The Singers-Rachni Quest (Mass Effect with XCOM elements)

[2] Expansion of the fleet
[1] Expansion of military infrastructure
[4] Expansion of planetary defences
[3] Expansion of ground forces
[X] Swarm
[X] Carrier

[X] (Grand Ambition) To spread the song of peace and freedom across the galaxy. Never shall we be made slaves again, and never shall we tolerate those who would enslave others. The Rachni shall be the ally of the downtrodden and oppressed wherever they may be found.
[X] (Feelings towards non-rachni) The new Rachni desire peace and harmony as they have not had in the past. Always the weapon of another, for once let us have good relations with other species.
[X] (Beliefs and Philosophy) Harmony (The universe is a grand song without end, in which all beings have a place and purpose of their own.)
 
Wanted to mention, the selection of fleet composition isn't for all your fleets, just for the first one that's built during the timeskip. Every additional fleet you construct will be able to choose a different comp. However your numbers/tech doctrine is the same across your fleet.
 
[X] Plan: Freedom of Song.

Simple and nice wish, to live freely and peacefully. What more can a bug ask for?
 
Last edited:
Iteration, improvement, contest.
This has always been the driving purpose of the rachni. Before the rachni became the rachni, this was the struggle of all against all; then, in prehistory, the war of Queendoms against Queendoms for resources and territory. Struggle, contest, competition - these are all a vital part of the Cycle of Improvement, vital spurs to learning and innovation.

But the Cycle itself is subject to the same forces of improvement. War and Conquest are a basic and primitive form of contest - inefficient, destructive, wasteful. Just as new forms of Rachni are developed by the Cycle, so too can new forms of contest be pioneered, and even entirely new rotations of the Cycle itself.

Enslavement is not one of them. While it promises great advantages, enabling great power and resources for those who enslave the defeated, it is in truth a vicious trap for both slave and enslaver. The short term advantages that it provides to the enslaver only lead to long term stagnation. Instead of seeking further improvement of self, the enslavers must become devoted to keeping the enslaved weak enough to remain beneath their yoke, precluding the opportunity for further contest and growth. Witness the fate of the Protheans. And worse yet is the Reapers, who would make all the galaxy resonate to their sour monotonous drone.

Cooperation is. It enables those who have sought improvement through utterly divergent paths of iteration to learn and seek inspiration from each other, and yet it does not preclude - and can even encourage! - new and less destructive forms of contest and competition in which all gain and nothing is wasted. See how our cooperation with the geth led us to compete and match their undertaking, and inspired the creation of the new and incredible rachni Princess form; behold how the peoples of the Citadel have grown mightier together.

Let us seek to make something grander yet - a Grand Galactic Harmony in which all can freely and willingly work together to learn, compete, and seek inspiration, all in pursuit of ever greater improvement together.

[X] (Grand Ambition) To create a Grand Galactic Harmony.
[X] (Feelings towards non-rachni) Fellow competitors and sources of inspiration, potential singers of the Grander Galactic Harmony.
[X] (Beliefs and Philosophy) Iteration, Improvement, Contest.

Our old martial philosophy was one that worked well for our Reaper masters, who saw the children of the rachni as disposable tools. In the end, that doctrine was insufficient. It failed, and is a wasteful path besides. Now we are fewer in number than ever, we cannot and should never send our children to die in their multitudes so that a few queens might survive. Let us instead learn from our geth allies and from those who have dominated this galaxy for so long, the asari and the salarians. Is that not a more fitting strategy for us in any case, matching more the path we pursue rather than what we are viewed as by outsiders? We are not some mindless devouring swarm - our children are specialists, designed to excel in their roles. Let us take this strategy farther!

[X] Elite: Every piece of equipment is top-of-the-line, every ship is a masterwork of precision engineering, every soldier is a well-trained specialist. You hit like a dreadnought and take a hit like one too, but hopefully, you won't have to do so in too many places at once.
Past/Present users: Asari Republics, Salarian Union, Geth Consensus
+Tech (Fleets and Armies count as one Tech level above your Civ. Tech Level)
-Numbers (Fleets and Armies count as one Magnitude below their listed magnitude)

If the asari and the salarians are those who have dominated the galaxy for a long time for a reason, then we can also learn from those rising upstarts, the people of the Shepherd, who swiftly move to take a powerful position despite their brief position on the galactic scene. Let this be a testing ground of our great ambition - let us seek to orchestrate a new harmony by learning from both the Old and the New, and adding the teachings of the Old Citadel Races to what we can learn from the Newest.

[X] Carrier - Carriers are a very new concept to naval warfare that you are amazed the Rachni never thought of before. Introduced by the System's Alliance, capital-class fighter-carriers are more flexible and less overtly threatening than conventional dreadnoughts and mesh exceptionally well with the (historically) highly effective Rachni strike craft. This entirely theoretical doctrine shares the balanced doctrine's numerical disposition ratios but would focus the Fleets on supporting and protecting Fleet and Patrol carriers, which would almost entirely replace Dreadnoughts within the line-of-battle as heavy damage dealers, with other vessels devoted to screening them from attack by enemy cruisers and dreadnoughts.

If we would pursue of our ambitions, we cannot stay forever in hiding. In the longer term, a great bunker would only be a glorious treasure for the Reapers who would enslave us once more; in the short term, we should reject the entire philosophy that would conceal the eldest queens away on great sanctuary worlds while we send our young to die in their stead. The ships we send out to fight and protect us and harmony itself must be as mighty and beloved as our children are; nonetheless, we should not overlook the importance of supplying these, and the advantages we can bring to bear there in specialised builders, workers, and administrators. A well-supported sword is mightier still.

[1] Expansion of military infrastructure - A sword is only as good as the sheath to stop it in, or the stone to sharpen it. Your fleets and armies will need shipyards to conduct repairs, refits, and expansions, resupply points, housing for their troops and crew, and an industry dedicated to producing the materials needed to keep everything running smoothly. All of that takes resources, resources that cannot be easily retooled for other purposes.

[2] Expansion of the fleet - In the interstellar age, a species is only as dangerous as its Void-Navy. Hulls and Guns equal power, and with a whole galaxy hostile to you, having a sword with which to keep them at bay will be vital sooner or later. Best to make it one big sword while you have the time.

[3] Expansion of ground forces - In the days of the Old Empire, the Rachni were terrors in the field of surface warfare, unmatched by anything the Citadel could muster until the Krogan entered the war, and absolute hell to dig out once entrenched. Though newcomers like the Turians and Humans likely make the field slightly more even nowadays, that is an advantage you very much still hold. Best to be prepared to exploit it.

[4] Expansion of planetary defences - One of the Rachni's greatest strengths has always been their ability to fortify their worlds-having the majority of their infrastructure located in underground hives certainly makes taking them much harder than invading biped worlds. But often, more dedicated defences are called for. Bunkers, bases, anti-orbital mass accelerators, GUARDIAN turret arrays-all of these and more will be needed to protect Hallownest and the other colonies in the event of the worst.
 
[2] Expansion of the fleet
[1] Expansion of military infrastructure
[4] Expansion of planetary defences
[3] Expansion of ground forces
[X] Swarm
[X] Carrier
 
[1] Expansion of the fleet
[2] Expansion of military infrastructure
[4] Expansion of planetary defences
[3] Expansion of ground forces

[X] Elite
[X] Top Heavy

Much as I like Carriers as a concept, meta knowledge about the Reapers pushes me toward Top Heavy fleet comp. Because if I remember my lore right (and do please correct me if I'm remembering this wrong), Carriers ultimately weren't more effective in battle against the Reapers than traditional Dreadnoughts. The concept was built out in the years when the Systems Alliance was an associate member that felt the need to have more capital ships than they were allowed to have under treaty limitations. It's quite telling, I think, that when the Alliance got Council membership, they did their utmost to build dreadnoughts up to their increased limit, rather than continue to pursue carrier construction. Might be different for us Rachni, but as noted, Top Heavy is still the one with the most strike craft involved, after Carriers. And keep in mind, strike craft were historically something the Old Rachni were good at. We haven't put in the work needed to give ourselves the same edge just yet.
 
@RaptorusMaximus , are we capable of reincarnating Rachni? That is, taking a psychic imprint of the dead, then rebirthing them in a new body?
Second, between inherited memory, psychic education, and bodies and (presumably) personalities pre-selected for their intended occupation, I assume we have a fairly easy time training personnel compared to other species?

Unrelated, what is the minimum sapience a Rachni can have? Is it possible to make VI-equivalent 'living equipment/machine'-type Rachni, or would they be intelligent and aware enough for that to be unethical?
 
Last edited:
Answering some questions
are we capable of reincarnating Rachni? That is, taking a psychic imprint of the dead, then rebirthing them in a new body?

Not at this time, no. That is something you could theoretically do, but it's a ways down one of the Psionic trees.

Second, between inherited memory, psychic education, and bodies and (presumably) personalities pre-selected for their intended occupation, I assume we have a fairly easy time training personnel compared to other species?

Yes. It takes a Rachni Warrior about three weeks to go from hatching from their egg to combat ready. Obviously the more specialized the form, the longer the process, but its a difference measured in weeks and months compared to years and decades.

It is part of the reason Rachni strike craft were so dangerous in the Old War. While Asari and Salarian pilots can be years worth of investment, and the Workers who piloted the old fightercraft could perform to a competitive standard in terms of skill in less than a month. Even if a single Asari pilot can down a dozen Rachni fighters before she dies, the Rachni are still coming out on top in terms of lost time invested.

When you combine this with all the space that a Rachni fighter doesn't have to spend on a cockpit when it's being piloted by a being the size of a large cat, and can instead spend on ordinance, shield generators, engines, or power sources, you get to see how Rachni strike-craft were incredibly dangerous even without carriers to optimize their usage.

This was the same for ground vehicles as well: Rachni tanks used about a fifth the amount of space a Citadel tank does for crew compartments, while being about the same size. That means a lot more room for armor, engines, reactors, and weapons.

Unrelated, what is the minimum sapience a Rachni can have? Is it possible to make VI-equivalent 'living equipment/machine'-type Rachni, or would they be intelligent and aware enough for that to be unethical?

It is theoretically possible, but the Queens currently consider doing so to be unethical when machines can do the same work without needing to functionally lobotomize a child in-utero.
 
[2] Expansion of the fleet
[1] Expansion of military infrastructure
[4] Expansion of planetary defences
[3] Expansion of ground forces
[X] Swarm
[X] Carrier
 
[2] Expansion of the fleet
[1] Expansion of military infrastructure
[3] Expansion of planetary defences
[4] Expansion of ground forces
[X] Swarm
[X] Carrier

[X] (Beliefs and Philosophy) Harmony (The universe is a grand song without end, in which all beings have a place and purpose of their own.)
 
Yes. It takes a Rachni Warrior about three weeks to go from hatching from their egg to combat ready. Obviously the more specialized the form, the longer the process, but its a difference measured in weeks and months compared to years and decades.

It is part of the reason Rachni strike craft were so dangerous in the Old War. While Asari and Salarian pilots can be years worth of investment, and the Workers who piloted the old fightercraft could perform to a competitive standard in terms of skill in less than a month. Even if a single Asari pilot can down a dozen Rachni fighters before she dies, the Rachni are still coming out on top in terms of lost time invested.

When you combine this with all the space that a Rachni fighter doesn't have to spend on a cockpit when it's being piloted by a being the size of a large cat, and can instead spend on ordinance, shield generators, engines, or power sources, you get to see how Rachni strike-craft were incredibly dangerous even without carriers to optimize their usage.

This was the same for ground vehicles as well: Rachni tanks used about a fifth the amount of space a Citadel tank does for crew compartments, while being about the same size. That means a lot more room for armor, engines, reactors, and weapons.

Especially when said pilots are also engineered for high-g-, vacuum-, and radiation-resistance, quick reflexes, good spatial and situational awareness, and senses and multiple prehensile limbs optimized for interfacing with vehicle sensors and controls.

Anyway:

[X] Elite

Given the above, we have a very strong advantage for fielding massed elites as long as we can produce enough high-quality equipment for them, handily offsetting the Elite Doctrine's numbers disadvantage while giving us a leg up while we're catching up on technology.
Yes, we could instead go swarm for some truly ridiculous numbers advantage, but there's a point where diminishing returns set in, and churning out the equivalent of half-trained conscripts feels like a waste when we could churn out the equivalent of experienced special forces instead. Plus, it's not like supplying a Swarm force won't place a large drain on our economy regardless, cheaper equipment being made up for by higher consumption of ammunition, food, water, and other bulk supplies as well as the needed logistics for them.

Additionally, our entire military consists of our queen's beloved children. Throwing their lives away en-masse instead of giving each of them the best chance to survive that we can feels out of character, now that the Rachni aren't forced to be disposable slave-soldiers anymore.

[4] Expansion of the fleet
[1] Expansion of military infrastructure
[2] Expansion of planetary defences
[3] Expansion of ground forces

Some different priorities than most other people have currently:
Infrastructure is king. Everything else depends on it, and is either boosted or constrained by it.
Ships, meanwhile, are less of a priority right now. We don't have the economy for a large fleet anyway. Also, our military technology is currently obsolete, and we're looking to change that as fast as possible. Anything we build now is going to be something we'll have to replace sooner rather than later anyway if we don't want it to drag us down with upkeep, low speeds and combat ranges, etc.
As a consequence, planetary defenses are going to need to make up for our lacking navy, plus we have a bonus to them.
 
Last edited:
[2] Expansion of the fleet
[1] Expansion of military infrastructure
[4] Expansion of planetary defences
[3] Expansion of ground forces
[X] Balanced
[X] Carrier

Don't want to throw away our benefit in growth speed of rachni-power entirely, but I don't think we're set for an elite force now.
 
[2] Expansion of the fleet
[1] Expansion of military infrastructure
[4] Expansion of planetary defenses
[3] Expansion of ground forces
[X] Elite
[X] Carrier
 
I really could care less about the 'grand ambition.' I'm just tired of watching y'all fence sit with the military choices. Carrier is best played as a swarm asset. Swarming carriers leverages our best abilities, which are mass coordination and sheer numbers of disposable drones into naval warfare. There is a reason we're hell on the ground. Let's take that advantage to space.

We also don't need our own conventional dreads to stiffen our fleets. We have our elite backbone in the form of the Geth. They have the small, but perfect fleet that is complemented extremely well by swarming drones to tie up the enemy.

[X] Swarm: Military hardware is designed to be as cheap and reliable as possible to outfit massive numbers of troops and ships as quickly as possible. It doesn't matter if the enemy's Dreadnought can kill 4 of your cruisers before they get in range if it's fighting 12 of them at once.
Past Users/present users: Old Rachni Empire, Krogan Clans
+Numbers (Fleets and Armies count as one Magnitude above their actual magnitude)
-Tech (Fleets and Armies count as one Tech Level below your Civilization Tech Level)



[X] Carrier - Carriers are a very new concept to naval warfare that you are amazed the Rachni never thought of before. Introduced by the System's Alliance, capital-class fighter-carriers are more flexible and less overtly threatening than conventional dreadnoughts and mesh exceptionally well with the (historically) highly effective Rachni strike craft. This entirely theoretical doctrine shares the balanced doctrine's numerical disposition ratios but would focus the Fleets on supporting and protecting Fleet and Patrol carriers, which would almost entirely replace Dreadnoughts within the line-of-battle as heavy damage dealers, with other vessels devoted to screening them from attack by enemy cruisers and dreadnoughts.

[1] Expansion of the fleet - In the interstellar age, a species is only as dangerous as its Void-Navy. Hulls and Guns equal power, and with a whole galaxy hostile to you, having a sword with which to keep them at bay will be vital sooner or later. Best to make it one big sword while you have the time.

[2] Expansion of military infrastructure - A sword is only as good as the sheath to stop it in, or the stone to sharpen it. Your fleets and armies will need shipyards to conduct repairs, refits, and expansions, resupply points, housing for their troops and crew, and an industry dedicated to producing the materials needed to keep everything running smoothly. All of that takes resources, resources that cannot be easily retooled for other purposes.

[3] Expansion of planetary defences - One of the Rachni's greatest strengths has always been their ability to fortify their worlds-having the majority of their infrastructure located in underground hives certainly makes taking them much harder than invading biped worlds. But often, more dedicated defences are called for. Bunkers, bases, anti-orbital mass accelerators, GUARDIAN turret arrays-all of these and more will be needed to protect Hallownest and the other colonies in the event of the worst.

[4] Expansion of ground forces - In the days of the Old Empire, the Rachni were terrors in the field of surface warfare, unmatched by anything the Citadel could muster until the Krogan entered the war, and absolute hell to dig out once entrenched. Though newcomers like the Turians and Humans likely make the field slightly more even nowadays, that is an advantage you very much still hold. Best to be prepared to exploit it.
 
Last edited:
I really could care less about the 'grand ambition.' I'm just tired of watching y'all fence sit with the military choices. Carrier is best played as a swarm asset. Swarming carriers leverages our best abilities, which are mass coordination and sheer numbers of disposable drones into naval warfare. There is a reason we're hell on the ground. Let's take that advantage to space.

We also don't need our own conventional dreads to stiffen our fleets. We have our elite backbone in the form of the Geth. They have the small, but perfect fleet that is complemented extremely well by swarming drones to tie up the enemy.

[X] Swarm: Military hardware is designed to be as cheap and reliable as possible to outfit massive numbers of troops and ships as quickly as possible. It doesn't matter if the enemy's Dreadnought can kill 4 of your cruisers before they get in range if it's fighting 12 of them at once.
Past Users/present users: Old Rachni Empire, Krogan Clans
+Numbers (Fleets and Armies count as one Magnitude above their actual magnitude)
-Tech (Fleets and Armies count as one Tech Level below your Civilization Tech Level)



[X] Carrier - Carriers are a very new concept to naval warfare that you are amazed the Rachni never thought of before. Introduced by the System's Alliance, capital-class fighter-carriers are more flexible and less overtly threatening than conventional dreadnoughts and mesh exceptionally well with the (historically) highly effective Rachni strike craft. This entirely theoretical doctrine shares the balanced doctrine's numerical disposition ratios but would focus the Fleets on supporting and protecting Fleet and Patrol carriers, which would almost entirely replace Dreadnoughts within the line-of-battle as heavy damage dealers, with other vessels devoted to screening them from attack by enemy cruisers and dreadnoughts.

[1] Expansion of the fleet - In the interstellar age, a species is only as dangerous as its Void-Navy. Hulls and Guns equal power, and with a whole galaxy hostile to you, having a sword with which to keep them at bay will be vital sooner or later. Best to make it one big sword while you have the time.

[2] Expansion of military infrastructure - A sword is only as good as the sheath to stop it in, or the stone to sharpen it. Your fleets and armies will need shipyards to conduct repairs, refits, and expansions, resupply points, housing for their troops and crew, and an industry dedicated to producing the materials needed to keep everything running smoothly. All of that takes resources, resources that cannot be easily retooled for other purposes.

[3] Expansion of planetary defences - One of the Rachni's greatest strengths has always been their ability to fortify their worlds-having the majority of their infrastructure located in underground hives certainly makes taking them much harder than invading biped worlds. But often, more dedicated defences are called for. Bunkers, bases, anti-orbital mass accelerators, GUARDIAN turret arrays-all of these and more will be needed to protect Hallownest and the other colonies in the event of the worst.

[4] Expansion of ground forces - In the days of the Old Empire, the Rachni were terrors in the field of surface warfare, unmatched by anything the Citadel could muster until the Krogan entered the war, and absolute hell to dig out once entrenched. Though newcomers like the Turians and Humans likely make the field slightly more even nowadays, that is an advantage you very much still hold. Best to be prepared to exploit it.

[X] Swarm: Military hardware is designed to be as cheap and reliable as possible to outfit massive numbers of troops and ships as quickly as possible. It doesn't matter if the enemy's Dreadnought can kill 4 of your cruisers before they get in range if it's fighting 12 of them at once.
Past Users/present users: Old Rachni Empire, Krogan Clans
+Numbers (Fleets and Armies count as one Magnitude above their actual magnitude)
-Tech (Fleets and Armies count as one Tech Level below your Civilization Tech Level)



[X] Carrier - Carriers are a very new concept to naval warfare that you are amazed the Rachni never thought of before. Introduced by the System's Alliance, capital-class fighter-carriers are more flexible and less overtly threatening than conventional dreadnoughts and mesh exceptionally well with the (historically) highly effective Rachni strike craft. This entirely theoretical doctrine shares the balanced doctrine's numerical disposition ratios but would focus the Fleets on supporting and protecting Fleet and Patrol carriers, which would almost entirely replace Dreadnoughts within the line-of-battle as heavy damage dealers, with other vessels devoted to screening them from attack by enemy cruisers and dreadnoughts.

[1] Expansion of the fleet - In the interstellar age, a species is only as dangerous as its Void-Navy. Hulls and Guns equal power, and with a whole galaxy hostile to you, having a sword with which to keep them at bay will be vital sooner or later. Best to make it one big sword while you have the time.

[2] Expansion of military infrastructure - A sword is only as good as the sheath to stop it in, or the stone to sharpen it. Your fleets and armies will need shipyards to conduct repairs, refits, and expansions, resupply points, housing for their troops and crew, and an industry dedicated to producing the materials needed to keep everything running smoothly. All of that takes resources, resources that cannot be easily retooled for other purposes.

[3] Expansion of planetary defences - One of the Rachni's greatest strengths has always been their ability to fortify their worlds-having the majority of their infrastructure located in underground hives certainly makes taking them much harder than invading biped worlds. But often, more dedicated defences are called for. Bunkers, bases, anti-orbital mass accelerators, GUARDIAN turret arrays-all of these and more will be needed to protect Hallownest and the other colonies in the event of the worst.

[4] Expansion of ground forces - In the days of the Old Empire, the Rachni were terrors in the field of surface warfare, unmatched by anything the Citadel could muster until the Krogan entered the war, and absolute hell to dig out once entrenched. Though newcomers like the Turians and Humans likely make the field slightly more even nowadays, that is an advantage you very much still hold. Best to be prepared to exploit it.

Honestly I entirely agree with going full swarm power up in here. Given the comments on our space assets I believe this compliments us the best. Especially with leveraging our alliance with Geth for High Quality Elite Infantry and Ships. For standard stuff I gotta favor building the infrastructure to allow a greater war footing. Don't want to put the cary before the horse. And trying massive military buildup before we have the robust infrastructure for it first seems pretty damn silly XD.
 
The Swarm/Carrier doctrine has the minor issue of being extremely demanding on the industrial end. And the Rachni simply doesn't have the numbers for that right now.
 
[X] Carrier - Carriers are a very new concept to naval warfare that you are amazed the Rachni never thought of before. Introduced by the System's Alliance, capital-class fighter-carriers are more flexible and less overtly threatening than conventional dreadnoughts and mesh exceptionally well with the (historically) highly effective Rachni strike craft. This entirely theoretical doctrine shares the balanced doctrine's numerical disposition ratios but would focus the Fleets on supporting and protecting Fleet and Patrol carriers, which would almost entirely replace Dreadnoughts within the line-of-battle as heavy damage dealers, with other vessels devoted to screening them from attack by enemy cruisers and dreadnoughts

[X] Elite: Every piece of equipment is top-of-the-line, every ship is a masterwork of precision engineering, every soldier is a well-trained specialist. You hit like a dreadnought and take a hit like one too, but hopefully, you won't have to do so in too many places at once.
Past/Present users: Asari Republics, Salarian Union, Geth Consensus
+Tech (Fleets and Armies count as one Tech level above your Civ. Tech Level)
-Numbers (Fleets and Armies count as one Magnitude below their listed magnitude)

[1] Expansion of military infrastructure - A sword is only as good as the sheath to stop it in, or the stone to sharpen it. Your fleets and armies will need shipyards to conduct repairs, refits, and expansions, resupply points, housing for their troops and crew, and an industry dedicated to producing the materials needed to keep everything running smoothly. All of that takes resources, resources that cannot be easily retooled for other purposes.

[2] Expansion of the fleet - In the interstellar age, a species is only as dangerous as its Void-Navy. Hulls and Guns equal power, and with a whole galaxy hostile to you, having a sword with which to keep them at bay will be vital sooner or later. Best to make it one big sword while you have the time.

[3] Expansion of ground forces - In the days of the Old Empire, the Rachni were terrors in the field of surface warfare, unmatched by anything the Citadel could muster until the Krogan entered the war, and absolute hell to dig out once entrenched. Though newcomers like the Turians and Humans likely make the field slightly more even nowadays, that is an advantage you very much still hold. Best to be prepared to exploit it.

[4] Expansion of planetary defences - One of the Rachni's greatest strengths has always been their ability to fortify their worlds-having the majority of their infrastructure located in underground hives certainly makes taking them much harder than invading biped worlds. But often, more dedicated defences are called for. Bunkers, bases, anti-orbital mass accelerators, GUARDIAN turret arrays-all of these and more will be needed to protect Hallownest and the other colonies in the event of the worst.
 
Having thought on things there might be a reason to lean into an Elite quality force, that being to take advantage of the psionics tech tree which as of this moment is unique to the Rachni. Matching the Reapers technologically is likely not going to be feasible in the timeframe given and as the wars against the Protheans and the Citadel have shown the Rachni, despite their prodigious reproductive rates, are no Zerg or Tyrannids and they cannot bury their enemies in sheer weight of numbers alone.

Psionics can be insanely powerful force multipliers and while even a low end user can be deadly higher end ones are exponentially more powerful being able to do things like no-selling mind control, reflecting weapons fire, and launching devastating psionic attacks that can bypass armor and energy shields.
 
Last edited:
Back
Top