Argo upgrades

The ***Argo*** can be extensively upgraded. This page lists all the options.

#### Drive Jury Rigging

The Argo's drive is barely functional, with just enough power to maintain 1 g of thrust and keep the lights on (mostly). Frankly, it's a minor miracle that Dr. Murad was able to get it working at all.

#### Drive Repairs

The Argo's drive was enough to get it off the surface of a low-gravity moon, but much of the supporting infrastructure was damaged in the escape, and running the drive at full power requires extensive repairs. Once the repairs are complete, the drive can generate 1.5 g of thrust.

Costs
360000 C-bills, 15 Mech Tech points
Prerequisites
* Drive Jury Rigging
* Improved Power Conduits
* Structural Repair

Maintenance
+1400
Effects

* +20% travel speed

#### Drive Upgrades

The Argo can, in a pinch, generate quite a bit more thrust than it first seemed. By repairing a number of drive subsystems meant to increase thrust efficiency, it's possible to get the Argo up to an uncomfortable 2 g of sustained thrust.

Costs
720000 C-bills, 30 Mech Tech points
Prerequisites

* Drive Repairs
* High-Capacity Power Conduits
* Structural Reinforcement

Maintenance
+2700
Effects

* +30% travel speed

### Power System

#### Repaired Power Conduits

The Argo's power system is a wreck, and getting a minimal level of power to the ship's systems without constant tripped breakers and brownouts is a minor miracle.

Costs
90000 C-bills, 10 Mech Tech points
Prerequisites

Maintenance
+350
Effects

* Unlocks upgrades

#### Improved Power Conduits

Running power through patched-together conduits isn't reliable or safe. Upgrading all the conduits throughout the Argo is a monumental task, but necessary for anything that places a significant load on the system.

Costs
360000 C-bills, 20 Mech Tech points
Prerequisites

* Repaired Power Conduits

Maintenance
+1500
Effects

* Unlocks upgrades

#### High-Capacity Power Conduits

The Argo was intended to operate at a much higher total power throughput than the jury-rigged conduits can manage. Replacing all of them with high-capacity cabling unlocks the ship's full potential.

Costs
720000 C-bills, 30 Mech Tech points
Prerequisites

* Improved Power Conduits

Maintenance
+2700
Effects

* Unlocks upgrades

## Mech Bay

### Repair/Refit

#### Automation

Many of the Argo's Mech Bay systems were only meant to be used with sophisticated Star League era automation. Bringing that automation even partially back online is a substantial force multiplier to Yang's skills.

Costs
450000 C-bills, 10 Mech Tech points
Prerequisites

* Repaired Power Conduits

Maintenance
+8500
Effects

* +2 Tech Points

#### Improved Automation

Repairs to the Mech Bay have unearthed a much more extensive system of 'Mech maintenance automation than Yang previously suspected. Once it's back online, many common tasks will become trivial.

Costs
130000 C-bills, 20 Mech Tech points
Prerequisites

* Automation
* Mech Bay 2
* Structural Repair

Maintenance
+15000
Effects

* +3 Tech Points

#### Machine Shop

Maintaining 'Mechs in the Succession War era is complicated by the relative rarity of precision-manufactured parts. The Argo's machine shop, once repaired and brought online, can help address this lack.

Costs
450000 C-bills, 30 Mech Tech points
Prerequisites

* Mech Bay 3

Maintenance
+8500
Effects

* +2 Tech Points

#### Refit Harness

'Mechs were not really meant to bear their own weight while being refitted with new equipment. The Argo's Mech Bay includes harnesses meant to hoist the 'Mech up for easier access while refitting.

Costs
270000 C-bills, 20 Mech Tech points
Prerequisites

* Mech Bay 1
* Repaired Power Conduits

Maintenance
+7700
Effects

* +2 Tech Points

#### Repair Scaffolding

The Argo's 'Mech cubicles used to have a complex system of movable walkways and scaffolds for accessing any part of a damaged 'Mech. Those walkways, once brought online, make the job of repairing 'Mechs much simpler.

Costs
270000 C-bills, 20 Mech Tech points
Prerequisites

* Mech Bay 1

Maintenance
+7700
Effects

* +2 Tech Points

### Mech Bays

#### Mech Bay 1

The Argo's Mech Bay is vast, spacious, and meant to be entirely managed by complex automation. Currently, six of the 18 total 'Mech cubicles are powered and in working order, and almost none of the automation.

Costs
0 C-bills, 0 Mech Tech points
Prerequisites

Maintenance
+0
Effects

* 6 Mech bays
* +2 Tech Points

#### Mech Bay 2

The repaired power conduits allow six more 'Mech cubicles to be powered up and made available. This also brings more of the Mech Bay's automated systems online, making Yang's job easier.

Costs
900000 C-bills, 20 Mech Tech points
Prerequisites

* Mech Bay 1
* Repaired Power Conduits

Maintenance
+25000
Effects

* 12 Mech bays
* +3 Tech Points

#### Mech Bay 3

With the Argo's power systems fully online, and enough reinforcement to keep the active Bays from damaging the ship's spine, the final six 'Mech cubicles can be powered up and put to work.

Costs
2250000 C-bills, 30 Mech Tech points
Prerequisites

* Mech Bay 2
* Improved Power Conduits
* Structural Repair

Maintenance
+50000
Effects

* 18 Mech bays
* +4 Tech Points

## Ship

### Structure

#### Structural Jury-Rigging

The thrust from the main drive should have severed the spine of the ship when it pulled away from the crash site. Dr. Murad theorizes that the whole thing is being held together by the external hull plating.

Effects

* Unlocks upgrades

#### Structural Repair

Crashing a ship into a moon causes all sorts of damage, both visible and hidden. Major support structures have been twisted and weakened, and need to be repaired before any ship system puts a serious load on them.

Costs
90000 C-bills, 15 Mech Tech points
Prerequisites

* Structural Jury-Rigging

Maintenance
+350
Effects

* Unlocks upgrades

#### Structural Reinforcement

The internal supports for the Argo's spine are functional, but without significant rebuilding and reinforcement, the demands of three fully operational hab pods will eventually torque it apart into scrap.

Costs
360000 C-bills, 30 Mech Tech points
Prerequisites

* Structural Repair

Maintenance
+1400
Effects

* Unlocks upgrades

### Med Bay

#### Med Bay 1

This field hospital has a small number of beds, surgical equipment, and medical supplies. The cost includes the salary of a skilled MedTech to treat your injured MechWarriors.

Effects

* +1 Med Points

#### Med Bay 2

This expanded field hospital allows for two MedTechs to work side by side, meaning more capacity to treat patients. The cost includes the salary of an additional skilled MedTech to treat your injured MechWarriors.

Costs
900000 C-bills, 15 Mech Tech points
Prerequisites

* Med Bay 1
* Beta Pod

Maintenance
+13500
Effects

* +1 Med Points

#### Med Bay 3

The fully upgraded field hospital has enough bed space, diagnostic equipment, and surgeries to allow fully half the company to be treated at once. The cost includes the salary of an additional skilled MedTech to treat your injured MechWarriors.

Costs
2250000 C-bills, 20 Mech Tech points
Prerequisites

* Med Bay 2
* Gamma Pod

Maintenance
+18500
Effects

* +2 Med Points

#### Hospital Bay

The original Argo specifications had room and infrastructure for actual hospital facilities, rather than just simple Med Bays. With a full hospital's worth of equipment and connections to the ship's library and databases, the MedTechs are able to perform near-miracles of healing. All Med Bays will be converted into Hospital Bays.

Costs
2700000 C-bills, 30 Mech Tech points
Prerequisites

* Med Bay 3
* High-Capacity Power Conduits

Maintenance
+6700
Effects

* -5% chance for pilots to die when incapacitated
* +2 Med Points

### Habitat pods

#### Alpha Pod

Each of the three pods is meant to be a mostly self-sufficient habitation space. Alpha Pod, as its interior labeling designates it, is the only one of the three to have retained its pressure seal, making its interior (mostly) habitable.

Effects

* 8 pilot berths

#### Beta Pod

Beta Pod, once repaired, includes what was clearly once a hydroponics facility near the spine of the Argo, and a low-g gymnasium just above that. Neither survived exposure to hard vacuum and stellar radiation, but they're tantalizing indications of the luxuries the Argo once included.

Costs
900000 C-bills, 20 Mech Tech points
Prerequisites

* Alpha Pod
* Repaired Power Conduits
* Structural Repair

Maintenance
+3500
Effects

* 16 pilot berths

#### Gamma Pod

Gamma Pod is very much a blank slate, as only its internal support structures survived intact. Rebuilding the habitation decks of the pod still leaves plenty of space for other facilities.

Costs
2250000 C-bills, 30 Mech Tech points
Prerequisites

* Beta Pod
* Improved Power Conduits
* Structural Reinforcement

Maintenance
+8500
Effects

* 24 pilot berths

### Recreation

#### Arcade

That empty storage space in Gamma Pod, with some additional power conduits, could easily support a handful of 2-D and 3-D game systems. It's no replacement for the training units, but it's more fun.

Costs
450000 C-bills, 20 Mech Tech points
Prerequisites

* Gamma Pod

Maintenance
+1700
Effects

* +2 morale

#### Gymnasium

MechWarriors have to maintain their physical condition, and doing so in their own quarters is claustrophobic and distracting. Luckily, the Argo has a full gymnasium, needing only repair and power.

Costs
225000 C-bills, 15 Mech Tech points
Prerequisites

* Beta Pod

Maintenance
+850
Effects

* +1 morale

#### Hydroponic Garden

Near the spine, the spin of the pods isn't sufficient to generate any real apparent gravity. This makes those areas bad for living in, but excellent for growing hydroponic crops. They freshen the air and add variety to mealtimes.

Costs
450000 C-bills, 20 Mech Tech points
Prerequisites

* Beta Pod

Maintenance
+1700
Effects

* +1 morale

#### Library

A library is more than just a database and a stack of e-readers. It requires a dedicated space for quiet study and learning, as far from the raucous lounge as possible.

Costs
225000 C-bills, 10 Mech Tech points
Prerequisites

* Beta Pod

Maintenance
+850
Effects

* +1 morale

#### Improved Library

Active subscriptions to a variety of e-book services, periodicals, and tri-vid channels make the library even more appealing to everyone.

Costs
450000 C-bills, 15 Mech Tech points
Prerequisites

* Library

Maintenance
+1700
Effects

* +1 morale

#### Lounge

A shared social space outside the barracks allows the MechWarriors to bond as a team.

Costs
225000 C-bills, 10 Mech Tech points
Maintenance
+850
Effects

* +1 morale

#### Upgraded Lounge

A few couches and a table don't make for much of a social space. Drinks, 2-D video screens, and a sound system, on the other hand.

Costs
450000 C-bills, 20 Mech Tech points
Prerequisites

* Lounge
* Repaired Power Conduits

Maintenance
+1700
Effects

* +1 morale

#### Low-G Pool

When you have a large space with nothing critical in it, where the gravity is too low for living quarters, the obvious choice is to fill it with chlorinated water.

Costs
450000 C-bills, 20 Mech Tech points
Prerequisites

* Gamma Pod

Maintenance
+1700
Effects

* +2 morale

### Training

#### Training Module 1

This set of networked Battle Pods allow MechWarriors to compete against one another in simulated 'Mech battles, generating experience for participating MechWarriors. Each MechWarrior with less than 10,000 total experience will gain 20 experience points per day.

Costs
90000 C-bills, 10 Mech Tech points
Prerequisites

* Repaired Power Conduits

Maintenance
+400
Effects

* +20 experience per day (10 000 max)

#### Training Module 2

Adding more Battle Pods allows for full-lance training simulations, as well as raucous ship-wide tournaments. This increases the amount of experience gained by MechWarriors aboard the ship. Each MechWarrior with less than 20,000 total experience will gain 30 experience points per day.

Costs
270000 C-bills, 15 Mech Tech points
Prerequisites

* Training Module 1
* Beta Pod

Maintenance
+1000
Effects

* +30 experience per day (20 000 max)

#### Training Module 3

With a training space completely packed with Battle Pods, MechWarriors can engage in lance-versus-lance competition, and that inevitably means teams, logos, and pennants. Large-scale competition means even more experience for participating MechWarriors. Each MechWarrior with less than 30,000 total experience will gain 50 experience points per day.

Costs
450000 C-bills, 20 Mech Tech points
Prerequisites

* Training Module 2
* Gamma Pod

Maintenance
+1700
Effects

* +50 experience per day (30 000 max)