A/N: Credit to Necronious for the Salarian Slizer IFV and Ralfast on wordpress for the salarian military doctrine.

Overview - Salarian Union

The salarian government has been known as the Salarian Union since at least the formation of the Council in 500 BCE. Despite the conglomerate nature of the title, the Union is a labyrinthine web of matrilineal bloodlines, with political alliances formed through intricate contracts and political maneuverings.

In many ways, the salarian political network functions like the noble families of Earth's Medieval Europe. Structurally, the government consists of fiefdoms, baronies, duchies, planets, and marches (colonization clusters). These are human nicknames of course, as the original salarian name is unpronounceable. Each colony is ruled by a single Dalatrass (matriarchal head-of-household) and represents an increasing amount of territory and prestige through bloodlines within the salarian political web.

Military - In the field of science, it has been said that "if the facts don't fit the theory, change the facts," and no other known species can do this better than the non-linear thinking Salarians. They prefer quality over quantity and when it comes to technology, they never settle for anything less than peerless innovation. The salarian military is not as large as that of the more warlike races like humans, turians, and to a lesser extent batarians, but it's still a sizable interplanetary force. This potent combat body is composed solely by the most skilled and resilient operatives the Union can obtain, and is equipped with the best equipment available. Historically, the salarian military used to be one of the two main peacekeeping forces before the krogan rebellions, until they voluntarily ceded the protective role to the turians. As of today, salarians place a high emphasis on stealth operations but are still capable of conducting large-scale campaigns.

The unquestioned superiority of Salarian intelligence services allows them to use their small military to maximum effectiveness. It is considered a point of honor that they possess complete knowledge of their enemy's positions, intentions, and timetable well before fighting breaks out.

Their intelligence network is spearheaded in the field by the Special Tasks Group (STG), which is responsible for monitoring developing situations and taking necessary action, usually without the shackles of traditional laws and procedures. This ranges from something as simple as scouting and information gathering, or as complex as ensuring a conveniently unstable political situation stays in a state of flux, rather than resolve itself. The effectiveness of the STG during the Krogan Rebellion is what provided the template for the Council to establish their Spectre program immediately afterward.

Despite all of these advantages, salarian soldiers are extremely frail, due to their comparatively lesser bone and muscles density. This has been compensated by the development of special armor, composed of classic ceramic/metallic layers, along with improved capacitors for extra durable shields.

STG Operative - Despite their denomination, "Special Tasks Group", these elite operatives make up most of the salarian ground forces. Trained in both espionage and warfare, STG operatives are highly capable of operating deep behind enemy lines conducting recon or sabotage. They usually work in independent cells and are known to be very active in the Terminus Systems.

STG Saboteurs- Part of the STG; Saboteur cells are the tech or heavy combat specialists. They specialize in providing long-range covering fire and marginalizing targets. These agile combatants are deadly and difficult to detect on the battlefield, particularly once they bring their decoy ability into play. Saboteurs are usually tasked with infiltration, sabotage, and assassination attempts.

Heavy Infantry – The Shock troopers of the Salarian ground force. When the situation needs a heavy hand or an extremely violent military reaction, the salarian military makes use of heavy mechs to deal with the situation. Bringing heavy firepower with the added benefits of eliminating the need for soldiers, they're essentially the special response of the salarian military to threats that cannot be brought down with surgical strikes.

Military Doctrine - Of all the Citadel races, none practice the concept of Preemptive Strikes as thoroughly as the salarians. Salarian military doctrine seeks to destroy the enemy's fighting capability as well as their will to fight. The salarians seek to control, disrupt and destroy their enemies not only at a military level but also socioeconomic level as well. This idea has arisen from a society in which ultimate power resides with a handful of powerful female leaders. Like in the game of chess, whoever seizes their queen wins. In the past, failure to capture the enemy leadership in the opening moves led to prolonged periods of protracted warfare (partially due to the salarians rapid reproductive cycles which allowed them to make up their losses) that left the warring parties vulnerable to external attacks. Over time salarian strategist developed a doctrine called the Four Strikes or S4. These commands are as follows:

Strike Far: Offense is the only defense. You must always fight your enemies on their ground. Only by bringing the war to the enemy doorstep can you preserve your forces while inflicting maximum losses on the enemy. A defensive war is a lost war.

Strike Fast: Speed is of the essence. One must attack the enemy at all levels, economic, political, military, simultaneously with such speed as to convince him that the war is already lost. You must dominate the tempo operations at all times.

Strike Hard: Each attack must devastate the target for maximum shock effect. No half measures are allowed once you committed yourself to combat.

Strike True: One must not waste one's efforts. Accuracy is key to maximizing the effects of the Four Strikes. All is for not if one does not strike the right target, at the right time with the right weapon(s).

This doctrine requires real-time intelligence of an enemy's capabilities and intentions. It is for this reason that the salarian Special Task Group serves as the spearhead of the unified salarian armed forces. Their ability to gather, analyze and act upon intelligence anywhere in the galaxy allows the rest of the military to act on a moment's notice. While the salarian military does organize their forces in administrative divisions recognizable by other forces, such as the Fleet (space forces) or Army (land forces) and possess a combined arms structure similar to the turian forces or human military, the level of integration of the salarian forces is second to none.

Note: Part of the source of this homogenous mindset is due to the salarian physiology. As an amphibian species, the salarians do not distinguish between operations on land or in the water. Thus, they see operations in space or on the surface of planets as one fluid continuum that requires all forces to act as one. Every aspect of the operational art, regardless of theater, serves to fulfill clear strategic goals.

Another aspect emphasized by salarian doctrine is the deployment and use of cutting-edge weapons systems that emphasize, fast and accurate fire, preferably either at long range fire or undetectable short range, to destroy their targets before they can retaliate. While salarian military industries develop a series of standardized equipment for the military, constant experimentation, updates, and modifications in the field guarantee that no two pieces of kit will be exactly the same. From ship engineers seeking to maximize the performance of their vessels to individual soldiers tinkering with their rifles, all units seek to get the most from their weapons. Most units end up juggling not one, but three types of kit, the experimental system undergoing field testing, the current piece of kit reaching the apex of modification and the last piece of kit suffering from obsolescence. While expensive, this process prevents soldiers from being stuck with outdated equipment and guarantees (at times a slim) superiority over their opposition.


Vehicles:

SST 1 CLOK – The CLOK tank is the Union's attempt to create an actual stealth tank. The idea was to try to eliminate the infrared, radar, and visual signature emitted by a traditional tank to a large enough degree while also relying on guile to take identity masking a step further. The secret is the installation of temperature controlled wafers that blanket its exterior.

Length: 22'9" (7 meters)

Width: 12'4" (3.8 meters)

Height: 9'1" (2.8 meters)

Weight: 30 tons

Armament: 90mm Mass Accelerator Cannon

M4 Mass Accelerated Machine Gun

Defensive Capabilities: Ablative armor

Temperature controlled wafers

Texture Buffers

Active Defense

Kinetic barriers

Slizer-34 IFV – An eight-wheeled amphibious armored reconnaissance used by the STG. It was intended as a modular battlefield AFV that could undertake several roles for military troops. Incredibly light and accurate, the Slizer is amongst the most advance IFVs used by any Council race. Onboard systems include panoramic sighting devices, infrared acquisition systems, a laser warning system, acoustic detection suite, Electronic Counter Measures, and other components to serve heightened situational awareness.

Length: 18'4" (5.6 meters)

Width: 6'6" (2 meters)

Height: 9'1" (2.8 meters)

Weight: 10 tons

Armament: 35mm Auto-Targeting Mass Accelerator Cannon w/rangefinder

2 – Fire-linked 5mm Kingsen Auto-cannons

Defensive Capabilities: Pressure Treated Ceramic armor

Temperature controlled wafers

Texture Buffers

Electronic Countermeasures

Active Defense

Kinetic barriers

Complement: 5 passengers

SU7 Watcher Hover-tanks – The Watcher differs slightly from the Jiris in that Watchers operate in teams of two to conduct recon or research of anomalies planet-side. Having a top speed of 125 kilometers per hour, the Watcher has a slight advantage over the Jiris in speed, but a disadvantage in armor and weapon's capacity. True to its name, the Watcher sees all through its high-grade sensors or deployable drones that would make any think twice of disregarding such a threat.

Length: 30' (9.14 meters)

Width: 19'6" (5.94 meters)

Height: 7' (2.13 meters)

Weight: 6 tons

Armament: 15mm Mass Accelerated Turret

25 – HSR (Heat Seeking Rockets)

Defensive Capabilities: Ceramic armor

Active Thermal Masking

Guided Missile System

Laser Detection

Ground-Penetrating Weapons-sniffing radar

VI Drones

Mineral Gathering Fuel Canisters

Kinetic Barriers

Complement: 4 passengers

M-080 Chemo Artillery – The Chemo artillery is greatly valued by the STG due to its cost-effectiveness and simplicity when compared to the turian Rumbler. Overall the Chemo has reduced procurement, operating, and maintenance costs while its chassis is an all-terrain, six-wheeled truck. While it has a smaller gun, the Chemo's main job is providing extreme long range precision fire with minimal pre-firing processes.

Length: 32' 8" (10 meters)

Width: 8'2" (2.5 meters)

Height: 12'1" (3.7 meters)

Weight: 10 tons

Armament: 120mm SAG

15mm Polonium machine gun

Defensive Capabilities: Ablative armor

Communications Array

Ceramic plating

Kinetic barriers

SAD-7 Bet – The Salarian Bet maintains the half-track design of the Protecting while at the same time utilizing similar weaponry found on the E.F's Wolverine, however, the difference is the Bet mounts a starship grade infrared GARDIAN defense system as its primary armaments. Theoretically, the Bet is capable of critically damaging low orbiting, lightly armored Corvettes. The major setback stems from the maintenance costs of fielding such a vehicle, however, the Union views it as a necessary expense. There are rumors that the salarians plan on retrofitting the Bet's infrared GARDIAN system with ultra-violet lasers, however, this is unconfirmed.

Length: 26' (7.9 meters)

Width: 15' 9" (4.8 meters)

Height: 20 (6.1 meters)

Weight: 43 tons

Armament: GARDIAN laser system

Defensive Capabilities: Pressure Treated Ablative armor

Passive Sensors (Visual, Thermographic, and radio detectors)

Active Sensors (Radars and LADARs)

Eezo detection sensors

Communication Arrays

Texture Buffers

Electronic Countermeasures

Active Defense

Kinetic barriers

SU-43 Gazer Gunship – A sleek and agile gunship, the Gazer chassis is fully customizable to fulfill a variety of armored and unarmed battlefield roles. Its roles vary from anti-armored gunship to anti-ship/anti-submarine attack craft. They are the only known type of gunships that can be outfitted with Disruptor Torpedoes. Such armored gunships offer tactical advantages when hunting land-based targets or naval vessels due to their excellent hovering capabilities. They are still susceptible to enemy ground fire, however.

Length: 43'6" (14 meters)

Width: 39' (11.94 meters)

Height: 11' (4 meters)

Weight: 9 tons

Armament: 20mm Mass Accelerator Autocannon

32 – Nano-missiles

Defensive Capabilities: Ablative armor

Ceramic plating

Deployable Tracking/Sensor Probes

3 – VI Drones

Kinetic barriers

SU-3 Pinger Interceptors – The Pinger wields some of the best sensors and scanners created within the Salaria Union. They present the cutting-edge of Salarian technology with their main gun being a Particle Accelerator Cannon. The increased uses of advanced equipment on such a small craft meant that the Pinger had to sacrifice some safety features as a result of providing enough power for its armaments. Similar to the E.F's Hailstorms in terms of function, attributes, and overall technological components it lacks sturdy armor but fields the more advanced shields found on UNAS and E.F spacecraft.

Length: 55'9" (17 meters)

Width: 49' 2" (15 meters)

Height: 16'4" (5 meters)

Weight: 14 tons

Armament: Particle Cannon

80 – Nano-missiles

Defensive Capabilities: Ablative armor

Active Thermal Masking

15 – VI Drones

Kinetic barriers

SU Leech Fighters – The Leech earned their nicknamed after many opponents made note of their high annoyance during naval combat. With a reduced radar signature and overall profile, the Leech uses its superior stealth capabilities to close in and deploy their ordnance, effectively draining the kinetic barriers of enemy ships much like a leech drains the blood of their hosts.

Length: 87'9" (26.82 meters)

Width: 75' (22.86 meters)

Height: 29'9" (9.14 meters)

Weight: 99 tons

Armament: 30mm mass accelerator cannon

40 – Javelin Missiles

50 – Disruptor Torpedoes

Defensive Capabilities: Ablative armor

Ceramic plating

3 – VI Cyber-Warfare suites

Kinetic barriers

HS-3 Stormer (IV) Transport Shuttle – An improved version of the HS-3 Stormer Shuttle, the IV variant features improved sensors and a dedicated anti-cyber suite. It also features an upgraded detaching mechanism, allowing it to deploy its mech complement without having to land. Instead of Ceramic armor, the IV wields titanium making it sturdier in combat. While the IV's performance is exceptional, it is far more expensive than the base model.

Length: 50' (15.24 meters)

Width: 53'6" (16.31 meters)

Height: 12' (3.66 meters)

Weight: 35 tons

Armament: 30mm Mass Accelerated chain gun

2 – 7.62mm side-cabin machine guns

Defensive Capabilities: Titanium armor

Chaff Decoys

Kinetic barriers

Complement: 11 passengers

Navy – By fielding the best equipment the salarians maintain a decisive edge in ship performance. Combined with their near perfect STG, the salarian navy is able to plan out attacks months prior to the enemy even considering such an action. Unfortunately, in exchange for performance, the salarians had to sacrifice less technologically advanced, but more reliable starship components rendering most salarian ships as safety hazards. Their ships are also the most expensive and take the longest to produce, meaning the Union would have a difficult time replenishing their losses. Nonetheless, the salarian navy remains as a superpower in Council space and beyond.

Research/Hospital Ships – 2 kilotons

Use: Similar to the Hierarchy's dual function Repair/Hospital Ships, the Research/Hospital Ships are intended to conduct research in space and to treat injured victims. Due to its Research capabilities, the Unions R/H vessels operate some of the most cutting-edge medical treatments and a substantial amount of the ship is dedicated to laboratories. There are three classes in service: Research, Intelligence, and Knowledge.

Length: 120 meters – 983 meters

Width: 78 meters – 489 meters

Height: 85 meters –433 meters

Hull: .4 meters of Ablative armor

Kinetic Barriers: Yes

Patient Capacity: 70 - 140 – Intensive care wards beds

120 - 240 – Intermediate care wards beds

300 - 600 – Light care wards beds

490 - 980 – Total Patient Capacity

30 - 200 – Operating Rooms

Administrative Facilities and Treatment Centers (AFTC): Operating theaters

Intensive Care Unit

7 – Specialized Laboratories

Ophthalmic unit

CT Scanners

X-rays

5 - Neurological Surgical Laboratories

Electronic Countermeasures: Radar and Radio Jamming

80 – Sensor Probes

Sensor and Processing Equipment: Passive Sensors (Visual, Thermographic, and radio detectors)

Active Sensors (Radars and LADARs)

Communications Array

Diffuse Radiator Array

Droplet System

Armament: 1 Mass Accelerator Cannon

5 - Disruptor Torpedoes

10 – Pulse Laser point defense turrets

GARDIAN laser system

Complement: 78 - 400 - Personal Crew

90 - 230 – Union Scientists

125 - 240 - Nursing and Medical Staff

65 - 120 – Naval Support Staff

42 - 50 - EVA work crews (12 members in each)

5 - Back up ship generators

30 - 40 – HS 3 Stormer (IV) Transport Shuttle

Engine: Helium-3 Fusion Reactor

Element Zero Drive Core

1 – Auxiliary Engines

Speed: 34 light years

Construction Time: 2 - 5 months

Cost: 5 - 9 million credits

Repair Ships – 4 kilotons

Use: In order to maintain their fleet of impressive vessels, the Salarian Union employs the use of large repair ships design to conduct a complete overhaul on any damaged ship. Their technological prowess and quick mental capabilities allow them to conduct repairs and refurbish damaged vessels on the same speed as an Alliance work crew assisted by AIs. Two classes are in service Fix and Repair.

Length: 1 km – 1.83 km

Width: 878 meters – 989 meters

Height: 1.45 km – 1.55 km

Hull: 4.4 meters of Ablative armor

Kinetic Barriers: Yes

Electronic Countermeasures: Radar and Radio Jamming

80 – Sensor Probes

Sensor and Processing Equipment: Passive Sensors (Visual, Thermographic, and radio detectors)

Active Sensors (Radars and LADARs)

Communications Array

Armament: 365 - Disruptor Torpedoes

110 – Pulse Laser point defense turrets

GARDIAN laser system

Complement: 1108 - Personal Crew

250 – SU-3 Pinger Interceptors

230 – SU-14 Leech Fighters

590 – Union Scientists

250 - EVA work crews (12 members each)

64 - Back up ship generators

90 – HS 3 Stormer (IV) Transport Shuttle

Engine: Helium-3 Fusion Reactor

Element Zero Drive Core

4 – Auxiliary Engines

Speed: 12 light years

Construction Time: 9 months

Cost: 56 - 97 billion credits

Corvettes – 20 kilotons

Use – These fast and agile ships are used as light escort and scouting vessels. They often have extensive GARDIAN systems to provide anti-fighter screening for capital ships and carry dozens of squads of marines for security and ground side duty. The most important role filled by corvettes is reconnaissance, scanning for enemy ships and transmitting warnings to the main body.

Corvettes achieve high FTL cruise speeds because of their high-performance drives. They also have proportionally larger thrusters and lighter design mass, allowing them greater maneuverability. In combat, speed and maneuverability make corvettes immune to the long-range fire of larger vessels. Two classes are currently in service: Shroud and Vapor.

Length: 120 meters – 155 meters

Width: 17 meters – 28 meters

Height: 34 meters – 47 meters

Hull: .3 meter – .5 meter of Ablative armor

Kinetic Barriers: Yes

Electronic counter measures: 80 – Sensor Probes

Diffuse Radiator Arrays

Infrared Decoy

Signal Scrambler

10 – VI Cyber-warfare suits

5 – Communication Jammers

Stealth Ablative Coating

Sensors and processing equipment – Passive Sensors (Visual, Thermographic, and radio detectors)

Active Sensors (Radars and LADARs)

Eezo detection sensors

Communication Arrays

Armament: 1 Mass Accelerator

15 - Disruptor Torpedoes

10 – Pulse laser turrets

35 – Anti-matter mines

GARDIAN Ultra-violet laser system

Complement: 73 - Personal Crew

15 – SU-3 Pinger Interceptors

10 – SU-14 Leech Fighters

60 – STG Operatives

30 – STG Saboteurs

4 – Slizer-34 IFVs

15 - SU7 Watcher Hover-tanks

10 – Stormer (IV) Shuttle

Engine: Helium-3 Fusion Reactor

Element Zero Drive Core

Speed: 35 - 40 light years

Construction Time: 3 months

Cost: 130 million credits

Frigates – 45 kilotons

Use: Frigates make up an essential role in any Council navy, being responsible for protecting larger ships, serving as a heavy firepower platform during ground deployment, and engaging enemy ships in space. In fleet combat, they are organized into wolf packs and are responsible for speeding through enemy formations and hunting down wounded enemy vessels. Their superior speed and maneuverability allows them to evade long range fire while getting close enough to deploy their own ordnance. Alert and Attentive are two classes currently in use.

Length: 373 meters – 428 meters

Width: 150 meters – 168 meters

Height: 123meters – 137 meters

Hull: 2 meters – 2.5 meters of Pressure Treated Ablative Armor

Kinetic Barriers: Yes

Sensors and processing equipment - Passive Sensors (Visual, Thermographic, and radio detectors)

Active Sensors (Radars and LADARs)

Heat Management Unit

Armament: 1 Mass Accelerator Cannon

24 - Missile Pods (25 Javelin Missiles in each)

30 - Disruptor Torpedoes

24 – Pulse laser turrets

GARDIAN Ultra-violet laser system

Complement: 200- Personal crew

25 – SU-3 Pinger Interceptors

30 – SU-14 Leech Fighters

75 – STG Operatives

60 – STG Saboteurs

6 – HS-3 Stomer (IV) Shuttles

500 – Heavy Mechs

4 – Slizer-34 IFVs

7 – SU-7 Watcher Hover-tanks

30 – SU-43 Gazer Gunships

Engine – Helium-3 Fusion Reactor

Element Zero Drive Core

Speed: 24 light years

Construction Time: 4 months

Cost: 553 – 600 million credits

Cruiser – 150 Kilotons

Use - Serving as the middle-weight combatants, cruisers make up the bulk of any fleet. Faster than battle cruisers and more heavily-armed than frigates, cruisers are the standard patrol unit, and often lead frigate flotillas. They are the most common class of vessels and serve as the standard combat unit encountered away from large naval bases or during a naval battle.

Cruisers perform routine independent "show the flag" patrols in settled systems alongside small flotillas in case of small engagements, such as pirate suppression campaigns. In major fleet engagements, cruiser squadrons support the dreadnought battle line by screening their flanks against enemies attempting to maneuver for a main gun "bow shot" from their vulnerable broadsides. Dagnes and Olor are two classes in service.

Length: 504 meters – 575 meters

Width: 430 meters – 483 meters

Height: 567 meters – 589 meters

Hull: 3 meters – 3.6 meters of Pressure Treated Ablative Armor

Kinetic Barriers: Yes

Sensors and processing equipment: Passive Sensors (Visual, Thermographic, and radio detectors)

Active Sensors (Radars and LADARs)

Heat Management Unit

Armament: 1 Mass Accelerator Cannon

50 - Missile Pods (25 Javelin Missiles in each)

90 - Disruptor Torpedoes

55 – Pulse laser turrets

GARDIAN Ultra-violet laser system

Complement: 900 - Personal Crew

65 – SU-3 Pinger Inteceptors

50 – SU-14 Leech Fighters

120 – STG Operatives

80 – STG Saboteurs

2,000 – Light Mechs

750 – Heavy Mechs

10 – SST 1 CLOK Tanks

30 – Slizer-34 IFVs

60 – HS-3 Stormer (IV) Shuttles

Engine: Helium – 3 Fusion Reactor

Element Zero Drive Core

Speed: 10 light years

Construction Time: 7.5 months

Cost: 1415.4 billion credits

Battle Cruiser – 480 kilotons

Use: A large capital ship built for heavy defensive and offensive deployment. Originally intended to hunt down slower, older armored dreadnoughts and destroy them with heavy gunfire battle cruisers became increasingly used as a virtual wall between an enemy fleet and allied dreadnoughts. Lacking the massive range of their larger brethren, their large size and weaponry still made them virtually unstoppable in the face of enemy cruisers and frigates. Eternal Reach and Everywhere are two classes in use.

Length: 900 meter – 1.23 km

Width: 600 meters - 643 meters

Height: 700 meters – 715 meters

Hull: 3.4 – 4 meters of Pressure Treated Ablative Armor

2 centimeters of Ceramic Plating

Kinetic Barriers: Yes

Sensors and processing equipment - Passive Sensors (Visual, Thermographic, and radio detectors)

Active Sensors (Radars and LADARs)

Heat Management Unit

Armament: 1 Mass Accelerator Cannon

250 - Missile Pods (25 Javelin Missiles in each)

100 - Disruptor Torpedoes

175 – Pulse laser turrets

GARDIAN Ultra-violet laser system

Complement: 1,700 Personal Crew

125 – SU-3 Pinger Interceptors

130 – SU-14 Leech Fighters

200 – STG Operatives

175 – STG Saboteurs

3,500 - Light Mechs

1,500 – Heavy Mechs

80 – HS-3 Stormer (IV) Shuttles

24 – SST 1 CLOK Tanks

36 – Slizer-43 IFVs

75 – SU-7 Watcher Hover-tanks

10 – M-080 Chemo Artillery

20 – SU-43 Gazer Gunships

Engine: Helium 3 Fusion Reactor

Element Zero Drive Core

Speed: 7 – 7.6 light years

Construction Time: 1.2 years

Cost: 123 – 183 billion credits

Dreadnought – 830 kilotons

Use: The largest capital ships ever built in Council space mounting heavy, long-range firepower and massive guns. Their sheer size strikes fear in the heart of enemy captains lacking their own. Given their large size and overwhelming firepower, a fleet of dreadnoughts is vital for any race that desires to maintain command of the empty void. Dreadnoughts are a symbol of naval dominance and as such are only deployed for the most vital missions. A dreadnought's power lies in the length of its main gun, which is capable of gutting a cruiser in one shot. The Treaty of Farixen has limited the construction of such dangerous vessels. Two classes are in service: Silent Step and Ever Alert.

Length: 2 km – 2.4 km

Width: 700 meters – 714 meters

Height: 783 meters – 794 meters

Hull: 5 meters of Pressure Treated Ablative Armor

4 centimeters of Ceramic Plating

Kinetic Barriers: Yes

Sensors and processing equipment - Passive Sensors (Visual, Thermographic, and radio detectors)

Active Sensors (Radars and LADARs)

Heat Unit Management

Armament: 1 Mass Accelerator Cannon

500 - Missile Pods (25 Javelin Missiles in each)

300 - Disruptor Torpedoes

342 – Pulse laser turrets

GARDIAN Ultra-violet laser system

Complement: 9,000 Personal Crew

220 – SU-3 Pinger Interceptors

210 – SU-14 Leech Fighters

300 – STG Operatives

240 – STG Saboteurs

7,500 – Light Mechs

4,500 – Heavy Mechs

140 – HS-3 Stomer (IV) Shuttles

30 – SST 1 CLOK Tanks

25 – Slizer-34 IFVs

40 – SU-7 Hovertanks

48 – M-080 Chemo Artillery

24 – SU-43 Gazer Gunships

Engine: Helium-3 Fusion Reactor

Element Zero Drive Core

Speed: 6.4 light years

Construction Time: 1.9 – 2 years

Cost: 300 billion credits


Salarian Union Ship Numbers: 17024

Salarian Union Fleets: 17 Fleets

Dreadnoughts – 50

Battlecruisers – 600

Cruisers - 1240

Frigates – 3400

Corvettes – 2500

Repair Ships - 3200

Research/Hospital Ships - 6034