Proctor Class Long Range Interceptor (Variants):
The Proctor has been in service with the CAF for a long period, it is
one of the oldest heavy fighters able to operate at faster than light speed.
These fighters are operated by several militaries in addition to the Consortium
and is operated by several mercenary companies. Some independent groups
operate them as well including pirates and privateers. As a result of the
long service of the heavy fighter and the large number, there have been
many variant of the heavy fighter produced by both independent groups and
by various starship captains.
Recently the CAF has been considering a replacement for the Proctor.
As a result, the main manufacturer for the Proctor has designed an advanced
version of the Proctor. This version has been widely accepted by most militaries,
including the CAF and HAN, as at least a stopgap method and likely a more
permanent solution as well. The advanced model has not stopped consideration
of other heavy fighter designs. One specific concern is that all weapon
systems fire forward. Several other heavy fighter designs have weapon turrets
with wide arcs of fire. The fighters hull and shields are unchanged but
the weapons and engines have been upgraded. The advanced version of the
fighter carries a more powerful rail gun, identical to the rail gun carried
on the Scorpion light fighter, and carries four additional medium range
missiles. The heavy fighter's faster than light drives and sublight drives
are more powerful than the original mountings.
The other variants are generally constructed from standard Proctors
and include modifying the ship main weaponry for the most part. There is
also a version which adds additional electronics. These variants are not
officially accepted by the CAF leadership but depending on the command,
they can be just ignored or can be cause for action by the higher command
depending on the senior officers in question. Some commanders are stickers
for following the rules and regulations while others consider the modifications
to be improvements to the heavy fighter's survivability and firepower.
Virtually all versions retain the medium range missile launchers carried
by a standard model. The bomber variant of the Proctor converts the fighter's
cargo bay into additional cruise missile storage with missile hatches on
the bottom of the fighter. The results are that the fighter can be extremely
deadly to capital ships. The second version is the interceptor variation.
On this version, the fighter carries long range missiles instead of cruise
missiles extrenally and the cargo bay is converted to carrying long range
missiles as well. The bomber and Interceptor variants have minimal cargo
space as a result. The heavy gun variant pulls all weaponry off the fighter
except the medium range missile launchers and adds a battery of four heavy
rail guns in their place. These guns are identical to those carried on
the Scorpion light fighter. This variation can inflict incredible damage
in combat although the heavy fighter does not retain any lasers which makes
the heavy gun variant ammunition dependent. The final version retains the
standard weaponry but mounts in the cargo bay a powerful electronic warfare
suite with both extremely powerful sensor systems and jamming equipment.
This model is one of the variants most wanted by many Consortium fleet
officers.
This fighter uses modified starship speeds and weapon ranges. See
Revised
Starship Rules for Phase World for more details.
(Note: The power system is fusion not anti-matter because the
author's opinion is that anti-matter is to dangerous to be used in vehicles
that may be used in an atmosphere. If a starship powered by anti-matter
was to detonate in an atmosphere it would cause huge planetary damage.
At GM option, this can also be applied to all starfighters or this fighter
can be changed to anti-matter.)
| Model Type: | CAF LRF-25A | Standard Model |
| CAF LRF-25-ADV | Advanced Model |
| CAF LRF-25B | Bomber Variant |
| CAF LRF-25HG | Heavy Gun Variant |
| CAF LRF-25I | Missile Interceptor Variant |
| CAF LRF-25E | Electronic Warfare Variant |
Vehicle Type: Long range fighter/Light frigate
Crew: Four; pilot/captain, co-pilot, gunner, and communication/technical
officer. Electronic Warfare version has an additional pair of crew members
to operate the electronic suite. Can accommodate up to six additional passengers
(four on Electronic Warfare Version. Ten "coffins," small cubicles with
just enough room for one person lying down, are stacked in two rows around
the ships common room.
M.D.C. By Location:
| Laser Cannon (2, on sides): | 300 each |
| Cruise Missiles (6, 3 under each wing): | 60 each |
| Long Range Missiles (12, 6 under each wing - Interceptor): | 45 each |
| Missile Bay (Bomber / Interceptor Variants): | 500 |
| Medium Missile Launchers (2, one over each wing): | 180 each |
| Gravity Auto Cannon (1, on nose / 4, sides on Heavy Gun Variant): | 150 each |
| Reinforced Pilot's Cabin | 250 |
| [1] Main Body: | 1,450 |
| [2] Variable Force Field: | 400 a side (2,400 Total) |
Notes:
[1] 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.
[2] Shields positions can be varied and all could be combined in one
shield. Shields regenerate at the rate of 5% (120 M.D.C.)
Speed:
Driving on the Ground: Not Possible.
Sublight:
Original and Most Variants: Has a special sublight engine that
allows the ship to travel up to 50 percent of the speed of light. Fighter
can accelerate/decelerate at the rate of 1.0 percent of light per melee.
Advanced Model: Has a special sublight engine that allows the
ship to travel up to 50 percent of the speed of light. Fighter can accelerate/decelerate
at the rate of 1.2 percent of light per melee.
Stardrive:
Original and Most Variants: Uses a Gravitonic Drive system that
allows the ship to reach a maximum of 4 lightyears per hour.
Advanced Model: Uses a Gravitonic Drive system that allows the
ship to reach a maximum of 4.5 lightyears per hour.
Atmospheric Propulsion:
Original and Most Variants: Maximum cruise speed is Mach 2.5
(1,853.6 mph / 2,983.1 kph), can enter and leave an atmosphere because
flight system is by contra grav.
Advanced Model: Maximum cruise speed is Mach 3 (2,224.4 mph
/ 3,579.8 kph), can enter and leave an atmosphere because flight system
is by contra grav.
Maximum Range: Effectively Unlimited by either Drive system
but only has supplies for eight people for about a four month trip, or
six months under strict rationing
Statistical Data:
Length: 80 feet (24.4 meters).
Height: 20 feet (6 meter).
Width: 50 feet (15.2 meters) at the body or 80 feet (24.4 m)at
the wings
Weight: 500 tons (453.6 metric tons)
Power System: Advanced Fusion with 50 year life span.
Cargo: For most models: Minimal Storage Space 10x20x20
feet (3.0x6.1x6.1 meters). In addition, each crew member has a very small
locker for personal items and uniforms.
For Bomber, Missile Interceptor, and Electronic Warfare Models:
Each crew member has a very small locker for personal items and uniforms.
Market Cost:
Standard Model: 250 million credits to legitimate government;
200 million credits to private individuals (remove advanced sensor and
stealth systems, heavy laser cannons and cruise missile launchers); black
market fully equipped ships will sell for up to 500 million credits (Drop
50 million for every sensor or weapon system missing from ship)
Advanced Model: 315 million credits to legitimate government.
There is no stripped down versions and there are none available on the
black market.
Bomber Variant: 280 million credits (double on black market)
Heavy Gun Variant: 295 million credits (double on black market)
Missile Interceptor Variant: 280 million credits (double on
black market)
Electronic Warfare Variant: 400 million credits (double on black
market)
WEAPON SYSTEMS:
- Standard & Electronic Warfare Models:
- 2 Cm Laser Cannons (2):
One laser cannon is mounted on each
side of hull of ship. It is the ships primary anti-fighter/light ship weapon
system. Field modifications often involve linking both Laser and Autocannon
to combine damages.
Maximum Effective Range: 1,000 miles (1,609 km) in space and
10 miles (16 km) in an atmosphere.
Mega Damage: 4D6x10 MDC. For both laser cannons or 2D6x10 MDC
for one laser cannon (If linked, Combined lasers and rail gun inflicts
6D6x10)
Rate of fire: Equal to the combined hand to hand attacks of
the pilot or gunner (usually 4 or 5).
Payload: Effectively Unlimited.
- 25 mm Gravity Autocannon:
Weapons is mounted in the nose
of the fighter and is mostly to be used against targets that are impervious
to energy. Projectile speed is close to the speed of light. Field modifications
often involve linking both Laser and Autocannon to combine damages.
Maximum Effective Range: 500 miles (800 Km) in space and 5 miles
(8 Km) through atmosphere.
Mega-Damage: 20 round burst does 2D6x10 MDC
Rate of Fire: Equal to the combined hand to hand attacks of
the pilot or gunner (usually 4 or 5).
Payload: 4,000 Rounds (200 Bursts).
- Cruise Missiles:
Missiles are mounted under the fighter's
wings. Missile 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).
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 still cruise 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 at -25% to detect.) Cruise missiles have minuses to hit small targets
but are all considered smart missiles.
Maximum Effective Range: Missile range is 8000 miles (12,875
km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds)
Mega-Damage & Properties: See
Phase World Missiles
(Anti-Matter does 4D6x100 MDC).
Rate of fire: One at a time or in volleys of two, three, four,
or six missiles.
Payload: 6 Cruise Missiles.
- Medium Range Missile Launchers (2):
Weapon system is used
for hitting enemy robots and fighters. Weapon system is also used for anti-cruise
missile. Like other Phase world systems, weapon system range and speed
has been increased. Missile has a top speed of Mach 15 in an atmosphere
and in space has an acceleration of 6% of light per turn. Normally used
for anti-fighter and point defense.
Maximum Effective Range: 160 miles (257.5 km) in an atmosphere
and 80,000 miles (128,750 km/0.43 light seconds)
Mega-Damage: Varies with medium range missile type (See
Phase World Missiles).
Rate of fire: Can fire missiles one at a time or in volleys
of 2, 4, or 8 missiles per launcher.
Payload: 8 per launcher for a total of 16 medium range missiles
- Advanced Model:
- 2 Cm Laser Cannons (2):
One laser cannon is mounted on each
side of hull of ship. It is the ships primary anti-fighter/light ship weapon
system. Instead of being a field modification, both the laser cannons and
the gravity rail guns are designed to be fired together
Maximum Effective Range: 1,000 miles (1,609 km) in space and
10 miles (16 km) in an atmosphere.
Mega Damage: 4D6x10 MDC. For both laser cannons or 2D6x10 MDC
for one laser cannon. (Combined lasers and rail gun inflicts 8D6x10)
Rate of fire: Equal to the combined hand to hand attacks of
the pilot or gunner (usually 4 or 5).
Payload: Effectively Unlimited.
- GR-1000 Rail Gun:
The Rail gun is mounted in the nose of
the starfighter and is the fighters primary weapon system. The rail gun
is the same rail gun as is carried in the C.A.F. Scorpion Starfighter.
Weapon is mainly used as an anti-starfighter and strafing weapon. Projectiles
come out of launchers at close to the speed of light. Cannon uses a 30
mm projectile.
Maximum Effective Range: 16 miles (26 km) through atmosphere
and 1,600 miles (2,575 km) in space.
Mega-Damage: 40 round burst does 4D6x10 M.D. (Combined lasers
and rail gun inflicts 8D6x10)
Rate of Fire: Equal to the combined hand to hand attacks of
the Pilot (usually 4 or 5).
Payload: 10,000 Rounds (500 Bursts).
- Cruise Missiles:
Missiles are mounted under the fighter's
wings. Missile 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).
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 still cruise 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 at -25% to detect.) Cruise missiles have minuses to hit small targets
but are all considered smart missiles.
Maximum Effective Range: Missile range is 8000 miles (12,875
km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds)
Mega-Damage & Properties: See
Phase World Missiles
(Anti-Matter does 4D6x100 MDC).
Rate of fire: One at a time or in volleys of two, three, four,
or six missiles.
Payload: 6 Cruise Missiles.
- Medium Range Missile Launchers (2):
Weapon system is used
for hitting enemy robots and fighters. Weapon system is also used for anti-cruise
missile. Like other Phase world systems, weapon system range and speed
has been increased. Missile has a top speed of Mach 15 in an atmosphere
and in space has an acceleration of 6% of light per turn. Normally used
for anti-fighter and point defense.
Maximum Effective Range: 160 miles (257.5 km) in an atmosphere
and 80,000 miles (128,750 km/0.43 light seconds)
Mega-Damage: (See
Phase World Missiles).
Rate of fire: Can fire missiles one at a time or in volleys
of 2, 4, 8, or 10 missiles per launcher.
Payload: 10 per launcher for a total of 20 medium range missiles
- Bomber Variant:
- 2 Cm Laser Cannons (2):
One laser cannon is mounted on each
side of hull of ship. It is the ships primary anti-fighter/light ship weapon
system. Field modifications often involve linking both Laser and Autocannon
to combine damages.
Maximum Effective Range: 1,000 miles (1,609 km) in space and
10 miles (16 km) in an atmosphere.
Mega Damage: 4D6x10 MDC. For both laser cannons or 2D6x10 MDC
for one laser cannon (If linked, Combined lasers and rail gun inflicts
6D6x10)
Rate of fire: Equal to the combined hand to hand attacks of
the pilot or gunner (usually 4 or 5).
Payload: Effectively Unlimited.
- 25 mm Gravity Autocannon:
Weapons is mounted in the nose
of the fighter and is mostly to be used against targets that are impervious
to energy. Projectile speed is close to the speed of light. Field modifications
often involve linking both Laser and Autocannon to combine damages.
Maximum Effective Range: 500 miles (800 Km) in space and 5 miles
(8 Km) through atmosphere.
Mega-Damage: 20 round burst does 2D6x10 MDC
Rate of Fire: Equal to the combined hand to hand attacks of
the pilot or gunner (usually 4 or 5).
Payload: 4,000 Rounds (200 Bursts).
- Cruise Missiles:
Missiles are mounted under the fighter's
wings. Missile 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).
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 still cruise 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 at -25% to detect.) Cruise missiles have minuses to hit small targets
but are all considered smart missiles.
Maximum Effective Range: Missile range is 8000 miles (12,875
km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds)
Mega-Damage & Properties: See
Phase World Missiles
(Anti-Matter does 4D6x100 MDC).
Rate of fire: One at a time or in volleys of two, three, four,
or six missiles.
Payload: 6 Cruise Missiles.
- Cruise Missile Bays:
Cruise Missile Launchers are mounted
in the belly of the fighter where the cargo bay was originally mounted.
Missiles are launched by special launchers. Missile 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). 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 still cruise 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 at -25% to detect.)
Cruise missiles have minuses to hit small targets but are all considered
smart missiles.
Maximum Effective Range: Missile 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
Mega-Damage & Properties: See
Phase World Missilest (Anti-Matter
does 4D6x100 MDC).
Rate of fire: One at a time or in volleys of two, three, four,
or six missiles per attack
Payload: Eighteen (18) Cruise missiles
- Medium Range Missile Launchers (2):
Weapon system is used
for hitting enemy robots and fighters. Weapon system is also used for anti-cruise
missile. Like other Phase world systems, weapon system range and speed
has been increased. Missile has a top speed of Mach 15 in an atmosphere
and in space has an acceleration of 6% of light per turn. Normally used
for anti-fighter and point defense.
Maximum Effective Range: 160 miles (257.5 km) in an atmosphere
and 80,000 miles (128,750 km/0.43 light seconds)
Mega-Damage: Varies with medium range missile type (See
Phase World Missiles).
Rate of fire: Can fire missiles one at a time or in volleys
of 2, 4, or 8 missiles per launcher.
Payload: 8 per launcher for a total of 16 medium range missiles
- Heavy Gun Variant:
- GR-1000 Rail Guns (4):
These Rail gun are mounted with two
on each side of the starfighter the nose of the starfighter and is the
fighters primary weapon system. The rail gun is the same rail gun as is
carried in the C.A.F. Scorpion Starfighter. Weapon is mainly used as an
anti-starfighter and strafing weapon. Projectiles come out of launchers
at close to the speed of light. Cannon uses a 30 mm projectile.
Maximum Effective Range: 16 miles (26 km) through atmosphere
and 1,600 miles (2,575 km) in space.
Mega-Damage: 40 round burst does 4D6x10 M.D. (All four rail
guns combined inflicts 16D6x10)
Rate of Fire: Equal to the combined hand to hand attacks of
the Pilot (usually 4 or 5).
Payload: 10,000 Rounds (500 Bursts) each with 40,000 rounds
total.
- Medium Range Missile Launchers (2):
Weapon system is used
for hitting enemy robots and fighters. Weapon system is also used for anti-cruise
missile. Like other Phase world systems, weapon system range and speed
has been increased. Missile has a top speed of Mach 15 in an atmosphere
and in space has an acceleration of 6% of light per turn. Normally used
for anti-fighter and point defense.
Maximum Effective Range: 160 miles (257.5 km) in an atmosphere
and 80,000 miles (128,750 km/0.43 light seconds)
Mega-Damage: Varies with medium range missile type (See
Phase World Missiles).
Rate of fire: Can fire missiles one at a time or in volleys
of 2, 4, or 8 missiles per launcher.
Payload: 8 per launcher for a total of 16 medium range missiles
- Interceptor Variant:
- 2 Cm Laser Cannons (2):
One laser cannon is mounted on each
side of hull of ship. It is the ships primary anti-fighter/light ship weapon
system. Field modifications often involve linking both Laser and Autocannon
to combine damages.
Maximum Effective Range: 1,000 miles (1,609 km) in space and
10 miles (16 km) in an atmosphere.
Mega Damage: 4D6x10 MDC. For both laser cannons or 2D6x10 MDC
for one laser cannon (If linked, Combined lasers and rail gun inflicts
6D6x10)
Rate of fire: Equal to the combined hand to hand attacks of
the pilot or gunner (usually 4 or 5).
Payload: Effectively Unlimited.
- 25 mm Gravity Autocannon:
Weapons is mounted in the nose
of the fighter and is mostly to be used against targets that are impervious
to energy. Projectile speed is close to the speed of light. Field modifications
often involve linking both Laser and Autocannon to combine damages.
Maximum Effective Range: 500 miles (800 Km) in space and 5 miles
(8 Km) through atmosphere.
Mega-Damage: 20 round burst does 2D6x10 MDC
Rate of Fire: Equal to the combined hand to hand attacks of
the pilot or gunner (usually 4 or 5).
Payload: 4,000 Rounds (200 Bursts).
- Long Range Missiles:
Missiles are mounted under the fighter's
wings. 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 still cruise 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 at -25% to detect.) Long range missiles do not have minuses to hit
small targets unlike cruise missiles and are all considered smart missiles.
Launchers can launch on multiple targets at the same time.
Maximum Effective Range: Missile range is 3400 miles (5470 km)
in an atmosphere and 1,800,000 miles (2,89700 km/9.7 light seconds) in
space.
Mega-Damage & Properties: See
Phase World Missiles
(Fusion does 2D4x100 MDC).
Rate of fire: One at a time or in volleys of two, three, four,
eight, or twelve missiles.
Payload: 12 Long Range Missiles.
- Long Range Missile Bays:
Long Range Missile Launchers are
mounted in the belly of the fighter where the cargo bay was originally
mounted. Missiles are launched by special launchers. 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 still cruise 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 at -25% to detect.)
Long range missiles do not have minuses to hit small targets unlike cruise
missiles and are all considered smart missiles. Launchers can launch on
multiple targets at the same time.
Maximum Effective Range: Missile range is 3400 miles (5470 km)
in an atmosphere and 1,800,000 miles (2,89700 km/9.7 light seconds) in
space.
Mega-Damage & Properties: See
Phase World Missiles
(Fusion does 2D4x100 MDC).
Rate of fire: One at a time or in volleys of two, three, four,
eight, or twelve missiles.
Payload: 36 Long Range Missiles.
- Medium Range Missile Launchers (2):
Weapon system is used
for hitting enemy robots and fighters. Weapon system is also used for anti-cruise
missile. Like other Phase world systems, weapon system range and speed
has been increased. Missile has a top speed of Mach 15 in an atmosphere
and in space has an acceleration of 6% of light per turn. Normally used
for anti-fighter and point defense.
Maximum Effective Range: 160 miles (257.5 km) in an atmosphere
and 80,000 miles (128,750 km/0.43 light seconds)
Mega-Damage: Varies with medium range missile type (See
Phase World Missiles).
Rate of fire: Can fire missiles one at a time or in volleys
of 2, 4, or 8 missiles per launcher.
Payload: 8 per launcher for a total of 16 medium range missiles.
Special Systems for Electronic Warfare Model:
The Electronic Warfare variant carries all the standard equipment of
a Phase World heavy starfighter including long range sensors and communications
and carries additional jamming and sensor systems.
- Jamming System: The system creates a powerful jamming field with
a 60 mile (96.6 km) radius in an atmosphere and 60,000 miles (96,600 km)
in space effecting all directions around the fighter. While the jamming
system is on, conventional radar, gravity-wave sensors, and missile guidance
systems will not be able to function properly in the area affected. The
jamming also effects communication systems. Sensor systems will have ranges
reduced to 25% of normal and have a -40% penalty to all read sensory roll
including the chance of detecting any targets in the area (this includes
the starship carrying the jamming system) of the jamming. In most cases,
the system will also jam the equipment in friendly forces and all equipment
in fighter that is using it. E.C.M. systems gives an additional +4 to dodge
missiles due to spoofing although some missiles can be set to home on jamming
signals.
- Sensor System: The fighter can carry a powerful sensor system. This
system increases the sensor range of the Panther to that of a Frigate.
Also gives a +20% bonus to read sensory equipment rolls.
[ Phase World TM, Kreeghor TM, and CAF are trademarks owned by
Kevin Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
By Kitsune (E-Mail Kitsune).
Copyright © 1999 & 2007, Kitsune. All rights reserved.