You and the two combat clones head towards the river leaving one laser behind just in case things there get hairy. You spot some Bantha cows, these ones have developed a more blueish skin, most likely to blend into the vines and grass.
You contact Omnicorp and Donnie's while you walk to view their prices. And as according to the message you recived when you woke next turn will be the last turn you will be able to trade unless you can find another way to transport your goods.
Name: | Cost: | Description: |
Omnicorp Capacitor | 450 | This module stores 20 power but lacks the ability to produce it. |
Omnicorp Basic Smelter | 500 | This module can process ores into metal. It does not come with any mining equipment. The module can process up to 3 ore per turn. |
Omnicorp Normal Smelter | 900 | This module can process ores into metal. It does not come with any mining equipment. The module can process up to 6 ore per turn. |
Omnicorp Basic Planter Module | 900 | This module acts as an agriculture module but cannot analyse plants and does not come with logging equipment. It has 10 pots. |
Omnicorp Normal planter Module | 1400 | This module acts as an agriculture module but cannot analyse plants and does not come with logging equipment. It has 16 pots. |
Omnicorp Anti-Tank Plasma Turrent. | 2000 | This module has a powerful plasma cannon that is ideal for dealing with armoured targets. It's high vantage point allows it to be placed behind walls and other smaller modules. The module uses 0.5 energy for every turn it is being fired. |
Omnicorp Basic Accelerated Growth Cloning Module | 2000 1200 | If this Module is supplied with the requied material it can produce a fully formed simple humanoid clones in 5 turns. With software upgrades the module can produce other species and make minor adjustments to the DNA of the clone. |
Name: | Cost: | Description: |
Basic Power Plant | 1000 | This module produces ten units of power and can store up to five. During the day it produces power from the sun but at night it must be supplied with fuel. this module requires ten units of flammable material to run it through the night. Notes on power: The power used by a module is determined by it's tier. a teir one module requires one unit of power to run while a teir two module requires two power to run. If a module has no tier (like the education module) it requires no power. |
Normal Power Plant | 2000 | This module produces twenty units of power and can store up to ten. During the day it produces power from the sun but at night it must be supplied with fuel. this module requires ten units of flammable material to run it through the night. Notes on power: The power used by a module is determined by it's tier. a teir one module requires one unit of power to run while a teir two module requires two power to run. If a module has no tier (like the education module) it requires no power. |
Enhanced Power Plant | 3000 | This module produces thirty units of power and can store up to fifteen. During the day it produces power from the sun but at night it must be supplied with fuel. this module requires ten units of flammable material to run it through the night. Notes on power: The power used by a module is determined by it's tier. a teir one module requires one unit of power to run while a teir two module requires two power to run. If a module has no tier (like the education module) it requires no power. |
Basic Mining Module | 900 | This Module comes equiped with basic mining equipment to be used by up to five personel or robots. The module can even smelt four ore per turn. |
Normal Mining Module | 2000 | This Module comes equiped with basic mining equipment to be used by up to 8 personel or robots as well as a light vehicle equiped to transport minerals. The module can even smelt eight ore per turn. |
Enhanced Mining Module | 2900 | This Module comes equiped with basic mining equipment to be used by up to 15 personel or robots as well as two light vehicles equiped to transport minerals. The module can even smelt 10 ore per turn. |
Basic Agriculture Module | 1000 | This Module comes equiped with equpment that can be used to grow most plants. The module also contains handheld logging/harvesting equipment for two people. With software upgrades this module can be used to analyse plants to exaluate their growth rates and yield. |
Normal Agriculture Module | 2000 | This Module comes equiped with equpment that can be used to grow most plants. The module also contains handheld logging/harvesting equipment for five people. With software upgrades this module can be used to analyse plants to exaluate their growth rates and yield. |
Basic Cloning Module | 1200 600 | If this Module is supplied with the requied material it can produce a fully formed simple humanoid clone in one day. With software upgrades the module can produce other species and make minor adjustments to the DNA of the clone. |
Normal Cloning Module | 6000 3400 | If this Module is supplied with the requied material it can produce up to four fully formed simple humanoid clones in one day. With software upgrades the module can produce other species and make minor adjustments to the DNA of the clone. |
Enhanced Cloning Module | 12000 6600 | If this Module is supplied with the requied material it can produce up to 10 fully formed simple humanoid clones in one day. With software upgrades the module can produce other species and make minor adjustments to the DNA of the clone. This modules taks up a 4x4 area. |
Education Attachment | 800 | This module can be attached to any cloning module. When attached to a cloning module the cloning module can produce more then just the standard clone (although these non-standard clones will take longer to produce). |
Research and Development Module | 4000 | This module includes equipment that can be used to research new blueprints, upgrades to modules or even impoved versions of existing modules. |
Basic Manufacturing Module | 1800 | If supplied with correct materials this equipment can create up to two objects. This module can not be used unless blueprints are stored within it. With software upgrades the user can create their own blueprints or make minor modifications to existing ones. |
Normal Manufacturing Module | 3000 | If supplied with correct materials this equipment can create up to four objects. This module can not be used unless blueprints are stored within it. With software upgrades the user can create their own blueprints or make minor modifications to existing ones. |
Basic Accomodation Module | 800 | This module contains facilities to house four people. |
Normal Accomodation Module | 1400 | This module contains facilities to house seven people. |
Enhanced Accomodation Module | 2000 | This module contains facilities to house 12 people. |
Name: | Cost: | Description: |
Cloning Module Genetic modifier | 250 | This upgrade allows the cloning module to be used to modify the DNA of any species stored within it. |
Cloning Module Xeno Cloning | 300 | This upgrade allows the cloning module to be used to clone non-humans |
Cloning Module Lifeform Analyser | 400 | This upgrade allows the cloning module to analyse animals to determine their growth rate and basic biology. |
Manufacture Module Blueprint creater | 200 | This upgrade allows Blueprints that are researched at a research and development module to be used within the manufacture module. |
Manufacture Module Blueprint modifier | 300 | This upgrade allows blueprints that are stored in the module to be modified. |
Agiculture Module Flora Analyser | 400 | This upgrade allows the agriculture module to analyse plants to determine their growth rate, yield and edibility. |
Name: | Cost: | Description: |
Basic Clone | 200 150 | This clone is only useful for menial labor. |
Worker Clone | 250 180 | This clone can operate machinery. (Mining, basic Fabrication or simular tasks) |
Technician Clone | 400 320 | This clone can operate more advanced machinery and take part in research and development if given the right facilities. |
Basic Combat Clone | 400 300 | This clone posseses knoledge in how to operate most forms of weaponry including firearms and melee weapons. This clone is only a variation on the basic clone so it is not as hardy as it's more advanced cousins. |
Normal Combat Clone | 600 400 | This clone posseses knoledge in how to operate most forms of weaponry including firearms and melee weapons. This clone has been geneticaly modified to be more durable to increase it's survivability. |
Clone Uniforms | 100 70 | This pack contains 10 uniforms. These uniforms can have custom colours, patterns and logos. |
Name: | Price: | Required Materials: | Description: |
Barrel | 100 | Two of any solid waterproof material. | This blueprint is used to make barrels. |
Crate | 80 | Two of any solid material. | This blueprint is used to make crates. |
Plank | 40 | One of any solid material. | This blueprint is used to make planks. |
Micro Chips | 100 | One unit of silicon and one unit of metal. | This blueprint is used to make twenty Micro chips per use. |
Wires | 100 | One unit of metal. | This blueprint is used to make ten wires per use. |
Batteries | 70 | One unit of metal and one unit of non-conductive material. | This blueprint is used to make three batteries. These batteries can be charged at a power station and hole one power each. |
Basic Electric Engine | 200 | Ten units of metal. | This blueprint is used to make basic engines. These engines use 0.1 power per turn and can either be powered directly from the power grid or from batteries. |
for as low as 150 yollars.
.
of your own will cost 50 yollars.