Zephyr 109 Light Fighter (Raider/Civilian)
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]
18 DEX 10 24 18 13- OCV: 6/DCV: 6
4 SPD 2.8 12 4 Phases: 3, 6, 9, 12
5 DEF 2 9 17
20 BODY 19 1 20 13-
0" Ground Movement 6 -12 0"
0" Water Movement 2 -2 0"
0" Leaping 0 0 0" 87 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 Particle Thrust Engines (4): 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
2 Maneuvering Thrusters: +1 with Flight (3 Active Points); Costs Endurance (-1/2)1
Tactical Systems
30 42mm Plasma Bolt Guns (2): Multipower, 82-point reserve, (82 Active Points); all slots OIF Bulky (-1), Limited Arc Of Fire (60 degrees forward; -1/2), Real Weapon (-1/4)
2u
1) Close Range Shot: RKA 3 1/2d6, Autofire (3 shots; +1/4) (69 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees forward; -1/2), Real Weapon (-1/4)
7
3u
2) Distance Shot: RKA 3 1/2d6, Autofire (3 shots; +1/4), MegaScale (1" = 1 km; +1/4) (82 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees forward; -1/2), Real Weapon (-1/4)
8
39 Wing Hard Points (3 per 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]
16 2cm Re-enforced Hull Armor: +12 DEF (36 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
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
Standard Combat Targeting 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-
5 Combat Piloting 14-
3 Cryptography 13-
3 Electronics 13-
6 KS: Ship Identification (IFF System) 16-
3 Mechanics 13-
4 Navigation (Space) 14-
3 SS: Astronomy 13-
3 SS: Mathematics 13-
8 Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, ECM/ECCM Systems, Missile Launch Systems, Radar) 13-
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: 556
 
Total Cost: 643
 
200+ Disadvantages
20 Distinctive Features: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Physical Limitation: Max Op Time on main power is 8 hours (Frequently, Fully Impairing)
20 Reputation: Known Pirate Vessel, 14- (Extreme)
10 Vulnerability: 1 1/2 x BODY Attacks targeted at wings (Common)
Total Disadvantages Points: 70
 
Description
This delta-winged atmospheric capable space fighter was once in the service of the Belt Alliance, an obsolete colonial defense force supported by the Earth colonies in the Orion system. Created simply for defensive purposes, the Belt Alliances Zephyr class fighter was originally only to be used to capture suspected smugglers, raiders, and starships that tried to avoid paying jumpgate fees. Unfortunately this versatile little fighter became the weapon of choice for those pirates it was designed to combat.

Cheap to build and easy to maintain, the Zephyr is an effective light fighter that is used constantly by all forms of galactic criminals, to prey upon the weak and defenseless. Fortunately, compared to real fighters used by the Narn, Centauri, Earth Alliance and Minbari, the Zephyr is little more than an annoyance, her light armor and simple weapons no match for any of the fighters used by aforementioned races.

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

HERO conversion © 2004 by Tony Moller.