Corvettes

While fighters are excellent at engaging an individual target they must be used in large groups to have an affect that is easy to measure. Frigates on the other hand, are singular, powerful ships but their maneuverability and speed are very limited in fast moving scenarios. Corvettes combine much of the speed found in fighters with turreted weapons like those found on capital ships. This allows a full-range of coverage to be brought directly into the thick of battle as a supporting unit between both fighters and frigates.

Corvettes are just large enough to house a full reactor that is capable of sustaining itself for long periods of time. This also means that the shields and weapons aboard a corvette can be powered directly without the need for supplementary power cells. Despite this, power cells are still used on corvettes as a way of decreasing strain on the reactor system in the heat of battle. The armor of a corvette is much heavier than a fighter and multiple hits from heavy weapons can be sustained.

Flight Groups

While fighters tend to work in large squadrons, corvettes work in triplets or quadruplets depending on their role in the fleet. The mission of a corvette changes rapidly with the progression of a battle. Missile corvettes are constantly on the watch for large formations of enemy fighters. Beam corvettes will engage any other fighters and corvettes. If large numbers of capital ships are attacking then it is the job of torpedo corvettes and heavy bombers to engage them.

Unlike fighters who all operate in a squadron of the same class, corvettes will often times pair with different classes for their mission. During a bombing run of torpedo corvettes it is not uncommon for them to be flanked by missile and beam corvettes for protection. Likewise if a missile corvette is on an intercept course for a flight of enemy fighters they might be accompanied by an assault corvette for heavy fire support.

The naming of corvette units is quite a bit simpler than fighters as well. Given that only a few squadrons are ever in operation in a battle at the same time it is possible for a much more relaxed naming regime. Each squadron of corvettes is between 2 and 8 units and they are named via their squadron followed by the craft's operating number. A flight lead is whoever has been given a direct mission and their wingmen are simply called by "Wing 1" "Wing 2" etc. The pilot and copilot of a corvette handles communications between the other units in their flight and a communication officer aboard the ship handles traffic between the full fleet operation and passes on useful information to the copilot via a heads up display. Each corvette houses at least one engineer to maintain the reactor, a weapons officer, an electronic warfare officer, and a sensors operator. Other positions are filled in by gunners, weapons maintenance crews or additional mechanics if needed.

Paradise Station Corvette Wings

Apollo Assault Corvette

The Apollo assault corvette is the primary forward attacker in large fleet battles. Trailing in just behind the squadrons of fighters, and able to keep pace with the heavier units, it is capable of delivering withering firepower in a forward arc but it does this at the expense of full coverage by multiple turrets across the ship. The Apollo's main use is to deliver pinpoint strikes to heavy fighters and other corvette-class ships as well as to target subsystems of much larger vessels to disable them.

4 per squadron Shift Callsign
Unit Callsign Blue Red Gold
Warhammer 1 Night Naga Nova
Warhammer 2 Cobalt Cobra Cancer
Warhammer 3 Panther Poison Payday
Speed Rating: 7
Turn Rating: 5
Armor Rating: 5
Shield Rating: 6
Armament:
  • 4x Heavy Railguns
  • 4x Heavy Plasma Cannons
  • 4x Medium Beam Lasers
  • 2x Anti-Fighter Missile Launchers (16 missiles each)
  • 2x Medium Pulse Laser Turrets (top x1, bottom x1, rear x1)

Aphrodite Missile Corvette

The missile corvette is perhaps the most dangerous weapon against fighter swarms. It's multiple missile launchers can blanket an entire area instantly to make a shield against strike craft. For added firepower they mount drop pods that hold a large number of missiles. These pods, while not reloadable, do not have issues with overheating as they are discarded once they have been fired. This allows the Aphrodite to enter combat with a bang, launching a full missile salvo that will decimate fighter craft.

3 per squadron Shift Callsign
Unit Callsign Blue Red Gold
Battleaxe 1 Devil Danger Despot
Battleaxe 2 Keeper Killer Krypton
Speed Rating: 7
Turn Rating: 5
Armor Rating: 4
Shield Rating: 5
Armament:
  • 8x Anti-Fighter Missile Launchers (24 missiles each)
  • 1x Anti-Fighter Missile Turret (top 1x, bottom 1x) (12 missiles each)
  • 2x Anti-Fighter Missile Drop Pods (16 missiles each)
  • 4x Medium Pulse Laser Turret (rear 1x)

Athena Beam Corvette

Providing 360 degrees of coverage with its weapons, the Athena is a danger from any angle and does not leave itself open to attack very easily. These ships often work alongside of capital ships as their defenders or along with bomber squadrons to defend them from attack by strike craft. This role also means that the Athena spends its time in the most dangerous areas of battle. The ship is built to last in these conditions but it is still the job of a crack operating crew to keep it that way.

4 per squadron Shift Callsign
Unit Callsign Blue Red Gold
Glaive 1 Origin Ocelot Osprey
Glaive 2 Umbra Union Ultra
Glaive 3 Icon Infamy Ice
Speed Rating: 7
Turn Rating: 5
Armor Rating: 5
Shield Rating: 6
Armament:
  • 4x Heavy Beam Lasers
  • 2x Heavy Plasma Cannons
  • 1x Heavy Beam Laser + 2x Medium Plasma Cannons Turrets (top 1x, bottom 1x, front 1x)
  • 1x Heavy Pulse Laser + 2x Medium Beam Laser Turrets (left side, 2x, right side 2x)

Ares Torpedo Corvette

A fear of any capital ship fighting against a Protectorate fleet would the the sight of an Ares torpedo corvette flight on an attack run. No other craft can bring as much firepower to bear on a capital ship with such speed and precision as the Ares. Using a powerful jamming array to conceal their location until the last possible moment, these corvettes can devastate large ships with frightening speed. Their lack of almost any defensive weaponry means that they require the full protection of other ships in order to survive.

3 per squadron Shift Callsign
Unit Callsign Blue Red Gold
Maul 1 Forge Focus Fear
Maul 2 Grinder Gryphon Graphite
Speed Rating: 6
Turn Rating: 5
Armor Rating: 5
Shield Rating: 6
Armament:
  • 4x Torpedo Tubes (4 torpedoes each)
  • 8x External Torpedoes
  • 4x Medium Pulse Laser Turret (rear x1)
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-NonCommercial-ShareAlike 3.0 License