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Imperial (Cygnus Spaceworks) Lambda class

Shuttle (Star Wars):

The Lambda-class shuttle is a cargo and passenger shuttle that was used by the Imperial Navy. The vessel has a
stationary wing top wing and two folding wings on each side. These wings makes the shuttle quite
maneuverable in an atmosphere. Lambda shuttle normally has a command crew of four, with the option of
adding two additional officers who normally handle secure communications and power allocation. A single pilot
can handle the ship, but performance suffers significantly. Lambda shuttles can carry up to twenty passengers or
eighty tons of cargo. Unlike most Imperial shuttles, Lambda shuttles have hyperdrives, which allow passengers
and cargo to be transferred between different fleets and systems. Many Imperial government officials used these
shuttles as personal transports. The shuttle's armament and armor allowed the Lambda to travel alone without
escort, making it very difficult for Rebel raiding parties to know wether the shuttles were carrying cargo or
transporting Imperial V.I.P.'s. The Emperor is said to have used a highly modified version of the Lambda-class
shuttle that were equipped with an Imperial cloaking shield, and with armor and weapons that would make any
ship smaller than a frigate think twice before attacking. That shuttle was destroyed when the second Death Star.
Other Imperial officials like Darth Vader and the Grand Inquisitor used modified Lambda shuttles. Seinar Fleet
Systems also constructs a version of this shuttle, theirs is less heavily armed with the quad laser cannons
removed and the shuttle has less heavy armor as well. This version is available for sale and is popular among
some freight and passenger companies. There is also a completely disarmed version of this shuttle.
Notes of game conversion: Because of the nature of the movie series "Star Wars" and the needs to put the
Starship into game mechanics, I have given many statistic as two different possible statistics to take this into
account. The G that I have seen listed would not be sufficient to get near the speed of light yet many episodes
have indicated speeds in this area. In some ways each version is closer to what was seen in the series. I do make
one huge change, fighters in Star Wars act as if they are in the atmosphere even when they operating in space.
This is incorrect. The Television series Babylon 5 is a good series to watch to get a clearer idea on how space
vehicles should would probably maneuver.
Phase world version uses my revised phase world starship rules and can hold their own against most C.A.F and
Kreeghor Starships. This version is recommended if you with to put them into Phase World as among equals.
See Revised Starship Rules for Phase World for more details.
Moderate version uses Gs of acceleration and reduced weapon ranges. This version is useful for Mutants In
Orbit, Phase World if used as a lower tech race, used with my Earth Force ships conversions for B-5, and as a
possible crash on Rifts Earth. Listed is the formula to allow player and game masters to calculate the velocity
and distance traveled:
Velocity = Acceleration x Time + Initial Velocity
Distance Traveled = Acceleration x x Time + Initial Velocity x Time
1 G = 32 feet (9.8 m) per second
Model Type: Lambda-Class
Vehicle Type: Long-Range General-purpose shuttle
Crew: Four
Passengers: Up to 20 with the exclusion of cargo
M.D.C By Location:
Quad Laser Cannons (2):
Laser Cannons (3)

75 each
50 each

[1] Engines (2):


Landing Struts (2):
[2] Main Body:
Reinforced Pilots Cockpit:
[3] Variable Force Field:
[4] Wings (3):

250 each
30 each
2,000 [1,500]
350
400 per side (2,400 total)
200

Notes:
[1] Loss of the shuttle's engines will reduce performance of the shuttle by one half per engine and loss of both
engines will prevent shuttle from performing beyond 5% of normal (This is using maneuvering thrusters and
gravitic propulsion). Due to gravitic propulsion systems, shuttle will not crash in an atmosphere even if both
engines are destroyed
[2] Depleting the M.D.C. of the main body will put the shuttle out of commission. All internal systems will shut
down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. In an
atmosphere, the shuttle will crash. M.D.C. in brackets [] is for Seinar Fleet Systems and Civilian version of the
shuttle.
[3] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5%
(75 M.D.C.) per melee
[4] Loss of wings will reduce atmospheric performance with 20% / wing.
Speed:
Driving on the Ground: Not Possible.
Sublight:
Phase World Version: Has a special sublight engine that allows the ship to travel up to 50 percent of the speed
of light. Shuttle can accelerate/decelerate at the rate of 0.65 percent of light per melee maximum.
Moderate Version: The shuttle does not have an effective top speed but is limited by acceleration. Shuttle can
reach a top acceleration of 4 G.
Atmospheric Propulsion: Mach 7 but normally operates at Mach 5 or less. The shuttle also has Repulsorlift
propulsion systems enabling it to leave an atmosphere even at low velocities.
Stardrive: Uses a hyperdrive system that allows the ship to reach a maximum of 60 light-years per hour (In the
Game universe of Phase World, it could be limited to 6 light-years per hour to compare to the other Phase World
FTL systems).
Maximum Range: Both Versions: the shuttle has enough fuel for 90 days of operation. The shuttle uses a very
small fusion cell system for power systems. The shuttle carries four months of consumables for shuttles crew.
Statistical Data:
Length: 65.6 feet (20 meters)
Height: 114.8 feet (35 meters) wings down, 68.8 feet (21 meters) wings up
Width: 108.3 feet (33 meters) wings down, 59.1 feet (18 meters) wings up
Weight/Mass: 850 tons (771.1 metric tons)
Power System: Fusion power supply with a 90 day duration at normal output. Fusion power supply can run life
support without any thrust for 5 years although rations and water will have long run out.
Cargo: 20 passengers or 80 tons of cargo.
Market Cost: Military version: 75 million credits to build. Armed Civilian Version: 85 million on the open
market Unarmed Civilian version: 55 Million on the open market.
WEAPON SYSTEMS:
1. Quad Laser Cannons (2): These four-barreled cannons are mounted on both sides of the cockpit. Both
have a firing arc of a half-globe forward of the shuttle, but the cockpit hinders the left cannon to fire
directly to the right and the right cannon cannot fire to the left. All barrels in the cannon fires at the same
time, and are all targeted at same target. Typically controlled by the gunner. These cannons are not
carried on any civiain versions of the shuttle.
Maximum Effective Range: Phase World Version: 800 miles (1,290 km) in space and 8 miles (12.3 km)
in an atmosphere. Moderate Version: 4,000 feet (1,200 m) in an atmosphere and 32,000 feet (9,600 m) in
space. Mega Damage: Both Versions: 2D6x10 per mount, 4D6x10 for both mounts linked.
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Effectively Unlimited.
2. Laser cannons (3): Two forward fire linked laser cannons fired typically fired by the pilot. One rear
firing controlled by the gunner. The cannons are not carried on the unarmed civilian version of the
shuttle. Maximum Effective Range: Phase World Version: 800 miles (1,290 km) in space and 8 miles
(12.3 km) in an atmosphere. Moderate Version: 4,000 feet (1,200 m) in an atmosphere and 32,000 feet
(9,600 m) in space. Mega Damage: Both Versions: 1D4x10 per cannon, 2D4x10 for both forward
cannons when linked. Rate of Fire: Equal to gunners hand to hand (Usually 4 or 5).
Payload: Effectively Unlimited.

Alliance (Incom) RZ-1 A-Wing Starfighter (Star


Wars):
The A-Wing is an
amazing fighter. It is a
relatively small fighter
yet has good firepower,
is very fast, is very
maneuverable, and
carries a hyperdrive to
travel from system to
system. Unlike the
imperial Tie fighters,
which are in many ways
the closest approximate
for the A-Wings
performance and size, the
fighter has powerful
shields to help protect the fighter. All this makes for a very lethal fighter and a fighter that has becoming very
popular with the hotshots among the Alliance forces. If compared to fighters of the later twentieth century, they
could be seen as having the same relationship to the X-Wing as the F-16 Falcon had to the F-15 Eagle.

The profile of the A-Wing is very aerodynamic. The fighter is wedge shaped with the fighters cockpit in the
approximately the center of the fighter. The pilot ejects in a similar way to the X-Wing and Y-Wing fighter and
the pilot ejects after the top of fighters cockpit has been blown off. On the sides of the fighter are two powerful
laser cannons in turrets. The turrets do not have full rotation but do have the ability to move up to 30 degrees
up, down, or side to side. Behind and inwards from the turrets, the fighter has two very powerful ion engines.
Above and below the engines are steering vanes to increase the fighters atmospheric performance. The fighter
does not carry a droid but instead the computer has the ability to store up to four jump locations. When the
fighter was designed, atmospheric performance was strongly considered which resulted in a fighter with very
good performance in an atmosphere.

The fighter has only two laser cannons instead of the four cannons carried by the X-Wing but each of the
cannons is slightly more powerful. They are more compact than the mounts on the Y-Wing, are not fixed in
place, and have the ability to traverse to hit targets. If the A-Wing carried proton torpedoes, the fighter could
have only carried about 4 total so instead the A-Wing carries the smaller concussion missiles. The Concussion
missile is the equivalent of a medium range missile in Rifts. While not as capable against capital ships as proton
torpedoes, the concussion missiles are still effective against larger ships. Like proton torpedoes, they can also be
targeted on fighters

In many ways, the fighter is as good as the fighters within the Three Galaxies. It is about the same size as the
lighter fighters and although its guns are not as powerful as those on the Scorpion the A-Wing has good shields
to help protect the fighter. It has a fairly low endurance but due to having a hyperdrive is capable of traversing
vast distances.

Notes of game conversion:

Because of the nature of the movie series "Star Wars" and the needs to put the fighter into game mechanics, I
have given many statistic as two different possible statistics to take this into account. The G that I have seen
listed would not be sufficient to get near the speed of light yet many episodes have indicated speeds in this area.
In some ways each version is closer to what was seen in the series. I do make one huge change, fighters in Star
Wars act as if they are in the atmosphere even when they operating in space. The Television series Babylon 5 is
a good series to watch to get a clearer idea on how space vehicles would probably maneuver.

Phase world version uses my revised phase world starship rules and can hold their own against most C.A.F and
Kreeghor fighters. This version is recommended if you with to put them into Phase World as among equals. See
Revised Starship Rules for Phase World for more details.

Moderate version uses Gs of acceleration and reduced weapon ranges. This version is useful for Mutants In
Orbit, Phase World if used as a lower tech race, used with my forthcoming Earthforce ships conversions for B5, and as a possible crash on Rifts Earth. Listed is the formula to allow player and game masters to calculate the
fighters velocity and distance traveled.
Velocity = Acceleration x Time + Initial Velocity
Distance Traveled = Acceleration x x Time + Initial Velocity x Time
1 G = 32 feet (9.8 m) per second
Model Type: RZ-1
Vehicle Type: Light Interceptor / Patrol Fighter
Crew: One

M.D.C By Location:
Laser Cannons (2):
Concussion Missile Launcher Bay (2 Launchers):
[1] Engines (2):
Landing Struts (3):
[2] Main Body:
Reinforced Pilots Cockpit:
[3] Variable Force Field:

40 each
100
200 each
20 each
325
200
250 per side (1,500 total)

Notes:
[1] Loss of an engine will reduce performance of fighter by one half and loss of two engines will prevent fighter
from performing beyond 5% of normal (This is using maneuvering thrusters and gravitic propulsion). Due to
gravitic propulsions systems, fighter will not crash in an atmosphere even if both engines are destroyed
[2] Depleting the M.D.C. of the main body will put the fighter out of commission. All internal systems will shut
down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. In an
atmosphere, the fighter will crash
[3] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5%
(75 M.D.C.) per melee

Speed:
Driving on the Ground: Not Possible.
Sublight:
Phase World Version: Has a special sublight engine that allows the ship to travel up to 40 percent of the speed
of light. Fighter can accelerate/decelerate at the rate of 2 percent of light per melee maximum.
Moderate Version: The fighter does not have an effective top speed but is limited by acceleration. Fighter can
reach a top acceleration of 12 G.
Atmospheric Propulsion: Both Version: The fighter is aerodynamic and is quite capable in an atmosphere. As a
result, the fighter can achieve escape velocity (Mach 32.6 / 25053 mph / 40320 kph) but normally operates at
Mach 8 (6160.7 mph / 9907.2 kph) or less. The fighter also has Gravitic propulsion systems enabling it to leave
an atmosphere even at low velocities.
Stardrive: Uses a hyperdrive system that allows the ship to reach a maximum of 60 light-years per hour (In the
Game universe of Phase World, it could be limited to 6 light-years per hour to compare to the other Phase World
FTL systems). The fighters computer can store up to 4 coordinates for hyperspace jump locations.
Maximum Range: Both Versions: the fighter has enough fuel for 240 hours (10 days) of operation. Fighter uses
a very small fusion cell system for power systems. The fighter carries two weeks of consumables for fighters
crew.

Statistical Data:
Length: 31.5 feet (9.6 meters)
Height: 10.2 feet (3.1 meters)
Width: 21.3 feet (6.5 meters)
Weight: 8.5 tons (7,710 kg) unloaded
Power System: Fusion power supply with a 10 day duration at normal output. Fusion power supply can run life
support without any thrust for 1 year although rations and water will have long run out.
Cargo: Small Storage Space, 2.5 ft x 2.5 ft x 2 ft. Used for emergency equipment and weapons.
Market Cost: 45 million credits to build.

WEAPON SYSTEMS:
1. Twin Laser Cannons: These cannons are mounted on the sides of the starfighter and and can rotate up
to 30 degrees to aim at targets. When compared to Phase World weaponry, They are slightly less
powerful than those mounted on some of the newest C.A.F. Starfighters but are still very effective. The
cannons can be fire individually or in pairs. The weapon systems cannot be used in hyperspace.
Maximum Effective Range:
Phase World Version: 800 miles (1,290 km) in space and 8 miles (12.3 km) in an atmosphere.
Moderate Version: 4,000 feet (1,200 m) in an atmosphere and 32,000 feet (9,600 m) in space.
Mega Damage: Both Versions: 2D4x10 per cannon and 4D4x10 for both cannons.
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Effectively Unlimited.
2. Two (2) Concussion Missile Launchers: Under the fighter are two concussion missile launchers. The
concussion missiles are the equivalent of medium range missiles. Each launcher has payload of 6
missiles giving a total of 12 concussion missiles. Concussion missiles should normally be considered
smart missiles and do not have penalties to strike small targets.
Phase World Version: Missile has a top speed of Mach 15 in an atmosphere and in space has an
acceleration of 6% of light per turn (faster than any starship except a fighter acceding it maximum safe
acceleration). Since star ships will no longer engage at rock throwing distances, whether weapons can be
shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile
will still cruise unless set to self destruct but has very low odds of hitting star ships (Great for hitting
bases and planets because target does not move and missile when dead at -25% to detect.) See Modified
starship rules for more details
Moderate Version: The description of these are close to that used for conventional medium range
missiles Missile are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships
speed when used in space. Missiles can be launched at non moving targets beyond the powered range of
the missiles to hit targets without the chance of the launching ship being hit by missiles itself but
penalties exist when launching missiles beyond normal missile range.
Maximum Effective Range:
Phase World Version: Missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles
(128,750 km/0.43 light seconds) in space. (See Phase World Missiles).
Moderate Version: Varies with long missile types, assume powered range is 8 x normal in space
(Go to revised bomb and missile tables for details.)
Mega-Damage & Properties: Both Versions: Varies with medium range missile types (Use new
missile/bomb table)
Rate of Fire: One at a time or in volleys of 2
Payload: 6 missiles each launcher for a total of 12 missiles

COMBAT BONUSES: The Rebel A-Wing Starfighter is very maneuverable and very accurate. Use the Phase
World Starfighter combat (Elite or Basic) skill.
+2 to initiative
+2 to strike with lasers
+3 to dodge

Alliance (Slayn & Korpil) B-Wing Starfighter (Star


Wars):
Many people consider this
fighter to be the
replacement for the YWing. It is certainly true
that the B-Wing is
similarly equipped and is
both faster and better
protected than the YWing. The B-Wings major
problem is cost, the BWing costs over twice as
much as Y-Wing which
means that the Y-Wing
will remain in service for
a long period of time and
a less expensive
replacement will be
strongly considered. Like
most Rebel / New
Republic fighters, the BWing is equipped with a
hyper-drive that allows the fighter to make attacks in systems other than the system of origin of the fighter. In
several early engagement, the potential firepower of the B-Wing actually caused imperial fighters to retreat
without engaging the B-Wing. Imperial Pilots have now realized that by using larger numbers, they can destroy
B-Wings in combat. In many ways, the B-Wing could be considered a light corvette not a fighter even though it
has only one crew member

The B-Wing is one of the most unusual fighters in operation with either Rebel or Imperial forces. The main part
of the fighter is a large wing like structure. On the end of this wing like structure. The fighter has one weapon
cluster with a laser cannon and an ion cannon. On the other side of the fighter near the middle is a pair of
folding wings that are also called S-Foils. They each have a laser cannon. Even further down the main wing is
the fighters engine and proton torpedo launchers. The fighter has 4 fusion/ion engines to provide the fighter
with thrust. At what is effectively the beginning of the wing is the fighters cockpit. Two of the fighters ion
cannons are located on the cockpit and the cockpit is in a gymbal mount that twists as the fighter maneuvers.
This allows the fighter to stay in a fixed position. The problem is that if it is badly damaged or improperly
maintained, the gyroscopic mount will fail and will be fixed in one position. If this occurs, then the fighters
maneuverability is greatly reduced. The fighter is ungainly, and as a result suffers if the fighters navigational
computers were to crash. If the fighter is operated in an atmosphere, the normal configuration is for the main
wing to be pointed down. While the fighter is more maneuverable in an atmosphere, the fighter is unstable
which causes inexperienced pilots to loose control.

For the fighters primary weaponry, the B-Wing carries a total of three laser cannons that are all linked and are
capable of inflicting great damage. For the role as raider, the fighter also carries three ion cannons. The main
energy array of the B-Wing is actually powerful enough for capital ships to be concerned with the B-wing. The
B-Wing is equipped with proton torpedo launchers which are normally used to engage capital ships but may be
used against fighters and other small targets as well. The fighter carries a total of sixteen missiles. The hull is
about one third tougher than a Y-Wing and the fighters shields are tougher as well.

In many ways, the fighter is as good as the fighters within the Three Galaxies. The fighter is not quite as long
ranged as some but still has a very good range and endurance. It also does not carry as many missiles as many
of the fighters within the Three Galaxies. It would most likely be consider by size to be in the same class as the
Proctor heavy fighter.

Notes of game conversion:


Because of the nature of the movie series "Star Wars" and the needs to put the fighter into game mechanics, I
have given many statistic as two different possible statistics to take this into account. The G that I have seen
listed would not be sufficient to get near the speed of light yet many episodes have indicated speeds in this area.
In some ways each version is closer to what was seen in the series. I do make one huge change, fighters in Star
Wars act as if they are in the atmosphere even when they operating in space. This is incorrect. The Television
series Babylon 5 is a good series to watch to get a clearer idea on how space vehicles would probably maneuver.

Phase world version uses my revised phase world starship rules and can hold their own against most C.A.F. and
Kreeghor fighters. This version is recommended if you with to put them into Phase World as among equals. See
Revised Starship Rules for Phase World for more details.

Moderate version uses Gs of acceleration and reduced weapon ranges. This version is useful for Mutants In
Orbit, Phase World if used as a lower tech race, used with my Earth Force ships conversions for B-5, and as a
possible crash on Rifts Earth. Listed is the formula to allow player and game masters to calculate the fighters
velocity and distance traveled.
Velocity = Acceleration x Time + Initial Velocity
Distance Traveled = Acceleration x x Time + Initial Velocity x Time
1 G = 32 feet (9.8 m) per second
Model Type: B-Wing
Vehicle Type: Heavy Assault Starfighter
Crew: One

M.D.C. By Location:
Laser Cannons (3):
Ion Cannons (3):
Proton Torpedo Launcher Bay:
[1] Engines (4):
S-Foils (2)
Landing Struts (3):
[2] Main Body:
[3] Reinforced Pilots Cockpit / Gyroscopic Mount:
[3] Variable Force Field:

50 each
30 each
200
250 each
225 each
20 each
1,200
400
500 per side (3,000 total)

Notes:
[1] Loss of the fighter's engines will reduce performance of fighter by one quarter per engine and loss of all four
engines will prevent fighter from performing beyond 5% of normal (This is using maneuvering thrusters and
gravitic propulsion). Due to gravitic propulsion systems, fighter will not crash in an atmosphere even if all four
engines are destroyed.
[2] Depleting the M.D.C. of the main body will put the fighter out of commission. All internal systems will shut
down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. In an
atmosphere, the fighter will crash
[3] If the Pilots Cockpit takes over half damage, the Gyroscopic mount will be disabled and all bonuses will be
lost.
[4] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5%
(150 M.D.C.) per melee

Speed:
Driving on the Ground: Not Possible.
Sublight:
Phase World Version: Has a special sublight engine that allows the ship to travel up to 40 percent of the speed
of light. Fighter can accelerate/decelerate at the rate of 1.4 percent of light per melee maximum.
Moderate Version: The fighter does not have an effective top speed but is limited by acceleration. Fighter can
reach a top acceleration of 8.5 G.

Atmospheric Propulsion: Both Version: The fighter is aerodynamic but is unstable for atmospheric flight. The
computers compensate for most of this but not completely. The fighter is relatively fast and is capable of escape
velocities (Mach 32.6 / 25053 mph / 40320 kph) but normally operates at Mach 5 (3,707.3 mph / 5,966.3 kph)
or less. The fighter also has Gravitic propulsion systems enabling it to leave an atmosphere even at low
velocities.
Stardrive: Uses a hyperdrive system that allows the ship to reach a maximum of 40 light-years per hour (In the
Game universe of Phase World, it could be limited to 4 light-years per hour to compare to the other Phase World
FTL systems). The fighters computer can store up to 4 coordinates for hyperspace jump locations..
Maximum Range: Both Versions: the fighter has enough fuel for 720 hours (30 days) of operation. Fighter uses
a very small fusion cell system for power systems. The fighter carries six weeks of consumables for fighters
crew.

Statistical Data:
Length: 55.4 feet (16.9 meters)
Height: 21.3 feet (6.5 meters) with S-Foils retracted, 84 feet (25.6 meters) with S-Foils extended
Width: 149.3 feet (45.5 meters)
Weight: 137.8 tons (125 metric tons) unloaded
Power System: Fusion power supply with a 30 day duration at normal output. Fusion power supply can run life
support without any thrust for 4 years although rations and water will have long run out.
Cargo: Small Storage Space, 3 ft x 3.5 ft x 3 ft. Used for emergency equipment and weapons but a passenger
can be crammed in emergency.
Market Cost: 185 million credits to build.

WEAPON SYSTEMS:
1. Triple Laser Cannons: These cannons are mounted with two on the S-Foils and one on end of the
fighters main wing and fire directly forward. When compared to Phase World weaponry, They are
slightly less powerful than those mounted on some of the newest C.A.F. Starfighters but are still very
effective. The cannons can be fire individually, in pairs, or all three combined. The weapon systems
cannot be used in hyperspace.
Maximum Effective Range:
Phase World Version: 800 miles (1,290 km) in space and 8 miles (12.3 km) in an atmosphere.
Moderate Version: 4,000 feet (1,200 m) in an atmosphere and 32,000 feet (9,600 m) in space.
Mega Damage: Both Versions: 2D4x10 per cannon, 4D4x10 for two cannons, and 6D4x10 for all three
cannons
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Effectively Unlimited.
2. Triple Ion Cannons: The fighter has two ion cannons mounted on the cockpit and one mounted on the
other end of the main wing. Weapons fire forward of the fighters.
Star Wars ion cannons operate differently than the Ion cannons in Rifts and Robotech. Instead of just
being another type of energy weapon, Star Wars ion cannons do not cause any physical damage, though
they do damage shields. They disable targets by interfering with the target's electrical systems.
For gaming purposes, Star Wars ion weapons have a damage rating. This is how much damage the
weapon will inflict on shields. Once any shields are penetrated, however, the damage works differently.
The ion damage is recorded separately from normal physical damage. The amount of "damage" inflicted
by the ion weaponry is compared to the amount of main body remaining. The percentage of damage
inflicted is determined in relation to the main body: (damage / main body) x 100 = percentage
For every 10% damage from ion weapons, the following penalties apply: The target will be at -1 to
Strike, Parry (if appropriate), and Dodge. In space, target acceleration will be reduced by 15% and in an
atmosphere, top speed will be reduced by 15%. Roll once on the Critical hit chart in the Phase World
Sourcebook or Rifts Conversion book as appropriate.
If a ship takes 60% or more of its main body in ion damage, then the ship or vehicle will be disabled
completely. All weapon, navigation, and other systems will shut down. The ships Emergency lifesupport and emergency communications are likely to work, but nothing else.
When crossing universes, some ships would probably be immune to these weapon systems. These
include the U.W.W. ships and the UFO Intruder ships from Phase World, the semi biological
protoculture based systems from Robotech, and the Unusual hull construction of the Vorlons, Shadows,
and races that copied the first ones technology from Babylon 5.
Maximum Effective Range:

Phase World Version: 1000 miles (1,609 km) in space and 10 miles (16.1 km) in an atmosphere.
Moderate Version: 5,000 feet (1,524 m) in an atmosphere and 40,000 feet (12,200 m) in space.
Damage: Both Versions: 1D6x10 per cannon, 2D6x10 for two cannons, and 3D6x10 for all three
cannons. It effects shields and has other special effects (See above) but does not damage directly
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Effectively Unlimited.
3. Proton Torpedo Launchers: next to the fighters engines is a proton torpedo launching system. The
proton torpedoes are the equivalent of long range missiles. The launcher has payload of 16 missiles.
Proton torpedoes should be considered smart missiles and do not have penalties to strike small targets.
Phase World Version: Effectively very similar to Phase World long range missiles. Missile has a top
speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn (faster than
any starship). Since star ships will no longer engage at rock throwing distances, whether weapons can be
shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile
will still cruise unless set to self destruct but has very low odds of hitting star ships (Great for hitting
bases and planets because target does not move and missile when dead at -25% to detect.) See Modified
starship rules for more details
Moderate Version: The description of these are close to that used for conventional long range missiles
Missile are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed
when used in space. Missiles can be launched at non moving targets beyond the powered range of the
missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties
exist when launching missiles beyond normal missile range.
Maximum Effective Range:
Phase World Version: Powered torpedo range is 3400 miles (5470 km) in an atmosphere and
1,800,000 miles (2,897,000 km/9.7 light seconds) in space (See Phase World Missiles).
Moderate Version: Varies with long missile types, assume powered range is 8 x normal in space
(Go to revised bomb and missile tables for details.)
Mega-Damage & Properties: Both Versions: Varies with long range missile types (Use new
missile/bomb table - fusion warheads inflict 2D4x100)
Rate of Fire: One at a time or in volleys of 2
Payload: 16 long range missiles

COMBAT BONUSES: The Rebel B-Wing Starfighter is very maneuverable and very accurate. Use the Phase
World Starfighter combat (Elite or Basic) skill. If the gyroscopic mount for the cockpit is not operative, then all
bonuses are lost and the pilot suffers a -1 to strike and dodge. This can occur by battle damage and has a 5%
chance per melee of combat if not properly maintained.
+1 to initiative
+1 to strike with lasers
+2 to dodge
-1 to dodge in an atmosphere
-10% to pilot in an atmosphere (-40% if computer is damaged)

Alliance (FreiTek) E-Wing Starfighter (Star Wars):


Not as well known as its
incredibly famous
counterpart the X-Wing,
the E-wing is in fact the
brainchild of the same
design team that
designed the fabled Xwing: The design staff
from the Incom
coorporation had fled to
the Rebel alliance with
the designs for the Xwing, and once they were
free of the Empire, they

started a new compagnie, named FreiTek. The E-Wing is the first of the new designs to come out of the FreiTek
workstations.

The E-Wing was originally designed to do much the same job of the older A-wing fighter, to protect convoys
from raiding forces. However, due to the fighters large firepower, strong armor, and incredible acceleration, the
E-Wing is increasingly used as a replacement to the X-Wing, and even as a medium Fighter/Bomber.

The pilots flying the E-Wing have realized that their craft is the equal to a Tie-interceptor in speed and
maneuvrability, and take great pride in the fighters capabilities. In their eyes, the E-Wing is a better design than
the fabled X-wing (they are right). In the battle against the imperial Admiral Thrawn, especially at Calamari,
these new fighters proved their worth.

The E-Wing is slightly shorter than the X-Wing, and its cockpit is located just in front of the center of the
fighter. Because of the need to place nearly all drive and lifesupport systems in the rear of the fighter, and the
large amount of Proton torpedoes in its front section, the E-Wing looks a bit more stubby than the X-Wings
sleek shape. If the pilot has to eject, the top of the cockpit is blow off and the pilot ejects out of the top of the
fighter. Directly behind the pilot is a compartment which holds the astromech droid. Unlike in the X-Wing, the
astromech droid is completely located inside of the hull of the fighter, and as such is much less vulnerable.
Behind the droid are the complex power systems and hyperdrive of the fighter. Unfortunately these new systems
are so complicated that a new kind of astromech droid had to be designed to handle them, and much of the cost
of the fighter comes from the new systems and droid. The fighter has only two large wings, but these are much
more resillient than the S-Foils of the X-Wing fighter, and there is no time lost deploying the wings for combat.
The fighter has two huge ion engines, one under each wing. Two of the laser cannons are mounted on the
outside end of the wings, next to the engines, with a third cannon located above the cockpit. Since the fighter is
as aerodynamic as a X-Wing, it operates just as well within an atmosphere and that was one reason for the way
the fighter was designed.

The fighters laser cannons are individually just as powerful as those on the Y-Wing but since there are three
mounts instead of two, the ability to inflict damage is greater. It takes very few shots to destroy a Tie fighter
with the laser cannons. The fighter carries more Proton Torpedoes than the Y-Wing carries but only has one
launcher with a total of sixteen torpedoes but the launcher is designed to be able to fire two torpedoes at the
same time. The Torpedoes are the equivalent of long range missiles in Rifts. These torpedoes are the main
weapon normally used against larger ships or ground targets, but can target other fighters if needed.

In many ways, the fighter is as good as the fighters within the Three Galaxies. The fighter is not quite as long
ranged as some but still has a very good range and endurance. It carries nearly as many missiles as most of the
fighters within the Three Galaxies.

Notes of game conversion:

Because of the nature of the movie series "Star Wars" and the needs to put the fighter into game mechanics, I
have given many statistic as two different possible statistics to take this into account. The G that I have seen
listed would not be sufficient to get near the speed of light yet many episodes have indicated speeds in this area.
In some ways each version is closer to what was seen in the series. I do make one huge change, fighters in Star
Wars act as if they are in the atmosphere even when they operating in space. The Television series Babylon 5 is
a good series to watch to get a clearer idea on how space vehicles would probably maneuver.

Phase world version uses my revised phase world starship rules and can hold their own against most C.A.F. and
Kreeghor fighters. This version is recommended if you with to put them into Phase World as among equals. See
Revised Starship Rules for Phase World for more details. See Revised Starship Rules for Phase World for more
details.

Moderate version uses Gs of acceleration and reduced weapon ranges. This version is useful for Mutants In
Orbit, Phase World if used as a lower tech race, used with my forthcoming Earthforce ships conversions for B5, and as a possible crash on Rifts Earth. Listed is the formula to allow player and game masters to calculate the
fighters velocity and distance traveled.
Velocity = Acceleration x Time + Initial Velocity
Distance Traveled = Acceleration x x Time + Initial Velocity x Time
1 G = 32 feet (9.8 m) per second
Model Type: E-Wing Type A/B
Vehicle Type: Space Superiority Fighter
Crew: One and one Astromech Droid

M.D.C. By Location:
Laser Cannons (3):
Proton Torpedo Launcher Bay (1 Launcher):
Reinforced Astromech Droid compartment (Behind Cockpit):
[1] Engines (2):
Wings (2):
Landing Struts (3):
[2] Main Body:
Reinforced Pilots Cockpit:
[3] Variable Force Field:

75 each
120
200
320 each
320 each
20 each
620
300
300 per side (1,800 total)

Notes:
[1] Loss of the fighter's engines will reduce performance of fighter by one half and loss of both engines will
prevent fighter from performing beyond 5% of normal (This is using maneuvering thrusters and gravitic
propulsion). Due to gravitic propulsion systems, fighter will not crash in an atmosphere even if both engines are
destroyed
[2] Depleting the M.D.C. of the main body will put the fighter out of commission. All internal systems will shut
down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. In an
atmosphere, the fighter will crash.
[3] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5%
(90 M.D.C.) per melee

Speed:
Driving on the Ground: Not Possible.
Sublight:
Phase World Version: Has a special sublight engine that allows the ship to travel up to 40 percent of the speed
of light. Fighter can accelerate/decelerate at the rate of 1.8 percent of light per melee maximum.
Moderate Version: The fighter does not have an effective top speed but is limited by acceleration. Fighter can
reach a top acceleration of 10.5 G.
Atmospheric Propulsion: Both Version: The fighter is aerodynamic and is quite capable in an atmosphere. As a
result, the fighter can achieve escape velocity (Mach 32.6 / 25053 mph / 40320 kph) but normally operates at
Mach 7.5 (5771.3 mph / 9288 kph) or less. The fighter also has Gravitic propulsion systems enabling it to leave
an atmosphere even at low velocities.
Stardrive: Uses a hyperdrive system that allows the ship to reach a maximum of 50 light-years per hour (In the
Game universe of Phase World, it could be limited to 5 light-years per hour to compare to the other Phase World
FTL systems). Astromech Droid can store up to 10 coordinates for hyperspace jump locations.
Maximum Range: The fighter has enough fuel for 360 hours (15 days) of operation. Fighter uses a very small
fusion cell system for power systems. The fighter carries three weeks of consumables for the fighters crewman.

Statistical Data:
Length: 36.5 feet (11.2 meters)
Height: 10.7 feet (3.2 meters)
Width: 26.3 feet (7.9 meters)

Weight: 16 tons (14,500 kg) unloaded


Power System: Fusion power supply with a 15 day duration at normal output. Fusion power supply can run life
support without any thrust for 1.5 years although rations and water will have long run out.
Cargo: Small Storage Space, 2.5 ft x 2.5 ft x 2 ft. Used for emergency equipment and weapons.
Market Cost: 72 million credits to build.

WEAPON SYSTEMS:
1. Triple linked Laser Cannons: Two of these cannons are mounted on the outside of the fighters wings
and fire forward. A third cannon is located above the cockpit of the E-Wing and it also fires forward.
The cannons are as powerful as those mounted on the Y-Wing and due to the fact that there are three
cannons, the cannons are cable of inflicting more damage. When these guns are compared to those of
most fighters in Phase World, they are about equal to them. The cannons can be fire individually, in
pairs, or all three simultaneously. They are normally fired linked, for one three shot burst (counts as one
attack). The weapon systems cannot be used in hyperspace.
(Optional) Problems existed with the original lasers. These were solved by inceasing the powerload
through them, but this can lead to a overload, treat as having a 5% chance (not cumulative) to overload
per firing. A overload disables the lasers, requiring them to be repaired at a base.(non overloaded lasers
have 3/4 of the range of overloaded lasers)
Maximum Effective Range:
Phase World Version: 800 miles (1,290 km) in space and 8 miles (12.3 km) in an atmosphere.
Moderate Version: 4,000 feet (1,200 m) in an atmosphere and 32,000 feet (9,600 m) in space.
Mega Damage: Both Versions: 2D4x10 per cannon, 4D4x10 for two cannons, 6D4x10 for all three
cannons, normally fired together.
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Effectively Unlimited.
2. Proton Torpedo Launcher: Under the fighter is one proton torpedo launcher but in can fire two
torpedoes at the same time. The proton torpedoes are the equivalent of long range missiles. The launcher
has a payload of 16 missiles. Proton torpedoes should be considered smart missiles and do not have
penalties to strike small targets.
Phase World Version: Effectively very similar to Phase World long range missiles. Missile has a top
speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn (faster than
any starship). Since star ships will no longer engage at rock throwing distances, whether weapons can be
shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile
will still cruise unless set to self destruct but has very low odds of hitting star ships (Great for hitting
bases and planets because target does not move and missile when dead at -25% to detect.) See Modified
starship rules for more details
Moderate Version: The description of these are close to that used for conventional long range missiles
Missile are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed
when used in space. Missiles can be launched at non moving targets beyond the powered range of the
missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties
exist when launching missiles beyond normal missile range.
Maximum Effective Range:
Phase World Version: Powered torpedo range is 3400 miles (5470 km) in an atmosphere and
1,800,000 miles (2,897,000 km/9.7 light seconds) in space (See Phase World Missiles).
Moderate Version: Varies with long missile types, assume powered range is 8 x normal in space
(Go to revised bomb and missile tables for details.)
Mega-Damage & Properties: Both Versions: Varies with long range missile types (Use new
missile/bomb table - fusion warheads inflict 2D4x100)
Rate of Fire: One at a time or in volleys of 2.
Payload: 16 missiles.

COMBAT BONUSES: The Rebel E-Wing Starfighter is very maneuverable and very accurate. Use the Phase
World Starfighter combat (Elite or Basic) skill. The pilot gets the following bonuses:
+2 to initiative
+2 to strike with lasers

Alliance (Incom) T-65 X-Wing Starfighter (Star


Wars):
When the citizenry of the
Empire thought about the
Rebel Alliance, this
fighter was often one of
the first pictures in their
head. The X-Wing has
become the mainstay of
the rebel alliance although
the Y-Wing still holds the
record for the most Tie
Fighters destroyed. This is
simply because the YWing has been in service
so much longer than the
X-Wing has been. The X-Wing is the favorite among many Rebel pilots. It is fast, very maneuverable, and is
heavily armed. Like the Y-Wing and unlike most imperial fighters, it has a hyperdrive to travel from system to
system. What is interesting is that, even though it is not a bomber, the X-Wing holds the records for the largest
single ship destroyed by a fighter and the most tonnage destroyed by any ship class including capital ships. This
is due to the X-Wing Red 5 destroying the first Death Star.

Unlike the Y-Wing, the X-Wing has a very sleek shape. The whole fighter is needle shaped with two wings on
either side of the fighter. The pilots cockpit is about one third from the aft end of the fighter. If the pilot has to
eject, the top of the cockpit is blow off and the pilot ejects out of the top of the fighter. Directly behind the pilot
is the compartment is the socket for astromech droid. Behind the droid are the power systems of fighter. The
fighters has four ion engines with two on either side body of the fighter and act as supports for the wings as
well. The laser cannons are on the outside end of the wings. Since the fighter is far more aerodynamic than the
Y-Wing, it operates far better within an atmosphere and that was one reason for the way the fighter was
designed. The wings are also know as S foils. The S-Foils have two modes, travel which the wings are together
and attack mode which the wings are split into an X pattern. The guns cannot be fired when the S-foils are in
travel mode but the fighter cannot make a normal landing when the wings are open.

The fighters laser cannons are individually slightly less powerful that those on the Y-Wing but since there are
four mounts instead of two, the overall ability to inflict damage is greater. It takes very few shots to destroy a
Tie fighter with the laser cannons. The fighter carries less Proton Torpedoes than the Y-Wing carries but still has
two launchers with four torpedoes each. The Torpedoes are the equivalent of long range missiles in Rifts. These
torpedoes are the main weapon normally used against larger ships but can target other fighters if needed.

In many ways, the fighter is as good as the fighters within the Three Galaxies. The fighter is not quite as long
ranged as some but still has a very good range and endurance. It also does not carry as many missiles as many
of the fighters within the Three Galaxies.

Notes of game conversion:

Because of the nature of the movie series "Star Wars" and the needs to put the fighter into game mechanics, I
have given many statistic as two different possible statistics to take this into account. The G that I have seen
listed would not be sufficient to get near the speed of light yet many episodes have indicated speeds in this area.
In some ways each version is closer to what was seen in the series. I do make one huge change, fighters in Star
Wars act as if they are in the atmosphere even when they operating in space. The Television series Babylon 5 is
a good series to watch to get a clearer idea on how space vehicles would probably maneuver.

Phase world version uses my revised phase world starship rules and can hold their own against most C.A.F and
Kreeghor fighters. This version is recommended if you with to put them into Phase World as among equals. See
Revised Starship Rules for Phase World for more details.

Moderate version uses Gs of acceleration and reduced weapon ranges. This version is useful for Mutants In
Orbit, Phase World if used as a lower tech race, used with my forthcoming Earthforce ships conversions for B5, and as a possible crash on Rifts Earth. Listed is the formula to allow player and game masters to calculate the
fighters velocity and distance traveled.
Velocity = Acceleration x Time + Initial Velocity
Distance Traveled = Acceleration x x Time + Initial Velocity x Time
1 G = 32 feet (9.8 m) per second
Model Type: T-65
Vehicle Type: Space Superiority Fighter
Crew: One and one Astromech Droid

M.D.C By Location:
Laser Cannons (4):
Proton Torpedo Launcher Bay (2 Launchers):
Astromech Droid (Behind Cockpit):
[1] Engines (4):
S-Foils (4):
Landing Struts (3):
[2] Main Body:
Reinforced Pilots Cockpit:
[3] Variable Force Field:

50 each
100
50
250 each
150 each
20 each
450
250
250 per side (1,500 total)

Notes:
[1] Loss of the fighter's engines will reduce performance of fighter by one quarter per engine and loss of all four
engines will prevent fighter from performing beyond 5% of normal (This is using maneuvering thrusters and
gravitic propulsion). Due to gravitic propulsions systems, fighter will not crash in an atmosphere even if all four
engines are destroyed
[2] Depleting the M.D.C. of the main body will put the fighter out of commission. All internal systems will shut
down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. In an
atmosphere, the fighter will crash
[3] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5%
(75 M.D.C.) per melee

Speed:
Driving on the Ground: Not Possible.
Sublight:
Phase World Version: Has a special sublight engine that allows the ship to travel up to 40 percent of the speed
of light. Fighter can accelerate/decelerate at the rate of 1.5 percent of light per melee maximum.
Moderate Version: The fighter does not have an effective top speed but is limited by acceleration. Fighter can
reach a top acceleration of 9 G.
Atmospheric Propulsion: Both Version: The fighter is aerodynamic and is quite capable in an atmosphere. As a
result, the fighter can achieve escape velocity (Mach 32.6 / 25053 mph / 40320 kph) but normally operates at
Mach 7.5 (5771.3 mph / 9288 kph) or less. The fighter also has Gravitic propulsion systems enabling it to leave
an atmosphere even at low velocities.
Stardrive: Uses a hyperdrive system that allows the ship to reach a maximum of 60 light-years per hour (In the
Game universe of Phase World, it could be limited to 6 light-years per hour to compare to the other Phase World
FTL systems). Astromech Droid can store up to 10 coordinates for hyperspace jump locations.
Maximum Range: Both Versions: the fighter has enough fuel for 360 hours (15 days) of operation. Fighter uses
a very small fusion cell system for power systems. The fighter carries three weeks of consumables for fighters
crew.

Statistical Data:
Length: 41.3 feet (12.6 meters)
Height: 8.1 feet (2.48 meters)
Width: 38.8 feet (11.84 meters)
Weight: 15 tons (13,600 kg) unloaded
Power System: Fusion power supply with a 15 day duration at normal output. Fusion power supply can run life
support without any thrust for 1.5 years although rations and water will have long run out.
Cargo: Small Storage Space, 2.5 ft x 2.5 ft x 2 ft. Used for emergency equipment and weapons.
Market Cost: 65 million credits to build.

WEAPON SYSTEMS:
1. Quad Laser Cannons: These cannons are mounted on the outside of the fighters S-Foils (or wings) and
fire forward. The cannons are slightly less powerful individually than those mounted on the Y-Wing but
due to the fact that there are four cannons, the cannons are cable of inflicting more damage. When these
guns are compared to those of most fighters in Phase World, they are about equal to them. The cannons
can be fire individually, in pairs, or all four simultaneously. The weapon systems cannot be used in
hyperspace.
Maximum Effective Range:
Phase World Version: 800 miles (1,290 km) in space and 8 miles (12.3 km) in an atmosphere.
Moderate Version: 4,000 feet (1,200 m) in an atmosphere and 32,000 feet (9,600 m) in space.
Mega Damage: Both Versions: 1D6x10 per cannon, 2D6x10 for two cannons, 4D6x10 for all four
cannons.
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Effectively Unlimited.
2. Two (2) Proton Torpedo Launchers: Under the fighter are two proton torpedo launchers. The proton
torpedoes are the equivalent of long range missiles. Each launcher has payload of 4 missiles giving a
total of 8 proton torpedoes. Proton torpedoes should be considered smart missiles and do not have
penalties to strike small targets.
Phase World Version: Effectively very similar to Phase World long range missiles. Missile has a top
speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn (faster than
any starship). Since star ships will no longer engage at rock throwing distances, whether weapons can be
shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile
will still cruise unless set to self destruct but has very low odds of hitting star ships (Great for hitting
bases and planets because target does not move and missile when dead at -25% to detect.) See Modified
starship rules for more details
Moderate Version: The description of these are close to that used for conventional long range missiles
Missile are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed
when used in space. Missiles can be launched at non moving targets beyond the powered range of the
missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties
exist when launching missiles beyond normal missile range.
Maximum Effective Range:
Phase World Version: Powered torpedo range is 3400 miles (5470 km) in an atmosphere and
1,800,000 miles (2,897,000 km/9.7 light seconds) in space (See Phase World Missiles).
Moderate Version: Varies with long missile types, assume powered range is 8 x normal in space
(Go to revised bomb and missile tables for details.)
Mega-Damage & Properties: Both Versions: Varies with long range missile types (Use new
missile/bomb table - fusion warheads inflict 2D4x100)
Rate of Fire: One at a time or in volleys of 2
Payload: 4 missiles each launcher for a total of 8 missiles.

COMBAT BONUSES: The Rebel X-Wing Starfighter is very maneuverable and very accurate. Use the Phase
World Starfighter combat (Elite or Basic) skill. The pilot gets the following bonuses when the S-Foils are open
or in attack position:

+1 to initiative
+2 to strike with lasers
+2 to dodge.

Alliance (Koensayr) BTL-A4 Y-Wing Starfighter


(Star Wars):
This starfighter was the
main fighter of the Rebels
almost since the birth of
the Rebel Alliance. It is
more expensive to
construct than the
Imperial Tie fighters were
but is heavier armored
and unlike the imperial
fighter, carried shields. It
could be expected to
engage two or three Tie
fighters with a good
chance of success.
Another feature that was
very important was the
fact that the rebel fighter
had a hyper drive which
allowed the fighter to
operate more
independently than
previous fighter class such as the Headhunter.

The Y-Wing is a very blocky fighter. The nose is a wedge shape with a very blunted nose. In the front of the
nose, the fighter carries two laser batteries. The pilots cockpit is on top of the fighter and above the cockpit are
two Ion cannons. The cockpit fits two crew members but due to the lack of pilot, it is often operated by only
one. If the fighter is piloted by one, the ion cannon is fixed forward and with a second crew member it is
operated as a turret. If the crew has to eject, the top of the fighter is blow off and the pilot ejects out of the top of
the fighter. Behind the cockpit is a blocky section that contains much of the fighters equipment including power
systems, life support, hyperdrive, and the Astromech Droid. The fighters engines are relatively large and are on
pylons on the outside of the system section of the fighter. As this fighter is not very aerodynamic, the fighter
flies in an atmosphere mainly through brute force.

The Ion cannons carried were very useful in the start of the Rebel Alliance and many Imperial cargoes were
captured giving the Rebels badly needed weapons, ammunition, equipment, and other supplies. The laser
cannons are relatively powerful and are capable of making short work of the much lighter armored Imperial
fighters. The ships is also armed with two proton torpedo launchers with six torpedoes each. These are the
equivalent of long range missiles in Rifts. These torpedoes are the main weapon normally used against larger
ships but can target other fighters if needed.

In many ways, the fighter is as good as the fighters within the Three Galaxies. The fighter is not quite as long
ranged as some but still has a very good range and endurance. It also does not carry as many missiles as many
of the fighters within the Three Galaxies.

Notes of game conversion:

Because of the nature of the movie series "Star Wars" and the needs to put the fighter into game mechanics, I
have given many statistic as two different possible statistics to take this into account. The G that I have seen
listed would not be sufficient to get near the speed of light yet many episodes have indicated speeds in this area.
In some ways each version is closer to what was seen in the series. I do make one huge change, fighters in Star
Wars act as if they are in the atmosphere even when they operating in space. The Television series Babylon 5 is
a good series to watch to get a clearer idea on how space vehicles should would probably maneuver.

Phase world version uses my revised phase world starship rules and can hold their own against most C.A.F and
Kreeghor fighters. This version is recommended if you with to put them into Phase World as among equals. See
Revised Starship Rules for Phase World for more details.

Moderate version uses Gs of acceleration and reduced weapon ranges. This version is useful for Mutants In
Orbit, Phase World if used as a lower tech race, used with my forthcoming Earthforce ships conversions for B5, and as a possible crash on Rifts Earth. Listed is the formula to allow player and game masters to calculate the
fighters velocity and distance traveled.
Velocity = Acceleration x Time + Initial Velocity
Distance Traveled = Acceleration x x Time + Initial Velocity x Time
1 G = 32 feet (9.8 m) per second
Model Type: BTL-A4
Vehicle Type: Heavy Starfighter/Bomber
Crew: Two and one Astromech Droid (can be operated by one and one Astromech Droid)

M.D.C By Location:
Laser Cannons (2):
Ion Cannon Turret (2 Barrels):
Proton Torpedo Launcher Bay (2 Launchers):
Astromech (Behind Cockpit):
[1] Engines (2):
Landing Struts (3):
[2] Main Body:
Reinforced Pilots Cockpit:
[3] Variable Force Field:

50 each
60
100
50
300 each
20 each
800
325
375 per side (2,250 total)

Notes:
[1] Loss of an engine will reduce performance of fighter by one half and loss of two engines will prevent fighter
from performing beyond 5% of normal (This is using maneuvering thrusters and gravitic propulsion). Due to
gravitic propulsions systems, fighter will not crash in an atmosphere even if both engines are destroyed
[2] Depleting the M.D.C. of the main body will put the fighter out of commission. All internal systems will shut
down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. In an
atmosphere, the fighter will crash
[3] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5%
(113 M.D.C.) per melee

Speed:
Driving on the Ground: Not Possible.
Sublight:
Phase World Version: Has a special sublight engine that allows the ship to travel up to 40 percent of the speed
of light. Fighter can accelerate/decelerate at the rate of 1.25 percent of light per melee maximum.
Moderate Version: The fighter does not have an effective top speed but is limited by acceleration. Fighter can
reach a top acceleration of 7.5 G.
Atmospheric Propulsion: Both Version: Due to the fighters being non aerodynamic, the fighters flies in an
atmosphere through brute force and gravitic propulsion systems. As a result, the fighter is relatively slow in an
atmosphere and has a top speed of Mach 2 (1,482.9 mph/ 2,386.5 kph) in an atmosphere. The Gravitic
propulsion enables the fighter to enter and leave an atmosphere under its own power.

Stardrive: Uses a hyperdrive system that allows the ship to reach a maximum of 60 light-years per hour (In the
Game universe of Phase World, it could be limited to 6 light-years per hour to compare to the other Phase World
FTL systems). Astromech Droid can store up to 10 coordinates for hyperspace jump locations.
Maximum Range: Both Versions: the fighter has enough fuel for 600 hours (25 days) of operation. Fighter uses
a very small fusion cell system for power systems. The fighter carries three weeks of consumables for fighters
crew.

Statistical Data:
Length: 52.5 feet (16 meters)
Height: 6.6 feet (2 meters)
Width: 28.2 feet (8.6 meters)
Weight: 24.8 tons (22,500 kg) unloaded
Power System: Fusion power supply with a 25 day duration at normal output. Fusion power supply can run life
support without any thrust for 2 years although rations and water will have long run out.
Cargo: Small Storage Space, 3 ft x 3.5 ft x 3 ft. Used for emergency equipment and weapons but a passenger
can be crammed in emergency.
Market Cost: 80 million credits to build.

WEAPON SYSTEMS:
1. Twin Laser Cannons: These cannons are mounted on the very front of the nose of the starfighter and
fire directly forward. When compared to Phase World weaponry, They are slightly less powerful than
those mounted on some of the newest C.A.F. Starfighters but are still very effective. The cannons can be
fire individually or in pairs. The weapon systems cannot be used in hyperspace.
Maximum Effective Range:
Phase World Version: 800 miles (1,290 km) in space and 8 miles (12.3 km) in an atmosphere.
Moderate Version: 4,000 feet (1,200 m) in an atmosphere and 32,000 feet (9,600 m) in space.
Mega Damage: Both Versions: 2D4x10 per cannon and 4D4x10 for both cannons.
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Effectively Unlimited.
2. Two (2) Ion Cannon Mounts in Turret: Above the fighters cockpit are two ion cannons in a turret. The
turret is fixed forward with one pilot and is operated by the co-pilot when on board. The mount has a
360 degree rotation and a 90 degree arc of fire. The weapon systems cannot be used in hyperspace. The
ion cannon can be fired individually or combined.
Star Wars ion cannons operate differently than the Ion cannons in Rifts and Robotech. Instead of just
being another type of energy weapon, Star Wars ion cannons do not cause any physical damage, though
they do damage shields. They disable targets by interfering with the target's electrical systems.
For gaming purposes, Star Wars ion weapons have a damage rating. This is how much damage the
weapon will inflict on shields. Once any shields are penetrated, however, the damage works differently.
The ion damage is recorded separately from normal physical damage. The amount of "damage" inflicted
by the ion weaponry is compared to the amount of main body remaining. The percentage of damage
inflicted is determined in relation to the main body: (damage / main body) x 100 = percentage
For every 10% damage from ion weapons, the following penalties apply: The target will be at -1 to
Strike, Parry (if appropriate), and Dodge. In space, target acceleration will be reduced by 15% and in an
atmosphere, top speed will be reduced by 15%. Roll once on the Critical hit chart in the Phase World
Sourcebook or Rifts Conversion book as appropriate.
If a ship takes 60% or more of its main body in ion damage, then the ship or vehicle will be disabled
completely. All weapon, navigation, and other systems will shut down. The ships Emergency lifesupport and emergency communications are likely to work, but nothing else.
When crossing universes, some ships would probably be immune to these weapon systems. These
include the U.W.W. ships and the UFO Intruder ships from Phase World, the semi biological
protoculture based systems from Robotech, and the Unusual hull construction of the Vorlons, Shadows,
and races that copied the First Ones technology from Babylon 5.
Maximum Effective Range:
Phase World Version: 1000 miles (1,609 km) in space and 10 miles (16.1 km) in an atmosphere.
Moderate Version: 5,000 feet (1,524 m) in an atmosphere and 40,000 feet (12,200 m) in space.
Damage: Both Versions: 1D6x10 per cannon and 2D6x10 for both cannons. It effects shields and has
other special effects (See above) but does not damage directly
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Effectively Unlimited.

3. Two (2) Proton Torpedo Launchers: Under the fighter are two proton torpedo launchers. The proton
torpedoes are the equivalent of long range missiles. Each launcher has payload of 6 missiles giving a
total of 12 proton torpedoes. Proton torpedoes should be considered smart missiles and do not have
penalties to strike small targets.
Phase World Version: Effectively very similar to Phase World long range missiles. Missile has a top
speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn (faster than
any starship). Since star ships will no longer engage at rock throwing distances, whether weapons can be
shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile
will still cruise unless set to self destruct but has very low odds of hitting star ships (Great for hitting
bases and planets because target does not move and missile when dead at -25% to detect.) See Modified
starship rules for more details
Moderate Version: The description of these are close to that used for conventional long range missiles
Missile are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed
when used in space. Missiles can be launched at non moving targets beyond the powered range of the
missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties
exist when launching missiles beyond normal missile range.
Maximum Effective Range:
Phase World Version: Powered torpedo range is 3400 miles (5470 km) in an atmosphere and 1,800,000
miles (2,897,000 km/9.7 light seconds) in space (See Phase World Missiles).
Moderate Version: Varies with long missile types, assume powered range is 8 x normal in space (Go to
revised bomb and missile tables for details.)
Mega-Damage & Properties: Both Versions: Varies with long range missile types (Use new
missile/bomb table - fusion warheads inflict 2D4x100)
Rate of Fire: One at a time or in volleys of 2
Payload: 6 missiles each launcher for a total of 12 missiles

COMBAT BONUSES: The Rebel Y-Wing Starfighter is very maneuverable and very accurate. Use the Phase
World Starfighter combat (Elite or Basic) skill.

Alliance (Mon Calamari) MC80 Star Cruiser (Star


Wars):
The Mon Cal cruisers are
the main cruisers of the
Rebellion's and the New
Republic's battle fleet.
They are durable ships
that are as fast and almost
as tough as the larger
Imperator Star Destroyer.
Even Imperial Navy
commanders have
reluctantly admitted that
the Mon Calamari
cruisers are superior space
combatants to most other
ship classes and rival the
Imperial Class Star
Destroyers,.

The Mon Calamari cruisers were originally built as civilian ships for exploration, colonization, and pleasure
cruises but when the Imperial invasion forces that had been sent to occupy the Mon Calamari Homeworld had
been driven away, the Mon Calamari converted their cruisers to military duty by adding thick armor plating and
heavy weapons.

Each Calamari cruiser is unique. To the Mon Calamari, their ships are as much work of arts as weapons of war.
While this individualized, almost organic, design makes most technicians heads spin, the Mon Calamari find it a

logical approach. The cruisers are notoriously difficult to repair, but they are so durable that they are seldom
damaged in combat.

One thing that makes the ship so durable is the shield system. Each shield generator has two backup generators
which makes regeneration and restoration quicker than on most other ships. These shields are actually just as
powerful as those carried on the much larger Imperial Class Star Destroyer.

The cruisers are well armed vessels with four turbolaser batteries that are even more powerful than those on Star
Destroyers. The ship is also armed with two very heavy Ion cannons for disabling targets. Secondary weapons
are four heavy missile launchers and twenty point-defense lasers. One weakness is the ship has a total lack of
medium weapons.

The standard complement of starfighters are one X-wing squadron and two Y-wing squadrons. The actual
complement depends on mission and availability of starfighters.

Notes of game conversion:

Because of the nature of the movie series "Star Wars" and the needs to put the Starship into game mechanics, I
have given many statistic as two different possible statistics to take this into account. The G that I have seen
listed would not be sufficient to get near the speed of light yet many episodes have indicated speeds in this area.
In some ways each version is closer to what was seen in the series. I do make one huge change, fighters in Star
Wars act as if they are in the atmosphere even when they operating in space. This is incorrect. The Television
series Babylon 5 is a good series to watch to get a clearer idea on how space vehicles should would probably
maneuver. See Revised Starship Rules for Phase World for more

Phase world version uses my revised phase world starship rules and can hold their own against most C.A.F and
Kreeghor Starships. This version is recommended if you with to put them into Phase World as among equals.

Moderate version uses Gs of acceleration and reduced weapon ranges. This version is useful for Mutants In
Orbit, Phase World if used as a lower tech race, used with my Earth Force ships conversions for B-5, and as a
possible crash on Rifts Earth. Listed is the formula to allow player and game masters to calculate the velocity
and distance traveled:
Velocity = Acceleration x Time + Initial Velocity
Distance Traveled = Acceleration x x Time + Initial Velocity x Time
1 G = 32 feet (9.8 m) per second
Model Type: MC80a
Vehicle Type: Star Cruiser (Would be considered a battleship or battlecruiser by Phase World terms)
Crew: 5,402; 668 Officers, 4734 enlisted (does not include a huge number of droids used for ship
maintenance).
Troops: Standard, 300 commandos for defense and boarding. Can carry 2000 additional passengers.

Vehicles:
Fighter Compliment:
12
X-wing
24
Y-wing
Other vehicles:
12
Shuttles

M.D.C By Location:
Mega Turbo-laser Cannon Mounts (4):
Mega Ion Cannon Mounts (2):
60 mm Point Defense Laser Turrets (16):
Capital Proton Torpedo Batteries (4):
[1] Bridge:
[1] Auxiliary Bridge:
Hanger Bay:
[2] Main Engines (3):
[2] Secondary Engines (4):
[3] Main Body:
[4] Shield Generators (18):
[4] Variable Force Field:

3,000 each
2,000 each
250 each
1000 each
70,000
70,000
50,000
25,000 each
18,000 each
225,000
500 each
15,000 a side (90,000 Total)

Notes:
[1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ships armor.
This ship also has an auxiliary bridge. Even if both bridges are destroyed, the ship can still be piloted from
engineering but ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridge
that do not penetrate the ships integrity can injure crew members on or near the bridge.
[2] Destruction of main engines reduced acceleration by 20% per engine destroyed. Destruction of secondary
engines reduces acceleration by 10% per engine destroyed. If all engines are destroyed, the ship can still
accelerate and decelerate at 5% using maneuvering thrusters.
[3] Depleting the M.D.C. of the main body will put the Star Cruiser out of commission. All internal systems will
shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
[4] The Star Cruiser has 3 shield generators per facing. If one is destroyed, reduce maximum shield strength on
that facing by 1/3 and reduce the shields regeneration by 1/18 for every generator destroyed. If both generators
on a shield facing are destroyed, the shields are not operation in that facing. The Shields must be penetrated
before the shield generators can be hit. Shields positions can be varied and all could be combined in one shield.
Shields regenerate at the rate of 10% (9,000 M.D.C.) per melee.

Speed:
Driving on the Ground: Not Possible.
Sublight:
Phase World Version: Has a special sublight engine that allows the ship to travel up to 60 percent of the speed
of light. The Star Cruiser can accelerate/decelerate at the rate of 0.6 percent of light per melee maximum
(Standard is 0.2 percent of light per turn).
Moderate Version: The Star Cruiser does not have an effective top speed but is limited by acceleration. The Star
Destroyer can reach a top acceleration of 3 G but standard is 1 G to reduce stress on engines.
Atmospheric Propulsion: Both Version: The Star Cruiser cannot operate within an atmosphere. If the ship enters
an atmosphere, it will crash.
Stardrive: Uses a hyperdrive system that allows the ship to reach a maximum of 40 light-years per hour (In the
Game universe of Phase World, it could be limited to 4 light-years per hour to compare to the other Phase World
FTL systems).
Maximum Range: Effectively Unlimited by either Drive system. carries about six years worth of supplies on
board.

Statistical Data:
Length: 3,940 feet (1,200 meters)
Height: 490 feet (150 meters)
Width: 1,740 feet (530 meters)
Weight/Mass: 16.5 million tons (15 million metric tons )
Power System: Fusion with a 20 year life span. The ship normally only goes 5 years between refueling.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 30,000 tons of cargo in addition to
standard compliment of supplies and ammunition. Each crew member also has a small locker for personal
possessions and officers have decent sized quarters.
Market Cost: 50 billion credits to construct. The Mon Calamari only give these ships to the Rebel Alliance /
New Republic and use the ships in defense of their home system.

WEAPON SYSTEMS:
1. Four (4) Mega Turbo-laser Cannon Mounts: These mounts each have twelve barrels that normally
fire together. This means that there a total of forty eight mega turbo-laser cannons with each being 30 cm
wide. The ship has 2 mounts on either side on the dorsal hull and to mounts on either side on the ventral
hull and while each mount can rotate 360 degrees, the the hull itself limits the field of fire. These mounts
are the ships main anti-capital ship weaponry and are very powerful and capable of destroying all but the
largest targets with just a few hits. The mounts may be fired individually or may be combined with up to
three other heavy turbo-laser cannon mounts (all on one side may fire as a volley). Mega turbo-laser
cannon mounts have standard penalties to strike fighters and other small targets. The weapon systems
cannot be used in hyperspace.
Maximum Effective Range:
Phase World Version: 100,000 miles (161,000 km) in space and 100 miles (161 km) in an
atmosphere.
Moderate Version: 800 miles (1287.5 km) in space and 100 miles (161 km) in an atmosphere
Mega Damage: 3D4x1000 per mount (Each cannon does approximately 2D6x100). Up to four turrets
may be combined (All on one side) for 12D4x1000.
Rate of Fire: Maximum of Two (2) times per melee per mount
Payload: Effectively Unlimited.
2. Two (2) Mega Ion Cannon Mounts: The Mon Cal Star Cruiser has two quad mount ion cannons on the
ventral side of the ships. Each mount has a 360 degree rotation and a 180 degree arc of fire. Mega Ion
cannon mounts have standard penalties to strike fighters and other small targets. The weapon systems
cannot be used in hyperspace.
Star Wars ion cannons operate differently than the Ion cannons in Rifts and Robotech. Instead of just
being another type of energy weapon, Star Wars ion cannons do not cause any physical damage, though
they do damage shields. They disable targets by interfering with the target's electrical systems.
For gaming purposes, Star Wars ion weapons have a damage rating. This is how much damage the
weapon will inflict on shields. Once any shields are penetrated, however, the damage works differently.
The ion damage is recorded separately from normal physical damage. The amount of "damage" inflicted
by the ion weaponry is compared to the amount of main body remaining. The percentage of damage
inflicted is determined in relation to the main body: (damage / main body) x 100 = percentage
For every 10% damage from ion weapons, the following penalties apply: The target will be at -1 to
Strike, Parry (if appropriate), and Dodge. In space, target acceleration will be reduced by 15% and in an
atmosphere, top speed will be reduced by 15%. Roll once on the Critical hit chart in the Phase World
Sourcebook or Rifts Conversion book as appropriate.
If a ship takes 60% or more of its main body in ion damage, then the ship or vehicle will be disabled
completely. All weapon, navigation, and other systems will shut down. The ships Emergency lifesupport and emergency communications are likely to work, but nothing else.
When crossing universes, some ships would probably be immune to these weapon systems. These
include the U.W.W. ships and the UFO Intruder ships from Phase World, the semi biological
protoculture based systems from Robotech, and the Unusual hull construction of the Vorlons, Shadows,
and races that copied the first ones technology from Babylon 5.
Maximum Effective Range:
Phase World Version: 120,000 miles (193,000 km) in space and 120 miles (193 km) in an
atmosphere.
Moderate Version: 960 miles (1,545 km) in space and 120 miles (193 km) in an atmosphere
Damage: 4D4x1000 M.D.C. per mount (1D4x1000 per barrel) to shields and special effects (See above)
Rate of Fire: Maximum of Two (2) times per melee per mount
Payload: Effectively Unlimited.
3. Sixteen (16) 60 mm Point Defense Lasers: These are the main point defense weaponry of the Star
Cruiser and are used against both fighters and missiles. These mounts are distributed evenly around the
ships hull. Each Turret can rotate 360 and has a 180 arc of fire. The weapons have no penalties to strike
small targets but are relatively short ranged. The weapon systems cannot be used in hyperspace.
Maximum Effective Range:
Phase World Version: 800 miles (1,290 km) in space and 8 miles (12.3 km) in an atmosphere.
Moderate Version: 4,000 feet (1,200 m) in an atmosphere and 32,000 feet (9,600 m) in space.
Mega-Damage: 4D6x10 M.D.
Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
Payload: Effectively Unlimited

4. Four (4) Capital Proton Torpedo Batteries: Essentially equal to cruise missiles. On the side of the
ship, the ship has a total of four missile batteries that fire the equivalent of cruise missile. One battery is
located near the front of the ship on each side, while another battery is located further back. Missiles
have penalties to hit small targets but are all considered smart missiles. Batteries can launch on multiple
targets each.
Phase World Version: Effectively very similar to Phase World cruise missiles. Missiles has a top speed
of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than
any starship). When drive goes dead, the missile will still cruise unless preset to self destruct or receives
a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because
target does not move and torpedoes when dead at -25% to detect.) See Modified starship rules for more
details
Moderate Version: The description of these are close to that used for conventional cruise missiles
Missile are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed
when used in space. Missiles can be launched at non moving targets beyond the powered range of the
missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties
exist when launching missiles beyond normal missile range.
Maximum Effective Range:
Phase World Version: Powered torpedo range is 8000 miles (12,875 km) in an atmosphere and
4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space (See Phase World Missiles )
Moderate Version: Varies with missile types, assume powered range is 8 x normal in space (Go
to revised bomb and missile tables for details.)
Mega-Damage: Both Versions: Varies with cruise missile types (Use new missile/bomb tables) - AntiMatter warheads are NOT available.
Rate of Fire: Volleys of 10 per battery, per melee round, for a total of 40 missiles per melee. Launchers
are reloaded on the same melee and can be fired again on the next.
Payload: 400 total, 100 cruise missiles per battery.

Corellian Corvette (Star Wars):


The Corellain Corvette
can fill a great many
roles. Some are used for
troop/passenger transport,
some are used for cargo
ships, other are used for
patrol and combat, and a
few have even been
converted into small
carriers. The ships have
been in service for forty
years and while
production has been
steadily decreasing, these
ships will remain in
service for a long period
of time. A few senators
used these ship for
transportation and the
Tantive IV was Senator
Leia Organa's ship when
it was captured by the Empire. While it is well know that the Rebel Alliance and New Republic uses these ships,
it is also true that the Empire uses these ships as well.

The nose of the Corellian Corvette looks like a sideways hammer. Behind the front of the ship are two twin
laser turrets with one on the top of the ship and the other on the bottom. Further back the ships has a section
wich widens to either side which the point defense turrets are mounted on. The ship then narrows again.
Followed by a section that contains the communication antenna, reactor, and docking mount. Finally at the very
rear of the ship are eleven engines that propel the ship.

Listed below is the standard weapons compliment for the ship. Many ships have had their weapon systems
heaviliy modified or carry even heavier weapon system. This will usually reduce the ships endurance or require
more power than the engines are capable of producing. As well as changing the ships weapon systems, the ships
can be designed for different roles. The standard configuration is designed as a patrol corvette with spaces not
required for ordnance or weapon systems being used for research laboratories, crew quarters, and only a
relatively small amount of cargo.

Some have been modified to carry cargo. The cargo compartments may be set up for different environments and
temperature conditions. This takes the place of most of the research equipment and reduces crew quarters. These
ships can be modified as passenger ships or as troop transport vessels. Troop transports only have minimal
comforts but as passenger ships they can be designed with high amounts of luxury. This of course reduces the
number of people who can be carried. The final version know is a baby carrier. These are heavily modified and
can carry normally only about 6 to 8 fighters but a few may be stuffed in the ship if very cramped.

These ships compare pretty competitively with Phase World ships of the same size. The only major change is
that the ship is te size of a large destroyer in phase world and should be compared to them and not compared to
what is called corvettes in Phase World. If they are lacking in anything, it would be that the ship only has 4
point defense lasers.

Notes of game conversion:

Because of the nature of the movie series "Star Wars" and the needs to put the Starship into game mechanics, I
have given many statistic as two different possible statistics to take this into account. The G that I have seen
listed would not be sufficient to get near the speed of light yet many episodes have indicated speeds in this area.
In some ways each version is closer to what was seen in the series. I do make one huge change, fighters in Star
Wars act as if they are in the atmosphere even when they operating in space. This is incorrect. The Television
series Babylon 5 is a good series to watch to get a clearer idea on how space vehicles should would probably
maneuver.

Phase world version uses my revised phase world starship rules and can hold their own against most C.A.F and
Kreeghor Starships. This version is recommended if you with to put them into Phase World as among equals.
See Revised Starship Rules for Phase World for more details.

Moderate version uses Gs of acceleration and reduced weapon ranges. This version is useful for Mutants In
Orbit, Phase World if used as a lower tech race, used with my Earth Force ships conversions for B-5, and as a
possible crash on Rifts Earth. Listed is the formula to allow player and game masters to calculate the velocity
and distance traveled:
Velocity = Acceleration x Time + Initial Velocity
Distance Traveled = Acceleration x x Time + Initial Velocity x Time
1 G = 32 feet (9.8 m) per second
Model Type: CR-90
Vehicle Type: Corellian Corvette (Would be considered a Destroyer by Phase World terms)
Crew: 46 (8 Officers, 38 enlisted).
Troops: A standard CR-90 can carry up to 30 passengers. If designed as a troop transport, the ship can carry up
to 165 troops. If designed as a passenger ship, the ship can carry a maximum of 120 passengers. Finally, if the
ship is designed as a carrier, the ship can carry up to 45 pilots/support personel.
Vehicles: None standard although the ship can be refitted to carry a small amount of fighters or speeders

M.D.C By Location:

Heavy Turbo-Laser Cannon Mounts (2):


40 mm Point Defense Laser Turrets (4):
Capital Proton Torpedo Battery:
[1] Bridge:
[1] Auxiliary Bridge:
[2] Communications/Sensor Antennas (2, top and bottom)
[3] Main Engines (11, Rear):
[4] Main Body:
[5] Variable Force Field:

800 each
200 each
1,000
2,000
2,000
250 each
500 each
4,800
1,000 a side (6,000 Total)

Notes:
[1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ships armor.
This ship also has an auxiliary bridge. Even if both bridges are destroyed, the ship can still be piloted from
engineering but ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridge
that do not penetrate the ships integrity can injure crew members on or near the bridge.
[2] The ship has a sensory /communication dish on the top and bottom of the ship near the rear. Destroying both
means a loss of long range communications and that the ship will have -40% to read sensory rolls, all sensor
ranges are halved, and all long range weapons have a -2 to strike..
[3] Destruction of an engine reduces acceleration by 9% per engine destroyed. If all engines are destroyed, the
ship can still accelerate and decelerate at 5% using maneuvering thrusters.
[4] Depleting the M.D.C. of the main body will put the Corvette out of commission. All internal systems will
shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
[5] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5%
(300 M.D.C.) per melee

Speed:
Driving on the Ground: Not Possible.
Sublight:
Phase World Version: Has a special sublight engine that allows the ship to travel up to 60 percent of the speed
of light. The Corvette can accelerate/decelerate at the rate of 0.75 percent of light per melee maximum
(Standard is 0.25 percent of light per turn).
Moderate Version: The Corellian Corvette does not have an effective top speed but is limited by acceleration.
The Corvette can reach a top acceleration of 5 G but standard is 1 G to reduce stress on engines.
Atmospheric Propulsion: Both Version: Maximum speed is Mach 1 (670 mph / 1080 kph), can enter an
atmosphere and can leave but is not designed for atmospheric flight
Stardrive: Uses a hyperdrive system that allows the ship to reach a maximum of 40 light-years per hour (In the
Game universe of Phase World, it could be limited to 4 light-years per hour to compare to the other Phase World
FTL systems).
Maximum Range: Effectively Unlimited by either Drive system. carries about two years worth of supplies on
board.

Statistical Data:
Length: 492.1 feet (150 meters)
Height: 131.2 feet (40 meters)
Width: 216.5 feet (66 meters)
Weight/Mass: 11,020 tons (10,000 metric tons)
Power System: Fusion with a 20 year life span. The ship normally only goes 5 years between refueling.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 1,000 tons of cargo in addition to
standard compliment of supplies and ammunition. Each crew member also has a small locker for personal
possessions and officers have decent sized quarters. Ships converted to cargo carrying are able to carry up to
5,000 tons of cargo.
Market Cost: 850 million credits.

WEAPON SYSTEMS:
1. Two (2) Heavy Turbo-laser Cannon Mounts: Each of these mounts have two barrels that normally fire
together. This gives the ship a total of four heavy turbo-laser cannons. Each is 10 cm wide and are
capable of doing heavy damage to large capital ships and destroying smaller capital ships in just a few
shots. The ship has one mount on the top and bottom of the hull behind the bridge. Each mount has a
360 degree rotation and a 180 degree arc of fire. Heavy turbo-laser cannon mounts have standard

penalties to strike fighters and other small targets. The weapon systems cannot be used in hyperspace.
Maximum Effective Range:
Phase World Version: 20,000 miles (32,200 km) in space and 20 miles (32.2 km) in an
atmosphere.
Moderate Version: 160 miles (260 km) in space and 20 miles (32.2 km) in an atmosphere
Mega Damage: 2D6x100 per mount (Each cannon does approximately 1D6x100).
Rate of Fire: Maximum of Two (2) times per melee per mount
Payload: Effectively Unlimited.
2. Four (4) 40 mm Point Defense Lasers: These are the main point defense weaponry of the Corvette and
are used against both fighters and missiles. These mounts are on the top of the ship behind the heavy
lasers but in front of communication antenna. Each Turret can rotate 360 and has a 180 arc of fire. The
weapons have no penalties to strike small targets but are relatively short ranged. The weapon systems
cannot be used in hyperspace.
Maximum Effective Range:
Phase World Version: 800 miles (1,290 km) in space and 8 miles (12.3 km) in an atmosphere.
Moderate Version: 4,000 feet (1,200 m) in an atmosphere and 32,000 feet (9,600 m) in space.
Mega-Damage: 3D6x10 M.D.
Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
Payload: Effectively Unlimited
3. One (1) Capital Proton Torpedo Battery: Essentially equal to cruise missiles. On the front of the ship
of the ship, the ship has a missile batteries that fire the equivalent of cruise missiles. Missiles have
penalties to hit small targets but are all considered smart missiles. Batteries can launch on multiple
targets each.
Phase World Version: Effectively very similar to Phase World cruise missiles. Missiles has a top speed
of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than
any starship). When drive goes dead, the missile will still cruise unless preset to self destruct or receives
a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because
target does not move and torpedoes when dead at -25% to detect.) See Modified starship rules for more
details
Moderate Version: The description of these are close to that used for conventional cruise missiles
Missile are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed
when used in space. Missiles can be launched at non moving targets beyond the powered range of the
missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties
exist when launching missiles beyond normal missile range.
Maximum Effective Range:
Phase World Version: Powered torpedo range is 8000 miles (12,875 km) in an atmosphere and
4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space (See Phase World Missiles )
Moderate Version: Varies with missile types, assume powered range is 8 x normal in space (Go
to revised bomb and missile tables for details.)
Mega-Damage: Both Versions: Varies with cruise missile types (Use new missile/bomb tables) - AntiMatter warheads are NOT available.
Rate of Fire: Volleys of 10 per battery, per melee round. Launchers are reloaded on the same melee and
can be fired again on the next.
Payload: 100 cruise missiles in the battery.

Kuat Yards Nebulon-B Frigate (Star Wars):

The Nebulon-B escort


frigate was originally
designed by the Empire
for use against rebel
starfighters, which had
made several successful
raids against poorly
defended Imperial cargo
convoys. The rebel
alliance got there hands
on several Nebulon-B
when a number the these
vessels were captured by
rebel forces, and when
their crews defected to the
alliance. These ships
became the backbone in
the alliance's fleet,
especially in the early
years of the rebellion
when larger starships
where not available.

Standard Nebulon-B frigates are equipped with six double barreled turbo lasers for use against capital ships, and
twelve laser cannons against starfighters and missile defense. It also carries two ion cannons which are used to
disable a ship without damage.

The frigates fighter complement is twenty-four (two squadrons) starfighters. Standard complement for the Rebel
Alliance and New Republic is one squadron X-wings. The second squadron changes depending on mission. Ywings or B-wings for assault, A-wings for reconnaissance and escort missions.

Many Nebulon-Bs have additional and sophisticated sensor and communication equipment, allowing the ships
to act as long-range scouts or as a command ship in battle. In many cases, the low on resources, rebel task
forces used a Nebulon-B as command ship, with Corellian corvettes and gunships acting as supplementary
capital ships.

Some frigates has been converted to medical duty. The medical frigate has treatment facilities for over seven
hundred patients. With complete modern medical materials, including fifteen bacta tanks, the ship's patient
survival rate is nearly 98%. To make room for the medical facilities, the ship's weaponry is generally reduced to
three turbo lasers and eight laser cannons. Most of the interior hangar bay space is also lost, and the medical
frigate carries no fighters.

Notes of game conversion:

Because of the nature of the movie series "Star Wars" and the needs to put the Starship into game mechanics, I
have given many statistic as two different possible statistics to take this into account. The G that I have seen
listed would not be sufficient to get near the speed of light yet many episodes have indicated speeds in this area.
In some ways each version is closer to what was seen in the series. I do make one huge change, fighters in Star
Wars act as if they are in the atmosphere even when they operating in space. The Television series Babylon 5 is
a good series to watch to get a clearer idea on how space vehicles should would probably maneuver.

Phase world version uses my revised phase world starship rules and can hold their own against most C.A.F. and
Kreeghor Starships. This version is recommended if you with to put them into Phase World as among equals.

See Revised Starship Rules for Phase World for more details. See Revised Starship Rules for Phase World for
more details.

Moderate version uses Gs of acceleration and reduced weapon ranges. This version is useful for Mutants In
Orbit, Phase World if used as a lower tech race, used with my Earth Force ships conversions for B-5, and as a
possible crash on Rifts Earth. Listed is the formula to allow player and game masters to calculate the velocity
and distance traveled:
Velocity = Acceleration x Time + Initial Velocity
Distance Traveled = Acceleration x x Time + Initial Velocity x Time
1 G = 32 feet (9.8 m) per second
Model Type: Kuat Drive Yards Nebulon-B
Vehicle Type: Escort Frigate
Crew: 850; 77 Officers, 773 Enlisted.
Troops: The ship can carry up to 1000 passengers total in cramped conditions.

Vehicles:
Fighter Compliment:
24
Fighters (2 squadrons, type depending on mission)
Other vehicles:
4
Lambda-class shuttles
M.D.C By Location:
Turbo-laser Cannon Mounts (6):
Ion Cannon Mounts (2):
60 mm Point Defense Laser Turrets (12):
Capital Proton Torpedo Batteries (2):
[1] Bridge:
[1] Auxiliary Bridge:
Hanger Bay:
[2] Main Engines (7):
[3] Main Body:
[4] Shield Generators (6):
[4] Variable Force Field:

800 each
1,000 each
250 each
1000
20,000
20,000
20,000
15,000 each
60,000
300 each
6,000 a side (36,000 Total)

Notes:
[1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ships armor.
This ship also has an auxiliary bridge. Even if both bridges are destroyed, the ship can still be piloted from
engineering but ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridge
that do not penetrate the ships integrity can injure crew members on or near the bridge.
[2] Destruction of main engines reduced acceleration by 20% per engine destroyed. If all engines are destroyed,
the ship can still accelerate and decelerate at 5% using maneuvering thrusters.
[3] Depleting the M.D.C. of the main body will put the Frigate out of commission. All internal systems will shut
down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
[4] The Frigate has one shield generators per facing. If one is destroyed, the shield cannot operate on that side
and reduce the shields regeneration by 1/6 for every generator destroyed. The Shields must be penetrated before
the shield generators can be hit. Shields positions can be varied and all could be combined in one shield. Shields
regenerate at the rate of 5% (1,800 M.D.C.) per melee.

Speed:
Driving on the Ground: Not Possible.
Sublight:
Phase World Version: Has a special sublight engine that allows the ship to travel up to 60 percent of the speed
of light. The Frigate can accelerate/decelerate at the rate of 0.6 percent of light per melee maximum (Standard is
0.2 percent of light per turn).

Moderate Version: The Frigate does not have an effective top speed but is limited by acceleration. The Star
Destroyer can reach a top acceleration of 3 G but standard is 1 G to reduce stress on engines.
Atmospheric Propulsion: Both Version: The Frigate cannot operate within an atmosphere. If the ship enters an
atmosphere, it will crash.
Stardrive: Uses a hyper drive system that allows the ship to reach a maximum of 40 light-years per hour (In the
Game universe of Phase World, it could be limited to 4 light-years per hour to compare to the other Phase World
FTL systems).
Maximum Range: Effectively Unlimited by either Drive system. Carries about four years worth of supplies on
board.

Statistical Data:
Length: 984.3 feet (300 meters)
Height: 518.4 feet (158 meters)
Width: 170.6 feet (52 meters)
Weight/Mass: 352,700 tons(320,000 metric tons)
Power System: Fusion with a 20 year life span. The ship normally only goes 5 years between refueling.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 10,000 tons of cargo in addition to
standard compliment of supplies and ammunition. Each crew member also has a small locker for personal
possessions and officers have decent sized quarters.
Market Cost: 8 billion credits to construct. Neither the Empire or the Rebel Alliance/New Republic will not sell
the Nebulon-B to other interests.

WEAPON SYSTEMS:
1. Six (6) Turbo-laser Cannon Mounts: Each of these mounts have two barrels that normally fire
together. This gives the ship a total of twelve turbo-laser cannons. Each is 10 cm wide and are capable of
doing heavy damage to large capital ships and destroying smaller capital ships in just a few shots. The
ship has one mount on either side of the hull. A minimum of three cannons can be linked to fire at the
same target. The weapon systems cannot be used in hyper space.
Maximum Effective Range:
Phase World Version: 20,000 miles (32,200 km) in space and 20 miles (32.2 km) in an
atmosphere.
Moderate Version: 160 miles (260 km) in space and 20 miles (32.2 km) in an atmosphere
Mega Damage: 2D6x100 per mount (Each cannon does approximately 1D6x100).
Rate of Fire: Maximum of Two (2) times per melee per mount
Payload: Effectively Unlimited.
2. Two (2) Ion Cannon Mounts: The Nebulon-B frigate has two ion cannon mounts. Each mount has a
360 degree rotation and a 180 degree arc of fire. Ion cannon mounts have standard penalties to strike
fighters and other small targets. The weapon systems cannot be used in hyper space.
Star Wars ion cannons operate differently than the Ion cannons in Rifts and Robotech. Instead of just
being another type of energy weapon, Star Wars ion cannons do not cause any physical damage, though
they do damage shields. They disable targets by interfering with the target's electrical systems.
For gaming purposes, Star Wars ion weapons have a damage rating. This is how much damage the
weapon will inflict on shields. Once any shields are penetrated, however, the damage works differently.
The ion damage is recorded separately from normal physical damage. The amount of "damage" inflicted
by the ion weaponry is compared to the amount of main body remaining. The percentage of damage
inflicted is determined in relation to the main body: (damage / main body) x 100 = percentage
For every 10% damage from ion weapons, the following penalties apply: The target will be at -1 to
Strike, Parry (if appropriate), and Dodge. In space, target acceleration will be reduced by 15% and in an
atmosphere, top speed will be reduced by 15%. Roll once on the Critical hit chart in the Phase World
Source book or Rifts Conversion book as appropriate.
If a ship takes 60% or more of its main body in ion damage, then the ship or vehicle will be disabled
completely. All weapon, navigation, and other systems will shut down. The ships Emergency lifesupport and emergency communications are likely to work, but nothing else.
When crossing universes, some ships would probably be immune to these weapon systems. These
include the U.W.W. ships and the UFO Intruder ships from Phase World, the semi biological
protoculture based systems from Robotech, and the Unusual hull construction of the Vorlons, Shadows,
and races that copied the first ones technology from Babylon 5.
Maximum Effective Range:

Phase World Version: 120,000 miles (193,000 km) in space and 120 miles (193 km) in an
atmosphere.
Moderate Version: 960 miles (1,545 km) in space and 120 miles (193 km) in an atmosphere
Damage: 1D4x1000 M.D.C. per mount to shields and special effects (See above)
Rate of Fire: Maximum of Two (2) times per melee per mount
Payload: Effectively Unlimited.
3. Twelve (12) 60 mm Point Defense Lasers: These are the main point defense weaponry of the Frigate
and are used against both fighters and missiles. These mounts are distributed evenly around the ships
hull. Each Turret can rotate 360 and has a 180 arc of fire. The weapons have no penalties to strike small
targets but are relatively short ranged. The weapon systems cannot be used in hyper space.
Maximum Effective Range:
Phase World Version: 800 miles (1,290 km) in space and 8 miles (12.3 km) in an atmosphere.
Moderate Version: 4,000 feet (1,200 m) in an atmosphere and 32,000 feet (9,600 m) in space.
Mega-Damage: 4D6x10 M.D.
Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
Payload: Effectively Unlimited
4. Two (2) Capital Proton Torpedo Batteries: Essentially equal to cruise missiles. Located in the front of
the ship.
Phase World Version: Effectively very similar to Phase World cruise missiles. Missiles has a top speed
of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than
any starship). When drive goes dead, the missile will still cruise unless preset to self destruct or receives
a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because
target does not move and torpedoes when dead at -25% to detect.) See Modified starship rules for more
details
Moderate Version: The description of these are close to that used for conventional cruise missiles
Missile are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed
when used in space. Missiles can be launched at non moving targets beyond the powered range of the
missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties
exist when launching missiles beyond normal missile range.
Maximum Effective Range:
Phase World Version: Powered torpedo range is 8000 miles (12,875 km) in an atmosphere and
4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space (See Phase World Missiles )
Moderate Version: Varies with missile types, assume powered range is 8 x normal in space (Go
to revised bomb and missile tables for details.)
Mega-Damage: Both Versions: Varies with cruise missile types (Use new missile/bomb tables) - AntiMatter warheads are NOT available.
Rate of Fire: Volleys of 10 per battery, per melee round, for a total of 20 missiles per melee. Launchers
are reloaded on the same melee and can be fired again on the next.
Payload: 200 total, 100 cruise missiles per battery.

Imperial (Sienar) TIE Bomber (Star Wars):

<="" p="" align="right" height="300"


width="400">

This "TIE Fighter" is the standard bomber design used by the Galactic Empire although there are gunboats and
some other small craft that the Empire uses that can also be used for attack missions. While the TIE bomber is
not as maneuverable as the TIE fighter, is an excellent platform for pinpoint assaults on large space and ground
targets. Unlike the Rebel Alliance and the New Republic, the empire does not construct many multi role small
craft. Like, the TIE fighter, the TIE Bomber is well armed and inexpensive to manufacture. Like the TIE
Fighter, it is also very lightly armored (although better than a TIE fighter) and carries no shields. It also has no
Hyperdrive which limits the ship to deployments from starships, ground stations, and space stations.

The TIE Bomber both looks like a standard TIE fighter and does not at the same time. The bomber has two solar
collecting panels on either side of the bomber but the top and bottom sides of the panels are at an angle and the
panels are elongated. These increase the bomber's range without increasing the amount of fuel that the bomber
can carry. The fighter has a cockpit on the starboard side similar to the TIE fighter but longer and has a module
on the port side that carries various weapon systems and ordnance. The pilot is in a simple acceleration couch.
Behind the cockpit and weapons pod are the fighters power system, engines, and support equipment. Unlike
most of the rebel fighters, most systems do not have backup systems. This allows the bomber to be lighter and
less expensive but also means that critical system failures are more likely.

The Bomber carriers two laser cannons for defensive purposes. The laser cannons are the same mounts that are
carried on the standard TIE fighters. While not as powerful as those carried on most rebel fighters, they are
capable in the defensive role. These bombers are normally escorted by TIE fighters to increase their survival.
The TIE bombers primary purpose os to carry various explosive ordnance such as thermal detonators, mines,
concussion missiles, and proton torpedoes.

In Phase World terms, like in Star Wars terms, the TIE bomber should be considered a throw away fighter. As
stated earlier, It is not very powerful but is very cheap and easy to construct in large numbers.

Notes of game conversion:

Because of the nature of the movie series "Star Wars" and the needs to put the fighter into game mechanics, I
have given many statistic as two different possible statistics to take this into account. The G that I have seen
listed would not be sufficient to get near the speed of light yet many episodes have indicated speeds in this area.
In some ways each version is closer to what was seen in the series. I do make one huge change, fighters in Star
Wars act as if they are in the atmosphere even when they operating in space. This is incorrect. The Television
series Babylon 5 is a good series to watch to get a clearer idea on how space vehicles would probably maneuver.

Phase world version uses my revised phase world starship rules and can hold their own against most C.A.F and
Kreeghor fighters. This version is recommended if you with to put them into Phase World as among equals. See
Revised Starship Rules for Phase World for more details.

Moderate version uses Gs of acceleration and reduced weapon ranges. This version is useful for Mutants In
Orbit, Phase World if used as a lower tech race, used with my Earth Force ships conversions for B-5, and as a
possible crash on Rifts Earth. Listed is the formula to allow player and game masters to calculate the fighters
velocity and distance traveled.
Velocity = Acceleration x Time + Initial Velocity
Distance Traveled = Acceleration x x Time + Initial Velocity x Time
1 G = 32 feet (9.8 m) per second
Model Type: TIE Bomber
Vehicle Type: Tactical Bomber (Space and Atmosphere)
Crew: One

M.D.C. By Location:
Laser Cannons (2):
[1] Engines (2):
[2] Energy Panels
[3] Main Body:
Ordnance Pod:
Reinforced Pilots Cockpit:

35 each
150 each
250 each
500
300
150

Notes:
[1] Loss of the Bomber's engines will reduce performance of fighter by one half per engine and loss of both
engines will prevent fighter from performing beyond 5% of normal (This is using maneuvering thrusters and
gravitic propulsion). Due to gravitic propulsion systems, fighter will not crash in an atmosphere even if both
engines are destroyed.
[2] Destruction of energy panels will not destroy the fighter, but the detsruction of a panel will reduce the range
of the fighter by one third. Destruction of both panels will reduce the fighters range by two thirds.
[3] Depleting the M.D.C. of the main body will put the fighter out of commission. All internal systems will shut
down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. In an
atmosphere, the fighter will crash.

Speed:
Driving on the Ground: Not Possible.
Sublight:
Phase World Version: Has a special sublight engine that allows the ship to travel up to 40 percent of the speed
of light. Fighter can accelerate/decelerate at the rate of 1.25 percent of light per melee maximum.
Moderate Version: The bomber does not have an effective top speed but is limited by acceleration. Bomber can
reach a top acceleration of 7.5 G.
Atmospheric Propulsion: Both Version: Due to the fighters being non aerodynamic, the fighters flies in an
atmosphere through brute force and gravitic propulsion systems. As a result, the fighter is relatively slow in an
atmosphere and has a top speed of Mach 1.5 (1,112.2 mph/ 1,789.9 kph) in an atmosphere. The Gravitic
propulsion enables the fighter to enter and leave an atmosphere under its own power.
Stardrive: None, the TIE Bomber does not carry a hyperdrive.
Maximum Range: Both Versions: the fighter has enough fuel for 168 hours (7 days) of operation. Fighter uses a
very small fusion cell system for power systems. The fighter carries seven days of consumables for fighters
crew.

Statistical Data:
Length: 25.6 feet (7.8 meters)
Height: 16.1 feet (4.9 meters)
Width: 28.5 feet (8.7 meters)
Weight: 18.0 tons (16,300 kg) unloaded
Power System: Fusion power supply with a 7 day duration at normal output. Fusion power supply can run life
support without any thrust for four months although rations and water will have long run out.
Cargo: Negligible. The pilot can carry a few small items with him. Does not include ordnance pod.
Market Cost: 38 million credits to build.

WEAPON SYSTEMS:
1. Twin Laser Cannons: These cannons are mounted on the front of the starfighter and fire directly
forward. When compared to Phase World weaponry, They are slightly less powerful than those mounted
on some of the newest C.A.F. Starfighters but are still very effective. The cannons can be fire
individually or in pairs. The weapon systems cannot be used in hyperspace.
Maximum Effective Range:
Phase World Version: 800 miles (1,290 km) in space and 8 miles (12.3 km) in an atmosphere.
Moderate Version: 4,000 feet (1,200 m) in an atmosphere and 32,000 feet (9,600 m) in space.

Mega Damage: Both Versions: 1D6x10 per cannon and 2D6x10 for both cannons.
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Effectively Unlimited.
2. Ordnance Pod: The ordnance pod on the port side of the fighter is divided into a forward and main
ordnance bay. The forward ordnance pod is limited to concussion missiles and proton torpedo launchers
but the main ordnance bay can carry a vast variety of different ordnance types.
o Forward Ordnance Bay: This bay can carry either proton torpedoes and concussion missile
launchers. The proton torpedoes are the equivalent of long range missiles and concussion
missiles are the equivalent of medium range missile. The Bomber can carry 4 proton torpedoes
or 8 concussion missiles in the forward bay. Both should be considered smart missiles and do not
have penalties to strike small targets.
Phase World Version: Effectively very similar to Phase World missiles. Proton Torpedoes has a
top speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn
(faster than any starship). Concussion Missile has a top speed of Mach 15 in an atmosphere and
in space has an acceleration of 6% of light per turn (faster than any starship except a fighter
acceding it maximum safe acceleration). Since star ships will no longer engage at rock throwing
distances, whether weapons can be shot down is calculated from the speed of target, launcher,
and missile. When drive goes dead, missile will still cruise unless set to self destruct but has very
low odds of hitting star ships (Great for hitting bases and planets because target does not move
and missile when dead at -25% to detect.) See Modified starship rules for more details
Moderate Version: The description of these are close to that used for conventional missiles
Missile are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships
speed when used in space. Missiles can be launched at non moving targets beyond the powered
range of the missiles to hit targets without the chance of the launching ship being hit by missiles
itself but penalties exist when launching missiles beyond normal missile range.
Maximum Effective Range:
Phase World Version: Powered Proton torpedo range is 3400 miles (5470 km) in an
atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in space. Concussion
Missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750
km/0.43 light seconds) in space. (See Phase World Missiles).
Moderate Version: Varies with long or medium missile types, assume powered range is 8
x normal in space (Go to revised bomb and missile tables for details.)
Mega-Damage & Properties: Both Versions: Treat Proton Torpedo as Long Range Missiles and
Concussions as Medium range Missiles. Varies with long or medium range missile types (Use
new missile/bomb table - heavy fusion warheads inflict 2D4x100)
Rate of Fire: One at a time or in volleys of 2
Payload: 4 Proton Torpedoes or 8 Concussion Missiles.
o Main Ordnance Bay: The main bay can carry a vast amount of different ordnance types. The
Main Ordnance Bay can carry 8 concussion missiles, 4 proton torpedoes, 8 proton bombs, 6
orbital mines; or 64 thermal detonators. Missiles should be considered smart missiles and all but
Proton Bombs do not have penalties to strike small targets. Orbital Mines are primarily stationary
and thermal detonators are dropped like standard bombs.
Phase World Version: Effectively very similar to Phase World missiles. Proton Torpedoes has a
top speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn
(faster than any starship). Concussion Missile has a top speed of Mach 15 in an atmosphere and
in space has an acceleration of 6% of light per turn (faster than any starship except a fighter
acceding it maximum safe acceleration). Proton Bombs has a top speed of Mach 10 in an
atmosphere and in space has an acceleration of 2% of light per turn. Since star ships will no
longer engage at rock throwing distances, whether weapons can be shot down is calculated from
the speed of target, launcher, and missile. When drive goes dead, missile will still cruise unless
set to self destruct but has very low odds of hitting star ships (Great for hitting bases and planets
because target does not move and missile when dead at -25% to detect.) See Modified starship
rules for more details.
Moderate Version: The description of these are close to that used for conventional missiles
Missile are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships
speed when used in space. Proton Bombs accelerate at 3.5 Gs in space and have a top speed of
1400 mph (2251 kph). Missiles can be launched at non moving targets beyond the powered range
of the missiles to hit targets without the chance of the launching ship being hit by missiles itself
but penalties exist when launching missiles beyond normal missile range.
Maximum Effective Range:

Phase World Version: Powered Proton torpedo range is 3400 miles (5470 km) in an
atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in space. Concussion
Missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750
km/0.43 light seconds) in space. Proton Bomb range is 1000 miles (1600 km) in an
atmosphere and 500,000 miles (805,000 km / 2.7 light seonds) Orbital Mines are
essentially stationary and Thermal Detonators are effected by altitude dropped at. See
Phase World Missiles.
Moderate Version: Varies with long missile type for Proton Torpedoes and medium
missile types for Concussion Missiles. Proton Bombs have a range of 500 miles (804 km)
in an atmosphere. Orbital Mines are essentially stationary and Thermal Detonators are
effected by altitude dropped at. assume powered range for missiles is 8 x normal when
used in space (Go to revised bomb and missile tables for details.)
Mega-Damage & Properties: Treat Proton Torpedo as Long Range Missiles, Concussions as
Medium range Missiles, Proton Bombs as using the Warhead of Cruise Missiles, Orbital Bombs
as having long missile warheads, and thermal detonators inflict 2D4x10 M.D.C. (10 foot / 3
meter blast radius) each
Rate of Fire: Missiles and mines can be launched at the rate of one at a time or in volleys of 2.
Thermal detonators can be dropped one at a time or in volleys of 2,4,8 , or 16
Payload: 8 concussion missiles, 4 proton torpedoes, 8 proton bombs, 6 orbital mines; or 64
thermal detonators.

COMBAT BONUSES: The Imperial TIE Bomber is very maneuverable and very accurate. Use the Phase
World Starfighter combat (Elite or Basic) skill.

Imperial (Sienar) TIE Interceptor (Star Wars):

<="" p="" align="right"


height="413" width="550">
The TIE interceptor is a faster, better armed, and more advanced version of the TIE fighter. Like all TIE series
fighters, the fighter is propelled by Twin Ion Engines. Even after the introduction of the TIE Interceptor, the
Empire has continued to manufacture the standard TIE fighter and TIE Interceptor are assigned to only the elite
pilots for the most part. It still has the same problem as a standard TIE fighter. While slightly better armored, it
is still not designed to withstand many hits and has no shield. The fighter also does not carry a hyperdrive and
the reasons are the same as they are for the standard TIE fighter. First it would make the fighter more expensive
and second it would make pilots more independent. A few pilots have customized their fighters and have added
hyperdrives or shields but they make the fighters much more expensive and make them slower and less
maneuverable.

The TIE Interceptor looks much like a standard tie fighter in general configuration. It is still in general a ball
structure with two solar collecting panels. The Solar panels are to increase the fighters range without increasing
the amount of fuel that the fighter can carry. The panels have an elongated nose with insets and the sides of the
panels are bent in. The pilot has a window in front of the fighter and he sits in a simple acceleration couch.
Behind the cockpit is the fighters power system, engines, and support equipment. Like the standard TIE fighter
and unlike most rebel fighters, most systems do not have backup systems. fighters,This allows the fighter to be
lighter which increases maneuverability and acceleration but also means that critical system failures are more
likely.

In firepower, the fighter has the same number of laser cannons and about the same power as those carried on an
X-Wing. The laser cannons are mounted on the fighters solar collecting panels. The TIE Interceptor can be
described as a eggshell with a sledgehammer. The fighter can be dangerous but can take very little damage. Like
the standard TIE fighters, the number of fighters is more important than the ability to work independently. The
fighter does not carry any proton torpedoes or concussion missiles and the role of heavy attack is most often
done by the TIE bomber.

In Phase World terms, like in Star Wars terms, the fighter is very heavily armed for dogfighting but is fragile
and still would be considered a throw away fighter. As stated earlier, It is not very powerful but is very cheap
and easy to construct.

Notes of game conversion:

Because of the nature of the movie series "Star Wars" and the needs to put the fighter into game mechanics, I
have given many statistic as two different possible statistics to take this into account. The G that I have seen
listed would not be sufficient to get near the speed of light yet many episodes have indicated speeds in this area.
In some ways each version is closer to what was seen in the series. I do make one huge change, fighters in Star
Wars act as if they are in the atmosphere even when they operating in space. This is incorrect. The Television
series Babylon 5 is a good series to watch to get a clearer idea on how space vehicles would probably maneuver.

Phase world version uses my revised phase world starship rules and can hold their own against most C.A.F and
Kreeghor fighters. This version is recommended if you with to put them into Phase World as among equals. See
Revised Starship Rules for Phase World for more details.

Moderate version uses Gs of acceleration and reduced weapon ranges. This version is useful for Mutants In
Orbit, Phase World if used as a lower tech race, used with my Earth Force ships conversions for B-5, and as a
possible crash on Rifts Earth. Listed is the formula to allow player and game masters to calculate the fighters
velocity and distance traveled.
Velocity = Acceleration x Time + Initial Velocity
Distance Traveled = Acceleration x x Time + Initial Velocity x Time
1 G = 32 feet (9.8 m) per second
Model Type: TIE Interceptor
Vehicle Type: Space Superiority Fighter
Crew: One

M.D.C. By Location:
Laser Cannons (4):
[1] Engines (2):
[2] Energy Panels
[3] Main Body:

35 each
110 each
90 each
340

Reinforced Pilots Cockpit:

120

Notes:
[1] Loss of the fighter's engines will reduce performance of fighter by one half per engine and loss of both
engines will prevent fighter from performing beyond 5% of normal (This is using maneuvering thrusters and
gravitic propulsion). Due to gravitic propulsion systems, fighter will not crash in an atmosphere even if both
engines are destroyed.
[2] Destruction of energy panels will not destroy the fighter, but the destruction of a panel will reduce the range
of the fighter by one third. Destruction of both panels will reduce the fighters range by two thirds.
[3] Depleting the M.D.C. of the main body will put the fighter out of commission. All internal systems will shut
down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. In an
atmosphere, the fighter will crash

Speed:
Driving on the Ground: Not Possible.
Sublight:
Phase World Version: Has a special sublight engine that allows the ship to travel up to 40 percent of the speed
of light. Fighter can accelerate/decelerate at the rate of 1.8 percent of light per melee maximum.
Moderate Version: The fighter does not have an effective top speed but is limited by acceleration. Fighter can
reach a top acceleration of 10.5 G.
Atmospheric Propulsion: Both Version: Due to the fighters being non aerodynamic, the fighters flies in an
atmosphere through brute force and gravitic propulsion systems although it is faster than a standard TIE fighter.
As a result, the fighter is relatively slow in an atmosphere and has a top speed of Mach 3 (2,224.4 mph/ 3,579.8
kph) in an atmosphere. The Gravitic propulsion enables the fighter to enter and leave an atmosphere under its
own power.
Stardrive: None, the TIE Interceptor does not carry a hyperdrive standard but can be refitted to carry one.
Maximum Range: Both Versions: the fighter has enough fuel for 168 hours (7 days) of operation. Fighter uses a
very small fusion cell system for power systems. The fighter carries seven days of consumables for fighters
crew.

Statistical Data:
Length: 31.5 feet (9.6 meters)
Height: 23.3 feet (7.1 meters)
Width: 30.5 feet (9.3 meters)
Weight: 10.5 tons (9,525 kg) unloaded
Power System: Fusion power supply with a 7 day duration at normal output. Fusion power supply can run life
support without any thrust for four months although rations and water will have long run out.
Cargo: Negligible. The pilot can carry a few small items with him.
Market Cost: 40 million credits to build.

WEAPON SYSTEMS:
1. Quad Laser Cannons: These cannons are mounted on the front of the starfighter and fire directly
forward. When compared to Phase World weaponry, They are slightly less powerful than those mounted
on some of the newest C.A.F. Starfighters but are still very effective. The cannons can be fire
individually, in pairs, or al four cannons. The weapon systems cannot be used in hyperspace.
Maximum Effective Range:
Phase World Version: 800 miles (1,290 km) in space and 8 miles (12.3 km) in an atmosphere.
Moderate Version: 4,000 feet (1,200 m) in an atmosphere and 32,000 feet (9,600 m) in space.
Mega Damage: Both Versions: 1D6x10 per cannon, 2D6x10 for two cannons, and 4D6x10 for all four
both cannons.
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Effectively Unlimited.

COMBAT BONUSES: The Imperial TIE Interceptor is very maneuverable and very accurate. Use the Phase
World Starfighter combat (Elite or Basic) skill.

+3 to initiative
+2 to strike with lasers
+3 to dodge

Imperial (Sienar) TIE "Standard" Starfighter (Star


Wars):

<="" p="" align="right"


height="413" width="550">
This fighter is by far the most common fighter used by the Empire. The TIE fighters gets its name due to the
fact that the fighter is propelled by Twin Ion Engines. It is used in virtually all Imperial ships that carry fighter.
It is fast, maneuverable, reasonably well armed, and inexpensive to manufacture. Of course, as many rebel
pilots will point to the fact that the fighter is virtually a coffin because the fighter is virtually unarmored and has
no shields, it will be destroyed after just one or two hits. Its other weakness is that the fighter does not carry a
hyperdrive. The reasons for this is quite simple. First it would make the fighter more expensive and second it
would make pilots more independent.

The TIE fighter is very distinctive and easy to recognize due to the fact that on either side of the main body of
the fighter are two solar collecting panels. These increase the fighters range without increasing the amount of
fuel that the fighter can carry. The main section of the fighter is for the most part a ball structure with a window
in the front of the fighter. The pilot is in front in a simple acceleration couch. Behind the cockpit is the fighters
power system, engines, and support equipment. Unlike most of the rebel fighters, most systems do not have
backup systems. This allows the fighter to be lighter which increases maneuverability and acceleration but also
means that critical system failures are more likely.

The fighter carries two laser cannons near the front of the fighter. While these guns are not as powerful as those
on most of the rebel fighters, the fighter is still a dangerous opponent due to its maneuverability. The huge
number of fighters is almost a huge factor in the success of the fighter. The fighter does not carry any proton
torpedoes or concussion missiles and the role of heavy attack is most often done by the TIE bomber.

In Phase World terms, like in Star Wars terms, the fighter should be considered a throw away fighter. As stated
earlier, It is not very powerful but is very cheap and easy to construct.

Notes of game conversion:

Because of the nature of the movie series "Star Wars" and the needs to put the fighter into game mechanics, I
have given many statistic as two different possible statistics to take this into account. The G that I have seen
listed would not be sufficient to get near the speed of light yet many episodes have indicated speeds in this area.
In some ways each version is closer to what was seen in the series. I do make one huge change, fighters in Star
Wars act as if they are in the atmosphere even when they operating in space. This is incorrect. The Television
series Babylon 5 is a good series to watch to get a clearer idea on how space vehicles would probably maneuver.

Phase world version uses my revised phase world starship rules and can hold their own against most C.A.F and
Kreeghor fighters. This version is recommended if you with to put them into Phase World as among equals. See
Revised Starship Rules for Phase World for more details.

Moderate version uses Gs of acceleration and reduced weapon ranges. This version is useful for Mutants In
Orbit, Phase World if used as a lower tech race, used with my forthcoming Earthforce ships conversions for B5, and as a possible crash on Rifts Earth. Listed is the formula to allow player and game masters to calculate the
fighters velocity and distance traveled.
Velocity = Acceleration x Time + Initial Velocity
Distance Traveled = Acceleration x x Time + Initial Velocity x Time
1 G = 32 feet (9.8 m) per second
Model Type: TIE Fighter
Vehicle Type: Space Superiority Fighter
Crew: One

M.D.C By Location:
Laser Cannons (2):
[1] Engines (2):
[2] Energy Panels
[3] Main Body:
Reinforced Pilots Cockpit:

35 each
85 each
75 each
300
100

Notes:
[1] Loss of the fighter's engines will reduce performance of fighter by one half per engine and loss of both
engines will prevent fighter from performing beyond 5% of normal (This is using maneuvering thrusters and
gravitic propulsion). Due to gravitic propulsion systems, fighter will not crash in an atmosphere even if both
engines are destroyed.
[2] Destruction of energy panels will not destroy the fighter, but the detsruction of a panel will reduce the range
of the fighter by one third. Destruction of both panels will reduce the fighters range by two thirds.
[3] Depleting the M.D.C. of the main body will put the fighter out of commission. All internal systems will shut
down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. In an
atmosphere, the fighter will crash

Speed:
Driving on the Ground: Not Possible.
Sublight:
Phase World Version: Has a special sublight engine that allows the ship to travel up to 40 percent of the speed
of light. Fighter can accelerate/decelerate at the rate of 1.5 percent of light per melee maximum.
Moderate Version: The fighter does not have an effective top speed but is limited by acceleration. Fighter can
reach a top acceleration of 9 G.
Atmospheric Propulsion: Both Version: Due to the fighters being non aerodynamic, the fighters flies in an
atmosphere through brute force and gravitic propulsion systems. As a result, the fighter is relatively slow in an
atmosphere and has a top speed of Mach 2 (1,482.9 mph/ 2,386.5 kph) in an atmosphere. The Gravitic
propulsion enables the fighter to enter and leave an atmosphere under its own power.
Stardrive: None, the TIE fighter does not carry a hyperdrive.

Maximum Range: Both Versions: the fighter has enough fuel for 168 hours (7 days) of operation. Fighter uses a
very small fusion cell system for power systems. The fighter carries seven days of consumables for fighters
crew.

Statistical Data:
Length: 19.9 feet (6.08 meters)
Height: 27.3 feet (8.32 meters)
Width: 29.0 feet (9.84 meters)
Weight: 8.0 tons (7,298 kg) unloaded
Power System: Fusion power supply with a 7 day duration at normal output. Fusion power supply can run life
support without any thrust for four months although rations and water will have long run out.
Cargo: Negligible. The pilot can carry a few small items with him.
Market Cost: 25 million credits to build.

WEAPON SYSTEMS:
1. Twin Laser Cannons: These cannons are mounted on the front of the starfighter and fire directly
forward. When compared to Phase World weaponry, They are slightly less powerful than those mounted
on some of the newest C.A.F. Starfighters but are still very effective. The cannons can be fire
individually or in pairs. The weapon systems cannot be used in hyperspace.
Maximum Effective Range:
Phase World Version: 800 miles (1,290 km) in space and 8 miles (12.3 km) in an atmosphere.
Moderate Version: 4,000 feet (1,200 m) in an atmosphere and 32,000 feet (9,600 m) in space.
Mega Damage: Both Versions: 1D6x10 per cannon and 2D6x10 for both cannons.
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Effectively Unlimited.

COMBAT BONUSES: The Imperial TIE Starfighter is very maneuverable and very accurate. Use the Phase
World Starfighter combat (Elite or Basic) skill.
+2 to initiative
+2 to strike with lasers
+3 to dodge

Imperial (Kuat) "Imperator" class Star Destroyer


(Star Wars):
In most ways, this ship is the
embodiment of imperial might. At
the time of their initial creation, they
were the largest and heaviest mass
produced armed ships constructed by
the Empire and were larger than any
mass produced combat ships built by
the Old Republic. Their construction
was initially begun during the
transition between the Republic and
the Empire. Since their construction,
larger star destroyers have been built
such as the Executor-class Command
Ship. Huge numbers of the Imperator
class Star Destroyer were
constructed and in numbers are far greater than the previous Victory class Star Destroyer class. When compared
to the Races in Phase World, the Empire constructed many times more than any of them, with some sources
actually indicating construction numbers of over 25,000 Imperator class Star Destroyers! There are two reasons

for this, the density of populated planets is much greater in Star Wars and many of these ships act in the
suppression role within the Empire. Many people call the Imperator class star destroyer the Imperial class Star
Destroyer but this is much like Japanese submarines, even thought they were of multiple classes, were called
Japanese class submarines by many American sailors.

The Imperator Class Star Destroyer has a direct relationship to its predecessor, the Victory class Star destroyer,
and looks much like an upscaled Victory class. Even thought it is still wedge shaped like the Victory class, the
Imperial class cannot enter an atmosphere and would break up if it attempted to enter the atmosphere. There are
several variations of the Imperator class Star Destroyers. Listed is the First main model of the ship but their are
also Imperator class ships modified for communication and other roles.

The ship has far more firepower than the previous class of Star Destroyers. This was because while Victory
class Star Destroyer was constructed to keep the peace and protect the Republic, the Imperator was constructed
for conquest and a much more generally agressive role.

When compared to ships of Phase World, the Imperator class has rather more firepower than a Protector class
battleship although it carries much fewer number of missile batteries than the Protector does. Most of the
weapons are fairly standard and the ship carries mostly turbo-lasers and missile launchers. The weapon system
that is unusual are the ion weapons. They are not like standard Rifts and Robotech Ion Cannons and instead
interfere with the operation of various systems. The ship has a large amount of powerful Point Defense
weaponry, which is not a luxury in the fighter heavy conflicts of the Imperial era.

These ships require huge crews and are cities in space in many respects. The personnel on the ship have many
different functions. There is the mains ships crew that operates the ship, the is a large numbers of troops, and the
ships have a large support crew for hanger bay operations. If the ship is acting a flag ship, it carries additional
crew as the flag support staff. It is not normally listed but the ships also have a total of 3000 maintenance droids
of various types. The ship carries tie fighters, shuttles, and various ground vehicles as well.

It should never be forgotten that although for Phase World standards these ships are comparable to a
combination of Heavy Battleship/Assault Carrier, in the Imperial Navy the Star Destroyer was just that: A
destroyer, not only in name, but also in Class! At various times the Empire produced bigger and heavyer ships,
not just combatants, but also many civilian ships that were larger than the Imperator. A good example were the
Trade Federations large Freight ships (later converted to makeshift battleships), which were much larger than a
Imperator class ship.

Notes of game conversion:

Because of the nature of the movie series "Star Wars" and the needs to put the Starship into game mechanics, I
have given many statistic as two different possible statistics to take this into account. The G that I have seen
listed would not be sufficient to get near the speed of light yet many sources have indicated speeds in this area.
In some ways each version is closer to what was seen in the series. I do make one huge change, fighters in Star
Wars act as if they are in the atmosphere even when they operating in space. The Television series Babylon 5 is
a good series to watch to get a clearer idea on how space vehicles should would probably maneuver.

Phase world version uses my revised phase world starship rules and can hold its own against most C.A.F and
Kreeghor Starships. This version is recommended if you with to put them into Phase World as among equals.
See Revised Starship Rules for Phase World for more details.

Moderate version uses Gs of acceleration and reduced weapon ranges. This version is useful for Mutants In
Orbit, Phase World if used as a lower tech race, used with my Earth Force ships conversions for B-5, and as a
possible crash on Rifts Earth. Listed is the formula to allow player and game masters to calculate the velocity
and distance traveled:
Velocity = Acceleration x Time + Initial Velocity
Distance Traveled = Acceleration x x Time + Initial Velocity x Time
1 G = 32 feet (9.8 m) per second
Model Type: ISD MK II
Vehicle Type: Star Destroyer (Would be considered a battleship by Phase World terms)
Crew: 34,285; 2,585 Officers, 13,800 Ship Maintenance, 12,100 Gunnery Personnel, 6,000 Support Personnel
(Does not include hanger Personnel).
Troops: 3,800 flight personnel, 9,700 Stormtroopers. If the ship is acting as a flagship, add an additional 900
personnel. The ship can carry up to 1800 passengers total.

Vehicles:
Fighter Compliment:
48
Standard Tie Fighters (4 Squadrons)
12
Tie Interceptors (1 Squadron)
12
Tie Bombers (1 Squadron)
5
Assault gunboats
Other vehicles:
8
Lambda-class shuttles
15
Stormtrooper transports
10
Gamma-class assault shuttles
20
AT-AT Walkers
30
AT-ST Walkers
M.D.C. By Location:
Mega Turbo-laser Cannon Mounts (6):
Quadruple Heavy Turbo-laser Cannon Mounts (2):
Defensive Turbolaser Turrets (9):
Mega Ion Cannon Mounts (2):
60 mm Point Defense Laser Turrets (30):
80 mm Point Defense Ion Cannon Turrets (20):
Capital Proton Torpedo Batteries (4):
[1] Bridge:
[1] Auxiliary Bridge:
Hanger Bay:
[2] Main Engines (3):
[2] Secondary Engines (4):
[3] Main Body:
[4] Shield Generators (12):
[4] Variable Force Field:

2,500 each
1,200 each
800 each
2,500 each
250 each
250 each
1000 each
80,000
80,000
60,000
30,000 each
20,000 each
300,000
500 each
15,000 a side (90,000 Total)

Notes:
[1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ships armor.
This ship also has an auxiliary bridge. Even if both bridges are destroyed, the ship can still be piloted from
engineering but ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridge
that do not penetrate the ships integrity can injure crew members on or near the bridge.
[2] Destruction of main engines reduced acceleration by 20% per engine destroyed. Destruction of secondary
engines reduces acceleration by 10% per engine destroyed. If all engines are destroyed, the ship can still
accelerate and decelerate at 5% using maneuvering thrusters.
[3] Depleting the M.D.C. of the main body will put the Star Destroyer out of commission. All internal systems
will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating
wreck.
[4] The Star Destroyer has 2 shield generators per facing. If one is destroyed, reduce maximum shield strength
on that facing by half and reduce the shields regeneration by 1/12 for every generator destroyed. If both
generators on a shield facing are destroyed, the shields are not operation in that facing. The Shields must be

penetrated before the shield generators can be hit. Shields positions can be varied and all could be combined in
one shield. Shields regenerate at the rate of 5% (4,500 M.D.C.) per melee.

Speed:
Driving on the Ground: Not Possible.
Sublight:
Phase World Version: Has a special sublight engine that allows the ship to travel up to 60 percent of the speed
of light. The Star Destroyer can accelerate/decelerate at the rate of 0.6 percent of light per melee maximum
(Standard is 0.2 percent of light per turn).
Moderate Version: The Star Destroyer does not have an effective top speed but is limited by acceleration. The
Star Destroyer can reach a top acceleration of 3 G but standard is 1 G to reduce stress on engines.
Atmospheric Propulsion: Both Version: The Imperator Star Destroyer cannot operate within an atmosphere. If
the ship enters an atmosphere, it will crash.
Stardrive: Uses a hyperdrive system that allows the ship to reach a maximum of 40 light-years per hour (In the
Game universe of Phase World, it could be limited to 4 light-years per hour to compare to the other Phase World
FTL systems).
Maximum Range: Effectively Unlimited by either Drive system. carries about six years worth of supplies on
board.

Statistical Data:
Length: 5,250 feet (1,600 meters)
Height: 1,509 feet (460 meters)
Width: 2,904 feet (885 meters)
Weight/Mass: 26.7 million tons (25 million metric tons)
Power System: Advanced Fusion with a 20 year life span. The ship normally only goes 5 years between
refueling.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 40,000 tons of cargo in addition to
standard compliment of supplies and ammunition. Each crew member also has a small locker for personal
possessions and officers have decent sized quarters.
Market Cost: 60 billion credits to construct. The Empire will not sell Imperator Class Star Destroyers to other
interests.

WEAPON SYSTEMS:
1. Six (6) Mega Turbo-laser Cannon Mounts: These mounts each have two barrels that normally fire
together. This means that there a total of twelve mega turbo-laser cannons with each being 1 meter wide.
The ship has three mounts on either side of the rear superstructure and while each mount can rotate 360
degrees, the superstructure prevents the fire of the turrets to the other side and the Mega-Ion cannon
mounts blocks fire to directly aft of the ship. Only the front two turrets can fire directly forward but all
mounts can fire at targets above ten degrees above parallel to the ships main plane. These mounts are the
ships main anti-capital ship weaponry and are very powerful and capable of destroying all but the largest
targets with just a few hits. The mounts may be fired individually or may be combined with up to three
other heavy turbo-laser cannon mounts (all on one side may fire as a volley). Mega turbo-laser cannon
mounts have standard penalties to strike fighters and other small targets. The weapon systems cannot be
used in hyperspace.
Maximum Effective Range:
Phase World Version: 100,000 miles (161,000 km) in space and 100 miles (161 km) in an
atmosphere.
Moderate Version: 800 miles (1287.5 km) in space and 100 miles (161 km) in an atmosphere
Mega Damage: 2D6x1000 per mount (Each cannon does approximately 1D6x1000). Up to three turrets
may be combined (all on one side) for 6D6x1000.
Rate of Fire: Maximum of Two (2) times per melee per mount
Payload: Effectively Unlimited.
2. Two (2) Quadruple Heavy Turbo-laser Cannon Mounts: Each of these mounts has four barrels that
normally fire together. This gives the ship a total of eight heavy turbo-laser cannons. Each is 10 cm wide
and are capable of doing heavy damage to large capital ships and destroying smaller capital ships in just
a few shots. The ship has one mount on either side of the hull, in the rear notch of the rim trench of the
ship. Unlike the main battery, each mount fires individually. Each mount has a 360 degree rotation and a

180 degree arc of fire. Heavy turbo-laser cannon mounts have standard penalties to strike fighters and
other small targets. The weapon systems cannot be used in hyperspace.
Maximum Effective Range:
Phase World Version: 25,000 miles (40,100 km) in space and 25 miles (40.1 km) in an
atmosphere.
Moderate Version: 200 miles (260 km) in space and 25 miles (40.1 km) in an atmosphere
Mega Damage: 1D4x1000+1000 per mount (Each cannon does slightly over 2D6x100).
Rate of Fire: Maximum of Two (2) times per melee per mount
Payload: Effectively Unlimited.
3. Nine (9) Defensive Turbolaser Turrets: Each of these turrets holds two Turbolaser cannons which are
less powerful than the Heavy Turbolasers, and have a lower range. These weapons are still capable of
severely damaging smaller ships with a few shots, and destroying fighters in one shot. There are three
mounts in line just in front of the upper superstructure, four mounts on the lower side of the ship near
the aft, and two mounts are near the hangar bay. Each mount has a 360 degree rotation and a 180 degree
arc of fire. The defensive turbolaser cannons do not have penalties to strike fighters and other
small targets!
Maximum Effective Range:
Phase World Version: 15,000 miles (24,060 km) in space and 15 miles (24 km) in an atmosphere.
Moderate Version: 120 miles (192 km) in space and 15 miles (24 km) in an atmosphere
Mega Damage: 2D6x100 per mount (Each cannon does approximately 1D6x100).
Rate of Fire: Maximum of Two (2) times per melee per mount
Payload: Effectively Unlimited.
4. Two (2) Mega Ion Cannon Mounts: The Imperator class Star Destroyer has one double ion cannon
mount on either side of the rear superstructure, being the rearward most mount of the four on each side .
Each mount has a 360 degree rotation and a 180 degree arc of fire, but cannot fire towards the opposite
side due to being blocked by the ships superstructure. Mega Ion cannon mounts have standard penalties
to strike fighters and other small targets. The weapon systems cannot be used in hyperspace.
Star Wars ion cannons operate differently than the Ion cannons in Rifts and Robotech. Instead of just
being another type of energy weapon, Star Wars ion cannons do not cause any physical damage, though
they do damage shields. They disable targets by interfering with the target's electrical systems.
For gaming purposes, Star Wars ion weapons have a damage rating. This is how much damage the
weapon will inflict on shields. Once any shields are penetrated, however, the damage works differently.
The ion damage is recorded separately from normal physical damage. The amount of "damage" inflicted
by the ion weaponry is compared to the amount of main body remaining. The percentage of damage
inflicted is determined in relation to the main body: (damage / main body) x 100 = percentage
For every 10% damage from ion weapons, the following penalties apply: The target will be at -1 to
Strike, Parry (if appropriate), and Dodge. In space, target acceleration will be reduced by 15% and in an
atmosphere, top speed will be reduced by 15%. Roll once on the Critical hit chart in the Phase World
Sourcebook or Rifts Conversion book as appropriate.
If a ship takes 60% or more of its main body in ion damage, then the ship or vehicle will be disabled
completely. All weapon, navigation, and other systems will shut down. The ships Emergency lifesupport and emergency communications are likely to work, but nothing else.
When crossing universes, some ships would probably be immune to these weapon systems. These
include the U.W.W. ships and the UFO Intruder ships from Phase World, the semi biological
protoculture based systems from Robotech, and the Unusual hull construction of the Vorlons, Shadows,
and races that copied the first ones technology from Babylon 5.
Maximum Effective Range:
Phase World Version: 120,000 miles (193,000 km) in space and 120 miles (193 km) in an
atmosphere.
Moderate Version: 960 miles (1,545 km) in space and 120 miles (193 km) in an atmosphere
Damage: 4D4x1000 M.D.C. per mount (2D4x1000 per barrel) to shields and special effects (See above)
Rate of Fire: Maximum of Two (2) times per melee per mount
Payload: Effectively Unlimited.
5. Thirty (30) 60 mm Point Defense Lasers: These are the main point defense weaponry of the Star
Destroyer and are used against both fighters and missiles. These mounts are distributed evenly around
the ships hull. Each Turret can rotate 360 and has a 180 arc of fire. The weapons have no penalties to
strike small targets but are relatively short ranged. The weapon systems cannot be used in hyperspace.

Maximum Effective Range:


Phase World Version: 800 miles (1,290 km) in space and 8 miles (12.3 km) in an atmosphere.
Moderate Version: 4,000 feet (1,200 m) in an atmosphere and 32,000 feet (9,600 m) in space.
Mega-Damage: 4D6x10 M.D.
Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
Payload: Effectively Unlimited
6. Twenty (20) 80 mm Point Defense Ion Cannons: These are the secondary point defense weaponry of
the Star Destroyer and are used against both fighters and especially missiles, where their disruption of
systems is very effective.
Star Wars ion cannons operate differently than the Ion cannons in Rifts and Robotech. Instead of just
being another type of energy weapon, Star Wars ion cannons do not cause any physical damage, though
they do damage shields. They disable targets by interfering with the target's electrical systems.
These mounts are distributed evenly around the ships hull. Each Turret can rotate 360 and has a 180 arc
of fire. The weapons have no penalties to strike small targets but are relatively short ranged. The weapon
systems cannot be used in hyperspace.
For gaming purposes, Star Wars ion weapons have a damage rating. This is how much damage the
weapon will inflict on shields. Once any shields are penetrated, however, the damage works differently.
The ion damage is recorded separately from normal physical damage. For a exact description of this
system, see the description of the Mega-Ion Cannons.
Maximum Effective Range:
Phase World Version: 600 miles (962 km) in space and 6 miles (9.62 km) in an atmosphere.
Moderate Version: 3,000 feet (900 m) in an atmosphere and 24,000 feet (7,200 m) in space.
Mega-Damage: 3D6x10 M.D.
Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
Payload: Effectively Unlimited
7. Four (4) Capital Proton Torpedo Batteries: Essentially equal to cruise missiles. On the side of the
ship, the ship has a total of four missile batteries that fire the equivalent of cruise missile. One battery is
located near the front of the ship on each side, while another battery is located further back. Missiles
have penalties to hit small targets but are all considered smart missiles. Batteries can launch on multiple
targets each.
Phase World Version: Effectively very similar to Phase World cruise missiles. Missiles has a top speed
of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than
any starship). When drive goes dead, the missile will still cruise unless preset to self destruct or receives
a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because
target does not move and torpedoes when dead at -25% to detect.) See Modified starship rules for more
details
Moderate Version: The description of these are close to that used for conventional cruise missiles
Missile are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed
when used in space. Missiles can be launched at non moving targets beyond the powered range of the
missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties
exist when launching missiles beyond normal missile range.
Maximum Effective Range:
Phase World Version: Powered torpedo range is 8000 miles (12,875 km) in an atmosphere and
4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space (See Phase World Missiles )
Moderate Version: Varies with missile types, assume powered range is 8 x normal in space (Go
to revised bomb and missile tables for details.)
Mega-Damage: Both Versions: Varies with cruise missile types (Use new missile/bomb tables) - AntiMatter warheads are NOT available.
Rate of Fire: Volleys of 10 per battery, per melee round, for a total of 40 missiles per melee. Launchers
are reloaded on the same melee and can be fired again on the next.
Payload: 400 total, 100 cruise missiles per battery.

Imperial (Kuat / Rendili) "Victory" class Star


Destroyer (Star Wars):

The Victory class star


destroyer was the
backbone of the Old
Republic fleets before the
Republic became the
Empire. These ships are
far smaller than the
Imperator class Star
Destroyer but are still
well armed and quite
capable. It is interesting
that during the Old
Republic times they filled
the same role as the
Imperator class does for
the empire, and they were
considered the ultimate
mass produced large
starship in their day.
These ships were
designed during the Clone
Wars. Although the Victory was never manufactured in such tremendous numbers as the Imperator, that is a
relative number. The total production run of Victory Star Destroyers build by both the Old Republic and the
Empire still numbered in the thousands of ships.

No longer being build today, the Victory had both advantages and disadvantages over its descendant, the
Imperator SD. Its main advantage was that its smaller size and more powerful antigravity drives actually allow
the Victory to enter and maneuver in a atmosphere, whereas a Imperator will crash if its attempts to do the
same. The Victory can even be set down in a sufficiently large body of water, such as large lakes and oceans.
The main disadvantages of the Victory are its very slow acceleration and low top speed. More modern naval
vessels (and the occasional smuggler) can almost literally run circles around a Victory SD. This means that in a
direct battle, the captain of a Victory will have to take great care to maneuver his craft into a favorable position,
preferably pinning the enemy craft between the Victory and various celestial bodies, so that the engagement
becomes a slugging match (which the Victory is well equipped for....).

Although the Victory is no longer being build, being replaced by the more potent Imperator, they are still a
common sight in many of the more backwards naval bases, where the need for more powerful warships is low.
Many of the Victories are also being sold off to outside interests as they are being phased out. A good example
of this is the sale of two hundred and fifty Victories to the Corporate Sector Authority. These ships were sold at
relatively low costs, and the Authority uses them as their new class of large warships. Most of these vessels may
have received refits by the Sector Authority to keep them up-to-date, but the Authority is, as usual, rather tightlipped about its military assets, so little is known about any upgrades. Not long after these vessels were sold the
famous smuggler Han Solo, then operating in the Corporate Sector, had a run-in with one of these ships, and
ultimately only got away from it through a ruse.

The Victory is in appearance similar to most Imperial craft. It is a large wedge shaped structure with a large
superstructure near the rear of the ship. These ships were in many ways the prototype for the Imperator class
Star Destroyer. There are two different models of the Victory class Star Destroyer. The listed version is the
newer model of the star destroyer and virtually all models have been upgraded to this version. This newer
version has a set of atmospheric control surfaces set near the aft edge of the hull. These control surfaces have
the shape of a flat X when seen from the front or the back.

The design of these ships was peacekeeping and protection of the Republic. It is well armed for this purpose.
When compared to ships from Phase World, it would be considered to have about half the firepower of a
Protector class Battleship. The weapon layout is very different from an Imperator class Star Destroyer, but like
that ship, the Victory class Star Destroyers carries Ion cannons. They are not like standard Rifts and Robotech
Ion Cannons and instead interfere with the operation of various systems. The ship does not have as many point
defense weapons as most Phase World ships of her size but each mount is more powerful.

These ships have smaller crews than earlier ships because they use maintenance droids of various types for
various jobs on the ship. It is not normally listed but the ships has a total of about 2000 droids. Even so, the ship
still have a large number of crew although a fraction of those carried on a Imperator class Star Destroyers. The
ship also carries a large number of marines but only has two squadrons of fighters. If the ship is acting a flag
ship, it carries additional crew as the flag support staff. The ship carries shuttles and various ground vehicles as
well.

Notes of game conversion:


Because of the nature of the movie series "Star Wars" and the needs to put the Starship into game mechanics, I
have given many statistic as two different possible statistics to take this into account. The G that I have seen
listed would not be sufficient to get near the speed of light yet many episodes have indicated speeds in this area.
In some ways each version is closer to what was seen in the series. I do make one huge change, fighters in Star
Wars act as if they are in the atmosphere even when they operating in space. This is incorrect. The Television
series Babylon 5 is a good series to watch to get a clearer idea on how space vehicles should would probably
maneuver.

Phase world version uses my revised phase world starship rules and can hold their own against most C.A.F. and
Kreeghor Starships. This version is recommended if you with to put them into Phase World as among equals.
See Revised Starship Rules for Phase World for more details.

Moderate version uses Gs of acceleration and reduced weapon ranges. This version is useful for Mutants In
Orbit, Phase World if used as a lower tech race, used with my Earth Force ships conversions for B-5, and as a
possible crash on Rifts Earth. Listed is the formula to allow player and game masters to calculate the velocity
and distance traveled:
Velocity = Acceleration x Time + Initial Velocity
Distance Traveled = Acceleration x x Time + Initial Velocity x Time
1 G = 32 feet (9.8 m) per second
Model Type: VSD MK II
Vehicle Type: Star Destroyer (Would be considered a battlecruiser by Phase World terms)
Crew: 4,798; 522 Officers, 1,950 Ship Maintenance, 1,640 Gunnery Personnel, 696 Support Personnel (Does
not include hanger Personnel).
Troops: 620 flight personnel, 2,040 Stormtroopers. If the ship is acting as a flagship, add an additional 400
personnel. The ship can carry up to 900 passengers total.

Vehicles:
Fighter Compliment:
24
Standard Tie Fighters (2 Squadrons)
Other vehicles:
4
Lambda-class shuttles
6
Stormtrooper transports
4
Gamma-class assault shuttles
4
AT-AT Walkers
10
AT-ST Walkers
M.D.C. By Location:
Heavy quadruple Turbo-laser Cannon Mounts (10):
Heavy Ion Cannon Mounts (2):
40 mm Double Turbo Laser Turrets (40):
Capital Proton Torpedo Batteries (4):
[1] Bridge:
[1] Auxiliary Bridge:

1,000 each
600 each
200 each
800 each
50,000
50,000

Hanger Bay:
[2] Main Engines (2):
[2] Secondary Engines (2):
[3] Main Body:
[4] Shield Generators (12):
[4] Variable Force Field:

30,000
25,000 each
10,000 each
180,000
400 each
10,000 a side (60,000 Total)

Notes:
[1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ships armor.
This ship also has an auxiliary bridge. Even if both bridges are destroyed, the ship can still be piloted from
engineering but ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridge
that do not penetrate the ships integrity can injure crew members on or near the bridge.
[2] Destruction of main engines reduced acceleration by 40% per engine destroyed. Destruction of secondary
engines reduces acceleration by 10% per engine destroyed. If all engines are destroyed, the ship can still
accelerate and decelerate at 5% using maneuvering thrusters.
[3] Depleting the M.D.C. of the main body will put the Star Destroyer out of commission. All internal systems
will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating
wreck.
[4] The Star Destroyer has 2 shield generators per facing. If one is destroyed, reduce maximum shield strength
on that facing by half and reduce the shields regeneration by 1/12 for every generator destroyed. If both
generators on a shield facing are destroyed, the shields are not operation in that facing. The Shields must be
penetrated before the shield generators can be hit. Shields positions can be varied and all could be combined in
one shield. Shields regenerate at the rate of 5% (3,000 M.D.C.) per melee.

Speed:
Driving on the Ground: Not Possible.
Sublight:
Phase World Version: Has a special sublight engine that allows the ship to travel up to 60 percent of the speed
of light. The Star Destroyer can accelerate/decelerate at the rate of 0.3 percent of light per melee maximum
(Standard is 0.1 percent of light per turn).
Moderate Version: The Star Destroyer does not have an effective top speed but is limited by acceleration. The
Star Destroyer can reach a top acceleration of 2 G but standard is 1 G to reduce stress on engines.
Atmospheric Propulsion: Both Version: The Victory class Star Destroyer, unlike the Imperator class Star
Destroyer, can operate within an atmosphere but is very limited. Maximum speed is 350 mph (563 kph), can
enter an atmosphere and can leave but is not really designed for prolonged atmospheric flight. Atmospheric
control surfaces mean that any penalties for atmospheric flight are halved though.
Stardrive: Uses a hyperdrive system that allows the ship to reach a maximum of 40 light-years per hour (In the
Game universe of Phase World, it could be limited to 4 light-years per hour to compare to the other Phase World
FTL systems).
Maximum Range: Effectively Unlimited by either Drive system. carries about four years worth of supplies on
board.

Statistical Data:
Length: 2,953 feet (900 meters)
Height: 1,115 feet (340 meters)
Width: 1,542 feet (470 meters)
Weight/Mass: 10 Million Tons (9.1 million metric tons)
Power System: Fusion with a 20 year life span. The ship normally only goes 5 years between refueling.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 8,100 tons of cargo in addition to
standard compliment of supplies and ammunition. Each crew member also has a small locker for personal
possessions and officers have decent sized quarters.
Market Cost: 25 billion credits to construct. The Empire will sell (by their standards obsolete) Star Destroyers to
other interests. Note that the price of these may vary from at least the original construction price for most buyers
to rather lower (10 billion) for sale to outside interests that are known as "friendly" to the Empire.

WEAPON SYSTEMS:
1. Ten (10) Quadruple Heavy Turbo-laser Cannon Mounts: Each of these mounts has four barrels that
normally fire together. This gives the ship a total of forty heavy turbo-laser cannons. Each is 10 cm wide
and are capable of doing heavy damage to large capital ships and destroying smaller capital ships in just

a few shots. The ship has two mounts on either side of the hull, one just in front of the atmospheric
control surfaces, and the other about halfway from the control surfaces to the nose. Four more are
carried on the ships upper hull, with two well in the front, and two more next to the ships superstructure,
at the aft of the ship. Those mounts are the only ones that have a unimpeded aft firing arc. The last two
mounts are on the bottom of the ship.
Each mount has a 360 degree rotation and a 180 degree arc of fire. Heavy turbo-laser cannon mounts
have standard penalties to strike fighters and other small targets. The weapon systems cannot be used in
hyperspace.
Maximum Effective Range:
Phase World Version: 100,000 miles (161,000 km) in space and 100 miles (161 km) in an
atmosphere.
Moderate Version: 800 miles (1287.5 km) in space and 100 miles (161 km) in an atmosphere
Mega Damage: 1D4x1000+1000 per mount (Each cannon does slightly over 2D6x100).
Rate of Fire: Maximum of Two (2) times per melee per mount
Payload: Effectively Unlimited.
2. Forty (40) Double Turbo-laser Cannon Mounts: Each of these mounts have two barrels that normally
fire together. This gives the ship a total of eighty turbolaser cannons. Each is 4 cm wide and are capable
of doing damage to large capital ships and destroying smaller capital ships in just a few shots. The
mounts are spread out equally over the ships hull. Unlike the main battery, each mount fires individually.
Each mount has a 360 degree rotation and a 180 degree arc of fire. Turbo-laser cannon mounts do not
have standard penalties to strike fighters and other small targets. The weapon systems cannot be used in
hyperspace.
Maximum Effective Range:
Phase World Version: 20,000 miles (32,200 km) in space and 20 miles (32.2 km) in an
atmosphere.
Moderate Version: 160 miles (260 km) in space and 20 miles (32.2 km) in an atmosphere
Mega Damage: 6D6x10 per mount (Each cannon does approximately 3D6x10).
Rate of Fire: Maximum of four (4) times per melee per mount
Payload: Effectively Unlimited.
3. Two (2) Heavy Ion Cannon Mounts: The Victory class Star Destroyer has two quad mount ion
cannons in front of the ships superstructure. Each mount has a 360 degree rotation and a 180 degree arc
of fire. Mega Ion cannon mounts have standard penalties to strike fighters and other small targets. The
weapon systems cannot be used in hyperspace.
Star Wars ion cannons operate differently than the Ion cannons in Rifts and Robotech. Instead of just
being another type of energy weapon, Star Wars ion cannons do not cause any physical damage, though
they do damage shields. They disable targets by interfering with the target's electrical systems.
For gaming purposes, Star Wars ion weapons have a damage rating. This is how much damage the
weapon will inflict on shields. Once any shields are penetrated, however, the damage works differently.
The ion damage is recorded separately from normal physical damage. The amount of "damage" inflicted
by the ion weaponry is compared to the amount of main body remaining. The percentage of damage
inflicted is determined in relation to the main body: (damage / main body) x 100 = percentage
For every 10% damage from ion weapons, the following penalties apply: The target will be at -1 to
Strike, Parry (if appropriate), and Dodge. In space, target acceleration will be reduced by 15% and in an
atmosphere, top speed will be reduced by 15%. Roll once on the Critical hit chart in the Phase World
Sourcebook or Rifts Conversion book as appropriate.
If a ship takes 60% or more of its main body in ion damage, then the ship or vehicle will be disabled
completely. All weapon, navigation, and other systems will shut down. The ships Emergency lifesupport and emergency communications are likely to work, but nothing else.
When crossing universes, some ships would probably be immune to these weapon systems. These
include the U.W.W. ships and the UFO Intruder ships from Phase World, the semi biological
protoculture based systems from Robotech, and the Unusual hull construction of the Vorlons, Shadows,
and races that copied the first ones technology from Babylon 5.
Maximum Effective Range:
Phase World Version: 120,000 miles (193,000 km) in space and 120 miles (193 km) in an
atmosphere.
Moderate Version: 960 miles (1,545 km) in space and 120 miles (193 km) in an atmosphere
Damage: 2D6x1000 M.D.C. per mount (4D6x100 per barrel) to shields and special effects (See above)
Rate of Fire: Maximum of Two (2) times per melee per mount
Payload: Effectively Unlimited.

4. Four (4) Capital Proton Torpedo Batteries: Essentially equal to cruise missiles. On the side of the
ship, the ship has a total of four missile batteries that fire the equivalent of cruise missile. One battery is
located near the front of the ship on each side, while another battery is located further back. Missiles
have penalties to hit small targets but are all considered smart missiles. Batteries can launch on multiple
targets each.
Phase World Version: Effectively very similar to Phase World cruise missiles. Missiles has a top speed
of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than
any starship). When drive goes dead, the missile will still cruise unless preset to self destruct or receives
a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because
target does not move and torpedoes when dead at -25% to detect.) See Modified starship rules for more
details
Moderate Version: The description of these are close to that used for conventional cruise missiles
Missile are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed
when used in space. Missiles can be launched at non moving targets beyond the powered range of the
missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties
exist when launching missiles beyond normal missile range.
Maximum Effective Range:
Phase World Version: Powered torpedo range is 8000 miles (12,875 km) in an atmosphere and
4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space (See Phase World Missiles )
Moderate Version: Varies with missile types, assume powered range is 8 x normal in space (Go
to revised bomb and missile tables for details.)
Mega-Damage: Both Versions: Varies with cruise missile types (Use new missile/bomb tables) - AntiMatter warheads are NOT available.
Rate of Fire: Volleys of 20 per battery, per melee round, for a total of 80 missiles per melee. Launchers
are reloaded the next melee and can be fired again on the melee after that.
Payload: 360 total, 80 cruise missiles per battery.

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