TEXT:  
  5�
  Fuel for Starships 
  5
   
  Fuel for Starships 
   Power Plants process fuel (or use other processes) to provide the energy required 
  by ships. 
   
   
  POWER PLANTS 
   Starships use Power Plants to process fuel to create energy to power their operations.  
   Component Power Sources. Most components on a starship are self-powered: each sensor, most weapons and defenses, 
  and many components are self-powered with FusionPlus modules. Localized power makes the component power independent 
  in the event of a central power failure, major damage, or malfunction.  
   Central Power Source. A ship also requires a central Power Source to support its Interplanetary and Interstellar drives. 
   The three basic Power Sources for starships are the Power Plant, the Anti-Matter Plant, and the Collector. Each has its own 
  governing details. 
   
  POWER PLANTS 
   The Power Plant is a Fusion Power 
  Supply adapted to use in starships. 
  Power Plants are the most commonly 
  available ship power sources.  
   The system uses Hydrogen as its 
  fuel. Hydrogen is available at many 
  starports.  
   
  Routine Fuel Use 
   A Power Plant requires Fuel =  
  PPlant Drive Potential x Hull Number in 
  tons, per week. Fuel is stored in fuel 
  tanks throughout the ship. 
   
  ANTI-MATTER PLANTS 
   The Anti-Matter is an advanced 
  Power Source; it produces energy from 
  matter-anti-matter reactions.  
   The system uses anti-matter as its 
  fuel. Anti-Matter slugs are available at 
  TL 16 or greater Class A starports. 
   
   
  Routine Fuel Use 
   An Anti-Matter Plant is fuelled with a 
  1 ton console within the Plant; it 
  contains containing slugs of anti-matter. 
  Each slug (which is quite small) is 
  magnetically isolated until used. 
  COLLECTORS 
   The Collector is an alternative Power 
  Source. It extends a Canopy which 
  gathers energy (a combination of 
  photons and exotic particles) radiated 
  from stars and gas giants. 
   
   
   
  Routine Energy Use 
   A Collector is unsuitable as a routine 
  energy supply. The major components 
  of the ship rely on their individual power 
  supplies. 
   
   
  OVERCLOCK 
   Power Plants and Anti-Matter Plants can easily provide power for ordinary 
  operations. When used to power Jump, the Plant shifts to Overclock Mode. 
   A fresh, newly overhauled P-Plant or AM-Plant has an Overclock OC rating = 42 
  plus Quality and each use in Overclock Mode reduces its rating by 1; a Plant is 
  typically overhauled annually to refresh its Overclock rating. 
   
    
  P-Plant or A-Plant 
  Failure Rate QFR= 
  37 + Quality 
  Per Use Reduction 
  -1 
  Jump Failure 
  Check FR (4D) 
  Malfunction 
  Check FR (4D) if Jump Failed 
   
   A standard Quality Power Plant newly overhauled has a Failure Rating=  37 + 5 
  = 42. There is no chance of drive failure (due to Overclock) on its first use. After 19 
  jumps, Failure Rate = 23, and there is a remote chance of failure (of rolling 24 on 
  4D). After 26 jumps, Failure rate = 16, and the chance of failure (of rolling 17 or 
  greater on 4D) is about 24%. Most ships stop for an overhaul before this point. 
   Jump Failure. If the jump fails, the fuel involved is wasted; the ship may need to 
  refuel before attempting another jump. 
   
  FUEL 
   
   
   
  Power Plant Fuel 
  = P x T 
  Per week 
  Jump Drive Fuel 
  = J x T / 10 
  Per Jump 
  Hop Drive Fuel 
  = H x T / 100 
  Per Hop 
  Skip Drive Fuel 
  = S x T / 100 
  Per Skip 
  NAFAL Fuel 
  = G x T /100 
  Per Month 
  Cr500 for refined 
  fuel at a Starport; 
  no cost skimmed or 
  gathered. 
  Maneuver Drive Fuel 
   
   
   
   
   
   
   
  Anti-Matter Plant 
  = 1 ton (console) 
  Per Year 
  MCr2 per console. 
  Collector 
  special 
  special 
  MCr3 per canopy  
   
  CANOPY DEGRADATION 
   The Canopy of the Collector 
  degrades with use. A newly installed 
  Canopy has a Canopy Failure Rate= 
  500 plus Quality. 
   
   
     
   
   
   
   
  Collector 
  Failure Rate FR=   
   
  500 + Quality. 
  Per Use Reduction 
   
  - 1D 
  Jump Failure  
   
   Check FR (4D) 
  Malfunction  
  Check FR if Jump Failed 
   
   A standard-Quality Canopy newly 
  installed has a Failure Rate = 505. 
  Failure is not a problem for many 
  months. 
   
  Time To Recharge 
   The time to charge a Canopy (in 
  years) =  (10/ Failure Rate) + Flux. 
   
  FR= 
  Time To Recharge 
  500 
  0.02 years = 7 days + Flux 
  200 
  0.05 years = 18 days + Flux 
    50 
  0.20 years = 72 days + Flux 
    23 
  0.43 years = 158 days + Flux 
  
SOURCE: textdata/thevault/Traveller/09 - Traveller5/Traveller5/T5 Underlying PDFs/T5=5319 Starship 19 Fuel.pdf