Star Wars

Weapon/Defence Archive: Genre: Star Wars

[Fighters] -[Gravity Well Projector] -[Ion Cannon]



STAR WARS FIGHTERS

[Lots of People] (various)

Star Wars fighters generally divide into two main groups; fighters used by the Rebellion tend to have both hyperdrive and atmospheric capability, while fighters used by the Empire tend not to have hyperdrives, and probably most of them don't have atmospheric capability either. The TIE Fighter designations are taken from West End Games’ now defunct d6–based Role Playing Game.

In this section, there will be a brief description of each fighter type, followed by one or more interpretations of the fighter in Full Thrust terms.

A–WING FIGHTER

A–Wing Fighter

The A–Wing Fighter is the fastest fighter fielded by the Rebellion, it is known to have both atmospheric and hyperdrive capabilities.

BRENDAN ROBERTSON’S VERSION ('Neath Southern Skies Web Page)
Treat the A–Wing as a Fast Interceptor fighter with FTL capability.
A group of 6 A–Wing fighters costs 30 points (5 points each).

DEAN GUNDBERG’S AND SAMUAL PENN’S VERSION (Star Ranger's Crossover Web Page) (Bifrost Web Page)
Treat the A–Wing as a Fast Heavy fighter in all respects.
A group of 6 A–Wing fighters costs 42 points (7 points each).

JOHN LEARY’S VERSION (GZG–L 6 May 2001)
Treat the A–Wing as a Multirole (standard) fighter with FTL capability.
A group of 6 A–Wing fighters costs 60 points (10 points each).

STEVE PUGH’S VERSION (Steve Pugh’s Web Page)
Treat the A–Wing as a Fast Interceptor fighter that can attack ships, but at -1 to the die roll.
A group of 6 A–Wing fighters costs 36 points (6 points each).



B–WING FIGHTER

B–Wing Fighter

The B–Wing Fighter is the heaviest fighter fielded by the Rebellion, and is primarily used as a Strike fighter. It is known to have both atmospheric and hyperdrive capabilities.

BRENDAN ROBERTSON’S VERSION ('Neath Southern Skies Web Page)
Treat the B–Wing as an Attack fighter with FTL capability.
A group of 6 B–Wing fighters costs 30 points (5 points each).

SAMUAL PENN’S VERSION (Bifrost Web Page)
Treat the B–Wing as a Heavy Attack fighter in all respects.
A group of 6 B–Wing fighters costs 42 points (7 points each).

STEVE PUGH’S VERSION (Steve Pugh’s Web Page)
Treat the B–Wing as a Long–Range Heavy Attack fighter that only suffers a -1 penalty to the die roll when attacking fighters. It has a reduced movement allowance of 18 mu.
A group of 6 B–Wing fighters costs 42 points (7 points each).



NABOO STARFIGHTER

Naboo Starfighter

A pre–war fighter design, the Naboo Starfighter has atmospheric capability, but is not known to possess a Hyperdrive.

JOHN LEARY’S VERSION (GZG–L 6 May 2001)
All Naboo Starfighters only hit any unshielded fighter target on a 5 or a 6, and only do one damage regardless of any other factors. Naboo Starfighters require a 6 if attacking any ship, but carries a missile that does 1D3 (1D6/2 round up) damage and hits using the submunition rules. Each Naboo Starfighter has 3 Combat Endurance Factors.
A group of 6 Naboo Starfighters costs 24 points (4 points each).



SKIPRAY BLASTBOAT

Blastboat

The Skipray Blastboat is a small gunboat fielded by the Rebellion, it is known to have hyperdrive capabilities.

BRENDAN ROBERTSON’S VERSION ('Neath Southern Skies Web Page)
Treat the Skipray Blastboat as an Heavy Torpedo fighter with FTL capability.
A group of 6 Skipray Blastboats costs 54 points (9 points each).



TIE/in FIGHTER

TIE/in Fighter

The TIE/in is commonly just referred to as a "TIE Fighter" and is the most commonly encountered Imperial fighter.

BRENDAN ROBERTSON’S VERSION ('Neath Southern Skies Web Page)
Treat the TIE/in as a Fast fighter in all respects.
A group of 6 TIE/in fighters costs 24 points (4 points each).

DEAN GUNDBERG’S VERSION (Star Ranger's Crossover Web Page)
Each group of TIE/in fighters is actually 12, rather than 6, but is treated as a group of 6 fighters in all respects. The TIE/in is a Multirole (Standard) fighter, except that when attacking ships it will only inflict 1 Damage Point on a roll of 6.
A group of 12 TIE/in fighters costs 12 points (1 point each).

JOHN LEARY’S VERSION (GZG–L 6 May 2001)
Each TIE/in fighter is automatically considered 'Green' (Turkey), each fighter only has THREE Combat Endurance Factors, and the TIE fighters only score a hit on a roll of 6 (which kills 1 fighter or inflicts 1 Damage Point).
A group of 6 TIE/in fighters costs 0 points (yes, they come free with the fighter hanger!).

SAMUEL PENN’S VERSION (Bifrost Web Page)
Treat the TIE/in as a Multirole (Standard) fighter in all respects.

STEVE PUGH’S VERSION (Steve Pugh’s Web Page)
Treat the TIE/in as a Multirole (Standard) fighter, except that when attacking ships it suffers a -1 penalty to its dice roll.
A group of 6 TIE/in fighters costs 18 points (3 points each).



TIE/fc SPOTTER FIGHTER

TIE/fc Fighter

The TIE/fc is designed for target acquisition duties against larger vessels.

SAMUEL PENN’S VERSION (Bifrost Web Page)
Treat the TIE/fc as a Spotter Fighter in all respects (in actual fact the Spotter Fighter is a "generalised" version of the TIE/fc).



TIE/rc LONG RANGE FIGHTER

TIE/rc Fighter

The TIE/fc is a long range version of the TIE fighter.

SAMUEL PENN’S VERSION (Bifrost Web Page)
Treat the TIE/fc as a Long–Range fighter in all respects.



TIE/gt ATTACK FIGHTER

TIE/gt Fighter

The TIE/fc is an attack variant of the TIE fighter.

SAMUEL PENN’S VERSION (Bifrost Web Page)
Treat the TIE/fc as an Attack fighter in all respects.



TIE BOMBER

TIE Bomber

The TIE Bomber is a heavy fighter designed to carry either anti–ship torpedoes or bombs.

BRENDAN ROBERTSON’S VERSION ('Neath Southern Skies Web Page)
Treat the TIE Bomber as a Torpedo fighter in all respects.
A group of 6 TIE Bombers costs 36 points (6 points each).

DEAN GUNDBERG’S VERSION (Star Ranger's Crossover Web Page)
Each group of TIE Bombers is actually 12, rather than 6, but is treated as a group of 6 fighters in all respects. The TIE Bomber is an Attack fighter, but it only has a movement allowance of 20 mu.
A group of 12 TIE Bombers costs 24 points (2 points each).

JOHN LEARY’S VERSION (GZG–L 6 May 2001)
Each TIE Bomber is automatically considered 'Green' (Turkey), each fighter only has THREE Combat Endurance Factors, and the TIE Bombers only score a hit on a roll of 6. The TIE Bombers may also make a "Bombing" attack, each such attack is equivalent to a 1 die submunitions pack attack, and the Bomber can make three such attacks, 1 per turn.
A group of 6 TIE Bombers costs 18 points (3 points each).

SAMUEL PENN’S VERSION (Bifrost Web Page)
Treat the TIE Bomber as a Heavy Torpedo fighter, except that it may also attack ground targets from orbit, with a range of 3 mu, and the effects of a standard ortillary attack.
A group of 6 TIE Bombers costs 60 points (10 points each).

STEVE PUGH’S VERSION (Steve Pugh’s Web Page)
Treat the TIE Bomber as either an Attack or a Torpedo fighter, but with its movement allowance reduced to 18 mu.
A group of 6 TIE Bombers costs 24 points (4 points each) if treated as Attack fighters, or 36 points (6 points each) if treated as Torpedo fighters.



TIE INTERCEPTOR

TIE Interceptor

The TIE Interceptor is a fast space superiority fighter.

BRENDAN ROBERTSON’S AND SAMUAL PENN’S VERSION ('Neath Southern Skies Web Page) (Bifrost Web Page)
Treat the TIE Interceptor as a Fast Interceptor fighter in all respects.
A group of 6 TIE Interceptors costs 24 points (4 points each).

DEAN GUNDBERG’S VERSION (Star Ranger's Crossover Web Page)
Each group of TIE Interceptors is actually 12, rather than 6, but is treated as a group of 6 fighters in all respects. The TIE Interceptor is an Interceptor fighter, but it has ts movement allowance increased to 30 mu.
A group of 12 TIE Interceptors costs 24 points (2 points each).

JOHN LEARY’S VERSION (GZG–L 6 May 2001)
Each TIE Interceptor is automatically considered 'Green' (Turkey), each fighter only has TWO Combat Endurance Factors, and the TIE Interceptors on score a hit on an unshielded fighter on a 5 or 6, which kills one fighter. TIE Interceptors only score a hit on a roll of 6 when attacking a ship, which inflicts 1 Damage Point. TIE Interceptors are only available in very limited numbers and only if a V.I.P. is in the command ship.
A group of 6 TIE Interceptors costs 6 points (1 points each).

STEVE PUGH’S VERSION (Steve Pugh’s Web Page)
Treat the TIE Interceptor as an Multirole fighter that gains a +1 bonus to attack fighters, and has an increased movement allowance of 30 mu.
A group of 6 TIE Interceptors costs 30 points (5 points each).



TIE ADVANCED X1 FIGHTER

TIE Advanced X1 Fighter

The TIE is a highly developed version of the TIE fighter, which is only issued to very high ranking pilots (probably Aces). It is believed to possess hyperdrive capability.

BRENDAN ROBERTSON’S VERSION ('Neath Southern Skies Web Page)
Treat the TIE Advanced fighter as a Fast Heavy fighter in all respects.
A group of 6 TIE Advanced fighters costs 36 points (6 per fighter).

STEVE PUGH’S VERSION (Steve Pugh’s Web Page)
Treat the TIE Advanced X1 Fighter as a Heavy fighter in all respects.
A group of 6 TIE Advanced X1 fighters costs 30 points (5 points each).



TRADE FEDERATION DROID FIGHTER

Droid Fighter

Another pre–war fighter design, the Trade Federation Droid fighter is actually a droid with the form and capabilities of a fighter, and may well be an early precursor to the TIE fighter. The Droid fighter can also transform into a four–legged 'walking' form, and may be able to function as a heavy ground combat droid. It is not known to possess a Hyperdrive.

JOHN LEARY’S VERSION (GZG–L 6 May 2001)
All Droid fighter squadrons are considered green (turkey). Droid fighters are limited standard fighters, i.e. a hit roll of 6 does only 1 point of damage to fighters or ships. Each Droid fighter has 3 Combat Endurance Factors.
A group of 6 Droid fighters costs 6 points (1 points each).



X–WING FIGHTER

X–Wing Fighter

The X–Wing Fighter is one of the most common fighters fielded by the Rebellion, it is known to have both atmospheric and hyperdrive capabilities.

BRENDAN ROBERTSON’S VERSION ('Neath Southern Skies Web Page)
Treat the X–Wing as a Heavy fighter with FTL capability. All X–Wing squadrons have ace pilots.
A group of 6 X–Wing fighters costs 42 points (7 points each).

DEAN GUNDBERG’S AND SAMUAL PENN’S VERSION (Star Ranger's Crossover Web Page) (Bifrost Web Page)
Treat the X–Wing as a Heavy Interceptor fighter that does normal damage to ships.
A group of 6 X–Wing fighters costs 24 points (4 points each).

JOHN LEARY’S VERSION (GZG–L 6 May 2001)
Treat the X–Wing as a Heavy, Long–Range, Attack fighter with FTL capability and missiles. The missile attack is carried out as a submunitions attack and each of the two missiles does 1D3(1D6/2 round up) damage to the target. The four large cannons do 2 points of hull damage to any ship target that they hit. The ability to 'Double shield' requires attacking fighters to score 2 hits to kill each fighter. Each X–Wing fighter has 5 Combat Endurance Factors. All X–Wing squadrons have ace pilots.
A group of 6 X–Wing fighters costs 180 points (30 points each).

STEVE PUGH’S VERSION (Steve Pugh’s Web Page)
Treat the X–Wing as a Heavy fighter in all respects.



Y–WING FIGHTER

Y–Wing Fighter

The Y–Wing Fighter is a heavier fighter fielded by the Rebellion, it is known to have both atmospheric and hyperdrive capabilities.

BRENDAN ROBERTSON’S VERSION ('Neath Southern Skies Web Page)
Treat the Y–Wing as a Heavy fighter with FTL capability.
A group of 6 Y–Wing fighters costs 36 points (6 points each).

DEAN GUNDBERG’S AND SAMUAL PENN’S VERSION (Star Ranger's Crossover Web Page) (Bifrost Web Page)
Treat the Y–Wing as a Heavy fighter in all respects.

JOHN LEARY’S VERSION (GZG–L 6 May 2001)
Treat the Y–Wing as a Heavy Attack fighter with FTL capability, Ion cannon, and missiles. The Ion cannon defence is used to neutralize attacking fighters by removing the ability to attack (I.E. Dice), before the Y-wing is attacked, the Y-wing defender rolls the Ion guns with normal to hit (screens count), each hit removes 1 attack dice for that combat. The missile attack is carried out as a submunitions attack and each of the two missiles does 1D3 (1D6/2 round up) damage to the target. The Y-wing may fire 2 missiles per turn for three turns.
The ability to 'Double shield' requires attacking fighters to score 2 hits to kill each fighter. Each Y–Wing fighter has 3 Combat Endurance Factors. All Y–Wing squadrons have ace pilots.

A group of 6 Y–Wing fighters costs 174 points (28 points each).

STEVE PUGH’S VERSION (Steve Pugh’s Web Page)
Treat the Y–Wing as a Heavy fighter that may be configured before battle into one of three modes;

  • Standard: where it functions as a normal Heavy fighter.
  • Bomber: where it functions as a Heavy Attack fighter.
  • Long Range: where it functions as a Long–Range Heavy fighter, and suffers a - 1 penalty when attacking fighters.

A group of 6 Y–Wing fighters costs 30 points (5 points each) if configured in standard mode, or 36 points (6 points each) if configured in either bomber or long range mode.





GRAVITY WELL PROJECTOR

[Brendan Robertson] ('Neath Southern Skies Web Page)

The Gravity Well Projector is a weapon that is designed to prevent ships from leaving the battle under Hyperdrive. It functions by creating an artificially generated gravity well near the ship to be "detained".

The Gravity Well Projector (GWP) has a range of 40 mu, and will target a single ship, automatically preventing it from entering hyperspace or warming up its hyperdrive. If a ship attempts to warm up its hyperdrive or enter hyperspace while targeted by one or more GWPs, its hyperdrive must make a threshold check, with a threshold number dependent upon the number of GWPs targeting it; 6 if only 1 GWP, 5+ if 2 GWPs, 4+ if 3 GWPs, 3+ if 4 GWPs etc.

The GWP is of more use in specific scenarios and some aspects of campaign play than in "pick up" or tournament games.

A Gravity Well Projector covering 3 arcs of fire requires 6 MASS, and costs 18 points.

ICON:    Gravity Well Projector



Comments/Analysis:

[Charles] As an alternative, use the 'placed marker' mechanic utilised by Salvo Missiles and Plasma Bolts, if the target ship is within 6 mu (3 mu if using vector movement) of the marker, it is affected as above.




ION CANNON

[Dean Gundberg] (Star Ranger's Crossover Web Page) WotW #2

This weapon is found in the Weapons: EMP section.





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Last Update May 31, 2002, NRI