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Mass Effect Factions :: The Respite

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Nuxipal
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Founded: Apr 25, 2010
Corrupt Dictatorship

Mass Effect Factions :: The Respite

Postby Nuxipal » Mon Feb 19, 2018 10:00 am

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News, Updates, and General Announcements

Something just seems a little off this time around...


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Music to Save the Galaxy To


Quote of the Week:
"Stand in the Ashes of a Trillion dead souls and ask if Honor matters. The Silence is your answer." - Commander Javik, Avatar of Vengence


Rules, Regulations, Restrictions, and Red Tape

1. The GM and VGMs have great power. Respect their Authority.
2. If you have problems ask the community.
3. Utilize Common Sense. Think about your stuff before posting it.
4. The Rule of Cool applies here. This is pretty much as AU as it will get. If you want the Alliance Prime Minister and a Salarian Dalatrass to hook up, fine by me.
5. Steamrolling is not allowed. Give players a chance to respond. If a player is habitually absent well.. contact your local GM or VGM.
6. Players who are not active at least once per week will have their factions put under limited OP control. After two weeks the Faction will be under complete OP control and it is open to new players.
7. That being said, if you have real world issues. Come to me. I will do my best to keep your Faction safe during your absence. Real Life happens and we all understand.
8. If you want to fight with an Individual, take it to TG.
9. No Spamming. Respect the Threads and everyone who posts in them.
10. This is the internet, however, lets keep any rage we have IC with our characters ando not bring it to the OOC thread.
11. Don't post links to your NSFW blog. We don't want it. Keep the stuff you link to PG-13. Also, please ask before advertising for another RP. I will most likely say yes, but this is not a commercial slot
12. Please, for the love of the Enkindlers, try your best to spell correctly. It is frustrating when a player misspells simple everyday words.


GM: Nuxipal - Co-GM
VGM: Turkducken
VGM: In the Hunt


The Narrative


Humanity reached to the stars and the stars reached back. Through the early years, Humanity was seen as overly aggressive and far too ambitious and arrogant for the corner of the galaxy they appeared in. However, eventually things cooled as the Humans replaced the Batarians on the Citadel as an associate race. Then came Commander Jane Shepard and her extravagant adventures across the Galaxy.

Mass Effect 1

Commander Shepard is very effective in her handling of threats to both the Council and Human Systems Alliance. Following the attack on Eden Prime, she led the investigation against Saren and had became the first Human SPECTRE while removing Saren's status. She destroyed the Thorian on Feros, killed the Rachni Queen on Noveria, and managed to find Saren's base on Virmire. Here she managed to talk Wrex down from conflict and he proved extremely useful in battle against the tank bred Krogan hordes. During the final battle, Ashley Williams was sacrificed to permit the rest of the crew to escape.

Before the crew has time to recouperate from their loss they discover that the citadel is come under attack. Commander Shepard leads the defense and eventually defeats Saren and unlocks the Relays around the Citadel to let in reinforcements. The Alliance fleet takes enormous losses saving the Destiny Ascension and the Citadel Council. This earns Humanity a Seat on the Council and David Anderson fills that seat.

Other Major Events that took place:
Balak was left for dead on the Asteroid
Killed Rana Thanopolis on Virmire
Anoleis was arrested
Tali was given the Geth Data to help her fulfill her personal Pilgrimage

Mass Effect 2

Shepard Died, slain by an unknown ship in the Terminus Systems. Humanity mourned, and Cerberus rebuilt her. Two years later, Commander Shepard is sighted at a Human colony that had been abandoned for some reason. She goes on to build a team and discover the collectors, a mysterious race that lives beyond the Omega 4 Relay, are behind the vanishing colonies. Shepard has a long list of decisions and actions which caused major reverberations throughout the coming war:

Shepard destroyed Maelon's research, feeling it had no place in a peaceful galaxy.
Rewrote the Heretic Geth Collective during a mission with her squadmate, Legion.
She killed Morinth to aid Samara, helping her to cover up the Ardat-Yakshi from more of the Galaxy.
Tali was not exiled from the Flotilla

When the suicide mission was launched, the name became more apparent. Before even reaching the base, they are attacked and Jack dies as the ship is hit. During the infiltration Kasumi is sent to disable the doors to permit the two squads to advance. One squad led by Shepard, the other by Miranda Lawson. As they advance, no major deaths take place. Once they acquire the crew Shepard sends Mordin to escort them back to the Normandy while assigning Jacob to lead the second team. For her own team she has Samara put up a barrier. They make it through only to have to rescue the second team as they hack the door and bring that team in safely, Jacob collapses to the floor with a hole ripped through his gut.

They do move on and eventually defeat the human reaper and Shepard decides to destroy the Collector base, to prevent any further collector activity in the galaxy.

Mass Effect 3

The Commander barely escapes Earth as the Reapers finally show up. Even though she bought the galaxy time to prepare by destroying the Alpha Relay, no one made any changes to their behavior. Now as at least a Dozen Reapers descend on Earth she flees aboard the Normandy to rally a galaxy. During the next couple of months Shepard prevents sabotage of the defenses of Kahje, finds a new Rachni swarm and helps to destroy it, forges an alliance of peace between the Quarians and Geth. The Commander prepared the Galaxy the best she believed she could. The attack on Earth began, the Crucible was ready to go.

As the attack commenced, Sword Fleet made contact. Quarian, Geth, Turian, Asari, and Human fleets launched an all out assault on the Reapers above Earth defending the Citadel. The battle was going well for the start. In the opening minutes a half dozen reapers were destroyed. A hole was created for Shepard and her squad to deactivate the anti-air cannons and permit Hammer Team to start landing for the ground assault to reclaim London. Kaidan, Shepard, and Garrus moved through the streets and destroyed the Hades cannons. The assault was taking shape, but the space battle was starting to turn against the coalition.

The Reapers changed their tactics, instead realizing the vulnerability to the citadel from the ground below. They began sending ships to the surface to reinforce the battle there as Hammer was making a heavy push. The final push, Shepard and the remnants of Hammer pushed the last half kilometer to the lift. The final push was less military operation and more of a gauntlet as multiple reapers appeared and began destroying everything in sight. No one seems to have survived. Our struggle was over, we were going to be harvested.

Post ME:3
However, the most unexpected thing happened. The Reapers, their whole fleet, and the Citadel made an FTL jump to the system's edge intercepting Shield Fleet. The battle was over before it began. The reapers tore them apart and went through the Relay, deactivating it as they went. This seems to have happened everywhere, our fleets were able to reactivate them, but the damage was done. We found the Citadel where it always was before. No reapers guarding it, but it also seemed to be deactivated. It could no longer control the Relays and our plans for the Crucible would be useless if we tried to apply them now. For the next few months our fleets observed and scouted and discovered no Reapers in Citadel Space, however, where we did find them was disturbing.

The reapers left a rearguard at the Omega 4 Relay. Enough ships to cause pause to any of our remaining fleets. The Council was reformed and work began on clearing the Indoctrinated from Citadel Space and all those systems asking for help. Just when the Galaxy was ready to take a stand against the "Last Reapers" a disturbing report surfaced. A deep cover Asari agent code named "Aleena" had escaped from Omega without indoctrination. She gave detailed reports regarding the activities of the Reapers and Cerberus there. It seemed whatever was occupying the Reapers was beyond the Omega 4 Relay. It had caused enough harm to the Reapers that they were pausing to build new ships every few years to replenish their fleets and having the indoctrinated crew these ships.

The agent was rewarded and soon elected into major public offices on Thessia. The loss of Commander Shepard saw the rise of new leaders. Liara T'soni became the leading expert on Reapers along side the newly minted Commander Javik of the Prothean Empire. During the next few decades blame was tossed around at each race for one thing or another. The Asari were shamed for hiding Prothean technology instead of sharing it, the Turians for their mishandling of the crises on Tuchanka for the last millennia, and lastly on the Salarians. The Salarians never aided the Coalition, Sur'kesh was never attacked. Palaven, Thessia, Earth, Kahje, Dakuuna; all these worlds were attacked and ravaged, however, the Salarians were somehow spared? Rumors that they were in league with the Reapers circulated for years. Following this, the Salarians came clean on many projects to win back public support.

By the year 2236, the Milky Way races had blamed each other for half a century. The Fight against the Reapers continued in the Terminus on a smaller scale. The Reapers, now more careful to indoctrinate as many beings as possible to aid in their conflict beyond Omega. A few planets have been lost to the Reapers since the Respite as our histories now call it. However, since then the Raloi have joined the Galaxy after being notified that the Reapers were pulling back and could be defeated once and for all. The Geth and Quarians continue their shared existence as the two have proven capable of defending the Perseus Veil from all attackers. Additionally, they have become a new hub of scientific discovery, going so far as to claim they are tracking movement in Dark Space once again.


Introduction

Recession and Prosperity: The Galactic Economy is in a state of flux. During Monthly roles, the five (5) largest Economies shape the way in which profit margins are developed. When three out of the five nations score a rating of 8 or higher, prosperity will be initiated. For the next three months, all productivity is increased by 10% and unit cost is reduced by 5%. This time can be added to if it occurs again within three months.

If three of the major economies generate 10s, then this will be compounded to six months, productivity goes up to 15% and unit cost down 10%.

However, should three of the major economies generate two or less during a period of Prosperity that period ends immediately.

Similarly, should three major economies generate a two or less, the economy goes into a recession. Now as you might expect productivity goes down 10% and cost of units go 5% up due to inflation. It lasts once again three months

If 3 nation generate a one a depression occurs. It last 6 months, productivity goes down 15%, and cost of units rise 10%. If a score of 8s is achieved during a recession or depression, the economy goes back to normal.

Logistics: As most of us will already know, each faction starts off with a certain quantity of credits to spend. Each credit represents 500 Million Credits of in game(Mass Effect) currency. However, each faction has a requirement on what they spend these credits on. Example: The Batarian Hegemony will start with 3000 credits. They must spend at least 1500 of those credits on military. They can spend more if they choose to, but the have to spend at least that much. Dreadnoughts, are to be kept strictly at the appropriated levels at game start. However, I will allow you to spend credits to have up to two dreadnoughts under construction. I'll put a disclaimer next to the Dreadnought unit regarding this.


Useful Threads:
IC: Under Construction
Archives: Under Construction


Map is under construction. Please hold...



Faction List:
Asari Republics:
Turian Hierarchy: (Reserved)
Salarian Union: (Reserved)
Batarian Hegemony:
Volus Protectorate:
Illuminated Primacy:
Elcor Courts:
Human Systems Alliance:
Krogan Clans: (Reserved)
Quarian Federation:
Geth Consensus: (Reserved)
Illium:
Raloi Collective:


Reservations are good for 48 Hours unless you TG a suitable reason for tardiness to the OP.


App Structure:
Code: Select all
Faction:
Leader: (You Decide)
Citadel Council member Y/N or N/A:
Brief description of diplomatic relations:
Military state of readiness:
History:
Infrastructure and Claimed Worlds: (Be Reasonable. Don't expand too far from Canon territories before we even start!)
Military:

RP Example:
S13


Quick explanation. Once you've decided that you want the Elcor, say, and are ready to fight the Batarians, consult the price tables below and your starting Credit and Infrastructure in order to build your faction. Purchase from there within the starting cred limit. Roughly stick to canon, but overall you've got a lot of latitude. We expect far more detail for custom factions, such as Batarian Warlords and Corporations, than we do for heavily established factions, such as the Turian Hierarchy. Leaders can be OCs in the event of there being no real detail. The Mass Effect wiki is one of your best friends here. Use it to choose planets - again, roughly within canon - for settlement and construction. Please note that groups purporting to be mercenaries must act as mercenaries, not just conquering armies (however, you can change to a legitimate government at a later time if you choose to). Secondary note: Prices are not yet final. I may tweak them over the next couple days do please do not get upset with me while I try and balance out the system a bit more. Thank you.


Starting Stuff:

Starting Situations:
Asari Republics: 5300 Cr (3700 must be spent on infrastructure) - Free: 2 Urban Areas, 1 fuel Depot, 1 Level 3 Spaceport, 2 Industrial Complexes, 1 Shipyard on Thessia, 1 Urban Area and 2 Mining Complexes on 1 other Athena Nebula World. Free 10 Dreadnoughts, 2 Heavy Cruiser, 6 Light Cruisers, 1 HyperDreadnought (Destiny Ascension). Ground units start with tier 1 combat biotics.

Turian Hierarchy: 5000 Cr (3700 must be spent on Military) - Free 2 Urban Areas, 1 Fuel depot, 1 Level 2 Spaceport, 2 Industrial Complexes, 1 Shipyard on Palaven. Free 15 Dreadnoughts, 8 Heavy Cruisers, 10 Light Crusiers.

Salarian Union: 5100 Cr - Free 3 Urban Areas, 1 Fuel Depot, 1 Level 2 Spaceport, 2 Industrial Complexes, 1 Shipyard on Sur'kesh, 1 Free Urban Area, 1 Fuel Depot, and 1 Mining complex on another Annos Basin World. Free 10 Dreadnoughts (Free Electronic Warfare Upgrade(Special slot)), 2 Heavy Cruisers, 10 Light Cruisers, 5 Free Spec Ops, 1 Free Elite Specialist. Ground units start with tier 1 combat technology.

Systems Alliance: 4800 Cr - Free 1 Urban Area, 1 Fuel Depots, 1 Level 1 Spaceport, 2 Industrial Complexes, 3 Mining Complexes on Earth. 2 Free Urban Areas, 1 Fuel Depot, 1 level 2 spaceport, 2 industrial complexes, 2 mining complexes on Eden Prime. Free Dreadnoughts, 5 Free Fleet Carriers, 3 Heavy Cruisers, 10 Light Cruisers, 5 Escort Carriers, 20 Fighter Squadrons.


Volus Protectorate: 3600 Cr (Must spend at least 1400 on Infrastructure) - Free 2 Urban Areas, 2 Fuel Depots, 1 Level 1 Spaceport, 2 Industrial Complexes on Irune. Free Dreadnought, 10 Frigates, 20 Corvette Packs.

Illuminated Primacy: 3800 Cr (Must spend at least 1400 on infrastructure) - Free 2 Urban Areas, 2 Fuel Depots, 1 Level 1 Spaceport, 2 Industrial Complexes, Level 2 Orbital Defenses on Kahje. Free Urban Area and mining facility on Rahkana. 1 Free Dreadnought, 2 Heavy Cruisers, 10 Destroyers.

Elcor Courts: 2900 Cr (Must Spend at least 1500 on infrastructure) - Free 1 Urban Areas, 3 Industrial Complexes, 1 Fuel Depot, 4 Mining Complexes, 1 Level 1 Spaceport on Dekuuna. Free 4 Heavy Cruisers, 10 Light Cruisers, 2 Infantry (Heavy Weapons Special Upgrade)

Krogan Clan ____ : 2500Cr (Must spend 1500 on military) - Free 1 Urban Area, 1 Mining Complex, 1 Industrial Complex or 4 Mining Complex, 2 Industrial Complex, 1 Military Barracks. Free 10 Militia Divisions (Close Combat and Low Quality Weapons in special upgrade slots), 1 Medium Armor Division, 1 Elite Specialist (Clan Leader).


Raloi Collective-1700 Cr - 2 Free Urban Areas, 5 Mining Complexes, 2 Industrial Centers on Turvess. Free 10 Gunship Wings, 4 Heavy Armored Divisions, 2 Artillery Divisions, 10 Infantry Divisions.


Geth Concensus: 3400 Cr (Must spend 1900 on infrastructure) - Free 1 Urban Areas, 5 Mining Complexes, 5 Industrial Centers, 1 Major Industrial Center, 1 shipyard, 1 Level 2 Spaceport on any Perseus Veil world aside from Rannoch. 6 Free Dreadnoughts, 20 Light Cruisers, 10 Infantry. Ground units start with tier 1 combat technology.

Quarian Federation: 3400 Cr - 2 Urban Areas, 5 Mining Complexes, 1 Shipyard, 1 level 1 spaceport on Rannoch. 4 Free Dreadnoughts, 2 Free Battlecruisers, 5 Free Light Cruisers, 10 Free Destroyers.

Illium: 3500 Cr - Free 3 Urban Areas, 3 Industrial Centers, 1 Shipyard, 1 Level 2 Spaceport on Illium. 1 Free Dreadnought, 2 Free Heavy Cruisers, 5 Free Light Cruisers, 10 Infantry Divisions. Ground units start with tier 1 combat biotics.

Batarian Hegemony: 3500 Cr (must spend at least 1500 on Military)- Free 1 Urban Areas, 1 Fuel Depot, 1 Level 1 Spaceport, 2 Industrial Complexes, 2 Mining Complexes, 1 Gambling Den on Khar'shan. 1 Urban Area on any other Kite's Nest world. Free 3 Dreadnoughts, 1 Heavy Cruisers, 5 Light cruisers, 10 Destroyers.


WARNING :: Independent Factions will be heavily limited in this RP as the Reaper War is currently Ongoing. Independent factions in the Terminus will come under attack early and often and will find it difficult to maintain independence. GM and any VGMs will be highly critical of any Independent Factions being applied for.

Renegade Turian Colony: 2000 Cr - 1 Free Urban Area, 2 Mining Complex, 1 Industrial Center. 1 Free Heavy Cruiser, 2 Light Cruisers. Base Income:

Independent Asari Colony: 2000 Cr - 1 Free Urban Area, 1 Free Fuel Depot, 1 Free Level 1 Spaceport. 1 Free Heavy Cruiser, 1 Free Elite Specialist.

Batarian Warlord: 2000 Cr - 1 Free Urban Area, 1 Free Fuel Depot, 1 Free Shipyard, 1 Free Gambling Den.Free 2 Light Cruisers, 1 Light Transport, 2 Infantry.

Pirate/Smuggler: 900 Cr - 1 Free Minor Space Station in Traverse or Terminus. Free 2 Destroyers, 4 Frigates, 1 Light Transport, 1 Infantry, 2 Spec Ops, 1 Elite Specialist (Leader).


Factions Shop

This is where you will purchase your infrastructure and military hardware. A few tweaks have been made to permit players with slightly different complexities than previous editions. Also, many of the reductions to building time have been removed, this has been offset by some of the ships and units having reduced training/construction time.

Base Structures

15-Planetary Fuel Depot (limit of 2 per world garner 5 extra credits monthly, prerequisite for the construction of any Major structures or Urban areas)

10-Mining Complex (Limit of 5 per planet-Garner 5 credits/month)

15-Industrial Complex (Limit of 3 per planet- Garner 7 Credits/month)

100 - Urban Areas (Limit of 5 per Garden World) Credit income is based on number of Urban Areas. For each new urban area the income from each goes up by 5/month. Starts at 30 and maxes at 50. (1-30, 2-35, 3-40, 4-45, 5-50)

30-Major Mining complex (Limit of 2 per planet- Garner 15 credits Monthly, requires at least 2 Mining Complexes and one Fuel Depot on planet)

40-Major industrial complex (Limit of 1 per planet- garners 15 credits monthly, reduces local ship production by 10%, requires at least one Fuel Depot and one Urban Area on planet to build)

Major Structures

50 - Shipyard (Limit of 1 per world, garner 15 credits monthly, required for construction of any ship types. Requires at least 1 Industrial Complex and one Urban Area on the planet to construct. Cannot be built on a planet with a Military Shipyard or Civilian Shipyard)

500 - Military Shipyard (Upgrade to Shipyard, garner 15 credits monthly, lowers local ship production time by 15%, adds 150 construction capacity to the planet it is built on. Requires at least 1 Major Industrial Complex, 2 urban areas, and two fuel depots. Cannot be built on planet with Civilian Shipyard)

500 - Civilian Shipyard (Upgrade to Shipyard, garner 75 credits monthly, requires at least 1 Major Industrial Complex and 1 Urban Area on the planet to construct. Cannot be built on a planet with Military Shipyard)

350 - Research Station (Limit 1 Per System) Allows for a faction to start a research project. Produces 10 points per month of a pre-determined amount. Reduces income of planet it is built on by 30 credits/month. Research Projects can aid towards Special Projects or can be small standalone projects. (Ask OP before starting a research project or special project)

250 - Intelligence Center (Limit 1 per World) Allows a faction to start an espionage mission. Creates one Intelligence Point that can be spent on an Espionage Mission. Costs 20 Credits/month to maintain.

160 - Small Spaceport (Limit 1 Per world, garner 4 credits/month for each infrastructure on the surface of the planet, Require Fuel Depot)

350 - Large Spaceport (Limit 1 Per System, garner 8 credits/month for each infrastructure on the surface of the planet, Requires Urban Area, Fuel Depot,j Small Spaceport on the planet)

700 - Major Spaceport (Limit 1 per Cluster, garner 16 credits/month for each infrastructure on the surface of the planet, Requires 5 Urban Areas, 2 Fuel Depots, Shipyard, Major Industrial Complex, 3 Large Spaceports in Cluster)




100-Orbital Mining Station (limit 1 per world, must be placed on an uninhabitable world, no defenses, garner 30 credits monthly.)

250-Orbital Habitat (Limit 2 per world, must be placed on uninhabitable world(excludes Barren worlds), no defenses, garner 45 cr/month.)

800-Orbital Shipyard (limit 1 per planet, increases production capacity of a planet by 200. Reduces construction time by 10%). Required for Dreadnought production

200- Orbital Industrial Yard: (Limit 1 per planet, garners 40 credits monthly, requires Major industrial Complex or Orbital Mining Station on planet)

500/800 - Orbital Research Station: Produces 10 Research Points per month, Costs 30 Credits per month to maintain. Maximum two per system, second one built costs 300 Credits more. Requires Orbital Fuel Refinery in system.

300 - Orbital Defense Platform: Mounting Class II Defense Guns and formidable armor and kinetic barriers, this station safeguards systems against enemy attacks. Maximum two per planet.



Listening Outpost: 150 Cr. Comes Equipped With Level 1 Orbital Defenses, Level 1 Sensor Station.
Defense Outpost: 400 Cr. Comes Equipped with Level 2 Orbital Defenses
Max of 3 Outposts Per System

400 - Minor Space Station* (Limit 2 per system, you may buy up to level 1 planetary defense guns on them, +10% total system credits monthly for each, percentage effects stack, may place up to 1 Fuel Depot and Urban Area on station, examples include Jump Zero, Grissom Academy)

1500 - Advanced Space Station* (Limit 1 Per Cluster, you may buy up to level 2 planetary defense on them, +20% total System Credits/month. Can have any planetary buildings on them except mining complexes or major mining complexes. Urban Areas are limited to 3 however and can only have a small spaceport on them)

3000 - Major Space Station* (Limit 1 per faction, you may buy up to level 3 planetary defense guns and any planetary buildings except mining complexes or extensive mining complexes on them, +30% total system credits monthly for the system it is in, +5% for every Small Spaceport or Spaceport in system, percentage effects stack with small stations, examples include Arcturus Station)


Defenses do not count towards the total buildings for a spaceport's income.

20- Ground Fortifications lvl. 1 A few trenches and light gun emplacements, these will only slow down the least determined of foes.
40(60) - Ground Fortifications lvl. 2 Some bunkers, minefields, artillery positions. A more formidable proposition designed to resist average attacks, though it will still crumble in time.
80(140) - Ground Fortifications lvl. 3 Underground fortresses, automated defenses, storerooms to let your soldiers survive sieges for months. Expect a fight if you run in to a world with one of these.
160(300) - Ground Fortifications lvl. 4 Kinetic shields, surface to surface missile systems, reinforced bunkers, repair systems, vehicle bays to avoid bombardments... defensive structures of this caliber will hold up even a major assault for months if properly manned.

These are upgrades on the existing Fortifications; no stacking.



50 - Planetary defense guns lvl1. Designed to see of a few pirate frigates or maybe a destroyer, not worth much if actually pressed by orbital fire.
100(150) - planetary defense guns lvl2.(require at least 1 Fuel Depot on planet) Capable of engaging vessels up to cruiser class, they can destroy light fleets without excessive difficulty.
200(350) - Planetary defense guns lvl3.(require at least 2 Fuel Depots on planet) Heavy guns meant to even make battlecruisers sit up and take notice, these guns are hardened and camoflagued so well they can duel an opposing fleet with equanimity.

These are upgrades on the Defense Guns; again, no stacking.

150 - Planetary Sensor Stations Lvl 1. (Effective in detecting and pinpointing Heavy Vessels)
200(350) - Planetary Sensor Stations Lvl 2. (Level 1 + Medium Vessels)
300(650) - Planetary Sensor Stations Lvl 3. (Level 2 + Light Vessels)
1500(2150) - Planetary Sensor Network (Level 3 Sensor Stations + Ground Units)
These are upgrades on Planetary Sensor Stations; stacking, don't.


Units

Fleet Carrier (Has 6 slots for any combination of fighter and interceptor wings) 85 Credits 9 months
Dreadnought 100 Credits, 10 months, Requires Orbital Shipyard to build. (NOTE: Factions may not have more than 2 of these in their starting arsenal. You haven't needed them.)
Battlegroup carrier (Has 4 slots for any combination of fighter and interceptor wings) 45 Credits 4 months
Battlecruiser 60 Credits 7 months
Heavy Cruiser 45 Credits 6 months
Bulk Transport 50 Credits 5 months - can carry 12 units



Mining Ship 45 Credits 3 months - +20 credits/month. 25, if an system with a Orbital Mining Station.
Light Cruiser 25 Credits 3 months
Escort Carrier (Has one slot for either a fighter or interceptor wing) 20 credits 3 months
Transport 25 Credits 2 months - can carry 5 units
Destroyer 15 Credits 2 months
Frigate 10 Credits 2 months



* Light Vessels can NOT equip GARDIAN systems, Drop Ship Hangar, and Boarding Troops
Corvette Pack (group of 3) 4 Credits 2 months
Assault Landers (Squadron of 10) 3 Credits 1 month
Fighter wing (Group of 30) 6 Credits 1 months
Interceptor wing (Group of 40) 7 Credits 1 months
Light Transport 7 credits 1 month- can carry 1 unit



Ground Units - No matter how powerful your navy is, your Imperium can fall if someone else lands on your planet and all those glorious Dreadnoughts are powerless to stop them from entering your capital and capturing your leaders. Besides, most of these guys are easier to train than it is to build up a fleet of dreadnoughts anyway.

Infantry Division (30,000 troops) 10 credits, 3 months.

Militia Division (30,000 troops) 6 Credits, 1 months.

Armored division(240 vehicles, 15,000 troops) 25 credits,3 months.

Ares Mech Division (15,000 Mechs) 5 credits, 1 month

Leto Mech Battalion (150 Leto mechs, 7500 Ares Mechs) 20 Credits, 2 Months

Artillery Battalion (74 Artillery pieces, 2500 troops) 10 credits, 3 months.

Combat Engineers (1,000) 7 credits, 3 months.

Anti-Orbital Missile Force (55 vehicles with launchers, 400 troops) 10 Credits, 3 months

Spec-ops team (27 operatives) 6 creds, 4 months, free Elites upgrade.

Gunship Wing (34 gunships) 5 Credits, 3 months.

Airmobile Infantry Brigade (100 transport/support gunships, 3000 troops) 15 credits, 5 months.

Elite Specialist 8 credits, 4 months, 3 free upgrades of choice + free Elites upgrade - Elite Agent of a Faction, these are your equivalent to N7 operatives, Elite STG/Asari Commando, etc..


Upgrades

Upgrades: Ships can have up to two upgrades unless an upgrade is provided by Pros/Cons

Dropship Hangar: +5% Cr - Just when you thought that those scary Dreadnoughts couldn't get worse, Marines come pouring out of the bottom towards your city.
Boarding Troops: +5% Cr - A group of individuals whom have a deathwish. They are what makes civilian ships so afraid of pirates.
Enhanced Life Support System: +5% Cr - Your Ship has been shot through with holes, but fortunately your captain bought you a fancy life support system to save your sorry hide. Next time you will remember to turn on the shields.
Enhanced Electronics Warfare: +15% Cr - Only way to truly protect yourself from Electronic Warfare, is with Electronic Warfare
Thanix Cannons: +20% Cr - When your enemy is packing shields or has additional armor. HVMD it.
Disruptor Torpedo Banks: +15% Cr - Nothing says "I hate you" Like tearing apart an enemy ship with random mass effect fields
Javelin Launcher: +15% Cr - Need to hit someone hard? Lanch it.
Ablative Armor: +20% Cr - GARDIAN Beams worry you? No more! Disperse those lasers.
Advanced Armor: +50% Cr - Nothing says safe like top of the line armor
Multicore Shielding: +20% Cr - Soft ship? Hard Shields!


Ground Units can have up to two upgrades, unless an upgrade is given from Pros/Cons

Elites: 10x Original Cost - The Best of the Best. No one stands long against the Elites. This upgrade may only applied to Infantry, Marines, and Armoured Divisions. No more than 5% of your divisions exactly may purchase this upgrade. If you have 20 divisions, one may be Elite. That’s about how far the tolerance goes. Not available to factions who don’t have enough divisions to achieve a perfect 5%. Divisions are counted as units with Division in the title.
Drop Troops: +20% Cr - So you have Dropship Hangars, but do you have the drop troops to go with them?
Stealth Training: +50% Cr - For those days when you need to avoid that one last patrol to get to your goal
Electronic Warfare Training: +50% Cr - Being able to turn off enemy mechs and security systems, or disrupt their kinetic barriers could really help turn a battle in your favor
Combat Biotics: Turns out your friends can lift a tank with their mind, I bet that helps.
Tier 1: +25% Cr (Barrier, Lift, Throw, Pull)
Tier 2: +100% Cr (Singularity, Slam, Warp, Lance, Lash, Charge, Warp Ammo, Backlash)
Tier 3: +200% Cr (Shockwave, Nova, Biotic Orb, Reave, Flare, Annihilation, Dark Sphere)
Combat Technology: How can an enemy fight you if they are a popsicle?
Tier 1: +15% Cr (Overload, Incinerate, Cryo Beam, Combat Drone)
Tier 2: +75% Cr (Tech Armor, Flamethrower, Invasion, Energy Drain, Assault Turret, Tactical Cloak, Incineration Ammo)
Tier 3: +150% Cr ( Snap Freeze, Neural Shock, AI Hacking, Submission Net)
High Quality Weapons: +25% Cr - Sure helps to know that you have the latest assault rifle, while your opponent has older, outdated models.
Low Quality Weapons: -25% Cr - A part of the evil dictator starter kit. Standard issue for those who seek quantity over quality.
Flamethrower Team: +15% Cr - There is always that one hot guy who steals the fun out of rushing a machine gun nest.
Heavy Weapons Team: +15% Cr - Tanks? Not a problem if your friend brought along the Rocket Launcher.
Sniper Team: +15% Cr - Left your hot friend at home? Bring this guy, he has the pull to help your entire team score!
Close Combat Specialization: +10% Cr - Perfect for those up close and personal one liners.
High Quality Armour: +20% Cr - Nothing improves morale like a new set of top quality armor.
Advanced Kinetic Barrier: +30% Cr - Faster Recharge, Stronger Barrier. That's our motto.
Low Quality Armor: -10% Cr - For those of us who see armor as a burden and don't see the use in paying for extra protection for their soldiers.
No Kinetic Barrier: -30% Cr - You remember those days when shields didn't exist? Now you can remind your medical staff and the infantry so they are more grateful.


Monthly Prosperity Check - This section will be more heavily outlined later. It is based on NAI's Monthly Roll and will function in the same capacity.


Planetary Data
Planets are vital to every species. They are cradles of life, bastions of civilization, and centers of industry. However, not all planets are created equal. And what planets there are are not always suited for life. And of those, some may not be suited for your life. A Garden world for one race may only be a Near Garden World for another, though you won't need to worry about that too often. Post-Garden Worlds are counted as Near-garden worlds for the purpose of this RP and can be revitalized fully with the right quantity of credits and terraforming. The natural income must be matched in planetary spending before you gain access to the resources on the planet. Ex: a garden world requires 100 credits worth of infrastructure, barren world 25, etc. Credits goes to Nuxipal.

Garden Worlds: Identified as a planet with ideal conditions for life. (Can vary for different Races)
Natural Income 100 Cr/Month
Natural Pc: 700
Special: Free Level 1 Ground Fortification with purchase of first Urban Area

Near-Garden Worlds: Identified as a planet which once supported a great deal of life, but is fading or has faded from full garden status. (Can Vary for different Races)
Natural income: 75 Cr/Month
Natural Pc: 500
Special: 80% (Rounded down, Minimum 1) of Maximum Infrastructure

Non-Hostile Terrestrial: Identified as a planet which has a protective Atmosphere allowing for large-scale operations
Natural Income: 50 Cr/Month
Natural Pc: 300
Special: 50% (Rounded down, Minimum 1) of Maximum Infrastructure

Hostile Terrestrial: Identified as a planet which has a protective atmosphere, but has a chemistry which is considered dangerous to infrastructure and lifeforms.
Natural Income: 40Cr/Month
Natural Pc: 100
Special: 25% (Rounded down, Minimum 1) of Maximum Infrastructure. Cannot Have Gambling Dens or Spaceports.

Barren World: Identified as a planet which has no protective atmosphere or is an asteroid of significant size.
Natural Income: 25 Cr/Month
Natural Pc: 100
Special: 20% (Rounded Down, Minimum 1) of Maximum Infrastructure. Cannot have Urban Areas.

Gas Giant: Self-explanatory
Natural Income: 40Cr/Month
Natural Pc: 0
Special: Cannot have surface infrastructures

Garden Moon: Garden Moons are identified as being Garden or Post-Garden worlds orbiting a Gas Giant or other planet.
Natural Income: 60 Cr/Month
Natural Pc: 300
Special:80%(Rounded down, Minimum 1) of Maximum Infrastructure. Level 1 Ground Fortification granted free with first Urban Area.

Barren Moon: Barren Moons are identified as major moons(Luna size and above) which are not Garden Moons.
Natural Income: 10cr/Month
Natural Pc: 0
Special: 10% (Rounded down, Minimum 1) of Max Infrastructure. Cannot Build Urban Areas

Asteroid Belt: Asteroid Belts are uncolonizable, but can have orbital structures built within them.
Natural Income: 10cr/Month
Natural Pc: 0
Special: Normal Orbital Infrastructure allowed, cannot Build Urban Areas.



Research and Development (R&D Division):
Code: Select all
Research Application:
Operation Name:
Name of Technology:
Classification( ie: biotic, AI, Reaper):
Description:
Location of Research Station:
Proposed amount of Tech Points:
Actual amount of Tech Points(for OP and Co-OP):
Proposed Cost:
Actual Cost:
Proposed Benefits:
Actual Benefits(for OP and Co-OP):
Status (for OP and Co-OP):


Explanation: Once you have constructed a Research Station, you know have the ability to start researching technology. All research stations produce 10 points but each new research or project is different. Some research will be 10 point, others 120. More than one research station can research a project to speed up time, and other factions can help. Monthly rolls can either speed up or delay research. The type of benefits and amount of time is determined by the OP and/or Co-OP in coordination with the researching faction.

Research Applications are not a matter of public record; do not post them here in the OOC, or even in the IC. Instead, TG them to your OP or if he is busy and says to do so, to your Co-Op. They will determine the relevant costs and effects of new research or projects. The only thing other factions will know is the Operation Name, which must be posted in the IC when an Operation is begun. All Research completed however becomes a matter of public record, and must be posted in your relevant Codex Entry.

Credit to G-Tech


Espionage
Everyone wants to know what other people are doing; maybe you need to counter a rising threat by sabotaging some production, maybe you want to get your hands on that new industrial innovation. That's where Espionage comes in to play. Again, Espionage is obviously not part of the public record: here is your application to send to your OP when beginning espionage.

Code: Select all
Operation Name:
Espionage Target World:
Objective of Espionage:
Anticipated Intelligence Cost:
Actual Intelligence Cost:
Anticipated Credit Cost:
Actual Credit Cost:


Espionage will not always be successful, and can be countered by the spending of other factions on counter-Intelligence. Intelligence Points can be assigned to counter-Intelligence or Espionage Missions. As a general rule of thumb, one point spent on counter-Intelligence will have a 50% chance to prevent two points of Intelligence spent on Espionage from being successful, with a 50% chance of revealing the perpetrator regardless of Espionage success. Technology may only be stolen from worlds which have a Research Station, and only if your faction has the prerequisite technology to understand the technology you intend to steal. Worlds without an Intelligence Center are twice as easy to steal from; counter-Intelligence spending must be equal to Espionage spending to counter such an operation.

Credit to G-Tech


Endeavors

Sometimes, a faction might want to accomplish a certain objective, but be unable to do so within the guidelines and mechanics previously outlined. This might be recruiting a special military unit, creating a special project, or even conducting a secret operation. In such a case, a faction can TG the OP and start an Endeavor. Endeavors have an assigned amount of posts they may take to complete, but provide events to post about and ways to stimulate activity while rewarding active writers.

Credit to G-Tech


The Ban List:
There is one, no public name will be announced, but if they appear they will be removed
Last edited by Nuxipal on Mon Mar 05, 2018 10:06 am, edited 4 times in total.
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Nuxipal
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Corrupt Dictatorship

Postby Nuxipal » Mon Feb 19, 2018 10:00 am

Holding position...
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G-Tech Corporation
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Postby G-Tech Corporation » Mon Feb 19, 2018 10:13 am

Beep boop.
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Ralnis
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Postby Ralnis » Mon Feb 19, 2018 10:21 am

Guessing the Vorcha will be under Reaper occupation?
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Nuxipal
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Postby Nuxipal » Mon Feb 19, 2018 10:23 am

Ralnis wrote:Guessing the Vorcha will be under Reaper occupation?


Pretty much. They didn't fare well in the Reaper War.

http://masseffect.wikia.com/wiki/Heshtok


Description of the battle here: http://masseffect.wikia.com/wiki/Lihrat
Last edited by Nuxipal on Mon Feb 19, 2018 10:24 am, edited 1 time in total.
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Ralnis
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Postby Ralnis » Mon Feb 19, 2018 10:31 am

Nuxipal wrote:
Ralnis wrote:Guessing the Vorcha will be under Reaper occupation?


Pretty much. They didn't fare well in the Reaper War.

http://masseffect.wikia.com/wiki/Heshtok

Would it be impossible to say that there's a Vorcha colony somewhere in the Traverse, like Korlus?

If not, I'll try to pull off something else more crazy.
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Nuxipal
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Corrupt Dictatorship

Postby Nuxipal » Mon Feb 19, 2018 11:56 am

Ralnis wrote:
Nuxipal wrote:
Pretty much. They didn't fare well in the Reaper War.

http://masseffect.wikia.com/wiki/Heshtok

Would it be impossible to say that there's a Vorcha colony somewhere in the Traverse, like Korlus?

If not, I'll try to pull off something else more crazy.


I'd say yes, if I wasn't planning on cracking down pretty hard on the indie groups this time around. We do need the main players before we branch out considering small factions likely would not have survived to this point.
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Segmentia
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Mother Knows Best State

Postby Segmentia » Mon Feb 19, 2018 12:21 pm

Time to think about who to be.
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Jhet
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Ex-Nation

Postby Jhet » Mon Feb 19, 2018 12:34 pm

Tag

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G-Tech Corporation
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Postby G-Tech Corporation » Mon Feb 19, 2018 12:38 pm

Just for the record, reserb le Geth.
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Segmentia
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Postby Segmentia » Mon Feb 19, 2018 12:52 pm

I'd like to reserve the Turian Hierarchy.
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Elerian
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Father Knows Best State

Postby Elerian » Mon Feb 19, 2018 12:54 pm

I might apply for the Salarians or Turians cause they usually go vacant.
Last edited by Elerian on Mon Feb 19, 2018 12:55 pm, edited 1 time in total.

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Segmentia
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Mother Knows Best State

Postby Segmentia » Mon Feb 19, 2018 12:59 pm

Elerian wrote:I might apply for the Salarians or Turians cause they usually go vacant.


Aha, my sudden change of faction reservation has tripped one person up!
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Ralnis
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Founded: Aug 06, 2012
Inoffensive Centrist Democracy

Postby Ralnis » Mon Feb 19, 2018 1:01 pm

May just go Krogan. Have they been given the cure and Wrex alive?
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Nuxipal
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Corrupt Dictatorship

Postby Nuxipal » Mon Feb 19, 2018 3:25 pm

Ralnis wrote:May just go Krogan. Have they been given the cure and Wrex alive?


I did kinda rush the ME:3 story portion. Seem to have missed that major decision. If you go Krogan, you can decide the fate of Wrex and the cure. Of course, it will be a few decades since the cure went into effect and the first generation of new Krogan will be coming of age now.
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Elerian
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Postby Elerian » Mon Feb 19, 2018 4:35 pm

Are you going to add all those clusters/systems from the last rp, Nux?

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Nuxipal
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Postby Nuxipal » Mon Feb 19, 2018 5:05 pm

Elerian wrote:Are you going to add all those clusters/systems from the last rp, Nux?


Not sure yet. I might just pull over my own map to start us with, we do have a new map being worked on by Jhet.
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Turkducken
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Left-wing Utopia

Postby Turkducken » Mon Feb 19, 2018 6:04 pm

What’s the difference between the Human Systems Alliance and the United Nations of Earth? They seem redundant
Discord: Turkducken#3718

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Metal...Gear?!

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Jhet
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Ex-Nation

Postby Jhet » Mon Feb 19, 2018 7:11 pm


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The Orson Empire
Post Czar
 
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Founded: Mar 20, 2012
Left-wing Utopia

Postby The Orson Empire » Mon Feb 19, 2018 7:23 pm

Cool, this is back.

And I'm also wondering about the difference between the UN and the Systems Alliance.

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Elerian
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Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Mon Feb 19, 2018 7:44 pm

Turkducken wrote:What’s the difference between the Human Systems Alliance and the United Nations of Earth? They seem redundant


I don't think the UN is supposed to be there. Nux probably just took the list from the First Contact RP from a bit ago.



That's a whole lotta clusters.

Also, did you get my TG?
Last edited by Elerian on Mon Feb 19, 2018 7:45 pm, edited 1 time in total.

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Ralnis
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Posts: 28558
Founded: Aug 06, 2012
Inoffensive Centrist Democracy

Postby Ralnis » Tue Feb 20, 2018 10:44 am

Nuxipal wrote:
Ralnis wrote:May just go Krogan. Have they been given the cure and Wrex alive?


I did kinda rush the ME:3 story portion. Seem to have missed that major decision. If you go Krogan, you can decide the fate of Wrex and the cure. Of course, it will be a few decades since the cure went into effect and the first generation of new Krogan will be coming of age now.

That's something I could do. I like Wrex and Wrev isn't good for the Krogan but I don't know how to RP as Wrex.

Though I still like the idea of a Vorcha colony in Korlus, had an idea that they were looking to have an embassy on the Citadel and getting foreign support as they form a buffer against the Terminus and use thst as a means to ultimately take back Heshtok.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Turkducken
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Left-wing Utopia

Postby Turkducken » Tue Feb 20, 2018 1:02 pm

@Ralnis: I’ll be taking a stab at Clan Urdnot if you pass over them, so just let me know. Otherwise I’m taking the Systems Alliance.
Discord: Turkducken#3718

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Ralnis
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Inoffensive Centrist Democracy

Postby Ralnis » Tue Feb 20, 2018 1:13 pm

Turkducken wrote:@Ralnis: I’ll be taking a stab at Clan Urdnot if you pass over them, so just let me know. Otherwise I’m taking the Systems Alliance.

Well it's up to Nux about tbe indie idea, could be more accepted since I'm being supported in some way and looking to become an associate of the Citadel but I'll let you know if it happens.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Nuxipal
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Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Wed Feb 21, 2018 8:23 am

Ralnis wrote:
Turkducken wrote:@Ralnis: I’ll be taking a stab at Clan Urdnot if you pass over them, so just let me know. Otherwise I’m taking the Systems Alliance.

Well it's up to Nux about tbe indie idea, could be more accepted since I'm being supported in some way and looking to become an associate of the Citadel but I'll let you know if it happens.


Know what, go ahead. Korlus isn't a stretch for a group of inbred Vorcha to settle on. Perhaps they have even learned that cooperation is better than extermination after they have learned what has happened on their homeworld they may even stay that way.


Additional: Turkducken is being promoted to Co-OP

if anyone else wants to assist in the administration of this RP, please let me know.
Last edited by Nuxipal on Wed Feb 21, 2018 8:24 am, edited 1 time in total.
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