So I just liked the idea of putting a bit of history behind a ship's abilities, I'll start with the Kol and keep adding till I get bored.
Gauss Rail Gun: It is a weapon that was not introduced to the Kol battleship until a year after it was in service since there had not been ample time to test the technology. The TEC naturally favor ballistics and a rail gun seemed to be their best hope against the Vasari. It was rushed into the field with high hopes and the first shot of the Gauss Rail Gun manage to destroy an undamaged Vasari light frigate, Ravastra Skirmisher, with one shot but with an unfortunate consequence of causing moderate internal damage to the Kol, forcing it out of the battle. It has sense been modified to not fire with so much power so that the Kol could handle firing the weapon multiple times without damaging itself in the process. As a crew better gets affilated with their ship during battle, they can push it to it's limits, thus slowing increasing the amount of power put into the weapon. The more veteran crews have managed to push it to the limits, having a much more powerful Gauss Rail Gun than the standard version.
Flak Burst: This type of anti strike craft weapon came standard with even the earliest of the Kol ships. Its targeting system is average but its deadliness comes from that fact of having 360 degree coverage of the ship and being able to instantly fire explosive projectiles all around itself. It did not initially see much action because the Vasari didn't use strike craft during the begining of the war but a few more years into the war the Vasari started to unleash powerful strike craft in increasing larger waves into the battlefield. If they were unlucky enough to be lured close to the Kol, the Flak Burst would cripple them enough for the TEC fighters to finish them off with little resistance.
Adaptive Forcefield: The lastest addition to the Kol has been a defensive ability, the Adaptive Forcefield. Years and years of research and probing of phase missiles, shield mitigation and of the few captured Stilakus Subverter ships that disrupt shields have yield little results into improving shields and phase missile protection because of how far beyond these technologies are. With the appearance of the Advent and their superior shield technology came new captured ships and the chance to study shields with a basis similar to their own but far superior. Finally breakthroughs occured and by combinding research from both the Vasari weapons and Advent shield came new shields that protected against phase missiles but this shields could not be maintained for extended periods as the normal shields. And so, when combined with normal shields they not only protected from phase missile penetration but also had an unexpected effect of bolstering the Kol's shields to much more easily handle damage for a small amount of time.
Finest Hour: Six 1/2 years into the war, the TEC finally started showing signs of turning the tide, finally being able to bring a small battles to stalemante or even victory and protect their worlds. Captains were no longer dying at every battle and with the survival rate of captains increasing came better connections with the crew and all around better cohesion of the crew, captain and ship. At the battle for the terran planet Illisium the TEC fleet outnumbered the Vasari fleet 4:3, bad odds for any human but they had one thing going for them and that was that their fleet had the most battle hardened captains in the TEC armada. As the battle raged, TEC's losses began to pile up and victory seemed impossible as they were slowly being grinded down, the fleets now even in numbers. The fleet commander spoke to the fleet during the battle, his words dug deep into the hearts of all the men and women fighting for more than themselves, this flood of overwhelming inspiration drove all the ships to fight harder but none more than the battleships. The veteran Kol capital ship's crew pushed themselves the hardest, taking it to the limit as they repaired furiously, reloaded more quickly and fought with more conviction than ever before and for a still unknown reason, as though antimatter had decided to back the TEC, their source of energy, antimatter replenished itself much faster than thought possible. Noting this, the veteran Kol captains continued where the fleet commander left off, saying all the right things that encouraged each of their own crews to keep them working at such an exhausting pace which they held for an hour. During this hour, the Kol ships were able to go toe to toe with the Vasari caps and in some situations outmatch them which was unheard of before, forcing the Vasari to rethink their position and shortly after the hour ended the Vasari pulled out rather than risking anymore losses to the TEC. Though they were hurting, this was the first huge victory for the TEC and the first time the power of words was seen in the battlefield. Only the most veteran captains wield such a power of speech to bring about the best in their crewmembers and have their Finest Hour.
Missile Batteries: The Sova is not the best capital ship in the battlefield because in exchange for many strike craft came reduced weapons and overall efficiency. In the battlefield, the likelyhood of survival was low enough to consider scraping the Sova capital ship all together until the Missile Batteries were introduced. The Sova could field more squads of strike craft than any other carrier but to house the Missile Batteries, one hanger was changed to house Missile Batteries rather then a squadron of strike craft, reducing it's overall strike craft capacity in order to increase the fighting power of the Sova. The addition of the Missile Batteries increased its overall fighting power and a shift it the rate of loss of the Sova was quickly diminishing. The Missile Batteries is the reason Sovas were not scrapped.
Embargo: When the Sova is not in a battle, it is uniquely designed to uphold the oldest and truest of the Trade Order tactics, putting a planet in Embargo. The reason the Sova is the best for this is due to its many squandrons, it can thus enforce its presense quickly in any single point over a gravity well. While under Embargo, the Sova takes it a step further, it gets right in the middle of the orbiting structures, causing increased production time and it also manages to drive away its income to other planets, there by stealing the planet's normal income. But the most unique thing about the Sova's Embargo is being able to destablize the antimatter reactors of the smaller merchant ships, causing them to be unable to leave the gravity well which really puts strain on the income of the planet.
Heavy Strikecraft: Having the most advanced ship-borne manufacturing and repair facilities breeds the best aerospace engineers in the fleet. With the best working onboard the Sova, come new tweaks and designs that improve the strength of their fighters and bombers which is why most people call the strikecraft from a Sova Heavy Strikecraft. The fighters and bombers are slowly improved as the crews become more accustomed to the ships resources and needs, providing the best strikecraft in the fleet.
Rapid Manufacturing: Throughout many battles, the crews of each ship have honed their skills and places, providing better cohesion to themselves but none like the Sova. The Sova's crew have been known to share ideas on how to increase productivity with the planets they protect, improving their efficiency at not only building structures but also ships. When things get desparate, the crew put into place a dangerous plan of combining both their repair facilities and advance ship-borne manufacturing. In other cases, the effects would be disastrous but with the great amount of experience and knowledge that the Sova's engineers have acquired throughtout their time on the battlefield, they are able to use both in conjunction to create fresh strikecrafts at an unrivaled rate, seeming as though they create them instantanously, they keep the battlefield filled with strikecraft. Unfortunately, the two were not designed to do this and can only work for so long together before they risk not being able to repair or create strikecraft.
Colonize: The Akkan was specifically made to colonize new worlds and since the appearance of the Vasari, recolonize old ones as well. It is of capital ship class but it is not the best fighter since it is filled with civilians as well as military personal. As crews get more use to Colonize, they are able to more efficiently distribute the supplies, even having some left over, the best can have enough supplies left over to create two resource extractors to help get the colony to a better start.
Ion Bolt: One of the few experimental weapons fielded while in the Vasari TEC war that worked out. It got to see action in a small convoy with an Akkan at its core, stuffed with colonist, came under attack by a single capital ship, a raiding Antorak Marauder. The Akkan was taking the brunt of the pounding, the surrounding convoy could have together overwhelmed the ship but it kept evading the ships with its fast movements and if that weren't enough it also put out of phase many of the ships for minutes at a time, the battle shifting in favor of the Vasari. In a desparate effort, the crew of the Akkan quickly brought a weapon which wasn't even designed for it the ship online, its advance computers quickly integrated it into its systems, it replaced a lazer turrent and fired, disabling the Antorak, allowing the rest of the convoy out of theif phase space jails and finally being able to return the favor to the Vasari. The effects were not long lasting, a few minutes later the ship came back online and with its lightning fast speed left the area and jumped, this was the first time the weapon was used and with great success. Though it is still not refined, the Ion Bolt can disable a ship completely by freezing all their computer systems, leaving an enemy ship powerless but it just manages for a few minutes, enough time to either decide to run away or stop an escape. Initially it was planned to have been used on another class of ship such as the Kol battleship, but the calculations required to target, power and fire were so straining on the battleship's computers it was known to leave a Kol vulnerable during the firing sequence, but the Akkan, with its much more advance and superior computers could handle the strain without it effecting it's condition and so the Ion Bolt has been used solely by the Akkan ever since.
Targetting Uplink: The Akkan has been upgraded to contain some of the most advance computers that money can buy for a capital ship. The ship's sensors can see better and farther than most other ships which is specially good in battles. Its great support rolel was discovered in an exploratory mission of the Merkla system. This small exploratory force came under a sneack attack by a Vasari raiding party which was able to bring down their main battlship. The next most senior captain was on an Akkan and in a bold moved the captain turned on the targetting computer to the max and synchronized it with the rest of the fleet, improving their own targetting, giving them far better accuracy and range in the insueing battle, not a single shot was wasted as they made their retreat and with greater range they were able to keep the Vasari ships further behind them as they made their escape back to Trader space. Since then, an Akkan's powerful computers have always been used to supplement a fleet's readings and targetting information for even the slightest edge in the battlefield.
Armistice: Armistice is the latest and one of the greatest abilites that uses the true nature of the TEC people. This weapon would have never been made possible if it wasn't for the Advent. With the arrival of the Advent came captured ships and technologies which could be dissected and ultimately used against their lastest foe. While doing research into the captured psitech, the possiblities of how to utilize this technology in their shipes started to fly out but none of them worked and this was likely due to the fact, for the most part, the TEC people were severely handicapped in metal abilities. After several amounts of testing did they try something that is at the core of all the TEC people and that is their unmatched ability of diplomacy. This was tested by an Akkan because of the amount of people they carry and most being civilian so they can help power it with there thoughts. When first activated, it was pushed to the max for fear that the combined mental ability was not enough, it initially seemed to have done nothing and was another failure. The TEC people all felt a sudden urge to talk to their enemies and were convinced they could talk them out of this war and so all of a sudden they stopped firing and for a minute were taking a beating while trying to open communication channels; the strangest thing happened and that was in the middle of a battle communication channels were opened and a dialog was quickly started and a ceasefire was quickly agreed upon but all fighting parties. The TEC spoke to their enemies and tried to settle things through words, even if they were harsh, as they kept the ceasefire going for as long as they could speak, it seemed as though in a certain radius around the Akkan people were much more open to talking and diplomacy rather than fighting, this affected everyone in the area so there was no real control over the ability but it lasted for about an hour and thus far always brought about a ceasefire, even if it was temporary. Once ended, it would be like nothing happened as every group would simultainiously resume fighting as though nothing was said. This tactic has been rarely used because in the end it is only used to hold any group off for about an hour but it has been used as a tactic to fall back, but the urge to talk is so powerful that sometimes ships fail to go as plan and fall back so they have learned to put the ship on autopilot to leave the area right before activating the weapon rather than risk the low chance of staying and talking.
Shield Restore: Being the most converted and initially used capital ship in the TEC Vasari war, the Dunov was giving anything and everything to help it fight and hold off the Vasari fleet which ended up being a wide range of weapons. Shield Restore had been used by the TEC but on a much smaller scale, mostly reserved for protecting the biggest of trade ships when dealing with pirates but with a war required a much bigger addition to its shield adding power, power that only a capital ship could provide. The power from the antimatter is converted and calibrated into shield power and is shot straight to a friendly and instantly added to their shield strength which is useful against most types of weapons but fails against the phase missiles.
EMP Chage: One of the oldest weapons of the Trade Order, TEC have added this weapon to the Dunov and modified it to target the specific shield emitters of a ship and it was discovered to have a side effect of also breaking down antimatter of the enemy through the shield emitters. Instead of it being fired like a pulse, it is shot out from the Dunov and acts like a bomb, upon impact it explodes and the effects are felt around a radius from the explosion. TEC ships can modify the bomb to varying specific frequencies and modify their shields so to protect themselves from the effects, thus it is unlikely to cause harmful effects to its own fleet. This weapon has proven to be best against clusters of support ships, rendering them useless and making them much easier targets for the TEC. Capital ships are also a good target so that they are stuck using conventional weapons which has really helped the TEC since the arrival of the Advent and helps to bring down their shields much faster.
Magnetize: The emergence of enemy strikecraft was not enough reason to put this idea into action, specially since the Kol can handle any strikecraft better than anything else could so this ended up being the latest weapon added to the Dunov when the Advent arrived. Though the theory is sound, the idea on how to magnetize another ship wasn't as sound. The idea was to use antimatter in a two step process, first the energy would be given to particles around in space and cause them to lose electrons and the second step is to help push those electrons on one side of an enemy ship, thus magnetizing it, most people didn't half enough faith in this idea. The TEC people always seemed to have an uncanny knack when it comes to antimatter, their technology in that area being further than what it should be for a civilization at their level of technology and that is why its not surprising that they found a secondary use to Magnetizing a ship, which is to temporarily charge antimatter so it cannot be utilized. This secondary effect, along with its intended effect is to ultimately destroy strikecraft was enough reason to put this weapon to the test against a small Advent fleet since they seemed to rely on antimatter the most so the effects would be more greatly felt. There was a fear that the magnetized ship would not be magnetized enough to effect the stores of antimatter on a ship but reports of the battle proved that not only was this a great answer to the Advent's strikecraft, using it's speed against it by causing it to do more damage when crashing into something, but it also left the antimatter neutralized for a small amount of time. Since then, the ability to Magnetize a ship has become a standard weapon on a Dunov ship.
Flux Field: The most praised power that the Dunov can bring forth.. When the crew becomes sufficiently skilled with the usage and understanding of the special weapons carried by the Dunov, they can learn to combined them together without unwanted effects to create a field for friendlies that increase the power of antimatter greatly, reducing the amount needed to power their weapons and systems. First discovered in a battle to draw a line in the sand against the Advent armada, the battle was an utter failure but from the flames of battle emerged a powerful gift. During the battle, the Dunov's abilities were not enough to resist the might of the Advent but were a bigger threat to the Advent than the battleships, thus they were the primary targets during the battle. In a desparate move, a known unstable physicist who was on board to maximize efficiency, manage to convince the captain that survival laid in combining all of the special weapons of the Dunov to create a certain field in space. The crew knew what the ship could and could not do, the plan was feared to cause the ship to implode but they did as they were told. The EMP charge was modified to specifications that the physicist required, the bomb was kept inside, it underwent firing sequence but was not going to be fired, it was planned to explode in the ship. As the bomb was reaching its critical point, the next step was activated, it was heavily magnetized which allowed it to change form and seemed to reach a stable form which allowed the Dunov's antimatter power to greatly increase. It seemed to have not required the third step for a moment until the modified EMP charge quickly became unstable and threatened to blow up the ship, it seemed to have required more power to stablize, which the physicist predicted, the final step is to use the Shield Restore weapon. Antimatter's power is used to create a forcefield which was pumped into the unstable charge, once that happened the modified charge expanded around the ship and then exploded, there was no damage but it caused the Dunov to become the center point from a field within which space is in flux which only effects antimatter, causing it to become much more potent. The modified Shield Restore had a secondary effect of allowing only TEC ships to exploit the benefits from the field. This power allowed the TEC ships to become deadlier but in the end of that battle, it allowed a safer retreat from the battle. Since then, the reactions have been studied and become standard information on a Dunov but only a veteran crew is able to pull it off.
Radiation Bomb: Being the more recent addition to the fleet, the Marza was the best retrofitted capital ship, seeming to be a dedicated warship just like the Kol, but it really started out differently as a planet bomber. When it was being retrofitted, the people saw it already had weapons to bombard a planet, though they were weak, they were soon replaced or slightly modified for weapons of war. The Marza has a wide range of armaments on it from the past, one of them being small nuclear warheads. It was known that nuclear warheads weren't as good in space as they were on a planet so they modified it so that the radiation would spread out from the impact zone so have an effect over a small area, thus the Radiation Bomb was born.
Raze Planet: The Marza is a planet bomber, it has always had the siege guns but they were fairly weak and slow. The ammunitions were changed out and the rate of fire was also increased so that it would be a better planet and population killer. It siege guns are designed to fire quickly, most of the reason it makes a good planet attacker being because of the speed the warheads are shot at. The force it fires with is so strong that it can only fire few rounds at a time, but once a crew gets good enough, they can find better balances between the amount of force it fires and still do the same amount of damage.
Incendiary Shells: The Marza was left with many of its old armaments because of how they could make good weapons. The crew learns to use it, when the best time to use it is and some of this thigns are rounds that explode after impact, causing even more damage to an enemy. They don't have enough to make those rounds the standard but once a crew has learned more about combact they can also learn when is the best time to use them to make the enemy really hurt.
Missile Barrage: The Marza is loaded to the brim with missiles, its supply is constantly being replenished so seems to have a never ending supply. There have been many ideas of pre-programming missiles before being fired so that instead of getting their targets from the computer when fired, there was thinking one could point out the target before it is even loaded. This is possible but extremely expensive to make missiles with this capability so it was never used. Towards the 8 year mark of the Vasari war, there came a battle in which a Marza and a few frigates and cruiser came unders attack from an extremely large pirate force, a force which was eventually found out to be paid by the Vasari. There was little hope for this small fleet to hold them off and defend the planet but they did as they were ordered and engaged the pirates. Because of the age of the Marza, it had a very good crew, one that has seen its shares of uneven battles but after fighting the Vasari for all that time, it was hard to fight their own, still, they were the enemy. After a few hours of fighting, even with a capital ship fighting against the pirates, the pirates manage to crush most of the force, saving the Marza for last so in a genius move, the captain lured the ships away from the rest of the fleet, the pirates wanted the destruction of the capital ship badly and chased it. The Marza was luring them away into a trap, the captain of the Marza has been showed a way to send volley after volley out of the ship and not just be wasted but be fired and hit its targets but it wouldn't just hit the enemy but all surrounding targets so there was never a chance to put this into action during the Vasari war and non were willing to fund this type of reseach. As the pirates gained while the Marza ran, it seemed to be doomed, starting to take fire from the pirates. It suddenly stopped and was slowly turning to face the enemy, in which time the pirate fleet caught up and began opening fire. Now facing them, nearly all the Marza's systems went offline, only life support, tracking&radar, emergency lights and missile banks were still online, it seems a bit of a dead ship until it unleashed its fury. The Marza fired volley after volley of missiles towards the pirate fleet, for a few seconds after being shot out it seemed they had no targets but after another few seconds it seemed to have received targets. All the missiles are told were to go by the targetting computer but now the computer was working overdrive, requiring much of the computing power and energy of the ship inorder to continue firing missiles and being able to keep track of all of them and guide them to their targets. Though the Marza did nothing but fire missiles, this attack was desvastating, as the missiles poured out at an unimaginable rate, the pirates were pummelled by the missiles and tried to escape but the range of the Marza was too big and before they could get out of range they were destroyed. Ever since then, beacons have been installed into every ship in the TEC armada so that the Marza's targetting computer is forced not ignore it. Only the boldest and most experienced crew can load up the missiles fast enough to make this Missile Barrage work.
After like 7 days, I finished with TEC. I can breathe now.