[d20 Future] Mecha Power Cores

Roudi

First Post
Mecha Power Cores

The d20 Future Mecha rules offer a good basis for detailing humongous walking machines of war, but there are areas where it could be further expanded. One such area has to do with what makes mecha go, the source of their power. Nothing is said in d20 Future about a mecha’s power source, so all we can assume is that a mecha has one, it never runs out, and has no other effect on a mecha except to “make it go.” Obviously, there is a level of detain here that needs fleshing out. These optional rules are hereby presented to add that extra layer of detail to your d20 Future mecha.

The Basics
A power core is considered to be part of the mecha chassis. It does not take up any equipment slots unless otherwise noted in the description. A mecha’s power core affects its uptime, speed, and reliability. A mecha’s power core is one size smaller than the mecha. All base mecha come with a standard Fusion Core. When purchasing a mecha chassis, you may choose another power core in lieu of the standard Fusion Core.

Uptime: the number of hours the mecha can operate before refuelling.

Fuel: what substance the power core consumes for energy. All mecha are considered to have enough storage space for whatever fuel their power core consumes.

Emission: the by-product of the power core’s fuel consumption, if any. These are stored internally unless otherwise noted.

Purchase DC modifier: the amount which the power core modifies the Purchase DC of the mecha chassis.


To determine the purchase DC of mecha power core on its own, apply the core’s Purchase DC modifier to the base mecha’s Purchase DC and subtract 6.

Installing a power core in a mecha superstructure requires a successful Craft (mechanical) check (DC 20) and an investment of time base on the mecha’s size: Large 10 minutes, Huge 30 minutes, Gargantuan 1 hour, Colossal 3 hours. If the power core takes up additional slots, double the installation time for each slot.

It is possible to install more than one power core in a mecha. An additional power core takes up either a torso or back slot (2 torso or 2 back slots on a Colossal mech). This is in addition to any extra slots the second power core takes up. Secondary power cores are often installed as a redundant system, to prevent a lucky hit from disabling the mech. Additional power cores also increase the mech’s uptime; when one core runs out of fuel, another takes over. A second power core, therefore, effectively doubles mecha uptime.


POWER CORES

Electric Power Core (PL 5)
The first mecha, when large mechs first emerge in PL 5, run on electricity. These primitive mechs are used primarily for heavy labour and are not suited for combat. This power core requires a constant connection to an external power source, essentially a long extension cord. This cord is expensive (Purchase DC 25 for a 20ft length) and gives mechs a very small operational range. This power core is unable to meet the demands of energy-based weapons; such weapons cannot operate on a mecha powered by an Electric power core. This power core decreases the mecha’s base speed by 15ft and increases the mecha’s Dexterity penalty by 4.

Uptime: Infinite as long as it remains plugged in.

Fuel: Electricity

Emission: None

Purchase DC modifier: -8


Solar Energy Processor (PL 5)
Solar power was considered an option to alleviate the need for bulky extension cords. This power core is essentially the same as the Electric Power Core, except that power is received by an arrangement of bulky solar collectors on the mecha’s shoulders (these collectors have a hardness of 10 and 5 hit points). The main disadvantage of this power cord is its need for direct solar contact to function. The mecha cannot operate in any environment that does not have direct exposure to sunlight. This power core is unable to meet the demands of energy-based weapons; such weapons cannot operate on a mecha powered by an Electric power core. This power core decreases the mecha’s base speed by 15ft and increases the mecha’s Dexterity penalty by 4. This power core takes up one of the mech’s shoulder slots.

Uptime: Infinite as long as it remains in an area with direct exposure to sunlight

Fuel: Solar Energy

Emission: None

Purchase DC modifier: -7


HEMI Power Core (PL 5)
It was only a matter of time before someone took a truck motor and tried to put it in a mecha chassis. A HEMI engine can only be installed in a Large mecha. This power core is unable to meet the demands of energy-based weapons; such weapons cannot operate on a mecha powered by a HEMI Power Core. This power core decreases the mecha’s base speed by 10ft and increases the mecha’s Dexterity penalty by 2.

Uptime: 2 hours

Fuel: Diesel fuel

Emission: Carbon dioxide and carbon monoxide gases. Mecha equipped with a HEMI power core must have an exhaust port to release these emissions. These gases appear as a black cloud and confer a +10 bonus to Spot checks made to spot the mecha.

Purchase DC modifier: -10


Universal Fossil Fuel Combustion Engine (UFFCE) (PL 5)
Developed in late PL 5, this engine briefly revolutionized the energy industry before the perfection of fusion power. This highly efficient combustion engine accepts all types of fossil fuels, including natural gas, diesel, and propane. This power core is unable to meet the demands of energy-based weapons; such weapons cannot operate on a mecha powered by a UFFCE power core. This power core decreases the mecha’s base speed by 10ft and increases the mecha’s Dexterity penalty by 2.

Uptime: 8 hours.

Fuel: Any fossil fuel (natural gas, diesel, propane, etc)

Emission: Carbon dioxide and carbon monoxide gases. Mecha equipped with a UFFCE power core must have an exhaust port to release these emissions. This gas cloud is visible in cold weather and confers a +5 bonus to Spot checks made to spot the mecha in a cold environment.

Purchase DC modifier: -6


Nuclear Power Core (PL 5)
When the military began to consider mecha for combat applications, their first prototypes ran off nuclear reactors similar to those found in submarines. Though dangerous, these nuclear mechs proved to the military the effectiveness of mecha as a combat platform. On a successful critical hit, there is a 50% chance that core containment is breached and the crew suffers radiation damage. This power core decreases the mecha’s base speed by 5ft.

Uptime: 20 hours

Fuel: Uranium rods.

Emission: Radioactive waste. This material is incredibly dangerous and will deal radiation damage if not disposed of properly.

Purchase DC modifier: -4


Wireless Power Receiver (PL 5)
Based on the work of Nikolai Tesla, this simple mecha power system receives electric power wirelessly from a transmitter. As long as the mech is within the transmission radius of the power source (referred to as a “wireless power field), it can operate indefinitely. Without any backup systems, however, this mecha cannot operate outside of a wireless power field. This core takes up so little room that the mecha gains an additional torso slot (2 additional torso slots on a Colossal mech). This power core decreases the mecha’s base speed by 10ft and increases the mecha’s Dexterity penalty by 2.

Uptime: Infinite as long as it remains inside a wireless power field

Fuel: Electricity

Emission: None

Purchase DC modifier: -4
Wireless Power, as well as many other inventions of Nikolai Tesla, are detailed in the upcoming d20 supplement “Tesla’s Legacy,” from Gallantry Productions and Sleep Dep Creations.


Fusion Core (PL 6)
The basic power core of all mecha, fusion cores work on the same principles that power our own Sun. A self-contained chamber fuses atoms of one elemental material (usually hydrogen) together to form another elemental material (helium, in the case of hydrogen fusion). Fusion cores must be configured for the element which they are using for fuel, and come configured for hydrogen by default. Configuring a fusion core for a different element requires a Repair check (DC 20). The fusion process creates a large amount of energy, perfect for the high demands of a mecha.

Uptime: 40 hours.

Fuel: A quantity of a single, pure element (usually hydrogen; see below for a more comprehensive chart of fusionable elements and their by-products).

Emission: A quantity of another single, pure element (usually helium).

Purchase DC modifier: +0


Fusion-Fission Combined Reactor (PL 6)
A marvel of Fusion Age efficiency, the Fusion-Fission reactors combine two complementary technologies in one package. It is essentially a Fusion Power Core that vents into a special Fission Reactor, which splits the emission back into the same pure element used as fuel in the Fusion Power Core. Essentially, this power core recycles its own waste. To top it off, a small amount of extra energy is harvested at the Fission step. This conservation of materials isn’t perfect, as some matter is lost, and refuelling is still a necessity (although it is needed far less often). Mecha equipped with Fusion-Fission Combined Reactors benefit from a tenfold increase of uptime compared to a normal Fusion Power Core. The only downside is the amount of space this unit takes up. A Fusion-Fission Combined Reactor takes up a torso slot (2 torso slots on a Colossal mech). Both the Fusion and Fission reactors must be configured for the elements they will fuse and fission, respectively; they come configured for hydrogen and helium by default. Configuring a Fusion-Fission Combined Reactor for different elements requires a Repair check (DC 20) and an hour of work for each half of the unit; one for the fusion core, and one for the fission core.

Uptime: 400 hours

Fuel: A quantity of a single, pure element (usually hydrogen)

Emission: None

Purchase DC modifier: +2


Constant Kinetic Energy Generator (CKEG) (PL 7)
Thanks to the breakthrough of gravity induction that defines PL 7, the CKEG is a revolutionary power core that eliminates fuel consumption. Using gravity inductors to keep a series of turbines in perpetual motion, a CKEG power core is safe and efficient. It also allows for faster and more maneuverable mecha, something especially useful for the Gargantuan and Colossal mecha that emerge in PL 7. The only downside is that the perpetual motion of the core wears down on parts, and the whole core usually requires replacement after a hundred hours. This power core increases the mecha’s base speed by 10ft and reduces the mecha’s Dexterity penalty by 2.

Uptime: 100 hours

Fuel: None

Emission: None

Purchase DC modifier: +4


Matter-AntiMatter Reactor (MAMR) (PL 8)
The MAMR power core represents a major leap in energy generation. The combination of pure matter and pure antimatter in a controlled environment yields a massive amount of energy with no by-products. This power core increases the mecha’s base speed by 20ft and reduces the mecha’s Dexterity penalty by 8.

Uptime: 1600 hours

Fuel: Bulk matter and antimatter

Emission: None

Purchase DC modifier: +12


Power Core Modifications
These are similar to gadgets, but these apply exclusively to power cores. The Purchase DC modifiers apply to the mecha’s base Purchase DC. These additions are considered universal and fit into all Progress Levels that feature Mecha.

Extra Fuel Tank
Some mecha builders choose to sacrifice component space to fit in additional fuel. Adding this option takes up two additional slots on the mecha: one for the extra fuel, and one for the extra emissions (a power core that produces no emissions only requires one extra slot for the fuel). These slots may be chosen from any combination of the following: back, torso, belt, or leg. An extra fuel tank increases a mech’s uptime by a number of hours equal to half the power core’s base uptime. This addition may be applied several times. Each Extra Fuel Tank takes up additional slots and adds additional hours to the mech’s uptime.

Purchase DC modifier: +1
 
Last edited:

log in or register to remove this ad


So it would seem! I wrote this idea up because I felt it was almost necessary for Mecha to have this level of detail. The fact that you, one of the authors of d20 Future, is creating something similar only reaffirms that notion. Looking forward to seeing how you conceive of these mechanics, in whatever venue they appear.

As for this quirky system, more Core options are coming. Stay tuned.
 

I truly enjoy the Matter-AntiMatter Reactor (MAMR), but then Roudi already knows that, don'tcha bud?

I'm wondering though if perhaps there could be/should be some sort of "gadget" that allows you to increase the amount of uptime?

Just a thought.

Peterson
 

Looks cool. Very Battletech-y. Of course, this now begs for the inclusion of power core locations, shielding, and damage effects (pictures a mecha with an MAMR blowing up in a glorious ball of flame, taking with it scores of enemy units).

Roudi, care to put a Copyright note for the material, something like: Mecha Power Cores (C) 2005 Roudi (Your name here). I am working on some mecha stuff, and I may just wanna joink this. ;)
 

Well, Hal, the plan for these mechanics are to be released in PDF for free once refined, in support of other products that will use them. If anything, I should put an OGL underneath them... if you do want to use them, consider these mechanics Open Gaming Content, but please reference these rules in your section 15 as "copyright 2005, Gallantry Productions and Sleep Dep Creations, author David S. Gallant."

In the works: Installing multiple power cores (for backups and increased uptimes), more fuel space (increased uptime), and of course, new power cores.
 
Last edited:

Sounds cool, Roudi. If anything, should I use them before you have them out on PDF for sale, I'll shoot you an email.
Now, get to work and release them rules, so I can buy them! :D
 
Last edited:

Two of three goals accomplished! The main post has been edited; check it out above. Given the length of that document, it might be tough to spot the new additions. So, here they are.

To start off, guidelines for buying power cores on their own, installing power cores, and the effects of having multiple power cores in one rig:
To determine the purchase DC of mecha power core on its own, apply the core’s Purchase DC modifier to the base mecha’s Purchase DC and subtract 6.

Installing a power core in a mecha superstructure requires a successful Craft (mechanical) check (DC 20) and an investment of time base on the mecha’s size: Large 10 minutes, Huge 30 minutes, Gargantuan 1 hour, Colossal 3 hours. If the power core takes up additional slots, double the installation time for each slot.

It is possible to install more than one power core in a mecha. An additional power core takes up either a torso or back slot (2 torso or 2 back slots on a Colossal mech). This is in addition to any extra slots the second power core takes up. Secondary power cores are often installed as a redundant system, to prevent a lucky hit from disabling the mech. Additional power cores also increase the mech’s uptime; when one core runs out of fuel, another takes over. A second power core, therefore, effectively doubles mecha uptime.

Next, a new power core:
Wireless Power Receiver (PL 5)
Based on the work of Nikolai Tesla, this simple mecha power system receives electric power wirelessly from a transmitter. As long as the mech is within the transmission radius of the power source (referred to as a “wireless power field), it can operate indefinitely. Without any backup systems, however, this mecha cannot operate outside of a wireless power field. This core takes up so little room that the mecha gains an additional torso slot (2 additional torso slots on a Colossal mech). This power core decreases the mecha’s base speed by 10ft and increases the mecha’s Dexterity penalty by 2.

Uptime: Infinite as long as it remains inside a wireless power field

Fuel: Electricity

Emission: None

Purchase DC modifier: -4
Wireless Power, as well as many other inventions of Nikolai Tesla, are detailed in the upcoming d20 supplement “Tesla’s Legacy,” from Gallantry Productions and Sleep Dep Creations.

Finally, universal modifications for power cores. Only one is presented here, but more are forthcoming:
Power Core Modifications
These are similar to gadgets, but these apply exclusively to power cores. The Purchase DC modifiers apply to the mecha’s base Purchase DC. These additions are considered universal and fit into all Progress Levels that feature Mecha.

Extra Fuel Tank
Some mecha builders choose to sacrifice component space to fit in additional fuel. Adding this option takes up two additional slots on the mecha: one for the extra fuel, and one for the extra emissions (a power core that produces no emissions only requires one extra slot for the fuel). These slots may be chosen from any combination of the following: back, torso, belt, or leg. An extra fuel tank increases a mech’s uptime by a number of hours equal to half the power core’s base uptime. This addition may be applied several times. Each Extra Fuel Tank takes up additional slots and adds additional hours to the mech’s uptime.

Purchase DC modifier: +1
 


Miscellaneous Power Core Equipment

Hi Roudi

Just browsing through the powers cores (excellent work btw), and I saw an opening for an obvious miscellaneous equipment addon for this.

WATER PROCESSING PLANT (PL6)
Mecha utilising fusion as a power source, can be fitted with this simple device which when immersed in water will liberate hydrogen to be used as fuel in the reactor. Fitted into the Mecha's torso or legs, the mecha must remain motionless whilst operating the Processing Plant for at least 2 hours to refill its fuel tanks.

Equipment Slots: 1, must be torso or legs.

Purchase DC: +2.

MATTER SIEVE (PL 6)
With the advent of fusion technology powering mecha, the problem of fuel became less of an issue. A Mecha fitted with a Matter Sieve can process the very air around it to extract pure hydrogen for use as fuel within its fusion reactor. Therefore fuel is effectively unlimited. Naturally if the Mecha is operating in a vacuum or hydrogen free atmosphere this device will not work.

Equipment Slots: 2, must be torso or back.

Purchase DC: +4.

Hope these are of some use.

John

UKG Publishing
http://www.ukg-publishing.co.uk/
 

Remove ads

Top