Here is what little information I have on the Topic
This stuff is just what notes I've collected from others contributions on the tech from these boards (I think the only thing I did was add the limit to the amont of protection the generators provide; and I don't recall why I did that). Never used these notes, so not sure how'd they play.
Isokinetic Cannon
SU Cost: 40
Power Cost: 40
Damage: 400
Shots per Round: 2
Firing Mode: Standard only
Tech. Compatability: Slightly Compatible (Eng. Dif. 9/Maint. Dif. 6)
Ablative Generator
SU Cost: Normal cost of shields + 1.5 x Size per generator
Power Cost: Normal shield power x 1.5 (to deploy); Normal shield power (to maintain)
Protection: up to 190 (ships smaller than Size 5); up to 450 (ships larger than Size 4)
Effect: One round to deploy. Once deployed, treat as normal ablative armor. If damage to the armor exceeds its protection, the armor collapses and cannot be recharged; the generators would require actual repair (as per normal Ablative Armor). The generators do not use frequency modulation, thus cannot be bypassed using this method. Firing torpedoes, disruptors and pulse phasers suffer no penalty; phaser arrays suffer a -1 penalty to the Test Roll to hit. The armor is unitary with no seams, thus it is not possible to shoot through shield junctions; however, an exposed section (like a phaser strip that just fired) can be targeted using the rules for targeting shield junctions, but at a penalty of -3 to the Test Roll to hit.
Regenerative Shields
No data available.