Progenitor Patrol Boat
(Version 1.00 - Last Modified: 02/20/2007)
The Progenitors hate the water, but the amount of water on Chiron and the large
Human presence on the planet's oceans has forced them to develop their own
navies. Digging through ancient records, both Progenitor groups have discovered
a simple combat patrol boat that is heavily armed and armored and more than
enough of a match for the colonial combat foils. At least they would have been
had the Progenitors understood the lethality of the colonist's missiles.
While powerful, the patrol boats have only direct fire weapons and torpedoes
and lack the medium-range missiles of the colonist combat foils. This loss
greatly reduces the patrol boats stand-off range compared to the colonist
ships, which hinders their usefulness. However, the patrol boats still serve an
important role in providing protection and escorts for the powerful Floating
Fortresses, which forms the bulk of the Progenitors' navies. The patrol boats
are also excellent commerce raiders, as their higher speed and powerful weapons
allow them to move in quickly and cause a lot of damage before being forced to
withdraw from the colonist's longer-ranged weapons.
Vehicle Information:
- Vehicle Type: Ocean Patrol Vessel
- Crew: 6: captain, first officer (co-pilot, communications),
radar / sonar operator, engineer, and two gunners.
- Troops: Up to four Progenitors in power armor or six in body
armor can fit in the cargo section of the ship.
S.D.C. by location:
- Primary Resonance Blast Cannon Turret - 250
- Secondary Resonance Blast Cannon Turrets (2) - 50 each
- Torpedo Tube - 100
- Sensor Array - 100 *
- Main Body - 500 **
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: 120 mph (193.1 km/h / 104.3 knots)
- Maximum Range: Effectively unlimited by drive system, but the
ship generally carries supplies for four weeks for the regular crew and
has room for far more food and supplies if it doesn't carry any troops.
Statistical Data:
- Height: 15' (4.6 m)
- Width: 26' (7.9 m)
- Length: 90' (27.4 m)
- Weight: 62 tons (56.2 metric tons)
- Reactor System: Micro-Fusion Reactor with a life span of 15
years.
- Cargo: There is a large storage area that holds all the supplies
necessary for an extended mission. Supplies for a mission normally
includes four weeks of food and water, a long-range radio, a first-aid
kit, several rifles and suits of body armor, and ammunition.
Weapon Systems:
- Primary Resonance Blast Cannon Turret
The Progenitor's Patrol Boat has a large primary turret in the bow of
ship. The turret can rotate 360 degrees and has an arc of fire of 90
degrees. The turret is a powerful Resonance Blast Cannon and can
quickly decimate the combat foils used by the colonials.
- Range: 3000' (914.4 m)
- Damage: 5D6x10 per shot, triple damage to native life forms.
- Rate of Fire: The turret can fire six times per melee.
- Payload: Effectively unlimited
- Secondary Resonance Blast Cannon Turrets (2)
To provide backup for the primary turret, the patrol boat is equipped
with two secondary turrets, with one along each side of the boat. 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
boat, like the Sea Lurks or the Mind Worm Locusts that might attack the
boat 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.
Each turret mounts a powerful Resonance Blast Cannon.
- Range: 1500' (457.2 m)
- Damage: 1D4x10 per shot, triple damage to native life forms.
- Rate of Fire: The turret can fire five times per melee.
- Payload: Effectively unlimited
- Bonuses: +2 to strike
- 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: 6 miles (9.7 km)
- Speed: 200 mph (321.9 km/h)
- Damage: 4D6x10 per torpedo
- Rate of Fire: One at a time.
- Payload: 8 torpedoes
Special Systems:
- Resonance Armor
The armor of the vehicle is highly resistant to normal damage, taking
only half damage from a non-resonance weapon.
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.
- 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.
- Resonance Transmitter
The vehicle is equipped with a device that extends the range of the
pilot's Resonance Wave to 500 miles (804.7 km). When a Progenitor
suspects that an enemy Progenitor is within range of the resonance
wave, they will talk in a complicated code to prevent the enemy from
understanding what the transmitting Progenitor is saying.
- 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.