Back to the Guide
Terran Ships
Overview
The driving ship technologies are generally about the same for all of the . Each corporation, however, does have its own set of standard ships designs that it employs.
Ship Technology
Space Travel Technology
Thrusters
Thrusters are the oldest method of making a space vessel move, and also both the simplest and cheapest. They run by the same principle as rockets, and while there have been small improvements, the concept is pretty much the same as it has been since the first Terrans made their way to the . Thrusters are used primarily for steering and maneuvering rather than main propulsion in most spacecraft, although notably has several ships that are completely powered by thrusters.
Gravitational Field Drive
Designed by , GMD propulsion was an early attempt at gaining the ability to travel at light speed. Unfortunately, unforseen factors made its use in light-speed travel impossible. However, GMD is the prefered method of moving around at sub-light speeds.

Using an electromagnetic field, GMDs produce a quantum vortices of lattice ions which create a gravito-magnetic field. The projection of this field forms a space-time curve (which is the same as gravity) outside the ship. This allows for propulsion of the ship.
Faster-Than-Light Drive
The FTL drive was one of the greatest achievements in space transportation. Similar to the GFD, FTL drives work on the basis of manipulating space-time, although it requires significantly more energy. The drive produces a bubble of space-time that separates it from the rest of normal space-time. This bubble will exist for a time (approximately 2 minutes) before it will fall apart. While travelling in this bubble, the ship is removed from the rest of the universe, and as such, cannot be detected (since it isn't anywhere) or contacted in any way. Once the FTL drive is ready for another jump, the process is repeated to bring the ship back into normal space-time at the designated jump point (which must be completed before the collapse of the bubble, obviously).

These space-time bubbles, however, can only reasonably be formed at Lagrange points where all gravitational forces are cancelled out. These points are commonly referred to as jump points. A ship must both enter and exit at jump points. While in a space-time bubble, as there are no other objects anywhere besides the ship, gravity is not an issue.

Terrans stations are established at sets of jump points, which are responsible for coordinating traffic (and controlling access in many cases), and keeping the jump point clear of anything when a ship is coming through. Each station is run by an that is linked to other stations via an instantaneous communications device. This allows traffic to be regulated so that there are no collisions. In busier stations, ships may be required to turn over control to the station AIs until they successfully reach their destination and clear the area. Because the AIs cannot give their ships commands while they are in the process of jumping, they must jump back to normal space-time manually. Violating regulations at a jump point is a major offense that results in extremely heavy punishments.

It is possible to exit at jump points that do not have stations, but doing so may entail the risk of ramming into another ship coming in at the same time, or hitting some object immediately after exiting (or, while unlikely, ending up inside an object).
Sensors and Stealth
Sensors
Sensors may detect thermal emissions, radar, visual light, and magnetic fields. Which ones are on a ship depend on the ship itself, although radar and thermal sensors are usually present.
Stealth Technology
Stealth has been an important aspect both for surprise in warfare, and in the constant covert warfare between . There are currently several types of stealth technology that are commonly used, although many more rare methods exist.

Type 1
Type 1 stealth devices operate not by making the ship undetectable, but by making it impossible to figure out where they are. The philosophy is similar to simply tossing dozens of flashbangs at someone instead of trying to sneak past them.

Type 1 stealth devices work by sending out a massive amount of interference in a wide range around them. While everyone knows there is something there, they don't know what, or where. In order to make sure they don't simply focus on the center of the interference, the area and range of the interference in different directions is randomly fluctuated.

Type 1 is not favoured in many military operations because it works just as well on your friends as your enemies.
Type 2
Type 2 stealth devices work not by interfering with enemy sensors, but by modifying their own ship output. While it is possible to reduce emissions coming out of a ship, it is impossible to eliminate it completely. So instead, type 2 devices work by using a vast array of tricks to change the output so it appears to sensors to be something they automatically ignore and categorize along with space dust and background radiation. While not as brutally effective as type 1, they are effective because while technically other ships do detect them, nobody has their sensors tell them about every piece of space dust it finds.
Type H1
H1s are modifications to the hull that makes the hull try to absorb or scatter just about everything that could give it away. It absorbs visual light and radar, scatters most active scans, and absorbs heat that would otherwise be emitted. This heat is redirected into heat sinks that can be released at a later time. When the ship wants to become undetected, it simply stops constantly dumping heat. However, there is a time limit as heat sinks can only store so much heat. When the system reaches its limit, it typically automatically begins dumping heat to prevent the ship from blowing up. This usually gives the ship away. Then again, so would the ship blowing up.

While effective, it does not always work against certain types of scans, and visually, it can be seen easily when anything that isn't pitch black is behind it.
Type H2
Despite the cleverness of type 1 and 2 stealth devices, there is a single flaw. Someone looking out the window can still see the ship. While this usually isn't an issue for its purpose, there are times that one wants to try to remain undetected while being close enough that they are in visual range in situations where objects may be behind it (such as other ships, planets, moons, suns, etc).

H2 stealth is accomplished through a covering of the hull that allows it to project whatever light hits it to the other side. There is some lag, which results in a distorting effect, but since most of space is pure black anyway, it is rarely noticible. This is the same technology that allows for cloaking camouflage used by operatives.

Due to the expense, H2s are virtually never seen except on ships employed by the PSI.
Communications
Conventional Communication
Conventional communication used by Terrans involve sending neutrino emissions that are detected and translated once received. Because they are so small and on a sub-atomic level, most things are made out of just space, they have a high chance of passing through most things. This allows transmissions to be sent without too much worrying of them being blocked by bodies in space, and thus, they are useful for long-range communications.
Instantaneous Communication
Instantaneous communication stands on the idea of using quantum entanglement. Quantum entanglement used in the form of quantum teleportation allows that two atoms can be made to be in identical states, regardless of the distance between them. By encoding information into a set of states, information can then be transmitted between two entangled atoms.

Unfortunately, this in itself does not allow for instant communication because in order for actual information transfered, it must be done in the form of classical information. This results in it having to be transfered at light speeds at best, rather than instantaneously.

However, in 2105, the Baloniski Theory was developed, which allowed for exploiting loopholes of causality and allowing the manipulation of states in a predictable fashion.
Defense
Shields
Shields create a field that is capable of blocking high energy weapons, such as lasers. They are, however, completely ineffective against missiles or other physical weapons.
Armour
Armour is used to generally enforce the integrity of a ship, and reduce the damage done by missiles, guns, or other physical projectile-based weapons.
Point Defense System
Point defence systems use computers to track incoming missiles, target them, and fire a lower-energy laser to detonate them before they reach the ship. They may also be used to vaporize smaller physical objects coming at them whether it simply be a small rock floating through pace, or a weapon being fired.
Weapons
Lasers
Laser weapons work pretty much like any other laser, except they are much, much more powerful. They can be blocked to some extent by shields. Lasers are categorized as light, medium, and heavy, each of which is categorized as type 1 through 4, type 1 being the strongest.
Missiles
Missiles are designed for various purposes, and tend to be much more effective for destroying other ships than lasers as they cannot be blocked by shields, and they simply have more destructive force. Like lasers, they are categorized type 1 through 4, 1 being the strongest.

Class-A
Class-A missiles are weapons containing small amounts of anti-matter (less than a gram). They are designed for penetrating heavily armoured targets, and besides preventing their detonation, there is no known defense against them as they can melt through all known forms of protection. Type 1 class-A missiles are ground-penetrating and good for attacking bunkers or other underground facilities. Type 4 are capable of penetrating through most armoured vehicles and ships.
Class-B
Class-B missiles, also informally called 'clean nukes' are anti-matter catalyzed weapons. These weapons are more expensive, and less destructive than conventional nuclear weapons, but since they use anti-matter to trigger nuclear explosions that are fission-free, they have a very low nuclear fallout. Thus, these are a viable alternative to anti-matter bursts when targets are not as large, and the area being targetted is intended to be used afterwards (and thus, a nuclear fallout would be undesirable).
Class-D
Class-D missiles are missiles that have no tracking ability, not much power, but are cheap and can be rained down upon a target.
Class-H
Class-H missiles are designed for attacking heavy ships or stations. They are pretty much nukes that are guided manually by human (or on-board AI). They are equipped with both point defense systems and shields (which render them immune to other point defense systems).
Class-P
Class-P missiles are large-scale missiles designed for assaulting strategic targets on planets. They are self-guided and capable of taking evasive measures if necessary. They detonate upon reaching a specified position, or upon command, and they have a very large explosive radius. They are typically detonated above most targets for a better spread.
Class-S
Class-S missiles are designed for ship-to-ship combat. They have homing capabilities, and can track ships by locking onto specific signiture emissions. They are designed to penetrate armour and have a slightly delayed explosion to allow for more damage in the case that the hull of a ship is pierced.
Anti-Matter Weapons
Anti-matter weapons are both extremely powerful (with a destructive potential approximately twice that of nuclear weapons), and exteremly expensive due to how much effort it takes to produce anti-matter. They are all based around using positrons. There are two primary forms of these weapons.

Beams
Anti-matter beams are used first by firing a weak laser of larger radius to clear a path of space particles. This laser is left on until after the anti-matter reaches its destination. After the path is cleared, a stream of anti-matter particles are shot through the space. Upon reaching their target, the anti-matter reacts causing a huge explosion of incredible destructive capabilities.
Bursts
Bursts are much more technologically complex than any other form of anti-matter weapon (and much more expensive) and are used exclusively for attacking large ground targets (usually cities). The anti-matter is kept within a charged energy field that contains and protects it from surrounding matter until detonation (at which point the field dissipates). Upon the first stage of detonation, the capsulized anti-matter splits into many small capsules which continue falling from different heights due to the spread out separation. These capsules are not detonated in the air because doing so would result in most of the energy being lost in the form of neutrinos and gamma rays (which would be absorbed relatively easily). Instead, they detonate on inpact, causing a large wave-like array of tiny explosions, which have a huge net destructive force, especially because anti-matter can 'melt' through anything.

While more expensive and not all that much stronger than nuclear weapons, this form of anti-matter weapon does have the advantage that it does not leave behind much residue that will cause long-term damage to the target (thus avoiding something like a nuclear fallout). The detonation does, however, release gamma rays, which can travel great distances and have a high penetrative ability. This allows it to affect people in a large general radius around it.
Miscellaneous Technologies
Universal Docking Port
The universal docking port, or UDP, is designed to allow for a ship to connect with any other ship, no matter the shape. It is composed of a ring with magnets that will clamp onto another ship and form an air-tight seal. This can also be used simply to latch onto another ship for towing purposes.
Standard Ship Types
McRonalds Battlecruiser (the McCruiser)
McCruiser
Battlecruiser
Design: Heavy Space Figher and Carrier
Corporation:
Defenses:
- Heavy Shields
- Extremely Heavy Armour
- Heavy Point Defense
Weaponry:
- 44 type 1 class-S missiles
- 20 type 1 class-P missiles
- 4 type 1 class-H missiles
- Type 1 heavy laser array
- 6 type 2 mounted medium laser turrets
- 10 type 3 medium laser turrets
Max. Speeds: FTL
Acceleration: Extremely Low
Maneuverability: Low
Power Source: Anti-Matter
Misc.:
- Standard sensor array.
- Carries up to 120 LASSIs.
Few battlecruisers (lovingly dubbed the McCruiser by soldiers) is the largest and most powerful ship produced by the McRonalds Corporation. It is not only is heavily defended, armed with some a heavy arsenal of weapons, but it is also capable of carrying over 100 LASSIs. However, due to its cost of production and its energy requirements, few are produced by McRonalds, and they are only used in extremely large scale warfare. Unlike most other ships, the McCruiser is incapable of leaving space, and must dock at a station that has a port specifically for it in order to refuel or get repairs. It is, of course, possible to use for refueling.

While powerful, the McCruiser is extremely high maintenance and requires a significant crew to fly it.
McRonalds Covert Reconnaissance Ship (CRS)
CRS
Covert Reconnaissance Ship
Design: Small reconnaissance, scouting and covert operations
Corporation:
Defenses:
- Light Armour
Weaponry:
- None
Max. Speeds: FTL
Acceleration: High
Maneuverability: High
Power Source: Anti-matter
Misc.:
- Stealth capabilities (type 2)
- Advanced sensor array
The CRS is a small, light ship originally designed originally for simple scouting, exploration, and playing a supporting role in fleets by acting as their eyes and ears, so to speak. Later, it was upgraded to allow for spying when adequate stealth technology was stolen from Groogle, the that developed it. The current design is built around its stealth abilities. As such, it has only light armour and it has no shields or weapons (or anything else considered not absolutely necessary). This is to reduce the chance that output from the ship can be detected. It runs purely on anti-matter because fuel would release exhaust. In general, the idea is that either you are already being protected by a giant fleet and unlikely to get targetted since they can't see you in the first place, or if they do happen to see you and you're on an individual mission, you're dead anyway, so why bother with anything that would increase the chances of them seeing you in the first place?

This ship is considered an essential support ship in most military operations. It is necessary for hit-and-run attacks due to the lack of adequate sensors on the LASSIs themselves. Several will always fly with large fleets so they can feed sensor data to other ships. They are also used for general scouting purposes.

The CRS is the ship of choice for , which uses an enhanced design for nearly all of its operations. Among other things, PSI CRS ships use H2 stealth along with the standard type 2.
McRonalds Light Armoured Standard Single-personel Interceptor (LASSI)
LASSI
Light Armoured Standard Single-personel Interceptor
Design: Light, short-ranged, general-purpose fighter
Corporation:
Defenses:
- Minimal shields
Weaponry:
- 8 type 4 class-S missiles
- 2 wing-mounted type 4 medium lasers
- 2 side-mounted type 4 light lasers
- 1 belly-mounted type 3 heavy laser
Max. Speeds: Medium sub-light
Acceleration: Extremely High
Maneuverability: Below Average
Power Source: Fuel
Misc.:
- Mounted spotlight
- Short-range sensors/communications extension
The LASSI is a small, light, short-range military fighter created by the McRonalds Corporation to be used as a cheap, expendable, general-purpose fighter unit. It has minimal shielding, no armour, minimal, outdated sensor technology, and a compliment of the cheapest weapons available. It is capable of flying in atmosphere (though not very well). It can, at best, do minimal damage to a ship with any amount of real shielding with its lasers, although the belly-mounted laser can do passable damage to anything with up to medium shilding. The missiles are capable of penetrating light armour and doing minor damage to medium armour. However, due to light-weight nature of the craft, it is capable of achieving maximum speed very quickly and has decent maneuverability to any pilot with a few tricks up their sleeve.

The general idea is to have masses of these cheaply produced ships, each with only a single pilot to lose, and swarm an enemy under the assumption that they probably won't be able to kill all of you. LASSIs, with a single , for recon, are often used in hit-and-run attacks. They are also commonly used in large scale battles to fight other small ships and strategically strike smaller, but vital targets.

Though scoffed at by other corporations, the use of LASSIs has proven over time to be quite effective, although the number of casualties of LASSI pilots are alarmingly high.
McRonalds Supply And Support Ship (SASS)
SASS
Supply And Support Ship
Design: Small transport and refueler
Corporation:
Defenses:
- Medium Shields
- Medium Armour
- Light Point Defense
Weaponry:
- None
Max. Speeds: FTL
Acceleration: Medium
Maneuverability: High
Power Source: Fuel/Anti-Matter
Misc.:
- Short-range sensors
- 8 maneuvering thrusters
SASSes small ships designed to transport fuel, anti-matter, munitions, and supplies needed by troops. It is used both for military and commercial purposes, although it is most often seen used in military activities. It has an extendable fueling tube as well as 8 maneuvering thrusters that allows it to refuel other ships while in space. The thrusters also allow it to dock fairly quickly and easily to transport supplies with minimal complications. It is also capable of short FTL jumps, which allows it to quickly get supplies to its destination.

Like the , the SASS is made to be one of many. It is a cheap, expendible ship that is usually made out of scrap parts from salvage. While it has passable defenses, including a sub-standard point defense system which allows it to use small, focused, computer-controlled lasers to detonate incoming missiles, it cannot stand up to any substantial amount of fire, especially considering the fact that it has no weapons whatsoever. Also like the LASSI, it runs on fuel. However, being a fueling ship itself, this does not pose much of a problem.

The philosophy behind its design is that a single large transport ship is merely a single large target, and that by splitting up supplies amoung many SASSes, while damage is more likely, it is also reduced. Its poor sensors, however, are a constant sources of complaints by pilots who have to use it when there aren't larger, more sophisticated ships to feed it sensor data.
McRonalds Space-to-Planet Anti-Matter (SPAM) Artillery Ship
SPAM
Space-to-Planet Anti-Matter Artillery Ship
Design: Heavy artillery for planet-wide bombardment
Corporation:
Defenses:
- Above Average Shields
- Heavy Armour
- Medium Point Defense
Weaponry:
- 2 front-mounted type 4 medium lasers
- 1 top-mounted type 2 light laser turret
- 1 bottom-mounted type 2 laser turret
- 1 anti-matter artillery cannon
Max. Speeds: FTL
Acceleration: Below Average.
Maneuverability: Low
Power Source: Anti-matter
Misc.:
- Standard sensor array.
SPAMs are one of the larger, more expensive ships produced by the McRonald Corporation, which has a tendency to make small ships in large numbers. It is designed as an artillery unit, specifically for planet bombardment, although it can also be used to attack space stations. The firing rate of the artillery anti-matter weapon is fairly slow, however. Due to the expense of producing a ship capable of using anti-matter weaponry, it is equipped with good shilds and extremely good armour, along with a standard point defense system, which uses computer-guided, highly focused, light lasers to detonate incoming missiles. It is also equipped with medium mounted lasers and two light lasers, one on top, and one on bottom to provide moderate defence against small attackers. However, it is expected that this ship will be supported as it would not be able to defend itself for very long.
Back to the Guide

All content on this, and associated, pages are copyright © 2005 by Christopher Kao unless otherwise specified. Comic Genesis logos, code, and images are the property of Comic Genesis. Any use of the content owned by Christopher Kao from this, and/or associated pages, beyond simple viewing is forbidden without the express written conscent of Christopher Kao.
Shards is hosted by Comic Genesis, a free webcomic service.