SA-32A Mitchell-Hyundyne Thunderbolt 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 28
30 BODY 20 10 30 15-
0" Ground Movement 6 -12 0"
0" Water Movement 2 -2 0"
0" Leaping 0 0 0" 135 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
101 Micro-Fusion Reactor (1): Endurance Reserve (300 END, 300 REC) (330 Active Points); OAF Immobile (-2), Only to Power Ship's Systems (-1/4)0
68 Fusion Batteries (2): Endurance Reserve (200 END, 200 REC) (220 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
51 40mm JC-266-B Unidirectional Pulse Cannons (4): Multipower, 140-point reserve, (140 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+1, Autofire (5 shots; +1/2) (120 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees forward; -1/2), Real Weapon (-1/4)
12
5u
2) Distance Shot: RKA 5d6+1, MegaScale (1" = 1 km; +1/4), Autofire (5 shots; +1/2) (140 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees forward; -1/2), Real Weapon (-1/4)
14
22 Particle Laser "Main Gun": Multipower, 157-point reserve, (157 Active Points); all slots Extra Time (15 Minutes, time to recharge; -2 1/2), Increased Endurance Cost (x5 END; -2), OIF Bulky (-1), Limited Arc Of Fire (60 degrees forward; -1/2), Real Weapon (-1/4)
2u
1) Close Range Shot: RKA 6d6, Penetrating (+1/2) (135 Active Points); Extra Time (15 Minutes, time to recharge; -2 1/2), Increased Endurance Cost (x5 END; -2), OIF Bulky (-1), Limited Arc Of Fire (60 degrees forward; -1/2), Real Weapon (-1/4)
65
2u
2) Distance Shot: RKA 6d6, MegaScale (1" = 1 km; +1/4), Penetrating (+1/2) (157 Active Points); Extra Time (15 Minutes, time to recharge; -2 1/2), Increased Endurance Cost (x5 END; -2), OIF Bulky (-1), Limited Arc Of Fire (60 degrees forward; -1/2), Real Weapon (-1/4)
80
42 Under Wing Hard Points (5 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), Real Weapon (-1/4), 10 Charges (-1/4)
Notes: Typical Loadout
[10]
24 5.6cm Re-enforced Hull Armor: +18 DEF (54 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.
22 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), Only to Grapple Other Ships (-1/4), Affects Whole Object (-1/4)9
5 Grapple Arm: Second Grapple Arm (2 total) (5 Active Points)0
12 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), Not in Combat (-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
15 Navigator/Gunner: Follower
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-
8 Navigation (Air, 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: 941
 
Total Cost: 1076
 
200+ Disadvantages
20 Physical Limitation: Max Op Time on main power is 24 hours (Frequently, Fully Impairing)
20 Distinctive Features: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
Total Disadvantages Points: 40
 
Description
SA-32A Mitchell-Hyundyne Thunderbolt Class Starfury, is a two-seat fighter craft utilized by the Earth Alliance military for short/medium range defense operations. The SA-32A Starfury is the only Starfury that can fly in atmosphere as well as space.

Thunderbolts are armed with four Walter 40mm unidirectional plasma Pulse Cannons, can be armed with ten external hard points for addition weapons and missiles, and also has a particle/laser weapon built into its system. Unfortunately, due to the massive power drain accompanied by firing the particle/laser, combined with the long recharge time, it is not used unless absolutely necessary.

Unlike older Starfury models, Thunderbolt pilots sit in the same position as in classic fighter planes. The fighter is operated by a combination of hand, foot, eye and voice-activated controls just like the SA-23s, but the controls on the Thunderbolts are far more sensitive than those on the old Aurora Starfuries.

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

HERO conversion © 2004 by Tony Moller.