Skylark Class Commercial Transport
Val Char Base Points Total Roll Notes
15 SIZE 0 75 15 Length 32.00", Width 16.00", Area 512.00" Mass 3.3 kton KB -15, DCV Mod -10
85 STR 85 0 85 26- HTH Damage 17d6 END [8]
10 DEX 10 0 10 11- OCV: 3/DCV: 3
3 SPD 2.0 10 3 Phases: 4, 8, 12
5 DEF 2 9 19
25 BODY 25 0 25 14-
0" Ground Movement 6 -12 0"
0" Water Movement 2 -2 0"
0" Leaping 0 0 0" 75 Total Characteristics Points
Movement
Type Primary/Secondary
Run (6) 0" [ NC]
Swim (2) 0" [ NC]
H. Leap (0") 0"
V. Leap (0") 0"
Flight 6" [192" NC] / 6" [192" NC]
Levels
Cost Powers END
Power Systems
41 Micro-Fusion Reactor: Endurance Reserve (120 END, 120 REC) (132 Active Points); OAF Immobile (-2), Only to Power Ship's Systems (-1/4)0
13 Reserve Power Cells: Endurance Reserve (40 END, 40 REC) (44 Active Points); OAF Immobile (-2), Only to Power Ship's Systems (-1/4)0
Propulsion Systems
21 BB9K Ion-Particle Engines and Two Scramjet Engines: Multipower, 32-point reserve, (32 Active Points); all slots Costs Endurance (-1/2)
2u
1) Combat Mode: Flight 6", x32 Noncombat (32 Active Points); Costs Endurance (-1/2)
3
2u
2) Cruise Mode: Flight 6", Megascale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (27 Active Points); Costs Endurance (-1/2)
3
3 Docking Thrusters: Flight 2" (4 Active Points); Costs Endurance (-1/2)1
2 Maneuvering Thrusters: +1 with Flight (3 Active Points); Costs Endurance (-1/2)1
Tactical Systems
27 Pulse Cannon: Multipower, 75-point reserve, (75 Active Points); all slots OIF Bulky (-1), Limited Arc Of Fire (60 degrees; -1/2), Real Weapon (-1/4)
2u
1) Close Range Shot: RKA 4d6 (60 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees; -1/2), Real Weapon (-1/4)
6
3u
2) Distance Shot: RKA 4d6, MegaScale (1" = 1 km; +1/4) (75 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees; -1/2), Real Weapon (-1/4)
7
15 Pulse Cannon: 5 More Pulse Cannons (6 total); 1 forward, 1 aft, 2 port, 2 starboard (15 Active Points)0
19 3.8cm Re-enforced Hull: +14 DEF (42 Active Points); Ablative (-1), Limited Coverage (Hull Only; -1/4)
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
2 Target Identification System: +2 PER with Radio Group (4 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)1
34 Grapple Arm: Telekinesis (85 STR) (128 Active Points); OAF Bulky Fragile (-1 3/4), No Range (same hex; -1/2), Not in Combat (-1/4), Affects Whole Object (-1/4)13
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
17 Internal Monitors: Clairsentience (Sight And Hearing Groups), 8 Perception Points, Mobile Perception Point (can move up to 6" per Phase), Perception point can not move through solid objects (+0) (50 Active Points); OAF Immobile (-2)5
Personnel Systems
15 Life Support Systems: LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (22 Active Points); Costs Endurance (-1/2)2
Standard EarthForce Transport Class Computer
Notes: Includes Skills, Programs, and Talents below
3
1) Navigation Computer: +2 with Navigation (Hyperspace, Space) (7 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)
1
 
Skills/Laboratories
4 AK: Hyperspace Beacon System 14-
4 AK: Patrol Zone 14-
5 Combat Piloting 12-
3 Cryptography 13-
3 Electronics 13-
3 KS: Archived Recent News 13-
3 KS: Current News 13-
3 KS: Entertainment Database 13-
4 KS: Ship Identification (IFF System) 14-
3 Mechanics 13-
5 Navigation (Hyperspace, Space) 14-
3 SS: Astronomy 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 Diagnose Ship Malfunction
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: 422
 
Total Cost: 497
 
200+ Disadvantages
10 Distinctive Features: (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Physical Limitation: Max Op Time on main power is 74 days (Frequently, Fully Impairing)
Total Disadvantages Points: 30
 
Description
Ship is capable of atmospheric flight.
Standard crew is 3.
5 passengers.

E.E.D.S. Starship Corp's rugged "Skylark" class commercial transport is one of the most popular civilian starships seen in Earth Alliance territories. Also known as the "Green Ship" due to her trademark olive drab plasteel hull, the Skylark is employed by traders, privateers and mercenaries alike. This resilient little ship's popularity in the commercial sector is due in large part to her low maintenance schedule and her ability to tough out attacks by Raiders.

The classic Skylark is a three-crew vessel, with 60 cubic meters of cargo space and additional five bunks for passengers and expanded crew missions. With a full crew and passenger list, the Skylark can maintain life support and carry supplies for up to 74 standard earth days. While the showroom Skylark has no weapons, the ship does have hard points that can accommodate six pulse cannons or laser weapons.

Computer incorporated into vehicle sheet for simplicity.

HERO conversion © 2004 by Tony Moller.