Kilrathi Gothri class Heavy Fighter (Wing Commander):


The Gothri has to be considered one of the most effective and balanced heavy fighters ever build by the Kilrathi. The immediate predecessor, the Jalkehi, was extremely well armed but had a weakness of being less maneuverable than the closest Confederation equivalent, the Sabre heavy starfighter. The Kilrathi High Command appears to have commissioned a new class of fighter specifically designed to fight the Confederation heavy fighter. When first encountered, the new Kilrathi fighter was quite a surprise and Confederation pilots had a great deal of problems fighting it. While having a few weaknesses compared to the fighter which it was designed to fighter, it still was more up to pilot skill than the actual fighter as to who would win an engagement.


While never built in large numbers, the fighter was one of the most dangerous Kilrathi fighters until the introduction of the Vaktoth. Its slim profile makes it extremely hard to hit from the front and sides. The Gothri was far more expensive than the Jalkehi and some in Confederation Intelligence think that it was too expensive to mass produce. It is interesting that while the Vaktoth is heavier armed, the Gothri is still far more maneuverable. As a result, the fighter seems to have been retained in secondary roles. Small numbers, especially at older stations, of Gothri heavy fighters are still encountered. While the fighter is still extremely effective for its age, the Confederation newest fighter such as the Hellcat medium fighter and Thunderbolt heavy fighter are quite capable of engaging it.


The two fighter designs, the Gothri and the Sabre. Both fighters have the same forward gun arrays with a pair of mass drivers and a pair of particle beam cannons. They do differ in their rear weaponry with the Sabre having a pair of neutron cannons while the Kilrathi fighter has a single laser mounted in a rear turret. Both fighters also have similar maneuverability. Shielding on the Gothri is only slightly lighter than that carried on the Sabre although the Kilrathi fighter does carry lighter armor. As far as missiles, the Kilrathi fighter has only five hard points compared to the Confederation Sabre heavy fighter. The Gothri Heavy Fighter also carries far less missile decoys than the Sabre.


Notes of game conversion:


Because of the nature of the Video Game series “Wing Commander” and the needs to put the fighter into game mechanics, the fighter has several modification compared to the Video Game. The most important change it to change top speed to acceleration. Like fighters in Star Wars and original Battlestar Galactica, the fighters appear to act as if they are in the atmosphere even when they operating in space. This is incorrect. The Television series Babylon 5 and the new Battlestar Galactic are good series to watch to get a clearer idea on how space vehicles would probably maneuver although still not a perfect perspective. The fighter has been modified to uses my revised phase world starship rules and can hold their own against most C.A.F and Kreeghor fighters. See Revised Starship Rules for Phase World / Three Galaxies for more details.


Model Type: Gothri Heavy Fighter
Vehicle Type: Heavy Starfighter
Crew: Two (Pilot and Tail Gunner)


M.D.C. By Location:

Mass Driver Cannons (2):40 each
Particle Cannon (2):50 each
Missile Hard Points (5):10 each
Rear Ball Turret (1)100
Laser Cannons (1, in turret):40
[1] Engines (2):160 each
Landing Struts (3):10 each
[2] Main Body:600
Reinforced Pilots Cockpit:200
[3] Variable Force Field:180 per side (1,080 total)


Notes:
[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 propulsion 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% (54 M.D.C.) per melee.


Speed:
Driving on the Ground: Not Possible.
Sublight: 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 0.8 percent of light per melee maximum. Fighter has auxiliary thrusters which can be used a maximum of 15 minutes before fuel is exhausted. On auxiliary thrusters, the fighter has a maximum acceleration of 1.6 percent of light per melee maximum.
Atmospheric Propulsion: The fighter is fairly aerodynamic and is quite capable in an atmosphere. As a result, the fighter can achieve escape velocity (Mach 32.6 / 25,053 mph / 40,320 kph) but normally operates at Mach 5.70 (4,225.3 mph / 6,800 kph) or less. The fighter also has Gravitic propulsion systems enabling it to leave an atmosphere even at low velocities.
Maximum Range: Effectively unlimited by internal fuel (10 year duration) although auxiliary thruster range is limited to approximately 15 minutes. Fighter uses a very small fusion cell system for power systems. The fighter carries one week of consumables for fighter’s crew.


Statistical Data:
Length: 88.58 feet (27 meters)
Height: 18.04 feet (5.5 meters)
Width: 80.05 feet (24.4 meters)
Weight: 30.86 tons (28 metric tons) unloaded
Power System: Fusion power supply with a 10 year duration.
Cargo: Small Storage Space, 2.5 ft x 2.5 ft x 3 ft. Used for emergency equipment and weapons.
Market Cost: 51.17 million credits


WEAPON SYSTEMS:

  1. Twin Mass Driver Cannons: These cannons are mounted on the sides of the starfighter. Cannons are shorter ranged than lasers but inflict greater damage. The mass driver is a very solid weapon which is basically a rail gun that uses a linear accelerator to fire projectiles of metallic mass at a target. In addition to range, the mass driver needs to use ammunition and has a limited payload.
    Maximum Effective Range: 1,242.7 miles (2000 km) in space and 6.21 miles (10 km) in an atmosphere.
    Mega Damage: 2D6x10 per cannon per 20 round burst and 4D6x10 for both cannons firing a 40 round burst (Combined with particle cannons, inflicts 8D6x10+20)
    Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
    Payload: 10,000 Rounds (500 Bursts) per cannon
  2. Twin Particle Cannons: These cannons are mounted on the sides of the starfighter. Slightly shorter ranged than laser cannons although the pack a much heavier punch. Particle cannons replaced neutron cannons on most Confederation fighters. The weapon inflict about equal damage to most energy weapons carried on most C.A.F. Starfighters and have a much longer range than most fighter weapons in the Three Galaxies.
    Maximum Effective Range: 2,609.8 miles (4,200 km) in space and 13.0 miles (21 km) in an atmosphere.
    Mega Damage: 2D6x10+10 per cannon and 4D6x10+20 for both cannons (Combined with mass driver guns, inflicts 8D6x10+20)
    Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
    Payload: Effectively Unlimited.
  3. Single Laser in Ball Turret: While extremely long ranged, the damage of the weapons is less than most other Confederation and Kilrathi weapons. Turret can rotate about from centerline to track targets. The weapon inflict about equal damage to most energy weapons carried on most C.A.F. Starfighters but, even though short range by Confederation standards, have a longer range than most fighter weapons in the Three Galaxies.
    Maximum Effective Range: 1,242.7 miles (2,000 km) in space and 6.21 miles (10 km) in an atmosphere.
    Mega Damage: 1D6x10 per cannon
    Rate of Fire: Equal to gunners hand to hand (Usually 4 or 5).
    Payload: Effectively Unlimited.
  4. Missile Pylons (5): On the underbelly of the fighter are five missile racks that allows the fighter to carry missiles. Individual pylons must carry all the same type ordnance but each pylon may carry different types of ordnance. Long Range Missiles have 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). Medium Range Missiles have a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Since starships 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 starships (Great for hitting bases and planets because target does not move and missile when dead is at -25% to be detected.) Missiles can be launched on multiple targets simultaneously and all missiles are normally considered smart missiles.
    Fuselage Hard Point (1): One Medium Range Missile each.
    Inner Wing Hard Points (2): One Long Range Missile or two Medium Range Missile each.
    Outer Wing Hard Points (2): One Long Range Missile or two Medium Range Missile each.
    Maximum Effective Range: Long Range Missiles range is 3,400 miles (5470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in space, and Medium Range Missiles range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds).
    Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for details (Long Range Fusion warheads inflict 2D4x100 M.D.C. each.)
    Rate of Fire: One at a time or in volleys of two, three, or four missiles.
    Payload: Varies by hard point.
  5. Anti-Missile Decoy Dispenser: Located at the very tail of the fighter are two decoy dispensers. When a missile if fired at the fighter, a decoy can be released to confuse or detonate the enemy's attack. Decoy system works against Phase World missiles although has a -10% penalty against Brilliant missiles.
    Effect:
      01-50 Enemy missile or missile volley detonates on decoy - Missiles are all destroyed.
      51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
      76-00 No effect, missile is still on target.
    Payload: Six (6)


COMBAT BONUSES: The Gothri Heavy Fighter is not very maneuverable compared to most fighters but is very accurate. Use the Phase World Starfighter combat (Elite or Basic) skill.




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[ Wing Commander copyright © Origin Productions. ]


CGI / Artwork of starship created by Standoff Team. Picture taken from Wing Commander CIC.


Writeup by Kitsune (E-Mail Kitsune).


Rifts Conversion Copyright © 2007 & 2013, Kitsune. All rights reserved.



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