts. Made from Common Materials; used in making things with complex parts which are not prefabricated, and provides a bonus to appropriate production tasks due to skipping intermediate production steps.
- Advanced Parts. Needed for production and repairs of Advanced technology. Made from a variety rare materials, and will probably need a considerable production base to make.
Resources also includes things like fuel, food, water, and so forth. The list will expand to any scare resource which comes into play.
Expanded superstructure. Cost: 20 RU. Mass 15 units. Additional support beams are welded on to the existing superstructure. Increase available size by 30 units. Cannot be done, if >60% of ship size has already been filled with subsystems, or this improvement has been applied twice before.
Reinforced outer hull. Cost 20 RU. Mass 20 units. By applying a layer of high-quality duranium-steel armor and a layer of lead on top of the more mundane existing plating, the internal systems of the vessel become far better protected from external threats, such as micrometeorite impacts, radiation sources and possible local phenomena at target planet - as well as the likely traumatic landing.
Atmospheric flight conversion. Cost 10 RU. Mass 15 units. Size 5. While not exactly living up to a promise of flight in atmospheric conditions, the added fixed wings, enhanced thrusters, steering and landing gear do add a degree of maneuverability. The vessel will not be a fighter jet by any means, but will exceed the previous 'falling brick' levels of aerodynamics, allowing pilots far greater control over the vessel during the landing operation if doing so in an atmosphere.
Planned deconstruction. Cost 5 RU. Mass 2 units. Size 2 units. The plan has always been for the Outpost vessels to be deconstructed at the destination. However, due to the time and size limitations at hand before departure from Sol must begin, to save time the vessels have not been purpose-built as default with systems and designs to make this particularly easy. Executing this modification ensures the outer shell, all subsystems and even controls and cabling are easy to remove and repurpose at the destination, without compromising structural integrity of the completed vessel for the journey.
Rugged construction. Cost 15 RU. Mass 5 units. Size 5 units. While the outpost ships are of course constructed with all possible care, on a spaceship which must remain so long in-flight will inevitably suffer from damage or other problems. By increasing the tolerances of stressed systems and structures, installing backups and safties where space allows, and ensuring good design for crew action and systemic reliability, the chance of accidents can be significantly reduced, and their control made easier if they do occur.
[/b]Suggest one![/b] I will determine the cost, size, and mass, but anything within reason can be either built on or researched and then built, if you think of it.
Provides Command And Control:
Command centre (electronic central computer) 10 RU. Size 2, Mass 1. Electricity 0.5 MW. Basic ship command. Requires 5 persons awake at all times.
Command centre (optronic central computer) 20 RU. Size 1, Mass 1. Electricity 1 MW. Improved processing speed, durability and hard drive storage capacity over electronic command, as well as improved automatic systems, make for a smaller, more autonomous, and more reliable command centre. Requires 3 persons awake at all times. Advanced Technology; takes 3 months to construct.
Smart Command centre (optronic central computer /w Expert Systems) 30 RU. Size 2, Mass 2. Electricity 3 MW. An optical-electronic computer connected to a series of high-tech expert systems for increased automation, navigation, self-optimization, software debugging and crisis management. Requires 1 person awake at all times. Warning! Advanced technology: major components not in storage. Time to build functional unit: 6 months.
Provides Thrust:
Electrostatic Ion Engine. 30 RU. Size 3. Mass 5. Electricity 5 MW. Thrust 7. Does not require fuel.
Improved Ion Drive. 30 RU. Size 3. Mass 7. Electricity 6 MW. Thrust 9. Does not require fuel.
VSI Magnetoplasma Rocket. 20 RU. Size 20, Mass 30. Electricity 1 MW. Thrust 10. Requires 1 fuel/year. Note: Rugged technology, unlikely to malfunction.
Fusion Plasma Torch. 10 RU. Size 25. Mass 10. Thrust 15. Uses 1.5 fuel/year. Note: Rugged technology, unlikely to malfunction.
Magnetoplasmadynamic Thruster. 20 RU. Size 8, Mass 20. Electricity 5 MW. Thrust 12. Uses .5 fuel/year. Requires any fuel tank. Warning! Advanced technology: major components not in storage. Time to build functional unit: 12 months.
Provides Power:
Radioisotope thermoelectric battery. 1 RU Size 1. Mass 1. Generates 1 MW for 50 years. Note: Simple technology, fast and easy to install. Extremely unlikely to malfunction. Cannot be refuelled.
He-3 Inertial Fusion generator /w external radiators. 20/50/100 RU. Size 5/15/35. Mass 5/12/25. Generates 50 / 100 / 200 MW. Uses 1/1.5/2 fuel/year. Note: Rugged technology, unlikely to malfunction. Reactor design maintenance-friendly. Can run at anywhere from 50% output/fuel-use to the listed levels.
He-3 MCF Fusion generator /w external radiators. 10 / 30 RU. Size 5 / 20. Mass 3 / 12. Generates 75 / 150 MW. Uses 1/2 Fuel/year. Warning! Advanced technology, major components not in storage. Time to build functional unit: 6 / 9 months. Can run at anywhere from 50% output/fuel-use to the listed levels. Warning! Advanced technology: major components not in storage. Time to build functional unit: 6 months.
Provides Life Support:
Biodome /w hydroponics. 5 RU. Size 20. Mass 2. Provides near-indefinite life support for 10 awake persons / 50 cryosleepers. Note: Meditative atmosphere and living plants help stave off psychological issues. Vulnerable to external damage.
Oxygen scrubbers & water recyclers. 5 RU. Size 2. Mass 3. Electricity 3 MW. Provides life support for 20 awake persons / 100 cryosleepers. Note: Does not provide food. Crew requires food stores. Requires 1 additional person awake.
Closed Loop Life Support /w hydroponics. 20 / 40 RU. Size 4 / 8. Mass 3 / 5. Electricity 6 / 10 MW. Provides near-indefinite life support for 15 / 30 awake persons or 75 / 150 cryosleepers. Requires 1 additional person awake.
Composite Biomedical Support Facility (CBSF). 50 RU. Size 16. Mass 22. Electricity 17 MW. A basic medbay, a closed-loop Life-support system, and 40 compact crypods packed into one module. Provides life support to 24 awake or 120 cryosleepers, stores 40 cryopods, and provides basic medical facilities. Note: High maintenance; more likely to fail in-flight and to .
Other subsystems:
He-3 Fuel Tank. Cost 2 / 4 / 6 / 8 RU. Size 2 / 4 / 6 / 8. Mass 3 / 6 / 9 / 12 (including fuel). Holds 8/16/24/32 fuel. Pressurized tank of He-3, to act as all-purpose fuel for a large variety of fusion based systems.
Multipurpose Care- and Habitation Bay. Cost 18 RU. Size 12. Mass 12. Electricity 8 MW. A modular bay containing little space for additional cryo pods (15 of them), as well as a standard emergency care medical bay and machine shop with damage control equipment. This bay can be installed as a single unit, but weights slightly more than the individual parts put together. Additionaly, it is slightly larger than the cargo bay it was based on.
Cargo bay /w industrial cargo handling system. S / M / L. Cost 1 / 2 / 4 RU. Size 11 / 22 / 43. Mass 0.5 / 1 / 2. Allows the Outpost vessel to carry greater amount of cargo, adding 9 / 20 / 40 units of cargo space.
Cryogenic pods Mk II (20 persons). Cost 12 RU, Size 5 units, Mass 8 units. Electricity 5 MW. Additional crew for the Outpost mission, this unit allows the vessel to carry a larger complement of human workforce than a standard cryo pod module.
Automated Satellite Launcher. Cost 5 RU. Size 2. Mass 8. This system is connected to the cargo bays with loading rails, allowing a simple program from the command centre to load, prepare and launch into desired trajectory a stored satellite, prior to landing on target planet. Without it, any satellites will have to be dumped out the airlock and attempt to get into a stable orbit with attitude-control jets.
Damage Control & machine shop. Cost 3 RU. Size 4. Mass 2. Electricity 1 MW. Series of metalworking machines, cutting equipment and tools, and diagnosis computers intended to give minor manufacturing and modification capability to a ship. A large help in repairing broken systems, and can even be used for small construction projects. Note: Hands-on types of the crew will find it relaxing, to be able to unleash their imaginations into something concrete.
Interstellar Communications Laser. Cost 20 RU. Size 0. Mass 1. Electricity 15 MW. Previously a theoretical concept only, this massive mirror and modulated laser should be able to communicate with e-mail type messages, still images and very short small-resolution videos at short interstellar distances – up to 25 light years. Of course, you need someone with similar equipment on the receiving end for this system to be any real benefit. Note: The system is by necessity exposed to space – micrometeors might cause damage. Reliability unknown. Ability to communicate to outside the vessel might help, or cause, psychological issues.
Medical Bay. Cost 3 RU. Size 2. Mass 1. Electricity 1 MW. Tightly packed, this subsystem provides small scale medical support to a handful of persons. Reference libraries, small drug stores and basic equipment for anything up to and including basic emergency surgery allows for treatmen of most common ilnesses and mundane injuries.
Recreational Commons. Cost 5 RU. Size 4. Mass 4 units. Electricity 1 MW. A small bay for a VR pod, electronic library, a mini-gym, and soundproofed room for "communal relaxation" with appropriate supplies. Provides for basic human recreational comforts, if there is spare time available.
Focused Detection Array. 6 RU's. Size 1. Mass 1. Electricity 2 MW. A more focused long-range sensor system than basic sensors. While it requires not insubstantial amounts of power to use, sensor resolution has been improved by 200% and can take long-range measurements and readings of planets from great distances.
Resources: Containers of resources, in the form of raw material or finished parts, to be used for repairs in-flight or for use once the ship has landed. All resources come in Size-1 containers. Available types:
Common Materials. Cost 1, mass 2. Refined metals and ceramics, used as material for most production and making Basic Parts.
Rare Materials. Cost 2, mass 2. Ingots of uncommon or hard-to-produce materials, used for production of optronics, superconductors, fancy sensors, and the like. Also used to make Advanced Parts.
Basic Parts. Cost 2, mass 1. Used for easier production of mechanical and electronic machinery, and provides a bonus to appropriate production or maintenance tasks.
Advanced parts. Cost 3, mass 1. Needed for production of Advanced technology, and some repairs; provides a bonus to maintenance on Advanced technology if they are not required.
Water. Cost 1, mass 2. Water is vital to most life, and the only so much can be conserved by even the best closed systems. This provides a source of water, for easy use, or in case there is none available at the destination.
Air. Cost 1, mass 1. Air is an important part of any Outpost, and it is often difficult to get more useable air from the environment. This contains tanks of pressurized air, usable for pressurizing the ship, the base, or anything else that needs it.
Food. 0.5 RU, Size 3, Mass 1. Compressed protein and vitamin bars, carbohydrate sludge and other such forms of slightly distasteful if highly nutritious examples of deep space food. Minimal quality, but sufficient for a healthy diet, for 10 awake persons for 1 year.
Advanced Medical Supplies: 2 RUs, size 1, mass 1. A truck-container's worth of advanced medicines, drugs, and miniature medical equipment. Requires medical facilities to use. Can be used to quickly heal injured crew or replace damaged medical equipment.
Air tanks & vac suits. 1 RU, Size 1, Mass 1. For some strange reason, people who routinely travel in space feel better if emergency vacuum suits and pressurized air tanks are available for those rare hull-breaches or life-support failures, for someone to have a chance at fixing them. Provides 5 suits and 24h per suit of breathable air.
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Orbital Survey Satellite. Cost 10 RU, Size 3, Mass 3. Highly developed satellite intended to be launched in to stable orbit over a planet or a moon. Using a variety of technologies, it slowly if steadily scans the body below it for mineral deposits and transmits the data regarding location, depth, materials and size of deposits to a ship or a ground installation using radio. A single satellite can fully scan an Earth-like planet in 10 years.
Weather Satellite. Cost 10 RU, Size 3, Mass 3. A combination of passive and active technologies, this satellite is intended to gather information of atmospheric conditions. Moisture-analyzers, high-atmosphere wind speed measurers, cloud radar, lightning bolt detectors, particle density optometers and other technologies make this satellite an effective orbital weather- and atmospheric analysis laboratory. Unfortunately, the design cannot incorporate the complex and power-hungry Expert Systems to collate and analyze the data for an on-the-spot prediction of weather conditions. This satellite can only provide a remote user with all the necessary information. In addition, a single satellite can only observe a limited area at a time – the size of central Europe, for reference.
Communications Satellite. Cost 10 RU, Size 4, Mass 3. A relatively simple satellite which should allow communications to be bounced across the horizon with great accuracy. Just point any strong radio transmission at it, starting with a set of target coordinates, and it will beam it down to anywhere within range. However, that range is theoretically limited to a quarter of a planet's surface, even assuming it were a perfect sphere; also, the further from the center of that range the sender or reciever is, the worse the signal will be. Any atmospheric conditions which interfere with radio transmissions on the ground will have double the effect on transmissions passed through this satellite.
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Habitation Dome S / M / L. Cost 4 / 6 / 8. Size 1 / 2 / 3, Mass 0.5 / 1 / 1.5 An inflatable, fairly durable, vacuum rated plastic habitation dome with aluminium/titanium supports. Provides near-instant, basic empty space for equipment, living space or other such purposes. Simply find a flat piece of ground, assemble the supports, and inflate with air.
Armored Habitation Dome S / M / L. Cost 6 / 10 / 14, Size 2 / 4 / 6. Mass 2.5 / 5 / 7.5. With a core of basic Habitation Dome, this upgraded version includes a rigid outer shell of military-grade composite armor. It naturally weights quite a bit more and takes longer to fully assemble. However it provides solid protection from aggressive weather phenomena or micro-meteors, nearly guaranteeing the physical integrity of the Dome even in the most hazardous environments. Small dome is 300, medium 600 and largest 1000 square meters, with top height ranging from 5m to 20m.
Powered Exo-skeleton Constructor Units. Cost 2 RU, Size 3, Mass 2. A pair of advanced, 2.5m tall constructor units. Forget searching for the right tool, waiting for a crane to swing over or even most common hazards. Simply get into one of these, and you're a single-man hybrid of a constructor team and a cargo loader. The variants being offered to Outpost missions are atmospherically sealed.
Digging & drilling vehicles. Cost 2 RU, Size 4, Mass 4. A pair of advanced vehicles powered by electric engines, intended to be operated by a single person each. These drill-headed, tracked vehicles can dig, burrow and drill through most rock without any real problems. Advanced servo technology allows them to dig even straight down, or make 90 degree turns in spaces smaller than they are, the haul out the materials with their internal containers. Atmospherically sealed and rollcage made from starship-hull grade materials make these excellent, modern tools for basic groundworking or underground drilling.
Heavy Bot Mech - 8 RU, Size 3, Mass 3. A hybrid child of a multipurpose bot team and a exoskeleton, the Heavy Bot can perform both mining and construction tasks as well as its normal multi-bot parents whilst encased in a heavier chassis for durability and ease of production with only needing to make one large optronic brain rather than several. The downside is that it works alone and can't perform swarm-logic like its little cousins, and still isn't as good as a dedicated bot team although more efficient than a regular exo duo. Still needs a human remote-control overseer to coordinate activity and make sure it doesn't wander off target.
Constructor Bot Team. Cost 15 RU, Size 5, Mass 4. A team of ten remote-operateable semi-automated constructor robots, that can build anything on personal or industrial scale. These things are not intelligent, but work tirelessly and with precision as long as intelligent oversight is present. They multiply the amount of physical labour a single human can accomplish to staggering amounts. You only need to periodically recharge their batteries. User's manual, remote-interface program, recharge station and maintenance manual included, as usual.
Mining Bot Team. Cost 12 RU, Size 5, Mass 4. Used all over the place in the Sol-system asteroid fields, a single mining bot team works as a unit to dig into rock, excavate the materials, transport them to a site nearby and sort them according to rough criteria (such as "Iron ore here, porous rock there"). They are also often used for underground excavations, for constructor bots to create entire subterranean installations to the space opened up by these units. The bots are not intelligent and a team requires oversight from one human, if they are to accomplish anything. However, they are precise and efficient, and have to pause only for recharging. As usual, everything except actual spare parts are included in the package, to ensure stable long-term operation.
Multipurpose Bot Teams. Cost 17 RU, Size 5, Mass 4. By removing redundancies, half the members of both teams, and top end capabilities, a hybrid remote-operated bot team capable of both construction and digging is created. It cannot do either task as well as a full, dedicated bot team can, but are versatile and still ought to function more efficiently than either human-operated constructors or drillers at either task.
Manufacturing equipment. Cost 9 RU, Size 3, Mass 4. A workshop-type solution for early manufacturing needs. This set contains all the necessary equipment and work benches to construct basic electronics, practice small-scale metallurgy, and turn simple raw materials into spare parts and components, and with time, more complex tools. Has a limited capability to work with Advanced parts. However, the limited use of robotics makes this manpower-intensive solution and unsuitable for large-scale manufacturing. Requires 8 persons and 1MW of power for optimal efficiency. Effectively zero maintenance required.
Automated Production Line. Cost 20 RU, Size 4, Mass 7. Robotics based self-contained small assembly line. Provide 10MW of power, intelligent oversight from 2 persons and basic raw materials, and simply watch finished parts and components come out. Given time, it can produce all the parts of simple bots, or even an unassembled copy of itself. The basic model is unable to produce Advanced Technology parts, such as optronic circuitry. As these units are often used to provide basic manufacturing capability on remote locations with manpower concerns, they have been optimized for batch type work. This makes the units more complex and overall only somewhat faster than manual labour from a skilled team with basic facilities. As such, it requires high-maintenance, though all the information and tools required to operate and maintain this unit safely are included. Takes 3 months to construct.
Automated Bot Assembly Line: 18 RU. Size 4. Mass 6. Electricity 8 MW. A dedicated assembly line programmed to build a variety of bots from preprogrammed templates. In addition to modern-day optronics-based mining and construction bots, it is equipped with schematics for older models of bots as well. The system is rugged and reliable, used in several asteroid belt bases to build their own bots on site. Retasking it to build anything else will be problematic however due to need for significant retooling. Takes 3 months to construct.
My First Factory kit. Cost 40 RU, Size 10, Mass 20. A package of parts and equipment simply waiting to be assembled at a suitable location and plugged to a power generator. Once finished, this heavily automated batch-type industrial unit is capable of turning raw materials into any finished basic technological product, up to the size of a semi-truck and to the complexity of a simple Bot in a single go. Given time and resources, this facility can produce Advanced parts, and eventually produce components to assemble another one like it. Due to heavy use of robotics, expert systems and simple 3D printers, along with in-built ore processor and electronics fabricator, only a single person is required to oversee the entire factory and blueprints can be directly fed to the system to being production of the intended finished component or product. Compared to simpler automated systems, this unit is highly effective and productive. You only need 20 MW of power, along with unprocessed requisite raw materials (though availability of pre-processed materials speeds up the function of this unit). Users however often note that complexity of this unit also results in high maintenance demand and periodic breakdowns. Note: Advanced Technology. Construction time: 12 months.
Ore Processor. Cost 6 RU, Size 4, Mass 5. Basic, rugged design intended to crush rock and ore, and separate materials within by weight, density and/or magnetic properties. 2 MW of electricity required, throughput per day of 1 unit.
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Bio-recycler kit. Cost 3 RU, Size 2, Mass 4. Nearly all organic materials can be broken down, when mixed with water and put under sufficient preassure and heat. The rest break down just as easily if you add ozone or some recently developed chemicals as catalysts. This kit provides industrial scale mixers, pressure boilers, separator columns, ozone injectors, necessary chemicals and so forth, to reduce any and all organic waste produced by up to 200 people into basic but useable hydrocarbons. Simply select a place, assemble the kit, provide water and 5 MW of electricity for continued and fully automated operation.
Hydroponics kit. Cost 7 RU, Size 6, Mass 5. All the equipment – barring water – to begin farming at the target planet. Simply excavate a suitable cavern, build a dome, or deploy outdoors if you are lucky, pickup a wrench and begin assembly Within a matter of months, you'll have your first set of harvest coming along nicely. Provides sustainably sufficient food for up to 50 active individuals, as long as water, and warmth with sunlight (or 15 MW of electricity) is provided. The kit also includes full blueprints and technical manuals as hard copies, for easy repair, maintenance and expansion of the farm.
Organic Sludge Compressor kit. Cost 2 RU, Size 2, Mass 1. Newly established installations often have to contend with limited space or resources. Even hydroponics can at times be an unaffordable luxury. The most recent solution: Organic Sludge Compressor, based upon the theoretical concept of protein resequencers. Sophisticated analysis unit recognizes organic materials and a chemistry expert system calculates required input to turn that material into basic edible nutrition. As long as an organic base is provided, even simple inorganic materials can be processed for the missing elements. Once all requirements have been fulfilled, it processes them into basic nutritious goo containing artificial vitamins, proteins and so forth. 5 MW of power required for continued operation, can sustainably feed up to 100 persons. Note: Advanced Technology. Takes 3 months to construct.
Meat-vat kit. Cost 15 RU, Size 4, Mass 5. More than one army has fallen due to poor food supply, more than one rebellion started from hunger. With the wonders from stem-cell research, an industrial scale petri dish, nutrients and a little power, a juicy beef steak ready for cooking is born. This facility takes in 2 MW of power, any organic materials, and intelligent oversight from one person, to produce fresh and artificial meat as a supplement for dietary needs. At full production, this facility can feed up to 20 individuals with a meat-based diet.
Water Synthesizer. Cost 1 RU. Size 2, Mass 2. Liquid water is a necessity for all known life. Too bad it cannot be counted upon to be easily available at the destination. This 'synthesizer' plant burns hydrogen in a series of fuel cells in presence of almost pure oxygen. Old-fashioned, but effective and reliable. As long as sufficient raw materials are present, a single unit can provide up 1 unit of water per turn, along with 1 MW of power.
Oxygen Extractor. Cost 5 RU. Size 2, Mass 4. Oxygen is a must for human life, but it is not always conveniently available in a breathable format. Recycling units can also break down, and do not offer a solution to expand a population. This all-purpose unit can process any atmosphere containing even trace amounts of the precious gas, and separate it from the other - probably lethal – compounds present. Requires 10 MW of power, produces up to 5 000 liters of pure oxygen a day, provided high enough concentrations in input material.
Seed Bank. 2 RU, 4 mass, 3 size. A seed bank of several hundred varieties of GM plants, ranging from simple grasses to fruit-hybrid trees to hydroponic rice to Mars-soil adapted wheat. Will greatly assist in setting up agriculture on alien worlds. Combined with a biotech lab, these seeds can also be used as a template for future variation and gene-editing.
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Solar Panels. Cost 20 RU, Size 10, Mass 6. Latest technological improvements at Sol have given solar panels a staggering efficiency, approaching 30% limit. While power output might not be stable, or as high per ton of equipment as fusion generators, solar power is simpler, cannot explode and does not depend upon fuel. Simple take a panel, point it at the sun, and plug in a cord. A single set contains enough panels to provide 30 MW of power on Earth-like conditions.
He-3 Inertial Fusion Generator kit. Cost 15 / 40 / 75 RU, Size 2/10/20. Mass 4/10/20. Generates 50 / 150 / 500 MW. A prefabricated, tightly packed construction kit of the same shipboard systems widely used in ships of mankind – sans the massive heat radiators required to operate such a power plant in space. Lay down the groundwork and keep building, and faster than you'd might think you'll have a stable, easy to maintain, tried and tested type of fusion generator ready to provide your Outpost with power. As long as you can provide it with fuel, and intelligent oversight to make sure it doesn't go boom.
Radioisotope thermoelectric battery. 1 RU. Size 1. Mass 1. Generates 1 MW for 50 years. Take some radioactive isotopes, surround them with heat-to-electricity converters, encase it all in radiation shielding. Presto; cheap, long term battery. Too bad about the radioactive waste and poor efficiency though.Note: Simple technology, fast and easy to use. Extremely unlikely to malfunction. Cannot be refuelled.
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Optronic Central Computer. Cost 10 RU. Size 2. Mass 2. A large series of Expert Systems, combined with centralized databases and computing power, along with wirelessly connected tablet-computers, this unit is ready to function as a central computer hub for a small to medium installation or colony. It provides capability to run oversight or control programs on a large number of other machines, various other programs, collate and store data, or even provide advice. Extensive knowledge of historical applications to solve problems an Outpost might be facing, is combined with special-built Expert System to accept input from the colonists regarding problems and available materials and equipment. The system then analyzes the requirements and seeks to match it with a solution programmed to its database, finally providing the colonists with the fastest, simplest or cheapest solution that fulfills the restrictive criteria. When required, the system can print out blueprints, assembly guides or historical records regarding the solution, as long as such exist within the system's databanks. Note: Advanced Technology. Takes 6 months to construct.
Prefabricated General Laboratory: 20 RU. Size 6. Mass 4. Electricity 3 MW. A generalist lab setup that can do a bit of everything in most areas of science, but nothing well and lacks specialist equipment. In time, it can be expanded using included schematics for lab equipment. Note: Advanced technology. Takes 3 months to construct.