Kilrathi Gratha Heavy Fighter (Wing Commander):

This fighter is more or less contemporary with the Confederation Raptor fighter-bomber. It has a reputation as an extremely effective fighter and quite tough for its time. As well, even though less well protected, the older heavy fighter is more maneuverable than the later Jalkehi and has basically equal firepower although it does not have a rear defense turret. As a result, many fighter pilots actually preferred the Gratha over the later fighter.

As far as weaponry, the Gratha mounts two mass drives and two laser cannons. It does not have the firepower of the Raptor, the closest Consortium design but still enough firepower to be an extremely dangerous opponent. The lasers have a greater range than the neutron cannons carried on the Raptor. The Kilrathi fighter also has four hard points, all stressed for long range missiles or a mixture of lighter ordnance. One item that the Gratha has over the Consortium heavy fighter is that it carries three Porcupine mines instead of just one. Like the Raptor, the mines are not designed to lay a mine field but are designed to deal with fighters on the Gratha’s tail.

The Gratha was produced in larger numbers than the earlier Jalthi fighter. This is believed because it is less expensive and easier to produce. As a result, it remained in active service even though the Gratha is superior in many respects including protection and firepower. With the introduction of newer fighters such as Jalkehi, the Gratha was suppose to be retired in front line units but some units retained the older fighter. It was not until the introduction of much more effective heavy fighters such as the Gothri that ti was retired for front line service. Even so, it continued to serve in second line service. It is expected to serve in second lines units for the foreseeable future.

With its inability to carry capital anti-ship missiles, the Gratha is not considered an effective bomber. As a result, it is considered more effective as an escort for fighter bombers. Even though the Grikath is a new design and is better protected, the Gratha can be considered an extremely effective escort for the fighter bomber..

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: Gratha Heavy Fighter

Vehicle Type: Heavy Starfighter


M.D.C. By Location:

Mass Driver Cannons (2):

40 each

Laser Cannons (2):

40 each

Missile Hard Points (4):

10 each

Porcupine Mine Hard Point (3):


[1] Engines (2):

150 each

Landing Struts (3):

10 each

[2] Main Body:


Reinforced Pilots Cockpit:


[3] Variable Force Field:

110 per side (660 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 078gravitic 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% (42 M.D.C.) per melee round.


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 0.72 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 1.44 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 5.50 (4,078.0 mph / 6,562.9 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: 118.11 feet (36 meters)

Height: 35.43 feet (10.8 meters)

Width: 112.53 feet (34.3 meters)

Weight: 19.84 tons (18 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: 27.90 million credits


  1. Twin (2) 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 laser cannons, inflicts 6D6x10.)

    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. Dual (2) Laser Cannons: These cannons are mounted on the wings of the starfighter. While extremely long ranged, the damage of the weapons is less than most other Confederation and Kilrathi weapons. When compared to Phase World weaponry, the lasers inflict less damage than those on most C.A.F. Starfighters but have a much longer range. The cannons can be fire individually or in pairs.

    Maximum Effective Range: 3,106.8 miles (5,000 km) in space and 15.5 miles (25 km) in an atmosphere.

    Mega Damage: 1D6x10 per cannon and 2D6x10 for both cannons (Combined with mass driver cannons, inflicts 6D6x10.)

    Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).

    Payload: Effectively Unlimited.

  3. Four (4) Missile Pylons: On the underbelly of the fighter are three 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 unpowered, is at -25% to be detected.) Missiles can be launched on multiple targets simultaneously and all missiles are normally considered smart missiles.

    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 inflicts 2D4x100 M.D.C.)

    Rate of Fire: One at a time or in volleys of two (2) or four (4).

    Payload: One long range missile or two medium range missile per hard point

  4. Three (3) Porcupine Mine: On a rear firing mount, the fighter mounts a single mine. The mine is usually dropped directly in the path of a pursuing fighter. The mine has a small drive which decelerates the mine slowly but does not have the acceleration of a true missile. The Mine accelerates 0.5% of light per turn in space. Mines cannot be used in an atmosphere. Warhead of mine is treated like that of a long range missile.

    Maximum Effective Range: 2,000 miles (3,220 km) in space.

    Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for details (Long Range Fusion inflicts 2D4x100 M.D.C.)

    Rate of Fire: One at a time.

    Payload: Three (3).

COMBAT BONUSES: The Gratha Heavy Starfighter is very maneuverable and very accurate. Use the Phase World Starfighter combat (Elite or Basic) skill.

[ 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. ]

[ Douglas Aerospace TM, Kilrah TM, Kilrathi TM, Major Todd "Maniac" Marshall TM, and McAuliffe Ambush TM are trademarks of Origin Productions. ]

[ Wing Commander copyright © Origin Productions. ]

CGI / Artwork of starship created by K.O.S.H. Picture taken from Wing Commander 1 - Mod für X3.

Writeup by Kitsune (E-Mail Kitsune).

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