MURPHY'S LAW - TECH INNOVATIONS

Ship Tech

Nemo-Michaels Reactor – An innovation created by Dr. Dan Nemo and Dr. Sean Michaels, the Nemo-Michaels reactor is an exotic hybrid of a fusion reactor and an Eezo drive core. It produces insane amounts of energy while using half as much helium-3 as traditional reactors. The fusion reactor feeds into the eezo core, while static produced from the Eezo core is discharged into the fusion reactor. This feeder loop creates high-reactive plasma that can be used to power variable-impulse plasma engines. If one core is damaged, the other can work independently from the other at the cost of helium-3, static buildup, and a lack of energy needed to properly operate a Gravity Drive.

: Variants :

Prototype – Built as proof-of-concept, decommissioned after Mk.1 was finished. Netted 1.9 petawatts of electricity per hour at full power.

Mk.1 – First real NM reactor, was installed on Aldrin Station after its completion. Netted 2.3 petawatts of electricity per hour at full power. Destroyed after destruction of Aldrin Station.

Mk.2 – Most common generation of the NM family, mounted inside most starships and small space stations. Nets 3.5 petawatts of electricity per hour at full power.

Mk.3 – Large version of Mk.2 specially designed for SMACs, dreadnoughts, and large planetary installations. Nets 4.4 petawatts per hour at full power.

Mk.4 – Miniaturized version of the Mk.2 for use on small ships, walkers, and other heavy military or industrial equipment. Nets 2.6 petawatts of electricity per hour at full power.

Mk.5 - Specially designed Mk.3 for Caprica-class battlestars, toolled to increase plasma production. Nets 5.1 petawatts per hour at full power.

(Note: The Nemo-Michaels Reactor needs to be in constant equilibrium for maximum power output. A serious imbalance between the two cores can create either dangerous static buildup or an uncontrollable energy influx. Either event can kill the crew and destroy electrical systems without proper shielding.)

"These reactors are so powerful and efficient, it's almost unbelievable. We never thought we'd ever cook up a power plant as deviously clever as this." – Dr. Sean Michaels with Dr. Dan Nemo, giving an exclusive tour of the Mjölnir Titanworks Futuretech Museum in Windham City.

Gravity Drive – A revolutionary drive core developed by Task Force Cerebellum that violently manipulates gravity to achieve FTL speeds. Counteracts background gravity, causing the ship to effectively "fall" towards its destination without the threat of inertial force or time dilation. Unlike the Tantalus Drive Core developed between the Alliance and Turian Hierarchy, the Gravity Drive can propel ships at speeds comparable to those of Mass Relays. Gravity Drives can also function for longer periods by emitting much stronger magnetic fields at a more consistent rate. These advantages are offset by the need for incredible amounts of energy and long recharging times, which are easily met by the inclusion of a Nemo-Michaels Reactor.

"We never envisioned that we could ever surpass Mass Relays… but today is the dawn of a new age. My life's greatest work is now a reality." – Dr. Jack Windham, recorded quote from 2181 test flight.

(Note: Gravity Drives need to be constantly calibrated and monitored. A damaged or improperly mounted Gravity Drive can cause irreparable damage or total destruction to a ship if its magnetic fields fail while traveling at FTL speeds. If a Gravity Drive is damaged, resort to the use of Mass Relays instead.)

Weapons

Ionized Plasma Projector (IPP) – The brainchild of Sean and Mara Michaels, the IPP (more commonly known as the Plasma Gun) is a specialized weapon that harnesses the unique synthetic plasma created inside a Nemo-Michaels Reactor. It fires fist-sized super-heated particles suspended in a shaped magnetic field at extreme speeds. It ignores any kinetic or energy shielding and impacts with intense heat, easily burning through traditional combat armor and cooking the target. The only major downsides to the IPP are that it requires oxygen to properly function, making it impossible to use in space or on low-oxygen worlds, and ammunition can become scarce during prolonged conflict.

"This baby is yet another glorious byproduct of Dr. Nemo and I's reactor system. I named the first prototype "Vera"... props to anyone who gets that reference." – Dr. Sean Michaels, showing off the original line of prototypes in the Mjölnir Titanworks Futuretech Museum.

(Note: IPPs and IPAs have been successfully tested in space environments by suspending the particles in an oxygenated field, though this method of projection is extremely wasteful and cost-inefficient. It is unlikely space-based IPPs or IPAs will progress past the experimental stage.)

Super Magnetic Accelerator Cannons (SMACs) – A mostly forgotten weapon system after the advent of mass accelerator technology, coilguns were reintroduced and "beefed up" by Dr. Sean Michaels shortly after the Battle of The Citadel to combat the immense threat of the Reapers. Mounted on specially-made space stations called Orbital Defense Platforms, SMACs are extremely large weapons that, with the assistance of mass effect fields, use giant magnetic coils to launch 3,000 pound projectiles at 14% of light speed. The impact is enough to kill any ship in one shot, including most classes of Reaper. Though slow to fire, hard to aim and needing dedicated Mk.4 NM reactors, battle-clusters of ODPs with overlapping fire are more than enough to compensate for these slight downsides.

"The first and last line of defense against the worst scum of the universe." – Unknown, attributed to a sci-fi movie from the late 20th century.

(Note: Always check your firing solutions. SMACs, like other, similar large-scale mass accelerators, are prohibited by galactic law to be fired without a proper targeting solution. Anyone who attempts to do so will be subject to the fullest extent of the law.)

"Knight" Particle Laser System (PLS) - Developed by Dr. Dan Nemo shortly after the Battle of Fehl Prime, the PLS is a 80mm plasma-accelerated particle laser capable of vaporizing matter on a molecular level, exceeding the temperature of Sol's photosphere at 7600°K. The violet ray can instantly burn through most known materials, destroying targets in seconds with pinpoint precision. Though powerful, exact targeting is needed to make proper use of the system, and cooldown and recharge times limit it to one shot every seven minutes.

"Vhwop!" - Unknown Confederation Navy Captain

(Note: Firing the system without sufficient cooldown time can result in catastrophic damage to the weapon system and any connected ship systems. Carefully study all instructional materials before attempting operation of the PLS.)

"Hunter" Micro Missile System – A new development from Dr. Dimitri Vsevolod, the "Hunter" Micro Missile System is a highly effective space-based weapon inspired by the "Brilliant Pebbles" system from the 1980's. The system utilizes large swarms of remotely controlled, can-sized missiles that can bypass entire GARDAN arrays and target individual ship systems. Though only marginally effective by themselves, they're devastating in groups. The system is remotely controlled by a V.I. on the ship deploying the missiles. There is no effective defense from "Hunter" swarms other than energy and kinetic shielding. Due to normal combat conditions in space, the missiles are nearly impossible to track, but can usually be seen while being deployed as a "cloud of sparkling light" before moving towards their intended target.

"The last thing you'll see is series of silver flashes. By the time you're thinking "what is that" you are hit by dozens of explosions." - Dr. Dimitri Vsevolod, describing the device in action as a virtual demonstration, plays in the Mjölnir Titanworks Futuretech Museum.

Gravity Well Generator – Gravity Well Generators were developed after the Gravity Drive became the new standard for faster-than-light travel around the galaxy. Reverse engineered from a standard Gravity Drive, Gravity Well Generators create a strong, oscillating magnetic "well" that interferes with the Gravity Drive's ability to sustain a stable magnetic field. Without the ability to project a proper magnetic field, the Gravity Drive cannot work. Gravity Well Generators first appeared during the brief Quarian Scism, used by the Admiralty ships to pull "rebels" out of their FTL jumps. Since then, other factions have developed their own versions of the Gravity Well Generator with varying levels of success. Pirates have been known to jury rig old Gravity Drives into miniature Gravity Well Generators.

"Travel Advisory: Pirates have been reported in the [INSERT SYSTEM NAME HERE], all travelers are advised to avoid the sector until it has been cleared by a Confederation patrol." - Automated Confederation buoy message from the Pegasus Offensive.

(Note: Attempting to make a jump while under the influence of a Gravity Well Generator is extremely dangerous, and can result in the destruction of your entire ship. It's recommended that if you need to retreat, either destroy the source or attempt to retreat out of the device's field of influence.)

"Sprint" Nuclear Missile - Developed during the Reaper War by Dr. Dan Nemo and Dr. Dimitri Vsevolod, the "Sprint" Nuclear Missile was developed as an emergency measure against the Reapers. A three-stage system based off of old Sprint ABM designs created by the United States Army, the Sprint is an extreme "heavy penetrator" warhead delivery system intended to bypass missile defense systems and launch payloads into the interiors of targets, maximizing the effectiveness of the nuclear device. Deployed in limited numbers during the war as restrictions on nuclear weapon use were lifted, they were only successful in 39% of engagements due to Reaper's defenses and their mechanical nature. Despite this, they're still carried aboard Caprica-class battlestars even after the Reaper War, a move considered controversial by the Citadel Council.

"Nuclear weapons don't actually work well in space. Other than thermal damage caused by a nearby detonation and subsequent radiation, there's no means to properly transmit the full energy of the warhead into a target. Even then, destructive potential is minimized due to vacuum, giving shockwaves nowhere to go. We figured simply ramming the device into the hull at high speeds, penetrating its armor and going inside offered the best chance of success." - Dr. Dan Nemo on the weapon's conception and use, Mjölnir Titanworks Futuretech Museum.

Utilities

Type III Motorized Exoskeletons – Though most modern military personnel receive gene therapy and most hard suits are equipped with artificial muscles, soldiers in the field are still extremely limited in their strength and movement. Task Force Cerebellum looked to the past when designing the Type IIIs, looking at the beginnings of exoskeleton use. They discovered that with current technology, they could re-introduce motorized exoskeletons in a cost-effective, yet powerful and customizable form. Current Type IIIs can lift an excess of 300+ pounds and allow the user to move up to 60 mph. The only downsides to Type IIIs are their bulkiness and the need for a dedicated battery.

"Now I can live out my childhood dreams of running around and punching through walls like a superhero. All I'm missing is green skin and purple shorts." – Anonymous Alliance Marine

(Note: Type IIIs can be used in both domestic and military situations. Civilians who wish to purchase a Type III must take lessons on its proper use and pay for an exoskeleton license. Military Type IIIs can be customized, but civilian ones cannot. It is illegal for civilians to add modifications to their Type IIIs.)

Type IV Motorized Power Armor – The evolution of the Type III exos, the Type IV takes advantage of the exo's weight handling properties and uses it to its full potential. The Type IV encased the user in an armored shell, made up of a composite mixture of ablative ceramics and titanium. This gives the suit's wearer unparalleled protection from small arms fire, even without the use of kinetic barriers. Wearers enter through the back of the suit, which spreads open like a flower when accepting an occupant. It then seals, protecting the user from gasses or even vacuum. These suits can only be used by qualified military personnel.

"If you want to rush a gun turret, punch a krogan, or take on a platoon of Cerberus troopers, this can do it all. In that order, too." – Anonymous Confederation Marine

(Note: The Type IV does not render the occupant immune to all forms of damage, no matter how much you overclock the kinetic barriers. Be aware of your surroundings, check your targets, and remember that you are mortal. Also, please don't overclock the suit's battery for cooking food during field exercises.)

Modulating Energy Shields (MES) – An incredible breakthrough in shielding technology, Dr. Jack Windham and Dr. Sira Winters created the first true "energy shields" while experimenting with various forms of energy projection. The MES are unique in that they protect from all forms of outside damage, whether low-energy or high-energy in nature. This means that ships equipped with energy shields are immune to most forms of damage, including all but the most powerful mass accelerator weapons. (See: OPD.) MES can only be mounted on larger ships or orbital platforms due to power requirements.

"No matter what you do, this lovely little device will keep you covered. No boarders, no explosions, and no mass accelerator rounds have ever gotten past the Cairo's energy shields." – Captain Cyi'Keno, excerpt from a UCG News Network interview regarding the Battle of Reach in 2186.

(Note: Energy shields are highly energy reliant. As long as you have enough electricity to replace what's lost in combat situations, you can keep them going. Don't try to overclock the emitters or boost the shield capacity, you will run the risk of breaking your shields and leaving yourself exposed.)

Terahertz Locator (TeeEl) – Though implemented in limited forms previously, Dr. Dan Nemo took the "x-ray specs" concept and refined it. TeeEls are specialized locators that use bursts of inaudible sound and Terahertz radiation to help detect shapes or objects through walls. These signals are transmitted to a standard helmet HUD where they are displayed relative to the direction the helmet is facing. TeeEls have numerous applications in domestic and military fields, such as security, surveillance, rescue, and general combat.

"I always wanted to see people through walls, though x-rays are extremely inefficient. This is much better." – Dr. Dan Nemo, describing the developmental process behind the device, Mjölnir Titanworks Futuretech Museum.

(Note: Prolonged exposure to TeeEls can induce minor temporary health problems, including nausea, dizziness, and ringing in the ears. It's recommended that TeeEls be used sparingly to avoid these problems.)

"Snooper" Scanning Device - An important invention introduced at the beginning of the Reaper War. Widely used during the conflict by all branches of various militaries, the Snooper was capable of detecting electromagnetic frequencies, quantum or otherwise, utilized by Reaper forces, especially those associated with indoctrination. It was an invaluable tool for weeding out traitors and indoctrinated agents, and was even capable of warning planetary populations of incoming Reaper forces when hooked into long-range scanning stations. After the war ended, the device became little more than a scientific curiosity, ending up in museums or on the galactic surplus market as a collector's item.

"It was honestly one of the worst jobs in the galaxy, working as a Wards officer during the Reaper War. There were always fights in the starports between refugees and the registered citizens, rampant thefts, and near constant congestion with all the traffic, but a lot of the worst experiences came when they introduced the "Snoopers", as they were called. They were special scanners that could pick up Reaper signals, something that "imprinted" on people or some complicated bullshit like that. Point is, it could tell when someone was being controlled or influenced by a Reaper signal. Indoctrination, they call it. When you'd scan someone and that little thing starts beeping, you had no idea if they were going to remain blissfully calm or attempt to kill you with their bare hands. It ended up getting so bad at one point that we had to perform our scans in three-man teams just so you'd have someone to watch your front and back. It was a nightmare." - Sgt Jan Gould (ret.), excerpt from "C-SEC Officer: The Underworld Between The Wards"

(Note: Older model Snoopers, especially first-generation quarian-built ones, can be dangerous if powered on too quickly, exploding in the hands of its user if the capacitors are exposed to an electrical current exceeding 800 volts. It is recommended that older models remain unpowered.)

Zero Emissions Stealth Suit (ZESS) - As advances in ship-based stealth progressed, it was decided that such innovations, if miniaturized, could afford ground troops, specifically Special Forces, the same benefits. Though cloaking technology existed, it couldn't mask the waste heat created while the stealth field was active, making the device useless to combatants equipped with thermal imaging. Through the use of thermal storage and refined stealth field emitters, the ZESS was created by Dr. Dan Nemo. It solved the problem of waste heat by lining the suit with miniaturized heat sinks, stored below the surface of the insulated outer coating. The removal of the waste heat also allowed the suit to run with much higher efficiency, creating a stealth field twenty times more effective than standard cloaking devices. This, combined with the insulated, vacuum-sealed materials, masks all heat signatures, making the wearer virtually undetectable to thermal imaging and the naked eye.

"While our old cloaking tech turned us into ghosts, the ZESS turned us into devils." -Anonymous Confederation Special Forces Operative

(Note: The power demands of the ZESS are far greater than lower cost stealth systems, due to the cooling systems integrated into the suit. In addition, waste heat must be periodically released to prevent irreparable damage to the suit and user.)

(RESEARCH ARCHIVE, CLASSIFIED TOP SECRET)

ACCESS LIMITED TO PROJECT LEADS AND LEVEL 5 PERSONNEL

Spatial Distortion Device (SDD) – Initially established in the 1970's underneath Area 51, the SDD was the accumulation of decades of work by various physicists. Roughly the size of a baseball field, the SDD was created for one express purpose: to create stable wormholes capable of transmitting matter anywhere in the known universe. It wasn't until the 2020's the device became operational, able to create wormholes for upwards of several minutes. Unfortunately, the device suffered an accidental startup when another team in Area 51 began experimenting with a meteorite containing Element Zero. Dr. Sean Michaels and Dr. Dan Nemo were sucked into the wormhole that formed and assumed to be lost. An energy cascade caused the cooling systems for the SDD to fail, and as a result the device exploded, leaving the project unsalvageable.

(Cause of project termination: Irreparable damage sustained to SDD, project leads MIA.)

- ADDENDUM TO ORIGINAL REPORT -

Document accessed by: Embry, Linda J.

Rank: Major

Authorization: Level 5

Date edited: 10/21/80

Dr. Sean Michaels and Dr. Dan Nemo appeared on the Citadel, October 13th, 2178 at 5:47 AM. An Alliance black ops team was dispatched to retrieve them several hours later and I personally got them up to speed regarding everything that had happened in the years since their disappearance. According to previous and current medical and psychological evaluations, neither one had changed after their "trip" and hadn't aged a single day. We believe that from their perspective, the entire experience had happened in an instant and obviously confirms that the SDD actually did work.

I will attach all relevant documentation to this original report, along with their dossiers. Sir, with them back in the fold, I believe that the project can begin moving forward. It may take some convincing to make them begin their work again, but the proper motivation should ensure their cooperation.

- Major Lynda Embry

Organic-class A.I. Development – Steady development since the advent of computers in the 19th century. First "organic" A.I. was created in 2178 by Dr. Richard Karpyshyn, despite Citadel laws prohibiting such research. The A.I. is "birthed" by firing electrical pulses through a human brain. The A.I. adopts a male personality and an avatar resembling a male 20th century U.S. marine. He chooses the name Powell. After a year of rigorous testing and inquiry from both the scientists and Powell, they give Powell several tasks on the station to keep him busy, while still monitoring his behavior for any possible irregularities. Powell is the Alliance's only A.I. as of 2180, but if Powell stays consistent in his duties, new A.I.s may be created in the future.

(Note: In the event that Powell begins acting erratically in any way shape or form outside of formal testing, it should be reported to Dr. Richard Karpyshyn. In the event Powell begins seriously threatening the lives of Task Force Cerebellum, he should be disconnected from all vital systems and purged.)

Dark Energy Condenser (DEC, or Crucible) – Discovered in three pieces on the planets Reach, Mars, and Sienok, the Dark Energy Condenser (or Crucible is it is referred to in the original plans) is an ancient device originally designed to harvest the ambient dark energy of the galaxy and use it to forcibly stabilize stars that have suffered gravimetric destabilization, an odd phenomena believed to be caused by Element Zero. After a few cycles, the plans were discovered by a species nearing the end of their own cycle and repurposed as a Reaper-killing device. Over millions of years, the design has been added to by countless species until the Protheans found it. While they managed to build it and test it on Reach's destabilized star to great effect, they were forced to utilize it for the purpose of destroying the home system of the Zha'til via induced supernovae. This action, spurred on by indoctrinated agents, doomed the Prothean race.

(Note: Per the conditions outlined in the post-war Aldana Treaty, the United Confederation and Citadel Council hold joint control over the Crucible, with the United Confederation maintaining its security in a remote system known only to the Council, President of the Confederation, a high-ranking military members on both sides.)

The Ares Device - The Ares is a fusion bomb created in the rush to fend off incoming Reaper forces prior to the Battle of Reach. The bomb consists of three parts, an osmium core, a cluster of twelve hydrogen warheads arranged equally around it, and a thick titanium casing. Upon detonation, the hydrogen bombs, in conjunction with the shield, fuse the osmium to the point where it briefly creates a small star that almost immediately decays under its own force. In the final stage of detonation, it explodes with 800,000,000,000 kt of energy, enough to vaporize anything within the immediate 110,000 km blast radius. The Ares was only built and used once, detonated above the star PX-192 prior to the Battle of Reach. The explosion eliminated an estimated 58+ Reaper vessels and the force of the detonation stripped away enough of PX-192's upper layers to reduce its size by nearly one-sixteenth of a solar mass. The resulting coronal ejection destroyed an additional, unknown number of ships.

(Note: The Ares Device is the most powerful weapon ever fielded by any military in galactic history, and its existence is highly classified. All documents related to the bomb's development were scrubbed or destroyed following its use, and anyone involved with the development or deployment of the device is forbidden to speak of it under a permanent gag order.)