Protectorate Military Ships

By far, the greatness of any military can be summed up in a show of fleet strength. In this sense, the Protectorate offers one of the greatest displays of power just in their support to Paradise Station alone. While the interiors and inner mechanics of most military ships is quite similar to that of a civilian ship of similar size, there are still quite a few differences (aside from weaponry) that set them apart from what one can find anywhere else.


Terran armor is based off of a system of cells containing high density plasma. These are charged via ducts from the reactor core itself. Upon impact, the cell will rupture and reduce the damage the ship takes quite significantly. Below these cells are a matrix of ceramic honeycomb which is reinforced with nano-fiber armoring and are quite strong on their own. Just below this armor lies chambers filled with various elements that are collected and stored for use by the ship should parts ever need to be replaced and these chambers add an additional level of protection.


Using the most advanced shielding technology available to them, Terran ships rely heavily on their survivability in combat. The shields are always a hybrid system and larger ships tend to mount multiple shield generators to protect a specific portion of the ship. This is due mainly because extensive fire would quickly overload a single, large shield generator and having multiple shields acts as a level of redundancy for complete protection. The downside is that a single area can have so much fire concentrated on it that a portion of the ship will be left unprotected.


All military vessels come equipped with massive sensor arrays to detect any and all threats out to great distances ahead of the ship. These are often times located in the forward section of the ship and are blocked off from access during normal operation due to the extreme levels of power that would instantly kill a person if they were to close to it. For all-around detection there are smaller sensor arrays across the ship that offer a sphere of detection.


While Terran ships use similar fusion and ion engines to civilian craft they have been scaled up and overpowered a great deal. This gives military vessels a speed that is incredible for their size and this speed can be further increased if a ship is capable of powering an inertial isolator that quite literally cuts the effective mass of a vessel by 40%. Powering one of these devices is not easy and they are often times limited to use aboard light cruisers due to the sacrifice needed for other resources on board such as living space. In the end, the power and efficiency of Terran engines are among the best that can be found in the galaxy.


While most Terran ships use a fusion reactor that is small and compact to save on space, military vessels typically operate opposite of that. The reactors of most ships frigate sized or larger tend to be quite open in their design. Parts can be replaced without the need to shut down critical systems this way and everything is kept working with a minimum of a triple-redundancy. Typically, frigates have a single reactor and destroyers and cruisers have two. Dreadnoughts and carriers can have anywhere between three or five complete reactor systems.


Terran ships mount massive weaponry of different types. Most ships operate different calibers of the same types of weapons but the larger units are capable of supporting specialized designs of unbelievable destructive power. During battle a huge strain is put on reactor systems if energy-intensive weapons are used. This is part of the reason for the largest vessels having multiple reactors.


Railguns are still a main feature of any military fleet. Turret mounted for the most part they fire slugs at tremendous velocities and are capable of annihilating small strike craft though they have some difficulty piercing the tough armor of other capital ships. Some ships have used a spinal mounted railgun that goes far beyond the limits of any turret and can be used as an orbital strike weapon capable of destroying several city blocks with a single shot.

Plasma Weapons

Unlike their smaller counterparts operated by troops on the ground, ship mounted plasma weapons are not affected by air resistance. Because of this a similar setup used with railguns can be employed to accelerated a charge down a barrel via electromagnetic forces. The lower temperatures afforded by the vacuum of space also means that the weapons can be built much larger than anything seen on the ground. Plasma weapons still remain one of the most dangerous designs against shielding but the energy draw on a ship's reactor tends to limit the use of it.

Ion Weapons

Similar to plasma weapons and a more basic version of particle weapons, ion weapons use a series of linear accelerators to push a mass of high energy plasma at tremendous velocities. The result is incredible but the amount of power and space required to house one of these weapons means that they require at least an assault cruiser or dreadnought for them to be used. A turret mount is considered to be impossible and they are only used as forward weapons most of the time.


Missiles are carried in large numbers on some ships are very effective against small fighters and even corvettes. Their usefulness starts to drop off considerably when dealing with any capital ships as many tend to employ some form of defensive measure against missiles and the warhead of a single missile is never enough to cause much real harm against them. The warheads are typically plasma, though smaller cluster missiles tend to rely on chemical warheads.


An alternate to missiles are torpedoes. They are unguided but equally fast. The lack of guidance comes from interference that would be incurred by an internal shield generator that is used to protect the very large warhead contained which allows it to penetrate the defenses of capital ships to cause massive amounts of damage. The warhead of a torpedo is large enough to contain isolated antimatter in a small amount which is the source of the weapon's devastating effect against both shields and armor.


Ships are divided up depending on their size and then further divided based on their role in a fleet if needed.


The smallest of any ship, fighters tend to operate with a single pilot and occasionally with a copilot if operating under a bomber role. Their speed is the key to their survival and even though they are completely outsized by capital ships they can be an extreme threat when grouped together in large numbers.

Interceptors: Entirely about speed and the ability to perform in fighter vs fighter combat, a role that no other ship exceeds
Multirole Fighter: Designed to attack both light craft and capital ships to some degree they sacrifice speed for maneuverability and weaponry
Multirole Bomber: Adding a second seat for a weapons operator these fighters can engage capital ships with speed and precision
Heavy Fighter: Sacrificing speed and maneuverability for the heaviest weapons and armor a fighter can use
Heavy Bomber: The largest of all fighters, they rely mainly on torpedoes and missiles to attack capital ships en mass.


A cross between a fighter and a frigate, corvettes work with crews sizes between 10 and 20. They operate along side of both fighters and frigates as well, capable of supporting either quite well. With fighters, a corvette brings a great advantage of mounting heavier weapons in turret configurations and their additional armor provides them added survivability. Their speed also remains quite high, allowing for the pursuit of fleeing ships and the ability to dodge the larger weapons of capital ships.

Assault Corvette: The basic version of the corvette class, assault corvettes use railguns and plasma weaponry in turrets across the ship to provide full covering fire against other fighters
Beam Corvette: The beam corvette vents gasses directly from the reactor core they use into forward facing beams of high density plasma. This allows them to affect shielding better than other light craft
Missile Corvette: Missile corvettes operate as the primary anti-fighter unit. Their rapid-firing missile launchers are ammo intensive but can make short work of strike craft
Torpedo Corvette: A larger version of heavy bombers, these are capable of being a major threat against any capital ship when used in packs


Frigates are "The Meat of the Fleet" as most call them. They comprise the largest body count of any military operation given that they are the perfect balance of mobility and firepower, each frigate holding upwards of 100 crew members. Frigates tend to perform to some degree in any role but all are specialized to performing a single task whether it be attack, defense, or support. Specialization of each frigate means that their roles are singular and pushing outside of these limits is never a wise choice for a captain.

Assault Frigate: The primary weapon of attack for most fleets they use a mix of heavy frontal armor and weapons to punch through an attacking force and engage the rear while the larger ships attack the front
Support Frigate: These operate ahead of the main base and house extra pilots and fuel for strike craft to dock at in the middle of battle instead of having to retreat too far from the front lines
Missile Frigate: Mounting large bays of missiles to handle fighters and torpedo tubes to handle other capital ships, these are quite devastating while their ammunition lasts
Artillery Frigate: With only a single railgun of immense power aside from light defenses, these frigates are capable of great destructive power against capital ships but are completely helpless against fighters


Destroyers work in groups of four to accomplish a role that is greater than the sum of their parts. Their job is to single out the largest ships of a fleet and engage them. Of the four destroyers it is common for two to remain in front of the target almost as a distraction with most of their power going towards shields. The other two will push to the flanks and when they are in position all four ships will unleash a barrage of devastating firepower that few ships can last through without support. Given their somewhat small size for their power they operate only within a fleet and never autonomously since space for food and supplies is sacrificed for attacking power. Destroyers operate with a crew of around 150 personnel.


Cruisers offer a very similar level of firepower as destroyers, however, they are much larger in size and operate on their own or in pairs at large distances from their base. Cruisers tend to have much higher speeds than other capital ships and serve as a heavy scouting force outside of combat. The sacrifice that cruiser make to obtain this great speed and firepower is a loss in armor across the ship to levels only marginally better than what a frigate uses. Cruisers operate with a crew of around 170.

Assault Cruiser: A standard cruiser that uses full coverage of heavy turrets to be an all-around threat against everything from fighters to other cruisers
Heavy Cruiser: Mounting most of its weapons in a forward configuration these sacrifice defense for the sake of being the most powerful attacking vessel available on their own
Defense Cruiser: A mass of sensors for extended range detection they also house large numbers of missiles and torpedoes and are capable manufacturing more within the ship itself
Light Cruiser: While not exactly small, they have less weaponry devoted to anti-capital ship combat and operate mainly as deep reconnaissance units


Carriers work as support for a fleet by providing a launching point for fighters ahead of a main base. They come in several different sizes and are used in a variety of ways. The threat of their fighters is by far the greatest asset they have but it is becoming common to see variations that are also intended to engage in battle on their own as well. Carrier crews vary quite a lot depending on their role. Most have 240 crew dedicated to the ship itself which does not count on the number of pilots needed for the fighters they carry.

Supercarrier: A flagship class vessel that is home to upwards of four entire fighter wings as well as a wide assortment of weapons and additional abilities
Support Carrier: Mounting weapons on par with a cruiser, these only have two fighter wings for support but they are intended to be right in the thick of battle against other capital ships
Light Carrier: Supporting two fighter wings and with an enormous sensor range, these often operate along side of cruisers for scouting missions far away from base


By far the largest and most fearsome of any fleet ship is the dreadnought. Mounting every conceivable type of weapon there is nothing that they are incapable of handling. The presence of one of these ships is often times more than enough to make an attacking force reconsider their options. The downfall of a dreadnought is their slow speed and maneuverability but given the thickness of their armor it matters very little to them if a few ships get past as the full coverage of their weaponry remains a threat from any angle.

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