Shepard Quest Mk VII, Age of Revy (ME/MCU)

So in the war against the Batarian and pirates, could we not hire some mercenaries to hit some bases and ships?
 
Also, the Batarians are an actual military with real ships. There aren't many merc companies that actually matter on this sort of scale. The only ones the SA would actually want are Biotic force multipliers.
 
A lot of mercenaries in the Terminus are Batarian military units in disguise being used as deniable assets. If we go poking around for mercenaries the Batarians will retaliate with the same, and they will have much more success due to having established contacts.
 
its better to have some mercenaries to do some work, while they wont be able to hit hard targets, they can still do some damage by kill some manpower, ships and destroying some bases, and the Batarian have already call on ever mercenaries and pirates that are there assets to join this war
 
A lot of mercenaries in the Terminus are Batarian military units in disguise being used as deniable assets. If we go poking around for mercenaries the Batarians will retaliate with the same, and they will have much more success due to having established contacts.
Not to mention, some mercenary groups will likely remain neutral as the Batarians are big clients of many large Merc Groups and Batarians make up a large percentage of the manpower of these merc groups. The Blue Suns are a notable example.
 
Research Mechanic Example
Conrad Verner
A rank exotic 300RP
C rank Engineering 50RP

3 lab III's 150RP each, 85% bonus from advancements (1.85x)
____________________________________________________________________________________________
labs can assign their RP to a single project per turn, no splitting up their individual RP generation

projects
heavy mech [400]
giant mech [800]

2 lab III's = (150.1.85)*2 = 277.5*2= 555 = [555/400]
1 lab III's giant mech = (150.1.85) = 277.5 = [277.5/800]

going over RP requirement does nothing, so RP wastage is to be expected
labs without a hero character cannot perform projects with skill rank requirements
____________________________________________________________________________________________
Hero characters can also apply their RP to a single project per turn, using their highest rank skill

Conrad Verner
A rank exotic 300RP
C rank Engineering 50RP

projects
heavy mech [400]---->[50/400]
blackhole gun [1200] (A rank exotic required) ----->[300/1200]
____________________________________________________________________________________________
labs with a hero character can contribute their RP generation to skill rank locked projects as well as provide their lab bonus to their RP generation
but are still limited to one project per turn

Conrad Verner
A rank exotic 300RP*1.85 = 555 RP
C rank Engineering 50RP*1.85 = 92.5 RP
+
attached lab III 150*1.85 = 277.5

projects
heavy mech [400]
blackhole gun [1200] (A rank required)

so in one turn either of the two happens

conrad engineering + lab for heavy mech
92.5 + 277.5 = 370 RP/400 RP

conrad exotic + lab for blackhole gun
555 + 277.5 = 832.5 RP/1200RP

for the blackhole gun project no other lab can assist if they do not have a hero of the required skill level
 
Not to mention, some mercenary groups will likely remain neutral as the Batarians are big clients of many large Merc Groups and Batarians make up a large percentage of the manpower of these merc groups. The Blue Suns are a notable example.
There is always gonna be some mercenary groups who are gonna take the money, and there should be some mercenary groups in Citadel space how have nothing to do with the Batarians and the there those in human space, like CAT6
 
We have a powerful mercenary company, its just small right now, so if we can spend money to bleed the enemy more, then we should do it
 
They already have the best gear, but getting more people is gonna be a bit hard as we hire former military, and now with the war, its gonna be harder to get those people
 
will be trying to cut down a few items from the various lists and calcs such as ammo/reloads as keeping track of individual ammo levels and sales, especially in the future where it would be pocket change would be a headache. For now just assume you always have enough ammo and will use the appropriate one for the right target and that upkeep costs cover replacement ammo.
 
I would learn voodoo to curse them if they did :mob:

@UberJJK do you wish to make changes to your plan now that I allowed building and explained the research mechanics some more?
as for the increased building numbers and previously in construction buildings? Rejoice! Bioware has blessed you! :V
 
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