Nial Class Heavy Fighter (Minbari)
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]
24 DEX 10 42 24 14- OCV: 8/DCV: 8
4 SPD 3.4 6 4 Phases: 3, 6, 9, 12
12 DEF 2 30 32
30 BODY 20 10 30 15-
0" Ground Movement 6 -12 0"
0" Water Movement 2 -2 0"
0" Leaping 0 0 0" 154 Total Characteristics Points
Movement
Type Primary/Secondary
Run (6) 0" [ NC]
Swim (2) 0" [ NC]
H. Leap (0") 0"
V. Leap (0") 0"
Flight 60" [3840" NC] / 60" [3840" NC]
Levels
Cost Powers END
Power Systems
101 Antimatter Power Cell (1): Endurance Reserve (300 END, 300 REC) (330 Active Points); OAF Immobile (-2), Only to Power Ship's Systems (-1/4)0
68 Micro-Fusion Reactor: Endurance Reserve (200 END, 200 REC) (220 Active Points); OAF Immobile (-2), Only to Power Ship's Systems (-1/4)0
17 Reserve Power Cells: Endurance Reserve (50 END, 50 REC) (55 Active Points); OAF Immobile (-2), Only to Power Ship's Systems (-1/4)0
Propulsion Systems
210 Stalasha Gravimetric Drive System: Multipower, 315-point reserve, (315 Active Points); all slots Costs Endurance (-1/2)
11u
1) Combat Mode: Flight 60", Increased Acceleration +10", x64 Noncombat (165 Active Points); Costs Endurance (-1/2)
16
21u
2) Cruise Mode: Flight 60", Increased Acceleration +10", Megascale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (315 Active Points); Costs Endurance (-1/2)
31
3 Docking Thrusters: Flight 2" (4 Active Points); Costs Endurance (-1/2)1
10 Gravimetric Maneuvering Thrusters: +5 with Flight (15 Active Points); Costs Endurance (-1/2)1
Tactical Systems
73 Gravimetric Enhanced Neutron Particle Beam Cannons (3): Multipower, 202-point reserve, (202 Active Points); all slots OIF Bulky (-1), Limited Arc Of Fire (60 degrees forward; -1/2), Real Weapon (-1/4)
6u
1) Close Range Shot: RKA 6d6, Autofire (5 shots; +1/2), Penetrating (+1/2) (180 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees forward; -1/2), Real Weapon (-1/4)
18
7u
2) Distance Shot: RKA 6d6, MegaScale (1" = 1 km; +1/4), Autofire (5 shots; +1/2), Penetrating (+1/2) (202 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees forward; -1/2), Real Weapon (-1/4)
20
33 5cm Re-Enforced Poly-Crystaline Armor: +20 DEF, Hardened (+1/4) (75 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
6 Target Identification System: +7 PER with Radio Group (14 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)1
Electronic Warfare Systems
65
1) Electronic Warfare Systems: Change Environment 16" radius, -10 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) (195 Active Points); OIF Bulky (-1), Effect lasts only while paying END (-1/2), No Range (effect centered on ship; -1/2)
19
18
2) ECM Systems: Suppress EW Systems 7d6 (standard effect: 21 points), any EW System one at a time (+1/4) (44 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2)
Notes: Range=150 inches
8
38
3) ECM Systems: MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) for up to 44 Active Points of Suppress (77 Active Points); OIF Bulky (-1)
8
3
4) ECCM Systems: Power Defense (10 points) (10 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Requires A Systems Operations Roll (-1/2)
1
37
5) Sensor Masking (Electronic): Negative Skill Levels (-10 with PER or System Operation Rolls), Damage Shield (+1/2) (75 Active Points); OIF Bulky (-1)
7
36 Tractor Beam: Telekinesis (60 STR) (90 Active Points); OIF Bulky (-1), Affects Whole Object (-1/4), Not in Combat (-1/4)9
10 Tractor Beam: Two more tractor beams (3 total) (10 Active Points)0
Personnel Systems
13 Life Support Systems: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); Costs Endurance (-1/2)
Notes: Pilot Flight Suit provides High-G, aux. air, and food
2
Minbari Tactical 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
6
2) Navigation Computer: +6 with Navigation (Hyperspace, Space) (15 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)
1
 
Skills/Laboratories
6 AK: Hyperspace Beacon System 18-
6 AK: Patrol Zone 18-
7 Combat Piloting 16-
3 Cryptography 15-
3 Electronics 15-
6 KS: Ship Identification (IFF System) 18-
3 Mechanics 15-
7 Navigation (Hyperspace, Space) 17-
3 SS: Astronomy 15-
3 SS: Mathematics 15-
13 Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, ECM/ECCM Systems, Radar) 18-
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: 1010
 
Total Cost: 1164
 
200+ Disadvantages
15 Physical Limitation: Limited Fuel Availability (Frequently, Greatly Impairing)
20 Physical Limitation: Max Op Time on main power is 36 hours (Frequently, Fully Impairing)
20 Distinctive Features: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
Total Disadvantages Points: 55
 
Description
The Windstar is an elegant weapon that is capable of attacking and destroying an enemy with the precision of a surgical instrument. Thick armor, powerful weapons and unparalleled speed and maneuverability makes the Minbari Windstars nearly impossible to defeat in a dogfight. During the Earth/Minbari war the average kill ratio was 12 to 1; 12 Starfuries were destroyed for every Windstar. At first glance it would appear that the Minbari forces did extremely well. It should be noted however that in the last armed Minbari conflict against the Streib, their kill ratio was 17 to 1.

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

HERO conversion © 2004 by Tony Moller.