Turn 22 2175-Q3 Tsunami (News, Political Review, PI, and ParSec)
- Location
- U.S.
Tsunami (News, Political Review, PI, and ParSec)
2175-Q3
News:
Turians
The Human company Paragon Industries has done it again. Soon after the release of the Peak Salarian Treatment, which is even now being distributed across Council space, the Turians were next to receive the treatment much to their surprise. The Relay 314 incident was only 18 years ago and many Humans still express their anger over the incident and their dislike for Turians. So the Turians were understandably surprised that the Humans had offered them something that would improve their people and combat abilities overall, ahead of even the Asari which are commonly held more favorably by the Humans. Perhaps this is a sign that the Humans are letting go of past grudges and signals the beginning of a more peaceful relation with the Turians?
Politics (Laurence Freeman):
Terminus
Information has been obtained using the cracked Batarian Cipher. The Batarians and other Terminus factions are gathering en mass at planet Bekke in the Nemean Abyss in preparation for a massive assault on Council space in retaliation for the war declaration. The Systems Alliance and Council is aware of this and plans to strike them first.
Citadel
The Citadel Fleets shall be following in after the Alliance strikes first, using their admittedly superior ships as the tip of the spear to force the Batarians to focus on them only to be sandwiched between them the Council fleets. Their goal is to hopefully deal a decisive enough strike to force the Batarians and their Terminus allies to surrender.
Again nearly a quarter of our production is being eaten up to fulfill our current contracts, with the new Citadel Market contract taking effect next quarter to begin supplying Citadel space with Gen II arc reactors for increased profit margins.
The System Alliance has not changed their priorities for production demands, ships, and better overall equipment for the troops.
I have taken the liberty of signing Paragon Industries up for the next Tech Expo in 2176-Q6, it has been quite some time since the last expo and I know you have been getting...antsy about not getting to properly show off your work. If you wish I can still cancel the booking?
[ ] Go to tech expo in 2176-Q3 (Mini Event)
[ ] Do not go (Regular Turn)
Starting Budget: $1,502,836,806,156 (After Taxes, existing revenue streams, and current contract payments)
Free Production: 16,686,668.4 (All taken contracts have been automatically fulfilled with required production removed)
Excess Production exchange rate: 260,000 Credits/Production (All unused production points shall be converted at end of turn to be added to beginning of next turn.)
Colonial Construction Inc.: CCI has been getting plenty of experience in doing mass construction these days thanks to you. Thankfully they had completed that mass hiring cycle and had access to those VI controlled drones to help out or else they might have had some trouble keeping up with your demands. They have already began doing another hiring cycle in anticipation of future orders with many new hires being offered and accepting plug and play implants to get them ready sooner.
Work on:
[ ] Some Project not for Paragon Industry?
Paragon Industry Actions:
[ ] Build Things
-[ ] What and where
[ ] Produce items for in house use
-[ ] What and how many
[ ] 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
[ ] Upgrade security force equipment for your factories
-[ ] Upgrade all to Rookie hardsuits
-[ ] Upgrade all to Soldier hardsuits
-[ ] Upgrade all to legionary suits
-[ ] Upgrade all to spectre level weaponry
-[ ] Write in
[ ] Write-in
Spare Time (pick three):
[ ] Train
-[ ] Non Research Skill
-[ ] Biotic Techniques (Requires/Depends on Instructor. See listing, may pick two)
-[ ] Instructor?
[ ] 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?
[ ] Write-in
[ ] Any other research project not listed, or is on Tech Tree but not in update
ParSec (Andrew Nicolas):
Status:
Reputation:
High Tech
Quick Results
Extremely Powerful
Morally Good
Sees Things Through
ParSec Intelligence
[ ] Investigate
-[ ] Write in
[ ] Setup a Spy Network to gain access to rumor mill
-[ ] Write in
ParSec Deployment 2175-Q3:
It is time, the Systems Alliance has called in all their PMC contracts. Now is time for the Counter Attack and you Rebecca Shepard were not going to miss a chance to pay back those four eyed bastards for what they did on your homeworld all those years ago. Even though you could not physically go yourself that did not mean you could not be there figuratively and somewhat literally. One quick order and one of your laser pyndas was now heading towards the nearest drydock for some emergency maintance which would cover the installation of a brand new QEC system which would allow you to remote control various suits you would load onboard. With the QEC system you could use the full VR setup personally take full control of the suits as if you were there in the flesh. No one will deny you your pound of Batarian flesh. No one.
Operation Tsunami is a Go.
Predicted Alliance Assets
Alliance 3rd, 4th, and 5th fleet
3 dreadnoughts
189 upgraded cruisers
706 upgraded frigates
80 laser pyndas
400,000 ground troops in legionary armor
91 hammerheads
other supporting vehicles like IFVs
ParSec
9000 Elite Centurions
260 hammerheads
5 upgraded laser pyndas
60 Gladius fighters
80000~ drones
5 QTT cargo variant
1 QTT
1 dragon lady
Predicted Council Assets
Turian 7th, 10th, 23th, 24th, and 30th fleet
5 dreadnoughts
500 cruisers
5000 frigates
500,000 soldiers
supporting vehicles and artillery
Predicted Batarian + Terminus Assets
300~ Terminus custom ships (unregistered ship designs, maximum cruiser sized)
2 dreadnoughts
800~ cruisers
3000~ frigates
Millions of ground troops
1 orbital station
_______________________________________________________________________________________________________________
[ ] Shepard's Centurion Loadout
-[ ] Arm 1 Right: (???)
-[ ] Arm 1 Left: (???)
-[ ] Arm 2 Right: (???)
-[ ] Arm 2 Left: (???)
-[ ] Shoulder 1 Right: (???)
-[ ] Shoulder 1 Left: (???)
-[ ] Shoulder 2 Right: (???)
-[ ] Shoulder 2 Left: (???)
-[ ] Carried Weapon: (???)
-[ ] Armor Mod: (???)
-[ ] Additional backup suits (Pick 6)
_________________________________________________________________________________________
AN: Not actually back yet, I failed, next test is in February of next year, if all goes well, quest starts up again in March. Studying now.
Please tell me if I missed any Revy loadout items, research projects, or buildings that I forgot to add to the building list on the thread and excel sheets
Next Update will be beginning of the Mini Event
2175-Q3
News:
Turians
The Human company Paragon Industries has done it again. Soon after the release of the Peak Salarian Treatment, which is even now being distributed across Council space, the Turians were next to receive the treatment much to their surprise. The Relay 314 incident was only 18 years ago and many Humans still express their anger over the incident and their dislike for Turians. So the Turians were understandably surprised that the Humans had offered them something that would improve their people and combat abilities overall, ahead of even the Asari which are commonly held more favorably by the Humans. Perhaps this is a sign that the Humans are letting go of past grudges and signals the beginning of a more peaceful relation with the Turians?
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Politics (Laurence Freeman):
Terminus
Information has been obtained using the cracked Batarian Cipher. The Batarians and other Terminus factions are gathering en mass at planet Bekke in the Nemean Abyss in preparation for a massive assault on Council space in retaliation for the war declaration. The Systems Alliance and Council is aware of this and plans to strike them first.
Citadel
The Citadel Fleets shall be following in after the Alliance strikes first, using their admittedly superior ships as the tip of the spear to force the Batarians to focus on them only to be sandwiched between them the Council fleets. Their goal is to hopefully deal a decisive enough strike to force the Batarians and their Terminus allies to surrender.
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PI (Lindsey Bradley):
Again nearly a quarter of our production is being eaten up to fulfill our current contracts, with the new Citadel Market contract taking effect next quarter to begin supplying Citadel space with Gen II arc reactors for increased profit margins.
The System Alliance has not changed their priorities for production demands, ships, and better overall equipment for the troops.
I have taken the liberty of signing Paragon Industries up for the next Tech Expo in 2176-Q6, it has been quite some time since the last expo and I know you have been getting...antsy about not getting to properly show off your work. If you wish I can still cancel the booking?
[ ] Go to tech expo in 2176-Q3 (Mini Event)
[ ] Do not go (Regular Turn)
Starting Budget: $1,502,836,806,156 (After Taxes, existing revenue streams, and current contract payments)
Free Production: 16,686,668.4 (All taken contracts have been automatically fulfilled with required production removed)
Excess Production exchange rate: 260,000 Credits/Production (All unused production points shall be converted at end of turn to be added to beginning of next turn.)
Colonial Construction Inc.: CCI has been getting plenty of experience in doing mass construction these days thanks to you. Thankfully they had completed that mass hiring cycle and had access to those VI controlled drones to help out or else they might have had some trouble keeping up with your demands. They have already began doing another hiring cycle in anticipation of future orders with many new hires being offered and accepting plug and play implants to get them ready sooner.
Work on:
[ ] Some Project not for Paragon Industry?
Paragon Industry Actions:
[ ] Build Things
-[ ] What and where
[ ] Produce items for in house use
-[ ] What and how many
[ ] 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
[ ] Upgrade security force equipment for your factories
-[ ] Upgrade all to Rookie hardsuits
-[ ] Upgrade all to Soldier hardsuits
-[ ] Upgrade all to legionary suits
-[ ] Upgrade all to spectre level weaponry
-[ ] Write in
[ ] Write-in
Spare Time (pick three):
[ ] Train
-[ ] Non Research Skill
-[ ] Biotic Techniques (Requires/Depends on Instructor. See listing, may pick two)
-[ ] Instructor?
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].
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].
-[ ] 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?
[ ] Write-in
Vehicles:
[ ] Heavy Armor [1200] (Requires Military Design and Engineering Skill Rank B): Take the problems held by Medium Armor and scale them up. Larger, heavier, and slower, three things that existing combat doctrine hates. Fixing these issues will involve solving the same issues as with Medium Armor, but requiring much better solutions. These would require a ship bigger than a frigate to carry them on their underbellies and drop them from orbit to be transported.
[ ] Mammoth Tanks [1600] (Requires Heavy Armor tech, Military Design, and Engineering Skill Rank A): When you really want a giant moving fortress, the obscene size of these tanks would make any serious researcher wonder if they were even viable. But there's something about having an enemy soldier ask the question "Is that castle moving?" that appeals to you. Would require a dedicated transport craft or just make them into spaceships, either or.
[ ] 15 Meter Mech [800]: 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." You also had a shirt he got you that same year for your birthday that said "My robot is bigger than yours." Now, you will also have those as well.
Material Science:
[ ] Unobtainium [3200] (Requires Mass Effect and Physics Skill Rank A): 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)
Engineering:
[ ] Improved Arcologies [800]: When a civilizations advance far enough Arcologies are designed as a necessity for many people. After all after a point a planet can only sustain so many people before running into issue unless you have something in mind to handle them. Your goal is to improve upon the idea to take into account all your most recent technological innovations from power generation to modular tech to vastly improved materials. Your Arcology designs will not only be far more efficient in every category than anything else available but will also be as comfortable for the residents living there, self sufficient and will be designed for potential attacks as well.
Computing:
[ ] Advanced Hacking VI [800] (Requires Programming Skill Rank B): Now with data reports from your field agents utilizing your basic hacking VI against the mature Terminus E-Security you now know where you could do better with the next iteration in electronic warfare.
[ ] Basic Diplomacy/Legal Assistance VI [400]: A helper program similar to current VIs but with a larger knowledge base and increased versatility. Programmed with the knowledge of galactic legalese and cultural practices, now you too can fake being an expert on Vorcha greeting rituals.
[ ] Advance Electronic Warfare VI [92.5/800] (Requires Programming Skill Rank B): Taking the existing electronic warfare VI and making it better in every way. Truly the motto of Paragon Industries. But overturning existing knowledge and technologies is practical a normal Tuesday for Revy.
[ ] Advance Security VI [800] (Requires Programming Skill Rank B): As if Revy wasn't scary enough, she also uses what she has learned and makes her past projects better. Dissecting the rather anticlimactic death of the superbiotic, along with analyzing the more dangerous mech attack, along with inputting battlefield data from centuries of warfare, we can now create a security VI that would intimidate generals everywhere. Possible even replace them.
[ ] Advanced Combat Analysis VI [800] (Requires Programming Skill Rank B): Your basic combat VI is good enough that it will eventually tell you what you need to win, but eventually is a very long time on the battlefield, time which you would not have, solution of course is to make the VI better and improve its programming.
[ ] Advanced Construction Drones (Basic construction VI required) (Requires Programming Skill Rank B) [1600]: The construction drones have proven their worth ten times over in increasing workplace safety and efficiency, with a little bit more effort you bet you could make them prove their worth a hundred times over instead!
[ ] Blue Box AI [1600] (Requires Programming and Hardware Skill Rank A): 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] (Requires Programming Rank A): 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)
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.)
[ ] Advanced Prosthetics [800] (Requires Biology Skill Rank B): 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.
[ ] Human Converted Gene Treatments (Input race) [800] (Requires Biology Skill Rank B): You have done it and unlocked the secrets of gene modification. However, this is just the beginning. With the improved understanding, you can begin adjusting the existing treatments to work on other aliens. Such as the Asari, Salarians, Turians. etc.
[ ] Eternal Youth [2500] (Requires Biology Skill Rank A) : 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).
[ ] Extremis (Locked) [2500] (Requires Prereq tech ???, Biology, Programming, Hardware, and Nanotech Skill Rank A): 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.
[ ] Kepral's Syndrome [800] (Requires Drell or Hanar Assistance): The Drell suffer from a respiratory disease from too much humidity in the air eroding their lung's ability to take in oxygen. No way to reverse the damage has been found, and removing them from the environment is a bit too late as they have been living with the Hanar on their oceanic homeworld for quite some time since the Hanar evacuated who they could from the Drell's original homeworld before it suffered complete ecological collapse. Of course none of those who tried were you now where they.
Energy Weapons:
[ ] 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.)
[ ] X Ray Lasers [800]: Bah, what is a mere 300x the previous range of an IR laser? You're gonna aim for 1000x using X RAYS! With lasers like these you honestly might need better sensors just to aim your shots and see if you even hit your target.
[ ] Repulsor Cannon [25/800]: Now your normal repulsors are decent makeshift weapons despite their main purpose as movement devices. However, they suffer from the downside of limited range and lethality. Ish. Now the normal repulsors can fire beams of concussive force which provides the mobility iconic to your armors and more focused beams that can literally send men flying like ragdolls, they do lack the ability to do more and over 10 meters. They can be upsized to create bigger concussive beams, but that's all it is concussive, and still with the 10m range. All your repulsors are doing are basically smashing apart anything it is hitting like a sledgehammer. Sometimes you need more finesse, and that is what the repulsor cannon will do. More power, more range, and a way for the beam to be focused even more to become essentially a laser.
[ ] Personal Heavy Energy Weapon [200] (Requires Personal High Powered Small Arms Energy Weapon): This? This is a upsized laser rifle that got turned into a cannon, given a place to fit multiple batteries, and a energy transfer system to carry all that energy without blowing up. Whatever you point this at will never have a bad day ever again.
[ ] Personal Sniper Energy Weapon [200] (Requires Personal High Powered Small Arms Energy Weapon): You basically take your existing improved laser rifle and then toughen up the barrel, focusing systems, energy channels, and then turn off the safeties so it could channel most of the power in the battery unit into only a few shots. Upside it can shoot really really far, really really fast, and still carry enough energy to give someone a really bad day even in armor, downside is that the gun can only fire a few shots, really slowly, and would need much more frequent replacement of parts from heat warping.
[ ] Personal High Powered Small Arms Energy Weapon [400] (Requires Better Battery): You initial laser weapons were basically proof of concept, the amount of power in them could barely heat up a gram of water by a single degree, that is obviously not combat effective, so now that you have a suitable power storage system, now you just had to make a energy weapon that could use it properly!
[ ] Wireless Power Transmission [2000] (Requires Energy Skill Rank A): So much personal equipment - from omnitools to small arms - would benefit enormously from being able to tap into an arc reactor for power, but arc reactors only scale down so far; giving each device its own is impractical. But what if a person could carry a single reactor which then powered all their equipment remotely?
[ ] Quantum Power Entanglement [????] (Requires Energy Skill Rank S and Wireless Power Transmission): Scientists have long theorized that quantum entanglement could be used for long-ranged FTL communication, and indeed you've been working on your experiments in that direction. However, one of the more explosive failures in that department has given you an idea: what if, instead of ordered data, you tried to send non-coherent energy across the link? It wouldn't do anything for communications, but it would open up some interesting options in power delivery.
Ships:
[ ] Dreadnoughts [2400]: Take all the complications of making a heavy cruiser now make it bigger. Dreadnoughts, slow moving giant space fortress artillery that can destroy almost anything in space in a single shot of its kilometer long spinal cannon. Where these giants move entire fleets flee. Few are allowed to know the classified methods of their construction, now you will be among them.
[ ] Advance Aerospace (Insert Vehicle Type) (400): The Gladius fighter is a brilliant ship, but it can be better. With advancements in the design of frigates and other vessels, along with the emergence of common energy weapons, the fighter class would benefit from a redesign. (Fighter, Shuttle, Gunship)
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] (Requires Engineering and Energy Skill Rank B): 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, especially with the amount of heat that would be generated from the amount of power flowing through them. 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. Idea could be used for other things now that you think about it.
Mass Effect/Dark Energy:
[ ] Basic Artificial Biotic Caster [1200]: Now that you proved that biotics could be 'cast' by machines, now it was time to make to smaller and more rugged so that simply moving the machine does not require a forklift and a recalibration every time so much as sneezes in the same room.
[ ] 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.
[ ] 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] (Requires Energy Skill Rank B): 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)
[ ] Total Internal Reflection Systems [1600] (Requires Exotic and Mass Effect Skill Rank B): 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).
[ ] Improved Quantum Entanglement Communications [2400] (Requires Mass Effect Skill Rank B): Now that you have QEC's working the next step is to see if you can make it better, how to make it smaller, more compact instead of just leaving it as a needing an entire room's worth of hardware in order to get it to work. Let's shrink it down so it only takes up an entire room, hardware and guests included. While we are at it let's improve the resolution and sound quality so that it is a life like projection you are talking too. It'll be so good you would think the other person was actually in the same room as you.
[ ] Ultra-Compact Core Design [1600] (Requires Mass Effect Skill Rank A): Eezo cores are proportional to the size of the ship in many cases. Scaling them down won't be an easy process, but improvements in power generation, knowledge of mass effect theory, and improved materials should allow for a major size decrease.
[ ] Eezo Production [3200] (Requires Mass Effect Skill Rank A): Artificial Eezo is the holy grail for civilizations across the galaxy. While you're unlikely to reach such a lofty goal, supplementing production with a variety of improvements should be possible for you. And perhaps, if you're lucky and skilled enough, you may be the one to find that holy grail.
Space Stations:
[ ] Very Large Space Stations [1600] (Requires Engineering Skill Rank B): 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:
[ ] Advanced Vehicle Scale Weapon Mods [600]: With existing weapon mods scaled up to vehicles, more advanced modifications can be introduced, ones that are more suited to the purpose of vehicular 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.
[ ] 800m MAC [1600]: At this point you are getting to be an old hand at this, rejigger this, replace this with better, reprogram this, ignore the mutterings of your underlings, and voila soon you will have a much better MAC in every way that can easily replace the old one!
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] (Requires Exotic Skill Rank A): 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 [???] (Requires Exotic Skill Rank A): 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 [800/1600] (Requires Mass Effect Skill Rank B): 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] (Requires Biology Skill Rank B): 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 MKIII [1200] (Require valid reason for Mordin to work on this): Why would Shepard even request such a thing? No logical reason to put this as a priority project, will continue work on other projects first.
Starship Block Upgrades:
[ ] 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) (Requires Military Design Skill Rank B): The elder of the SA's two Dreadnaught designs. 500 million credits development money. (Requires Dreadnaughts)
[ ] Kilimanjaro Class Dreadnaught Block 2 Upgrade (150 RP) (Requires Military Design Skill Rank B): The SA's brand new warship design. Already out of date. 600 million credits development money. (Requires Dreadnaughts)
Minor Projects:
[ ] 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)
[ ] Unknown Mech Analysis (75 RP): remains of the unknown mech that assaulted you, who knows what you could learn from this.
[ ] Regenerating Armor Study (50 RP): The unknown mech was shown to be able to rapidly regenerate minor damage inflicted upon its armor, though not much was scene of its further capabilities as it was quickly destroyed
[ ] Unknown Equipment 2 Analysis (50 RP): The equipment of the unknown mech, what is left of them anyways.
[ ] Heavy Armor [1200] (Requires Military Design and Engineering Skill Rank B): Take the problems held by Medium Armor and scale them up. Larger, heavier, and slower, three things that existing combat doctrine hates. Fixing these issues will involve solving the same issues as with Medium Armor, but requiring much better solutions. These would require a ship bigger than a frigate to carry them on their underbellies and drop them from orbit to be transported.
[ ] Mammoth Tanks [1600] (Requires Heavy Armor tech, Military Design, and Engineering Skill Rank A): When you really want a giant moving fortress, the obscene size of these tanks would make any serious researcher wonder if they were even viable. But there's something about having an enemy soldier ask the question "Is that castle moving?" that appeals to you. Would require a dedicated transport craft or just make them into spaceships, either or.
[ ] 15 Meter Mech [800]: 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." You also had a shirt he got you that same year for your birthday that said "My robot is bigger than yours." Now, you will also have those as well.
Material Science:
[ ] Unobtainium [3200] (Requires Mass Effect and Physics Skill Rank A): 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)
Engineering:
[ ] Improved Arcologies [800]: When a civilizations advance far enough Arcologies are designed as a necessity for many people. After all after a point a planet can only sustain so many people before running into issue unless you have something in mind to handle them. Your goal is to improve upon the idea to take into account all your most recent technological innovations from power generation to modular tech to vastly improved materials. Your Arcology designs will not only be far more efficient in every category than anything else available but will also be as comfortable for the residents living there, self sufficient and will be designed for potential attacks as well.
Computing:
[ ] Advanced Hacking VI [800] (Requires Programming Skill Rank B): Now with data reports from your field agents utilizing your basic hacking VI against the mature Terminus E-Security you now know where you could do better with the next iteration in electronic warfare.
[ ] Basic Diplomacy/Legal Assistance VI [400]: A helper program similar to current VIs but with a larger knowledge base and increased versatility. Programmed with the knowledge of galactic legalese and cultural practices, now you too can fake being an expert on Vorcha greeting rituals.
[ ] Advance Electronic Warfare VI [92.5/800] (Requires Programming Skill Rank B): Taking the existing electronic warfare VI and making it better in every way. Truly the motto of Paragon Industries. But overturning existing knowledge and technologies is practical a normal Tuesday for Revy.
[ ] Advance Security VI [800] (Requires Programming Skill Rank B): As if Revy wasn't scary enough, she also uses what she has learned and makes her past projects better. Dissecting the rather anticlimactic death of the superbiotic, along with analyzing the more dangerous mech attack, along with inputting battlefield data from centuries of warfare, we can now create a security VI that would intimidate generals everywhere. Possible even replace them.
[ ] Advanced Combat Analysis VI [800] (Requires Programming Skill Rank B): Your basic combat VI is good enough that it will eventually tell you what you need to win, but eventually is a very long time on the battlefield, time which you would not have, solution of course is to make the VI better and improve its programming.
[ ] Advanced Construction Drones (Basic construction VI required) (Requires Programming Skill Rank B) [1600]: The construction drones have proven their worth ten times over in increasing workplace safety and efficiency, with a little bit more effort you bet you could make them prove their worth a hundred times over instead!
[ ] Blue Box AI [1600] (Requires Programming and Hardware Skill Rank A): 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] (Requires Programming Rank A): 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)
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.)
[ ] Advanced Prosthetics [800] (Requires Biology Skill Rank B): 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.
[ ] Human Converted Gene Treatments (Input race) [800] (Requires Biology Skill Rank B): You have done it and unlocked the secrets of gene modification. However, this is just the beginning. With the improved understanding, you can begin adjusting the existing treatments to work on other aliens. Such as the Asari, Salarians, Turians. etc.
[ ] Eternal Youth [2500] (Requires Biology Skill Rank A) : 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).
[ ] Extremis (Locked) [2500] (Requires Prereq tech ???, Biology, Programming, Hardware, and Nanotech Skill Rank A): 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.
[ ] Kepral's Syndrome [800] (Requires Drell or Hanar Assistance): The Drell suffer from a respiratory disease from too much humidity in the air eroding their lung's ability to take in oxygen. No way to reverse the damage has been found, and removing them from the environment is a bit too late as they have been living with the Hanar on their oceanic homeworld for quite some time since the Hanar evacuated who they could from the Drell's original homeworld before it suffered complete ecological collapse. Of course none of those who tried were you now where they.
Energy Weapons:
[ ] 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.)
[ ] X Ray Lasers [800]: Bah, what is a mere 300x the previous range of an IR laser? You're gonna aim for 1000x using X RAYS! With lasers like these you honestly might need better sensors just to aim your shots and see if you even hit your target.
[ ] Repulsor Cannon [25/800]: Now your normal repulsors are decent makeshift weapons despite their main purpose as movement devices. However, they suffer from the downside of limited range and lethality. Ish. Now the normal repulsors can fire beams of concussive force which provides the mobility iconic to your armors and more focused beams that can literally send men flying like ragdolls, they do lack the ability to do more and over 10 meters. They can be upsized to create bigger concussive beams, but that's all it is concussive, and still with the 10m range. All your repulsors are doing are basically smashing apart anything it is hitting like a sledgehammer. Sometimes you need more finesse, and that is what the repulsor cannon will do. More power, more range, and a way for the beam to be focused even more to become essentially a laser.
[ ] Personal Heavy Energy Weapon [200] (Requires Personal High Powered Small Arms Energy Weapon): This? This is a upsized laser rifle that got turned into a cannon, given a place to fit multiple batteries, and a energy transfer system to carry all that energy without blowing up. Whatever you point this at will never have a bad day ever again.
[ ] Personal Sniper Energy Weapon [200] (Requires Personal High Powered Small Arms Energy Weapon): You basically take your existing improved laser rifle and then toughen up the barrel, focusing systems, energy channels, and then turn off the safeties so it could channel most of the power in the battery unit into only a few shots. Upside it can shoot really really far, really really fast, and still carry enough energy to give someone a really bad day even in armor, downside is that the gun can only fire a few shots, really slowly, and would need much more frequent replacement of parts from heat warping.
[ ] Personal High Powered Small Arms Energy Weapon [400] (Requires Better Battery): You initial laser weapons were basically proof of concept, the amount of power in them could barely heat up a gram of water by a single degree, that is obviously not combat effective, so now that you have a suitable power storage system, now you just had to make a energy weapon that could use it properly!
[ ] Wireless Power Transmission [2000] (Requires Energy Skill Rank A): So much personal equipment - from omnitools to small arms - would benefit enormously from being able to tap into an arc reactor for power, but arc reactors only scale down so far; giving each device its own is impractical. But what if a person could carry a single reactor which then powered all their equipment remotely?
[ ] Quantum Power Entanglement [????] (Requires Energy Skill Rank S and Wireless Power Transmission): Scientists have long theorized that quantum entanglement could be used for long-ranged FTL communication, and indeed you've been working on your experiments in that direction. However, one of the more explosive failures in that department has given you an idea: what if, instead of ordered data, you tried to send non-coherent energy across the link? It wouldn't do anything for communications, but it would open up some interesting options in power delivery.
Ships:
[ ] Dreadnoughts [2400]: Take all the complications of making a heavy cruiser now make it bigger. Dreadnoughts, slow moving giant space fortress artillery that can destroy almost anything in space in a single shot of its kilometer long spinal cannon. Where these giants move entire fleets flee. Few are allowed to know the classified methods of their construction, now you will be among them.
[ ] Advance Aerospace (Insert Vehicle Type) (400): The Gladius fighter is a brilliant ship, but it can be better. With advancements in the design of frigates and other vessels, along with the emergence of common energy weapons, the fighter class would benefit from a redesign. (Fighter, Shuttle, Gunship)
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] (Requires Engineering and Energy Skill Rank B): 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, especially with the amount of heat that would be generated from the amount of power flowing through them. 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. Idea could be used for other things now that you think about it.
Mass Effect/Dark Energy:
[ ] Basic Artificial Biotic Caster [1200]: Now that you proved that biotics could be 'cast' by machines, now it was time to make to smaller and more rugged so that simply moving the machine does not require a forklift and a recalibration every time so much as sneezes in the same room.
[ ] 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.
[ ] 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] (Requires Energy Skill Rank B): 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)
[ ] Total Internal Reflection Systems [1600] (Requires Exotic and Mass Effect Skill Rank B): 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).
[ ] Improved Quantum Entanglement Communications [2400] (Requires Mass Effect Skill Rank B): Now that you have QEC's working the next step is to see if you can make it better, how to make it smaller, more compact instead of just leaving it as a needing an entire room's worth of hardware in order to get it to work. Let's shrink it down so it only takes up an entire room, hardware and guests included. While we are at it let's improve the resolution and sound quality so that it is a life like projection you are talking too. It'll be so good you would think the other person was actually in the same room as you.
[ ] Ultra-Compact Core Design [1600] (Requires Mass Effect Skill Rank A): Eezo cores are proportional to the size of the ship in many cases. Scaling them down won't be an easy process, but improvements in power generation, knowledge of mass effect theory, and improved materials should allow for a major size decrease.
[ ] Eezo Production [3200] (Requires Mass Effect Skill Rank A): Artificial Eezo is the holy grail for civilizations across the galaxy. While you're unlikely to reach such a lofty goal, supplementing production with a variety of improvements should be possible for you. And perhaps, if you're lucky and skilled enough, you may be the one to find that holy grail.
Space Stations:
[ ] Very Large Space Stations [1600] (Requires Engineering Skill Rank B): 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:
[ ] Advanced Vehicle Scale Weapon Mods [600]: With existing weapon mods scaled up to vehicles, more advanced modifications can be introduced, ones that are more suited to the purpose of vehicular 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.
[ ] 800m MAC [1600]: At this point you are getting to be an old hand at this, rejigger this, replace this with better, reprogram this, ignore the mutterings of your underlings, and voila soon you will have a much better MAC in every way that can easily replace the old one!
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] (Requires Exotic Skill Rank A): 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 [???] (Requires Exotic Skill Rank A): 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 [800/1600] (Requires Mass Effect Skill Rank B): 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] (Requires Biology Skill Rank B): 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 MKIII [1200] (Require valid reason for Mordin to work on this): Why would Shepard even request such a thing? No logical reason to put this as a priority project, will continue work on other projects first.
Starship Block Upgrades:
[ ] 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) (Requires Military Design Skill Rank B): The elder of the SA's two Dreadnaught designs. 500 million credits development money. (Requires Dreadnaughts)
[ ] Kilimanjaro Class Dreadnaught Block 2 Upgrade (150 RP) (Requires Military Design Skill Rank B): The SA's brand new warship design. Already out of date. 600 million credits development money. (Requires Dreadnaughts)
Minor Projects:
[ ] 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)
[ ] Unknown Mech Analysis (75 RP): remains of the unknown mech that assaulted you, who knows what you could learn from this.
[ ] Regenerating Armor Study (50 RP): The unknown mech was shown to be able to rapidly regenerate minor damage inflicted upon its armor, though not much was scene of its further capabilities as it was quickly destroyed
[ ] Unknown Equipment 2 Analysis (50 RP): The equipment of the unknown mech, what is left of them anyways.
[ ] Any other research project not listed, or is on Tech Tree but not in update
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ParSec (Andrew Nicolas):
Status:
- Commander: Andrew Nicolas
- Secondary Commanders: Jelica Eveliina, Ithix
- 9000 Troops in Elite Centurion Armor
- 692 Un-manned Legionaries
- 51 Tiger IFVs
- 4,885 Accipiter "Atmospheric Edition" Drones
- 60 Gladius (Type C) Fighters and pilots and crew to match
- Small Anti-ship Missiles
- Standard Anti-ship Missiles
- Large Anti-ship Missiles
- Hydra Cluster Missiles
- 5 Lite Laser Pyndas
- 4992 Tribulus Drones
- 1 Quadriga Troop Transport
- 5 Quadriga Troop Transport (Cargo Variant)
- 991 Sagittarius Drones
- 790 Aspidai Drones
- 1 Upgraded Troop Transport "Dragon Lady"
Reputation:
High Tech
Quick Results
Extremely Powerful
Morally Good
Sees Things Through
ParSec Intelligence
[ ] Investigate
-[ ] Write in
[ ] Setup a Spy Network to gain access to rumor mill
-[ ] Write in
ParSec Deployment 2175-Q3:
It is time, the Systems Alliance has called in all their PMC contracts. Now is time for the Counter Attack and you Rebecca Shepard were not going to miss a chance to pay back those four eyed bastards for what they did on your homeworld all those years ago. Even though you could not physically go yourself that did not mean you could not be there figuratively and somewhat literally. One quick order and one of your laser pyndas was now heading towards the nearest drydock for some emergency maintance which would cover the installation of a brand new QEC system which would allow you to remote control various suits you would load onboard. With the QEC system you could use the full VR setup personally take full control of the suits as if you were there in the flesh. No one will deny you your pound of Batarian flesh. No one.
Operation Tsunami is a Go.
Predicted Alliance Assets
Alliance 3rd, 4th, and 5th fleet
3 dreadnoughts
189 upgraded cruisers
706 upgraded frigates
80 laser pyndas
400,000 ground troops in legionary armor
91 hammerheads
other supporting vehicles like IFVs
ParSec
9000 Elite Centurions
260 hammerheads
5 upgraded laser pyndas
60 Gladius fighters
80000~ drones
5 QTT cargo variant
1 QTT
1 dragon lady
Predicted Council Assets
Turian 7th, 10th, 23th, 24th, and 30th fleet
5 dreadnoughts
500 cruisers
5000 frigates
500,000 soldiers
supporting vehicles and artillery
Predicted Batarian + Terminus Assets
300~ Terminus custom ships (unregistered ship designs, maximum cruiser sized)
2 dreadnoughts
800~ cruisers
3000~ frigates
Millions of ground troops
1 orbital station
_______________________________________________________________________________________________________________
[ ] Shepard's Centurion Loadout
-[ ] Arm 1 Right: (???)
-[ ] Arm 1 Left: (???)
-[ ] Arm 2 Right: (???)
-[ ] Arm 2 Left: (???)
-[ ] Shoulder 1 Right: (???)
-[ ] Shoulder 1 Left: (???)
-[ ] Shoulder 2 Right: (???)
-[ ] Shoulder 2 Left: (???)
-[ ] Carried Weapon: (???)
-[ ] Armor Mod: (???)
-[ ] Additional backup suits (Pick 6)
Mount Options:
Hasta-S (30cm)
Hasta-L (60cm)
Pilum Launcher (3 Rounds)
Micro Missile VLS Strip (Around few hundred shots)
SMG AMS Turret (Shoulder Mounts Only)
Repulsor Turret (Shoulders)/Blaster (Arms)
Guardian Angel Shield Projector (Shoulder Mounts Only, uses one on each side)
Non-Lethal Take Down Package (Sonic, Electrotaser, Etc)
20 mm Grenade Launcher
Omni-tool/Omni-Blade
Flamer
Laser rifle
Laser pistol
Heavy Weapons (Carried):
Plasma Ball Gun
Electro-Laser Cannon
Proton Cannon
HEAP Autocannon
Mass Accelerator Cannon
Hasta-R
Micro Missile Cannon
Repulsor Cannon
Hand Held Pilum Launcher
Armor Mods:
Stealth Mod
Warp Barriers Mod
Any ME Canon Mod (Don't worry about grade)
Hasta-S (30cm)
Hasta-L (60cm)
Pilum Launcher (3 Rounds)
Micro Missile VLS Strip (Around few hundred shots)
SMG AMS Turret (Shoulder Mounts Only)
Repulsor Turret (Shoulders)/Blaster (Arms)
Guardian Angel Shield Projector (Shoulder Mounts Only, uses one on each side)
Non-Lethal Take Down Package (Sonic, Electrotaser, Etc)
20 mm Grenade Launcher
Omni-tool/Omni-Blade
Flamer
Laser rifle
Laser pistol
Heavy Weapons (Carried):
Plasma Ball Gun
Electro-Laser Cannon
Proton Cannon
HEAP Autocannon
Mass Accelerator Cannon
Hasta-R
Micro Missile Cannon
Repulsor Cannon
Hand Held Pilum Launcher
Armor Mods:
Stealth Mod
Warp Barriers Mod
Any ME Canon Mod (Don't worry about grade)
- Hasta-X: Basically an autocannon. A MAC weapon with high rates of fire and decent per shot power. Size S (30cm), L (60cm), R (~90cm) affects firepower.
- Pilum Launcher: Powerful anti-tank weapon, currently on Mark II. Has shield bypass ability, but will fail against stronger shields (Stronger than a pre-PI MBT's shields mind). Most launchers carry three rounds.
- Micro Missile VLS Strip: One hit one kill vs most unarmored or lightly armored infantry. Medium and stronger hard-suits provide reasonable defense. Contains hundreds of shots.
- SMG AMS Turret: While the 30cm Hasta-S can work as a reasonable AMS weapon this device is optimized to provide maximum AMS ability.
- Repulsor Weapons: Eats power (14% of max power each) and has short range but is quite effective. The Legionary can usually fire 6 at once, but flying reduces that to 1-2 depending on level of flight use.
- Guardian Angle Shield Projector: Increases shields to 250% of normal and allows projection of shields. Uses two shoulder mounts one on each side.
- Non-Lethal Take Down Package: Bunch of non-lethal weapons, not effective against most armored infantry.
- 20 mm Grenade Launcher: Grenade Launcher, uses PI improved warheads and has Smart Detonation abilities.
- Omni-tool/Omni-Blade: More of an excretion for the wearer's omni-tool as the suit would normally get in the way.
- Flamer: Comes in both plasma flame and jelly forms.
- Plasma Ball Gun: Fires balls of plasma much like the ME2 omni-tool power Incinerate, just stronger. Short range, great for anti-armor work, poor against shields. Also good vs Krogan and Vorcha.
- Electrolaser Cannon: Uses a laser to Ionize a path and then fires a high powered bolt of lightning down the ionized path. Best for in atmosphere use. Long range, good anti-shield functionality, mediocre power.
- Proton Cannon: Fires bolts of Protons. Decent range, good power, good anti-shield functionality.
- HEAP Autocannon: Fires High Explosive Armor Penetrating shells from a MAC. Rapid fire, good vs armor, high damage, ammunition limited. Low quality ammunition may be made with omni-gel and an omni-tool, though not fast enough to sustain fire. Usually has a few hundred rounds
- Mass Accelerator Cannon: Large MAC weapon usually high caliber with low fire rate.
- Micro Missile Cannon: Fires a micro-missile from a MAC. Ammunition limited, usually has a few hundred or more rounds.
- Hand Held Pilum Launcher: Larger launcher for pilum missiles has acceleration coils to increase launch speed.
- Warp Barriers Mod: A modification to an armor's barriers to create warp effects. Provides anti-missile and melee bonuses.
- Stealth Mod: A modification to an armor giving it a layer of adaptive camouflage and other stealth effects. Bonuses to hiding and evasion.
Thresher Buster-A large suit meant to be put on top of the Centurion suit to provide greater protection and firepower
Revy Centurion Suit-provides backup parts or suit in case main one is damaged or outright destroyed
Stealth Centurion Suit
Write in Custom suit idea
Revy Centurion Suit-provides backup parts or suit in case main one is damaged or outright destroyed
Stealth Centurion Suit
Write in Custom suit idea
AN: Not actually back yet, I failed, next test is in February of next year, if all goes well, quest starts up again in March. Studying now.
Please tell me if I missed any Revy loadout items, research projects, or buildings that I forgot to add to the building list on the thread and excel sheets
Next Update will be beginning of the Mini Event
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