The following is a CODEX Chapter, just like I said in the past few story chapters. Neat stuff for lore nerds who want to know more about the world, but not necessary to understand or enjoy the story. If you don't want to read it, feel free to skip.
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Mobile Suit/Mass Effect
Re: UC 0376 - 2
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CODEX - Factions and Subfactions
Major Faction: The Asari Republics
A loose association of city and nation states, the aptly named Interstellar Association of Asari Republics (shortened to the Asari Republics for simplicity's sake) have a very long and ancient history dating back thousands of years. They were the first of the Citadel Races to colonize the station of the same name and were one of the founding members of the Citadel Coalition. Unlike the Turians, the Humans, and to a lesser extent the Salarians, the Asari never truly unified into a 'one world government'. Each Republic had great pride in their own distinct identity and didn't wish to relinquish their own sovereignty to others. As such the unification of the Asari people lagged behind, even as their race reached for the stars. It wasn't until first contact with the Salarians that the various Republics finally saw the need to come up with some sort of unified front to represent the Asari race in the galaxy. This led to the founding of the Matriarch Conclave, which is a regulatory organization not unlike the United Nations that formed at the tail end of the Anno Domini era of Human History. On paper, each Asari state has equal say and representation. In practice, the Conclave has pretty much devolved into factionalism, as the most powerful and influential Republics use their vast political and economic strengths to strongarm or cajole lesser republics that they can't convince with honeyed words.
Each individual Republic is free to dictate their own laws and rule themselves as they see fit - so long as their laws do not contradict Association policies. Punishment for not complying with Association policies mostly involve the revocation of Association rights, benefits, or protections. If a Republic continues to defy policy, it may face interstellar sanctions, if not outright expulsion.
After the Krogan Wars, there's been a feeling of unrest brewing among the fringe Asari worlds. Many of these fringe colonies feel as if their colleagues in the core worlds have left them behind - a feeling that has festered since the Rachni War, and has only steadily grown ever since. That many of them felt the brunt of the fighting only fed this resentment further.
Subfaction: Asari Huntess Corps
Unlike the other races, the Asari Republics do not field a large unified ground force. Instead, they rely on small specialized teams of commandos called Huntresses. The Huntress Corps were only formed relatively recently in Asari history, a few years after the start of the Rachni War - at the time simply called the First Contact Crisis, due the Coalition's lack of intel on the enemy.
The Huntress Corps was founded with two main goals in mind: to establish a standardized training curriculum for all Asari Huntresses, and to provide a centralized command and control network to coordinate Huntress operations all over the Galaxy. The initial onboarding process was slow and difficult as the various Huntress traditions all competed to become the Huntress standard. Many schools of thought for how Huntresses should operate existed, ranging from the use of Huntress teams as frontline shock troops, usage of specialized Biotic Teams as mobile artillery, and even the use of heavy mounted infantry fighting as a mobile combined arms unit.
After much discussion, debate, theorizing, and wargaming, the standardized Huntress Training curriculum was completed, written by the then Matron Arryn Dillinaga -more commonly referred to as Dillinaga The Elder- who also went on to become the first Commandant of the Huntress Corps. The Huntress was to be light infantry, relying on the strength of their biotic barriers and shields over armor that may weigh them down. A Huntress team carries small arms, rarely bringing anything more powerful than a grenade launcher or a single use rocket launcher. Tougher enemies with heavier armor are generally dealt with using the Asari's natural biotic abilities, which are sharpened during training to the point that they are without peers.
Huntress teams are often inserted deep into enemy lines, either using conventional air drops or with Orbital Drop Pods developed later into the Rachni War. If their operation takes place much closer to the frontlines, Huntress teams often have the full might of the Asari Navy at their beck and call, able to call on air and orbital assets where available.
Unlike the armies fielded by the other races, the Huntress Corps are almost exclusively infantry, with nothing heavier than Light Armored Vehicles in their inventory. They field no tanks, no artillery, and very few Infantry Fighting Vehicles. This was a very recent change, enacted after the Krogan Wars, to stamp down on a handful of border colony uprisings.
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Archive Entry
"The Nevos Bloodbath"
As a Colony World in the border of Asari Space, Nevos had the unfortunate privilege of being frontline planet during the Rachni War, and later became occupied during the opening years of the Krogan Wars. When the dust finally settled, Nevos had been utterly devastated and needed major outside assistance to rebuild.
Major investors didn't materialize for a long time, with many not seeing much reason to pour money in what they believed was a backwater colony. Things changed years later, when declassified Krogan documents revealed the existance of a major Helium-3 deposit in the planet. Then, and only then did the big players in Asari politics start making their move.
The investment was welcome at first. Roads, airfields, houses were rebuilt with funding from both the Dillinaga and T'soni Group. However, native Nevosines were slowly displaced by wealthier Asari from the core worlds. Higher paying jobs were squared off for wealthier and better educated Thessian, Agessian, and even Illumite immigrants, while opportunities for the locals dried up. Discontent among the Nevosines festered quickly, atypical of the long lived Asari. Appeals to the Matriarch Conclave bore no fruit, as the Republics of Serrice, Armali, and others that had interest in exploiting the He-3 reserves manages to smother the movement in the drawing board.
Infuriated, the Nevosines -many of whom were veterans of both the Rachni and Krogan Wars- began to revolt, attacking corporate headquarters and the homes of wealthy immigrants alike. Uprisings in one city spread to another, then spread between provinces, and before long the entire planet was in a state of open rebellion against the Association of Asari Republics.
In response, the Asari Navy was deployed to blockade Nevos. The flow of information in and out of the planet was heavily regulated, due to fears that other disgruntled Asari worlds might be inspired to revolt themselves. The final icing on the cake was the deployment of an entire Huntress Division.
Quelling the revolt was expected to be quick, and plans to resume the He-3 extraction operation were already being drawn up before the first Huntress teams even dropped. However, the Huntress Corps HQ made a devastating miscalculation when they tasked Huntresses of Nevosine origin to make up the majority of the operation. It was erroneously believed that the Nevosine Huntresses, with their knowledge of the colony, could greatly speed up putting down the rebellion. However, this turned out to be the exact opposite, as out of all the Nevosine Huntresses deployed in the first wave, only a handful didn't defect.
The second wave didn't fare much better. The rebels, many already veterans of the guerrilla war against the Krogans, now had intimate knowledge on how the Huntress Corps operated... and how to counter them.
The turncoat Huntresses took command of the Nevosine rebels, raising them from a ragtag upstart militia to as close one could get to a professional fighting force in such a short amount of time. Industrial vehicles, flatbed hovertrucks, even civilian hovercars were rapidly pressed into service, with machine guns, anti-tank weaponry, and improvised armor quickly fashioned to create a fleet of combat vehicles.
Landing zones turned into killing grounds, as Huntress teams were ambushed the moment they set foot out of their dropships. The lucky ones died quickly when their transport or orbital pods were sniped out of the sky using the few Self Propelled GARDIAN cannons that the rebels had secured. The few who managed to escape with their lives found themselves hunted by roving gangs of rebels mounted on Technicals and other improvised combat vehicles.
By the third wave, the Matriarch Conclave agreed to ask for assistance from the Turians and Salarians. The lack of vehicles of any form among the Huntress Corps severely limited the options they had to take on the rebels' motorized divisions. It took Turian armored formations and Salarian air power to finally quell the worst of the uprising.
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Subfaction: Asari Navy
Once upon a time, the Asari Navy was the premier fighting force in the galaxy. While that spot has since been taken over by the Turians, the Asari Navy remains a large, powerful, and well respected fighting force. The Asari Navy fields ships that are state of the art, each vessel outclassing their contemporaries be it Salarian, Turian, and the Krogans during the Rachni War.
The number of hulls the Asari Navy fields has stagnated since the end of the Krogan Wars, and at time has even dipped. The collective trauma of both the Rachni and Krogan Wars remain fresh in the consciousness of Asari Society, with many Matriarchs having lived long enough to have seen the Rachni War begin in the first place. This gave birth to a large aversion to war, especially among the Maidens and Matrons who are experiencing their first extended time of peace. Recruitment numbers have steadily decreased, forcing Asari war planners to turn to VI automation wherever necessary.
Major Faction: Salarian Union
Unlike many of their peers, the Salarians achieved unification of their homeworld without some form of war, be it among themselves -like the Turians, Humans, Batarians, and to some extent the Quarians- or due to external factors like the Asari and the Krogan. Instead, unification was carried out like many major events were in Salarian history: through subversion, subterfuge, and secrecy. It was only long after the dust had settled that the various nations in Sur'kesh realized that they had effectively become a one world state. The official formation of the Salarian Union would come shortly after, with the pieces quickly falling into place later.
The government of the Salarian Union is a federal one, with the former nations now becoming states in the larger polity. Each state can send their own Representative Ministers to Central Parliament, where the ruling faction can put their own prime minister into office. The political scene of the Salarian Union is labyrinthine, with threads of allegiances spreading out from within factions and even across party lines. Schemes comprehensible only to the Salarian mind regularly happen behind the scenes, the rate of which appear breakneck to the moderately lived Humans and Turians, and move at dizzying speeds to the longer lived Asari and Krogan.
Subfaction: Salarian Army
The Salarian Army stands in between the small elite fighting force that is the Asari Huntress Corps, and the conventional force that is the Turian Army. Due to the Salarian homeworld's largely mountainous and marshy terrain, modern Salarian militaries favor flexible air mobile forces that operate out of remote firebases, as opposed to the large, ground based combined arms forces used by the Turians, Humans, and once upon a time the Krogans. This, in addition to their limited use of armored vehicles and ground based artillery means that the Salarian Army has very little staying power outside of their deployable Forward Operating Bases
Due to its force structure, the Salarian Army is closely tied to its sister branch, the Salarian Navy. The Salarian Army and Navy are almost unique in the galaxy in that they don't have the same kind of interservice rivalry that the other races tend to have. This largely is due to how closely integrated the two are compared to other militaries; one simply could not function to its fullest potential without the other.
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Archive Entry
"Their Finest Hour"
The opening years of the Krogan Wars saw the Citadel Coalition caught off guard as the vast fleets and armies of the Krogans were suddenly turned against their former allies. In many worlds, the initial Krogan onslaught appeared unstoppable... but the Salarian Army dealt a powerful blow against the image of their seemingly invincible enemy.
The Salarian Army 26th Division fought a brutal delaying action against Krogan forces that outnumbered them almost three-to-one. Strike craft and gunships flew around the clock, running sortie after sortie against the enemy spearhead. This was in the desperate hope that Nemora City -capital and most populous city in the colony world Senoquol- could be succesfully evacuated. The 26th homed in on the fact that the Krogan Army weren't used to fighting without air superiority - a luxury previously provided to them by the Asari Navy and Salarian Army. With limited ground based anti-air assets and a heavily contested airspace, the invading Krogans found they couldn't advance so easily. Entrenched Salarian Army troops then fought them on the ground, using flexible formations to simultaneously defend and counter attack the enemy. The 26th Division held out for two weeks, slowly trading ground for blood. By the time Krogan forces finally reached Nemora City's outer limits, the entire population had been successfully evacuated off world. The Salarians then went on an orderly withdrawal from the planet.
While the First Battle of Senoquol turned out to be a Krogan victory at the end, it did reveal that with enough effort, even their mighty armies could be brought to a halt... and if they could be halted, then they can be beaten back as well.
Subfaction: Salarian Navy
Among the big three in the Coalition, the Salarian Union fields the smallest navy in terms of vessels operated. While they lack the sheer numbers of the Turians, and the advanced technology of the Asari, the Salarian Navy makes up for it with the superior training of each crew member. Every Salarian sailor is given a degree of cross-role training to a degree unheard of in other navies. This high degree of redundancy means a Salarian warship can operate effectively even with reduced crew.
Beyond the superior training of their crew, the Salarians excel in information and electronic warfare. They are also the only Navy that feels comfortable in fielding large swathes of fully autonomous VI operated drone fighters, where the other races still require an organic operator make all the decisions.
Subfaction: Salarian Special Tasks Group
The Salarian STG has the unique privilege of operating independently to the rest of the Salarian military. Unlike the Turian Blackwatch which is part of the Army, or the Asari Huntress Corps which has to work closely with their navy, the STG has their own fleet of ships and divisions of special operators to command. Without the need for cooperation with the other military branches -or to report with Salarian High Command, for that matter- the STG has developed a reputation for being loose cannons. This has led to moments where STG operators came into conflict with their Army and Navy counterparts and is a recurring debate whether the STG should report to the Joint Chiefs of Staff instead of answering to the Prime Minister. However, the STG's independence has stopped many a crises before it could do any real damage to not only the Salarian Union, but also the Citadel Coalition as a whole.
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CODEX - Machines and Mobile Weapons
Congressional Space Force Ships
CSF Mark Curran-Class Destroyer: The workhorse warship of the Congressional Space Force, this light vessel sacrifices armor in favor of increased maneuverability and firepower. The Curran is also the smallest CSF vessel to be equipped with a hybrid Minovsky/Mass Effect drive, which not only allows it to reenter a planet and fly in atmosphere, but also to escape a planet's gravity well without the need for additional boosters like its predecessors.
Specifications:
Length: 260m
Hangar Capacity: 6x slots (3 standard operating capacity, 3 emergency slots), 4x Heavy Transport Capacity
MS Catapult: 1x Internal Bow Catapult
Main Armaments: 8x Hyperbeam Cannon Turrets
Secondary Armaments: 90x VLS Missile Tubes, 2x 6 Tube Torpedo Turrets
Anti-Air: Beam Flak Battery, Beam Vulcan Array
Propulsion: Nuclear Pulse Engines
Drive System: Minovsky/Mass Effect Hybrid Drive
Powerplant: 2x Minovsky Hypermatter Reactors
The Curran is named after the war hero Mark Curran, who was a war hero from the CONSENT war of UC 0223. Each vessel in the class is named after a person of renown, be it a war hero, famous scientist, or important leader.
Notable Vessels: CSS Montgomery Oum (Shanxi 13th Squadron), CSS Ivan Darrian (Shanxi 13th Squadron), CSS Otto Gleiswick (Shanxi 13th Squadron), CSS Marcela Loanie (Shanxi 13th Squadron)
CSF Chariot-Class Cruiser: This warship is often found at the head of smaller CSF formations. Chariot class cruisers see a sizeable increase in firepower and carrying capacity compared to the Curran. The Chariot class were the first class of ships to be equipped with a Minovsky/Mass Effect drive, making it bleeding edge at the time of its rollout.
Specifications:
Length: 460m
Hangar Capacity: 9x MS slots (6 standard operating capacity, 3 emergency slots), 8x Heavy Transport Capacity
MS Catapults: 2x Hull Mounted Extendable Catapults
Main Armaments: 6x Twin Hyperbeam Cannon Turrets
Secondary Armaments: 140x VLS Missile Tubes
Defense Systems: Beam Flak Battery, Beam Vulcan Array
Propulsion: Nuclear Pulse Engines
Drive System: Minovsky/Mass Effect Hybrid Drive
Powerplant: 4x Minovsky Hypermatter Powerplant
Chariot Class Cruisers is named after Chariot Station, which orbits Mars and is home to Cydonia Mechanics - the leading firm in Mass Effect technology research.
Notable Vessels: CSS Risima (Shanxi 13th Squadron)
CSF Nikos-Class Battlecruiser: Conceived right at the end of the Secession Crisis, the Nikos Class Battlecruiser was meant to be a way for the Congressional Space Force to distribute firepower more evenly throughout the sectors, without having to commit a battleship to a certain theatre of operations. Nikos Battlecruisers are downscaled battleships, designed to be more economical to build while still being strong enough to outmatch most Secessionist vessels, bar the few Battleships in play. They could outgun anything they couldn't outrun and can outrun anything they can't outgun, making them extremely flexible assets at a strategic level. Finally, while they weren't initially designed with it in mind, ships of the Nikos Class were eventually upgraded with a Minovsky/Mass Effect drive as well, allowing them to operate with increased maneuverability and the ability to exit a planet's gravity well on its own power.
Specifications:
Length: 520m
Hangar Capacity: 15x MS slots (12 standard operating capacity, 3 emergency slots), 8x Heavy Transport Capacity
MS Catapults: 2x Deck Catapults
Main Armaments: 3x Twin Hyper Mega Particle Cannon Turrets
Secondary Armaments: 6x Twin Hyperbeam Cannon Turrets, 150x VLS Missile Tubes
Defense Systems: Beam Flak Battery, Beam Vulcan Array
Propulsion: Nuclear Pulse Engines
Drive System: 3rd Generation CSF Mass Effect Drive (Default), Minovsky/Mass Effect Hybrid Drive (Retrofit)
Powerplant: 6x Minovsky Hypermatter Powerplant
The Nikos Class Battlecruiser is named after the Colony World Nikos, in the Argus Region of the Outer Sphere. Each Nikos is generally named after Colony Worlds, though there are exceptions where they're named after Colony Stations instead.
Notable Vessels: CSS Milo (Shanxi 1st Squadron), CSS Akuo (Shanxi 1st Squadron), CSS Huginn (Odin Mobile Fleet), CSS Muninn (Odin Mobile Fleet)
CSF Arc-Class Battleship: Upon completion, the Defense Contractor behind the Arc Class Battleship boasted that the ship had the single greatest concentration of firepower on warship ever produced at the time. Such is the power of a single Arc that it acts as the center of gravity for most fleet operations. The deployment of even a single CSF Battleship is a statement of commitment, and the Arc Class has more than enough firepower to get the job done.
Specifications:
Length: 730m
Hangar Capacity: 36x MS slots (30 standard operating capacity, 6 emergency slots), 16x Heavy Transport Capacity
MS Catapults: 12x Over/Under Deck Catapults
Main Armaments: 4x Twin Hyper Mega Particle Cannon Turrets
Secondary Armaments: 10x Twin Hyperbeam Cannon Turrets, 200x VLS Missile Tubes
Defense Systems: Beam Flak Battery, Beam Vulcan Array
Propulsion: Nuclear Pulse Engines
Drive System: 3rd Generation CSF Mass Effect Drive (Default), Minovsky/Mass Effect Hybrid Drive (Retrofit)
Powerplant: 8x Minovsky Hypermatter Powerplant
Arc Class Battleships takes after the idea that it is the pinnacle of it's kind. Likewise, each ship of the Arc Class are named after concepts, ideas, virtues, or otherwise important historical events that the CSF want to emphasize, rather than colonies or people.
Notable Vessels: CSS Crocea Mors (Arcturus Fleet), CSS Einhorn (Sol Fleet)
CSF Maiden-Class Carrier: While this class of ship fights from a backline position, their importance in the age of Mobile Suit Warfare cannot be understated. Maidens eschew conventional firepower in favor of significantly increased carrying capacity, be it for Mobile Suits, Heavy Transports, Missiles, and so much more. CSF Carriers are rarely deployed for pitch battles and are instead deployed when area control is the name of the game. They also play a key role in supporting Marine landing operations, as their increased carrying capacity allows them to have an entire Marine Division embarked.
Specifications:
Length: 700m
Hangar Capacity: 120x MS slots (90 standard operating capacity, 30 emergency slots), 28x Heavy Transport Capacity
MS Catapults: 12x Over/Under Deck Catapults, 4x Extendable Hull Catapults, 2x Internal Bow Catapult
Main Armaments: 12x Twin Hyperbeam Cannon Turrets
Secondary Armaments: 240x VLS Missile Tubes
Defense Systems: Beam Flak Battery, Beam Vulcan Array
Propulsion: Nuclear Pulse Engines
Drive System: Minovsky/Mass Effect Hybrid Drive
Powerplant: 6x Minovsky Hypermatter Powerplant
Maiden Class Carriers takes its name after the idea that each ship of its class should go through a battle unmolested by enemy fire, and thus protected by its escorts. Like the battleships that CSF carriers are generally paired with, ships of the Maiden Class are also named after concepts, ideas, or events that the CSF wishes to emphasize or embody.
Notable Vessels: CSS Myrtenaster (Arcturus Fleet), CSS Hearthfire (Sol Fleet)
Turian Navy Ships
Long/Burning Dagger-Class Frigate: As the most common vessel in the Turian Navy, the Long Dagger is something of a common sight around Citadel Space. It is the culmination of hundreds of years of Turian starship engineering coming together to create a versatile platform capable of doing a variety of tasks. Many ships of this class were hastily upgraded and retrofitted for the 314 Expedition. These retrofitted ships were referred to as Burning Daggers by their crew, in reference to the higher temperatures generated by the upgraded reactors, as well as the added cooling fins added to the outer wings. The name was unofficial at first, but was quickly adopted by the Navy to help differentiate the base Long Dagger from the retrofitted ones.
Specifications:
Length: 310m
Hangar Capacity: Zero (Default), 3x MS capacity (Retrofit), 2x Light Transports.
Main Armaments: 1x 3GJ Spinal Mass Accelerator Cannon (MAC).
Secondary Armaments: 12x Broadside Cannons (Default), 16x Broadside Cannons (Retrofit), 10x Missile Turrets
Defense Systems: Flak Battery, GARDIAN Laser turrets, Class 3 Kinetic Barriers (Default), Class 4 Kinetic Barriers (Retrofit)
Propulsion: Gravity Impulse Engines
Drive System: Turian 7th Generation Mass Effect Drive
Powerplant: 2x Liquid Metal Nuclear Reactors
The Dagger Class of frigates are named such because they are the smallest ships in the fleet. Additionally, each ship in the class is named after a Turian War hero.
Notable Vessels: PFS Darius Aggripinax (47th Patrol Sq, Skyllian Fleet)
Star/Exemplar-Class Cruiser: The middleweight of the Turian Navy, Exemplar Class Cruisers are what the Turian Navy sends in when a frigate aren't expected to get the job done. Exemplars are outnumbered by their smaller siblings on a 4-to-1 ratio and are commonly found in 'higher risks sectors' like the Terminus, Skyllian, and Attican fronts. These ships also saw upgrades introduced in order to increase its odds of survival during the 314 Expedition. This time, the Navy had preemptively assigned the name Star Exemplar, which in addition to the increased shield and cooling capacities, also had its fighter bays expanded and modified to accept Arma Gigas units.
Specifications:
Length: 550m
Hangar Capacity: 6x Long Talon fighters (Default), 6x Long Talon fighters OR 3x MS units (Retrofit)
Main Armaments: 1x 6GJ Spinal MAC.
Secondary Armaments: 22x Broadside Cannons (Default), 26x Broadside Cannons (Retrofit), 18x Missile Turrets
Defense Systems: Flak Battery, GARDIAN Laser turrets, Class 4 Kinetic Barriers (Default), Class 5 Kinetic Barriers (Retrofit)
Propulsion: Gravity Impulse Engines
Drive System: Turian 7th Generation Mass Effect Drive
Powerplant: 3x Liquid Metal Nuclear Reactors
The Exemplar Class takes its name after important values within Turian society, especially those codified in the Res Publica. The ships themselves are often named after Lesser Spirits of the Turian religion.
Notable Vessels: PFS Galateus (47th Patrol Sq, Skyllian Fleet), PFS Ashtareus (6th Force, 314 Expedition), PFS Ignaeus (Explorator Fleet, 314 Expedition)
Palaven-Class Dreadnought: The pinnacle of Turian Naval force projection, the Palaven Class is functionally the will of the Turian Empire made manifest in starship form. While certainly not as advanced as their Asari counterparts, there are twice as many Palavens as there are Asari Tidalwave Class Dreadnoughts. There are few vessels out there that could withstand the terrifying firepower a Turian Dreadnought possesses, fewer still has the firepower to pierce its multilayered shields. The deployment of even a single Palaven is a sign that the situation has already reached the Primarch's office, and that he or she wants it resolved quickly.
Specifications:
Length: 1060m
Hangar Capacity: 24x Long Talon fighters (Default), 24x Long Talon fighters OR 9x MS units (Retrofit)
Main Armaments: 2x 11GJ Spinal MAC.
Secondary Armaments: 48x Broadside Cannons (Default), 54x Broadside Cannons (Retrofit), 38x Missile Turrets
Defense Systems: Flak Battery, GARDIAN Laser turrets, Class 7 Kinetic Barriers, Secondary Class 5 Kinetic Barriers
Propulsion: Gravity Impulse Engines
Drive System: Turian 7th Generation Mass Effect Drive
Powerplant: 6x Liquid Metal Nuclear Reactors
The Palaven Class Dreadnought was the first Turian Dreadnought design to feature twin Spinal MACs and the first to introduce an internal hangar, as such the Turian Military Council decided not to name the class after mountains like its predecessors, but was instead named after Turian worlds. Each individual ship is named after a revered Greater Turian Spirit.
Notable Vessels: PFS Intemperans (1st Force, 314 Expedition), PFS Indomitus (2nd Force, 314 Expedition), PFS Thanix (3rd Force, 314 Expedition), PFS Indefaticus (4th Force, 314 Expedition), PFS Incontinens (C-Sec Fleet, 1st Turian Force)
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Author's Notes:
Mass Accelerator Cannon and Joules: I'm no physicist or engineer, so I really wasn't sure how to quantify the power of the spinal cannons used by the Turian ships. Based on the reading I did, real life railguns have their power measured in joules, so I defaulted to that. As for how much joules... well, the US Navy's experimental railgun uses somewhere around 30 megajoules (MJ) to fire. The closest other usable point of reference I could find that was relevant was the MAC emplacement at the end of Halo Reach, the one Noble Six uses to shoot down dropships and damage a Covenant Cruiser. According to HaloPedia that type of MAC emplacement uses 1.1 gigajoules (GJ) of energy per shot. Given that the Reach MAC emplacement was fairly small and mounted on the ground, I figured I should just upscale to make it work on warships over hundreds of meters long... though by how much I wasn't entirely certain (I didn't take physics in highschool, most of the advanced stuff I understand in that field is self taught). I settled on the above numbers because I felt they were 'reasonable increases' from a ground emplacement to a ship mounted weapon, though with my lack of understanding when it comes to advanced physics it may very well be overkill. I'll probably go back and readjust it based on input.
List of Notable Vessels: The current list of notable vessels are just ones that have appeared or who's role in the story has been set in stone. More will appear -obviously- and they'll probably have to get added into an updated list on the next CODEX chapter at the end of the next story arc.
