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When the fighter was deemed outdated by the Protectorate and taken out of service, no one dared say that it had outlived its usefulness.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.


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

Effective Range: 2 miles in space, 4,000 feet in atmosphere.

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.

Effective Range: Varies, generally about 15 miles in space, 5 miles in atmosphere.

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.