Star Wars Roleplay: Chaos

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Approved Starship Kosayck Raidship

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Grand Admiral, First Order Central Command
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Image Credit: This Homeworld 2 Mod site.
Intent: This ship is intended to be used as GM'd opposition in a series of extended development threads that will contribute to the Marauder. It is effectively supposed to be a smaller, weaker, and more alien version of that ship.

PRODUCTION INFORMATION

Development Thread: N/A
Manufacturer: Armorer's Confederacy
Model: Kosayck Raidship
Affiliation: Ablajeck Marauders
Modularity: N/A
Production: Limited Production (finite number)
Material: Durasteel Hull, Trimantium Armor Plating, Glassteel and Transparisteel where appropriate.


DESCRIPTION
First encountered shortly after the Battle of Kaeshana, the Kosayck Raidship is a cruiser-sized vessel that acts as a pirate mothership and raiding vessel. Large and powerful enough to be a serious threat to border worlds and most First Order frigates, it is also fast enough to get away from the ubiquitous Heavy Cruiser and Star Destroyer that make up the core of the First Order Navy. Named with an old Firrerroean word that fits shockingly well, the Raidships appeared in the Ablajeck Sector, and the group using them (subsequently named after said sector) have proven surprisingly well-equipped and well organized. The Raidships exemplify their ethos.

Structure-wise the ship features a standard durasteel hull with light but effective trimantium armor. Designed for speed and offensive action, it has a sleek, almost predatory look, in sharp contrast to the durable, solid appearance of most galactic warships. Internally the ship has few carefully laid out compartments beyond the key control spaces, and the internals appear to be a chaotic mess of corridors and open spaces where the crew lives and works. This has little effect on the structural integrity of the ship, but does make it a nightmare to board.

Primary armament is a set of five Megamaser turrets. These weapons, normally not found outside of Chiss warships, are just one example of the hodgepodge of technology that makes up the raidships. The secondary armament likewise draws from several places, with the shield-eating Incinerator railguns placed alongside energy-coating Beamrail cannons. The whole layout appears designed with an eye towards weakening and penetrating Particle Shields, to allow for disabling enemy vessels. However it must be noted that the Megamasers, Plasma Railguns, and Beamrail cannons all do damage to both types of shields at the same time.

Defensive armament is fairly conventional, with all the defensive guns arranged in batteries of four, with twelve total batteries distributed across the ship. Armor and shielding is also fairly conventional, and the ship performs basically average on the defensive. It is rather fast for its size, but trades a fair amount of maneuverability as a result.

Also of note is the set of forty missile cells mounted on the elongated bow of the ship. Generally speaking, three types of warheads are loaded, with the cluster missiles being of particular note. When Kosayck's are encountered by First Order frigates they tend to fight to kill rather than to disable, and after damaging shields and engines finishing the ship off with a volley of cluster missiles at close range is the preferred tactics. It has likewise been observed that the tubes are re-loadable quite quickly, though the exact mechanism is unknown.

In depth analysis has also revealed an interesting fact about the ship. In spite of the presence of advanced weaponry, most of the internal technology is quite rudimentary. Weapons are targeted manually, internal systems tend to exist on closed network, and there appear to be few tactical data systems that connect with other ships. While this means that the Raidships require large crews, and need extensive voice communications to operate in groups, it also means that they are resistant to ion weaponry and ECM. Large crews are also a very good thing for pirate ships, generally speaking.

As a pirate vessel the Raidships perform distressingly well. They excel at jumping into systems, overwhelming the defenses, and using their two squadrons of fighters to harass shipping and support the attack. Then they launch swarms of small boats and assault shuttles, filled to the brim with haphazardly equipped pirates. The chaotic organization on an individual level belies the fact that these raids are as a rule carefully planned and executed, and they appear to always have specific, achievable goals. Current intelligence has assessed that there is some force orchestrating the entire organization, but they have no idea who or what the ultimate objective is.

The First Order Security Bureau has assessed that there are no more than sixty of these ships, and at a minimum at least half that.

Strengths

  • [+] The Kosayck is based around a fairly simple concept. It is fast enough to get away from Star Destroyers and the lumbering Heavy Cruisers of the First Order, and it has enough guns to outfight everything it can't outrun. One might even get the impression it was designed specifically to take account of the weaknesses in the First Order fleet.

  • [+] Unconventional Armament: The primary and secondary weapons of the Kosayck are fairly unusual, and almost all designed to target Particle Shields, rather then Ray Shields. This enables them to more easily physically disable target ships.
Weaknesses
  • [-] Offensively Oriented: With both mediocre armor and a limited AA suite, the Kosayck, true to its name, is a better attacker than defender.

  • [-] Finite Amount: While the origins of the Raidship remain a mystery, it is largely clear that no more are being produced, and the number that exist is all there are.
TECHNICAL SPECIFICATIONS
Classification: Medium Cruiser
Role: Patrol/Raider Cruiser
Length: 650m

Width: 248m
Height: 212m
Power Core Generator/Reactor: Cruiser-scale Solar Ionization Reactor
Hyperdrive Rating: 1.0
Minimum Crew: 937
Optimal Crew: 2,826
Passenger Capacity: Several hundred pirate raiders
Consumables: 2 Years
Sublight Speed: 11
Maneuverability: 15

ARMAMENT

Armament Rating: 15

[*]
16 x Flak Cannons

[*]
16 x Point Defense Turrets

[*]
16 x Quad Turbolaser Turrets

Defensive Ratings by Area

  • Overall Value: 10

  • Armor Strength: 12

  • Hull Integrity: 12

  • Shield Strength: 12

  • ECCM: 12
HANGAR
  • 2 Squadrons (typically Fang Fighters and such).
  • Significant numbers of small assault shuttles, raid boats, launches, etc.
NON-COMBAT ATTACHMENTS

  • Standard Combat Ray Shielding

  • Standard Combat Particle Shielding

  • Standard Sensor Suite (HSI/DER/EPR/AS)

  • Standard Communications Suite

  • Standard TAT and BAC Combat System Suite

  • Standard Navigation Systems

  • Standard Ionic Shielding Package

  • Standard Electronics Warfare/Countermeasure Package
 
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