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* The Novalith Cannon, the TEC's superweapon and the strongest weapon in their arsenal. It is a railgun the size of a capital ship that fires huge [[NukeEm nuclear warheads]] at enemy planets through phase space. The explosion devastates the target planet and all ships in orbit, and it can completely sterilize a planet in two shots.
** The Vasari, on the other hand, have the Kostura Cannon, which functions similarly to the Novalith in the sense that it shoots gigantic missiles at enemy planets. However, instead of nukes, the Kostura shoots powerful EMP warheads that temporarily disable all enemy ships and structures. If you have ''Rebellion'' installed, it also contains a Phase Stabilizer so you can bring your Fleet there as well-up to and including a Starbase, if you're playing as the Rebels.
** The Advent's superweapon, the Deliverance Engine, is basically a mind-control device '''''used as a superweapon'''''. That's right, the Advent wield ''their psionic conscience'', the Unity, as a ''superweapon''!
* Winning a map. Throughout the entire time you play on this map you're involved in what is undoubtedly a long, costly war against the other faction(s), and you finally bring it to an end.
* The Rebellion expansion. [[TwoWordsAddedEmphasis Three Words]]: ''[[BiggerIsBetter Titan.]]'' ''[[CoolSpaceShip Class.]]'' ''[[MoreDakka Ships]]''. ''[[http://forums.sinsofasolarempire.com/405991 Oh, yes!]]''. Each Titan is uniquely awesome:
** TEC Loyalists get the Ankylon Titan, a ''fortress in space'' that is so heavily armored it can wade through whole fleets without suffering severe damage. As if that isn't enough, the Titan can support allied fleets and significantly increase it's already high survivability; it is able to increase it's hull repair rate and weapons damage significantly (especially in allied gravity wells), is able to deploy a short-lived shield around itself/allied vessels that reduce damage taken, and it is also [[RuleOfThree able to]] stop enemies from using their abilities as well as dealing DamageOverTime. The Ankylon's ultimate ability is RousingSpeech and BreakThemByTalking combined into one; it causes enemies to get longer weapon cooldown while allies get shorter weapon cooldown.
** The TEC Rebels have the Ragnarov Titan; a ''long'' {{BFG}} with [[MoreDakka more guns]] to the sides of it and engines at the back. The Ragnarov hosts a myriad of offensive abilities; it has a single, long-range shell, and has two SplashDamage abilities; one deals knockback and the other deals damage in a conical area in front of the Ragnarov. The Titan's ultimate capability is ''doubling'' the damage output of the next ability it uses.
** Advent Loyalists utilize the Coronata Titan in battle; a Titan that represents the Advent's RoaringRampageOfRevenge at it's finest. It can permanently mind-control enemy frigates/cruisers by sacrificing it's antimatter reserves and weapons damage with every shot (That's right, merely ''getting shot by it'' can inflict MindControl on the unfortunate frigate/cruiser crew). The second ability can cause enemies to have lower damage output and speed ''just by being in it's vicinity''. It's third ability allows it to project a WaveMotionGun that only increases in lethality the more allies there are in the same gravity well. As the coup-de-grace, the Coronata's final, ultimate ability allows it to ''instantly brainwash an entire planet!''.
** The Advent Rebels' Eradica Titan is also no slouch; it is infamously ''an absolute nightmare'' to kill thanks to it's abilities. It can sacrifice an allied vessel then absorb it's hull, shields and antimatter for a quick boost of each to the Titan. The second ability is a SplashDamage attack which a slew of other ships also have, but the third ability makes every destroyed allied ship a boon to the Titan's weapon damage. The ultimate weapon of the Titan is the final ability, that causes it to ''take less damage'', ''restore antimatter faster'', and ''gets less cooldown on it's abilities'' the more damage it takes to the hull (in layman's terms, the Titan '''''[[TurnsRed becomes harder to kill the more you damage it]]'''''.) And should it go down anyway, it will ''[[SuperMode turn completely invulnerable]]'' and fight on for 2/4 minutes, ''[[OhCrap with all the bonuses above]]'', before finally going down. Add to the fact that new Titans constructed after the last one (i.e the one you lost) retains the previous one's level, once the Eradica Titan hits level 6 and learns this ability it is simply [[ThatOneBoss the one Titan]] [[WhyWontYouDie they couldn't kill.]]
** Vasari Loyalists summon the Vorastra Titan to aid them; it is a massive ship with a myriad of nasty abilities. The first one allows it to [[FlashStep initiate a short-range phase-jump within the gravity well]] closer into enemies, partially averting the MightyGlacier trope that most Titans fall prey to. The second, a passive, grants it small but permanent damage reduction, allows the Titan to fire faster the more it is shot at, and causes the Titan's weaponry to deal SplashDamage. The third allows it to instantly build a Phase Stabilizer in it's gravity well. The Vorastra's ultimate weapon is a giant maw that can ''suck in ships and destroy them instantly'', granting resources to the Vasari player wielding the Vorastra. Also notable, the Vorastra can also serve as a mobile capital world with the proper research; as long as the Vasari Loyalist player has the Titan or a Capital Planet (or both) intact, they are still in the game.
** The Vasari Rebels get the Kultorask Titan, a '''''GIANT UMBRELLA OF DESTRUCTION''''' that also has a selection of nasty abilities. It can nano-leech antimatter and hull points from enemy frigates (basically, it's a SplashDamage LifeDrain), sacrifice it's hull for friendly ships in range, and it possesses a gravimetric wave that slows enemies down (or, if they happen to have nano-leech, '''completely''' disable them for a period of time). The trump card of the Kultorask is an ability that causes DamageOverTime to enemy vessels, or cause targets that happened to have nano-leech to take more DamageOverTime.
* Any player managing to beat a Titan Class Ship with only Frigates, Cruisers, and Strike Craft would have to be one heck of a resoruceful tactician.
* The Trader Emergency Coalition, using nothing more than [[ImprovisedWeapon converted civilian craft and antiques]] can kick just as much ass as the Imperialist space aliens and the nation entirely composed of psychics. [[HumansAreWarriors Think about it]].
** Gets better with FridgeLogic: The Vasari and Advent rebellion split have the "loyalist" faction wanting to carry on as they always did before, and the "rebels" wanting things to change and co-operate their enemies. The TEC, meanwhile, is torn between the Loyalists wanting to HoldTheLine and [[GuileHero use diplomatic maneuvering]] and/or [[UsefulNotes/PeaceThroughSuperiorFirepower ensuring peace by millitary might]], or the Rebels wanting a more... ''permanent'' option and [[TeachHimAnger lashing out at the xenos that nearly wiped them out]]. When the other races are doubting ''"is victory possible?"'' by being torn between continuing to carry on as they did or change their approach, the TEC are asking '''"when do we call it victory?"''' by being torn between wanting to defend or to lash out.
*** The Vasari have been fleeing an unstoppable enemy for god knows how long. Their loyalists want to keep running without any regards to the TEC or Advent, while the Rebels want to co-operate with the TEC and Advent to either escape their unknown threat together or mount a resistance, ''[[BackToBackBadasses together]]'', against said threat. The Rebels probably knew this probably won't end well even if everything works as intended, but apparently [[WorthyOpponent the humans that caused them to actually fight tooth-and-nail in the first place instead of just being pushovers]] [[FireForgedFriends has proven themselves worth the risk]].
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