Earth Alliance Space Station
Val Char Base Points Total Roll Notes
21 SIZE 0 42 21 Length 512.00", Width 256.00", Area 131072.00" DCV -18
10 DEF 2 24 48
25 BODY 2 23 25 14-
25 INT 10 15 25 14- PER Roll 14-/17-
20 PRE 0 20 20 13- PRE Attack: 4d6
Movement
Type Primary/Secondary
Run () [ NC]
Swim () [ NC]
H. Leap ()
V. Leap ()
Levels
+2 with All Combat
Cost Powers END
0 Space Station: Location: In Space0
Power Systems
68 Tokamac 200 High Energy Fusion Reactor: Endurance Reserve (200 END, 200 REC) (220 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4)0
10 Tokamac 200 High Energy Fusion Reactors: 3 additional reactors, 4 total (10 Active Points)0
53 Reserve Power Cells: Endurance Reserve (200 END, 200 REC) Reserve: (220 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4); REC: (200 Active Points); OAF Immobile (-2), Only recharges if main power online (-1), Only to Power Station's Systems (-1/4)0
Propulsion Systems
1 Station Keeping Thrusters: Flight 1" (2 Active Points); no Noncombat movement (-1/4), Limited Maneuverability (-1/4)0
Tactical Systems
160 Pulse Cannon Turret: Multipower, 360-point reserve, (360 Active Points); all slots OIF Bulky (-1), Real Weapon System (-1/4)
8u
1) Close Range Shot: RKA 8d6, Autofire (5 shots; +1/2) (180 Active Points); OIF Bulky (-1), Real Weapon System (-1/4)
18
9u
2) Long Range Shot: RKA 8d6, MegaScale (1" = 1 km; +1/4), Autofire (5 shots; +1/2) (210 Active Points); OIF Bulky (-1), Real Weapon System (-1/4)
21
2u
3) Interceptor Fire: Missile Deflection (Any Ranged Attack), +2 to MD, Full Range (+1) (60 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Real Weapon System (-1/4)
6
10 Pulse Cannon Turret: Three Turrets; Four Total (10 Active Points)0
93 Plasma Cannon Turret: Multipower, 210-point reserve, (210 Active Points); all slots OIF Bulky (-1), Real Weapon (-1/4)
8u
1) Close Range Shot: RKA 8d6, Penetrating (+1/2) (180 Active Points); OIF Bulky (-1), Real Weapon (-1/4)
18
9u
2) Long Range Shot: RKA 8d6, MegaScale (1" = 1 km; +1/4), Penetrating (+1/2) (210 Active Points); OIF Bulky (-1), Real Weapon (-1/4)
21
10 Plasma Cannon Turret: Three Turrets; Four Total (10 Active Points)0
67 Twin Particle Array (Anti-Fighter): RKA 4d6, Autofire (5 shots; +1/2), Fighter Scale (suffers no SIZE DCV mods; +1) (150 Active Points); OIF Bulky (-1), Real Weapon (-1/4)15
15 Twin Particle Array: Three More Arrays; Four Total (one for each quarter ring section) (15 Active Points)0
25 Mk I Defense Grid Energy Projectors (5): Multipower, 70-point reserve, (70 Active Points); all slots OIF Bulky (-1), Limited Coverage/Arc of Fire (limited to one quarter section of station; -1/2), Real Weapon System (-1/4)
2u
1) Defense Mode: Missile Deflection (Any Ranged Attack), +3 to MD, Full Range (+1) (70 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Limited Coverage/Arc of Fire (limited to one quarter section of station; -1/2), Real Weapon System (-1/4)
7
2u
2) Attack Mode: RKA 3 1/2d6, Autofire (3 shots; +1/4) (69 Active Points); OIF Bulky (-1), Limited Coverage/Arc of Fire (limited to one quarter section of station; -1/2), Real Weapon System (-1/4)
7
15 Mk I Defense Grid Energy Projectors (6): Three Banks; Four Banks Total (one for each quarter ring section) (15 Active Points)0
89 Mk I Defense Grid Targeting Computer: INT: 15 DEX: 18 (21) SPD: 5 (see character sheet) (133 Active Points); Costs Endurance (-1/2)13
10 Mk I Defense Grid Targeting Computer: Three Computers; Four Total (one for each quarter ring section) (10 Active Points)0
51 6m-8m Armored Hull: +38 DEF (114 Active Points); Ablative (-1), Limited Coverage (Hull Only; -1/4)
Operational Systems
58 XP-6 Sensor System: Variable Power Pool (Sensor/Comm Pool), 50 base + 8 control cost, (75 Active Points); all slots OIF Bulky (-1), Only for Senses and Communications (-1)
50 Long Range Sensors: MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) for up to 50 Active Points of Sensor VPP (100 Active Points); OIF Bulky (-1)10
2 Target Identification System: +3 PER with Radio Group (6 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)1
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
15
2) ECM Systems: Suppress EW Systems 5d6 (standard effect: 15 points), Two EW Systems Simultaneously (+1/2) (37 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2)
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
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
30 Internal Monitors: Clairsentience (Sight, Hearing And Radio Groups), 256 Perception Points, Mobile Perception Point (can move up to 6" per Phase), Tracking, Perception point can not move through solid objects (+0) (90 Active Points); OAF Immobile (-2)9
5 Comm System: Local Communications Network: HRRP (Radio Group) (12 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2)1
25 StellarCom System: Civilian interstellar Communications System: HRRP (Radio Group), MegaScale (1" = 100 lightyears; +4), Can Be Scaled Down 1" = 1km (+1/4) (63 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2), Requires Working Jump Gates at Transmit and Receive Ends for Interstellar Communication (-1/4)6
25 StellarCom Gold Channels: Military and Diplomatic Interstellar Communications System: HRRP (Radio Group), MegaScale (1" = 100 lightyears; +4), Can Be Scaled Down 1" = 1km (+1/4) (63 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2), Requires Working Jump Gates at Transmit and Receive Ends for Interstellar Communication (-1/4)6
6 Fabrication Facilities: Minor Transform 4d6 (raw materials into working components), Requires A manufacturing, construction, engineering, etc. Roll (No Active Point penalty to Skill Roll; +0) (40 Active Points); Extra Time (1 Week, -4 1/2), OIF Bulky (-1)4
Damage Control Systems
58
1) Fire Suppression System: Suppress Fire 8d6, Continuous (+1), Area Of Effect Nonselective (8" Any Area; +3/4), Conforming (+1/2) (130 Active Points); OIF Bulky (CO2 and Fire Suppression Foam Injectors; -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2)
[1 cc]
33
2) Blast Doors and Hull Breach Foam Seal: Entangle 10d6, 10 DEF, Cannot Be Escaped With Teleportation (+1/4) (125 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), Only To Form Barriers (-1), OIF Bulky (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4)
12
Personnel Systems
55 Station Crew: Followers (500 50 point characters)
3 Artificial Gravity: Telekinesis (5 STR), Selective (from 0G to 1G; +1/4) (9 Active Points); Only to Pull Objects Straight Down to Floor (-1), Limited Area (Rotating Section Only; -1/2), Must Maintain Spin (-1/4)1
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
18 Backup 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), 1 Continuing Fuel Charge lasting 1 Week (+0) (22 Active Points); Limited Area (only within one quarter section; -1/4)[1 cc]
10 Backup Life Support Systems: Four Backup Systems; Five Total (one for each quarter section and core) (10 Active Points)0
12 Alien Sector: 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), Limited Area (only within Alien Sector; -1/4)
Notes: Environments not suited for most humanoids
2
18 Alien Sector Backup 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), 1 Continuing Fuel Charge lasting 1 Week (+0) (22 Active Points); Limited Area (only within Alien Sector; -1/4)[1 cc]
12 Medlab: (Total: 12 Active Cost, 12 Real Cost) +3 with Paramedics (Real Cost: 6) plus +3 with SS: Medicine (Real Cost: 3) plus +3 with SS: Xeno-Biology (Real Cost: 3)0
6 Security Cells: +5 DEF, Cannot Be Escaped With Teleportation (+1/4) (19 Active Points); Partial Coverage (Cell Blocks Only; -2)
Notes: Cells have 15 DEF total
9 Transport Tubes: (Total: 44 Active Cost, 9 Real Cost) Teleportation 12", Position Shift, x2 Increased Mass, x4 Noncombat (39 Active Points); Extra Time (1 Minute, -1 1/2), Can Only Teleport To Floating Fixed Locations (-1), OIF Bulky (-1), Costs Endurance (-1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 7) plus Teleportation: Floating Fixed Location: (any travel tube stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2)4
Skills/Labs/Other
50 Labs: as defined by players or GM (50 points) (50 Active Points)5
2 Reputation (Earth Alliance Space Station) 8-, +2/+2d6
Station Main Computer
Notes: Includes Skills, Programs, and Talents listed below
 
Skills
3 Auto Repair System: Electronics 14-
3 Auto Repair System: Mechanics 14-
3 Database: KS: Archived Recent News 14-
3 Database: KS: Current News 14-
3 Database: KS: Entertainment Database 14-
10 Command and Control Systems: Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, ECM/ECCM Systems, Missile Launch Systems, Radar) 15-
5 Encryption System: Cryptography 15-
5 Fire Control System: Rapid Autofire
4 IIF System: KS: Ship Identification 15-
4 Navigation Computers: AK: Epsilon Sector 15-
4 Navigation Computers: AK: Hyperspace Beacon System 15-
5 Navigation Computers: Navigation (Hyperspace, Space) 15-
3 Security System: Security Systems 14-
3 Semi-Autonomous Self Correcting Computer System: Computer Programming 14-
16 Tactical Combat Computer: +2 with All Combat
 
Programs
1 Attack Target
1 Diagnose Station 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 Defense Grid
1 Operate ECM/ECCM Systems
1 Operate Jump Gate
1 Operate Maintenance/Camera Bots
1 Repair Station's Systems
1 Scan and Record Data
1 Schedule Station Events
1 Search Reference Material/Databanks
1 Send Emergency Signal if Crew 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
4 Backup Memory Core: Eidetic Memory (5 Active Points); Only to backup primary core (-1/4)
3 Range Finder: Absolute Range Sense
4 Scanner: Speed Reading (x10)
16 Translator: Universal Translator 14-, Accessible through the Babcom System (+0) (20 Active Points); Knowl Languages Only (-1/4)
Total Powers & Skills Cost: 1441
 
Total Cost: 1565
 
200+ Disadvantages
60 DNPC: Station Inhabitants 8- (Normal; Group DNPC: x1,024 DNPCs)
15 Distinctive Features: EA Space Station (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Social Limitation: EarthForce Station: Subject to Orders (Very Frequently, Major)
5 Social Limitation: Part Time Diplomatic Station: Subject to Wants and Desires of Foreign Governments (Occasionally, Minor)
5 Social Limitation: Part Time Tourist Resort: Subject to Wants and Desires of Civilian Travellers (Occasionally, Minor)
20 Watching: Enemies of EarthForce/Earth Dome 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
Total Disadvantages Points: 125
 
Description
From the B5 Tech Web Site:

EARTH ALLIANCE STATION
Length (Diameter): 1000-meter [estimate]
Crew: 500 estimate
Troops: Varies
Fighter: Varies
Power: Fusion Reactors
Duration: 5 years
Weapons:
Twin Particle Arrays
Pulse Cannons
Plasma Cannons
Defense:
6 - 8 meter armored hull
Mk. I Defense Grid

Here is an example of the standard issued Earth Alliance space station. This type of station can be found at almost every outpost and sector where Earth Alliance has a presence. A light but sturdy design, this type station has been the mainstay of earth built orbital instillations for the better part of a century.

The design is based off that of the old Liberty Class station at Sol. These types of stations can be built quickly, easily and cheaply - perfect for massive deployment and establishing a presence in new regions. Like all Earth Alliance stations the pinwheel like satellite produced gravity via rotation. For many travelers, this type station is the first such instillation to be seen, at the local Sol jump-point off of Io.

This type station is armed primarily with plasma based weapons, designed to protect the station from fighters and light capital ships and depends heavily on the protection of local defense satellites like the Aegis Class defense SATs found orbiting Earth, Starfury fighters and capital ships like the Hyperion type cruiser.

Unlike the massive Babylon type stations, this class station is not designed to be a center of commerce, but rather to be a loading dock and Hyperspace listening outpost for planets and colonies where visitors can find room and board. Luxury stations are however available for those who wish to experience the thrills of space travel without having to go too far from home.
 
Game Notes
SIZE characteristic based on approximate diameter of station.

Number of Weapon Emplacements and fighter compliment is an educated guess. Can not find hard references to exact numbers.

Main computer incorporated for simplicity.

HERO conversion © 2004 by Tony Moller.