Argo upgrades

From Battletech Wiki
Jump to: navigation, search

Argo upgrades time summary.png

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

Engineering[edit | edit source]

Drive System[edit | edit source]

Drive Jury Rigging[edit | edit source]

UixTxrSpot ArgoDrive0.png

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[edit | edit source]

UixTxrSpot ArgoDrive1.png
The Argo's drive is only operating at a fraction of its potential, Commander. With some time and materials, I believe I can boost the output of the secondary fusion reactors - to put it simply, I'll make the Argo go faster.
~ Farah

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[edit | edit source]

UixTxrSpot ArgoDrive2.png
The Argo's drive is farmore powerful than I suspected. We may not ever bring it completely back online, but for now I can increase our thrust. While 2 g is not comfortable and the crew will complain, we'll cut our travel times significantly.
~ Farah

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[edit | edit source]

Repaired Power Conduits[edit | edit source]

UixTxrSpot EngineeringInnards.png
I'm terrified of the current state of the power system, Commander. Repairing it should be a top priority. We cannot bring most of the Argo's other systems online until the power is stable. Also I'd avoid touching any exposed deck plating. Just in case.
~ Farah

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[edit | edit source]

UixTxrSpot EngineeringInnards.png
Notably, upgrading the power system will allow us to provide power to all three habitation pods, which means more room and more Argo systems operational.
~ Farah

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[edit | edit source]

UixTxrSpot EngineeringInnards.png
This is a remarkable ship. I continue to be astonished at how advanced portions of the Argo's infrastructure are. We're not even running the drive at half the power it can handle. More power means more thrust, Commander.
~ Farah

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[edit | edit source]

Repair/Refit[edit | edit source]

Automation[edit | edit source]

UixTxrSpot YangWorking.png
This stuff can't do the work for me, but it comes awfully close. You want to speed things up around here, give me the resources to get these machines back online.
~ Yang

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[edit | edit source]

UixTxrSpot YangWorking.png
There's machines hidden in the walls, under the floor panels-I don't even know what half of it does. But I turned one on and it built a 'Mech leg before I was able to shut it off. We make these work, we'll be moving 'Mechs out of repair in record time.
~ Yang

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[edit | edit source]

UixTxrSpot YangWorking.png
Okay, what we've got here is a fully outfitted machine shop, and a whole lot of data on 'Mech specifications. Get this back online, and we'll be machining our own parts, probably better than the ones coming out of the Taurian factories. Faster, too.
~ Yang

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[edit | edit source]

UixTxrSpot YangWorking.png
You always see cables and stuff hanging down from the ceiling and think, 'What the hell are those for?' Right? Lifting and turning entire 'Mechs. We get them back online, and we can lift a whole 'Mech. I mean, honestly? I just want to see that happen.
~ Yang

'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[edit | edit source]

UixTxrSpot YangWorking.png
The platforms around here are meant to move automatically when they detect the size of the 'Mech we're working on, adjusting to be at just the right height. They're all off-line, and we've been working around that, but let's get them fixed and speed this up.
~ Yang

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[edit | edit source]

Mech Bay 1[edit | edit source]

UixTxrSpot MechBay.png

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[edit | edit source]

UixTxrSpot MechBay.png
We've got a lot of extra space in here, Commander. It's just full of junk and pirate garbage, and half of the walls are missing. I could pull my engineers off 'Mech duties and we could probably get another six 'Mech cubicles online. Just say the word.
~ Yang

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[edit | edit source]

UixTxrSpot MechBay.png
The power's back on to the rest of the Mech Bay, and we can start repairs on the last six cubicles. Even if you don't want to fill them with 'Mechs, believe me, I can put the extra space to good use. It's gonna take a shitload of work, though.
~ Yang

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[edit | edit source]

Structure[edit | edit source]

Structural Jury-Rigging[edit | edit source]

UixTxrSpot ArgoStructure0.png

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[edit | edit source]

UixTxrSpot ArgoStructure1.png
It's unclear which is more terrifying, Commander: the Argo's power system or its internal structure. We can do very little to improve on the ship while it's still in danger of buckling under even the modest forces exerted by the grav deck and the drive.
~ Farah

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[edit | edit source]

UixTxrSpot ArgoStructure2.png
Commander, we're still well under the specifications for the ship's main spine. If you want to put any more mass onto Gamma Pod, or increase the drive output, we'll need to spend more time bringing the secondary supports up to full strength.
~ Farah

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[edit | edit source]

Med Bay 1[edit | edit source]

UixTxrSpot MedBay.png

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[edit | edit source]

UixTxrSpot MedBay.png
Commander, the existing Med Bay is able to keep up, but just barely. Nobody's dying for lack of treatment, but our medics are overworked. Beta Pod has an entire additional medical bay, unused and waiting to be renovated and powered back up.
~ Darius

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[edit | edit source]

UixTxrSpot MedBay.png
We're taking enough injuries to keep our current medical staff fully tasked, Commander, and that makes me worry about our future capacity. These battles aren't getting any easier. We have the space for another Med Bay, and I'm sure we'd find it useful.
~ Darius

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[edit | edit source]

UixTxrSpot MedBay.png
Commander, the medics are talking about all the advanced facilities, and we now have sufficient power to operate it all. We'd need to do a major overhaul of all our Med Bays, but we'd substantially increase our ability to treat severe injuries.
~ Darius

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[edit | edit source]

Alpha Pod[edit | edit source]

UixTxrSpot ArgoPod.png

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[edit | edit source]

UixTxrSpot ArgoPod.png
The crew has seen the Beta Pod rec facilities on the ship's floor plans, Commander, and it's all they can talk about. More practically, we'd be able to bring the Beta Pod medical facilities back online.
~ Darius

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[edit | edit source]

UixTxrSpot ArgoPod.png
Commander, there are already a half dozen requests for new facilities for Gamma Pod, ranging from a swimming pool to a DropShip-sized bouncy castle. On a more practical note, we could also begin using the Gamma Pod medical facilities.
~ Darius

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[edit | edit source]

Arcade[edit | edit source]

UixTxrSpot Arcade.png
There's this game, Commander. No, hear me out, I'm serious! It's called DropShip Commander, and you pilot a Leopard in a bunch of battle scenarios. Now, I'm not saying this game will make me a better pilot. But I'm not saying it won't, either.
~ Sumire

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[edit | edit source]

UixTxrSpot Gym.png
I suspect a solid majority of the complaints I've received from the MechWarriors are simple idleness. With fitness facilities, I could solve that idleness for them, Commander. If you take my meaning.
~ Darius

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[edit | edit source]

UixTxrSpot Hydroponics.png
I've looked over Gamma Pod, Commander, and most of the original plumbing is intact. With a small amount of effort, we could repair the hydroponics and have fresh herbs and vegetables instead of reconstituted paste in the galley. Just a thought.
~ Farah

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[edit | edit source]

UixTxrSpot Library.png
I swear to the gods, trying to read a technical readout in that lounge is impossible. Commander, I need to keep up with the latest tech to do my job, and I can't do it while the MechWarriors are playing beer pong over my head.
~ Yang

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[edit | edit source]

UixTxrSpot Library.png
A JumpShip pilot told me there's an off-the-books digital distribution service. They get tri-vid and books from DropShips and sell them under the table. It would be more interesting than the decade-old 'Mech magazines Yang keeps putting in the library, anyway.
~ Sumire

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[edit | edit source]

UixTxrSpot Lounge.png
I've just had to chase another card game out of the mess hall so the staff could clean up, Commander. The crew needs somewhere to relax that isn't also where we're trying to serve meals.
~ Darius

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[edit | edit source]

UixTxrSpot Lounge.png
The, uh, the engineers were wondering if they could schedule a regular tri-vid event. There's this show, about mercenaries during the civil war, and their 'Mechs are supposed to be historically accurate. I'd- uh, they'd like a space to watch stuff like that.
~ Yang

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[edit | edit source]

UixTxrSpot LowGPool.png
Commander. Come on. LOW-GRAVITY SWIMMING POOL. I don't know what there even is to discuss here.
~ Sumire

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[edit | edit source]

Training Module 1[edit | edit source]

UixTxrSpot TrainingModules.png
Commander, have you seen these simulator pods? They're fantastic! I take back everything bad I've ever said about the Argo. We gotta get these things running ASAP.
~ Sumire

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[edit | edit source]

UixTxrSpot TrainingModules.png
Farah just told me that the simulators in Beta Pod can network with the others. You know what that means? It means ship-wide tournaments. It means MechWarriors getting stomped in simulated battle by yours truly. We need these simulators, Commander.
~ Sumire

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[edit | edit source]

UixTxrSpot TrainingModules.png
I've got a design for my simulator team's insignia ready to go, Commander. We're gonna get shirts made-and maybe even warm-up jackets.
~ Sumire

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)