LRF-25 Proctor Class Heavy Fighter (Variants):
The Proctor has been in service with the CAF for a long period, it is one of the oldest heavy fighters with faster than light drives. 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, more flexible hard points, and carries four additional medium range missiles per launcher. The heavy fighter’s faster than light drives and sublight drives are also 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 externally 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 strips out 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 starfighter design uses modified starship speed and weapon range rules. See Revised Starship Rules for Phase World / Three Galaxies 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 |
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Gravity Auto Cannon (1, on nose / 4, sides on Heavy Gun Variant): |
150 each |
|
Reinforced Pilot’s Cabin |
250 |
|
[1] Main Body: |
1,450 |
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[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.) per melee round.
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 light years 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 using 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 using 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:
Two (2) 2 cm H.I. Laser Cannons: 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 lasers and gravity 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 M.D.C. For both laser cannons or 2D6x10 M.D.C. 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.
One (1) 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 at a significant fraction of the speed of light. Field modifications often involve linking both H.I lasers and gravity 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 inflicts 2D6x10 M.D.C.
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).
Six (6) 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.) 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.) Cruise missiles have penalties to hit small targets but are all considered smart missiles.
Maximum Effective Range: Cruise missile range is 8,000 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: Varies with cruise missile type (See revised Phase World / Three Galaxies missile tables - Cruise Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), three (3), four (4), or six (6) cruise missiles.
Payload: Six (6) cruise missiles.
Two (2) Medium Range Missile Launchers: 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: Medium range missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.
Mega-Damage: Varies with medium range missile type (See revised Phase World / Three Galaxies missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), or eight (8) medium range missiles per launcher.
Payload: Eight (8) per launcher for a total of sixteen (16) medium range missiles.
Advanced Model:
Two (2) 2 cm H.I. Laser Cannons: 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 M.D.C. For both laser cannons or 2D6x10 M.D.C. 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.
One (1) GR-1000 Heavy Gravity 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. When used in space, projectiles are fired from rail guns at a significant fraction of the speed of light. Gravity rail gun 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: Rail gun inflicts 4D6x10 M.D.C. for a 40 round burst (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 (250 Bursts).
Six (6) Missiles Hard Points: For added flexibility, the fighter refits the cruise missile hard points so that the fighter to carry one cruise missile, two long range missiles, or four medium range missiles. Individual pylons must carry all the same type ordnance but each pylon may carry different types of ordnance. Cruise missile are normally carried when on an anti-capital ship role and long and medium range missiles when fighting other starfighters. Cruise Missiles have 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.) 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. 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 detect.) Cruise missiles have penalties to hit small targets but are all considered smart missiles. Missiles can be launched on multiple targets simultaneously.
Maximum Effective Range: Cruise Missile range is 8,000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space, Long Range Missile range is 3,400 miles (5,470 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) in space.
Mega-Damage & Properties: Varies by missile type (See revised Phase World / Three Galaxies missile tables - Cruise Anti-Matter multi-warheads inflict 4D6x100 M.D.C. each and Long Range Fusion warheads inflict 2D4x100 M.D.C. each.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), three (3), four (4), or six (6) missiles - cruise missiles, long range missiles, or medium range missiles.
Payload: One (1) Cruise Missile, two (2) Long Range Missiles, or four (4) Medium Range Missiles per pylon (Maximum of six (6) cruise missiles, twelve (12) long range missiles, or twenty-four (24) medium range missiles.)
Two (2) Medium Range Missile Launchers: 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: Medium range missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.
Mega-Damage: Varies with medium range missile type (See revised Phase World / Three Galaxies missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), eight (8), or ten (10) medium range missiles per launcher.
Payload: Ten (10) per launcher for a total of twenty (20) medium range missiles
Bomber Variant:
Two (2) 2 cm H.I. Laser Cannons: 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 M.D.C. For both laser cannons or 2D6x10 M.D.C. 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.
One (1) 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. When used in space, projectiles are fired from rail guns at a significant fraction fraction of 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 inflicts 2D6x10 M.D.C.
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).
Six (6) 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.) 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.) Cruise missiles have penalties to hit small targets but are all considered smart missiles.
Maximum Effective Range: Cruise missile range is 8,000 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: Varies with cruise missile type (See revised Phase World / Three Galaxies missile tables - Cruise Anti-Matter inflicts 4D6x100 M.D.C.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), three (3), four (4), or six (6) cruise missiles.
Payload: Six (6) cruise missiles.
One (1) Cruise Missile Bay: 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.) 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 detect.) Cruise missiles have penalties to hit small targets but are all considered smart missiles.
Maximum Effective Range: Cruise missile range is 8,000 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: Varies with cruise missile type (See revised Phase World / Three Galaxies missile tables - Cruise Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), three (3), four (4), or six (6) cruise missiles per attack
Payload: Eighteen (18) Cruise missiles
Two (2) Medium Range Missile Launchers: 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: Medium range missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.
Mega-Damage: Varies with medium range missile type (See revised Phase World / Three Galaxies missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), or eight (8) medium range missiles per launcher.
Payload: Eight (8) per launcher for a total of sixteen (16) medium range missiles.
Heavy Gun Variant:
Four (4) GR-1000 Heavy Gravity Rail Guns: 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. When used in space, projectiles are fired from rail guns at a significant fraction of the speed of light. Gravity rail gun fires a 30 mm projectile.
Maximum Effective Range: 16 miles (26 km) through atmosphere and 1,600 miles (2,575 km) in space.
Mega-Damage: Rail gun inflicts 4D6x10 M.D.C. for a 40 round burst (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 (250 Bursts) each with 40,000 rounds total.
Two (2) Medium Range Missile Launchers: 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: Medium range missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.
Mega-Damage: Varies with medium range missile type (See revised Phase World / Three Galaxies missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), or eight (8) medium range missiles per launcher.
Payload: Eight (8) per launcher for a total of sixteen (16) medium range missiles.
Interceptor Variant:
Two (2) 2 cm H.I. Laser Cannons: 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 lasers and gravity 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 M.D.C. For both laser cannons or 2D6x10 M.D.C. 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.
One (1) 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. When used in space, projectiles are fired from rail guns at a significant fraction fraction of the speed of light. Field modifications often involve linking both lasers and gravity 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 inflicts 2D6x10 M.D.C.
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).
Twelve (12) 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). 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 unpowered, is at -25% to be detected.) Long range missiles do not have penalties 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: Long range missile range is 3,400 miles (5,470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in space.
Mega-Damage & Properties: Varies with long range missile type (See revised Phase World / Three Galaxies missile tables - Fusion warheads inflict 2D4x100 M.D.C. each.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), three (3), four (4), eight (8), or twelve (12) long range missiles.
Payload: Twelve (12) long range missiles.
One (1) Long Range Missile Bay: 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). 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 unpowered, is at -25% to be detected.) Long range missiles do not have penalties 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: Long range missile range is 3,400 miles (5,470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in space.
Mega-Damage & Properties: Varies with long range missile type (See revised Phase World / Three Galaxies missile tables - Fusion warheads inflict 2D4x100 M.D.C. each.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), three (3), four (4), eight (8), or twelve (12) long range missiles.
Payload: Thirty-six (36) long range missiles.
Two (2) Medium Range Missile Launchers: 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: Medium range missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.
Mega-Damage: Varies with medium range missile type (See revised Phase World / Three Galaxies missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), or eight (8) medium range missiles per launcher.
Payload: Eight (8) per launcher for a total of sixteen (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 heavy 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 operated by 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.
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Writeup by Kitsune (E-Mail Kitsune).
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