Corellian Corvette (Star Wars):
The Corellain Corvette can fill a great many roles. Some are used for troop/passenger transport, some are used for cargo ships, other are used for patrol and combat, and a few have even been converted into small carriers. The ships have been in service for forty years and while production has been steadily decreasing, these ships will remain in service for a long period of time. A few senators used these ship for transportation and the Tantive IV was Senator Leia Organa's ship when it was captured by the Empire. While it is well know that the Rebel Alliance and New Republic uses these ships, it is also true that the Empire uses these ships as well.
The nose of the Corellian Corvette looks like a sideways hammer. Behind the front of the ship are two twin laser turrets with one on the top of the ship and the other on the bottom. Further back the ships has a section wich widens to either side which the point defense turrets are mounted on. The ship then narrows again. Followed by a section that contains the communication antenna, reactor, and docking mount. Finally at the very rear of the ship are eleven engines that propel the ship.
Listed below is the standard weapons compliment for the ship. Many ships have had their weapon systems heaviliy modified or carry even heavier weapon system. This will usually reduce the ships endurance or require more power than the engines are capable of producing. As well as changing the ships weapon systems, the ships can be designed for different roles. The standard configuration is designed as a patrol corvette with spaces not required for ordnance or weapon systems being used for research laboratories, crew quarters, and only a relatively small amount of cargo.
Some have been modified to carry cargo. The cargo compartments may be set up for different environments and temperature conditions. This takes the place of most of the research equipment and reduces crew quarters. These ships can be modified as passenger ships or as troop transport vessels. Troop transports only have minimal comforts but as passenger ships they can be designed with high amounts of luxury. This of course reduces the number of people who can be carried. The final version know is a baby carrier. These are heavily modified and can carry normally only about 6 to 8 fighters but a few may be stuffed in the ship if very cramped.
These ships compare pretty competitively with Phase World ships of the same size. The only major change is that the ship is te size of a large destroyer in phase world and should be compared to them and not compared to what is called corvettes in Phase World. If they are lacking in anything, it would be that the ship only has 4 point defense lasers.
Notes of game conversion:
Because of the nature of the movie series "Star Wars" and the needs to put the Starship 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. This is incorrect. 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 Starships. This version is recommended if you with to put them into Phase World as among equals. See Revised Starship Rules for Phase World 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 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: CR-90
Vehicle Type: Corellian Corvette (Would be considered a Destroyer by Phase World terms)
Crew: 46 (8 Officers, 38 enlisted).
Troops: A standard CR-90 can carry up to 30 passengers. If designed as a troop transport, the ship can carry up to 165 troops. If designed as a passenger ship, the ship can carry a maximum of 120 passengers. Finally, if the ship is designed as a carrier, the ship can carry up to 45 pilots/support personel.
Vehicles: None standard although the ship can be refitted to carry a small amount of fighters or speeders
M.D.C By Location:
|Heavy Turbo-Laser Cannon Mounts (2):||800 each|
|40 mm Point Defense Laser Turrets (4):||200 each|
|Capital Proton Torpedo Battery:||1,000|
| Auxiliary Bridge:||2,000|
| Communications/Sensor Antennas (2, top and bottom)||250 each|
| Main Engines (11, Rear):||500 each|
| Main Body:||4,800|
| Variable Force Field:||1,000 a side (6,000 Total)|
 In reality this is how much damage needs to be done for a weapon to hit the bridge through the ships armor. This ship also has an auxiliary bridge. Even if both bridges are destroyed, the ship can still be piloted from engineering but ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridge that do not penetrate the ships integrity can injure crew members on or near the bridge.
 The ship has a sensory /communication dish on the top and bottom of the ship near the rear. Destroying both means a loss of long range communications and that the ship will have -40% to read sensory rolls, all sensor ranges are halved, and all long range weapons have a -2 to strike..
 Destruction of an engine reduces acceleration by 9% per engine destroyed. If all engines are destroyed, the ship can still accelerate and decelerate at 5% using maneuvering thrusters.
 Depleting the M.D.C. of the main body will put the Corvette out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
 Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (300 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 60 percent of the speed of light. The Corvette can accelerate/decelerate at the rate of 0.75 percent of light per melee maximum (Standard is 0.25 percent of light per turn).
Moderate Version: The Corellian Corvette does not have an effective top speed but is limited by acceleration. The Corvette can reach a top acceleration of 5 G but standard is 1 G to reduce stress on engines.
Atmospheric Propulsion: Both Version: Maximum speed is Mach 1 (670 mph / 1080 kph), can enter an atmosphere and can leave but is not designed for atmospheric flight
Stardrive: Uses a hyperdrive system that allows the ship to reach a maximum of 40 light-years per hour (In the Game universe of Phase World, it could be limited to 4 light-years per hour to compare to the other Phase World FTL systems).
Maximum Range: Effectively Unlimited by either Drive system. carries about two years worth of supplies on board.
Length: 492.1 feet (150 meters)
Height: 131.2 feet (40 meters)
Width: 216.5 feet (66 meters)
Weight/Mass: 11,020 tons (10,000 metric tons)
Power System: Fusion with a 20 year life span. The ship normally only goes 5 years between refueling.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 1,000 tons of cargo in addition to standard compliment of supplies and ammunition. Each crew member also has a small locker for personal possessions and officers have decent sized quarters. Ships converted to cargo carrying are able to carry up to 5,000 tons of cargo.
Market Cost: 850 million credits.
- Two (2) Heavy Turbo-laser Cannon Mounts: Each of these mounts have two barrels that normally fire together. This gives the ship a total of four heavy turbo-laser cannons. Each is 10 cm wide and are capable of doing heavy damage to large capital ships and destroying smaller capital ships in just a few shots. The ship has one mount on the top and bottom of the hull behind the bridge. Each mount has a 360 degree rotation and a 180 degree arc of fire. Heavy turbo-laser cannon mounts have standard penalties to strike fighters and other small targets. The weapon systems cannot be used in hyperspace.
Maximum Effective Range:
- Phase World Version: 20,000 miles (32,200 km) in space and 20
miles (32.2 km) in an atmosphere.
Moderate Version: 160 miles (260 km) in space and 20 miles (32.2 km) in an atmosphere
Rate of Fire: Maximum of Two (2) times per melee per mount
Payload: Effectively Unlimited.
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.
Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
Payload: Effectively Unlimited
Phase World Version: Effectively very similar to Phase World cruise missiles. Missiles has a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship). When drive goes dead, the missile will continue to travel in a straight line unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and torpedoes when dead at -25% to detect.) See Modified starship rules for more details
Moderate Version: The description of these are close to that used for conventional cruise 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 8000 miles (12,875
km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds)
in space (See
Moderate Version: Varies with missile types, assume powered range is 8 x normal in space (Go to revised bomb and missile tables for details.)
Rate of Fire: Volleys of 10 per battery, per melee round. Launchers are reloaded on the same melee and can be fired again on the next.
Payload: 100 cruise missiles in the battery.
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Writeup by Kitsune (E-Mail Kitsune).
Rifts Conversion Copyright © 1999, Kitsune. All rights reserved.