Vehicles/aircraft of the systems alliance army and Marine Corps

Noncombat vehicles:

CT3 Goat cargo truck:

Length: 7.6 m

Width: 2.5 m

Hight: 3 m

Crew: N/A (unmanned)

armament: 6 combat drones

Cargo: standard 30 cubic meter modular military cargo container (capable of holding either solid or liquid materials depending on model)

Speed: 110 km/h

CV1 shepherd command vehicle:

Length: 7.6 m

Width: 2.5 m

Hight: 3 m

Crew: 2 (driver, drone operator)

armament: 6 combat drones

Cargo: none (controls a "flock" of 12 CT3 goat cargo trucks)

Speed: 110 km/h

MT19 Donkey medical transport (based on the chassis of the IFV 19 Scorpion)

Length: 9.62 m

Width: 4.71 m

Hight: 3.2 m (turret removed)

Crew: 2 (1 driver, 1 drone controller)

Armament: N/A

Complement: 4 medical assistance drones

Speed: 110 km/h

CEV 3 Elephant class modular engineering vehicle:

length: 9.92-13 m (depending on engineering module and equipment deployment status)

Width: 4.9 m

Hight: 3.8-19 m (depending on engineering module and equipment deployment status)

Crew: three (2 combat engineers, one driver)

Armament: two automated light machine gun turrets

Equipment: one engineering module (bulldozer module, crane module, pre-fabricated bridge module, excavation module, vehicle recovery module,)

speed: 110 km/h

Sensor Trident variant :

Length:14.5 m

Width:3.25 m

Height: 1.85 m

Armament:N/A

Equipment: EWS13 Asgard surveillance system OR EWS14 Oroborus anti-communications and anti-sensor package

Combat Vehicles:

IFV 19 Scorpion:

Length: 9.62 m

Width: 4.71 m

Hight: 3.9 m

Crew: 1 driver, 1 gunner

Armament: 76 mm auto-cannon (240 rpm, 300 round magazine),30 28x28x280 cm VLS cells (capable of holding one eagle ground attack missile or four sparrowhawk surface to air missiles each), 4 autonomous LMG turrets

Complement: two squads

Speed: 110 km/h

AIFV 19 Iron Scorpion (marine Corps unmanned variant):

Length: 9.62 m

Width: 4.71 m

Hight: 3.9 m

Crew: N/A (remotely operated)

Armament: 76 mm auto-cannon (240 rpm, 300 round, magazine),30 28x28x280 cm VLS cells (capable of holding one eagle ground attack missile or four sparrowhawk surface to air missiles each), 4 autonomous LMG turrets

Complement: 8 fire teams

Speed: 110 km/h

MBT4 python main battle tank:

length: 9.7 m

Width:4.8 m

Hight: 3.75

Crew: 3 (commander, gunner , Driver)

Armament: 130 mm cannon (20 rpm, 100 rounds), 20 28x28x280 cm VLS cells (capable of holding one eagle ground attack missile or four sparrowhawk surface to air missiles each), 6 autonomous LMG turrets, 1 40mm autonomous automatic grenade launcher

Speed: 110 km/h

AMBT4 iron python main battle tank:

length: 9.7 m

Width:4.8 m

Hight: 3.75

Crew: N/A (remotely operated)

Armament: 130 mm canon (20 rpm, 100 rounds),20 28x28x280 cm VLS cells (capable of holding one eagle ground attack missile or four sparrowhawk surface to air missiles each), 6 autonomous LMG turrets, 1 40mm autonomous automatic grenade launcher

Speed: 110 km/h

SPG5 panther self-propelled gun:

length: 9.94 m

width: 4.73 m

Hight: 3.44 m

Crew: 3 (gunner, Commander, driver)

Armament: 155mm cannon (12 rpm, 72 rounds), 10 28x28x280 cm VLS cells (capable of holding one eagle ground attack missile or four sparrowhawk surface to air missiles each but is only used for sparrowhawk surface to air missiles ), 3 autonomous LMG turrets,

equipment: long range spotting drone

Speed: 110 km/h

GS 11 Gladius gunship:

Length: 16.4 m

width: 2.1 m ( 5.5 with ordinance racks deployed, 6.3 with engine pods)

Hight: 3.41 m

Crew: 2 (pilot, gunner/weapons operator)

Armament: 4 spinally mounted 10x0.5x0.5 anti-vehicle mass accelerators ( 2 ton yield, combined 120 rpm), 4 ordinance racks (each capable of holding 98 Sparrow-hawk anti-air missiles/ 10 Canary air to surface rockets/ 50 dragon vehicle missiles each), 2 twin heavy machine gun turrets,

Trident:

Length:14.5 m

Width:3.25 m

Height: 1.85 m

Armament:2 6x1x1 mass accelerator machine guns, two ordinance hard points (each capable of holding 2 Sparrow-hawk anti-air missiles/ 2 Canary air to surface rockets/ 2 dragon vehicle missiles each)


Drones:

Gnat light reconnaissance drone:

Length: 15mm

Width: 4 mm (12mm with wings extended)

Hight: 5 mm

Equipment: multi-spectral scanner

Operation time: 3 hours before recharge

speed: 60 km/h

Bumblebee long range spotting drone:

Length: 1.31m

Width: 125mm (4 m wingspan when deployed, wings retractable)

Hight: 200 mm

Equipment: multi-spectral scanner

Operation time: 8 hours before recharge

speed:800 km/h

Hornet combat drone:

Length: 400mm

Width: 150mm

Hight: 100mm ( 190mm accounting for turret)

Armament: 1 assault rifle, one grenade launcher (10 grenades)

Operation time: 6 hours before recharge


kinetic barriers

Throughout history, in most time periods with few exceptions, offensive capabilities have vastly outstretched defensive capabilities. As with the early ironclad age , 24th century are also an exception.

Rounds from spinally mounted mass accelerators can be measured in the megaton and kiloton ranges per shot, directly striking the hull of even the largest dreadnoughts, this would prove fatal. Fortunately, they first have to go through the kinetic barriers.

The energy from mass accelerators is kinetic energy, which is dependent on the velocity an object is moving at and the mass of an object. Kinetic barriers subsume a object in a positive Mass Effect field, causing its mass, and kinetic energy, to decrease.

Projecting a mass effect field in the void of space without a medium connecting it to the eezo producing the field is difficult and strenuous to the equipment producing the field. Because of this, in a short amount of time a kinetic barrier can only remove so much energy before becoming non-operational and there is a limit for how much energy it can remove from individual shots. Larger, more sophisticated, or more resilient kinetic barrier projectors can produce a more capable kinetic barrier.

The amount of energy that can be removed from a single shot before surpassing the capabilities of a kinetic barrier is generally equivalent to between 5 to 15% of the total barrier capacity. The amount varies based on the sophistication of the kinetic barrier technology of the ship or individual. In general, hierarchy kinetic barriers sit around 10%. Systems alliance barriers, due to less developed kinetic barrier technology, can absorb 7.5% of its capacity in a single shot. A rule of thumb is that ships generally are vulnerable to their own types main guns, for instance dreadnoughts are vulnerable to other dreadnought many guns.

kinetic barriers are not effective against any other form of energy, leaving defense against lasers, nukes, and any other non-kinetic weaponry to the armor of a ship.

Infantry kinetic barriers have been something that has been dreamed of for most of Citadel history, but has not been possible. Close proximity to mass effect fields without some form of protection like is found in ships and vehicles is extremely hazardous. The only individuals with any form of mass effect protection on the infantry level were biotics who could survive exposure to Mass Effect fields and produce their own barriers due to adaption to eezo in the womb. This changed in 2311 with the production of the turian aegis heavy armor. Using miniaturized technology from ground vehicles, it allowed infantry to equip a kinetic barrier for the first time in history. While the first generation models were only effective against civilian pistol and submachine gun caliber munitions, it was a massive boon to ground forces and is considered the greatest advancement in infantry technology since the development of the infantry mass accelerator in 19 AD. The systems alliance has not developed personal kinetic barriers, but has been able to genetically engineer biotics into their special forces, giving them equal protection plus the benefits of biotic abilities. Unfortunately, standard alliance soldiers have to make do with the thick armor of their power armor suits.

Kinetic barriers are one of the most expensive components of a ship or infantry armor due to their extreme precision manufacturing requirements and high maintenance. Because of this, many low quality civilian vessels not designed for long-term travel are not equipped with kinetic barriers, and many mercenary groups and "third galaxy" nations do not equip most infantry with kinetic barriers to save costs. (reason for the extreme drop in prevalence of kinetic barriers in ME2 and 3 compared to one. Mass Effect two is mostly in the terminus systems, which are in general less advanced than the citadel, and do not equip their infantry with as high quality equipment. During mass effect three a massive war is occurring and it would be higher priority to equip and send out large amounts of soldiers then give them high quality equipment.)


common human augmentations:

Augmentations of the cybernetic, genetically engineered, and biomechanical varieties are extremely common in human space with the majority of the population having at least minor augmentations. Augmentations can generally be fit into three categories: physical, perceptual, and cellular/micro-organic.

physical augmentations: physical augmentations are augmentations meant to enhance the body in some physical way by upgrading or replacing organs, organ systems or components within the body like the muscular system, respiratory system, circulatory system, skin, or bones.

perceptual augmentations: perceptual augmentations improve the Individuals ability to process, obtain, or store information. This includes improvements to the senses, nervous system, or even brain. This also includes any devices directly connected to the body intended to connect to the Internet or other devices.

Cellular/micro organic augmentations: cellular/micro organic, augmentations directly alter how the cells within the body operate, or add new components directly into the bodies operation, like bacteria, viruses, or chemicals for a beneficial results.

Many augmentations, like Omni tools, augmented reality eyes, organ system enhancements, Neural interfaces, and immune system enhancements are extremely common for systems alliance civilians. Individuals who join the military get a standard augmentation package including Neural interface, nervous system enhancements, 350% reaction time enhancement, high quality cybernetic eyes, synthetic muscles with 350% increase strength, increased G force resistance, artificial lungs capable of filtering out harmful chemicals and absorbing all oxygen from a breath compared to the relatively small amount, absorbed by normal humans, increased bone density, increased heat dissipation abilities, and increased skin durability.

There is a government program for the distribution of one augmentation, and the majority of previous governments also had this program in one form or another. The life extension augmentation increases the natural lifespan of a human by an unknown amount (unknown because no individuals with the augmentation have died of natural causes since it's introduction in 2305). The augmentation appears to halt aging for individuals exterior characteristics at 18 to 30 (dependent on individual).


Ground mass accelerators:

The primary weapon of any soldier in the 24th century, the personal mass accelerator works on the same principles as their ship born cousins. Element zero is used to lighten a projectile before it is sent through a coilgun, after it leaves the barrel the mass effect field wears off and it returns to its original mass with a increase in kinetic energy.(ignore the violation of thermodynamics)

There are some differences in the designs. Due to having to deal with friction, and less need for extreme range, ground mass accelerators generally have a higher caliber for their length then ship mass accelerators and thus the actual accelerator components are larger to propel the increased mass.

Another variant of ground mass accelerators are mass effect enhanced railguns, which come with their own benefits and drawbacks. The railgun can take up significantly less space, as only the internal surface area of the rails have to increase significantly for larger projectiles instead of like with mass accelerators where the total amount of coiling has to increase to move the larger mass. The railgun is also significantly less maintenance intensive than a mass accelerator. It's possible greatest advantage is the ability to propel significantly larger projectiles easier, giving railguns more versatile ammunition, though at the cost of logistical complications. The major drawbacks are increased heat, significantly lower velocities (though still an order of magnitude better than chemical propellants), and a significantly shorter service life due to rail decay from friction. All of these factors make them significantly less effective on ships. No current faction uses Mass Effect enhanced railguns except humanity, their original creator.


Alliance Ranks/aptitude designation:

Systems alliance pay grades:

The systems alliance pay grades are not based on rank, but time in the military. Every year of service a servicemen's pay is increased to the next highest paygrade until they reach the highest paygrade for their category. There are 4 categories, E for enlisted, W for noncommissioned officers, O for officers, and F for flag officer, (fleet captain/ brigadier general and above). All systems alliance personnel are given free lifetime health care (because of the augmentations potentially causing problems), free psychiatric care, and a stipend equivalent to 25% of their salary. During their time in the military, they have free housing, free healthcare, free psychiatric care, free augmentations (which they are allowed to keep with the exception of the neural interface and a few others after service), and free food ( directly given free food on ship or deployment, and a food allowance at a base or when on leave). The minimum amount of time a soldier is required to serve is at 10 years active, 30 years reserve. This is due to the high cost of augmentations.

The pay is starting at 25,000 credits for enlisted, 35,000 credits for NCOs, 40,000 credits officers, and 60,000 credits for flag officers. For each year someone is in service, there is a 5% increase in pay.

Systems alliance ranks:

enlisted:

servicemen third class /private second class

Serviceman second class/ private first class

Servicemen first class / Corporal

NCO:

Petty Officer Third Class / Sergeant

Petty Officer second class / Gunnery Sergeant

Petty officer first class /Sergeant first class

Chief petty officer / Operations Sergeant

Master chief petty officer/ sergeant major

Master chief petty officer of the navy/ sergeant major of the army

Officers:

Lieutenant second class

Lieutenant first class

Lieutenant Commander/ major (no captain rank to avoid confusion, )

Commander/lieutenant colonel

Captain/colonel

fleet captain/brigadier general

Commodore/major general

rear admiral/ Lieutenant general

Vice admiral/general

Admiral

High admiral of the navy/high general of the army


I hope you enjoy this codex. I'm going to spell out a full schedule for what I'm going to be posting.

Week one(this week): codex 2

Week two: Stargate ascension chapter 5

Week three : invasion part three

Week four : fleet and Marine Corps of the UNSC (something I've been working on for the last few months)

The plan is to alternate between Stargate and Mass Effect alongside sometimes doing something else (oneshot, world building for random franchises, testing out new fanfic concepts, etc,).