Proctor Class Long Range Interceptor (Variants):

The Proctor has been in service with the CAF for a long period and as a result, there have been many variant 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 models. The fighters hull and shields are unchanged but the weapons and engines have been upgraded for both sublight and FTL travel.

The other variants are generally constructed from standard Proctors and include modifying the ship main weaponry for the most part. These variants are not officially accepted by the CAF but depending on the command, they can be just ignored or can be cause for action by the higher command. The bomber variant converts the fighters cargo bay into additional cruise missile storage and makes the fighter very deadly to capital ships. The second version is the interceptor variation. On this version, the fighter carries long range missiles instead of cruise missiles 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. This variation can inflict incredible damage in combat.

This starship design uses modified starship speed and 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-25AStandard Model
CAF LRF-25-ADVAdvanced Model
CAF LRF-25BBomber Variant
CAF LRF-25HGHeavy Gun Variant
CAF LRF-25IMissile Interceptor Variant
Vehicle Type: Long range fighter/Light frigate
Crew: Four; pilot/captain, co-pilot, gunner, and communication/technical officer. Can accommodate up to six additional passengers. 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
Medium Missile Launchers (2, one over each wing):180 each 
Gravity Autocannon (1, on nose):150 each
Reinforced Pilot's Cabin250
[1] Main Body:1,450
[2] Variable Force Field:400 a side (2,400 Total)

Notes:
[1] Depleting the MDC 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 MDC)

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 light-years 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 and Missile Interceptor 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)

WEAPON SYSTEMS:

  1. Standard Model:
    1. 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.
      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.
    2. 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.
      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).
    3. 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.
      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.
    4. 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.
      Mega-Damage: varies with medium range missile type (See Phase World Missiles).
      Range: 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds)
      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
  2. Advanced Model:
    1. 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
      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.
    2. 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.
      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).
    3. 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.
      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.
    4. 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.
      Mega-Damage: varies with medium range missile type (See Phase World Missiles).
      Range: 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds)
      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
  3. Bomber Variant:
    1. 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.
      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.
    2. 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.
      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).
    3. 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.
      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.
    4. 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.
      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 Missiles (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
    5. 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.
      Mega-Damage: varies with medium range missile type (See Phase World Missiles).
      Range: 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds)
      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
  4. Heavy Gun Variant:
    1. 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.
      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.
    2. 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.
      Mega-Damage: varies with medium range missile type (See Phase World Missiles).
      Range: 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds)
      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
  5. Interceptor Variant:
    1. 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.
      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.
    2. 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.
      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).
    3. 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.
      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.
    4. 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.
      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.
    5. 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.
      Mega-Damage: varies with medium range missile type (See Phase World Missiles).
      Range: 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds)
      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

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By Kitsune (E-Mail Kitsune ).

Copyright © 1999, Kitsune. All rights reserved.


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