Combat Foil
(Version 1.00 - Last Modified: 06/06/2004)
When the colony mission collapsed and the colonists were spread across the planet, Ulrik Svensgaard
knew he wanted to separate himself from the other emerging leaders. He wanted to explore the
planet's oceans, to sail upon the waters of a new world, but the other leaders lacked his love of
the sea. Despite his best efforts to convince them of the resources that could be harvested from
the oceans, all of the emerging leaders disregarded his information. Not wanting to waste this
opportunity, Svensgaard left the ship on several captured escape pods with a handful of his closest
friends and supporters and a number of colonists that chose to follow him. Landing in one of the
uncharted oceans of Chiron, Svensgaard formed his faction, the Nautilus Pirates, around a simple
vehicle that became known as the Combat Foil. The Combat Foil design began its life as a utility
vehicle, much like the combat rover, but Svensgaard was able to acquire almost all of the foils that
had been brought to Chiron to form the basis of his navy. Initially the foils were unarmed and
unarmored and often served as tiny floating communities by lashing several foils together, but as
time passed and the Nautilus Pirates were able to build their first floating colonies, the foils
became exploration vehicles.
In an interesting development, combat foils often became associated with a particular family or group,
passing down through the generations of colonists. Despite my upgrades and improvements, there are
some combat foils that can trace their roots back to the original utility foils brought with the SS
Unity. In addition, personal combat foils, often armed as well, is seen as a status symbol among the
elite of the Nautilus Pirates, and many wealthy and powerful families own small fleets of the
vessels.
Scouting the unchartered waters of Chiron was the task that the foil was originally designed to
perform, and it performed it well, but when the Mind Worms appeared in the forms of the Sea Lurks and
the Isles of the Deep, the Nautilus Pirates were caught completely off guard. Several small colonies
were overrun before the first armed versions of the foils began to appear. Several years later, the
foil was redesigned and built around a standard load of weapons and armor that could protect it from
attack. These combat foils were among the first vehicles seen by other factions once they learned of
the existence of the Nautilus Pirates. Eventually, the planet's native life forms adapted to the
combat foils and grew larger and far more dangerous, forcing the Nautilus Pirates to first group the
foils into groups and then eventually forcing the development of the larger Ocean Cruisers, but the
foils continued to be heavily used by the Nautilus Pirates. In fact, the Data Angels were able to
infiltrate the Nautilus Pirates networks and sold the design specifications to the combat foils to
almost all of the other factions, allowing them to build nearly identical vehicles.
The combat foil was designed using the best naval technology at the time and has a trimaran hull that
allows it to travel a high speeds and increased deck space for additional weapon systems. The vehicle
is heavily armed with a torpedo tube in the ship's bow, a powerful turret at the front and back, and
a missile launcher behind the forward turret. With this weapons load, the combat foil is a powerful
and fast combatant, but to maintain its speed, the craft is not very heavily armored. Although there
are some variations between the different factions, most of the combat foils on Chiron follow this
same design philosophy, although the Nautilus Pirates have an obvious advantage in many areas.
Vehicle Information:
- Vehicle Type: Trimaran Ocean Patrol Vessel
- Crew: 8, captain, first officer (co-pilot), radar / sonar operator, communication
technician, engineer, assistant engineer, and two gunners.
- Troops: Up to four people in full combat armor can fit in the cargo section of the
ship.
S.D.C. by location:
Ceramic Armor
- Primary Weapon Turrets (2) - 100 each
- Secondary Weapon Turrets (2) - 50 each
- Missile Launcher - 100
- Torpedo Tube - 70
- Sensor Array - 50 *
- Main Body - 300 **
Plasma Steel Armor
- Primary Weapon Turrets (2) - 150 each
- Secondary Weapon Turrets (2) - 80 each
- Missile Launcher - 150
- Torpedo Tube - 100
- Sensor Array - 75 *
- Main Body - 450 **
Silksteel Armor
- Primary Weapon Turrets (2) - 200 each
- Secondary Weapon Turrets (2) - 100 each
- Missile Launcher - 200
- Torpedo Tube - 150
- Sensor Array - 120 *
- Main Body - 650 **
Armor Rating: 13
Notes:
| * |
Destroying the sensor array will blind the ship's sensors and knock-out the
communication systems. Torpedoes have a penalty of -2 to strike, missiles cannot
be guided by the ship, and all other weapons have a penalty of -1 to strike. |
| ** |
Depleting the S.D.C. of the main body will shut down the ship, including life
support, communications, weapons, and engine, and will cause the ship to sink in
1D4 minutes. |
Speed:
- Water: 100 mph (160.9 km/h / 86.9 knots)
- Maximum Range: Effectively unlimited by drive system, but the ship generally
carries supplies for three weeks for the regular crew and has room for far more food
and supplies.
Statistical Data:
- Height: 20' (6.1 m)
- Width: 26' (7.9 m)
- Length: 80' (24.4 m)
- Weight: 48 tons (43.5 metric tons)
- Reactor System: Micro-Fusion Reactor with a life span of 10 years.
- Cargo: There is a large storage area that holds all the supplies necessary for
an extended mission. Supplies for a mission normally includes three weeks of food and
water, a long-range radio, a first-aid kit, several rifles and suits of body armor,
ammunition, and usually ten extra missiles for the ship's missile launcher.
- Market Cost: Ten million credits for an unarmed foil.
Weapon Systems:
- Primary Weapon Turrets (2)
The Combat Foil has two primary weapon turrets with one located at the front of the ship
and the other at the rear. Each turret can rotate 360 degrees and has an arc of fire of
90 degrees. The actual type of cannon mounted on the turret varies depending on which
faction built the combat foil.
- Rate of Fire: Each turret can fire five times per melee.
- Payload: Effectively unlimited
Laser Turret
The laser turret consists of a powerful, long range laser cannon and is deployed on
police foils, by Nomad groups, and by the Free Drones faction.
- Range: 2000' (610 m)
- Damage: 1D6x10 per shot
- Cost: 20,000 credits each
Impact Beam Turret
This turret is based off of the widespread Impact Beam technology, which is similar to the
powerful particle beams weapons. The Impact Beam turret is used by all of the factions
except those that use the laser turrets or the powerful chaos laser turrets.
- Range: 2500' (762 m)
- Damage: 2D4x10 per shot
- Cost: 22,000 credits
Chaos Laser Turret
The chaos laser turret consists of the powerful Chaos Laser recently developed by the
University of Planet. The Chaos laser is a special type of laser that is hotter and stronger,
giving it longer range and causing more damage. Shortly after being deployed by the
University of Planet, the Cybernetic Consciousness stole the designs for the weapon and has
begun to deploy it on its own vehicles.
- Range: 3000' (914.4 m)
- Damage: 2D6x10 per shot
- Cost: 30,000 credits
- Secondary Weapon Turrets (2)
Although equipped with a missile launcher, two powerful energy weapons, and a torpedo tube,
the combat foil is also equipped with two smaller turrets, with one along each side of the
ship. The purpose of these secondary turrets is to provide the ship with an effective answer
to the smaller native life forms that might attack the ship, like the Sea Lurks or the Mind
Worm Locusts that might attack the ship from an angle where the primary turrets could not
reach. Each turret can rotate 180 degrees and has an arc of fire of 45 degrees. The actual
type of cannon mounted on the turret varies depending on which faction built the combat foil.
- Rate of Fire: The turret can fire six times per melee.
- Payload: Effectively unlimited
- Bonuses: +1 to strike
Laser Turret
The laser turret consists of a powerful, long range laser cannon and is deployed on
police foils, by Nomad groups, and by the Free Drones faction.
- Range: 1000' (310 m)
- Damage: 4D6 per shot
- Cost: 6000 credits
Impact Beam Turret
This turret is based off of the widespread Impact Beam technology, which is similar to the
powerful particle beams weapons. The Impact Beam turret is used by all of the factions
except those that use the laser turrets or the powerful chaos laser turrets.
- Range: 1300' (396.2 m)
- Damage: 5D6 per shot
- Cost: 10,000 credits
Gatling Beam Turret
The gatling beam turret using a specially modified impact beam cannon that fires a burst
of energy blasts and was developed and used exclusively by the Spartan Federation.
- Range: 1300' (396.2 m)
- Damage: 6D6 per burst of energy blasts
- Rate of Fire: The turret can fire six bursts per melee.
- Cost: 12,000 credits
Chaos Laser Turret
The chaos laser turret consists of the powerful Chaos Laser recently developed by the
University of Planet. The Chaos laser is a special type of laser that is hotter and stronger,
giving it longer range and causing more damage. Shortly after being deployed by the
University of Planet, the Cybernetic Consciousness stole the designs for the weapon and has
begun to deploy it on its own vehicles.
- Range: 1500' (457.2 m)
- Damage: 1D4x10 per shot
- Cost: 15,000 credits
- Missile Launcher
The most important armament on the combat foil is the large missile launcher located
near the bow of the ship. This launcher provides the foil with its longest range
weapons and impressive stopping power. Unfortunately, the weapon has a limited payload
and the standard combat foil has no additional reloads for the launcher.
- Missile Design: General Purpose Missile
- Missile Type: Multipurpose
- Missile Guidance Systems: Select two guidance systems.
- Missile Warhead: Armor Piercing, High Explosive, and Plasma / Napalm
only.
- Range: 80 miles (128.7 km)
- Speed: 1800 mph (2897 km/h)
- Damage and Blast Radius: Varies with type of missile warhead.
- Rate of Fire: One at a time or in volleys of 2, 3, 4, 8, or 12 missiles.
- Payload: 12 medium range missiles
- Cost: 50,000 credits for the launcher, missiles must be purchased
separately.
- Torpedo Tube
Beneath the waterline at the bow of the vessel is a single medium torpedo tube. It is
fed from an internal magazine by an automatic loader that reloads a torpedo after one
has been fired. The torpedo has a similar warhead to a medium range missile, but its
range is far more limited.
- Range: 5 miles (8 km)
- Speed: 200 mph (321.9 km/h)
- Damage: 2D6x10 per torpedo
- Rate of Fire: One at a time.
- Payload: 10 torpedoes
- Cost: 60,000 credits for the launcher and the auto-loaded and 2000 for
each torpedo.
Standard Systems:
- Phased Array Radar System
This system is comprised of a single array on top of the ship. This system is smaller,
lighter, and requires less power than a system of fixed panels. If allowed by the horizon,
the system can track out to 180 miles (289.7 km / 156.4 nautical miles) and can
simultaneously track and identify up to 192 targets at one time. The system controls
missile launched from the ship and can track and guide each individual missile to a
different target. If a target is eliminated, missiles are automatically guided to a new
target. The system can also control missiles launched from other linked vessels as well
and can also act as fire control for gun mounts.
- Advanced Hull Sonar
Mounted under the bow of the ship. The sonar has a range of 10 miles (16.1 km / 8.7
nautical miles). This hull sonar system has both a passive and active system built in.
The sonar system can track up to 32 targets simultaneously.
- Combination Radar Detectors and Active Jamming System
Combination of radar detection system (ESM) and an active jamming system. The system can
detect another radar system at 125% of the range of the transmitting radar. In jamming mode,
the systems causes -25% to detection but when it is active, other vehicles/ bases can detect
that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a
-4 penalty to all radar guided weapons.
- Combat / Targeting Computer
System calculates, stores, and transmits data onto view screens in the ship's bridge. The
computer assists in the tracking of targets. The system also has a data base of targets and
has the ability to identify most common targets. Ships operated by the same faction are
designed to share data automatically and act as fire control for other ships as well. As a
final feature, the computer creates a map of the area based on sensor data.
- Laser Targeting System
The system is designed to assist in the selection and focusing on a specific target. The
system gives a bonus of +1 to strike using long range weapons but must have line of sight.
As well, most mini-missiles are designed to follow the laser beam to the target.
- Spotlight
The ship is equipped with four normal spotlights, one at each corner of the ship. Range:
600 feet (182.9 meters).
- Visual Magnification
This system allows magnification of x2 to x16 and it displays on a view screen in the
bridge. The ship also has data recording equipment for 192 hours at the highest resolution
and 576 hours at lowest resolution.
- Thermo-Imager
Range: 2000' (610 m). Finds the infrared radiations of things that are warm. Also
enables the pilot to see in smoke, shadows and darkness. System has the disadvantage of
being able to be detected.
- Nightvision Optics
Range: 2000 ft (610 m). Uses light amplification to make a picture. Emits no light but
will not work in absolute darkness. System can be dazzled by sudden bright lights but
does not physically blind the pilot.
- Infra-Red / Laser Detector
The system is designed to detect any infrared or laser beams which paint or target the
ship. The ship has special sensors built into the exterior every few inches. Sensors
gives the strength of the signal and the computer can often determine if they have been
detected from the signal strength.
- Compass and Clock Calendar
In addition to other features, the ship is fitted with a compass, high quality digital
maps, and a clock calendar. The ship has an inertial navigation system where the
computer plots the location of the ship based on last recorded location and speed and
course of travel. The computer will attempt to use recorded data from other sensors to
refine the location. The computer also can use star positions for navigation purposes.
- Radio Communication
The ship is equipped with a long range directional communication system. The system
has an effective range of 800 miles (1287 km). The ship is also fitted with a radio
scrambler to prevent others from easily listening in on communications. The ship
is equipped with a loudspeaker with an output of 100 decibels and an external audio
pickup.
- Advanced Life Support
The crew compartments in the ship are reinforced to protected the crew from attacks.
The compartments are air tight and is suitable for use in most hostile environments.
The ship has a computer controlled life support system with artificial air circulation,
gas filtration, and humidifier. The system is designed to be able to recycle the air to
keep a breathable atmosphere for up to four weeks. The vehicle also has an independent
oxygen supply which automatically engages and purges the interior in conditions of
contaminated air environment inside of vehicle. The vehicle displays present
atmospheric conditions including toxins in the air to the bridge. The ship has an
internal cooling system and temperature control and it can be set to the crew's
preferences. The system also keeps track of temperature, humidity, and barometric
pressure throughout the ship.
- High Temperature Insulation
The ship is made from high temperature materials that are designed to resist
temperatures up to 400 degrees centigrade. Normal fires inflict no damage but extremely
high temperature fire, such as plasma and magic fire, inflict full damage.
- Radiation Shielding
The ship has radiation shielding which is far more effective than what is found on body
armor. As well, the ship's armor is equipped with sensors to monitor the amount of
radiation that the ship is exposed to. This is displayed to the bridge of the ship.
Faction Modifiers:
- Nautilus Pirates
The Nautilus Pirates are the masters of the sea and have spent years working on their
area of expertise. Increase the speed of their combat foils to 120 mph (193.1 km/h /
104.3 knots) and increase reactor life span to 15 years. In addition, the ship is
equipped with a more advanced Phased Array Radar System with a range of 250 miles
(402.3 km / 217.2 nautical miles) and can simultaneously track and identify up to 244
targets at one time. Finally, the ship also has an advanced towed array sonar system
that is carried behind the ship on a long cable. This sonar system has a range of 24
miles (38.6 km / 20.9 nautical miles), has both an active and a passive system built
in, and can simultaneously track 64 targets.
- Free Drones
Like with most things, the Free Drones faction are behind in technology. While they
can produce a staggering number of combat foils in a short amount of time if they
chose, their combat foils are not as advanced. Reduce the speed of their combat foils
to 75 mph (120.7 km/h / 65.2 knots), reduce the reactor life span to 8 years, and
reduce the range of the Phased Array Radar System to 120 miles (193.1 km / 104.3
nautical miles).