Advanced Capital Missile Launcher(Rca): Major missile innovation at TL11, the Rca fires TWO capital missiles every turn (separate salvos). Each Rca takes up 6 hull spaces, costs 12,000 to develop, and are 65MCr each.
AMBAM Launch Bay(ABAY): The need for internal carriage of antimatter weapons was again recognized when the command superdreadnought of the Virh Navy was destroyed when a AMBAM in a XO Rack was damaged by enemy fire, destroying the entire(expensive) vessel in a brilliant ball of antimatter fire. 2 hs each, 15MCr, 3,000 dev, TL11.
Anti-Fighter Missile, 2nd Generation(AFSW2): The AFSW2 is a general improvement upon the AFSW, as it mounts improved counter missiles, more missiles, and improved targeting systems. AFSW2 counter missiles engage fighters like a Dc at range zero and can "double-up" on fighters. The AFSW2 carries the following numbers of submunitions on each missile:
BM 3
SM/SM2 3
PM 4
CM 5
SBM 5
HBM 6
Missile cost x6, Dev cost: 15,000. TL11
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.
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.
Light Assault Craft, 4th Generation(LAC4): A major diplomatic breakdown between the Inheritors and the Hert Confederacy after the Goog War ended resulted in the deployment of the LAC4 by the Hert, who fought the Inheritors for the strategic AH008 system. Using upgraded(and stealthy) LAC carriers, the senior Hert Admiral, Sizs Naboommaroo, initiated a surprise attack on the Inheiritor fleet in planetary orbit, destroying every major warship using the new, fast LAC4s. 120MCr, 12 fXO, 12 Speed, 4 bbp, TL11. (-4 to be hit due to speed, built-in ECM, and low-emission DF). Dev cost: 8,000.
Recon Drone Bay Three(RDB3): 1/2 Hs, 30Mcr. Same stats as RDB2, 8000 dev
Virus Warheads, Type X(-xv): The first lethal virus developed by the Pact of Humanity, only 24 missiles are needed to saturate a planet, no symptoms for 3-6 months. Works well on most humanoids. Developed for use against Dionii. Authorized use by KT and Fleet Admirals only! (Used and held like old-style nuclear weapons). Cost(classified), TL11, dev cost: 12,000.
Armor, Energized (Ae): Developed by the inventive Chonogua race, Ae is designed to help balance defense against the L and E families of weapons. Energized armor has the defensive properties of both S and A. It acts like normal armor, but will also block E beams. P ignores Ae just like normal armor. TL12, ½ hs, cost 10Mcr, dev cost 5,000.
Cascading Forcebeam Mount(FcB): Developed after the Reformation Group declared a state of emergency following the initial TFN attack into the Deuteronomy System, the Cascading Forcebeam Mount was built with substantial Tolat technical support. This devastating system was installed on front-line Reformation military units throughout the Insurrection and damaged or destroyed so many Federation warships that senior TFN military officials went out of their way to destroy Reformation ships which mounted these weapons. TL 12, forward facing only. 150 MCr, 6 hs in size. Same damage and range as the Cb. FcBs are restricted in the following way:
DD none
BC one
BB two
DN two
SD three
MT three
SM four
Core Tap(CrT): The single largest engineering system ever built, the CrT was designed by the Rishatha Imperium during the 8th Interregional Conflict and is installed primarily on it’s large warp assault units(ie beam combatants). It’s phenominal size and cost limits this system to only the largest Rishatha fleet units. Built at the core of a warship and tapping into the higher energy states of subspace, the Core Tap increases beam damage by 50%! 500 MCr, 35 hs in size, 35,000 dev cost. TL 12.
Dreadnought Missile, Second Generation (DM2): SEE SECONDARY PAPER
Energybeam, 2nd Gen. Capital Spinal Mount(Ec2-SpM): A powerful advancement in firepower, the Ec2-SpM decimated enemy fleets all across Ficass Sector dutring the Ophuichi-Kaarn War. Cost is 432, 18 hull spaces, TL12, dev cost = 36,000.
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 cpaital ships than all the missile classes combined. Cost is 324, 18 hull spaces, TL12, dev cost = 27,000.
Gunboat, Third Generation (GB3): During the Alpha-Synth War(fought between the highly advanced Kittani Federation and the Rishatha Imperium), the Kittani forces introduced the very capable Third Generation Gunboat. A devastating platform, the GB3 was put to good use throughtout the campaign and quickly brought the Rish fleet to ruin. Same as GB2 except: S0, 8x4 racks, jamming, 185 cost, 1919 csp(8 bbp)
Gun/Missile Launcher, Improved Capital (Wci): The Kittani Federation's losing conflict with the Rishatha Inperium ddid not stop them from developing more advanced missile launchers, like the Wci. 6 hull spaces, 115 MCr, and 20,000 to develop.
Hetlaser, 2nd Gen. Spinal Mount(HET2-SpM): A powerful laser weapon developed by the Gagarin Labs on Old Earth, the HET2-SpM was thee primary TFN weapon for nearly sixty years, including the Yarrod War. Cost is 342, 15 hull spaces, TL12, dev cost = 36,000.
IDEW-3rd Generation(IDEW3x): The invention of the heavy fusion core for the IDEW was a critical turning point for the Draka, who were hard-pressed by both the Jambitchow Empire and the Goog Abhorrence. The third generation IDEW fires twice(does not modify damage) and triple cost of the IDEW. Also, cannot be refitted to older IDEWs and IDEW3's are +2 to be hit(a bad thing) by any weapons minesweeping. TL12
Life Support, Advanced (Lh3): can support 10 Q systems.
Overload Dampener, Advanced (Oa): A system invented by the brilliant Chonogua race, the Oa is 1hs in size, costs 50MCr each, and is TL12. It can absorb two points of E per volley normally or may absorb up to a total of 8 points before burning out. Oa costs 5,000MCr to develop.
Pulse Laser(Lp): A highly advanced laser system, each Lp takes up 2 hull spaces and costs 50MCr. Designed like Dx, pulse lasers can shoot at missiles and fighters using the Dx chart and can hit ships for two points of damage(close range) or one point(farther out) using the beam chart. Pulse lasers also have a terminal close in defense program which enables it to fire in CIWS mode, doing six points of damage to a ramming ship per Lp. TL 12. 8000 to develop.
REI Imporvement Plant, 3rd Generation(RPlant3): Same as RPlant1 except cost is 3,500 MCr, research is 40,000 MCr, and is TL12. Adds +0.04 to planetary REI every turn.
Stealth Field(StF): Developed by the Rhwhrm race before they were assimilated by the J’Rill, the Stealth Field was a vast improvement over Stealth Tuners. By suppressing all active emissions and diverting DF radiation back into the StF battery, the Stealth ”Field” revolutionized warship movement throughout Known Space by lowering strategic detection. StF reduces detection to 60 tactical hexes and have such high power demands that they only operate on warships equipped with the Core Tap system. Being fairly large and expensive, StF is primarily used as capital ship stealth. Eight hull spaces in size and 400% of engine cost. TL12, 30,000 dev.
Virus Warheads, Type Z(-zv): A deadly virus, only 24 missiles are needed to saturate a planet. Within 48 hours and all dead intelligent life on the planet is dead. Works well on most humanoids. Developed for use against Dionii. Authorized use by KT and Fleet Admirals only! (Used and held like old-style nuclear weapons). Cost is classified, TL12, dev cost: 14,000.
Armor, 2nd Gen. Energized (Ae2): A standard improvement over the orginal technology, the Chonoguans developed this armor during their first encounter with the Arachnids, a deadly Hive Mind race in Garramore Kor Sector. TL13, 1/4 hs, cost 15MCr, dev cost 7,000.
Bombardment Missile Launcher, Light(Rh1): The HBM is great if you have monitors, the Ophiuchi of course don’t, their largest non-carriers are battlecruisers, but they felt they needed the range and punch of the HBM. They began work on and finally introduced the LBM and MBM which are cut down versions of the HBM. This is the launcher for the LBM. It has all the restrictions of the HBM and advantages with one exception, one can be fitted for every 30 hull spaces of the mounting ship, this allows HBM range on DD size units. It can only fire LBMs; four points of damage per missile. Cost 200, six hull spaces, dev cost 25,000.
Bombardment Missile, Light(LBM): This is a lighter version of the HBM that can only be fired from an Rh1. Cost 1, dev cost 10,000, 10 csp.
Hyper Missiles(HM): Fired from Hyper-L Launchers only, Hyper Missiles cost 20 MCr each, take up 30csp, and cost 20,000 to develop. Each HM does five points of damage.
Hyper-L Missile Launcher(HLM): Launched from planets, asteroid fortresses, or moon-based PDCs only, Hyper-L missiles become the front line of planetary defense at TL 13. D series defensive weapons are unable to stop Hyper-L missiles from reaching their target. Hyper-L missiles do five points of damage normally but antimatter warheads may be fitted for more damage. Each launcher is very expensive, 500MCr per launcher. Hyper-L missile launchers are extremely large and complex due to the necessity of rapidly evacuating the air from the firing chamber before launch and formation of a hyper-drive field around the missile itself. Since this process is time consuming, Hyper-L missile launchers fire every other round. Because of the size of the launcher, each takes up 25 hull spaces. 30 hex range. 80000 to develop.
Planetary Core Tap(PCT): The most dangerous engineering system ever developed, the Planetary Core Tap is also one of the largest. This is a critical system for the operation of the Planetary Defense Shields, which defends entire planets from orbital assault. If the Planetary Core Tap is damaged and enters a runaway stage, substantial environmental damage and potential loss of life could be heavy. That is why most Core Taps are constructed in the low-population arctic regions of a planet. TL13, 500hs, 2,000 MCr to build, 100,000 to develop.
Plasma Gun, Third Generation (Pg3): Each Pg3 costs 85MCr, takes up two hull spaces, and can be developed for 25,000MCr. Twice the range and +50% damage.
Antimatter Warhead, Heavy (-HAM): A lethal advance in antimatter warfare, the heavy antimatter missile significantly increases the destructive capability of any missile class and makes devastating ramming attacks all the more deadly. The last generation of missile warheads before the development of “megaweaponry”, the -HAM does x12 damage and is available at TL14. Dev cost = 50,000, costs per missile are x12 and can be seen on the chart below:
TYPE COST DAMAGE
ERBM 12 24
CAM1 6 24
CAM2 12 24
CAM3 18 24
CBM 6 24
CM 3 24
HBM 36 120
LBM 12 48
MBM 24 84
SBM 3.6 24
SM 1.2 12
SM2 2.4 12
Bombardment Missile Launcher, Medium(Rh2): As the PSU burned under the devastating onslaught of the Hre'Daak assimilation ships, the Ophuichi crash fielded the Rm launcher in desperation. This is the launcher for the MBM. It has all the restrictions of the HBM and advantages with one exception, one can be fitted for every 40 hull spaces of the mounting ship, this allows HBM range on CL size units and allows BC size units to carry 2 such launchers. It can only fire MBMs; seven points of damage per missile. Cost 350, ten hull spaces, dev cost 50,000.
Bombardment Missile, Medium(MBM): This is a medium size of the HBM that can only be fired from an Rh2. Cost 2, dev cost 15,000, 15 csp.
Gun/Missile Launcher, Advanced Capital(Wca): One of the most deveatating missile systems ever invented, the Wca was developed by the technically brilliant Tolat race. 5 hull spaces, 160 MCr each, and 35,000 to develop.
Gun/Missile Launchers, Advanced 2nd Generation(Wa2): Development of the Wa2 was a fortunate happenstance for the Horune race, who found themselves at war with the vast Rishatha Imperium. Although the genocidal Horune refused to negotiate with the Rish, this missile system proved a powerful tool in dealing with the Rish. The Wa2 system fires three standard missiles per round and were used by the Horune only throughout the war. Their advanced antimatter warheads made the Wa2 system very destructive and it's exorbitant cost(220MCr) limited the system to lower production rates. Few Horune warships were equipped with this system and Horune destroyers were made up entirely of this class. This system is three hull spaces in size and cost 30,000 MCr to develop. Cost is 80, TL14. Courtesy of Todd Kes.
LHAWK, 1st Generation(LHAWK1): The development of the first IDEW HAWK by the Horune Totality was a major blow for the Rishatha Imperium, who had engaged in a all-out war with the militant Horune which lasted decades. These weapons, fortunately, were not replicated by any other power mainly because their high level of technology prevented reverse engineering. TL14, they blow up like DSB-L, damage ½ of DSB-L, 70MCr cost, 15% loss when traveling thru a WP(SF rules), dev cost: 45,000
Kinetic Spinal Mount, 2nd Generation, Capital(Kc-SpM2): The ultimate in long-range firepower, the Kc-SpM2 fired antimatter pellets at near-lightspeed, destroying many Vestrii enemies. TL14, 512 MCr, 24 hull spaces. Dev cost: 30,000.