Alternate Power Plant rules clarifications needed

snrdg121408

Mongoose
Hello everyone,

I'm sure that somewhere in the Traveller forum there is an answer that will clear up or verify my understanding of the alternate power plant rules. Unfortunately, my selection of search criteria failed to come up with anything less than 4 pages.

The minimum useful output of a fission power plant is 2. On page 109 the example is a 400 ton ship with the M-Drive and J-Drive ratings of B. Cross referencing on thePerformance by Hull Volume Table, page 108, the smallest Fusion power plant rating would be B. In order to provided the needed power, according to the rules, you move down two or a Rating of D for a fusion power plant. The table below lists the Fusion Power Plant Rating based on the Acceleration or Jump Range and the Hull tons.

Fission Power Plant Rating to Hull
Code:
0   100  200   300   400   500
1   B    B     C-D   D-E   E-G
2   B    C     F-G   H-K   K-M
3   C    D     J     M-N   Q-S
4   na   na    na    na    na
5   na   na    na    na    na
6   na   na    na    na    na

0   600  700   800   900   1000
1   F-H  G-J   G-J   H-K   H-K
2   M-P  N-Q   K-M   P-R   P-R
3   T-U  K-M   V-Z   W-Z   X-Z
4   na   na    na    na    na
5   na   na    na    na    na
6   na   na    na    na    na

0   1200  1400  1600  1800  2000
1   J-L   K-M   L-N   M-P   N-Q
2   Q-S   R-U   S-W   T-Y   U-Z
3   Z     na    na    na    na
4   na    na    na    na    na
5   na    na    na    na    na
6   na    na    na    na    na

Basically a fission power plant is good for anything up to 3G or J-3. After which you need to go to a fusion plant.

Did I understand the text correctly for a fission power plant?

The text for the Anti-Matter power plant states "no tonnage has to be allocated for fuel." Does this mean that the power plant has tanks for both fuels?

Thanks in advance for the help.
 
High Guard did away with that
if you want a fission plant it is twice the tonnage for the ratting you want
if the normal fusion plant displaces 10dt then a fission plant displaces 20dt
then you just need to see how much fuel you will need for a yr

1 of my long range ship designs has a 1 value fission power plant for the everyday running of the ship(non-combat)and a 5 value fusion drive for any thing else(jumps longer than 1,combat
also we use the hyper space engine variant which needs no jump fuel but the jump drives are twice as large
 
Hello Beastttt,

Thank you for your reply and the heads up that HG did away with the requirement, which makes more sense. I took the Scout, Type S and walked through the design sequence and came up with the same numbers. Okay, I was off a little since I originally used the book price of the Air/Raft not 600,000. :) Now I'm trying to figure out how to include the alternate systems.

Once I'm satisfied with my knowledge of the core rulebook design system I'll start working with HG, which I received in the mail today.

Again thanks for the help,
 
Hello again Beastttt,

I took a look at HG and see that a revision was made as you stated, again thank you for the help. Happy Holidays and a good New Year.

Beastttt said:
High Guard did away with that
if you want a fission plant it is twice the tonnage for the ratting you want
if the normal fusion plant displaces 10dt then a fission plant displaces 20dt
then you just need to see how much fuel you will need for a yr

1 of my long range ship designs has a 1 value fission power plant for the everyday running of the ship(non-combat)and a 5 value fusion drive for any thing else(jumps longer than 1,combat
also we use the hyper space engine variant which needs no jump fuel but the jump drives are twice as large
 
no problem glad I could help


snrdg121408 said:
Hello again Beastttt,

I took a look at HG and see that a revision was made as you stated, again thank you for the help. Happy Holidays and a good New Year.

Beastttt said:
High Guard did away with that
if you want a fission plant it is twice the tonnage for the ratting you want
if the normal fusion plant displaces 10dt then a fission plant displaces 20dt
then you just need to see how much fuel you will need for a yr

1 of my long range ship designs has a 1 value fission power plant for the everyday running of the ship(non-combat)and a 5 value fusion drive for any thing else(jumps longer than 1,combat
also we use the hyper space engine variant which needs no jump fuel but the jump drives are twice as large
 
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