Aussiegamer
First Post
I have gotten a pile of generators for vehicles which don't have asome thruster type engines.
What do you think?
GENERATORS
All Space craft with engines have enough power via generators or fuel for 2000hrs of movement time. Each combat round uses 10 minutes of fuel.
To build a Space craft generator from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 50 hours in its assembly.
Installing a generator requires a successful Craft (mechanical) check (DC 30) after investing 30 hours in the process.
Crew: 1/size of craft.
Slot Size: indicates the size of the generator.
Fuel: Does the vehicle use fuel to power the generator.
Fuel use rate: The rate it uses the 2000 hours up at.
Fuel cost DC: This is the cost for a complete recharge or re-fuelling of the generator.
Tactical Acceleration: The speed the pilot can change the vehicle up to its maximum speed, as a MEA.
APeS allowed: This indicates if the engine is allowed to be used with APeS.
Purchase DC: Cost of the engine.
HYDRO-ELECTRIC (PL 5)
This provides enough power for most vehicles.
Slot Size: 1.
Fuel: No.
Fuel use rate: 1
Fuel cost DC: 8 (cost of the electricity to recharge the cells)
Purchase DC: 10 + one-half the base purchase DC of the vehicle.
NUCLEAR (PL 5)
Though dangerous and needs to be shielded from exposing protected organic life to deadly radiation it does provide a long life of energy to the vehicle.
If the generator gets a critical hit it automatically shuts down but on a rare occasion (1in20) the automatic shut down does not work. It will explode doing 10d60damage to everything within 50 squares, in 3d4 rounds
Slot Size: 2.
Fuel: Yes.
Fuel use rate: 0.1
Fuel cost DC: 30
Purchase DC: 15 + one-half the base purchase DC of the vehicle.
FUSION GENERATOR (PL 6)
This provides enough power for most vehicles. It is far safer for vehicles and does not require shielding. Due to the sheer output power of the generator it grants a bonus +1 acceleration and +10 to all energy weapons that the vehicles uses.
If the generator gets a critical hit it automatically shuts down but on a rare occasion (1in20) the automatic shut down does not work. It will explode doing 10d60damage to everything within 50 squares, in 3d4 rounds
Slot Size: 1.
Fuel: Yes.
Fuel use rate: 0.1
Fuel cost DC: 20
Purchase DC: 20 + one-half the base purchase DC of the vehicle.
COLD FUSION GENERATOR (PL 7)
This provides enough power for most vehicles. It is far safer for vehicles and does not require shielding. Due to the sheer output power of the generator it grants a bonus +2 acceleration and +30 to all energy weapons that the vehicles uses.
Slot Size: 1
Fuel: Yes.
Fuel use rate: 0.1
Fuel cost DC: 29
APeS allowed: Yes
Purchase DC: 20 + one-half the base purchase DC of the vehicle.
ANTI-MATTER GENERATOR (PL 8)
This provides enough power for all vehicles. It is far safer for vehicles and does not require shielding. Due to the sheer output power of the generator it grants a bonus +3 acceleration and +60 to all energy weapons that the vehicles uses.
If the generator gets a critical hit it automatically shuts down but on a rare occasion (1in20) the automatic shut down does not work. It will explode doing 10d60damage to everything within 50 squares, in 3d4 rounds
Slot Size: 1.
Fuel: Yes.
Fuel use rate: 0.01
Fuel cost DC: 60
Purchase DC: 28 + one-half the base purchase DC of the vehicle.
ZERO POINT GENERATOR (PL 9)
This is the last word in power generation. It gives off no toxic fumes or radiation or even any chance of critical failure explosions. The power source lasts for around 200 years before needing to be replaced. Due to the sheer output power of the generator it grants a bonus +4 acceleration and +90 to all energy weapons that the vehicles uses.
Due to the life and energy output energy weapons never require a new power cell and all items never need recharging.
Slot Size: 1.
Fuel: No.
Fuel use rate: Nil
Fuel cost DC: 0
Purchase DC: 32+ one-half the base purchase DC of the vehicle.
These are space craft ones, planet side has smaller ones and thus generates less power for the weapons.
There are gadgets to add that extend the hours as well, such as ram scoops, solar cells and bigger fuel tanks. But they are in gadgets on the base generator
What do you think?
GENERATORS
All Space craft with engines have enough power via generators or fuel for 2000hrs of movement time. Each combat round uses 10 minutes of fuel.
To build a Space craft generator from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 50 hours in its assembly.
Installing a generator requires a successful Craft (mechanical) check (DC 30) after investing 30 hours in the process.
Crew: 1/size of craft.
Slot Size: indicates the size of the generator.
Fuel: Does the vehicle use fuel to power the generator.
Fuel use rate: The rate it uses the 2000 hours up at.
Fuel cost DC: This is the cost for a complete recharge or re-fuelling of the generator.
Tactical Acceleration: The speed the pilot can change the vehicle up to its maximum speed, as a MEA.
APeS allowed: This indicates if the engine is allowed to be used with APeS.
Purchase DC: Cost of the engine.
HYDRO-ELECTRIC (PL 5)
This provides enough power for most vehicles.
Slot Size: 1.
Fuel: No.
Fuel use rate: 1
Fuel cost DC: 8 (cost of the electricity to recharge the cells)
Purchase DC: 10 + one-half the base purchase DC of the vehicle.
NUCLEAR (PL 5)
Though dangerous and needs to be shielded from exposing protected organic life to deadly radiation it does provide a long life of energy to the vehicle.
If the generator gets a critical hit it automatically shuts down but on a rare occasion (1in20) the automatic shut down does not work. It will explode doing 10d60damage to everything within 50 squares, in 3d4 rounds
Slot Size: 2.
Fuel: Yes.
Fuel use rate: 0.1
Fuel cost DC: 30
Purchase DC: 15 + one-half the base purchase DC of the vehicle.
FUSION GENERATOR (PL 6)
This provides enough power for most vehicles. It is far safer for vehicles and does not require shielding. Due to the sheer output power of the generator it grants a bonus +1 acceleration and +10 to all energy weapons that the vehicles uses.
If the generator gets a critical hit it automatically shuts down but on a rare occasion (1in20) the automatic shut down does not work. It will explode doing 10d60damage to everything within 50 squares, in 3d4 rounds
Slot Size: 1.
Fuel: Yes.
Fuel use rate: 0.1
Fuel cost DC: 20
Purchase DC: 20 + one-half the base purchase DC of the vehicle.
COLD FUSION GENERATOR (PL 7)
This provides enough power for most vehicles. It is far safer for vehicles and does not require shielding. Due to the sheer output power of the generator it grants a bonus +2 acceleration and +30 to all energy weapons that the vehicles uses.
Slot Size: 1
Fuel: Yes.
Fuel use rate: 0.1
Fuel cost DC: 29
APeS allowed: Yes
Purchase DC: 20 + one-half the base purchase DC of the vehicle.
ANTI-MATTER GENERATOR (PL 8)
This provides enough power for all vehicles. It is far safer for vehicles and does not require shielding. Due to the sheer output power of the generator it grants a bonus +3 acceleration and +60 to all energy weapons that the vehicles uses.
If the generator gets a critical hit it automatically shuts down but on a rare occasion (1in20) the automatic shut down does not work. It will explode doing 10d60damage to everything within 50 squares, in 3d4 rounds
Slot Size: 1.
Fuel: Yes.
Fuel use rate: 0.01
Fuel cost DC: 60
Purchase DC: 28 + one-half the base purchase DC of the vehicle.
ZERO POINT GENERATOR (PL 9)
This is the last word in power generation. It gives off no toxic fumes or radiation or even any chance of critical failure explosions. The power source lasts for around 200 years before needing to be replaced. Due to the sheer output power of the generator it grants a bonus +4 acceleration and +90 to all energy weapons that the vehicles uses.
Due to the life and energy output energy weapons never require a new power cell and all items never need recharging.
Slot Size: 1.
Fuel: No.
Fuel use rate: Nil
Fuel cost DC: 0
Purchase DC: 32+ one-half the base purchase DC of the vehicle.
These are space craft ones, planet side has smaller ones and thus generates less power for the weapons.
There are gadgets to add that extend the hours as well, such as ram scoops, solar cells and bigger fuel tanks. But they are in gadgets on the base generator
