Overview-Systems Alliance

Established in 2090 after the discovery of the Prothean archives on Mars, it quickly supplanted the United Nations of Earth (UNE, established after WWII in 1945) in the role of leading mankind into the future. Now controlling space exploration, human militaries, and global economy, the Alliance is the de facto leader of all human kind.

In 2090, a mining team on Mars made perhaps humanity's greatest discovery. After investigating the "Bermuda Triangle-like" reputation of the southern pole, the team unearthed the subterranean ruins of an ancient alien research station, revealing incontrovertible proof of the existence of alien life. Humanity was no longer alone in the universe. The impact was profound in all areas of human culture, but nowhere more so than religion. New beliefs sprang up overnight such as the Interventionary Evolutionists, who zealously proclaimed the discovery as proof that all human history had been directed and controlled by alien forces. Even established religions struggled to explain extraterrestrial life. Some tried to incorporate this new-found knowledge into their dogma, some remained silent, while a few tried to stubbornly deny the evidence found on Mars. The news of the discovery dominated the media and raised questions not only about the existence and purpose of humanity, but questions about the aliens themselves. Rather than nations fighting each other over their differences, it was now "us vs. them" and the foundations of a united human front were laid.

Within a year of the discovery, Earth's four largest superpowers, along with several other nations, had drafted and ratified the Systems Alliance charter, establishing a representative political body to expand and defend human territory. Shortly thereafter, the various nations of Earth pooled their military resources to create the Systems Alliance Military. The same year, 2090, the Alliance discovered the Sol system's mass relay orbiting Pluto, previously thought to be a moon, Charon. The Charon Relay propelled them into space and the reach of humanity grew quickly.

The Systems Alliance is the official representative body of Earth and all human colonies in space. Backed by Earth's most powerful nations, the Alliance has become humanity's military, exploratory, and economic spearhead. The Alliance is governed by a parliament based at Arcturus Station, which also serves as the Alliance's capital. It has several close negotiations with the NCRA, due to them supplying much of the needed manpower and resources to the Alliance military, much to the displeasure of the rest of the nations on Earth.

Military

Marines- The Systems Alliance Marine Corps (SAMC) is the Alliance's premiere fighting force. Made of enlisted, motivated and well trained men and women who came from every human settlement and equipped with state of the art armors, weapons, gadgets and vehicles, the marines have proven their value innumerable times during crisis, natural disasters or in acting as a deterrent to avoid a military confrontation between Earth's nations.

The Ground Divisions of the Systems Alliance Marine Corps are the principal infantry and armor combat forces of the Systems Alliance Marine Corps, and served as the Ground Combat Element component of their respective Marine Expeditionary Forces. Marine Divisions provide the Alliance government the capacity to sustain major war fighting operations on any habitable planetary surface in the Milky Way in order to support Alliance and human interests.

Home Divisions are principally divisions responsible for security and defensive operations on human worlds in the event of enemy attack, and are trained for defensive and resistance operations in human population centers in the event of planetary invasion. As per their namesake, the Home Divisions are configured to protect Alliance worlds and are static. Furthermore, as they are principally for the defense of human population centers on invaded worlds, Home Division Marines work closely with the governing JSF, Enforcer, Speztnaz Guard, and New Republic Army forces. Only 13% of the Alliance Marines are static, the rest are highly mobile.

Frontier Divisions are principally of expeditionary and offensive nature, and are used by the Marine Corps to assault hostile or unexplored terrestrial worlds. As per their namesake, the Frontier Divisions are configured specifically to conduct offensive operations on enemy worlds; operating in hostile environmental conditions, such as extreme temperature or meteorological conditions, they are required to be highly maneuverable in order to provide a fast strike capability. To reflect their unique mission requirements, their Regiments are configured for operation in hostile environments and also have enhanced maneuverability compared to the largely-static Home Divisions. Furthermore, their Regiments and other units were usually smaller than their counterparts in the Home Divisions, as to conserve space and weight — this was because in order to be used in an expeditionary role, an entire Frontier Division had to be able to be stored upon its embarked Navy Carrier Battle Group. However, Frontier Divisions are large in number by comparison.

N7 Marines - N7 Marines are the Alliances answer to the superpowers forces, while smaller than the Alliance ground force, they are better armed, better trained, better equipped, and more effective. Interplanetary Combatives Training (ICT) is the Systems Alliance's premier school for leadership and combat expertise. The Interplanetary Combatives Academy, sometimes called "N-School" or "the villa," recruits officers from every branch of Earth's militaries to partake in grueling courses at Vila Militar in Rio de Janeiro.

Initially, candidates train for more than 20 hours per day, leading small combat teams through hostile terrain with little sleep or food. Trainees who do well are awarded an internal designation of N1 and are invited to return. Subsequent courses - N2 through N6 - are often held off-planet and include instruction in zero-G combat, military free-fall (parachuting), jetpack flight, combat diving, combat instruction, linguistics, and frontline trauma care for human and alien biology. The highest grade of training, N6, provides actual combat experience in combat zones throughout the galaxy. If the trainee survives these scenarios in "admirable and effective fashion," he or she finally receives the coveted N7 designation. N7 is the only ICT designation that may be worn on field or dress uniforms.

There is little shame in failing an N course - the training is so extreme that even qualifying for N1 elevates an officer to a position of respect. The universal prestige of merely attending the academy helps to restrain trainees from taking excessive risks in pursuit of higher honors. Although ICT qualification by itself does not guarantee higher rank, those officers who are able to complete the program are typically well suited to senior leadership positions.

Biotics - The Systems Alliance Biotic Force (SABF) is a military unit made exclusively of biotics. While biotics serve with traditional marine and airborne units the most talented of them, and the best students from Project Ascension, are chosen for this unit. Biotics are relatively new in human military doctrine, since the first manifestation of this ability to manipulate dark energy dates back merely thirty years. After a series of accidental releases of element zero over various human colonies, the SA now has a large biotic force at it's disposal, and often pairs it with their N7 operators, a practice that has earned the BF the nickname "N7 Biotics". However, their number hovers in the low hundreds.

Airborne - The Systems Alliance Airborne (SAA) represents the remnant of 21st century airborne forces. They are not so different from the marines, since they too serve to protect human colonies and attack hostile worlds, but their main difference is how they enter the battlefield. Equipped with highly advanced armors with experimental eezo cores and integrated carbon wing suits, their duty is to cause confusion behind the enemy lines by attacking supply lines, capture critical military assets, disrupt enemy communication, or even engage in guerilla warfare. Despite being an elite force it still has great numbers and so they also possess a variegated complement of light and heavy vehicles. Essentially they fill the role of shock troopers in the Alliance ground force.

Militia - Despite every human colony having an Alliance and a national military garrison, Alliance high command encourages the formations of colonial militias, especially in areas where there's a high risk of pirate raid or near the borders of uncharted space. Usually trained by Alliance soldiers, Militias are a capable force often tasked with engaging enemy combatants in guerilla warfare. Despite not being equipped with top of the line equipment, usually with decommissioned Alliance ordnance, colonial militias are nonetheless made of brave and disciplined soldiers willing to sacrifice themselves for their homes.

MILITARY DOCTRINE:

The SA military, backed by intense training, excellent equipment, large fleets, manpower and the uncommon capacity of replacing their losses very quickly. It is designed to bend but not to break under enemy pressure. The SA military doctrine is based both on Sun Tzu's teachings, "He who tries to defend everything, defends nothing", but also on the German Wehrmacht's blitzkrieg tactics of WWII.

Defense - Human space is divided into eight districts (Two being Earth's local cluster and the Arcturus Stream), each one with a semi equal number of mass relays linked together (in various geometrical forms) leading to populated or economically valuable clusters, streams, nebulas etc... Each district is guarded by a fleet, with smaller flotillas (Alliance or nationals) patrolling the furthest stars from the relay and military garrison on various worlds.

In case of attack, the fleet (located at the central relay), is just a few jumps or hours from the area under threat and, once it arrives it can start attacking the hostiles and support both local flotillas and garrisons with heavy capital ships or troops onboard military transports. Planetary and orbital guns, a wide network of stealth probes, observing stations, and Relay control stations complete this incredibly complex defense system. Even if there are no ships in the area, a human colony is never defenseless.

Attack - Humans have not gone against one other since 2080 after the end of WWIII, so this section is basically made up from training and drill data. In a war scenario, the Alliance would certainly need to attack an enemy position, probably defended by an enemy fleet. During years of drills and the process of trial and error, the Alliance has come up with a "standard" battle plan: After exiting the relay, the fleet's carriers release fighter squadrons to take out enemy spy drones, preventing them from gathering further data. Then the fleet speeds towards the target in a arrow formation: at it's tip there's the battle flagship of the fleet, usually a battleship, with numerous battle cruisers, cruisers and destroyers at it's sides.

Behind it there are the "snipers" of the fleet, the dreadnoughts that, with their long cannons, are able to snipe enemy ships from long distance, and carriers, tasked with providing air support for the fleet. Frigates have the task of guarding and reinforcing the formation's flanks and holes to buy time for the reserve ships to take their position. Once the arrow has broken the enemy line, transport ships, covered by jammer frigates and fighters, deploy marine and airborne troops groundside as a vanguard: while the marines engage enemy forces and establish a clear landing zone, the airborne disables or takes control of the enemy's planetary cannons. At this point, reinforcements should start to pour groundside, in form of troopers, and from the Relays, in form of the fleet's reserves, to start sweeping the area of any remaining enemy forces.

SYSTEMS ALLIANCE: ECONOMY AND FUNDING

Despite being Humanity's representative body, the Alliance needs to sustain itself. This has proven not too difficult, since the unification of Earth's currencies by the World bank (now Alliance bank) in the signing of the SA charter, and the extinguishment of every national debt of the nations who joined the alliance (Of course they need to have a stable economy before joining). Thousands of corporations control much of human economy, constantly warring each other in a battle to the last price, with each trying to provide the best of the best at a lesser price and thus forcing science to develop. These corporations pay a flat tax rate of 25%, however depending on their size and profits this is subject to change . For example, taxation on the energy sector can be anywhere from 50% - 60% if a company within the industry is on the verge of becoming a monopoly. The money gathered can then be used to subsidized scientific, civilian, and military projects or even be used to as grants for emerging corporations. This helps keep the economy fair and balance while promoting competition. Not necessarily a hundred percent free from debt, the System Alliance maintains a steady surplus to assist any legal and ethic endeavors that will advance humanity regardless of its nature.

The Alliance can earn money from public funders, but a good portion comes from taxes on nations: Each nation has to pay a quote for maintaining the alliance, depending on their wealth. Nations like Japan or Australia (rich states) pay a large sum, but that is nothing in comparison to the four "interplanetary states", who are the United North American States, the European Federation, the Russian Motherland, and the New Chinese Republic. Because these are the entities that posses a great sum of colony worlds, they are far more wealthy and thus have to pay a higher tax.

SYSTEMS ALLIANCE: EARTH'S NATIONS FREEDOM

After the signing of the Systems Alliance Charter in 2090, Earth's militaries formed the core of the Systems Alliance military. Despite this, the four largest nations continued to possess a lethal military force. While colonies are formally governed, and protected by the nation that colonizes it, each colony is still protected by the SA military. In case of a threat to mankind all independent military forces are brought under the Alliance's military command in order to represent a united front. While the independent nations don't bring a lot of naval firepower to the fleet, they compensate by bringing a large force of highly trained and motivated soldiers.

Even under these regulations, Earth's nations still maintain sovereignty and are allowed to pursuit any course they desire be it military/civilian research, chemical, biomedical, engineering, or scientific tests and/or planetary colonization. The only limit is represented by the SA charter, signed by all known nations.

Stations:

Arcturus Station- Arcturus Station is a 5-kilometer diameter Stanford Torus-type space station, at the trailing Lagrange point (L5) of the gas giant Themis. Construction on Arcturus Station began in 2131 and concluded in 2142, utilizing many metal-rich asteroids that remain nearby. Housing transient populations, Arcturus Station was inaugurated in 2156 and has since served as the military and political headquarters of the Systems Alliance. Arcturus Station currently has a permanent population of 45,000 with the Fifth fleet stationed there.

As the headquarters of the Alliance Navy, Arcturus serves as the command center for all of humanity, both politically and militarily. It is conveniently located at the nexus of several Mass Relays to allow for rapid deployment across several systems. Furthermore, it guards the Mass Relay leading to Earth. Arcturus's centralized location makes it an ideal choke point for defense as well as a jumping-off point for further exploration. It also serves as a shipyard to produce Alliance vessels.


Navy: The Alliance Navy is the branch of the Systems Alliance military responsible for naval operations. The Navy is a space combat force primarily charged with protecting human colonies, space stations, and mass relays. While the Navy stations only use token garrisons to guard Alliance colonies, its strength is centered upon powerful fleets stationed at mass relay nexuses that can rapidly respond to any colony under attack. The Alliance Marines, the ground operations branch of the Alliance military, are a specialized branch of the Navy.

The Alliance Navy is one of the greater naval forces in Citadel space. Its military prowess has drawn the attention of the Citadel Council. While the Council is concerned about the possible outcome of another war between humans and batarians, they are also keen to harness the Alliance Navy's peacekeeping potential, especially in unstable regions like the Skyllian Verge and the Attican Traverse. The Navy also makes humans an attractive prospect as one of the newest species discovered.

Repair/Retrofit ships - None

Use: Essentially a large square plate of armor with a rectangular shape, these ships sole function is to repair/retrofit any damaged human vessel. Depending on the class of the vessel, a single repair ship is capable of repairing an entire flotilla in a matter of hours. Along with Fast Medical Response ships, repair ships serve as auxiliaries within the Alliance Navy.

Designed to provide maintenance support to warships, repair ships provide similar services to carriers, but offer a broader range of repair capabilities including equipment and personnel suited for machinery failures, hull damages , or even a complete overhaul of a ship's engines or FTL core. Depending on their sizes, repair/retrofit ships can be specialized for specific roles, such as installing a back-up engine on a ship or completely replacing its entire armor. Three classes are in service: Preservation, Nurture, and Maintenance.

Length: 128 meters - 2.9 kilometers

Width: 20 meters - 1 kilometer

Height: 31 meters - 897 meters

Hull: .5 meters - 2.5 meters of armor

Kinetic barriers: Yes

Electronic counter measures: 12-60 – ECM computer jammers

Electronic Warfare suites

LAser Detection And Ranging (LADAR) sensors

Sensors and processing equipment: Active Combat Radar

Chaff and Decoy launching system

Infrared Scanners

Space traffic Control Radar

Armament: 6-68 – Kinetic pods (20 kinetic rod missiles in each)

30-90 - Disruptor torpedoes

6-90 - 50mm Gauss broadside guns

10-75 – 20mm Mass Accelerator point defense turrets

GARDIAN laser system

Complement: 70 - 7500 Personal crew

50-2000 - EVA work crews (6 each)

50-700 - Alliance Marines

30 - UT-47 Kodiak transports

300-1500 - UCAAV (Unmanned Combat Ariel/Atmospheric) drones

4-200 - Backup ship generators

Engine: Charon nuclear fusion reactor

1-4 - Pluto drive core

1-6 - Auxiliary engines

Speed: 32 - 50 light years

Construction time: 1 - 5 Months

Cost: 32 million - 2 billion credits

Fast Medical Response Ship - None

Use: Designed to a be a floating medical hospital, Fast Medical Response Ship's primary functions are to provide rapid, flexible, and mobile medical and surgical services for human naval or ground personal. Lacking any offensive weaponry, hospital ships are kept purely in a support role. During peacetime they assist in humanitarian disaster relief. Because of their role and non-combative statues, attacking a hospital ship is considered a war crime. There are two classes in service: Mercy and Comfort

Length: 270 meters - 280 meters

Width: 32 meters - 45 meters

Height: 30 meters - 35 meters

Hull: .5 - 1 meter of armor

Kinetic barriers: Yes

Patient capacity: 80 - Intensive care wards beds

20 - Recovery wards beds

280 - Intermediate care wards beds

120 - Light care wards beds

500 - Limited care wards beds

1500 - Total Patient Capacity

30 - Operating Rooms

Medical Facilities and Departments: Casualty reception

Intensive care unit

Radiological services

Main laboratory plus satellite lab

Central sterile receiving

Medical supply/pharmacy

Physical therapy and burn care

Dental services

Optometry/lens lab

Morgue

Medical Photography

Electronic counter measures: 20 – ECM computer jammers

Electronic Warfare suites

LAser Detection And Ranging (LADAR) sensors

Sensors and processing equipment: Active Combat Radar

3D Search sensors

Chaff and Decoy launching system

Infrared Scanners

Space traffic Control Radar

Armament: 6 – Kinetic pods (20 kinetic rod missiles in each)

30 - Disruptor torpedoes

15 – 20mm Mass Accelerator point defense turrets

GARDIAN laser system

Complement: 103 - 197 - Personal crew

956 - Naval hospital staff

258 - Naval support staff

100 - Alliance Marines

5 - UT-47 Kodiak transports

Engine: Charon nuclear fusion reactor

1 - Mars drive core

Speed: 37 - 39 light years

Construction time: 1.5 - 2 months

Cost: 12 - 20 million credits

Corvettes 30 Petawatts of energy

Use: Originally built as scouts and surveyors, these craft act as the submarines of space inserting spec ops team, engaging in rapid strikes to disrupt enemy supplies and fleet movements, and even provide intelligence gathering deep behind enemy lines. They are often found in the hangers of larger ships; typically in carriers as they act as their escort should a fleet's frigates be overwhelmed.

The most notable feature of the corvettes is their main cannon, due to their size a Mass Accelerator of corresponding length wouldn't be potent against enemy ships; therefore two Ultraviolet High Energy Laser cannons or beams, capable of bypassing enemy kinetic barriers, are installed in order to give it a chance against other ships. Given their sizes, corvettes are the only ships that are capable of supporting these energy weapons, no human government has yet created an efficient and safe way to create larger cannons for other ship classes. There are currently two classes in service: Stalingrad and Agincourt.

Length: 243 meters - 253 meters

Width: 38 meters - 40 meters

Height: 28 meters - 25 meters

Hull: .6 meter - 1 meter Ablative armor

Kinetic barriers: Yes

Electronic counter measures: Internal Emission Sink (IES)

32 - Recon/Spy probes

3 - Navigation/Data/Signal interceptors and generators

Matte black ablative stealth coating

Texture buffers

Counter-electronic systems

Communication Jammer

IFF manipulator

Sensors and processing equipment: LAser Detection And Ranging (LADAR) sensors

SMART Long range space and surface surveillance radar

Signature scanner (5000 km radius)

QEC

Armament: 2 – Ultraviolet High Energy Lasers

10 – Kinetic pods (20 kinetic rod missiles in each)

25 - Disruptor torpedoes

12 – 30mm Mass Accelerator point defense turrets

100 - Stealth coated nuclear mines

GARDIAN laser system

Complement: 50 – 75 personal crew

30 – Alliance Marines

30 – N7 Marines

5 - UT – 47 Kodiak shuttles

100 - UCAAV (Unmanned Combat Ariel/Atmospheric) drones

Engine: Charon nuclear fusion reactor

1 - Pluto drive core

2 - Auxiliary Engines

Speed: 35 - 40 light years

Construction time: 2 months

Cost: 67 - 120 million credits

Frigates- 24.125 kilotons

Use: Frigates are usually twice as large as corvettes and carry much heavier armament with a much faster rate of fire. Used as escorts, frigates make up the bulk of most patrols and serve as a fleet's advanced scouts. More damage resistant than a corvette and faster than a destroyer, frigates are the ideal versatile craft. Every battle that the Alliance has fought in has always included a frigate. Though caution is advised when taking on larger ships such as cruisers single handily as frigates lack the necessary weapons to punch through the kinetic barriers of a ship that large. Its cheaper to produce, meaning more ships of this class can be fielded in greater numbers. Three classes are in service: The Nile, Amazon, and Yangtze

Length: 500 meters - 550 meters

Width: 125 meters - 135 meters

Height: 152 meters - 163 meters

Hull: 2 meters - 2.2 meters of armor

Kinetic barriers: Yes

Electronic countermeasures: 7 – ECM computer jammers

60 - Decoy/Surveillance Probes

Disruptor torpedo jammer

Sensors and processing equipment: Active Combat Radar

3D search sensors

SMART Long range space and surface surveillance radar

Thermal/energy wave scanner

Mine scanner (50 km radius)

Armament: 1 - Mass Accelerator Cannon

30 – Kinetic pods (20 kinetic rod missiles in each)

50 - Disruptor torpedoes

6 – Nuclear missiles

12 - 50mm Gauss broadside guns

24 - 30mm Mass Accelerator twin point defensive turrets

60 – Nuclear mines

GARDIAN laser system

Complement: 500 - 550 Personal crew

300 – Alliance Marines

80 - Alliance Biotics

75 – Alliance Airborne

40 – UT-47 Kodiak transports

300 - UCAAV (Unmanned Combat Ariel/Atmospheric) drones

Engine: Charon nuclear fusion reactor

1 - Mars drive core

2 - Auxiliary engines

Speed: 23 light years

Construction time: 3 - 4 months

Cost: 500 - 504 million credits

Destroyers – 48.25 kilotons

Use: As their name implies, they are solely meant for one thing and one thing only…destroying enemy ships with as little effort as possible. Heavily armed, fast, and equipped with a large abundance of missiles and nuclear warheads, they are a deadly adversary. The destroyer's high mass comes from her heavily thick armor. These ships are generally used as escorts alongside frigates during peace time.

In war, destroyers are designed to take out enemy ships in clusters or draw their fire away from carriers, hospitals, or repair ships when they are deploying or evacuating soldiers. While small, a destroyer is capable of destroying cruiser class vessels and even battle cruiser class vessels, though this is rare. They operate as the sharks of space, hunting in packs to take on much larger prey and deal massive damage to the enemy. It's low cost and high resistant makes it an admirbal opponent. There are only two classes in service: Odin and Zeus

Length: 557 meters - 575 meters

Width: 160 meters- 187 meters

Height: 200 meters - 235 meters

Hull: 3.5 meters - 3.7 meters of armor

Kinetic barrier: Yes

Sensors and processing equipment: Active Combat Radar

3D Search sensors

Missile/Spacecraft/Torpedo tracking sensors

Guided Missile Control System

Missile/Rocket Jammer

Armament: 2 – Mass Accelerator Cannons

50 – Kinetic pods (30 kinetic rod missiles in each)

90 - Disruptor Torpedoes

8 - Nuclear missiles

10 - High yield Thermobaric missiles

50 - 50mm Gauss broadside guns

25 – 30mm Mass Accelerator point defense turrets

GARDIAN laser system

Complement: 600 Personal crew

90 – Bombers ( B-5 Spirits, EFB-23 Martels, Su-49 Halals, or JH-16 Xians)

30 - Alliance Marines

4 – UT-47 Kodiak transports

Engine: Charon nuclear fusion reactor

2- Mars drive core

2 - Auxiliary engines

Speed: 16 light years

Construction time: 4 months

Cost: 800 million - 1.3 billion credits

Cruiser – 164 kilotons

Use: These ships are generally the lead craft in small skirmishes or in detachments. They can deal a lot of punishment as well as take it. Cruisers are made to outfight anything they can't outrun and outrun anything they can't outfight.

They will often lead packs of destroyers into battle and promise to challenge larger opponents when assisted. This class of vessels are the most balanced within the Alliance navy in terms of speed, firepower, and damage resistance. As such, they are charged with protecting supply lines, colonies, and stations. Three classes are in use: Shanghai, Nagasaki, and Volgograd.

Length: 690 meters - 750 meters

Width: 485 meters - 589 meters

Height: 650 meters - 700 meters

Hull: 5 meters - 5.2 meters of armor

Kinetic barrier: Yes

Sensors and processing equipment: Active Combat Radar

3D Search sensors

Missile/Spacecraft/Torpedo tracking sensors

Guided Missile Control System

Chaff and Decoy launching system

Armament: 1- Mass Accelerator Cannon

45 – Large kinetic pods (40 kinetic rod missiles in each)

275 - VI guided Harpoon Mk.4 missiles

400 - Seeker Rockets

30 - 50mm Gauss Broadside guns

60 – 30mm mass accelerator point defense turrets

GARDIAN laser system

Complement: 900 Personal Crew

62 – Fighters ( F-57 Stingers, EF-1 Hailstorms, Su-147 Slamhounds, or J-61 Tridents )

42 – Bombers ( B-5 Spirits, EFB-23 Martels, Su-49 Halals, or JH-16 Xians)

1,248 – Alliance Marines

100 – Alliance Airborne

100 - Alliance Biotics

100 – UT-47 Kodiak transports

45 - GZ 550s

15 – M-35 Makos

Engine: Charon nuclear fusion reactor

1- Earth drive core

3 - auxiliary engines

Speed: 10 Light years

Construction time: 6 months

Cost: 12 - 14 billion credits

Battle cruisers- 300 kilotons

Use: Despite the fact that these ships seem heavy and cumbersome they are quite mobile, able to evade attacks with surprising speed and are considered to be flagships of small assault or task groups during naval engagements. Much of a battle cruiser space has been dedicated to weapons and armor, with a significant space for carrying troops.

Because of their power, battle cruisers can sweep away the screen of enemy cruisers to close with and observe an enemy battlefleet before using their superior speed to retreat. They can also serve as close support for the battle fleet, allowing destroyers and cruisers to advance on the enemy. With their superior armor and weaponry, battle cruisers are the go-to ships when taking the fight into enemy territory. If the cruisers are the grunts, battle cruisers are the NCOs of the Alliance navy. There are three classes available: Berlin, Moscow, and Washington D.C

Length: 1 km - 1.3 km

Width: 550 meters - 630 meters

Height: 645 - 778 meters

Hull: 5.5 meters - 5.8 meters of armor

Shields: Yes

Sensors and processing equipment: Active Combat Radar

3D Search sensors

Missile/Spacecraft/Torpedo tracking sensors

Chaff and Decoy launching system

Infrared Scanners

Armament: 1 – Mass Accelerator Cannon

125 - Large Kinetic pods (40 kinetic rod missiles in each)

300 - VI guided Harpoon Mk.4 missiles

800 - Seeker Rockets

120 - 60mm Gauss point defense guns

70 – 30mm mass accelerator turrets

GARDIAN laser system

Complement: 2500 Personal crew

55 – Fighters ( F-57 Stingers, EF-1 Hailstorms, Su–147 Slam hounds, or J-61 Tridents)

55 – Bombers ( B-5 Spirits, EFB – 23 Martels, Su-49 Halals, or JH-16 Xians)

2,400 - Alliance Marines

500 - Alliance Airborne

300 - Alliance Biotics

270 – UT-47 Kodiak transports

Engine: Charon nuclear fusion reactor

3 - Earth drive core

3 - auxiliary engines

Speed: 8 light years

Construction time: 8 - 9 months

Cost: 30 - 39 billion credits

Carriers - None

Use: A System Alliance innovation, carriers are the most prized class of ships in the Alliance navy. They lack a main cannon, but are faster then a ships this size should be as a result. The fact that a carrier has as much armor as a destroyer, makes it vulnerable to smaller ships.

It's massive size comes not from its armor or weapons, but from its designed capacity for holding large quantities of fighter/bomber craft, troops, and vehicles. It also sports numerous heavy point defense guns for protection against fighters and light orbital bombardment. There are three classes in service: Hawking, King, and Da Vinci

Length: 1 km - 1.5 km

Width: 750 meters - 890 meters

Height: 890 meters - 983 meters

Hull: 3.5 meters - 3.7 meters of armor

Shields: Yes

Electronic counter measures: 79 – ECM computer jammers

Electronic Warfare suites

Missile/Torpedo Signal Scrambler

Sensors and processing equipment: Active Combat Radar

Active Phased Array Radar

LAser Detection And Ranging (LADAR) sensors

Missile/Spacecraft/Torpedo tracking sensors

Chaff and Decoy launching system

Infrared Scanners

Space traffic Control Radar

Instrument Landing Systems

Armament: 75 – Kinetic pods (30 kinetic rod missiles in each)

200 - VI guided Harpoon Mk.4 missiles

150 - Disruptor torpedoes

500 - Interceptor Anti-Fighter missiles

50- 50mm Broadside guns

150 – 30mm mass accelerator point defense turrets

GARDIAN laser system

Complement: 8,500 Personal crew

350 – Fighters ( F-57 Stingers, EF-1 Hailstorms, Su–147 Slamhounds, or J-61 Tridents)

300 – Bombers ( B-5 Spirits, EFB-23 Martels, Su-49 Halals, or JH-16 Xians)

1,000 - Alliance Marines

260 - Alliance Biotics

260 - Alliance Airborne

200 – N7 Marines

155 – UT-47 Kodiak transports

1,000 - UCAAV (Unmanned Combat Ariel/Atmospheric) drones

150 – Transports (VT-1 Falcons, EFT- 2 Blizzards, or Su-T3s)

2,500 – Infantry (JSF Ghosts, E.C Enforcers, SGB Wolves, or NCRA Dragons)

2,500 – Engineers (JSF Pioneers, E.C Grenadiers, SGB Bears, or NCRA Serpents)

50 – Mobile Artillery (M320 Spartan, AMZ-50 Marksmen, KV-20 Zukov, or MA-23 Longma)

50 –Tanks (M5A2 Schwarzkopf, Panther 1A3, T100 Ogre, or Barracuda MBT 3000)

50 – IFVs (M118 Fastbacks, AMZ-26 Badgers, BTR-112 Cockroach, or M-35 Mako)

50 – Rapid response vehicles (M-2 Raptor, Puma AFV, GAZ-2975, or GZ 550)

50 – Gunships ( AH-80 Blackfoot, PAH-6 Cheetah, Ka-65 Howler, or A-61 Mantis)

10 – Command vehicle (C1A5 Archon, LV-20 Charlemagne, MAZ-660 King Spider, or MS-32 Lotus)

Engine: Charon nuclear reactor

1 - Saturn drive core

4 – auxiliary engines

Speed: 15 light years

Construction time: 1 - 1.5 years

Cost: 75 billion - 95 billion credits

Dreadnought – 900 kilotons

Use: Among the largest and most heavily armed ships ever designed by the Alliance navy. These mighty ships could take on any ships outnumbered, minus a battleship. They are the polar opposite of battleships, which rely on immense armor and endurance, dreadnoughts rely on rapid fire and range. They serve as the artillery of space, wiping out enemy ships before they get too close.

It does not feature the sloped armor that battleships wield, mostly because dreadnoughts were never intended for frontline naval engagements. Instead they are capable of laying down suppressive fire, locking the enemy down in a certain position while smaller ships outflank them. It also unofficially serves as a last line of defense for carriers, similar to frigates. Should an alliance fleet be overwhelm, a dreadnought can use its incredible range to slow down attackers allowing carriers to escape and if possible follow suit. They are two classes available: Everest and Killamanjaro

Length: 2. km – 2.3 km

Width: 786 - 867 meters

Height: 934 meters - 1.24 km

Hull: 4 meters - 4.2 meters of armor

Shields: Yes

Sensors and processing equipment: Active Combat Radar

3D Search sensors

Missile/Spacecraft/Torpedo tracking sensors

Chaff and Decoy launching system

Infrared Scanners

Armament: 1 – Heavy Mass Accelerator Cannon

150 - Large Kinetic pods (40 kinetic rod missiles in each)

140 - VI guided Harpoon Mk.4 missiles

70 - 125 mm Gauss broadside guns

200 - 50mm Mass Accelerator point defense twin turrets

GARDIAN laser system

Complement: 12,000 Personal Crew

200 – Alliance Marines

50 – N7 Marines

20 – UT-47 transports

2 - Corvettes

3 - Frigates

Engine: Charon nuclear fusion reactor

2 - Saturn drive cores

5 - Auxiliary engines

Speed: 5 light years

Construction time: 1.2 - 1.5 years

Cost: 150 - 180 billion credits

Battleships- 1.8 Megatons

Use: Unlike battle cruisers, the majority of this class of ship's size comes from its armor, not capacity to carry things. A battleship's real power lies in it's incredibly powerful shields, thick hulls, and powerful weapons. Where a destroyer is created to destroy, a battleship is created to absorb damage. These massive, heavily armored combat ships are virtual flying fortresses, built to keep the peace and dominate the space.

It's unique sloped armor makes it a challenging opponent to defeat. They are the queens of naval warfare and main short-range killer in any fleet. They are the largest types of ships that serve on the frontlines in any naval engagement. There is no other ship class that can go toe to toe with Battleships. There are two classes in service: Nimitz and Eisenhower

Length: 2 km - 2.5 km

Width: 609 meters - 704 meters

Height: 789 meters - 893 meters

Hull: 6 meters - 6.3 meters of sloped armor, (Equivalent to 12 meters - 12.6 meters of armor)

Shields: Yes

Sensors and processing equipment: Active Combat Radar

3D Search sensors

Missile/Spacecraft/Torpedo tracking sensors

Guided Missile Control System

Chaff and Decoy launching system

Infrared Scanners

Armament: 2 – Mass Accelerator Cannons

200 - Large kinetic pods (40 kinetic rod missiles in each)

400 - Seeker Rockets

150 - Disruptor torpedoes

10 - Nuclear missiles

4 - Tzar bombs

100 - 50mm Gauss Broadside guns

210 – 30mm mass accelerator point defense turrets

GARDIAN laser system

Complement 9,000 Personal crew

125 - Fighters ( F-57 Stingers, EF-1 Hailstorms, Su– 147 Slam hounds, or J-61 Tridents)

95 – Bombers (B-5 Spirits, E.F.B-23 Martels, Su-49 Halals, or JH-16 Xians)

150 - Alliance Marines

50 – Alliance Airborne

15 – UT-47 Kodiak Shuttles

50 - UCAAV (Unmanned Combat Ariel/Atmospheric) drones

1 - Corvette

Engine: Charon nuclear fusion reactor

2 - Saturn drive cores

3- Large auxiliary engines

Speed: 6 light years

Construction time: 1.5 - 2 years

Cost: 180-200 billion credits

Super Carrier – none

Use: The largest class of ships ever created by humanity, similar to their smaller cousins, super carriers reach their size due to their enormous hangars carrying large numbers of troops, vehicles, and spacecraft. It is even able to carry its own escort, therefore a seemingly defenseless carrier will spring a nasty surprise. Twice as common as dreadnoughts, super carriers serve as mobile command centers, supply ships, secondary mobile repair stations, and even assist in relief efforts due to its large carrying capacity. There are only two classes available: Einstien and Tesla class.

Length: 3 km – 3.2 km

Width: 800 meter - 1 km

Height: 967 meters - 1.2 km

Hull: 6 meters - 6.2 meters of armor

Shields: Yes

Electronic counter measures: 200 – ECM computer jammers

Electronic Warfare suites

Missile/Torpedo Signal Scrambler

Sensors and processing equipment: Active Combat Radar

LAser Detection And Ranging (LADAR) sensors

Missile/Spacecraft/Torpedo tracking sensors

Chaff and Decoy launching system

Infrared Scanners

Space traffic Control Radar

Instrument Landing Systems

Armament: 120 – Kinetic pods (30 kinetic rod missiles in each)

400 - VI guided Harpoon Mk.4 missiles

350 - Disruptor torpedoes

1,200 - Interceptor Anti-Fighter missiles

75 - 50mm Gauss broadside guns

140 - 25mm mass accelerator point defense twin turrets

GARDIAN laser system

Complement: 15000 - 15500 Personal crew

550 – Fighters ( F-57 Stingers, EF-1 Hailstorms, Su– 147 Slamhounds, or J-61 Tridents )

525 – Bombers (B-5 Spirits, E.F.B-23 Martels, Su-49 Halals, or JH-16 Xians)

3,000- Alliance Marines

500 - Alliance Airborne

200 - Alliance Biotics

1,000 – N7 Marines

750 – UT-47 Kodiak transports

5,000 - UCAAV (Unmanned Combat Ariel/Atmospheric) drones

6,000– Infantry (JSF Ghosts, E.C Enforcers, SGB Wolves, or NCRA Dragons)

6,000 – Engineers (JSF Pioneers, E.C Grenadiers, SGB Bears, or NCRA Serpents)

350 – Transports (VT-1 Falcons, EFT- 2 Blizzards, or Su-T3s)

100 – Mobile Artillery (M320 Spartan, AMZ-50 Marksmen, KV-20 Zukov, MA-23 Longma)

100 –Tanks (M5A2 Schwarzkopf, Panther 1A3, T100 Ogre, Barracuda MBT 3000)

100 – IFVs (M118 Fastbacks, AMZ-26 Badgers, BTR-112 Cockroach, M-35 Mako)

100– Rapid response vehicles (M-2 Raptor, Puma AFV, GAZ-2975, GZ 550)

100 – Gunships ( AH-80 Blackfoot, PAH-6 Cheetah, Ka-65 Howler, A-61 Mantis)

25 – Command vehicles (C1A5 Archon, LV-20 Charlemagne, MAZ-660 King Spider, MS-32 Lotus)

5 - Corvettes

3 - Frigates

Engines: Charon nuclear reactor

2 - Jupiter drive cores

2 - Extra large auxiliary engines

Speed: 8 light years

Construction time: 3 years

Cost: 225 - 240 billion credits


Alliance ship numbers: 6098

Alliance fleets: 14

Super Carriers - 49

Battleships - 176

Dreadnoughts - 13

Carriers - 195

Battle Cruisers - 226

Cruisers - 553

Destroyers - 781

Frigates - 804

Corvettes - 1254

Fast Medical Response Ships - 1073

Repair/Retrofit Ships - 974


1st Fleet: 3 dreadnoughts, 2 super carriers, 10 carriers, 25 battleships, 40 battle cruisers, 44 cruisers, 46 destroyers, 60 frigates, 101 corvettes, 110 Fast Medical Response Ship, 75 Repair/Retrofit ships

2nd Fleet: 5 super carriers, 40 carriers, 16 battleships, 21 battle cruisers, 35 cruisers, 53 destroyers, 65 frigates, 100 corvettes, 75 Fast Medical Response Ships, 50 Repair/Retrofit ships

3rd Fleet: 1 dreadnought, 4 super carriers, 10 carriers, 10 battleships, 20 battle cruisers, 30 cruisers, 59 destroyers, 60 frigates, 80 corvettes, 90 Fast Medical Response Ships, 60 Repair/Retrofit Ships

4th Fleet: 2 dreadnoughts, 2 super carriers, 12 carriers, 10 battleships, 16 battle cruisers, 59 cruisers, 51 destroyers, 60 frigates, 84 corvettes, 60 Fast Medical Response Ships, 60 Repair/Retrofit Ships

5th Fleet: 1 dreadnought, 1 super carrier, 2 carriers, 10 battle ships, 8 battle cruisers, 55 cruisers, 60 destroyers, 66 frigates, 80 corvettes, 65 Fast Medical Response Ships, 80 Repair/Retrofit Ships

6th Fleet: 7 super carries, 37 carriers, 6 battleships, 8 battle cruisers, 40 cruisers, 51 destroyers, 59 frigates, 110 corvettes, 55 Fast Medical Response Ships, 70 Repair/Retrofit Ships

7th Fleet: 1 dreadnought, 3 super carriers, 3 carriers, 9 battle ships, 12 battle cruisers, 31 cruisers, 74 destroyers, 65 frigates, 80 corvettes, 60 Fast Medical Response Ships, 45 Repair/Retrofit Ships

8th Fleet: 2 super carriers, 11 carriers, 10 battleships, 24 battle cruisers, 41 cruisers, 68 destroyers, 68 frigates, 82 corvettes, 99 Fast Medical Response Ships, 78 Repair/Retrofit Ships

9th Fleet: 1 dreadnought, 3 super carriers, 8 carriers, 8 battleships, 8 battle cruisers, 54 cruisers, 56 destroyers, 61 frigates, 80 corvettes, 75 Fast Medical Response Ships, 75 Repair/Retrofit Ships

10th Fleet: 5 super carriers, 22 carriers, 10 battleships, 9 battle cruisers, 68 cruisers, 60 destroyers, 72 frigates, 90 corvettes, 95 Fast Medical Response Ships, 65 Repair/Retrofit Ships

11th Fleet: 5 super carriers, 35 carriers, 9 battleships, 15 battle cruisers, 68 cruisers, 79 destroyers, 63 frigates, 102 corvettes, 95 Fast Medical Response Ships, 55 Repair/Retrofit Ships

12th Fleet: 2 dreadnoughts, 4 super carriers, 3 carriers, 20 battle ships, 17 battle cruisers, 36 cruisers, 59 destroyers, 63 frigates, 80 corvettes, 65 Fast Medical Response Ships, 86 Repair/Retrofit Ships

13th Fleet: 1 dreadnought, 3 super carriers, 3 carriers, 18 battleships, 13 battle cruisers, 42 cruisers, 46 destroyers, 62 frigates, 90 corvettes, 50 Fast Medical Response Ships, 88 Repair/Retrofit Ships

14th Fleet: 1 dreadnought, 2 super carriers, 9 carriers, 15 battleships, 20 battle cruisers, 38 cruisers, 53 destroyers, 65 frigates, 96 corvettes, 79 Fast Medical Response Ships, 87 Repair/Retrofit Ships