Kobolese Confederation.
Cylon Republic (Kobolese Confederation).
ASF-600 Raider
Aero-Spacefighter.
Kobolese Confederation.
Cylon Republic (Kobolese Confederation).
The dirty secret of the Kobolese, that they evolved from robots, partially lives on in the Raider Aero-Space Fighter; Their dependents are a direct line from those robots. (The other half lives on in the Centurion
ASF-600 Raider Aero-Spacefighter.
A Raider.
Production Information:
Manufacturers:Many.
Class:Spycraft.
Technical Specifications:
Length:29.71 feet.
Maximum Speed:Mach 10.
Maximum Altitude:Independently Trans-Atmospheric.
Engine Units:ZZ-R105/ta Fusion Reactor System.
Armament:
  • Forward Auto Cannon;
  • 12 Short, 6 Medium, or 2 Long Range Missile's;
  • Secondary Auto Cannons (Strike Raiders only).
  • Crew:None.
    Passengers:None.
    Usage:
    Role(s):Interceptor, attack drone (strike/attack in the Strike configuration).
    Affiliation:
  • Cylon Republic;
  • Kobolese Confederation;
  • UGC (secondary).
  • Attributes:
    (All attributes are fixed.)
    I.Q.: 23
    M.E.: 22
    M.A.: 28
    P.S.: NA
    P.P.: 21
    P.E.: NA
    P.B.: 15 (both awe and terror)
    Spd.: 31.
    Raider Brain.
    Drone.)
    The Raider is a sentient, living being, with a dual-phase organic central processor- In other words, a biologic brain. They also have a soul. The problem is that their "soul" is that of highly trained, hypra-aggressive attack dogs. Hypra territorial, aggressive (they've been known to attack EACH OTHER on occasion), and particularly MEAN spirited. They've just mean. Period.
    This by no means implies Raiders are stupid; Quite the opposite. They are some of the smartest creatures in the known universe, with an intelligence of 23. In fact, their minds every so often produce solutions in matters so complex that others have been unable to solve them for centuries; One, Cally, actually produced a mathematical formula that 'proves' the existence of God(s) (published as "a curious mathematical conundrum" in The Journal Of Applied Physics, since Journal can't actually publish "God Exists, Here's The Evidence" as a papers title).
    The Raiders self-identify in the feminine, even though there seems to be no particular reason to do so; No one has ever attempted to understand or explain this phenomenon (which is matched by the Centurion's self-identification of masculine in any case), the Kobolese just accept it as-is, and the REF is only dimly aware of the matter (most who hear of it in any form think of it in the same context as referring to a ship as "she," even though scientists would tell you a ship is intrinsically inanimate).
    A little joke often played by Raiders is to affix "No Riders" stickers to their sides; How it is these get there is a strange question, since the Raider doesn't have any kind of hands, but it's known they themselves have them put on.
    Powerplant
    The ASF-600's power plant consist of a ZZ-R105/nn Fusion Reactor System, a nuclear system, with a nominal output of 31,000 KWH and a lifespan of 20 years. Refueling takes 4 hours; Any given Raider, assuming they survive that long, will suffer through 2 reloadings in their average lifespan.
    Electronics
    The ASF-600 has a typical range of electronics, but also a "special" system; As far as the Kobolese were aware, no one other than the Cylons possessed Brain-Computer Interfaces (BCI's) until The Advent, and Cylon BCI's are still the most advanced known. In fact, the Cylon's brain IS the motherboard of their systems, the BCI's simply convert the purely electrical impulses into chemical-electrical signals the Cylons can use. This technology is PROPRIETARY, and while the UGC is secretly unraveled the technology (using dead Raiders and Centurions), they have NOT released this information; As far as the UGC is concerned, it's Cylon tech and no other information exists.
    Radar range is 2,000 miles with 200 target identification and track. Up to 14 active targets can be tracked at a time. Infrared, etc., is pretty much the same as anyone else.
    Stealth systems is extremely popular by most factions, but NOT amongst the Raiders; Indeed, Raiders will not accept stealth under any circumstances. Attempts by the Gods Of Kobol themselves to ORDER them to accept stealth technology were met with "serious resistance" as every Raider folded away to escape "upgrades." Only a promise to discontinue discussion and to BAN future discussion on the matter finally got them to come back.
    Weapons Systems
    The standard Raider outload consists of twin forward laser cannons, 12 Short, 6 Medium, or 2 Long Range Missile's.
    Laser Canons (2)
    Basically a cut-down version of the Raidar X Laser Cannon.
    Missiles
    12 Short, 6 Medium, or 2 Long Range Missiles in over/underwing pods. The Raider is a bit unusual, in that the pod itself swings up or down, allowing the fighter to target something "over" (relative) without changing aspect.
    Weapons Pods
    Up to 3 weapons pods can be fitted, one to the fuselage and one to each wing (outboard of the missile pods).
    Strike Raider
    The strike Raider variant is significantly up-armed, with twin forward heavy autocannons consisting of 35MM rotary cannons, IN ADDITION TO THE PREVIOUS WEAPONS SYSTEMS.
    Famous Raiders:
    Some Raiders become famous- or infamous- for a variety or reasons.
    "Stephi."
    Stephi: Stephi was the Raider that first sighted The Advent, and, after raising the warning to her handlers about Battlestar CILUEMBA (the first Kobolese warship to engage the REF), engaged with the UGC SPEAR with such determined ferocity that she actually DID score direct hits (even killed a few REF Spacers). The gallantry and courage of Stephi lives on in a way not often recognized by the UGC; They bestowed upon her the Legion Of Merit (with clusters), despite being an enemy combatant. She now serves aboard the Battlestar PACIFICA. Stephi seems dimly aware that her enemies honored her actions, but isn't exactly sure why.)
    Cally: Produced the mathematical formula that 'proves' the existence of God(s) as published in The Journal Of Applied Physics under the headline "The Curious Mathematical Formula On Non-Corporeal Being (with annotation)." The paper has been reviewed millions of times but to date only minor variances of supreme minutia have been identified as dispute. Cally herself seems "not particularly" interested; She seems not to fully understand that she may have proven the existence of God(s) so much as played a mathematical puzzle, no different to her than Do'ht or Sudoku, and once she completed her puzzle move onto another (on gravimetric wave forms effect on light wave forms).
    Kara: Kara was a strike Raider from Wing 931, 2ND Flight. Without authorization, and in fact against orders otherwise, she took off from Heddon Point Space Station to intercept the T'sentraedi Clan Derenta's sizeable strike force, inflicting such damage upon the flagship thereof that that ship was unable to escape, as well as several others; The entire operation was ruined, on the actions of a single Strike Raider. Unfortunately, Kara wouldn't see the honors that she'd be bestowed; About mid-way through the fight, a T'sentraedi Heavy Laser Battery caught her starboard wing, starting a fire that eventually cooked her mind, killing her, but her fast action and courage in facing a force that simply outmatched her in any conceivable way bought sufficient time for other forces to arrive and continue the fight. Most noteworthy in this regard, Kara continued the fight for nearly 15 minutes after being hit; Withdrawal would have been perfectly understandable, yet she chose to stay in the fight, leading to her strike on the main thrusters of the flagship (which disabled her), as well as several other very nasty wounds she inflicted upon the attackers in that period of time. Had she withdrawn, as would normally be expected, she probably would have survived; She chose to stand and fight.
    Sharon: Sharon is another Strike Raider, presently serving at Zepher Station, who intercepted a would-be assassination mission; A dozen Sagittarions, in a stolen Traveler-Class liner, planned to ram the ship right through the Quorum Of The Gods, with the intention of massacring the Gods and the Emperor in one fell swoop. Sharon, being on patrol at that moment, happenstantially intercepted them and demanded to know why the ship was so far outside the "normal" shipping channels. They refused to answer, so Sharon shot their drives (including the sacrosanct FTL drives) out, then remained on-station awaiting a Marine detachment; Unfortunately the plotters chose to blow their ship up instead using a nuclear bomb (detection of "unusual" radiological alarms is what caused Sharon to detect the ship's presence in the first place, their position and course caused her to question their intentions), leaving Sharon herself a drifting wreck, barely clinging to life at the moment. She was rescued and her frame rebuilt, returning to service 2 years later. (Sharon now has a reputation, fairly well earned, of having a bit of a hair-trigger, the psychological effects of her previous encounter.)
    Charlie: Where the others listed here are famous, Charlie is infamous; For reasons unknown, as Charlie was being griped down after a combat patrol, she opened fire with her autocannons INSIDE her own ship, killing over a thousand Centurions and over 200 Kobolese spacers, finally stopping only when she'd run out of ammo. (It's QUITE fortunate for her ship that she was on rear-area security patrol, and thus only had a half-load of auto cannon rounds and no missiles.) Her brain was extracted from her fuselage and a carrier comprised of parts of her victims (Centurions) was constructed. Various attempts have been made over the intervening years to understand why she went crazy; All have failed. She is now held in maximum security aboard a Battlestar (exact location undisclosed) in hopes to eventually unravel the mystery of "the psychotic Raider."
    UGC "Rejection"
    The UGC can not accept the Raiders into inventory outright; They are living creatures with metallic bodies, and even if the Council 'could' accpt them into service (after testing, etc.), they couldn't produce any.
    However, the Cylon Republic has been accepted into the UGC as a semi-autonomous state within the Kobolese Confederation (like a county to a state), and Raiders can (and have) deployed under the Kobolese Ministry Of Defense (Kobol's Robotech Defense Forces) banner (and command) with Cylon Republic markings.
    Name: Raider Aero-Space Fighter.
    Model Type: ASF-600.
    Vehicle Type: Aero-Space Fighter.
    Crew: None.
    Passenger: None. Not possible.
    M.D.C By Location:
    Fuselage-
    Cockpit-
    Engines (3)-
    300
    150
    50 each
    Tailerons (3)-
    Laser Cannons (2)-

    50 each
    30 each

    Note: Usual conditions apply.
    Speed and Statistical Data:
    Driving on the Ground: Not Possible.
    In-System: Mach 30.
    Atmospheric Propulsion: Mach 10.
    FTL Range: 25 lighter years per jump; Up to 12 jumps total.
    Maximum Range: Each recharge of the powerplant will keep the ship fully functional for 20 years; The ship still needs to take on 200 lbs. of a chemical solution every 30 days to keep the brain functctional, however. Effectively about 200 light years.
    Length: 29.71 feet (9.05 meters).
    Height: 13.2 feet (4.02 meters).
    Span: 19.54 feet (5.95 meters).
    Weight: 14.2 tons (12848.8 kg) unloaded.
    Power Systems: Primary: A ZZ-R105/nn Fusion Reactor System (non-Protoculture); Output: 31,000 KWH; Lifespan: 20 years.
    Cargo: Seriously, no.
    Cost and Availability: 30 millioncredit; It takes an average factory 2 months to build a wing's worth (12 ships).
    Weapons Systems:
    Standard:
    Strike Variant:
    1. Laser Cannons: Basically a cut-down version of the Raidar X Laser Cannon; The damage is the lower (because there's only two cannons), but the range the same.
    MD: Short Blast: 1D10; Long Blast: 2D10; Maximum Blast: 3D10.
    Range: 10 miles (double in space)
    Rate of Fire: Per pilots attacks per melee.
    Payload: Effectively Unlimited.

    2. Missile Systems: 6 Short, 3 Medium, or 1 Long Range Missile can be mounted per wing. They can be used in any combination, but only one type per wing. Unique amongst fighters (except the hybrid Vaider), the missile pods can swing up or down, allowing ventral or dorsal bearing targets without requiring the fighter to change her own approach vector.
    Purpose, Damage, and Range: Varies by type used.
    Rate Of Fire: Volleys of 1, 2, 3, 4, or 6 per pilots attacks per melee.
    Payload: Per type used.

    3. Weapons Pods: Normally wing-mouted, these pods can be dropped to serve as extended sensor systems.
    A) M-12 Fuel Pod: Essentially a modified version of the M-11 Torpedo Pod used on other aircraft. In this case, however, it is used as a fuel pod to double the normal range of the craft. This pod does NOT affect stealth characteristic.
    B) A-11/a Anti-Radiation Pod: A radar and other detection system jammer; Like the M-12 Fuel Pod, this pod does NOT affect stealth characteristic, and can even be carried in active mode.
    C) A-11/v Radiation Detector Pod: This pod passively detects various types of radiation, most importantly radio signals (for eavesdropping). The A-11/v does NOT affect stealth characteristic, and can even be carried in active mode.
    D) C-441 Canister Pod: Basically a hollowed out version of the M- 7 pod, used to drop highly sensitive and extensive messages. A nose-mounted device using GPS or laser detection guides the pod to within ¼" of the intended landing point.
    E) M-14 Sonar Buoy Pod: An air-droppable sonar buoy used to assist in detecting and, more importantly, driving incurring submarines where warships want them to be.
    F) M-15 Dunking Sonar Pod: A dunking sonar pod used to assist in detecting and assisting warships to target them.
    1. Twin Forward Rotary Auto Cannons: Twin forward 35MM rotary auto-cannons comprise the primary armament of the Strike Variant.
    MD: 5D6 times 10.
    Effective Range: 15 miles; Maximum range is 35 miles in a gravity well but no true range limit exists in space (though you can't hit a planet if you aimed at it beyond 20 miles).
    Rate of Fire: 100 rounds per blast per pilots attacks per melee.
    Payload: 2,000 rounds (20 blasts).

    2. 2 L.R.M.'s: This is also used to destroy warships, though typically at longer ranges. It's primarily employed when an enemy fleet is first sighted to drive them apart, making them easier to pick off individually. Unlike the normal Raider missiles these are underwing-mounted, and therefore can only be fired in a relatively ventral aspect, forcing the Strike Raider to either nose up or roll over to target a ship relatively "above" them. The missiles themselves are also "strike fighters" in a sense, as they have forward shields (20 MDC) and three forward arc lasers for self-defense en route to target to allow them to reach their targets (see Missile Details).
    Purpose: Anti-ship
    Damage and Range: Varies by type used.
    Rate Of Fire: 1 volley; Both missiles are fired together.
    Payload: 2 total.
    Missile Details:
    Defensive Lasers (3): MD: 2D6 each (only 2 can target any given object at a time unless dead ahead); Range: 10 miles; Rate Of Fire: 5 attacks per melee. Not suitable as a "dogfighter" but adequate against anti-missile systems (vaporizes chaff and sand especially, causing a 50% reduction in effect).
    Shield: 20 MDC, instantly activates once launched, full forward protection; Chaff, sand, etc. loose half the efficacy (in addition to any other losses).
    Features:
    • ESM: Radar Detector. Passively detects other radars being operated.
    • Radar: Combat grade radar. Range 100 miles, can track up to 50 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
    • AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems.
      Fires off 04 chaff/flares each time it is activated. The system works on all known sensor systems, except Protoculture.
      Reduce effects by 20% against smart missiles (add
      +20% to rolls for smart missiles).
      Effect:
      01-50 Enemy missile or missile volley detonates in chaff cloud- Missiles are all destroyed.
      51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).
      76-00 No effect, missile is still on target.
      Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.
      Duration: 1D4 melee rounds.
      Payload: 60 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares.
    • MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping.
    • Type-11 wide band radios: Effective 10 mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
    • Blue Force Tracker: Identifies friend from foe, ensuring that friendly forces are not accidentally targeted.
    • GPS: Standard tracking device. Ties into the Blue Force Tracker.
    • Anti-Jamming System: Reduces Electronics Countermeasure by ¾ (decrease skill level appropriately).
    • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
    • A.J.P.: Active Jamming Pod. 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. The jamming pod is only mounted inside the port tailerons.
    • T.D.P. (4): Towed Decoy Pods. Located on the ventral fuselage. The fighter can carry a pair of special pods that carries four advanced towed decoy drones. These drones are specially designed radar lure that creates a radar image to mimic the fighter. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound).
      M.D.C.: 5
      Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 90% chance of fooling military grade radars and advanced smart missiles.
      Range: Released to go wherever it wants. Can fly independently for about 30 minutes.
      Rate of Fire: Per pilots attacks per melee.
      Payload: 16 Decoys total.
    • Full Range Sensory Systems: Infrared, Ultra Violet, Color Filters, and Thermal Imager: Range: 10 miles; Magnification: 40 times
    • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from other friendly units in the area. Effective land navigation of 85% as updates come. Good to 500 miles. Specific range can be adjusted in 1 mile increments.
    • Mission Date Recorder: Records all data from any given mission. 50 hours of recording available.

      Combat Profile For The ASF-600 Raider Aero-Space Fighter: Because the Raider IS a living being, unless she is a pre-determined NPC roll 1D6 times 1D6 for Level Of Experience; Using Space Fighter Combat Elite, calculate skill level.
      Skills:
      Pilot fighter (self): +25%;
      Prowl: +10%;
      Read Sensory Equipment (self): +15%;
      Navigation: Space and Atmospheric: +15%;
      Navigation: Instrument: +10%;
      Navigation: Interplanetary: +5%;
      +2 to strike, roll, and initiative (they are EXCEEDINGLY aggressive); +1 dodge (in addition to their relative Combat Elite levels).

    The Strike Raider Kara In Action.