Saber Class Federation Starship (Hero System)

Space. The Final Frontier.

A quite unimaginably huge quantity of nothing in particular with occasional nuggets of passively-hostile matter in it (stars and unlivable planets), an even rarer sprinkling of habitable planets, and a very, VERY, few sapient races. Really, the defining feature of Space is that there isn’t really a lot going on there. After all, those nice, happy, biospheres? They take many millions of years of relative peace and quiet to develop.

What do we see in Star Trek though? From the original series alone we have “Errand Of Mercy”, “The Alternative Factor”, “Operation Annihilate”, “The Changeling”, “The Doomsday Machine”, “Obsession”, “The Immunity Syndrome”, “For the World is Hollow and I Have Touched the Sky”, “The Empath”, and “All Our Yesterdays” – all episodes of the original series dealing with world-wrecking threats.

Honestly, if the universe was actually anywhere near that dangerous there shouldn’t be any life-bearing planets LEFT. It’s pretty obvious that something was going on. For some reason… once a species starts using “Star Trek” level technology narrative starts becoming an actual force that influences events, all kinds of weird hazards appear, and planets start dying. Maybe Star Fleet is letting people haul along families and kids on their extremely dangerous quasi-military missions because they’re actually in no more danger there than they are on “civilized planets” – and represent a species-survival insurance policy to boot.

For our purposes, we’re assuming that Star Trek technology deals with one of the most fundamental aspects of reality – the informational level, which tells space, time, matter, and energy, what it is and how it acts. That’s why their devices run on technobabble and often make very little sense.

The trouble is that monkeying with that aspect of reality damages it. And the universe has mechanisms to fight back against things that damage it. That’s why it’s still here after all these billions of years. Monkey around with it’s structure too much and really weird, unlikely, and dangerous stuff starts to happen. Keep doing it, and it starts to personify it’s resistance. That’s where Q, The Squire Of Gothos, and Apollo come from. It’s why the barrier at the edge of the galaxy hands out superpowers and insanity with an even hand. It’s why absurd ancient war machines run perfectly but ships need constant maintenance. If you’re using FTL, and Replicators, and other insane technologies… the universe really is out to get you. Your best hope is to plant a few colonies that revert to primitivism. They’ll be left alone.

Of course, those few species that manage to hit that barrier going fast enough to crash on through… tend to figure out what they’re doing before they destroy themselves, ascend to some form of semi-godhood, and pretty much retire. After all, nothing in this level of the universe really means anything much to them any longer (even if some do hang around giving patronizing lectures to everyone else).

That’s why building a Federation-Style ship in the Hero System is relatively cheap – and ANYTHING but safe or reliable.

In any case, these are the voyages of the ESS (Equestrian Space Ship) Crazy Horse – Prince Bluebloods personal space yacht. He, of course, wears a gold shirt and follows in the womanizing footsteps of Captain Kirk.

Saber Class, Federation Light Cruiser:

  • Crew: 1 Short-Term Emergency, 3 Minimum Sustained, 30-50 Normal Mission Crew, Emergency Transport up to 200.
  • Power Plant: Cochrane Matter-Dilithium-Generated Antimatter Warp Core. Maximum pseudovelocity ~1000 C (Old-style approaching Warp 10, New-Style about Warp 8).
  • Length: 30 Meters, Width: 12 Meters, 3 Decks (Primary, Lower Engineering Space, Upper Bridge) totaling 5509 Square Feet
  • Mass: 425 Metric Tons.
    • Like it or not, much of every Federation ship is made of force fields and wishful thinking. – which is why it has a Cargo Capacity of some 300 metric tons and room for a years supply of raw materials and spare parts.
  • Armament: Phaser Batteries, Photon Torpedo Launchers, Tractor/Pressor Beam.

Sabers are one of the smaller starships (and are much smaller still in the Hero System, which is mostly set up for personal craft rather than naval vessels), the Saber Class is used for Diplomatic and Science Missions, Scouting and Secondary Exploration (after larger and better-equipped vessels deal with the preliminary surveys), Combat (Fleet Support and Skirmish), and System Patrol functions. While surprisingly powerful for it’s size, it’s size is still “small”. Compared to major ships it’s defenses are relatively weak and it’s armament light. It is, however, fairly fast, it’s laboratories are excellent (if cramped), and it’s sensor systems very good. Notably, most of it’s crew and passenger spaces are pretty cramped.

That does, however, bring us to Transporters:

Transporters are marvelous things! They allow you to teleport yourself across tens of thousands of miles, straight into the action! Of course they also…

  • Allow you to park your ride tens of thousands of miles away, leaving you unable to get back to it when something (all too commonly) goes wrong, or if your ship is on the far side of the planet, or is under attack and has to have it’s shields up (or, even worse, leave without you), or if there is unspecified interference.
  • Create massive safety hazards. They can get you lost in weird dimensions or distant worlds, accidentally move you through time, destroy vital equipment, give you weird disorders, make you older or younger, turn dangerous injuries into fatal ones in trying to get you to the doctor, materialize you high in the air or in solid rock, turn you into a ghost, become unreliable at short (intraship) ranges, embed random objects in your body, be diverted to unintended destinations by various external means, fuse creatures together into new ones (who want to live!), and can even malfunction and outright maim or kill you.
  • Are horrendous bottlenecks. They’re the only reasonably quick way on and off the ship, require targeting locks, cannot penetrate shields and various dense materials, are disrupted by various force fields, ores, and materials, are extremely hazardous or impossible to use at warp speeds (even if careful matching of direction and speed makes it possible sometimes), and require skilled operators. At least as importantly… they NEVER seem to be working when simply getting out of there would solve your current difficulties.
  • Are Security Risks: They can trade you for evil twins, split you into good and evil halves, be activated from the outside regardless of your attempts to stop them, are fairly readily traceable, record all kinds of personal data, can be hacked to control, modify, or transform the subject in all sorts of ways, can be used to duplicate or steal sensitive devices and information, or even be used to duplicate people – allowing one, for example, to tap into a transporter and capture people for interrogation without anyone ever missing them because they’re only copies.

Sure, all of this stuff was supposed to be very rare – but when it comes to major characters, one in a million shots come up nine times out of ten. Personally, I would say that having transporters as your primary method of getting on and off a ship is quite a big disadvantage – so that’s how I’m classifying them. They give the game master free license to fool around whenever they’re used. That also saves having to build the things, since they’d probably cost more than the rest of the ship functions put together, would far, FAR, exceed the active points limit of the game, and really aren’t nearly useful enough to be worth that kind of price tag.

Vehicle Characteristics

  • STR 10/70 (0 Points)
  • DEX 5 (-15 Points)
  • BODY 6/18 (-4 Points)
  • SPD 2 (5 Points)
    • Size Increase-12 (60 Points): 128 hexes (5,509 sq ft), 64 inside, 128 passengers, 18″ long x 7.1″ wide, 400,000 kg, KB -12, DCV -5 (Mod -7)
    • DEF 3; Coverage: Complete, -0; Protects: Top and Bottom, -0 (3 Points).
    • Ground Movement (0″, NC: 0″, 0mph); Non-Combat Multiplier: ×2, +0 (-12)

Elemental Control: Starship Powers (15-pt reserve); OIF (Drive and Power Systems): -½; Focus Type: Vehicular, -½; Focus Mobility: Bulky, -½; Primary Starship Systems Only: -½; Attracts Q, Negative Space Wedgies, and General Weirdness: -½, Subject to dramatic systems failures as hits, damage, or drama accumulate, regardless of actual “damage”: -½ (4 Points)

Drive Systems;

  • Impulse Drive / Flight (10″, NC: 1,250″, 930mph); Non-Combat Multiplier: ×125, +30; Stall: None, -0; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½ (8 Points).
  • Warp Drive / Faster-Than-Light Travel (1000 LY/Year); Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½ (3 Points)
  • Poorly-Controlled Time Warp / Extra-Dimensional Movement; Dimensions: One, +0; Time Travel: Any Time, +40; Extra Time: 5 min., -2; Generic Limitation (Time and Timeline Travel Only): -½; Generic Limitation (Unreliable in GMO ways.): -2; Mass Multiplier: ×1, +0; Carrying Mass: None; Charges: 1, -1¼; Recoverable Charges (Must resolve mission): -2 levels (5 Points).

Defensive Systems;

  • Shields / Force Field (10 PD/10 ED); Reduced END: Zero, +½; Hardened: ×1, ¼ (5 Points).
  • Shields / Power Defense (12 pts); Champions Advantage (Defends against informational attacks): +½; Linked (To Force Field): -½; Hardened: ×2, ½; Reduced END: Zero, +½; Costs END: -½ (3 Points).
    • “Informational Damage” is a +1 advantage for attacks that target Power Defense or Mental Defense. Basically such attacks bypass defenses that don’t have a +1/2 advantage “stops informational attacks” – a variant on NND applied to attacks that already target a relatively rare specific defense.
  • Shields / Mental Defense (12 pts); Champions Advantage (Defends against informational attacks): +½; Linked (To Force Field): -½; Hardened: ×2, ½; Reduced END: Zero, +½; Costs END: -½ (3 Points).
  • Outer Hull Integrity Field / Armor (7 PD/7 ED); Hardened: ×1, ¼; Reduced END: Zero, +½; Costs END: -½ (5 Points).
  • Flash Defense (Sight, 6 pts); Reduced END: Zero, +½; Costs END: -½ (5 Points).
  • 4d6 Damage Control / Aid To Any One Damaged Cunction (Fade/turn, Max. 24); Range: 0; Affects: Single Power of Special Effect, +¼; Reduced END: Zero, +½; Restore Only Lost Characteristics and Powers: -½; Extra Time: 1 turn, -1; Charges: +8, -½ (3 Points);

Sensor Systems;

  • Computer Augmentation / Enhanced Perception (all) (+7 to PER); Reduced END: Zero, +½; Costs END: -½ (4 Points).
  • 360-Degree Sensing (All); Reduced END: Zero, +½; Costs END: -½ (5 Points).
  • Ship Scans / Radar Sense; No Range Penalty: +½; Reduced END: Zero, +½; Costs END: -½ (3 Points).
  • Navigational Warp Sensors / Danger Sense 14- (Out of Combat, Anywhere); Works: Out of Combat, +5; Range: Anywhere, +15; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½; Generic Limitation (Only to detect upcoming navigational hazards during high-speed travel): -2; Auxiliary Cost (Analytical; Provides data on the nature of the navigational or ship hazard): 1 (cost 5); Reduced END: Zero, +½; Costs END: -½; (5 Points).
  • Life Sensors / Detect Life Forms (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5; Addition (Discriminatory Sense): +5; No Range Penalty: +½; Reduced END: Zero, +½; Costs END: -½ (3 Points).
  • Deep Scans / Detect Technology (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5; Addition (Discriminatory Sense): +5; No Range Penalty: +½; Reduced END: Zero, +½; Costs END: -½ (3 Points).
  • Environmental Sensors / Detect Environment (++0 to PER); Time Required: Instant, +2; Range: Ranged, +5; Addition (Discriminatory Sense): +5; No Range Penalty: +½; Reduced END: Zero, +½; Costs END: -½ (3 Points).

Environmental Systems;

  • Life Support (total); Generic Limitation (Subject to upper limits, weird effects often penetrate): -1; Reduced END: Zero, +½; Costs END: -½ (5 Points).
  • Internal Lights, Gravity, Etc / Change Environment (2″ rad.); Effect: Variable, +1; Reduced END: Zero & Persistent, +1; Selective Target: +¼; Generic Limitation (Only internal): -1 (3 Points).


  • Hailing Frequencies: High Range Radio Hearing; Based on EGO Combat Value (No lightspeed delay, interstellar range): vs. ECV, +1; Invisible (Encrypted, Frequency-Hopping, Etc): To All Senses, +1; Reduced END: Zero, +½; Costs END: -½ (4 Points).
  • Labs and Computers / +3 to Crew Skill Checks; Reduced END: Zero, +½; Costs END: -½ (5 Points).
  • 1d6 Synthesizers / Transform to Supplies (Major, Limited Class); Range: 205; Area Effect (One-hex): 1 hex(es), +½; Reduced END: Zero, +½; Cumulative: +½; Extra Time: 1 turn, -1 (5 Points).

Weapons Multipower (60-pt reserve); Original Series Powers Only: -½; OIF (Weapon Systems): -½; Focus Type: Vehicular, -½; Focus Mobility: Bulky, -½; Starship Weapons Only: -1; Attracts Q, Negative Space Wedgies, and other Weirdness: -½; Subject to dramatic systems failures as hits, damage, or drama accumulates: -½ (12 Points).

  • Phaser Battery: 1D6 Transform (Damaged Systems) (Minor, Limited Class); Based on EGO Combat Value: vs. ECV, +1; Autofire: 5 shots, ½; Reduced END: Zero, +1; No Normal Defense (Only blocked by informational defenses): +½; Cumulative: +½; (1 Point Ultra Slot). Thanks to the limitations on the ship defenses in this setting, this generally produces weird malfunctions and alarms rather than definable “damage” – even if not much actual effect is getting through.
  • Phasers On Stun: 2D6 Energy Blast; Based on EGO Combat Value: vs. ECV, +1; Reduced END: Zero, +1; Area Effect (Radius): 64″ radius, +1; Increased Area: ×16, +1; Autofire: 5 shots, ½ (1 Point Ultra Slot).
  • Photon Torpedoes: 1D6 Ranged Killing Attack; Area Effect (One-hex) +½; Autofire: 5 shots, +½; Penetrating: +½; Armor Piercing: 1, +½; Charges: 250, +1 (1 Point Ultra Slot). Only usable at reasonably “close” range.
  • Tractor Beam: Telekinesis (STR 11); Manipulation: Coarse, +0; Reduced END: Zero, +½; Area Effect (Radius): 32″ radius, +1; Increased Area: ×16, +1 (1 Point Ultra Slot). Only usable at reasonably “close” range.

Total Vehicle Cost: 145 CP, -70 CP Disadvantages = 75 CP. Cost to Character: 75/5 = 15 CP.

  • (-15): Distinctive Features: Federation Starship; Concealability: Not Concealable, 15; Reaction: Noticed and Recognizable, +0
  • (-10): Requires Dilithium, Antimatter (Infrequently, Greatly)
  • (-15): Reputation: Federation Starship (14-)
  • (-10): Watched: The Authorities (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
  • (-20): Uses Transporters as the primary way to get on and of. (All the Time, Greatly)

Putting virtually everything into a Starship Powers elemental control – and adding “costs endurance / zero endurance cost” on powers to make them eligible to be in an elemental control – is definitely a cheap way to build this ship. On the other hand, it says that – if the power goes out – pretty much EVERYTHING stops working,

It’s also not too important. The characters are superheroes. as a general rule their best bet at doing much of anything is to get out and do it themselves rather than try and rely on a vehicle to do it for them. As such, this entire ship is mostly an excuse to cruise around and get into trouble – and why should they have to pay a lot of points to do that? They do THAT anyway.