Kobolese Confederation.
Kobolese Confederation.
ASF-602 Vaider
Kobolese Confederation.
Kobolese Confederation.
ASF-602 Vaider Aero-Spacefighter.
A Vaider (2-seat variant).
Production Information:
Technical Specifications:
Length:29.71 feet.
Maximum Speed:Mach 10.
Maximum Altitude:Independently Transatmospheric.
Engine Units:ZZ-R105/nn Fusion Reactor System.
  • Forward laser Cannon;
  • Short, Medium, or Long Range Missile's.
  • Crew:One.
    Role(s):Spy Plane.
  • Kobolese Confederation;
  • UGC.
  • The Vaider is a mid-range manned fighter with full independent FTL capability up to 12 jumps.
    The design very much is a hybrid of the light Raider (wings, FTL drive, and some weapons) and Viper (fuselage, powerplant/propulsion, survival systems, avionics). It was developed during the Cylon/Kobolese cold war from Cylon Raider components that had been captured by the Kobolese (most notably the catastrophic defeat at the Battle Of Little Iona, where three Basestars were destroyed along with almost their entire fighter groups).
    Aero-Space Frame
    The aero-space frame of the Vaider reflects both the Raider, which makes up the majority of the fuselage, and the Raider, which makes up the majority of the wings; Only the "transitional zone" where the wings mate to the fuselage is different, and by weight of steel therein used is about 12%.
    The Raider uses the standard ZZ-R105/nn Fusion Reactor System, producing 31,000 KWH with 20 year lifespan.
    The thrust system is a trio of MrH-12 rockets (upgraded to dual phase ariation system under the UGC), which uses hydrogen collected in space; When restricted to an atmosphere, they have a 72,000 mile nominal range.
    The Vaider uses all the standard avionics that any other Kobolese fighter uses.
    Weapons Systems
    The Strike Raider is unusual, in that it learned from Kobolese technology; The Vaider introduced the weapons configuration that would be used in the Strike Raider, though the Vaider itself utilized the "trans-plane missile pod" used on the Raider.
    The intra-wing mounted missile pods can use any ONE selection of 1 Long, 3 Medium, or 6 Short Range Missile, in addition to 2 under-wing mounted LRM's.
    The original Vaiders used only the forward rotary autocannon, but the main forward lasers were added for short-range dogfighting.
    FTL Capabilities
    The Vaider is capable of making TWELVE unassisted jumps, plus can make up to 2 more with 12 hours of low power cruising time (to recharge the capacitors).
    The Vaiders were originally built as one and two seat versions, with two seaters ranging into every mission a two seat fighter could be used for; It takes about 2 hours to swap out the various packages used.
    Vaiders deployed with the REF swap out the standard auto cannons for L-02 and -08 Rail Launchers.
    Other Users
    None of note; The Kobolese are reluctant to share this technology, even with the UGC, due to its extreme range and independent capabilities; Not that the UGC can't figure it out themselves (in fact, they have fully functional copies obtained through various means, most of them illegal in nature), but (officially at least) the Council has been "hesitant" to press the matter, preferring to keep on friendly terms with the Kobolese. (Besides, they don't "really" like independent inter-stellar platforms- and they have schematics to the T-65 X-Wing Fighters, if they "really" need such an option.) Only Kobolese sub-factions have any in significant numbers LEGALLY, those that have captured or stolen one, or bought one on the black market faces the wrath of both the Kobolese AND the UGC, and the UGC doesn't play games.
    They'll just kill you and bring the wreckage back.
    Name: Vaider Fighter.
    Model Type: ASF-602.
    Vehicle Type: Long-Range Fighter.
    Crew: One or two.
    Passenger: "Rare."
    M.D.C By Location:
    Engines (3)-
    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.
    Maximum Range: The ship can fly for literally YEARS; But the pilot can't. Since there is no on-board fuel, there's no technological limit to range; Simply secure the reactor system when the engines aren't necessary.
    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: Pilot supplies only.
    Cost and Availability: 30 millioncredit; It takes an average factory 2 months to build a wing's worth (12 ships).

    Weapons Systems:
    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. 18 S.R.M.'s: 3 S.R.M.'s are found on each side of the three tailerons.
    Purpose: Defense/Dogfighting
    Damage and Range: Varies by type used.
    Rate Of Fire: Volleys of 1, 2, 3, 4, or 6 per pilots attacks per melee.
    Payload: 18 total

    3. 6 M.R.M.: This is the main weapon of the Vaider.
    Purpose: Anti-Ship/Bunker
    Damage and Range: Varies by type used.
    Rate Of Fire: Volleys of 1, 2, 3, 4, or all 6 per pilots attacks per melee.
    Payload: 6 total
    4. 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.
    Purpose: Anti-ship
    Damage and Range: Varies by type used.
    Rate Of Fire: 1 volley; Both missiles are fired together.
    Payload: 2 total.

    5. Weapons Pods: Normally, wing-mounted, 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 ΒΌ" 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.
    • 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).
      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. Overlays the information on both the radar and HUD, 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 75% (decrease skill level appropriately).
    • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
    • 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.
    • Video Camera: Records from the HUD and Hdd. 50 hours of recording available.
    • Survival Pack: A pack of simpler emergency survival supplies.

      Combat Bonuses from ASF-602 Vaider Aero-Space Fighter Combat Elite: Because the Vaider a Viper derivative, the stats are mostly the same.
    • 2 additional attacks per melee.
    • One additional attack per melee at levels 5, 10, and 15 with any other bonuses for the pilot.
    • +1 Initiative
    • Special; +2 initiative to disengage by FTL jump.
    • +3 Strike
    • +5 Parry, Dodge, and Roll.