Project costs have been removed (but resources have not been simplified, for those who've read the post in the Core Thread).
Jump 1: Design PhaseThe strange sounds of the Slipdrive fade out as the crew let go from their brace positions and start wandering about the ship again. Ah, real space. Something somehow taken for granted.
People have started making the Ark their home. A few have claimed some smaller empty rooms surrounding the Cryovault as personal rooms, and others have started bunking up in ad-hoc homes. It may
have technically been E.S.I. property, but it's starting to become yours now.
Downtime is used to go over Jump 1 design results.
Design: 'Kestrel' Point Defense LaserThe Kestrel is a short-ranged pulsed laser weapon, designed to take out incoming missiles and shells before they impact our ship's hull. It has a passive sensor bank that allows it to keep track of all objects within range above a few centimeters in height, and an active sensor system that tracks the nearest object to itself to aid in firing upon it. It is capable of detecting friendly fighter craft by having them emit signals on a specific identification frequency. All other objects will be fired upon automatically, unless firing is overruled electronically. As the system is automated, it does not require a human operator.
ProjectTime: [4] Progress: [2]While we aren't quite far enough in our other laser-related project to draw upon it for experience in this new project, it shouldn't be a huge deal anyways. Laser systems are complicated, but remain well within the realm of possibility and aren't really breaking tremendous new ground. The lasers also don't need to be powerful enough to do notable damage to an enemy Ark, so we got that going for us. It's just a matter of slowly going over diagrams brought with us from Earth and figuring out how to adapt it to our uses.
'Kestrel' Point Defense Laser: 0/5 [2] | Rushed 0 Times | Nothing InvestedPrototypeEfficacy: [3]The results aren't
amazing. Slow physical tracking ability combined with a faulty (and unsupervised) firing control system make accurately hitting enemy projectiles extraordinarily hard.
Any unidentified targets will be fired upon by the Kestrel. Physical targets of
Medium size and larger not going insane speeds can actually be hit, with a 33% base chance for successful interception ignoring potential countermeasures employed by the projectile. The Kestrel can also be overwhelmed by many projectiles at once (only focusing on one or two at a time), and will shut down if it loses power to its systems.
- Design: 'Kestrel' Point Defense Laser
-5 Power; 0 LS Capacity; -1 Skeleton Space
A "simple" Ark-wide laser defense system that fires at any Medium+-sized object not going insane speeds, with a 33% base chance to intercept. Shuts down without full power, and can be overwhelmed by lots of projectiles.
20 Noble Gases, 100 Metal, 250 Non-Metal
Design: ERASER-15 M1-1 'Mjolnir'[Link to original post]ProjectTime: [1] Progress: [5]The ERASER is a design our engineers are very excited about and eager to work on; but this may be the first time they've started encountering
real problems that weren't already mostly-solved back on Earth. Most of the effort goes into generating plasma projectiles stable enough to last long enough to hit the enemy Ark, as well as getting the whole system to work as expected.
As eager as our engineers are, they'll need a lot of time to solve the problems the Mjolnir presents.
ERASER-15 M1-1 'Mjolnir': 0/18 [3] | Rushed 0 Times | Nothing InvestedPrototypeEfficacy: [6]Luckily our engineers cobbled together some simulations and calculations for a presentation on the practicality of the Mjolnir.
And it's... something.
The effective "stream" of plasma projectiles propelled towards the enemy Ark will be something to behold. It doesn't have terrific armor penetration (though that's just relative to the rest of its stats) but the effects it has on the internal systems can be sufficiently described as "devastating".
Any module hit by the Mjolnir (without any kind of measures to prevent the following effects) has a 50% chance to be shut down completely for the rest of the battle -- whether it's by superheating the interior to lethal levels, disabling crew, disabling electronics, or other effects. This won't last beyond the timeframe of a typical battle and won't present any real lasting damage, but that's when the actual destructive part of the Mjolnir comes in.
An unarmored module will suffer 60% base integrity damage, though damage is halved against armor. The entire thing is quite small all things considered, and an effective turret is planned. For best usage against an Ark, a single Mjolnir module should target one module, but if linked to a (currently nonexistent) appropriate fire-control system, the Mjolnir will be able to completely annihilate incoming projectiles. The sheer volume of plasma propelled towards targets provides a base 90% chance of successful interception on any given projectile (though it can only focus on one projectile at once), at the cost of
5 Noble Gas per interception attempt.
In normal (anti-module) operations, it costs
10 Noble Gas to "fuel" the weapon, along with quite a bit of power. Though it doesn't require micromanagement, it does need a small crew to manage the weapon and its targets properly.
- Design: ERASER-15 M1-1 'Mjolnir'
-4 Power; 0 LS Capacity; -1 Skeleton Space
Consumes 10 Noble Gases / Jump
A devastating "plasma railgun" that fires a stream of doughnut-shaped plasma projectiles at the target. Does 60% base integrity damage (halved against armor), and has a 50% chance regardless of armor to completely disable a module for the rest of combat. If provided (currently non-existent) adequate fire-control links, it can attempt to intercept incoming projectiles at 90% base chance per projectile and -5 NG per projectile.
100 Noble Gases, 400 Metal, 700 Non-Metal
Design: AWIMP M1-1 Generation 'Chtorr'In an effort to root out the base problem of Project ARR, the Chtorr represents one large, intelligent centralized system in the form of a single drone, smaller than the current shuttlecraft, outfitted with a series of capable sensor arrays and a myriad of mining tools such as nets, lasers and drills. The WIMP thus has two sets of behaviour - asteroids smaller or small enough to be cut into small-enough pieces to fit into it's main opening in a limited number of sweeps are harvested quickly and processed as usual, while larger asteroids are purposefully sought out with the intent of mining asteroids dry from the inside out, which would also double as a form of protection for the WIMP, as it would both be undetectable from the outside, hidden behind a thick layer of rock, and as it would, in the case of enemy fire, be secluded behind the same. When not in operation, up to three WIMPs should be able to coil themselves up inside a compact cylindrical module the same size as a standard Mining Bay, ready to be repaired by technicians and engineers in the event of them receiving combat damage.
ProjectTime: [4] Progress: [5]While we don't have too much experience from the now-failed Project ARR, we still have some to go off of. Thanks to the little research we have from that project in addition to general experience of space-mining from both the archives and the current mining bay, this project shouldn't take long at all.
AWIMP M1-1 Generation 'Chtorr' 0/8 [3] | Rushed 0 Times | Nothing InvestedPrototypeEfficacy: [4]The Chtorr is estimated to be fairly effective. While it can pick up smaller asteroids and store them inside, the worm-like drones are best used to mine out the interior of asteroids then return to the ship for maintenance and drop-off. As we may end up mining in the middle of combat, the Chtorrs can, when threatened, retreat to the nearest space -- whether it's a hangar or a hollow asteroid -- to curl up and hide inside until danger is over. But the requirement for this is unlikely, as Chtorrs will be spending the majority of the time outside the ship inside asteroids where it'd be hard to even detect them.
Chtorrs use fairly simplistic software (though with better hardware and some mild experience used from the ill-fated ARR project), and while they can work completely automated and not mine other drones, they are limited a bit by this.
The project involves two parts - the hangar bay and the drone themselves. The Hangar bay can hold two drones (we could not get Chtorrs to curl up enough for three, unfortunately) and the drones are built separately. A drone can be assigned during the Production Phase to mine one type of resource. The amount produced of each resource is as such:
30 Uranics OR 30 Noble Gases OR 250 Metal OR 250 Non-Metal
In other words, a bit less than the output of any individual resource type from a mining bay. Again, each Chtorr drone can only mine one resource type, but multiple drones can work the same resource type.
- Design: AWIMP Bay
-2 Power; -1 LS Capacity; -1 Skeleton Space
A hangar bay for AWIMP M1-1 Generation 'Chtorr' Mining Drones. Can hold two drones.
200 Metal, 400 Non-Metal - Design: AWIMP M1-1 Generation 'Chtorr'
[PARASITE CRAFT]
A parasite craft based out of the AWIMP Bay. Can mine one resource type at a time, producing 30U OR 30NG OR 250M OR 250NM.
20 Uranics, 100 Metal, 200 Non-Metal
The Automated Resource Requisitions project has been cancelled, yielding
3 Dice for use in only this Jump.
4 Dice
500 Advanced Plastics
500 Noble Gases
500 Uranics
1,000 Hydrogen
1,000 Metals
1,500 Non-Metals
Ark Anvil5/12 Power available
2/5 Life Support Capacity available
4/10 Skeleton Space available (500 Metals & 500 Non-Metals required for next +2 expansion)Modules(Green integrity indicates the module is working at full effectiveness; Orange indicates partial effectiveness; and Red indicates the Module is offline.)- [100%] X-05 Auxiliary Fusion Reactor
+12 Power; -1 LS Capacity; -1 Skeleton Space
Consumes 100 Hydrogen/Jump
A Tokamak Fusion Reactor. Intended originally to be the auxiliary reactor to the primary power source (which is not installed), the X-05 is specially stable: designed to continue operations despite degradation from wear-and-tear. It can lower output according to damage, translating current integrity directly to current power produce compared to max power possible. Shuts down at 20% integrity.
50 Advanced Plastics, 100 Uranics, 400 Metal, 200 Non-Metal - [100%] Emergency Life Support
-3 Power; +5 LS Capacity; -1 Skeleton Space
When launched, the Ark didn't have its own dedicated Life Support systems and was still relying on an umbilical to the shipyard. The ELS represents the existing small amount of Life Support Equipment hastily put together to keep the ship's atmosphere sustained until it reaches Eden, as long as only a relatively small amount of crew members are thawed at any one time.
100 Metal, 200 Non-Metal - [100%] Ion Thrusters
-1 Power; -0 LS Capacity; -1 Skeleton Space
Thrusters with their own self-contained fuel tanks expected to last the entire trip, using external power for most of the propulsion. Can move the ship, but very slowly.
10 Advanced Plastics, 100 Noble Gases, 200 Metal, 100 Non-Metal - [100%] Mining Bay
-1 Power; -1 LS Capacity; -1 Skeleton Space
Produces 100 Noble Gases, 100 Uranics, 200 Hydrogen, 200 Metals, and 300 Non-Metals / Jump
A small hangar and a few tiny piloted mining ships to extract resources from only material sources with little to no gravity present.
50 Uranics, 50 Noble Gases, 400 Metal, 400 Non-Metal - [100%] Cryovault
-1 Power; -1 LS Capacity; -1 Skeleton Space
A place where skilled crewmembers are frozen, ready to be thawed when needed; and also where our thawed crewmembers live. If below 50% integrity, we will not be able to man new crew-requiring modules. Due to advanced backups, this module cannot be destroyed.
500 Metal, 1,000 Non-Metal - [100%] Cargo Bay
-1 Power; 0 LS Capacity; -1 Skeleton Space
A depressurized large cargo bay with dedicated storage for each resource type and requiring EVA suits to access. Stores 1,500 of each resource.
400 Metal, 600 Non-Metal
P-01 Stellarator: 3/9 [3] | Rushed 0 Times | Nothing Invested- Design: P-01 Stellarator
+30 Power; -1 LS Capacity; -1 Skeleton Space
Consumes 100 Hydrogen / Jump
A Stellarator fusion reactor using external magnets to stabilize plasma in twisted flows for better power production. Shuts down at 60% integrity, and any damage sustained before it shuts down is multiplied by 150% after the battle (but won't reduce integrity to 0%).
60 Advanced Plastics, 100 Uranics, 600 Metal, 400 Non-Metal
'Saker' Laser Turret 2/5 [2] | Rushed 0 Times | Nothing Invested- Design: 'Saker' Laser Turret
-5 Power; -1 LS Capacity; -1 Skeleton Space
A highly precise pulse-laser that doesn't do tremendous amounts of damage, but is good at hitting precise single targets. Low rate of fire and cannot fire without full power. -10% integrity damage to unarmored module.
100 Noble Gases, 100 Metal, 400 Non-Metal
'Kestrel' Point Defense Laser: 0/5 [2] | Rushed 0 Times | Nothing Invested- Design: 'Kestrel' Point Defense Laser
-5 Power; 0 LS Capacity; -1 Skeleton Space
A "simple" Ark-wide laser defense system that fires at any Medium+-sized object not going insane speeds, with a 33% base chance to intercept. Shuts down without full power, and can be overwhelmed by lots of projectiles.
20 Noble Gases, 100 Metal, 250 Non-Metal
ERASER-15 M1-1 'Mjolnir': 0/18 [3] | Rushed 0 Times | Nothing Invested- Design: ERASER-15 M1-1 'Mjolnir'
-4 Power; -1 LS Capacity; -1 Skeleton Space
Consumes 10 Noble Gases / Jump
A devastating "plasma railgun" that fires a stream of doughnut-shaped plasma projectiles at the target. Does 60% base integrity damage (halved against armor), and has a 50% chance regardless of armor to completely disable a module for the rest of combat. If provided (currently non-existent) adequate fire-control links, it can attempt to intercept incoming projectiles at 90% base chance per projectile and -5 NG per projectile.
100 Noble Gases, 400 Metal, 700 Non-Metal
AWIMP M1-1 Generation 'Chtorr' 0/8 [3] | Rushed 0 Times | Nothing Invested- Design: AWIMP Bay
-2 Power; 0 LS Capacity; -1 Skeleton Space
A hangar bay for AWIMP M1-1 Generation 'Chtorr' Mining Drones. Can hold two drones.
200 Metal, 400 Non-Metal - Design: AWIMP M1-1 Generation 'Chtorr'
[PARASITE CRAFT]
A parasite craft based out of the AWIMP Bay. Can mine one resource type at a time, producing 30U OR 30NG OR 250M OR 250NM.
20 Uranics, 100 Metal, 200 Non-Metal
Challenge: VIP AccomodationsTokari hackers have finally managed to crack the codes on a sub-deck of the Anvil, revealing a decent number of rooms that must have been intended for priority members of the Ark's original skeleton crew. We have several choices here (to make by the end of Jump 1's production phase):
- Scrap the rooms: Gain 100 Metal and 150 Non-Metal and +1 Skeleton Space from taking apart the rooms and leaving the skeleton.
- Convert the rooms: Converting the rooms into further R&D spaces could yield +1 Dice.
- Use the rooms: Gain +2 Life Support Capacity by using the rooms to house more crew in.
The Revision Phase of Jump 1 has begun. We will encounter the Corporate Ark on the beginning of Jump 3.