Confederation / Weapons

Ordnance

Armament data for all known energy weapons, missile systems, torpedoes, and special munitions deployed during the Terran-Kilrathi War. Intelligence compiled from fleet ordnance reports and battlefield recovery analysis.


In this registry

Terran Energy Weapons

Standard-issue energy gun systems mounted on Confederation fighters and bombers.


Ion Cannon

Ion Cannon

A rapid-fire energy weapon that strips away shield energy with exceptional efficiency. The Ion Cannon deals moderate damage to armor but excels at collapsing enemy shields, making it an ideal pairing with heavier, slower-firing guns. Low energy consumption allows for sustained fire.


Laser

Laser Cannon

The most basic energy weapon in the Confederation arsenal. The Laser Cannon is cheap, reliable, and found on nearly every fighter in the fleet. While it lacks the punch of more advanced weapons, its low energy draw and high rate of fire make it a dependable fallback.


Mass Driver

Mass Driver Cannon

A kinetic energy weapon that accelerates solid projectiles to extreme velocities. The Mass Driver bypasses shields entirely, dealing damage directly to a target’s armor. Its slow rate of fire and limited ammunition are offset by devastating per-hit damage against unshielded targets.


Meson Blaster

Meson Blaster

A medium-range energy weapon that offers a solid balance between damage output and energy consumption. The Meson Blaster is a reliable general-purpose gun favored by pilots who want hitting power without the energy drain of heavier weapons.


Neutron Gun

Neutron Gun

One of the heaviest energy weapons available to Confederation fighters. The Neutron Gun delivers massive damage per shot but consumes enormous amounts of energy and has a slow rate of fire. Best used in ambush attacks or against heavy targets where every hit needs to count.


Particle Cannon

Particle Cannon

A high-energy weapon that fires concentrated particle beams. The Particle Cannon offers excellent damage at medium range with moderate energy consumption. A versatile weapon found on many medium and heavy fighter designs.


Photon Cannon

Photon Cannon

An advanced energy weapon that delivers exceptional shield damage. The Photon Cannon’s energy packets are specifically tuned to interact destructively with standard shield harmonics, making it one of the most effective anti-shield weapons in the Confed inventory.


Plasma Gun

Plasma Gun

A short-range energy weapon that fires superheated plasma bolts. The Plasma Gun deals tremendous damage at close range but its projectiles dissipate quickly over distance. Favored by aggressive pilots who fight at knife-fighting range.


Reaper Cannon

Reaper Cannon

A devastating heavy energy weapon mounted primarily on the Excalibur and other advanced fighters. The Reaper Cannon delivers punishing damage to both shields and armor. Its high energy consumption limits sustained use, but a well-placed burst can cripple or destroy most fighters in seconds.


Tachyon Cannon

Tachyon Cannon

The premier energy weapon in the Confederation arsenal. The Tachyon Cannon fires faster-than-light energy pulses that reach their target almost instantaneously, making it nearly impossible to evade. Extreme energy consumption limits it to the most advanced fighters with high-capacity power plants.


Terran Missiles & Torpedoes

Guided munitions, countermeasures, and heavy ordnance deployed by Confederation forces.


Dart DF

Dart DF (Dumbfire Missile)

An unguided rocket with a powerful warhead. The Dart is cheap, plentiful, and devastating against targets that can’t dodge — capital ships, transports, and targets caught at close range. No lock-on required; the pilot aims and fires.


Spiculum IR

Spiculum IR (Infrared Missile)

A heat-seeking missile that tracks a target’s engine emissions. The Spiculum is a reliable, fire-and-forget weapon effective against most fighters. It can be defeated by afterburner decoys and sharp maneuvering, but a missile launched from the target’s blind spot is difficult to evade.


Pilum FF

Pilum FF (Friend-or-Foe Missile)

An IFF-guided missile that uses transponder signatures to distinguish friendly from hostile targets. The Pilum offers all-aspect lock capability and is more resistant to countermeasures than heat-seekers. A versatile general-purpose missile.


Javelin HS

Javelin HS (Heat-Seeking Missile)

A high-speed heat-seeking missile with an aggressive tracking algorithm. The Javelin accelerates faster than the Spiculum and pulls tighter turns, making it significantly harder to shake. A premium weapon issued to experienced pilots.


Leech Missile

Leech Missile

A specialized weapon that drains all energy from a target’s systems on impact — shields, weapons, and engines are all disabled. The Leech is a non-lethal capture weapon, ideal for disabling ships that need to be boarded or interrogated. The effect is temporary; targets will eventually recover.


Porcupine Mine

Porcupine Mine

A proximity-fused space mine that detonates when hostile craft enter its sensor radius. Porcupines are deployed to create defensive minefields around strategic assets or to deny enemy movement through jump points and nav corridors. First used to devastating effect at the Battle of Enyo.


Lance Torpedo

Lance Torpedo

The standard anti-capital ship torpedo deployed by Confederation bombers. The Lance carries a massive warhead capable of inflicting critical damage on even heavily armored capital ships. Requires a sustained torpedo lock to fire — the most dangerous moments of any bomber pilot’s career.


Warhammer CSM

Warhammer CSM (Capship Missile)

A heavy, long-range anti-ship missile designed to engage capital ships from beyond point-defense range. The Warhammer carries a devastating warhead and uses autonomous guidance to navigate to its target. Slower than a torpedo but can be launched without the dangerous lock-on run.


Kilrathi Weapons

Energy weapons, missiles, and special munitions deployed by the Kilrathi Imperial Fleet.


Claw IR

Claw (Infrared Missile)

The Kilrathi equivalent of the Spiculum — a heat-seeking missile that tracks engine emissions. The Claw is slightly less maneuverable than its Terran counterpart but carries a larger warhead, making it more destructive on impact.


Fang IFF

Fang (IFF Missile)

A Kilrathi friend-or-foe guided missile. The Fang uses Kilrathi IFF transponder data to acquire and track targets. All-aspect capability makes it dangerous from any angle. A reliable staple of the Kilrathi missile inventory.


Paw DF

Paw (Dumbfire Missile)

The Kilrathi unguided rocket — a brute-force weapon favored by aggressive Kilrathi pilots who close to point-blank range before firing. The Paw carries a heavy warhead and requires no lock-on, making it effective against both fighters and capital ships at close range.


Stalker HS

Stalker (Heat-Seeking Missile)

An advanced Kilrathi heat-seeking missile with enhanced tracking capability. The Stalker is the Kilrathi equivalent of the Javelin — fast, agile, and extremely difficult to evade once it achieves lock-on. A premium weapon reserved for elite Kilrathi aces.


Scratch Mine

Scratch Mine

The Kilrathi proximity mine. Functionally similar to the Confederation’s Porcupine, the Scratch Mine detonates when hostile craft enter its detection radius. Kilrathi commanders deploy Scratch Mines to protect flanks and deny jump point access.


Spear Torpedo

Spear Torpedo

The standard Kilrathi anti-ship torpedo. The Spear is the counterpart to the Confed Lance — a heavy weapon requiring a sustained lock-on run. It carries an enormous warhead capable of crippling Confederation capital ships with a single well-placed hit.


Predator CSM

Predator CSM (Capship Missile)

A heavy Kilrathi anti-ship missile designed for long-range capital ship engagement. The Predator is the Kilrathi equivalent of the Warhammer — slower but capable of engaging from beyond point-defense range with a devastating warhead.


Skipper Missile

Skipper (Cloaking Missile)

One of the most terrifying weapons in the Kilrathi arsenal. The Skipper is a capital ship missile equipped with a cloaking device — it phases in and out of visibility as it approaches its target, making it nearly impossible to intercept with point-defense fire. Only skilled fighter pilots can track and destroy a Skipper before it reaches its target. The Skipper represents the pinnacle of Kilrathi weapons technology and a constant threat to Confederation capital ships.

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