Gunstar Starfighter:
(From the Movie: The Last Starfighter)The Gunstar can be considered the ultimate in Starfighter design. It has been in service with the Rylos Starfighter Command for centuries yet has never gone out of date. The fighter was designed to fight against fighters of the Ko-Dan but are capable of taking virtually any starfighter or even light capital ship. The Gunstar is a very large starfighter and is as large as most runners are in the Three Galaxies. When the fighter is landed, the engines point downwards and the fighter takes off straight vertically. In order for the pilot and gunner to get into the fighter they use an elevator attached to the fighter itself or a special loading ramp when available.
The Gunstar is operated by a crew of two. One is the Navigator, he pilots the ship and performs evasive maneuvers for the ship itself. The Gunner sits in front of the pilot / navigator and is in a special turret that allows him to rotate in virtually any direction to target enemy fighters and ships. In case of emergency, the whole cockpit is ejected. The fighter has state of the art holographic displays and incredible fire control computers which allows the fighter to do the job that might be expected out of several lesser fighters.
Because the Rylons have lost their combat instincts due to eons of being at peace, the Rylons recruit from other worlds pilots and gunners who have not lost their combat instincts. Some Rylons consider the Gunstar crews to be primitive but others greatly admire the crews who are Gunstar gunners and navigators. The tests for Gunstar crews are incredibly rigorous and only a few manage to past the test to be the crew of Gunstars.
The fighter is quite heavily armed with five laser cannons. These laser cannons are positioned with one in the nose, two to each side, and two mounted aft. Their positions are such that three laser cannons can always be fired together. For use against capital ships, the heavy fighter also mounts a heavy particle beam. The rate of fire of this weapon is limited but is incredibly powerful when fired.
The fighter also carries four bays for photon bolt missiles. These are basically medium range missiles with six missiles each for a total of twenty-four missile missiles. Usually the missiles carry heavy warheads and a missile is usually capable of destroying a target with one or two hits.
Because of increasing threats, an improved version of the Gunstar was developed. Still an experimental design, this version adds additional shielding and is better armored. This is not what makes the experimental heavy fighter truly dangerous however. The fighter has a weapon modification known as "Death Blossom." The fighter mounts additional energy weapons which fire in an automatic mode, firing more rapidly than the fighter can normally fire. As well, Death Blossom adds an additional thirty-six photon bolt missiles. They also automatically lock onto targets and fire simultaneously. The big weakness with this weapon system is that it can drain all power and often put the fusion reactor into automatic shutdown.
Notes of game conversion:
It is extremely difficult to get speed and ranges of weapon systems from the Movie Last Starfighter with the action being more centered around entertainment than being carefully factual. As such, speeds and ranges are subjective. In an effort to balance the numbers, I have created two potential power levels of the fighter. As well, the "Variable Force Fields" are optional depending on the power level and game master's discretion.
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 / Three Galaxies 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 ½ x Time ² + Initial Velocity x Time
1 G = 32 feet (9.8 m) per second ²
Model Type: | GS-S10 | "Standard Model" Star League Gunstar Heavy Starfighter |
GS-X1 | "Experimental Model" Star League Gunstar Heavy Starfighter |
Crew: One Navigator (Pilot / Systems Engineer) and one Starfighter (Gunner) - Can fit one passenger in the lap of the gunner.
M.D.C. By Location: | Standard: | Improved: |
Laser Cannons (5): | 50 each | 80 each | |
Particle Beams (2): | 100 each | 125 each | |
Photon Bolt Missile Bay (4 Launchers): | 100 each | 120 each | |
"Death Blossom" Doors (4 Launchers): | N.A. | 400 each | |
[1] Engines (4): | 400 each | 500 each | |
Reinforced Starfighter Cockpit: | 200 | 250 | |
Reinforced Navigator Cockpit: | 175 | 225 | |
[2] Main Body: | 1,200 | 1,500 | |
[3] Variable Force Field: | 400 per side (2,400 total) | 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.
[3] Shields positions can be varied and all could be combined in one
shield. Shields regenerate at the rate of 5% (120 /150 M.D.C.) per melee round.
Speed:
Driving on the Ground: Not Possible. When the fighter lands,
it lands in a vertical position.
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: Uses a hyperdrive system that allows the ship to
reach a maximum of 80 light-years per hour (In the Game universe of Phase
World, it could be limited to 8 light-years per hour to compare to the
other Phase World FTL systems).
Maximum Range: Fighter engines have effectively indefinite range
but fighter only carries supplies for crew for five days.
Statistical Data:
Height: 63.6 feet (19.4) meters
Width: 63.6 feet (19.4) meters
Length: 82 feet (25 meters)
Weight: 606.3 tons (550 metric tons.)
Power System: The fighter uses a fusion reactor with a 20 year
operational life span.
Cargo: Small Storage Space, maximum cargo capacity is approximately
441 lbs (200 kg) with a storage space of 3.2 feet x 3.2 feet x 6.4 feet
(1 meter x 1 meter x 2 meter.) This does not include emergency supplies
(Two Flashlights, One dozen emergency flares, infrared distancing binoculars,
survival knife, emergency rations, water supplies, and small medical kit)
Market Cost: Standard Model: 400 million credits
WEAPON SYSTEMS:
- Laser Cannons (5): The fighter has five laser cannon mounts
positioned so three can always fire at one time. One is mounted on the
nose, two are mounted on the sides, and two are mounted aft. These mounts
are medium powered and are designed as both anti-fighter and anti-missile
defense. Weapon system is controlled by the fighter’s gunner.
Maximum Effective Range:- Phase World Version: 1,200 miles (1,925 km) in space and 12
miles (19.3 km) in an atmosphere.
Moderate Version: 8,000 feet (2,400 m) in an atmosphere and 12.1 miles (19.4 km) in space.
Rate of Fire: Equal to Gunner's hand to hand (Usually 4 or 5).
Payload: Effectively Unlimited. - Forward Firing Particle Beams (2): These weapon mounts are
relatively short ranged but are incredibly powerful, designed for use against
capital ships. The weapon mount fires basically directly forward although
can angle up to ten degrees to either side. Like the laser cannons, the
forward firing particle beam is fired by the fighter’s gunner.
Maximum Effective Range:- Phase World Version: 2000 miles (3,200 km) in space and 20 miles
(32 km) in an atmosphere
Moderate Version: 10,000 feet (3,048 meters) in an atmosphere and 15.2 miles (24.4 km) in space.
Rate of Fire: Once per melee round
Payload: Effectively Unlimited. - "Photon Bolt" Medium Range Missile Launchers (4): The fighter
mounts four launchers for medium range missiles. Like the energy weapons,
these are controlled by the fighter’s gunner. These missiles have no penalties
to hit small targets and are considered smart missiles. Normally, missiles
will have the heaviest available warheads.
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).
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.
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.
Moderate Version: Varies with long missile types, assume powered range is 8 x normal in space (Use new missile/bomb tables).
Rate of Fire: Missile can be fired one at a time or in volleys of 2 or 4
Payload: 6 medium range missiles each launcher for a total of 24 missiles - Death Blossom (Improved Model): This weapon is outfitted
on only on a prototype previous to the battle with the Ko-Dan Armada and
ship constructed after that battle. The weapon system is a computer controlled
laser system combined with missile launchers. Once the gunner activated
the weapon, the system is on automatic. The system controls both weapons
fire and propulsion system. When the system is put on standby (Requires
30 seconds / two melee rounds to activate), large ordnance bays open up
revealing the fighters payload. On the pilot activating the system, the
fighter begins rotating on all axis and firing ordnance in every direction.
The system has a huge drawback. This is that the system will operate for
only one minute. Afterwards, the fighter has an 80% chance of the fusion
reactor going into overload. In that case, the fighter will be without
any power except life support. The pilot / flight engineer can try to use
power from life support to kick start the fusion reactor. This requires
a starship engineering roll and reduces times offline to two minutes. If
it fails, life support is lost and restarting system will require for times
normal amount of time. Once the fighter recharges, all other weapons can
be used normally. Missile are considered the equivalent of medium range
missiles.
- "Death Blossom" Laser Cannon Arrays: Very powerful but short
ranged as well. The weapon system is capable of destroying a fighter with
one hit but has no penalties to hit small targets. The starfighter’s gunnery
computer has +4 to strike and a total of 16 attacks per melee.
Maximum Effective Range:- Phase World Version: 400 miles (654 km) in space and 4 miles
(6.2 km) in an atmosphere.
Moderate Version: 2,000 feet (610 m) in an atmosphere and 16,000 feet (4,800 meters) in space.
Rate of Fire: Computer has 16 shots per melee
Payload: One use, lasts for one minute (4 melee) after which the fighter will be without navigational power for five minutes (20 melees). After this occurs, the fighter will be able to operate normally but will be unable to use this system until refitted at a base. - "Death Blossom" Photon Bolt Missile Launchers (4): Also part
of the Death Blossom systems. The weapon system has less actual attacks
but is a good backup for the laser cannon system. Normally, the heavy available
warheads will be used in this system. Missiles should normally be considered
smart missiles and do not have penalties to strike small targets. This
weapon system will not target objects outside of the guided range of the
missiles.
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).
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.
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.
Moderate Version: Varies with long missile types, assume powered range is 8 x normal in space (Use new missile/bomb tables).
Rate of Fire: Computer has 8 shots pe melee and can fire missiles one at a time or in volleys of 2 or 4
Payload: 9 medium range missiles each launcher for a total of 36 missiles.
- "Death Blossom" Laser Cannon Arrays: Very powerful but short
ranged as well. The weapon system is capable of destroying a fighter with
one hit but has no penalties to hit small targets. The starfighter’s gunnery
computer has +4 to strike and a total of 16 attacks per melee.
COMBAT BONUSES: The Gunstar 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
[ Brodkil TM, Bushido Industries TM, CAF TM, Catyr TM, CCW TM, Consortium of Civilized Worlds TM, Coyles TM, Free Worlds Council TM, Gene Splicers TM, K-Hex TM, Kankoran TM, Kittani TM, Kreeghor TM, Machine People TM, M.D.C. TM, Mega-Damage TM, Metzla TM, M’Kri Hardware TM, Monro TM, Mutants in Orbit TM, Naruni Enterprises TM, Noro TM, Paradise Federation TM, Phase World TM, Psylite TM, Rifter TM, SAMAS TM, S.D.C. TM, Seljuks TM, Splugorth TM, Sunaj TM, Trans-Galactic Empire TM, Tri-Galactic Military Service TM, United Worlds Warlock TM, U.W.W. TM, Wolfen TM, and Zembahk TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Last Starfighter is copyright © Universal Pictures. ]
Writeup by Kitsune (E-Mail Kitsune).
Rifts Conversion Copyright © 2010, Kitsune. All rights reserved.