Because we have them already
Here's a more-or-less complete reference, updated today. I'm planning for certain unlisted fighters (like the Rapier and Raptor) to become available upon reaching certain skill levels.
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It was widely hoped the end of thirty years of the Terran-Kilrathi war would bring a measure of peace to a galaxy in desperate need of stability. This has not been the case. In fact, the period since the lifting of martial law has seen the inception of no less than three hundred distinct political, terrorist and pirate factions. There are rumblings of war in the Landreich, the newly independent Union of Border Worlds struggles to survive, and Imperial loyalists wage a desperate, futile, but protracted campaign to restore the Kiranka line to the imperial throne. Closer to home, the Martina Nostra has its hands in nearly every law passed in the Great Assembly and the Confederation scales back its military even as it struggles to cope with a resurgance of pirate activity and tightened arms control. The Confederation is in chaos, and it is a good time to be a mercenary.
Confederation Navy, Sol Sector
ALLIES: Merchants, InterSec
ENEMIES: Pirates, Martina Nostra, Kilrathi Raiders, Retros
PILOT: F-104B Bearcat
The Confederation Home Fleet is responsible for the defense and security of the entire Sol Sector.
InterSec, Sol Sector
ALLIES:~Confed Navy, Merchants
ENEMIES: Pirates, Martina Nostra, Kilrathi Raiders, Retros
PILOT: P-64C Ferret
The Sol branch of InterSec concerns itself primarily with pirate organizations and home-grown terrorist groups rather than external threats.
Confederation Navy, Enigma Sector
ALLIES: Merchants, InterSec
ENEMIES:~Pirates, Kilrathi Raiders, Landreich
PILOT: F-57D Sabre
Confed has its hands full in Enigma, tasked not only with defending the frontiers from renegade Kilrathi raiders but handling increasingly explosive relations with the Landreich.
InterSec, Enigma Sector
ALLIES:~Merchants, Confed Navy
ENEMIES: Martina Nostra, Kilrathi Raiders, Landreich, Pirates
PILOT: P-64E Ferret
InterSec Enigma's beat encompasses not only a number of Kilrathi rogues but numerous terrorist and pirate factions.
Confederation Navy, Gemini Sector
ALLIES:~Merchants, Militia
ENEMIES:~Pirates, Martina Nostra, Kilrathi Raiders
PILOT: F-71C Stiletto, A-18 Broadsword
Gemini Sector Confed Command holds dominion over a politcally insignificant but strategically important area of space.
Gemini Citizen's Militia
ALLIES:~Confed Navy, Merchants
ENEMIES: Pirates, Martina Nostra, Kilrathi Raiders
PILOT: NCCF-30 Gladius
As the Gemini Sector is beyond the authority of InterSec, local citizen militias are tasked with keeping law and order, with various degrees of success.
Border Worlds Militia
ALLIES:~Confed Navy, InterSec Security, Merchants
ENEMIES: Drakhai, Landreich, Martina Nostra, Kilrathi Raiders
The Border Worlds Militia is the primary defense force of the fledgling Union of Border Worlds.
InterSec, BW Sectors
ALLIES:~Confed Navy, Merchants
ENEMIES: Drakhai, Kilrathi Raiders, Martina Nostra
PILOT: Ferret
The Union of Border Worlds government employs InterSec Security personel to supplement its beleagured local militia.
Landreich
ALLIES: None
ENEMIES: Confed Navy, InterSec
PILOT: NCCF-106 Scimitar
Although the Landreich has traditionally enjoyed close relations with the Union of Border Worlds, recent Confed pressure has compelled the Militia to take a hard-line attitude towards the notorious free state.
Kilrathi Raiders
ALLIES: None
ENEMIES: Merchants, Confed Navy, InterSec, Gemini Citizen's Militia, Landreich, Border Worlds Militia, Drakhai, Martina Nostra
PILOT: KF-104 Dralthi VII, KF-105 Gothri, KF-91 Jalthi
The political shakeup in the former Kilrathi Empire has forced some Kilrathi to go renegade and seek asylum in the lawless frontier regions.
Drakhai
ALLIES:~None
ENEMIES: Everyone
PILOT: KF-111 Kor-lahr
The Drakhai are the personal bodyguards of the former Imperial Kiranka clan, seeking to restore a figurehead Emperor to the throne.
Lynch's Men
ALLIES: None
ENEMIES: Drakhai, Martina Nostra, Retros
PILOT: Tarsus
Roman Lynch, founder of Lynch Enterprises and the most powerful businessman in the Confederation, employs a wide assortment of underlings to enforce his monopoly on Confederation industries.
Martina Nostra
ALLIES:~None
ENEMIES: Confed Navy, InterSec, Gemini Citizen's Militia, Border Worlds Militia, Kilrathi Raiders, Lynch
PILOT: Razor
The Martina Nostra are a Mafia-like organization involved in a wide assortment of illegal activies.
Colonials
ALLIES: None
ENEMIES: None
PILOT: Talon, Scimitar, Centurion
Colonials are ex-Confed nationals who have rejected the authority of the Terran government and make their living in the Border Worlds regions.
Lynch Mining
Cerberus Shipping
Tsunami/Azuma, Inc.
Izanami Corp.
Tetsuo Distribution, Ltd.
Gemini Export
Beto's Foodcorp UnLtd
TransComm
Confederated Mining
Russo Disposal Systems
McCall Industries
Terraform Corp,
Universal Imports
Transector Plus
Ultima Resorts
Abyss Minerals
Weapons
Laser Cannon
The laser is a lightweight weapon and a staple among carriers and transports. It drains less power than other mounted guns but delivers more shots wielding slightly less damage. Its range of 5000 meters surpasses that of most guns.
Mass Driver
The mass driver has medium range, good accuracy and applies medium damage. Heat buildup and power drain are minimal, and the damage potential remains constant within the cannon’s range. Though other types of cannon have evolved, the mass driver remains a solid weapon in any situation.
Neutron Gun
A relative of the mass driver, the neutron gun is found mostly on light fighters designed to attack at close range. Blasts from this gun apply piercing damage to armor and can obliterate another fighter at close range.
Particle Cannon
The particle cannon fires nuclear particles that inflict average damage on energy shields. This weapon has medium range and speed.
Tachyon Cannon
The newly developed tachyon cannon emits sub-atomic particles that are able to penetrate weakened shields and retain their damage potential.
Ionic Pulse Cannon
This high-power cannon fires ionized electrical pulses that can down a light fighter with just a few shots. It inflicts high damage at medium range but renergizes more quickly than other guns.
Plasma Gun
The plasma gun was originally developed to attack heavy fighters and corvettes with light armor. It uses electrically charged hydrogen molecules that are in a state of near-fusion.
Fusion Cannon
The fusion cannon is perhaps the best gun available on the civillian market. Essentially an improved version of the plasma gun, the fusion cannon provides incredible damage with a good fire rate at short-to-medium ranges.
Flak Gun
Flak guns provide most of the side and rear gun protection for capital ships. Computer-operated, they employ explosive energy bursts. Flak guns have medium range and high firing rates, and they diminish power more slowly than other guns.
Missiles
Dumbfire
This missile is a point-and-shoot weapon that doesn’t require a missile lock – just aim at a target and launch it. With no homing capability, a dumb-fire is most dangerous against pilots who can anticipate your reactions. Pilots usually reserve DF missiles for use in close quarters or against slow-moving targets. In most cases, you can easily evade these missiles by outmaneuvering the missile.
Heat-Seeker (HS)
The engines of fighters and capital ships generate a lot of heat, a fact that the heat-seeking missile uses to its advantage. The targeting system looks for the hottest, closest object, so you can try flying near an enemy ship. In some cases, the missile will adhere to a second heat source and quit tracking you.
Image-Recognition (IR)
An image-recognition missile operates by “memorizing” a targeted ship. It’s difficult to evade once it gains a lock, and a chaff pod won’t distract it from a target. If you spot one coming at you, your best bet is to dart behind another enemy ship and hope that it inadvertently hits your opponent instead.
Friend-or-Foe (FF)
The friend-or-foe missile locks onto the nearest enemy ship. Capable of identifying the distinctive signal broadcast by enemy ships, it makes a beeline for the nearest ship that isn’t broadcasting. This weapon will target friendly ships whose communications systems are damaged. Even the firing ship is not safe!