EarthForce Omega Class Destroyer
Val Char Base Points Total Roll Notes
29 SIZE 0 145 29 Length 812.75", Width 406.37", Area 330280.74" Mass 53687.1 kton KB -29, DCV Mod -19
155 STR 155 0 155 40- HTH Damage 31d6 END [15]
16 DEX 10 18 16 12- OCV: 5/DCV: 5
3 SPD 2.6 4 3 Phases: 4, 8, 12
15 DEF 2 39 59
39 BODY 39 0 39 17-
30 INT 10 20 30 15- PER Roll 15-/18-
45 PRE 45 0 45 18- PRE Attack: 9d6
0" Ground Movement 6 -12 0"
0" Water Movement 2 -2 0"
0" Leaping 0 0 0" 212 Total Characteristics Points
Movement
Type Primary/Secondary
Run (6) 0" [ NC]
Swim (2) 0" [ NC]
H. Leap (0") 0"
V. Leap (0") 0"
Flight 26" [832" NC] / 26" [832" NC]
Levels
Cost Powers END
Power Systems
609 Military-Type General Fusion 650 High-Energy Fusion Reactors (4): Endurance Reserve (1800 END, 1800 REC) (1980 Active Points); OAF Immobile (-2), Only to Power Ship's Systems (-1/4)0
169 Auxiliary Fusion Reactors (2): Endurance Reserve (500 END, 500 REC) (550 Active Points); OAF Immobile (-2), Only to Power Ship's Systems (-1/4)0
34 Reserve Power Cells: Endurance Reserve (100 END, 100 REC) (110 Active Points); OAF Immobile (-2), Only to Power Ship's Systems (-1/4)0
10 Reserve Power Cells: Three more banks of cells (4 total) (10 Active Points)0
Propulsion Systems
78 BB9K Ion/Particle Thrust Engines (4): Multipower, 117-point reserve, (117 Active Points); all slots Costs Endurance (-1/2)
5u
1) Combat Mode: Flight 26", x32 Noncombat (72 Active Points); Costs Endurance (-1/2)
7
8u
2) Cruise Mode: Flight 26", Megascale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (117 Active Points); Costs Endurance (-1/2)
12
3 Docking Thrusters: Flight 2" (4 Active Points); Costs Endurance (-1/2)1
396 Lockheed-Mitchell Corp Vortex Generators (4) [Jump Engines]: (Total: 1849 Active Cost, 396 Real Cost) Extra-Dimensional Movement (Any location in Hyperspace), up to 400mtons, MegaArea (1" = 1 km; +1/4), Gate (+1/2), Area Of Effect (2" radius; +3/4), Usable Simultaneously (up to 16 people at once; +1 1/4) (694 Active Points); Increased Endurance Cost (x8 END; -3 1/2), Extra Time (5 Minutes, represents time to recharge capacitors; -2), OAF Bulky (-1 1/2), Side Effects (20d6RKA explosion if jump field opened in jump gate; -1), Will not work if main power plant is offline (-1), Costs Endurance (-1/2) (Real Cost: 66) plus MegaScale (1" = 1 lightyear; +3 1/2) for up to 120 Active Points of Ship's Flight, Reduced Endurance (0 END; +1/2), Usable Simultaneously (up to 16 people at once; +1 1/4) (1155 Active Points); OAF Bulky (-1 1/2), Only for travel in Hyperspace (-1) (Real Cost: 330)552
Tactical Systems
164 Heavy Particle Laser/Pulse Cannon: Multipower, 450-point reserve, (450 Active Points); all slots OIF Bulky (-1), Limited Arc of Fire (60 degrees; -1/2), Real Weapon System (-1/4)
15u
1) Particle/Laser: RKA 10d6, Continuous (+1), Area Of Effect (120" Line; +1) (450 Active Points); OIF Bulky (-1), Limited Arc of Fire (60 degrees; -1/2), Beam (-1/4), Real Weapon System (-1/4)
45
8u
2) Pulse Cannon (close range): RKA 10d6, Autofire (5 shots; +1/2) (225 Active Points); OIF Bulky (-1), Limited Arc of Fire (60 degrees; -1/2), Real Weapon System (-1/4)
22
9u
3) Pulse Cannon (distance shot): RKA 10d6, MegaScale (1" = 1 km; +1/4), Autofire (5 shots; +1/2) (262 Active Points); OIF Bulky (-1), Limited Arc of Fire (60 degrees; -1/2), Real Weapon System (-1/4)
26
2u
4) Pulse Cannon (interceptor fire): Missile Deflection (Any Ranged Attack), +2 to MD, Full Range (+1) (60 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Limited Arc of Fire (60 degrees; -1/2), Real Weapon System (-1/4)
6
15 Heavy Particle Laser/Pulse Cannons: Five more; for a total of 2 forward, 4 aft (15 Active Points)0
131 Particle Laser/Pulse Cannon Turret: Multipower, 360-point reserve, (360 Active Points); all slots OIF Bulky (-1), Limited Arc of Fire (180 degrees; -1/2), Real Weapon System (-1/4)
12u
1) Particle/Laser: RKA 8d6, Continuous (+1), Area Of Effect (96" Line; +1) (360 Active Points); OIF Bulky (-1), Limited Arc of Fire (180 degrees; -1/2), Beam (-1/4), Real Weapon System (-1/4)
36
6u
2) Pulse Cannon (close range): RKA 8d6, Autofire (5 shots; +1/2) (180 Active Points); OIF Bulky (-1), Limited Arc of Fire (180 degrees; -1/2), Real Weapon System (-1/4)
18
8u
3) Pulse Cannon (distance shot): RKA 8d6, MegaScale (1" = 1 km; +1/4), Autofire (5 shots; +1/2) (210 Active Points); OIF Bulky (-1), Limited Arc of Fire (180 degrees; -1/2), Real Weapon System (-1/4)
21
2u
4) Pulse Cannon (interceptor fire): Missile Deflection (Any Ranged Attack), +2 to MD, Full Range (+1) (60 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Limited Arc of Fire (180 degrees; -1/2), Real Weapon System (-1/4)
6
20 Particle Laser/Pulse Cannons: 11 more; for a total of 12 (20 Active Points)0
64 Fusion Missile Launcher: Space Intercept Missile RKA 8d6, Indirect (Same origin, always fired away from attacker; +1/4), 20 Charges (+1/4), Explosion (+1/2) (240 Active Points); OIF Bulky (-1), Extra Time (Extra Phase (time to target), -3/4), Costs 10 END to Launch (-1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4)
Notes: Typical Loadout
[20]
5 Fusion Missile Launcher: Second Launcher; two total (5 Active Points)0
59 8m-10m Armored Hull: +44 DEF (132 Active Points); Ablative (-1), Limited Coverage (Hull Only; -1/4)
33 Mk II Defense Grid Energy Projectors (6): Multipower, 90-point reserve, (90 Active Points); all slots OIF Bulky (-1), Limited Coverage/Arc of Fire (limited to one secion of ship; -1/2), Real Weapon System (-1/4)
3u
1) Defense Mode: Missile Deflection (Any Ranged Attack), +5 to MD, Full Range (+1) (90 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Limited Coverage/Arc of Fire (limited to one secion of ship; -1/2), Real Weapon System (-1/4)
9
3u
2) Attack Mode: RKA 4d6, Autofire (5 shots; +1/2) (90 Active Points); OIF Bulky (-1), Limited Coverage/Arc of Fire (limited to one secion of ship; -1/2), Real Weapon System (-1/4)
9
10 Mk II Defense Grid Energy Projectors (6): Two banks; three banks total (forward section, aft section, and rotating section) (10 Active Points)0
103 Mk II Defense Grid Targeting Computer: INT: 15 DEX: 20 (23) SPD: 6 (see character sheet) (155 Active Points); Costs Endurance (-1/2)15
10 Mk II Defense Grid Targeting Computers (2): Three total, one for each section (10 Active Points)0
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
2 Target Identification System: +3 PER with Radio Group (6 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)1
Electronic Warfare Systems
60
1) Electronic Warfare Systems: Change Environment 32" radius, -7 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) (180 Active Points); OIF Bulky (-1), Effect lasts only while paying END (-1/2), No Range (effect centered on ship; -1/2)
18
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
15
5) Sensor Masking (Electronic): Negative Skill Levels (-5 with PER or System Operation Rolls), Damage Shield (+1/2) (37 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2)
8
22 Internal Monitors: Clairsentience (Sight And Hearing Groups), 64 Perception Points, Mobile Perception Point (can move up to 6" per Phase), Perception point can not move through solid objects (+0) (65 Active Points); OAF Immobile (-2)6
Personnel Systems
14 Life Support Systems: LS (Eating Character does not eat; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (21 Active Points); Costs Endurance (-1/2)2
3 Artificial Gravity: Telekinesis (5 STR) (8 Active Points); Only to Pull Objects Straight Down to Floor (-1), Limited Area (-1/2), Must Maintain Spin (-1/4)1
Standard Earth Alliance Capital Ship Computer
Notes: Includes Skills, Programs, and Talents below
5
1) Navigation Computer: +5 with Navigation (Hyperspace, Space) (13 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)
1
 
Skills/Laboratories
3 Lab: SS: (Open) 15-
3 Lab: SS: (Open) 15-
3 Lab: SS: (Open) 15-
3 Lab: SS: Astronomy 15-
3 Lab: SS: Mathematics 15-
3 Lab: SS: Planetology 15-
3 Sick Bay: Paramedics 15-
3 Sick Bay: SS: Medicine 15-
4 AK: Hyperspace Beacon System 16-
4 AK: Patrol Zone 16-
9 Combat Piloting 15-
5 Cryptography 16-
3 Electronics 15-
4 KS: Ship Identification (IFF System) 16-
3 Mechanics 15-
5 Navigation (Hyperspace, Space) 16-
3 Security Systems 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: 2407
 
Total Cost: 2619
 
200+ Disadvantages
20 Distinctive Features: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Physical Limitation: Can not enter atmosphere (Infrequently, Greatly Impairing)
10 Physical Limitation: Limited Artificial Gravity (Infrequently, Greatly Impairing)
15 Physical Limitation: Max Op Time is 18 months based on fuel and supplies (Infrequently, Fully Impairing)
Total Disadvantages Points: 55
 
Description
Length: 1,717.3 meters
Mass: 44.6 million metric tons
Crew: 850 (average), plus 120 Marines
Troops: 18,000
Support Craft:
Fighters: 36
Shuttles: 4
Power: 4 Fusion Reactors
Duration: 18 months
Weapons:
6 Heavy Particle Lasers
6 Heavy Pulse Cannons
12 Particle Lasers
12 Pulse Cannons
Fusion missiles [2 launchers]
Defense: 8 to 10 meter armored hull
18 Mk. II Defense Grid Energy Projectors

The Omega class Destroyer is a combination "Dreadnought/Aircraft carrier", capable of delivering maximum firepower combined with overwhelming fighter support and troop deployment.Ê Measuring 1,717.3 meters in length, the Omega class Destroyer is one of the most powerful ship in the Earth Alliance Star-Navy today.Ê Not only is it one of the most powerful ships, but this massive war vessel comprises the very heart and backbone of the modern Earthforce, space born military.

[Note: Ship's point cost does not include supplemental craft.]

HERO conversion © 2004 by Tony Moller.