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===='''Ultra compact Energy Battery'''==== In the Gundam SEED setting, ZAFT has dispersed many Neutron Jammers (N-Jammers) across Earth and uses them extensively in space. This means nuclear power and weapons systems are impossible to use and forces both sides to rely on various compact energy batteries to power their mobile suits and other devices, as well as non-nuclear power generation for their ships and larger vehicles and devices.<br />Because of this, when using any of these machines in the Gundam SEED setting, take the unit's Hull Dice number, multiply it by 100 (add 25 per pip), and this is the amount if power in the battery system (600 for standard BuCUEs). When the mobile suit/mobile armor launches, it begins depleting it's battery by at least 1 per round. If it has energy weapons (I.e., beam sabers, beam rifles, etc.) or other advanced energy weapon systems directly connected to it's power supply (Phase Shift Armor, Mirage Colloid, etc.), then these will draw more power from the battery when activated. Energy weapons draw power points equal to their Damage Dice every time they are used. Equipment like Phase Shift Armor or Mirage Colloid draw power points equal to the mobile suit's Hull Dice while activated, until shot off or power is used up. All of this is per round of activation. Mobile Suits like most Gundams and modified models like the CGUE DEEP Arms, have weapons directly connected to their energy batteries, or can be hand-held to draw their power the same way through "hand plugs" and will deplete their energy this way. However, because of the advantages these mobile weapons bring to the battlefield, this is seen as an acceptable trade-off, as they may bring about a swift victory for which side uses them.
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