KV-F2
ARROW INTERCEPTOR
The Arrow Interceptor may be the
most famous space vehicle in human-settled space. Not only was it the most
widely produced single vehicle design in all of human history, but it was also
almost solely responsible for the victory in the first war.
When the fighter was deemed outdated
by the Protectorate and taken out of service, no one dared say that it had
outlived its usefulness. So to help with rebuilding and increase the
Protectorate’s coffers, the Protectorate began selling them to the Free
Colonies and licensed vendors and operators, such as security firms, law
enforcement agencies and the like. The vast majority went to the Free Colonies
or organizations that operate in frontier territory, like the Guardsmen. “The
fighter that won the war” is now the fighter that’s taming the frontier.
The Arrow Interceptor is built on
vastly different principles than the current Protectorate fighter, the
Crossbow. The Crossbow is an ultra-high performance fighter that requires a lot
of maintenance. The Arrow Interceptor is a tenacious workhorse that is reliable
with little upkeep, and low fuel and ammo costs. The Crossbow was built when
the Protectorate was at peace and flush with money and ideas. The Arrow was
built by a people under siege by alien invaders.
Its endurance and tenacity is one of
the reasons that the Arrow is so popular in the frontier. It uses a traditional
fusion engine that runs off of Helium-3, a non-radioactive isotope ideal for
fusion that is mined from the upper atmosphere of gas giants (Science Note: All
the stuff on Helium-3 is real). The Arrow only needs to be refueled a couple
times a year, whereas the Crossbow needs a new anti-matter lozenge after each
deployment. Arrow designers did not understand the nature of cerasteel, but
they knew it needed to be overcome, so the Arrow’s main weapons are a pair of
powerful, short-range plasma cannons. These are backed up by a battery of
short-range missiles. The original Arrows had the ability to carry a pair of long-range
multi-warhead nuclear missiles under the fuselage, but no Arrows currently in
operation are known to do so.
Since the Arrow is an interceptor
with short attack range and no FTL-capabilities, it requires a Class-2 Weapons
Permit to own and operate. This makes it available to recognized colonies and
human governing bodies, any accredited law enforcement or security
organization, many private firms and corporations. For comparison, Class-1
Weapons Permits are only available to recognized colonies and government-monitored
law enforcement or security firms, like the Guardsmen. A Stalwart Heavy
Cruiser, or any heavily armed capitol ship, would require a Class-1 Weapons
Permit.
Model: KV-F2 Interceptor
Class: Star Fighter
Crew: One pilot, with cramped space for one passenger available
behind the seat (very uncomfortable)
M.D.C. by
Location:
Plasma cannons (2) – 45 each
Missile launchers (2) – 60 each
Engine pods (2) – 200 each
Engine pylons (2) –50 each
Reinforced pilot’s compartment – 150
*Main body – 350
*Depleting the M.D.C. of the main
body effectively destroys the vessel. The pilot can eject on a successful space
fighter piloting roll with a -20% penalty.
Speed
Maximum Sublight Speed: 250,000 m.p.h.
Maximum Acceleration/Deceleration: 9Gs per melee round.
FTL Speed: Not possible.
Top Atmospheric Maneuvering Speed: Mach 5, but can achieve escape velocity on a full engine
burn (no maneuvering possible).
Statistical Data
Height: 12 ft
Length: 29 ft.
Width: 20 ft.
Cargo: Small space
behind the pilot’s seat for either a bedroll and basic supplies, or a passenger
(though very uncomfortable).
Power Plant: Helium-3
Fusion Reactor.
Range: Typically has consumables for 3 days. More food can be carried, but
air supply is still limited.
Cost: 5 million credits.
Requires a Class-2 Weapons Permit or higher. Black Market models are available
for anywhere from 4 to 7 million.
Weapon Systems
1.
Hi-Powered Plasma Ejectors (2): These twin guns are mounted on the nose and fire
concentrated beams of plasma. They had good stopping power for their time, at a
cost of range and risk of overheating.
Primary Purpose: Anti-star
fighter
Mega-Damage: 1D10x10
M.D. for each, or 2D10x10 M.D. for a dual blast. Both
count as one melee attack. Generally set to fire dual blasts
Rate of fire: Equal to
hand-to-hand attacks of the pilot, however more than 4 shots per melee round
gives the guns a 20% chance of overheating and shutting down for one melee
round. Add an additional 20% chance with each shot fired over four in the same round.
Payload: Effectively
unlimited.
2.
Short-range missile launchers (2): Giving the fighter some medium-range punch is a pair of
short-range missile launchers. These are useful both in attacking larger
vessels and enemies at long range, as well as intercepting incoming missiles.
Primary Purpose: Assault
Mega-Damage: Varies with
missile type. In the war, these were armor piercing most of the time. But in
the Free Colonies it’s pretty much based on what you can find to fill the
launch tubes.
Rate of fire:
individually, or in volleys of 2, 3, 6, or 12.
Payload: Six in each
launcher, for 12 missiles total.
3.
Sensors: Standard star
fighter sensors, with a mass detection range of 10,000 miles, and detailed
sensor analysis range of 5,000 miles.
4.
Bonuses: +5% to all
starship mechanics rolls, and a +1 to dog fighting rolls.
5.
Notes: Variants: There
are numerous variants of the Arrow, the vast majority of them being “kit bashed”
and jury-rigged from whatever was available. Pirates are notorious for this,
although they prefer the “Jack Jumper,” which has become the Arrow’s main
adversary in the Free Colonies. Most variants are limited to no more than a squadron;
however a couple have become popular beyond that:
a. The Javelin variant is a fighter-bomber with a second
seat and two more missile launchers on the upper hull. These add six
medium-range missiles to the ship’s arsenal, but it is completely unstable in atmosphere
and cannot fly faster than subsonic speeds unless going for escape velocity. Reduce speed by 25% and receives no dog
fighting bonus.
b. The Sling stone Stealth Recon variant is, allegedly, a
design variant used by Special Forces during the last war and during peace time
operations. It is black, has internal heat sinks and a reduced energy signature
(-20% to sensor rolls to detect), but can only be in stealth mode for 1D4 hours
before needing to dump its “heat box”, a small device that captures waste heat
generated by the fighter. Usually, the heat box is dumped into the upper
atmosphere of a planet where it can burn up undetected. The Sling stone carries
three such boxes. These models do not have missiles, and cost 150,000 credits
more.