The "Utilities" of "The Night's Horse"
These are the "Utilities" on-board the "Night's Horse".  They are kind-of weapons but really are considered utilities (and therefor are not illegal in most places).  They include traking devices, chaff dispensers to get rid of annoying missiles and systems that jam enemies sensors, comm. units and targetting units).  Some of these "Utilities" have been modified, while others are experimental, making modifications very difficult.
 
 
(These are not really weapons but can be used as such)
All utilities can be fired from cockpit or by the ship itself.
Proton Torpedo Launcher #1
Origiinally intended for a proton warhead, this has been modified with tracking in mind.  It has an homing beacon warhead that will stick to a ship and transimit back to its owner for 15 - 20 light years, depending on its age.

Fire arc: front
Skill: starship gunnery
Fire control: 1D+2
Ammo: 8
Space range: 1-5/15/30
Atmosphere rang: 100-500/1.5km/3.0km
Damage: none; connects a homing beacon to ship; beacon range 15-20 light years depending on the age of the beacon
 
 

Proton Torpedo Launcher #2
Much like the above, this fires and attaches a powerful S-Thread beacon to its target.  The S-Thread beacon will ping its location across the hyper-comm to its firer, constantly updating with a range as far as the Holo-net.

Fire arc: front
Skill: starship gunnery
Fire control: 1D+2
Ammo: 8
Space range: 1-5/15/30
Atmosphere rang: 100-500/1.5km/3.0km
Damage: none; connects a S-Thread to ship  
 
 

Chaff Dispenser
This all important utility is rear mounted and will take out any missile that hits it.  Unfortunately for the missile, it has to go through the chaff to hit the ship and the chaff continues firing for 6 rounds or 30 seconds.  It also has the bonus of taking out close enemies.  Even though an enemy close enough to be hit by this would have killed you by the time you can fire, it does have its anti-ship uses.
Since it is a pack of mag-charged "stuff" it also will mess up enemy sensors when they are hit.  Also they will obscure vision and finally, the best, will through any enemy hit into a spin.  If fired during a strafing run close to a Capital class starships hull it will eat at the cap-ships shields and disturb the targetting for any weapon it touches.

Fire arc: Rear
Skill: Starship gunnery
Fire control: 1D+2
Space Range: .1/.3/.7
Atmosphere range: 10/30/70
Ammo: 10 (each burst lasts for 30 seconds)
Damage: 1D; Destroys any missiles it hits; if an Enemy is hit it loses front sight and all sensors for 1D rounds, as well as spinning out of control for another 1D rounds after that
 

Enemy Targeting Jammer
Useful when multiple ships are trying for a lock on you.  It will disrupt their targeting systems so that they must fire by sight.  This is not an easy thing when a target is jumping around very much.

Skill: sensors, works against all ships in range
Space range: 1-3/7/15
Atmosphere range: 100-300/700/1.5km
Damage: -2D from enemy fire control
 
 

Comm. Jammer
If a sole enemy shipis trying to escape or you are leading an ambush this will keep the enemy from alerting his freinds.  This way others will fall into your trap too, and no one will be the wiser.

Skill: communications, works against all ships in range
Space Range: 1-5/11/35
Atmosphere range: 100-500/1.1km/3.5km
Damage: All comm. channels filled with static
 
 

Merr-Sonn LM-10 Area Denial Mini-Munitions Bomb layer
This little weapon is useful for bombing a large are of troops, little vehicles or even small bases.  The individual bombs are not that powerful in themselves, but, considering how many are dropped, about 4/second, it adds up to a lot of damage.

Cost: 10,000; (Original Cost: 10,000)
Cost per hundred bombs: 1,300
Fire arc: Rear     
Crew: 1 (2 can coordinate)         
Scale: Character
Skill: Starship gunnery        
Ammo: 1,000 (total); ______ (currently)
Fire rate: 20/turn controls are locked on target
Fire control: 2D+2    
Space range: Falls out of bomb bay doors and go down, pushed out by gravity in atmosphere and a small jet of 
Atmosphere range: air in space.  Falls 1m forward for 2m high on a 1 standard gravity world
Damage: 3D each bomb, use combined actions rules
 
 

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