BSE Blurbs, Data Sheets, and Information

AA tank
An armored vehicle designed to counter land forces vulnerability to air attack.  It is similar to the medium tank in movement rate and size andhas an anti-aircraft strength of 100 with a ground combat factor rating of 40.  Due to design limitations it has no longrange fire capabilities.  Restricted market item. 30 mu each.

Antimissile beam
A defensive weapon carried in the main section of a ship or ring 4 of a colony that protects a ship or colony from incoming missiles.  Each has a 5% chance of destroying a missile with a total effectiveness not exceeding 60% for all antimissile beams that you have.  Restricted market item.  5 mu each.

Araldo potion
A drug which prolongs life but is highly intoxicating.  An overdose will kill its user.  Not yet
ISS banned but frowned upon.  Exported to the Inner Empire.  Black Market item.  1 mu = 800 doses.

Auxiliary thrusters
Device used in the engine section of a ship used to produce a large amount of thrust over a short period of time and then burn out.  They are utilized in landing on high gravity worlds one used up inlanding and one used up in taking off.  They are only effective onships with a total number of hulls less than 50.  Use of more than oneat a time would cause massive structural damage to the ship. Restricted market item.  10 mu each.

Babies
Human infants obtained from colonists.  The Empire sees trade in human infants as the lowest form of slavery and will pursue those who traffic in such with all of their resources.  Black Market item.  1 mu each.

Basic Training Complex
The Basic Training Complex can only be constructed at a colony having a class A through D starport.  Class A starports can have up to 8 complexes, class B up to 4 complexes, class C up to 2 complexes andclass D only one.  Each complex will convert 25 colonists and 1 mu ofsmall arms per production cycle into 25 soldiers.  The players should note all people and small arms used on the expenditure side of the production schedule and soldiers trained on the production side.  If a colony governor does not wish to have troops trained for a particular cycle, he should simply leave them off the schedule.  He will not be allowed to make these up at a later date.  Construction requires the expenditure of the following items:  100 colony structures, 1 farming complex (per 4 complexes built), 50 soldiers, 50 colonists, 5 life supports, 250 mu's of ground military items.

Battle armor
Mechanically assisted energy and impact resistant body armor that isautomatically issued to troops if the position is attacked.  Each suit can absorb from 1 to 3 hits without injury to the man inside.  Equipped with rechargeable deceleration devices which allow troops to jump froma ship in orbit to the surface of the planet below on any world with agravity of less than 2 G's.  The troops leave the ship as a GP specifying the sector and square to land in.  Troops that have no jump training or experience will have 25% of jumping troops killed and it will take 70 tu's to regroup at the target square.  For every jump made or for each level of jump training, the troops will have casualties reduced by 5% and regroup time reduce by 10 tu's.  Colonies and GPs cannot fire on troops while landing but once the jumping troops have reassembled all normal combat rules apply.  Stored in cargo section of a ship or ring 5 of a colony.  Common market item.  1 mu.

Biolab
For analysis of alien plantlife, gases, liquids, and soil samples collected by explorers.  Assists in various research projects.  Can identify known drugs in a biosample.  Only 1 can be used per ground party/ship/colony per turn.  Functions in a shuttle/flitter/crawler of a ground party, main section of a ship, and ring #2 of a colony.  Operated by crew in a ship or ground party, and by colonists in acolony.  Typical analyses require 10 tu's, unusual analyses require 30or more tu's.  Common market item.  48 mu's each.

Black lotus
A highly addictive narcotic, an opium synthetic, which gives the user the ultimate high.  
Prolonged use will require regular visits to the sickbay by the user.  This drug is highly 
illegal and if caught with itin your possession will result in Imperial posting.  Black Market
item. 1 mu = 800 doses.

Boriflor
A drug perfume worn by women, usually in the Inner Empire, and is believed to be addictive to 
men.  But as this has not yet been proven to the ISS, it is not ISS banned.  Black Market item.
1 mu = 800doses.

Collidium
Collidium is an extremely rare semiconductor.  It possesses unusual properties in its transitional states.  When excited the material transmutes itself into energy that can be used in various ways.  The energy release is virtually instantaneous but the amounts of energy released is not equal to the amount expected in the destruction of the material.  [Can be used for teleportation and is needed to construct orbital structures.]  Restricted market item.  1 mu each.

Colony research lab
CRL's are used to perform all types of research.  To use your colony research labs, submit a written proposal for a project.  Be specific as to the results you are trying to obtain.  In a few weeks (after the GMs
have had time to consider it) the GMs will determine whether or not the research proposal is valid.  If it is the GMs will either assign it a research classification for either a feasibility study or a specific study.  The following chart shows the different classifications, along with the minimum and maximum number of research points.  Each CRL produces 1 CRL produces 1 point each week that it functions.

Class     Min   	Max    Class	Min   Max	Class		Min    Max
  A        10	 60      E		150    350    I		1000   2000
  B        30	 100     F		250    500    J		1500   4000
  C        50	 150     G		400    800    K		3000   7000
  D       100	 200     H		600   1200    L		5000  50000

Can be used to design and/or develop new major items, research and item or lifeform to determine any special uses, or to determine the cause of a phenomenon.  It functions only in ring #2 of a colony.  Only one project may be active per colony.  Each uses 30 APs provided by colonists.  A biolab and a sickbay are required for all research projects involving biological samples.  Research is divided into two steps, which are usually completed in sequence:  1) Feasibility study,2) Specific study.
1) Feasibility study.  This is performed on one or more different samples of flora/fauna from a specific world.  The number of samples will determine the study class:  1-2 = Class A, 3-5 = Class B, and 6-10= Class C.  A world's water/soil/atmosphere samples count as a single sample and are extremely helpful in achieving the best possible results.  The objective of such a study is to determine if there is something about the samples that has commercial exploitation possibilities, or if there is something that a sample can be used for. This does not mean that other uses couldn't be found for such items through use of special actions/instructions.  The feasibility study is also performed to determine whether the design of a new major item is feasible.  Such as study will receive a classification of A, B, or C. You should realize that you won't always get the results that you are expecting.  Sometimes the study will prove fruitless, and other times exceed your wildest expectations.  Some drugs and luxury goods, and any item already manufactured by a Stellar Empire affiliation will not need a feasibility study, as it is obvious that such are proven feasible already.
2) Specific study.  When you have performed a successful feasibility study you will be given a class letter for a specific study.  Or, at your option, you can choose not to perform a feasibility study and instead begin a specific study _ but you should realize that the chance for failure is minimized when a feasibility study is first performed.  This is a project undertaken to determine essential details that you would need to either exploit this item, or manufacture this new major item.
Note:  There are no special personnel (such as medics, xenobiologists, prospectors, etc.) classifications in BSE.  Because crew are essentialin ground parties (including operating GPI's), up to 40 may be housedin ring #3 of a colony for such use.

Cortalon
A drug used by troops during battle.  It doubles the response speed of the individual which 
greatly enhances his combat abilities.  A dose  lasts 20 tu's and the user is unable to move for
5 tu's.  An additional 25 tu's is required for full recovery.  This drug is ISS banned.  Black 
Market item.  1 mu = 800 doses.

CRLbot
Robots that can augment human AP's in the running of CRL's, SPL's, sickbays, and biolabs.  Each CRLbot can provide 5 APs with a maximum of 50% of the total APs required for laboratory use to come from the CRLbots.  Due to their substantial power and computer support they can only function in a colony.  Restricted market item.  10 mu each.

Cryogenic personnel transporter
[Devices for the transporting of humans in cryogenic suspension. Allows for large numbers to be transported without the extra life support in command that is usually required.]

Cybernetic mind
[Two types:  one that uses the mind of slave and is highly illegal, and one that is mechanical and legal and is produced by various alien races, including the Samillians.  Each cybernetic mind acts as 10 battle computers in battle.  Restricted market item.  1 mu each.]

Cybernetic mind disruptor
[Device used in the main section of a ship.  Each cybernetic mind disruptor makes 10 cybernetic minds completely useless for an entire space battle.  Each disruptor uses up 1 mu of collidium at the beginning of the battle, regardless of whether the enemy has cybernetic minds or not.  Restricted market item.  1 mu each.]

Dalium hydroxide
A yellowish gas that is a variant of "laughing gas" (nitrous oxide) andis more potent with less
side effects (none of which are permanent). It is not yet ISS banned.  Black market item.  1 mu
= 800 doses.

ECM (Electronic Counter Measures)
ECM is an electronic subsystem that mounts on an aircraft.  Each ECMpod carried by an aircraft neutralizes 3 AA factors of opposing groundfire.  Fighters can carry one pod and bombers can carry 4.  ECM weighs1 mu each and requires 1 mu of korondite during production for every 10produced.  ECM are not expended when used and are only lost when theaircraft carry them are destroyed.

Environmental dome
The design purpose of the environmental dome is to reduce the number ofcolony structures required by a colony located on a world withhazardous environments.  A colony with an environmental dome requiresone colony structure for every ten colonists and will enjoy enhancedperformance of farms, improved colony morale, and provide a betterenvironment for ship's personnel on shore leave.  An environmental dome is a 100 mu item manufactured by a factory complex.  No specialmaterials are required for its production or construction.  Each domerequires 200 APs to erect and 10 APs per turn to maintain.  Onceconstructed, a dome will enclose 10,000 mu's of materials.  Raw material stockpiles are considered to be outside of the dome and arenot included in the total mu's.  An environmental dome in no waynegates life support requirements for the colony.  Colony structuresenclosed by a dome will still require 1 AP of maintenance for every 10structures.  An environmental dome cannot support its own weight.  Inorder to compensate for this, the dome is supported by energy itreceives from colony shields.  A colony must have a minimum of 15shields in each quadrant, to support each dome.  These shields canserve "double duty" and will help protect the colony during spacebattle.  Should the number of shields in any one quadrant fall below15, the dome is destroyed.  Should this occur, the colony morale willdrop substantially.  Ground attacks against a colony may also result indamage to the dome.  Hazardous conditions increase the number of domesrequired to cover a given colony.  Just as double and triple colonystructures are required by some colonies in hazardous environments,double and triple domes are required.

Euphoria plant
This plant secretes a fragrance of euphoria.  Although not generally available in the periphery, 
it is in great demand in the Inner Empire and its price may increase dramatically if a new source
isn't found soon.  Black Market item.  1 mu = 800 doses.

Fibrillium
Other ore with unknown properties, but is useful in making robotic equipment.

Gambling complex
A Gambling complex may be built by any affiliation, but AFT coloniesusually earn more stellars.  These complexes are used by both ship crewand colonists for their entertainment.  Only one gambling complex maybe built per starport level and each requires a 1/3 to 1/2 pagedescription of the facility.  Construction requirements:  400 colonystructures, 15 life supports, 30 luxury goods, 10 consumer goods, 5mu's of legal drugs, 20 ground troops, 50 colonists, and 400 AP's toconstruct.

GPI scrambler
When placed in a sector and activated this item will cause all GPIscans of the sector to read "no ore".  It operates on worlds withtemperatures of  -180 to +350 F.  Restricted market item.  24 mu each.

Grassjuice
A liquid drug with effects similar to heavenherb (i.e. a mild high) andwith no aftereffects.  It
is not yet ISS banned.  Tradegoods market andBlack Market item.  1 mu = 800 doses.

Gravity waves
A gravity wave is equivalent to 5 tractor beams in power.  As a weapon it lashes out in waves which shake an enemy ship in addition to thenormal disorientation of tractor beams.  Each gravity wave hitting anenemy does from 6 to 10 factors of damage.  Currently it is an ISPexperimental weapon.  [Some say that this item has been removed fromBSE.]  Restricted market item.  20 mu each.

Ground scrambler
A device that interferes with the target acquisition of enemy weaponsystems.  Each ground scrambler requires 1 mu of metals/nonmetals and1/10 mu of korondite for construction.  A GP possessing them must haveenough transport capacity to move them.  They are expended when used. The effectiveness of the items is based on the ratio of non-aircraftmu's in the GP or a quadrant of a colony's ground military to thenumber of scramblers.  A ratio of 20 or less gives a +8 defensivemodifier, 21 to 30 gives a +6 defensive modifier, 31 to 40 gives a +4defensive modifier, 41 to 50 gives a +2 defensive modifier, and a 50+ratio has no effect.  Restricted market item.  1 mu each.

Heavenherb
The most common and widely used narcotic in the Periphery.  It gives amild high and is 
non-addictive.  It is not about the be ISS bannedalthough the ISS does frown upon using it.
Like all drugs the ISS doesnot permit them to be sold to native races.  Tradegoods market and
Black Market item.  1 mu = 800 doses.

High port
[An orbital docking platform connected to a colony by a sky hookshuttle relay so ships need not land to transact.  Constructed oforbital structures.]

Ion cannon
A weapon that is mounted in the main section of a ship.  It shoots apulse of ionized particles that penetrates the shields of a ship and does 4-8 mu's of damage to living creatures only.  The damage tolifeforms occurs at the end of the battle but before boarding occurs. It has a base accuracy of 10 but due to characteristics of theparticles it is not effective when fired through an atmosphere.  [Theeffects of ion cannons can be greatly reduced by thorlium coating andby sickbays in main section of a ship.]  Restricted market item.  20 mueach.

Jacium
Structural materials constructed of a jacium alloy will have a greatlyincreased structural strength.  Restricted market item.  1 mu each.

Kinshi
A drug used mostly by women in both the Inner Empire and the Periphery which when applied to the
skin causes it to look more youthful.  It is dangerous to use when also using araldo potion or on
some humanoids and is ISS banned.  Black Market item.  1 mu = 800 doses.

Korondite
Korondite ore can be used as chaff to allow a ship to transit any spacehex, enter orbit and land or take off and enter orbit without beingdetected by any ships at that location.  To get this benefit the shipmust jettison a number of mu's of korondite ore equal to the number ofhulls in the ship.  The ship may perform multiple releases of thekorondite but only one per location is effective.  Restricted marketitem.  1 mu each.

Landing beacon
[A rare alien item that allows ships to land at a colony in half thenormal time and without orbiting the world first.]

Linshang
A colorless, odorless, tasteless drug which causes its victim to become insatiably thirsty and 
within 30 tu's the victim drinks himself to death.  It is highly illegal.  Black Market item.  
1 mu = 800 doses.

Long range sensors
Long range sensors are a 2 mu device developed by the FET.  They aremounted in the command section of a ship and are unusable by colonies. They allow you to "see" ships in an adjacent hex as you move.  You havea 5% chance (max = 80%) per long range sensor you own.  A successfulscan automatically reports the name of adjacent ships.  Restrictedmarket item.  2 mu's each.

Maintenance complex
A Maintenance complex is required to provide ship maintenance at acolony.  The number of maintenance complexes in the starport directlyreflects the quality of the maintenance required and the tu's needed tohave the maintenance performed.  The chart below shows the capabilitiesof the different number of complexes.

     Number of complexes:	  1	  2	  3	  4	  5
           Tu's required:	 50	 40	 30	 30	 20
Number of weeks it lasts:	 20	 25	 30	 35	 40

Only one complex may be built per starport level.  Constructionrequirements:  400 colony structures, 5 life supports, 50 colonists, 50repairobots, and 400 AP's to construct.  An income of 100 stellars perturn is earned for each complex in a colony starport.  GM Note:  Thisdescription of the ship maintenance procedures expands upon and changesthe description found in the BSE rules manual.

Marker beacon
Imperial ships are authorized to place marker beacons to warn shipsarriving at that location of important information.  The beacon is apatrol beacon that is modified just prior to its emplacement.  Thebeacon has a maximum life of 1 year and may be shut down by any ship atits location or at the discretion of the Imperial P.D.

Merchandising complex
This complex provides consumer goods for both ship's crew and thecolonists living in the colony.  Only one merchandising complex may be constructed per 2000 colonists.  Merchandising complexes only sell verysmall quantities of consumer goods and they are primarily for positivemorale benefits.  Construction requirements:  200 colony structures, 5life supports, 15 luxury goods, 100 consumer goods, 50 colonists and200 AP's to construct.  It takes 10 tu's to receive any moralebenefits.  An income of 100 stellars per turn is earned by the colonyfor each operating merchandising complex in a colony.

Mind shields
The mind shield is a minor item that was developed to protectindividuals against creatures and beings that have unusual mentalcapabilities.  Mind shields are produced by factories with 1 mu ofmetals/nonmetals making 10 mind shields.  Individuals equipped withthem will be immune to the effects of most mental powers.  [Most commonuse is to prevent the mind control used by the COM in recruiting or toprotect against the "mind blast" of COM troops.]  Common market item. 1 mu each.

Neutron missiles
Missiles used to produce human casualties (due to the short duration ofhigh radiation created by the blast while preserving property.  Thismakes them worthless in space attacks and against colonies but an idealweapon to use against ships and ground parties in a square.  They arecarried in cargo and moved to the main section just prior to beingused.  Restricted market item.  1 mu each.

OAS (Orbital Assault Suit)
[A battle suit that allows jumping from orbit similar to battle armorbut without tu's lost regrouping on the surface.  It adds .5 combatfactors to the man inside and allows longrange fire.  It multiplies thecombat factor, movement factor and APs of the soldier by 4.  It takes25 turns worth of training to use OAS.  They also must be maintained bysmall project labs.]  2 mu's each.

Outposts
Farming and mining complexes can function on a world outside a colonyby constructing and outpost at their location.  Each outpost canproduce food and mine one deposit (even if two deposits are in the samesquare).  Only one outpost can mine a single deposit at a time.  Toconstruct an outpost, move to the intended site and offload 10 colonystructures (a one time expenditure which cannot be recovered).  At thistime you must designate 1 ship or colony to receive data on the outposteach turn.  Each ship and colony can receive data (own) from 4outposts, and this will show up on the printout.  Each time the ship orcolony which owns an outpost has a turn processed, outpost productionwill occur.  Production is calculated based on the number of weekssince the last turn and added to the outpost's stockpile.  Only miningcomplexes, the ore being mined, farming complexes, the food beingproduced and RCH's are considered to be part of an outpost.  There is no limit to the quantity of these items, but nothing else at thelocation is considered to be part of the outpost.  If you wish todefend the outpost a separate ground party must be created.  If thereis no ground party defending the outpost, anyone knowing the locationof the outpost can land and remove items produced or even the complexesthemselves.  The ship or colony receiving the outpost data will not betold who picked the items up.  The owner of an outpost is not indicatedon the sector map or at the outpost itself.  To change the ship orcolony receiving the outpost's data (with or without the currentreceiver's permission), someone must go to the outpost to change whowill receive the data.  It takes no tu's or APs to reprogram anoutpost.  As you have gathered, it would be a good idea to keep thelocations of your outposts a secret.  Another good idea would be tosituate an armed ground party at the outpost's location.

Patrol beacon
Whenever a ship equipped with a beacon is involved in a battle thebeacon transmits a copy of the to the HQ colony and is then expended. The data received from a patrol beacon can be used as evidence forposting.  It operates in the main section of a ship.  Restricted marketitem.  1 mu each.

Perimeter defense system
An electronic barrier place along the perimeter of a colony (ring 5),around an outpost, and around a ground party.  One is needed per 1000mu's protected (enclosed).  It will keep many lifeforms from passingthrough it, lessening the possibility of native wildlife doing damageto whatever the perimeter defense system is enclosing.  It alsoprevents humans from walking past it (adds +1 defensive battlemodifier).  Common market item.  60 mu each.

Permanent colony structures
Studies indicate that the construction of "permanent colony structures"using jacium is possible.  It appears that 1 mu of jacium added to 10mu's of metals/nonmetals will produce 100 mu's of permanent colonystructures.  The results also indicate that this project is not a truealloy but more of an association that will increase the material'sstrength.  It appears beyond human technology to make a true alloy. [They require no maintenance and are resistance to destructive forces.] 1 mu each.

Photon Gun
[Flagritz weapon which is 6 mu's and causes 4_8 mu's of damage.  It has an accuracy rating of 0.]

Plane carrier
[A modified tank carrier which can hold 60 mu's of aircraft. Restricted market item.  60 mu each.]

Plantation Complex
The purpose of this complex is to grow/harvest/breed/gather orotherwise acquire an unusual item that is specific to the area immediately around the colony.  Each plantation complex is specializedin its purpose and effectiveness.  Each plantation complex requires 600mu's of factory allocation to represent specialized equipment needed tooperate the complex, 400 colony structures, one farming complex, and200 colonists to construct it.  Each complex produces a variable numberof materials, depending on the item being acquired, the world ofacquisition, and other similar factors.  To determine the suitabilityof utilizing a plantation complex the colony governor should initiate acolony research proposal, explaining what the plantation is to harvestand any other factors that will support the project.  If the studyappears feasible, the GM will elaborate on the amount of items thatwill be produced on a monthly basis and indicate what otherrestrictions, if any, apply.  Once approved, a plantation complex mustbe submitted detailing what the plantation is doing.  This descriptionwill be made available to anyone in the starport who requests it. Material produced by the complex must be noted by the player on thefactory production schedule for the colony each month.

Plasma projector
A weapon of the Tesni Empire, they are carried in the main section of aship or in ring 4 of a colony.  Each use of this weapon consumes 3 mu'sof metals/nonmetals and each hit from this device causes 61 to 130factors of damage.  It has a weapons accuracy rating of 17.  Restrictedmarket item.  100 mu each.

Pleasure slaves
To be classified as a pleasure slave, the being must be humanoid (or functionally equivalent) 
and must be trained or willing to serve in this position.  They have no AP rating as they do not
perform functions normally done by colonists or crew.  Their presence will help morale, however.  
Black Market item.  1 mu each.

Qualyx
The most potent truth drug yet found which can be derived from natural sources.  It is ISS 
banned.  Black Market item.  1 mu = 800 doses.

RCHs (Robotic Cargo Handlers)
Robots which have 2 AP's per tu for transfers.  They are carried ascargo in a ship or ring 3 stockpile in a colony.  They can move cargoon or off a ship or vehicle.  They may not be used to transfer itemsaround inside a ship or colony as they are stationary devices.  Theyare used to add mines or move ore out of an outpost.  Restricted marketitem.  6 mu each.

RCH excavation reprogramming
Possession of this information allows crew to adapt RCHs to provide APsfor excavation work.  Each RCH is able to supply 1 AP towardsexcavation per tu it spends working.  Only positions which have thisability noted in the special information will be allowed to utilize it.

Repairobots
Robots commonly used in ships destined for battle.  Each can repair 3mu's of damage per turn.  They are carried in the main section of aship or ring 3 of a colony.  Restricted market item.  1 mu each.

Recreation complex
This complex provides amusement for both ship's crew and the colonistsliving in the colony.  The complex includes many forms of loyaltyincreasing recreation available in the periphery.  Some examplesinclude:  tours, sporting events, hunting excursions, amusement parks,movies and the like.  Only two recreation complexes may be constructedper starport level and each requires a 1/3 to 1/2 page description ofthe facility.  Construction requirements include:  400 colonystructures, 15 life supports, 30 luxury goods, 25 consumer goods, 200colonists and 400 AP's to construct.  Additional items may be requireddepending on the specific theme of the complex.  For example:  a zoowould require various animals.  It takes 20 tu's to receive the moralebenefits.  An income of 200 stellars per turn is earned for eachoperating recreation complex in a colony.

Repair complex
A repair complex provides the colony with a repair facility and allowsit to repair equipment and hulls in a more efficient manner.  This is aservice and will automatically appear on the colony market report underPrice to Repair, 1 mu.  The quantity that can be repaired will belisted as 150 mu's per repair complex.  This is the maximum amount thatany one ship may have repaired in 70 tu's.  There is no limit to thenumber of ships that may use this facility at the same time.  Twocomplexes may be built per starport level.  Construction requirements: 400 colony structures, 10 life supports, 50 repairobots, 10fissionables, 50 colonists, and 400 AP's to construct it.  For every 20mu's of repair purchased a ship or ground party must allocate 1 tu. The colony governor sets the price to repair which is added to thecolony's wealth at the time of the purchase.

Restaurant/Hotel complex
A Restaurant/Hotel complex provides the colony population, starshipcrews, and ground party personnel with places to eat and drink, plusfine accommodations.  This complex is required for any ground partylocated in the starport to receive support (1 stellar per person per 4weeks).  Two complexes may be built per starport level and eachrequires a 1/3 to 1/2 page description of the facility.  Constructionrequirements include:  400 colony structures, 1 farming complex, 10life supports, 5 luxury goods, 10 consumer goods, 50 colonists, and 400AP's to construct.  It takes 10 tu's to receive the benefits.  Anincome of 250 stellars per turn is earned for each complex in a colonystarport.  A colony which does not have at least one of these complexeswill never have a loyalty rating of greater than fair.

Robotic disruptor
An "other item" that must be installed into a troop carrier to beoperational.  For every two used in combat, 5% of an enemy's and 2% offriendly robotic equipment involved in that battle are disabled for theduration of the battle.  If either side has a purely robotic force, 50%of them are automatically disabled, otherwise a maximum of 25% enemyand 10% friendly is obtainable.  Common market item.  10 mu each.

Robotic Ground Fortress
This 480 mu fortification is used to protect ground parties andoutposts, and is defensive only in nature.  It is built with 430metals/nonmetals and 50 processed thorlium.  It provides colony_likehardening agaisnt nuclear attack, and has 200 anti_aircraft factors and2400 combat factors.  Once emplaced an RGF cannot be picked up.  Each RGF can protect 2000 mu's of ground party.

RSL (Robotic Shuttle Link)
[A robotic construction used for moving cargo by shuttles between anoutpost and a colony or between two colonies on the surface of aplanet.]

RTLS (Robotic Transport Lines System)
The Robotic Transport Lines System consists of modified flitters movingalong a track of colony structures.  It has two major functions, theautomatic transportation of outpost production to a colony and thetransportation of items between colonies.  A colony can construct anRTLS to each of its outposts and/or to any other colonies on theplanet.  To construct an RTLS, the colony must allocate both colonystructures and APs on his colony turn sheet (a ground party is notused).  The RTLS always starts at the colony constructing it.  Thegovernor should state which squares the RTLS will traverse this turn. The number of squares X 6 = the number of colony structures expended(show this on the colony turn sheet).  Each terrain type has a certainAP cost associated with it and the governor must allocate sufficientAPs for the construction to occur, as follows:  20 flat, 80 forest, 360rough/jungle, 3600 swamp/liquid.  AP cost is doubled on worlds nothaving a breathable atmosphere.  Material and AP requirements maypossibly be modified by special actions and unusual environmentalconditions.  Using an outpost to colony RTLS:  These will automaticallymove food and ore at the outpost to the colony starport quadrant.  Themovement occurs when the colony turn is processed (concurrent with theoutposts production).  The maximum amount that is hauled from anoutpost is equal to that particular RTLS's capacity multiplied by thenumber of weeks since the last colony turn was processed.  For everyflitter allocated, the RTLS will be able to move 20 mu's.  One RoboticCargo Handler is expended when the 1st, 8th, 15th, etc. flitter isadded to the RTLS.  As long as the weekly cargo capacity is notexceeded outpost RTLS's can move items from the colony to the outpostlocation.  Colony to outpost movement must be explained in detail inthe colony's special action section.  Using a colony to colony RTLS: These do not function automatically.  If a colony wishes to transferitems to another colony connected by an RTLS, the items must be listed on the colony transfer section of the turn sheet and a 3x5 deliverycard must be also enclosed with the turn listing the items and numbersto be transferred.  For every flitter transferred to the RTLS, 20 mu'scan be transferred each colony turn.  This is for both colonies and anytime another flitter is added to the RTLS, a 3x5 delivery card isneeded specifying the name of the other colony the RTLS connects to. One Robotic Cargo Handler (RCH) is expended for every multiple of 140mu's of capacity (flitter #1, #8, #15, etc.).  Items transferred viaRTLS will be added to the receiving colony when its next turn isprocessed.  As long as cargo capacity is not exceeded colony to colonyRTLS's can be used to move ground parties to other colonies at a costof 10 tu's.  Colony to colony RTLS do not appear on a colony's printout.

Security complex
A security complex provides protection for the starport area of thecolony since it is not protected by the colony's fifth ring defenses. The security complex represents an allocation of combat factors to thestarport area in the form of patrolling guards, fortified strong pointsin both the starport and the landing bay area.  The forces stationedthere are assigned the strictly defensive mission of protecting variousstarport complexes, visiting ships and ground parties, and to preventany mischievous activities.  Before any attack can be made on any shipsor ground parties in the starport, starport security must first beneutralized.  Whenever the security complexes are attacked the shipslanded in the starport recognize that they are being attacked and beginpreparing for liftoff.  The number of actual rounds of ground combatthat a boarding action may last will be based on the number of starportsecurity complexes and the attacker's special actions.  Construction requirements:  400 colony structures, 1 farming complex, 35 lifesupports, 17 RDB's, 300 soldiers, 300 battle armor, 50 colonists, and400 AP's to construct.  Each security complex has the equivalent of2000 combat factors in strength.

Sickbay
Each will heal 1 additional person per week.  Increases generalhealth/morale of colony (1 needed per 500 population).  Having anexcess increases the birth rate.  Assists in developing vaccines, andresearching alien bio_functions.  Aids in research involving high levelorganisms (or highly organized lifeforms).  Functions in a shuttle/flitter/crawler of a ground party, main section of a ship, and ring #2of a colony.  Operated by crew in a ship or ground party, and bycolonists in a colony.  For ordinary healing, no additional tu's areneeded.  For special projects, a minimum of 10 tu's are needed.  Commonmarket item.  16 mu's each.

Sky hook
[A special kind of RSL connecting a colony on a world's surface and ahigh port in orbit.]

Small arms
A selection of laser rifles and pistols that can be produced by anycolony.  Each mu of small arms represents 100 weapons.  Small arms arenot needed to equip troops but are required for arming militia andunarmed aliens.  [Troops must have small arms to get the benefit ofsmall arms training.]  Tradegoods market item.  1 mu each.

Small project lab
Allows 1 attempt to determine the function of an alien artifact,constructs simple weaponry (for one of your own position's use),construct simple devices (for one of your own position's use),solve/answer minor technical problems/questions.  Only 1 can be usedper ground party/ship/colony turn.  Functions in a shuttle/flitter/crawler of a ground party, main section of a ship, and ring #2 of acolony.  Operated by crew in a ship or ground party, colonists in acolony.  Most projects require 10 tu's.  Your ship/colony usually hasthe materials necessary to construct the item, ground parties onlysometimes.  Common market item.  16 mu's each.

Solar collection arrays
[Special ground devices for collecting solar energy.]

Sonic Blaster
[20 mu space weapon used by the SAM and KZK, it does 15_20 mu's ofdamage and has an accuracy rating of 10.  It does not use pulac.  Itcauses damage by creating soundwaves in the target ship.]

Spider Tanks
[150 mu tanks that have 600 combat factors, 100 AA factors, and takemore processed thorlium to make than normal tanks.  It is used by theSAM and KZK.]

Stargates
[A large alien device for the movement of ships from one system toanother without the aid of a direct jump connection.  Three suchdevices exist in the Transhole region.  They are 10,000 mu's each. Human made stargates require 27,000 mu's of orbital colony structures(includes 270 mu's of collidium) and 27,000 APs to construct.  Theymust be in a space hex outside a gravity well and cannot have sky hooksand high ports attached to them.]

Starport complexes
Many different types of starport complexes can be found in thestarports of the periphery.  They have been purposely designed tomaximize the special actions of players interacting with the starport. The Gms are open to suggestions from colony governors concerning newtypes of starport complexes.  The function of these complexes is tomake the starports "come alive" and the more we have in the game, thebetter.  Governors are required to add detail to some of their ownstarport complexes in the form of a 1/3 to 1/2 page description of thecomplex  (describing the complex, the people running it, encountersthat visitors might have there and any other interesting information).  When a visitor interacts with the complex we will send him a copy ofthis description sheet.  The total length of all the description sheetsfor one type of complex is not to exceed one page.  The governor maychange these descriptions as he sees fit but attempts should be made tomaintain maximum consistency between versions.  The title at the top ofeach sheet should be formatted as follows:  Colony name + complex type(ex. Jax Recreation complex).  Starport complexes must be built at thecolony where they are to be located.  They may not be transported ordisassembled for reuse of their components.  The total number ofcomplexes that a colony can possess is limited, as shown in thefollowing table.  This is in addition to restrictions on individualtypes of complexes.
Starport Class	     Max # of Complexes
      E		  2
      D		  5
      C		 10
      B		 18
      A		 32

Stim-brew
The most common intoxicant found in spaceport bars and provides anintense high which slowly 
wears off over the next 30 tu's. Starcaptains have been trying to get this item ISS banned as
it makes their crew members useless after they return from leave.  Tradegoods market and Black 
Market item.  1 mu each.

Strion
A catalyst used to increase factory productivity by 20%.  Each factorythat expends 1 mu of strion will produce 120 mu's of items.  The onlyrestriction on it use is that factories that use strion during anysingle production sequence must produce the same item.  Tradegoodsmarket item.  1 mu each.

Subsurface Colonies
Any nondeep sea square on a planet, moon or asteroid may be chosen as asite for subsurface colony construction.  The site may or may notcontain a usable ore deposit.

A mining outpost is established at the desired site in accordance withthe standard rules and must include at least one Morlock miningcomplex.  If the outpost is established on a usable ore deposit, thenthe appropriate ore will be mined and stockpiled normally during theentire excavation process.  If the outpost is established at a site notcontaining a usable ore deposit, then the outpost will mine andstockpile worthless dirt during the entire excavation process and willshow on the printout as an other ore deposit.

Beginning the week after the establishment of the mining outpost, theMorlock mining complexes will start to excavate a tunnel which willeventually connect the surface of the planet to the desired depth belowground where the subsurface colony is to be set up.  This tunnel willhave a gradual slope such that it can easily be traversed by personnel on foot or in vehicles and wide enough to allow the mining complexes topass through as they excavate.

Schedule of tunnel excavation:
# of Morlock Mines		 Time needed to
   at Outpost			 Excavate Tunnel
       1				   4 weeks
       2				   3 weeks
       3				   2 weeks
       4 or more			   1 week

Once the tunnel has been excavated to the desired depth, the miningoutpost will begin to excavate a cavernous area below ground where thefuture subsurface colony will be located.  Since Morlock miningcomplexes take advantage of the natural rock formations at this depth,no artificial structures or reinforcements are necessary to maintainthe integrity of the cavernous area as it is excavated.

Schedule of cavern excavation:
# of Morlock Mines		Time needed to
   at Outpost			Excavate Cavern
       1				   6 weeks
       2				   4 weeks
       3				   3 weeks
       4				   2 weeks
       5				   1 week

Before the subsurface colony can be set up the tunnel must bestructurally reinforced, an airlock must be built and an automatedelevator system must be constructed.  For Morlock players 50 colonystructures, 50 APs and 25 flitters are needed to complete these tasks. Non_Morlock players require an additional 5 RCHS to do the job.

After the above construction has been completed, the required personneland materials necessary to set up a normal colony are brought to thetunnel entrance and loaded from the starship into the elevator system. The elevator system will automatically transport the items down thetunnel to the excavated colony site and the subsurface colony will beset up at no extra cost in tu's or APs.  If the planet has a breathableatmosphere then an open colony may be set up.  If the atmosphere is notbreathable then the colony must be enclosed.  The ore deposit, whichthe outpost was mining, will be set up inside the colony where it willcontinue to be mined by the mining complexes.  This deposit must alwayscontain one Morlock mining complex per population of 500 living at thecolony even if the deposit is only stockpiling worthless dirt.  Thesemining complexes will continually excavate and enlarge the cavern inorder that the colony may grow and expand.

The starport for the subsurface colony is divided into two areas.  Onearea is located on the surface of the planet and consists of a simpleplatform with covered landing bays that surround and cover the tunnelentrance.  All ships land and take off from this area.  All ships shownon a printout as landed at the colony will be located here.  The other area is located below ground adjacent to the subsurface colony and isconnected to the colony's north quad by a transportation belt.  Thisstarport area consists of the starport commercial district andadministrative offices and is where all colony complexes, theblackmarket, transients, starport agents and ground parties operatingat the starport can be found.  The surface and subsurface starportareas are connected to one another by the tunnel proper as well as theautomated elevator system which runs alongside the tunnel.  The tunnelproper is built such that personnel and ground vehicles from starshipsor ground parties may freely move through it between the two starportareas at no extra cost in APs or tu's.  The automated elevator systemtransports goods and personnel between the colony and starships whichare interacting through market transactions and transfers.  Its userequires no additional tu's or APs.  As a result all colony market andblackmarket transactions, transfers, starport agent missions and colonycomplex interactions are handled normally at no additional cost in APsor tu's for movement between the two starport areas.  Mining outpostand colony RTLS require no extra APs or colony structures in order topass through the tunnel to the colony.  Due to its location belowground a subsurface colony cannot be scanned.  An up to date marketreport is on display at the surface starport area so that any orbitingship may scan for the colony's market report.

Due to the fact that movement between the two starport areas throughthe tunnel system requires no additional tu's or APs, all ground combatat subsurface colony starports will be handled normally.  No penaltiesdue to movement delays will be assessed against any side involved inthe combat.

Since a subsurface colony is surrounded by cavern walls on every sideexcept for its north quad, only the north quad of the colony may beinitially attacked from the starport.  After the north quad iscaptured, the remaining quads may then be assaulted.

Due to its location below ground, a subsurface colony cannot be harmedby a space bombardment from orbiting starships.

The surface starport area of the colony consisting of the starshiplanding facility can be bombarded by orbiting ships and destroyed.  Insuch a case, ships landed there will lift off into orbit and remainunharmed by the bombardment, while colony personnel will flee down thetunnel to safety.  As the starport is part of the colony the radiationfrom the bombardment will automatically be cleaned up.  The resultingbombardment will collapse the supportive structure of the landingfacility on top of the tunnel and so block its entrance.  Buriedbeneath this rubble the tunnel will remain unharmed by the bombardment. When upgrading a subsurface colony starport, 1/4 of all colonystructures allocated go towards upgrading the landing facility.  As aresult the maximum amount of damage the facility can sustain is listedin the chart below

Starport Class			Maximum Damage
     E					20
     D					40
     C					80
     B					200
     A					825

In order to clean up the rubble and unblock the tunnel entrance, 1 APis required for each point of damage inflicted on the facility.  Nomovement is allowed between the colony and the surface of the planetuntil the clean up is accomplished.

In order to repair and rebuild the landing facility, 1 AP and onecolony structure must be allocated for each damage point sustained. Starships may not land at the colony until the repairs are completed.

System probe
[When launched into an adjacent system, a system probe returns a map ofthat system.  It costs 5 tu's to launch a system probe and the probe isexpended on use.  Mounted in the command section prior to use.  Commonmarket item.  2 mu each.]

Tank carrier
The tank carrier is an unusual craft designed around an open framecapable of supporting 60 mu's of ATV's and crawlers only.  Tankcarriers move like shuttles and have the firepower equivalent of alight tank.  But due to the transport design only has the defensiveequivalent of a 20 mu vehicle.  No processed thorlium is required forits production.  Anti_tampering devices have been installed. Restricted market item.  60 mu each.

Tech artifacts
Alien devices that tend to be 1 mu and more often than not willfunction in ships and colonies.  Because they are very rare, the pricesof such items fluctuate constantly making them a profitable blackmarket item.

TNU (Transhole Navigation Unit)
A device for navigating through black holes.  Using this device whichoperates in the command section a ship will have a 90% chance ofsuccessfully arriving at any of the following locations:
	Portcia _ H15, K10, K20, S10, S20, V15
	Porkus _ I15, M10, M20, Q10
	Porkian _ K15, O11, O19, S15
	Porkette _ N10, S11, U15
	Porkamo _ Q12, Q18, S15
	Porcine _ N13, O18, R15
Restricted market item.  10 mu each.

Training complex
Usually troops can acquire military training most efficiently at atraining complex (see Military Training Data Sheets for additional details).  A training complex can be built at any starport of class Cor larger.  To construct one the following items must be expended:  400colony structures, 1 farm, 1 sickbay, 5 troop carriers, 50 troops, 200mu's of tanks and atmospheric aircraft.  The troops may be eithersoldiers, mercenaries, or marines complete with equipment.  Thetraining these troops possess at the time the complex is created is thestarting training available at the complex.  Once set up, a trainingcomplex cannot transfer training back to the owning player's positions. However, it can accept training from any position wishing to supply itto the complex.  Transfers must be performed on ship delivery cards andinclude 50 troops and a notation as to what training is beingtransferred.  If special equipment is required then 50 of the necessaryspecial equipment must be transferred, for example, warbots or battlearmor.  Each training complex will have its own blurb detailing whattraining is available and under what conditions it can be acquired. This blurb is available to anyone at the starport upon request.  Anyground party that is undergoing training at a complex may request freesupport up to the current week by mentioning it on the turn.  Thesecomplexes have no inherent combat ability.  All troops added to it areconsidered to be expended.  A training complex generates 500 stellarsper turn in revenue for the colony.

Trumpeter seeds
Seeds of the trumpeter plant that when swallowed have an intoxicating effect on most humanoid 
life.  This item is not yet ISS banned but itsuse is frowned upon.  Black market item.  1 mu =
800 doses.

Vacuum bombers
[Similar to atmospheric bombers but designed to work on worlds with noatmosphere.  Restricted market item.  15 mu each.]

Vermite
[A bacterial gas which somehow eats away at metals/nonmetals.  Can beused to reduce the size of
a metals deposit (1% per week), or todestroy any manufactured materials with metals in them.]

Vermite Antidote
[Used to counteract the effects of Vermite gas.]

Videx
A chemical defoliant that is applied to vegetation by means ofatmospheric aircraft.  100 mu's 
can convert a square with vegetationinto clear terrain in a period of two weeks.  Common market
item butmost commonly found on Black market.  1 mu each.

Warbot
Warbots are combat robots initially developed for the ISP.  Each warbotis 1 mu and has the firepower equivalent of 10 ground combat factorsand 1 anti_aircraft factor.  Original plans called for the warbot tofunction as an independent combat system but due to design problems, itwas necessary to slave each warbot to a trained human operator.  The operator using a special helmet and heads up display can designatetargets while still fighting effectively himself.  Warbot training isavailable at most of the larger training complexes.  Warbots without atrained operator can not be used offensively and fight at halfeffectiveness in defensive situations.  Due to their sophisticatedtechnological nature, warbots can not be repaired by using AP's. However, their modular design allows 1 warbot to be salvaged from every3 warbots damaged at the conclusion of the battle in which they aredamaged.  Restricted market item.  1 mu each.

Whitecloud
A colorless knockout gas that is very dangerous if it is not handledproperly.  It is an ISP 
postable offense to be caught in possession ofthis gas.  Black Market item.

Work slaves
Work slaves are bought and sold through the blackmarket.  To be classified as a work slave, a
being must be strong and have sufficient intelligence to understand basic orders.  The possess
4 AP's.  They maybe used to perform maintenance of factories and structures.  They may also use
these AP's to move items classified as non_functioning such ascolony structures, minerals and 
food.  Warning:  they may attempt to revolt so troops will be required with the specific job of
guarding them.  Black market item.  1 mu each.

