Codex: Human Military

Philosophy

Human military doctrine is something of an oddity in Citadel space. While most other races have discovered multiple ways to wage war, over time they have gravitated toward particular styles of tactics and strategy. For instance, Turians favor large unit maneuvers and fontal assaults with overwhelming force to subdue enemies. Salarians believe it is best to destroy any potential threat before it can oppose them and do so through disinformation, espionage, and assassination. Finally, the Asari rely on small, highly trained and extraordinarily well equipped teams of commandos to achieve their goals and rarely operate in numbers larger than 20 individuals outside of the naval vessels. Humans however are not only aware of all of these options, but can fluidly shift their scale and use of force to combat most any method of attack efficiently. The strength of human military philosophy lies in asymmetric warfare.

The core of human combat action is to seek weaknesses in the opposing force (sometimes called OpFor) and exploit them. This can be in any element of the battlespace be it economic, political, or military in nature. For economic warfare a virus might be planted into vital account management systems or stock markets corrupted. For political cases bribes, blackmail, and assassination tend to be the order of the day. Militarily, humans favor ambush tactics and maneuver warfare on all levels. In something that is a surprise to most Citadel species, humans do not tend to use total encirclement, always leaving at least one avenue of escape for enemy forces.

For further commentary on human combat philosophy read The Art of War by Sun Tzu and The Thirty-Six Stratagems.

Surface Warfare Technologies

The core tenants of human warfare can be summed up by the words Shoot, Move, and Communicate. To that end humans have strived for centuries. Weapons systems became deadlier and more reliable, vehicles became faster and safer, and the precursor to the modern BattleNet was born. LandWarNet, also known at the time of its use as Land Warrior, was a system that allowed real-time tracking, communication, and GPS data for its users. The back-pack mounted rig weighed roughly 10kg and was exorbitantly expense to operate and maintain. During the Long War the system was refined by all participants in the conflict. Eventually BattleNet connectivity was standardized for all Individual Armored Units (IAUs) with the master control and combat recorder weighing roughly 2kg. Modern BattleNet systems in IAUs record user vital signs, motions, ammo expenditure, and helmet footage and audio.

IAUs come in several shapes and sizes but the defining thing about IAUs is their purpose. They are the ultimate progeny of body armor and mechanical strength enhancement. Some such as the XOS M-XII are rather bare bones with basic ballistic armor with several gaps in coverage, an outdated exoskeletal support system, and a dismal five hour battery life. On the opposite end of the spectrum are the Umoja Phantom armor, the League's ONI system, and the Terran NANO 7 armor. All provide full body protection, are airtight, classified as MOPP level 5 equipment (top tier NBC protection), can withstand .50 caliber fire in all weak points, can survive artillery strikes, and allow users to perform superhuman tasks with the ONI system's top run speed of 60 kph (40 mph), the NANO 7's three ton lift capability, and the Phantom's cloaking ability. These armor systems greatly improved soldier survivability during the Terminus War and the later Reaper and Leviathan Wars. Interestingly, they also caused IFVs (Infantry Fighting Vehicles) to become obsolete but didn't because of the difference in supply numbers.

IFVs or Infantry Fighting Vehicles are regarded as archaic and are now more commonly used as when more specialized vehicles are unavailable, "battle taxis," or patrol vehicles instead of as front line fighters. Originally meant to give close fire support and provide rapid transport for soldiers to the fight the IFV had trouble establishing its niche. Fire support could be provided by tanks and artillery which had better survivability and firepower, respectively, than an IFV. Up armored people movers could shuttle up to twelve fully equipped soldiers to the front while the internal systems of an IFV limited that number to six. One of the last generations of human IFVs was the MAKO which came with an emphasis on insertion and extraction missions and was largely only used by special operators.

Vessel Types and Purposes

Human vessels tend to be modular in design to allow for easy repair and retrofitting. However, most vessels are given specialized tasks when in flotilla or fleet sized groups. It is only in smaller scouting parties that their ships' flexibility shines. On a broad scale human ships follow tradition ship breakdowns with carriers, dreadnaughts, and heavier cruisers as capital ships and cruisers, frigates, destroyers, and corvettes filling out the lower echelons of their navies.

They also sport several non-combatant vessels namely medical ships (hospital ships), tenders (supply ships), and multi-purpose transports (personnel carriers). These vessels have a much larger emphasis on defensive capabilities and maneuverability than offensive power. As such they are often to the rear or in the center of the formation to provide the most security.

All data is sorted in order of types at the beginning of the entry. Numbers given are standards for each type given.

Carriers

Types:

Scout, Medium, Super, Fleet, Capital

Role:

Support and Mobile Command

Length:

150m-250m; 250m-500m; 500m-2km; 5km+; Unknown (Est. 10 km)

Displacement:

Weight: 65,000-95,000 tons; 90,000-200,000 tons; 200,000-Unknown (Est. 600,000 tons); Unknown (Est. 4,000,000+ tons); Unknown (Est. 12,000,000+ tons)

Power plant:

1x Fusion Turbine, 10x Solar Array, 2x Super Capacitor (Back-up); 2x Fusion Turbine, 15x Solar Array, 4x Super Capacitor (Back-up), Micro-Capacitors (Localized Back-up); 2-5x Fusion Turbine, 20-60x Solar Array, 4-20x Super Capacitor (Back-up), Nano-Capacitors (Localized Back-up), 4x Diesel Motor (Back-up), 10x Flywheel (Back-up); 1-3x Anti-Matter Reactor, 5-10x Fusion Turbine, 200-400x Solar Array, 100-200x Super Capacitor (Back-up), Nano-Capacitor (Localized Back-up), 25-50x Diesel Motor (Back-up), 10-30x Flywheel (Back-up); Unknown (Est. 10x Antimatter Reactors or 50x Fusion Turbines, 600x Solar Arrays, Micro Capacitors)

Propulsion:

1x Slip-Drive, 2x Large Ion Engine, 8x Ion Engine, 12x Maneuvering Cluster; 1x Slip-Drive, 1x Fusion Torch, 2x Large Ion Engine 10x Ion Engine, 12x Maneuvering Cluster; 1x Slip-Drive, 2-3x Fusion Torch, 2-4x Large Ion Engine, 8-12x Ion Engine, 16-20x Maneuvering Cluster; 1x Type-70 Slip-Drive (Wide Area Warp Drive), 1x Orion Drive (Emergency Only), 2-6x Anti-Matter Engine, 4-12x Fusion Torch, 4-8x Large Ion Engines, 4-8x Ion Engine, 40x Maneuvering Cluster; 4x Anti-Matter Engine, 16x Fusion Torch, 24x Large Ion Engine, Remainder Unknown (Est. 2x Orion Drive, 48x Ion Engine, 48x Chemical Motors, 40+ Maneuvering Clusters)

Speed: Note these are maximum SAFE speeds. After these speeds passengers will begin to experience g force and/or the vessel's structure will be under stress.

In real space: 65,000 m/s; 65,000 m/s; 80,000 m/s; 100,000 m/s; Unknown (Est. 15,000,000m/s)

In warp space: 2,400,000 km/s or 8x light speed; 2,400,000 km/s; 2,400,000 km/s; 2,700,000 km/s or 9x light speed; Unknown (Est. 48,000,000 km/s or 16x light speed)

Range:

15 light-years at warp or 20 years real space travel; 25 light-years at warp or 30 years real space travel; 30-40 light-years at warp or 30-45 real space travel; 30-40 light-years at warp or 40-60 years real space travel; Unknown (Est. 90 light-years or 100 years real space travel)

Complement:

500-2,000 crew; 2,000-3,000 crew; 3,500-5,000 crew; 10,000-50,000 crew; 100,000+ crew

Armor:

1m Ablative Armor, 1m Hybridized Alloy, 50cm Heat Redirection Meta-Material, 50cm Radiation Shielding, Titan/Centurion/Sentinel Armor (over vital spaces); 1m Ablative Armor, 1.5m Hybridized Alloy, 75cm Heat Redirection Meta-Material, 1m Radiation Shielding, Titan/Centurion/Sentinel Armor (over vital spaces); 50cm Low Spectrum Redirection Meta-Material, 2m Ablative Plating, 2m Hybridized Alloy, 50cm Impact Absorption Layer, 75 cm Heat Redirection Meta-Material, 1m Radiation Shielding, Hyperion/Legate/Monolith Armor (over vital spaces); 5m Low Spectrum Redirection Meta-Material (re-enforced), 4m Ablative Plating, 5m Hybridized Alloy, 1m Impact Absorption Layer, 2m Heat Redirection Meta-Material, 2m Radiation Shielding, Hyperion/Legate/Monolith Armor (over vital spaces); Unknown

Armament:

12-20x GUARDIAN Turret, 8-16x Turret Mounted Cannon; 20-40x GUARDIAN Turret, 16-20x Turret Mounted Cannon; 30-80x GUARDIAN Turret, 16-36x Turret Mounted Cannon; 48-104 GUARDIAN Turret, 36-64x Turret Mounted Cannon; 20+ Linear Particle Acceleration Cannons (actual number unknown), 2+ Synchrotron Particle Acceleration Cannons (actual number unknown), 8+ Broadside Cruiser-grade Magnetic Acceleration Cannon (actual number unknown), LATTICE Laser Defense System, Remainder Unknown (postulated to have broad spectrum cloaking ability)

Spacecraft Carried:

10-25 Bombers or 25-50 Interceptors; 25-45 Bombers or 50-95 Interceptors; 60-200 Bombers or 120-400 Interceptors; 2 Cruisers or 8 Medium Frigates or 1205 Bombers or 3015 Interceptors; 4 Cruisers, 8 Frigates, 1 Scout Carrier, Remainder Unknown (Est. 4000 Interceptors)

Operational Numbers: {Affiliation: Scout/Medium/Super/Fleet/Capital}

Terran Confederacy: 12/9/2/1/0; Centauri Union: 15/12/3/1/0; Independent League: 40/8/1/1/0; Umoja Corporation: 5/1/0/0/1; Neutral Systems: 15/5/0/0/0

Description: Vessels classified as carriers function as support vessels and mobile command centers. Each carrier has a complement of drone interceptors or bombers as its main armament. These drones are controlled by pilots via Quantum Entanglement Communicators (QECs) from their launching carrier. Along with a human pilot each drone has an onboard Virtual Intelligence (VI) or other equivalent Class III Computer Intelligence that can assume control in the event that its pilot becomes incapacitated.

The workhorse of most space going fleets is the scout carrier. Originally they were meant to supplement existing carrier groups and provide smaller scout forces with much needed drone support. However, over time production shifted from super and medium carriers to building the far less expensive scout carriers. There were numerous other benefits: they could be built rapidly, they were less expensive, and could be mostly automated and crew by as few as 500 people in some cases. Most of all, the thing that cemented their place in space going navies were the actions of the CWS Leyte Gulf.

The Leyte Gulf was part of the third generation of scout carriers fielded by the Centauri Union and had a long, celebrated career that spanned over 75 years. However, the arguable pinnacle of that career was the First Battle of the Kuiper Belt. During the battle the Leyte Gulf's complement of 10 bombers and 30 interceptors successfully broke the Confederate flank after its escorts had all been disabled or destroyed. After the battle it was estimated that 2 cruisers, 4 frigates, 5 corvettes, and 4 point defense ships were destroyed by the Leyte Gulf's fighters and bombers. What would have been a rout for the Centauri was forced to a draw with both sides coming away bloodied.

Among the more mythical vessels ever created is the Umoja owned UNV Lumen Solis, the single largest combat capable ship ever made. While very little about the vessel has been disclosed by Umoja it is estimated to be over 10 km long and is known to house over 100,000 people including the upper echelons of Umoja's management. It is widely speculated how the Umojans built the Lumen Solis as all attempts to achieve the same size and top speed, be they computer models or in real life, have failed miserably. They typically crumbled under their own weight or suffered catastrophic grav-plate failure due to the extreme stress. Because of its critical nature most of its offensive and defensive capabilities are kept under wraps. Although it is known that it packs a serious punch no one is quite sure how well equipped it is beyond speculation.

Dreadnaughts

Types:

Line, Juggernaut, Artillery

Role:

Heavy Fire Support/ Heavy Combat Vessel

Length:

500m-900m; 500m-1km; 500m-1km

Displacement:

65,000-75,000 tons; 85,000-150,000 tons; 50,000-75,000 tons

Power plant:

1x Fusion Turbine, 12x Solar Array, 10x Super Capacitor, Micro-Capacitors (Localized Back-up), 5x Diesel Motors (Back-up); 1-2x Fusion Turbine, 14-16x Solar Array, 18x Super Capacitor, Micro-Capacitors (Localized Back-up); 2x Anti-Matter Reactor, 4x Fusion Turbine, 60-80x Solar Array, 30x Super Capacitor, Micro-Capacitors (Localized Back-up)

Propulsion:

1x Slip-Drive, 2-4x Fusion Torch, 2-4x Large Ion Engine, 8-16x Maneuvering Cluster; 1x Slip-Drive, 2-4x Fusion Torch, 2-4x Large Ion Engine, 16-24x Maneuvering Cluster; 1x Slip-Drive, 2x Anti-Matter Engine, 4x Fusion Torch, 8x Maneuvering Cluster

Speed:

In real space: 65,000 m/s; 140,000 m/s; 100,000 m/s

In warp space: 2,400,000 km/s or 8x light speed; 2,400,000 km/s; 2,400,000 km/s

Range:

25 light-years at warp or 25 years real space travel; 30-40 light-years at warp or 30-45 years real space travel; 30-40 light-years at warp or 30-40 years real space travel

Complement:

1,000-2,000 crew; 2,000-3,000 crew; 800-2,000 crew

Armor:

50cm Low Spectrum Redirection Meta-Material, 2m Ablative Plating, 2m Hybridized Alloy, 50cm Impact Absorption Layer, 75cm Heat Redirection Meta-Material, 1m Radiation Shielding, Hyperion/Legate/Monolith Armor (over vital spaces); 2m Low Spectrum Redirection Meta-Material, 4m 'Dragon Skin' Ablative Plating, 5m Hybridized Interweaved Alloy, 50cm Degenerate Particle Armor, 1m Impact Absorption Layer, 1m Heat Redirection Meta-Material, 2m Radiation Shielding, Hyperion/Legate/Monolith Armor (over vital spaces); 2m Low Spectrum Redirection Meta-Material, 50cm Ablative Plating, 1m Hybridized Alloy, 50cm Impact Absorption Layer, 1m Heat Redirection Meta-Material, 1m Radiation Shielding, Hyperion/Legate/Monolith Armor (over vital spaces)

Armament:

1-3x Spinal Mount Magnetic Acceleration Cannon, 20-30x Broadside Cannon, 40+ GUARDIAN Turrets;

40-80x Broadside Cannon, 20-40x Turret Mounted Cannon, 80+ GUARDIAN Turrets;

1-2x Spinal Mount Particle Acceleration Cannon, 1-2x Spinal Mount Magnetic Acceleration Cannon, 20-50x Missile Pod, 10x Turret Mounted Cannon, 20-40x GUARDIAN Turret

Operational Numbers:

Terran Confederacy: 6/ 2/ 6; Centauri Union: 8/ 1/ 10; Independent League: 4/ 0/ 12 Umoja Corporation: 2/ 0/ 4; Neutral Systems: 3/ 1/ 3

Description:

Although they fill a few different roles in combat, under the Treaty of Farixen and the Treaty of Wolf 359 they are classified as Dreadnaughts and Direct Combat Capital Ships respectively. Despite their obvious power they take a back seat in most human navies compared to cruiser and carrier forces. While their firepower is invaluable in some engagements the expense to build and maintain these monolithic weapons usually keeps them off the front lines. The shift in thinking that led to this is apparent in the history of human space and surface warfare. In the early days of both space and surface navies dreadnaughts, specifically Juggernaut type, and battleships were the kings of warfare. Their massive guns and study exteriors allowed them to do considerable damage to enemy vessels while coming away with a few dents. However, treaties limiting their use and the advent of effective carriers killed the class in a ship-vs.-ship role.

During the mid to late years of the Long War the Juggernaut type was mothballed or was used as a temporary Orbital Defense/Bombardment Platform. Since the end of the Long War all factions have moved most of their remaining Juggernauts into "vaults" that contain operable but outdated ships. During their lifecycle they were replaced by Line type dreadnaughts and heavy cruisers.

Line dreadnaughts are what most people think of when you mention the word dreadnaught. Sometimes armed with Magnetic Acceleration Cannons that are three quarters of a kilometer long, decent GUARDIAN coverage, a plethora of turret mounted cannons, and even a few of the more exotic weapons (See Umoja Publicized Experiments File 23 and Cerberus Project File VE-113) they packed a considerable punch at any range. However, even their improved range and agility only kept the class viable for another fifty years. They were eventually reduced to being escorts for carriers in large fleets and rarely see action.

The newest breed of dreadnaught is the "Artillery" ship. The first of these long thin vessels were originally constructed by the Independent League using frames and the basic structure of cancelled Juggernaut type vessels. The first one was largely considered to be a desperate attempt to salvage what little they could from the old frames. While the vessel was unwieldy and had severe power consumption problems its results were very worthwhile. Originally it used a synchrotron type accelerator to propel a metal slug that weighed roughly 1kg to a velocity of .02c or two percent the speed of light. However crude and unreliable it was it was the highest velocity achievable by any ship baring the Umojans. Because of the significant range advantage it proved all aggressors in the conflict began their own projects. The eventual culmination of their work would be the modern Artillery ship. A modern Artillery ship can launch a stream of protons and neutrons at a target at a muzzle velocity of .5c (fifty percent the speed of light) and weighing a total of 2kg. On contact with enemy armor the high velocity and ionization state of the protons causes both nuclear and chemical reactions across the surface. The radiation generated typically burns through most of the outer armor while brute force cracks the remaining layers. A direct hit on a ship's fusion engine by one of these beams will typically cause the vessel to break in half. Rounds have also been known to split the keels of other dreadnaughts going from bow to stern and continuing on.

Cruisers

Types:

Heavy, Medium, Light

Role:

Front Line Combat Vessel

Length:

450-650m; 300-500m; 300-450m

Displacement:

60,000-68,000 tons; 40,000-50,000 tons; 25,000- 40,000 tons

Power plant:

2x Fusion Turbine, 10x Solar Array, 15x Super Capacitor, Micro-Capacitors (local back-up), 1x Diesel Engine; 1x Fusion Turbine, 8x Solar Array, 10x Super Capacitor, Micro-Capacitors; 0-1x Anti-Matter Reactor, 1-2x Fusion Turbine, 8-10x Solar Array, 10-14x Super Capacitors, Micro-Capacitors, 1-2x Diesel Engine

Propulsion:

1x Slip Drive, 2-4x Fusion Torch, 2-4x Ion Engine, 8-24x Maneuvering Cluster; 1x Slip Drive, 2x Fusion Torch, 2-4x Ion Engine, 8-16x Maneuvering Cluster; 1x Slip Drive, 0-1x Anti-Matter Engine, 4-6x Fusion Torch, 0-4x Ion Engine, 24-32x Maneuvering Cluster

Speed:

In real space: 70,000 m/s; 150,000 m/s; 170,000 m/s

In warp space: 2,400,000 km/s or 8x light speed; 2,400,000 km/s; 2,500,000 km/s

Range:

30 light years at warp or 30 years real space travel; 30-40 light years at warp of 35-45 years real space travel; 40-45 light years at warp or 40-45 years real space travel

Complement:

400-1,200 crew; 350-750 crew; 200-500 crew

Armor:

2m Low Spectrum Redirection Meta-Material, 2m 'Dragon Skin' Ablative Plating, 3m Hybridized Interweaved Alloy, 50cm Degenerate Particle Armor, 1m Impact Absorption Layer, 50cm Heat Redirection Meta-Material, 1m Radiation Shielding, Hyperion/Legate/Monolith Armor (over vital spaces); 1m Low Spectrum Redirection Meta-Material, 2m Ablative Plating, 2m Hybridized Alloy, 50cm Impact Absorption Layer, 75cm Heat Redirection Meta-Material, 1m Radiation Shielding, Titan/Centurion/Sentinel Armor (over vital spaces); 2m Low Spectrum Redirection Meta-Material, 1m 'Dragon Skin' Ablative Plating, 1m Hybridized Alloy, 1 m Impact Absorption Layer, 1m Heat Redirection Meta-Material, 50 cm Radiation Shielding, Titan/Centurion/Sentinel Armor (over critical systems)

Armament:

1x Spinal Mount Magnetic Acceleration Cannon, 16-24x Turret Mounted Cannon, 40+ GUARDIAN Turrets; 1x Spinal Mount Magnetic Acceleration Cannon, 16-20x Turret Mounted Cannon, 32-40x GUARDIAN Turret; 0-1x Spinal Mount Magnetic Acceleration Cannon, 12-16x Turret Mounted Cannon, 24-40x GUARDIAN Turret

Operational Numbers:

Terran Confederacy: 12/ 45/ 39; Centauri Union: 29/ 61/ 47; Independent League: 24/ 68/ 59; Umoja Corporation: 8/ 14/ 50; Neutral Systems: 5/ 27/ 57

Description:

The cruiser class forms the backbone of most fleets. Sporting almost dreadnaught level weapons and armor, cruisers are a less expensive alternative to the modern dreadnaught. While not particularly dangerous at long range, at medium to close range they are a force to be reckoned with. Heavy cruisers are the smallest of the ships generally considered to be Capital ships. The descendants of the first generation of dreadnaughts the heavy cruiser bares many similarities to its relatives. Its spinal mounted weapon is proportionately smaller than those of the dreadnaughts but still has some teeth. What separates the heavy cruiser from other cruisers is that it sacrifices speed for firepower and heavy armor on par with a Juggernaut. In the other direction is the light cruiser.

Light cruisers typically perform recon missions, patrols, and are a main component of light and medium fleets. Trading armor and weapons space for sensor banks, fuel reserves, and engines the little cruiser can out run most any other vessel. Using their superior agility at range to avoid any damage and brutal close range power, light cruisers with frigate and destroyer "wolf packs" can make short work of unsuspecting foes. However, these wolf packs are mostly only effective in ambushes and hit-and-run attacks being quickly destroyed in the few cases they could not escape before enemy reinforcements appeared.

In between these two types is the medium cruiser. With modest capabilities in most any engagement the medium cruiser has stood the test of time. One of the most well known medium cruisers is the Independent League's Tenki (天気) class. With thirty ships in its class it was one most widely used ship designs in the League. They tend to emphasize crew safety and balance speed, firepower, and defense capability without compromising their effectiveness. One member of the Tenki class, the Kou (降雨), returned to Sirius Station missing three quarters of its armor and with four hits that went clear through the ship. Two thirds of the crew survived with minimal injuries and all of the fatalities were among those in the path of enemy fire or those unlucky enough to suffer a suit rupture. Their proven reliability and survivability made them a staple of the League navy and the template for generations of cruisers to come.

For classifications on the myriad types of frigates, destroyers, and corvettes see Human Light Vessels.

(O)(O)(O)(O)(O)

A/N:

Do you like numbers? I like numbers! NUMBERS YAY! Let's have a number party! It's like a slumber party but with numbers!

In all seriousness, this was a royal pain to write. My journey through Wikipedia dominates my computer's internet history. For some fun reading to try and rap your head around go look at the article on Meta-Materials and there implications. For stuff that is coming out in a few years go check out super capacitors, they look friggin' sweet. To nerd out over military stuff look up Land War Net, their putting it into action right now. Barring stuff I obviously made up (i.e. Titan/Centurion/Sentinel Armor) you can find most of the pages I used as references with the help of Google if you are so inclined. The story chapter is in the works but I wanted to at least put something out before the end of the month.

Feel free to give me an earful for wasting time on filler when I should be focusing on story. I probably deserve it. Please note the Lumen Solis will be important later on and when it becomes important heads will roll. Umoja's armed forces are impressive for a private company, yes; however they earned their fire power by owning three star systems. You got to defend your turf somehow.

Until next time, later!