Copyright (c) 2004 Universe Development Group ( Universe_RPGDevelopment@yahoogroups.com )
Additional legal notices and information can be found in Credits, Acknowledgments, and Design Notes at the end of appendix-I.
[1.1] The following rules are designed to serve as guidelines for adding electrical power to SPI's Universe RPG. In addition to covering details on electrocells and other new equipment, these rules provide both a simple and advanced method of determining equipment power consumption. Many examples and information boxes facilitate the simple integration of these guidelines into the existing Universe game system. Power consumption data for all of the equipment in the original game are provided in convenient tables in appendix I. Optional Power Rules for spacecraft power are given in appendix II.
[1.2] The Federation has established a standard for supplying electrical power to equipment. This is part of the same standard that establishes the power unit for use in spacecraft. The Standard is based on CIV 7 technology, and covers power available at power outlets via power grids, and portable electrocells. The Resources utilized in electrocell production varies on different worlds, and include Nickel, Iron, processed radioactives, and a few other resources.
[1.3] This Federal Standard establishes seven power output levels. The power level of each cell type is 10 times greater than the proceeding type. Power values (units) for each Electrocell are given in Table [1.3] – Electrocells along with their standardized size, weight, and characteristics. The Power level available at Power Grid outlets is 03. Power level 07 is equivalent to one unit of power for use on spacecraft.
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[1.4] The Federal Standard also addresses performance criterion for electrocells. Some of the criteria are addressed in the list below:
[1.5] Electrocells contain a power node end (tapered), where electrical power is passed to equipment, and a power connector end (flanged), which may accept another electrocell connector, or a power coupler. Three different connector end sizes are listed in Table [1.5]. When two electrocells are attached directly to each other's connector (flanged) ends, it is referred to as cell stacking. Cell stacking is only permitted by electrocells that share the same connector size. Specific cell behavior when cell stacking is covered in section [2.1].
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[1.6] A Power Coupler can be used to connect an electrocell to a power grid outlet or to another electrocell when cell stacking is impractical. The power coupler is a flexible, insulated cord with a quick connect device at either end that is designed to interface with electrocell power connectors and power outlets. Three different coupler sizes exist, and these match the connector end sizes listed above. Couplers also come in normal and Super Conductor versions, with different physical qualities, and power transfer rates.
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Universal Power Couplers may also be used for power transfer, power sharing, or power draining. The resource for a typical Power coupler is Copper. Super Conductor Power Couplers and transmission lines are available for fast power transfers and long range power distribution. The basic resource for a super conducting cord is Germanium. Many electronic equipment items come with a 1 meter long standard power coupler of the appropriate rating.
[2.1] Electrocells of size 04 or less may use cell stacking for recharging a cell. The rate of power flow for cell stacking uses the super conductor rates given in Table [2.3]. Cells of size 05 or greater may also utilize cell stacking, but their size and mass often make this impractical, as at gravities greater than .5, the connector end can no longer support the mass of the cells involved. The following conventions are followed when cell stacking is used.
Example: A character wants to recharge a drained 02 electrocell on his Energy Scanner. He takes the 03 cell from his Chem Synthesizer, and stacks it (connects it to) the drained 02 cell. The 02 cell is fully recharged in 6 seconds (0.1 minutes), and the 03 cell has lost 1/10th of it’s charge.
[2.2] At the GM's discretion, electrocells for some items may use cell stacking while the item is in operation. Items that support this option will leave the flange end of the electrocell exposed. Cell stacking effectively doubles the duration or uses an item has available. See section [6.3] for special notes on double stacking beam weapon electrocells.
[2.3] Electrocells recharge at a rate contingent upon the rating of the power source, the rating of the cell being recharged, and the type of coupler being used. Recharging rates listed on table [2.3] are given in minutes for a full recharge. Cross reference the Power Source value with the value of the Recharging Cell. The number before the slash is the number of minutes to recharge using a standard coupler. The number after the slash is the number of minutes to recharge using a super conductor coupler, direct cell to outlet connection, or recharging via cell stacking.
Example: An 03 electrocell (100 power units) connected to an 03 power outlet with a standard coupler, will take 10 minutes to fully recharge. However, at 04 electrocell, being recharged at an 03 outlet via a standard coupler, would take 100 minutes to fully recharge.
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[2.4] Various power converters are available that allow interface to other power sources. These converters are listed along with other power specific equipment in section [9] New Power Related Equipment. When calculating recharge rates with power converters in place, items still recharge at rate based on the recharging cell and the highest cell rating for the compatible connector type.
Example: When using a standard to light converter in order to recharge an 01 cell from an 03 source, the source is treated as an 02 source for determining recharge rates. However, the amount of charge lost by the source is still based on the number of units drained in the recharging. In this example, 1/100th of the sources available power.
[2.5] Power generation systems are available to generate power, or re-charge electrocells. These power related include solar panels, all fuel generators, and portable fusion plants. These items are listed in table [9.0] New Power Related Equipment, with additional details in section 9.1.
[2.6] When using a technical skill for electrocell related tasks, the Electric Tech Skill is used for power levels of 01 to 04, and the Energy Tech Skill is used for power levels of 04 to 07. Both skills may be used for the 04 power level. Also, GM’s may allow other tech skills (Vehicle, Weapon) to attempt electrocell tasks that relate to their specific skill.
[2.7] Electro and Energy technicians are capable of creating complex power configurations. At the GM’s discretion, a technician with an electro kit may link multiple electrocells and sources in a series (summing power), in parallel (sharing power), or use splitters and other devices to further manipulate power flows. See section [8.0] New Skill Tasks for a technicians chance of succeeding at such tasks.
[2.8] Electro and Energy technicians may use electrocells and power sources to rig electric hazards. A technician with an electro kit, a power source, and optionally some conducting medium, may rig a power hazard. See section [8.0] New Skill Tasks for details on which skill is appropriate and for the chance of success. See section [10.0] Electrical Hazards for a description of the effects of an electrical hazard. CIV level 8 equipment is not subject to this kind of modification.
[3.1] Simple Method Power Consumption – A electrocell should provide 10 uses of equipment with heavy power requirements, 10 hours of operation for short duration equipment, 10 days of operation for long duration equipment. Civ Level 6 equipment will require a electrocell with one rating higher than equivalent Civ level 7 equipment. Civ Level 8 equipment may require a electrocell one rating lower than the equivalent Civ Level 7 equipment. Robots can operate for 14 days on a single charge. Vehicles can operate to the full extent of their range on a single charge. Weapons requiring electrocells use their ROF as the number of uses per electrocell.
[3.2] Advanced Method Power Consumption - Use table [3.1] Base Power Usage to establish basic power requirements. Robots, Vehicles, and Powered Weapons use the special formulas listed in 4.0 through 6.0 for determining power consumption.
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[3.3] Modify the Base Power Usage by all equipment aspects shown on Table [3.2] Usage Multiplier Matrix. All multipliers are cumulative.
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[3.4] After determining the base power usage multiplier, determine the number and type of electrocells required to operate the equipment, and whether the units will be uses, hours, or days. The number of electrocells required can be altered in order to get close to the 10 uses, 10 hours, or 10 days.
Example: The geoscanner-I weighs 25 kg, yielding a base power usage of 100. Cross referencing its CIV level of 6 with the best description to the right (emits scan), yields a consumption multiplier of x4, for a power requirement of 400 units. As the geoscanner-1 is designed to perform a number of scans, rather than for short or long term operation, the units are determined to be uses, rather than hours or days. Since a single 04 cell, would only power the cell for 2.5 uses, an 05 cell, allowing 25 uses is chosen. The GM determines that the 05 cell is carried in a back-pack, and attached to the Geoscanner-I via a 2 meter standard coupler.
[4.1] Power Usage for Robots (Advanced system) uses the following formula.
Base Robotic Power Usage
Once the base power consumption has been determined, use the following steps to calculate the days of operation before recharging is necessary.
Use the following formula for determining hour power consumption:
Hourly Power Consumption = 1000 (04 cell) / (Duration in Days X 24)
Example: A Brummagen I robot has an agility of 1 and a base wt of 180 kg’s empty, yielding a base power requirement of 180. Adding 10 for every point of Strength, Dexterity, projectile armor, beam armor and the 2 hard point’s yields an additional requirement of 270. The 2 Software points add another 2 for a grand total of 180+270+2 or 452. Since this is a CIV 7 robot, there is no Civ Modifier. Dividing the Power usage into the 1000 power rating of the 04 robotic electrocell yields 2.21 weeks of operation on 1 electrocell. Multiplying this by 7 yields 15.5 days of operation before recharging is necessary. The hourly power consumption would be 2.69 units per hour.
[4.2] Power consumption for robots may be reduced by shutting down all non essential systems. This is a “sleep” mode for robots, during which power consumption is multiplied by .1. A robot in “sleep” mode will re-activate upon hearing the voice of a designated controller speak its name. It can also be reactivated via the remote, or via physical contact.
[4.3] Power consumption for a robot is not effected by terrain. The adjustment to robot speed incorporates power consumption. When traveling in difficult terrain, the robot consumes the same amount of power to traverse less ground.
[4.4] Optionally, a GM may calculate differences in power consumption for Robots carrying cargo. Use the unloaded mass (in Kg) for the robot, plus the weight (in Kg) of all Cargo carried, before calculating the robots energy consumption. Durations for robots listed in appendix-I are for robots carrying no significant cargo. Encumbrance for equipment not stored in Cargo Areas is covered under section [26.5] of the main rules.
[4.5] Optionally, a GM may further modify robotic power consumption by the gravity of the world on which the robot is being operated. To modify for local gravity, divide the listed duration for the robot by the local gravity value in G’s. For Near Weightless gravity, use .1 for calculating the gravity related power consumption.
Example: A Frazette Blue, with a standard duration of 5 days, may operate for 7.14 days on world with .7 g gravity (5 days / .7 g).
[4.6] Optionally, a GM may further modify robotic power consumption by the way in which the robot is operated. Robotic durations are based on human 16 hour days. If the robot is performing tasks 24 hours a day, or is performing particularly strenuous activities, the GM may further increase the rate of power consumption, thereby further reducing the robots duration per charge.
[4.7] New Robotic Systems – A robot may mount an additional (back-up) 04 electrocell to one hardware point. A robot may substitute an 05 electrocell at the cost of 2 – hardware points. These new Robotic Systems are listed in Table [9.0] New Power Related Equipment. Cell stacking of robotic electrocells is not permitted due to space limitations, but additional cells may be placed in robotic cargo areas (if of sufficient proportions), and attached via power couplers.
[4.8] The Robot/Equipment Pod has 04 outlets, in addition to the standard 03 outlets for general equipment.
[5.1] Power consumption for vehicles is incorporated into the values given for range. Most vehicles (but not all) use the 05 electrocell with 10,000 power units. Power consumption per Km is determined by the formula:
Power Consumption by Distance = Cell Rating (10000 for 05 cells) / Range in Km
Example: A Rover, using an 05 cell, with a range of 300 (30,000 km), consumes .333 units of power per Km.
[5.2] Power consumption for vehicles is reduced when not traveling. Multiply Power Consumption per Km by .5 if significant vehicle systems are being used or the vehicle is idling for prolonged periods, but not traveling. Note that this computation is per minute, rather than per kilometer.
Example: A Rover with a .333 units per Km Power consumption rate, will consume (.5 x .333) .1666 units of power per minute.
[5.3] Power consumption for vehicles can be further reduced by shutting down all non essential systems. A vehicle using only minimal systems consumes power at .1 its normal power consumption. Vehicles with environmental controls may not use this option, and must consume power as in section [5.2] above. This is also a computation per minute, rather than per kilometer.
[5.4] Optionally, Power consumption for a vehicle is effected by cargo carried. Use the following table to determine the effect of being loaded on vehicle range and power consumption. These effects only apply when cargo capacity is 1000 kg or more, or passenger capacity is 10 or more.
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Example: A mobile lab (cargo capacity of 25 or 2,500 kgs), is loaded with 1000 kgs of additional laboratory gear. As 1000 kg load / 2500 kgs capacity is 40%, the normal range of 100 is reduced to 50 while under this load.
[5.5] Power consumption for Anti-Gravity Vehicles covers only non drive use of power. The ranges listed for Skimmers, Floaters, and Levitators only cover the non drive power requirements of these anti-grav vehicles. Monopolar drives do not require power to operate, and these vehicles can continue to function as vehicles without environmental and other power systems (lights, etc) being used.
[5.6] Cell stacking of electrocells is not normally an option for vehicular (05) electrocells. Connecting via coupler to a back-up or larger electrocell on board the vehicle remains an option.
[5.7] Optionally, a GM may further modify vehicular power consumption by the gravity of the world on which the vehicle is being operated. To modify for local gravity, divide the listed range for the vehicle by the local gravity value in G’s. This optional modifier does not apply to anti-grav vehicles.
Example: A mobile Lab, with a standard duration of 100 (10,000 km), operated on a world with .7g gravity, will have a duration of (100/.7) 142 (14,200 km) on this world.
[5.8] Optionally, a GM may further modify vehicular power consumption by the way in which the vehicle is operated. Aggressive or high speed operation will consume twice as much power as normal. Cautious and slow vehicle operation may reduce power consumption by as much as half.
[5.9] The Original Universe Game lists on board power generators (fusion and petroleum) for many vehicles. The GM may use the portable fusion generator and all fuel generator for calculating power related issues with these on board generators.
[6.1] Power Consumption for Beam weapons is incorporated into the weapons ROF. When calculating Power consumption per shot, use the following formula:
Power = electrocell Units / ROF
Example: A CIV 8 Arc Gun, with a ROF of 4, drains 25 power points per shot of the 100 power points available in its standard electrocell.
[6.2] Beam weapon consumption of power is handled differently depending on the method a GM has players keeping track of ammunition. The pertinent sections discussing ammunition expenditure are repeated below.
From Section [19.0]
No cost or availability is given for ammunition used in these weapons. Aside from the time required to reload during Action Rounds (see 29.5), it is assumed that a character with a weapon has plenty of ammunition. If the GM wishes to keep track of ammunition, he should have the players note the expenditure of one clip each time they fire a number of shots equal to the weapon’s Fire Rate (cumulative from Action Round to Action Round). The GM is responsible for determining the price, weight, and availability of each type of clip if he is keeping track of ammunition.
From Section [29.5]
He [a character] may fire the weapon up to a number of times equal to the weapon’s Fire Rate (listed on the Weapon Chart). However, if he fires a number of times greater than half the weapon’s Fire Rate, the weapon becomes unloaded and may not be fired again until loaded (an action listed in 29.3). Thus, a weapon with a Fire Rate of 1 must be reloaded after each fire. As long as a weapon is fired a number of times equal to or less than half its Fire Rate, the character need not pause to reload.
[6.3] At the GM’s discretion, military beam weapons may permit cell stacking of electrocells, doubling the amount of shots available to a weapon. This should not allow increases in beam weapon ROF. Weapons may also be attached to larger electrocells via power couplers, again increasing the shots available, but not the ROF. Pushing the ROF higher via a tech skill, or other means should be treated as a rare avoidable accident every time the weapon is operated, with the following result:
The beam producing element of the weapon melts (sparks, smokes) and the beam weapon is rendered destroyed.
[7.1] Some Equipment will use propriety power supplies that do not comply with the standard. Also, some equipment may use propriety power, but still be capable of being powered by standardized electrocells as an alternative. Use the following guidelines for propriety power sources. Also note that for many electronic items, the size of the electrocell is the primary factor in determining the size (and mass) of the item.
Civ Level 5 and lower equipment can not, based on their own technology, provide power that matches the standard. Unless this equipment has been specifically designed for export, and therefore meets the standard via imported electrocells, it must come with propriety power supplies. In general the size, weight and capacity of the power source should exceed the standard by a factor of at least 2 (x2), and the power consumption for these items will be higher as well (x4). Furthermore, they may not meet the safety and durability standards covered in section [1.2].
CIV Level 6 equipment can come close to the standard, with difficulty. Propriety electrocells of Civ 6 should be 1.5 times the size, weight, and cost of the standard. Power usage should be about twice (x2). Safety and Durability may be compromised.
CIV Level 7 propriety equipment may vary slightly from the standard, but as this is the same CIV Level, and therefore technological sophistication upon which the standard was based, it typically matches the standard. Extreme miniaturization of some electronic devices, although expensive, permits very efficient power usage. This technology is most evident in Robots.
CIV Level 8 propriety equipment can exceed the standard in compactness, and available power. Propriety Power sources can be as little as half the size and weight of the standard, and produce twice as much power, while power consumption for this equipment is one half (.5). Propriety equipment should cost double that listed for equipment geared toward the standard. Note that some propriety equipment may still meet the “standard” through redundant Power supplies, but the cost increase remains in place. In addition to the extreme miniaturization of electronic components first noted at CIV 7, at Civ 8 these electronics are often embedded within equipment structure. It is for this reason that the electro technician suffers a loss of 2 skill levels when working on CIV 8 electronic equipment, as separate electronic components are less accessible.
[7.2] Some micro and nano sized propriety items will incorporate sustained propriety power systems that due not require recharging. Systems that contain such power sources are designed to last for extended period of times (see table [7.2]). These tiny power sources have not been standardized. When such devices are designed to be powered by standardized 01 electrocells, the duration is comparable to those listed for propriety power sources at CIV Level 7. Note that the 01 Cell may be much larger than the device being powered.
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[7.3] Nantronic Cybernetic devices with minuscule power requirements may configured to use body heat, body motion, or biological chemical interaction to provide power. Note that a prolonged period in cyronic stasis may allow these cybernetic devices to loose all power stored.
[8.1] The introduction of electrocells bring several new skill tasks to the electro tech and energy tech skills. Information regarding these skills are repeated in their entirety.
ELECTRO TECH
8 Levels/Limit: Dexterity
The character may repair all types of handheld, non-weapon devices, including scanners, portable labs, cameras, Holographers, radios, and all other types of small electronic equipment. The Electro tech skill may not be used to repair interstellar commlinks, psionic equipment, and computer systems. A character’s Electro Tech Skill Level is reduced by 2 (to a minimum of 1) when repairing or inspecting any Civ Level 8 device. An Electrokit is required to repair any of these items that has incurred more than light damage. Electro Tech also allows a character to operate a two-way radio skillfully.
ENERGY TECH
6 Levels/Limit: Dexterity
The character is familiar with all types of power systems. He may repair heating and cooling systems, electrical systems, air systems, and all non-combustion drive systems (including spaceship engines). The kit required for repair depends on the type of system undergoing repair. An Electrokit would be used for most portable systems, a vehicle kit for damage to a vehicle climate-control system or engine, and a spaceship kit would be used for a spaceship engine or other spaceship system. A basic repair kit may not be used to repair power systems at all. The character may also attempt to repair a damaged force field. When doing so he uses the lower of the Energy Tech and Physics Skill Levels. If he does not possess both of these skills, he may not attempt repair. An Electrokit is required to repair a personal force field. A vehicle or spaceship kit (as appropriate) is required to repair a larger force field.
T= Temporarily rig an item to use a power source without the appropriate power coupler. BC 50% Time: 1 Min
T= Temporarily rig an item to operate off a propriety power source: BC 30% Time: 5 Min
T= Access a power supply or power grid at a point other than the standard Power Outlet or Electrocell Connector. BC 10% Time: 5 Min
T= Create a complex power configuration to manipulate the flow of power. BC 10% Time: 10 Min
T= Rig a power hazard. BC 0% Time: 10 Min
[9.1] Table [9.1] New Power Related Equipment lists new equipment that is specific to the use of electrocells. Included in this list are Solar Panels that Match Standardized Outputs. Items that are included in the electro tech kit are indicated.
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Solar Panels – Energy output for Solar panels are based on Earthlike Conditions. Variations in Stellar Luminosity and distance can greatly affect Solar Panel Output. Numerous other factors, such as atmospheric composition, cloud cover, and day light cycles due to axial tilt and planet rotation, will all affect solar panel output. Details on the various types and sizes of solar panels are listed in table [9.1] New Power Related Equipment.
All Fuel Generators – All Fuel generators can burn any organic material. On worlds with little or no oxygen present in the atmosphere, an oxygen tank will be required. Ten minutes of oxygen is consumed per KG of material consumed. In addition to providing energy, an All Fuel Generator can be used as an incinerator to destroy hazardous materials. All Fuel Generators can be coupled with electrocells to create power systems. Details on All Fuel Generators are listed in table [9.1] New Power Related Equipment.
Portable Fusion Generators – At CIV level 7, portable Fusion Generators become available. Portable Fusion Generators use raw radioactives as a power source, and can operate for years on a single kg of fuel. Portable Fusion Generators can be coupled with electrocells to create power systems. Details on Portable Fusion Generators are listed in table [9.1] New Power Related Equipment.
[9.2] Appendix 1 Lists electrocell requirements and power durations for all the equipment listed in the original game.
[10.1] Faulty equipment and the inappropriate handling of electrocells may result in electrical shock. A electrocell operating outside of the performance criterion listed in section [1.4] may become an electrical hazard at the GM’s discretion. The chance that a electrocell will become an electrical hazard from taking damage is listed on below. Damage is determined by rolling 1d10, adding the appropriate modifiers on tables [10.1] and [10.2], and checking the results on table [30.9] Hit Table of the main Universe Rules. At high power ratings (05 thru 07), electrical damage may be delivered over a range, or via any conducting surface in contact with the electrocell. Note that electrical traps and accidents may also result in electrocells becoming electrical hazards.
Once a electrocell becomes an electrical hazard, it will no longer perform it function as a source of power.
[10.2] Damage from electrical shock is further modified by the composition of the entity taking damages. See Table [10.2] for specific effects.
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[10.3] A character with Energy Tech Skill may mitigate the amount of damage taken from electric shock under certain circumstances. Electric Shock is much more damaging when the path of electricity travels through the chest or head. An energy technician can, by intentionally or instinctively limiting the electric flow to a single limb, may treat any electric shock as if it were 1 level lower than the actual electric source, when determining damage modifiers.
[11.1] Some creature powers listed in the Adventures Guide may be further supplemented by the electrocell rules. The Energy Drain power specifically discusses draining electrical equipment. A GM may wish to assign an electrical capacity, and drain rate based on the electrocell scale, in order to determine partial drains. Energy Blast, Energy Absorption, and Energy Ingestion Powers have no direct effect from the electrocell rules, but may be further refined using these rules at the GM’s discretion.
Energy Drain Example: The GM assigns an 03 electrical capacity and a 1 – combat round drain rate to a creature with the Energy drain Power. When the creature makes a successful attack on the party’s robot, it drains 03 worth of electrical energy from the robot, which is 1/10th of its 04 battery, before dropping off robot, fully stated.
Energy Absorption Example: The GM decides to use the electrocell rules to further enhance the Energy Absorption power of his creature. Where normally the power allows the creature to absorb all stun and beam weapon energy, the GM further stipulates that once the creature has absorbed the equivalent of 05 power absorption, it will deliver an electrical Energy Blast.
[12.1] GM’s may wish to incorporate some of the power related accidents listed below.
COMMON
RARE
UNIQUE
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[13.0] Optional rules for spacecraft power are based on the following changes and assumptions that attempt to reconcile discrepancies in how STL Travel is conducted in the Universe Setting. The primary concern addressed in these optional rules, is that the depletion of reaction mass or other form of propellant is not tracked over the course of interplanetary travel. Another aspect addressed is that spacecraft drives, shields, and tractor systems (as well as various weapons) all draw power for operation from the same reserve of “energy.” Finally, use of the tractor beam to issue maneuver commands to a target ship is not met with an equal and opposite force affecting the issuing ship. These optional rules attempt to explain and expand upon spacecraft systems in a manner that removes these discrepancies.
Reactionless drives function via virtual mass field generators, and utilize the same technology as tractor field generators (projected mass fields) and spacecraft shields, with all having similar power requirements. Virtual mass fields may be generated with a velocity component (virtual momentum generation) as in spacecraft drives and tractor beams, or without a velocity component, as in shield generation. Via virtual mass field generation, a type of energy with many of the qualities of mass is produced, and can be used as a type of reaction mass.
Reactionless drives require immense electrical power to operate. Electric consumption is dependent upon the mass being moved, as reflected in the spacecraft’s energy burn rate.
Spacecraft electricity is stored in high capacity 07 Electrocells. Re-energizing spacecraft energy reserves can be conducted either via the physical exchange of discharged cells for fully charged ones, or via a high capacity energy transfer pylon.
On board power generation systems capable of providing the energy required for mass field generation in a volume practical for spacecraft operations remain highly complex, require highly specialized technicians and systems to service and maintain correctly, and are prone to disastrous volatility when something goes wrong. The 07 Electrocell standards were enacted in order to provide the immense power requirements of ship’s drive systems, without requiring all the contingencies normally associated with power generation at required levels, in the limited and vulnerable volume of spacecraft.
[13.1] The following changes effect all spacecraft using these optional rules. Spacecraft on board energy consists of 07 Electrocells stored in a buffered containment chamber, usually adjacent to on board power generation systems. Additional features of the spacecraft power system include:
[13.2] The following changes effect all pods using these optional rules.
Energy Pod – An energy pod is a buffered containment chamber for storing 144 – 07 Electrocells. The spacecraft electricity routing system will by default draw electricity from energy pod Electrocells prior to using on board Electrocells. In addition to Electrocell storage and interconnectivity, Energy Pods also contain an overhead lift for easily moving 07 Electrocells. Energy Pods hulls contain a egress aperture (non airlock) that may be used to interface with another Energy Pod, Resource Transfer Pod, or other pod. An after market Airlock may also be affixed to this aperture.
Lander Pod – In addition to many other systems designed for ship to lander interaction and interface, the Lander Pod includes an interface with ship’s power that allows transfer of power to the landers on board power supply. A Lander must be docked or stowed for this power transfer to take place.
Battlecraft Pod – In addition to many other systems designed for ship to battlecraft interaction and interface, the Battlecraft Pod includes an interface with ship’s power that allows transfer of power to the Battlecraft’s on board power supply. Battlecraft must be docked or stowed for this power transfer to take place.
Supply Transfer Pod – Created as a means of re-supplying warships during an engagement, the Supply Transfer Pod has been continuously updated in order to utilize the newest technology available, and is encountered in its many forms throughout the Federation. The Supply Transfer Pod used specially designed arms to quickly transfer missiles or energy to docked (but not stowed) spacecraft. Each arm is capable of transferring missiles directly into launch tubes and wracks or transferring energy directly to the power transfer pylon of another craft, but can not perform both functions simultaneously. The Supply Transfer Pod can also be used to transfer 07 electrical cells between two craft. It does so at the same rate that missiles are exchanged.
The details covering the energy transfer features of this pod are repeated here in their entirety.
A supply transfer pod has a number of ports, each capable of providing missiles or energy (but not both from one port on the same turn). Number of ports and rate of transfer per port varies with civilization levels. On a single “Provide Supply” Battle Command, which may be issued by a recipient or provider ship, one ship may supply one other ship (using as many ports as desired). Additional “Provide Supply” commands allow other ships to be served, although each port may only be used once per turn. A damaged supply transfer pod functions at one level lower than its original level; a destroyed pod does not function.
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Level 8 pods (only) may service fighters [battlecraft], but if the pod is damaged, destroyed, or made vulnerable, any fighters docked for such servicing are destroyed.
[13.3] Spacecraft include on board energy generation systems. In addition to storing the large amounts of energy required for interplanetary travel via 07 electrocells, spacecraft house on board power generation systems. On board power plants vary by manufacture, CIV Level, and projected spacecraft operations profiles, but always provide enough power to run ship’s systems, and most pod power needs. Spacecraft power generation utilize systems that do not require frequent replenishing of resources, and can operate for years with on board resource supplies. On board power generation is not sufficient for prolonged use of ships drives, shields, tractor beams, bursters, blasters, and particle accelerators.
On board power systems can be used to recharge 07 electrocells. Details of this process are covered under Spacecraft Energy Recharging below.
Orbital spacecraft sufficiently close to the star will often use Solar Panels for power generation. A 1 square meter panel produces the equivalent of an 03 electrocell, modified by the conditions described in section [9.1].
[13.4] The following procedures are used for calculating recharge rates for various forms of recharging.
Star port recharging: Spacecraft may recharging either via recharging on board 07 cells, or by exchanging depleted 07 cells for fully charged ones. The rates at which a spacecraft recharges is contingent upon the CIV level of the recharging facility, and are similar to the rates for recharging via a Supply Transfer Pod. The large increase in power transfer rates at CIV 7 is a product of the electrocell standards enacted by the Federation.
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Example: A Dagger, with an energy capacity of 48, would take 12 hours to fully reenergize at a CIV 5 Star Port. The same ship reenergizing at a CIV 7 facility, would be fully recharged in 5 minutes.
Inter-craft recharging: Inter-craft recharging via the steerable power transfer pylon or used for recharging stowed craft, take place at the same CIV Level based rates as re-energizing at a Star Port Facility, described in the Table above. The power transfer rate is based on the CIV level of the ship providing power.
Example: A CIV Level 8 Spear, using Spacecraft Power to reenergize a battlecraft via the steerable power transfer pylon, could fully recharge a terwillicker 5000 (energy capacity 15) in 1 minute.
On board recharging: Ships may also use on board power generation systems to recharge depleted 07 cells. The recharge rate for spaceship power generation systems are also contingent upon CIV Level, and are listed below.
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Example: A CIV Level 7 Corco Mu, using on board power to reenergize its depleted energy capacity of 176, would require 440 hours to do so. A harmonics Clarinet (CIV 8), performing reenergizing to its energy capacity of 104, could do so in 26 hours.
[13.5] Spacecraft Energy Consumption and Backup Power Systems
Standard Consumption
All spacecraft are designed so that all non power intensive spacecraft systems may operate using power provided by the spacecraft’s on board power generation system. Power intensive operations are consumed by the procedures outlined in rules governing interplanetary travel and Delta Vee.
Backup Power
Many key systems will also have an independent backup electrocell for operation in a power emergency. The following guidelines may be used for determining the number of back-up electrocells available, but as always the actual number should be determined by the GM.
Minimum Consumption
In the event that a power emergency occurs on board a spacecraft, the following minimum consumption information may prove useful.
Note that environmental suits, additional craft, and on board vehicles may also provide additional life support options, or emergency electrocells. See new pods and new equipment in these rules for details on cryogenic stasis units.
[13.6] Use the following guidelines for addressing damage to power systems. Spacecraft power generation and storage systems are of a robust design, and the buffered containment chamber is specifically designed to protect the ship and ship systems in the event of a power emergency. Power leaks and overloads due to malfunctioning power systems are channeled to a conductor node on the steerable power transfer pylon, where excess power is distributed over the outer hull, and the hulls of any docked spacecraft. A power leak due to power system damage will result in a noticeable arc from the conductor node to the ships hull. A total discharge due to power system destruction will result in a massive network of arcs encompassing the entire spacecraft. Note that in the vacuum of space, with no other debris present, and electrical arc will form a linear beam of electrons rather than the familiar forked or zigzag arc.
No power system damage is represented in Universe space combat via Delta Vee, but a GM may incorporate such damage upon a hit to the crafts drive system (Engine), or other component associated with 07 power levels. Alternatively, the GM may use Spacecraft Power related accidents to represent damage to power systems from space combat.
All pods associated with power generation and storage will also have an emergency conductor node, and the power routing computer will automatically take any malfunctioning power component off line at the first sign of malfunction. Podular emergency power discharge is identical to spacecraft emergency power discharge.
Details on Delta Vee ramifications of damage and destruction to an energy pod are repeated in there entirety.
Energy Pod. Damaged: Ten Energy Units must be expended each friendly Command Phase (in addition to any other expenditures of energy) until a total of 144 Energy Units have been expended (including previously expended energy). Destroyed: The total expenditure of energy for the spaceship must be immediately brought up to 144 Energy Units; the pod is considered empty.
Although spacecraft are designed to keep power system damage and destruction from resulting in total ship failure, the possibility of high capacity power line exposure due to internal spacecraft damage remain a potential hazard, and pose a serious threat to personnel and spacecraft systems until the power system computer takes the exposed cable off line.
Spacecraft power systems may be maintained or repaired by both spacecraft technicians or energy technicians.
[13.7] New Pods and Equipment
Power Generation Pod
The power generation pod houses a power generation system for adding auxiliary power to spacecraft, or supplying power to orbital facilities. The power generation pod varies in output over CIV Level in the following manner. This pod requires an Energy Technician.
Availability: Open. Crew Required: 1. Passenger Capacity: 0. Cargo: 0. Cost: Varies. CIV Level: Varies.
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Cryonic Passenger Pod
The Cryonic Passenger Pod was designed to allow the transport of passengers on ships that do not have the facilities to support, sustain, or entertain passengers over the long interplanetary travel times. Since its deployment, this pod has been pressed into many other uses, including the transportation of prisoners, contagious patients, and colonists. Individual cryonic units have onboard back-up power, and can be removed from support wracks, for transport without interrupting the cryonic stasis. The crew member required is typically someone with both medical and technical experience.
Availability: Open. Crew Required: 1. Passenger Capacity: 60. Cargo: 0. Cost: 850. CIV Level: 8.
Cryogenic Stasis Unit
A chamber for storing and transporting an individual in a state of suspended animation where no life functions need be maintained. The chamber is a self contained unit, capable of inducing sleep, conducting the cryogenic process, and reversing this process without the aid of a technician. Individuals undergoing cryonic stasis are completely unaware of any experiences while in stasis, and are for all purposes, functionally dead. This deathlike state applies to all life, including any micro organism that is inside the chamber when the stasis begins. Although designed for the stasis and transport of humans, the technology used in the cryonic process, has proven to work well on Earth animals, and other carbon-water based life forms. Cryonic chambers are robust, and each unit contains an 03 backup electrocell on board in the event that power is otherwise interrupted, as noted in the table below. Chambers are also designed to be easily transported on gurneys. Premature interruption of cryonic stasis will result in the unconscious death of any life forms inside the chamber. At the GM’s discretion, Crew Cryonic stasis units may already be in place on existing ships. Pods dedicated to passenger transport via cryonic stasis (covered above), are only available at CIV 8.
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[13.8] Tractor Systems may be used as auxiliary or back up drives systems. The virtual mass field generation process used by Tractor Pods is very similar to the reactionless drive systems used by interplanetary capable spacecraft. Energy cost for using the Tractor system in this fashion is the same as the rates listed for issuing maneuver commands to target spacecraft – twice the energy burn rate of the spacecraft being issued a command.
[13.9] Spacecraft Power Accidents
COMMON
RARE
UNIQUE
This supplement was created in the Universe Development Group at Universe_RPGDevelopment@yahoogroups.com
Project Coordination: Drew Bailey & Dean Phares
Additional insights and information were provided by: Fred Kiesche & James Goltz
The project coordinators would also like to thank Ian Taylor for bringing Universe into the 21st Century. All Universe references sited were culled from Adobe Acrobat® (.pdf) files made available by Ian Taylor. The following copyrights apply to works referenced.
UNIVERSE: PLUS COPYRIGHT
This publication has been created to continue the circulation and support of SPI’s Universe as SPI as the printing of these works have ceased.
Universe: PLUS is Copyright © Ian Taylor 2002
Universe: PLUS FINAL is Copyright © Ian Taylor 2004
UNIVERSE COPYRIGHT
Universe: The Role Playing Game of the Future is a Publication of Simulations Publications, Incorporated.
Universe is Copyright © 1981 by SPI, all rights reserved.
UNIVERSE CREDITS:
John H. Butterfield: Game Design and Development, Project Coordination.
Redmond A. Simonsen: Design of Physical Systems and Graphics.
Gerad C. Klug: Co-Development and NPCs
Edward J. Woods: Creatures and Advice.
David McCorkhill and David J. Ritchie: Development Assistance.
Robert J. Ryer: Rules Editing.
Information on the Supply Transfer Pod was drawn from “The Federation Strikes Back” by Marvant Duhon, first published in Ares Magazine, Nr 17, 1984, pages 47-52.
This and many other Ares Articles related to Universe are also available in Adobe Acrobat® (.pdf) format from Ian Taylor. For queries, please see his website: http://members.iinet.net.au/~avalon1/IMPRINT/IMPRINT.htm
Ian Taylor is also the founder of the Universe Development Group that made this project possible.
Please be advised that "Universe" SPI © 1981 is not associated in any way with "Universe TSRPG" by Tower Ravens © 2003”
Please direct any feedback on this supplement to the Universe Development Group at: Universe_RPGDevelopment@yahoogroups.com
Accidents, Power related - those accidents directly related to electrical discharge. Also see Power related accidents for Spacecraft.
All Fuel Generators - A generator for burning nearly any organic material in an oxygen rich chamber. Used for power generation. Also See Table [9.1]
Anti-Gravity Vehicles - Vehicles that utilize monopole technologies for hover or flight transport. Monopole technologies do not require power.
Beam Weapons - Lasers, Stun weapons, and other weapons that fire a concentrated beam of radiation at a target.
Cell or Ecell- Shorthand for Electrocell, or a removable propriety electrical source
Cell Stacking - the combining of 2 electrocells in order to double an items electrical supply.
Creature Powers (energy drain) - the ability of some creatures to absorb electrical power. Often found on iron rich worlds, where other metals are also present. Some creatures with this ability, actually absorb magnetic energy, which in turn drains magnetic field inducing electrical items.
Cryonic Stassis Unit - A portable device for obtaining and sustaining an occupant in Cryonic (aka Cryogenic) stassis.
Electrocell - the standardized source of power in the Federation.
Equipment Power Consumption - the power consumed by electronic equipment. Measured in units of power for (uses) or units of time (hours/days).
Federation, Electrocell Standards - the Federal standards that define performance criteria and output for portable electrical sources.
Hazards, Electrocell - Electrical shock, burns, and equipment damage caused by exposure to electricity.
Nanotech Equipment - Molecular sized equipment using tiny propriety power sources.
Power Converters - Converters used to change the output level of an electrocell.
Power Coupler - cables used to interconnect power sources.
Performance Criteria - Specific Standards for portable electrical sources defined by the Federation.
Pods, New and Altered
Power Connector - the Flanged end of an electrocell, used to connect to other power sources. In some equipment, the power connector is exposed to permit Cell Stacking, or easy access to Power Couplers.
Power Consumption- the electrical power used in an operation.
Power Grid and Power Grid Outlet - A system used for delivery power throughout a spacecraft, facility, or settlement.
Power Node - The tapered end of an electrocell, that delivers power to equipment.
Power Transfer Pylon - Extendible and steerable Pylon used for transferring power between two spacecraft.
Portable Fusion Generators - Portable power sources requiring little resources.
Propriety Power Systems - Non standardized power supply methods.
Robot - General Purpose mechanicall aids that rely on electrical power to function.
Skills
Solar Panels - a system for transforming light energy into electrical energy.
Vehicle Power Comsumption - power consumed per kilometer for vehicles in motion. Power consumed per minute for vehicles idling, or conserving power.
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