Update 14
May 2084. Epsilon Eridani-3 : Unnamed Crater
You send out spacesuited crew to the most damaged area. Survey of the Cargo rooms reveals that though they're not breached, the lost isolation. Though the wall must have been scalding hot during descent, condensation is already visibly forming on the inner surface, despite the bests efforts of the ship's life support system. The re-entry has not be so kind on the cargo however. Many crates suffer signs of heat damage.
Both the exo-skeleton suits and the Optronic computer have suffered heat damage. While chances are that they're not severely damaged, making sure would necessitate dismantling and re-assembling the entire suit. For the optronic computer, the damage is more severe. The highly fragile core was exposed to the heat for a rather long duration, and is possibly damaged, though there's no way to tell without more advanced equipment. Orlova proposes that it's better not to take the risk, and replace it with the other Optronic core on board, currently running the autopilot.
The remainder of the damage is modest. A few of the food supplies were reduced to dust, and quite a lot of spare parts broken, though most of the material could be salvaged. The same however, can't be said about the Rec room. The crate impacted with a rather significant crash, and the fire did the rest. Repairing it will mean a complete rebuild.
In other, more worrying news, the outside camera have noticed something strange. Large white clouds periodically erupt from underneath the ship, leading the crew to suspect that they might have suffered the mutual blessing and curse from having landed straight on a layer of ice.
Turn 14 status: May 2084:
Starship: SSN Discovery
Total Size: 110 units
Structural mass: 10 units.
Installed components:
1 Optronic Autopilot. Size 1 , mass 1 . - 5 MW. (Fully automated Control Center)
2 Cryogenic pods Mk II (20 persons). Size 5 units, Mass 8 units. Electricity 5 MW
1 Large Closed Loop Life Support /w hydroponics. Size 8. Mass 5. Electricity: 10 MW. (30 awake / 150cryosleep)
1 Damage Control & machine shop. Size 4. Mass 2. Electricity 1 MW
1 Medical Bay. Size 2. Mass 1. Electricity 1 MW.
1 Recreational Commons. Size 4. Mass 4 units. Electricity 1 MW. [
Destroyed]
1 Large Cargo bay /w industrial cargo handling system. Size: 43. Mass: 2.
Warning : Damaged. Significant Temperature Loss1 Small Cargo bay /w industrial cargo handling system Size : 11, Mass: 0.5
Warning : Damaged. Significant Temperature Loss1 He-3 MCF Fusion generator /w external radiators Mk.2. Size 8 Mass 5 Generates 75 MW. Uses 0.75 Fuel/year
1 Electrostatic Ion Engine. Size 3. Mass 5. Electricity 5 MW. Thrust 25
1 He-3 Fuel Tank. Size 8. Mass 12 (including fuel). Holds 16 fuel
Installed modifications:
2*Expanded Superstructure Size -30 , Mass 15
Atmospheric flight conversion. Size 5 , Mass 15
Resources :
1* Basic Resources
1.05 advanced Resources
1.7*Basic Parts Mass 1, Size 1
3.55*Advanced parts Mass 1, Size 1
1.5*Emergency Food : Size 3, Mass 1
2*Advanced Medical supplies Size 1, Mass 1
1*Air. Size 1, mass 1.
Construction packets :
1*Automated Bot Assembly Line: Size 4. Mass 6. Electricity 8 MW
1* Hydroponics Size 6, Mass 5
1*Optronic Central Computer. Cost 10 RU. Size 2. Mass 2. [Processing core damaged]
1*Manufacturing equipment. Size 3, Mass 4.
1*Life Sciences Laboratory: Size 10. Mass 15.
Vehicles
1*Powered Exo-skeleton Constructor Units. Cost 2 RU, Size 3, Mass 2 [Light damage]
1*Digging & drilling vehicles. Cost 2 RU, Size 4, Mass 4
0.6*Air tanks & vac suits. Size 1, Mass 1.
Projects:
Cryo System Investigation (-40)
Total mass: 177.5 units.
Required power: 27 MW
Maximum power output: 75 MW (Note: Minimum power output is 37.5)
Total fuel: 3.1 (8.26 years at current consumption)
Destination: Epsilon Eridani
Flight time: 34.4
Crew :
13 awake
1 wounded (cryo)
39 cryo
2 dead (cremated in space)
Ark : Survival
Ark Arrival :
2086
Action :
13 crew awake
* [0/2] Powered Exo-skeleton Constructor Units [Light damage]
- Construction : +20 +10 bonus
- Conversion : +20 +10 bonus to another construction action
* [0/2]Digging & drilling vehicles.
- Mining : Bonus: +20
* [0/2] Damage Control & machine shop
- Maintenance and Repair Action : Bonus : +10
- Construction : Bonus +10, 50% Progress modifier
- Conversion : +10 to another maintenance or Construction action
* [0/2] Medical Bay.
- Research (Medical) : No bonus/ Malus
- Crisis Mitigation / Healthcare : Passive bonus to other actions
* [0/4] Survey Sattelite (Limited Reception. 115/140 fuel)
- Survey action (+2010 bonus)
- Conversion : Can provide a +10 bonus to an appropriate mining, engineering or science action.
* [0/2] Manpower action (Useability might be limited due to spacesuits. Indoor actions have no limit. Additionally, you can have as many manpower actions as you want, as long as you have manpower.)
- Manpower : Does anything possible at a -20+1dX modifier, where X is manpower.
- Conversion : A Manpower action can be converted to a 1dX bonus to any type of action, where X is the amount of people involved.
* Garlina Orlova
- Improvisation : Provides a +10 bonus to a single manpower action. (Note: bonus total will not go positive. It will merely help offset the negative parts)
- Morale : Provides a +20 bonus to R&R
- Maintenance : Provides a -5 malus to any maintenance and repair action.
* [0/Infinite] R&R
* -20 Malus due to no facilities available
The outpost Phase
In this phase you're limiting by two things. How much resources you have, and how much actions you can take in one turn. Different kinds of resources can be kept track of with different kinds of detail. For example, while you have a detailed amount of parts, you will not have such a detailed count of how much stone or atmosphere (for example) you have available. Instead, such resources might be limited by your ability to process them.
Next the actions. Various kinds of equipment or constructions you have will provide different action slots, as might some characters (heroes).Broadly speaking, the most important categories are :
Manufacturing and construction: Ranging from the construction of new vehicles to the construction of buildings and the outfitting of underground complexes. Though this category is broad, not every kind of equipment will be capable of executing every task. For example, 2 people in spacesuits manning the most advanced factory you have will struggle to progress on the construction of a large outdoor dome, and using a series of exosuits to assemble a supercomputer also won't go very well. These actions rely on a combination vehicles and equipment and almost always consume resources.
Mining - Carving out your new home from the planet, or merely harvesting resources to construct other things. Mining actions usually rely on vehicles.
Repair and Maintenance - Another wide ranging action slot which can range from the repair of damaged systems, to pre-emptive maintenance on various systems, to even the scavenging of resources from systems deemed to damaged to be recuperated. Does not include normal maintenance, which will happen on screen. Often requires resources.
Engineering - The preparation of designs, plans and prototypes for the construction of new vehicles adapted to this new world. Engineering actions require nothing but suitably intelligent manpower and a location to work, though the use of manufacturing equipment and resources for prototyping can greatly advance progress.
Science - Investigating this new world, and also the general expansion of human knowledge. Though results might not always be immediately beneficial, the correct research can allow rapid advancements to be made in almost all progress.
Survey and exploration - Actions designed to gather information about the surrounding environment, scouting it for resources or paths for it to be exploited. Oft requires people to actually go out there and look.
Manpower action - Inefficient action using raw manpower and basic or improvised tools. As such, they're the most versatile actions, but will often will incur severe penalties.
R&R - All work and no play makes Jack a dull boy. In order to ensure that the personnel doesn't snap, it might be best to give people some free time. Of course, you need to make sure that there's actually something (preferably safe) to do.
Action conversion:
Quite a few actions can be converted. Explanation for that will be at the slot. Note that often multiple things can be done with 1 system. Unless otherwise noted, these are always mutually exclusive options.