Invader Class Breaching Pod
Val Char Base Points Total Roll Notes
12 SIZE 0 60 12 Length 16.00", Width 8.00", Area 128.00" Mass 409.6 ton KB -12, DCV Mod -8
70 STR 70 0 70 23- HTH Damage 14d6 END [7]
15 DEX 10 15 15 12- OCV: 5/DCV: 5
3 SPD 2.5 5 3 Phases: 4, 8, 12
5 DEF 2 9 15
22 BODY 22 0 22 13-
0" Ground Movement 6 -12 0"
0" Water Movement 2 -2 0"
0" Leaping 0 0 0" 85 Total Characteristics Points
Movement
Type Primary/Secondary
Run (6) 0" [ NC]
Swim (2) 0" [ NC]
H. Leap (0") 0"
V. Leap (0") 0"
Flight 30" [960" NC] / 30" [960" NC]
Levels
Cost Powers END
Power Systems
41 Fusion Batteries (6): Endurance Reserve (120 END, 120 REC) (132 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
90 BB9K Ion-Particle Engines (4): Multipower, 135-point reserve, (135 Active Points); all slots Costs Endurance (-1/2)
5u
1) Combat Mode: Flight 30", x32 Noncombat (80 Active Points); Costs Endurance (-1/2)
8
9u
2) Cruise Mode: Flight 30", Megascale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (135 Active Points); Costs Endurance (-1/2)
13
3 Docking Thrusters: Flight 2" (4 Active Points); Costs Endurance (-1/2)1
4 Maneuvering Thrusters: +3 with Flight (9 Active Points); Costs Endurance (-1/2), Only to Negate Turn Mode (-1/2)1
4 Maneuvering Thrusters: +2 with Flight (6 Active Points); Costs Endurance (-1/2)1
Tactical Systems
33 35mm Pulse Cannon (1): Multipower, 82-point reserve, (82 Active Points); all slots OIF Bulky (-1), Limited Arc Of Fire (180 degrees; -1/4), Real Weapon (-1/4)
3u
1) Close Range Shot: RKA 3 1/2d6, Autofire (3 shots; +1/4) (69 Active Points); OIF Bulky (-1), Limited Arc Of Fire (180 degrees; -1/4), Real Weapon (-1/4)
7
3u
2) Distance Shot: RKA 3 1/2d6, Autofire (3 shots; +1/4), MegaScale (1" = 1 km; +1/4) (82 Active Points); OIF Bulky (-1), Limited Arc Of Fire (180 degrees; -1/4), Real Weapon (-1/4)
8
5 35mm Pulse Cannon: Second Pulse Cannon (2 total; 1 forward, 1 aft) (5 Active Points)0
15 3.5cm Hull Armor: +10 DEF (30 Active Points); Ablative (-1)
Operational Systems
47 Sensors and Communication Systems: Variable Power Pool (Sensor/Comm Pool), 40 base + 7 control cost, (60 Active Points); all slots OIF Bulky (-1), Only for Senses and Communications (-1)
40 Long Range Sensors: MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) for up to 40 Active Points of Sensor VPP (80 Active Points); OIF Bulky (-1)8
Standard Electronic Warfare Systems
40
1) Electronic Warfare Systems: Change Environment 8" radius, -5 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) (120 Active Points); OIF Bulky (-1), Effect lasts only while paying END (-1/2), No Range (effect centered on ship; -1/2)
12
12
2) ECM Systems: Suppress EW Systems 5d6 (standard effect: 15 points), any EW System one at a time (+1/4) (31 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2)
Notes: Range=150 inches
6
27
3) ECM Systems: MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) for up to 31 Active Points of Suppress (54 Active Points); OIF Bulky (-1)
5
2
4) ECCM Systems: Power Defense (5 points) (5 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Requires A Systems Operations Roll (-1/2)
1
4 Target Identification System: +5 PER with Radio Group (10 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)1
30 Grapple Arm: Telekinesis (70 STR) (105 Active Points); OAF Bulky Fragile (-1 3/4), No Range (same hex; -1/2), Affects Whole Object (-1/4)10
15 Grapple Arm: Five (5) More Grapple Arms (15 Active Points)0
33 Cutting Laser: RKA 2d6, Armor Piercing (+1/2), Penetrating (+1/2), Continuous (+1) (90 Active Points); Limited Power Power Does No STUN (-3/4), No Range (same hex) (-1/2), Beam (-1/4), Real Weapon (-1/4)9
10 Cutting Lasers: Three (3) More Cutting Lasers (4 total) (10 Active Points)0
7 Breaching Computer: Find Weakness 14- with with Cutting Lasers, Requires A Demolitions Roll (No Active Point penalty to Skill Roll; +0) (25 Active Points); Only to Cut Through Hull (-1), OIF Bulky (-1), Costs Endurance (-1/2)2
Personnel Systems
13 Life Support Systems: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); Costs Endurance (-1/2)2
Standard EarthAlliance Maintenance Class Computer
Notes: Includes Skills, Programs, and Talents below
4
1) Navigation Computer: +4 with Navigation (Space) (10 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)
1
 
Skills/Laboratories
4 AK: Maintenance Zone 14-
7 Combat Piloting 14-
3 Demolitions 13-
7 Electronics 15-
4 KS: Ship Identification (IFF System) 14-
7 KS: Starship & Space Station Construction 17-
3 Mechanics 13-
4 Navigation (Space) 14-
3 SS: Engineering 13-
3 SS: Mathematics 13-
9 Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, ECM/ECCM Systems, Radar) 14-
 
Programs
1 Attack Target
1 Breach Target Hull
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 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 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: 606
 
Total Cost: 691
 
200+ Disadvantages
20 Distinctive Features: Breaching Pod (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Physical Limitation: Can not enter atmosphere (Infrequently, Greatly Impairing)
20 Physical Limitation: Max Op Time on main power is 18 hours (Frequently, Fully Impairing)
Total Disadvantages Points: 50
 
Description
Breaching pods are attack troop transports currently in service of the Earth Alliance. These fighter like shuttles are designed to deliver troops and invasion forces onto enemy space born targets. Typically a Breaching Pod will find an enemy ship or space station, clamp onto the target's hull and burn a passage through to the interior. Once the hull is compromised, a task force of Earth Alliance Marines secures the area and attempt to either blow up the target, or to seize control of it.

Computer incorporated into vehicle sheet for simplicity.

HERO conversion © 2004 by Tony Moller.