The Units and Weapons of TA: The War in Space
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Weapons
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	Lasers - Lasers still have their place in space. Small enough to fit on fighters and frigates while still retaining power, lasers are the only weapon recognisably transferred from the terrestrial battlefield. Immensely fast, if fired, they are likely to hit...providing the target doesn't move. Then it's upto the skill of the pilot.

	Mass Drivers - Mainly in use by the CORE. This is a development of the EMG technology. By adding a small metal sphere to the energy shell, and using a magnetic accelerator, immense thincknesses can be penertrated by the impact. Also able to fire very rapidly.

	Rapier Cannons - A development of the Mass Driver discovered by both sides at more or less the same time. Fast, deadly, accurate and rapid firing, they make the perfect anti-fighter weapon.

	Arc Cannons - A developmet of the D-Gun. A modified D-Gun is fired into a specially constructed sphere which repeatedly bounces the blast around until it is explosively released in the direction it is pointing. This is one of the most heavily modified weapons in either side's arsenal.

	Missiles - Almost totally out of use, but some craft do still use missiles. The main problem is the immense amount of fuel needed to travel the distances required to be effective. Useful as a last resort defense. Still carries added power though.
	
	Energy Blasters - Small, rapid fire energy shells fired at extreme velocities, with a large amount of impact damage, further increased by its rapid fire. A relatively new weapon, designed by the CORE for a dual-purpose role, and it is not mounted on many ship classes.

	Anti-Capital Ship (ACS) Rockets - Heavy, dumb-fire rockets used by bombers for attacking capital ships and defenses. The large warhead can often take large lumps out of capital ships.
	
	Heavy ACS Rockets - Basically even larger ACS rockets which take even bigger lumps out of capital ships.

	Torpedos - Don't even think about water here. Could be more correctly named 'energy rockets'. These are balls of pure anti-matter energy, and when they collide with an opposing ship, the effects are truely explosive. Travel slowly, unmaneuverable, but track forever (well, a long time anyway).

	Blaster Cannons - Could be called 'a very large bore cannon', a weapon more akin to medieval cannons, rather than modern weaponry. Blaster cannons are immense weapons which fire very large projectiles (very) long distances. Long reload time, but you don't want to be around when it fires!

	Beam Cannons - A very new weapon recently developed by the ARM to act as both a anti-fighter and anti-capship weapon. It fires a continuous laser beam at extreme velocities. The continual beam is enough to rip fighters apart in a short time, and damage mounts up against capital ships. The main advantage is the weapon's ability to be pointed in any direction while firing, without having to aim. But powerdrain's a bitch, isn't it? (NB - the number before the weapon name (e.g 60-, 100-) is its damage and powerdrain - x10 for damage per second, and x30 for powerdrain per second)

	Paralyser Cannons - An offshoot of the Beam Cannon research. The addition of a energising chamber allows huge EM pulses to be released in rapid succession. Although each individual blast can only freeze a ship for a short period, the rapid blasts culminate, and a prolonged blast can leave a ship frozen for some time.

	Particle-wave blast energy cannon - an impressive name for an equally impressive weapon. A CORE weapon which forms the chassis of their battleships. This huge cannon creates a wave of energy that will destroy any single ship in it path. Command fire and long reload time.

	DSR (Deep Space Radar) - not a weapon as such, but still vital. Conventional radars don't work in space due to the vast distances involved and the amount of noise generated by meteorites and space dust. DSR's filter out any noise, and are considerably more powerful.

	Shelton Slide - a combat manuever first able to be performed effectively in the Shelton light scout (discontinued). This manuever involves rapid manuevering of thrusters and allows a craft to fly in a straight line while pointing in any other direction. Most manueverable fighters can perform this manuever, giving them immense power.

Units
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All relatives (ie heavy, weak, light, good) are relative to the size of ship.

Construction:

The construction units of space, the opener uppers of new systems, the most important weapons in any battle.

Colonisers - frigate-sized ships equipped with two huge nanolathes, enabling it to colonise planets with reasonable speed. Nimble, fairly fast, but unarmed and weakly armoured.

Coloniser Command - a destroyer-sized ship, but very maneuverable for its class. Coloniser Command replaces the old battlefield commander. With three massive nanolathes strapped under its hull, its presence has the same effect on a system as a commander had on a planet. Although as a ship, its nothing to shout about (apart from its ability to build extremely quickly) - it is armed with a rapid-fire laser cannon and rapid-fire missile launcher, enabling it to obliterate fighter, frigate, and, on the whole, destroyer sized craft. Anything larger, or with turreted arc cannons, and it won't stand a chance. Protect it well.

Space Construction Rigs (SCRs) - this large destroyer-sized ship is the ultimate construction craft. Capable of building the most advanced structures available, quickly, including the mighty shipyards. It can also build advanced defences, and asteroid emplacements. The SCRs also provide a fair amount of power and metal.

Fighters:

Fighters are the smallest units that fill the vast vacuum between the stars. Large enough only to carry its weapon systems and its controller, these nimble craft tend to be very fast and are at the forefront of any conflict. Victorious through sheer weight of numbers, when used correctly, they are a deadly foe. Do not underestimate their power!

Interceptors - the scouts and hunter-killers of any force, interceptors are fast and agile (slide capable), but are equipped with mediocre weapons and armour. A force that doesn't incorporate interceptors will find itself blind and prey to other, more dangerous fighters.

Heavy Fighters - the backbone of any fighter force. Heavy fighters have good weapons, reasonable armour and reasonable thrust. They can be used in just about any role imaginable, but don't count on them entirely.

Defense Fighters - small, quick, agile (slide capable). More or less drones, defense fighters are designed to simply defend larger ships. Equipped with a good weapon for taking down fighters, they can only use this in defense. These drones can only receive attack, patrol or guard orders and have virtually no armour.

Stealth Fighters - in the vastness of space, a single fighter is difficult to notice. Stealth fighters use this to their full advantage. Equipped with radar scrambling equipment AND an optical cloak, these medium fighters can be on top of the enemy without them even knowing. These fighters only have weak armour and a weak weapon, but their surprise value is invaluable.

Bombers - the muscle of any force. Bombers could be considered the single most deadly unit in the game. Long-range projection of anti-capital ship power. Armoured and deadly. Armed with an ACS launcher, a group of these could rip any capital ship into little pieces if allowed. Do not underestimate their power. The Heavy Bomber is armed with a larger missile system and a defence turret (Crossbow and Falcon)

Advanced fighters - each side has a variety of more advanced fighters at its diposal. See seperate files for each one.

Frigates:

ARM Frigates
	ARM's smallest capital ships are used extensively in support of their fighter fleets. Knowing that their fighters hold an advantage over CORE's, frigates were little used until the appearence of the new Xenox class frigates, and especially the Xenox Gunner, which began to slice through their fighters. Most ARM frigates are aimed at enemy capital ships. Turrets being cast aside in favor of powerful, rapid-fire lasers, the Sledgehammer can hold its own against other small capital ships, and the same sacrifices being made for the lighter Lancer frigates. Although frigates rely mainly on fighters for fending off other fighters, the Escorter is equally effective at fending off fighters, and useful when fighters are not available.

	Sledgehammer - Packed to the teeth with rapid, powerful lasers and heavily armoured, this can truely be the sledgehammer of your attack.

	Lancer -The smaller and faster cousin of the Sledgehammer, this light frigate is armed with the same rapid and powerful lasers and is fast enough to get to the areas where other capital ships can't.

	Escorter - Technically classed as an escort frigate, this craft was designed to attack fighters which get too close for comfort. However, its turreted laser with fast tracking allows it to go above this purpose, and hunt the hunter.

	Challenger - ARM recognised the fact that simple bombers were simply not enough against full fleets. A new class of super-heavy bomber was needed, and the Challenger was born. Armed with 2 ACS launchers and a heavy ACS launcher, this ship packs both the armour, and the punch, to take out the larger fleet ships.

CORE Xenox Frigates
	All CORE frigates are built around the same central unit built by Xenox Industries, and other units are added onto this basic chassis, creating an infinite number of uses. The Xenox frigates are used extensivly within the CORE forces, used for transport, colonisation, trade, escort, fighter extermination and a multitude of other uses. The three most succesful versions - the Gunner, Destructor and Tracker - appear here.

	Xenox Gunner - This is a fighter hunter. Its twin turrets can make short work of any small craft that come into range. Being as the ARM have the most potent fighters, its an extremely useful craft. Of course, both turrets brought to bear against any target are devestatingly effective.

	Xenox Destructor - Armed with 2 Turbo-Laser Destructors, this can make short work of small and medium craft, and when supported sufficently, can obliterate planetary bases.

	Xenox Tracker - A light scout frigate, this craft's advantage is speed. The extra engines in place of heavy weaponry allow this frigate to go faster than most capital ships, and even heavy fighters. It is armed with a light anti-fighter laser.

	Xenox Demolisher - Challangers proved that theirs was the way to go, so CORE commissioned the Demolisher for the same pupose. Armed with 2 rapid-fire ACS launchers, and an anti-fighter laser, the Demolisher could go where no other bomber could go, and get the job done...

	Xenox Spider - a development from the Gunner, the Spider is a truely deadly frigate. Armed with a turreted ACS launcher and 6 Gunner lasers, the Spider obliterates light and medium sized resistance.

	Stabber - The Stabber is a rapier frigate. Intended as a counterpart to the Xenox gunner. Rapiers are both more accurate and more effective against shields, but less effective against capships. Alongside the Gunner, small fleets can be devastated.

Destroyers:

	Destroyers are the backbone of any fleet. The middle-of-the-road ship, these craft are the most versitile of any fleet. Fighters and frigates have speed and manuoverbility, but lack decent armour, larger capital ships have the punch, but not the speed. For their size, destroyers are fast and relativly manuoverable. Having armour that can withstand a fair amount of punishment, and having a reasonable top speed, albeit slow to get there, destroyers can penertrate to the centre of heavily defended bases and dish out some damage. Both sides of the conflict have realised that specific classes of destroyers are needed, as they are not large enough to carry powerful anti-capital ship weapons AND good anti-fighter weapons. Both sides have developed the same two classes of destroyers, with very similar armaments.

ARM Paladin - ARC class Destroyer
	The Paladin is the most all-rounded of destroyers. Heavy armour, good speed, a single arc cannon and two anti-fighter lasers allow this destroyer to hold its own in most situations. Its only drawback is getting its arc cannon to bear. The Paladin is an old design, and even supplementry turning jets are not enough to make this vessel turn with speed.

ARM Rapier - RAPIER class Destroyer
	The Rapier is a dedicated anti-fighter ship. Boasting 3 rapier cannons, this baby means buiseness. Any fighters coming near it better not count on coming out alive - if they do, its only because others got in the way! Fast and mobile, the Rapier can out-manuover most other vessels of its class. However, its turrets have difficulty locking-on to quick-moving, nearby craft, and its armour is realitivly weak.

ARM Stillmotion - PARALYSER class Destroyer 
	This is the mobile version of the Paralyser Cannon. The whole of this destroyer-sized craft is dedicated to charging and firing the cannon. The cannon is smaller and less powerful, but you must still be careful about energy drain (aprrox. 330 per second). The ship is slow and weakly armoured, so if you want to use it, you'd better protect it!

ARM Commando - CAPTOR class Destroyer
	Paralysers were there without a use. Stopping fleets was good enough. Destroying them was simply a waste of a good oppertunity. So the Commando was born to capture enemy ships in the think of battle. Fast, but lightly armoured, it's capture and repair abilities are extremely useful. A single rapier cannon can be used for defence.

CORE Archangel - ARC class Destroyer
	The Archangel's name strikes terror into the hearts of ARM destroyer crews. A deadly combination of two arc cannons and very heavy armour for a ship of it's class, it has overcome the problem of the Paladin, at the cost of fighter defence. A quick turning rate, which can rival some frigates, allows it to bring its deadly armament to bear. Two blasts from each cannon can leave most craft of its size crippled. Although its acceleration is quicker than most other destroyers, its top speed suffers under the mass of its armour. If you see it and don't have overwhelming numbers on your side - RUN!

CORE Xenox Cutlas - RAPIER class Destroyer
	Realising Xenox Industry's ability to design solid anti-fighter ships in the form of the Xenox Gunner and Xenox Tracker, Central Conscioussness commisioned them to design a rapier destroyer with the same multi-function ability of their frigates. The Cutlas was the result. Although its variants are rarely used, it does have Xenox's characteristic changable mounts. The primary design has a rapier cannon fixed to the main chassis, and two side pods each carrying a rapier cannon each. It is slower than both ARM destroyers, but more heavily armoured than the Rapier.

CORE Xenox Hail - ACS class Destroyer
	Xenox could make solid ships and weapons, but CORE wanted more. Xenox had recently developed a turreted ACS launcher able to be placed on frigates, seen on the Spider, but CORE also wanted a destroyer with the same weapon. The Hail sports four of these ACS launchers, allowing it to fire a hailstorm of heavy missiles rivalled only by the Demolisher. It's heavier armour and rapier cannon defence make the Hail a nightmare to other medium ships when close...

CORE Xenox Web - CAPTOR class Destroyer
	The ARM Commando was stealing ships right from under CORE's noses, and CORE had to strike back. The unique Xenox Web can capture ships, and uses a small paralyser laser to stop enemy ships to be captured. Although more self-sufficient and quiker than the Commando, it's use is limited by it's higher price.

Cruisers:

	Cruisers are the first truely large capital ship. Slow and unmanuverable, these hulks of armour and guns cruise through space at a slow, but respectible, speed. Often armed with many turrets, these craft are the pinicle of fighter defense. Only carriers carry more anti-fighter weaponry than cruisers, as anti-fighter weaponry is cast aside in favour of heavy anti-capital ship weaponry on battlecruisers and battleships. It is therefore a good idea that cruisers and destroyers, the 'so-called' light capital ships, are employed in a fighter defense role for your larger, more powerful ships.
	Cruisers are the point where the ARM begins to lose ground to the CORE. Their cruisers and larger craft require spinning sections to produce gravity for their crew, wasting valuable space. The CORE, however, do not have that problem.

ARM Hammerhead - The ARM Hammerhead is one of the newest classes of ship in the ARM fleet. It is armed with 8 rapier cannons and a fixed experimental arc cannon delivering a more confined, but powerful blast. The cannon consists of two cannons firing into each other. The collision of the blasts sends a more powerful blast flying forward. It is energy hungry, however, requiring 1000 energy to fire. The turrets are heavier than normal, and spray slightly to increase the chance of hitting fighters. Unfortunately, this reduces their effectiveness against structures. Its spinning gravity sections are fragile, and will eventually break off under heavy fire, but can easily be repaired. However, its delicate gryo system will go out of control, and the ship will spin uncontrolably until they are repaired.

ARM Charger - The Particle-Wave Energy Blast Cannon was becoming a thorn in the ARM's side. Unable to commit the resources required to develop their own true counter-measure, the ARM settled for a smaller, weaker energy ram. A pulse of energy is hurled forward by the prow of this cruiser. Nowhere near as devastating as the PWEBC, and only useful at a shorter range, the ram is quicker to fire and less strenious on energy reserves. The Charger also has auxillary Blaster Cannons and a 60-Beam Cannon.

ARM Repulsor - CORE's capital ship advantage became too great with the recent stealth advances handed to them by the ARM. ARM demanded that energy shields be customised to be fitted on their capital ships at once. The protective bubble used in fighters was simply not practical, as it would not provide significant protection for a capital ship. However, scientists manganed to create an energy barrier which could be used on a much larger scale. An energy sheath surrounds the ship, and can block all damage. However, an insane amount of power is needed to power the shields leaving little for weaponry or manuvering. And once burnt out, the shields are unlikely to recharge. The Repulsor was the first ship to sport these new shields, and is armed with rapiers and short-range super heavy laser cannons. It's weakness is rapiers, which can down the all the shields in a matter of moments.

CORE Rocker - The Rocker is a large ship which fills the role of cruiser for the CORE. It is armed with 6 rapier cannons and a dual arc cannon turret. It's turrets are unable to lock-on to fast moving fighters nearby, but are heavier than normal rapier cannons. The dual arc cannon turret is a different matter. The cannons fire alternately, in effect producing a double-speed arc cannon, which cuts through small ships with ease. Make sure the powerdrain doesn't leave you stranded though.

CORE Fang - The Fang is an alternative to the Rocker, developed to face the problem posed by the new paralyser units. CORE dissmissed the paralyser as an effective weapon, but it worried them enough to develop an EM shielding mechanism for some newer classes of ships. Pods attached to the hull absorb the EM pulse and dissipate it, without harming the ship's vital systems, allowing it to fight on. More heavily armoured, armed with the new Energy Blasters in place of Rapiers, and better performance, makes this a useful counterpart to the Rocker, and is a perfect paralyser-killer. The lack of rapiers reduces the Fang's anti-fighter ability, and it only carries a single arc cannon. However, its design incorperates recent stealth advances.

Battlecruisers:

	Battlecruisers are one of the most verstitle warships in any fleet. Armed with a varity of weapons, ranging from variations on the arc cannon, to Blaster cannons and energy Blasters. Heavily armoured and deadly, these ships prowl space, outclassed only by the mighty battleships.

ARM Bastillion - A new design, the battlecruiser forms a versitile link between its smaller cousin, the Hammerhead, and its big brother, the Liberator. Armed with a large variety of weapons, including an experimental quad-net arc cannon capable of rapid fire, this can hold its own against equal craft. Its grav sections have been carefully placed in order to minimise their get-in-the-way ability, but still from an intergral part of the ship's gyro stabalisers, and when lost, can send it into a spin. Luckily, they are easy to repair.

CORE Obliterator - Almost as new as the Bastillion, the Obliterator is equally experimental. Armed with energy blasters, a new form of arc cannon and long-range experimental missiles, it is just as versitile. As the Omnipotent is aimed at other battleships, it is upto the Obliterator to handle the smaller vessels.

CORE Krait - The Krait utilises the CORE's stealth advancements, but carries a fairly standard armament. Of course, this is a separate sub-class of Battlecruiser, as it is effectively a torpedo boat. Carrying four torpedo launchers, it's torpedo salvo can render most ships useless at close range. It also carries a blaster cannon for long-range duels. It is lightly armoured, but the enemy won't know until it hits 'em.

Battleships:

	Battleships. The pride of the fleet, the pinicle of destructive power, and a massive investment. Battleships are aimed at only one thing, other battleships. Armed with long-range destructive weaponry, and short-range even-more-destructive weaponry, it is well advised to not get in their way.

ARM Liberator - the largest 'big-gun' ship in the ARM fleet, the Liberator is also the most expensive. Its massive engines manage to propel this craft at a painfully slow speed, but its two twin long-range salvo firing blaster cannons more than make up for this defecit. Also armed with a quad torpedo array for close-in defence, this ARM vessel is a massive benefit to the ARM forces. However, its weakness lies in the grav sections, destabilising the ship if lost, making firing difficult.

CORE Omnipotent - The CORE Omnipotent houses the ultimate space-borne weapon - the Particle-Wave Blast Energy Cannon. Built around the cannon, with immense armour, there is little space for other weaponry, save the two blaster cannons mounter on top. If a ship can stay at range, the Omnipotent has a chance of losing, but if you find yourself in front of it, kiss your ass goodbye! (The cannon takes 8000 energy to fire, and is fired using the D-Gun command)

Quick Strike Cruisers:

	Quick strike cruisers are the fastest frontline 'big-gun' ships available. Their unique designs and immense engines propell these cruisers at unimaginable speeds for a ship their size. As they may have to face other capital ships, they are armed with a long-range ultra-light blaster cannons. Not capable of the huge amounts of destruction of conventional blasters, they out-range all other ship mounted blaster cannons, allowing the cruiser to take full advantage of its speed. Quick strike cruisers are the ultimate hit-and-run attack ship, as anything that can keep up with it is outclassed. However, sacrifices have had to be made, most notably the reduction in armour. Larger than standard cruisers, but only armoured the same amount. Chances are, if it tries to standoff a cruiser at close range, it might not win. And they're considerably more expensive, and the specialist components can only be built in shipyards.

CORE Claw - The Claw is a result of advanced stealth research conducted by the CORE after capturing a Shade stealth fighter. The shielding technology still remains a mystery, but the stealth advances were more than apparent. The unique design of this craft is the basis for all CORE stealth capital ships. CORE's unique capital ship skills allowed them to impliment the stealth advances aplied on the Shade. The Claw is also armed with a additional arc cannon.

ARM Eagle - The Eagle is ARM's response to the Claw, which had started hitting their bases without warning, and disappearing into the night. ARM was baffled initially as to how CORE had achieved such as ship, but soon solved part of the problem. ARM realised that the Claw was all engines - but this wasn't an option to ARM. Gravity had to be maintained. However, ARM had just developed a new high-powered engine (if a little energy hungry) and a new internal gravity system (which takes up far too much space). The stealth factor still remained a mystery, but ARM needed a ship to chase the Claw, and if possible, embark on the same hit-and-run attacks. And so, the Eagle took flight...with one advantage - the newly developed 60-Beam Cannon. A weapon potentially so powerful, it just can't be ignored...

Carriers:

	Carriers provide mobile repair areas for fighters and frigates and can be where the action is. Not only can they repair fighters, but are often heavily armed and armoured. In the absence of heavier ships, carriers can provide a bastillion against incoming hostiles. With the advent of shielding technology, ARM carriers have gained a increased importance in their fleet, as their fighters have a greater chance of surviving.

ARM Ferret Light Carrier - ARM's lightest carrier, often seen in boarder patrol situations, or as an escort carrier. Two retractable pads for the repair of fighters, 6 rapier cannons, a single arc cannon and moderate armour, along with a modest speed could class this as one of the most versitile craft in the ARM fleet. However, it will crumble in the presence of bigger guns.

ARM Foxhound Medium Carrier - ARM's main carrier, although still few in number, as it has just undergone a huge redesign from the original Hound-class carrier. This redesign involved removing rapiers and blaster cannons, and replacing them with 2 of the new 60-Beam Cannons. The space saved allowed the addition of an extra pad (for a total of 5), and a slight performance increase. It also allowed a larger DSR system to be installed. The Foxhound is the ultimate anti-fighter craft, as the 60-Beam Cannons litrally cut through fighter formations. Just keep it away from blaster cannons.

CORE Xenox Judas Light Carrier - The Xenox Judas is a concession made by the CORE in response to the Ferret. The Judas is basically 2 carrier modules bolted together, with equipment and weapons placed on top. However DIY this sounds, Xenox Industries have made the Judas into a formidable foe, with superior armour to the Ferret, and the same armament. However, it's control capabilities are limited by a reduced DSR and speed.

CORE Talon Stealth Carrier - The Talon is a large medium carrier. Lumbering, unmanuverable, and heavily armed - this ship can challenge most equally sized craft. That is, if you can find it. The stealth design allows the Talon to act as an invisible base for CORE's heavier fighters. It is armed with energy blasters and a two-barreled blaster cannon, and provides four repair pads for fighters. Its armour is a bit weak, but stronger than its ARM counterpart.

Planetary Buildings:

Metal Extractors - this simple mines claw metal out of the ground at a reasonable rate.

Planetary Radar Base - a basic DSR system in a planetary housing. Very short ranged, but enough to warn of immediate danger to a developing base.

Fighter Bases - this base constructs fighters for out-of-orbit use.

Fighter Repair Bases - a basic garrison which can repair any landed fighters or frigates.

Defence Turrets - The ARM Vigilance and CORE Watcher are the primary early defence systems, capable of easily repulsing fighter raids.

Missile Turrets - The ARM Missilestorm and CORE Checkpoint provide a missile based defence which is effective at dowing fighters.

Advanced Planetary Buildings:

Advanced Metal Extractors - these large structures probe deeper into a planet's crust for more metal production.

ARM Ice - this is a powerful ground-based paralyser cannon. Long-ranged and very powerful. The paralysing effect will stop any ship in it's tracks, leaving it open to attack. And for a long time. However caution should be taken while firing, because the powerdrain is huge (750 per second!). The weapon is mounted on a newly developed shielded weapon platfrom which is standard for most advanced defence systems.

ARM Advanced Fighter Base - With the delicate proceedures invloved in the construction of its shielded craft, a specialised factory is needed for these fighters.

ARM Fighter garrison - provide fighters a base anti-fighter defense, DSR and fighter repair in one neat package.

ARM SweepNet - the SweepNet is what could be percieved as an ultimate defence system. Medium range, immense power and the shielded platform make this a formidable defence system. Although the range isn't long enough to confront some of the specialist weapons, it does outrange some Blaster Cannons. Just be careful of the powerdrain produced by the 100-Beam Cannon.

CORE Advanced Fighter Base - Heavier CORE fighters requre a special bonding process to give them the thick, yet light, armour they carry. These heavy fighters are built in this Advanced Fighter Base. Also, this base can also build basic frigates.

Orbital Structures:

Solar Arrays - the basic low-level power providing structure.

Storage Moons - artifical moons are made to store spare metal and energy.

Spacedocks - the main link to the stars. These orbital factories produce small capital ships and construction units.

Orbital Defence Satillites - this orbiting arc cannon creates some power and provide a defencive arc cannon for protection.

Fusion Platforms - these platforms double as a defence system. The fusion generators provide a lot of power, and provide some advanced anti-fighter defences.

Oribital Metal Makers - orbital metal makers are used to convert energy into metal at a 85:2 ratio.

Orbital Defence Platforms - these massive platforms are designed to outgun and outlast any big gun ship. Their super heavy armour and vast array of weapons are to be reckoned with. The aging ARM Stargazer, armed with blasters, torpedos and rapiers fullfils its role for the ARM. The newer CORE Gatekeeper is armed with blasters and energy blasters, making it dangerous to appraoch.

Deep Space Structures:

Deep Space Array - this doubles as a mid-way power source and advanced DSR.

Shipyards - this huge structure produces the big boys of space.

Asteroid Emplacements - these asteroids provide a base for powerful defence systems.

Xenox Industries Platform - Xenox uses specialised platforms to produce its ships quicker, and is capable of building the highly specialised ACS turrets for specific ships.
