Reaction Thrusters(Ih): A ship may mount a maximum of 1 engine room(same size as military engines) of Reaction Thrusters. Must be the last system on the ship. Must be immediately after a H dedicated to storage of reaction fuel. These systems give no strategic speed, give a speed of 1 on the tactical level(for a max of 30 tac turns), and a turn mode of 6. The main use of this system is to allow the unit to move without a DF and to provide movement to ships without I or Ic. This allows Ind2 races in systems with multiple habitable worlds and moons to colonize them. Ind2, 1hs, 1MCr, dev cost: 800.

Rotary Missile Launcher(Rl): Developed by the Grizzelans during their war with the Zoni, Rl take up 2 hull spaces and cost 20 MCr each. Rl fires 1 SM(no Sprint-mode) or CM every other round per launcher. Each launcher only holds 6 SM or 3 CM. Rl become available at TL3. They are reloaded as XO Racks. 2000 to develop.

REI Improvement Plant, 1st Generation(RPlant1): Created by the all-knowing Binar Collective, these planets improve the REI of moons. It adds +10% to planetary REI index (vp, p, n, r, vr) every turn (max REI is 1.5/Very Rich). Cost is 1,000 MCr per plant, TL4, research cost is 20,000 MCr, and is built like TK(ie no Q or Lh required-automated plant). Only one per moon!

Recon Drone (RD): as in normal Game, but TL6

Reverse Thrusters(Ir): A radical innovation built first by the Draka race, this system allows a ship to move backwards at half speed. One reverse thruster must be built into each engine room for this system to work. You cannot use tuners or de tune with reverse thrust n action. ½ hs, 15MCr each, TL6. Noted as (IIIr). Dev cost: 4,000

Recon Drone Bay One(RDB1): Developed by the Rishatha Imperium during the 6th Interregional Conflict, the RDB allowed the Rish substantial tactical flexibility as Recon drones extend the scanner range of a warship. The newly developed RDs would only fit on an XO rack(four of them), until a Rish engineering team devised the Recon Drone Bay. The RDB1 can hold 4 RD1s. Available at TL7, the RDB1 is 2hs in size, costs 15MCr, and costs 3,000MCr to develop.

Reflex Warhead(-RW): Missiles that are capable of making a 2nd attack if they miss on the first pass. However the second attack (in the same combat impulse) - counts as a separate volley, but from the opposite direction (remember the blind spot.) is but at -2 to hit and no ship based (Hc, Mi, crew grade, etc.) bonuses allowed. All damage and penetration rolls are standard for the type of missile. May be mounted on any base missile except CAM, HSM and HCM and cannot be used on missiles launched from XO racks or in sprint mode. Can be combined with any warhead type (-AM, and  -AAM,  -LT, -PR). Cost is *2 for each missile. TL 8, 3,000 to develop.

REI Improvement Plant, 2nd Generation(RPlant2): Similar to plant one except cost is 2,500 MCr, 30,000 MCr to develop, and TL8. Adds +0.02 to planetary REI every turn.

Recon Drone Two(RD2): as in normal SF, but TL9, not 13

Recon Drone Bay Two(RDB2): Developed by the Rishatha during the disastrous 7th Interregional Conflict with the Arachnid Omnivoracity, the RDB2 can hold 10 RD2s(which are the size of a CD). RD2s help system surveys and are 4csp in size. The RDB2 is 1hs is size, is 20MCr, and costs 6,000 to develop.TL9

Radiation Vent Cone(-Itv): Developed by the Oon, these engineering systems enable a vessel to use It’s indefinitely. They are only ½ hull space each but have a serious drawback! They are very dangerous because a lucky energy shot(5% chance) can go internal and do damage(before armor). When hit by a beam weapon and a penetration is rolled, all of that beam’s damage goes internal. This hit completely destroys the vent cone, and is unable to be shot through again. Damage is from left to right, starting with the vent cone hit. N and P cannot shoot through the vent! A It with a Radiation Vent Cone would look like this(-Itv). 20MCr each, one for each -It, TL10, 5,000 to develop.

Ramming Pod(RPod): The most lethal weapon system developed by the Goog Abhorrence, the remote-piloted Ram Pod was used during the Farsight Campaign and resulted in over 38 Pact capital ships being destroyed by this antimatter-packed weapon. An integral part of a Goog warship, this “pod” (actually a 5 hull space past of its ship) can separate(only once) from its mothership and commence attack runs on enemy vessels. Filled with antimatter, it is a highly lethal ramming weapon. Below is the design code:

Ram Pod

Hull                  5 hull spaces

I x2                  Speed 10

Mgx1               Antimatter filled

Acx6                2 hs worth of armor

   Since this part of the ship is specifically designed to ram, it receives a +4 bonus to hit and apparently new pods can be installed onboard Goog warships during a refit. Cost: 220, dev cost = 8,000. Damage is 45 points. TL10. Larger versions of this tech have recently been reported.

Recon Drone Bay Three(RDB3): 1/2 Hs, 30Mcr. Same stats as RDB2, 8000 dev. TL11

REI Improvement Plant, 3rd Generation(RPlant3): Same as RPlant1 except cost is 3,500 MCr, research is 40,000 MCr, and is TL12. Adds +0.04 to planetary REI every turn.

Regeneration Module(Mrg): Needing more and more serious repairs during their desperate struggle with the ponderous Rishatha Imperial Navy, the Horune scientists developed the (Mrg) to conduct self-repair on their warships. Allows the Horune ship to make a damage control repair roll every 5 minutes rather than the normal 30 minutes. This module allows repair rolls on any damaged system, armor, bulkheads, or systems earlier damage control rolls failed to repair. All (Mrg) on a ship are additive, so four on a ship would allow repair rolls on 4 systems every five minutes. The ship loses 1/2 remaining (FRU) Mrg every month the ship is out of maintenance(this reflects the other Mrg scavenging the 'destroyed' ones for their supplies) and other (Mrg) may not repair this damage. 3 hull spaces, 150 MCr, TL 16, dev cost: 30,000. Courtesy of Dazrand.

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Science Station(SciStn): The robust economy of the Binars allowed the development of many unique technologies, not the least of which was the Science Station. The ability of this construct to assist R&D became widely understood throughout Known Space, and was adopted by many races. Max 1 per world, needs a Medium pop to 'work'

Size:     100hs

Code:   SciStn                                                 

Cost:    5,000

Benefit: Adds a +3 to die rolls for the project assigned to that SciStn. One project per station.

A SciSta is built and maintained like an orbital SS and costs 10000 to develop. TL1. Thanx Todd Kes

Ship's Gig(Gig): 1/2 Hs, 4Mcr, 1/2 bbp, 1,000 dev. Other stats and abilities as the ct. TL1

Shuttle, Heavy Cargo(hst): The heavy cargo shuttle has a cargo capacity of 250csp and a personnel capacity of .25 Q. All other characteristics are as st. The hst is the preferred shuttle aboard CFN cargo freighters. the hst is developed with the st and takes up 2 bbp, cost 20MCr each, and is TL1.

Solar Panel Arrays(SPA): Placed in orbit of a colonized planet, these very large arrays provide an economic bonus of 10%(maximum). Five of these objects must be built to achieve the bonus. Each costs 1000 MCr and are 100 hull spaces in size. Solar panel arrays may be built by multiple shipyards at the same time. TL1. 500 to develop. No maintenance must be paid for them!

Shuttle, Boarding(bst): Treat as st. May board ships with shields down if it makes a successful ram attempt. Must declare as boarding attempt before any role is made. If successful, the shuttle will be destroyed but BP delivered(ram does no damage). Failure and the shuttle is destroyed with no effect to target. 3 bbp, 30MCr, and 5,000 to develop.

Ship Bay(SB*): A large engineering system, a Ship Bay allows large space stations, bases, asteroid fortresses, and warships to house smaller ships(and gunboats) inside themselves. This system was invented by the Goog race during their titanic battles with the Three Powers in Garramore Kor Sector. A Ship Bay cannot be more than 75% of a ship/SS/AF/ or bases total volume. SB cannot transport Bases. A fifty hull-space Ship Bay is noted as (SB50). 3 MCr per hull space, TL3, 5,000 dev.

Shuttle, Survey(xst): Treat as st with ct cargo/passenger capability. May perform portion 1-4 surveys(treat as 4 bbp for portion 4 surveys) as X-equipped units(generates 3 points toward portion 1 surveys rather than 2). Has ½ fXr range for sensor range. May not conduct or assist WP surveys. 2 bbp, 3,000 to develop, TL3.

Shuttles, Drop(std): The massive Goog conflict, which involved several major powers including the Inheiritors of the Last Command, the Corillian Confederation, and the Argus Republic, was widespread and devastating for all sides. This conflict demanded the development of many new technological systems, thus the Drop Shuttle was invented. Drop shuttles have double the drop troop capacity of a assault shuttle and cost 40MCr to build. Dev cost: 2,000, TL 4. All other stats as ast. TL4

Science Sensors, Small(Xm): 1/2 Hs, Normal range of X, costs 25MCr, 3000 dev. TL4

Sun Guns(Sg): An advanced laser weapon that does one point of shield damage and one point of armor damage simultaneously. Sun Guns have TWICE the range of a laser. Sun Guns take up four hull spaces and cost 4,000 to develop. Sun Guns CAN be made Small. Sg  work as L against fighters. NOTE: Highly unbalanced system. Sun Guns do 1 point of shield and 1 point of armor damage per hit. If the target is has no shields, the shield point is applied as armor point damage. If the target has no armor, the armor point is applied as internal damage. TL4

Sandcaster, First Generation(Cs1): Due to the incredible damage a Sun Gun can do to a warship, the Basmoli Commonwealth developed the ablative Cs1 system during their war with the militant Kreeghor race. The Sandcaster releases a cloud of ablative sand to block incoming laser fire. The sand cloud is contained and shaped by the drive field of the ship. At two hull spaces, and 45MCr, the Cs was considered a bargain by the Basmoli Clans. When entering combat, this system goes into automatic fire mode, dispensing it’s canisters as quickly as possible. For each Cs on board two points of laser damage is ignored and the next two points is halved. This is per turn, not per volley!  Any additional laser damage is applied normally. The dispensers are assumed to have enough ammo for continuous firing during any engagement(like D) 2,000 to develop. TL5

Shuttle, Armored(sta): One of the newest shuttles, a armored shuttle is much harder to hit than a standard shuttle(-1 on the small craft chart) and are 10% faster(speed 7). 2 bbp, TL5, 1,000 dev.

Stand-By Missiles(-w): The Draka Dominion’s capabilities in warfare have become unmatched in the galaxy, as seen in the development of Stand-By Missiles. This missile system is a radical departure away from conventional missile warfare. These missiles are launched with a set delay(up to five turns), the net effect is that a ship can salvo just like a artillery unit doing a TOT(time on target). +25% missile cost, PD/D series are +1 to engage each salvo. The missiles keep pace with the warship up to five turns before they reach their launch or lose point. Vulnerable to proximity soft kills, 25% of losing the entire salvo before launch if the launching ship is hit with incoming missile fire. These missiles cannot make a WP transit!  TL5. Restricted tech! No additional penaids or missile mods available. Rl has a rapid fire capability in this mode, dumping twice as many missiles into space as it’s conventional counterparts(but not Wa).

SCAAM Shell Projectors(SCAAM): Developed during the devastating Pitar System War, this military system destroyed hundreds of Pitar warships during the two-year war. SCAAM is short for Single Catastrophic Anti-Armor Missile and is actually a energized 'shell' that is attracted to the DF of a warship. These shells home in on a DF, passes thru shields doing damage directly to armor! Fairly long range(same as Sun Gun). One point of damage each, they cannot be shot down by PD. SCAAM Projector is 2 hs in size. Must be located adjacent to a Mg or Mgm. 35MCr, TL6, dev cost: 12,000.

Sensors, Improved Military(Xri): A generational improvement first deployed by the Draka, this system is as effective as Xr, but taking up fewer hull spaces. One hull space in size,  30MCr, TL6. Dev cost: 4,500.

Sandcaster, Second Generation(Cs2): For each Cs2 onboard a unit, 3 points of laser damage is ignored, the next 3 points of laser damage are halved(FRD). Any additional laser damage is applied normally. The dispensers are assumed to have enough ammo for continuous firing during any engagement(like D). 65MCr each, two hull spaces in size, 4,000 MCr to dev. TL7

Singlebeams(Sb): The decision by the insectoid Thranx to develop forcebeam-like singlebeams and their subsequent use on smaller warships(especially the older DD platforms) resulted in an excellent anti-fighter platform. The rapid-swivel mounts devastated Rish fighter groups and also seriously damaged lead ships of the Rishatha screen. Two hull spaces each, TL7, 35MCr, 5,000 to develop. Two points of forcebeam damage and can target fighters at +2. Only a limited number can be mounted on a warship(3x’s turn mode).

Shield Regeneration Technology: The invention of the Cpu, and it's subsequent deployment on most standard warships, brought about a revolution in the computer industry, as defense firms and military think tanks fought for lucrative contracts. Battle damage software was only the beginning and the improvisation of new combat computer programs made the field of battle even more lethal. Cpu software upgrade. Regenerates regardless of incoming fire. TL8

CODE             REGEN                      COST              TL

#                      5 turns                          50MCr             TL8

*                      3 turns                          60MCr             TL10

^                      1 turn                           70MCr             TL12

NOT cumulative(ie, 2 Cpu's running 2 programs repairing 2 pts of shields per turn is NOT allowed).

Shuttle, Heavy Assault(has): Automated, 50MCr, can be held on XO Racks(1 has per XO), can drop 400csp of combat equipment for PCFs into a live-fire zone. TL 8. 2 bbp. 1000 to develop.

Sensors, Small Military(Xrm): 1/2 Hs, 60Mcr, operates as Xr, 2000 dev. TL8

Sandcaster, Datalinked(Cs3): Developed by the Draka during the Soissons Sector War, the Cs3 works exactly like standard Cs systems, but can be fired to cover other warships in it's datagroup, but hey must be within 1 tac hex for this system to work. One hull space in size, 70MCr, TL9, 12,000 to dev. Courtesy of Kencyr

Skhval-class Torpedoes(To:S): A very close-in weapons system, the Skhval-class torpedo was used to good effect by the Thranx against the Rishatha fleets that continually battered at the Thranx system defenders. Two hull spaces in size, each Skhval-class torpedo does three points of damage and cannot be shot down by point defense. Development: 10,000, cost each, 3 MCr for the torpedo, 25 MCr for the launching silo, same range and to-hit as the fR. Reload as XO Racks. A single-shot sprint-mode short-range torpedo. TL9

Spinal Mount, Gunboat Launching(GB-SpM): An advanced launching platform, this design was a radical departure for the Pact Navy, away from long-range beam firing spinal mounts. A mere 12hs for the bay and tube, the SpM holds 8 gunboats, firing them singly at speed 15(regardless of payload). They also land one per turn, onto a rear-facing landing pad. Due to the special bracing and power needs, only one spinal mount can be built per 50hs. TL10, cost 400, dev cost: 15,000.

Spinal Mount, Long Lance Torpedo-Firing(LLT-SpM): A devastating long range weapon, the LLT firing spinal mount is a new system, which needs considerable testing before widespread use can be contemplated. At 20 hull spaces, it can fire up to ten LLT from its internal magazine. Due to the special bracing and power needs, only one spinal mount can be built per 50hs. A TL10 weapon, it costs 800 MCr to build, and 25,000 MCr to develop.

Spinal Mount, Neutronium Hypermass Spinal Mount(NH-SpM): A rare material, nuetronium is mined from the neutron star Pi Puma(whose exact location is highly classified) and is a result of research on ultra-dense material at the Trigon III University(aka Ultradense U). This spinal mount weapon fires highly dense neutron projectiles, which do one point of armor damage when entering a ship. This neutronium projectile is so dense that it can literally pierce a warship completely, regardless of its armor or shield defenses. A hypermass, this weapon causes ten points of damage internally(don’t count A or S). Due to the special bracing and power needs, only one spinal mount can be built per 50hs. This spinal mount is 10hs in size, costs 600, and development is 20,000. SIDE NOTE: Spinal Mounts were originally a collaboration between Michael Sauer and myself, and I would like to take the time to thank him for developing it. Some people have taken our tech and claimed it as their own, but credit should go to where it is deserved. Thanks again, Michael.

Stealth Tuners(St): Developed by the J’Rill during their conflict with the Luren Empire, Stealth Tuners allowed the J’Rill to surprise many Luren warships, crushing them with their devastating speed and firepower. Stealth Tuners are always ‘on’ if engines are on, one is needed for each engine room. St-equipped ships cannot be detected until they are within 4 system hexes(if moving at tactical speed) or 2 system hexes(strategic speed). Stealth tuners costs 50 MCr per unit and are 1 hull space in size. TL10, 20,000 dev.

Strikefighter Accelerator(Va): This is a miniaturized version of a railgun which is designed to be built into a hanger bay when the bay is constructed.  It may not be added to existing "V".  It provides fighters with much greater speed to their target which also amounts to increasing their round trip tactical range. Strikefighters launched by Va have a speed of 20 until they first slow down by using their engine. They may change their heading, but each 60 dg. heading change slows their speed by 4 until they reach their normal max engine speed. The launcher speed 20 is NOT reduced by external ordnance carried. Development cost = 3000 MC, system cost = an additional 10 MC per V, space requirements: adds .5 hull space to the "V" (6xV would use 9 hs). TL9

Stealth Field(StF): Developed by the Rhwhrm race before they were assimilated by the J’Rill, the Stealth Field was a vast improvement over Stealth Tuners. By suppressing all active emissions and diverting DF radiation back into the StF battery, the Stealth ”Field” revolutionized warship movement throughout Known Space by lowering strategic detection. StF reduces detection to 60 tactical hexes and have such high power demands that they only operate on warships equipped with the Core Tap system. Being fairly large and expensive, StF is primarily used as capital ship stealth. Eight hull spaces in size and 200% of engine cost. TL12, 30,000 dev.

Shield Regenerator, First Generation($R1): Until developing this device, the Cunei research center in Fringe territory had been one of the more neglected military technology applications bases in the Federation. Hampered by secretive treaties with the Orions, the very center that had trail blazed the 'S2' was relegated to researching the better regenerating but inferior shields of the Tangri. The Republic of Free Terrans was overjoyed when the hardworking staff of Cunei RDS presented the long stagnant plans of a spontaneous shield regenerator to them. The shield regenerator has two modes of operation, "standard" and "burst". The use of shield regenerators prevents the use of damage control on the same turn (05.01). Using the "standard" technique, 5 units of shields (of any type) can be repaired per tactical turn during the record-keeping phase, regardless of whether or not the shields were damaged that turn. The strain of regenerating shields creates a substantial amount of destructive feedback. During the record-keeping phase the owning player totals the number of ($R1) that operated in standard mode, divides by five (FRD). This is the number of '($R1) that are marked off as destroyed. Standard mode regeneration cannot restore more than 125 shields in any tactical turn. "Burst" mode regeneration can only be used if all shields on the unit are down. When using "burst" mode, the ($R1) can regenerate 25 shields but the corresponding ($R1) is then immediately destroyed. Burst regeneration may be used in the record keeping phase or during any movement or fire combat impulse in which the mounting unit takes damage. Burst mode may even be used between volleys of the same firing impulse, which greatly enhances protection against fR, fRAM, HBM1, ramming fighters, the separate volleys of a "Wa" so forth. Burst mode regeneration cannot restore more than 125 shields at a time. Very large units use specialized shielding to cover their huge bulk and the first generation regenerator requires expensive modification to work properly on these units. The modifications raise the cost of the ($R1) to two times its normal cost for any platforms over 500 hull spaces. A surprised ship (06.04.04b) cannot use "burst" mode regeneration.  Cost 125, one hull space, dev cost 24,000.  TL15

Shield Regeneration, 2nd Generation($R2): The second generation of this system, the $R2 is two hull spaces in size, costs 350MCr, and can regenerate up to 250 points of shields per turn. The most important fact about $R2 is that they do not burn out when they are used in "burst mode". The computer AI on board most ships is so fast that "surprised" ships can use "burst mode".  Dev cost: 30,000. TL18

Small Craft Bay(BbC): A very large small craft bay, BbC are basically a designer hangar bay. BbC can be any size and holds Battleriders, AAB, and other small craft in the following manner:

(BbCx) where x is the number of HS

(BbC)*x, where x is the number of units

Variable size, BbC are 2MCr per hull spaces each and dev cost is 10,000. TL18

Supra-Light Accelerated Missile(SLAM): See secondary paper. TL???