SA-23E Mitchell-Hyundyne Aurora Class Starfury (EarthForce)
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]
20 DEX 10 30 20 13- OCV: 7/DCV: 7
4 SPD 3.0 10 4 Phases: 3, 6, 9, 12
10 DEF 2 24 26
25 BODY 20 5 25 14-
0" Ground Movement 6 -12 0"
0" Water Movement 2 -2 0"
0" Leaping 0 0 0" 125 Total Characteristics Points
Movement
Type Primary/Secondary
Run (6) 0" [ NC]
Swim (2) 0" [ NC]
H. Leap (0") 0"
V. Leap (0") 0"
Flight 50" [1600" NC] / 50" [1600" NC]
Levels
+1 with DCV, 32 Boostable Charges (+1/4) (6 Active Points); IIF Bulky (-3/4), Requires A System Operations Roll (-1/2), Only Use in Conjunction with Dodge/Evade Maneuver (-1/2)
Cost Powers END
Power Systems
169 Fusion Batteries (3): Endurance Reserve (500 END, 500 REC) (550 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
180 Particle Thrust Engines (4): Multipower, 270-point reserve, (270 Active Points); all slots Costs Endurance (-1/2)
9u
1) Combat Mode: Flight 50", Increased Acceleration +5", Increased Deceleration +5", x32 Noncombat (140 Active Points); Costs Endurance (-1/2)
14
18u
2) Cruise Mode: Flight 50", Increased Acceleration +5", Increased Deceleration +5", Megascale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (270 Active Points); Costs Endurance (-1/2)
27
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
7 Maneuvering Thrusters: +5 with Flight (15 Active Points); Costs Endurance (-1/2), Only to negate turn mode (-1/2)1
Tactical Systems
48 40mm JC-266-A Unidirectional Pulse Cannons (4): Multipower, 131-point reserve, (131 Active Points); all slots OIF Bulky (-1), Limited Arc Of Fire (60 degrees forward; -1/2), Real Weapon (-1/4)
4u
1) Close Range Shot: RKA 5d6, Autofire (5 shots; +1/2) (112 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees forward; -1/2), Real Weapon (-1/4)
11
5u
2) Distance Shot: RKA 5d6, MegaScale (1" = 1 km; +1/4), Autofire (5 shots; +1/2) (131 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees forward; -1/2), Real Weapon (-1/4)
13
33 30mm J-240 Pulse Cannons (2): Multipower, 90-point reserve, (90 Active Points); all slots OIF Bulky (-1), Limited Arc Of Fire (60 degrees rear; -1/2), Real Weapon (-1/4)
3u
1) Close Range Shot: RKA 4d6, Autofire (3 shots; +1/4) (75 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees rear; -1/2), Real Weapon (-1/4)
7
3u
2) Distance Shot: RKA 4d6, Autofire (3 shots; +1/4), MegaScale (1" = 1 km; +1/4) (90 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees rear; -1/2), Real Weapon (-1/4)
9
39 Under Wing Hard Points (4 per upper wing): Space Intercept Missile RKA 6d6, Indirect (Same origin, always fired away from attacker; +1/4), Explosion (+1/2) (157 Active Points); OIF Bulky (-1), Extra Time (Extra Phase (time to target), -3/4), Costs 10 END to Launch (-1/2), 8 Charges (-1/2), Real Weapon (-1/4)
Notes: Typical Loadout
[8]
21 4.2cm Re-enforced Hull Armor: +16 DEF (48 Active Points); Ablative (-1), Limited Coverage (Hull Only; -1/4)
Operational Systems
58 Sensors and Communication Systems: 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
8 Target Identification System: +10 PER with Radio Group (20 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)2
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
2
5) Chaff and Flares: +1 with DCV, 32 Boostable Charges (+1/4) (6 Active Points); IIF Bulky (-3/4), Requires A System Operations Roll (-1/2), Only Use in Conjunction with Dodge/Evade Maneuver (-1/2)
Notes: +1 DCV with each additional Charge used, limit 4 charges per use. Burnout roll accumulates per rules.
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
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
3 Internal Navigation Gyros: Bump Of Direction
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
Duffy 1018 MJS Smart Targeting 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 17-
6 AK: Patrol Zone 17-
7 Combat Piloting 15-
3 Cryptography 14-
3 Electronics 14-
6 KS: Ship Identification (IFF System) 17-
3 Mechanics 14-
7 Navigation (Hyperspace, Space) 16-
3 SS: Astronomy 14-
3 SS: Mathematics 14-
10 Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, ECM/ECCM Systems, Missile Launch Systems, Radar) 15-
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: 927
 
Total Cost: 1052
 
200+ Disadvantages
10 Physical Limitation: Can not enter atmosphere (Infrequently, Greatly Impairing)
20 Physical Limitation: Max Op Time on main power is 12 hours (Frequently, Fully Impairing)
20 Distinctive Features: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
Total Disadvantages Points: 50
 
Description
The SA-23E Mitchell-Hyundyne Aurora class Starfury is a single-seat, non-atmospheric attack fighter, utilized by Earthforce ships and installations for short range defense operations, a position it has served faithfully since it first went into service in early 2244.

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

HERO conversion © 2004 by Tony Moller.