Sentri Class Interceptor (Centauri)
Val Char Base Points Total Roll Notes
10 SIZE 0 50 10 Length 10.08", Width 5.04", Area 50.80" Mass 102.4 ton KB -10, DCV Mod -6
60 STR 60 0 60 21- HTH Damage 12d6 END [6]
22 DEX 10 36 22 13- OCV: 7/DCV: 7
4 SPD 3.2 8 4 Phases: 3, 6, 9, 12
6 DEF 2 12 20
20 BODY 20 0 20 13-
28 INT 10 18 28 15- PER Roll 15-/25-
15 PRE 15 0 15 12- PRE Attack: 3d6
0" Ground Movement 6 -12 0"
0" Water Movement 2 -2 0"
0" Leaping 0 0 0" 110 Total Characteristics Points
Movement
Type Primary/Secondary
Run (6) 0" [ NC]
Swim (2) 0" [ NC]
H. Leap (0") 0"
V. Leap (0") 0"
Flight 55" [1760" NC] / 55" [1760" NC]
Levels
Cost Powers END
Power Systems
203 Versal Fusion Reactor: Endurance Reserve (600 END, 600 REC) (660 Active Points); OAF Immobile (-2), Only to Power Ship's Systems (-1/4)0
17 Reserve Power Cells: Endurance Reserve (50 END, 50 REC) (55 Active Points); OAF Immobile (-2), Only to Power Ship's Systems (-1/4)0
Propulsion Systems
177 Particle Thrust Engines (2): Multipower, 265-point reserve, (265 Active Points); all slots Costs Endurance (-1/2)
9u
1) Combat Mode: Flight 55", Increased Acceleration +4", x32 Noncombat (138 Active Points); Costs Endurance (-1/2)
14
18u
2) Cruise Mode: Flight 55", Increased Acceleration +4", Megascale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (265 Active Points); Costs Endurance (-1/2)
26
3 Docking Thrusters: Flight 2" (4 Active Points); Costs Endurance (-1/2)1
10 Maneuvering Thrusters: +5 with Flight (15 Active Points); Costs Endurance (-1/2)1
Tactical Systems
57 34mm Ion Particle Guns (2): Multipower, 157-point reserve, (157 Active Points); all slots OIF Bulky (-1), Limited Arc Of Fire (60 degrees forward; -1/2), Real Weapon (-1/4)
5u
1) Close Range Shot: RKA 6d6, Autofire (5 shots; +1/2) (135 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees forward; -1/2), Real Weapon (-1/4)
13
6u
2) Distance Shot: RKA 6d6, MegaScale (1" = 1 km; +1/4), Autofire (5 shots; +1/2) (157 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees forward; -1/2), Real Weapon (-1/4)
16
41 Fusion Missiles: Space Intercept Missile RKA 7d6, Indirect (Same origin, always fired away from attacker; +1/4), Explosion (+1/2) (184 Active Points); OIF Bulky (-1), 4 Charges (-1), Extra Time (Extra Phase (time to target), -3/4), Costs 10 END to Launch (-1/2), Real Weapon (-1/4)
Notes: Typical Loadout
[4]
21 3.25cm Re-enforced Hull Armor: +14 DEF (42 Active Points); Ablative (-1)
Operational Systems
70 Sensors and Communication Systems: Variable Power Pool (Sensor/Comm Pool), 60 base + 10 control cost, (90 Active Points); all slots OIF Bulky (-1), Only for Senses and Communications (-1)
60 Long Range Sensors: MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) for up to 60 Active Points of Sensor VPP (120 Active Points); OIF Bulky (-1)12
8 Target Identification System: +10 PER with Radio Group (20 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)2
Electronic Warfare Systems
51
1) Electronic Warfare Systems: Change Environment 8" radius, -8 to Radio Group PER Rolls, Personal Immunity (+1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/2), MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) (154 Active Points); OIF Bulky (-1), Effect lasts only while paying END (-1/2), No Range (effect centered on ship; -1/2)
15
15
2) ECM Systems: Suppress EW Systems 6d6 (standard effect: 18 points), any EW System one at a time (+1/4) (37 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2)
Notes: Range=150 inches
8
32
3) ECM Systems: MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) for up to 37 Active Points of Suppress (65 Active Points); OIF Bulky (-1)
6
3
4) ECCM Systems: Power Defense (8 points) (8 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Requires A Systems Operations Roll (-1/2)
1
24 Grapple Arm: Telekinesis (60 STR) (90 Active Points); OAF Bulky Fragile (-1 3/4), No Range (same hex; -1/2), Not in Combat (-1/4), Affects Whole Object (-1/4)9
5 Grapple Arm: Second Grapple Arm (2 total) (5 Active Points)0
13 Cutting Laser: RKA 1d6 (standard effect: 3 BODY, 6 STUN), Armor Piercing (+1/2), Continuous (+1) (37 Active Points); Limited Power Power Does No STUN (-3/4), No Range (same hex) (-1/2), Beam (-1/4), Real Weapon (-1/4)4
5 Cutting Laser: Second Cutting Laser (2 total) (5 Active Points)0
Personnel Systems
12 Life Support Systems: LS (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (18 Active Points); Costs Endurance (-1/2)
Notes: Pilot Flight Suit provides High-G, aux. air, and food
2
Advanced Combat Computer
Notes: Includes Skills, Programs, and Talents below
12
1) Long Range Targeting Package: Penalty Skill Levels: +10 vs. Range Modifier with All Attacks (30 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)
3
4
2) Navigation Computer: +4 with Navigation (Hyperspace, Space) (11 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)
1
 
Skills/Laboratories
6 AK: Hyperspace Beacon System 18-
6 AK: Patrol Zone 18-
7 Combat Piloting 15-
3 Cryptography 15-
3 Electronics 15-
6 KS: Ship Identification (IFF System) 18-
3 Mechanics 15-
7 Navigation (Hyperspace, Space) 17-
3 SS: Astronomy 15-
3 SS: Mathematics 15-
10 Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, ECM/ECCM Systems, Missile Launch Systems, Radar) 16-
1 WF: Ship's Weapons
 
Programs
1 Attack Target
1 Diagnose Ship Malfunction
1 Locate Target
1 Monitor Comm Systems; Report Anomalies
1 Monitor Sensor Systems; Report Anomalies
1 Open Slot
1 Open Slot
1 Open Slot
1 Operate ECM/ECCM Systems
1 Pilot Ship Back to Base if Pilot Incapacitated
1 Pilot Ship from Location A to Location B
1 Repair Ship's Systems
1 Scan and Record Data
1 Search Reference Material/Databanks
1 Send Emergency Signal if Pilot Incapacitated
1 Send Emergency Signal if Specific Protocols Not Met
 
Talents
3 Calculator: Lightning Calculator
3 Clock: Absolute Time Sense
3 Instant On Feature: Lightsleep
5 Memory Core: Eidetic Memory
3 Range Finder: Absolute Range Sense
4 Scanner: Speed Reading (x10)
Total Powers & Skills Cost: 976
 
Total Cost: 1086
 
200+ Disadvantages
20 Physical Limitation: Max Op Time on main power is 24 hours (Frequently, Fully Impairing)
20 Distinctive Features: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
4 Poor Breaking Thrusters (-2" deceleration)
Total Disadvantages Points: 44
 
Description
Sentri class Interceptor is the core fighter of the Centauri Royal Navy. A high-speed attack ship that is capable of both atmospheric, and non-atmospheric combat, it is one of the largest and most powerful fighter craft in either environment, clocking in at nearly 23 meters in length.

The Sentri's main disadvantage is armor, or in this case lack there of. To improve speed and agility heavy armor on this class of Centauri fighters was sacrificed. This, combined with the lack of strong breaking thrusters, the over-all advantage in combat still goes to the Earthforce Starfury.

Note: The computer has been incorporated into the vehicle for simplicity.

HERO conversion © 2004 by Tony Moller.