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 Cosmic Era Energy/Power Systems

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PostSubject: Cosmic Era Energy/Power Systems   Cosmic Era Energy/Power Systems EmptyMon 12 May 2008, 2:00 pm

ENERGY/POWER SYSTEMS

Ultra-compact Energy Battery

An Ultra-compact Energy Battery is an energy storage system used to power mobile suits and mobile armors, because nuclear power was not usable due to interference of Neutron Jammers. Using highly conductive storage cells, energy batteries can power mobile weapons for a limited duration. Though they store large amounts of power, they do not replenish this by producing energy.

The first-generation energy batteries were designed to provide enough power for the mobile weapons enough power for 1 hour of continuous combat operations. The batteries were called Type 1 ultra-compact energy batteries. These batteries however, where not designed to handle beam weaponry, which were experimental by then and not available for regular use. In consequence Type 1 batteries had the lowest energy storage capacity of the different ultra-compact energy batteries. Although adaptable for use with beam weaponry, its power capacity is insufficient for normal combat use with these weapons. Thus Type 1 batteries are used in mobile weapons with low power requirements. The Type 1 battery can be recharged at a base or carrier and it takes one hour to return it to full charge. Examples of mobile weapons with first generation Type 1 energy batteries are the ZAFT’s ZGMF-1017 GINN mobile suit and the OMNI Enforcer’s Moebius mobile armor.

As beam weapons were gradually introduced and more advanced but higher energy consuming mobile weapons were being produced, engineers began upgrading the Type 1 energy batteries to meet the energy requirements of the new designs. The new energy battery was specifically designed with beam weapons as primary weapons of mobile suits and armors in mind. Beginning with the EAF’s first five GAT-X series mobile suit, the second generation or Type 2 ultra-compact energy batteries can store five times the capacity of a Type 1 battery, theoretically providing enough power for 1-2 hours of combat operations and maneuvering for mobile weapons. The Type 2 battery can be recharged at a base or carrier. Due to improvements, it takes one hour to return it to full charge, the same time it takes to recharge a Type 1 battery. Type 2 energy batteries became the standard for post-Heliopolis designed mobile weapons, and continued to do so until the development of ZAFT’s Type 3 energy batteries during the period between the two Bloody Valentine wars. Aside from the GAT-X series, notable examples of Type 2 battery powered mobile suits are EAF’s mass-produced Strike Dagger and Windham, ZAFT’s GuAIZ, CGUE, and DINN, and Orb’s Astray series of mobile suits.

As stated above, ZAFT continued to research battery designs following the end of the first war. While ZAFT intended to equip there new designs with ultra-compact nuclear reactors with N-Jammer Cancellers, the Treaty of Junius 7 prohibited the use of these technologies for military purposes. The product of post-war ZAFT R&D was the third generation ultra-compact energy battery or Type 3 batteries. The Type 3 battery was significantly more advanced than older Type 3 batteries. It has a power storage capacity twice more than Type 2 batteries. It also can be quickly recharged while in the battlefield by a nearby ship or base equipped with a deuterion beam energy transfer system, increasing its range and operation time over the combat area. It can be conventionally recharged at a base or carrier in the absence of a deuterion beam, and the process takes 1 hour, the same as the Type 2 battery. ZAFT’s “second stage” mobile suits that include the ZAKU and GOUF series of mobile suits, and the ZGMF-X56S Impulse and ZGMF-X23S Saviour are all equipped with the Type 3 battery.


Rules for Ultra-compact Energy Batteries
There are three types of ultra-compact energy batteries

• Type 1 batteries have maximum power storage of 250 EU. They require 20 minutes of recharging in a base or carrier to return to full charge.
• Type 2 batteries have maximum power storage of 1250 EU. They require 1 hour of recharging in a base or carrier to return to full charge.
• Type 3 batteries have maximum power storage of 2500 EU. They have the capability to use the deuterion energy beam transfer system to recharge their batteries in the battlefield. Using the deuterion system, the battery can be recharged in one (1) complete melee round (see Deuterion Energy Beam Transfer System for details). In the absence of a deuterion system, the battery can be fully charged in 2 hours in a base or carrier.

The table below indicates the type of battery, its power storage capacity, its capability to be recharged with the deuterion beams, its recharge time at bases and the factions that possess and use that type of battery:

Table: Ultra-compact Energy Battery Information Table

Energy Battery Type Maximum Power Storage Capacity Deuterion Energy Beam Transfer System Earth Alliance/ OMNI Enforcer Zodiac Alliance of Freedom Treaty Orb Union Clyne Faction - Three Ships Alliance Recharge Time (Base or Carrier)
Type 1 250 No Yes Yes No Yes 1 hour
Type 2 1250 No Yes Yes Yes Yes 1 hour
Type 3 2500 Yes No Yes No Yes 2 hours



Ultra-compact Nuclear Reactor

The development of ultra-compact nuclear reactors in the early stages of war was a monumental advance for the technology of war in the Cosmic Era. Powered by nuclear fission, compact reactors the size as the ultra-compact energy batteries can now be mounted on mobile weapons, giving a nearly limitless supply of energy for use. However, due to the Bloody Valentine Incident of Junius 7, ZAFT realized that the nuclear threat posed by the EAF had to be dealt with. ZAFT’s deployment of Neutron Jammers took away this threat, but rendered the ultra-compact nuclear reactor unusable for their military purposes.

The introduction of Neutron Jammer Cancellers, which nullified the effects of N-Jammers, gave the ZAFT an opportunity to revive the ultra-compact nuclear reactor and apply them to their new mobile suit designs. They equipped the nuclear reactors, in conjunction with the N-Jammers, on the ZGMF-X09A Justice, ZGMF-X10A Freedom and ZGMF-X13A Providence Gundams, and planned to deploy these weapons against EAF during the latter half of the war.

But circumstances stemming from the theft of the Freedom and Justice, and the technical data of the N-Jammer Cancellers and ultra-compact nuclear reactors falling into the hands of the EAF leveled the battlefield once more, with tragic consequence as the war ended with the Second Battle of Jachin Due, were both sides used nuclear based weapons in a last ditch effort to destroy each other.

Following the signing of the Treaty of Junius 7, ultra-compact nuclear reactors were again banned from military use. A few mobile suits, like the Freedom, remained equipped and powered by an ultra-compact nuclear reactor.

Rules for Ultra-Compact Nuclear Reactors
The Treaty of Junius 7 bans the use of ultra-compact nuclear reactors to power mobile weapons, but a few units remain equipped with them.

An ultra-compact nuclear reactor has a base energy storage capacity of 10000 EU. Also, the reactor can reproduce 500 EU per round to refill the storage capacity, to a max of 10000 EU. It requires a N-Jammer Canceller to operate against Neutron Jammers.
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PostSubject: Re: Cosmic Era Energy/Power Systems   Cosmic Era Energy/Power Systems EmptyMon 12 May 2008, 2:00 pm

Hyper-Deuterion Nuclear Reactor

With the prohibition of the use of nuclear technology in military purposes in effect after the signing of the Treaty of Junius 7, ZAFT engineers decided to upgrade existing energy batteries of their mobile suit designs to accommodate growing energy requirements of mobile weapons. This culminated in the deuterion beam capable Type 3 energy battery, and this system was introduced in the ZAFT’s second stage series of mobile suits.

However, the Type 3 battery still fell short in the power requirements for the newer generation of mobile suits ZAFT Chairman Gilbert Dullindal were proposing to be built in support of the war against LOGOS and the implementation of Dullindal’s Destiny Plan. The new designs, the ZGMF-X42S Destiny and ZGMF-X666S Legend, required massive amounts of power only a nuclear fission reactor could provide.

Secretly, Dullindal ordered the research and design of a new nuclear power system that incorporated newer technologies. The result was the hyper-deuterion nuclear reactor, a standard ultra-compact nuclear fission reactor with an integrated deuterion beam system that allowed the reactor to be fed and recharged by a deuterion beam to full power, aside from its inherent power production capability. This also gave the hyper-deuterion nuclear reactor a power capacity 35% more than the standard ultra-compact nuclear fission reactor.

The new reactors were equipped on the Destiny and Legend, and the units were assigned to Minerva’s two mobile suit aces, Shinn Asuka and Rey Za Burrel. The Legend efficiently used the system, but it seemed the hyper-deuterion nuclear reactor seemed still insufficient for the high-power consuming Destiny.

Through it’s extensive spy network covering both the Earth and PLANTs, Terminal and the Three Ships Alliance has acquired the technical data on the hyper deuterion nuclear reactors, and have built several to power its new generation mobile suits, specifically the ZGMF-X19A Infinite Justice and the ZGMF-X20A Strike Freedom.

Rules on the Hyper-Deuterion Nuclear Reactor
At present, only the Destiny Gundam and the Legend Gundam has been equipped by the hyper-deuterion nuclear reactor. Only ZAFT and Terminal has the technology to produce the hyper-deuterion nuclear reactor.

The hyper-deuterion nuclear reactor acts the same way as a standard ultra-compact nuclear fission reactor, but with improved capabilities. Aside from producing energy at a rate of 300 EU per round, it can store a maximum of 13500 EU. Also, unlike standard reactors, it also can be recharged by a deuterion beam energy transfer system, and can be fully charged in two (2) melee rounds. It still requires an N-Jammer Canceller to operate against Neutron Jammers.




Hyper Capacitor System

When ZAFT Chairman Gilbert Dullindal ordered the development of the ZGMF-X42S Destiny and the ZGMF-X666S Legend, designers and engineers were worried by the very-high energy requirements of both designs. Tests showed that the very advanced weapons and maneuvering systems of the design needed staggering amounts of energy to be used, way beyond the capabilities of current battery technologies. Under secret orders they decided to use nuclear power, and designed the new hyper-deuterion nuclear reactor for them.

Initial testing showed that the hyper-deuterion reactors can supply the power but could not sustain an energy recharge rate high enough to keep energy levels optimized. To compensate with this problem, the designers developed a capacitor system to increase energy production rate for short periods of time. This culminated in the hyper capacitor system.

The ZGMF-X42S Destiny is equipped with a hyper capacitor system to back-up its reactor. It is unconfirmed if the ZGMF-X666S Legend has the hyper capacitor system, however.


Rules on the Hyper Capacitor System
A hyper capacitor system can be used as an optional recharge capacitor for nuclear reactors only. Energy batteries, augmentation packs or auxiliary power units cannot use hyper capacitor systems. Also, only ZAFT has access to hyper capacitor system technology.

The hyper capacitor system doubles the EU recharge rate of nuclear reactors for 1d6 rounds. Players must declare that they have the hyper capacitor system online at the start of a melee round to use.

However, the system can only be used ONCE in a battle. If turned off after use while there are still usable rounds left, the capacitor cannot be turned on again. When the capacitor shuts down after the usable rounds run out, it cannot be used again for that battle. After use, the mobile suit must return to a base or carrier for maintenance of the capacitor for it to be used again.




Auxiliary Power Unit

Since modern mobile weapons use great amounts of energy to power themselves, current energy systems were constantly upgraded to fill the need of the mobile weapons. But the variables involved in the ever changing tactical energy requirements led designers and engineers to equip mobile weapons with back-up power systems to be use solely for necessary equipment, like life support, internal lighting, communications and emergency maneuvering. Thus, auxiliary power units were provided to mobile weapons to power these essential systems.

An auxiliary power unit (APU) is an emergency power source in case an energy battery or nuclear reactor runs out of power or unusable. This is usually a fraction of the stored or generated power capacity of the main energy systems, and just enough to keep the mobile weapon operational to withdraw for repair or recharging of energy systems. APUs, however, are not designed to power weaponry and active defenses, except for essential defensive systems that use minimal power. This is to ensure that pilots of mobile weapons will not chance to continue fighting without the necessary power for their weapons.

The reserve power of APUs is rated according to the quality of primary power sources of the mobile weapons. Again this is to insure that a mobile weapon has enough emergency power to return safely to their bases.

Rules for Auxiliary Power Units
An APU is rated according to what type of energy source the mobile weapons use.

• A Type 1 energy battery has an APU rated at 20% of the battery’s max power storage, or 50 EU
• A Type 2 energy battery has an APU rated at 10% of the battery’s max power storage, or 125 EU
• A Type 3 energy battery has an APU rated at 10% of the battery’s max power storage, or 250 EU
• A ultra-compact nuclear reactor has an APU rated at 5% of its max power storage capacity or 500 EU
• A hyper-deuterion nuclear reactor has an APU rated at 5% of its max power storage capacity or 600 EU

APUs cannot be used to power weapons, except for defensive systems specified in the technical specifications of the mobile weapons. These are usually close in weapons systems (CIWS) used for anti-missile/anti-air purposes.


Augmentation Pack

The early mobile suit designs in the First War were basic in their combat capabilities. The first mobile suit used in mass numbers, the GINN was a straightforward assault machine, but not suited for other, more specialized missions. Although the GINN can mount other weapons, there were limited in use and scope.

When the Earth Alliance started the construction of the first of the GAT-X series of mobile suits, they designed different machines with different mission specialization. However, these designs were too specialized and one-dimensional. The EAF command staff wanted a design that provided a weapons platform that allowed versatility and multi-mission capability.

Enter the GAT-X105 Strike Gundam. Although the basic Strike mobile suit was woefully under-gunned, its true strength lies in its ability to tailor its weapons for different mission requirements, via the use of modular augmentation packs, specifically the Striker Pack System. These augmentation packs gave the Strike the optimized weapons for a specific mission, thus making it the most versatile of the early mobile suits.

The success of the Strike led designer to embrace the effectiveness of augmentation packs. Aside the versatility of equipment, augmentation packs augment a mobile suit’s power supply by adding a limited but valuable amount of support power. This is possible by the installation of a backup Type 1 energy battery on the augmentation packs. This increases the range and durability of the mobile suits.

ZAFT has applied the augmentation pack principle to the ZGMF-X56S Impulse that uses the Silhouette System and the ZAKU series that use the Wizard System of augmentation packs to modularize its weapons and support its power supplies. The Three Ships Alliance uses the Wizard System for its ZGMF-XX09A DOM Troopers.

Rules on Augmentation Packs
Augmentation Packs both gives versatility to weapons for mobile suits, but adds a small amount of power to the mobile suit’s energy supply. Augmentation packs adds 250 EU to the power supply via a built in Type 1 energy battery. But augmentation packs do not produce new energy to replenish the power supply.
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