Universe: Electrocells Version 2

A guide to power in the 24th Century

INDEX


LEGAL

Copyright (c) 2004 Universe Development Group ( Universe_RPGDevelopment@yahoogroups.com )

  1. You may make and give away verbatim copies of the source form of the Standard Version of this document and associated image files without restriction, provided that you duplicate all of the original copyright notices and associated disclaimers.
  2. You may apply portability fixes and format changes derived from the Public Domain or from the Copyright holder. A package modified in such a manner shall still be considered the Standard Version.
  3. You may otherwise modify your copy of this document and associated image files in any way, provided that you insert a prominent notice stating how and when you changed it, and provided that you do at least one of the following:
    1. Place your modifications in the Public Domain or otherwise make them freely available or by allowing the copyright holder to include your modifications in the Standard Version of the Package.
    2. Use the modified package only for your personal use, or within your corporation or organization.
    3. Make other distribution arrangements with the Copyright Holder.
  4. You may distribute this document in source code, or in another format, provided that you do at least ONE of the following:
    1. Distribute a Standard Version (in any format) together with instructions on where to get the Standard Version.
    2. Accompany a modified version with a copy of the Standard Version.
    3. Make other distribution arrangements with the Copyright Holder.
  5. You may charge a reasonable copying fee for any distribution of this document. You may charge any fee you choose for support of this document. You may not charge a fee for the document itself. However, you may distribute this document in aggregate with other (possibly commercial) documents and programs as part of a larger (possibly commercial) distribution provided that you do not advertise this package as a product of your own.
  6. The name of the copyright holder may not be used to endorse or promote products derived from this document without specific prior written permission.
  7. THIS DOCUMENT IS PROVIDED "AS IS" AND WITHOUT ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITIATION, THE IMPLIED WARRANTIES OF MERCHANTIBILITY AND FITNESS FOR A PARTICULAR PURPOSE.

Additional legal notices and information can be found in Credits, Acknowledgments, and Design Notes at the end of appendix-I.


[1] INTRODUCTION

[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.

Table [1.3] Electrocells (All CIV 7) TNU = Time Needed for Use, BRT = Base Repair Time
Equipment Code Power Mass (kg) Price New Price Recharge Dimensions TNU BRT
power grid node 07 1,000,000 245 1 t 300 mill 1m l x 1m diam n/a n/a
industrial power 06 100,000 100 .83 t .23 t 1m l x .5m diam n/a n/a
vehicular power 05 10,000 40 .665 t .165 t 1m l x .1m diam n/a n/a
high power 04 1,000 10 .5 t .1 t .5m l x 5cm diam n/a n/a
standard power 03 100 1 .335 t 35 mill .25m l x 2.5cm diam n/a n/a
small power 02 10 .25 .170 t 15 mill 10cm l x 1cm diam n/a n/a
mini power 01 1 .01 50 mill 5 mill 1cm l x .1cm diam n/a n/a

[1.4] The Federal Standard also addresses performance criterion for electrocells. Some of the criteria are addressed in the list below:

Electrocell

[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].

Table [1.5] Connector Size
Cell Type Connector Size
01 to 02 Light
03 to 05 Standard
06 to 07 Heavy

[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.

Table [1.6] Power Couplers
Equipment Codes CIV Wgt Kg Price Equipment Notes TNU BRT
Light Coupler 01 to 02 7 .5/M 5 Mill per M Connects light connector sizes 1 Rd 10 Min
Standard Coupler 03 to 05 7 .7/M 10 Mill per M Connects standard connector sizes 1 Rd 10 Min
Heavy Coupler 06 to 07 7 .9/M 25 Mill per M Connects heavy connector sizes 1 Rd 10 Min
SC Light Coupler 01 to 02 7 .5/M 15 Mill per M Connects light connector sizes 1 Rd 10 Min
SC Standard Coupler 03 to 05 7 .7/M 20 Mill per M Connects standard connector sizes 1 Rd 10 Min
SC Heavy Coupler 06 to 07 7 .9/M 50 Mill per M Connects heavy connector sizes 1 Rd 10 Min

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] RECHARGING AND CONFIGURING CELLS

[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.

Table [2.3] Cell Charging Times

.1 min = 6 sec 100 min = 1hr, 40min 1000 min = 16 hrs, 40 min

Power Source
Cell Being Charged 01 02 03 04 05 06 07

01
10 / .1 10 / .1
02 100 / 1 10 / .1
03 10 / .1 10 / .1 10 / .1
04 100 / 1 10 / .1 10 / .1
05 1000 / 10 100 / 1 10 / .1
06 10 / .1 10 / .1
07 100 / .1 10 / .1
Light Connector Standard Connector Heavy Connector

[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] POWER CONSUMPTION

[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.

Table [3.2] Base Power Usage
Equipment Type Mass (kg) Size Class Base Power Usage
Miniature Device < 1 kg Miniscule .1
Handheld Device 1-5 kg Very Small 1.0
Portable Device 6-15 kg Small 10.0
Movable Device 16-100 kg Human Sized 100.0
Heavy Equipment 101+ kg Large 1000.0

[3.3] Modify the Base Power Usage by all equipment aspects shown on Table [3.2] Usage Multiplier Matrix. All multipliers are cumulative.

Table [3.2] Usage Multiplier Matrix
Equipment type CIV 5 CIV 6 CIV 7 CIV 8
Emits ray, beam, or long range radio waves. x20 x10 x5 x2.5
Emits field, scan, or medium range radio waves x8 x4 x2 x.5
Contact scan, or emits low range radio waves x .8 x .4 x .2 x .1
Records/computes data x2 x1 x .5 x .25
Long duration item (micro-electronics) x .4 x .2 x .1 x .05

[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] ROBOTS

[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] VEHICLES

[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.

Table [5.4] Loaded Vehicle Adjustments
Percent of Cargo Capacity Duration/Range Consumption
1% to 25% x .75 x 1.5
26% to 75% x .5 x 2
76% to 100% x .25 x 4

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] BEAM WEAPONS

[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.

[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:

[7] PROPREITY POWER AND SUSTAINED POWER

[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.

Table [7.2] Micro Power Durations
CIV Days Months
6 100 3
7 1000 30
8 5000 165

[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] NEW SKILL TASKS

[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/Energy Tech Tasks:

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] NEW POWER RELATED EQUIPMENT

[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.

Table [9.1] New Power Related Equipment

TNU = Time Needed for Use, BRT = Base Repair Time

Equipment Pow Code CIV Mass (kg) Price Description TNU BRT
Light power converter light to small 7 1 25 mill Connects 01 through 05 1 rd 10 min
Heavy power converter standard to heavy 7 2 35 mill Connects 03 through 07 1 rd 10 min
Universal converter all 7 2.5 50 mill Connects 01 through 07 - included in both electro and energy tech kits 1 rd 10 min
Power tap 03 to 07 7 .5 50 mill Allows a power coupler to tap into a power grid 1 min 10 min
1m solar panel 03 7 10 500 mill Solid 1m square panel n/a 10 min
.1m solar panel 02 7 1 350 mill Solid .1m square panel n/a 10 min
1cm solar panel 01 7 2 (g) 150 mill Solid 1cm square panel n/a 10 min
1m flexipanel 03 7 2 kg/sq m 750 mill Roll of flexible 1m square solar panel n/a 10 min (suit)
Standard All Fuel Generator 03 7 10 500 mill Generator that burns any organic material 1 min 1 hr
Heavy All Fuel Generator 04 7 50 900 mill Generator that burns any organic material 1 min 1 hr
Portable fusion plant 04 7 500 18 tran Portable power source with 04 output n/a 1 hr
Heavy portable fusion plant 05 8 500 20 tran Portable power source with 05 output n/a 1 hr.
Back-up Robotic system 04 7 10 1 tran Backup or auxiliary power for robot - 1 hw point n/a 20 min
Heavy Robotic power system 05 7 40 12 tran Heavy robotic power replacement - takes 2 hw points n/a 20 min

New Equipment Notes

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] ELECTROCELL ELECTRICAL HAZARDS

[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.

Table [10.1] and Table [10.2]
Table [10.1] Power Level Modifiers Table [10.2] Composition Modifiers
Electrocell Effect Range Damage Modifier Additional Effects Composition Damage Modifier
01 contact -10 none human/humanoid 0
02 contact -5 none mammalian 0
03 contact 0 unable to loose grip terran like -5
04 contact +10 burn & recoil protein -10
05 1 m +20 heart fibrilliation carbon -15
06 5m (same hex) +30 cardiac arrest non-carbon -20
07 7.5m (1 hex) +40 deep burn damage equipment (civ 5 or 6) +20
equipment (civ 7) +5
equipment (civ 8) -10

[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] Creature Powers

[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] POWER RELATED ACCIDENTS

[12.1] GM’s may wish to incorporate some of the power related accidents listed below.

COMMON

RARE

UNIQUE


Appendix 1: Electrocells and Power Consumption for Existing Equipment

Table [A-1] Existing Equipment (Duration Codes: U = Use, R = Range, H = Hour, D = Day)
Powered Weapons Powered Protective Attire
Equipment Electrocell Duration Unit Equipment Electrocell Durations Unit
Paint Gun (CIV 6) 03 2 U Battle Sleeve 03 (ea) 50 H
Paint Gun (CIV 7) 03 6 u Respirator 01 50 H
Arc Gun 03 4 u Respirator Helm (CIV 7) 2 - 03 20 H
Laser Pistol (CIV 6) 03 1 u Respirator Hem (CIV 8) 02 20 H
Laser Pistol (CIV 8) 03 3 u Powered Impact Armor 2 - 03 5 H
Stun Pistol (CIV 7) 03 1 u Power Reflect/Impact (CIV 7) 2 - 03 5 H
Stun Pistol (CIV 8) 03 2 u Power Reflect/Impact (CIV 8) 03 5 H
Expedition Suit (CIV 6) 2 - 03 10 H
Land Vehicles Expedition Suit (CIV 7) 03 10 H
Equipment Electrocell Duration Unit Expedition Suit (CIV 8) 03 20 H
Scout Car 04 12.5 R Expedition Suit (CIV 6) 2 - 03 10 H
Crawler-Wheeled 05 200 R
Crawler-Legs 05 100 R Aquatic Vehicles
Rover 05 300 R Equipment Electrocell Duration Unit
Mobile Lab 05 100 R Mini Submarine 04 15 R
Amphibian 05 20 R Flexicraft 05 150 R
Van Rig 05 100 R Reef Walker 03 4 U
Car 05 200 R Water Scooter 03 1 U
Tractor 05 5 R Amphibian 05 3 U
Half Track 05 50 R
Loricate 05 50 R Air Vehicles
APC/Tank 05 50 R Equipment Electrocell Duration Unit
Self Propelled Artillary 05 10 R Dragonfly 03 1 R
Ornithopter 05 200 R
Communications Equipment Propeller Plane 05 40 R
Equipment Electrocell Duration Unit Jet Plane 06 600 R
Headset Radio 01 12.5 H Air Car 05 10 R
Planetary Shortwave 02 12.5 H Levitator 05 1000 R
Interplanetary Radio 02 50 H Skimmer 05 1000 R
Planetary Headset 01 100 H Floater 05 R
Translator (CIV 7) 02 20 U Helicoptor 05 R
Translator (CIV 8) 02 40 U Shuttle 07 640 R
.
Scientific Equipment Technical Equipment
Equipment Electrocell Duration Unit Equipment Electrocell Duration Unit
Geolab 03 50 U Basic Repair Kit 02 5 U
GeoScanner I 04 25 U Suit Kit 02 20 U
GeoScanner II 02 10 U Armor Kit I 03 20 U
Mediscanner I 04 25 U Armor Kit II 02 40 U
Mediscanner II 02 10 U Weapon Kit I 02 10 U
BioScanner I 03 50 U Weapon Kit II 02 40 U
BioScanner II 02 10 U Electro Kit I 02 20 U
NeuroScanner 02 10 U Electro Kit II 02 40 U
Chem Lab I 03 5 U Robot Kit 03 40 U
Chem Lab II 03 10 U Vehicle Kit I 03 10 U
Chem Synthesizer I 03 10 U Vehicle Kit II 03 40 U
Energy Scanner 02 5 U Spacecraft Kit I 03 40 U
Spacecraft Kit II 03 40 U
CIV 7 Robotic Chassis Spacecraft Kit III 04 40 U
Equipment Electrocell Duration Unit
Brummagen I 04 15.5 D Misc Equipment
Brummagen II 04 14.6 D Equipment Electrocell Duration Unit
Manner 31B 04 4.4 D Still Camera 03 25 U
Manner 36SD 04 4.4 D Superoid Camera 03 50 H
Manner 38SDF 04 4.3 D Holographer 03 10 H
Frazette Blue 04 5.0 D Night Glasses 01 20 H
Audio Recorder 02 5 H
CIV 8 Robotic Chassis Force Cage 03 100 H
Equipment Electrocell Duration Unit Rock Blaster 04 12.5 U
Brummagen II 04 13.4 D
Manner 44 04 9.5 D - At the GM's discretion, Military Powered Weapons
Manner 50SD 04 11.6 D may be permitted to Cell Stack.
Manner 51SDF 04 8.8 D
Frazette Green 04 6.8 D - Protective Suit ecells are for maintaining
Frazette Amber 04 6.3 D temperature controls and monitoring wearer.
Soidistant RAR 04 5.3 D
Soidistant V-201 04 7.6 D - Repair Kit ecells are for powered tools
Soidistant V-202 04 3.3 D and diagnostic/calibration equipment.


Appendix 2: Optional Spacecraft Power Rules

[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.

[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.

CIV Level Missiles/Port Energy/Port Ports
5 1 1 unit 1
6 Enough to fill 1 pod 12 Units 2
7 Enough to fill 2 pods 144 Units 3
8 Enough to fill a ship Enough to fill a ship 4

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.

Facility and Intership Energy Transfer Rates
CIV Level Rate per Min Rate per Delta Vee Turn (15 min) Time for 1 - 07 cell charge
5 .07 1 energy unit 15 min
6 .8 12 energy units 48 sec
7 9.6 144 energy units 6.25 sec
8 15 225 energy units 4 sec

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.

On Board Power Generation
CIV Level Rate per Minute Rate per Delta Vee Turn (15 min) Time for 1 - 07 cell charge Equiv Ecell
5 0.0 .001 energy unit 250 hrs 4
6 0.0 .01 energy units 25 hrs 5
7 .01 .1 energy unit 2.5 hrs 6
8 .07 1 energy unit 15 min 7

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.

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.

Power Generation Pod Charging Rates
CIV Level Rate per minute
Time for 07 charge
Rate per delta vee turn Equiv Ecell Cost (trans)
6 .0066
25 hrs
.01 energy 5 850 t
7 .066
2.5 hrs
.1 energy unit 6 860 t
8 .66
15 min
1 energy unit 7 870 t

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.

Cryonic Stassis Units
Equipment CIV Mass (kg) Price Dimensions BRT (hrs) TNU CELL USE
Cryonic Stassis Unit I 6 100 17 t 2.5m x 1m x .5m 2 30 min 03 25 H
Cryonic Stassis Init II 7 50 18 t 2.5m x .75m x .4m 2 20 min 03 50 H
Cryonic Stassis Unit III 8 35 19 t 2.5m x .75m x .35m 2 10 min 03 100 H

[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


CHANGES FROM VERSION 1

Credits, Acknowledgments, and Design Notes

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


Glossary and Index:

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.

Bot, see Robots

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.

Recharging, Electrocells

Recharging, spacecraft energy

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.


Chart Summary

Table [1.3] Electrocells (All CIV 7) TNU = Time Needed for Use, BRT = Base Repair Time
Equipment Code Power Mass (kg) Price New Price Recharge Dimensions TNU BRT
power grid node 07 1,000,000 245 1 t 300 mill 1m l x 1m diam n/a n/a
industrial power 06 100,000 100 .83 t .23 t 1m l x .5m diam n/a n/a
vehicular power 05 10,000 40 .665 t .165 t 1m l x .1m diam n/a n/a
high power 04 1,000 10 .5 t .1 t .5m l x 5cm diam n/a n/a
standard power 03 100 1 .335 t 35 mill .25m l x 2.5cm diam n/a n/a
small power 02 10 .25 .170 t 15 mill 10cm l x 1cm diam n/a n/a
mini power 01 1 .01 50 mill 5 mill 1cm l x .1cm diam n/a n/a
Table [1.5] Connector Size
Cell Type Connector Size
01 to 02 Light
03 to 05 Standard
06 to 07 Heavy
Table [1.6] Power Couplers
Equipment Codes CIV Wgt Kg Price Equipment Notes TNU BRT
Light Coupler 01 to 02 7 .5/M 5 Mill per M Connects light connector sizes 1 Rd 10 Min
Standard Coupler 03 to 05 7 .7/M 10 Mill per M Connects standard connector sizes 1 Rd 10 Min
Heavy Coupler 06 to 07 7 .9/M 25 Mill per M Connects heavy connector sizes 1 Rd 10 Min
SC Light Coupler 01 to 02 7 .5/M 15 Mill per M Connects light connector sizes 1 Rd 10 Min
SC Standard Coupler 03 to 05 7 .7/M 20 Mill per M Connects standard connector sizes 1 Rd 10 Min
SC Heavy Coupler 06 to 07 7 .9/M 50 Mill per M Connects heavy connector sizes 1 Rd 10 Min
Table [2.3] Cell Charging Times

.1 min = 6 sec 100 min = 1hr, 40min 1000 min = 16 hrs, 40 min

Power Source
Cell Being Charged 01 02 03 04 05 06 07

01
10 / .1 10 / .1
02 100 / 1 10 / .1
03 10 / .1 10 / .1 10 / .1
04 100 / 1 10 / .1 10 / .1
05 1000 / 10 100 / 1 10 / .1
06 10 / .1 10 / .1
07 100 / .1 10 / .1
Light Connector Standard Connector Heavy Connector