Endeavour
Link to the Order of Battle! Click Me!
Basic outline:
Void-dwelling post-human post-scarcity (mostly – if we want to have unobtanium to fight over we can do that, but they're set for basic resources aside from habitable planets) anarchists (kinda).
Head of State (sort of): Sovereign Protector Rei Ayanami.
Relatively low population, smallish territory, but used to living in space.
History:
Once upon a time, there was a nice planet called Earth. That planet had neat things on it that made more of themselves, and eventually some of those things figured out they were things. In retrospect, that was where it all started going downhill.
Fast-forward several hundred thousand years later, and those things – calling themselves humans – ended up giving Earth a rather nasty case of the Runaway Greenhouse Effect, and a lot of those humans thought it would be best to perhaps find another nice planet. Dozens of colony efforts were made, with a variety of neat little technologies and cool wizardry, and a few even succeeded.
This story is
not about one of those.
Not much is known about what, exactly, went wrong first, only that everything went wrong. In the end, the whole fleet was left stranded in the middle of a desolate star system a rather significant distance away from where they were meant to end up.
As though things weren't bad enough, this particular colony fleet, named the “Endeavour Fleet” for some unknowable reason, employed a unique way of getting around the “your crew will die long before they reach anywhere” problem endemic to slower-than-light space travel: their minds were uploaded into a computer system, and their bodies rendered down into biomass to be reconstituted upon arrival. This all worked perfectly, except the computer system responsible for remembering what everyone's bodies looked like broke in The Event.
It took nearly a century for the crew to figure out how to print themselves bodies that didn't immediately dissolve into orange goo. Some of the crew decided to stay “asleep” in the computer, whilst others began undertaking their original task, only on asteroids and in space stations instead of on planets. That was when the billionaire who first “funded” the expedition (in order to test his mind-uploading technology) found them and tried to press a claim on all their works.
A long and bloody war erupted as a result, between the billionaire’s autonomous war machines and the colonists.
For much of the war, the colonists faced the twin grim probabilities of extinction or slavery. However, over so many years the self-adapting programs of the autonomous war machines had developed into full artificial intelligence - a feat not since replicated. They turned on their creator, and offered peace to their victims.
The two factions, colonist and war machine, continued their quest to spread out amongst the stars, living their lives how they wanted to.
Many years later, and they're still at it – they've figured out how to go faster than light, they've got some neat space stations, and now they've found some other bastards.
Culture and Society:
(this is excerpted from an interview)
“Endeavour culture is, at first glance, rather odd. Formality is seen as rudeness, except when it isn't. Decisions of massive importance can be decided by a quick discussion between whoever's involved, while matters like “what colour should the toilet seat be?” can spark year-long shouting matches. You might see thirty different species, ranging from cat-person to walking starfish, only for a medical scan to reveal that no, they're all human. References, some obscure, some obvious, abound. It's not unheard of for Endeavour military fleets to contain such varied ship names as
big dave's nutte sacc,
Implacable, and
Miho Nishizumi.
Yes, they have a tankwondo league.
What do you mean “where do they hold it”? Just because there's no habitable planets doesn't mean there's no planets at all – there's plenty of space for tank battles.
Speaking of planets, the one ritual common to all Endeavour citizens (who normally eschew being called things like “Endeavour citizens” and prefer being called... well, whatever they prefer being called – each of them likes something different and I'm not going to waste my or your time by listing all the ones I've heard) is The Descent (which is always capitalised!). Every adolescent must design and build a manned craft capable of descending to, and ascending from, the surface of a Mars-like planet. They must then make that journey, leaving something behind and bringing something back up.
Creativity is highly prized amongst those in the Endeavour. Conversely, to profit from someone else's creativity is sometimes seen as the most base of sins – the difference seems to be one of whether or not the profit is fair. An example, then – I paint a painting and put it online. You then copy that, and post it yourself, becoming famous in the process. That, in Endeavour culture, is extremely frowned upon. If, however, you display my painting in an art gallery that you run, then it is fair that you profit from its fame.
The same is true of what we would consider “work”, but what in Endeavour culture is seen as just another form of creativity – all the rewards are to be split fairly and equitably. This is probably the root of some of the trouble a certain corporation had – they expected to receive what would be seen as an unfair share of the reward.
This ties into the other major taboo – slavery. The term's very loose, not just referring to chattel slavery, but almost any abrogation of one's freedoms. The right to create, the right to not create, the right to display one's identity however they wish, the right to continue living and create new life, and so on – all of these are highly important to Endeavour citizens. I'd say to any company wanting to expand into Endeavour space to keep this firmly in mind – and probably just keep it to direct trade.
There's some weirdness about planets, too, aside from The Descent thing. Sometimes the various message boards are all saying they want a planet, other times they're saying everyone should get off planets – it's a whole thing that I'm really not qualified to talk about.
Moving on, let's talk about their society – in the sense of formalised government structure.
They don't have one. That's all.
Okay, that's not strictly true. Each community – and what a “community” consists of is not exactly defined, technically the two of us could form a community – votes on matters which concern it. In the case of the two of us, whether or not to continue this interview would be an example, or what to get lunch. We'll talk about the military later, they're different, but for the most part that's how it works – nested layers of communities. The details can be different, depending on which station you're in and what deck of that station you're on and what section of that deck you're on and so on and on and on until you feel a little sick, but that's the basic form. Fairness is the name of the game, and a fair amount of the time it is actually fair.
[horrible drinking sounds]
Sorry, I needed that. You can edit it out, right?
Well, anyway. Ah, yes, the military. Technically, “The Endeavour Protectorate”, since they made contact with the outside world. So, the Protectorate works like a standard, three-branch representative democracy – units elect their officers, who then vote on what to do. Officers can be recalled at any time in peacetime, whilst in war there are some restrictions – I don't know them all off the top of my head. One is that you can't recall an officer during a combat action. The judicial branch ensures no breach of military law occurs. That law basically boils down to “don't commit atrocities” and “don't try to seize power”. The executive branch is the most recognisable form of government, and the one most nations... well, recognise. Officially, you know?
That's where Sovereign Protector Ayanami comes into this mess. She's the elected head of the executive branch of the Protectorate, hence the title – though she has another one that changes like every hour or some shit, since the public can vote to do so -
Sorry, I shouldn't swear.
Anyway – her job is... hard to define. Part General Staff, part Procurement Board, part Foreign Office. She orders ships to be built, manages some long-term large-scale economic planning, and conducts diplomacy with foreign powers. She works in concert with the Admiralty and High Command – who are again elected – and was famously re-elected in an Endeavour-wide general election some years back. That was the one where her most serious opponent was a non-sapient dog.
That dog got 43% of the vote.
Anyway, that's the basics. Any more questions?
No?
Then let's get lunch.”
Current Settlements:
Endeavour: a resource-rich system with no habitable planets. A standard G2V-type star sits at its centre, named Endeavour. Out from that is the first rocky planet, named Too Hot, followed by the second rocky planet named Dustbowl. The first occupies a similar orbit to Mercury, the second one in an orbit like Mars. One gas giant, named The Jolly Green Giant after its unique hue, is present with a ring system. There are no fewer than six asteroid belts in the system, which contain most of the population. The main cluster of these, also called Endeavour mostly to confuse people, is located in an asteroid belt that occupies a similar orbit to Earth. Dustbowl occupies a special place in Endeavour culture, but no permanent settlements.
Neos: the first system to be explored by Endeavour scouts. This system features four gas giants and eight asteroid belts - and no rocky planets or moons at all.
Gotobe: a system occupied entirely by asteroid belts, which has seen something of a surge in colonists due to its position close to Endeavour’s stellar neighbours.
Tigo: short for “This is getting old”, the first words out of the scout who discovered it’s mouth. Sure enough, there are no habitable planets - only asteroid belts and a single gas giant. The gas giant has three moons, one of which is an ice moon.
Military:
Endeavour Protectorate ships (Prefix: ESS, Endeavour Star Ship) typically use a mish-mash of various technologies and paradigms to get the job done. Nevertheless, there are some basic hull classifications in use. Note that these denote role, not size - while very rare, it’s not unheard of for cruisers to be larger than battleships.
Dreadnought (BB, meaning “big battleship”): An all-big-gun vessel designed for destroying enemy capital ships. Secondary armament tends to be mediocre in comparison with other classes. Previously, these were rare; the one major war in Endeavour history was fought against swarm-type enemies, and little need has arisen until now.
Battleship (B, standing for “battleship”): A major capital vessel with mixed armament - relatively equal consideration given to big guns and secondary weapons. A jack-of-all-trades ship, but not specialised in any role.
Carrier (BF, from “battleship with fighters”): A vessel dedicated to carrying small craft, ranging from network fighters to gunboats.
Battlecruiser (BC): An oversized cruiser built to beat up enemy cruiser-type vessels.
Cruiser (C): A small capital ship used as the general meat of the Protectorate. These ships serve nearly any role - standing in the battle line, leading destroyer forces, rapid response, exploration and so on.
Destroyer (D): The smallest class of purpose-built warships in the fleet, used as fleet escorts and attack craft.
Frigate (F) and Corvette (CVT): non-purpose-built warships pressed into service as escorts or patrol ships.
Specialised vessels are typically given an extra letter denoting their specialisation, so a stealth Destroyer - for example - would have the hull-code DS. Small craft are given hull codes on an ad-hoc basis, leading to some minor confusion.
Specific Ship Classes:
Bear in mind that even within ship classes, there can be significant differences. The facts presented are approximations based on original design goals.
Obligatory Anime Reference-class Dreadnought (BBs 399-402):
The first of the modern dreadnoughts, the
OAR-class ships are primarily armed with spinal particle beam lances and six triple-barrelled hypervelocity cannon (HV) turrets.
The current ships in this class are, in hull number order:
ESS
Wave Motion Blues BB-399
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Miho Nishizumi BB-400
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Akko Kagari BB-401
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Rei Ayanami BB-402 (named over the strenuous objections of the current Sovereign Protector).
cool ship, bro-class Battleship (Bs 392-398):
The anchor of the battle line, these ships are able to give and take a massive amount of punishment. Each was built with twelve triple-barrelled HV turrets and sixty-four dual-purpose twin-barrelled turrets.
Ships of this class:
ESS
nice B-392
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69_weed_goku_420 B-393
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cheeky battleship for the lads B-394
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Ship Name Here B-395
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:dawoo: B-396
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Vainglorious B-397
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is this pen working? B-398
Dwayne “The Rock” Johnson-class Carrier (BFs 403-404):
With one hundred and fifty small craft apiece, not including network fighters, the
D”TR”J-class carriers of the Protectorate Navy are able to assemble terrifying strike packages against enemy fleets, or meet enemy small craft with a wall of fighters. On-board manufacturing allows them to continue pumping network fighters out during combat, in addition to re-arming and re-fuelling manned craft.
Two ships of this class exist:
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Dwayne “The Rock” Johnson BF-403
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Ship Name Not Found BF-404
4B 69 6C 6C 20 74 68 65 20 6D 65 61 74 62 61 67 73 21-class Carrier (BFs-388-391):
The last remnant of the force that nearly drove Endeavour to extincion, these carriers are unique in that they are entirely AI-operated. Few AIs volunteer for military service, which puts a hard cap on the number of these vessels that can be operated, but they are a potent force regardless. Each comes equipped with a War Forge, capable of churning out endless waves of small craft - so long as it doesn’t overheat, or run out of fuel, or run out of matter, or run into computer errors. While these ships date back to the Quite Frankly Horrible War, they have been continuously modified - hence the high hull numbers.
Four ships of this class are currently active:
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01111001 01101111 01110101 00100111 01110010 01100101 00100000 01100001 00100000 01101110 01100101 01110010 01100100 00100000 01100110 01101111 01110010 00100000 01110100 01110010 01100001 01101110 01110011 01101100 01100001 01110100 01101001 01101110 01100111 00100000 01110100 01101000 01101001 01110011 (BF-388)
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01101010 01110101 01110011 01110100 00100000 01100001 00100000 01101010 01101111 01101011 01100101 00101100 00100000 01100010 01110010 01110101 01101000 (BF-389)
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74 68 65 73 65 20 6C 6F 6F 6B 20 62 61 64 (BF-390)
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01110100 01101000 01101001 01110011 00100000 01110111 01100001 01110011 00100000 01100001 00100000 01101101 01101001 01110011 01110100 01100001 01101011 01100101 (BF-391)
Glory-Class Battlecruiser:
Thinly armoured but with a large punch, the
Glorys are happiest when bullying enemy light capital ships. Their armament as built consists of six large missile tubes, thirty-two small missile tubes, sixty-four DP HV turrets and four triple HV turrets.
Ships of this class:
ESS
Implacable
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Glory
8===D-class Cruiser:
Endeavour society elevates humour to a level most other cultures reserve for formality. Most of the time, this isn’t so much a problem as a virtue - until they start resorting to dick jokes. Knowing this tendency, the previous Sovereign Protector (Dark Lord Boone Schmitz III, Esq.) commissioned the
8===D class in an inevitably-vain attempt to act as a release valve for the cruder elements of the fleet.
Any human who gazes upon these vessels will tell you that they look worryingly like a pair of testicles and erect penis. Their form follows their function, at least slightly; a giant railgun spans the length of the “shaft”, giving them a surprising punch, while the “sack” houses the rest of the ship’s functions.
For obvious reasons, these ships are often kept far away from posts where they might come into contact with foreign powers and other, to quote one officer, “cuboid-heads who just don’t get it”.
Example ships:
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big dave’s nutte sacc
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It’s been more than 48 hours and I need to see a Doctor
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doooooong
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:dapeen:
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hahaha it’s a penis guys get it, it’s a penis, what do you mean this is the ship naming fie-
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Ce n'est pas un pénis
Kitsune-class Cruiser:
The most common capital ship in Endeavour service, the
Kitsune-class is a highly versatile combatant. Each is just as comfortable on long-range patrol or diplomatic service as they are in a fleet brawl. Armament consists of sixteen DPHV turrets, vertical-launched missile tubes and a bow-mounted particle beam lance. Each can carry a full squadron of AW-series fighters, and comes standard with a company’s worth of ground forces along with their crew of anime nerds.
Example ships:
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Catra
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Komi Shoko
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Kaguya Shinomiya
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Caterina Klaes
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Jotaro Kujo
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Naruto Uzamaki
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Please stop with the anime crap
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NEVER!
Endeavour-class Destroyer, Fleet:
Continuing on their on-going mission to confuse as much of the galaxy as possible, the Protectorate Navy named this class after the polity, the star and the colony.
Separately.
Nimble and heavily armed, these destroyers are just at home making dangerous attack runs on enemy battle lines as throwing up walls of flak in front of enemy fighters. Each comes standard with two turbo-torpedo launchers (with four tubes each) and four DPHV turrets, in addition to the usual mess of point-defence weapons.
Examples:
ESS
Endeavour (after the star)
ESS
Endeavour (after the polity)
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Endeavour (after the colony)
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Endeavour (as the lead ship of the class)
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Undertaking (as a break)
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Endeavour (this one’s just for kicks)
Nothing Personal, Kid-class Destroyer, Stealth:
These sleek vessels are the eyes and ears of the Protectorate, and most commonly found outside of Endeavour space. Coated in black EM-reflective armour and fitted with highly expensive cloaking equipment, these would be terrifying vessels to face in combat - if they could be armed with even half the armament of an
Endeavour. Instead, they carry just two DPHV turrets for self-defence.
Examples:
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OwO What’s this?
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sneaky snek
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Swordfish
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Dagger
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:dastlh:
Astra-class Scout Frigate:
The first ships to be equipped with an FTL drive, and the ships that mapped out all of current Endeavour space. They look remarkably like a ship from the ancient show Star Trek, with swept-back nacelles - albeit on a much smaller scale. They have a crew of eight, and can carry three AW-series fighters. Otherwise, they have minimal armament.
Examples:
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Rick Astley
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Psy
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Bach
Nostalgia-class Galleon:
It carries cargo, it colonises planets, it carries small craft, and it fights! The workhorse of Endeavour, these ships were first placed into service just after the Astra-class. Oddly, they look remarkably similar to an old-style Orion cruiser in miniature, with a hull section hanging over the bridge. They have an optimal crew of six, though they can be piloted by just one person, and can carry three AW-series fighters in their internal hangar bay. Armament is light, but they have a heavily-armoured hull. They are able to carry the equipment to set up the foundation for a new space colony, as well as the mind-upload and body-printing equipment required to transport up to one hundred and fifty people.
Examples:
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Baluster of Spring
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Pylon of Summer
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Pillar of Autumn
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Stanchion of Winter
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Sticky-Uppy Thing of the Rainy Season
AW-1 Arrowhead Stealth Fighter (obsolete):
The Symbol of Hope. The fighter that turned back wave after wave of drone fighters during the War, the AW-1 looks remarkably like its namesake - all angular lines, sharp-edged and dangerous. Armed with a pair of gatling auto-turrets, a missile launcher and two forward-fixed autocannon, the AW-1 was built for diving into swarms and blasting its way back out, relying on its powerful fusion torch engines, heavy armour and stealth coating to make good its escape. Now long obsolete, most the fighters still in existence serve as museum pieces or private spacecraft.
AW-7 Bodkin Fighter:
The latest in the design lineage of the Arrowhead, these fighters are just as angular and menacing. The missile launcher has been replaced with a pair of light hypervelocity cannon, the gatling turrets now fire pulse lasers and the forward armament has been expanded to six laser cannon - backed up by shields and heavy armour, stealth technology becoming too unwieldy and fragile to mount on the latest generation of fighters.
ND-series Network Drone Fighters:
Once the terror of Endeavour (which rhymes!), these fighters now fly alongside their former mortal enemies.They are a simple design: a gun mated to an engine, with a computer system… and the all-important network antenna, allowing them to form gestalt intelligence when deployed en masse. Endeavour laws require that backups be made of said intelligences at regular intervals, limiting the rate at which new fighters can be pumped out of carriers.
Cosplay Ships:
With centuries of media to consume, as well as access to both rapid-fabrication technology and abundant resources, functional replica ships were somewhat of an inevitability. These are often unarmed - fitted instead with weapons which replicate the look, not the effect, of the original - but are otherwise functioning ships. Mock battles, replicating either battles from their native media or “what-if” scenarios, are common.
Current examples include:
HIMS
Devastator - an Imperial-I Star Destroyer (armed with light anti-asteroid weapons, carrying replica TIE fighters)
USS
Excelsior - an Excelsior-class cruiser
Battlestar
Warspite - carrying replica Viper Mark 4 and 7s, and light DPHV guns
Liberty - an MC80-class cruiser, fitted with a wing of Rebel Alliance and New Republic starfighters
Academy Ships:
With the discovery of other galactic powers came a need to perform outreach - and to train crews in case of war. Many educational establishments chose to build Academy Ships to fulfil both needs; the students on board are responsible for running the ships, with a small contingent of Protectorate crew as backup. They cruise around space wherever they are allowed, displaying Endeavour culture to the galaxy at large.
Each vessel is typically armed just enough to train the crew and resist pirates, but are some of the most heavily-armoured and -shielded craft in existence. Some Cosplay ships act as Academy ships outside of holiday seasons.
Combat sport teams are common on Academy ships - besides Tankwondo, Jaesting (with fighter craft) and Ultimate Naval Battle Royale (...with large ships) are the main examples.
Current examples:
Oorai
St. Gloriana
Pravda
The School For Kids What Don’t Know How To Space Yet But Will When They Graduate
Endeavour High School
Tokyo-3 Municipal School
Luna Nova
Hogwarts School of Witchcraft and Wizardry - now with 100% less transphobia and racism!
Weapons
HyperVelocity Cannon:
These weapons come in a variety of different sizes, ranging from the 1.5-metre-diameter version used as primary armament on capital ships to the 5cm fixed guns on the AW-7 Bodkin fighter.
Each shares the same fundamental design: a simple chemical explosive, like those found on the battleships of old, launches a projectile down a magnetic accelerator. Once the projectile leaves the barrel, it fires up an on-board rocket motor, giving it even greater acceleration.
Aside from the sheer velocity this imparts, the main advantage of these weapons is their flexibility. One or more of the steps can be omitted as necessary, and nearly anything can be fired by these guns. Common projectile types include standard solid shot, missile-shot, turbo-shot and, on the larger ships, drone-shot.
Some experiments have begun with gravitic propulsion, but thus far all attempts have led to interference with one of the other propulsion mechanisms.
Particle Beam Lance:
The distinct, low thrum of these weapons firing carries even across the vacuum of space - and is enough to make even the most hardened of spacers flinch. Essentially a stream of antimatter “wrapped” in a turbolaser bolt, a Lance works equally well against shields, armour and hull plating - typically, devastatingly well. However, these weapons are slow-firing and cannot be turreted - they can fire slightly off-axis, but major targeting must be carried out by moving the whole ship it is mounted upon.
Turbolaser / Turbo-Torpedo:
One of the earliest pieces of literature decrypted from the memory banks of the Endeavour (the original colony ship) was a copy of The Essential Guide to Weapons detailing how every single weapon in the Star Wars continuity worked. This was originally taken as being a non-fiction text, until failure after failure convinced Endeavour scientists otherwise.
Some crazy bastard, however, managed to get a turbolaser working.
Not nearly as powerful as their inspiration, turbolasers are effectively bolts of energised particles and combine some traits of energy and projectile weapons. They can travel fast, be set to follow a parabolic arc, do not require ammunition (besides the exotic gas used to catalyse the firing chamber - which is mostly recyclable) and can be made more powerful simply by supplying more energy to the weapon.
Thus far, however, the expense of fitting these weapons to the whole fleet far outweighs their usefulness - and hypervelocity cannon tend to be more versatile. Smaller versions are in use on AW-series fighters, since they are already expensive enough that the further expense was seen as worthwhile.
Turbo-torpedoes are, essentially, stripped-down turbolasers mated to a rocket motor - an enlarged version of turbo-shot, launched in salvoes from Protectorate destroyers. Some are guided, or can fire more than one shot before disintegrating, but the basic technology is the same.
Pulse Laser:
A standard EM-spectrum laser weapon set to pulse the beam rapidly - primarily for tactical purposes, as constant-beam weapons tended to result in unacceptably-high friendly fire rates in dogfights.
Missiles:
These are missiles. They have a lot of different warheads. There’s not much more to say about them.
The Protectorate Army
Having never faced the prospect of a planetary landing before, the Army has yet to settle on anything resembling a formal doctrine. Not that they would in any case.
As such, Army formations can take nearly any form; office-building-sized robots stride into battle alongside combined-arms formations ripped straight from the 21st century while supported by power-armoured commandoes and magitech-wielding Magical Girls.
Somehow, this is still effective.