The following material is an adaptation of snub fighters from STAR WARS,
a space drama created over 20 years ago and has gained a large following
here in the United States (among other places). Please feel free to use,
copy, and distribute it as you see fit. All I ask is that you give proper
credit to me and do not claim that it is your own work. Comments and
suggestions are welcome.
M-WING STARFIGHTER
(Version 1.23 - Last Updated: 10/1/98)
Palladium RPG Stats by Jeffrey Cauley
Background information provided by Multiple Star Wars Books
BACKGROUND
The M-Wing was designed by the Corellian navy after they joined the
Republic a decade after the liberation of the Corellian sector. The ship is
a superior fighter to the B- and Y-Wing starfighters which were, up until now,
the Republic's heavy fighters.
The M-Wing combines some of the best features of all the Republic's
fighters and some newer features. It uses a double-cockpit setup similar to
the Y-Wing starfighter which allows the pilot to concentrate on fewer tasks and
therefore, be a better pilot. It uses the B-Wing's gyro-stabilizer system to
move the ship's massive A-Pylons (Attack Pylons). From the A-Wing, it borrows
a large engine assembly that gives it very high speeds.
The ship has been widely tested and found to be very successful. All
the pilots who have tested it have had nothing but high praise for the ship
and its features. However, there was a few problems found with the ship.
The first and most serious was that when the ship was tested in atmosphere,
the lack of aerodynamics and the intervention of g-forces tended to have a
negative effect on the a-pylons. The wind shears and extreme forces frequently
snapped the support beams connecting the a-pylons to the main hull.
The problem was researched and very few solutions could be found. The
metal used in the ships design was found to be very intolerant to high g-force
stress and was almost discontinued in the M-Wing's design except that it was
found to be more durable to high-powered energy blasts then the hulls of most
ships. So, Slayn & Korpil came up with an idea.
The a-pylons were reconstructed so that the pylons, when in an atmosphere, would
retract the weapons assembly back by about 2 meters and the pylons also retracted
into the hull of the ship. This gave it a more aerodynamic design and eliminated the
problem of atmospheric travel.
RPG STATS:
Vehicle Type: Superior Heavy Assault and Protection Fighter Class: Corellian SF-1000 M-Wing Heavy Star Fighter Manufacturer: Corellian Shipyards Crew: Two pilots in full tactical life support and an R9 astromech unit.
Destroying the transparisteel canopy will expose the pilot and will
end up killing him. Since the transparisteel canopy is part of the
escape pod, the pilot cannot hope to save his life by ejecting.
(2)
If the R9 Unit is destroyed, then the fighter is without its ability to
plot courses with which he could use to enter hyperspace. The coordinates
for a successful jump will have to be provided from elsewhere or else the
pilot will be making "blind" jumps.
(3)
If the hyperdrive motivator is hit, then the ship is truly endanger. Without
its ability to travel beyond light speed, traveling the length of a
solar system could take months. Therefore, the ship is essentially stranded
without a hyperdrive system. However, the motivator is located in
the back of the ship and can only be hit on a called shot and even then,
it is -2 to strike.
(4)
Depleting the MDC of the main body will destroy the M-Wing and the
pilot (if he hasn't ejected already) will be killed in the resulting explosion.
SPEEDS:
FLYING:
The M-Wing uses Corellian 5gS PentaCell Thrusters powered by a
Corellian Xk9 Power Converter and Fusion Reactor. These engines are one
of the four ships systems which can have the power output varied to
them. When it comes to speed, the ship has several output percentages.
The following table explains how fast the ship will travel at different
engine energy output percentages.
The M-Wing has a rather fast hyperdrive system allowing it to travel at
a speed of 200 light years per hour in hyperspace. One of the amazing
things about this ship is that, unlike most other hyperdrives, it can
actually make turns and slight course adjustments while in hyperspace!
This system is actually an improvement over the model placed in the YV-
666 Light Freighter. The system on board that ship could only make turns
up to 30 degrees.
HEIGHT:
9.6 meters including the top of the spoiler.
WIDTH:
14.3 meters from pylon to pylon.
LENGTH:
18.7 meters from fuselage to engine.
WEIGHT:
15.6 metric tons.
CARGO:
The ship has a small cargo hatch in the belly of the ship. It can carry
no more then 110 kg in an area roughly 6 meters cubed.
POWER PLANT:
The ship uses 5 Corellian StarFlight Hr.9 engines to propel it. These
are fueled by Kuati CZ-965 Cryogenic Power Cells and Ionization Reactor
that requires a certain type of liquid to power a fusion generator which
provides the power for the ship's systems (i.e. engines, weapons, life
support, shields, etc.). The fuel provides the ship with enough fuel to
run perfectly for six hours. The hyperdrive uses the same type of fuel
but has a better range. The fact that the fuel for the hyperdrive only
powers the hyperdrive allows it to be used for a total of sixteen hours.
WEAPON SYSTEMS:
1. SELONIAN HY-POWRE LASER CANNONS (2): On the tip of each a-pylon is one of
these high powered energy cannons. They are fire-linked meaning that
they can be fired in tandem or separately. If a volley is fired, the
cannons are designed so that the can converge at a point anywhere from
a quarter to a half a mile out. The distance cannot be changed in the
middle of the dog-fight however, it is set prior to take-off by the ship's
mechanic. Changing the distance takes very little work and is often
changed at the beginning of each flight. The range of the weapon is
also determined by the setting of the cannons. Because, when the multiple
blasts converge, they destroy each other.
PRIMARY PURPOSE: Assault
SECONDARY PURPOSE: Defense
RANGE: See Above.
DAMAGE: 8D6x10 M.D. per shot.
RATE OF FIRE: 1, or 2.
PAYLOAD: See Below (*).
2. ARMEK SW-7x ION CANNONS (2): On the tip of each attack pylon, are one of
these cannons. Ion cannons fire concentrated bolts of ionized electromagnetic
energy. These bolts, when coming in contact with a space craft
or other type of vehicle burn out all the electrical circuits in the ship.
However, when they impact on energy shields, begin to damage it the same
way a normal energy blast would.
PRIMARY PURPOSE: Capture
SECONDARY PURPOSE: Defense
RANGE: Quarter a mile
DAMAGE: 3D8x10 M.D. per blast.
RATE OF FIRE: 1 or 2.
PAYLOAD: See Below.
3. GYRHIL 98r TWIN AUTO BLASTERS: Located on the power array behind the
cockpit are a pair of auto blasters, one on either side. These blasters
provide backup defense in case the a-pylons are damaged or destroyed.
PRIMARY PURPOSE: Defense
SECONDARY PURPOSE: Assault
RANGE: 250 km.
DAMAGE: 2D6x10 M.D. per dual shot.
RATE OF FIRE: The auto blasters can only be fired in volleys of two.
PAYLOAD: See Below (*).
(*)The Ion Cannons, Auto Blasters, and Energy Cannons all draw power
together. For the ion and energy cannons, there are normally 12 charges
stored for each cannon and 6 normally stored for the auto blasters.
The weapons have five power output levels. Level one shunts power from
the weapons to the engines at a rate of 2 weapon charges per action and
decreases engine output by 13.2%. Level two transfers power at a rate
of 1 charge per action and decreases engine output by 6.6%. Level
three doesn't transfer any power to the weapons so that the charges
don't replenish themselves at all. Level four shunts power to the
weapons from the engines so that the cannons regain one charge every
action this also decreases the engine output by 6.6%. Level five transfers
twice the amount of power from the engines to the weapons that was
transferred at level four. Meaning, the weapons gain 2 charges per action
and reduces the engine output by 13.2%.
4. KRUPX MG7x PROTON-TORPEDO LAUNCHERS (2): Located below the energy and ion
cannons is a proton-torpedo launcher. Proton Torpedoes, which are
significantly more powerful then mini-missiles, use unstable protons to
generate a powerful explosions. These explosions are usually used against
heavier targets but have been proven effective against smaller space
fighters.
PRIMARY PURPOSE: Anti-Warship
SECONDARY PURPOSE: Anti-Fighter
RANGE: 3 km.
DAMAGE: 9D8x10 M.D. per torpedo.
RATE OF FIRE: The torpedoes can be fired in volleys of one or two.
PAYLOAD: Each launcher has three, which makes six all together.
NOTE: The Alliance has developed Mag-Pulse Missiles that can be used instead
of proton-torpedoes. These missiles are heavier versions of an ion gun.
They do 9D8x10 M.D. to shields and, because of impact, do 1D4x10 M.D. to
any physical object plus, they short out all electrical systems on a
starfighter.
5. NEW ALDERAANIAN "PROTECTOR" DEFLECTOR-SCREEN PROJECTOR: This is the M-
Wing's primary source of defense. It is a sophisticated system that
allows it to repel all energy and projectile attacks. The shields's can
be set to protect the rear, front, or entire ship with varying degrees
of power which is one of the features that makes the M-Wing truly versatile.
Primary Purpose: Defense
Protection: The shields normally have a total of 200 MDC, 100 front
and 100 aft. However, the power can be transferred so that all power
is generated into a pair of screens in the front or a pair in the
aft. Each one of the screens has 100 MDC so therefore, the shields
can be set so that it has 100 MDC in either the front and the aft.
Finally, if enough power is shunted from other systems, the shields
can generate up to four screens, two forward, two aft. This gives
the shields a total of 400 MDC.
Regeneration Rate: Level one drains power from Shields at a rate of
40 MDC per action and increases the engine output by 13.2%. Level two
adds 6.6% to engine output and drains 20 MDC per action from the
Shields. Level three doesn't drain or recharge the shield and does
not add or take away from engine output. Level four decreases engine
output by 6.6% and recharges the Shields at a rate of 20 MDC per
round. Level five sucks up 13.2% of engine power and recharges the
Shields at a rate of 40 MDC per round.
Size: The shield is ovular shaped so that the closest the shield
comes to the ship is 1 meter.
Duration: Unlimited.
6. SEINAR MARK 8 BEAM SYSTEM: On the tip of the ship is a powerful tractor
beam system. The system can hold a ship of the same weight as the M-Wing.
The system was developed for larger ships decades ago but wasn't built
on starfighter scale until the Empire developed their last chance for
survival: the TIE Defender.
PRIMARY PURPOSE: Capture
SECONDARY PURPOSE: Defense
RANGE: Quarter a mile.
RATE OF FIRE: The system drains one charge per melee action.
PAYLOAD: The system, at full charge has 15 charges. However, it
works with the power transfer system. The system has five power
output levels. Level one shunts power from the system to the
engines at a rate of 2 charges per action and decreases engine out-
put by 13.2%. Level two transfers power at a rate of 1 charge per
action and decreases engine output by 6.6%. Level three doesn't
transfer any power to the system so that the charges don't replenish
themselves at all. Level four shunts power to the system from the
engines so that the beam regain one charge every action this also
decreases the engine output by 6.6%. Level five transfers twice
the amount of power from the engines to the system that was transferred
at level four. Meaning, the weapons gain 2 charges per action and
reduces the engine output by 13.2%.
STANDARD EQUIPMENT FOR THE M-WING STARFIGHTER
ENERGY TRANSFER SYSTEM: As explained in the sections concerning the
cannons, Shields, engines and the tractor beam, the energy transfer system
allows power to be distributed to the pilot's needs for the current situation.
This feature gives the M-Wing an advantage over other fighters it
will encounter. The system can not only switch power being generated
from one system to another, but it can also dump power stored in one
system to another. Transferring energy from the weapons systems to the
Shields will transfer energy at the rate of 1 charge from each weapon to
5 M.D.C. and Transferring energy from the Shields to weapons transfers at
the rate of 10 M.D.C. for 1 charge for each weapon. Power can also be
transferred from the weapons to the beam system at the rate of 3 charges
from each weapon to 1 charge for the beam system and 1 charge of the beam
system for 3 charges for each weapon system. Transferring power between
the Shields and beam system can also be done. Dumping power from the
beam to the Shields occurs at the rate of 1 charge to 15 M.D.C. and 30
M.D.C. from the Shields gives the beam system 1 charge.
IDENTIFIER FRIEND/FOE (IFF): This is a system that is tied directly into
the ship's scanners. It picks up the name and type of ship, station, or
probe that are currently being scanned by the ship. It works in tandem
with the targeting computer to register target locks and also hooks in
with the scanners to record how much damage the target currently displayed
has taken. Also, the IFF broadcasts to other ships what kind of craft it
is linked to and, if it is a one man ship, who the pilot is.
FABRITECH ANq 4.9 TRACKING COMPUTER WITH IN-344-B "SIGHTLINE" HOLOGRAPHIC
IMAGING SYSTEM: This system works with the IFF, lasers, and torpedo
launchers to acquire targets, hold them in memory, and indicate when the
ship is in range and if there is a successful target lock. This system
can also target smaller parts of ships allowing it so that parts that
have a deduction to strike can be targeted and fired upon without the
deduction and even gain a +5 to strike! Also, it helps the torpedoes to
gain a successful target lock. This means, that the torpedo will track
the target for roughly two melee rounds. The torpedo travels at a speed
of 100 Km/Min and they also have a +5 to strike.
SENSOR PACKAGE: This is a sophisticated system (a Fabritech ANS-5d Unit
with LP Phased Tachyon Detection Array [PA-9r] and SP Primary Target
Analysis Grid [PG-7u]) that has four different types of sensors. The
first, a passive sensor, lightly probes the ship without the target ship
knowing it is being probed. This probe can gather only small bits of
information such as damage, IFF readings, distance, and speed. The
second type of sensor is a Scanner. This system gets all the normal
information, crew capacity, weapons systems, etc. It also returns the
same results as the passive sensor only but along with the wider amount
of information, it also alerts the target ship that it is being scanned.
The search probe allows the pilot to input a certain system that is to be
searched for. For example, the pilot wants to know if the ship has a hyperdrive
system. He inputs his query into the computer and the target ship is
probed to find out whether or not the system is on board the ship. The last
type of sensor is an intense focus on a specific system. This system could
be targeted on a weapon system such as a laser gun and the type of
information that would be brought back would be something along the lines of
power needed to operate, damage a weapon will do, etc. This sensor package
is considered one of the Alliances better defenses against attack ships.
ESCAPE POD: The entire reinforced cockpit of the M-Wing is a detachable
escape pod that can be jettisoned when the fighter is destroyed. The
ejected cockpit does not contain thrusters, but does contain a
powerful locator beacon and an integrated life support system that can
support the pilot for up to 30 minutes after ejection. The combat
computer is programmed to automatically eject the escape pod if the
M-Wing is destroyed (main body MDC reduced to 0), but this can be
overridden if the pilot is feeling suicidal for some reason.
HOMING SIGNAL: The escape pod of the M-Wing is equipped with a homing
device that enables rescue teams to locate a disabled craft or ejected
life pod. The range of the signal is 400 miles (640 km). Most
fighters and Alliance ships can key on and track/locate specific
signals, and the on board computers will automatically notify their
pilots if such a signal is detected.
STANDARD SURVIVAL KIT: The M-Wing comes equipped with a portable
survival kit. Inside the small reinforced box is a medium-sized
flashlight, two hand flares, one rocket flare, a compass, infrared
distancing binoculars, a small mirror, a pocket knife, dehydrated and
concentrated food (can be stretched into a five day supply for one
person) and basic first aid items (aspirin, bandages, disinfectants,
etc.)
TACTICAL LIFE SUPPORT SYSTEM: The M-Wing's cockpit is pressurized, and
also provides additional air feeds to the pilot's flight suit that
provides him with pressurized breathing. The Alliance flight suit also
contains an upper and lower g-suit that promotes blood circulation
even during high-g turns, thus decreasing the possibility of pilot's
blacking out in combat.
R9 ASTROMECH UNIT: The R9 unit is a droid intelligence that serves as
a copilot aboard the M-Wing and performs several other functions. The
droid can serve as an auto-pilot for the ship, allowing the pilots to
relax or even sleep during long voyages. The R9 can be instructed with
a single destination or a complex flight plan involving multiple speeds,
directions, and destinations, a hyperspace jumps. The droid will alert
the pilots when the fighter is near its destination or if it is near a
potential threat, and can also be set to automatically signal when
sensors detect objects near the M-Wing, such as asteroids. The droid can
also keep track of the threats in the midst of a battle, perform minor
repairs while in the middle of the flight, accept vocal commands from
the pilots to perform ship's actions that would normally require the
pilots to do so manually. These droids have a robotic I.Q. of 15 and
have 150 MDC. The skills they know are varied from droid to droid. A
skilled computer programmer can insert new skills with a few hours of
work.
PILOT FLIGHT SUIT: All Alliance snubfighters come with a custom-designed
flight suit for the pilot. This flight suit consists of an upper and
lower g-suit that promotes circulation even during high-g turns, thus
decreasing the possibility of pilot's blacking out in combat.
AUDIO/VIDEO COMMUNICATION: Long range, directional communications
system with satellite relay capabilities. Range: 600 miles (960 km) or
can be boosted indefinitely via satellite relay.
COPILOT SEAT: The M-Wing is equipped with a second pilot's seat behind
the main pilot's seat for a copilot. The copilot will usually act as a
tactical advisor and systems supervisor. Also, the copilot monitors
communications. The jobs that are performed by the copilot allow the pilot to
concentrate on fighting, making the ship a real threat. The copilot can
also assume command of the M-Wing if the pilot becomes incapacitated.
TORPLEX Rx 9.Zr FLIGHT CONTROL AVIONICS PACKAGE: This advanced system
helps experienced pilots to better navigate the ship. Even if the pilot
has never sat in the cockpit of an M-Wing, he will still have combat
bonuses as if he had been heavily trained in it. The bonuses are as
follows:
+2 on initiative.
+2 to strike.
+2 to parry.
+2 to dodge.
COMBAT BONUSES FOR M-WING STARFIGHTER TRAINING:
NOTE: Most pilots never receive Advanced M-Wing Training.
BASIC M-WING STARFIGHTER COMBAT TRAINING
2 attacks per melee (plus those of the pilot).
Add one additional action/attack at levels two, five, seven, and ten.
+2 on initiative.
+3 to strike.
+4 to parry.
+3 to dodge.
ADVANCED M-WING STARFIGHTER COMBAT TRAINING
4 attacks per melee (plus those of the pilot).
Add one additional action/attack at levels two, four, six, eight, ten, twelve, fourteen, and fifteen.
+4 on initiative.
+6 to strike.
+8 to parry.
+3 to dodge plus an additional +1 to dodge at every even number level of experience.
REFERENCES USED IN THIS DESIGN
The Star Wars Trilogy by Lucas Arts, Inc.
The X-Wing and TIE Fighter Computer games.
Star Wars: The Essential Guide to Vehicles and Vessels.
The Star Wars RPG by West End Games.
The X-Wing novels by Michael A. Stakpole and Bantam books.
Star Wars Technical Journal of the Rebel Forces: Vol. #3.