Alliance (Koensayr) BTL-A4 Y-Wing Starfighter (Star Wars):

This starfighter was the main fighter of the Rebels almost since the birth of the Rebel Alliance. It is more expensive to construct than the Imperial Tie fighters were but is heavier armored and unlike the imperial fighter, carried shields. It could be expected to engage two or three Tie fighters with a good chance of success. Another feature that was very important was the fact that the rebel fighter had a hyper drive which allowed the fighter to operate more independently than previous fighter class such as the Headhunter.

The Y-Wing is a very blocky fighter. The nose is a wedge shape with a very blunted nose. In the front of the nose, the fighter carries two laser batteries. The pilots cockpit is on top of the fighter and above the cockpit are two Ion cannons. The cockpit fits two crew members but due to the lack of pilot, it is often operated by only one. If the fighter is piloted by one, the ion cannon is fixed forward and with a second crew member it is operated as a turret. If the crew has to eject, the top of the fighter is blow off and the pilot ejects out of the top of the fighter. Behind the cockpit is a blocky section that contains much of the fighters equipment including power systems, life support, hyperdrive, and the Astromech Droid. The fighters engines are relatively large and are on pylons on the outside of the system section of the fighter. As this fighter is not very aerodynamic, the fighter flies in an atmosphere mainly through brute force.

The Ion cannons carried were very useful in the start of the Rebel Alliance and many Imperial cargoes were captured giving the Rebels badly needed weapons, ammunition, equipment, and other supplies. The laser cannons are relatively powerful and are capable of making short work of the much lighter armored Imperial fighters. The ships is also armed with two proton torpedo launchers with six torpedoes each. These are the equivalent of long range missiles in Rifts. These torpedoes are the main weapon normally used against larger ships but can target other fighters if needed.

In many ways, the fighter is as good as the fighters within the Three Galaxies. The fighter is not quite as long ranged as some but still has a very good range and endurance. It also does not carry as many missiles as many of the fighters within the Three Galaxies.

Notes of game conversion:

Because of the nature of the movie series "Star Wars" and the needs to put the fighter into game mechanics, I have given many statistic as two different possible statistics to take this into account. The G that I have seen listed would not be sufficient to get near the speed of light yet many episodes have indicated speeds in this area. In some ways each version is closer to what was seen in the series. I do make one huge change, fighters in Star Wars act as if they are in the atmosphere even when they operating in space. The Television series Babylon 5 is a good series to watch to get a clearer idea on how space vehicles should would probably maneuver.

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 forthcoming Earthforce 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.

Model Type: BTL-A4
Vehicle Type: Heavy Starfighter/Bomber
Crew: Two and one Astromech Droid (can be operated by one and one Astromech Droid)

M.D.C By Location:

Laser Cannons (2):50 each
Ion Cannon Turret (2 Barrels):60
Proton Torpedo Launcher Bay (2 Launchers):100
Astromech (Behind Cockpit):50
[1] Engines (2):300 each
Landing Struts (3):20 each
[2] Main Body:800
Reinforced Pilots Cockpit:325
[3] Variable Force Field:375 per side (2,250 total)

[1] Loss of an engine will reduce performance of fighter by one half and loss of two engines will prevent fighter from performing beyond 5% of normal (This is using maneuvering thrusters and gravitic propulsion). Due to gravitic propulsions systems, fighter will not crash in an atmosphere even if both 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. In an atmosphere, the fighter will crash
[3] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (113 M.D.C.) per melee

Driving on the Ground: Not Possible.
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 1.25 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 7.5 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 60 light-years per hour (In the Game universe of Phase World, it could be limited to 6 light-years per hour to compare to the other Phase World FTL systems). Astromech Droid can store up to 10 coordinates for hyperspace jump locations.
Maximum Range: Both Versions: the fighter has enough fuel for 600 hours (25 days) of operation. Fighter uses a very small fusion cell system for power systems. The fighter carries three weeks of consumables for fighters crew.

Statistical Data:
Length: 52.5 feet (16 meters)
Height: 6.6 feet (2 meters)
Width: 28.2 feet (8.6 meters)
Weight: 24.8 tons (22,500 kg) unloaded
Power System: Fusion power supply with a 25 day duration at normal output. Fusion power supply can run life support without any thrust for 2 years although rations and water will have long run out.
Cargo: Small Storage Space, 3 ft x 3.5 ft x 3 ft. Used for emergency equipment and weapons but a passenger can be crammed in emergency.
Market Cost: 80 million credits to build.


  1. Twin Laser Cannons: These cannons are mounted on the very front of the nose of the starfighter and fire directly forward. When compared to Phase World weaponry, They are slightly less powerful than those mounted on some of the newest C.A.F. Starfighters but are still very effective. The cannons can be fire individually or in pairs. The weapon systems cannot be used in hyperspace.
    Maximum Effective Range:
    Phase World Version: 800 miles (1,290 km) in space and 8 miles (12.3 km) in an atmosphere.
    Moderate Version: 4,000 feet (1,200 m) in an atmosphere and 32,000 feet (9,600 m) in space.
    Mega Damage: Both Versions: 2D4x10 per cannon and 4D4x10 for both cannons.
    Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
    Payload: Effectively Unlimited.
  2. Two (2) Ion Cannon Mounts in Turret: Above the fighters cockpit are two ion cannons in a turret. The turret is fixed forward with one pilot and is operated by the co-pilot when on board. The mount has a 360 degree rotation and a 90 degree arc of fire. The weapon systems cannot be used in hyperspace. The ion cannon can be fired individually or combined.
    Star Wars ion cannons operate differently than the Ion cannons in Rifts and Robotech. Instead of just being another type of energy weapon, Star Wars ion cannons do not cause any physical damage, though they do damage shields. They disable targets by interfering with the target's electrical systems.
    For gaming purposes, Star Wars ion weapons have a damage rating. This is how much damage the weapon will inflict on shields. Once any shields are penetrated, however, the damage works differently. The ion damage is recorded separately from normal physical damage. The amount of "damage" inflicted by the ion weaponry is compared to the amount of main body remaining. The percentage of damage inflicted is determined in relation to the main body: (damage / main body) x 100 = percentage
    For every 10% damage from ion weapons, the following penalties apply: The target will be at -1 to Strike, Parry (if appropriate), and Dodge. In space, target acceleration will be reduced by 15% and in an atmosphere, top speed will be reduced by 15%. Roll once on the Critical hit chart in the Phase World Sourcebook or Rifts Conversion book as appropriate.
    If a ship takes 60% or more of its main body in ion damage, then the ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down. The ships Emergency life-support and emergency communications are likely to work, but nothing else.
    When crossing universes, some ships would probably be immune to these weapon systems. These include the U.W.W. ships and the UFO Intruder ships from Phase World, the semi biological protoculture based systems from Robotech, and the Unusual hull construction of the Vorlons, Shadows, and races that copied the First Ones technology from Babylon 5.
    Maximum Effective Range:
    Phase World Version: 1000 miles (1,609 km) in space and 10 miles (16.1 km) in an atmosphere.
    Moderate Version: 5,000 feet (1,524 m) in an atmosphere and 40,000 feet (12,200 m) in space.
    Damage: Both Versions: 1D6x10 per cannon and 2D6x10 for both cannons. It effects shields and has other special effects (See above) but does not damage directly
    Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
    Payload: Effectively Unlimited.
  3. Two (2) Proton Torpedo Launchers: Under the fighter are two proton torpedo launchers. The proton torpedoes are the equivalent of long range missiles. Each launcher has payload of 6 missiles giving a total of 12 proton torpedoes. Proton torpedoes should be considered smart missiles and do not have penalties to strike small targets.
    Phase World Version: Effectively very similar to Phase World long range missiles. Missile has a top speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn (faster than any starship). Since star ships will no longer engage at rock throwing distances, whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile will continue to travel in a straight line unless set to self destruct but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missile when dead is at -25% to be detected.) See modified starship rules for more details
    Moderate Version: The description of these are close to that used for conventional long range missiles Missile are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed when used in space. Missiles can be launched at non moving targets beyond the powered range of the missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties exist when launching missiles beyond normal missile range.
    Maximum Effective Range:
    Phase World Version: Powered torpedo range is 3400 miles (5470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in space (See Phase World Missiles).
    Moderate Version: Varies with long missile types, assume powered range is 8 x normal in space (Go to revised bomb and missile tables for details.)
    Mega-Damage & Properties: Both Versions: Varies with long range missile types (Use new missile/bomb table - fusion warheads inflict 2D4x100)
    Rate of Fire: One at a time or in volleys of 2
    Payload: 6 missiles each launcher for a total of 12 missiles.

COMBAT BONUSES: The Rebel Y-Wing Starfighter is very maneuverable and very accurate. Use the Phase World Starfighter combat (Elite or Basic) skill.

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[ Star Wars copyright © 1977 Twentieth Century Fox Film Corporation. All rights reserved. Copyright © 1980, 1983, 1996 Lucasfilm / Lucasarts Ltd. ]

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CGI / artwork of craft / ship by Jan Berthelsen. More of his/her CGI pictures of Star Wars craft / ship at SWMA Gallery.

Writeup by Kitsune (E-Mail Kitsune).

Rifts Conversion Copyright © 1998, Kitsune. All rights reserved.