The Argo can be extensively upgraded. This page lists all the options.
Engineering[ | ]
Drive System[ | ]
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 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[ | ]
“ | 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[ | ]
Repaired Power Conduits[ | ]
“ | 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[ | ]
“ | 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[ | ]
“ | 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[ | ]
Repair/Refit[ | ]
Automation[ | ]
“ | 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[ | ]
“ | 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[ | ]
“ | 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[ | ]
“ | 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[ | ]
“ | 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[ | ]
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[ | ]
“ | 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[ | ]
“ | 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[ | ]
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[ | ]
“ | 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[ | ]
“ | 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[ | ]
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[ | ]
“ | 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[ | ]
“ | 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[ | ]
“ | 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[ | ]
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[ | ]
“ | 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[ | ]
“ | 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[ | ]
Arcade[ | ]
“ | 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[ | ]
“ | 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[ | ]
“ | 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[ | ]
“ | 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[ | ]
“ | 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[ | ]
“ | 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[ | ]
“ | 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[ | ]
“ | 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[ | ]
Training Module 1[ | ]
“ | 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[ | ]
“ | 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[ | ]
“ | 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)