Turn 1 Design
Proposal: 'Pressure Cooker' Radiation Management SystemDifficulty: NormalResult: 4+1=5,
Below AverageA lot of things in and on a ship radiate in some way. Chances are someone has the tools to detect said radiations. The
Pressure Cooker is an attempt at reducing the radius within which certain radiations can be detected. Things required to emit any sort of wireless or electronic signal are
properly insulated, so that's taken care of. But that's just basic maintenance. Changes to the drive, being a simple extension of the structure around the main thruster itself, are also pretty easy to pull off. We can weld just about anything onto 'em. The bigger overhaul in how we use our ships is the thermal regulation system. Systems within the ship that produce high levels of heat are connected to a low-temperature air conditioning system that cycles hot and cold air. This does effectively manage to keep hotspots on the ship from showing as brightly through thermal images, blending the ship's profile better with the background.
The only issue is the entire system is a closed loop system that can drastically lose efficacy or fail if it's interrupted at any point in the line. Without any built-in failsafes, redundancies, bypasses, cut-off valves, or really anything outside of air pumps, the entire system needs to be shut off at the source for repair. Functionally, this means ships using the
Pressure Cooker that deploy with damage will not benefit from the reduced thermal signature.
The
'Pressure Cooker' Radiation Management System is
Common, so inclusion in future ship designs will not have a severe impact on rarity. This also means the
Patchwork Freighters have been upgraded for no additional cost.
Proposal: Hyper-HyperdriveDifficulty: HardResult: (6+4)-1=9,
Above AverageHyperdrives are pretty solid tech. Improving upon them is generally difficult to do. Or, it is if you want to follow rules and regulations. By recalibrating the recursive inverter, removing inhibitors in the plasma torus matrix, and reticulating splines, power output of our new
Hyper-Hyperdrive is a good 10-15% greater than a basic civilian model. This improves ship speed both in and out of hyperspace and makes power management less of an issue as demands on power increase. Critical sections are reinforced with light armoring and the
Hyper-Hyperdrive is less likely to explode when it receives damage thanks to improved compartmentalization.
The
Hyper-Hyperdrive is
Common and replaces the
Hyperdrive in every instance.
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Space is fun and all, but everyone needs solid earth to come home to. Even if that solid earth is a frozen wasteland. Ragnarr's Reavers made their home among the blizzards and ice storms that swept the planet, with their base of operations and Laneripper strategically built seated deep within a ravine and largely protected from the elements. This fissure also offered a bountiful supply of materials to use for synthesizing craft and equipment, giving the band the ability to move out of their spacecraft and into actual shelters in record time. It was a good solid place to use as a raider's haven, definitely hard to find and even harder to attack.
Planetary Base: 1 Free Material Use/Turn----------------
It is now the Revision Phase. You can vote for two Revisions, which are actions that modify, create variants of, improve, or otherwise are based off of equipment that exists in your armory. As with the Design Phase, I will be providing feedback on proposals. Along with voting on your two proposals, you are also tasked with deciding on the following question:
Piracy is business, and the most successful players in the black market know when a good investment opportunity shows up. Why would someone want to prop up a band of pirates? Well, there's a million simple answers for that. How is one of these shadowy businessmen supporting your efforts?
A: Money, obviously. It's what makes everything move (figuratively). Some refer to money as the "meta" of our universe, and that would be a correct assumption for a pirate. The faction produces 1 Wealth for use each turn. The wealth from this bonus will not be stockpiled, and will be used before stockpiled wealth.
B: Fuel. It's what makes everything move (literally). In a cold, unforgiving universe, it's always nice to know you can get where you gotta go and then back home. The faction produces 1 Fuel for use each turn. The fuel from this bonus will not be stockpiled, and will be used before stockpiled fuel.
C: Armor. It's what you use to keep people from making your people stop moving. Your boarding teams replace their voidsuits with Boarding Suits. Light armor is added to protect vital regions (including a reinforced faceplate), and integrated back thrusters allow controlled movement in space while magnetic soles and gloves can be activated to secure oneself to the side of a ship. You can get these supplies on-demand, so they can be used for any of your combat-oriented Crew until you come up with something better to replace it.
Craft:
Patchwork Freighters: Relatively small rectangular transport ships with the minimal amount of systems working to be space-worthy. The crew quarters, command deck, and galley are pressurized, but the rest of the ship is not. This includes the cargo bay. A single 30mm coilgun turret is slapped onto the nose and controlled through a console in the command deck. They are very clearly slapped together from what little remained of the original pirate fleet and carry a skeleton crew with space for a boarding party. Utilizes a Hyper-Hyperdrive with a Pressure Cooker system. Common, Unit Size 4 Status: Perfect
Boarding Skiff: Little more than a collection of metal sheets welded together and shackled to an engine. The platform is large enough to carry a standard boarding party. Since platform runs along the same axis as the engine's thrust, rails are places around the perimeter for boarders to brace against. The pilot is in the rear by the engine and can engage or disengage the magnetic clamps under the skiff to attach to target ships. Deployment requires at least one ship with a cargo bay. Utilizes a Hyper-Hyperdrive. Common, Unit Size 4 Status: Perfect
"Pressure Cooker" Radiation Management System: A multipart system meant to make ships harder to detect via passive emissions. Anything sending a signal is insulated and proper wire management is encouraged! Extra material is added to the engine as baffles. The main part of the system is a closed-loop cooling circuit that is very vulnerable to damage anywhere along the line. It effectively moves heat around the ship to diminish hotspots and make them harder to pick out from background "noise". Common, Component
Hyper-Hyperdrive: A pirate model of the Hyperdrive. "Safety" features have been "adjusted" or removed to improve hyperdrive output. Comes with increased speed, power supply, and durability.
Crew:
Basic Boarding Party: A group of eight pirates ready to kick ass and take names (or things). Each one is armed with a basic low velocity 9mm Submachine Gauss and a voidsuit that is barely better than clothing but does have the limbs, torso, and head compartmentalized in the case of breaches in a vacuum. Boarding Parties carry a few plasma torches to cut their way into ships. Needs to be assigned to a boarding Craft before use. Common, Unit Size 4 Status: Perfect
Planetary Base: +1 Free Material Use/Turn