Cresting Tide (News, Political Review, PI, and ParSec) 2175-Q2
Roll for SA vs Batarian overall war in space 85 vs 70+10
80 vs 60+10
99 vs 56+10
Batarians are being stalled and pushed back as the SA fleet make use of better tactics, traps, and improved ship upgrades to reverse the playing field. The breaking of the cipher has allowed SA to tap into their communications net and obtain more accurate movement orders and information.
Roll for SA vs Batarian overall ground war
99+87 vs 21
Batarian ground forces are getting outright slaughtered every time they are deployed on the ground, the ones that make it down in one piece anyway. The defeat is so total and complete that the deployed hammerheads managed to single handily made transporting troops by vehicle impossible as the instant they get close they are destroyed from extreme distances. Large damage dealt to Batarian hardware and frigate class ships that attempted to deploy reinforcements or orbital support.
SA morale normal - > high
News:
Systems Alliance Pushing Back Batarians
The Systems Alliance Navy has rallied following its previous defeats with a vengeance as they at first stopped the Batarian's seemingly implacable advance. Then, they proceeded to push back against the Batarian's larger fleet via ambush and traps. The method they did so was insane as they purposely allowed the Batarian fleets to begin invading the world's under their protection while seemingly abandoning their post. This was of course the part where the trap was sprung as the Alliance Marines surged out of prepared positions armed with much more firepower and advanced equipment than before, completely wiping out the Batarian ground forces wherever they were deployed. Their vehicle and ship support were similarly hampered by the new Paragon Industry Tiger and Hammerheads that proceeded to nigh singlehandedly wipe out or suppress entire fronts on their own. They even managed to deal severe damage to all ships and transports that tried to enter the planet's atmosphere. Their small size, but extreme firepower and mobility allowing them to quickly take down even frigates with little trouble. Then, while the Batarian fleets were in orbit invading the planet below, the Alliance Navy returned in force, coming out nearly right on top of them before unleashing a devastating barrage that heavily crippled the Batarian fleet which spelled their defeat. Over and over again the System Alliance obtained victory, dealing a massive blow against the Batarian military as they pushed them out of all previously conquered territories, shocking the galaxy as the 'Sleeping Giant' as some referred to the Human race showed just what they were capable of when pushed to war.
Citadel Council Declares War On Batarian Hegemony
In a shocking piece of news the Citadel Council Representatives have unanimously decided to expel the Batarian Hegemony from the Council and declare war on the now independent nation. The reasons cited being the unprovoked invasion of Human Space, the attempted attack on a Council Race's homeworld/home system, for continuing the illegal practice of enslaving other sapient beings, for consorting with the Terminus Systems to invade Citadel Space, and the illegal opening of Mass Relays. The 15th and 14th Turian fleet under the command of Admiral Tiberius Acadros has been dispatched towards Human Space to provide military assistance while more fleets and armies are being raised and transferred from other Turian, Asari, and Salarian fleets.
Terminus System Declares War On Citadel Space
The Terminus System formally declares war on the Citadel races following the declaration of war on the Batarian Hegemony. It is no secret that the Batarians have been making use of Terminus pirates to bolster their forces both in space and on the ground. They have been getting increasingly irritated by the Systems Alliance increased crackdown on pirates in Attican Traverse even before the war started due to the increase in formations of large pirate fleets. Numerous ships have formed into separate fleets that have begun to approach Citadel and Alliance space to join the war. The war was about to enter a new level of violence.
Politics (Laurence Freeman):
Terminus
The Terminus System are formally backing the Batarians to help kick us out of the area and against what is perceived as a Citadel push for their territories. The independent human colonies within are ironically enough safe as they are being overlooked and all the individual pirate ships and fleets are leaving the area to take a bite at us instead.
Citadel
The Citadel has finally decided to join in on the fight now that their Spectres and STG agents have discovered something that warranted a fight having to be put up to put it down. Their fleets are a going to be welcomed at the front lines as they will reverse the number edge the Batarians have had on us, had, before we gave them that bloody eye recently.
Systems Alliance
News coming down from Alliance High command to all contractors and agents, this is the last quarter for military build up. In three months time it will be time for the counter attack and then it the Batarian's turn to see how it is to be invaded.
PI (Lindsey Bradley):
This quarter we are getting quite a lot of requests from the Systems Alliance military for their impending counter attack. Anything and everything we can provide they will buy, with same priorities as last quarter. Pyndas, hammerheads, Soldier Sets, Tigers, Legionaries. We have a lot more production this quarter thanks to the Hanar Illuminate giving us access to their shipyards, allowing for 66% of their order to be completed using their facilities. In addition, your newly created construction drones allowed for the completion of a lot of factories ahead of schedule giving us access to their production capabilities for this quarter. With our projected production ballooning even further next quarter. Our projected income even without any set contracts should be enough for any crazy expenditures you may have planned in that head of yours.
Starting Budget: $4,161,226,763,436 (After Taxes, existing revenue streams, and current contract payments)
Free Production: 2,593,418.4 (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.)
2.5 Small Shipyard space used to produce 15 frigates for Hanar Navy, 30 frigates being produced using their shipyards. Production has been taken into account for Free Production value already.
Colonial Construction Inc.: CCI has been massively expanded in terms of manpower and capability with all your new offices, supervisors, foremen, transport ships, raw materials, drones, and VI's. The sheer amount of work they can handle now is astronomical compared to before and their rate of completion blows their previous works out of the water with the inclusion of a 24/7 drone workforce and the ability to nearly instantly train anyone for any position with just a quick change of a chip, well those willing to undergo the surgery anyway. Not everyone is willing to get their heads cut open just so they could get access to a higher paying job. Still had plenty of positions for them no worries about that drone work force or no. Work on:
[ ] Some Project?
[ ] Making money/reducing PI construction costs. (+200 million credits/quarter yearly)
Expand the company?
[ ] Yes (will take time, current estimates are 20% return on investment)
-[ ]How Much?
[ ]No investment in CCI
Some Other Project: Is there another project you would like to start?
[ ] Write-in
[X] Fortuna (1 trillion)
-[X] Delay the purchase for three quarters (2175-Q3)
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
[ ] Design New Ship (Frigate, Light Cruiser)
[ ] Design New Mech (5m)
[ ] Design New Vehicle (Basic, Medium)
[ ] Write-in
Spare Time (pick three):
[ ] 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?
[ ] Write-in
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.
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]: Now that you have a 5m tall mech, obviously the next question is 'Can I make it bigger?'
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)
Computing: [ ] Advanced Hacking VI [600] (Requires Programming Skill Rank B): When you want a hacker but can't afford to pay one. A sophisticated program that can interface with a variety of operating systems and hardware to both improve cybersecurity as well as allow field operatives to have a specialized assistant for infiltration endeavors.
[ ] Basic Diplomacy/Legal Assistance VI [300]: 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 [600] (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 [600] (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.
[ ] Advance Research VI [50/600] (Requires Programming Skill Rank B): Better assistants mean more time to research. And more time to research means more and more technologies get turned upside the head in a faster timeframe. Who doesn't want a computer program telling them that they're wrong before they even start looking into a particular subbranch?
[ ] Basic Combat Analysis VI [300]: Ever look at a battlefield and wonder what the hell is going on? Me neither, but that doesn't mean we can't write a program to answer that question anyways. Plus the ability to look at a situation and say, this maneuver was dumb is sure to be helpful.
[ ] Advanced Construction VI [600] (Requires Programming Skill Rank B): Your construction VI has proven their worth several times over with the rate of construction increasing significantly with their introduction despite the grumblings of some of your employees jesting about robots stealing their jobs. You were sure however you could make them even better, allow them to work even faster, and build even bigger things without issue.
[ ] Advanced Construction Drones (Advanced Construction VI required) [600]: Now that you have a VI that can handle larger jobs you are going to have to make a drone that they can utilize to the fullest or else it would be for nothing.
[ ] Blue Box AI [100/1200] (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 [200/2400] (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. [Salarians Completed]
[ ] 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.
[ ] 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.
Energy Weapons: [ ] 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!
[ ] Better Battery [800]: While a Arc reactor can be scaled down to fit a pistol now, it is just outright overkill and too expensive to do for each weapon in the long run. So simple answer is if power generation is too high, then simply make a power storage system to match it. Current batteries could never make your laser guns lethal, there was just not enough power in them. Compared to everything else you made how hard could it possibly be to make a battery that is just 1000 times better than a old car battery? You have the power of lemon lime flavored meta materials on your side!
[ ] 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]: Your UV lasers already drastically increased the range of previous laser weapons, but why stop there? Go up to the next level and start shooting X Ray Lasers. Increase the range by another magnitude but will increase the penetration rate of the laser significantly.
[ ] 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]: Dreadnoughts, the current undisputed kings of the space battlefield. They are moving mountains of armor plating, turrets, and a giant gun that can crush anything short of another dreadnought in a single shot. Usually working as a strategic threat to force enemies to move around them instead of facing them head on with their numbers restricted by the Treaty of Farixen. Knowledge of their construction is understandably not that high of a priority for most people, but you are not most people.
[ ] 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 Biotic Caster [1200]: You have done it. You managed to create a machine that could replicate a biotic throw. Sure it took a ludicrous amount of processing power and longer than was considered combat capable, but you did it! At least now you know why most people considered this an impossible task, no one would ever want to spend the time or money to essentially miniaturize a super computer, create a way to power it, cool it, and figure out the exact arrangement and concentration of Eezo in artificial cables to be able to create a biotic technique when it was just so much easier to find a biotic to do it. The human mind truly is an amazing piece of machinery.
[ ] 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.
[ ] 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] (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 [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] (Requires Biology Skill Rank B): Current design at current limit of protection that can be provided. Only thing to be done is compacting the design so it can be worn much more conveniently and increasing the toughness of the systems to survive rough environments.
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: [ ] 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)
[ ] 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)
[ ] Thermal Shields for power armor (re-entry shroud) [200]: It's been a while since an N7 asked if the Iron Man suit could reenter an atmosphere on its own power. Well, it was a good question, and adding that functionality to your suits would make them more versatile albeit more expensive.
[ ] 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.
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
991 Sagittarius Drones
790 Aspidai Drones
1 Upgraded Troop Transport "Dragon Lady"
Reputation:
High Tech
Quick Results
Very Powerful
Morally Good
Sees Things Through
The SA is holding strong in space and the ground fight is a breeze. They want us to hold back this quarter to save our strength, defend the colonies sure but not to do any offensive actions. They want us to be part of the tip of the spear for their upcoming offensive. The boys and girls are eager to take the fight to the Batarians for once this time.
We could use more gear and as always, people no longer being that much of an issue with the Plug and Play Implants, but I can't think of any major issues. Mainly more dragon transports along with anti missile defenses for the transports. A way to rapidly deploy our troops from orbit without getting shot down would be nice too Boss and a way back up too.
ParSec Intelligence:
[ ] Investigate
-[ ] Who or What?
[ ] Setup a Network
-[ ]Where?
[ ] Write In
ParSec Deployment 2175-Q2:
I see one real main option to pursue at the moment. As usual I can't deploy more troops than I have and anything not deployed will stay home and guard/train.
Systems Alliance Contract: As we are a licensed SA PMC they can call us in to serve during times of war. Our Pyndas are definitely going. The SA would also welcome any other forces though. Sending some of our commanders along might be helpful. Obviously they are going into combat and considering the quality of what we have to offer are going to be used a lot. The SA has agreed to pay a 20% profit on costs.
[ ] Just the Pyndas (High Risk, 20% Costs as Profit)
[ ] Send other forces (High Risk, 20% Costs as Profit)
-[ ] What?
Colony Guarding: Pirates and slavers have been using the war as an opportunity to raid many of the SA's colonies. Now we might even start seeing Batarian fleets. We could do a lot of good having our ground forces act as colony guards. They'll almost certainly see combat. However they will most likely get cut off in space unless our own ships are in orbit to keep it clear. High risk, medium profit. We'll probably scattered over a few planets so we might be relying on lower ranked commanders.
[ ] Guard Colonies (High Risk, Medium Profit)
-[ ] All Free Forces 1.50 billion/quarter
-[ ] Deploy Three-Quarters (75%) of ParSec's forces 1.125 billion/quarter.
-[ ] Deploy Half (50%) of ParSec's forces 750 million/quarter.
-[ ] Deploy One-Quarter (25%) of ParSec's forces 375 million/quarter.
Raiding: I admit this idea is a bit crazy, but I figured I might as well added it in. We could send our free forces to Raid Batarian worlds. No one is paying us to do this, though we could see about claiming some bounties on Batarians. Pretty much no profit and rather risky. But we might see some benefit or find something interesting. We do require a troop transport and some fighters to do this.
[ ] Raid Batarian Worlds (High Risk, ? Profit)
-[ ] All Free Forces
-[ ] Deploy Three-Quarters (75%) of ParSec's forces.
-[ ] Deploy Half (50%) of ParSec's forces.
-[ ] Deploy One-Quarter (25%) of ParSec's forces.
Something Else: Got an operation I need to plan? Or something I should look for when finding paying ops?
[ ] Look for (Write-in)
[ ] Recruit (Write-in personnel to recruit: Soldiers and Pilots for now)
[ ] We need to do this mission (Write-in)
_______________________________________________________________________________________________________________
Following changes will be made in Turn 23.
Will implement unit or product creation in the form of write in option, just gotta input role/purpose and techs to use where I will then spit out proposed unit designs to be voted on. Honestly, would have done it this turn but am just too tired and still suffering from a slight fever from the vaccine so nope. Next time. Enjoy everyone.
Citadel Council Declares War On Batarian Hegemony
In a shocking piece of news the Citadel Council Representatives have unanimously decided to expel the Batarian Hegemony from the Council and declare war on the now independent nation. The reasons cited being the unprovoked invasion of Human Space, the attempted attack on a Council Race's homeworld/home system, for continuing the illegal practice of enslaving other sapient beings, for consorting with the Terminus Systems to invade Citadel Space, and the illegal opening of Mass Relays. The 15th and 14th Turian fleet under the command of Admiral Tiberius Acadros has been dispatched towards Human Space to provide military assistance while more fleets and armies are being raised and transferred from other Turian, Asari, and Salarian fleets.
Citadel
The Citadel has finally decided to join in on the fight now that their Spectres and STG agents have discovered something that warranted a fight having to be put up to put it down. Their fleets are a going to be welcomed at the front lines as they will reverse the number edge the Batarians have had on us, had, before we gave them that bloody eye recently.
Holy hell, well that changes our war calculations just a bit... /understatement
In particular, "the attempted attack on a Council Race's homeworld/home system" - is this something that happened in past updates that I missed or is this new? Brass balls, Batarians. Idiot balls, sure, but damn do they have them.
Did they get curious over Barbarian's increase of tech and got greedy?
Edit: I could see the council seeing the humans winning and getting scared that of the humans succeeded and wiped out slavery people would be asking why they couldn't.
In particular, "the attempted attack on a Council Race's homeworld/home system" - is this something that happened in past updates that I missed or is this new? Brass balls, Batarians. Idiot balls, sure, but damn do they have them.
Ah, sometimes with all the distance talked about between SA and the rest of the Council, I forget that the SA is technically a Council Race, just like the Hegemony technically were.
Did they get curious over Barbarian's increase of tech and got greedy?
Edit: I could see the council seeing the humans winning and getting scared that of the humans succeeded and wiped out slavery people would be asking why they couldn't.
God can people cool it with the Council bashing in ME fics? For real, it's pointed out repeatedly that a good reason that the Batarian's didn't have war declared on them was likely due to the fact that they likely would have been able to do colossal amounts of damage to everyone in that instance and to the point that they likely saw the costs of full on war as too high. In real life a lot of the shadier governments get away with some serious bullshit thanks to things like nukes.
It should also be noted that unlike everyone else SA has a super genius with literal super natural intelligence on their side. In fact one of the only reasons that humanity was able to take a more direct approach to slavers and pirates in this timeline was thanks to Revy's inventions like power armor which drastically reduced potential casualties in such a war.
Also I'm pretty sure one of the reasons that the Batarian's in canon didn't attack humanity openly was because they were afraid that the Citadel would step in. Because that kind of thing is something they can't really ignore and the Batarian government is hated enough that they would jump at a good excuse to get war declared on them.
So, Spectre's found something that spooked the Citadel, and did so badly enough for them to feel action was needed NOW, and just waiting for the humans to win wasn't enough. The bit about them opening up Mass Relays alone would probably do it (being the puppets of the Reaper's would have benefits with regards to their Relay network), but personally I'm thinking it was the technology that did it. The Batarian's have been the Citadel's check on the Terminus for centuries; powerful enough to run amok, but too weak to risk toeing the line and bringing down Turian reprisals. With this in mind, the toxic Batarian culture is an asset as they'll keep victimizing everything they can touch, especially the disorganized Terminus Systems. But now their dog has slipped it's leash and proven a possible threat - and they know exactly how vicious it can get.
Personally, what I don't get is why the Terminus Systems are going to war, especially for the Batarians. There may be an abundant mass of pirates, slavers, and criminals, but few enough of them are actually governments in their own right rather then just being sanctioned or clandestinely funded. And there are a LOT of small nations that have been preyed upon and kept weak by the Batarians. For that matter, how did they even unify for this? An actual Citadel invasion would do the trick, or suspiciously similar activities...but not cracking down on the Batarians that so many hate. Personally, I'm thinking this is just the most wealthy and/or criminal parts of the Terminus, not actually it in it's totality, or there are Indoctrination shenanigans going on in the background.
Sadly as long as shity fanon exits to perpetrate it, so to shall the misplaced and uninformed opinions about it take root.
Or they are subconsciously still feeling hurt with how the Citadel didn't listen to their Shepard. Either or.
It should also be noted that unlike everyone else SA has a super genius with literal super natural intelligence on their side. In fact one of the only reasons that humanity was able to take a more direct approach to slavers and pirates in this timeline was thanks to Revy's inventions like power armor which drastically reduced potential casualties in such a war.
Though to be fair the Citadel knows where the SA's tech is coming from. Where the Batarians got theirs is a very important question, because it looks like it came from pretty much thin air. If the specters found out about the Leviathan of Dis and assumed it was Prothean in origin that might have spooked them hard. Or finding out about husks and other fallout from reaper tech - that could galvanize them to serious action.
Before Research Plans start getting proposed, I, as a mostly silent reader, would like to remind the consensus of minds that the Quest Master has specifically called out that our(Shepard's) lack of defense aqainst Laser and Lightspeed Weaponry is definitely going to bite us. Please, please make a point of correcting this.
Also: Ships. Paragon Industries is now needed to turn the tide of naval combat.
So, I'm thinking a frigate or light cruiser sized mass troop transport/deployment ship, it would be relatively unarmed (completely lacking a spinal cannon or equivalent) though heavy on defensive equipment with a double layer kinetic shield (if we don't already use such) and half again the standard number of guardian lasers.
Two of the biggest things is that the bottom includes drop pod launch bays and there are a number of ramps on the sides, also the lasers are meant to be used in atmo as well as space.
[ ] Thermal Shields for power armor (re-entry shroud) [200]: It's been a while since an N7 asked if the Iron Man suit could reenter an atmosphere on its own power. Well, it was a good question, and adding that functionality to your suits would make them more versatile albeit more expensive.
I mean cmon, Steel Rain! Who needs drop pods when the power armor itself can do the job? Not to mention they could just fly up to the ships in orbit when the ground job is done.
In a shocking piece of news the Citadel Council Representatives have unanimously decided to expel the Batarian Hegemony from the Council and declare war on the now independent nation.
Huh; interesting. So while the Batarians did throw a hissyfit back in the '60s and close their embassy I guess the Council still considered them a part of the Citadel races until now.
So, Spectre's found something that spooked the Citadel, and did so badly enough for them to feel action was needed NOW, and just waiting for the humans to win wasn't enough.
News: Batarians Attacked The Sol System!
A Batarian fleet exited the Sol Relay without passing through the Arcturus Relay showing the Batarians have discovered another connection to Humanity's relays[...]
Citadel
[...]The Council while not outright declaring war publicly, yet, have already begun to deploy Spectres and STG operatings towards Batarian space to try to ascertain the truth behind their mobility.
so odds are they found out about the Alpha Relay and are now suitably terrified about the Batarian's ability to deploy a strike group anywhere in the galaxy.
So aside from finally buying Thermal Shrouds does anyone have particular interests in any particular research projects? For the laser concern I'm thinking both Stasis Plate and TIR.
Admittedly, part of me wants to throw as many credits as we possibly can at the Shadow Broker and ask for Batarian State Secrets just to see what we get.
Not a terribly wise course of action, but it's an amusing thought.
I'd like to remind everyone that as it currently stands, if we (the Systems Alliance + contractors like us) were to fight alone against the Hegemony, the odds are actually NOT in our favor. The ship combat rolls were +15 in Hegemony favor last quarter, down to +10 this quarter. Most of that due to the numbers advantage that the Hegemony has (now had, edit: some due to our victories this quarter) and to presumed Collector/Reaper-derived tech upgrades. I'm not sure how the numbers situation shakes out with the rest of the Council races and Terminus Systems entering the war, but I'm pretty sure the former outnumbers (and out-everything) the latter. Now we just need to see how the secret backers behind the Hegemony react.
Though to be fair the Citadel knows where the SA's tech is coming from. Where the Batarians got theirs is a very important question, because it looks like it came from pretty much thin air. If the specters found out about the Leviathan of Dis and assumed it was Prothean in origin that might have spooked them hard. Or finding out about husks and other fallout from reaper tech - that could galvanize them to serious action.
Yeah, I suspect something like this and/or that enough intel was gathered on the Alpha Relay.
If it really is Reaper-derived tech that's gotten the Specters and STG in a tizzy, I do NOT want that tech to fall into their hands without a brain shield. Problem is, we really need to find an excuse to bring them into play, whether through luck or commoditization (more research needed to reduce cost/size) or whatever.
Advanced Research VI is a must since that gives a significant boost to our research. Also suggest Mordin on Gene Treatment for the Turian's for the combat boost since they are helping us.
I'd like to remind everyone that as it currently stands, if we (the Systems Alliance + contractors like us) were to fight alone against the Hegemony, the odds are actually NOT in our favor.
News coming down from Alliance High command to all contractors and agents, this is the last quarter for military build up. In three months time it will be time for the counter attack and then it the Batarian's turn to see how it is to be invaded.
for the oncoming counterattack. So far they've already got 81 LLPs with a final batch of 20-40 (depending upon how the numbers play out) coming this quarter.
Given how much of an effect our Hammerheads and such gear has had that could easily be enough to reverse their numbers advantage. Especially if we can push out UV laser upgrades this quarter.
Speaking of which @tri2 do you have any numbers for what the cost (credits and production) and timeframe for upgrading the SA's existing LLP fleet to UV lasers would be?
So aside from finally buying Thermal Shrouds does anyone have particular interests in any particular research projects? For the laser concern I'm thinking both Stasis Plate and TIR.
Anti-laser defenses are high priority to research, but not the only such research. Brief glance at the tech tree, here's what I figure is high priority (unordered):
* Total Internal Reflection Systems - anti-laser, plus stealth is a bonus
* Gravitational Wave Detectors - workaround TIR blindness
* Thermal Compensator - sustained TIR plus opens way to ultra high power usage
* Stasis Plate - if applicable to ground-scale stuff where FTL is irrelevant, possibly faster anti-laser approach
* Brain Shield MKIII - hoping for miniaturization and cost reduction so we can justify using these everywhere
* 500m MAC - for heavy cruisers
* Block upgrade for heavy cruisers - after (or during?) 500m MAC research
* Human Converted Gene Treatments (Turian) - even though revised Farixen Treaty already passed, still important to improve relations with big powers, and since Asari would benefit less, Turians it is
* Better Battery - opens doors for personal high power devices
* Advanced Construction VI - stack more bonuses baby
* Advanced Research VI - likewise, though the % increase is probably small, the earlier the better
* Basic Diplomacy/Legal Assistance VI - we're playing in the big leagues now
I figure TIR and stasis plate (edit: and brain shield mk3) are the top priority. TIR by itself may have limited applicability without gravitational wave detectors and thermal compensators, but just having even brief protection against lasers is better than nothing.
Thermal compensators may even be more groundbreaking than I previously thought, depending on exactly how they work. If they're not just blackhole-ing thermal energy, and instead converting some of that energy into useful work ala arc reactor-esque bullshit (they are part of the arc reactor tech tree after all), we'd have even more power efficiency beyond just solving overheating. If they cost less than arc reactors, they could even be used as power sources in a pinch in certain situations.
Regarding the request for "a way to rapidly deploy our troops from orbit without getting shot down would be nice too Boss and a way back up too": well, as mentioned by marids, re-entry shrouds would help with the way down, but not on the way up. So I'm not sure if they're requesting some new type of armored shuttle or something.
Regardless, they do need better transport, especially if we're going to be the "tip of the spear for their upcoming offensive", and I think we can spare production for some this quarter.
I'm also not sure how necessary re-entry shrouds are, because I'm getting mixed messages on whether PI suits already have them. Apparently Revy's own suit can handle re-entry just fine, but it's not clear to me whether that's something specific to her personal suit, or something that's applicable to PI suits.