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.

Y-WING STARFIGHTER



  • Image Done by Maciej Skawinski
  • (Version 1.0 - Last Updated: 10/5/98)

  • Palladium RPG Stats by Jeffrey Cauley
  • Star Wars RPG Stats by West End Games


    BACKGROUND

    The Y-Wing is an older design, predating the X-Wing and TIE/In by several years. These fighters have a reputation for durability, and are in use at countless Rebel bases. Their limitations were made abundantly clear at the Battle of Yavin: only one fighter from Gold Squadorn survived the battle. The Y-Wing is easily recognized by its distinctive narrow central hull section and the two large engines set far away from the body.

    Before the superior X-Wing was introduced, Y-Wings were the flagship fighters of the Rebel Alliance. They played a prominent role in the Battle of Vnas at Duro and the First Battle of Ord Biniir. Rebel Alliance Y-Wings saved thousands of lives by holding off Imperial TIE Bombers during the Siege of Ank Ki'Shor. Two squadrons of Y-Wings were used at the Battle of Yavin, where the first Death Star was destroyed. As the Alliance gets more X-Wings, Y-Wing fighters are increasingly being shifted to outlying Rebel locations, and are more often being used for raids on Imperial convoys, rather than engagements with TIE Fighters.

    The Y-Wing is a multipurpose vessel with a secondary mission profile as a light bomber. Y-Wings are devastating in close-quarters combat, where their durability allows them to withstand several blasts.

    It isn't uncommon for a Y-Wing to be stripped down for assault runs against Imperial convoys, only to be refitted for a heavy bombing attack on an Imperial base just days later. Y-Wings also are used on diplomatic escort missions, while the BTL-A4 Y-Wing (LP), or Longprobe, has extra provisions and more powerful sensors for long-range patrol duty.

    The Y-Wing has three main components. The forward cockpit module is armored and houses the pilot's station and the weapons systems. A reinforced central spar stretches back from the cockpit module; the Y-Wing's Novaldex power generator and Koensayr R300-H hypderdrive unit are crammed into the narrow frame. A cross-wing houses the Thiodyne 03-R cryogenic power cells, with two powerful Koensayr R200 ion jet sublight drives on either end of the cross-wing. Twin Fabritech ANx-y long-range sensor arrays placed ahead of the engines feed data into the primary sensor array and targeting computer located between the laser cannons in the nose of the ship.

    The pilot controls a pair of Taim & Bak IX4 laser cannons and twin Arakyd Flex Tube proton-torpedo launchers; a magazine of eight torpedoes can be fired from either launcher. In the BTL-S3, the most common Y-Wing configuration, an ArMek SW-4 ion cannon turret sits directly behind the pilot and is normally handled by a weapons officer. The BTL-A4, an alternative Y-Wing configuration, has only the pilot, with the ion cannon fixed directly fore or aft, to discourage close pursuit.

    As in the X-Wing, an R2 or R4 astromech droid fits snugly into the droid socket behind the cockpit and monitors all flight, navigation, and power systems. The droid also can handle fire control, perform in-flight maintenance, reroute power as needed, and stores hyperspace jump coordinates.



    RPG STATS:

    Vehicle Type: Long-Range Attack Fighter
    Class: Koensayr BTL-S3 Y-Wing Attack Starfighter
    Manufacturer: Koensayr
    Crew: Two pilots in full tactical life support and an R2 or R4 astromech unit.


    MDC BY LOCATION:
        Engine Pylons (2)------------------------------90 each     
    (1) Transparisteel Canopy--------------------------75 
        Engines (2)-----------------------------------150
    (2) R2 Astromech Unit------------------------------90      
        Reinforced Pilot's Compartment/Escape Pod-----100
    (3) Hyperdrive Motivator--------------------------100
        Particle/Ray Shields--------------------------200
    (4) Main Body-------------------------------------450
    (5) Ion Cannon Turret------------------------------85
    (5) Nose Mounted Cannons (2)-----------------------45 each
    


    NOTES:
    (1)

    Destroying the transparisteel canopy will expose the pilots and will end up killing him. Since the transparisteel canopy is part of the escape pod, the pilots cannot hope to save their lives by ejecting.

    (2)

    If the R2 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 Y-Wing and the pilots (if they haven't ejected already) will be killed in the resulting explosion.

    (5)

    These targets are small and difficult to hit. They can only be hit on a called shot, and even then, they are -5 to hit.


    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.

    PERCENTAGE SPEED
    0.0% ------------------- 0 Km/Min
    12.5%-------------------- 20 Km/Min
    25.0%-------------------- 40 Km/Min
    37.5%-------------------- 60 Km/Min
    50.0%-------------------- 80 Km/Min
    62.5%--------------------100 Km/Min
    75.0%--------------------120 Km/Min
    87.5%--------------------140 Km/Min
    100.0%--------------------160 Km/Min

    KOENSAYR R300-H HYPERDRIVE MOTIVATOR UNIT:

    The Y-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:
    4.5 meters from the top of the ship to the bottom of the landing pads.

    WIDTH:
    9.1 meters from side to side.

    LENGTH:
    16.2 meters from fuselage to engine tip.

    WEIGHT:
    16.7 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 Koensayr R200 Ion Jet Engines to propel it. These are fueled by a Thiodyne 03-R Cryogenic Power Cells and a Novaldex Power Generator 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 IX4 LASER CANNONS (4): Located side-by-side on the nose of of the ship, are two of these powerful weapons.

  • PRIMARY PURPOSE: Assault
  • SECONDARY PURPOSE: Defense
  • RANGE: See Above.
  • DAMAGE: 5D6x10 M.D. per shot.
  • RATE OF FIRE: 1 or 2.
  • PAYLOAD: See Below (*).

    2. ARMEK SW-4 ION CANNON (2): Located on top of the cockpit, are two powerful ion 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: 4D4x10 M.D. per blast.
  • RATE OF FIRE: 1 or 2.
  • PAYLOAD: See Below (*).

    (*)The Ion Cannons and Energy Cannons all draw power together. There are normally 12 charges stored for each cannon. 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 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 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 12.5%. 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 25%.

    3. ARAKYD FLEX TUBE PROTON TORPEDO LAUNCHERS (2): Located below the transparisteel canopy on either side 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.

    4. CHEMPAT "DEFENDER" DEFLECTOR-SCREEN PROJECTOR: This is the Y-Wing's primary 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 Y-Wing truly versatile.

  • PRIMARY PURPOSE: Defense
  • PROTECTION: The Shields normally have a total of 150 MDC, 75 front and 75 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 75 MDC so therefore, the Shields can be set so that it has 150 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 300 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 Y-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 Y-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 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 ANx-y Sensor Array) 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 Y-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 Y-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 Y-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 Y-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 Y-Wing's cockpit is pressurized, and also provides additional air feeds to the pilots' flight suits 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 pilots' blacking out in combat.
  • R2 ASTROMECH UNIT: The R2 unit is a droid intelligence that serves as a co-pilot aboard the Y-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 R2 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 X-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 pilots. 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 X-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 Y-WING STARFIGHTER TRAINING:


    NOTE: Most pilots never receive Advanced X-Wing Training. The people that do are the elite. To date, only pilots being trained for Gold Squadron have ever received advanced training.

    BASIC Y-WING STARFIGHTER COMBAT TRAINING
  • 2 attacks per melee (plus those of the pilot).
  • Add one additional action/attack at levels three, six, nine, and eleven.
  • +1 on initiative.
  • +4 to strike.
  • +2 to parry.
  • +1 to dodge.

    ADVANCED Y-WING STARFIGHTER COMBAT TRAINING
  • 4 attacks per melee (plus those of the pilot).
  • Add one additional action/attack at levels three, six, nine, twelve and fifteen.
  • +2 on initiative.
  • +5 to strike.
  • +5 to parry.
  • +3 to dodge plus an additional +1 to dodge at every three levels 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.
  • Format Copied from Dave Deitrich
  • Image Done by Maciej Skawinski

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