Build:Auxiliary Power Systems: Difference between revisions

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==Construction Rules Index==
==Construction Rules Index==
* [[Construction Rules|Back to the Table of Contents]]
* [[Construction Rules|Back to the Table of Contents]]
* [[Build: Power Systems|Back to Chapter 7.0: Power Systems ]]
* [[Build: Power Systems|Back to Chapter 7.0: Power Systems]]
* [[Build: Battery Power Systems|On to Battery Power Systems]]


 
[[Category: Build|{{PAGENAME}}]]
[[Category:Build|{{PAGENAME}}]]
:[[Category: Build (Power Systems)|{{PAGENAME}}]]
[[Category: Build (Power Systems)|{{PAGENAME}}]]

Revision as of 16:36, 6 January 2026

7.4 Auxiliary Power

Cost: 3 SUs per additional fusion reactor (or 5 SUs per additional fission reactor)
Available: 2033 (fission for pre-2033)

In addition to the fusion reactors which form the impulse engines, most ships carry another set of reactors simply to generate power. Each additional fusion reactor occupies 3 SUs. The crew holds auxiliary power in reserve for use in emergency or crisis situations, rather than using it at all times. Most ships have at least one auxiliary power generator for every 4 points of Size. Before 2033, fission reactors were used.

A crew can use one of a ship’s auxiliary power reactors to replace damaged or spent reactors in the impulse engines. This takes an hour and requires a Routine (4) Systems Engineering (Power Systems) or Propulsion Engineering (Impulse) Test.


Construction Rules Index