Frazi Class Heavy Fighter (Narn)
Val Char Base Points Total Roll Notes
9 SIZE 0 45 9 Length 8.00", Width 4.00", Area 32.00" Mass 51.2 ton KB -9, DCV Mod -6
55 STR 55 0 55 20- HTH Damage 11d6 END [5]
17 DEX 10 21 17 12- OCV: 6/DCV: 6
4 SPD 2.7 13 4 Phases: 3, 6, 9, 12
8 DEF 2 18 24
20 BODY 19 1 20 13-
0" Ground Movement 6 -12 0"
0" Water Movement 2 -2 0"
0" Leaping 0 0 0" 94 Total Characteristics Points
Movement
Type Primary/Secondary
Run (6) 0" [ NC]
Swim (2) 0" [ NC]
H. Leap (0") 0"
V. Leap (0") 0"
Flight 25" [800" NC] / 25" [800" NC]
Levels
Cost Powers END
Power Systems
101 Fusion Batteries (2): Endurance Reserve (300 END, 300 REC) (330 Active Points); OAF Immobile (-2), Only to Power Ship's Systems (-1/4)0
7 Reserve Power Cells: Endurance Reserve (20 END, 20 REC) (22 Active Points); OAF Immobile (-2), Only to Power Ship's Systems (-1/4)0
Propulsion Systems
81 Ion Engines (2): Multipower, 121-point reserve, (121 Active Points); all slots Costs Endurance (-1/2)
5u
1) Combat Mode: Flight 25", Increased Acceleration +2", x32 Noncombat (74 Active Points); Costs Endurance (-1/2)
7
8u
2) Cruise Mode: Flight 25", Increased Acceleration +2", Megascale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (121 Active Points); Costs Endurance (-1/2)
12
3 Docking Thrusters: Flight 2" (4 Active Points); Costs Endurance (-1/2)1
6 Maneuvering Thrusters: +3 with Flight (9 Active Points); Costs Endurance (-1/2)1
Tactical Systems
33 52mm Pulse Cannons (2): Multipower, 90-point reserve, (90 Active Points); all slots OIF Bulky (-1), Limited Arc Of Fire (60 degrees forward; -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 forward; -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 forward; -1/2), Real Weapon (-1/4)
9
46 Missile Hard Points (4): Space Intercept Missile RKA 7d6, Indirect (Same origin, always fired away from attacker; +1/4), Explosion (+1/2) (184 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 4.1cm Re-enforced Hull Armor: +16 DEF (48 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
4 Target Identification System: +5 PER with Radio Group (10 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)1
Electronic Warfare Systems
34
1) Electronic Warfare Systems: Change Environment 4" 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) (101 Active Points); OIF Bulky (-1), Effect lasts only while paying END (-1/2), No Range (effect centered on ship; -1/2)
10
8
2) ECM Systems: Suppress EW Systems 3d6+1 (standard effect: 10 points), any EW System one at a time (+1/4) (21 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2)
Notes: Range=150 inches
4
18
3) ECM Systems: MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) for up to 21 Active Points of Suppress (37 Active Points); OIF Bulky (-1)
4
1
4) ECCM Systems: Power Defense (3 points) (3 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Requires A Systems Operations Roll (-1/2)
1
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
Standard Narn Ship's Computer
Notes: Includes Skills, Programs, and Talents below
6
1) Long Range Targeting Package: Penalty Skill Levels: +5 vs. Range Modifier with All Attacks (15 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)
1
3
2) 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-
6 AK: Patrol Zone 16-
7 Combat Piloting 14-
3 Cryptography 13-
3 Electronics 13-
6 KS: Ship Identification (IFF System) 16-
3 Mechanics 13-
5 Navigation (Hyperspace, Space) 14-
3 SS: Astronomy 13-
3 SS: Mathematics 13-
10 Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, ECM/ECCM Systems, Missile Launch Systems, Radar) 14-
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: 582
 
Total Cost: 676
 
200+ Disadvantages
20 Distinctive Features: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Physical Limitation: Limited parts availability (Infrequently, Greatly Impairing)
20 Physical Limitation: Max Op Time on main power is 8 hours (Frequently, Fully Impairing)
Total Disadvantages Points: 50
 
Description
Narn Frazi class Heavy Fighter is a single pilot attack ship measuring 15.8 meters in length. These vessels are armed with two unidirectional pulse discharge cannons (which are a step above the bolters used on old Earth Alliance fighters), can carry up to four missiles and can fly both in atmosphere as well as in the vacuum of space. At present the Frazi is the predominant fighter of the Narn Regime.

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

HERO conversion © 2004 by Tony Moller.