Patrol Ship:
Mass: 50-1,000 tons
Patrol Ships can vary wildly from long-range shuttles with guns strapped on to FTL-capable ships with interstellar range to everything in between. Patrol Ships are ubiquitous in all systems. Most Patrol Ships are controlled by civilian police authorities as they are usually useless for combat. Patrol Ships inspect vessels, mining colonies, and stations. They are the primary ships used to stop smuggling operations. They also are used for search and rescue operations and humanitarian support.
The SA has no Patrol Ships as it lets the local governments deal with local affairs while the SA deals with interplanetary and interstellar affairs.
Gunship:
Mass: 500-15,000 tons
Gunships are primarily used by small colonies and warlords in the Terminus or outer edges of Council space. Without the funds to purchase enough larger warships to protect themselves, these groups buy or make Gunships to maximize bang for their buck at a size they can afford. These ships sacrifice crew comfort, range, supplies, and sometimes even FTL drives to maximize firepower and maneuverability. Their small size and relatively simple design allow for them to be made on-site at small colonies or produced in large numbers on more developed worlds. Gunships are usually produced with a mix of military and civilian grade equipment depending on availability to the faction constructing the vessel, with Gunships made from all civilian grade components not being uncommon.
Even the largest and most advanced Gunships have difficulty fighting against military Frigates, but in large numbers, Gunships can take down the larger vessels. Gunships have almost no chance against anything larger than a Frigate in reasonable numbers. Gunships are meant to fight mostly armed civilian ships, other Gunships, Corvettes, or military ships in the hands of pirates who cannot ensure proper maintenance or get the parts to fix the ships to full capability, leveling the playing field significantly.
The most famous Gunships class is the Aslana class. Produced by the Ver'hanva consortium, a terminus corporation, it is about 8,000 tones. The Aslana class has gained notoriety among the Council Races' populations as the "Terminus Gunship" due to its prolific use during the Terminus Incursions, attacks on many Terminus factions after the Morning War due to their increased activity caused by losing the Quarians as a stabilizing factor. After the Incursions, the Aslana class has seen many renditions in media, most famously in a popular show in the 2190s to 2200s, where an Aslana class ship named the Light of Thessea is upgraded with Prothean technology, including particle weapons.
The SA does not use Gunships though some pirate groups and small PMCs in human space use them.
Torpedo Boats:
Mass: 250-40,000
There is some difficulty in differentiating where Torpedo Boats end and other types of ships begin, but there are a few guidelines. Torpedo Boats are short-ranged vessels with a payload of torpedoes of disproportionate size compared to their masses, some equaling half of the ship's mass or more. Torpedoe Boats usually don't have the ability to operate for a long time away from their ports of call. They are commonly used for planetary or relay defense, as they can overwhelm larger ships.
While some torpedos have nuclear or even high explosive warheads, the warhead of choice for most torpedos is and has been for millennia the disruptor warhead. One of the reasons the disruptor has been the choice warhead since before the Rachni War is due to its simple design. Disruptors work based on a simple fact of eezo that humanity learned in its first few years with the substance, you put too much charge into a piece of eezo, it will explode. These explosions disrupt space and matter around the explosion, hence the name, but also disrupt the operation of other eezo in the area, allowing for the torpedo to take down kinetic barrier nodes. With enough disruptor strikes or a large enough strike, a segment of a ship's Kinetic Barrier or even the entire thing can be taken down. Disruptors are extremely simple to build as all that is needed is a piece of eezo, some charge, and a way to put the charge into the eezo when you want. Almost any group can make a disruptor, from terrorist groups to pirates to governments to militias. Another reason disruptors are favored is that the torpedoes can use their eezo while in flight to help lower the mass for higher speeds.
The main problem with disruptors is getting the warhead to the target. Torpedoes can be moved in many ways. Some torpedoes a not propelled but get to their target through the inertia gained from its transporting craft. Some torpedoes use cheap chemical rockets. Other, more sophisticated ones use fusion torches. In general, the smaller the torpedo is, the more likely to use chemical rochets or inertia.
Some torpedoes have electronic warfare systems, either as a warhead or as a supplementary support system, to increase the chance of hitting their target.
The SA does not use Torpedo Boats though other groups in human space use them.
Corvette:
Mass: 1,000-20,000 tons
Corvettes are generally ships that are used for patrols deep within the territory of militaries and exploration.
Corvettes are the cheapest full warships used commonly, but they are very weak. Without the oversized drive cores or dense KB networks like Frigates or the heavy firepower of Destroyers or the massive MACs and countless broadside guns of larger ships, they are not much more powerful than Patrol Ships.
Corvettes are primarily used to patrol systems that are uncolonized or lightly colonized. While clusters can have countless objects and systems, most clusters only have a small number of valuable star systems colonized. Brown Dwarf systems, rogue planets, low metallicity systems without garden worlds, and many other objects are mostly left alone but have to be patrolled as they can be used for pirate bases, smuggling operations, or any number of illegal operations. Sending a Cruiser or even a Frigate to patrol these systems would be a gross misuse of resources, so Corvettes act as a cheap way to patrol these systems. They are also used for exploration and surveying.
Most Corvettes only have between 8 and 16 crew alongside a unit of infantry.
The SA's Robert L. Fredriks class was considered one of the Symbols of the Alliance during the 22nd century. The class and its later subclasses were built from 2150 to 2175 and helped explore much of now core human space and were built in the hundreds, with many still in existence as Museum Ships.
Corvettes are also commonly used as a backup for Patrol Ships. They will stay near the Patrol Ships and, if called, will come to the Patrol Ship and help it deal with whatever the problem is without the need to call for larger military ships, or even military ships at all if it is a Police Corvette.
SA Scout/Exploration Corvettes are usually on the smaller end for Corvettes, about 1,000 to 5,000, and are meant for exploration and patrol. The subtype grew from the Robert L. Fredriks class as successors to the class. Heavy Corvettes are larger and are meant to be used as a guard for small colonies that don't have the population to require a Cruiser and don't have the infrastructure to support a base.
SA Corvettes are named after SA Navy and Marine Corps heroes.
Frigate:
Mass: 20,000-300,000
During the Krogan Rebellion, a Turian Subcomander said about the Frigates under his command that it "has the eezo core of a small Cruiser, weapons of an oversized Corvette, speed of a racing yacht, sensors of a survey ship, armor of a civilian shuttle, and cost of a thousand bottles of millennium-old wine,".
Frigates are light escort and scouting vessels used by almost all navies in the galaxy. Frigates are made with oversized eezo cores and dense kinetic barrier networks that gives Frigates high FTL and sunlight speeds alongside strong kinetic barriers.
Frigates are very expensive for their sizes due to their oversized drive cores, dense kinetic barrier networks, and sophisticated sensors. A first-rate Frigate's eezo core takes up five times as much of the ship's mass compared to a Cruiser's eezo core. They are also not very useful in a straight-up fight, with a Cruiser being able to fight off several Frigates at range.
Frigates are divided into first rates, second rates, and third rates. First rates are full Frigates used by most major powers and have very large eezo cores but are very expensive. Second rates have smaller cores but still have cores disproportionate to their size and can outspeed any non-Frigates. Second rates are used by many groups who cannot afford to field many or even any first rates, like small governments, PMCs, and pirates. Third rates have smaller cores than most Frigates, more in line with Cruiser core proportions for their size, and are only really used as planetary patrol craft or mass/cheap combatants by desperate or poor forces who just need to make ships without concern about their effectiveness.
Most Frigate classes have relatively low static charge capacity, with them usually only being able to go for 20 to 30 hours before discharge is needed.
Heavy Frigates are a ship type that blurs the line between Frigates and Destroyers, with most organizations who use the Destroyer designation not using the Heavy Frigate designation, and vice versa. Heavy Frigates are usually second or third rates and are equipped with spinal mounts with minimal torpedo armament. The closest analog for Heavy Frigates in human history were Battlecruisers or Armored Cruisers, overpowering compared to smaller ships while still capable of limited combat with larger ships. Heavy Frigates are usually used by smaller forces (minor governments, PMCs, lesser Warlords, etc) as a replacement or supplement for Light Cruisers as they usually don't have many or even any, and if they do have them, they will be used only in the most vital areas. Territory still must be patrolled, but Corvettes are too weak to deal with high-threat areas while Frigates and Destroyers are too expensive or too ineffective at the job, so undersized Cruisers are used, called Heavy Frigates. They could also be used as minor fleet units in battles with minor powers, where Cruisers are few in number while Dreadnoughts and Heavy Cruisers are almost unheard of. They are not as powerful as Cruisers, but they still have a use. While Heavy Frigates are rare in Citadel space, with only the Battarians, a few minor species, and some Asari Republics using them (though the Battarians still call them Cruisers), they are relatively commonplace in the Terminus Systems and Attican Traverse with their many small powers. They have static discharge capacities more in line with Cruisers than other Frigates.
In fleet battles, Frigates usually orbit the enemy fleet in packs of 4 to 6, looking for ships with damaged kinetic barriers to attack or overheating lasers to attack with torpedoes or MACs. They also escort the fleet, creating a wall of Frigates in between the fleet for protection and a more far-off sphere for early warning.
Frigates are commonly used in anti-piracy action due to their high speed. Though their low range due to limited supplies, high fuel consumption, and low static capacity limits their ability to patrol space.
Frigates act as scouts for the fleet, their high speed allowing them to cover a lot of space in a short amount of time while that same high speed and strong barriers allow them to escape if they find enemy ships.
Some Frigates in navies are equipped with command facilities due to their relatively high survivability from high speed, strong barriers, and dense point defense.
Frigates also commonly do hit-and-run attacks on larger ships as, while they may do minimal damage, the heat generated by the larger ship will be harder to remove than whatever heat is generated by the Frigates, leading to repetitive waves of Frigates being able to wear down larger ships over long periods of time before going in for the kill or softening up targets for larger ships. Fleets will commonly send Frigate skirmishers into enemy-controlled areas to gather data, weaken ships, and wear down crews.
Frigates are the largest ship type that can almost all land on high-gravity planets. The problem with landing on planets is not keeping the ship from crashing but doing it without killing many people. A ship's engines are devastating to a planet if the exhaust hits it. This means that ships need to keep themselves up with their engines only at low power. For this to work, a ship must have its mass drastically reduced, something only a Frigate and a few select classes can accomplish for high-gravity worlds.
In human space, the Frigate is dying out. Scout Drones have the ability to do the scouting and early warning missions of Frigates, while Fighters and Drones can fulfill the combat and anti-piracy/smuggling roles of the Frigate. The latest SA modernization program does not include any new Frigate class and lacks any plans for the modernization of any current Frigate with its current role intact. Some have been turned into rapid assault ships with some success.
SA Frigates are named after Battles in human history.
Destroyers
Mass: 100,000 - 400,000 tons
During the Rachni War, the Salarians ran low on materials for ships but needed more warships to fight the Rachni. They began to strip their cruiser designs to stretch resources until the designs became little more than a MAC, reactor, and engines. An Asari Fleet Matriarch who visited one of the shipyards producing these ships said, "These are not ships; these things are not meant to travel between the stars, these things are not meant to let their crews survive, these things have no purpose, but to destroy." Thus these ships were named Destroyers, or the Asari equivalent of the word.
The Turians, at first contact, already had a class of ships named Destroyers or their word for it. These ships were a derivative of Frigates that were specialized to destroy larger ships. While Frigate sizes stagnated due to the need to be an economical size, Destroyers continued to grow.
It was quite confusing to everyone that two species named two ships types of similar sizes the same thing in their own language. This was compounded when the humans made that 3.
Escort Destroyers are a variant first used by the Hierarchy and then by a few other powers. The Escort Destroyer has a mass around the same as a normal Destroyer, with some classes using the same hulls as Destroyers, just modified. Escort Destroyers are armed with a large amount of Guardian Lasers and are meant to protect other ships.
The SA does not have the numbers to keep an entire class (besides Dreadnoughts and the SA has not made any in a long time) solely for the battle fleet like the Turians, so SA Destroyers have long range capabilities and protect colonies around human space. This gives SA planetary defense forces more of a punch but make it difficult to get a large force of Destroyers in a short amount of time to reinforce a system, unlike the Turians who can send a full-strength Battle Flotilla within a few days or even hours.
Electronic Warfare Destroyers are SA Destroyers that forgo most weapon systems in favor of powerfull sensors and Electronic Warfare systems. They are a common sight in SA units with most having a least one EW Destroyer.
SA Destroyers are designed to attack supply lines and to hit-and-run strikes against vulnerable opponents.
SA Destroyers are named for adjectives.
Light Cruiser:
Mass: 400,000 - 750,000
Light Cruisers are the backbone of most large navies and the largest ships of many small navies. They are all equipped with spinally mounted Mass Accelerator Cannons going 70-90 % the length of the main hull. These guns are the main weapons used during full battles by large ships.
Cruisers and Dreadnoughts usually have a longer length compared to their height and width compared to Frigates, Destroyers, Carriers, and most civilian ships. This gives them many advantages: they can have a longer MA, giving them more range, they have more surface area to radiate heat, improving combat endurance, and they have a smaller forward cross-section, making it harder to hit them. It also comes with some disadvantages that climate how thin they can realistically get: the higher surface area means more mass and volume is sacrificed for armor and outer hull, and there is less space at the back of the ship for engines and defenses, leading to lower speed, weaker rear defenses, or both, it is harder to turn the ship without breaking it, and, while it makes it harder to get hit, a hit would breach more compartments and do more damage. Each designer draws the line for how long cruises should be for their tonnage a different points.
Light Cruisers are the smallest type of ship where it is uncommon for ships not to have command facilities, many acting as the flagships of flotillas in large navies and even fleets in smaller navies.
Light Cruisers are the primary longe range patrol ships for larger navies due to their high static capacities.
During fleet battles, Light Cruisers are the most common standard combatants, besides Frigates and Destroyers which fill a different role. Light Cruisers have the highest amount of deaths compared to the total number of personnel crewing them due to them being the smallest ship in the battle line, easy pickings for large ships, and Destroyer strikes. This makes them a disliked post during wartime.
There is a ship type called the Fast Attack Cruiser; pioneared by the Asari. These act in a similar role as the Flotilla Leader of the early 20th century; commanding Destroyer flitillas and squadrons. They have firepower greater then any Destroyer and are meant to support the flotilla with heavy fire; taking out other light craft to make a way for the Destroyers to strike at the larger ships. Due to the need to have the speed to move at the same speed as the Destroyers and the armament designed to fight smaller ships a close range, Fast Attack Cruisers usually can't beat a Light Cruiser of the same mass as them. Some classes of Fast Attack Cruisers are just modified Light Cruisers.
SA Light Cruisers don't have a standardized naming structure.
Heavy Cruiser:
Mass: 750,000- 1,500,000
Heavy Cruisers are the result of a loophole in the Treaty of Farixen. The Treaty originally said that a Dreadnought was a ship that massed 750,000 tons AND had a Mass Accelerator 600 m or longer. This was not a problem during the Treaty's early days as during that time any warships even approaching 750,000 tons would be so expensive that it would be more efficient to just build a Dreadnought and be able to have the necessary range to not be destroyed by any dreadnought (at the time the average Cruiser was about 350,000 tons and the average Dreadnought about 1.5 million).
At the time of the treaty's creation, the Turians had 23 Dreadnoughts. The treaty permitted them to have a maximum of 25 Dreadnoughts. At the time of the treaty's creation, this number was acceptable as the size of Turian civilization, and the galaxie's as a whole, could not support too many military ships.
The Turians were relatively young compared to the other Council species, and the other two species were devastated by the wars. Even with full wartime economies, the number of Dreadnoughts fielded by the Council during the rebellion never made it to 120 and usually never even made it to 100. By the time of the signing of the treaty, seven years after the war, the number of Dreadnoughts in Council control was 105, 45 Turians, 25 Salarian, 30 Asari, and 10 captured Krogan dreadnoughts.
Each dreadnought is a massive investment of resources that takes years to build but can annihilate small fleets. It takes dozens of Light Cruisers to take down a Dreadnought. Their only real weakness compared to Cruisers is that they cannot radiate heat as well, so they have limited endurance.
As time went on, however, the dreadnought number restriction created by the treaty became a problem and the Turians began looking for a workaround. The civilizations increased dramatically in size, so they could field larger navies with more and bigger ships. Cruiser designs began to appear that reached near the limit and some surpassing it. The Turians wanted a ship type large enough to beat any of these Cruisers while not being limited by the treaty so they started looking for loopholes, and found one. In 1844 the first Heavy Cruiser began construction with countless of its brethren. By the time the Asari began trying to force amendments to the treaty in 1875, there were over 100 Turians Heavy Cruisers and many others from different species. The concept actually took hold the most in the smaller Asari Republic Navies. Many Republics did not have rights to the Asari Dreadnought slots but wanted a competitive force, and the costs even suggested for purchasing one of the slots were astronomical. The entire combined Asari Dreadnought count in 1875 was 28, having actually decreased in number from the time of the Rebellion. The Heavy Cruiser allowed those Republics to have ships larger than Cruisers, some even rivaling Dreadnoughts in mass. Eventually, a compromise was reached, Heavy Cruisers would be added to the Treaty as a separate ship type, 750,000-1,500,000 tons with Macs no longer than 650 m. The Hierarchy gets 1020, Council Races get 612, and Associates can have 400. A legacy clause was added to the treaty, allowing those with Heavy Cruisers larger than 1,500,000 tons active or under construction to keep them, leading to many Republics having centuries-old Heavy Cruisers with masses nearing dreadnoughts.
There are two types of Heavy Cruiser design philosophies, the upscaled Light Cruiser and the downsized Dreadnought. The Turians design their Heavy Cruisers based on their Light Cruisers, only 2 spinal mounted MACs, but with long range and high endurance, they act as command ships for patrol fleets and lesser capital ships in numbered fleets. Pocket Dreadnoughts are designed to be as close to Dreadnoughts as possible without violating the treaty. This type is primarily used by Asari Republics but a few other powers use them like the Hyach.
SA Heavy Cruisers are named for Cities.
Dreadnought:
Mass: 1,500,000 or more
The arbiters of space warfare, Dreadnoughts can take on small fleets on their own. Only the largest powers can afford to field more than a handful of Dreadnoughts. The Treaty of Farixen originally restricted the number of Dreadnoughts each species could have, 50 for the Turians, 30 for the other Council races, and 10 for the Associate races. This changed after the Morning War. In order to protect the galaxy from the Geth and the resurgent Terminus Systems, the Treaty was revised to allow the Turians to build 75 Dreadnoughts, the Council races 50, and the Associates 15.
At the time of first contact, the Citadel races have 240 Dreadnoughts in operation, 75 Turians, 50 Asari, 50 Salarian, 15 Batarian, 15 Hyach,12 Va'ne'ru'go 9 Mon Calamari/Quarren, 5 Sullusta, 3 Ithorian, 3 Tak'cha, 1 Grindalid, and 1 Elcor.
The Salarians do not have the will or the economic strength to operate all of the Dreadnoughts they can under the treaty. 9 older Dreadnoughts are kept in reserve, their military's funding not allowing them to be kept in full operation, but they could be brought online in only a few weeks or months. Those that are active are equipped with the most advanced technology the Union can provide. All Salarian warships are controlled by the Union Joint Naval Command.
The Turians keep their Dreadnoughts operational for 150 years before being scrapped. The Hierarchy produces a class of Dreadnoughts over a 5-year period in batches of 5. The Hierarchy produces 3 batches per class with 10 years between the start of each batch. The Hierarchy fleet currently has 3 classes in service, The Resilient, Indafadicable and Defiant classes. The Resilient class is the oldest class with only 5 still in operation, with all of them being replaced as soon as the final batch of Defients is completed. The Indafadicable class is the backbone of the Hierarchy navy with 15 in operation. The Defiant class has been produced for the last 28 years with 10 completed and 5 under construction. Some old Dreadnoughts are purchased by smaller militaries as they are cheaper to buy than to make their own, the self-repair systems meaning that there has been no degradation to the ships, and they are still relatively competitive.
The Asari Republics have 20 total Dreadnoughts in service, but in reality, it is not so clear. There are 65 Asari Republics within Council Space, of which 9 have the right to have any Dreadnoughts, with each being allowed a different amount of Dreadnoughts up to four for the Armali. 1 Dreadnought is jointly controlled by several Republics. All of these Republics have fulfilled their requirement to build their Dreadnoughts, but many of the Dreadnoughts are old, with some being over 500 years old. On the other hand, many Asari Dreadnoughts are oversized, sometimes over 10 million tons.
After a major Terminus campaign ravaged their space, a movement for a higher militarization began in the Elcor population, which led to the construction of their one Dreadnought, the Pride of Dekuuna, and several other ships. Some believed this would lead to the Elcor becoming a more significant military power, but the movement was quietly killed in its crib by other governments, leaving the Pride of Dekuuna as the only Elcor Dreadnought, and several decades out of date by the time of the FCW.
The Batarians have been expanding their military since their contact with the Citadel races. At the time of first contact 400 years before the FCW the Hegemony fleet had no ships larger than a Light Cruiser. As of the FCW the Hegemony fleet has 5 active Dreadnoughts with one, the Glory in reserve . The Hegemony had built another Glory class Dreadnought, the Champion, but it was damaged beyond repair during the first war with the Narn 45 years before the FCW and had to be scrapped. All of the Victorious and the Khamen Grascerrok classes are still in operation with another Khamen Grascerrok planned for construction. The first 3 Dreadnought created by the Hegemony 350 to 300 years before the FCW were all destroyed in the Hegemony Civil War, a conflict supported by the STG to weaken the Hegemony, who at the time were acting as a support for the Terminus Systems in a time when the Council Races, with Quarian help, were pushing the Terminus back. The conflict did crippling damage to the Hegemony and led to a diaspora of low-caste Battarians into the Terminus. After the fall of the Quarians, the Council attempted to make the Hegemony the new bulwark against the Terminus, but the Battarians never forgot the harm done by the STG, evidence was never found. In the years between their new ascension and the FCW, the Hegemony has built many Dreadnoughts.
The Hyach are an isolationist race that only joined the Citadel Council due to them being deep within Inner Council Space with a relay connection directly from their sector to the Citadel. They keep their space isolated from the rest of Council space with only a few people being allowed into their space. It is known that they hold the maximum amount of Dreadnoughts permitted for an associate, with 6 under their command. Though the Haych do not participate in the joint Council census, public projections of their population claim that they should have a population near equal to the Salarians, making many think they are a sleeping giant. STG reports, however, show that their population has not reached those projections, and has in fact declined.
The Va'ne'ru'go, being the Council's bulwark against the Terminus Systems on their outer Council Space border, is very militarized, but has a relatively weak economy. The Va'ne'ru'go's government operates 12 active Dreadnoughts. Their Dreadnoughts are deployed in pairs at the head of their fleets. The first fleet protecting their homeworld, the second fleet protects the rest of their Home Sector, the third fleet protecting the Priam Sector, the fourth fleet protects the Menelaus Sector, and the Fifth fleet operating as an independent force and commonly participates in joint actions with the Turian Navy, usually the 20th fleet. The fifth fleet is the only one with four Dreadnoughts. Many of their Dreadnoughts are old Turian Dreadnoughts purchased from the Hierarchy.
The Tak'cha are a race that made contact with the Council in 97 BC, 98 years before the Rachni War began, and paid the price. Their space was on the frontline of the Rachni's advance, with over 90% of their population killed and their homeworld nuked. The species wallowed as a shattered people, living mostly on other race's colonies, for over a thousand years. In 1259, under the charismatic leader Zarwin, the Tak'cha terraformed their homeworld and created the Tak'cha Assembly, their first independent government since the Rachni War. Their population is still very small with the Assembly only having 4 billion Tak'cha under it, but in 2259 in commemoration of the founding of the assembly and how far they had come, they purchased an old Turian Dreadnought before it scraped and named it the Zawin.
Many Terminus powers have Dreadnoughts.
The Geth operate a large force of Dreadnoughts with 30 Dreadnoughts in active service, with dozens more inactive, ready to be called up if needed.
The SA has created 4 Dreadnoughts, all belonging the Everest class. The Everest class was created during the early to mid 23rd century, and during the Relay Wars in order to outgun any ships that any other actions could build. Of the 4 ships, the Everest was destroyed during the war, the Etna was put in the reserve alongside the Elbrus, while the Fuji still operates as the flagship of the SA.
SA Dreadnoughts are named after mountains
Super Dreadnoughts:
Mass: Variable
Super Dreadnought has never been an actual designation, but a term sometimes used for Dreadnoughts with capabilities vastly greater than most Dreadnought.
The first ship ever called a Super Dreadnought was the Light of Athame, created by the Republic of Armali as its flagship in 354 BCE. It was 1.8 million tons, twice the mass of the next largest Dreadnought of the time, and caused an arms race that left it undersized compared to the newer ships by the end of the century. Many ships over the years have been called Super Dreadnoughts, from the 3 million ton Rachni Hive Dreadnughts to the 4 million to Turian Arbitor class, to even the one 8 million ton Quarian QFS (Quarian Federation Ship) Rannoch, but the undisputed largest warship in history, the ships that most earn the name of Super Dreadnought, is the Destiny Ascension. At over 50 million tons, the Ascension is the largest and most powerful warship in history. The Ascension started construction after the Morning War as a symbol of the Council's strength during a time of turmoil and a deterrent against the Geth. A joint project between several Republics, the ship took the better part of a century to build and cost more than 25 times as much as a Dreadnought of the time. The ship has an oversized eezo core capable of moving it at high speeds in both FTL and sublight, alongside a large fusion reactor and dense kinetic barrier network. The ship has poor radiating abilities for it heat generation so it has massive heat sinks to extend its endurance. The ship's reactor, when in full operation, consumes a massive amount of H3, costing a massive amount of money.
Carriers:
Mass: Variable
When humanity came onto the galactic stage, they brought with them a new idea, Carriers. Carriers are meant to carry and deploy drones, probes, and Fighters on an unprecedented scale.
Carriers come in 2 varieties: Light and Fleet
Light Carriers are fleet units around the mass of Light Cruisers that are the most common Carriers in Alliance space. Light Carriers are attached to combat formations in order to supplement the other ships in the formation's small craft. Light Carriers are named after deities.
Fleet Carriers were first created as Survey Ships, capable of surveying an entire system. These ships are also capable of carrying and supporting a vast amount of Fighters and Drones. They are cheaper than an equal-sized warship as many of their parts are made to civilian standards. They can't keep up with most Flotillas but can keep up with Dreadnoughts. They usually only operate in fleets due to their slow speed and vulnerability, thus the name. Feet Carriers are named for important people in human history like Einstein, Hawking, Da Vinci, and Curie.
Assault Carriers are Light Carrier massed vessels controlled by the Systems Alliance Marine Corp which is designed to invade planets. Only 5 of these vessels exist and all are named after gods or goddesses with domains related to war like Minerva, Ares, Nike, Neit, and Menhit.
