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

Created
Status
Ongoing
Watchers
830
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"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.
Index
Location
U.S.
Index
-Prologue-
1 Testing, testing, one, two, three.
2 Home again, home again, jiggety-jog
3 Upgrades, Repairs and other things
4 Death from above
5 The Calm before the Storm
6 Who Dares....
7 ....Wins?
8 The Fourth Estate
-First production run-
9 The Entrepreneurial Spirit
10 Laying the Foundation
11 A Warm Light for All Mankind
12 Minor Technical Difficulties
13 Preparation, the key to success
-Power Armor competition-
14 Of Mothers, Maturity, and First Impressions
15 Matters of Finance and Firepower
16 Of Mice and Morons
17 Of Students and Skepticism
18 A Night on the Town
19 Deals and Arrangements
20 A Foot in the Door
21 Opening Night
22 Closing the Deal
-Second production run-
23 Breaking Ground
24 Diversification
25 Interlude: Benezia
-Under new management-
26 Mass Production
27 At least she's not digging for shoes
28 The Celebration
29 The Letter
30 New learning and old learning
31 Roma Victor
32 Chainsaw katanas and other toys
33 Growing Strong
-IFV competion-
34 A Birthday party. In Space!
35 Lost in Space
36 Returning to the Cradle
37 Back on Earth
38 Setting up the Pins
39 Sales Plan
40 Interstellar Friendship & Updates
41 End of Competition Day One
42 Sufficiently Advanced Technology
43 Shifting Developments Bidding "Mini" Update
44 Knock them all Over
45 Memento Mori
-Third Production Run-
46 Back to the Grind
47 Interstellar Expansion Part One, Part Two (Special Event: 2, 3, 4, 5), Part Three
48 Nine Years Early Part One, Part Two, Part Three
49 Calm, Cloudy Skies (News, Briefings and ParSec), Winds (ParSec Results and Projects), Rain (Project Results and Production & Construction), Lightning (Production and Construction Results and Research), Thunder (Research Results and Personal Actions and Events), Landfall (Spare Time And Events Results), Eye (Events Continued), Fresh Air (Events Conclusion)
50 Minor Details + Interlude
51 War with the Batarians (News, Updates, ParSec), (ParSec Results and Projects)
-Age of Revy-
52 Turn 19.2: 2174-Q3 Back to Work
53 Turn 19.3 2174-Q3 Parsec Results and PI Construction and Research Results
54 Turn 20 2174-Q4 Next Phase (News, Political Review, PI, and ParSec)
55 Turn 20.1 2174-Q4 Receding Tide (PI and ParSec Results)
56 Turn 21 2175-Q1 Rising Tide (News, Political Review, PI, and ParSec)
57 Turn 21.1 2175-Q1 Surging Tides (PI and ParSec Results)

Kelenas - The SCIENCE! of Training
Hoyr - Liara T'Soni, The Other Side of the Table
Kelenas - A Surprisingly Serious Series of Sentences
Silver sun 17 - Birth of the micro-missiles
Kelenas - The Little Intruder
Kelenas - Arsenal Adjustments
UberJJK - Future Lamentations
Lagrange - Logistics And A Mentor That Isn't
Sylvie - Remember the squishies
Yog - Wanderer class personal space vessel
UberJJk - Orbital Self Insertion
TheEyes - Another Genius Is Born
prince84 - Nerala's Report
Tazered - Stop Breaking My Stuff!
meianmaru - Project S4
Slayer Anderson - Old Dogs, New Tricks
Tazered - Why Revy is not allowed to tinker with home appliances.
TheEyes - Project S4 - revised
TheEyes - Free to a Good Home
Tazered - Silver and Black
TheEyes - Models and Mayhem
Ramble/JhonCollins - Tutorial 1/Tutorial 2
Ramble - Facility Message Broadcast Log (Thermal Clips)
TheEyes - Arc Reactor Patent Hearing, The Big Speech
TheEyes - The Longest 40 Seconds
Ramble - Well, if it ain't broke . . .
JhonCollins - The Accipter
Yog - Physics Paper
Yog - COSMIC TOP SECRET (Project Veto)
Tomio - Intruders Detected
UberJJK - Biotic Training - Personal Progress Reports
Crazy Tom - All the exposition!
UberJJK - Biotics Online
Massgamer - Hope for the Song
UberJJK - First Flight of the Tiger
AckSed - The Appliance of Science
CreazyTom - Living in Interesting Times
Ramble - MFTM-1 "Super Driver"
Ramble - Paragon Industries Announcement Log
TheEyes - Operation: Card Game
Ramble - Don't Say Anything
TheEyes - Aggressive Negotiations
TheEyes - Project Via
tyaty1 - Morning Cafe and Anime, Part 2
Sylvire - Tales of the air ducts
anemone221 - Omake: Kasumi Evil Toy part 1
Slayer Anderson - Winning Fail
AbZHz101 - Ninjas, huh?
Slayer Anderson - Crouching Power Armor - Hidden Cludge Tanks
DaLintyGuy - Engaging Irregular Scenarios
Lavaflow - Morning Commute
JhonCollin's - Shepard's Lil' Popgun
Slayer Anderson - Empty Nests
UberJJK - It's (Not) A Paragon Industries Weapons Project
tnt24tryon - It's not really a Death Star
UberJJK - Miniaturized Energy Weapons - Part I
Noxeng - Bunkers, Paragon Style
Ramble - Nya Revy part 1
Itmauve - Nya Revy Part 2
UberJJK - Miniaturized Energy Weapons - Part II
TheEyes - Stop forgetting the drones GM
UberJJK - Miniaturized Energy Weapons - Part III
Portec - Moral Dilemma
AckSed - Varren Pit Part 1
AckSed - Varren Pit Part 2
Blaflaix - Leading Horses to Water
Chaff - Psychology by Accident
Chaff - Physics by Accident
Chaff - Commercial for Revy's Clock
Slamu - Unnamed Omake
Ramble - Attention All Employees And Academic Exchange Personnel
Alfa290 - Crazy Tim's Crazy Day
Chaff - I see trees of blue, blue roses too
Slamu - Unnamed Omake
Slamu - Unnamed Omake
Chaff - Patented Discharge
Chaff - Database Discrepancy
Chaff - Down Time
Slamu - Unnamed Omake
Slamu - Unnamed Omake
Faith - Alternative Investments
Alfa290 - It's Better With A Side Of Meta

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 :p.
What's the deal with Extremis?
I'm not using the MCU one for sure. That leads into mumbling about multidimensional power/mass taps or something to explain where all the power/mass comes from for explosive regenerating fire people. I'm basing the on in this quest of off the one Tony gets in the comics. Basically it makes people nanobot cyborgs and you can integrate tech into them. Benefits include: improved healing, automatic repair of mechanical augmentations, improved reflexes, integration of technology into the body. Be aware that the GM will apply sane mass and material limits as well as reasonable construction and shapeshifting tech limits. Best to minimize the magic level, okay?
What's TIR?
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.

Useful links
List of SA colonies
Winning Gladius design
Winning Tiger design
Accipiter/Accipiter AE/Sagittarius Drones
Aspidai Drone
Tribulus Drone (In vote)
Appia and Virgo Design
Dragon Lady Modified Troop Transport
List of canon NPCs and what they are doing

Old threads
First Thread
Second Thread
Third Thread
Fourth Thread
Fifth Thread
Sixth Thread
 
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Character Sheet


NameRebecca "Revy" ShepardCurrent Date 2175 Q1Current Turn: 21
SpeciesHumanBirthday April 11, 2154Birthdays on Q2's
GenderFemaleAge: 20
Base RP Generation1000PhD in Mass Effect

Traits
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 catsuper biotic
Misakicrippled ANI user, currently being healed
Mom
Dad
LiaraLove interest?
Kasumi
Cortana'VI'
BrianAllianceEx
Lindsey Bradley.Sales teamMilitaryEven 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.
AndersonAllianceN7
Gen DecroixAllianceSuit Destroyer
Laurence FreemanParasecIntelpolitical analyst
RibbonShadow BrokerUnknownNo idea

Research SkillsLevelRP Required to Rank Up
EnergyEX0
RoboticsB1000
ProgrammingB1000
PhysicsB1000
HardwareB1000
EngineeringB1000
ChemistryB1000
BiologyB1000
Mass EffectB1000
Military DesignC500
StarshipsC500
ExoticsC500
XenobiologyC500
PsychologyC500
NanotechnologyD250
AstronomyE50

Non Research SkillLevelProgress Required (Quarters)
Personal CombatC3/4
Ground Combat CommandD0/2
Space Combat CommandE0/1
DiplomacyB0/8
CookingD0/2
ArchaeologyE0/1
HistorianE0/1
TrappingE0/1
PilotingC0/4
BioticsC2/4

Non Research Skill LevelQuarters to advanceYears
EXn/an/a
S246
A164
B82
C41
D20.5
E10.25

Faction Relations
FactionRelation Score
Systems Alliance87
Terra Firma71
Citadel Council52
Turians61
Volus40
Asari56
Salarians66
Hanar92
Drell82
Terminus Space16
Quarians41
Batarians13
Mindoir96
Human Colony Worlds74


Relations RangeGround Building limit per planetSpace Building limit per planetReinforcementsAttacks/RaidsBuild Shipyards on planets
1-10: Hatred00NoYesNo
11-20: Hostile00NoYesNo
21-30: Apprehensive00NoPossibleNo
31-40: Neutral100PossibleNoNo
41-50: Fair150PossibleNoNo
51-60: Cordial205YesNoNo
61-70: Receptive2510YesNoNo
71-80: Cooperative3015YesNoYes
81-90: Friends3520YesNoYes
91-100: Allies4040YesNoYes
 
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Paragon Industry


Year
2174
2174
2175
2175
2175
2175
Quarter
Q3
Q4
Q1
Q2
Q3
Q4
Quarters So Far
19
20
21
22
23
24
Opening Cash At Bank
$2,214,015,790
$1,437,082,580,556
$3,508,509,986,316
$2,671,518,128,076
$1,502,836,806,156
Revenue
Contract Profit
2,658,990,112,338
952,743,000,000
1,614,885,450,000
$1,784,095,450,000
$1,612,645,450,000
General Fabrication Licenses
93,000,000,000
93,000,000,000
93,000,000,000
93,000,000,000
93,000,000,000
Paragon Security
39,975,757
40,000,000
40,000,000
40,000,000
40,000,000
General Sales Rate
260,000
260,000
260,000
260,000
260,000
General Sales
967,534,963,663
2,222,519,663,000
548,959,383,000
6,776,553,400
???
Other Revenue
804,500,000
800,000,000
1,000,000,000
1,000,000,000
1,000,000,000
Total Revenue
3,720,369,811,758
3,269,102,923,000
2,257,885,093,000
1,713,462,263,400
1,706,685,710,000
0
Expenses
Personnel Expenses
2,695,900,000
96,150,000
96,150,000
96,150,000
1,688,400,000
Operating Expenses
15,198,205,800
15,903,765,800
15,903,765,800
15,903,765,800
51,829,765,800
Philanthropic Expenses
11,390,000,000
0
0
0
0
Internal Manufacturing
0
675,000,000
0
157,689,000,000
0
Total Expense
29,284,105,800
16,674,915,800
15,999,915,800
173,688,915,800
53,518,165,800
0
Net Profit
3,691,085,705,958
3,252,428,007,200
2,241,885,177,200
1,539,773,347,600
1,653,167,544,200
0
Tax Rate
20.00%
20.00%
20.00%
20.00%
20.00%
Tax Payable
738,217,141,192
650,485,601,440
448,377,035,440
307,954,669,520
330,633,508,840
Net Profit After Tax
2,952,868,564,766
2,601,942,405,760
1,793,508,141,760
1,231,818,678,080
1,322,534,035,360
0
Non-Assessable Inflows
Share Capital
Loans
Total Inflows
0
0
0
0
0
0
Non-Deductable Outflows
Primary Construction
0
220,515,000,000
2,630,500,000,000
2,400,500,000,000
???
Other Outflows (Actions, etc)
1,518,000,000,000
310,000,000,000
0
0
???
Total Outflows
1,518,000,000,000
530,515,000,000
0
2,400,500,000,000
0
0
Closing Cash At Bank
$1,437,082,580,556
$3,508,509,986,316
$2,671,518,128,076
$1,502,836,806,156
2,825,370,841,516
0
ContracterOrderUnits Per QuarterStart QuarterEnd QuarterQuarterly Production ConsumedProfits Provided
The Post-Scarcity SocietyGen 1 Prototype ISAR (150 GW) 101544 90.00$0donation
Eldfell-Ashland EnergyGen 1 Prototype ISAR (150 GW) 11844 9.00$3,000,000
Cord-Hislop Aerospace Gladius-DGen 1 Arc Reactor (5 GW) 5,0001844 1,500.00$500,000,000
Cord-Hislop Aerospace Gladius-DGladius Upgrade Kits 1,0001844 339,000.00$170,000,000,000
Cord-Hislop Aerospace Gladius-DGladius Space Fighter (commission) 1,0001844$520,000,000,000
Hahne Kedar Licensing Deal 100k UnitsGen 1 Arc Reactor (5 GW) 100,0001844 30,000.00$10,000,000,000
Hahne Kedar Licensing Deal 100k UnitsLegionary armored suit (commission) 100,0001844$50,000,000,000
Hahne Kedar Licensing Deal 100k UnitsStandard 25kN Repulsor 400,0001844 120,000.00$40,000,000,000
Block Upgrade SuppliesGen 1 Arc Reactor (5 GW) 15,0001844 4,500.00$1,500,000,000
Block Upgrade SuppliesStandard 25kN Repulsor 85,0001844 25,500.00$8,500,000,000
Hanar IlluminateZamars 45 (15 produced by PI, 30 by Hanar shipyards)21??1,746,366.3$812,142,450,000
Total Production Consumed and Profits Generated Per Quarter4,013,331.60$1,612,645,450,000
NameDescriptionSizeProduction Cost in $Upkeep Cost in $Build Time in Quarters
Factories
Factory (I)300 Production Units/quarter1$40,000,000$2,000,0001
Factory (II)3,000 Production Units/quarter2$200,000,000$10,000,0001
Factory (III)30,000 Production Units/quarter4$1,000,000,000$50,000,0002
Space Factory I300,000 Production Units/Quarter8$10,000,000,000$500,000,0002
Space Factory II3,000,000 Production Units/Quarter16$100,000,000,000$5,000,000,0004
Space Factory III30,000,000 Production Units/Quarter32$1,000,000,000,000$50,000,000,0008
Poorly-armed Space FactoryA few guns and some mediocre barriersN/A5%5%1
Well-armed Space FactoryWarship level barriers and a full GARDIAN system, plus a few other gunsN/A25%25%1
Heavily-armed Space FactoryEnduring Grade Shields, full GARDIAN system, multiple missile systems, advanced targeting systems, full automated strike craft compliment, and a garrison of LegionnairesN/A100%100%2
ShipyardCan 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 ShipyardProduce frigates and smaller vehicles. Takes a Quarter to complete a frigate. Can construct/repair a total of 6 ships at once3$500,000,000$25,000,0001
Medium ShipyardAllows for production of cruisers. Takes 2 Quarters to complete a cruiser. Can construct/repair a total of 4 ships at once4$2,000,000,000$100,000,0002
Large ShipyardAllows for the production of dreadnoughts and carriers. Takes 4 Quarters to complete a dreadnought. Can construct/repair a total of 2 ships at once8$12,500,000,000$625,000,0002
Mega Shipyard????
Labs
Lab I50 Research Points per Quarter + Grade Bonus1$20,000,000$1,000,0001
Lab II100 Research Points per Quarter + Grade Bonus2$100,000,000$5,000,0001
Lab III150 Research Points per Quarter + Grade Bonus4$500,000,000$25,000,0002
Space Stations
Tiny Space StationSpace for 2 size units of buildings3$100,000,000$5,000,0001
Small Space StationSpace for 6 size units of buildings8$1,000,000,000$50,000,0002
Medium Space StationSpace for 13 size units of buildings16$10,000,000,000$500,000,0002
Large Space StationSpace for 28 size units of buildings32$100,000,000,000$5,000,000,0003
Poorly-armed Space StationA few guns and some mediocre barriersN/A5%5%1
Well-armed Space StationWarship level barriers and a full GARDIAN system, plus a few other gunsN/A25%25%1
Heavily-armed Space StationEnduring Grade Shields, full GARDIAN system, multiple missile systems, advanced targeting systems, full automated strike craft compliment, and a garrison of LegionnairesN/A100%100%2
Barriers
Building ShieldBasic Protection for Buildings$10,000,000$125,0001
Campus ShieldBasic Protection for a Small Area$100,000,000$1,250,0001
City ShieldBasic Protection for a City$1,000,000,000$12,500,0002
Regional ShieldBasic Protection for a Large Region$50,000,000,000$625,000,0003
Planetary ShieldsBasic Protection for an entire Planet$5,000,000,000,000,000$62,500,000,000,0009
Basic Grade ShieldProvides protection from environmental damage and light weapons firex10
Assault Grade ShieldProvides protection from dedicated land assaults or single massive strikesx101
Bombardment Grade ShieldProvides protection from an on-going bombardment for a timex501
Hardened Grade ShieldEndure bombardments for extended periods of timex5002
What Attack? Grade ShieldIgnore most anything short of cataclysmic events and massive attacksx10,0003
Additional Buildings*All Paragon Industry Offices will start off with 1 not counting to the size limit
*Administration BuildingAllows you to hire a Legal Team full time as well as other financial specialists2n/an/a0
*Rec centerProvides food and fun to employees. Moral bonus3n/an/a0
*Barracks/armorySupports 20 security/combat teams, 10 will be on call at any time3n/an/a0
*Vehicle GarageSupports and maintains 10 Vehicles2n/an/a0
Training GroundsTroops maintain skill and newly trained ones start at Veteran4n/an/a0
AcademyAllows the training of troops and commanders3$15,000,000n/a1
Large Ground MA TurretTen meter cannons for blasting attackers, legal restrictions may apply$5,000,000n/a1
Large Ground GARDIAN TurretMegawatts of death for attackers, legal restrictions may apply$1,000,000n/a1
Arcology (non PI Built)A self contained city for 10 million citizens1$1,000,000,000n/a4
Arcology (PI Built)A self contained city for 10 million citizens1$2,500,000,000 and 100 productionn/a1

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
ANI are patented

ProductCost (Credits)Cost (Production)Minimum MarkupMinimum Sale PriceUpkeep CostDemandFabricator License Given?
Arc Reactors
Generation 1 Arc Reactor (5 GW)(50,000)0.300300%150,000-2000HighYES
Generation 1 Industrial (150 GW)(1,500,000)9.000300%4,500,000-60000HighYES
Generation 1 Dreadnought Arc Reactor (40 TW)(400,000,000)2,400.000300%1,200,000,000-16000000HighYES
Generation 2 Arc Reactor (5 GW)(15,000)0.075300%45,000-600HighNO
Generation 2 Industrial Arc Reactor (150 GW)(450,000)2.250300%1,350,000-18000HighNO
Generation 2 Dreadnought Arc Reactor (40 TW)(120,000,000)600.000300%360,000,000-4800000HighNO
Repulsors
Standard 25kN Repulsor(50,000)0.300300%150,000-2000HighNO
Infantry Equipment
Rookie Set(10,000)0.050300%30,000-400HighNO
Soldier Set(40,000)0.200300%120,000-1600HighNO
Legionary V1.00(250,000)1.200300%750,000-10000StandardYES
Paragon Legionary(700,000)3.000300%2,100,000-28000No SaleNO
Mass Produced Centurion(2,500,000)10.0300%7,500,000-100000NO
Elite Centurion(6,500,000)15.0300%19,500,000-260,000NO
Hasta (30cm Mounted)(20,000)0.100300%60,000-800NO
Hasta (60cm Mounted)(40,000)0.200300%120,000-1600NO
Hasta (90cm Rifle)(60,000)0.300300%180,000-2400NO
Pilum Missile Launcher (1 Missile)(35,000)0.200300%105,000-2400HighYES
Pilum Missile Launcher (3 Missiles)(85,000)0.300300%255,000-6400HighYES
Pilum Reload (3 Missiles)(75,000)0.150300%225,000-3000No SaleYES
Pilum Reload (1 Missile)(25,000)0.050300%75,000-1000No SaleYES
20mm Grenade Launcher(10,000)0.100300%30,000-400HighNO
Omni-Tool/Omni-Blade(10,000)0.100300%30,000-400HighNO
Flamer(5,000)0.100300%15,000-200HighNO
Cloaking Suit(100,000)0.500300%300,000-4000NO
Cloaking Armor(160,000)0.800300%480,000-6400NO
Sagitta Micro Missile (per 100)(1,000)0.003300%3,000-40NO
Sagitta (alternate TheEyes price, per 100)(10,000)0.035300%30,000-400NO
Fighters
Scimitar(100,000,000)340.000300%300,000,000-4000000NO
Gladius (Type A)(175,000,000)590.000300%525,000,000-7000000NO
Gladius (Type B: A w/ Repulsors)(191,400,000)688.400300%574,200,000-7656000NO
Gladius (Type C: B w/ Warp Barriers, Arcane Blur)(258,390,000)929.340300%775,170,000-10335600NO
Gladius (Type D: ??)(260,000,000)929.000300%780,000,000-10400000NO
Frigates
Waterloo Class Frigate Block 3 Upgrade(7,560,000,000)25,000.000300%21,468,000,000-286240000YES
Huai-Hai Class Frigate Block 6 Upgrade(5,025,000,000)17,850.000300%15,075,000,000-201000000YES
Geneva Class Cruiser Block 4 Upgrade(24,000,000,000)75,000.000300%72,000,000,000-960000000NO
"Dragon Lady" retrofit(1,458,500,000)4,976.000300%4,375,500,000-58340000NO
Lite Laser Pynda(19,739,329,000)61,177.810300%59,217,987,000-789573160NO
Zama(18,047,610,000)77,616.280300%54,142,830,000-721904400NO
Quadriga Troop Transport(27,500,000,000)55,500.000300%82,500,000,000-1100000000NO
Ground Vehicles
Hammerhead(67,500,000)400.000300%202,500,000-2700000NO
Tiger IFV(8,000,000)27.000300%24,000,000-320000NO
Mechs
Atlas(8,000,000)30.000300%24,000,000-320,000NO
Prometheus(4,000,000)15.000300%12,000,000-160,000NO
Drones
Accipiter(400,000)2.200300%1,200,000-16000NO
Lesser Accipiter(200,000)1.000300%600,000-8000NO
Sagittarius(300,000)1.600300%900,000-12000NO
Aspidai(500,000)2.700300%1,500,000-20000NO
Tribulus(1,700,000)11.000300%5,100,000-68000NO
Missiles
Hydra Cluster Missile(4,000,000)17.000300%12,000,000-160000YES
Hydra 2174-Q3(1,760,000)7.000300%5,280,000-70400YES
Hydra (TheEyes Alternate)(2,000,000)7.200300%6,000,000-80000YES
Hydra 10K (TheEyes Alternate)(16,000,000)54.000300%48,000,000-640000YES
Small Antiship Missile(35,000,000)100.000300%105,000,000-1400000YES
Medium Antiship Missile(59,500,000)170.000300%178,500,000-2380000YES
Large Antiship Missile(84,000,000)240.000300%252,000,000-3360000YES
Testudo (Large Antiship Missle w/ armor+shields)(100,000,000)275.000300%300,000,000-4000000YES
Modular Colony Kit
Appia(11,000,000)90.000300%33,000,000-440000NO
Virgo(45,000,000)350.000300%135,000,000-1800000NO
Dormus(35,000)0.400300%105,000-1400NO
Cenaculum(65,000)0.700300%195,000-2600NO
Insula(150,000)1.600300%450,000-6000NO
Vicinale(2,000)0.020300%6,000-80NO
Appia (Repulsor version)(12,000,000)100.000300%36,000,000-480000NO
Virgo (Repulsor version)(50,000,000)380.000300%150,000,000-2000000NO
Insula (Repulsor version)(300,000)2.500300%900,000-12000NO
Appia (With Superalloys)(3,300,000)22.500300%9,900,000-132000NO
Virgo (With Superalloys)(13,500,000)87.500300%40,500,000-540000NO
Dormus (With Superalloys)(10,500)0.100300%31,500-420NO
Cenaculum (With Superalloys)(19,500)0.175300%58,500-780NO
Insula (With Superalloys)(45,000)0.400300%135,000-1800NO
Vicinale (With Superalloys)(600)0.005300%1,800-24NO
Appia (Repulsor version) (With Superalloys)(3,600,000)25.000300%10,800,000-144000NO
Virgo (Repulsor version) (With Superalloys)(15,000,000)95.000300%45,000,000-600000NO
Insula (Repulsor version) (With Superalloys)(90,000)0.625300%270,000-3600NO
Modifications
2m Ammo Mod Mass Accelerators(310,000)1.500300%930,000-12400NO
5m Ammo Mod Mass Accelerators(620,000)3.000300%1,860,000-24800NO
Arcane Blur Upgrade+20%+20%N/AN/A0.008NO
Arcane Blur Plates(250,000)1.000300%750,000-10000NO
Warp Barriers+15%+15%N/AN/A0.006NO
Cyclonic Barriers+5%+5%N/AN/A0.002NO
Gladius Upgrade Kit(85,000,000)339.000300%255,000,000-3400000NO
Legionary Stealth Mod(60,000)0.300300%180,000-2400NO
Other
40TW Arc Reactor Cabling(16,666,667)100.000300%50,000,000-666666.6667NO

Product
Arc ReactorsDescriptionsWeaponsDefensesEnergyMotion
Generation 1 Arc Reactor (5 GW)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 RepulsorPalm 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 V1.00Heavy Hardsuit power armor with, omnitools, and VI. Space rated.wrist mount SMG, omniblade, weapon hardpoints, RepulsorsHeavy kinetic shieldsMKI Arc ReactorRepulsors, flight
Paragon Legionary
Mass Produced CenturionHeavy 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 ratedwrist 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 ReactorRepulsors, flight
Elite CenturionHeavy 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.Dual wrist mount miniguns, Dual omniblade,
dual wrist mounted omnitools,
6 weapon hardpoints, Repulsors
compact shoulder missile launchers
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 ReactorRepulsors, 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 LauncherWhat it says on the tin
Omni-Tool/Omni-BladeWhat it says on the tin
FlamerWhat it says on the tin
Cloaking SuitWhat it says on the tin
Cloaking ArmorWhat 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)
1x Spinal Repulsor Mass Accelerator
6x Paragon Industries AF-01 Hydra
2x Paragon Industries AC-01 Super-Pilum / 2x Disruptor Torpedoes
8x Paragon Industries UHP-01 Universal Hardpoints
Paragon Industries Ultra Light Weight Fighter Armour (ULW-FA-01)
Cord-Hislop Aerospace Kinetic Barriers
6x Paragon Industries Arc Reactors (5GW)Paragon Industries Repulsor Engine System
Gladius (Type B: A w/ Repulsors)
Gladius (Type C: B w/ Warp Barriers, Arcane Blur)
Gladius (Type D: ??)
Frigates
Waterloo Class Frigate Block 3 UpgradeSeveral 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 UpgradeYou 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 UpgradeSame as the above.
"Dragon Lady" retrofitReplacement of everything except the Turian comms, sensors, FTL drive, and Gardian system
ZamaLength: 100m
Hull Type: Hyper-Modular
Propulsion System: Anti-Matter
FTL Drive Type: 15LY/28PSl
Shield Type: Cyclonic
Armor Type: Standard
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
Lite Laser PyndaLength: 100m
Hull Type: Hyper-Modular
Propulsion System: Repulsor
FTL Drive Type: 11.25LY/28PSl
Shield Type: Warp
Armor Type: Arcane Blur
Primary Weapon: 90m Mass Accelerator Cannon Secondary Weapon I: 5GW 400nm Laser Secondary Weapon II: 5GW 400nm Laser
Quadriga Troop TransportRole - Military Transport

Additional Systems:
Turian Computer System
Turian Sensor Suite
Turian Communication Suite
Turian living quarters/barracks
Purchase Cost: 3,500,000,000cr
Defensive Systems:
Paragon Industries Arcane Blur Frigate Armor
Paragon Industries Warp Barriers
Turian GARDIANs

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
Engine System:
Paragon Industries Frigate Repulsor Engine (20LY/day)
Turian FTL Drive
Ground Vehicles
HammerheadRole: 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
Primary Weapon - Paragon Industries Universal Heavy Hardpoint (see equipment)
Secondary Weapons - 8x Paragon Industries Universal Hardpoint (see equipment)
Tertiary Weapons - 24x Paragon Industries MM-01 Sagitta VLS (24,000 missiles default)
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 IFVRole: 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 turretsPower 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
AtlasHeight: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
PrometheusHeight: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
AccipiterRole - 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 thrustersDefensive Systems 6x RT-01-100E thrustersPower System 1x Paragon Industries Arc Reactors (5GW)Engine System 6x RT-01-100E thrusters
Lesser AccipiterRole - 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.
Weaponry 6x Reduced Quality (7kN) RT-01-100E thrustersDefensive Systems 6x Reduced Quality (7kN) RT-01-100E thrustersPower System 1x Paragon Industries Arc Reactors (5GW)Engine System 6x Reduced Quality (7kN) RT-01-100E thrusters
SagittariusRole - 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.
Weaponry 2x Single Shot Pilums 6x Sagitta launch tubes (800 missiles default)Defensive Systems 6x RT-01-50E thrustersPower System 1x Paragon Industries Arc Reactors (5GW)Engine System 6x RT-01-50E thrusters
AspidaiRole - 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 missilesDefensive Systems Paragon Industries KB-02P Project-able Warp Barrier-equipped shielding system (maximum barrier size 9 ft (3m) diameter) 4x RT-01-50E thrustersPower System 3x Paragon Industries Arc Reactors (5GW)Engine System 4x RT-01-50E thrusters
TribulusRole - 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.
Weaponry 6x 800kN Repulsors 6x Containment Foam Sprayers Containment Foam (700L)Defensive Systems 6x 800kN RepulsorsPower System 1x Paragon Industries Arc Reactors (25GW)Engine System 6x 800kN Repulsors
Missiles
Hydra Cluster MissileThe 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 MissileA 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
AppiaPurpose: 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)Power Systems:
20x Paragon Industries Arc Reactors (5GW) (S-class) 3x Large-scale Arc Reactors (150 GW) (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
VirgoThe 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.
DormusThe 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
CenaculumL-class Cenaculum unfolds from a 1.5x1.5x3 rectangle, again packable 20 to a shipping container, into a 100 square meter condominium space
InsulaLX-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.
Defensive Systems: Paragon Industries ACA-01B Building-grade Lorica
Appia (Repulsor version)
Virgo (Repulsor version)
Insula (Repulsor version)
Appia (With Superalloys)
Virgo (With Superalloys)
Dormus (With Superalloys)
Cenaculum (With Superalloys)
Insula (With Superalloys)
Vicinale (With Superalloys)
Appia (Repulsor version) (With Superalloys)
Virgo (Repulsor version) (With Superalloys)
Insula (Repulsor version) (With Superalloys)
Modifications
2m Ammo Mod Mass Accelerators2m long mod compativle mass accelerators
5m Ammo Mod Mass Accelerators5m long mod compativle mass accelerators
Arcane Blur Upgrade
Arcane Blur PlatesUsing 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 BarriersSuper 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 BarriersSpinning 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: 10Current Date 2175 Q3Turn 23
Total Labs Built: 10
Planet Name/Ground Limit/Space Limit
Mindoir ||| Ground Building Limit: 26/40 ||| Space Building Limit: 22/40NumberLab GradeCompletion DateUpkeep in $Production GeneratedGeneral RP Generated
Factory III (30,000 production/quarter each)40$2,00,000,0001,200,000
Space Factory I (300,000 production/quarter each)5$2,500,000,0001,500,000
Space Factory II (3,000,000 production/quarter each)1$5,000,000,0003,000,000
Space Factory III (30,000,000 production/quarter each)12177-Q1
Lab III [150*2 =300 RP/Q]42$100,000,0001200Mordin: 300 RP
Lab II (100*2 = 200 RP/Q12$5,000,000200Gavin: 150 RP
Small Shipyard10$250,000,000Conrad: 300 RP
Medium Shipyard3$300,000,000Shatom: 150 RP
Large Shipyard1$625,000,000
Heavily Armed Space Station12176-Q1
Academy1N/A
Personal Lab1
-Revy Shepard (1000*1.9 = 1900 RP/Q)Shepard: 1900 RP can be split among projects
Personal Prototype Workshop- The Toy Box1
Assault Grade Campus Shield8$1,250,000
Bombardment Grande Campus Shield2$1,250,000
Large Ground MA Turret500N/AOwned by planet
Large Ground GARDIAN Turret2500N/AOwned by planet
Elysium ||| Ground Building Limit: 23/30 ||| Space Building Limit: 12/15
Factory III (30,000 production/quarter each)40$2,000,000,0001,200,000
Lab I (50*2+50*2*1.15[Hwan bonus] = 215 RP/Q)22$2,000,000215Captain Hwan: 150 RP
Lab III [150*2 =300 RP/Q]12$25,000,000300
Bombardment Grade City Shield12175-Q4
Small Shipyard4$100,000,000
Medium Shipyard1$100,000,000
Space Factory I (300,000 production/quarter each)4$500,000,0001,200,000
Space Factory II12175-Q4
Large Ground MA Turret500N/AOwned by planet
Large Ground GARDIAN Turret2500N/AOwned by planet
Heavily Armed Space Factory II22176-Q3
Benning ||| Ground Building Limit: 21/30 ||| Space Building Limit: 12/15
Factory III (30,000 production/quarter each)40$2,000,000,0001,200,000
Lab III [150*2 =300 RP/Q]12$25,000,000300
Bombardment Grade City Shield1$12,500,000
Small Shipyard5$125,000,000
Medium Shipyard2$200,000,000
Large Ground MA Turret500N/AOwned by planet
Large Ground GARDIAN Turret2500N/AOwned by planet
Space Factory I (300,000 production/quarter each)2$2,000,000,000600,000
Space Factory II12175-Q4
Heavily Armed Space Factory II22176-Q3
Demeter ||| Ground Building Limit: 21/30 ||| Space Building Limit: 12/15
Factory III (30,000 production/quarter each)40$2,000,000,0001,200,000
Lab III [150*2 =300 RP/Q]12$25,000,000300
Bombardment Grade City Shield1$12,500,000
Small Shipyard5$125,000,000
Medium Shipyard2$200,000,000
Large Ground MA Turret500N/AOwned by planet
Large Ground GARDIAN Turret2500N/AOwned by planet
Space Factory I (300,000 production/quarter each)2$1,000,000,000600,000
Space Factory II (3,000,000 production/quarter each)12175-Q4
Heavily Armed Space Factory II22176-Q3
Bekenstein ||| Ground Building Limit: 20/30 ||| Space Building Limit: 12/15
Factory III (30,000 production/quarter each)40$2,000,000,0001,200,000
Space Factory I (300,000 production/quarter each)6$3,000,000,0001,800,000
Heavily Armed Space Factory II (3,000,000 production/quarter each)22176-Q3
Small Shipyards4$100,000,000
Large Ground MA Turret500N/A
Large Ground GARDIAN Turret2500N/A
Bombardment Grade City Shield12175-Q4
Eden Prime ||| Ground Building Limit: 20/30 ||| Space Building Limit: 12/15
Factory III (30,000 production/quarter each)40$2,000,000,0001,200,000
Space Factory I (300,000 production/quarter each)6$3,000,000,0001,800,000
Heavily Armed Space Factory II (3,000,000 production/quarter each)22176-Q3
Small Shipyards4$100,000,000
Large Ground MA Turret500N/A
Large Ground GARDIAN Turret2500N/A
Bombardment Grade City Shield12175-Q4
Terra Nova ||| Ground Building Limit: 20/30 ||| Space Building Limit: 12/15
Factory III (30,000 production/quarter each)40$2,000,000,0001,200,000
Space Factory I (300,000 production/quarter each)6$3,000,000,0001,800,000
Heavily Armed Space Factory II (3,000,000 production/quarter each)22176-Q3
Small Shipyards4$100,000,000
Large Ground MA Turret500N/A
Large Ground GARDIAN Turret2500N/A
Bombardment Grade City Shield12175-Q4
Total$36,534,500,00020,700,0002515
 
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Paragon Security PMC



Equipment
Total
Upkeep PerTotal Equipment Upkeep
Based on Mindoir
Infantry
Paragon Legionaries
692
$28,000
$19,376,000
has Kasa Guardian Angel shielding
Elite Centurion Suits9000
$325,000​
$2,925,000,000​
Ground Vehicles
Hammerheads
260
$2,700,000
$702,000,000
Tiger IFVs
51
$320,000
$16,320,000
Drones
Lesser Accipiters
4,885
$8,000
$39,080,000
Tribulus
4,992
$68,000
$339,456,000
Sagittarius
991
$12,000
$11,892,000
Aspidai
790
$20,000
$15,800,000
Fighters
Gladius (Type C: B w/ Warp Barriers, Arcane Blur)
60
$10,335,600
$620,136,000
Ships
Lite Laser Pyndas
5
$789,573,160
$3,947,865,800
Quadriga Troop Transport
1
$1,100,000,000
$1,100,000,000
Quadriga Troop Transport (Cargo Variant)
5​
$1,100,000,000​
$5,500,000,000​
Dragon Lady
1
$58,340,000​
$58,340,000
$15,295,265,800​
Personnel:TotalUpkeep PerTotal Personnel Upkeep
Chief Commander: Andrew Nicolas
1​
$300,000​
$300,000
Platoon Commander: Jelica Eveliina
1​
$300,000​
$300,000
Fighter Squadron Commander: Ithix
1​
$300,000​
$300,000
Soldiers: 9000
9000​
$187,500​
$1,687,500,000
Intelligence Officers: 0
0​
$0​
$0
$1,688,400,000​
 
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Research Tree, Characters, and Mechanics
Named Researchers
Conrad Verner
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 SkillsLevelRP Required to Rank Up
EnergyA2500
ExoticsA2500
Mass EffectA2500
PhysicsA2500
ProgrammingC500
HardwareC500
EngineeringC500
ChemistryC500
NanotechnologyD250
Military DesignE50
StarshipsE50
BiologyE50
XenobiologyE50
PsychologyE50
AstronomyE50
RoboticsE50
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 SkillsLevelRP Required to Rank Up
Mass EffectB1000
PhysicsB1000
HardwareB1000
EngineeringB1000
ChemistryC500
EnergyC500
ExoticsD250
RoboticsE50
ProgrammingE50
Military DesignE50
StarshipsE50
NanotechnologyE50
BiologyE50
XenobiologyE50
PsychologyE50
AstronomyE50
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 SkillsLevelRP Required to Rank Up
BiologyA2500
ChemistryA2500
XenobiologyB1000
PhysicsB1000
EngineeringC500
EnergyC500
ExoticsC500
RoboticsC500
ProgrammingC500
Military DesignC500
StarshipsC500
NanotechnologyC500
Mass EffectC500
HardwareC500
PsychologyC500
AstronomyC500
Captain Hwan
Alliance's battlefield engineers, retired, former lead developer of the Vehicles Scale Ammo Mod technology, now a researcher
Research SkillsLevelRP Required to Rank Up
Mass EffectB1000
Military DesignB1000
HardwareB1000
EngineeringB1000
ChemistryC500
EnergyC500
PhysicsC500
BiologyC500
ExoticsD250
ProgrammingD250
StarshipsE50
NanotechnologyE50
RoboticsE50
XenobiologyE50
PsychologyE50
AstronomyE50

Shatom Vivuvian
Former Turian Ship Builder and Designer, wants to design and innovate new ship designs
Research SkillsLevelRP Required to Rank Up
StarshipsB1000
Military DesignB1000
HardwareB1000
EngineeringB1000
ChemistryC500
EnergyC500
PhysicsC500
ProgrammingC500
Mass EffectC500
RoboticsD250
ExoticsE50
NanotechnologyE50
BiologyE50
XenobiologyE50
PsychologyE50
AstronomyE50
ProjectsResearch CostPrereqsSpecial
Software
Basic Electronic Warfare VIdone
Advanced Electronic Warfare VI92.5/800
Basic Security VIdone
Advanced Security VI800
Basic Research VIdone
Advanced Research VIdone
Advanced Fire Control VIdone
Basic Combat Analysis VIdone
Advanced combat Analysis VI800
Improved Intelligence Algorithmsdone
* Optical computingdoneAdv Mass Effect Theory
AI Licensing Preparationdone
- Blue Box AI1600B rank in Software
- Pure Software AI3200A rank in Software, Blue Box AI
Swarm Networkingdone
Hardware
Basic Construction Dronedone
Advanced Construction Drone1600
Missile Weapons
AT Missile Launcherdone
Micro missilesdone
Anti Ship Torpedoesdonepatented secret military
Improved Warheaddone
Dark Energy Weapons800Disruptors they're a thing
Bombardment Missiles800
- Interstellar Cruise Missile1600
Mass Accelerator Weapons
Wrist Mounted Submachinegundone
Nonlethal weaponsdonefrom omake
Compact Autocannondone
- 200m MACdone
- - 500m MACdoneExists Already
- - - 800m MAC1600
- - - - 1000m MAC3200
Basic Vehicle Ammo ModsdoneHwan's own project, also just expanding the scope of an ME tech with out doing new things
- Adv Vehicle Ammo Mods600
Basic Vehicle Weapon Modsdone
- Adv Vehicle Weapon Mods600
Small Ship Mods800
- Large Ship Mods1600
Energy Weapons
Repulsorsdonepatented in SA only
Basic Directed Energy Weaponsdone
Low Gigawatt Range Lasersdone
- High Gigawatt800
- - Terawatt Range Lasers1600
- - - Petawatt Range Lasers3200
UV LasersdoneOddly enough this technically counts as the Salarians use them and other race could if they wanted to.
- X-Ray Lasers800
- - Gamma Ray Lasers1600
Miniaturized Energy Weaponsdone
- Repulsor Cannon800
- - Particle Cannons1600
- - - Go Away Beams3200
Variable Wave Length800
Personal Energy Weapon (Scalable)800
Vehicle Energy Weapon (Scalable)1200
Ship Energy Weapon (Scalable)1600
Medical
Basic Biotechdone
Basic Genemoddingdone
Basic Neural Interfacedone
Advanced Biotic Ampdone
Peak Humandone
CASIE Implantdone
Advanced Neural Interfacedonepatented
Advanced Xenobiologydone
-Kepral's Syndrome800(Drell or Hanar assistance)
-Quarian Immune System Restoration1600(Quarian assistance)
Adrenal Implant400
Biotic Armor1600
Advanced Prosthetics800
- Carbon Nanotube Musculature1600
- Full Body Prosthetics1600
- - Project Lazarus3200
Eternal Youth2500
Extremis (Locked)2500
Arc Reactor
Industrial Arc Reactordonepatented
* Generation II Arc Reactordonepatented
* - Generation III Arc Reactordone
Mass Effect Theory
Advanced Mass Effect Theorydone
- Multi-core Eezo Drivedone
- - Ultra-Compact Core Design1600
- Comm Buoy Construction1600Exists Already
- Quantum Entanglement Communicationsdone
- -Miniaturized QEC1200
- - * Mass Relay Design???Unobtainium
- * Tractor Beams800Repulsor Cannon
- Gravitational Wave Detectors800
- Total Internal Reflection Shield1600
- * Eezo production6400Generation III Arc Reactor
- Anti-matter production1600Exist already, you'd just be making them smaller
Artificial Biotic Casterdone
Basic Biotic Caster1200
Powered Armor
Re-Entry Shrouddone
Ground Vehicles
Basic Ground Vehiclesdone
5 Meter MechdoneEh borderline next level will not count for sure
- 15 Meter Mech800
- - Transformation Systems1600QM indications this will be 2-stage, no mech requirement
- - 50 Meter Mech1600
- - - 150 Meter Mech3200
- - - - 500 Meter Mech6400
Medium Armordone
- Mammoth Tanks1600
- - Planetary Siege Unit3200
Ships
Basic Aerospace (Fighters)done
Frigatesdone
- - Light Cruisers (CL)done
- - - Heavy Cruisers (CA)doneExists Already
- - - - Dreadnought2400Exists Already
- - - - - Superdreadnought6400
Security
Basic Blackboxing / FRMdone
Improved Blackboxing / FRMdone
Advanced Blackboxing / FRMdone
Flawless Blackboxing / FRMdone
Armor / Defense
Advanced Materialsdone
Superalloysdonebullshit smart material/superconductors, jello, assign properties
- Unobtanium3200
Other
The Invisible Mandone
Colonization/Bioforming Genetics Packagedone
Unknown Mech Analysis75
Regenerating Armor Study50
Unknown Equipment 2 Analysis50
Hegemony Cryptographydone
Stasis Plate800/1600
Better Batterydone
Rules
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 VI10% boost labs
Research projects will have skill level requirementsImproved 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
ExampleOptical Computing, which is noted to be even more effective than Improved Intelligence Algorithms50% 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 DescriptionRP BonusLab Grade
Cutting Edge Lab with the best resources and equipment100%3
Standard high end science lab with quality equipment and resources50%2
Standard workshop with run of the mill equipment and resources25%1
Cave with a box of scraps0
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
 
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Combat and Non Combat Roll Mechanics
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
LevelBonusExample
Primitive Weapons and Armor-10
Standard Civilian and Store bought Gear0
Common Military Gear10
Advanced Military Weapons and Armor20
Cutting Edge Military Weapons and Armor40
Experimental Military Weapons and Armor80
Quantity: (Given to one side only)
LevelBonus
Equal0
Slight Numeric Advantage10
Large Numeric Advantage20
Overwhelming Advantage30
We are Legion40
Skills
LevelBonusExample
Untrained-20Colonist
Grunt0Basic Infantryman
Seasoned20Officers
Elite50N7's/Spectres
Master100Veteran Elites
Logistics
LevelBonusExample
No Supplies-40
Under Supplied-20
Supplied0
Abundant Supplies20
Morale
LevelBonusExample
Routed-30
Breaking-15
Low-5
Normal0
Hopeful5
High15
Zealot30
Effectiveness
LevelBonusExample
No Effect-40Pistol Vs Tank
Ineffective-20
Not Very Effective-10
Neutral0Rfile Vs Hardsuit
Effective10
Very Effective20
Overpowering40Tank vs Pistol

Hacking:
Roll Bonuses: (Other bonuses/levels may exist)
Software Assistant Quality:
LevelBonusExample
Dumb Programs0Firewalls, hacking tools
Basic VI20Standard market VI
Advanced VI40VI with Improved Intelligence Algorithms
Simple AI60New/Shackled AI, AI unspecialized in cyberwarfare
Complex AI80EDI
Transcendent AI100Reapers, Geth Consensus
Hardware Quality:
LevelBonusExample
Standard Hardware0Regular store equipment
High Quality Hardware20Common military hardware
Cutting Edge Hardware40Optical Computing
Transcendent Hardware100Beyond the scope of what is known (Reapers?)
Software Quality:
LevelBonusExample
Standard Software0Regular store software
High Quality Software20Common Military software
Cutting Edge Software40Custom made software
Transcendent Software100Created by dedicated AI
Quantity: (Given to one side only)
LevelBonus
Equal0
Slight Numeric Advantage10
Large Numeric Advantage20
Overwhelming Advantage30
We are Legion40
Cyberwarfare Team Skill:
If an AI program is used the AI's skill level applies instead.
LevelBonusExample
Button Pusher-20No hacking skill
Competent0Trained Hacker
Master20
Grandmaster40
Access:
LevelBonusExample
Crippled Bandwidth-40Under Heavy Jamming
Limited Bandwidth-20Unusual access point
Normal Connection0Standard network connection
High Bandwidth20Several Connections
Extreme Bandwidth40Primary Dataline
Security Weaknesses:
LevelBonus
Vulnerability20
Backdoor40
Totally Compromised60

Non Combat:
Roll Bonuses: (Other bonuses/levels may exist)
Diplomacy
LevelBonusExample
Hated-100
Hostile-50
Apprehensive-25
Dislike-10
Neutral0
Fair10
Cordial20
Receptive25
Cooperative50
Friends75
Allies100
Trade
AvailabiltiyBonusExample
Abundant40Carbon
Common20Water
Average0Supermarket Stuff
Scarce-20Popular Items
Rare-40Specialty Items
Very Rare-75Prothean Tech
Unique-90Working Prothean Tech
 
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Turn 19.2 2174-Q3 Back To Work
Actions for 2174-Q3:

Revy's head slammed onto the desk jolting her awake as she quickly looked around the room to make sure no one (besides Cortana) noticed her slip in awareness.

"Damn it, mom's not gonna nag me again if she saw me dozing off again." Revy said massaging her forehead out of psychometric need instead of genuine pain. Her peak human gene treatment was almost complete so her body was much tougher than it was before. That included her stamina which made her dozing off even more glaring.

She had been keeping track of her PMC's actions and AAR's to both keep an eye on the situation and her people. Sure she trusted the commanders and the soldiers she hired, but it never hurt to double check, especially since they had the most advanced hardware she could provide.

In addition to that she had been pulling several consecutive all nighters in secret with her newfound endurance allowing her to get even more research done than before as well as double checking the frigate productions. Pulling up a holoscreen, Revy smiled in pride at the 28 skeletal frames surrounded by welding torch flares as they were being assembled.

28 frigates. If someone told her half a decade ago that she would be making essentially a fleet of the most advanced ships every 3 months she would have told them to stop dreaming. Now however? It was a fact. Sure they were all going to be immediately sold off to the System Alliance, but hey, still her work!

Suppressing another yawn that tried to erupt from her mouth Revy looked at the digital clock on the screen and blinked. Barely anytime had passed in-between her dozing off and hitting her head.

Rubbing at her forehead again Revy had only one whining thought in her head as she left her office/lab and went to her bedroom to find her soft luxury bed.

'That's so not fair! I'm still so tired even though it felt like I was asleep for years!'

Beginning Budget: $2,214,015,790
End of Turn Budget Post Taxes and Upkeep: $2,183,415,972,556


ParSec Intelligence: ParSec has a functioning intelligence division. While we've created a general net of in informants in SA space we haven't actually done much. Are there any investigations or networks we should set up?
ParSec Intelligence
[ ] Investigate
-[ ] Who or What?
[ ] Setup a Network
-[ ]Where?


Jack: The problem with Jack is that she really can't go anywhere. The amount of oversight she needs combined with her lethal and violent nature is just to high. Even sending her to the biotics school is not a good idea. The best parents for her as is would be a pair of Krogan Battlemasters, but that would never fly. In the end all you and the government can figure out to do is keep her at PI HQ. Of course someone needs to be legally responsible for her. You have to opportunity to suggest someone to take that role, there is no guarantee they will accept though.
Jack's Legal Guardian:
-[ ] Who?


Colonial Construction Inc.: You have a construction company. While you did have them work on some fortress city designs it's better to have them get to work.
Work on:
[ ] Some Project?
[ ] Making money/reducing PI construction costs. (+20 million credits/quarter yearly)
Expand the company?
[ ] Yes (will take time, current estimates are 20% return on investment)
-[ ]How Much?
[ ]No investment in CCI

What do you do with the recovered eezo from the assault?
[ ] Refine salvaged eezo in factories, 1,000,000 production for 500 billion credits of eezo.
[ ] Sell salvaged eezo, 50 billion credits


New Projects:
Treaty Negotiations: The Treaty of Farixen is being renegotiated; there have been discussion about doing so for a while but the Council has finally called together representatives to discuss the possibility of updating the Treaty. As we are a weapons company that makes starships we should consider some lobbying. From what we have heard there are two proposals on the table, restrictions by weapon energy level and/or power level, and re-balancing the restrictions based on economics, possibly with dreadnought allowances being salable (mostly to avoid issues with Turian fleet levels).

In the second idea, each government's dreadnought allowance would be proportional to their economic power. Additional dreadnought allowances might be bought from other governments not using theirs or possibly from the Citadel. A more extreme option suggests making each government's fleet be proportional to their economic power and doing away with dreadnought restrictions; it is not a very very popular option.

We could support one or some combination of the two or suggest our own plan. Remember that the goal of the treaty is to prevent an expensive arms race and to put a minor limitation on anti-city weapons with repeated use. We also could lobby directly or work though the Systems Alliance. This is going to take some time. A year at least if not longer.
Lobbying:
[ ] Through the Systems Alliance
[ ] Directly
For:
[ ] What position will you encourage?
Spending:
[ ] How much money will you put into this?


Some Other Project: Is there another project you would like to start?
[ ] Write-in

Paragon Industry Actions:
[ ] Build Things
-[ ] What and were
[ ] Produce items for in house use
-[ ] What and how many

All production spent towards supplying Paragon Security and construction Lite Laser Pyndas for Systems Alliance (28 to be constructed this quarter)

[ ] Marketing/Ads
[ ] Lobbying (Spend money and try to convince politicians to do something)
[ ] Sand an expedition to Intai'sei (Prothean Box Treasure Hunt)
-[ ] Funds and other resources/preparation?
[ ] Apply for AI License
[ ] Write-in

Paragon Security Actions: N/A (Already completed last update.)

Spare Time (pick two):
[ ] Train
-[ ] Non Research Skill
-[ ] Biotic Techniques (Requires/Depends on Instructor. See listing, may pick two)
-[ ] Instructor?

Sustained Barrier: Used by some biotics instead of shields. A biotic trained in this technique can continually project a barrier that's strength depend on their power. In addition the technique requires almost no concentration. The continuous nature of this barrier makes it an excellent anti-assassination tool.

Throw: Known by several names this technique allows the user to strike targets with blasts of telekinetic force. Most combat level biotics can send their targets flying giving this technique its name.

Lift: A useful technique that can be used to levitate targets. Well know or it combat use where the biotic leaves the target hanging "helplessly" in the air.

Yank: Often described as the opposite of throw this technique violently pulls a target to the user.

Construct: A technique for producing simple objects out of biotic force fields. This level only produces weak objects of extremely simple geometries. (Cubes, Pyramids, Spheres) Many biotics develop their own personal advanced constructs or controllable ones based off of this technique. For example Gaver Dor's Biotic Hand technique.

Develop Biotic Technique: Invent your own technique or try to learn a technique you don't have a teacher for. Success depends on you mastery of biotics and the difficulty of the technique. [Hard, counts as two choices].
[ ] Spend Time With [Person(s)]
-[ ] Doing what?
[ ] Meet New People
-[ ] Around Landing
-[ ] Employees
-[ ] Write-In
[ ] Explore/Visit
-[ ] Landing
-[ ] Elysium
-[ ] Earth (Where?)
-[ ] Citadel
-[ ] Elsewhere
[ ] Study (Subject)
[ ] Headhunt a research hero (this will not necessarily come into fruition immediately).
-[ ] Specify area of expertise.
[ ] Install Wetware
-[ ] What?
[ ] Continue Peak Human Treatment (Full Captain America Upgrade, Part 4/5 Done)
- [ ] Mental Action? (Unlocked by ANI)
[ ] Treasure Hunt on Intai'sei (Go yourself)
-[ ] Funds and other resources/preparation?
[ ] Write-in


Vehicles:
[ ] Medium Armor [400]: The early tanks were nothing more than cars with a lot of steel plating stuck to them, the modern armor is a more refined beast, and a beast that would benefit more than a little from your careful touch and keen intellect.

[ ] 5 Meter Mech [400]: You have an old, washed-out shirt that used to belong to your father with the inscription "Giant robots. Because life isn't dangerous enough." Now, you will have them.

Material Science:
[ ] Unobtainium [3200]: There are materials even more advanced than your own superalloys. This cannot stand. The Unobtainable will be yours! Even if you have to reduce your self to jibbering madness to discover how to make them! (Does not include actual threat of jibbering madness unless you were already on the edge anyway, does allow insane combinations and levels of material properties. Up to what ever level the GM will let you get away with, maybe expensive)

Computing:
[ ] Blue Box AI [1600]: Research using a quantum blue box to house an AI. The blue box will provide impressive computation abilities and make the fuzzy logic easier, but the AI will be bound to the box much like people are to their brains. Oh and develop your first AI... good luck. (Currently illegal, as you lack an AI License)

[ ] Pure Software AI [3200]: Research using making an AI from using pure data, hardware be damned (as long as it can run the machine code, though the AI will be able to switch if it knows the two codes). The AI will be able to freely move about as an Infomorph and grow to match it hardware (assuming you let it). On the downside it can be 'trapped' in low-speed hardware or is that an upside? Oh and develop your first AI... good luck. (Currently illegal, as you lack an AI License)

[ ] Swarm Networking [800]: Distributed processing isn't anything new. The real challenge here is threefold. One must allow elements to dynamically enter and exist the computing system without compromising algorithm execution, secure the network from noise and hostile action and prevent AI formation. That Geth thing didn't end well for the Quarians. On the plus side you get better performance for swarm objects and it makes for some damned effective security as a hacked element can be recovered by the others.

Biotech:
[ ] Adrenal Implant [400]: Almost everyone has an anecdote about a mother lifting a car to get to their child, or a man pulling a tree out of the ground to bash in an assailant's head. Adrenaline's power to make people stronger and faster is well documented, and many people have wished it were possible to stimulate adrenalin production safely. Well, now it is. (The implant makes the user faster and stronger for a limited time. Overuse is bad for your health.)

[ ] Plug and Play Skills [800]: Want to learn Kung Fu? Here's a chip to slot into your brain. So long as the chip is installed you know what the chip knows once you get used to the new skills. It can also function as a teacher. Only challenge can be finding some one to record the skills from.

[ ] Advanced Prosthetics [800]: Once you've got wires in your brain giving you robo limbs is easy! We can make them almost in distinguishable from your normal limbs. Or even better. Allows just about every limb type prosthetic imaginable.

[ ] Eternal Youth [1600]: Death from "old age" is an issue many races have to face. Humanity has been slowly increasing the expected life span as new technologies allow damaged organs and parts to be replaced. However, the body was young once and if one could reset the clock and regenerate what is damaged old age will not be able to claim a single human life again. The Krogan and Asari prove that it can be done biologically. (Produces a treatment that will make the recipient immune to aging).

[ ] Advanced Xenobiology [800]: You've solved many issue for humanity, now it time to consider how to spread the benefits to other races, as well as considering any unique issue they may have. (Allows the application of human biotech to other races.)

[ ] Extremis (Locked) [1600]: Super nanite enhanced super people, what's not to love? Integrates flesh and machine on a fundamental level applying the best of your technology. May have strange side effects that look kind of like super powers depending on the programming. Also Illegal.

Energy Weapons:
[ ] Miniaturized Energy Weapons [400]: A lot of things go into making a laser, but people have made them for literally centuries, so there are few great mysteries left. The major problem in making smaller lasers is containing the energy. Fortunately, you have some knowledge in designing new materials, and now you'll be making cavities and resonators that will make your competitors weep. (What it says on the tin.)

[ ] High Gigawatt Range Lasers [800]: More power! There are totally justifiable uses for lasers that carve gaping holes in warship from hundreds of kilometers away. Like carving gaping holes in warships. You have to upgrade a lot of elements to make it work though. (Also what it says on the tin.)

[ ] UV Lasers [400]: Used by the Salarians these weapons have a far better range than an IR laser. The Salarians get a piddly six times the range of a IR laser. You're aiming for at least 300 times. (Again what it says on the tin.)

Ships:
[ ] Light Cruisers (<500m) [10/600]: The increased size of the cruiser class makes things even more complicated. In addition the cruiser class of vessels is usually optimized for different things than fighters or frigate meaning you have to reconsider several design choices.

Missiles:
[ ] Dark Energy Warhead [800]: Eezo can be use to produce all kinds of exotic effects, from warps to pseudo-singularities (and rumor has it real ones). Stick it in a missile and shoot it at some one you don't like. (Allows the creation of advanced Disruptor (Warp) Torpedoes and if you have the right tech other dark energy using missiles. Counts as Mass Effect/Dark Energy)

[ ] Bombardment Missiles [800]: For destroying things on planets or other large-scale destruction. These large missiles are designed to drive at the planet at ludicrous speeds and remove that pesky geographic feature. Oops was that mountain important? Alternatively they are good at hammering away at hardened positions. (Can make large missiles for planetary assault or for use on other large targets)

Arc-Reactor:
[ ] Thermal Compensator [1600]: Current existing power conduits and transmission systems were never meant to channel the sheer amount of power that your Arc-Reactors could output. They definitely would not be able to handle any future iterations of your magnum opus. Sounds like something you are going to have to work on if you ever want to make full use of the bounty provided by your Arc-Reactors in the future.

[ ] Generation III Arc-Reactor [1600]:
Palladium is pretty expensive even with mining operations around the galaxy looking for more. Also they can only generate so much power as fuel despite your best efforts. Solution? Make a new core that can! You'll have to scour the periodic table for something that would work, but if none of them do? Then you'll simply have to make an element that can, won't you? A new Arc-Reactor capable of far more power than before, lasts longer, and can be scaled down even smaller than before and the last was already the size of your last digit on your pinky!

Mass Effect/Dark Energy:
[ ] Total Internal Reflection Systems [1600]: Mass effect fields refract light, thus a strong enough field will produce total internal reflection. Used properly a multi-layered field could be used to produce a double TIR effect making the surrounded object invisible. Stealth! In Space! On the other hand you should probably experiment with this in space. (Allows TIR stealth as well as TIR shields that will reduce laser damage, Requires a deep space lab).

[ ] Quantum Entanglement Communications [121/1600]: Getting functional FTL data transmission from quantum entanglement isn't easy. This technology has been in development for ages by the galactic community. But it has always been far too complicated and expensive to be useful. However, you might be able to improve on it.

[ ] Multi-core Eezo Systems [800]: Using multiple cores in a ship or other system presents a way to get around the limitations of discharge. Using multiple large cores you could cycle a "full" one out and slowly bleed the charge out while another takes over. Or you could have several smaller cores that don't discharge dangerous amounts of energy when they overload. Beyond that multiple cores allow for several interesting future applications. (Ships equipped with these systems cost more but do not have drive charge limitations)

[ ] Tractor Beams [800]: A relatively simple application of mass effect technology applied to a larger scale. The trick is to make it work at a useful range and cheap enough that its feasible to deploy. (What It says on the tin.)

[ ] Comm Buoy Construction [1600]: Barring a truly incredible leap in other communication technologies Comm Buoys are the best way to get large amounts of data around with low response time. The expensive but critical devices allow the galactic extranet to function and hold the galactic community together. They also are a stepping stone toward making one's own Mass Relays. (Requires a deep space lab)

[ ] Anti-matter Production [1600]: Anti-matter is a controlled substance on the galactic scale. It is also one of the primary warship "fuels", making it quite valuable. On the other hand It makes for some nasty bombs. Anti-matter takes a fair amount of power to make and arc-reactor technology provides that power. (Allows the creation of anti-matter production plants)

[ ] Gravitational Wave Detectors [800]: One of these could have a great deal of value in space if it had long range and could be made small enough. Allowing vessels surrounded by a TIR field to see outside easily and also allowing the detection of such vessels. Not to mention the scientific potential.

Space Stations:
[ ] Very Large Space Stations [1600]: People of all races have been proposing giant space stations for ages. Why not develop and build one? They're not quite citadel sized, but they're far bigger then any race would normally build. (What it says on the tin)

Mass Accelerator Weapons:
[ ] Basic Vehicle Scale Weapon Mods [200]: Weapon mods are been used by infantry to fine tune their guns for the task at had. You can do the same for vehicles scale weapons.

[ ] Small Ship Scale Mods [800]: Applying weapon mod technology to starship scale weapons should provide several advantages to the owners of such technology. Mind you'd need to upgrade the guns to use the tech. It also wouldn't be particularly fast to swap the mods out without specialized support systems (Allows the production of Starship Ammo/Weapon Mods and Modable Mass Accelerators)

[ ] Advanced Ammo Mods [600]: Some ammo mods are simple, others are rather complex. Items like warp ammo and cryo ammo aren't simple so applying them to larger weapons will take some more work. Also upgrades the basic ammo mods.

[ ] 500m MAC [800]: Stepping up to the next size of mass accelerator cannon will require solving many of the same problems all over again. However the end result will be a weapon that delivers terajoules of kinetic hurt.

Conrad's Special Projects:
[ ] The Invisible Tank [200]: Now that you had perfected the means to cloak people, obviously the next step is go bigger! A invisible hyper Kasumi was already a nightmare, so what could be better than a invisible hyper tank! You would have to improve the VI required to properly process the increased amounts of fluctuating variables to maintain stealth effectiveness. As well as improving the sound, thermal, and radar capabilities of the system to handle the amount generated from a massive vehicle running at reduced or even full power compared to that of a singular person, but you've had harder challenges and at least you had the groundwork done already.

[ ] The Invisible Fighter [600]: From the very beginning of flight people have always dreamed of invisible planes. In movies, comics, and tv they are there. The same held true for even the military, for who wouldn't want a invisible war machine undetectable by the enemy. Now you were going to take a shot to apply the concept of your invisible suits on a much larger scale, with equally larger problems to overcome. Bring it on.

[ ] The black fucking gun [1600]: Conrad knows pretty much how the "Black Hole Gun, but not really" that they entered into the competition works. It does, however, have more than a few safety issues, and you really don't want a gun that will make General Alexander call you and ask what the hell happened to his entire right flank. The core idea is good, but the problem is that Conrad, smart though he is, is very bad at adapting his designs to the constraints posed by reality. (Build the M-490 Blackstorm, though you get to pick a new name for it if you'd like. Counts as Mass Effect/Dark Energy)

[ ] Time is an illusion [???]: Have Conrad and his team continue the work he started in his dissertation. Time manipulation of any kind would be pretty awesome, but this is as bleeding edge as research gets, and you have no idea what's on the other side, or how far away it is. (This may or may not give you limited control over time. It may or may not have other prerequisite techs. Counts as Mass Effect/Dark Energy)

Gaver Dor's Projects:
[ ] Reactive Barriers [200]: Okay take everything I said about Warp Barriers and insert biotic detonations instead of warp effects. Sounds nuts, but its basically the same idea as reactive armor. Yeah it's not an amazing idea, but we just found a Prothean dark energy mêlée weapon, so that's what I got. (Counts as Mass Effect/Dark Energy)

[ ] Stasis Plate [1600]: Stasis makes the effected object almost invulnerable if mostly immobile. So apply it to armor plating and bam! Awesome armor that's good against anything, including lasers. Down side is the effected plate can't move fast due to the speed of light so no FTL or, hell, probably no cruising either, and shields of any sort can't be used while its on, barrier interference principle and all that. It'll also burn power like nobodies business, which is why no one ever considered trying this before. Small price to pay for an incredible defense. Oh and not actual invulnerability, just really hard to hurt. (Counts as Mass Effect/Dark Energy)

Mordin Solus' Projects:
[ ] Improved Colonization/Bioforming Genetics Package [800]: Increase the speed of safe bioforming and amount of types of worlds that could be changed to be habitable, bringing down the timeline from centuries to mere decades. Would open up much greater range of worlds the package could apply to. (Biotech)

[ ] Omni-tool Upgrades [37/200]: More power, better omni-tool functions. Improvements to both fabrication and assorted "tech" applications. Only regret, lack of small arc-reactor to install directly.

[ ] Brain Shield [400]: Prothean technology presents terrifying possibilities for technological assault on sapient minds. Should begin developing countermeasures immediately. Initial iteration probably effective only against weaker non-hostile efforts. Considerable amounts of research required. (Counts as Biotech)

Starship Block Upgrades:
[ ] Geneva Class Cruiser Block 4 Upgrade (100 RP): A lighter cruiser for Skirmishing. 250 million credits development money. (Requires Light Cruisers)

[ ] Tokyo Class Cruiser Block 3 Upgrade (100 RP): The main combatant of the SA's space forces. 350 million credits development money. (Requires Heavy Cruisers)

[ ] Everest Class Dreadnought Block 7 Upgrade (150 RP): The elder of the SA's two Dreadnaught designs. 500 million credits development money. (Requires Dreadnaughts)

[ ] Kilimanjaro Class Dreadnaught Block 2 Upgrade (150 RP): The SA's brand new warship design. Already out of date. 600 million credits development money. (Requires Dreadnaughts)

Minor Projects:
[ ] Dream Entertainment Drugs (100): The Litinana sold you several case of drugs as "entertainment media". The drug seems harmless if not beneficial but you feel like you should take a closer look before do anything else with the stuff. (Counts as Biotech)

[ ] Relay Codes (100): Turns out some of the stuff Liara got at her first dig were mass Relay codes of some sort. You'll need a ship and a Relay to test them though. Hopefully they're not the self-destruct codes. (Restricted until you have permission to screw around with a Relay)

[ ] Prothean Data (50): The Mars archive has masses of data available. You could get some of it copied and shipped to you for analysis.(Results are highly random and depend on you're ability to decode Protean data, may be repeated any number of times per turn)
_________________________________________________________________________________________
QM Note: Vote in plan format please.
 
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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
 
Merchants (+5 to a roll to bump up to a success, will be used automatically)
just for fun as the lazer plan seems going to win i just wanted make a omake so here yous go (l dont now rules to them for this quest)



omake merchants

location Citadel, dark star lounge

One of the corner of the bar contains a group of like-minded merchants that has recently drop of supplys for the citadel population. ''What did the girl mushroom say to the boy mushroom? You're a fungi.'' one the member says while others just growls at the joke ''why did we invite him again....oh wait yea I remember now, he is the largest food supplier in this area ahhh why don't you just shoot me now its quicker'' '' come on now it was not that bad..was it'' ''im not going to argue about this so lets just get down to gossip and news we have picked up in the past few months''

''ok guess l will start us off by saying there is a small weapons shortage in the Turian Hierarchy seems they have been buying storage containers worth of weapons and then shipped them to the garrisons on each of their space. So yea l have made a killing for most part. they have also increased the fleet movement and ship to ship searches to prevent hostile attacks or that is whats official records state. what a joke ....well mostly the real reason it seem the smugglers are trying steal and then transport goods from council space to pirate factions in the terminus systems that is a big no no''

'' interesting...moveing on analyzes suggest increase research founding in past 5 years has increased 24% for all nations. my lab was recently buyed out by a Dalatrass. she has our goals and we now focused on researching ship engines for stealth and speed. she also young foolish forgot the nondisclosure agreement needed to be updated when a new leadership came about''

''well yous are not fun at all. the food production has decreased in a regional level as well as the price for food has slightly gone up as well in alliance space at least don't know about other areas at the moment. as well as few regions around them. systems alliance standing army is buying in bulk and making rations.with the new enterprise that has pop up in last few years has changed the game and as an example farming worlds are turning into industrial worlds. its great for business not so great for high populated worlds in 1 or 2 jumps away that buys all there goods to keep up with damand. so my freind what has got you in a twist tonight you eyes are bloodshot you not getting enough sleep in your old age'' the last member of the meeting was just nursing a Ryncol bottle and staring of into space

''I think im in love'' ''hahah what are you on about, you love to battle way too much to get hitched and that on top of old age my freind'' ''not that kind you idiot. l was visiting this one industry world you where talking about and all i wanted to do all the time i was there was an orbital drop right into the middle of all there new named farms for the fight of my life. rows upon rows of weapons as far as the eyes could see. full off powered armour warrior's the GLORY TO BE HADE BATTLE TO BE WON....'' soon followed by said merchant crashing out with a thump as well as the most terrifying smile anyone there has ever seen

''well looks like he has lost his sanity. sooo anyone can tell me why the hell would a farm be so interesting to anyone especially him of all people. did anyone got his last place he was at this is not like him 2 months ago'' ''yea i heard mindoir was his last drop before heading here'' ''repo..cough news says mindoir has recently made a massive guardian lazer farm like the old wind farms humanity would build and see on earth. first of its kind but would be foolish even for a well prepared krogan army to attack on ground they would be stuiped to attack no correction would be insane....'' ''blood pack'' they all said in unison ''oh. well then interesting times to be alive''
 
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Paragon Industry Space Station (+100 RP to Massive Space Stations Research)
Paragon Industries Space Station.



Massive space stations had always been an idea throughout the galaxy, an unfeasible one to the disappointment of many. The materials and engineering required to build one that was safe and habitable in the long term for millions of people? Utterly ludicrous.

Which was why Revy had felt a dull shock when she realised she was likely in the best position to make that dream a reality. Her material science was quite frankly ridiculous, materials strong enough to not be ripped apart from strong centrifugal forces and mass effect fields working in concert? Child's play.

Even her companies standard designs would be of use. The flowing blue and white designs had shown positive effects on an emotional level (one of the reasons they were chosen) and could be incorporated. Some familiarities from planets would also have to be added, long term emotional and psychological damage was one of the foremost problems regarding space stations after all.

Pondering the problem for just a moment, she decided to send off the designs to her design department, with a list of requirements needed. Delegation would be required on such a massive project.

Instead, she tackled the engineering problems of such a station. Combing through the research documents of several citadel scientists who proposed space stations she quickly noted similarities, cross referencing them against each other.

All had come to the conclusion that no single mass effect field should support such a large station, even the Protheans had chosen not to rely on that, with the citadel requiring centrifugal force with mass effect fields to supplement.

Revy had her doubts that such a thing was impossible, perhaps with a large enough power source and a massively purified stock of element zero such a thing could be possible.

But it would be a horrible idea.

Not only would it be a waste of resources, trying to accomplish something that could be done with next to no energy costs in comparison, it would be highly dangerous.

If that mass effect field were to fail...

Revy shuddered, trying and failing to suppress the image of millions floating off the space station, dying in untold millions. A ring of lifeless corpses around a cold, desolate, station.

Nope nope nope nope! Repress Revy, repress!

...Maybe she shouldn't design the station like the citadel, those open arms would never look the same to her again. Maybe something with an actual roof.

And so she shakily began her design with this in mind, replacing the common, and laughably weak, alloys the citadel had attempted such a project with with her own.

A chime rang from her computer, the V.I dutifully informing her of a surprisingly prompt response from her design and imaging department. Did they already have a design? Was it just a work in progress or had they been expecting her to start designing space stations!

Honestly, what opinion did her company have of her?!

She opened the file and studied the image.


The blue of Paragon Industries had been replaced with the green of natural flora (They did know she would have to genetically engineer those plants for life onboard a space station right?) though they had kept the flowing white.

The image clearly hadn't been designed for a space station but she could admit that it looked... pleasant? Yes, she could see how this design could be helpful, though it would have to be reworked significantly.

She sent the team a tentative acceptance on the theme of the design, before advising them to work closely with the engineering department for the next phase of their design.

As she poured over her design notes she couldn't help the slight smile on her face. Her earlier fears and worries washing away. It was good to work on something like this, perhaps the war had been taking a slight toll on her but it clearly hadn't chipped at her optimistic outlook just yet.

The future was still bright!

____________________________________________________

AN: here's a small Omake for you @tri2, I hope you have a lot of fun with this quest!
 
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