Table of Contents
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Navy
Ship Weapons
Ship mounted weapons fall into three basic categories - Mass Accelerators, Magnetic-Hydrodynamic Weapons, and Torpedoes.
All Ship weapons fall into a variety of engagement ranges, and tactics then adjusted to the realities of what a particular ship weight can do. As a result, several general engagement ranges came into use based on what weapons could fire in them.
Close range weapons include the main gun of corvettes, fighters, and frigates, as well as Disruptor Torpedoes. Medium range is when the Cruiser's main gun can engage, while extreme range is the artillery duel arena of dreadnoughts.
Engagement Ranges | ||
---|---|---|
Close | 0-50km | SubCap, Frigates, Disruptor Torpedoes |
Medium | 100-250km | DN broadsides |
Long | 300-950km | Cruisers |
Extreme | 1,000-10,000+km | DN spinal MA |
Mass Accelerators (MA) are the most basic and widespread weapon type used by those with knowledge of Mass Effect (ME) physics. As the name suggests, MAs take a slug of metal and accelerate it down a barrel to launch it at enemies. The power of a MA greatly depends on the length of the barrel. As a result, the longer the barrel can be made, the more powerful the MA will be.
Spinal Mass Accelerators
Most ships built using ME technology utilize a spinal MA arrangement for at least one gun. This allows the MA to run the length of the ship but requires a head on position to the target to fire. This is the primary battery for ships and runs 90% of the ship's length.
As MA length indicates the damage capabilities of the weapon, ships such as frigates cannot really harm dreadnoughts because their MAs are not long enough to deliver sufficient damage to the larger ship's kinetic barriers. Dreadnought spinal weapons, on the other hand, are powerful enough that their shots provide the equivalent destructive force of nuclear weaponry, and are considered the only weapons that can take down another dreadnought.
Mass Accelerator Outer Optimum Ranges | ||||
---|---|---|---|---|
Ship Weight | Length | Outer Optimum Range | Example | Min-Max |
Fighter | 15-20m | (length / 2 - 1) -> km | 15m -> 6.5km range | 6.5-9km |
Corvette | 30-80m | (length / 5 + 3.5) -> km | 30m = (30 / 5 + 3.5) -> 9.5km | 9.5-19.5km |
Frigate | 100-300m | (length / 10 + 10 ) -> km | 100m = (100 / 10 + 10) -> 20km | 20-40km |
Cruiser | 400-700m | length - > km | 480m -> 480km | 400-700km |
Dreadnought | 800-1000m | (length * 10) -> km | 800m -> 8,000km | 8,000-10,000km |
Broadside Mass Accelerators
As the name suggests, this type of MA is placed along the sides of a ship to provide damage dealing capabilities without needing to line the front of the ship up with the target. Most well known on dreadnoughts, broadside MAs hold only a fraction of the damage dealing ability of the spinal gun, but are at least the equivalent to a frigate's spinal MA.
Broadside Mass Accelerators have a length that is 40% of the ship's width.
Disruptor Torpedoes
Designed after the advent of kinetic barriers, torpedoes are used to rip apart an enemy vessel by ignoring the barriers and directly damaging the hull. They do this by creating random and unstable mass effect fields when they detonate, warping space-time in the blast radius and tearing the ship apart. These are the main anti-ship weapons for fighters.
To ignore the kinetic barriers, disruptor torpedoes use a mass-increasing field so they are too massive for the barriers to stop. As a result, they are also slow moving and must be launched from close range to prevent the torpedoes from being shot down. Disruptor Torpedoes are typically fired in "ripple-fire" waves to overwhelm enemy point-defense.
Javelin
An evolution to the torpedo concept, the Javelin weapon system allows larger vessels to mount the torpedoes for use in combat. Typically mounted on frigates that are expected to get close enough for the weapons to be effective or on larger ships when close range combat is expected early on, they house multiple disruptor torpedoes in disposable tubes which are magnetically mounted to the hull of the ship in such a way that the torpedoes will converge on the same general area and resonate as they explode, causing a much more damaging strike.
Both an ancient design and a recent innovation, a Magnetic-Hydrodynamic Weapon (MHW) alters the way combat is done. Originally only seen deployed on the derelict the Alliance recovered (thus ancient), the Alliance R&D has reverse engineered the concept and has been expanding and modifying its capabilities ever since then. The Systems Alliance classes MHWs by the ship hull type it serves as spinal gun.
How a MHW works is simple. A liquid alloy - typically uranium, tungsten, and iron in various ratios - serves as the ammo source. When the MHW goes to fire, it siphons a portion of the liquid off, suspends it in an electromagnetic field, and accelerates the liquid to a fraction of the speed of light.
The damage a MHW is capable of, and its mostly ignoring of kinetic barriers, made it appear as if it were a Directed Energy Weapon rather than an advanced mass accelerator. In general, the kinetic barriers of a ship can slow down or stop any MA fire, but the MHW delivers more than sufficient force on a small enough area that it punches straight through most shields. The remaining force and the heat from the liquid round then break and burn through the armor and continue carving a path through the ship.
The first generation MHWs that served as the spinal gun on frigates were generally equal to a spinal Mass Accelerator on a ship double the length. This meant that spinal MHWs on mid-sized frigates or larger could rival the spinal MA on at least a third to a half of cruisers. Scaling up had issues, with cruiser models receiving half the boost to damage that the frigates had, but suffered a reduction in range due to issues with maintaining the magnetic field and molten metal over long distances. Dreadnoughts barely received a damage boost, but suffered a much reduced range.
Second generation designs have made power usage more efficient and squeezed extra damage out of the designs without major size increase, and they were introduced in 2182. The third generation designs goals are to reduce the size and power needs of the second generation designs without sacrificing damage, and hopefully decreasing the range limitations on the larger designs. The first third generation models aren't expected out until 2185 or 2186.
First Generation MHWs | Introduced 2174 | ||||
---|---|---|---|---|---|
Hull Type | Class | Mass Accelerator Equivalent | Damage | Range | Min/Max Range |
Fighter (15-20m) | Mk I Fighter | 31.5-42m ship's spinal | +110% | +200% | 19.5-27km |
Corvette (50-80m) | Mk I Corvette | 100-160m ship's spinal | +100% | +250% | 33.25-68.25km |
Frigate (100-300m) | Mk I Frigate | 170-510m ship's spinal | +70% | +300% | 80-160km |
Cruiser (400-700m) | Mk I Cruiser | 540-945m ship's spinal | +35% | -25% | 300-525km |
Dreadnought (800-1000m) | Mk I Dreadnought | 896-1120m ship's spinal | +12% | -80% | 1600-2000km |
Second Generation MHWs | Introduced 2182 | ||||
Hull Type | Class | Mass Accelerator Equivalent | Damage | Range | Min-Max Range |
Fighter (15-20m) | Mk II SubCap | 33.75-45m ship's spinal | +125% | +300% | 26-36km |
Corvette (50-80m) | Mk II SubCap | 112.5-180m ship's spinal | Fighter MHW | 38-78km | |
Frigate (100-300m) | Mk II Frigate | 190-570m ship's spinal | +90% | +350% | 90-180km |
Cruiser (400 to ~550m) |
Mk II Cruiser | 580~797.5m ship's spinal | +45% | -10% | 360~495km |
Cruiser (~551 to 700m) |
Mk II Cruiser | 771.4-980m ship's spinal | +40% | -25% | ~413.25-525km |
Dreadnought (800-1000m) | Mk II SuperCap | 960-1200m | +20% | -75% | 2000-2500km |
Warship (1001-1500m) | Mk II SuperCap | (theoretical) | +10% | -80% | 2002-3000km |
Warship (1501-1700m) | Mk II SuperCap | (theoretical) | +8% | -88% | 1801.2-2040km |
Warship (1701-2000m) | Mk II SuperCap | (theoretical) | +5% | -95% | 850.5-1000km |
Warship (>2000m) | Mk II SuperCap | (theoretical) | +1% | -98% | 400.2+ km |
Third Generation MHWs | Introduced (2185-2186) | ||||
Hull Type | Class | Mass Accelerator Equivalent | Damage | Range | Min-Max Range |
SubCap (15-80m) | Mk III SubCap | 33.75-180m ship's spinal | +125% | +325% | 28-83km |
Frigate (100-300m) | Mk III Frigate | 190-570m ship's spinal | +90% | +375% | 95-190km |
Cruiser (400 to ~550-599m) |
Mk II Cruiser | 580-868.55m ship's spinal | +45% | 0% | 400-599km |
Cruiser (~550-600 to 700m) |
Mk II Cruiser | 770-980m ship's spinal | +40% | -15% | 467.5-595km |
Dreadnought (800-1000m) | Mk II SuperCap | 960-1200m ship's spinal | +20% | -70% | 2400-3000km |
Warship (1001-1500m) | Mk II SuperCap | (theoretical) | +10% | -75% | 2502.5-3750km |
Warship (1501-1700m) | Mk II SuperCap | (theoretical) | +8% | -85% | 2251.5-2550km |
Warship (1701-2000m) | Mk II SuperCap | (theoretical) | +5% | -90% | 1701-2000km |
Warship (>2000m) | Mk II SuperCap | (theoretical) | +1% | -95% | 1000.5+ km |
- 75m corvette
- first generation MHW is the equivalent of a spinal MA for a 150m frigate.
- second generation MHW is equal to a 169m frigate.
- 216m frigate (Verdun-class)
- first generation MHW is the equivalent of a spinal MA for a 367m warship.
- second generation MHW is equal to a 410m cruiser's spinal MA.
- 540m cruiser (Tokyo-class)
- first generation MHW is the equivalent of a spinal MA for a 718m warship.
- second generation MHW is equal to a 783m warship's spinal MA.
- 692m cruiser
- first generation MHW is the equivalent of a spinal MA for a 920m dreadnought.
- second generation MHW is equal to a 969m dreadnought.
- 888m dreadnought (Everest-class)
- first generation MHW is the equivalent of a spinal MA for a 994m dreadnought.
- second generation MHW is equal to a 1065m warship's spinal MA.
- 1000m dreadnought (Kilimanjaro-class)
- first generation MHW is the equivalent of a spinal MA for a 1120m warship.
- second generation MHW is equal to a 1200m warship's spinal MA.
Ship Defenses
Besides a ship's maneuverability and speed, it can only rely on three types of defense systems - kinetic barriers ("shields"), armor, and point defense lasers.
Kinetic Barriers
Cyclonic Barriers
Ablative Armor
Hades Armor
Infrared GARDIAN
Near-Ultraviolet GARDIAN
Ship Classes
Ships classes in use prior to and during the First Contact War are as in canon. Given that we don't really know any ships classes from then, this isn't much of an issue. Also, the Alliance is not restricted in dreadnought construction by the Treaty of Farixen, so is not limited to 7 dreadnoughts as in canon.
Despite the lack of restriction on dreadnought hulls, the Alliance viewed its successes during the First Contact War as proof that a mobility-based force would serve better than a dreadnought centric force. As such, dreadnought hulls roughly correspond to the limits that would be imposed by the Treaty of Farixen.
Tech advances from Project Akheron have enabled smaller weight ships to pack punches equal to larger ships, and survive more damage. As such, fighters and frigates started becoming the core of the Alliance military fist. This became especially true with the introduction of Cyclonic Barrier Technology (CBT) and Magnetic-Hydrodynamic Weapons (MHW) in the 2170s.
The introduction of the Tantalus drive core and the IES stealth system has led towards a thought of turning the Alliance Navy into a stealthier force. The Navy is considering an 3-8 frigate squadron using the Normandy and Verdun class frigates to test the usefulness and feasibility of such a concept. Such a force would probably not come online until the 2190s. This hasn't stopped Navy designers from beginning to study the possibilities of stealthier cruisers and carriers.
Everest-class Dreadnought
Length: 888m
First Human Dreadnought, launched in 2155 CE. The SSV Everest was the only human dreadnought in service at the time of the First Contact War. Three more ships of this class were built between 2155 and 2170. The class's life expectancy is approximately 40 years.
Spinal main gun launches 20kg slugs at 0.013c. Its carries a broadside of 120 mass accelerator cannons (60 per side), each 40% of ship's width. The Everest-class also has GARDIAN lasers and two 18-craft squadrons of interceptors.
A class upgrade occurred 2171-2174 to bring the class ships up to the DN-3 standard. A further upgrade was begun in 2181 to incorporate better thrusters, armor, and kinetic barriers.
Ship Name | Designation | Launched | Lost/Retired | Notes |
---|---|---|---|---|
SSV Everest | DN-1 | 2155 | Class Leader | |
SSV Fuji | DN-2 | 2160 | ||
SSV Elbrus | DN-3 | 2165 | Includes upgrades from Project Akheron. An AI replaces onboard VIs. | |
SSV Shasta | DN-4 | 2170 | Last of class. |
Kilimanjaro-class Dreadnought
Length: 1000m
Second human dreadnought class, first launched in 2173 CE. All ships come with shackled AIs. Four more of the class are expected to be built after a five year wait to begin taking over from the Everest-class DN.
This class was planned to receive MHWs, but the poor capabilities of properly scaled MHW has led to it being delayed indefinitely. They also have 200 dreadnought broadside MHW. The SSV Aconcagua is the current class standard. They also come equipped with GARDIAN point defense lasers. Three 18-craft interceptor squadrons are stationed about the dreadnought.
The SSV Kilimanjaro began an extensive refit in 2183 to last six months and bring it up to the DN-8 standard. Shorter refits are expected following that for the SSV Orizaba and SSV Tai Shan.
Ship Name | Designation | Launched | Lost/Retired | Notes |
---|---|---|---|---|
SSV Kilimanjaro | DN-5 | 2173 | Class Leader. | |
SSV Orizaba | DN-6 | 2176 | ||
SSV Tai Shan | DN-7 | 2179 | ||
SSV Aconcagua | DN-8 | 2182 | Current class standard. |
Einstein-class Carrier
Length: 888m
Total: 12; 2 lost, 10 in service
Service: 2170-
Built using the Everest-class hull, these ships are designed for carrying squadrons of fighters to battle. They aren't designed to get into the fighting themselves and are mostly unarmed. They are equipped with GARDIAN point defense lasers. They carry 3 18-craft Interceptor squadrons and 5 18-craft Fighter squadrons. Due to the space required for this many fighters, over half the ship's volume is dedicated to hanger space.
The class is expected to be slowly replaced by a new class to be introduced in 2185 or so based on the Kilimanjaro hull or by a smaller, stealthier design depending on the results of the SR frigate projects.
Ship Name | Designation | Launched | Lost/Retired | Notes |
---|---|---|---|---|
SSV Einstein | CV-1 | 2170 | Class Leader | |
SSV Oppenheimer | CV-2 | 2171 | 2173 | Destroyed during Batarian-Alliance War. |
SSV Boltzmann | CV-3 | 2172 | 2174 | Destroyed over Torfan during Batarian-Alliance War. |
SSV Plato | CV-4 | 2172 | ||
SSV Gandhi | CV-5 | 2173 | ||
SSV Roosevelt | CV-6 | 2173 | ||
SSV Churchill | CV-7 | 2174 | ||
SSV Mozart | CV-8 | 2174 | ||
SSV Boltzmann | CV-9 | 2175 | ||
SSV Descartes | CV-10 | 2176 | ||
SSV Newton | CV-11 | 2177 | ||
SSV Tesla | CV-12 | 2178 | ||
SSV Oppenheimer | CV-13 | 2179 | Last of Class |
Mumbai-class Cruiser
Length: 507m
Total: 64; 31 lost, 33 in service.
Service: 2153-
The Alliance's first cruiser class, it saw significant action during both of the Alliance's space wars. It was slowly phased out of front line service starting in the mid-2160s, but continues serving in patrol and colony defense roles with regular refits.
Ship Name | Designation | Launched | Lost/Retired | Notes |
---|---|---|---|---|
SSV Mumbai | CA-1 | 2153 | 2157 | Class Leader. Destroyed at Shanxi. |
SSV New Delhi | CA-24 | 2155 | 2172 | Lost during Skyllian Blitz. |
SSV Hyderabad | CA-60 | 2160 | 2183 | Stationed at Utopia System. |
Tokyo-class Cruiser
Length: 540m
Total: 108; 26 lost, 82 in service
Service: 2162-
Using lessons learned from the Mumbai-class actions First Contact War as well as Turian designs, the Tokyo-class Cruiser provided a slight, but quite noticeable, improvement in all respects over its predecessor. The cruiser has a Turian design feel to it, looking somewhat similar to Turian cruisers seen during and after the war.
While it doesn't benefit from the more numerous upgrades that frigates have received, the weapon, power, and computer system upgrades have been more than enough to keep it cutting edge and front line capable. There has been some talk about considering a replacement class, but such a successor would likely not appear until the 2190s or 2200s.
Ship Name | Designation | Launched | Lost/Retired | Notes |
---|---|---|---|---|
SSV Tokyo | CA-65 | 2162 | Class Leader | |
SSV Cairo | CA-66 | 2162 | ||
SSV Madrid | CA-70 | 2162 | 2173 | Destroyed in Batarian-Alliance War. |
SSV Warsaw | CA-72 | 2163 | ||
SSV Geneva | CA-79 | 2164 | ||
SSV Jakarta | CA-97 | 2168 | 2172 | Destroyed in Skyllian Blitz. |
SSV Cape Town | CA-105 | 2169 | ||
SSV Emden | CA-106 | 2170 | First cruiser launched with AI instead of VI. | |
SSV Manila | CA-117 | 2172 | 2374 | Destroyed in Batarian-Alliance War. |
SSV New Delhi | CA-124 | 2173 | ||
SSV Perugia | CA-129 | 2174 | First cruiser equipped with MHW instead of mass accelerators. | |
SSV Shenyang | CA-151 | 2179 | ||
SSV Seoul | CA-170 | 2182 | Equipped with Second Gen MHW. Current class standard. | |
SSV Mumbai | CA-172 | 2183 |
Shanxi-class Battlecruiser
Length: 692m
Total: 1; 2 under construction, 2 more planned
Service: 2183-
A proof-of-concept design, the Shanxi-class cruiser is designed around Command & Control features and a second generation MHW spinal weapon. The cruiser is expected to serve as command for one or more cruiser or frigate squadrons and provide the main battery punch of a dreadnought. The majority of the Shanxi's GARDIAN system uses the near-ultraviolet range lasers, with shorter ranged infrared systems located at critical locations on the ship for last ditch coverage. The onboard Marine contingent consists of one platoon.
All onboard fighters were removed, and the internal hanger was severely shrunk. The space saved from flight crew/mechanics/weapon stores/craft with those changes was used to install an Internal Emissions Sink system like the one used on the Normandy-class stealth frigate. While the system is too small to provide the same stealth benefit, it does enable faster firing rates for brief periods of time and includes two "towed" heat dissipation arrays that increases the thermal "footprint" when used, providing the Shanxi with a thermal size closer to that of a dreadnought when the arrays are deployed. An experimental "heat clip" system was also provided, enabling the cruiser to dump heat into a limited number of expendable sinks that can just be ejected from the ship when filled if necessary instead of radiating it away.
As the design is proof-of-concept, it is not planned to have a significant class size and will not be replacing the Tokyo-class or Mumbai-class cruisers in service.
Ship Name | Designation | Launched | Lost/Retired | Notes |
---|---|---|---|---|
SSV Shanxi | CA-173 | 2183 | Class Leader | |
SSV Elysium | CA-174 | (2184) | ||
SSV Akuze | CA-175 | (2184) | ||
SSV Torfan | CA-176 | (2185) | ||
SSV Mindoir | CA-177 | (2185) | Last of Class |
Java Sea-class Frigate
Length: 176m
Total: 164 built; 122 lost.
Service: 2134-2161
First frigate to use Mass Effect technology, it was originally a NATO effort for escorting craft. Following the discovery of the Prothean ruins and the increase in technology, the class was refitted as best possible to use the new technology as it became feasible. Originally classed as "destroyer escorts", they continued to use that hull designation when folded into the Systems Alliance Navy. The class that followed was the first that used the proper frigate hull designation, and was built from the hull up with ME technology in mind.
The general poor fit of ME tech with the design led to it being under-gunned and cramped, similar to submarines. During the skirmishes and battles of the First Contact War, a large number of these frigates were lost. Many others disappeared while escorting exploration ships in the years leading up to 2157.
Ship Name | Designation | Launched | Lost/Retired | Notes |
---|---|---|---|---|
SSV Java Sea | DE-76 | 2134 | 2155 | Class Leader; Missing - Presumed Lost. |
SSV Coral Sea | DE-101 | 2136 | 2157 | Missing - Presumed Lost. |
SSV Chesma | DE-126 | 2138 | 2159 | Missing - Presumed Lost. |
SSV Tsushima | DE-133 | 2139 | 2161 | Retired. |
SSV Palermo | DE-142 | 2140 | 2157 | Destroyed at Shanxi. |
SSV Lepanto | DE-167 | 2142 | 2157 | Destroyed in First Contact War. |
SSV Leyte Gulf | DE-200 | 2146 | 2157 | Destroyed at Relay 314. |
SSV Imbros | DE-228 | 2148 | 2157 | Destroyed in First Contact War. |
SSV Jutland | DE-240 | 2150 | 2161 | Retired; Museum Ship. |
Tarawa-class Frigate
Length: 138m
Total: 150 built; 47 lost.
Service: 2156-
The first "true" frigates of the Systems Alliance, the Tarawa-class were designed with ME technology in mind. This resulted in a smaller hull and crew than the preceding Java Sea-class, while not suffering reduction in weaponry or speed. Only a couple dozen were available when the First Contact War broke out, but they acquitted themselves well. They were found to be fairly on par with their Turian counterpart vessels. They continued in service with regular refits until the conclusion of the Batarian-Alliance War in 2174.
Most have been mothballed in the Reserve Fleet, but a number are still in use with the Fifth Fleet until sufficient Trafalgar frigates are built to replace them.
Trafalgar-class Frigate
Length: 145m
Total: 183; 32 lost, 151 in service, 12 under construction, 17 more planned
Service: 2170-
First Alliance class designed from the hull up to incorporate AI. The design also provide space for upgrade for tech in development, providing short refit cycles once the CBT and MHW came into use over the 5 years following the class's introduction. Current class standard is the SSV Leyte Gulf FF-318 and newer ships, which were the first frigates to receive second generation MHWs. Full refit of surviving Trafalgar frigates to this standard is scheduled to be complete by 2185.
Ship Name | Designation | Launched | Lost/Retired | Notes |
---|---|---|---|---|
SSV Trafalgar | FF-151 | 2170 | Class Leader | |
SSV Verdun | FF-157 | 2170 | 2182 | Retired. First warship to unshackle AI. |
SSV Agincourt | FF-182 | 2172 | ||
SSV Iwo Jima | FF-191 | 2173 | First frigate equipped with CBT. | |
SSV Ain Jalut | FF-207 | 2174 | 2183 | Stationed at Utopia System. |
SSV Tarawa | FF-220 | 2175 | First frigate equipped with spinal MHW. | |
SSV Hastings | FF-300 | 2179 | ||
SSV Leyte Gulf | FF-318 | 2181 | First frigate equipped with 2d Gen MHW. | |
SSV Tsushima | FF-334 | 2182 |
Normandy-class Stealth Reconnaissance Frigate
Length: 150m
Total: 2; 1 in service, 1 under construction, 1 more planned
Service: 2181-
The Normandy is a test bed for a merging of Turian, Human, and Quarian designs. A small design, the frigate is only three decks tall and houses a crew of 30-35 people (including a 4-5 man Marine detachment). It utilizes a Tantalus drive core and the IES stealth system.
It comes equipped with a mix of infrared and near-UV frequency GARDIAN point defense lasers and a spinal mass accelerator cannon. It can also have Javelin disruptor torpedoes mounted if needed. Defensively, it has standard kinetic barriers and armor. The class utilizes a M35 Mako to deliver teams to the surface without needing to land itself when necessary.
One of the engineering crew, a Quarian named Tali'Zorah, is slated to be transferred to the SSV Verdun following the Normandy's Eden Prime mission to act as Chief Engineer.
Ship Name | Designation | Launched | Lost/Retired | Notes |
---|---|---|---|---|
SSV Normandy | SR-1 | 2181 | Class Leader | |
SSV Ain Jalut | SR-2 | (2183) | Test bed for current gen Alliance tech | |
SSV Lepanto | SR-3 | (2185) |
Verdun-class Stealth Reconnaissance Frigate
Length: 216m
Total: 1
Service: 2183-
An upscaled version of the Normandy-class. It has twice the mass of the smaller ship (making possibly the largest frigate design in known space) and a larger drive core to match. It has five decks and a crew of 40-50. As with its smaller brethren, it boasts the IES stealth system and the Tantalus drive core. Given the full use of tech reverse engineered from the derelict, the similarities end around there. The captain's cabin is located on deck 1, while its original location (on the Normandy-class) on deck 3 serves as the ship's brig.
The GARDIAN PDLs are a mix of infrared and near-UV frequencies and have better heat dissipation than the older models used on the SR-1. The main weapon is a second generation frigate spinal magnetic-hydrodynamic weapon (MHW). Javelin disruptor torpedoes come standard on the design. The kinetic barriers are third-generation cyclonic barrier tech kinetic barriers. This provides the regular kinetic barriers with a quarter the absorption ability of a reaper vessel's barriers in addition to the advantages of the CBT. The armor is not quite up to the protective abilities of the Asari Silaris armor, but is cheaper and absorbs shock waves better. As standard on Alliance Navy vessels, the Verdun is equipped with the anti-Indoctrintion shielding.
Its larger size keeps it from being able to enter some atmospheres despite mass effect field advances. They utilize a pair of UT47 Kodiak drop shuttles along with a pair of M44 Hammerhead hover tanks when necessary.
Ship Name | Designation | Launched | Lost/Retired | Notes |
---|---|---|---|---|
SSV Verdun | SRI-1 | 2183 | Class Leader |
In a moment of brilliance in the early stages of the First Contact War, a designer proposed the creation of modular warships of frigate and cruiser weight. These ships were to be designed so that they could be quickly equipped with modern gear whenever needed for times of war. With a standardized design and the modular nature of the systems, the Alliance fleet could quickly beef up its numbers with ships that had the same level of tech and equipment as the permanent Fleet units.
Over a hundred of the frigates were built and equipped before the war ended, and several dozen of the cruisers were similarly completed. Over half served during the war, and all surviving ships were slowly mothballed following the end of the war. Whenever a major crisis or war has broken out, the Liberty ships - as they were referred to as during the War in reference to the Liberty container ships rapidly built by the US during WWII - were pulled up, equipped up to current standards, and deployed wherever needed.
These ships are the only Fleet vessels that use VIs rather than shackled AIs due to the nature of the ships' use. A new hull is bought whenever one is lost or declared 'end of life' by inspections. The design is mostly unchanged since the days of the First Contact War, though power systems and other integrated systems are routinely upgraded and the blueprints are overhauled every ten years.
Currently, there are 400 frigate hulls in the Reserve Fleet as well as 200 cruiser hulls.
Heavy Frigate / Destroyer
The Heavy Frigate concept is to pack a cruiser's firepower into a frigate sized hull. Tentatively placed in the 200m to 300m range for hull length, the heavy frigate would sacrifice most of its landing capability and hanger space for heavier weapons and necessary power and heat upgrades. It would also lack on board fighters like cruisers have. These ships would be able to handle some of a cruiser's solo patrol duties, and in fleet engagements would be tasked with eliminating the enemy cruisers. They would also serve as command ships for frigate units, freeing cruisers from that role.
The primary weapon of this concept would be a spinal mounted cruiser-class MHW. The feasibility of having frigate-class MHWs in a secondary battery should be considered, as should the possibility of stealth systems.
Battlecruiser
A Heavy Cruiser concept, the Battle Cruiser would be a 550-700m cruiser designed for command and assault. Given second generation MHWs enable a ship in that size to compare to a dreadnought's spinal mass accelerator in damage, battle cruisers would serve as command units for cruiser units while being able to deploy a dreadnought's firepower with less notice.
The Shanxi-class cruiser is a proof-of-concept run of this idea.
CVX Design Competition
Beethoven-class Escort Carrier
Length: 755m
Conceived as a purpose-built hull, rather than based on an existing design, the Beethoven carriers would be designed entirely for the purpose of being a carrier. Unlike the standard designs, the Beethoven has the flight bays externally mounted in what are referred to as "flight pods." The flight pods have over a dozen launch tubes connected to hanger levels, and a recovery deck that runs the length of the pod for landing the craft with elevators connecting the two levels.
The Beethoven falls below the dreadnought hull range while being above the lengths generally used for cruisers. It carries six squadrons compared to the Einstein's eight, but has a dreadnought-sized power plant and engines that result in it being able to keep up with cruisers easily. Each pod has five launch tubes mounted fore and aft (ten total per pod) as well as eight launch tubes along the outer edge of the pod, allowing for a full 18-craft squadron to launch at once per pod.
The majority of the weaponry is various GARDIAN systems, largely concentrated around the flight pods. It also has four bow mounted frigate-class MHWs in turrets, as well as two additional frigate-class MHWs mounted in dorsal turrets on the main body.
Aristotle-class Fleet Carrier
Length: 1438m
Another purpose-built hull design, the Aristotle-class takes the opposite tack to the Beethoven design and enlarges the carrier. Designed to fulfill multiple roles including fleet command, this carrier is intended to be able to solo patrol areas and handle just about anything it encounters short of a fleet with multiple dreadnoughts.
The Aristotle is powered by two dreadnought power cores and eight engines. It utilizes the flight pod concept that the Beethoven does, with nine fore/aft tubes (18 per pod) along with 36 launch tubes long the outer length of the pod. This means three full squadrons can be launched simultaneously per flight pod. This carrier carries twelve 18-craft squadrons - five Interceptor and seven Fighter - and has connecting passages enabling craft to be moved from one flight pod to the other as necessary. As with the Beethoven, each pod has a full length recovery deck connected to the hangers by elevators.
Defensively, it carries the most GARDIAN emplacements seen on any ship anywhere near its size. It is designed to carry two spinal dreadnought-class MHWs on the bow, four bow turret cruiser-class MHWs, eight dorsal turret cruiser-class MHWs, and six ventral turret cruiser-class MHWs.
Fleet | Headquarters | Command Area | Formed | Other Names |
---|---|---|---|---|
First | Arcturus Station, Arcturus Cluster | Charon Relay terminus | 2149 | Charon Fleet |
Second | Pinnacle Station, Argos Rho Cluster | Area including Shanxi-Theta Relay, Horse Head Nebula, Argos Rho and Hawking Eta Clusters |
2151 | Shanxi Fleet |
Third | Noveria, Horse Head Nebula | Styx Theta Relay terminus | 2157 | Phantom Fleet |
Fourth | Elysium | Skyllian Verge, "Northern" Attican Traverse | 2160 | Elysium Fleet |
Fifth | Arcturus Station, Arcturus Cluster | Area including Arcturus, Exodus Clusters, "Southern" Attican Traverse |
2165 | Arcturus Fleet |
The First Fleet was formed soon after the Systems Alliance charter was signed in 2149. It was intended for system defense. Once the Charon Relay was found to be a primary relay, the fleet was shifted to guard the other part of the pair to prevent invasion of the cluster. Headquarters for the Fleet was permanently moved to Arcturus Station in 2155 once the Systems Alliance moved into the station. After that, it was region defense for nearby clusters in addition to relay defense until the Fifth Fleet was formed to handle region defense for that area. Alternate name comes from their duty guarding the terminus for the Charon Relay.
Dreadnoughts | Carriers | Cruisers | Frigates | Stealth Frigates | |||||
---|---|---|---|---|---|---|---|---|---|
Everest | Kilimanjaro | Einstein | Mumbai | Tokyo | Tarawa | Trafalgar | Normandy | Verdun | Total |
0 | 2 | 1 | 3 | 18 | 0 | 36 | 0 | 0 | 60 |
The Second Fleet was formed in 2151 at the same time that Arcturus Station was started. Units of this fleet served as part of exploration fleets up to 2157, when the First Contact War (1CW) occurred. Another unit based at Shanxi was involved in the early fighting in the war, and the fleet was responsible for liberating the planet from the Turians. After discovery of the Pinnacle Station in the Argos Rho cluster a month into the war, Second Fleet headquartered itself there and used it as the base for the remainder of the war. Pinnacle Station entered Alliance hands after the war as part of the peace negotiations, and Second Fleet covers part of the "border" with Council space. Alternate name comes from the Fleet's role in freeing Shanxi during the First Contact War.
Dreadnoughts | Carriers | Cruisers | Frigates | Stealth Frigates | |||||
---|---|---|---|---|---|---|---|---|---|
Everest | Kilimanjaro | Einstein | Mumbai | Tokyo | Tarawa | Trafalgar | Normandy | Verdun | Total |
1 | 0 | 3 | 0 | 20 | 0 | 36 | 0 | 0 | 60 |
The Third Fleet was formed at Arcturus in 2157 shortly before the 1CW. It was intended to take over escort duties for exploration groups so Second Fleet would provide regional defense for the newly colonized areas it helped scout, but events of the 1CW changed plans. At the end of the war with Project Akheron starting in the Styx Theta cluster, Third Fleet was assigned to guard the terminus part of the primary pair for that cluster. They built a military station for their headquarters in orbit of Noveria. The alternate name is the result of a joke that the fleet guarding the Styx Theta relay terminus is a "phantom fleet" because there's "nothing" in the cluster to guard and the Alliance would never have a fleet guarding nothing.
Dreadnoughts | Carriers | Cruisers | Frigates | Stealth Frigates | |||||
---|---|---|---|---|---|---|---|---|---|
Everest | Kilimanjaro | Einstein | Mumbai | Tokyo | Tarawa | Trafalgar | Normandy | Verdun | Total |
0 | 2 | 1 | 8 | 12 | 0 | 36 | 1 | 1 | 61 |
Fourth Fleet was formed 2160 with the intent to serve as Alliance presence in the Traverse to guard colonies there. Initially headquartered out of Arcturus Station, Fourth Fleet later moved to the Skyllian Verge and headquartered itself on Elysium. It blunted and repulsed the surprise Skyllian Blitz, with heavy space and ground fighting until patrolling elements returned in force to decisively end the fight. It spearheaded the subsequent war with the Batarians with support from the Second and Fifth Fleets. It currently serves as the region defense for the Skyllian Verge and northern sections of the Attican Traverse.
Dreadnoughts | Carriers | Cruisers | Frigates | Stealth Frigates | |||||
---|---|---|---|---|---|---|---|---|---|
Everest | Kilimanjaro | Einstein | Mumbai | Tokyo | Tarawa | Trafalgar | Normandy | Verdun | Total |
2 | 0 | 3 | 11 | 16 | 0 | 36 | 0 | 0 | 68 |
Fifth Fleet was formed in 2165 when it was decided that the First Fleet should concentrate on defense of the Arcturus system and the end of the Charon Relay pair located there. Fifth Fleet handles defense for the cluster and nearby clusters along with the "southern" sections of the Attican Traverse. Given its command area, its the mobile Fleet that can respond quickest to emergencies at the Citadel. It also covers the remainder of the "border" with Council space. Alternate name comes from the location of the fleet's headquarters.
Dreadnoughts | Carriers | Cruisers | Frigates | Stealth Frigates | |||||
---|---|---|---|---|---|---|---|---|---|
Everest | Kilimanjaro | Einstein | Mumbai | Tokyo | Tarawa | Trafalgar | Normandy | Verdun | Total |
1 | 0 | 2 | 11 | 16 | 29 | 7(+12) | 0 | 0 | 66(+12) |
There are contingency plans in place that could create two more fleets. One contingency plan would result in a fleet stationed at the Citadel in the event the Alliance joins Council space. The second plan involves the rapid creation of a fleet for anti-Geth operations in and around the Perseus Veil should the Geth launch an offensive out of it.
Navy Craft
Systems Alliance craft below frigate weight use this system to designate all aerospace craft used by the Alliance military. Though, with the designation of the SSV Normandy as SR-1 and the SSV Verdun as SRI-1, there is speculation that the system will be extended up to frigates as well.
Despite being somewhat of an offspring of the US military aircraft designation system in effect since 1962 (with regular updates and modifications since), Alliance subcapital craft do not use the same system. The craft used primarily in an atmosphere tend to use the same system out of laziness.
[(1)](2)(3)(4)-(5)(6)-(7)
1. Status prefix
2. Modified mission of the aircraft
3. Basic mission of the aircraft
4. Type of craft
5. Design number
6. Series letter
7. Block Element
Type of Craft
Mass Effect core using craft have become the standard craft, and thus none carry a craft type designation unless the design predates ME physics.
H | Helicopter | Legacy designation |
V | VTOL/STOL | Legacy designation |
Basic Mission
This is the core job for a craft. Sometimes left out when craft type and modified mission are included.
A | Ground Attack | Designed to attack ground units. No FTL drive. |
B | Bomber | Designed to attack capital ships. Has FTL. Craft of this mission are generally referred to as "Fighters." |
C | Transport | Designed to transport cargo and people. |
E | Electronics | Designed to carry substantial electronics, be it ECM/ECCM, surveillance, or other. |
F | Fighter | Designed to attack aerospace units. Has FTL. Craft of this mission are generally referred to as "Interceptors." |
M | Multi-mission | Designed to handle multiple mission types including Search and Rescue. |
O | Orbital Insertion | Designed to rapidly drop into the atmosphere from orbit. As known as "drop ships." |
R | Reconnaissance | |
S | Stealth | Designed with stealth systems. |
T | Trainer | Designed for flight training. |
U | Utility | Designed for base support. In some respects a "light" transport mission. |
X | Experimental |
Modified Mission
The letter left of the basic mission designation indicates that a particular aircraft has been optionally modified for a mission different than its original design purpose. There should only be one letter for the modified mission designation, but there are a few exceptions.
A | Ground Attack | Modified to be able to attack ground units. |
B | Bomber | Modified to be able to attack capital ships. |
C | Transport | Modified to be able to transport people and cargo. |
E | Electronics | Modified to carry substantial electronics, be it ECM/ECCM, surveillance, or other. |
F | Fighter | Modifiedd to attack aerospace units. |
L | High Gravity Operations | Modified to operate in high gravity areas. |
M | Multi-mission | Modified for a variety of combat-oriented missions. |
O | Orbital Insertion | Modified for rapid descent into an atmosphere. |
Q | UAS | Modified to be an Unmanned Aerospace System. |
R | Reconnaissance | Modified to be able to perform reconnaissance missions. |
S | Stealth | Modified with stealth systems. |
T | Trainer | Modified for flight training. |
U | Utility | Modified for combat support missions. |
V | VIP | VIP, Staff transport |
Status Prefix
Only used if a craft is not in normal operational service.
C | Captive | Rockets/Missiles/Torpedoes fitted but unable to launch. |
D | Dummy | Non-flying Rockets/Missiles/Torpedoes, usually for ground training. |
G | Permanently Grounded | No longer cleared or allowed to fly. |
J | Temporary Special Testing | Aircraft with equipment temporarily installed for testing. |
N | Permanent Special Testing | Aircraft with equipment installed for testing and that cannot be returned to original configuration. |
X | Experimental | Craft not yet accepted into service. |
Y | Prototype | Prototype - mass production version. |
Design Number
The first number after the hyphen is a craft designation. The rule, although often violated, is that normal craft are to be designated in a strict numerical series according to their basic mission.
Series Letter
A suffix letter designates variants of a basic aircraft, with the first model being "A" and subsequent series letters being assigned the next letters of the alphabet (skipping "I" and "O" to avoid confusion with the numbers "1" and "0"). As with other symbols, there are exceptions with out-of-sequence suffixes (e.g. to designate a specific customer, like the "N" in F-16N designated "Navy").
Block Number
This indicates sub-variants within a specific craft series. Some times the hyphen before the number is replaced by the word "block".
- F-15E-51 Eagle - Fighter aircraft, 15th design in the family, E series, block 51.
- B-2A Block 30 - Bomber aircraft, 2nd design in the family, A series, Block 30.
Designation | Popular Name | Purpose | Service | Version |
---|---|---|---|---|
F-2 | Crusader II | Fighter | 2150-2162 | F-2B Crusader II |
F-3 | Tiger II | Fighter | 2163-2175 | F-3A Tiger II |
F-4 | Phantom III | Fighter | 2174- | F-4D Phantom III |
XF-5 | Raptor II | Fighter | ||
B-2 | Liberator | Bomber | 2150-2175 | B-2G Liberator |
B-3 | Scorpion | Bomber | 2174- | B-3C Scorpion |
XB-4 | Valkyrie II | Bomber |
Designation | Popular Name | Purpose | Service | Version |
---|---|---|---|---|
A-58 | Wasp | Gunship | 2151-2173 | A-58G Wasp |
A-61 | Mantis | Gunship | 2170- | A-61E Mantis |
C-51 | Starmaster | Tactical transport (limited FTL) | 2160- | C-51B Starmaster |
C-65 | Galaxy II | Strategic transport (full FTL) | 2172- | C-65A Galaxy II |
MV-24 | Vulture | Troop Transport (also known as OM-24) | pre-2148 - 2174 | OMV-24H Vulture |
MV-25 | King Fisher | Vehicle Transport (also known as OM-25) | pre-2148 - 2176 | OMV-25T King Fisher |
UO-47 | Kodiak | Drop-shuttle Transport | 2174- | UO-47C Kodiak |
Marine Corps
Units
Any military uses units of various sizes to organize and command their soldiers, and the Alliance Marine Corps is no different.
These are the smallest units used, and are the ones most typically seen in the field. Usually the largest field unit outside of offensive operations is the squad, which is easily bunked on a frigate for rapid response to small threats throughout Alliance space. During the First Contact War, fights up to Company level occurred, and during the Batarian-Alliance War, Battalions were seen operating together during assaults on key locations.
An artillery company is referred to as "Battery," and do not utilize the fire team, squad, or platoon unit levels, though each artillery piece is roughly equivalent to a squad in crew.
Unit | Abbr | Size (Soldiers) | Size (Unit) | CO Rank |
---|---|---|---|---|
Fire Team | FT | 3 | Cpl | |
Squad | Sqd | 12 | 3 FT, plus Sqd Leader FT | Service Chief |
Platoon | PLAT | 39 | 3 Sqd, plus PLAT Leader, PLAT Chief, Corpsman | 2nd Lt |
Company | co | 129 | 3 PLAT, plus command/support squad | Lt Cdr |
Battalion | Bn | 555 | 4 co, plus command/support PLAT | Staff Cdr |
Units at this level are largely for administrative rather than field use. The only time units at this level have seen field use was during the assault on Torfan, when two full divisions were fielded to seize it completely.
Regiments are identified by unit type. By this time, all infantry units are mechanized, so infantry forces are labeled "Infantry." Engineers are "Engineer," and Artillery are "Artillery."
Divisions are labeled according to their task. Divisions deployed for garrison or scouting duty are given the "Frontier" designation. The 2d Frontier Division is stationed on Eden Prime as of 2183. "Assault" Divisions are the front line combat units. They handle pirate and slaver raids and reprisals, thresher maws, and other larger offensive needs.
Unit | Abbr | Size (Soldiers) | Size (Unit) | CO Rank |
---|---|---|---|---|
Regiment | regt | 1,516 | 3 bn, plus command/support co | Major |
Brigade | Bde | 3,501 | 2 regt, plus command/support bn | Colonel |
Division | Div | 7,471 | 2 Bde, plus command/support bn | General |
Command | 14,942+ | 2+ Div | General |
- 2d Frontier Division
- Stationed: Eden Prime
- 212 Bde
- 69th Infantry Regiment
- 175th Infantry Regiment
- 232 Bde
- 52d Infantry Regiment
- 146th Infantry Regiment
- 7th Assault Division
- Stationed: Skyllian Verge Command
- 134 Bde
- 42d Infantry Regiment
- 54th Infantry Regiment
- 200 Bde
- 151st Infantry Regiment
- 169th Artillery Regiment
- 10th Frontier Division
- 3 Bde
- 14th Infantry Regiment (Listening Post Duty, Terminus Command)
- 119th Infantry Regiment
- 51 Bde
- 68th Infantry Regiment
- 17th Infantry Regiment
- 3 Bde
Navy | Marine Corps |
---|---|
Serviceman 3rd Class | Private Second Class |
Serviceman 2nd Class | Private First Class |
Serviceman 1st Class | Corporal |
Service Chief | |
Gunnery Chief | |
Operations Chief | |
2nd Lieutenant | |
1st Lieutenant | |
Staff Lieutenant | |
Lieutenant Commander | |
Staff Commander | |
Captain | Major |
Rear Admiral | Colonel |
Admiral | General |
Fleet Admiral |
Unlike Earth militaries, the Alliance Navy does not have a dress uniform where the wearer displays all the medals and ribbons and badges they've earned. In fact, while Tier Three and higher gallantry medals give an actual physical medal, only the Terra Star may be worn with the dress uniform, and even that is optional.
Instead, they are listed in the personnel jacket and serve as a summary of a service member's time in service and abilities.
Gallantry Medals
Name | Origin | Equivalent |
---|---|---|
Terra Star | Systems Alliance | Congressional Medal of Honor (US), Victoria Cross (UK) |
Distinguished Service Medal | United States | <Army/Navy/Air Force> Cross (US), Distinguished Service Order/Conspicuous Gallantry Cross (UK) |
Military Medal | United Kingdom | Silver Star (US), Distinguished Service Cross/Military Medal (UK) |
Mentioned in Dispatches | United Kingdom | Bronze Star (US), Mentioned in Dispatches (UK) |
Purple Heart | United States | Purple Heart (US) |
Service and Marksmanship Awards
Name | Origin | Equivalent |
---|---|---|
Prisoner of War Medal | United States | Prisoner of War Medal (US) |
Meritorious Service Medal | United Kingdom | Good Conduct Medal (US), Meritorious Service Medal (UK) |
Long Service and Good Conduct Medal | United Kingdom | Long Service and Good Conduct Medal (UK) |
Frontier Service Ribbon | Systems Alliance | Overseas Service Ribbon (US), numerous UK ribbons |
Ship Service Ribbon | Systems Alliance | Sea Service Ribbon (US) |
Combat Action Ribbon | United States | Combat Action Badge/Ribbon (US) |
Campaign Ribbons
Name | Origin |
---|---|
Space Exploration Ribbon | Served in Systems Alliance military performing space exploration 2149- |
Relay 314 Incident Ribbon | Served on a vessel involved in Relay 314 Incident in 2157. |
First Contact War Ribbon | Served in Systems Alliance military during First Contact War in 2157. |
Skyllian Blitz Campaign Ribbon | Participated in Battle of Elysium in 2172. |
Batarian-Alliance War Ribbon | Served in Systems Alliance military during Batarian-Alliance War 2172-2174 |
Torfan Campaign Ribbon | Participated in Battle of Torfan in 2174. |
Skyllian Verge Service Ribbon | Served in the Systems Alliance military in the Skyllian Verge. |
Attican Traverse Service Ribbon | Served in the Systems Alliance military in the Attican Traverse. |
Terminus Service Ribbon | Served in the Systems Alliance military in the Terminus Systems. |
Project Akheron Service Ribbon | Served in the Systems Alliance military in Project Akheron. (created 2183, applied retroactively) |
Alliance Military Service Ribbon | Served in the System Alliance military in operations in regions not covered by other ribbons |
Badges
Name | Origin | Equivalent |
---|---|---|
Combat And Skill Badges | ||
Expert Infantryman Badge | United States | Expert Infantryman Badge (US) |
Expert Field Medical Badge | United States | Expert Field Medical Badge (US) |
Aircrew Badge | United States | Aircrew Badge (US) |
Explosive Ordinance Disposal Badge | United States | Explosive Ordinance Disposal Badge (US) |
Freefall Parachutist Badge | Systems Alliance | Parachutist Badge (US) |
Orbital Insertion Badge | Systems Alliance | Freefall Parachutist Badge (US) |
Infiltrator Badge | Systems Alliance | Pathfinder Badge (US) |
Biotics Badge | Systems Alliance | |
Driver and Mechanic Badge | United States | |
Operator - S | Operator - Special Mechanic Equipment | |
Mechanic | ||
Driver - H | Driver - Hover vehicles | |
Driver - W | Driver - Wheeled vehicles | |
Marksmanship Qualification Badge | United States | Available in Marksman, Sharpshooter, and Expert Levels |
Rifle | Assault Rifle, Battle Rifle, Machine Gun | |
Pistol | Pistol, Heavy Pistol | |
AA Artillery | Anti-aircraft Artillery | |
Field Artillery | ||
Submachine Gun | ||
Launcher | Rocket Launcher, Grenade Launcher, M-920 Cain, etc | |
Grenade | Hand thrown grenades | |
Mortar | ||
Vehicle Weapons | "tank" gun, vehicle mounted direct-fire missile systems, etc | |
Projector | Firestorm, Avalanche, Arc Projector, Blackstorm, etc | |
Machine Gun | Light Machine Gun, Heavy Machine Gun (vehicle-mounted) | |
Shotgun | ||
Sniper Rifle | ||
Aero-weapons | Fighter/Interceptor weaponry |
Weapons mounted on the A-61 Mantis and MV-24H Vulture fall under the Vehicle Weapons and Machine Gun qualifications.
Personal weapons
Nearly up to the Eden Prime Conflict, personal weapons used internal heat sinks that allowed a weapon to fire until it overheated, at which point it would be unable to fire again until it had completely dissipated the heat. The Geth began using detachable heat sinks referred to as 'thermal clips' in the mid-2170s. This removed the issue of weapons "jamming" from heat, but returned ranged weaponry back to the days of clips and magazines of the pre-Mass Effect (ME) era. It did increase their rate of fire and Alliance forces quickly followed their lead, largely relegating the internal heat sink designs to retirement.
Revolver
An iconic weapon of the pre-ME era, revolvers were rendered obsolete for law enforcement and military with the introduction of ME physics and technology. While it could be possible to create ME revolvers, they would for all intents and purposes be pistols instead and non-ME revolvers cannot keep pace with the abilities of ME semi-automatic pistols.
Pistol
Analogous to smaller caliber semi-automatic pistols of the pre-ME era, pistols are the standard sidearm for law enforcement and the military. These weapons use internal heat sinks.
- Kessler (canon Alliance standard pistol - ME1)
Heavy Pistol
Created after the Geth introduced the use of thermal clips on personal weapons, Heavy Pistols are higher caliber semi-automatic pistols that were incredibly inefficient under the internal heat sink design.
- M-3 Predator
- M-5 Phalanx
- M-6 Carnifex
Dusted off after the introduction of thermal clips, the Submachine gun design combines the small size of nearly handgun sized weapons with the automatic fire abilities of automatic rifles. Ideal for Close Quarters Battle (CQB) where an assault rifle would have difficulty maneuvering, it also provides good suppressing fire capabilities while keeping accuracy.
Machine Pistol
Machine Pistols are SMGs that were built up from a pistol design.
- M-4 Shuriken
Submachine Gun
Submachine Guns, as a specific category, were basically stripped down from assault rifle designs.
- M-9 Tempest
- M-12 Locust
Generally referred to as "Assault Rifles", Automatic Rifles have four categories based on situation and ranges.
Carbine
A shortened assault rifle, the carbine works well in Close Quarters Battle (CQB) situations. The design allows easier use of assault rifles in areas where the full sized versions would have trouble maneuvering. Rendered obsolete with the advent of ME physics allowing even better armor without noticeable weight increase and size reduction of assault rifles without loss of capabilities.
It was briefly revived following the introduction of thermal clips as a competitor for military contracts, but lost out to the submachine gun concept and disappeared back into retirement.
Assault Rifle
The mainstay of militaries, the assault rifle is ideal for firefights under 300m but was somewhat unwieldy in CQB areas like urban or jungle locations. Innovation following ME physics resulted in the standard assault rifle designs used since the First Contact War that are full assault rifles the size of carbines.
- (M-7) Lancer (canon Alliance standard rifle - ME1)
- M-8 Avenger
Battle Rifle
A design that fluctuates in and out of military use, the battle rifle is designed for medium range firefights in the 300-600m range. It was phased out in favor of assault rifles that had decent accuracy in that range for less waste heat. Following thermal clips being introduced, the concept was revived.
- M-15 Vindicator
- M-96 Mattock
Light Machine Gun
First created in World War I, the light machine gun (LMG) is a fully automatic weapon designed to be carried and fired by a single person. It lacks the punch of 'heavier' designs, but doesn't require a crew to operate. LMGs became inefficient with the internal heat sink design due to their volume of fire, but thermal clips returned the LMG to the battlefield.
- M-76 Revenant
Sniper Rifles are long range rifles, typically engaging targets in the 600+m range. Due to the lengthy range, sniper rifles push accuracy and damage over rate of fire. Snipers had to be careful with waste heat with internal heat sinks, given that firing too closely together generally resulted in an overheat after two shots. Thermal clips returned sniper rifles to their root, and many designs became 'bolt-action' style.
Anti-Personnel
Anti-Personnel sniper rifles are designed for use against combatants.
- Avenger (standard Alliance sniper rifle - ME1)
- M-29 Incisor (burst)
- M-92 Mantis (bolt-action)
- M-97 Viper (semi-auto)
Anti-Matériel
Anti-Matériel sniper rifles are designed to engage vehicles, other equipment, and Krogans rather than combatants.
- M-98 Widow (bolt-action)
Largely unused by militaries until urban operations became more widespread, the shotgun is a close range weapon that fires multiple projectiles in a cone pattern. They have low accuracy outside of close range but can quickly deliver substantial damage to anything close up.
- Storm (canon standard Alliance shotgun - ME1)
- M-22 Eviscerator (banned from military use)
- M-23 Katana
- M-27 Scimitar
- M-300 Claymore
Heavy weapons are weapons that utlize power cells rather than heat sinks or thermal clips to deliver a harder punch.
Explosive
Typical heavy weaponry, these weapons fire rounds that explode.
- M-77 Missile Launcher
- M-100 Grenade Launcher
- M-920 Cain
"Elemental"
These heavy weapons deal fire, cold, electric and other damage
- M-451 Firestorm
- M-490 Blackstorm
- M-622 Avalanche
- Arc Projector
Medium Machine Gun
Medium Machine Guns (MMG) in pre-ME days were crew-operated weapons that typical provided sustained fire against targets compared to the Light Machine Gun's (LMG) burst fire support role, and MMGs use larger caliber rounds than LMGs. The introduction of ME physics resulted in the medium machine gun disappearing from field use. Recent efforts have begun to reintroduce the design.
While not a "true" heavy weapon, its size and weight place it in the heavy weapon slot rather than the assault rifle slot.
Heavy Machine Gun
Heavy Machine Guns (HMG) are crew-operated weapons that were used for engaging vehicles and fortifications. After ME physics were introduced, HMGs only appeared on the battlefield mounted on vehicles.
The loss of medium and heavy machine guns following the introduction of ME technology left the Alliance forces without a dependable non-vehicle support weapon that could be used at the platoon or company level. With the advent of thermal clips, the Alliance military decided to change that fact. The XMG Competition is an ongoing design challenge to create a medium machine gun using ME physics that is operable by a single person like a light machine gun can.
Hahne-Kedar XM-70
Ignoring the thermal clips, the XM-77 design is based on the Lancer line of assault rifles. It uses Frictionless Materials and Kinetic Coils to increase weapon stability and reduce heat. This allows the XM-77 to engage targets for lengthy periods of time without overheating. It comes with a built-in deployable bipod for increased stability when firing full auto.
Base Damage: 21.8
Bonuses: +25% vs armor, +25% vs shields, +25% vs barriers
Fire Mode: Automatic
Rate of Fire: 750 rounds per minute
Accuracy: Moderate
Recoil: Low
Thermal Clip: None, Internal Heat Sink
Hahne-Kedar XM-71
A variant of the XM-70, it includes thermal clips in the design. This allows the gun to switch from internal heat sink to clips and continue firing while the internal sink vents, then switching back to the internal sink once it has finished venting. In addition, it has tungsten for the ammo supply, providing armor-penetration power to the weapon. H-K has also added a scram rail and increased the amount of frictionless materials used.
While fire-able from the shoulder, the XM-71 suffers accuracy loss as a result of the upgrades. It comes with a built-in deployable bipod/tripod and it is ideally fired while resting on the mount.
Base Damage: 28.2
Bonuses: +55% vs armor, +25% vs shields, +25% vs barriers
Fire Mode: Automatic
Rate of Fire: 900 rpm (with clips), 780 rpm (without clips)
Accuracy: Moderate
Recoil: Moderate
Thermal Clip: Internal Heat Sink, back-up 40/240
Jormangund Technology XM-134
Instead of going back to old internal heat sink designs like H-K, Jormangund has taken a look back to pre-ME era weapon designs. the XM-134 shares an appearance to a cut-down, handheld version of the M-134 Minigun. It is a 6-barrel design that utilizes air cooling along with back-mounted "internal" heat sinks (connected to the weapon by an insulated feed belt) to keep waste heat down during sustained fire.
To extend the fire time, the backpack houses four internal heat sinks. When one overheats, heat feed is transferred automatically to the next sink. The four heat sinks continue to trade off during sustained fire. The backpack and gun, however, take up substantial space - when equipped with the XM-134, a soldier cannot mount a sniper rifle, assault rifle, or shotgun.
Base Damage: 19.2
Bonuses: +30% vs armor, +30% vs shields, +30% vs barriers
Fire Mode: Automatic
Rate of Fire: 2000 rpm
Accuracy: Moderate
Recoil: Moderate
Thermal Clip: None, Internal Heat Sink x2
Personal Armor
One of the more rapid and well received advances from the introduction of Mass Effect physics and technology was the changes to armor brought about. Unlike the somewhat clunky and heavy armor systems used during the late 20th and early 21st Century, the new armor designs provided similar protection at a fraction of the weight and across the whole body - and that was before one took into account the kinetic barriers the armor also came with.
While a variety of armor lines are available, the Alliance military utilizes one line as its standard - though soldiers may, if they wish, buy their own armor but repair and maintenance of those are lower priority for Armorers - and run competitions and checks every five years to ensure they're still using the best choice for protection and price.
In addition, the Alliance groups armors into types based on their protection abilities and generally follows the light/medium/heavy armor divisions, but actual placement depends on the armor and shield strength of the armor. Each type is divided into groups based on species shape, but only H and Q models are stocked and used by the Alliance.
The general designation for armor is Type#-(Species) Mk#(Armor) (Mod #). It should be noted that each armor designation refers to a different armor line. Type I Mk4B is not the same armor line as Type I Mk4N, for example.
Species Designation | Species Use | Armor Designation | MOS | |
---|---|---|---|---|
H | Human, Asari, Batarian, etc | B | Infantry, general use | |
K | Krogan | G | Electronic Warfare | |
Q | Quarian | H | Hospital Corpsman (Medic) | |
S | Salarian | I | Military Intelligence | |
T | Turian | N | Special Forces | |
S | Signal Corpsman (Communications) |
The standard armor for an infantry unit would be Type I-(H/Q) Mk4B Mod 1. Platoon and higher command personnel would have Type II-(H/Q) Mk3B Mod 4.
Type I armor is light armor. Generally the ME equivalent of the 20th Century kevlar vests with trauma plates on critical locations. Type I armor is the typical armor for the infantry for patrol, garrison, and most combat situations.
Medium armor considered Type I includes Sirta Foundation Phoenix armor (H/Q).
Type | Service Length | Mods | Armor |
---|---|---|---|
Type I Mk1 | 2150-2160 | Mod 1, 2 | B, H, N, G |
Type I Mk2 | 2160-2170 | Mod 1, 2, 3 | B, H, N, G, I, S |
Type I Mk3 | 2170-2175 | B, I, N | |
Type I Mk4 | 2175- | Mod 1 | B, I, N |
Type I Mk4B armor is the Aldrin Labs Onyx light armor line.
Type I Mk4I armor is the Aldrin Labs Hydra light armor line.
Type I Mk4N armor is the Hahne-Kedar Mantis light armor line.
Type II armor is medium armor, plus some models of light armor. This is the closest equivalent to the armor systems equipped by infantry in the early 21st Century. Alliance provides Type II armor to the command members of an unit to enable easier visual identification of superiors in combat. Type II is deployed to regular infantry when heavy combat is expected, at which point the command soldiers are switched up to Type III armor.
Light armor considered Type II armor includes Ariake Technologies Mercenary armor (H/Q), Armax Arsenal Predator armor (H/Q), Jormangund Technology Crisis armor (H/Q), Hahne-Kedar Shadow Works Spectre armor (H/Q), and Hahne-Kedar Shadow Works Janissary armor (H/Q). Heavy armor considered Type II includes Aldrin Labs Mantis armor (H), Aldrin Labs Onyx armor (H/Q), and Sirta Foundation Phoenix armor (H/Q).
Current standard armor in 2183 is Type II-(H/Q) Mk3(B/N) Mod 4.
Type | Service Length | Mods | Armor |
---|---|---|---|
Type II Mk1 | 2150-2160 | Mod 1, 2 | B, N |
Type II Mk2 | 2160-2175 | Mod 1, 2, 3, 4, 5 | B, N, G, S |
Type II Mk3 | 2175- | Mod 1, 2, 3, 4 | B, N |
Type II Mk3B armor is the Aldrin Labs Hydra medium armor line.
Type II Mk3N armor is the Hahne-Kedar Shadow Works Spectre light armor.
Heavy armor, Type III gives the best damage protection and shields, though often at the highest mobility cost. Type III wearers can generally wade through a firefight confident that their shields and armor will keep them safe until they find cover or kill all hostiles. The closest pre-ME equivalent to Type III armor is probably Bomb Squad/EOD armor.
Given the armor and shield requirements to be considered Type III, there are few light or medium armor lines that can be qualified. Light armor considered Type III includes Kassa Fabrication Colossus armor (H/Q), Batarian State Arms Partisan armor (H), and Rokensov Materials Titan armor (H/Q). Medium armor considered Type III includes Kassa Fabrication Colossus armor (H/Q), Rokensov Materials Titan armor (H/Q), and Jormangund Technology Crisis armor (H/Q).
Type | Service Length | Mods | Armor |
---|---|---|---|
Type III Mk1 | 2160-2170 | Mod 1, 2, 3, 4 | B |
Type III Mk2 | 2170- | Mod 1, 2, 3, 4, 5, 6 | B, N |
Type III Mk2B armor is the Kassa Fabrication Colossus light armor.
Type III Mk2N armor is the Rosenkov Materials Titan light armor.
An experimental concept started in 2170, Type IV armor amounts to Type III armor with built in exoskeleton enhancements, making it into power armor. This armor is designed for hot drops with sufficient firepower to clear the area for reinforcements to arrive. The exoskeleton additions allow more mobility and carrying capacity than regular armor wearing infantry.
Type IV Mk0 Mod 5 suits were designed for orbital insertion deployment and used in this capacity during the opening stages of the assault on Torfan in 2174. All subsequent designs have included this capacity.
Type | Service Length | Mods | Armor |
---|---|---|---|
Type IV Mk0 | 2171-2174 | Mod 1, 2, 3, 4, 5 | |
Type IV Mk1 | 2174-2178 | Mod 1, 2 | |
Type IV Mk2 | 2178- |
Type IV Mk2 armor is a mix of Armax Arsenal Predator H heavy armor and Hahne-Kedar Shadow Works Spectre heavy armor for the basic appearance.
While most of the galaxy utilizes a standard weapons placement load out and thus a single standard firmware to connect in any weapons available that are compatible with it, the Alliance has opted for more flexibility in its load outs and thus armor firmware.
Their first standard firmware (1.2150.15) was nearly the galaxy-wide standard - though they didn't know it at the time - and allowed rapid usage of captured enemy weaponry during the First Contact War. The second firmware (2.2158.56) included support for armor and weapon upgrades that finished making their firmware compatible with the galactic standard.
The first radical shift came in 2168 when it was suggested that slots for weapons a soldier was unqualified in could be put to better use holding addition ammo or another of a weapon the wearer was qualified in. The test firmware (x.2168.12) was successful to acknowledge and accept non-weapon attachments such as ammo holders or shield enhancement upgrades or the like, but it had issues with linking to any weapon attached to the slot. This was solved by expanding the weapon types that could fit a slot, but not allowing true restriction-less slot use. The firmware (3.2171.2) was also placed on the omni-tool rather than the armor itself, allowing for a soldier to switch between multiple armors without needing to worry about the firmware installed.
As Type IV armor was conceived and designed, the issue of a true 'free slot' armor firmware came up again. Work continued based off the 3.2171.x design towards that concept. The Type IV armors became test beds for the rapidly changing firmware and allowed for quick feedback on field use. At the time the Skyllian Blitz started, several test units of Type IVs with the new firmware were going through their paces on Elysium. By the time the troopers were relieved by additional forces and a retreating enemy, most of the bugs in the design had been ironed out - mid-combat, as the programmers patched the firmware while dodging fire.
By the final year of the Batarian-Alliance War, the prototype firmware had been cleaned up and spread through out the Marines, who took advantage of the confusion generated by having "non-standard" weapon loads. The firmware was updated two more times since then. The current version being 6.2181.69, and includes the ability for the lower back slot (typically shotgun placement) to be split between two items - typically two pistols/SMGs - on the fly. One programmer jokingly referred to the concept as "Universal Plug and Play."
This ability also allows for heavy weapons that can take up multiple slots or for lighter, single-slot heavy weapons to be mounted elsewhere. Some non-weapon attachments include heavy weapon and regular ammo "pouches", shield boosters, biotic resistance boosters, tech hardeners, cloak enhancers, and more.
Armor Location | Slots | Standard Load |
---|---|---|
Upper Back | 3 | Sniper, Heavy, Assault |
Lower Back | 1 | Shotgun or 2 Pistol/SMG |
Upper Leg | 2 (one per leg) | Pistol or Heavy Pistol or SMG (one option per leg) |