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The other main type of power used on a large scale<br />
is obtained by a modern version of an age-old<br />
process: Set fire to something in a controlled<br />
environment, then capture the heat energy and use it<br />
immediately or convert it into another form. Fueled by<br />
flammable gas or liquid, chemical reactors provide<br />
power for many arcologies and other large structures<br />
that do not have or cannot easily use solar collectors.<br />
The vast majority of small vehicles and structures also<br />
use this form of energy. Coal, petroleum products, and<br />
wood are too rare, too inefficient, and too cumbersome<br />
to use for power in this day and age.<br />
Nuclear Fusion<br />
XXVc<br />
Lift:<br />
Motive:<br />
Cost:<br />
Yes<br />
Yes<br />
Most cruisers and larger ships use nuclear fusion<br />
converters for interplanetary travel. Gas or liquid is<br />
passed into a first-stage chamber, where it is<br />
superheated by a standard fission reactor. The<br />
resulting plasma is then pumped through a second<br />
chamber and contained in a magnetic bottle, where it<br />
is bombarded by a series of electron guns. This part of<br />
the process, where the fusion of atomic nuclei occurs,<br />
releases a tremendous amount of energy. That energy<br />
is vented through adjustable magnetic fields to drive<br />
the ship.<br />
Two-stage fusion engines are incredibly dangerous<br />
to use within a gravity well, since the gravity of the<br />
larger body could destabilize the magnetic bottle, or if<br />
the plasma-permeated field fluctuates and touches the<br />
chamber the entire ship would do a convincing<br />
impression of a supernova.<br />
For planetary operations, only the plasma stage of<br />
the drive is used,<br />
Rowing<br />
D&D<br />
Lift:<br />
Motive:<br />
Cost:<br />
Sails<br />
D&D<br />
Lift:<br />
Motive:<br />
Cost:<br />
No<br />
Yes<br />
No<br />
Yes<br />
Turbine (Air, Fire and Water)<br />
Gamma World & XXVc<br />
Lift:<br />
Maybe<br />
Motive:<br />
Yes<br />
Cost:<br />
Turbines, commonly known as jets, come in three<br />
varieties – Air, Fire and Water.<br />
The air turbine is basically a very powerful fan. It<br />
pulls in air through the front and propels it out the back<br />
with extreme velocity. This generates the thrust<br />
needed to propel the vehicle.<br />
The fire turbine expels fire out the back much like the<br />
air turbine. The fire it draws from can come from a<br />
variety of sources. Chemical ignition, nuclear fusion,<br />
and a gateway to the elemental plane of fire are just<br />
some of the methods used.<br />
Water turbines are almost exclusively used for<br />
underwater vehicles. It works identically to the air<br />
turbine, except that it takes in and expels water.<br />
No one has ever been able to make a usable earth<br />
turbine, although some have tried.<br />
WEAPONS<br />
Laser Battery<br />
XXVc<br />
Cost:<br />
10,000 Gp<br />
Encumbrance: 30,000 cn. (1.5 Tons)<br />
AC: 0<br />
HP: 40<br />
Full Crew: 1<br />
Range (S/M/L): 3,000’/6,000’/9,000’<br />
Damage:<br />
Vs. Ship:<br />
1d10<br />
Vs. Creature: 3d10<br />
Fire Rate: 1<br />
Ammo Cost/Week: 0 Gp<br />
A laser battery is a cluster of very small cannons<br />
mounted in a rotating turret. It can fire in any direction,<br />
but is not as powerful as a laser canon.<br />
The laser batter suffers from a range diffusion<br />
penalty. The laser will incur an additional -1 penalty to<br />
hit for every 1,000’ that the beam travels.<br />
Rocket Battery<br />
XXVc<br />
Cost:<br />
40,000 Gp<br />
18,000 cn. (.9 Tons)<br />
Encumbrance:<br />
AC: 0<br />
HP: 40<br />
Full Crew: 1<br />
Range (S/M/L): 1,000’/2,000’/3,000’<br />
Damage:<br />
2d10<br />
Fire Rate: 1<br />
Ammo Cost/Salvo: 5,000 Gp<br />
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