Starfleet of the Rada Collective
"We keep the peace and bring the war to our enemies"The Rada Collective are known for their primal land warfare tactics, however they also possess a powerful navy made up of all the ships they stole from their predecessors; the Yaku. The Rada fleet in comparison to the others is more of an afterthought in the grand scheme of the Collective, the majority of their tactics favouring up close and personal conflict. However while their design variation may not be as extensive as the other factions, they make up for it with vast numbers and battle tactics so brutal the enemy seldom expect what is coming.
Structure
The Rada navy works very differently to the others, with rank and file being decided by much more primal means. There are traditional ranks like other navies based on ones operational knowledge, but to rank up in the Rada navy one must also have mental superiority over their subordinates.
Because of this natural authority a dominant Rada will have over said subordinates, there is no need for a large number of ranks on a ship, in most cases, there is only three; the crew, the advisors and the captain. The crew man the ships positions and the advisors give out orders directly from the captain, while the captains role is fairly self explanatory.
To be a ship captain in the Rada one doesn't necessarily have to go through a long and hard training process and climb through the ranks. While it is certainly encouraged and training processes are in place, if a crew is left without a captain, usually from loss through combat, there will be an almost instinctive reaction within the crew members for one of them to take control and assume the place of their captain in the hivemind hierarchy. In most cases it is one of the advisors who takes over, already having a slight advantage over other crew members. The process of a new captain taking control is usually worked out within the crew over several days, during these few days the crew is likely to underperform as they mentally vie for power, and such during this period of re-allocation their ship tends to be recalled from the front lines.
Commonly, it will just become common understanding around the crew which one of them is the new captain after a few days, but in the rare cases this does not happen, a new captain will be chosen by an admiral.
Because the Rada navy is so large, it takes an incredibly powerful individual within the hive mind to control it. Currently that person is Tyranos, a hulking beast of a Rada even larger than the collective leader, Khizra
Assets
The Collective's navy is by no means as diverse as some of their neighbours, but this is made up for in tried and tested designs that have withstood the test of time and continue to prove their worth even today. These designs also exist in large numbers and have something no other navy has; Bio mechanics.
Ship Design
The ships used by the Rada Collective were all designs stolen from the faction they took over; the Yaku. Many of the ships they use were ones directly used by the Yaku themselves, in many cases it being the same crew, just Radafied. Rada ship designs don't really follow a specific design convention visually, each one being built around its specific task. However the Rada do not exclusively use Yaku designs, as it isn't necessarily the design of the ship that dictates it as being part of the Rada fleet. As the Rada continue to understand more about themselves and their own biology they continue to make breakthroughs. Such breakthroughs include creating a biomechanical network around their ships.Biomechanics
The ship's 'nervous system' as it is often referred is essentially a living organism. Its brain is a heavily mutated Rada parasite, and white primative, it is capable of communicating to other rada across the hive mind in a rudimental fashion. A system of fleshy growths expand out all over the ship, inside and out. These growths act as extra armour and a means to seal up hull breaches caused by impacts or enemy fire. This fleshy organism is immune to the effects of the vacuum of space and is incredibly resilient to enemy weaponry. This nervous system is controlled by a heavily mutated Rada who has essentially fused with the ship. They are capable of communicating with the hive mind in a rudimental fashion and can, in some cases depending on how extensive the infestation is, assume control of parts of the ship. Usually though this infused Rada is not high functioning enough to captain a ship, and there for receives orders from a specific captain on the bridge. the nervous system of a ship relies on biomass just like any other Rada. To continue growing and re-growing its flesh to cover gaps, assault intruders or reinforce structural weakness requires lots of it. The nervous system has a number of biomass repositories across its structure where crew members can deposit bio mass via regurgitation to help keep the nervous system up and running. Most ships keep a stock of prisoners such as pirates and other scoundrels who the Collective has captured to be used as extra biomass if the situation requires it, often being cast whole into the repository. This is described as an excruciating way to go, being eaten alive by the mass of grinding teeth and being turned into fuel for the monstrous nervous system. This practise is kept usually as a last resort, but is mostly dependant on the captain of the specific ship. It is also kept very under wraps that the Collective practise this, and their stance on it has always been that those being sentenced to execution are better off serving a purpose within the collective.Small Craft
Skirac Rada Fighter Role: Space Fighter Powerplant: Baroc-03 engine banks Weaponry: x1 plasma repeater, x4 micro missile pods The Skirac, contract to most of the larger ships in the collective, was conceived entirely by the Rada. It is known for its intimidating appearance and bat like design. It isn't the most heavily armed of fighters, only boasting a single short range ignis beam cannon, however on its wings it features four micro missile pods. These missile pods fire a burst of tiny projectiles that activate after a short moment of free air time, they then seek and destroy the nearest enemy target, making this fighter incredible effective at close range. Influx bomber Role: Space Bomber Powerplant: Baroc-3 engine bank Weaponry: x1 plasma repeater, x4 micro missile pods, x1 ignis projector Armed with the same weapon set up as the Skirac, the Influx fills the role of bomber for the Rada Collective. Hung below under the fuselage is the spherical ignis projector which is used instead of conventional bombs. The ignis projector, when triggered, fires a searing beam of ignis energy straight down onto the target, torching the ground or enemy starship hull below. Horidrome Air Superiority Fighter Role: Air Superiority Fighter Powerplant: Baroc-07 Experimental Engine Weaponry: x4 micro missile pods, x2 plasma repeaters, swarm missile bank The Horidrome is the Rada's solution to a fast, hit and run fighter. It is designed to fly in fast, unleash a devastating amount of firepower and then retreat to safety before its opponents know what hit them. Its experimental powerplant can allow it to reach dizzying speeds in both atmosphere and void combat with its large, flat wings designed to provide good stability at high speeds. Despite being incredibly easy to handle and stable at such high speeds, the ship is often traveling too fast for its pilot to make the mental calculations needed to line up an effective shot, there for its primary weapon compliment consists of a swarm missile bank which fires a barrage of small missiles that home in on what ever is in front of them. The Horidrome is even capable of giving some of the more well renowned fighters of the galaxy such as the Razakh and the Sparrow a run for their money. The Apexhawk Role: Air Superiority/Strike Fighter Powerplant: Rada Bio Engine 'AFC-X', Micro Jump Drive Weaponry: x2 Bio-Ignis Cannons, 6 mounting points (missiles, bombs, ect.), x2 Bio-Scrappers, x2 XL mounting points The Rada bought a unit of newly made Super Sparrowhawks from their allies the human Alliance although the ships would not remain the same for long. Using their bio-mechanics the Rada engineers grew a living flesh over the craft which soon took over. Placing a biomass brain in the cockpit, the craft manouvers by the pilots sight and mental acquity rather than any set of physical controls, each part of the ship moving at the speed of a brain, making it fast to react. The craft is even more durable than the original sparrowhawk due to added bio-plating over the usual armor with its wings capable of moving and even being useable as weapons though it must keep them still during high speed movement which allows it to extend its bio-scrappers to literally cleave other craft in half, not losing speed nor being knocked off course by this as these limbs seem to simply go through at the speeds the Apex is able to go. Using its wings it is even able to make sudden and drastic mid-air dodges, able to change elevation and either ascend or descent much easier than more conventional craft- though it must stop its acceleration of speed to do this. While not as fast as the Horidrome, the Apex are easier to control as the mental capabilities needed are lesser and it does not fall behind in weaponry, its ignis-cannons packing a punch as well as taking in the alliance's idea of mounting points, allowing for great versatility. It is also pridefully the first real fighter craft that can use 'melee' in high speed dog-fights. Garuga Gunship Role: Gunship Powerplant: Rada Bio-drive Weaponry: Rapid Fire plasma battery, rending claws The Garuga is an experimental design even by Rada standards. It is by far the most biological small craft out of the faction's compliment. It's wings control the manoeuvring of the craft by changing position according to the pilot's thoughts of which the craft itself tunes into. With the use of the Rada Hivemind the Garuga can create a ship to pilot synaptic link far more effective than the Sirasions could ever hope to dream of. Another result of this is the Garuga is highly manoeuvrable at low altitudes with its pilot inheriting the aircraft's special awareness. The Garuga's primary role is that of a atmospheric based gunship, but due to its powerful rending claws it is often used to land on the hull of enemy ships and cause damage to external systems such as turrets or communications equipment.Corvettes and Patrol Craft
----Light to Medium Cruisers
Chorok "Hammerhead" Cruiser Role: Ramming ship / Boarding Powerplant: x4 sublight engines, M-class hyperdrive Weaponry: x6 medium turrets, x5 light turrets, x8 light broadside guns The Chorok is perhaps one of the most unconventional ship designs the Yaku brought with them when they entered the fray. Now used by the Rada, the aptly nicknamed "Hammerhead" light cruiser is known for its ability to withstand head on collisions with enemy ships. The front part of the ship is heavily armoured with Yakunite plate and has no vital systems within it, only playing host to a network of corridors that also serve as structure reinforcing bulkheads when the ship makes impact with the enemy. A Chorok is designed to be rammed straight into an enemy ships hull to cause damage, a tactic that at first proved effective, with not many opponents expecting such bold moves. But as time went on and these tactics became more understood, the Chorok's ramming strategy became less efficient. Now however, in the hands of the Rada, the front of the ship is heavily reinforced by the biomechanical nervous system that extends fourth from within the ship. When contact with an enemy ship is made, instead of pulling away, the nervous system will latch on to the ships hull, from here boarding teams will attempt to cut through the enemy hull and gain access to the ship, in extreme cases, they will simply be hanging on to the bow of the ship and jump on when contact is made. This tactic was very prevalent during Bashi's rule over the collective. Pokaradon Destroyer Role: Capital ship warfare Powerplant: x6 sublight engines, m-class hyperdrive Weaponry: x2 overcharged ignis cannon arrays consisting of 4 guns each, x2 heavy torpedo launchers, x2 Ignis destructor cannons (front), x2 Ignis Annihilators (turret), x2 heavy plasma cannons (turret) The Pokaradon is arguably the Rada's most well known cruiser design. the ship itself boasts enough powerful weaponry to take on a ship twice its size. The Pokaradon's weapon compliment is designed for one thing and one thing only; the destruction of other large ships. It's main weapon is a large turret that hosts its mega cannon set up, these massive over charged plasma cannons are able to shoot in any direction around the Pokaradon and cause massive damage to enemy cruisers. Being mounted on a turret, it means it is very difficult to get a flanking advantage over one of these ships. In addition to this mega cannon turret, the Pokaradon is equipped with a revolving quad broadside cannon array. These cannon arrays fire overcharged ignis bolts so hot they cannot be fired more than every ten seconds. To keep the rate of fire up four of these cannons were installed in a rotating array for maximum firing speed and cooling efficiency. All these weapons designed for combating other big ships, which the Pokaradon is very good at, however the ship completely lacks any form of any smaller turrets for dealing with more nimble ships and its anti fighter armourment is extremely minimal. this makes the Pokaradon vulnerable to attacks from larger numbers of smaller ships as well as bombers. To combat this in later versions a small hanger was installed, but it still only carries enough fighters to moderately defend the ship. The Gidarax Role: Command ship, Assault craft. Powerplant: Rada Bio-drive Weaponry: x7 Turrets, x4 Missile Pods, x2 Acid Round Gattling guns Early on at the Collective's inception, the Giradax was made as a command vessel and was made specificly for the rising Captain Ghilan who became an Admiral quickly. It fought in the many battles of the extinction war before it quickly disappeared upon the formation of the New Dawn, it is a fast and agile craft for its size, working as a command and fast assault ship, able to quickly escape heavy engagements and position itself tacticly. It has a medium fire power, able to fight out and win against ships of its size but unable to punch above its weight, which is why it tends to flee if it loses its more heavier escorts, still, the speed it has against those heavier ships is considerable. Volvidon Anti Fighter Cruiser Role: Fighter Screening Powerplant: Rada Bio-drive Weaponry: x7 Rapid Fire Laser Turrets, x6 Ignis Precision Turrets The Volvidon is designed primarily as a heavy frigate, the ship itself is so large it could even be considered a cruiser. The Volvidon has one job which is excels at doing; The elimination of enemy fighter aircraft. Typically Volvidons will be positioned around larger ships to remove fighters and bomber before they get close enough to pose any major threat. As a result, they are well shielded and armoured enough to withstand most fighter based weaponry. The Volvidon is one of the Rada ship to be fully biomechanical. The ship is the perfect balance of mechanical systems maintained by biological material, so much so it eliminates the need for certain crew positions. It also means the ship, to an extent, can self repair damage and seal up air leaks with super strong biological fibres. As a result however, ships like this require much more biomass to run. Malfesto Heavy Cruiser Role: Capital Ship Warfare Powerplant: Rada Bio-drive Weaponry: x2 Precision Ignis Turrets, x6 Medium Turrets, x6 light beam cannons, x2 Ignis Beam Annihilator, x1 Ignis Destructor Turret The Malfesto is designed to defeat it's enemy with simple overwhelming firepower. Effective use of this ship is less about complex tactical positioning and more how effectively the crew can keep shovelling biomass into the furnace to keep its guns firing to their full effect. The Malfesto puts all its points into outward damage and is effective against most other types of large and small vessels, combined with its self repairing hull it is a tough opponent when it is the biggest ship on the field. The Malfesto has been described by those who have faced it as beautifully orchestrated destruction, its beam cannons colour changing in tint depending on how much biomass the ship is running on. As a result, all the beam based weaponry creates a dazzling display of destruction contrasted by the blackness of space. Arzuros Carrier Role: Aircraft Carrier Powerplant: Rada Bio-drive Weaponry: x4 medium turrets The Arzuros, like many of the Rada Biomechanical ships, dedicates to a single role and performs if very well. The Arzuros is a carrier through and through, capable of transporting hundreds of fighters inside its biomechanical hangers. Hundreds of Rada Fighters stick to walls and hang from ceiling inside the dark, damp hall that makes up its 'hanger'. Damaged ships are glued back together with strong, natural adhesive and pilots lay slumbering inside cocoons until they are called to their aircraft. Those non-Rada who have been unfortunate enough to end up inside the belly of the beast have found themselves being literally digested by the ships natural defence mechanisms against foreign objects.Large Ships
Barioth Battleship Role: Capital ship Warfare Powerplant: Rada Bio-drive Weaponry: x13 medium Turrets, x3 missile batteries, x3 piercer missile batteries, x1 heavy missile turret, x8 medium ignis turrets, x2 Kinetic Pulverisers The Barioth is the top of the proverbial food chain of the Rada Fleet. It is highly biological and from a distance can very easily be mistaken for a nebula dwelling space creature. This ship however is far from a gentle giant, boasting enough armament to take on several ships all on its own. To top it all off, its signature weapon comes in the form of two Kinetic Pulveriser cannons which fire chunks of space rock and debris at destructively high velocity. The Barioth has a large chamber that stores asteroids gathered by its thousands of tiny grasping tendrils all over the ship's surface. the rocks are broken down and funnelled into the firing chamber where they are kept until they need to be used. There is a dedicated crew within the firing chamber that are responsible for packing this improvised ammunition full of explosives, denser materials to add weight or even Rada Regenerators to be hurled at the enemy ship. Rathalos Battleship Role: Capital ship Warfare Powerplant: Rada Bio-drive Weaponry: x7 Dismantler Claws, x1 Ignis 'Devastator' Cannon, x3 Shield Generators, x1 Ignis Repulsor Cannon, x1 Mine Deployer, See Barioth. The largest of the Barioth-class of warship is the Rathalos, personal craft of High Admiral Tyranos and thus often the lead ship of the Rada armada. In function and effect it is much like other Barioths though it is also bigger, more durable and has put in more shield generators to stop itself from getting hurt. With its added weaponry and a mine deployer, the high admirals craft is a lot more crafty as well, deploying living mines referred to as 'manics', living beings whose purpose is to die in a violent explosion. The craft inspires fear in the enemy, as the unpredictable and strong ship as well as its commander are as mysterious as the space that they dwell in. WORM Capital Ship Role: Capital ship Warfare Powerplant: Rada Bio-drive Weaponry: x2 Mag Ignis Turrets, x4 Mag Med Ignis Turrets. x14 Mag Mini Ignis Turrets, x2 Doros Organic Cannon, Teeth. x2 Hangars. Grown from birth as capital-grade warships, worms are 1.5 KM long and the largest vessels used by the Rada Navy. Their front organic cannons fire large amounts of webbing and organic mist, obscruing the ship and preventing the enemy's main guns from firing, after which its large ignis turrets go in for the kill. As the ship is almost fully organic, its engines use ignited gases to propel it besides the beasts natural movement, making it fast and manouverable for a ship of its size. A part of the brain, called the keeper serves as the ships representative and can walk about freely on the ship, but cannot leave. Each WORM is a unique individual and a sentient rada themselves, each being given a unique name and treated well with each one looking somewhat different to the main body with sometimes different armanents as well. The keepers are intelligent, informing the crew to any battle damage the ship incurs and can even take over as Captain allowing the crew to concentrate on repairs or other tasks. WORM Capital Ship, Angoranon the Bishop of War Role: Capital ship Warfare Powerplant: Rada Bio-drive Weaponry: x2 Mag Ignis Turrets, x4 Mag Med Ignis Turrets. x14 Mag Mini Ignis Turrets, x2 Heavy Bombardment Cannon, Teeth. x2 Hangars. x1 Sunkiller Ignis Laser Cannon. Largest of the WORM class of ships, Angoranon is known as the bishop of war, mostly remaining true to the WORM weaponry and shape, though having holy feelers on its face to liken it to Igsim, the god of the Rada collective. It has changed its defensive measures of the organic cannons to heavy bombardment instead, the Rada likening the roar of its cannons to a holy sermon of war and carnage. The Sunkiller laser cannon on its back shoots a bright beam that is capable of punching through hulls in one shot, being one of the most potent space weapons of the Rada yet. Due to its size and weaponry, Angoranon is only used in important battles to the collective, used tactically to not waste it or give the enemy opportunity to destroy it. Safe it to say, the ship is very dangerous though also resource heavy- as it requires a heavy escort in case of foul play by the Collective's enemies. The Capital Ship of the Rada Collective: Zurganax, Ender of Stars. Role: Capital ship Warfare Powerplant: Rada Bio-drive Weaponry: x1 Tail, x6 Piercer tentacles, x1 Massive Maw, 1x Hyper Constriction attack. x1 Mouth Cannon, x2 Shoulder pulse. There is only one 'ship' that the Rada consider fit for their King, Khizra. Zurganax is the greatest and largest Rada bio-ship, a fully living, smaller great worm, combined with the Rada's most potent technology, this space-faring worm is a vicious showcase of the Rada's technological know-how and ever despairing desire to bring things into melee. Zurganax tears enemy ships apart much like a serpent or worm finishes off their enemies, either constricting around enemy ships until crushing their hulls or grabbling them with its tentacles and then biting through the hull, exposing its crew to space conditions, attacking from any angle with movement and dexterity better than any other ship in existence, able to also fill a ship with intense, Ignis like substance through its many teeth, destroying the ships from the inside, rather than blowing them up with one cannon. This dreaded wyrm is rarely seen on the battlefield, although every time it has- it has always won.
Leader
Ruling Organization
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