Engines, Orion Drive(Io): Creates NO drive field. Ind2. This is a drive in which the ship is propelled by nuclear bombs. This vessel can accelerate to Speed 12. You must carry fuel(ie bombs) in a Magazine(150 bombs per Mg, or 65 per Mgm). One bomb equals one acceleration/deceleration point. The size of the Orion engine varies, from 1-12 hs in size. A 12hs engine would be able to move speed 12. Ship size engines per acc/decc point:
1 to 50 1 engine
51-100 2 engines
101-150 4 engines
A vessel with this drive can accelerate to a speed and sit there until it decelerates. This gives a very fast strategic speed. If a ship runs out of fuel then it is in deep trouble. Also, any missile fire directed at this type of ship does maximum damage vs a non-DF vessel. A vessel below Corvette size is too small, and cannot use this type of engine. An Orion-drive vessel cannot transit a warp point and survive: the grav stress would shred the ship into tiny pieces. The Orion drive takes NO damage from missiles in it’s blind spot, after all it’s armored to take nukes there. This system counts as a military system. Engine cost is 50MCr. Dev cost: 1,800. Ind2. At higher TL, the Antimatter Orion Drive becomes available.
Enhanced ECM(-q): Developed by the Binarian Collective during their devastating war with the alien Goog Abhorrence, this software upgrade is an evasive missile program(-1 to hit). +25% to missile price. 2,000MCr to develop. TL4
Earth Penetrating Warheads(-e): Destruction of the high-value Deep Underground Command Post was critical during the invasion of the militant Horune Empire. Developed by the Imperial Navy, this system allowed the Rish commanders to destroy deeply buried Horune leadership. This system cannot target the much smaller Bunkers, but can target DUEC as well. TL 5, warhead cost is x3. Dev cost: 1,500
Energybeam, Heavy(Eh): Cost 60, 6hs, dev cost: 7,000. TL5
Energybeam, Small(Es): Cost 42, 3hs, dev cost: 7,000. TL5
Engines, Commercially Enhanced(Iy): They are one hull space, have a movement allowance as Ic and cost 12MCr per engine. Their 'blind spot' is only the hex row behind the ship. They have a +1 penalty of turn modes. TL5, dev cost: 2,500. Advantages: The small blind spot gives them much increased firing arc compared to most other ships. On a strategic level they are much faster than competing I class engines. Their smaller size compared to Ic engines allows for the strategic movement of the Arachnids without loss of space. Disadvantages: Slower speed makes it harder to keep up with ships sabre dancing with longer range weapons. Escaping from I-class engines is all but impossible. Slow speed makes warp transits consist of less ships(and hence easier to repel except in cases of mass transits). Higher speed/more maneuverable ships have a greater chance to find that narrow blind spot.
Enhanced Targeting(-z): Crash researched by the Binarian Collective in their losing war with the Goog Abhorrence, this is a missile software upgrade(+1 to hit). +25% to missile price. 3,000MCr to develop. -z is cumulative with Hc. TL5
Engines, Nano-enhanced(Ia): One of the most interesting races ever discovered was the Whimeds, who began early on to develop the most remarkable nanotech systems for their Chonoguan allies. +25% to I speed(for 30 minutes). TL5
Engines, Advanced Military(Ix): A major breakthrough in engine design, Ix were only fielded in the last two months on major Pact warships, due to their considerable cost. These engines allow +1 movement to all warships that mount them(strategic and tactical), they can "de-tune", and can "redline" their drives to a +3 emergency maneuver for five consecutive turns(once in 24 hours). Cost is 15MCr per engine, TL6, dev cost is 15,000.
Energybeam Spinal Mount(E-SpM): Developed by the Ophuichi Navy when they were attacked by the Thebans in late 2370, this weapon ultimately crushed the aggressive attacks by the Thebans. Cost is 162, 12 hull spaces, TL7, dev cost = 14,000.
Engines, Advanced Commercial(Ixc): Major engine innovation at TL 7, Ixc cost 10MCr each, take up 2 hull spaces, and can be developed for 1,200MCr. Adds +1 to both tactical AND strategic speeds
Electronic Warfare Pods(EW Pod): This is a high tech eight system. A EW Pod simulates the emission signature of a warship. Each Pod has a 12 hour endurance and costs 90MCr. EW Pods may be fired from six XO Racks or can be left on station with a controlling ship, space station, or base(60csp). Enemy ships cannot tell if the EW Pod is a Pod until the enemy ship is within 20 tactical hexes. TL8. 12000 to develop.
Electronic Warfare Bay, Anti-Fighter(EWBf): The shocking loss of the vital Shonoisho System forced the Hiver Federation to develop the EWBf against their Draka foes. A 50-ton drone that fires from inside the ship and held near the ship via micronized tractor beam(built into the EWBf system itself). Makes all fighter weapons -1 to hit, ½ hull space, TL9. Cost: 40 MCr.
Engines, Low Emission(Ie): A mixture of Stealth Tuners and Impulse Engines, these unique engines propel warships at a much faster rate than standard engines and have in-built stealth systems, enabling a ship equipped with these engines to only be detected at short ranges(1 system hex). +1 to standard speeds. 1 hull space in size, 20MCr per engine. Compatible with Fusion Rooms. Dev cost: 8,000. TL9
Electronics Hardening(e): A computer and hardwired system that enables all electronic systems on a warship to be used the same turn as warp point transit. Size is 1 per 50 hull spaces, 100MCr per hull space used, development is 15,000. TL10.
Electronic Warfare Bay(EWB): Designed by the caterpillar-like Kelgians, the EWB costs 30MCr, is 1 hull space in size, and holds x3 EW Drones or x5 EDM. Costs 1,500 to develop, TL10.
Energybeam, Capital Spinal Mount(Ec-SpM): An important leap within Ophuichi weapons development, the Ec-SpM was primarily installed aboard their battlecruisers, but occasionally the rare battleship sported this weapon. Cost is 360, 18 hull spaces, TL10, dev cost = 20,000.
Energy Torpedo(Et): Combined with the Grav Lance, Energy Torpedoes are a devastating weapons system. When a ships’ drive field is down, Energy Torpedoes do thirty points of damage. When the DF is up, Et only do two points of regular damage. Energy Torpedoes are very fast, being near light-speed weapons, and are -5 to be ht by point defense. Et work well vs fighters(same as Di). Same range as Pg, no decrease in damage!!! Code: Et, TL10, 3hs, cost 50 MCr , dev 20,000 Mcr. To hit vs fighter is as Akm.
Electronic Warfare Bay, 2nd Generation(EWB2): Developed by the Rishatha Imperium during the Eighth Interregional Conflict the EWB2 holds 10 EDM2. It is a micro-launch system, buried deep within the hull of a warship and easily replenished(every 10 turns). Costs 40MCr, and is ½ hull space in size. 2,500 to develop, TL11
Expendable Fighter Pod(EFPOD): Developed by the Dakn Empire during their genocidal conflict with the Arachnid Omnivoracity, the EFPOD is a sort-of micro-carrier, able to pass thru and deliver deadly fighters to the other side of a WP. Based on SBMHAWK technology, the EFPOD is, at it's core, a small drive field generator and navigational system. The system looks roughly like a triangular cylinder. The generator and navigation systems are housed inside the cylinder. On each of the three facings, there are mechanical links allowing a total of three fighters to be attached to the EFPOD. This system is then launched into a warp point, the fighters are released after WP transit. Fighters, in this case, are launched on the first turn of transit. They suffer transit penalties. However, since fighter control and navigation are only partly automated, fighters only suffer half penalty. The EFPOD, like the SBMHAWK, is destroyed after use. It behaves in all other ways as an SBMHAWK. The EFPOD costs 300MCr, costs 10,000MCr to develop, and is TL 11.
Energybeam, 2nd Gen. Capital Spinal Mount(Ec2-SpM): A powerful advancement in firepower, the Ec2-SpM decimated enemy fleets all across Ficass Sector during the Ophuichi-Kaarn War. Cost is 432, 18 hull spaces, TL12, dev cost = 36,000.
Energybeam, 3rd Gen. Capital Spinal Mount(Ec3-SpM): The final generation of this weapon, energy beams were continually used by the OADC in their border wars, a weapon which fulfilled all their needs even though no other interstellar navy adopted them. Cost is 540, 18 hull spaces, TL15, dev cost = 80,000.
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First Stage Boosters(FSB): A second stage for planet-based missiles which extends their basic range by up to five hexes(meaning you can add up to 5 zero-range slots to the chart). Their unique feature is the ability to launch the missile five hexes out and then have it turn around and start it’s normal flight pattern in the reverse direction(kind of a banked shot, like with billiard balls). This add-on does not work with sprint-mode missiles and doesn’t work from SS, BS, ships, AF, etc, only from PDCs. The FSB is unable to survive multiple drivefield penetrations and so cannot be launched from things that have a drivefield, are too big for normal missile tubes(though you might launch a BM or SM with FSB from a Rc). FSB are also too fragile to launch from a XO-rack and you need the computing power of a planet to provide the ‘banked shot’. TL Ind2, adds 2MCr to the basic cost of a missile, 2 csp in size, 2,000 dev
Flight Deck(FD*): A pre-V system, a flight deck must be mounted right after the armor and datalink. Once half the FD hull spaces are damaged(destroying 2 fighters per hit if the deck is full) the deck is disabled. Re-arming takes 6 turns and a Magazine(Mg) must be mounted right after the FD to hold fighter ordinance. Cost is 10MCr per fighter held, capacity is 2 fighters per hull space, and can launch 6 fighters per turn. The size of a Flight Deck is recorded as (FD10), meaning the FD is 10 hull spaces(can be more or less) is size. A TL 3 system. 1000 to develop. When built on non-carrier hulls, FD costs three times as much! NOTE: With a Vl and Flight Deck, turnaround time is halved(3 turns vs 6). For every 12 Vl/Vh systems, you need 3 hull spaces worth of FD. These are a 'return landing deck' for fighters and bombers that enables them to have a quicker turn around time. Vh are still used, as a storage space and pre-launch hangar for the fighter. You cannot launch fighters or bombers from this type of FD. This type of FD is noted as *FD*.
Fighter Basic Kinetic Gun(fKb): Cut off from their home territory, Kess Admiral Ryel'sh and his five CVLs led a devastating strike against the Vor's primary shipyard with a new weapon: the fKb. The original fKb is an external ordnance pack, later versions can be built into a fighter of F2 or later. A scaled-down version of the ship Kb, the fKb is an anti-SHIP weapon. Firing as a fighter beam weapon, it has one quarter the range and approximately half the damage of the Kb against starships: 2 at range 0, then 1pt out to range 4. Against fighters and small craft, it fires as fL. 1pt FTR XO, .25 cargo points, 15MCr to build, 1,200 MCr to develop this is the correct version of it. TL5
Fighter Targeting System(FTS*): One of the most vital anti-fighter systems ever developed, the FTS is a important defense against increasingly hard-to-hit fighters and bombers. This system allows bonuses to hit vs fighters and bombers. A massive, and expensive computer program located in a ship's Cpu, FTS1 allows a ship's anti-fighter weaponry a bonus to hit:
Fighter Targeting System 1 FTS1 or @ 50 5 +1
Fighter Targeting System 2 FTS2 or $ 80 7 +2
Fighter Targeting System 3 FTS3 or % 120 8 +3
Fighter Targeting System 4 FTS4 or & 150 10 +6
Fighter Targeting System 5 FTS5 or * 200 11 +10
Fighter Basic Missile(fMb): The first fighter missile ever built, the fMb proved critical in several major battles, including the Battle of Hilversun, where the Inheiritors fought desperate last-ditch action to stave off the Goog juggernaut. The fMb gives bombers limited stand-off ability. Can carry 1 per fXO or 5 per fWb. Cost is 2MCr, damage is 1 pt, TL5. To hit range is 1,2,6,6,5,5. Dev cost is 1,500.
Forcebeam Dampener(Of): The predominance of the forcebeam on the battlefield forced the Rishatha Imperium to develop the Of. A system that operates similar to the Overload Dampener, the Of can absorb one point of forcebeam damage per unit, or five points and then destroyed. One hull space, 35MCr, TL5, 15,000 development.
Forcebeam, Heavy(Fh): Cost 60, 6hs, dev cost: 5,000. TL5
Forcebeam Spinal Mount(F-SpM): A powerful increase in firepower came from developing this lethal, long-range weapon. Primarily an anti-ship weapon, spinal mounts have a very limited firing arc(fighter arc). Cost is 144, 12 hull spaces, TL5, dev cost = 10,000.
Forcebeam, Small(Fs): Cost 36, 3hs, dev cost: 5,000. TL5
Fighter Presser Missile(fRp): After development of the bomber, several Fer-Ner scientists realized the possibility of a weapons bay to mount AD weaponry internally on bombers, the result was the fRp. A weapons bay can carry five of these missiles. The fRp gets -1 to intercept as per all Rp missiles. To hit is 0, 2, 6, 6, 5, 4. Cost is .2 MCr, TL6, dev cost: 2,000.
Fighter Rocket Launch System(Vr): This original system was developed by the crocodile-like Chalder race, who could withstand the high-gee launch. Only Adaptable, Tough, and Radiation Tolerant races can use this system. A one shot system(per int turn). Makes a fighter move speed 15 until it turns. One hull space in size. TL6, 10 MCr each, reload cost is in fighter maintenance(+1MCr). Dev cost: 4,000
Fighter Recon, Multigeneration(FRx):
FR1 6 11 30 1,000
FR2 8 12 35 2,000
FR3 10 13 40 3.000
FR4 11 14 45 4,000
FR5 12 15 50 5,000
No weapons may be added to these fighters. They carry fXO only and 3 additional defensive systems(up to player). These systems are ramf, fChf, armor, shields, point defense, or ECM. TL6
Fighters, Staryfury, 1st Generation(Ft1): Absolutely one of the fastest fighters around, the Terran Federation developed these high-speed fighters after a breakthrough in critical engine designs. These fighters are always extremely capable dogfighters(+1 to hit). Are always +2 movement points higher than other fighters of similar level and can reverse thrust at half speed. (Available to all players). These fighters can mount two internal weapons with no loss in speed but any additional weapons are -2 per fXO point(these fighters are not designed to carry many weapons). TL6
First Generation Starfury Ft1 35 12 6
Second Generation Starfury Ft2 45 13 8
Third Generation Starfury Ft3 55 14 10
Flight Operations Center(FOC): The destruction of the Oon homeworld(a critical ally to the Inheiritor race) prompted a major crash development into fighter operations. The FOC was the result. +1 to fighter ops(up to 60SG) up to 3 system hexes away. Due to the necessity of the need for the computing power of a planet, this system may not be built aboard a ship. Built into a PDC usually, although SS is acceptable. If the Flight Operations Center is destroyed during combat, all fighters under it's command suffer a -2 penalty for twelve tactical turns. This system is 10 hull spaces in size and cost 600 MCr. Dev cost: 3,000. TL6.
Fusion Room One(Fur1): An important engineering system first developed by the insectoid Thranx during their ever growing conflict with the genocidal Rishatha, the Fusion Room is a large(2 hs) engine system that costs 50MCr. The Fur1 halves the number of engines needed on a ship! Fusion rooms must be mounted in the middle of the ship(control sheet) (not counting shields and armor) for proper energy distribution. A major drawback of the Fusion Room is it's tendency to explode when damaged(1-3 on a d10), doing 40 points of damage. 4,000 to develop. *Important note for Fusion Room One. It must be placed in the middle of the engine rooms (ie (III) (III) Fur1 (III) (III). Ignore 'middle of the ship' for this Fusion Room. TL6
Fighter Hanger(Vh): A modified hold, the Vh may not launch or land fighters; it is simply a hanger where combat ready fighters may be held and prepped. Each Vh takes up 1 hull space, costs 10MCr, and can hold 2 fighters. Developed with Vl. TL7
Fighter Kinetic Gun(fK): Needing a more powerful fighter-based anti-ship weapon, the Kess invented the fK shortly after the critical Battle of Pandemus V. An advanced version of the fKb, this larger XO weapon gives fighters serious stand-off ability with a beam weapon equivalent. It takes the place of TWO weapons if mounted internally, and therefore cannot be mounted as such on anything less than F3. Range 6, damage at range zero is 2-2-2-1-1-1. Fires as fGi against fighters and small craft. Two fXO, .5csp, 20MCr. Dev cost: 4,000. TL7
Fighter Launch System(Vl): A limited launch system, the Vl may launch or land fighters at the rate of one per impulse(may not do both simultaneously). The Vl may launch any fighter stored in a Vh if that Vh is in the same chain as a Vl. VhVhVhVhVhVlQVh for example, in this chain the Vl may launch any fighter in the first 5 Vh's but not from the last Vh. A Vl takes up one hull space, and costs 10MCr. 1500 to develop. TL7
Fighter Close Assault Missile(fCAM): The disastrous Arachnid War began when the Republic of Argus stumbled on a warp point leading into Home Hive III. It was a total shock to the non-militant Republic that a race as virulent and genocidal as the Arachnids could possibly even exist! Luckily the Arachnids hadn’t developed fighters, while the ever-efficient Argosians had, as well as the new-style fighter close assault missile. This missile enabled the badly outnumbered Argosians to hold their own against the massed Arachnid attacks. The fCAM is like the fR, except with longer range. 2 fXO racks, 4pts base damage, same R&D cost as regular CAM. TL8, .25 csp, cost 1MCr, 1,000 dev
Fighter Gun, Advanced(fGi): Invented by the Inanigani during the attempted Arachnid takeover of their homeworld, the advanced fighter gun was a major improvement over the standard fighter gun. Two shots instead of one , TL8, .25 csp, 3MCr, 1,600 dev.
Forcebeam, Rapid-Fire(Fa): An advanced version of the forcebeam, the Fa fires twice per round, bring new life to this old energy weapon. “Batteries” are compatible with Fa, decreasing their size by one hull space when used together. Cost 100, size 4 hull spaces, dev cost 12,500, TL 8.
Fusion Room Two(Fur2): An advanced engineering system, the Fur2 is 2 hs in size, costs 60MCr, and allows for a -1hs drop for energy weapons(only, no plasma guns). Fur2 has no effect on the La system. Causes only 40 pts of damage when exploding, 4,000 to develop. Singlebeams, depolarizer, FcB, La, and Lp cannot be used in conjunction with Fusion Room Two. TL8
Fighter Cargo Handling System(CHSf): Development of the V made all previous fighter launch systems outdated, but Admiral Streamside Terror(the Grizzelan) invented the rapid weapon rearming system know as CHSf. This system must be placed next to FD, between the magazine and the flight deck. Rapid weapon rearming for fighters on the FD(same reload time as V). TL9. ½ hull space. Need one per 24 FD.
Fighter Close Assault Missile, Antimatter (fCAAM): Desperate for a victory, the Republic of Argus developed the antimatter version of the fighter close assault missile during their conflict with the deadly Arachnids. TL9, .25csp, 4MCr, 2,000 dev
Fighter Launch System, Hydraulic(Vli): The Mandrast Empire fielded the first hydraulic fighter system immediately after coming into contact with Species 8472, which was undoubtedly one of the most unusual organic life forms ever encountered. Fighting quickly broke out and the expensive Vli system saw extensive use in the Norcadian Campaigns. The Vli is an automatic hydraulic ram system that fires fighters from a specially constructed fighter bay. This system allows fighters to be launched the same turn as they transit a WP. Fighters launched like this cannot fire or turn, and only get half their movement speed. Also, when manually released like this, a certain number of fighters are automatically destroyed(15%) as they are dumped into space. Fighter losses decrease by 5% for each TL above TL9. One hull space. Vli costs 20 MCr and are TL9. Dev cost: 5,000 MCr.
Fighter Rocket 2(fR2): Invented by the Vestrii race, this rocket has laser guidance and POWERFUL short-ranged seeking systems. Damage as fR, and -AM/-AAM versions available at the same TLs. Is not penalized in ANY way at range 0 by ECM or EWBf. Half penalty(FRU) at range 1. 1 fXO point, .25 csp, 2MCr each, 1,500 to develop. TL9.
Forcebeam, Capital Spinal Mount(Fc-SpM): A powerful upgrade in firepower, the Fc-SpM was first used in combat in Hynaria against the gas giant mining stations. The Nofti Navy decimated the Hynarians production base, forcing their ultimate surrender. Cost is 288, 18 hull spaces, TL9, dev cost = 16,000.
Forcebeam, Small Capital(Fcs): Cost is 90, 5hs, dev cost: 8,000. TL9
Forcebeam, Heavy Capital(Fch): Cost is 150, 8hs, dev cost: 8,000. TL9
Fighter AABs(fAAB): First invented by the Draka Dominion during their decades-long war with the Rishatha Imperium, Fighter AABs move with the fighter and must be targeted independently by defenders. These are basically mobile fL systems and each fighter may handle three(command fighter can handle six but can't datalink the squadron). Due to pilot restrictions, this system cannot target fighters, bombers, or other small craft; only large targets. Fighter ABBs are stored in fBAY and are launched with fighters and take one turn after launch to 'organize' themselves. For fighters only. At TL10, the fAAB only fires once, like IDEW and self-destruct if their command fighter is destroyed. Cost is 25 MCr each, TL10, dev cost: 15,000. This is Kencyr's idea. At TL12, the fAAB gains additional abilities. If the controlling fighter is destroyed, they seek out the nearest fighter. If none are available they will attempt to ram the nearest enemy ship, doing damage as fR. When attempting to ram, they may be intercepted by D(2 turns and they end attack, move at speed seven without control). At TL12, they can target small craft!
Fighter AAB Bay(fBAY): Developed by the Draka prior to their first assault into Home Hive II. Built to hold Fighter AABs, this system is one hull space in size and can hold 24 Fighter AABs. Cost is 10MCr(due to the firing mechanisms) and dev cost is 4,000 MCr. TL10.
Fighter Anti-Laser Lasers(fAA): Since so many weapons use lasers for guidance, a new device was developed by the Sime race that detects laser light(on themselves) and zaps the source with it's own laser beam in order to blind the offending lasers' optics. This new weapon is carried by fighters(3 fXO) and blinds the laser optics of the D series weapons. One fAA protects a whole squadron of fighters-but only while it is present. If the fAA fighter gets destroyed, all other D that engage the squadron later in the same fire phase hit normally. This results in a -1 to hit for point defense(1-6 on a d10). This systems does not work against missile-based point defense(ie Dc/Dcx, etc). Each fAA costs 15MCr each, dev 6,000. TL10.
Fighter Augmentation Pack(fAP): Also engineered by the Dominion, the fAP is a hard shell add-on to a fighter. It provides a Main Gun with firepower equal to L, with half the range. It also adds the following:
6 AFHAWKs(or equiv)
2 AFHAWKS and 4 fM1(or equiv)
This system basically mounts three sets of two missiles of choice and provides additional armoring to the fighter(-1 to be hit). The fAP does not slow the speed of a fighter but the fighter is -2 to dogfight with other small craft unless the fAP is ejected(it can be recovered after the fight). This system cannot be combined with fAABs(the targeting/interface hardware is used up by the fAP). The fAP places a heavy load on the fly-by-wire system of a bomber, resulting in a lower speed, by half. They self destruct when ejected. Anti-fighter missiles are normal use-no minus. The fighter is not AC with the fAP attached! Cost is 60 MCR! TL10. Dev cost: 10,000 MCr. This is Kencyr's idea.
Fighter Chaff Dispenser(fChf): Developed by the inventive(but ugly) Bozog race, the fChf costs 5MCcr, is -1 to be hit, -2 to be hit vs missiles. 1 fXO point, can be mounted internal. Development is 4,000MCr. TL10
Fighter Mechanical Link(Vm): Several high tech fighters are unique in that they do not have landing gear and do not have weaponry at least in most cases, other than beam armaments. In such cases the fighters are launched and recovered through a mechanical linkage. Since the space required is far less than the size of the fighter it would be a ½ space system at 10MCr. Development cost=3,000. TL10
Fighter Radar Absorbing Material(ramf): Invented by the Bozog race, the ramf is stealth coating for fighters. It halves the detection range and makes fighters -1 to be hit by AFMc(only). Must be built into a fighter and adds 5MCr to it’s cost. 1 BP, 5,000 dev, TL10
Fusion Room Three(Fur3): The most advanced of all three fusion rooms, the Fur3 is 2 hs in size, and costs 70MCr. The S1 and S2 shield generators cannot operate without Fur3. TL10, 8,000 to develop. All effects are NOT cumulative (ie Fur3 does not function as Fur1 and 2). When it explodes, it does 40 points of damage.
Fighter Close Assault Missile, Improved(fCAM2): Lasting years, the Arachnid War had spread to several adjacent powers, who were angered at the Argosians for irritating the Arachnids in the first place. One of these races, the Inheiritors, developed the fCAM2 for their Argosians allies. A longer range fCAM. TL11, .25 csp, 2MCr, 4,000 dev.
Fighter Energy Beam(fE): Desperate suicidal attacks launched at the Inheiritor home systems by hundreds of Arachnid warships led to the development of the fighter energy beam. This weapon was used to good effect in the Battle of Natu Gorvinu, the homeworld of one of the Inheiritors closest military allies. Hundreds of Arachnid warships were destroyed by Inheiritor ships and Argosian fighters equipped with this weapon. 2 fXO, TL11, .5 csp, 8MCr, 8,000 dev
Fighter Forcebeam(fB): Developed by the Bolbod Equality Empire, the Fighter Forcebeam was a major breakthrough for fighter-based weaponry. 3 fXO, four points at range 0, range is up to 7 hexes away, can be made internal with F3+, cost is 15MCr, TL 11. Dev cost: 4,000.
Fighter Kinetic Gun, 2nd Generation(fK2): The ultimate expression of the fighter Kinetic weapon series, this weapon is made capable by full understanding of both the turreted and capital kinetic weapons. Range 8, damage at range zero is 4-4-3-3-2-2-1-1. Fires against fighters as 5-4-3-2-1(range 0-5). Two fXO points, .5csp, 30MCr to build. Dev cost: 7,500 MCr. TL11.
Fighter Needle Beam(fN): A deadly weapon developed by the Brodinie, the fN is a TL11 system, 3 fXO, 15MCr, and 5,000 to develop.
Fighter Anti-drive Close Assault Missile(fADCAM): This close assault missile works like a ADM, and was developed by the inquisitive Inheiritor race during their involvement in the Arachnid War. The widespread use of this weapon destroyed many Arachnid engine rooms, substantially slowing their advance. TL12, 5 csp, 5MCr, 8,000 dev
Fighter Close Assault Missile, Advanced (fCAM3): At the height of the Arachnid War, the Inheiritors developed the fCAM3, the third generation version of the fighter CAM. Still longer range, TL12, .25 csp, 3MCr, 6,000 dev
Fighter External Ordinance Rack(XOf): Developed by the deadly Dakn race during their epic battles over Home Hive IV, the Fighter External Ordinance Rack was a standard system on all Dakn warships, until the development of the fighter hanger. XOf are replaced on a one-for-one basis vs XO Racks and cost 8 MCr each. 18,000 dev, TL12. Normal fighter launch after transit!
Fighter Forcebeam 2nd Generation(fB2): The second generation fighter forcebeam, this system has an increased range(10 hexes) and damage(+1). 2 fXO, cost is 20MCr, and 5,000 development cost. TL12.
Forcebeam, Second Generation Capital Spinal Mount(Fc2-SpM): A vast increase in firepower over its predecessor, the Fc2-SpM has incredibly long range and devastating damage. Used widely in the Garreg-Nofti Wars, this weapon destroyed more capital ships than all the missile classes combined. Cost is 324, 18 hull spaces, TL12, dev cost = 27,000.
Forcebeam, Third Generation Capital Spinal Mount(Fc3-SpM): Developed by the Terran Federation Navy at the outbreak of the Second Arachnid war, this weapon was primarily built in the Resolution-class superdreadnoughts and destroyed many enemy vessels. The TFN continually favored the forcebeam-class weapons over the hetlaser for some reason, but it was effective in dealing the Arachnids a death blow. Cost is 360, 18 hull spaces, TL15, dev cost = 60,000.
Fold Space Power Transmitter(FST): A remarkable design, FST sends power out to AAB and Battlepods, and other automated weapons systems, to an incredible range: 150 tactical hexes. The FSP Transmitter itself is 10hs and it can power an limited number of small craft(8 battlepods or 25 AAB/drones) by can support unlimited weaponry. Hull spaces: 10, cost: 800, dev cost: 100,000. TL17