Name: The Protectorate of the Rim Worlds
Faction or sub-faction: Faction
Type of Government: Totalitarian/Dictatorship/Police State
Brief Description: The Protectorate of the Rim Worlds is populated by genetically unaltered Humans. No genetically altered or enhanced humans and non-humans
are permitted on Protectorate worlds and any embassies are required to reside inside specially built space stations set on the outer rim of each solar system
to limit any interaction between Protectorate Citizens and any outsiders.
History: The origins of the Protectorate of the Rim Worlds are a confusing maze of hearsay, legends, and Government propaganda. However, the most prevalent
story tells of a forced colonization attempt from Rota, the Human home world, as it began its first steps into terraforming other planets. During Rota's
early stages of interstellar flight, the planet's population was thrown into turmoil. With the onset of better and faster technology, crime had slowly
evolved into a prolific part of every society from back alleys to government halls. The world government at the time decided to enact one of the most
controversial legislations in galactic history. This law, the Interplanetary Relocation Act, allowed Rotan authorities to round up every known or suspected
criminal or dissenter within reach and processing them as "Volunteers" to attempt to colonize a heavily inhospitable planet, designated Swamp World
19 or SW-19 for short, located in the far outer reaches of the Galactic Rim. The idea behind the Relocation Act was to get rid of the perceived scum of
humanity in order to bring peace and stability to Rota as it spread its reach throughout the stars. The colonization ships were launched with enough provisions
and equipment to reach SW-19 within a few decades. Passengers were placed in cryo-stasis for the journey and automated systems piloted and maintained the
ships. Once the colonization ships exited the Solar System and vanished to Rota's sensors, the planetary government forgot about them, seeing the problem
solved and turned its eyes back home and abroad to further the borders of Mankind.
The small flotilla journeyed undisturbed for roughly fifty five years before reaching the planet designated Swamp World 19 and disengaging cryo-stasis. The conscripted colonists resolved to make the best of their situation and set about making the planet relatively habitable. They found that there were only two types of habitats on the planet, subzero polar icecaps and sweltering, muddy swamps, and resolved to terraform the perceived easy terrain of the swampland. Soon after landfall, however, colonists discovered what the passive space probe could not; the planet was teeming with poisonous life forms and phenomena. Settlers found they could not eat most creatures as toxins infused the organisms. Plant life would kill silently through envenomed spines or through contact poisons. Lethal gas deposits would suddenly belch their way from the mud and water only to suffocate and kill those caught in the clouds. Each day, more and more colonists died attempting to simply survive in such a lethal environment, but to no avail. Finally, a young man named Markhus Kharvaughn took charge of the dwindling and dying settlers. He forced them to construct airtight habitation buildings on the few rocky outcroppings found around the landing areas. He prompted the few remaining scientists and doctors to discover ways to cure toxins in the body or to discover ways to inure the human body against them. Markhus also encouraged the few farmers left to discover new ways to plant and harvest crops for food. Soon, the few colonists left were no longer struggling, but surviving. Kharvaughn took this in stride and pushed his people to greater efforts. He wanted them not only to survive, but to thrive in the swampy hell-hole they called home. As the years progressed, the now expanding numbers of colonists began pushing the swamp back and formed a small town of sorts where the swamp had been drained and the ground leveled. As the town grew to the size of a small city, Kharvaughn, who had pushed the colonists to thrive in such a terrible environment, passed away in his sleep at the age of 130 years. His dream, however, did not die with him, for Markhus Kharvaughn's son, Kherdar, took up his father's heavy burden. At first, Kherdar used the same techniques his father had used so effectively to force the colonists to survive, but eventually, these tactics slowly lost their edge. The people had grown content. The no longer feared the swamp enough to tame it for they had all the comforts they needed at their finger tips. Kherdar grew tired of this and began to force his citizens to further expand by any means necessary. Through conscriptions, brutality, forced labor, and, when needed, execution squads, Kherdar began to build his city, his civilization ever larger and stronger. Soon, the people began to fear their leader more than the swamp and the borders were pushed back drastically. Eventually Kherdar passed away much like his father, but his own son took leadership soon after using the same reign of terror as his father. Within the span of a few short centuries, the planet SW-19, renamed Kharvaughn in honor of the man without whom the original colonists would not have survived, had become completely colonized and was now a thriving center of civilization in the cold, dark reaches of the galactic rim.
Though Kharvaughn was now colonized, many geological problems still plagued the planet and still do to this day. The planet's cities rose tall into the air in the forms of skyscrapers, towers, and spires. Below these gargantuan buildings, a thick, chocking mist swirls towards the ground. This mist is a noxious, lethal cocktail of naturally produced gasses, pollution, and ash. This planet engulfing cloud is permanent despite multiple attempts to remove it and has slowly become something of a "Galactic Wonder" amongst the factions inhabiting the galaxy. However, despite its awesome size and lethality, it was this precise toxic fog that prompted the fledgling civilization to expand outwards to other nearby systems in the attempt to find more hospitable planets to colonize and expand into. One of the first probes sent out discovered what amounts to a Galactic Jackpot: an earthlike planet untouched by any kind of pollution or waste. Kharvaughnian scientists quickly assembled and launched a colonization fleet to take residence on the planet. The colonization attempt worked flawlessly and the Kharvaughnian Empire was able to add a new agricultural planet, Kherdar, to its territory. Shortly thereafter the Kharvaughnians discovered and colonized eight other planets named Kehnav, Bheragh, Islahk, Pekhal, Murtohn, Jophak, Rathuk, and Ohklahv. These planets became the basis for the future Protectorate of the Rim Worlds. The Kharvaughnian government turned the most inhospitable worlds, Kehnav, Pekhal, Jophak, and Ohklahv almost literally into factory worlds producing the vast majority of processed goods and materials for the subsector. The planets Bheragh, Rathuk, and Murtohn along with Kherdar were converted into agricultural worlds supplying the other planets and their individual populations with food. Islahk, a veritable ash wasteland forever locked in eternal ice, was hollowed out over time and became the major military center of the systems while Kharvaughn remained the government and civic center of the ten planets. Soon after, the government named itself the Kharvaughnian Coalition and took steps to solidify its hold on its planets and people through a system not unlike ancient Communism. The government held control of everything and the citizens complied or simply disappeared. For a short time, this allowed the Coalition government to further its goals: Its worlds became prosperous and strong and in turn this strengthened the government. However, the prosperity was bought at a price, and a small, radical political movement decided that the time had come for the Coalition to pay.
As the Kharvaughnian Coalition began to accumulate the wealth of its worlds it slowly stagnated and more and more wealth found its way into the pockets of the Kharvaughnian politicians and rulers than what made its way to the Kharvaughnian citizens. Eventually, this economic abuse led to the formation of the radical political movement called the Protectorate of the People. This movement rapidly gained support through its outspoken opposition against the Coalition and through the charisma of its young leader, Yosef Kruz. Kruz stirred up the people of the Coalition and gained a massive support base amongst many of the factory planets. Within a few short years, Kruz had control of the planets Kehnav, Pekhal, Jophak, and Ohklahv. Using his political leverage and his charisma, he took command of the Coalition forces on those planets and seceded from the Kharvaughnian Coalition in a bold move that sparked the Secessionist Wars. The Coalition moved quickly to quell what they deemed was a simple rebellion. When their forces landed, Kruz's troops slaughtered the invaders and pushed the Coalition navy from orbit with their own ships and planetary defenses in a brilliant ambush attack. Protectorate of the People's forces then assaulted the other planets of the Coalition. Most of the agricultural worlds surrendered quickly without resistance as they had little military support to draw from. The exception was Rathuk where the Coalition defence force staged a spearhead to try and break Kruz's stranglehold on the planet. The attack failed when Kruz ordered a nuclear strike on the Coalition military base. The strike took out the base and much of the surrounding city it resided in, but Kruz was able to claim a major propaganda victory by claiming the Coalition had forced his hand. Eventually, Kruz's troops surrounded Kharvaughn itself and began pummeling it from orbit. The original planetary capital, Markhus' Rock, the site of the original village Markhus Kharvaughn founded, along with dozens of other large cities, was nuked to oblivion along with millions of civilians that Kruz claimed were allied with the government. After almost a year of war and massive atrocities, Kruz now sat upon the throne of the dead Kharvaughian Coalition as rivers of blood and clouds of ash surrounded him. Yosef Kruz then renamed his new government the Protectorate of the Rim Worlds and ushered in a new interplanetary order, one headed by a dictator and enforced by the Protectorate military.
Soon after his rise to power, Yosef Kruz was able to infuse his own personal beliefs with the fledgling Protectorate's political agenda. Though he hid it well during his coup d'état, Yosef was consumed by an intense need for purity in mind, body, and soul. He despised humans who had mutated to adapt to their environments and he hated non-humans as to him both were near mindless animals or cunning demons bent on destroying humanity from the inside like a rot or cancer. As such, Kruz slowly convinced the Protectorate's citizens to follow his ideals and soon, Protectorate troops began rounding up altered humans and non-humans from throughout the Protectorate's worlds. Few know what happened to those abducted, but the sudden construction of massive chemical plants in the most inhospitable or remote regions of each planet became suspicious to the few other factions that knew of the Protectorate. Unsatisfied with his current undertakings and convinced that more mutants and non-humans had gone to ground to hide from his men, Kruz founded the Protectorate State Security to hunt down and Contain what Yosef perceived as 'enemies of the state'. The State Security forces performed admirably and, in the few military conflicts that arose throughout their activities, proved that they had the training and equipment to perform military duties at levels to rival elite forces of other factions. Soon, the State Security troops became a private, well armed, well trained, and fearless army solely commanded by Yosef Kruz and his agenda. Within a few years, State Security removed and Contained all enemies of the state within the Protectorate. It was at this point, Kruz turned his gaze to the rest of the galaxy. He resolved then to purge the stars of all ab-humans and non-humans in order to make humanity pure and whole once again. Thus, a dark shadow fell across the galaxy and the gears of war began grinding in the Protectorate of the Rim Worlds.
Commendations:
Population: 22 Trillion
Technical Level: Tier 3
Perks: Artificial, fully sentient AI. Massive numbers of trained troops. A small core of highly trained, well equipped, indoctrinated soldiers. Poisonous
weaponry backed by huge amounts of nuclear weapons.
Planets: 10
Weaknesses: Hatred and systematic eradication policies towards non-humans and altered humans brings on hatred towards the Protectorate. The government is run
on propaganda and led by a dictator. AI is susceptible to EMP attacks and typical computer/electrical problems. Dependence on chemical weapons to win wars can
lead to problems against prepared enemies.
Infantry: Heavy Infantry
Infantry Name: Protectorate Troopers
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Description or Image:
Description: Protectorate Troopers are the true mainstay of the Protectorate military. Armed with SE-4 Needler Rifle and armored with the Protectorate-issued
SteelSkin ballistics vest, these soldiers advance the borders of the Protectorate, one cleansed world at a time.
Infantry: Protectorate State Security Troops
Infantry Name: Heavy/Elite Infantry
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Description or Image:
Description: Handpicked for their loyalty to the state and the purity of their DNA, these Troopers are highly indoctrinated in the Protectorate's political
ideals and goals. These men are completely fearless in the face of death and will fight to the very last to defend the Protectorate. These men are not actually
part of the Protectorate military and are completely autonomous as a private arm of the Protectorate State. As such, these soldiers can act freely and
independently on the field and are often used to carry out missions that the Protectorate prefers to keep secret. State Security troops are also entrusted with
rooting out those unaltered and genetically pure humans from the population both at home and on planets they conquer as well as Containing those who are non
human and those deemed genetically impure. It is almost certain that any world captured by the Protectorate will have at least one regiment of State Sec troops
stationed on the planet. State Sec troops are normally armed in the same fashion as Protectorate Troopers, though they often have access to more specialized
weapons such as the SE-CQ-4 and other weapons.
Weapon Description:
SteelSkin Ballistics Vest: Designed to protect the wearer from most kinetic projectiles, the Ballistics vest is the standard issue infantry body armor in service. The vest is woven from a top secret collection of fibers varying from Kevlar to Steel encased Depleted Uranium (SDU) among other unknown substances. The resulting fabric creates a tightly woven ballistics material that can take impacts ranging from shrapnel and kinetic hard rounds to glancing hits from laser and energy based weapons, though against plasma and other superheated substances, the armor is completely vulnerable and will not protect the wearer. Protectorate soldiers usually supplement the SteelSkin with the standard issue leather great coat to better protect their limbs from damage as the vest only covers the torso.
SE-4 Needler Rifle: Designed for use in almost all situations, the SE-4 Needler Rifle is the primary weapon of the Protectorate Army. The rifle fires small, monomolecular needles designed to penetrate most known types of armor and material with relative ease. The individual needles are also molecularly fused with a highly lethal neuro-toxin designed to attack the target's nervous system. The main advantages of the SE-4 is that the weapon is extremely versatile in most situations where its durable construction rarely fails and that the toxin infused needles turn even the slightest flesh wound into an excruciating death with relative ease. The downside of the weapon is that even though the weapon fires toxic ammunition, the needles have little to no kinetic force and therefore have no knockdown power. The monomolecular needle tip helps to make up for the lack of kinetic impact by being able to slice through most materials, but against heavier armor and especially vehicles, the weapon's effectiveness is severely reduced.
SE-CQ-4 Needler Submachine Gun: Essentially the same weapon as
the SE-4, the SE-CQ-4 is the submachine gun version of the rifle. Featuring a folding stock and a cut down barrel, the weapon is able to fit into confined
spaces and fares better in urban combat where State Sec troops will most likely engage enemy combatants. The only drawback to the weapon is a smaller clip and
the usual drawback to the weapon's ammunition.
RX-8 Chemical/Biological Delivery System: Originally designed for agricultural use, Protectorate State Sec discovered a new use for the simple fertilizer sprayer. They added a more durable tank and a refined delivery system manifesting itself in a versatile, reliable spray wand with nozzle. The tank is carried on the user's back and the wand and nozzle are operated by hand. The tank holds multiple gallons of chemical or biological agents designed to incapacitate or kill those it comes into contact with. There are rumors that the RX-8 was also designed to carry acid and Contact-Nuero-Toxins, but no evidence so far has proved the existence of the rumored RX-9. The main advantage of the RX-8 is the ability to provide area denial and to clear structures of enemy combatants. The only problem with any weapon of this type is the low amount of ammunition capability and the need to be in close range to use it effectively.
FN-2 Shoulder Launch Rocket: The simply designed and durable FN-2 Shoulder Launch Rocket is essentially the only real anti-tank weapon the regular infantry have. This AT weapon is designed to fire a rocket at a high velocity at its target. Upon impact, the warhead detonates and the shaped charge inside the rocket punches a hole inside the vehicle's armor, essentially disabling or destroying the target vehicle. The weapon is sparingly issued to Protectorate Troopers as they're trained to rely upon Protectorate armor and artillery support to combat enemy vehicles.
SE-P-7 Sidearm: Using the same concept of the SE-4 and the SE-CQ-4, the SE-P-7 fires the same toxin infused needle ammunition its larger counterparts use. The rugged durability of the pistol allows its user to rely on the weapon in most situations and climates even with minimal maintenance in the field. This sidearm was originally designed for officers and State Security in mind. As such, regular, enlisted Protectorate Troopers will rarely be seen carrying one.
POK-5 Medium Machine Gun: The POK-5 is the only reliable machine gun available to the Protectorate and, therefore, is the only machine gun fielded by the Protectorate Troops and State Security. The weapon is made of stamp-cut sheet metal and uses basic kinetic hard rounds roughly .30mm in caliber. The POK-5 MMG is normally issued on a squad level to infantry where one Trooper carries the weapon itself and fires, while the other Trooper carries the ammunition and loads the weapon. The MMG is belt fed from a steel box magazine which can carry roughly 100 to 150 rounds. It does feature a replaceable barrel, but the mechanism to do so is complicated and prone to failure. This is countered by the thicker-than-usual barrel which can withstand fairly high temperatures for an extended period before it needs to be replaced. Also, while the weapon is classified as a machine gun, the rate of fire is rather slow compared to counterparts around the galaxy which often leads to multiple POK-5 MMGs having to put down the same amount of fire as one machine gun from another Faction.
LM-7 Mortar: Essentially a medium sized mortar, this weapon fires fragmentation shells into enemy positions to provide infantry with indirect fire support. The weapon is easy to assemble and disassemble quickly and is relatively light and easy to transport. The LM-7 can also fire different shell types from standard fragmentation to chemical/biological shells. The only flaw with the design is that the weapon is somewhat fragile and the shells are slightly smaller than counterparts around the galaxy.
RK-4 Autocannon: Essentially a high powered, large caliber automatic cannon designed to take out light to medium vehicles. The weapon is not normally issued to Protectorate infantry, both Regular military and State Security, but it is entirely feasible that an RK-4 could find its way into either branch in times of need or, more regularly, opportunity. The weapon features a relative long range and a top feeding clip. The only true drawback to the weapon is that it has massive recoil which often leads to the weapon being mounted on vehicles and ships since it has no true bipod or tripod. As such, any attempt to use it without a stable mounting will most likely injure the user as well as prove ineffective against the enemy.
Vehicles: Protectorate Main Battle Tank
Vehicles Name: TK-4A MBT
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Description or Image: (If not all weapons are shown in image, post pics of weapons too.)
Description: The TK-4A MBT is the main armored unit the Protectorate employs in its military. The tank features thick, sloped armor made up of a steel-titanium
alloy and a high powered combustion engine for propulsion that allows it to reach speeds of 35 to 40mph on level ground. The vehicle is armed with an LR-1
Anti-Tank Cannon with two POK-5 machine guns, one mounted in the forward hull with another bolted to the tank's cupola. The LR-1 fires two types of shells
in a 90-10% ratio depending on the crew's mission parameters. One shell is a standard High Explosive Anti Tank (HEAT) round while the other is a
specialized Disintegrator round designed to spread the area with a highly corrosive acid upon impact. This acid is very effective against infantry and can
easily disable tanks and vehicles. TK-4As are a very durable and dependable tank with few mechanical drawbacks; however, the lack of turret stabilizers
prevents all but the most experienced crews from firing on the move and the modestly sized water-jacketed ammo hopper limits the amount of ammunition the tank
can carry and therefore limits the amount of time the tank is offensively effective.
Vehicles: Protectorate Tank Hunter
Vehicles Name: VS-6h Tank Hunter
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Description or Image: (If not all weapons are shown in image, post pics of weapons too.)
Description: The VS-6h was originally designed as a mobile gun platform, called the VS-6, to support infantry assaults. After seeing the relative
ineffectiveness of assault guns during the Secessionist Wars, but realizing the need for a dedicated tank destroyer to counter enemy heavy and super heavy
tanks on the battlefield, Protectorate scientists kept the chassis of the VS-6, but removed the large caliber assault gun. They then installed a specialized
anti-tank weapon specifically designed to tear through thick, heavy armor fairly easily. In fact, very few vehicles can stand multiple shots from the
VS-6h's main gun. The cannon fires, a specially designed titanium dart encased in a sabot. The dart is tipped with a small amount of high explosive in
order to increase the damage done by the simple impact of the titanium dart. The advantage of a dedicated tank destroyer is that the vehicle frees up MBTs in
the area to combat any infantry and vehicles in the area in order to support Protectorate Troopers or State Sec. Also, few vehicles can withstand a direct hit
from the VS-6h, much less two or more. The only real disadvantage is that while the VS-6 chassis is robust and can handle most terrain as a tracked vehicle,
the tank hunter has no real armor to defend against enemy tanks and anti-tank weapons and as such can be easily disabled or destroyed.
Vehicles: Protectorate Armored Personnel Carrier
Vehicles Name: MH-1 APC
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Description or Image: (If not all weapons are shown in image, post pics of weapons too.)
Description: Specially designed for Protectorate State Security forces, the MH-1 is undoubtedly the best armored troop carrier in the Protectorate's
arsenal and arguably, the galaxy. The vehicle features state of the art armored protection made up of a top secret metal alloy that is known to feature
titanium and steel among other materials. The armor is sloped which increases the protection against any anti-tank weapons and also features auto-reactive
armor plating that is only seen on the MH-1 APC. This combination of metal alloy, sloped armor, and reactive plating is extremely durable and protective and
the vehicle has even been known to withstand one or two shots from the VS-6h Tank Hunter's main cannon. The MH-1's engine is the same combustion engine
found on the TK-4A MBT. This engine normally propels the heavy MBT at 35 to 40mph, but when mounted on the MH-1, the APC can reach speeds of up to 70 to 80mph
on level ground. This speed allows it to outpace most other vehicles of the same class and can even keep up with ground based fast attack vehicles. This allows
the MH-1 to redeploy troops quickly or provide fast support for flagging troops on the line. The MH-1 is armed with five POK-5 Medium Machine Guns mounted in
the forward hull, two in the small turret on top of the vehicle, and one on either side of the vehicle accessed by two small hatches where soldiers inside the
vehicle can man them. There is also an option for commanders to mount a sixth POK-5 MMG on the MH-1's cupola for a slight bit more firepower. There is only
one variation of the MH-1 APC from the original. This is the MH-1 Urban Support APC. This variation removes the two turret-mounted POK-5s and replaces them
with the RX-8 Chemical/Biological Delivery System in order to provide further support against infantry entrenched in urban areas. Though these are the only two
variants in service, there have been rumors that the Protectorate has mounted the fictional RX-9 onto the MH-1 Urban Support APC, but these stories have been
proven unfounded and false. This combination of armor, speed and firepower make the MH-1 APC one of, if not the best, APCs in the galaxy. The only true problem
with the vehicle is that due to its high cost and specialization, there are relatively few vehicles made and those that are produced are quickly requisitioned
by Protectorate State Security for their own, private use.
Vehicles: Troop Transport Truck
Vehicles Name: JA-3 Transport Truck
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Description or Image: (If not all weapons are shown in image, post pics of weapons too.)
Description: A simple design made for simple use, the JA-3 Transport Truck is the main workhorse of the Protectorate military. The truck can carry anything
from weapons to ammunition to Troopers with equal ease and without the worry of breaking down from engine failure. Good suspension and mechanical ingenuity
allows the JA-3 to deliver its cargo to its destination with ease and relative comfort. While the truck is highly dependable, rugged, and reliable, the JA-3
has no weapons or armor and is primarily a troop or transport truck.
Spacecraft: Atmospheric/Deep Space Fighter
Spacecraft name: TI-12 Unmanned Interceptor
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Description: In the aftermath of the Secessionist Wars, the numbers of trained and experienced pilots were severely depleted. Protectorate attempts to
replenish the number of pilots failed and naval commanders were forced to find an alternate solution to the problem. Luckily for the Protectorate navy,
breakthroughs had been made in advanced Artificial Intelligence which allowed the Rim World scientists to program computers to perform complicated mission
parameters and even allowed room for actions and planning outside of those parameters so long as the programmed mission was completed. The Protectorate
installed this new AI into its fighter craft and tested the vehicles with excellent results. The craft performed well with its ability to think and react
faster than most organic beings could and its ability to pull high Gee maneuvers without having to worry about the stresses most living creatures are forced to
endure in dogfights. Also, the lack of a pilot meant the lack of the systems needed to keep one alive and comfortable. This allowed Protectorate engineers and
scientists to use the space for the AI computer and to outfit the fighter with extra armor and two POK-5 Medium Machine Guns and two RK-4 Autocannons along
with mission specific armaments such as tactical nukes for ship assaults and standard bombs for attacking installations. As such, the TI-12 Unmanned
Interceptor is probably the most heavily armed and armored fighter craft of its class and because of its advanced AI system; it can usually out-fly most other
living pilots with relative ease. The only downside to the TI-12 is that it is susceptible to problems normal to most computer systems such as glitches,
viruses, electrical problems, and extremely powerful EMPs as well as the lack of a living pilot's natural intuition on situations and problems that
occur.
Spacecraft: Light Escort
Spacecraft name: Scourge class destroyer
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Description: Dating back before the Secessionist Wars, the Scourge class is one of the oldest ships in service and as such does not have the extensive amount
of advanced Artificial Intelligence to aid in shipboard processes and missions. Because of this, the ship has a higher number of crew on board in comparison
with other Protectorate ships and as such isn't as technologically advanced as the newer Protectorate navy. The Scourge class destroyer is armed with four
missile banks each of which houses six missile tubes. These tubes hold a number of long range missiles tipped with a very large nuclear warhead designed to
cause as much destruction as possible upon impact. Though originally designed to be fired at enemy space-borne ships, the missiles can be programmed to track
and hit planetary targets such as enemy military bases, space ports, and, as seen repeatedly during the Secessionist Wars, enemy cities and population centers.
Also, the Scourge is armed with four torpedo tubes, two on each side, to protect itself from close in enemy ships. Finally, the destroyer has a few areas along
the hull designed to hold small Point Defense missile systems designed to deter enemy fighters and bombers. The Scourge is propelled by a reliable nuclear
engine and can move fairly quickly when at all ahead full. The only true problem that the Scourge class has is that it is a very old class of ship and is
beginning to show its age as the years progress.
Spacecraft: Light Cruiser
Spacecraft name: Woe class light cruiser
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Description: A relatively recent addition to the Protectorate Navy, the Woe class light cruiser is outfitted with some of the best advanced AI and weapon
systems to date. The extensive use of computer intelligence allows the Protectorate Navy to assign minimal amounts of crewmen to the ship and its automated
internal defenses, guided by the ship's AI, remove the need for shipboard troops and marines to protect against boarders. Armed with twelve separate
missile banks, each holding ten separate tubes, the Woe class can cause massive damage to enemy ships or planetary installations. The cruiser also features six
torpedo tubes, three on each side, along with point defense missile systems. The Woe's two nuclear engines allow it to keep pace with the much smaller
Scourge class destroyer making this ship essential to any escorting fleet. The only true down side to the Woe class is that if enemy boarders can find and
disable the automated internal defenses, the crew can do little to resist due to its small size. Also, like most Protectorate ships, the cruiser relies on
weapons supplied by limited ammunition which can cause the ship to stand ineffective when its supply of missiles and torpedoes run dry. Finally, the ammunition
magazines holding the nuclear warheads and torpedoes are armored, but aren't designed to "bleed off" an explosion. Because of this, any hit that
detonates the missiles in the magazine will severely damage, cripple, or even destroy the ship outright.
Spacecraft: Heavy Cruiser
Spacecraft name: Bane class heavy cruiser
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Description: Designed to provide heavier support for the lighter cruisers and escorts, the Bane class heavy cruiser is ideally suited to the role. The Bane
features the same AI as the Woe class along with limited crew size and the automated internal defenses, but also features four hangars to launch TI-12 Unmanned
Interceptors to defend Protectorate ships or attack enemy vessels. With the exception of the hangers, the Bane is armed similarly to the Woe class light
destroyer, though the heavy cruiser has a far larger ammo capacity for its missiles. For propulsion, the Bane has two high powered nuclear engines, much like
the Woe class, though these engines are highly robust and redundant to prevent failure from combat damages. Also, while there are two engines, the heavier
armor prevents the heavy cruiser from keeping up with smaller ships. The major advantages of the ship are the contingents of Interceptors along with the larger
ammo capacity, while the flaws include a slower than normal ship and a potentially devastating explosion should combat damage detonate the nuclear warheads in
the magazines.
Spacecraft: Battleship
Spacecraft name: Havoc class battleship
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Description: The Havoc takes its name from the ability to maneuver into and through enemy lines and causing massive amounts of damage with its extensive number
of missile banks and Interceptor hangar bays while returning intact. The ship features eighteen missile banks each with 12 missile tubes. The Havoc has no
torpedo bays, but does incorporate eight separate hangar bays that house multiple flights of Interceptor fighters each. The large amount of armor and three
nuclear engines allow the ship to keep pace with its slightly smaller escorts while still retaining the needed armor for survival against almost anything.
Again, like most protectorate ships, the missile "locker" has no containment system in the event of an explosion and the lack of a secondary bridge
should the primary be destroyed can, in the event of bridge damage, effectively remove the ship from combat effectiveness.
Spacecraft: Carrier - Battleship
Spacecraft name: Strife class carrier
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Description: Designed to supplement naval task forces by providing fighter screens to intercept enemy attack craft, the Strife class carrier is the only true
dedicated carrier ship in the Protectorate Navy. The carrier carries two banks of missiles each with two tubes for limited assault capabilities but mostly
relies on a fairly extensive point defense missile systems designed to protect itself should enemy fighters or ships come within engagement range. The
carrier's main armament, however, is the eighteen large hangar bays each capable of holding multiple flights of Interceptors. The ship is also equipped
with maintenance bays in each hangar allowing crews to specially outfit each Interceptor fighter to adapt to specific mission parameters. The ship incorporates
the same state of the art AI systems the rest of the fleet is equipped with along with an extensive automated internal defense system, a standard issue item
for Protectorate ships as well as a very refined scanner system which allows the ship's command staff to better distribute its Interceptor contingent
mid-battle. The Strife features two nuclear engines allowing it to keep pace with the rest of the Protectorate Navy. The only problems with the carrier ship is
the relatively thin armor protecting the vessel, the minimal direct attack capabilities of the Strife, and, because of its Interceptor contingent, the usual
problems plaguing the Unmanned Interceptor craft are possible as well.
Spacecraft: Dreadnought
Spacecraft name: Storm class dreadnought
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Description: Designed after the Secessionist Wars, the Storm class dreadnought is one of the heaviest ships in the fleet. The dreadnought is both heavily
armored and armed, featuring a massive array of twenty eight missile banks each holding twelve missile tubes. An extensive point defense missile protects the
ship from fighter assaults and boarding shuttles. The Storm features no torpedo tubes; however, it does feature multiple batteries of some of the most massive
ship to ship cannons the Protectorate produces. These cannons are too massive for planetary use and because of this they were mounted experimentally on
Dreadnought class ships. The cannons performed well and were able to smash through light to medium ship armor and damage heavier armor over time. The cannons
have a limited range and are only used in close quarters battles where missiles wouldn't have the flight time necessary to arm themselves. The Storm
features four nuclear engines for propulsion but even with the sheer power driving the ship, the vessel is fairly slow compared to most other ships of similar
size. However, the ship does make up for this with a massive missile magazine that features a limited emergency containment system. Unfortunately, the
containment system has been known to fail often and only rarely functions properly. The only real problems with the Storm class are its speed and volatile
ammunition compartments, much like other Protectorate ships.
Spacecraft: Monitor
Spacecraft name: Carnage class monitor
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Description: With the recent breakthroughs in AI technology and ship design, the Protectorate's Research and Development Corps created a brand new class of
starship: The Monitor. The Protectorate took this ship design and outfitted it extensively with the best equipment at hand. The resulting Carnage class Monitor
is the most heavily armed and armored ship in the Protectorate Navy. The Carnage is equipped with forty missile banks each with fifteen tubes. The missile
tubes are supplied with an extensive array of missile ammo lockers and sophisticated, AI controlled loading systems. The ship also features an extensive number
of cannon batteries scattered throughout the ship's hull as well as a sophisticated point defense missile system. The Carnage also features twelve separate
hangars containing multiple flights of Unmanned Interceptor craft as well as the maintenance bays required to specially outfit the assault craft. The Carnage
is equipped with six separate and high powered nuclear engines for propulsion. However, due to its sheer size, the ship has the same speed as the Storm class
dreadnought. This allows the ship to keep up with the rest of the fleet, but also reduces its ability to maneuver. Also, while the ship features the same
emergency containment system as the Storm, the same faults are apparent in the equipment. Finally, the last problem with the ship is the lack of sensor
coverage. While the ship is indeed the epitomy of Protectorate ship building technique, the ship was simply too large to equip with adequate sensor coverage in
all spectrums. Instead, the ship relies on its escorts and fleet-mates for complete sensor coverage which can be problematic if those ships are lost or out of
range.
