"The seventh installment in the Grand Adventure of Rebecca 'Revy' Shepard as she and her band of competent henchmen (and women!) attempt to take over the galaxy and spread the truth that Orks are the best fac-ah! Stop! Mom! Stop! That hurts!"
Join us as Revy Shepard attempts to make her own place in the galaxy with nothing but her big brain and a whole lot of money. Beware Reapers, she has a real superpower on her hands, or more like in her banks.
An opportunity to fund a Krogan Science Council Project will show up in the near future
A battle in the war with the Batarians will luckily go better then they should have
When PI produces AI one will develop chef skills
Drone Utahraptor Power Armor
Increased odds of finding viable Rachni eggs if exploration is done
At some point in the future Tali will interact with PI/Revy and be recuitable
At some point in the future the VR aliens will contact the galaxy in a place were Revy will be involved.
Rewards from Liara's first dig have been upgraded
Saving humanlike aliens from Not!Krypton
+10 to alliance war rolls against batarians
+50 to stealth tech
+10 to a roll for mindoir action to chaff
What topics should I not bring up in thread because they've been talked about too much or are banned?
I'm glad you asked. Or are at least bothering to read the answer to this question! Here are a few and the reason no to:
Combat FTL weapons - Not a thing in base setting and banned by GM, if any exist the are relegated to the banned WMD stockpile
Relativistic Time Travel via FTL - Not a thing in base setting and banned by GM
Mechs - Look there cool we get it and scientifically they don't have much if any justification. They're on the tech tree because giant mechs are apparently a thing in ME the really big ones are also space ships. Vote for them during research if you want them.
Geth - They don't want to talk to anyone
Quarians - This has been beaten to death. In general, Tali maybe nice but the majority seem to be idiots or assholes this makes dealing with their issues hard.
Curing the Genophage - It's not happening any time soon.
What does the Mindoir Solar System look like?
Lacking any canon details in outside-in order:
Far Debris Cloud (Ice, hydrogen, dirt and a few dwarf planets)
Hydrogen heavy Gas Giant + Rings
Assorted Rocky Dwarf Planets
Asteroids (Low metal content)
"Perfect" Garden World (Mindoir)
Sun baked dead rocky Planet
Yellow Sun
What do those Materials Science technologies even do?
The short version: Each level (Advanced, Super, Unob) gives 10% more "effect" for the same cost as pre-Revy materials. So I've been giving a 20% combat multiplier for superalloys (some restrictions may apply). Or 10% less cost per level for the same effect as pre-Revy materials (which is better than the first part implies but meh). After that you can blow money increasing the effect even further. Special properties (eg RT super conduction) obviously cost more or you can trade in the generic effect bonuses. How much stuff I'm willing to let you stack depend on the level you have. If more details are need ask the GM, I may finally finish writing rules for this .
TIR is short for Total Internal Reflection. It's effect caused by refraction. Mass effect field refract light and thus can be used to create TIR fields which can be used to do all sorts of fun things to light. I recommend reading more on wikipedia.
What's FRM and what do the FRM/Black Boxing techs do?
FRM is Fabrication Rights Management. Is like DRM but for 3d printers/factories. It's a thing in the Mass Effect setting. In game the highest levels are very effective.
Each level makes it hard to reverse engineer one's technologies The highest level makes it nearly (but not quite totally) impossible for the Citadel governments and others on the same level. For the reapers is is hard and resource consuming but not impossible or even improbable.
The exact effect depends on the access the potential reverse engineer has to the tech to be studied. A physical copy may be used if instructions can be found and access is available, but the device may not be reproduced nor the underlying technology understood as long as the protection holds. If no instruction can be found blackboxing may increase the difficulty of determining how to use an object via trial and error.
If the reverse engineer has blueprints/schematics they will be able to produce copies of the blueprinted design and use them. However, the underlying technology will be protected for as long as the blackboxing holds. Patented technologies will include some blueprints/schematics.
In partial blueprints (such as from a patent that deliberately has pieces missing), the device may be replicated in an incomplete form. The black boxing protects both the underlying technology as well as the missing parts.
If the reverse engineer has a fabrication license the FRM level makes it harder to jailbreak a fabrication license, decode the blueprints from the license, and to learn the production method from running the fabrication license.
Who are the Litinana guys the GM talks about sometimes?
Aliens from the Terminus region. They're really good at biotech and by extension bioweapons. Litinana are humanoid and covered in fuzzy purplish red stuff that no ones know if it is clothing or fur (or something else). It's hard to say much else about their appearance as it seems to vary a great deal. Some have three fingers to a hand, some have five, height is all over the place, as are body ratios etc. Their planet has the same name as their race. The GM added them because the Terminus is depressingly empty of aliens considering that the Citadel is scared of pissing the Terminus Systems off.
What happen to an object that leaves/enters a mass effect or has the mass effect field it's in strengthened or weakened?
No clue, Bioware failed science hard here. The only things conserved seem to be the setting and the plot. That said here's a short exploration of why Bioware failed the science hard:
Conserving momentum once you compute the formulas inverts all of the effects described. A round leaving a mass increasing field goes faster and vice versa. It also allows for free energy tricks. Furthermore because temperature can in many cases (particularly for gasses) be considered the average kinetic energy of the particles of an object since this does not conserve kinetic energy a mass effect field applied to air should cause sudden temperature swings. The inside of a ship that turned on it's FTL core should be instantly converted into a plasma and explode. As this does not happen this is clearly wrong.
Conserving velocity causes two issues. One it allows for free energy. Free energy is bad. As in fighter guns that can kill planets bad. (Recoil might kill the fighter, not a big cost though.) Furthermore it also causes a temperature issue like momentum does, the same ship using FTL should suffer from a cryogenic implosion as the temperature inside is reduced to just over absolute zero. As this does not happen this is clearly wrong. Sadly this seems to be closest to the lore's description of ME tech as reducing the mass is somehow useful for guns, even though mass isn't part of the linear accelerator equation KE=force*length.
Conserving kinetic energy (also the same as conserving relative velocity using the method we use here) doesn't have any of those issues. (Though there is probably something in relativity I'm unaware of) However the canon lore doesn't seem to match. There are some benefits to using ME field even under this system if you allow for fields to linger for a short time, but it just doesn't match up to how the writers though it'd work.
Total Production Consumed and Profits Generated Per Quarter
4,013,331.60
$1,612,645,450,000
Name
Description
Size
Production Cost in $
Upkeep Cost in $
Build Time in Quarters
Factories
Factory (I)
300 Production Units/quarter
1
$40,000,000
$2,000,000
1
Factory (II)
3,000 Production Units/quarter
2
$200,000,000
$10,000,000
1
Factory (III)
30,000 Production Units/quarter
4
$1,000,000,000
$50,000,000
2
Space Factory I
300,000 Production Units/Quarter
8
$10,000,000,000
$500,000,000
2
Space Factory II
3,000,000 Production Units/Quarter
16
$100,000,000,000
$5,000,000,000
4
Space Factory III
30,000,000 Production Units/Quarter
32
$1,000,000,000,000
$50,000,000,000
8
Poorly-armed Space Factory
A few guns and some mediocre barriers
N/A
5%
5%
1
Well-armed Space Factory
Warship level barriers and a full GARDIAN system, plus a few other guns
N/A
25%
25%
1
Heavily-armed Space Factory
Enduring Grade Shields, full GARDIAN system, multiple missile systems, advanced targeting systems, full automated strike craft compliment, and a garrison of Legionnaires
N/A
100%
100%
2
Shipyard
Can only produce as many ships as you have shipyards. Reduces ship upkeep by 1% per each shipyard for each class up to a maximum of 50%
Small Shipyard
Produce frigates and smaller vehicles. Takes a Quarter to complete a frigate. Can construct/repair a total of 6 ships at once
3
$500,000,000
$25,000,000
1
Medium Shipyard
Allows for production of cruisers. Takes 2 Quarters to complete a cruiser. Can construct/repair a total of 4 ships at once
4
$2,000,000,000
$100,000,000
2
Large Shipyard
Allows for the production of dreadnoughts and carriers. Takes 4 Quarters to complete a dreadnought. Can construct/repair a total of 2 ships at once
8
$12,500,000,000
$625,000,000
2
Mega Shipyard
???
?
Labs
Lab I
50 Research Points per Quarter + Grade Bonus
1
$20,000,000
$1,000,000
1
Lab II
100 Research Points per Quarter + Grade Bonus
2
$100,000,000
$5,000,000
1
Lab III
150 Research Points per Quarter + Grade Bonus
4
$500,000,000
$25,000,000
2
Space Stations
Tiny Space Station
Space for 2 size units of buildings
3
$100,000,000
$5,000,000
1
Small Space Station
Space for 6 size units of buildings
8
$1,000,000,000
$50,000,000
2
Medium Space Station
Space for 13 size units of buildings
16
$10,000,000,000
$500,000,000
2
Large Space Station
Space for 28 size units of buildings
32
$100,000,000,000
$5,000,000,000
3
Poorly-armed Space Station
A few guns and some mediocre barriers
N/A
5%
5%
1
Well-armed Space Station
Warship level barriers and a full GARDIAN system, plus a few other guns
N/A
25%
25%
1
Heavily-armed Space Station
Enduring Grade Shields, full GARDIAN system, multiple missile systems, advanced targeting systems, full automated strike craft compliment, and a garrison of Legionnaires
N/A
100%
100%
2
Barriers
Building Shield
Basic Protection for Buildings
$10,000,000
$125,000
1
Campus Shield
Basic Protection for a Small Area
$100,000,000
$1,250,000
1
City Shield
Basic Protection for a City
$1,000,000,000
$12,500,000
2
Regional Shield
Basic Protection for a Large Region
$50,000,000,000
$625,000,000
3
Planetary Shields
Basic Protection for an entire Planet
$5,000,000,000,000,000
$62,500,000,000,000
9
Basic Grade Shield
Provides protection from environmental damage and light weapons fire
x1
0
Assault Grade Shield
Provides protection from dedicated land assaults or single massive strikes
x10
1
Bombardment Grade Shield
Provides protection from an on-going bombardment for a time
x50
1
Hardened Grade Shield
Endure bombardments for extended periods of time
x500
2
What Attack? Grade Shield
Ignore most anything short of cataclysmic events and massive attacks
x10,000
3
Additional Buildings
*All Paragon Industry Offices will start off with 1 not counting to the size limit
*Administration Building
Allows you to hire a Legal Team full time as well as other financial specialists
2
n/a
n/a
0
*Rec center
Provides food and fun to employees. Moral bonus
3
n/a
n/a
0
*Barracks/armory
Supports 20 security/combat teams, 10 will be on call at any time
3
n/a
n/a
0
*Vehicle Garage
Supports and maintains 10 Vehicles
2
n/a
n/a
0
Training Grounds
Troops maintain skill and newly trained ones start at Veteran
4
n/a
n/a
0
Academy
Allows the training of troops and commanders
3
$15,000,000
n/a
1
Large Ground MA Turret
Ten meter cannons for blasting attackers, legal restrictions may apply
$5,000,000
n/a
1
Large Ground GARDIAN Turret
Megawatts of death for attackers, legal restrictions may apply
$1,000,000
n/a
1
Arcology (non PI Built)
A self contained city for 10 million citizens
1
$1,000,000,000
n/a
4
Arcology (PI Built)
A self contained city for 10 million citizens
1
$2,500,000,000 and 100 production
n/a
1
Sale Rules
300% baseline mark up=3x cost of production for sale standard
sale price is 2x cost of production for low in demand items
increase to 5.5x cost for high in demand items
decrease to 1.5x cost for absolute minimum
All Arc Reactors are patented
Repulsors are patented to Alliance, no outside sales
Small energy generator the size of a fist capable to producing immense power for years. Runs on Zero Point Energy in vacuum
Generation 1 Industrial (150 GW)
Large industrial sized generator
Generation 1 Dreadnought Arc Reactor (40 TW)
Ship designed arc reactor
Generation 2 Arc Reactor (5 GW)
A more compact and powerful version of the Arc Reactor, smallest 1 cm across, 10x burst mode
Generation 2 Industrial Arc Reactor (150 GW)
Generation 2 Dreadnought Arc Reactor (40 TW)
Repulsors
Standard 25kN Repulsor
Palm Sized particle beam emitter capable of cutting through walls and enemies. Usable as thrusters and able to adjust beam focus to control damage dealt
Infantry Equipment
Legionary V1.00
Heavy Hardsuit power armor with, omnitools, and VI. Space rated.
wrist mount SMG, omniblade, weapon hardpoints, Repulsors
Heavy kinetic shields
MKI Arc Reactor
Repulsors, flight
Paragon Legionary
Mass Produced Centurion
Heavy Hardsuit power armor with flight, best software with new programming language, lesser strength enhancement, lesser speed enhancement, neural interface, modular armor pieces, space and deep ocean rated
wrist mount SMG,
omnitool omniblade,
6 weapon hardpoints, Repulsors
Multiple heavy kinetic shields
impact and temperature resistance gel
Kassa Guardian Angel Shields
full NBC protection
heavy armor made of layers of metamaterials and super alloys, less layers than better models.
MKII Arc Reactor
Repulsors, flight
Elite Centurion
Heavy Hardsuit power armor with MKII arc reactor, best software with new programming language, VI support, greater strength enhancement, greater speed enhancement, neural interface/reaction speed enhancement, space and deep ocean rated, modular armor pieces, E Warfare Suite, Great Processing power.
Multiple heavy kinetic shields
impact and temperature resistance gel
Kassa Guardian Angel Shields
full NBC protection
automated medical suite
heavy armor made of layers of metamaterials and super alloys
MKII Arc Reactor
Repulsors, flight
Hasta (30cm Mounted)
Forearm mounted 1.5x times stronger than Batarian mounted shuttle autocannon, connected to suit's power supply and targetting system
Hasta (60cm Mounted)
Shoulder mounted 2.5x times stronger than Batarian mounted shuttle autocannon, connected to suit's power supply and targetting system
Hasta (90cm Rifle)
Rifle Sized Configured autocannon 3x stronger
Pilum Missile Launcher (1 Missile)
Launcher that holds 1 missile
Pilum Missile Launcher (3 Missiles)
Launcher that holds 3 missile
Pilum Reload (3 Missiles)
Same as Below
Pilum Reload (1 Missile)
AT missile using three stage warhead, designed to bypass barriers with a distruptor field, penetrate armor, then detonate a High explosive charge deep inside an enemy vehicle.
Negates kinetic barriers, most armor, point defense and delivers a massive punch.
20mm Grenade Launcher
What it says on the tin
Omni-Tool/Omni-Blade
What it says on the tin
Flamer
What it says on the tin
Cloaking Suit
What it says on the tin
Cloaking Armor
What it says on the tin
Sagitta Micro Missile (per 100)
Tiny bullet sized micro missile with advance VI and propulsion system capable of minor self course corrections. Capable of blowing through standard kinetic barriers and hardsuits. 2 Km range
Sagitta (alternate TheEyes price, per 100)
Fighters
Scimitar
Gladius (Type A)
Role - Space Superiority and Anti-Capital
Additional Systems:
Paragon Industries Neural Interface Control System (NICS)
Several design elements can be upgraded either with new tech or proprietary PI technology. The part you're proudest of is the vastly increased rate of fire for the spinal gun. Thanks to the arc-reactor, the spinal's capacitors can be recharged so fast that the main limiting factor is the rate a new round can be loaded into the gun.
Huai-Hai Class Frigate Block 6 Upgrade
You efforts will allow the existing ones to fight better and have improved the ship's operational parameters. However, when sending the finished schematics to the Alliance Navy, you append a note suggesting that no further block upgrades be made after this one, the design is just too dated.
Geneva Class Cruiser Block 4 Upgrade
Same as the above.
"Dragon Lady" retrofit
Replacement of everything except the Turian comms, sensors, FTL drive, and Gardian system
Zama
Length: 100m
Hull Type: Hyper-Modular
Propulsion System: Anti-Matter
FTL Drive Type: 15LY/28PSl
Shield Type: Cyclonic
Armor Type: Standard
Additional Systems:
Turian Computer System
Turian Sensor Suite
Turian Communication Suite
Turian living quarters/barracks
Purchase Cost: 3,500,000,000cr
Power System:
1x Paragon Industries Arc Reactor (200 GW) for the Shields
1x Paragon Industries Arc Reactor (7,500GW) for the Repulsors
1x Paragon Industries Arc Reactor (150GW) for General Use
Role: Bunker, Hover Tank, mobile FOB, drone control center.
Complement:
1 Driver (optional)
1 Gunner (optional)
1 Drone Controller (optional)
1 Commander (optional)
6-8 Passengers (optional)
Additional Systems:
Vacuum rated with full hostile environments package.
Neural interface control system
Communications Relay
Battle Network
Advanced Paragon Industries VI system providing full Fire Control as well as Remote and Autonomous operation.
Heat resistant underbelly with repulsor caps allowing for high-speed atmosphere entry.
Optional: Drone bay capable of housing 64 Paragon Industries autonomous drones. Removes passenger carrying capability.
Paragon Industries Electronic Warfare Suite
Distributed Power Systems
Secondary configuration for transport
Paragon Industries ACA-01 Lorica
Paragon Industries KB-01 Castra With Warp Barriers
16x Paragon Industries SM-01 Point Defense turrets
Arcane Blur
160x Paragon Industries Arc Reactors (5GW)
870x Paragon Industries 25kN repulsors in fixed mounts with gimbaling
Tiger IFV
Role: Rapid Infantry Insertion, Infantry Support, and Autonomous Operation
Complement:
1x Driver (optional)
1x Gunner (optional)
6/7/8 Passengers (Depending upon whether Driver and/or Gunner positions are utilized)
Additional Systems
Vacuum rated with full hostile environments package.
Neural interface control system
Communications Relay
Battle Network
Advanced Paragon Industries VI system providing full Fire Control as well as Remote and Autonomous operation.
Heat resistant underbelly with deploy-able wheel shields allowing for high speed atmosphere entry.
Weaponry: Primary Weapon - Paragon Industries UHP-01 Universal Hardpoint (See Equipment) Secondary Weapon - 6x Paragon Industries MM-01 Sagitta VLS (6,000 missiles default) Other - 4x Paragon Industries UHP-01 Universal Hardpoints Equipment:
Main Gun Options
Paragon Industries MAC-01-155
Paragon Industries RT-01-100C
Paragon Industries LCT-01-001M
All Main Guns come with a co-axially mounted Hasta Autoannon
Secondary Weapon Options (include but not limited to)
Pilum Anti-Tank Missile Launcher (with 80 missiles)
Hasta Autocannon
20mm Grenade Launcher (with 8,100 grenades)
Heavy Flamer
Sagitta Ammo Pods (with 40,000 missiles)
Defensive Systems: Paragon Industries ACA-01 Lorica Paragon Industries KB-01 Castra 4x Paragon Industries SM-01 Point Defense turrets
Power Systems: 15x Paragon Industries Arc Reactors (5GW)
Motive Systems: 8x Paragon Industries RT-01-330E thrusters in free swivel mounts 6 Wheel All Terrain Drive System Paragon Industries' LD-ME-01 Mass Nullification System
Mechs
Atlas
Height:5.4 meters
1 pilot (optional)
Role
Infantry support
Autonomous Operation
Anti-Power armor
Anti-Vehicle
Anti-Personnel
Force reconnaissance
Exploration
Disaster relief
Systems
Vacuum rated with full hostile environments package.
Neural interface control system
Communications Relay
Battle Network
Advanced Paragon Industries VI system providing full Fire Control as well as Remote and Autonomous operation.
Heat resistant armor coating with repulsor caps allowing for high-speed atmosphere entry.(optional)
Paragon Industries Electronic Warfare Suite
Distributed Power Systems
Secondary configuration for transport
Paragon Industries Universal Hardpoint (see equipment)
Primary Weapon Options
125mm Cannon
315mm Repulsor
Paragon Industries ACA-01 Lorica
Paragon Industries KB-01 Castra With Warp Barriers
4x Paragon Industries SM-01 Point Defense turrets
Arcane Blur
(optional)
20x Paragon Industries Arc Reactor(5GW)
Paragon Industries High Energy Electromechanical Servos
Small Ezzo core
x4 Paragon Industries 25kN repulsors in directional mounts
Prometheus
Height:5.4 meters
1 Pilot
Role
Exploration
Disaster relief
Construction
Colony setup
Systems
Vacuum rated with full hostile environments package.
Neural interface control system
Communications Relay
Distributed Power Systems
Secondary configuration for transport
15x Paragon Industries Arc Reactor(5GW)
Paragon Industries High Energy Electromechanical Servos
Small Ezzo core
Drones
Accipiter
Role - Anti-Starship Duties
Additional Systems
Advanced Paragon Industries VI system providing full Fire Control as well as Remote and Autonomous operation.
Cost - 400,000cr
Production - 2.2
Description:
The Accipiter is the ultimate next generation space warfare drone. It's minimalistic design consists solely of six Paragon Industries Repulsors attached to a Paragon Industries 5GW Arc Reactor with the minimum computer technology required to function.
This allows the Accipiter to fit within it's never before seen dimensions. At 30cm aside it's the smallest combat drone known to exist. That however doesn't stop it from been one of the most deadly. While lacking in the traditional mass accelerator or missile capability most drones possess the Accipiter's use of the Kzinti Lesson more then makes up for this.
Through the use of it's low thermal signature and high acceleration, along with optional Arcane Blur, the Accipiter stealthily closes on enemy ships. Once within range it slices an opening into the hull and enters the ship, allowing it to avoid GARDIAN defenses. After gaining entry the Accipiter uses it's Repuslors to rapidly destroy key systems, such as the reactor, before a response can be mounted.
Weaponry 6x RT-01-100E thrusters
Defensive Systems 6x RT-01-100E thrusters
Power System 1x Paragon Industries Arc Reactors (5GW)
Engine System 6x RT-01-100E thrusters
Lesser Accipiter
Role - Anti-Personnel, Anti-Vehicle, and Anti-Structure Duties (Kasumi: Death Bot. It's a Flying Death Bot!)
Additional Systems
Advanced Paragon Industries VI system providing full Fire Control as well as Remote and Autonomous operation.
Cost - 200,000cr
Production - 1
Description:
The Lesser Accipiter was designed in response to the need for a planetary combat drone while limited in available production. While the compromises made to the Repuslor systems to lower the Lesser Accipiter's costs have dropped it's maximum acceleration down to 1km/s/s this does not effect the Lesser Accipiter's combat ability due to it's limitation to atmospheric use.
The Lesser Accipiter's combination of range, size, and maneuverability make it's a deadly foe on the battlefield. Attacking at distances where enemy soldiers struggle to detect it and dodging fast enough that even those lucky enough to notice it are unable to retaliate.
Defensive Systems 6x Reduced Quality (7kN) RT-01-100E thrusters
Power System 1x Paragon Industries Arc Reactors (5GW)
Engine System 6x Reduced Quality (7kN) RT-01-100E thrusters
Sagittarius
Role - Anti-Personnel
Additional Systems
Advanced Paragon Industries VI system providing full Fire Control as well as Remote and Autonomous operation.
Cost - 300,000
Production - 1.6
Description:
The Sagittarius is the nightmare of the pirates and slavers across the galaxy. Armed with two Pilums even IFVs and bunkers are no refuge against it's wrath.
The Sagittarius' primary weapon is a set of six Sagitta, it's name sake, launchers providing it with three hundred and sixty degree coverage. Each of it's eight hundred Sagitta is capable of killing anyone not wearing either a Legionary or an elite military hard-suit in a single shot, and even the latter will fall with multiple shots.
This makes it ideal for clearing out the underground bunkers so often favored by pirates, slavers, and many other illegal groups.
Power System 1x Paragon Industries Arc Reactors (5GW)
Engine System 6x RT-01-50E thrusters
Aspidai
Role - Mobile shield bunker/gun emplacement
Dimensions - 1.5 ft (50cm) diameter sphere, with four articulating 60-cm guns pointing outward in a tetrahedral shape.
Additional Systems
Advanced Paragon Industries VI system providing full Fire Control as well as Remote and Autonomous operation.
Description:
The Aspidai's primary function is to stand just behind front-line troops, absorbing and intercepting incoming fire. The included RT-01-50E "Repulsor" thrusters provide more than enough thrust to allow the Aspidai to maneuver in three dimensions even while firing at full auto, allowing the drone to participate in bounding overwatch maneuvers without loss of function. Alternatively, the Aspidai can be directed to attack, providing either pinpoint strikes to individual targets or a withering amount of suppressive fire on a target area.
Weaponry 4x Hasta Autocannons (60 cm) Sagitta Ammo Pod with 250 missiles
Defensive Systems Paragon Industries KB-02P Project-able Warp Barrier-equipped shielding system (maximum barrier size 9 ft (3m) diameter) 4x RT-01-50E thrusters
Power System 3x Paragon Industries Arc Reactors (5GW)
Engine System 4x RT-01-50E thrusters
Tribulus
Role - Anti-Personnel and Anti-Vehicle duties
Additional Systems
Advanced Paragon Industries VI system providing full Fire Control as well as Remote and Autonomous operation.
Description:
Designed to harmlessly incapacitate enemy combatants with Paragon Industries' revolutionary Containment Foam the Tribulus is the solution to the age old question of how to morally fight a conscript army. At the same time the Tribulus is so much more. From stopping vehicles in their tracks, to creating makeshift barriers, to safely containing violent mobs the Tribulus is one of the most versatile drones in existence.
Power System 1x Paragon Industries Arc Reactors (25GW)
Engine System 6x 800kN Repulsors
Missiles
Hydra Cluster Missile
The Paragon Industries' Hydra stands today as the single most deadly anti-fighter/anti-bomber missile known to exist. While at first it appears to be a standard anti-fighter missile however at close proximity to the target it explodes to reveal a thousand micro-missiles which instantly lock onto the target and begin spreading out to ensure that at least one, and in most cases many more, are capable of impacting the target.
Thanks to their high velocities and specially designed tips the micro missiles are capable of penetrating most known armour before detonating inside to cause maximum damage.
Hydra 2174-Q3
Hydra (TheEyes Alternate)
Hydra 10K (TheEyes Alternate)
Small Antiship Missile
A simple fusion warhead is merely the starting point. An x-ray opaque case will channel the detonation into a filler material that will transform the energy of the detonation into heat which will super heat a layer of metallic hydrogen into a spear of super hot plasma moving a significant percent of the speed of light. Not that this is a new idea - project Casaba-Howitzer suggested the idea over two centuries ago - but updated with modern materials and techniques, such a warhead should severely damage a starship.
The resulting package should be a major improvement with a lower sensor profile, fast speeds and thus far more likely to hit and deliver its payload. Adding Arcane Blur plates would be an even greater improvement.
Medium Antiship Missile
Large Antiship Missile
Testudo (Large Antiship Missle w/ armor+shields)
Modular Colony Kit
Appia
Purpose: Mobile Community Center/Emergency Bunker
Equipment:
Vacuum rated with full life support, including artificial gravity system, and optional full hostile environments package.
Communications Relay
Advanced Paragon Industries VI system providing full Fire Control and advanced autopilot.
Full medical bay, rated for trauma surgery with four ICU-capable beds (S-class), or for S4 genetic therapy and sixteen ICU-capable beds (L-class)
Fabrication microfactory (S-class, essentially 10 Production/month) or deluxe microfactory (L-class, essentially 100 Production/month).
Optional airlock and corridor assembly, to link up with mobile housing units in vacuum and turn the assemblage into an instant asteroid mining colony.
2 (S-class) or 6 (L-class) bathrooms with recycling potable water systems.
Carrying Capacity:
50 Passengers (S-class) or 500 (L-class)
The Paragon Industries MCU-series is designed to be your all-in-one, mobile colony toolkit. Whether you are building a small mining camp or preparing to found a new city, every colony requires five critical components: power, manufacturing, medical, communications and defense. The MCU series provides all of these things and more, in one convenient, portable package.
The S-class "Appia" is our full-featured colonial startup system. Featuring 100-gigawatts of waste-free, no fuel required energy, this beauty can provide enough energy to drive even your most power-hungry mining equipment, with no need for a costly refueling supply chain. With a full-featured fabrication unit, building new replacement parts on-the-fly will never be a problem, further reducing the need for resupply. In addition, Paragon Industries has partnered with The Sirta Foundation to develop a revolutionary VI- or telepresence-capable mobile medical facility, built right into the Appia, with capabilities equaling or exceeding those of the best hospitals on Earth. No need for dangerous and risky medivac procedures when you can get the best medical care in the galaxy right in your own backyard!
Defensive Systems: Paragon Industries ACA-01B Building-grade Lorica Paragon Industries KB-01B Building-grade Castra 4x (S-class) or 12x (L-class) Paragon Industries SM-01 Point Defense turrets 3x (S-class) or 9x (L-class) Paragon Industries UHP-01 Universal Hardpoints for Hasta Autocannons or Sagitta missile pods Integrated GARDIAN Array: 1x anti-ship/3x anti-missile laser turrets (S-class), 3x anti-ship/8x anti-missile laser turrets (L-class)
Motive Systems:
6x Paragon Industries RT-01-330E thrusters in free swivel mounts (S-class) or 3x Paragon Industries RT-01-1000E heavy lift thrusters and 6x RT-01-330E thrusters in swivel mounts (L-class)
Paragon Industries' LD-ME-01 Mass Nullification System
Virgo
The L-class "Virgo" is all the Appia is and more. Designed to be a community center for a new agricultural colony or the bustling command center for a large-scale mining operation, the Virgo has three high-capacity Arc Reactors at its heart, providing a massive 450 GW of power. In addition to stepped-up manufacturing capabilities, the Virgo provides an even more powerful medical bay than the Appia, capable of real-time genetic therapy and reproductive services in addition to all the trauma facilities of the S-class. The defensive fortifications have also been stepped up, providing a safe haven for up to 500 people in a crisis.
But by far the most useful and interesting feature of the MCU series is its unprecedented portability and native mobility. Both the Appia and the Virgo are equipped with Paragon Industries proprietary propellant-free Repulsar flight systems, meaning that at a single command the MCU series can take to the skies, allowing your colony to take advantage of smaller mineral deposits, move to more favorable farmland, or even just move south for the winter. The Appia and Virgo are even fully vacuum-rated, allowing for unlimited in-system flight, in case your colony wants to try their hand at asteroid mining or if you need to flee a large force of raiders.
Even if you want to move across star systems, the MCU-series has you covered. Both the Appia and Virgo can be packed away with a single command to their on-board VI for easy shipping throughout the galaxy. The Appia packs down to a size and specification compatible with the standard intermodal containers that have been used for over 200 years throughout the Alliance, and the Virgo self-disassembles into six such containers. In this way an entire colony can be packed away to be shipped across the galaxy in a matter of minutes.
Dormus
The S-class Dormus model unfolds from a one-and-a-half meter cube, easily packable 40 to a standard shipping container, to create a 30 square meter apartment or office
Cenaculum
L-class Cenaculum unfolds from a 1.5x1.5x3 rectangle, again packable 20 to a shipping container, into a 100 square meter condominium space
Insula
LX-class Insula unfolds from a standard 45-foot intermodal container to create a massive 650 square meter, two-story building, perfect for multiple families, a large office space, or even a community center or large gymnasium. Best of all, all three models offer powered, fully-automated self-deployment, so an entire community can be unpacked and deployed in under a day.
Vicinale
Features:
Easily packable into standard intermodal shipping containers
Powered, fully-automated self-deployment.
Vacuum rated, including artificial gravity system and optional full hostile environments package.
Universal power hookups compatible with MCU power distribution systems, Arc reactors, and legacy power distribution systems.
The Vicinale intermodal corridor system provides secure, environmentally-sealed protection between housing and community units. The corridor, intersection, and airlock modules are all as easily packable and deployable as the MCU and MHU series, and all contain a universal standard interconnect that Paragon Industries has already published as a standard, and are working with the International Organization for Standards to develop as an ISO standard for vacuum-rated, powered corridor interconnects.
Using the optical properties of a new metamaterial the armor will scatter any incoming light from radio frequency to violet, this makes most active EM or laser sensors and target designators useless. It also blurs the outline of the armored object and makes a fair number of passive sensors produce a "fuzzy" image. To top that off the material will blunt the effects of lasers! On the other hand it's not very impressive vs physical strikes.
Warp Barriers
Super Fast Ossilating dark energy imbued kinetic shield that causes a warp effect that will shred things that require physical contact, potential chance of warp detonations
Cyclonic Barriers
Spinning mass effect barrier system, locked to fighters and frigate sized vessels. Used to deflect incoming attacks of all types. Main drawback being cost and maintenance
Gladius Upgrade Kit
Legionary Stealth Mod
Other
40TW Arc Reactor Cabling
Total Labs Allowed: 10
Current Date 2175 Q3
Turn 23
Total Labs Built: 10
Planet Name/Ground Limit/Space Limit
Mindoir ||| Ground Building Limit: 26/40 ||| Space Building Limit: 22/40
Number
Lab Grade
Completion Date
Upkeep in $
Production Generated
General RP Generated
Factory III (30,000 production/quarter each)
40
$2,00,000,000
1,200,000
Space Factory I (300,000 production/quarter each)
5
$2,500,000,000
1,500,000
Space Factory II (3,000,000 production/quarter each)
1
$5,000,000,000
3,000,000
Space Factory III (30,000,000 production/quarter each)
1
2177-Q1
Lab III [150*2 =300 RP/Q]
4
2
$100,000,000
1200
Mordin: 300 RP
Lab II (100*2 = 200 RP/Q
1
2
$5,000,000
200
Gavin: 150 RP
Small Shipyard
10
$250,000,000
Conrad: 300 RP
Medium Shipyard
3
$300,000,000
Shatom: 150 RP
Large Shipyard
1
$625,000,000
Heavily Armed Space Station
1
2176-Q1
Academy
1
N/A
Personal Lab
1
-Revy Shepard (1000*1.9 = 1900 RP/Q)
Shepard: 1900 RP can be split among projects
Personal Prototype Workshop- The Toy Box
1
Assault Grade Campus Shield
8
$1,250,000
Bombardment Grande Campus Shield
2
$1,250,000
Large Ground MA Turret
500
N/A
Owned by planet
Large Ground GARDIAN Turret
2500
N/A
Owned by planet
Elysium ||| Ground Building Limit: 23/30 ||| Space Building Limit: 12/15
Factory III (30,000 production/quarter each)
40
$2,000,000,000
1,200,000
Lab I (50*2+50*2*1.15[Hwan bonus] = 215 RP/Q)
2
2
$2,000,000
215
Captain Hwan: 150 RP
Lab III [150*2 =300 RP/Q]
1
2
$25,000,000
300
Bombardment Grade City Shield
1
2175-Q4
Small Shipyard
4
$100,000,000
Medium Shipyard
1
$100,000,000
Space Factory I (300,000 production/quarter each)
4
$500,000,000
1,200,000
Space Factory II
1
2175-Q4
Large Ground MA Turret
500
N/A
Owned by planet
Large Ground GARDIAN Turret
2500
N/A
Owned by planet
Heavily Armed Space Factory II
2
2176-Q3
Benning ||| Ground Building Limit: 21/30 ||| Space Building Limit: 12/15
Factory III (30,000 production/quarter each)
40
$2,000,000,000
1,200,000
Lab III [150*2 =300 RP/Q]
1
2
$25,000,000
300
Bombardment Grade City Shield
1
$12,500,000
Small Shipyard
5
$125,000,000
Medium Shipyard
2
$200,000,000
Large Ground MA Turret
500
N/A
Owned by planet
Large Ground GARDIAN Turret
2500
N/A
Owned by planet
Space Factory I (300,000 production/quarter each)
2
$2,000,000,000
600,000
Space Factory II
1
2175-Q4
Heavily Armed Space Factory II
2
2176-Q3
Demeter ||| Ground Building Limit: 21/30 ||| Space Building Limit: 12/15
Factory III (30,000 production/quarter each)
40
$2,000,000,000
1,200,000
Lab III [150*2 =300 RP/Q]
1
2
$25,000,000
300
Bombardment Grade City Shield
1
$12,500,000
Small Shipyard
5
$125,000,000
Medium Shipyard
2
$200,000,000
Large Ground MA Turret
500
N/A
Owned by planet
Large Ground GARDIAN Turret
2500
N/A
Owned by planet
Space Factory I (300,000 production/quarter each)
2
$1,000,000,000
600,000
Space Factory II (3,000,000 production/quarter each)
1
2175-Q4
Heavily Armed Space Factory II
2
2176-Q3
Bekenstein ||| Ground Building Limit: 20/30 ||| Space Building Limit: 12/15
Factory III (30,000 production/quarter each)
40
$2,000,000,000
1,200,000
Space Factory I (300,000 production/quarter each)
6
$3,000,000,000
1,800,000
Heavily Armed Space Factory II (3,000,000 production/quarter each)
2
2176-Q3
Small Shipyards
4
$100,000,000
Large Ground MA Turret
500
N/A
Large Ground GARDIAN Turret
2500
N/A
Bombardment Grade City Shield
1
2175-Q4
Eden Prime ||| Ground Building Limit: 20/30 ||| Space Building Limit: 12/15
Factory III (30,000 production/quarter each)
40
$2,000,000,000
1,200,000
Space Factory I (300,000 production/quarter each)
6
$3,000,000,000
1,800,000
Heavily Armed Space Factory II (3,000,000 production/quarter each)
2
2176-Q3
Small Shipyards
4
$100,000,000
Large Ground MA Turret
500
N/A
Large Ground GARDIAN Turret
2500
N/A
Bombardment Grade City Shield
1
2175-Q4
Terra Nova ||| Ground Building Limit: 20/30 ||| Space Building Limit: 12/15
Factory III (30,000 production/quarter each)
40
$2,000,000,000
1,200,000
Space Factory I (300,000 production/quarter each)
6
$3,000,000,000
1,800,000
Heavily Armed Space Factory II (3,000,000 production/quarter each)
A Warm Light For All Mankind: Your creation of the Arc Reactor has set you down a path none in the galaxy has seen before. Your Light shall illuminate the Darkness.
Grants Revy EX rank in Energy Skill and unlocks Arc Reactor Tech Tree.
Personal Relations
Jack and cat
super biotic
Misaki
crippled ANI user, currently being healed
Mom
Dad
Liara
Love interest?
Kasumi
Cortana
'VI'
Brian
Alliance
Ex
Lindsey Bradley.
Sales team
Military
Even sitting in her wheelchair, she cuts an imposing figure, with a straight back, broad shoulders, and close-cropped blond hair. She has clearly not taken her disability as an excuse to slack off on her personal exercise regimen.
Employed by PI. Considered something of a friend and unofficial chief minion by Revy, as he's one of the very few people she's met that can keep up with her in full SCIENCE! mode.
Research Skills
Level
RP Required to Rank Up
Energy
A
2500
Exotics
A
2500
Mass Effect
A
2500
Physics
A
2500
Programming
C
500
Hardware
C
500
Engineering
C
500
Chemistry
C
500
Nanotechnology
D
250
Military Design
E
50
Starships
E
50
Biology
E
50
Xenobiology
E
50
Psychology
E
50
Astronomy
E
50
Robotics
E
50
Gaven Dor
(Krogan Male) - Krogan scientist specializing in high-power mass effect fields. Member of the Krogan science council. Employee of Paragon Industries. Also trained as a Krogan battlemaster and can create large biotic "hand" constructs to abuse his enemies with.
Research Skills
Level
RP Required to Rank Up
Mass Effect
B
1000
Physics
B
1000
Hardware
B
1000
Engineering
B
1000
Chemistry
C
500
Energy
C
500
Exotics
D
250
Robotics
E
50
Programming
E
50
Military Design
E
50
Starships
E
50
Nanotechnology
E
50
Biology
E
50
Xenobiology
E
50
Psychology
E
50
Astronomy
E
50
Mordin Solus
(Salarian Male) - Salarian scientist specializing in Biology and Chemistry. Member of Sur Kesh University. Employee of Paragon Industries. Also trained in every known field known to space to some degree.
Research Skills
Level
RP Required to Rank Up
Biology
A
2500
Chemistry
A
2500
Xenobiology
B
1000
Physics
B
1000
Engineering
C
500
Energy
C
500
Exotics
C
500
Robotics
C
500
Programming
C
500
Military Design
C
500
Starships
C
500
Nanotechnology
C
500
Mass Effect
C
500
Hardware
C
500
Psychology
C
500
Astronomy
C
500
Captain Hwan
Alliance's battlefield engineers, retired, former lead developer of the Vehicles Scale Ammo Mod technology, now a researcher
Research Skills
Level
RP Required to Rank Up
Mass Effect
B
1000
Military Design
B
1000
Hardware
B
1000
Engineering
B
1000
Chemistry
C
500
Energy
C
500
Physics
C
500
Biology
C
500
Exotics
D
250
Programming
D
250
Starships
E
50
Nanotechnology
E
50
Robotics
E
50
Xenobiology
E
50
Psychology
E
50
Astronomy
E
50
Shatom Vivuvian
Former Turian Ship Builder and Designer, wants to design and innovate new ship designs
Research Skills
Level
RP Required to Rank Up
Starships
B
1000
Military Design
B
1000
Hardware
B
1000
Engineering
B
1000
Chemistry
C
500
Energy
C
500
Physics
C
500
Programming
C
500
Mass Effect
C
500
Robotics
D
250
Exotics
E
50
Nanotechnology
E
50
Biology
E
50
Xenobiology
E
50
Psychology
E
50
Astronomy
E
50
Projects
Research Cost
Prereqs
Special
Software
Basic Electronic Warfare VI
done
Advanced Electronic Warfare VI
92.5/800
Basic Security VI
done
Advanced Security VI
800
Basic Research VI
done
Advanced Research VI
done
Advanced Fire Control VI
done
Basic Combat Analysis VI
done
Advanced combat Analysis VI
800
Improved Intelligence Algorithms
done
* Optical computing
done
Adv Mass Effect Theory
AI Licensing Preparation
done
- Blue Box AI
1600
B rank in Software
- Pure Software AI
3200
A rank in Software, Blue Box AI
Swarm Networking
done
Hardware
Basic Construction Drone
done
Advanced Construction Drone
1600
Missile Weapons
AT Missile Launcher
done
Micro missiles
done
Anti Ship Torpedoes
done
patented secret military
Improved Warhead
done
Dark Energy Weapons
800
Disruptors they're a thing
Bombardment Missiles
800
- Interstellar Cruise Missile
1600
Mass Accelerator Weapons
Wrist Mounted Submachinegun
done
Nonlethal weapons
done
from omake
Compact Autocannon
done
- 200m MAC
done
- - 500m MAC
done
Exists Already
- - - 800m MAC
1600
- - - - 1000m MAC
3200
Basic Vehicle Ammo Mods
done
Hwan's own project, also just expanding the scope of an ME tech with out doing new things
- Adv Vehicle Ammo Mods
600
Basic Vehicle Weapon Mods
done
- Adv Vehicle Weapon Mods
600
Small Ship Mods
800
- Large Ship Mods
1600
Energy Weapons
Repulsors
done
patented in SA only
Basic Directed Energy Weapons
done
Low Gigawatt Range Lasers
done
- High Gigawatt
800
- - Terawatt Range Lasers
1600
- - - Petawatt Range Lasers
3200
UV Lasers
done
Oddly enough this technically counts as the Salarians use them and other race could if they wanted to.
- X-Ray Lasers
800
- - Gamma Ray Lasers
1600
Miniaturized Energy Weapons
done
- Repulsor Cannon
800
- - Particle Cannons
1600
- - - Go Away Beams
3200
Variable Wave Length
800
Personal Energy Weapon (Scalable)
800
Vehicle Energy Weapon (Scalable)
1200
Ship Energy Weapon (Scalable)
1600
Medical
Basic Biotech
done
Basic Genemodding
done
Basic Neural Interface
done
Advanced Biotic Amp
done
Peak Human
done
CASIE Implant
done
Advanced Neural Interface
done
patented
Advanced Xenobiology
done
-Kepral's Syndrome
800
(Drell or Hanar assistance)
-Quarian Immune System Restoration
1600
(Quarian assistance)
Adrenal Implant
400
Biotic Armor
1600
Advanced Prosthetics
800
- Carbon Nanotube Musculature
1600
- Full Body Prosthetics
1600
- - Project Lazarus
3200
Eternal Youth
2500
Extremis (Locked)
2500
Arc Reactor
Industrial Arc Reactor
done
patented
* Generation II Arc Reactor
done
patented
* - Generation III Arc Reactor
done
Mass Effect Theory
Advanced Mass Effect Theory
done
- Multi-core Eezo Drive
done
- - Ultra-Compact Core Design
1600
- Comm Buoy Construction
1600
Exists Already
- Quantum Entanglement Communications
done
- -Miniaturized QEC
1200
- - * Mass Relay Design
???
Unobtainium
- * Tractor Beams
800
Repulsor Cannon
- Gravitational Wave Detectors
800
- Total Internal Reflection Shield
1600
- * Eezo production
6400
Generation III Arc Reactor
- Anti-matter production
1600
Exist already, you'd just be making them smaller
Artificial Biotic Caster
done
Basic Biotic Caster
1200
Powered Armor
Re-Entry Shroud
done
Ground Vehicles
Basic Ground Vehicles
done
5 Meter Mech
done
Eh borderline next level will not count for sure
- 15 Meter Mech
800
- - Transformation Systems
1600
QM indications this will be 2-stage, no mech requirement
Revy generates 1000 RP base to spread around per quarter, can be increased via implants, and personal lab quality. Can use base RP for any A rank or below research projects.
Named Scientists add RP generation to lab RP before lab quality boost. They generate RP equal to their highest skill rank.
Each Fully staffed lab will generate 50 RP per quarter, can be increased via lab quality. (50x level + %boost per quality and others)
Skill levels (RP needed to achieve Rank) (RP Generated or roll bonus for other named characters)
RP of higher skilled researchers can be used for skill training of lower ranker researchers, RP bonus from labs can be used for training as well.
EX-A true pioneer in the field, where you go others will follow (5000 RP, cannot be trained unless special event unlocks it via trait) (1000 RP or +100 to roll)
S-A true master of your field, the limit of Mortals (2500 RP) (600 RP or +75 to roll)
A-A true expert in your field (1000 RP) (300 RP or +50 to roll)
B-Professional, dependable, minimum requirement to be named character (500 RP) (150 RP or +20 to roll)
C-Competent, good enough to be an assistant (250 RP) (50 RP or +10 to roll)
D-Barely Competent, a layman (50 RP) (25 RP)
E-No knowledge whatsoever (Free)
Advance Neural Implant (ANI)
5% boost to shepard
[*]We also have the Litinana Deal for biotech research: 50RP for biotech projects for 8 turns.
Basic Research VI
10% boost labs
Research projects will have skill level requirements
Improved Intelligence Algorithms (stated to double the bonuses provided by Basic Research VI, Electronic Warfare VI, Security VI, and allows Fire Control VI to allow for autonomous operation, which we're using for the Tigers and drones)
25% boost to labs
Example
Optical Computing, which is noted to be even more effective than Improved Intelligence Algorithms
50% boost to labs
Quarian Immune System (1600 RP) (A-rank Biology required)
Labs can only assist such projects if headed by a named character with the required skill level
Revy will normally not count towards labs, narratively will be working from personal lab whenever possible, if away from home for some reason for extended time then I will have her count for any lab she might be in.
Lab Description
RP Bonus
Lab Grade
Cutting Edge Lab with the best resources and equipment
100%
3
Standard high end science lab with quality equipment and resources
50%
2
Standard workshop with run of the mill equipment and resources
25%
1
Cave with a box of scraps
0
Industrial Scale ARC
Mk 1.5 Armor
Blackboxing/FRM
Anti-Tank Rocket Launcher
Basic Electronic Warfare VI
Compact Autocannon
Basic Aerospace
Improved Black boxing/FRM
Basic Research VI
Basic Security VI
Advanced Materials
Basic Biotechnology
Micro-missiles
Repulsors
Improved Intelligence algorithms
Basic Neural Interface
Advanced Biotic Amp
Basic Genemodding
Basic Vehicle Scale Ammo Mods
Peak Human
CASIE Implant
Frigates
Improved Warhead
Advanced Neural Interface
Advanced ME Theory
200m MAC
Hyper Modularity
Optical Computing
Super Alloys
Low Gigawatt Range Lasers
Flawless Blackboxing/FRM
Colonization/Bioforming Genetics Package
The Invisible Man
Generation II Arc-Reactor
Multi Core Eezo Systems
Advanced Xenobiology
Generation III Arc Reactor
Light Cruisers (<500m)
Medium Armor
Basic Vehicle Scale Weapon Mods
Brain Shield MK I
5 meter mech
Improved Computer Software
Human Converted Gene Treatments (Salarian)
Miniaturized Energy Weapons
Artificial Biotic Caster
Geneva Class Block 4 Upgrades
Dream Entertainment Drugs
Improved Hardsuits
Improved Kinetic Shields
Improved Mass Effect Small Arms
Partial Factory Automation
Basic Hacking VI
Basic Construction VI
Basic Construction Drone
Swarm Networking
Plug and Play Skills
UV Lasers
Quantum Entanglement Communications
Heavy Cruisers
Brain Shield MKII
Cortana Update
MKII Suit
Adv Research VI
Basic Combat Analysis VI
Adv Construction VI
Human Converted Gene Treatments (Turian)
Better Battery
500m MAC
Re-Entry Shroud
Laser Weapons (Rifle and Pistol due to Better Battery)
Geneva Class Cruiser Block 4 Upgrade
Rolls for both Personal and Non Personal 'Combat'
Tally Up bonuses for both sides, then subtract from each other
Base dice 1d100
Production needed for contract will be automatically deducted from total turn production unless specified otherwise
Not completing a contract for that turn will cause relationship loss.
Combat:
Roll Bonuses: (Other bonuses/levels may exist)
Equipment Quality
Level
Bonus
Example
Primitive Weapons and Armor
-10
Standard Civilian and Store bought Gear
0
Common Military Gear
10
Advanced Military Weapons and Armor
20
Cutting Edge Military Weapons and Armor
40
Experimental Military Weapons and Armor
80
Quantity: (Given to one side only)
Level
Bonus
Equal
0
Slight Numeric Advantage
10
Large Numeric Advantage
20
Overwhelming Advantage
30
We are Legion
40
Skills
Level
Bonus
Example
Untrained
-20
Colonist
Grunt
0
Basic Infantryman
Seasoned
20
Officers
Elite
50
N7's/Spectres
Master
100
Veteran Elites
Logistics
Level
Bonus
Example
No Supplies
-40
Under Supplied
-20
Supplied
0
Abundant Supplies
20
Morale
Level
Bonus
Example
Routed
-30
Breaking
-15
Low
-5
Normal
0
Hopeful
5
High
15
Zealot
30
Effectiveness
Level
Bonus
Example
No Effect
-40
Pistol Vs Tank
Ineffective
-20
Not Very Effective
-10
Neutral
0
Rfile Vs Hardsuit
Effective
10
Very Effective
20
Overpowering
40
Tank vs Pistol
Hacking:
Roll Bonuses: (Other bonuses/levels may exist)
Software Assistant Quality:
Level
Bonus
Example
Dumb Programs
0
Firewalls, hacking tools
Basic VI
20
Standard market VI
Advanced VI
40
VI with Improved Intelligence Algorithms
Simple AI
60
New/Shackled AI, AI unspecialized in cyberwarfare
Complex AI
80
EDI
Transcendent AI
100
Reapers, Geth Consensus
Hardware Quality:
Level
Bonus
Example
Standard Hardware
0
Regular store equipment
High Quality Hardware
20
Common military hardware
Cutting Edge Hardware
40
Optical Computing
Transcendent Hardware
100
Beyond the scope of what is known (Reapers?)
Software Quality:
Level
Bonus
Example
Standard Software
0
Regular store software
High Quality Software
20
Common Military software
Cutting Edge Software
40
Custom made software
Transcendent Software
100
Created by dedicated AI
Quantity: (Given to one side only)
Level
Bonus
Equal
0
Slight Numeric Advantage
10
Large Numeric Advantage
20
Overwhelming Advantage
30
We are Legion
40
Cyberwarfare Team Skill:
If an AI program is used the AI's skill level applies instead.
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
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
Council Seat Requirements
1. Great Contribution to Galactic Society
2. Enough military might to both protect themselves and to provide support if required
3. Robust and strong enough economy to fund a stable society and military required in item 2
This explains why Volus did not get a seat, they had 1 and 3, but not number 2. Plus they were not a independent race they were a vassal state under the Turians.
V2 Starship Design System (Make your Ship Designs with this)
I wasn't really happy with how the V2 Starship Design spreadsheet turned out so I decided to redo the whole thing from scratch. Here is a link to the master version of the V3 Starship Design (GM Approved!) spreadsheet which only I can edit. From this you can create your own copies (File -> Make a Copy) to build designs in. For anyone who can't or doesn't want to create copies I've also got a public version of the design sheet anyone with the link can edit. One of the big issues for me was that a lot of the knowledge was assumed or buried in the last thread which made using it annoying after the years long hiatus. My solution was to compile all the relevant information here.
Production Requirements:
So I'll admit I'm cheating here but to make life easier the Production requirements for every component is just 1/320,000 the credit cost. I got this ratio by dividing the cost of the LLP (19.7 billion) by the Production requirements (61.1k) which came out to 322,655 which I then rounded down to 320k. This figure was also roughly halfway between that of the Zama (232,524cr per pr) and the Quadriga Troop Transport (495,495) so it seemed reasonable enough a fit. Perhaps in a future revision I'll go through and assign each component their own ratio but for now it works well enough.
Starship Type:
The first question the sheet asks is whether or not the starship being designed is intended for Civilian or Military purposes. Right now this only really has two effects; first it activates the restrictions on certain components (resulting in an error message if you attempt to use them) and secondly it cuts the price by 90%. The lower price to reflect that military ships are designed for combat and the harshness that comes with that. Everything needs to be hardened, redundant, and top of the line. Civilian ships meanwhile are more concerned with efficiency and thus can cut various corners.
This doesn't really have any mechanical effect (aside from price) on the design but for story telling purposes it means that anything designed for civilian use will not stand up as well to extreme situations (like combat or disaster) as military hardware.
Starship Size Class:
Under the old system I let people enter in sizes in meters but honestly that is a level of detail that is straight up unnecessary. Instead I've broken things down into the classes our Tech Tree provides: Frigate, Light Cruiser, Heavy Cruiser, Dreadnought, Superdreadnought. The primary effect of this category is on price. The size of a starship sets the base price starting with Frigates at 1 billion and each step up costing 10x as much. The costs for all other parts are derived from this base price via multipliers.
Size class also plays a major role in the functionality of certain Payloads such as Cargo Holds. With larger ships obviously being more capable (at the cost of higher costs) then smaller ships.
Hull Type:
This is our Hypermodularity trigger. We can either build starships with a standard hull type or starships intended for Hypermodularity. Under the older V2 system Hypermodularity cost 10% over the base price of the Hull component. Given the baseline cost here is 1 billion credits and modularity is more of a design consideration rather then hardware I figure the 10% surcharge (100 million credits) is still quite reasonable.
Primary Payload, Secondary Payload, Tertiary Payload:
I've folded all three under the one heading here since they are connected. Under the current system the only differences between the three Payload classes are cost (Primary Payload is baseline, Secondary is 50%, and Tertiary is 10%) but this also represents the size dedicated to each Payload. Primary Payloads are the main purpose of a Starship; this represents the Starship's spinal gun or other such payload that dominates the ship's volume. Secondary Payloads are supplements to the Starship's primary purpose like broadside guns or missile racks. Tertiary Payloads are a minor functionality that adds something useful to the Starship.
Currently I have 14 possible payloads (including none) but more may be added (and will be edited here) over time. When scaling these Payloads across the different size classes I decided that each size category can dedicate 8x (2^3) the volume (which is roughly inline with the 10x cost increase) to each payload. These payloads are:
Light/Medium/Heavy Standard Mass Accelerator Cannons
Light/Medium/Heavy Paragon Industry Mass Accelerator Cannons
Missile Launchers
Drone Bay
Low Gigawatt Infrared Lasers
Hospital Unit
Cargo Hold
Bulk People Transport
VIP Transport
Standard Mass Accelerator Cannons:
These are the guns found in basically every Starship across known space. Fire rate is generally around once every two seconds (30 RPM). The Light, Medium, and Heavy indicators are for tuning how powerful the MAC is. Heavy MACs are as powerful as a gun of its size can be but this comes at a high cost. Medium MACs are a more value oriented option providing decent firepower for half the price. Light MACs meanwhile are dirt cheap but basically only intended for defense against pirates and the like not serious combat. Pricing is based off the V2 which pegs the main gun for a Frigate at 2.3 billion credits for a 100m Frigate so to reflect that I set the Heavy MACs at a 2x multiplier which equates to 2 billion credits for your standard Frigate.
Paragon Industry Mass Accelerator Canons:
Basically the same (including price) as Standard MACs except that Revy managed to improve the design to fully take advantage of Paragon Industries various revolutionary technology. This resulted in a 20x increase in the rate of fire bringing them up to ten rounds per second (600 RPM). Currently only available completely for Frigates and as Secondary/Tertiary Payloads for Light Cruisers, Cruisers, and Dreadnoughts although this hasn't been programmed in yet. 500m MAC unlocks Light Cruisers and Heavy Cruisers Primary Payloads while 800m MACs will unlock Dreadnought Primary Payloads.
Missile Launchers:
It might seem weird that this is actually the second most expensive payload but it makes sense. An Arleigh Burke-class destroyer has 96 missile tubes and is roughly the size of a Frigate. Our anti-ship missiles (including the Hydra) average 50 million credits in cost so a diverse load of 96 missiles should average 4.8 billion. Factor in the storage area and launching systems and 6 billion seems reasonable enough. Since Frigates have a base cost of 1 billion that gives a multiplier of 6.
Drone Bay:
In this post by Hoyr we were told that 100m transport should have a cargo volume of 7,000m^3. Using that as a baseline I looked at our drones which are 30cm diameter for Accipiter and Sagittarius, 50cm for Aspidai, and a 124cm diameter for Tribulus. If we use a standardized 150cm cubic container for easier storage (and math) then each container would hold 1 Tribulus, 27 Aspidai, or 125 Accipiters/Sagittarius drones. We could fill the hold with 2,074 storage containers and if we say 40% of that is replaced is replaced with access paths (effectively a 200cm gap between double rows of 150cm containers) that drops down to 1,244 containers which I'll further round down (due to inefficiencies and the like) to a simple 1,200 containers.
If we go with an even distribution of container types across the four designs that comes to 300 Tribulus, 8,100 Aspidai, 37,500 Accipiters, and 37,500 Sagittarius for a total of 83,400 Drones. Total cost for that is 30.8 billion which I rounded up to 31 billion to account for whatever associated machinery goes with the drones. That gives a base multiplier of 31x making the Drone Bay the single most expensive system by far.
Low Gigawatt Infrared Lasers:
This represents our first generation of laser weaponry; Gigawatt Lasers. They use the same frequency as normal GARDIAN lasers but simply operate at vastly higher power levels. That upgrade alone was enough to render the LLP the most powerful Frigate in existence and we still have plenty more upgrades to go. For pricing I went off the old V2 sheet which gave a price of 2.5 billion for lasers as a secondary weapon on a Frigate (like the LLP) which under the new system scales up to 5 billion for a Primary Payload thus giving them a 5x multiplier.
Hospital Unit:
This had no equivalent under the old system so I had to go from scratch. I started by looking at real life hospital ships and found the USNS Mercy was converted from an oil tanker into a hospital ship at a cost of $208 million which gave me an idea of the price range for fitting out a hospital. I then figured that with the advances in medicine a hospital load out was likely more expensive, especially with Paragon Industries tech, and considering the relative costs of the other Payloads I bumped it up to a 0.5x multiplier.
Cargo Hold:
Honestly for this one I kinda just picked a number. Cargo Holds are, by their very nature, rather cheap what with being mostly empty and all. So I just used the lowest multiplier (0.1x). As for size in this post by Hoyr we were told that 100m transport should have a cargo volume of 7,000m^3 so that is the number I set for a Cargo Hold as the Primary Payload for a Frigate. Probably a bit on the low end but then Starships have to engulf their payload unlike RL cargo ships which can just stack them higher and higher.
Bulk People Transport:
For this I looked at a variety of WWII troop transports. Eventually I settled on the Haskell-class Attack Transport being the closest to what we're looking for. It is in the right size range (139m), plentiful (which suggests it was successful), and intended to perform hostile landings (albeit using landing craft rather then directly). The Haskell-class Attack Transport carried ~1,500 troops so that is what I used for Bulk People Transport as a Primary Payload.
VIP Transport:
I used two metrics here. First upon discovering the differences between Ocean Liners and Cruise Ships I decided that Ocean Liners are a better fit here since Starships generally have to be fairly tough since they go on long voyages in the harshness of space. Then I compared to extremes; the MV Astoria and the Queen Mary 2. MV Astoria is roughly Frigate size (160m) and originally carried 390 people. Queen Mary 2 is on the high end of the size for a Light Cruiser (345m) and carries 2,695 people which if we scale backwards to Frigate level (1/8) that comes to 336 people. With that in mind I decided to go with the lower end figure and round a bit to 330 people.
Shield Type:
Currently there are four grades of shield available. Cyclonic Barriers are as described in canon and incur a 5% surcharge. Warp Barriers are as described here:
Warp Barriers [400]: It's not uncommon to here members of a race offer the wisdom that the best defense is a good offense. Now most of them are offering the philosophical observation that if you've destroyed your enemy you don't need defenses. It's far more fun to take them literally. Reactive armor and point defense weapon all show this is literally true as well. So let's take one of the nastiest offensive dark energy effects and make it a defense. By oscillating the strength of a shield's projectors we can create a warp effect in the shield. Sure we'll need to calibrate things so that the shield doesn't start producing biotic detonations (Hmm... new idea...), and we'll need sensors and stuff, but that's achievable. End result should be a barrier that can rip apart incoming projectiles, which should be murder on missiles or anything that gets too close. Do it right and it'll still work fine against normal projectiles too.
and carry a 15% surcharge. Navigational and Combat barriers are a bit more complicated. Under the old V2 design Military barriers cost 6.25 billion for a 100m Frigate so using the same logic I have been so far should carry a 6.25x multiplier. For Military designs that is fine since there are a lot of expensive components and shields, much like the FTL core, should require a lot of Eezo and unlike the FTL we don't have any strategies for mitigating that. For civilian designs however due to the differing design considering it can easily amount to 50% of the cost which seemed rather limiting. So instead I decided to copy what I did for the V2 and split shielding into low and high quality; aka Navigational and Combat. Combat barriers got the 6.25x multiplier while Navigational barriers went with a lower 1x multiplier that brings it into line with other civilian oriented components.
The way I fluff this difference is that Navigational barriers provide basic shielding more intended to defend against space debris and other misc damage rather then a direct MAC shot. Combat barriers meanwhile are intended to withstand multiple hits from enemy MACs during combat. So significantly larger Eezo nodules are required for both the higher output and higher endurance.
Armor Type:
Right now there isn't really much choice here but I'm hopeful that will change in the future. Standard armor represents the standard level of armoring Starships carry and under the V2 system was dirt cheap at 23 million credits which does make sense considering it is ablative armor literally designed to boil away under damage. That said I felt that was a bit low so I upped the price dramatically to a 1x multiplier. Arcane Blur is an improved design described here:
You follow Brian through the crowds to Lucca's R&D Co's booth. When you arrive Brian speaks up, "See look at it! Stare straight at it and it looks kinda blurry and half there. But If you move the blur pattern changes. Be annoying as hell to deal with in a fight. Might even spoof a computer a bit."
You can indeed see what Brian's talking about. The booth has a block coated in the material sitting for people to look at. It's getting a fair bit of attention as people take pictures or move around it watching as the blur pattern changes.
One of Lucca's R&D Co's Sales personal uses Brian's observations to jump in, "Indeed, in tests the Arcane Blur Stealth Armor has been shown to confuse the simpler VIs of smaller autonomous units, mainly small drones and missiles, reducing their average hit rate by 20%. A similar miss chance also occurs in unaided humans attempting to target the armor."
"It also disrupts active radar and lidar as well as reducing the effect of laser fire if I heard correctly?" you ask. Might as well get the sales person to give the whole sales spiel. If you had to guess the armor uses metamaterials to alter the path light takes by manipulated the index of refraction. Its different then the active camo Conrad was working on. Maybe you could work them together some how?
"Quite right. The material will cause any active sensor using radio waves to violet light to fail as the sensor will not produce a return. The same effect also distributes the power of a laser over a wider area making laser weapons far less effective. Though this is more relevant on the starship scale as lasers aren't used in surface battles." The salesperson continues cheerfully.
Well lasers used to be mainly a starship weapons You've changed that, not that many people know that. Yet.
"The stealth doesn't work as well if it gets damaged, right? And this stuff's not as strong as standard armor." Brian asks helping out with plan 'Interrogate the salesperson'.
The salesperson nods at this, "That is a failing of most any physical stealth effect, damage will reduce its effectiveness. While the Arcane Blur is less able to take physical hits it can be incorporated as the outer layer of a composite armor. In addition, given the modern increase in kinetic barriers power, armor is less relevant for its capacity to deal with physical hit. Armors that can offer some other benefit are far more useful."
Reactor Type:
This is was a rather tough one. While there was a method under the V2 sheet for working out power consumption and calculating the corresponding prices I have no recollection of how that system came about and finding any posts regarding it is nigh impossible. According to the formulas in the V2 sheet Arc Reactors cost 10cr per MW which is easily reverse engineered (50,000cr/5GW (IE: 5,000MW)) while Fusion reactors cost 240,000cr per MW which as far as I can tell comes from nowhere. It isn't an unreasonable figure since IRL fission reactors go for between $5,500,000 and $8,100,000 per MW so 240,000cr would represent a 95% to 97% cost reduction.
Still not that helpful since it doesn't really lead to a multiplier but it does mean that once one is found for either reactor type I can easily use this ratio (24,000:1) to work out the other multiplier. In the end I just went with what the V2 sheet said a standard 100m Frigate (with a normal loadout) should cost (6.6 billion) and used that (6.6x) as the base multiplier for Fusion reactors. Using the ratio that pegs Arc Reactors at 275k for a multiplier of ~0.0003. Which makes Arc Reactors laughably low cost but then there is a reason everyone and their mother are swapping out fusion reactors for Arc Reactors everywhere they can.
Propulsion Systems:
Due to their interconnected nature I am going to be handling all four of these systems under one heading. In the current version of the system there is no way adjust the endurance of a starship other then Multi-Core Drives which set your endurance to unlimited. So regardless of what your load out is it will run for 50 hours.
Eezo Core Purity sets the base speed of the starship when is then modified by the other Propulsion Systems. This is the area with the most cost variability because that is how it worked in the old V2 system and purification does typically grow exponentially more expensive the more pure a substance must be. Under the V2 system drive costs were 1.6 million, 41.3 million, 1 billion, and 24.5 billion for the four speeds of drive available. To more smoothly model the possible ranges I expanded this out to five speeds but matched the pricing quite closely with 0.001x (1 million for Frigates), 0.01x (10 million for Frigates), 0.1x (100 million for Frigates), 1x (1 billion for Frigates), and 10x (10 billion for Frigates). These prices provide speeds of 2LY/day, 4LY/day, 6LY/day, 8LY/day, and 10LY/day. Having even numbers like this was important since I wanted to avoid fractional speeds to keep things simple.
FTL Drive Design is a simple toggle to represent the old 14PSL/28PSL dichotomy which itself was simply a fancy way of justifying our Research into Advanced Mass Effect Theory (aside from the cool Doctorate). Basically this represents that Revy invented an FTL drive design that allowed for double the speed of normal FTL drives all else being equal. For normal drives I just went with a 1x multiplier since these are standard engines. For Paragon Industries' improved engine designs I looked at the V2 sheet and they are consistently 50% more expensive so they got a 1.5x multiplier.
Thrust Source allows for picking between the three canonical thrust sources (Ion, Fusion, Anti-matter) and our own Repulsors. The three canon thrust types are described here but in short Ion drives are slow but cheap and used for unmanned cargo ships, Fusion drives are the standard commercial engine, and Anti-Matter is the fast but expensive military engine. Repulsors meanwhile are the cheapest (requiring only electricity as befitting their status as reactionless drives) to operate and also the fastest. To reflect this Ion Drives provide a 0.5x modifier to your speed, Fusion a 1x modifier, Anti-Matter a 1.5x modifier, and Repulsors a 3x modifier. Cost wise according to the V2 sheet Anti-Matter thrusters are 4.2 billion for a 100m Frigate while Repulsors are 0.5 billion thus they received multipliers of 4.2x and 0.5x respectively. Fusion Torch and Ion Drives didn't have existing numbers so I pegged Fusion Torch as a 1x multiplier to reflect it's status as the standard commercial drive and Ion Drives at 0.1x to reflect their ultra-cheapness.
Multiple Cores is another simple toggle. No means no cost and a maximum endurance of 50 hours of flight (2.08x speed). Yes means unlimited endurance and the cost is equal to the combined price of the Eezo Core Purity and FTL Drive Design. That is to reflect the fact there is a second core and presumably both cores would need to be identical in both purity and design.
Existing Designs:
Here are the three designs that were built under the V2 system:
Credit Cost: 19,739,329,000.00cr Production Cost: 61,177.81pr
Length: 100m Hull Type: Hyper-Modular Primary Weapon: 90m Mass Accelerator Cannon Secondary Weapon I: 60m Mass Accelerator Cannon Secondary Weapon II: 60m Mass Accelerator Cannon Secondary Weapon III: 60m Missile Launcher Secondary Weapon IV: 60m Missile Launcher Propulsion System: Anti-Matter FTL Drive Type:15LY/28PSl 11.25LY/28PSI (I double checked my posts from when I designed this and 15LY is an error) Shield Type: Cyclonic Armor Type: Standard
Credit Cost: 18,047,610,000.00cr Production Cost: 77,616.28pr
Eezo Core Purity: High (8LY/day) FTL Drive Design: Paragon Industries (2x) Thrust Source: Repulsors (3x) Multiple Cores?: No
Credit Cost: 18,212,800,000 cr Production Cost: 56,915.00 pr
Starship Type: Military Starship Size Class: Frigate
Hull Type: Hyper-Modular Primary Payload: Heavy Paragon Industries Mass Accelerator Cannon Secondary Payload: Medium Paragon Industries Mass Accelerator Cannon Tertiary Payload: Missile Launchers Shield Type: Cyclonic Armor Type: Standard Reactor Type: Arc Reactor
Eezo Core Purity: High (8LY/day) FTL Drive Design: Paragon Industries (2x) Thrust Source: Anti-matter (1.5x) Multiple Cores?: No
Credit Cost: 18,462,800,000cr Production Cost: 57,696.25pr
Starship Type: Military Starship Size Class: Frigate
Hull Type: Hyper-Modular Primary Payload: Bulk People Transport (1,500 People) Secondary Payload: Drone Bay (41,700 Drones) Tertiary Payload: Cargo Hold (700m^3) Shield Type: Warp Armor Type: Arcane Blur Reactor Type: Arc Reactor
Eezo Core Purity: High (8LY/day) FTL Drive Design: Paragon Industries (2x) Thrust Source: Repulsors (3x) Multiple Cores?: No
Credit Cost: 28,822,800,000 cr Production Cost: 90,071.25 pr
The new V3 designs are generally more capable for roughly similar costs so I don't see much of a problem in transitioning to the new system. The only issue would be the LLPs of which we have made a ton and thus would have serious ripple effects. That said there is the simple solution of using the V3 designs but reconning the cost and Production requirements to the V2 design. Not the most elegant solution but it is simple and it works.
For the QTT the big issue was that the new Missile Launcher system is designed under the assumption that the missiles were anti-ship. Still I think the Drone Bay works as a replacement both for transporting drones to combat, since we use a lot of them, and for direct use by the ship itself since it still achieves the objective of effective enemy personnel suppression.
Finally passed my PE test and submitted my application for my license. If all goes well I should be a fully licensed engineer in a couple weeks with all the paperwork done a few weeks after. Then I can finally put some attention on this quest and my other stories again. Hard part is finally over, now I just gotta wait and start rereading all my notes and updates for this quest.