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DnD-High-Tech_Handbo.. - Darkonnia

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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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