Terran Fedration WEAPON SYSTEMS:

Terran Fedration WEAPON SYSTEMS:

ENERGY WEAPONS:

Siege Cannon Mk.I:

The Siege Cannon is a newly developed particle weapon system designed to be used on the new Titan Class Weapon Platforms as its main weapon. The Siege cannon is a more powerful quantum reflex cannon with accelerator technology designed from Vangar energy weapon technology to increase its energy output by forty percent. This weapon is so large, that it takes up thirty percent of the entire stations mass and requires two fusion reactors to fire it. The weapon draws energy both reactors, and requires large converters to convert that energy into high yield quantum particles. The beam that is released can travel over five million kilometers, and has enough power to completely destroy a fully shielded Orion Class Dreadnought in a single hit. The weapon has a cool off and recharge rate of 2 minutes.

Quantum Reflex Beam Cannon Mk.V:

The Quantum Reflex Beam Cannon is the Terran Federations main weapon when it comes to ship to ship combat. This high yield energy weapon has been enhanced with Vangar Ion weapon technology to improve rate of fire and shield damage by thirty percent when compared to the Mk.IV cannon. This weapon is currently only placed on heavy warships like Dreadnoughts, Battleships, and Battlecruisers as it takes lots of power to operate and alot of internal space. With the Vangar Ion technology, the need for bulky capacitors is no longer required to store and convert the energy from the ships reactors. This new tehnology allows a smaller converted to be installed and can charge the weapon five times faster then before. But, there is still a problem of overheat and the weapon must cool down between fires for at least one minute. Quantum Reflex Cannons has a optimal firing range of one million kilometers and a maximum range of two point five million kilometers.

Ion Lancers Mk.I:

Ion Lancers are a new energy weapon designed from Vangar technology. These weapons are designed to be used mostly to quickly take down enemy shields as they discharge high levels of ionized particles per beam and this can disrupt most known shield systems. It is a quick firing weapon, taking only a few seconds between shots to recharge. Also Ion Lancers are not cannons or turrets, they are installed in small arrays. This gives it a full 180 degress of view, and it can keep firing even if the two ships are engaged in combat maneuvers. This weapon was intended to be equipped to smaller warshis like destroyers and frigates to give them extra fire power, since they can not have Quantum reflex cannons or many rail cannons. These weapons have a short range of only sixty thousand kilometers.

Pulse/Particle Cannon Mk.II:

Pulse/Particle Cannons or more commonly known as PPCs, are light energy weapons designed for engaging destroyers and frigate types of vessels and can be used as a heavy anti-fighter interceptor weapon system. PPCs are able to fire both small fast bursts of plasma and a narrow beam of plasma energy. Just like the other energy weapons in the Terra Federation, PPCs are enhanced now by Vangar technology to improve rate of fire and armor penertration. The two modes can be switched at anytime to allow the ship to qiuckly adapt to the combat situation. The Pulse mode has a maximum 80,000 kilometers and a rate of fire of 100 pulses per minute The particle beam mode has a maximum range of 96,000 kilometers and a rate of fire of 25 beams per minute.

Vulcan-Type Pulse Cannon Mk.XIII:

The Vulcan Type Pulse Cannon is a scaled down pulse energy weapon designed to be used on small vessels like fighters and support craft. It is a very versatile weapon that is great for hitting fast moving targets and can be used to hit ground targets. It is very accurate and has a moderate rate of fire for a pulse energy weapon. Standard barrel sizes range from 20mm all the way up to 100mm. The most common are 40mm cannons that many fighters use as their main defense. These weapons fire small charged bursts of energy, this energy has a high damage rate against hull armors on small craft, but is useless against heavier capital ship armors. Vulcan Pulse Cannons have enhanced rate of fire due to new accerators from Vangar technology, this makes them twice as deadly against enemy fighters. The newer 100mm barrel is now replacing the older railguns as Federation warships main close in weapon system. VPC's are also replacing auto-cannons used on vechiles as their main anti-air/anti-personnel weapon.

PROJECTILE WEAPONS:

Rail Cannon Mk.II:

Rail Cannons are the Terran Federations main long range artillery space based weapon. Using magnetic accelerators to accelerate projectiles trough space, Rail Cannon rounds rely on pure kinetic force to penetrate enemy shields and hull. There are a wide range of sizes for Rail Cannons, the most common ones are 2000mm and 3000mm barrels and they are perfect for ship to ship combat. They have a optimal range of 500,000 kilometers and a maximum range of 800,000 kilometers. Most classes of warships carry at least one Rail Cannon for long range engagements.

Kinetic Energy Cannon Mk.I:

Another type of Kinetic weapon used in the Terran Federation are Kinetic Energy Cannons or KEC's. These weapons are close range guns designed for up close combat with enemy ships. Using similar magnetic technology as the Rail Cannons, KEC's fire explosive rounds that explode on contact instead of trying to punch through with just kinetic force. These rounds travel at slower speeds then Rail slugs but have a wider splash damage area and can even be used as Flak batteries. They have a maximum range of 100,000 kilometers.

Railgun Repeater Mk.I:

The Railgun Repeater is a new type of heavy cannon designed for the Warhammer Class Bomber as its main weapon. Basically it is a scaled down version of the Rail Cannon and redesigned into a heavy Gatling gun style weapon. Its main goal was to tear through light Capital ship armor. It fires 100mm Caliber rounds but at a slow rate of fire, and not intended for anti-fighter engagements. It can fire standard 100mm Kinetic rounds or explosive rounds for extra damage.

Galting Repeater Mk.II:

The Gatling Repeater is similar to the Railgun Repeater but scaled down to suit anti-fighter engagements. This chaingun of sorts is currently only on the Lightning Class Tactical Fighters as its main weapon. It can fire 60mm rounds at high speeds, perfect for fast moving objects. This is the mark two version of the Gatling Repeater and the mark two features enhanced target lead software and better targeting systems.

Guass Cannon Mk.V:

Gauss Cannons are heavy ground based vehicle weapons, mostly used on Tanks and Walkers as a means to destroy the enemies tank or vehicle first. Gauss Cannons are very powerful as they accelerate shells or other types of ammo at supersonic speeds via electromagnetic forces. This is effective as it cause heavy kinetic damage as well as what ever is loaded in the shell for a charge. Since they need electromagnetic forces to accelerate rounds, this requires a large amount of power and mostly is only used on Vehicles and base defense turrets.

Mortar Cannon Mk.II:

A Mortar Cannon is a type of Artillery launcher designed for the Siege Tank as its secondary mode main weapon. It can fire a number of rounds or shells like explosive, Armor Piercing, or EMP grenade rounds. It has a optimal firing range of 18 kilometers.

MISSILES/BOMBS:

Starfire-Type Tactical Nova-Fusion Missile:

The Starfire Type Missile is a Tactical Nova-Fusion based Cruise missile, designed to replace the slow Nova Type Torpedo. The Starfire can travel at twice the speed of he old Nova Torpedo and has better tracking and guidance systems. The Starfire also carries a larger payload enhanced with deuterium to increase energy output. Normally only a few of these types of missiles are carried on a warship as the use of Tactical Weapons can only be authorized by an Admiral or The President. Extreme safe guards are in place to ensure these weapons do not go off while on board a warship. During combat, the warheads are locked down in a special room shielded from extreme radiation and heavy blasts, it also has an airlock so if needed the warheads can be dumped into space. Handling of the warheads to the missile is done via auto-maned machines so limit human contact.

Juggernaut-Type Heavy Cruise Missile:

The Juggernaut Type is a Heavy Anti-Ship Cruise missile designed to replace the older Anti-matter torpedo. The reason for this change over to missiles was the fact that torpedoes were becoming too slow to deal with the number of faster warships being made by various nations. So missiles were redesigned and giving all the roles as Capital ship strike weapons. The Juggernaut is a heavy anti-matter based anti-ship missile, meaning that it is designed to inflict heavy damage on capital ships and stations. They are slightly less powerful then the older Anti-Matter torpedoes but they do have much better guidance and targeting systems making them faster and more accurate then torpedoes. Normally a warship would carry between 50-150 Juggernaut missiles in their storage bays, this can be increased or decreased depending on the mission situation.

Valkyire-Type Light Cruise Missile:

The Valkyire Type missile is a light anti-capital ship cruise missile. It is the second generation of the Valkyire design and name, thus makes it a signature weapon to the Terran Federation. The Valkyire is a high speed cruise missile, with enough anti-matter to take out smaller vessels like frigates and damage heavier vessels like cruisers. These missiles are also smaller, and more can be carried on a warship. These missiles are carried on all Terran Federation naval ships and stations as their main missile weapon. With medium range, these missiles can literilly "rain" death apon an enemy vessel.

Hellbringer-Type Shield Distruptor Missile:

The Hellbringer is a new type of missile that the Terran Federation has designed with the help of the Vangar people. Using their ionized particles from the Ion Lancers, these missiles have the ability to overload enemy shield grids but feeding ten times the normal amount of energy into the grid, forcing it to fail. These missiles are very fast as their payload is very light, and the bodies can be made small. These missiles use advance guidance software and have a anti-jamming casing to help with ECMs. Most shield types can be affected by these missiles, but it could take several impacts before they complete overload the enemy shields.

Jericho-Type Anti-Ship Missile:

The Jericho Type is a anti-ship missile designed to be carried by bombers and even fighters. This missile is small enough to be armed on large fighters and bombers and is powerful enough in groups to take down a frigate or destroyer. Jericho's have half the destructive power of the Valkyire-Type missile, but in groups they can be just as deadly. These missiles are slow, but well worth it when they hit their target.

Sparrow-Type IR Heavy Missile:

The Sparrow-Type is a heavy hitting anti-fighter missile designed only for air to air. It uses advance infra-Red tracking systems to lock on to an enemy craft and track it until its reached its target. These missiles pack a good punch to deal with dropships and bombers, but fast fighters can easily out manunver these missiles.

Longbow-Type IFF Light Missile:

The Longbonw Type is a light anti-fighter defensive missile used to engage enemy fighters or ground tracks with speed and accuracy. They don't have a lot of punch to get through heavier armors like on bombers but can easily take down nimble fighters. The Longbow uses the fighters computer system to lock onto an enemy target and tracks that target until it is destroyed. This missile is also used as a CIWS for ships and stations and on the ground.

Reaper-Type Hyper Unguided Missile:

The Reaper Type is a light, unguided missile that is used mostly for ground attacks on bases or stations. A standard pod will be able to carry up to 8 of these missiles, there are also small and large versions of the pods as well. The Reaper doesn't have a guidance system, this makes the missile very fast and can carry the same amount of explosives in its warheads as the Sparrow. But, with no tracking system these missiles are normally only used by bombers to attack stationary targets.

DEFENSE SYSTEMS:

SHIELDS:

Planetary Defense Shields Mk.I:

Planetary defense shields are a large shield that is used to protect a planet or moon from enemy bombardment. These shields are Positron based, using a mix of Terran, Vangar and Creator technology to create a powerful energy field that can stop most known weapons from penertrating it. The shield is powered by a network of orbital defense stations, each station will have one massive generator on it. Taking out over half of the stations will cause the shield to fail due to not enough power.

Positron Particle Defense Shields Mk.I:

Positron shields are a new type of particle energy field designed from Terran, Vangar and Creator technology and data. These new shields are five times stronger then neutron shields, and two times stronger then polaron shields. Positron shields can hold back all forms of attack, from energy weapons to projectiles these shields have the same defensive rating for them all. These sheilds sit four meters away from the hull to reduce power strain on the generators. Each generator can produce a 100 terrawatt particle field around a small area. When a ship raises their shields during combat, all of the generators are online but only eightly percent of them are working to make the shield. The other twenty percent are on stand by, as backup just in case the main ones burn out or are destroyed. These shields provide the same amount of protection for any class of warship or station, however the generators are limited to the vessels or stations power generation. Position shields use the same regeneration technology as used in Neutron shields, this can keep the shields in use longer during a long battle.

Polaron Particle Energy Shields Mk.I:

With neutron shields now no longer able to keep with with the demands of the Federation. The Vangar were happy to provide their Polaron shield technology to be used on Civilian ships and now on small craft like fighters. Though, no where near as powerful as the new Positron shields, Polaron shields are still great for basic shield defense. Also Polaron shields are now being fitted to fighters, support craft and shuttles for extra protection. Fighter shields can protect the craft from small weapons fire and light missile impacts, but is weak against heavier weapons. Support craft shields are good for light to medium fighter weapons and missiles, but also very weak against heavier weapons. Civilian shields will have the same amount of protection Vangar warships use to have during the Republic.

SPARTAN-A Type Ablative Multi-Layered Armor:

The SPARTAN-A Type Ablative Armor is the second line of defense for a warship or station and has greater resistance to high impact weapons and projectiles. Terran Federation Ablative Armor is layered into three sections. The first layer which is on top comprises of thick Titanium plates, the second layer is filled with nano-fiber tubing that absorbs the force of impact and the third layer is a thin coating of a heat and shock resistance over a thin piece of titanium. Armor on a warship is placed out in small square slabs on the main hull, not every place on the hull is covered by the armor but most of the high value areas are like engine housings, weapon turrets, reactor covers, and missile bays. When a weapon hits the piece of armor, it absorbs what it can then it vaporizes. This does leave the area under the armor exposed but will buy a ship more time then standard hull plating and shields alone.

MIRROR-II Type Reflective Composite Armor:

The Mirror-II is a more refined version of the Mirror-I armor used on stealth craft and vessels. The second version has better energy weapon resistance and a second coating of anti-sensor polymer to greater reduce the ship or craft appearing on enemy sesnors. The armor hids the craft or ships energy readings, making finding the vessel harder unless the enemy has more tuned sensors. This armor will continue to be under heavy testing as the need for better stealth technology will be around for a while in the Terran Federation.

Trinium Multi-Grade Hull Plating:

Trinium is a new type of medal compound that is now used in the making of hulls on warships and stations. This new type of hull plating has much stronger resistance to outside radiation and heat. Titanium hull had a melting point of ten thousand degress celcuis, Trinium plating has a forty thousand degree melting temperature. It also has nano-bots inside the metal, these bots can repair small breaches and damage done to the armor, heavier damage still requires the ship to be repaired in a shipyard. This armor is also much lighter, and easier to use then Titanium.

COUNTER-MEASURES:

Close In Weapon System (CIWS):

Close in weapon systems or more commonly called CIWS, are small turrets of rapid firing cannons or missiles that are designed to intercept enemy missiles, fighters and anything else they can shot down to protect their ship. The Terran Federation uses two types of CIWS, one cannon type and one missile type. CIWS are placed in batteries around a vessel or station, the most common layout is four VPCs and one missile interceptor together.

Hurricane-Type 100mm Vulcan Pulse AAA Battery:

The Hurricane Type has been refitted to a 100mm Vulcan Pulse AAA battery. This move was made after testing the stopping power of the older 80mm railguns verses that of the VPC. Not only was the VPC able to stop more missiles and destroy more fighters then the railgun, it also doesn't use up any ammo and that extra space can now go towards more important systems. The new Hurricane-Type 100mm VPC is the most powerful VPC every made do date, and can fire just as fast as the older railgun did. It uses powerful tracking systems to calculate the enemies position and where they are going to be. CIWS are controlled by the ships on board AI, but can be manned if the AI is not able to handle the point defenses or if it is disabled. Commonly, it is a dual barrel design, but tri and quad barrels are also in use on stations.

Blizzard-Type Missile Interceptor Battery:

The Blizzard-Type is a new anti-fighter/anti-missile interceptor system designed to track incoming fighters, small craft, and missiles. Once in range, it will fire longbow-type missiles to intercept and destroy its target(s). The Blizzard is also controlled via the ships or stations AI, they can also be manned by gunner crews. The Blizzard system has its own LIDAR dish and shares that info with the other emplacments around it. The Blizzard unit carries 21 longbow missiles.

Electronic Counter-Measures (ECMs):

Electronic Counter-Measures or ECM are devices that are used on board warships and stations to disrupt enemy missile guidance, targeting equippent and sensors. These units can be swtiched to whatever setting is needed at any time, and most ships have at least two generators (one for offensive, and one for defensive tactics). Before, the Terran Federation mostly used these ECMs for defensive purposes but now they can be used for offensive purposes as well.

Type-8 ECM Unit:

The Type-8 ECM is a device that is installed on warships and stations, once activated it can defend the ship against enemy missile lock-ons, blind enemy sensors, disrupt enemy sensors with false readings. Normanlly a ship will carry between 2 to 6 units, two units are always on during a battle, one operates inthe defensive mode, while the other operates in the offensive mode.

Transporter Inhibitor MK.VII:

The Transporter Inhibitor is a piece of technology that disrupts transport locks on people inside ships, stations and buildings and protects them from getting transported away. This also denies enemies to transport over to ships, stations or buildings. Small units are placed on every deck, level or floor and do not require that much power to run. At least half of the units need to be taking offline in order to transport to that deck or level.

AI Counter-Measures:

With Terran Federation computer systems becoming more and more advance, a defense was needed to stop any enemy from hacking into their cores and taking over the ship or taking vital information. The first line of defense for the AI is a series of high level encrypted firewalls. These are activated once the system detects that it is being hacked or is the internal alarm is set. The number of firewalls is around 30-35, the excat number is set at random each time the system is activated. The next layer of defense is the AI it self, new Terran AIs are now smarter and can control their own virtural space. The AI is loaded with counter-measures and anti-hacking software to combat another AI or virus that enters the system. At this stage, all computers on the ship are locked out from the main computer. Not even the Captain of the vessel can overrid the system to restore control. The last measure is a simple, but effect means on ensuring the safetly of Terran Federation information and lifes. The AI core is wiped clean of all data, a backup of the data is stored in a secondary core that is not connected to the ship at all, and can not be hacked into. If by chance that the secondary core is hacked into as well, the ships auto-destrut is activated and can not be aborted. This is the last defense and hopefully will notbe used. All Commanding officers are briefed about these safeguards.

POWER/PROPPULSION SYSTEMS:

POWER:

ME8000 Series Hyper Matter/Anti-Matter Reactor:

The ME8000 is a new series of matter/anti-matter reactors. These new reactors have enhanced converation rates and high power outputs then the last M/AM reactors used. This extra power is needed to power all the new systems and weapons that are now found on Terran warships and stations, like new weapons, shields, AI, and jump drive. The ME8000 series use up less fuel the before and can generate five times more power then the older reactors. Weapons can now charge twice as fast, and shields will last longer in battle. Also, engine output will be slightly higher, allowing better speed. Just like the older reactors, these ones can be ejected into space if a overload is to occur or if it is too badly damaged.

Galaxy-VII Enhanced Plasma/Fusion Reactor:

The Galaxy-VII is a new version of the type six fusion reactors used on Terran Federation warships and stations. These new reactors will give out more power, and have been enhanced by plasma injectors to give a 20% power boost. Fusion reactors help to power the ships vital systems like life-support, AI, weapons, and sensors. Most ships have at least two reactors and are backups in case the M/AM reactor is not able to provide the power needed to run the ship.

ME3000 Series Ion Energizer:

The ME3000 Series Ion Energizer is a small power generator designed to power small craft like shuttles and fighters. These energizers are replacing all of the older solar energizers as they are now obsolete. These new units can power all systems used on all small craft, from sublight, life-support to weapons and now shields. These generators vary in size, and some craft will need more then one to operate.

Fusion Battery Cell:

A Fusion Battery Cell is a small Solar Battery that is hooked up to solar arrays, this of course does not provide as much power as an Energizer and is mostly used as a backup power supply for fighters an shuttles. It can provide a fighter enough power to keep its ARS (Air-Recycle System) up and running for 24 hours. It also depends on how many batteries are equipped on the craft, more batteries more power.

PROPULSION:

TITAN-I Mass Fusion Driver:

The TITAN-I Series Fusion Driver is a capital ship drive system designed for large warships and vessels. Using power from a ships fusion reactors, Fusion Drivers channel that power into usable energy via expelling it through external vents. The expelling of the energy creates thrust and can move a ship through space.

ARGO-III Fusion Driver:

The ARGO-III Series Fusion Driver is a smaller version of the TITAN-I Driver, and is commonly used on smaller warships and vessels as a means of backup propulsion or main propulsion.

TALON 600 Series Hyper-Pulse Driver:

The TALON 600 Series Hyper-Pulse Driver is a new form of small craft sublight and atmospheric engine. These new engines provide thrust for fighters and other small craft via rapid release of pulse energy from the engine emitters. This rapid release creates the thrust needed, it is also a very fast drive and will give fighters an extra boost to out run enemy fighters in combat. This drive works in both vacuum and in atmosphere.

Repulser Drive Unit:

The Repulser Drive Unit is another means of allowing craft to take off and land on a planet. Repulser Drives use a strong Magnetic field to negate the affects of a planetary gravity well, this allows the craft to lift off without needing high amounts of thrust and power.

Micro Ion Thruster:

The Micro Ion Thruster is a small variant of the MAYA Series Ion Driver, they were designed for the Warhammer project as a backup drive unit.

RCS Thruster:

RCS or Reaction Control System is a series of small Hyper Pulse Thrusters that are used to control the pitch and yaw of a vessel, craft or fighter. They are not powerful enough to fully move a large ship, but can change the direction of it. RCS's is something that all space craft need to maneuver in zero gravity. On fighters RCS's give the craft its mobility in dogfighters and allow it to be agility.

FASTER THEN LIGHT:

Hyperlight Jump Drive Mk.V:

The Hyperlight Jump Drive is the main means of Faster then Light travel for the Terran Federation. Compared to other nations FTL's, the Hyperlight is no where as advance but it gets the job done. Sometimes referred to as a Hyperspace Generator or Jump Drive, the Hyperlight Jump Drive is a large energy converter that converts energy stored in capacitors and turns it into a quantum field that surrounds a ship, this field "moves" the ship into hyperspace without tearing a hole in subspace. Though it is a bit slower then other methods, the Terran Federation can jump from one system to the next in about 4 hours depending on the distance. The Hyperlight is limited to jumps within the Galaxy limit and can not be used to travel to another galaxy.

Hyperlight Micro Jump Drive Mk.I:

The Hyperlight Micro Jump Drive is a smaller version of the Capital ship unit, this smaller unit was designed for the Warhammer Project as part of a test to see if small craft can use Faster then Light travel. This drive is limited by the crafts power, and can jump within 5 light years. Anything beyond that is out of range.