I haven't writtien in this in a long time and have just wanted to start it up agian because of the TOA expantion coming in January
I was thinking of how evil civs. get a almost unfair advantage over good civs. so i thought of pasifist weapons primarially for cargo craft, the thing is to shoot to disable and then run like hell. Pasifist craft always get the first shot. Pasifist craft do not get weapon upgrades.
Beam class pasifist weapons:
Cunncusion Beam I
Req. techs: Laser V, Passive weapon theory
Chance of Dissable: 33%
Size: 40 Cost: 120
The Cunncussion series of weapons to not harm the opposing craft but disable it long enough to escape with our vessels intact, the Cunncusion Beam focuses a beam slightly of par of the attacker with a energy obsorbent shpere loaded, the shpere is detonated causeing a misaligning of the enemies engines by shockwave. This will also disable beam weapons and defences by de-stablising the energy outputs.
Cunncusion Beam II
Req. techs: Cunncusion Beam I, Plasma Weapons
Chance of disable: 50%
Size: 35 Cost: 140
Stronger Beam more cunncussion thought better energy absorbing metals, less space.
Cunncusion Beam III
Req. techs: Cunncusion Beam II, Plasma Weapons III
Chance of disable: 75%
Size: 30 Cost: 200
The Ulitimate cunncussion weapon using the best aviable resources, the shockwave is now powerful to disable shielding outputs.
EMP Missle I
Req. techs: Harpoon, Passive Weapon Theory
Chance of disable: 33%
Size: 40 Cost: 120
To passify attacking craft we do it with a EMP ammunitution onto a missile. Disables the firing seqs. on other misslies and knoking out radars.
EMP Missle II
Req. techs: Harpoon II, EMP Missle I
Chance of disable: 50%
Size: 35 Cost: 140
The EMP charges loaded in this missle are supercharged, making them more effective.
EMP Cluster Missle
Req techs Harpoon III, EMP Missle II
Chance to disable: 75%
Size: 30 Cost: 200
We clustered the super-charged EMP's to make them more effecive, the EMP clusters are so effetive they take out Missle defences as well as their offenive counterparts and radar.
Depresserisation Bullets I
Req techs: Mass Drivers, Passive Weapon Theory
Chance to disable: 33%
Size: 40 Cost: 120
These Bullets are to hit the hit the hull and lodge themselves, then with a piston operated inner-bullet made of super-hard, super-dense, super-Saturated dimonad to perse the hull, the result would be a slow estraction of air and gravity rendering the attacking craft immobitised. Also since Mass Driver weapons reliy on Mass the lack of gravity and life support should render them useless until life-support is turned back on.
Depresserisation Bullets II
Req techs: Mass Drivers II, Passive Weapon Theory, Depresserisation Bullets I
Chance to disable: 50%
Size: 35 Cost: 140
Same bullets, Smaller and lot more of them
Depresserisation Bullets III
Req techs: Singularity Driver, Passive Weapon Theory, Depresserisation Bullets II
Chance to disable: 75%
Size: 40 Cost: 120
The bullets in this improvement have been upgraded in two ways. a) The inner bullets dimond fittings have been replaced with super-dense dawf dust (solid core of a dead star) and

The bullet now carrys two inner bullets, the 2nd inner bullet carry a elcotrote staffer that once struck the hull changes the atom electron configuration, therefore disableing armor upgrades and making the disabling process a breeze.