Жнецы (Mass Effect)

**Жнецы** (англ. *Reapers*), также известные гетам как **Старые машины** (англ. *Old Machines*) — высокоразвитая машинная раса синтетически-органических звездолетов. Жнецы живут в темном пространстве, в пустом, беззвездном пространстве между галактиками. Там они впадают в спячку, бездействуют тысячи лет, прежде чем им дадут сигнал вернуться.

Sovereign also revealed to Commander Shepard that the Reapers were the original creators of the Citadel and the mass relay network, though the commander apparently failed to reveal this information to the galaxy at large or it simply never took, as it was never integrated into Codex databases distributed amongst the Council races. Smaller pieces of their technology also exist throughout the galaxy. The mass relays exist so that any intelligent life in the galaxy would eventually discover them and base their technology upon them all part of a scheme to harvest the galaxy’s sapient life in a repeating cycle of purges that has continued relentlessly over countless millions of years.

## Codex Information

### The Reapers

A common myth to several cultures in the galaxy, Reapers were once imagined as space monsters that consumed entire stars. Archaeologists who searched for the sources of such myths found little besides the themes of all-consuming devils that are common to primitive cultures.

Although accurate information about the Reapers remains scarce, the galaxy now knows that the Reapers are not a myth—they are a real and devastating threat, though, still not perfect.

### Reaper Capabilities

The Reapers are technologically superior to the organic species of the galaxy—but the degree of that superiority is a matter of debate in the intelligence community.

The Reapers' thrusters and FTL drives appear to propel them at more than twice the speed of Citadel ships. Estimates of their location in dark space suggest they can travel nearly 30 light-years in a 24-hour period. Reaper power sources seem to violate known physical laws. Reapers usually destroy fuel infrastructure rather than attempting to capture it intact, indicating that Reapers do not require organic species' energy supplies. Consequently, the Reapers attack without regard for maintaining supply lines behind them, except to move husks from one planet to another. Unlike Citadel ships, Reapers do not appear to discharge static buildup from their drive cores, although they sometimes appear wreathed in static discharge when they land on planets.

The main gun on a Reaper capital ship dwarfs that of the Alliance's *Everest*-class dreadnoughts. No dreadnought has yet survived a direct hit from the weapon. Estimates put its destructive power anywhere from 132 to 454 kilotons of TNT. Even if the target is hardened, as in the case of a surface-based missile silo, the gun can instead bury the target beneath molten metal. Precise targeting computers and correctors also give Reaper weapons a longer effective range than organics' dreadnoughts or cruisers.

The kinetic barriers on a Reaper capital ship can shrug off the firepower of a small fleet. Weapons specifically designed to overcome shields, such as the Javelin, GARDIAN lasers, or the Thanix series, can bypass the barriers to some degree. The difficulty is getting close enough to use them—the surface-mounted weaponry on Reaper ships, similar in principle to GARDIAN, presents an effective defence against organic species' fighters.

### Reaper Vulnerabilities

Although clearly technologically superior to the Citadel forces, the Reapers have experienced casualties in the battles across the galaxy (as of 2186). This indicates that, theoretically, with the right intelligence, weapons, and strategy, the Reapers could be defeated.

Unlike the mass effect relays that they created, Reapers do not have quantum shields. Locking itself down at a quantum level would leave a Reaper unaware of its surroundings until the shielding deactivated. Instead, Reapers rely on kinetic barriers.

In the case of a Reaper capital ship, these kinetic barriers can hold off the firepower of three dreadnoughts simultaneously, although prolonged fire can deplete them. Unless extenuating circumstances occur, four dreadnoughts can destroy a Reaper capital ship. Simply ganging up on them is not a viable long-term strategy however, since the number of Reaper capital ships is far greater than the number of dreadnoughts available to the species of the galaxy. Weapons designed to maximise heat damage, such as the Thanix series, show better results against the Reapers than pure kinetic impacts, allowing even single dreadnoughts to inflict heavy damage if allowed to bring their upgraded weapons to bear.

The barriers of a Reaper destroyer are less formidable than those of a capital ship. It is possible for a single cruiser or many fighters to disable or demolish a destroyer if they can get within range before they are themselves destroyed.

The Reapers' energy sources are not infinite. For example, to land on a planet, a Reaper must substantially reduce its mass. This transfer of power to its mass effect generators leaves the Reaper's kinetic barriers at only partial strength.

Sovereign was destroyed while assuming direct control over Saren. The feedback from Saren's death seemed to entirely overload Sovereign's shields. Current Reapers (as of 2186) do not seem to suffer from this design flaw.

Reaper capital ships can turn faster than Citadel dreadnoughts, but to do so, they must lower their mass to a level unacceptable in combat situations. Consequently, it is possible for a dreadnought to emerge from FTL travel behind a capital ship, then bring its guns to bear faster than the Reaper can return fire. This is a poor tactic, however, against Reapers flying in proper formation.

### **Indoctrination**

Reaper "indoctrination" is an insidious means of corrupting organic minds, "reprogramming" the brain through physical and psychological conditioning using electromagnetic fields, infrasonic and ultrasonic noise, and other subliminal methods. The Reaper's resulting control over the limbic system leaves the victim highly susceptible to its suggestions.

Organics undergoing indoctrination may complain of headaches and buzzing or ringing in their ears. As time passes, they have feelings of "being watched" and hallucinations of "ghostly" presences. Ultimately, the Reaper gains the ability to use the victim's body to amplify its signals, manifesting as "alien" voices in the mind.

Indoctrination can create perfect deep cover agents. A Reaper's "suggestions" can manipulate victims into betraying friends, trusting enemies, or viewing the Reaper itself with superstitious awe. Should a Reaper subvert a well-placed political or military leader, the resulting chaos can bring down nations.

Long-term physical effects of the manipulation are unsustainable. Higher mental functioning decays, ultimately leaving the victim a gibbering animal. Rapid indoctrination is possible, but causes this decay in days or weeks. Slow, patient indoctrination allows the thrall to last for months or years.

### Harvesting

Even with all the Reapers' power, harvesting every sapient species in an entire galaxy can take decades or even centuries. The most time-consuming part of the process is gathering DNA from the population. To accelerate the effort, the Reapers follow a consistent procedure.

Victims who cooperate, surrender, or are captured by husks are sorted into camps. It is believed the husks possess receptors that allow them to analyse a victim's DNA through sight, smell, or touch. Victims that meet their standards are herded from the camps into processor ships. Those the husks deem insufficient are either turned into husks themselves or indoctrinated to serve as slave labour. The Reapers use this last option to give their victims false hope—many captives who would otherwise fight back become docile when they see members of their own kind obey and survive.

The processor ships reduce victims to a transportable liquid. Like in a slaughterhouse, the ships' design prevents victims from seeing or hearing what happens elsewhere so that they do not panic. The victims are ushered into locking pods, then rent apart and dissolved into paste that is flushed to storage vats.

The rate of killing is phenomenal. Intelligence estimates suggest there are more than 400 processor ships on Earth (in 2186), killing approximately 1.85 million humans per day. In combination with battlefield deaths, disease, and famine, this pace will result in the complete depopulation of Earth within a decade. As the husks and indoctrinated slaves build more slaughtering facilities, the kill rate can only increase.

### Reaper Variants

The Citadel races have classified the known variants of Reapers into four types:

* CAPITAL SHIPS are Sovereign-class Reapers two kilometres in length. They typically target the dreadnoughts, defence installations, and industrial cities of organic civilisations. Experts believe the Reapers harvest a single species of organics during each cycle of extinction to create these massive ships. Some capital ships are capable of launching small drones equivalent to fighters.
* DESTROYERS are 160 meters and, in astounding numbers, make up the bulk of the Reaper fleet. They engage cruisers and other, smaller ships, as well as communications posts and enemy command centres. Research suggests destroyers are created from those species that are not harvested to make capital ships.
* TROOP TRANSPORTS carry husks to unconquered planets and bring victims of the harvest to Reaper processing centres. They vary in length from 200 meters to one kilometre, but, unlike capital ships and destroyers, do not appear to be self-aware. Instead, other Reapers operate troop transports remotely.
* PROCESSORS, also called "slaughter ships," are mobile centres for mass DNA harvesting. Like troop transports, processors appear to be remotely operated by sapient Reapers.

Capital ship Reapers bear an appearance based on the race it harvests, for example, Harbinger is based on the Apex race, the ones who built the reapers. with a two-kilometre long, bulky and semi-cylindrical body, a tapering plate over the rear and a mass of metallic "tentacles" extending from its front end, in addition to six jointed legs extending from its body. When the Reaper fleet is revealed in dark space they are all shown with this basic design (however, one Reaper in the foreground shown when Harbinger awakens the fleet seems to resemble a scarab beetle) but with great diversity in tentacle number, shape and orientation, some with extended heads and others (particularly Harbinger) having multiple glowing eyes. This diversity is presumably due to the Reapers' reproduction method, in which vast numbers of a single species are harvested, melted down into a raw genetic paste, and then used to construct a "larva" that takes on the characteristics of the species from which it was created. The core of the Reaper is in the image of the species that was used to create it while the exterior follows a similar design that is most efficient for their purpose.

There seem to be a few 'classes' of Reaper, such as the capital ships (of which Sovereign was one), and the destroyers, which have legs and move across the ground. These have a beetle-like head and their main weapon is located just above this. These are only around 160 m tall, but still formidable opponents.

Sovereign's design appears to have influenced the 'heretic' geth. This is not surprising, as these geth worship the Reapers as "gods", considering them to be the epitome of independent AI. Wherever the heretic geth become entrenched they build monuments to the Reapers resembling Sovereign's 'tentacles' around a glowing orb, and genuflect. Sovereign was apparently insulted by the adoration of such simple, base synthetics, but it did see their value as pawns and possible replacements for the flawed and organic keepers.

## Культура и общество

### Технологии

Однако жнецы не непобедимы. Когда Жнецы впадают в состояние гибернации между циклами, они уязвимы. Укрываясь в темном космосе, жнецы гарантируют, что их не обнаружат случайно и не уничтожат, пока они ждут, пока их авангард откроет ретранслятор Цитадели. Концентрированные усилия флотов органических рас также могут уничтожить жнеца, даже если он находится на полной мощности: одному флоту удалось уничтожить Властелина, когда его щиты и оружие были выведены из строя.

Помимо своей огромной огневой мощи и идеологической обработки, Жнецы также способны собирать свои собственные наземные силы для атаки своих врагов: хасков. Хаски - агрессивные, безмозглые дроны, созданные из органических существ, которые подвергаются воздействию технологий жнецов, таких как Зубы Дракона, в результате чего их органические тела поглощаются кибернетикой. Хаски используются в качестве ударных отрядов и атакуют врагов волнами. Хасков можно модифицировать и комбинировать для создания отродий, отпрысков и преторианцев.

## История

The Reapers have been around for billions of years—the derelict Reaper discovered by Commander Shepard was 37 million years old.

The cycle of extinction has been going on for as long if not longer, ever since the Reapers were created. They laid a trap for the races of the galaxy in the form of the mass relays, which offered instant transport around the galaxy (leading to the impressive Citadel), almost certainly better than the FTL technology the discoverers would possess. This channelled the development of the race's technology, possibly so that it was more likely to be usable by the Reapers when they returned, though it also causes the races to generally only develop tech that is significantly weaker than modern Reaper tech, as seen by Reapers being able to move twice the speed of any Alliance vessel. This path also made element zero-based weapons and armour technology more probable.

The Reapers created or enslaved the Keepers as guardians of the Citadel, and programmed them to maintain the Citadel while also preventing the residents from learning its secrets. When the vanguard left by the Reapers in the galaxy broadcasted a signal, the Keepers would activate the station's mass relay, bringing in the Reapers from dark space. As the Citadel would be the centre of galactic finance, information and society, the Reapers controlling it would allow them to find all worlds and settlements of the species there. They will also have control of the relay network from here.

After harvesting the galaxy, they remove all traces of their presence and go back to dark space.

The most recently successful galactic purge carried out by the Reapers was during the reign of the Protheans. As with their previous harvests, the Reapers used the Citadel as a Mass Relay, allowing them to instantly enter the galaxy from the centre of the Prothean Empire and eradicating their leadership almost immediately. Divided and isolated, the Protheans, as well as all other sapient life in the galaxy at the time, were systematically slaughtered and rendered extinct. During this time, the Protheans discovered the plans for the Crucible, a weapon devised by the Reapers' previous victims, which could potentially destroy them. However, construction of the Crucible was sabotaged by a rogue faction of Protheans who insisted the Reapers should be controlled rather than destroyed. In actuality, these Protheans were indoctrinated by the Reapers, serving as unwitting spies and saboteurs. The galaxy was eventually purged of sapient life, whilst the indoctrinated Protheans were transformed into the Collectors to extend their usefulness to the Reapers as their minds and bodies gradually degraded. After the Reapers left the galaxy for another 50,000 years, a small group of Prothean survivors on Ilos assembled a one-way Mass Relay to the Citadel, through which they severed the station and the Keepers from Reaper control before eventually fading to extinction.

Unable to access the galaxy through the Citadel, the Reapers were delayed in commencing their harvest in the late 22nd century. To rectify this fault, a lone Reaper known as Sovereign was dispatched to find an alternative. During this time, Sovereign encountered a Spectre agent of the Citadel Council, a Turian called Saren Arterius, who was promptly indoctrinated. Enthralled by Sovereign, Saren became convinced that the Reapers were invincible but merciful, that they would spare any species who willingly submitted to them. Benezia T'soni, an Asari matriarch, discovered what happened to Saren and attempted to rehabilitate him, only to be indoctrinated herself along with her Asari followers. Sovereign later travelled to Rannoch, establishing contact with the Geth. Sovereign demanded the Geth's allegiance, offering them a Reaper body to be used as a superstructure for housing every Geth AI. Despite such a superstructure being the Geth's ultimate goal, the majority of them declined Sovereign's offer, citing a preference for building their own future rather than have it given to them. The relatively few who sided with Sovereign were branded Heretics and embraced the Reapers as synthetic gods.

Human colonists on Eden Prime excavated a Prothean beacon containing information about the relay on Ilos. Realising this may have been how the Reapers lost control of the Citadel, Sovereign dispatched Saren and the Geth Heretics to seize the beacon and locate the relay in order to reverse the Protheans' sabotage. Despite their success, as well as the conversion of numerous colonists into Husks, Systems Alliance marines, led by Commander Shephard, fended off the invasion and recovered some of the information in the beacon before it's self-destruction. After recovering evidence of Saren's involvement in the attack, Shephard succesfully exposed Saren's treachery to the Citadel Council, making him a wanted fugitive. However, the Council dismissed Shephard's warnings about the Reapers, believing them to be a myth Saren used to manipulate the Geth. Regardless, Shephard was put in command of a multi-species strike team and the SSV Normandy in order to track down and apprehend Saren. After multiple engagements with the Geth and other indoctrinated individuals, Shephard and the Normandy's crew met Sovereign in person, realising it was not a Reaper ship, but an actual Reaper. Despite their efforts, Sovereign and Saren escape and reach Ilos. Shephard pursues them to the Citadel and confronts Saren within, whilst Sovereign and the Heretic Geth fleet engaged the Citadel defence fleet in space, attaching Sovereign to the Citadel and granting it control of the station. Saren is killed, either by Shepard or his own hand upon realising Sovereign was controlling him, but is reanimated when Sovereign assumes direct control of his body through his cybernetics. Regardless, the augmented Saren was destroyed and Sovereign was rendered vulnerable by the sudden disconnection, detaching from the Citadel and losing its shields. The Human fleet took their chance and destroyed Sovereign.

With the galaxy now alerted to their existence, despite the Citadel Council's efforts to conceal the truth, the Reapers commissioned the Collectors to eliminate Commander Shephard and to abduct Human colonies, using their biomass to construct a new Reaper. Two years after their death, Shephard is revived by the Human supremacist faction Cerberus, who he is forced to work with to stop the Collectors after the Alliance and the Council continued to demonstrate little to no adequate retaliation towards the Collectors. Enlisting another mutli-species team to aid in his mission, Shephard discovers the Collectors are in league with the Reapers, as evident by their use of Husks in combat, as well as their origins as former Protheans. Shephard's team eventually investigates a derelict Reaper, disabled by a long-extinct species during a previous harvest, only to discover it was still functional and indoctrinated the Cerberus researchers inside it, driving them insane and turning them into Husks. With the aid of a Geth known as Legion, Shephard was able to retrieve a Reaper IFF and knock the derelict Reaper out of orbit with the nearby star, destroying it entirely. Using the IFF, the Normandy was able to travel to the Collector Base and destroy the incomplete Human-Reaper, as well as the Collectors themselves. During this mission, it is revealed that the Collector General was a puppet under the control of Harbinger, the original Reaper. After the Collectors are eliminated, Human scientists and marines discover a Reaper artefact in Batarian space. Realising the Reapers were quickly approaching the galaxy from beyond the rim, they established the 'project', a last-resort plan to destroy a nearby Mass Relay, sacrificing an entire solar system, as well as the local Batarian colony, to delay the Reapers. However, by the time Shephard discovered the Project, the Humans had all been indoctrinated, believing the Reapers to be benevolent and so intent on aiding them. Shephard was forced to activate the Project himself, destroying the system and killing hundreds of thousands, but buying the rest of the galaxy more time to prepare for the Reapers.

Despite Shephard's efforts, the Reapers return to the Milky Way Galaxy in force. They conquer the Batarian homeworld Kel'shan, the Human homeworld Earth, indoctrinate the leadership of Cerberus and continue to destroy every colony and ship they come across as they begin purging the galaxy of civilisation once more. Just after escaping the fall of Earth, Shephard investigates a Prothean archive on Mars and discovers the plans for the Crucible, which he presents to the Citadel Council. However, in order to gain their support in constructing it, Shephard is required to aid in securing the rest of the galaxy from the Reapers. Over the course of the Reaper War, the Reapers wage war against the rest of the Galaxy alongside their Cerberus and Collector allies. When the Quarians declare war on the Geth in a bid to reclaim their homeworld, the Reapers coerce the AIs into trading their free will for cognitive enhancements, effectively bending the Geth to the Reapers' will. Through Shephard's actions, the Turians secure the aid of the Krogan in defending their homeworld Palaven (an alliance which lasts if Shepard cured the Genophage), a Reaper is destroyed on Tuchanka by a massive Thresher Maw, the Reapers lose control of the Geth (either through their destruction, victory over the Quarians or even in Shephard successfully secures peace between the two races) and a considerable armada is built up out of the civilisations and factions Shephard unites against the Reapers. During the Reapers' conquest of the Asari homeworld Thessia, a Prothean VI is discovered with information essential to the Crucible, but it is stolen by Cerberus, prompting a raid from the Alliance on their central headquarters and complete dissolution of the organisation. The Prothean VI reveals that the Crucible is designed to attach to the Citadel in order to function, but this information was already passed on to the Reapers by Cerberus. As a result, the Reapers claim the Citadel and move it into Earth's orbit behind their lines. In order to reclaim it, the assembled fleets and armies converge on Earth and fight the Reapers head-on, whilst the Normandy reached Earth's orbit. Shephard and their team fight their way to a relay built in London, but are ambushed by Harbinger. Critically injured, Shephard travels through the relay up to the Citadel interior. Here, Shephard learns the origins and motives of the Reapers from the Catalyst AI and is given a choice on what the Crucible actually does to the Reapers and the galaxy at large. If Shephard chose destruction, the Crucible emits a galaxy-wide pulse that permanently deactivates the Reapers, but also kills every AI in the galaxy. If Shephard chose control, the Crucible reprogrammes the Reapers to rebuild the destruction they caused the galaxy and protect it. If Shephard chose synthesis, all life in the galaxy, organic and synthetic, are converted into biosynthetic beings, prompting the Reapers to cease their harvest and co-exist peacefully with the galaxy. Alternatively, if Shephard refused to make a choice, the Reapers harvest all life in the galaxy, but are defeated in the following harvest afterwards. Ultimately, the definitive fate of the Reapers remains unclear.