The following material is an adaptation of snubfighters 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.
The FreiTek E-Wing Starfighter was introduced during Grand Admiral Thrawn's
campaign against the New Republic. A year later, when the revived Emperor made his bid for
power, the ship had become a key element of the New Republic's Starfighter forces.
The E-Wing was designed by the former Incom Corporation designers who created the
fabulously successful X-Wing Starfighter. The E-Wing gave their new company, FreiTek, a design
that ranked with the best fighters any company was producing. Initial engagements with Imperial
fighters convinced the New Republic's pilots that they had an incredible ship at their disposal.
The E-Wing was initially designed with the same mission profiles as the older A=Wing: to protect
New Republic convoys from Imperial raiding missions.
The ship provides respectable speed, but its greatest asset is firepower. The primary
weapons are fire-linked triple laser cannons: one cannon on the end of each wing, with the
third cannon directly above the cockpit.
The E-Wing also serves as an excellent medium assault and close-support fighter because
of its sixteen proton torpedoes. These heavy weapons can severly damage capital ships and
reinforced military bases, giving New Republic strategists another option when B-Wings are too
slow for a mission.
The E-Wing offers performance that until recently was thought to be impossible. FreiTek's
engineers incorporated several remarkable advances in flight control and power regulation. The
resulting ship is as fast and maneuverable as the TIE Interceptor, and its heavily reinforced
hull allows the E-Wing to absorb more damage than the New Republic's famed X-Wings can.
Unfortunately, those advancements have come at a price. The E-Wing's advanced computer
systems have proved overwhelming for R2 astromech droids. The New Republic has had to switch
over to the new Industrial Automaton R7 astromechs, which were designed specifically to handle
the more advanced systems and hyperdrive interfaces aboard the E-Wing.
The E-Wing has a reliable fixed-wing design, While some designers considered movable
wings essential to top combat performance, FreiTek's designers produced a ship that is superior
to any movable-wing design. The E-Wing is easy to repair between missions; modular parts, from
laser cannon actuators to power couplings, enable New Republic technicians to strip and rebuild
an E-Wing in almost half the time it would take to perform a similar operation on an X-Wing.
Initial battles showed that the laser cannons were under-powered because they used
synthetically spin-coiled Tibanna gas, which broke down quickly, greatly reducing the fire
range. Because of the Battle of Calamari, New Republic technicians lacked the time to design
a permanent solution, such as refitting the weapons for a more suitable blaster gas. Instead,
they rigged the laser cannons to accept three times the standard power feed, increasing the
weapon range to acceptable levels but also risking a terminal power overload. These modified
ships have been dubbed E-Wing: Type B.
NOTE: You will notice that some of the system models and names are
the same as the X-Wing's. This was done for two reasons. The first is because
of the fact that there is several publications on the X-, B-, Y-, and A-Wings,
but seeing that the E-Wing is a fairly new ship, there is very little background
information on it. As information becomes available, I will add it to this file,
also, if you have any information to add, you may mail it to me
here. Thank you.
RPG STATS:
Vehicle Type: Attack and Close Support Fighter Class: FreiTek, Inc. E-Wing Starfighter Manufacturer: Incom Industries Crew: One pilot in full tactical life support and an R7 astromech unit.
MDC BY LOCATION:
Stabilizer Foils (2)--------------------------150 each
Wing-Mount Cannons (2)-------------------------50 each
(1) Transparisteel Canopy--------------------------75
Engines (2)------------------------------------75
(2) R7 Astromech Unit------------------------------90
Reinforced Pilot's Compartment/Escape Pod-----100
(3) Hyperdrive Motivator--------------------------100
Particle/Ray Shields--------------------------100
(4) Main Body-------------------------------------500
NOTES:
(1)
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 R7 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. With-
out 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 E-Wing and the
pilot (if he hasn't ejected already) will be killed in the resulting ex-
explosion.
SPEEDS:
FLYING:
The engines are one of the three 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 E-Wing has a rather fast hyperdrive system allowing it to travel at
a speed of 100 light years per hour in hyperspace. The only problem is
that it can only travel in a straight-line and since there are often
multiple objects in the flight path (i.e. a star or planet), the ship
has to drop out of hyperspace occasional y, realign itself, and re-enter
hyperspace.
STATISTICAL DATA:
HEIGHT:
4.8 meters from the top of the ship to the bottom of the landing pads.
WIDTH:
13.9 meters from wing tip to wing tip.
LENGTH:
11.2 meters from fuselage to engine.
WEIGHT:
13.4 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 2 Incom 4L4 Thrust Engines to propel it. These are fueled
by a Novaldex O4-Z 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. TAIM & BAK KX9 LASER CANNONS (3): On the tip of each stabilizer foil is
and just above the cockpit of the ship are 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, the destroy each other.
PRIMARY PURPOSE: Assault
SECONDARY PURPOSE: Defense
RANGE: See Above.
DAMAGE: 6D6x10 M.D. per shot.
RATE OF FIRE: 1, 2, or 3.
PAYLOAD: The laser have, at full charge, a total of twelve shots
stored for each cannon. The cannon has five power output levels.
Level one shunts power from the lasers to the engines at a rate
of 2 charges per action and decreases engine output by 25%. Level
two transfers power at a rate of 1 charge per action and decreases
engine output by 12.5%. Level three doesn't transfer any power to
the cannons so that the charges don't replenish themselves at all.
Level four shunts power to the cannons from the engines so that the
cannons regain one charge every action this also decreases the engine
output by 12.5%. Level five transfers twice the amount of power from
the engines to the cannons that was transferred at level four.
Meaning, the cannons gain 2 charges per action and reduces the
engine output by 25%.
2. KRUPX MG7 PROTON-TORPEDO LAUNCHERS (2): Located below the transparisteel
canopy and a bit behind it 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: Sixteen.
3. CHEMPAT "DEFENDER" DEFLECTOR-SCREEN PROJECTOR: This is the E-Wing's primary-
mary source of defense. It is a sophisticated system that allows it to
repel all energy and projectile attacks. The shield'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 E-Wing truly versatile.
PRIMARY PURPOSE: Defense
PROTECTION: The Shields normally have a total of 100 MDC, 50 front
and 50 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 50 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 200 MDC.
REGENERATION RATE: Level one drains power from Shields at a rate of
40 MDC per action and increases the engine output by 25%. Level two
adds 12.5% 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 12.5% and recharges the Shields at a rate of 20 MDC per
round. Level five sucks up 25% 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.
STANDARD EQUIPMENT FOR THE E-WING STARFIGHTER
ENERGY TRANSFER SYSTEM: As explained in the sections concerning the
cannons, Shields, and engines, the energy transfer system allows power
to be distributed to the pilot's needs for the current situation. This
feature adds to the E-Wing's already known versatility. 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.
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 3.6 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 hyper-
drive 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 info-
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 E-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
E-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 E-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 E-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 E-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.
R7 ASTROMECH UNIT: The R7 unit is a droid intelligence that serves as
a co-pilot aboard the E-Wing and performs several other functions. The
droid can serve as an auto-pilot for the ship, allowing the pilot to
relax or even sleep during long voyages. The R7 can be instructed with
a single destination or a complex flight plan involving multiple speeds,
directions, destinations, and hyperspace jumps. The droid will alert
the pilot 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 E-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 pilot to perform ship's actions that would normally require the pilot
to do so manually. These droids have a robotic I.Q. of 15 and have 100
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.
TORPLEX Rq 8.Y 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 E-Wing, he will still have combat
bonuses as if he had been heavily trained in it. The bonuses are as
follows:
+1 on initiative.
+1 to strike.
+2 to parry.
+1 to dodge.
COMBAT BONUSES FOR E-WING STARFIGHTER TRAINING:
NOTE: Most pilots never receive Advanced E-Wing Training. The people that do
are the elite. To date, only pilots being trained for Slash Squadron
have ever received advanced training.
BASIC E-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 E-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.