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The Kitsune Empire of Xiscapia's Factbook (FT) (2.0)

A place to put national factbooks, embassy exchanges, and other information regarding the nations of the world. [In character]

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Xiscapia
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Founded: Mar 13, 2007
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The Xiscapian Imperial Army

Postby Xiscapia » Sat Jan 29, 2011 11:26 am

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Motto: Factum non verbum

With roots lost in the distant past of the prehistory of the Warring States on Old Xiscapia thousands of years ago, the Xiscapian (Kitsune) Imperial Army is easily the oldest service. The XIA has changed in size, purpose, composition, role and technological level over the centuries, but it began as and remains a professional, highly accomplished force with more battlefield experience than many entire nations. Only recently has the XIA begun accepting non-kitsune into its ranks on a large scale, mostly humans of various types; however, the overwhelming majority of the service is still comprised of kitsune. Interestingly, the XIA has a higher male-to-female ratio than the KIN, which tends to have a large imbalance in male-to-female members, with males outnumbering females as much as 3:1 in some areas. The Army is also the more popular of the two routes taken by those seeking citizenship in the Kitsune Empire, as it does not generally require as high a degree of training and specialization.

During the Korr Wars the bulk of the Imperial Army was kept garrisoned on Xiscapia, with armies being dispatched out to secure the fortress moons of Jomstar that separated Xiscapia and Korrillia. As a result of this style of warfare the XIA as a whole became extremely proficient at both clearing fortified areas of enemy troops and constructing and using defenses in those same areas against attack, as was constantly the case. The closing years of the Korr War strained the Imperial Army greatly but gave it experience in large-scale defensive operations and assaults, valuable experience for the post-War years. Since then the XIA has both decreased in size (no longer enforcing conscription) and modernized, going under a reevaluation, mass de-commissioning and both developing and importing new technology. In the twenty five years since the Imperial Army has increased its capacity for multi-spectrum warfare while retaining a specialization in storming defended positions and a penchant for effective defenses.

Today the XIA is utilized in this capacity primarily for two things: planetary garrison and planetary assault. When garrisoning a world the Army works together with local intelligence, law enforcement, paramilitary and militia agencies and groups for both defense and security purposes. On protectorate planets, or worlds with a non-Xiscapian native population, the Army coordinates with the indigenous for these purposes as well. When on the defensive Army doctrine mandates aggressive tactics to prevent the enemy from gaining a significant foothold in order to hold out long enough for Kitsune Imperial or allied reinforcements to arrive and destroy the invaders. In such cases it is not uncommon for subordinate forces to act as reinforcement, support or guerrilla units for the Imperial Army.

On the offensive the XIA is tasked with taking and securing the surface, submerged and subterranean areas of a moon or planet. Even more so than defensive maneuvers, aggression and advancement is emphasized along with multi-spectrum warfare, in that any given target can and should be assaulted by a combined force of infantry, mechanized, armored, drone, aerial and orbital units at once. In general an invasion force will mark a few high-priority objectives and proceed to displace, destroy or capture targets in the process to those objectives until the stated goals are met with the ideal of bringing an area -be it a shipyard, industrial base, population center or entire continent- under the control of the XIA. Strategic planners will often make fixed goals but dictate fluid terms about how those goals are accomplished, giving the force room to react to new circumstances or enemy deployments and maneuvers. This allows the XIA clear objectives without compromising vital flexibility.

When combating the enemy XIA soldiers are trained to be merciless unless a given opponent either needs to be captured for interrogation purposes, or is surrendering. Once the opposition has surrendered they will generally be rounded up, stripped of weapons and equipment and removed entirely from the field of battle; prisoners of war are usually treated well, with the aim of using them in trades to regain captured Xiscapian personnel and as a bargaining chip in negotiations. Should the opposition fake surrendering, however, or surrender only to attempt to turn on their captors, they are invariably executed to a man, regardless of whether they try to surrender a second time. Captured officers can expect to be interrogated about everything ranging from their orders and troop movements to local positions and their own military culture. Forcible interrogations, including but not limited to torture, are sanctioned by the Xiscapian Imperial Military.

If a civilian population exists it is not usually deliberately targeted. While XIA doctrine calls for the capture or destruction of enemy or enemy-controlled infrastructure including factories, shipyards and starports, where civilian casualties are probably unavoidable and indeed may be heavy, so called "terror bombing" or attacks made directly against civilians in an attempt to break civilian will, is seen as counterproductive. However, if a resistance which uses civilians springs up, or the civilian population attacks XIA units or resists attempts at deportation, the XIA is not adverse to destroying an area's civilian population to remove a threat and/or obstacle. Generally speaking the preeminent objective of a given conflict is the destruction of the enemy force and/or the control of territory, so the presence of a civilian population is entirely secondary to XIA objectives. Efforts are usually made by the XIA to sway a planet's civilian population to the side of the Kitsune Empire; however, these are not always possible or successful.

Because of the rising number of non-kitsune in the ranks, as well as the incorporation of native militias and levies, has led to the creation of a variety of race-specific units. This includes various human formations including the Alversian multi-spectrum 511th Battalion, the Setulanite 74th Shock Corps, the Avalan 1010th Division of battlefield engineers, the Olacian 66th psyker Brigade, Neo Kirisuban Teishin Shudan and Giretsu units and others. Non-human troops also incorporate Berrax anti-armor teams (404th Battalion), Zillar skirmishers (599th Battalion), Escan pathfinders and sappers (200th Regiment), Alumina special forces (9th Company), Sar aquatic warfare squads (760th Army), Abhuman guerrilla fighters (irregular), Initiate sniper partners (irregular) and a number of others. These units sometimes (but not always) have kitsune officers and, often possessing immigrants seeking citizenship or second-generation Xiscapian-born aliens, follow their own customs and cultural considerations. The most famous of these units is the Xis-Set Joint Army, better known as the Hand of Judgement.

In most territories the Imperial Army holds two subordinate units typically drawn from the general population: A Militia or Levy of troops. Militias are volunteer forces made up of civilians, mercenaries, reservists and other able-bodied natives for the express purpose of defending a homeland. Levies are units of the indigenous population, typically non-kitsune, who are conscripted to serve in the defense of the territory. The size, composition, training and equipment varies from territory to territory; some, such as the Xiscapian Freedom Corps, are highly-motivated, well-equipped and undergo military training, putting them on par with most modern military forces. Others may not be so advanced. Regardless, militias and levies constitute and important part of any Kitsune Imperial garrison's defensive strategy.

Officers:

Master General
General
Colonel General
Lieutenant General
Major General
Brigadier
Colonel
Major

Soldiers:

Warrant Officer
Sergeant
Corporal
Private First Class
Private


Name|Size|Commanding Officer

Army Group|+2 Armies/>100,000|General

Army|<100,000|Colonel General

Corps|<50,000|Lieutenant General

Division|<10,000|Major General

Brigade|<5,000|Brigadier

Regiment|<2,500|Colonel

Battalion|<1,000|Lieutenant Colonel

Company|<100|Major

Platoon|<50|Warrant Officer

Patrol|<25|Sergeant

Squad|<10|Sergeant/Corporal

Fireteam|<5|Sergeant/Corporal/Private First Class
Last edited by Xiscapia on Thu Oct 06, 2011 9:22 pm, edited 13 times in total.
Xis quote of the week: Altaria Almighty: how are you not just a race of sexual predators? Like who needs power armour and gauss rifles when you have leather and whips. –Karaig
The Kitsune Empire of Xiscapia's FT Factbook (V2.5)
R.I.P. Shal - 1/17/10

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Xiscapia
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KIA: Weapons and Personnel

Postby Xiscapia » Sat Jan 29, 2011 11:27 am

Small Arms and Emplaced Weapons:

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Since the end of the Korr Wars the Auxiliary Xiscapian Emergency Sidearm (AXES) has been the main sidearm in use by Kitsune Imperial forces. An extremely heavy pistol, the AXES fires fifty caliber slugs sheathed in energy bolts much like the IMP-4 sniper rifle or the "Feral" Xiscapian Main Battle Rifle, giving it increased stopping power and penetration (necessary during the war against Korr shock troops) at the cost of the weapon's bulky size and small clip of four rounds. Strength and stability implants are required for most beings to be able to use the weapon effectively, and extensive training is required to grow proficient with it. Despite these drawbacks, the AXES has a feature that makes up for it; modular rounds. AXES pistols can fire HE shells, armor-piercing darts, EMP bolts, Stun blasts, "Flying Hammers" knock-backs, incendiary rounds and a variety of other custom ammunition.


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One of the more popular military designs, and one of the few available on the civilian market, the K9 Personal Defense Weapon was designed for use by pilots, the crew of armored vehicles and starships, special forces members and soldiers fighting in urban environments. The K9 is a sling weapon, designed to be worn across the operator's back, side, or chest. Firing 6.8 x 33 mm caseless ammunition with the standard Xiscapian energy sheath out of a 100 round clip, it is a remarkably powerful weapon for its compact size; field reports indicate its rounds can puncture vehicle windshields and doors and punch holes in kevlar armor from up to 200 meters away. The weapon is also capable of penetrating titanium armor-plated vests and helmets while retaining a minimum of 100 joules after penetration. Fairly versatile, the K9 accepts a variety of accessories including a scope, laser sight, gun camera, micro-missile launcher or Stun attachment for non-lethal work.


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Less common than the K9 or the AXES but very popular among tankers and mecha pilots, the "Visceral" Compact Flechette delivers a big blast from a small platform. Armed with ten twelve-gauge shells, the Compact Flechette has the ability to fire shells that spread into armor-piercing tungsten composite flechettes that move at speeds quick enough to turn soft or lightly armored targets into undifferentiated piles of gore and blast dozens of tiny holes in power armor. To decrease spread and prevent deformation the shells come with a granulated plastic buffer. The weapon comes with a laser sight, as it has a slightly greater range than most shotguns thanks to its funnel-shaped barrel that decreases the spread of shells to make a more focused blast. Because they had the privilege, some officers carry the Compact Flechette as a sidearm in place of or alongside the AXES, as the weapon is small enough to be fitted into an oversized holster.


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An undersized hybridization of the Alversian primary rifle and the Xiscapian "Feral" MBR, the Kitsune Imperial Lance Laser (somethings also ironically referred to as the Kitsune Imperial Love Letter; acronym not to be confused with the Kitsune Imperial Load Lander) is a carbine that has the best of both worlds. Firing 20mm slugs out of its primary, the weapon is modular to accept a shotgun or sniper chassis as well, giving the user a wide range of engagement options. Its secondary, the lower barrel, fires its laser, which likewise can be configured to fire a sweeping or focused beam and increased or decreased in power depending on need. The "Setting Three" option is available (at a reduced power) but can still total light vehicles, punch through a blast door or incinerate a heavy infantryman in a single shot. The K.I.L.L. is standard issue to scouts and Ascian troopers, and has found a significant civil market due to its versatility and wide range of accessories and customizable options.


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Specifications:

Magazine:
60 rounds

RATE OF FIRE:
60 pulses per minute (ppm) initial, 30 ppm sustained given cooling cycle. Onboard diagnostic and safety interface systems prevent weapon overheating by locking out firing system if core temp rises beyond acceptable levels. Semi-automatic cycling only.

PROJECTILE:
0.32 Mj phased laser bolt sheathed over .57 caliber round, flow wash temp at +4500 degrees

MUZZLE VELOCITY:
Staged hand-off coils accelerate bolt to a velocity of 9000 meters per second (9.0kps).

MAXIMUM RANGE:
2000 meters (bolt integrity destabilizes and cohesion factor approaches .85% dispersal). Bolt reaches maximum range in 0.22 seconds.

EFFECTIVE RANGE:
750 meters (at this point bolt begins to lose cohesion, dispersal factor starts to rise). Bolt reaches effective range in 0.083 seconds.

PERFORMANCE:
Contact hit produces 5mm diameter entry point forming destructive tunneling of target material through kinetic energy and super thermal contact. Upon negative penetration or contact with a superior surface, bolt will destabilize into high speed thermal tributary fragments with a one meter lethal splash radius. Laser excited, magnetically accelerated 5mm x 400mm pre-emptive phased conversion thermal bolt will penetrate 4cm of case hardened steel up to effective range with loss of overall penetration commensurate with range after that. Immediate transfer of thermo-kinetic energy to soft target tissues and standing fluids rated at greater than 95% with high speed liquid to vapor thermal expansion. High duration of residual thermal effects noted in hard surfaces struck by plasma fire. Explosive displacement of up to one cubic meter of material may result from bolt impact with material having trapped water or water vapor inside (porous rock, concrete, masonry, etc.) with lethal spall out to one point five meters from point of explosive decoupling of material cohesive structure.

DAMAGE INDEX:
Consistent Damage Index of 95 / 3.5 representing at effective range the 5mm x 400mm bolt will penetrate 95cm of standard ballistic gelatin with a wound channel radiating out 3.5 cm from the point of impact narrowing from that radius in accordance with depth and tensile strength of target material as the bolt loses temperature and velocity. This index rating does not take into account any standing liquids such as water or blood that may be encountered as such liquids will be instantaneously vaporized thus greatly increasing the wound channel radius through flash heating causing high velocity steam expansion and lethal bursting of soft tissues over a large volume of body area.


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The standard-issue CQC weapon to Xiscapian forces, the "Firespray" Automatic Combat Shotgun is designed from the ground up to be used in confined spaces. Using twelve gauge shells with superheated buckshot, the double-barrel Firespray is easily capable of blowing open power armored targets, but this high power comes at the price of effective range, which is a mere thirty meters. A valuable asset of the Firespray is its ability to fire specialized shells, including gas rounds, grenades, "Flying Hammers" or flares, and its firing options are highly selective, including the ability to fire one barrel at a time or both in tandem, the ability to fire semi-automatically or automatically and, with a "diverter" attachment, the ability to spread shots vertically or horizontally, giving the weapon a more precise spread depending on the needs of the user. Apart from this the Firespray can also accept attachments including a secondary grenade launcher, a sensor package to track nearby friendlies and hostiles, hook that allows the weapon to be fitted under the user's forearm so that, with the stock supported under the forearm, the Firespray can be fired with one hand from around cover, leaving the other hand free. The Firespray can hold eight shots at a time and has a firing rate of three hundred sixty rounds per minute.


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The IMP-4 (Improved Material Penetration 4) is not state-of-the-art, not anymore, but it was a pioneer in its field. The 12.7 caliber anti-material rifle has an effective range of three kilometers, less than the ultramodern if-I-can-see-you-then-you're-dead laser version currently in use in the XIA with its range of ten kilometers plus (although after a certain distance even telescopic sights can only help the sharpshooter so much), but it packs a very solid punch. With a barrel length of nine hundred millimeters, a magazine capacity of eight rounds and an unloaded weight of nine kilograms, the IMP-4 looks every bit as deadly as it actually is, and tests as well as field use show that it can penetrate twenty five millimeters of armor, and, of course, just about any wall it needs to. While it is considered inferior to the more modern versions the Imperial Army uses today, it is still more than serviceable for use anywhere else.

After the trigger is pulled, a .32 megajoule laser bolt is expanded over the case as it leaves the gun, superheating the round to over 4,500 degrees Fahrenheit. It travels at a rate of nine kilometers per second, which means that even at maximum effective range, the target has all of a third of a second to react, about the length of the blinking of a human eye. Upon impact the bullet produces an average entry point of five millimeters, or about two inches, in diameter, and the thermal bolt alone penetrates some 4 centimeters of hardened steel; if contacting a superior surface or making negative penetration, the round fragments with a lethal radius of one meter. If impacting a soft target full of liquid, such as a body full of blood, the resulting transfer of energy results in the immediate conversion of said liquid to vapor, rating about ninety five out of one hundred contacts, earning the IMP-4 the nickname "Blood Boiler" by Kitsune Imperial forces. If the round strikes material which has trapped water or water vapor inside, such as porous rock, concrete, masonry and so on, it results in an explosive displacement of one cubic meter of the aforementioned material, with a lethal fragmentation radius of one and a half meters.

Trials have shown that the round will penetrate 95 centimeters of standard ballistic gelatin, with a wound channel radiating out 3.5 centimeters from the point of impact. The manufacturers, Blasttech Industries, have not taken into account standing liquids in their tests, so results varied. Reports show that hostiles who have been struck by the rounds were found with the blood literally vaporized out of their bodies, which greatly expanded the wound channel correspondingly. When vaporized the steam expansion often led to the bursting of soft tissues over a large surface area, giving the impression that the target had been put through a woodchipper. Modern laser rifles were much cleaner, quieter and less spectacular, but some prefer the sheer brutality of the IMP-4...perhaps not without reason, since aspects of it have been incorporated into the modern Xiscapian battle rifle.

Normally the weapon's sights are augmented by nanocomputers that link with the user's scanners and HUD to give him, her or it a superior view of the battlefield via their armor. For users without such equipment a tactical scope that incorporates some of the elements directly into the interface and provides ancillary information in coordination with augmentations and implants is available. These include thermal imaging, FFID tags, x-ray projection and delicate sensors which measure range, wind speed and direction, temperature and other crucial variables. All in all, the IMP-4 is a very complicated piece of machinery, but the most lethal weapons tend to be.


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In use by most XIA ad Imperial Marine snipers today, the "Deathspeed" Laser Rifle is named for the swiftness with which it puts down its targets, an ironic inversion of lightspeed, as that is how quickly the rifle's shots move. Coming standard with a 10 megajoule pulse, the Deathspeed has capacity for sixteen shots before its energy cell needs to be replaced, which is done in the top of the weapon's stock. Equipped with a bipod on the end of its barrel to stabilize the weapon for long-range fire, an electrical-optical scope that links directly with the user's armor or implant interface (if present) for up to 12x viewing, high-resolution thermal imaging and a passive range estimation system. Additionally, the Deathspeed's laser itself can be tweaked for different firing intensities and types; for example, the power of the pulse can be scaled down for softer targets to conserve energy, scaled up for armored targets (including tanks) at the cost of energy, and fitted to make a sweeping pulse that can strike multiple targets nearly simultaneously or fire a single, concentrated beam to melt away armor (again at the cost of energy). Because it uses energy, not kinetic, ammunition, the Deathspeed is completely silent and, unlike most lasers, has been configured to leave no visible beam, and in standard mode the beam moves too quickly to be detected by thermal imaging, rendering the weapon a perfect choice for stealth operations.


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Simply known as the "Seeker" to Xiscapian troops, the Seek Guided Rifle is a smartgun used by the Xiscapian military for those stubbornly entrenched enemy troops, particularly during boarding actions. Each .30 caliber round has a muscle wire inside of it, controlled by the weapon's onboard computer, which can plot the bullet's intended path as projected by the user and stretch the wire in the appropriate direction, causing the projectile to make abrupt adjustments to its own trajectory so the gunner can, using a drone or fiber-optic cable, stand on one side of a corridor and fire around a corner without ever exposing him or herself to enemy fire. It has its drawbacks -its rounds are small relative to other Xiscapian guns, it requires a link with the bullet so a sufficiently advanced jamming field can neutralize its abilities, and ammunition is expensive, but as these three downsides are not usually a problem the weapon is well worth it. Like most Xiscapian weapons the Seeker can support a grenade launcher, already having a scope built in, and can be fired normally with the targeting computer disabled or on standby. There have been reports of troopers who have grown particularly skilled with the Seeker using the weapon's rounds to attack hostiles from multiple directions outside of line-of-sight.


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One of the newest weapons in the Xiscapian arsenal, the Ravager Micro-Missile Launcher has also proven to be exceedingly useful. Small and light enough to be carried and operated by a single soldier even in close environments, the Ravager utilizes a fire control computer to paint targets for destruction before firing one or more of its micro-missiles. Equipped with a microgram of antimatter each, these tiny bombs have a range of only one thousand meters but are extremely fast, agile and nearly impossible to shoot down. Their antimatter payload means they are effective no matter what they're sent up against, from infantry to heavy armor to bunkers to gunships, though standard doctrine encourages their use against tanks and IFVs and discourages attempts to destroy aircraft with the Ravager; enemy soldiers can and have been destroyed by the Ravager as well. Though the Ravager almost always fires with various targets painted it can also make a single mass volley of rockets which simply fly in a straight line until they come into contact with another surface and annihilate.


Both Decapitator variants

Designed for the XIA by the Karaigan Battle Ready Advanced Weapons National (BRAWN) corporation, the Decapitator was first put into mass production and use midway through the Danaversian War. The first deliveries were made to Biohazard Corps units training to combat zombies, as the high-powered bolt-action rifle is an ideal weapon to destroy the slow-moving ghouls with a single headshot. Pleased with their new weapon, the Biohazard Corps integrated the gun into their armories, where it was thought it would stay as a limited, specialized item. The war soon proved this notion wrong, as the Kitsune Empire soon began exporting the Decapitator in large numbers to militias, rebel fighters, resistance groups and the like across the Home Galaxy and the Milky Way. As a result the rifle saw action in every theater of combat across multiple organizations; it is estimated that over ten billion were used throughout the course of the conflict.

The rifle was favored because it is durable, easy to use and, unlike most Xiscapian weapons, is light-weight and does not require modifications to use and fire; at the same time it provides firepower, versatility and accuracy in one rugged package. Chambering up to .308 caliber rounds in a ten round clip, the rifle has high stopping power and, as its name suggests, is entirely capable of decapitating its target with a well-placed headshot. Though all of the standard variants of ammunition are available (armor-piercing, incendiary, high-explosive etc.) the most frequently equipped type is hollow-point, as the weapon is designed primarily to engage soft targets. Each rifle comes with two barrels, the standard version and a larger unit designed to fire the oversized shells used in most other Xiscapian firearms, though export versions are not usually packaged with the latter as its intended users are not usually able to handle larger calibers. Other attachments and accessories include mountings for a bayonet, grenade launcher, flashlight, sound and flash suppressor, iron, telescopic and holographic sights and cleaning and maintenance kits (oiler, a take down tool for removing the floorplate and cleaning the receiver of the rifle, an aluminum barrel pull-through chain, a cleaning and an oiling brush, and short lengths of tow used as cleaning patches).

Two variants of the Decapitator exist; a model with a synthetic wooden stock, which is most often used by civilian operators, hunters and private owners, and a model with a sable-gray stock, which is the variant used in the military and exported by the Kitsune Empire. Both variants are highly resistant to damage and malfunction, being flame-retardant, waterproof, resistant to blunt force damage and can be repaired using scrap metal and household products. The Decapitator has earned a reputation as being more accurate and reliable than most guns, and is ideal for scouts and light marksmen. The rifle is still in use across the Kitsune Empire and in most of its client states and some allies, and has garnered widespread arming in Zillar and Escan militias due to its extensive usage in liberating them from their respective governments during the Danaversian War. It is also popular with Kitsune Imperial civilians for self-defense.


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The lightest of the Xiscapian auotcannon family, the "Howler" autocannon is deployed by infantry or attached to vehicles for fire support duties. Firing 20mm rounds, the autocannon is technically a six-barreled Gatling gun, with a rate of fire of eight thousand rounds per minute and a muzzle velocity of 1,100 meters per second; the clean rotation and heat minimization make the Howler both a very safe (for the user) and reliable weapon, with incidences of jamming or overheating being very rare. Independently powered, the Howler is dependent on troops in power armor or otherwise augmented soldiers to move it, but once mobile it can be deployed virtually anywhere. Like most autocannons the Howler can fire either armor-piercing or high-explosive rounds, and is generally used for infantry-suppression, the destruction of light vehicles and bunkers. When deployed the Howler can either be placed on a bipod, a tripod or manually aimed.


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One of the most common autocannons, the "Bloodletter" is actually a chaingun but is considered a medium autocannon. A single-barreled weapon reliant on an external power generator, the Bloodletter is not as mobile as its smaller cousin the Howler, being heavier and requiring more time to set up, but once ready to fire the Bloodletter is capable of destroying almost anything. Firing 30mm rounds encased in energy bolts, the Bloodletter can project either anti-armor or high-explosive rounds, with the capacity for effectiveness against light armored vehicles, IFVs, troop carriers and light to medium tanks, as well as any given enemy infantry. With a range of 1,500 meters, a muzzle velocity of 800 meters per second and a rate of fire of 1,000 rounds per minute, combined with a versatile mount, the Bloodletter can strike almost any target within its range regardless of armor or cover. In practice the Bloodletter is usually utilized against enemy vehicles, as the Howler or Xiscapian "small" arms fire is usually enough to destroy hostile infantry.


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Famous in the KIN for its use as a disruptor, the R.E.A.P.E.R. is less common but no less lethal on the ground. Working on the same principles as its larger ship-mounted brother, the actual effects of the manportable variant are exactly the same, with the only change being in how many different targets it can strike at once. Utilizing a versatility not often seen in the larger version, the ground R.E.A.P.E.R. can be configured like a laser beam to strike a single target with the greatest amount of entropic fire, or a number of targets with smaller degrees of effect. In combat the R.E.A.P.E.R. is primarily used against large, heavy targets such as heavy tanks, fortified buildings, large aircraft and virtually anything that is in line-of-sight but is well armored and cannot be struck by missile fire. This is because the R.E.A.P.E.R. entirely negates even the thickest armor, slowly degrading its target until the unit's armor is weakened, then collapses, followed by a slow crippling before the structure finally disintegrates; needless to say the R.E.A.P.E.R. can be wielded quite effectively against enemy infantry, but this is often considered a waste of energy.

Example of a manportable R.E.A.P.E.R. in action.


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After opening trade relations with the Huerdaen Star Empire the Kitsune Imperial Army purchased a number of Huerdaen weapons for examination and trials. One weapon many officers were especially impressed by was the "Akki" Shoulder Gun, so the XIA Research and Development Department was immediately set to work on engineering an Xiscapian variant. Dubbed the "Masako" after a famous Huerdaen General, the weapon is a 40mm autocannon that, like its inspiration, the Akki, takes an "oversized blunderbuss" approach to ammunition in that it can propel virtually anything that can be fitted into the barrel. Made to be transported and operated by a single soldier, the Masako is highly valued for this ability, but is most often utilized against enemy armored vehicles and bunkers with a wide range of munitions, including high-explosive, shrapnel, ionized, incendiary, gas and more. Being somewhat larger than the Akki, the Masako has a magazine for eight rounds, four less than its parent weapon, plus whatever is in the barrel.


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One of the heaviest weapons that is still technically mobile, the "Skulk" Heavy Autocannon, like the Masako, is derived from a Huerdaen weapon - in this case the "Hephaestus" Autocannon served as inspiration for the Skulk class- though it does not follow the design as closely as the Masako does the Akki. Moved by anti-gravity thrusters, in this mode the Skulk is light enough to be deployed relatively quickly by a small team of infantry, though it is more often carried or towed by a vehicle. Firing gigantic 57mm shells, the Skulk must be fixed before firing and can only expend munitions at a rate of about forty per minute, but is capable of destroying large swaths of infantry, light tanks, bunkers, buildings, rotary aircraft, enemy guns or whatever else the operator decides he or she dislikes. With an effective range of eight kilometers, a maximum range of 17,000 meters and a muzzle velocity of one kilometer per second, the Skulk is usually aided by sensors in picking targets, and requires such information so the operator knows to use shrapnel, armor-piercing, high-explosive or air-burst shells. Usually operated by a spotter and a gunner, the Skulk can be used by a single gunner.


Designed and produced in collaboration with the the Star Empire of Huerdae, the "Desecrater" class Infantry Support Cannon is a versatile weapon used for both anti-tank and ranged duties. Requiring a four-man crew to utilize, the 105mm Desecrater can be infantry transported or towed via an Xiscapian gravity-lift platform, but operates around the same philosophy of the Huerdaen "Goliath" tank, though most Xiscapian variants have been modified to accept payloads from Skulk and Heartbreaker class guns to simplify ammunition requirements. It is fitted with two munition feeds, each capable of holding a three-shot magazine. Because of its barrel length the Desecrater is known to have a 'flamethrower' effect when fired, charring or setting alight exposed surfaces with the plasma friction burn-off bled from the firing of the round. New technology has allowed the 105mm cannon to fire at reduced velocity, so a precision mounting system allows the Desecrater to switch from the standard direct-fire AT mode, to a longer-ranged, indirect-fire howitzer mode. In this mode it can make use of any 105mm round as normal, including a number of specialized Xiscapian rounds created for this purpose. Though the sights remain telescopic direct-fire in Huerdaen style, the weapon has also has been upgraded to integrate an Xiscapian overlay, allowing the weapon to be fired with high accuracy in its howitzer mode.

Wolfsbane Explosive Shot:

Thanks to Hue for the names and rewriting my payload descriptions for this section.

Like the ancient canister shot, the Wolfsbane is not a true round. It is a shot cartridge containing dozens of small, antimatter filled bomblets. The shell is capable of travelling a pre-set distance before releasing the bomblets, allowing for longer-ranged attacking of condensed infantry units or exposed vehicles. The AM explosives annihilate matter they come into contact with, causing the round to be both unstable and extremely powerful against enemy units of all sorts, capable of shooting a multitude of holes into even the most heavily armored vehicle, though energy shielding still provides effective protection. The name is meant as a partial nod to the original Xiscapian designers, despite the lack of relationship between foxes and wolves. Still, the effectiveness of the round has earned a certain respect from Huerdaen Shield units, who are beginning to respect Xiscapian weaponry for its usefulness.

Bloodrayne Plasma Round:

Designed specifically for the Desecrator, the Bloodrayne round is an Xiscapian weapon that has found it's way into the hands of the Huerdaen Imperial Shield, either by private purchase or by unit requisition. Little more than a round filled by super-heated plasma, these shells are designed to splash plasma over the area of impact, the round is a high-powered, persistent incendiary, useful against most entrenched enemies or as an area-denial weapon. The deep red of the plasma used in the round earned it the name Bloodrayne simply due to the appearance a barrage of shells has, exploding over an enemy position. This weapon is extremely deadly, as wind and the chance of the plasma incendiary to 'flow' into trenches and foxholes makes it both loved and hated by allied forces. Before touching a surface, the plasma falls slowly, and wind can create moving clouds of incendiary gas that burn and destroy exposed positions, or stick to the surfaces of vehicles and fortifications. This cloud is just as deadly as direct contact, and often massed barrages are used for the purpose of creating these incendiary clouds, in hopes of routing enemy units in an area to secure a flank or destroy emplaced weapons.


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Though the Ravager Micro-Missile Launcher is sufficient for close anti-armor duties, it suffers from a lack of significant range and does not usually preform well against aircraft. Because of this the "Silver" class General-purpose Launch Platform, which dates back to before the end of the Korr Wars, is still in service. Capable of engaging armored or aerial targets, homing or dumb-fired, the Silver Launch Platform can fire almost any type of rocket or missile, including payloads of antimatter, tactical nuclear, ion, laser and thermobaric, the last of which is commonly utilized against tanks and structures, including the feared Hellburner missile -a single Hellburner fired from a Silver MLP once destroyed an entire Danaversian battalion and accompanying armor. Apart from anti-air and anti-armor duties the Silver class can also guide missiles out to coast over a target for a "high" detonation in order to spread a payload such as gas, mines, sensors or napalm phosphorus. When in combat the Silver is used and fired by a single soldier, who uplinks the weapon's targeting computer with his armor interface for greater accuracy.


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Perhaps one of the most horrific weapons in the Xiscapian arsenal, the "Foxfire" Incendiary Fragmentation grenade took the route of several other weapons in the time-honored tradition of basing itself off a Huerdaen design -this time known as the "Flameheart." Named after the Xiscapian Emperor, the Foxfire's primary detonation consists of a spread of white-hot shrapnel capable of piercing power armor, which triggers the secondary incendiary effects. Once activated the weapon spreads burning plasma over an area of about two meters, which has a number of debilitating or lethal effects including melting metal including armor, causing severe burns on bare or lightly armored skin, sticking viscously to anything and actually building temperature if water is employed to stop the blaze, letting off smoke that can be lethal if inhaled for any significant length of time, radiating intense heat that, with sufficient exposure, can cause a human to die from hyperthemia or suffocation and chemically poisoning those it afflicts. On the defensive these weapons are often employed to first blunt the enemy advance and then create a literal line of fire to act as a fortification, and rigged as traps in places where hostile infantry are thought to pass through. On the offensive the Foxfire is extremely effective against infantry, light vehicles and structures, though careful use must be employed to prevent the creation of vast, uncontrolled firestorms.


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Unlike the Foxfire, the "Strangler" is a uniquely Xiscapian weapon. Developed during the AIW War in order to give infantry a method of spreading the anti-Imitator agent XIA scientists had created, the Strangler can also accommodate other gaseous payloads including non-lethal tear gas or smoke. When deployed the Strangler's gas cloud is vented forcibly on impact, both giving it a greater spread and preventing the weapon from being thrown back. Infused inside the gas cloud is a swarm of nanobots, which, upon detection, dismantle enemy breathing apparatus including gas masks and other oxygen-dependent units, allowing the gas to be effective against hostiles with NBC suits. Popularly, the Strangler is fitted with Setulanite-made poison gas.


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Employing sound as its weapon, the "Shredder" Sonic grenade is a multi-purpose, highly versatile weapon. Able to be configured for non-lethal, debilitating or lethal pulses, the Shredder can be used against enemy infantry, vehicles or structures, as on the highest setting it is capable of pulverizing soldiers, punching holes in armor and collapsing support beams with sonic waves. On lower settings the Shredder will merely be painful and induce temporary deafness and, if the enemy is close enough, temporary blindness as well, with the added benefit of interfering with sensors. Because most armor types are not designed to resist sonic weapons the Shredder has been found to be a highly effective anti-vehicle weapon, particularly when activated with under or on top of the vehicle where armor is thinnest. Additionally, the Shredder's lower settings make it a highly effective lethal weapon underwater, with the highest settings while submerged capable of destruction on an unparalleled scale.


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Designed with droids in mind, the "Voltz" Ion Pulse grenade is made to disrupt electronics. Utilizing a power surge similar to that found in Stun weapons, the Voltz can overload and destroy systems in infantry, droids, vehicles, drones and emplacements. The Voltz has an effective radius of two and a half meters and is not harmful to biologicals, although it can prove lethal to those who are vitally supported by implants. Standard XIA doctrine utilizes Voltz grenades against automations and opponents who rely extensively on high technology, particularly in the field of armored vehicles. Because of the nature of its payload the Voltz can operate in space and is extremely effective underwater.


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A simple yet highly effective weapon, the "Dracon" Concussion Grenade has been in use for centuries. Simply an antimatter containment device with a trigger and sticky hull, the Dracon is used against armored vehicles by infantry by activating the Dracon and then sticking the enemy unit with it. Once it registers contact with a superior surface the Dracon detonates it microgram of antimatter, blowing anywhere from a hole to an entire side off its target, depending on the size of the vehicle in question. During this detonation the crew inside the vehicle is usually disintegrated by their close proximity to the blast, leading to sights on the battlefield like tanks that appear to have been sliced exactly down the middle and deprived of crew. In a pinch the Dracon can also be used as an improvised mine, as its sticky surface makes it conductive to being picked up by passing units.


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First created and used during the Xis-Alvo-Greali war, the "Rover" Mobile Mine, usually simply referred to as "Roving Mines" is the XIA's solution to deployed mines that are never tripped by the enemy. Utilizing a simple IFF intelligence, a navigational subroutine and a method of mobility, usually anti-gravity lifts or treads, roving mines actively hunt for the enemy, slipping through rocks, crawling through the tall grass, sticking to shadows and creeping up on hostile units. Once a registered enemy has been detected the mine will, depending on type, either make a direct rush or physically fling itself at the soldier or vehicle, detonating in a kamikaze fashion. Roving mines can be fitted with a number of different payloads, including shrapnel, concussive, sonic, incendiary, gas, antimatter and even sensors, and as such as often used as suicide scouts when deployed ahead of a XIA unit or dropped into enemy-controlled territory. The priorities, IFF perimeters, tasks and routes of roving mines can be changed on the fly by an uplinked operator.


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Constructed for use against main battle tanks and superheavy assault platforms, the "Earthheart" Heavy Anti-Tank mine is commonly deployed in XIA defensive formations. Placed on the surface or underground, the Earthheart consists of a single raised depleted uranium rod which carries an attached sensor when buried and detects when a vehicle of sufficiently large mass is overhead. At this point the Earthheart fully activates and its spike is bolted upward to pierce the underside of the enemy vehicle, creating a gap in the armor that allows the rest of the mine to follow through to detonate inside the target. When the Earthheart successfully destroys a vehicle it often appears as though the vehicle has exploded for no reason, as the Earthheart entirely consumes itself in detonation. Because it is ineffectual against infantry and is considered too large for justified use against light vehicles the Earthheart is fitted to remain inactive if infantry or small vehicles pass over it.


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Standard installation diagram
Secondary "Foxfire's leap" diagram

One of the most terrifying weapons developed by the Kitsune Imperial Army, the Flame Fougasse is a type of flamethrower landmine. The fougasse consists of a multi-galleon drum container (typically 55 gallon), fifty gallons of gasoline or other flammable liquid (including plasma), a variable amount of detonating cord, two electric blasting caps, one hundred fifty ounces of thickening compound, a trip flare or grenade trap and 6-8 sandbags. This assortment is typically concealed horizontally in a low position with one round face pointing towards the target with soil built up over the mine to prevent it from being discovered. A variant also deployed known as "Foxfire's leap" is placed upright in a shallow pit with a charge beneath it that can blow fougasse drums over walls and other obstacles onto enemy units. Depending on the conditions, landscape, amount and type of liquid used the fougasse has a range between 50 and 80 meters, and can destroy entire companies of hostile troops or multiple mechanized or armored vehicles, particularly if those vehicles are closely compacted and cannot escape the blast and subsequent flames, as on narrow roads or in city streets. An advantage to this weapon is that it is cheap and easy to make, particularly in supply depots, and as such can be constructed and deployed en masse.


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Carried and operated by a crew of two, the 120mm "Meteor" Mortar is a replacement of the lighter 60mm "Comet" Mortar in use by Xiscapian forces. Designed to allow infantry to give ranged support, the Meteor can be set up in as little as forty five seconds and can launch an initial volley of eighteen shells per minute, with a sustained firing rate of four per minute. Highly effective against clumps of infantry, light to medium vehicles and some structures, the Meteor is generally safe from retaliation thanks to its maximum effective range of eight kilometers, ability to arc shells over obstacles and its relative mobility, allowing its crew to shift its position after firing. For fast deployment the Meteor is towed or mounted fully assembled on vehicles, and as such can be used as indirect fire support by even light vehicles during assaults. The Meteor can fit high-explosive, "beehive" sensor or ion pulse shells.


Personnel:

All XIA personnel are given an eight week Basic Training course in which they learn the methods of the infantryman. This includes acquiring knowledge of the usage and maintenance of firearms, basic hand-to-hand combat proficiency, training in patrol and combat with and without power armor, basic knowledge of the operation of vehicles, drones and other equipment and learning the language and vocabulary of the service. After assessment, evaluation and review personnel are shunted to another branch based on their talents, skills and desires. Most continue infantry training, while others go on to become Battlefield Engineers, Snipers or Medics; a small percentage is selected for training with the Biohazard Corps, and an even smaller number is put through Ascian training. Those who do not show a proficiency for combat or possess a certain mind or skill set are trained in logistics.

Infantry
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Motto: "If your bayonet breaks, strike with the stock. If the stock gives way, hit him with your fists. If your fists are hurt, bite him with your teeth."

Deployed as everything from shock troops to occupying forces to field infantry to strike teams, the standard XIA infantry soldier is the backbone of the Imperial Army, making up the bulk of most given forces. Generally used as stormtroopers, infantry are often at the head of any assault, but as the XIA experience mandates, are also the main bulwark of a defense, forming a tripartite with ground and aerial vehicles. Trained and equipped to be extremely versatile, infantry are capable of countering any number of threats, including enemy infantry, mechanized and armored units, fortifications and hostile-controlled structures, aerial drones and craft and more; a single squad of infantry is capable of destroying an entire armored column or bringing down a whole building, with the right equipment. Infantry units will coordinate closely together to outflank the opposition and attack him from multiple positions, usually with the benefit of fire support from a variety of platforms, and are known to take the initiative on the advance. Despite this discipline is rigidly enforced among the troopers, so large bodies of kitsune can be deployed and controlled by a single commander easily on the field of combat.

All infantry are trained extensively in the methods and techniques of urban combat, particularly close-quarters-combat and hand-to-hand. Training is also heavy in coordination and networking with friendly infantry, mechanized, armored, drone, aerial and orbital units, as this is vital for the multi-spectrum overwhelming attacks favored by the XIA. In combat the infantry trooper is generally deployed with at least a fireteam, the smallest regular unit fielded by the XIA, so team tactics as emphasized. Xiscapian infantry soldiers are known to be highly prejudiced against the enemy, going as far as to fire on wounded, fleeing, unarmed or dazed opponents until they are ordered to stand down or the enemy surrenders. Interestingly, the infantry class has one of the most heavily lopsided male-to-female ratios in the entire military, a striking 5:1.


Battlefield Engineer
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Motto: "When in doubt, level it."

Sometimes referred to as "pilots", "drivers", "tankers", "sappers" and other monikers depending on their exact role, Battlefield Engineers are what keeps the XIA's mechanized, armored and drone units moving. Battlefield Engineers are responsible for the upkeep and repairs of power armor, vehicles and structures, as well as bridge laying, the laying and clearing of mine fields, the construction of bases and fortifications, road and landing-zone clearing and demolitions and sabotage of all kinds. In addition Battlefield Engineers are trained to serve as standard infantry, pilot or drive vehicles, operate drones and sensor arrays and inspect incoming shipments and supply drops. One of the most versatile of classes, Combat Engineers are trained to preform their duties virtually anywhere, including in urban and wilderness areas, mountains, underground, underwater, in extreme conditions, in zero gravity and vacuum environments and even in orbit. Combat Engineers are the second most common class, after Infantry.


Sniper
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Motto: "You can run, but you'll only die tired."

Marksmen who destroy enemy targets of value from multiple kilometers away, snipers are specialized sharpshooters equipped with long-range rifles and highly trained in stealth, concealment and reconnaissance. Xiscapian sniping training emphasizes killing targets at extreme distances in order to promote feelings of insecurity and demoralization in the enemy, as well as the art of remaining hidden from enemy units for long periods of time. In combat kitsune snipers who have become separated from their unit, have orders to cover a retreat or have lost contact with command have been known to infiltrate enemy lines and fight from sniping positions until rations and munitions are exhausted. Snipers who have sufficient preparation have been known to construct entire hideout networks called dens that are interconnected so they can move from position to position without risking detection. As a result Xiscapian snipers are known for their patience and ability to remain hidden even while enemy units search for them.

In combat the sniper's favored target is enemy officers and commanders, but potential targets also include specialists such as communications operators, soldiers with anti-air or anti-tank weapons, turret gunners, pilots, tank crews and enemy snipers. If possible a sniper will target down the orders of rank, and if no officers are visible or present a sniper will generally aim to disrupt operations, especially those involving vehicles; material targets include sensitive or vulnerable components on structures and vehicles including sensor arrays, launch tubes, turrets, tires, lifts, engines and the like. Xiscapian snipers are also trained in counter-sniping, in which their effectiveness is nearly unparalleled as their natural senses, further enhanced by training and augmentations, allows them to accurately trace the direction of a bullet by its sound and oftentimes the smell of the sniper. The ratio of male to female snipers is very even, one to one, and on average there is at least one sniper per infantry platoon so there is often the case of the company's snipers being very close and usually working together or in pairs. In other cases lone snipers, often with the aid of drones, will infiltrate enemy lines to kill a specific target or report back on operations in realtime.


Combat Medic
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Motto: "To save a life."

Combat Medics (also "medicos", usually simply known as "Medics") serve in the XIA to provide first aid and frontline trauma care on the battlefield, often while under fire from foes who will just as readily kill a medic as any soldier. Equipped with extremely heavy armor, the suit of the medic has most of its combat systems stripped out to be replaced by an enhanced personal shield generator which can be expanded to protect a charge under the medic's care; as a result medics can ironically weather heavier fire than most soldiers and as a result have a very low casualty rate. The primary role of a medic, apart from providing care, is to transport the wounded soldier off the battlefield to a dedicated rear-echelon medical center; the vast majority of soldiers who survive to reach the field hospital survive their injuries. XIA medics are readily distinguishable from combat troops and are signified by the Red Crystal painted on their armor; however, since many opponents do not recognize the honorary rule of not directing fire at medical personnel, Xiscapian combat medics are generally armed (usually with a sidearm or compact defense weapon) to protect their self and their patient if necessary. Though most XIA medics do not recognize the "Do no harm" oath that their KIN counterparts do, XIA medics are nevertheless required by XIA doctrine to treat captured enemy personnel.


Hazardous Conditions Trooper
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Motto: "If you keep shooting it and it won't stop moving, call us."

Perhaps the most unique unit in the XIA, the Hazardous Conditions Trooper, also known as the Biohazard Trooper, is trained and equipped to operate and fight in extremely adverse conditions, including those contaminated by radiation, chemical spills or saturation, biological infections or natural hazards. Since their formation at the beginning of the Calaverian War the Hazard Corps have been deployed with the greatest frequency against biological threats, including the Infected, the Imitators, the Flood, Xenomorphs, Solanum-infected zombies, "Malthusian" remote-controlled "deadheads", the Rethast and more, earning them the common moniker of Biohazard trooper. Hazardous Conditions Troopers are equipped with reinforced shields, armor and anti-radiological, anti-bacterial, anti-viral and anti-toxin augmentations and implants, and are trained to scrub out radiation, clean up chemicals, purge biological diseases and destroy or neutralize natural hazards. Because of the nature of their work, which often requires them to go into extremely hostile environments against the unknown, usually with little support, Hazardous Conditions troopers are among the bravest (and most heavily modified) class in XIA ranks. Effective Hazardous Conditions training as a full-spectrum, comprehensive course can last for as long as six months.


Ascian Specialist
Three fully suited Ascians can be seen on the right in the hallway
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Motto: "Carpe Noctem"

Also called the đặc công (literally, "special task") force, Ascian Troopers are the elite special forces of the XIA. Trained and equipped to conduct operations in hostile, unfriendly or politically sensitive environments to achieve military, diplomatic or informational goals, the Ascian unit is a secretive, little seen section of the military that often draws its members from the best and the brightest of snipers, scouts, Black Guards and Imperial Marines. Deployed in a wide variety of arrangements to complete a number of different objectives, Ascian soldiers are most often used as black operations, assassins and strike teams in independent operations, and as scouts, commandos and sappers in standard military operations, earning them the common name of Scout, Reconnaissance and Sabotage unit (SRS). Ascians are best known for their short-duration strikes and other small-scale offensive actions conducted as special operations in hostile, denied, or politically sensitive environments which employ specialized military capabilities to seize, destroy, capture, exploit, recover, or damage designated targets. Other missions are less well known for obvious reasons.

Ascian training is reportedly extensive, combining aspects from other XIA and even KIN classes to create a highly versatile soldier type. Unlike other XIA units Ascians can and have been deployed during peacetime, and are considered both Tier Two (military command) and Tier One (Imperial command) units. It is estimated that for every company of fully trained XIA infantryman there is just one active Ascian. It is known, however, that Ascian units have participated in every conflict the Kitsune Empire has been involved in since the Korr Wars, and their influence has shaped events and sometimes the course of the entire war. Because of this Ascians are rumored to have links to Shadow Operations.


A Black Guard
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Motto: "Servo est excolo"

One of the oldest Xiscapian units in existence, the Black Guard has been around for thousands of years in one form or another, acting as bodyguards for various Xiscapians throughout history. Responsible for the protection of the Imperial Family, high-ranking Xiscapian officials including the Vanadict, system Governors and Palace Administration aides, Xiscapian Ambassadors and Ambassadresses, Imperial kitsune acting in an official capacity on foreign soil, foreign dignitaries in Xiscapian territory, military officers under certain circumstances, any individual or group as authorized by a member of the Imperial Family or at events which carry a risk of terrorist attack, the Black Guard is widely deployed across Kitsune Imperial territory and beyond, most notably at Xiscapian embassies where they exist. Additionally, Black Guards are responsible for the security of the Imperial Palace, Xiscapian embassies and, in general, whatever area their charge happens to be occupying. Black Guards are almost always seen wearing their signature sable armor, but are sometimes deployed undercover in civilian or even standard military clothing, usually when shadowing a charge without wishing to make their presence obvious. Black Guards are drawn from both civilian and military rank and are trained rigorously before being formally made a Guard, with an 88% washout rate; one thousand Black Guards are thought to be actively serving, though the exact number is unknown.


Very little is known about the entity dubbed "Shadow Operations"; even the name itself is an alias. Thought to conduct operations on behalf of the Kitsune Empire, the concept of Shadow Operations is completely unknown to the public at large, and even those in a better position to know, namely the military and intelligence agencies, are only aware of another force acting independently of any evident department or service toward specific goals aligned with Kitsune Imperial interests. Various persons within and without the Kitsune Empire have reported witnessing actions by beings who may or may not be Shadow Ops members, but the situations in which these sightings occurred were often stressful and chaotic, opening the witness to confusion, and in any case it is possible for Xiscapian law enforcement, paramilitary and military units to be mistaken for black forces. It is suspected that Shadow Operatives had a role in all conflicts proceeding the Korr War, especially the Xis-Alvo-Greali War and the Thirteenth Danaversian War, but this is based on conjecture and is not verifiable. Whoever or whatever Shadow Operations is, it has been working behind the scenes for a number of years to the benefit of the Kitsune Empire.
Last edited by Xiscapia on Fri Oct 07, 2011 10:01 am, edited 80 times in total.
Xis quote of the week: Altaria Almighty: how are you not just a race of sexual predators? Like who needs power armour and gauss rifles when you have leather and whips. –Karaig
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KIA: Equipment, Drones, Mechanized and Armored Units

Postby Xiscapia » Sat Jan 29, 2011 11:27 am

XIA Equipment:

Xiscapian Battle Armor is a "thin" version of standard power armor. Made of a light-weight metal-ceramic alloy, the suit is layered over a sealed black body glove made of a non-Newtonian fluid given structure by carbon nanotubes, designed to protect the wearer from a wide variety of dangers. Nominally the suit is a black and dull silver color, which changes to varying shades of gray when exposed to different degrees of light. The suits can be modified to equip passive and active camouflage, cloaking devices and stealth fields, though this is not standard issue. Certain Imperial units have their armor colored to set them apart -KIN Marines, for example, have blue armor, while Black Guards have sable armor.

Utilizing a powerful exoskeleton, the suit enables the user to lift many times their body weight, run faster and offers a great deal of protection to the limbs of the wearer. Because it is completely self-contained it can protect the soldier in any environment, including the vacuum of space. The suit makes the user completely impervious to blunt force and cutting edge damage, as well as most shrapnel, stun beams, small projectiles and some explosives, and has a climate control feature that makes the wearer comfortable even in subzero temperatures or extreme heat. The helmet is outfitted with an oxygen intake filter, which prevents the user from inhaling harmful substances such as smoke, dust or poison gas, recycles air in such cases where hazardous substances are prevalent, and holds a reserve of O2 for situations in which the exterior gases are not breathable or entirely absent. The armor cannot be penetrated by a blaster bolt, and its reflective nature, combined with modified heat sinks, can cause laser weapons to be deflected or absorbed without harm to the user.

The helmet is divided into four layers: Outer armor, anti-blaster mesh similar to the material used in the bodyglove, magnetic shielding to prevent enemy remote hacking of the onboard computers, and finally the interior insulator. Cellular padding around the skull helps prevent injury. The lenses on the helmet includes polarized and anti-flash components to prevent the trooper from being blinded by flash-bang grenades, explosions or other bright lights, and allows them to see through smoke, fog and fire. A built-in Heads-Up Display also identifies friendly and enemy units, displays a map of the terrain and topography of the surrounding area if available, a communications link to comrades and friendly units, climate controls, scanners and a helmet camera. The communications link cycles automatically to prevent enemy interception or jamming, and contains three audio options, one for transmissions, one for communication to other troopers, and one for speaking externally without filtering.

Due to the composition of the armor, it is flame-retardant, electricity insulated and functions while immersed in liquid and in space. Standard outfitting of the suit to compartments includes high-tension wire, grappling hooks, ammunition, beacons, rations, a spare comlink, water and medical packs, scramblers and plasma handcuffs. The boots of the soldiers are generally ribbed to help them gain traction on smooth or unstable surfaces, and those stationed on ships or aboard stations had magnetized boots and grav-field generators to insure that they stayed upright if the general gravity were to fail. Most types of armor are outfitted to handle personal shield generators, which further protect the user from damage. While the suits are made to interact with and compliment the modifications of the troopers, virtually all come standard with a epinephrine prompter, or adrenergic -adrenaline rush-, a analgesic inducer -pain killer- a mild, carefully dosed amphetamine -heightened state of alertness and focus- and a nanite forge which would, automatically, dispatch units to heal wounds and decontaminate tissues or organs upon exposure to bacteria, viruses, radiation or other nanobots.

Specific suits are tailored to the soldier wearing them, and are outfitted differently depending on specialization and mission profile.


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Though it looks like an ancient aircraft, the Stormlite is actually a highly advanced piece of technology. Designed as a manportable, miniature endurance UAV, the Stormlite has a wingspan of 240 centimeters but a weight of just eight pounds while having a range of 70 miles; it is specifically made to handle adverse conditions, and as such is capable of flying into a 50 knot headwind and can stay aloft for up to thirty hours before being retrieved. Flying below the cloud ceiling, the Stormlite can carry a payload of up to eight kilograms and is equipped to provide high-resolution, real-time, day/night, wide Field Of Regard imagery to a field operator using stabilized, gimbaled electrical-optical payload. The Stormlite is usually launched from a single mobile catapult, but can be launched from vehicles or fixed instillations as well. Xiscapian troops most often use the Stormlite to provide them with initial data on the battlefield, to scout enemy positions and to assist orbital and aerial units on acquiring a general map of the terrain.


Designed for aerial and ground surveillance as a over-the-horizon communications relay, the Stratus X drone is made to provide Kitsune Imperial troops with constant, up-to-date intelligence and keep the lines of communications open and clear. In both normal and adverse weather conditions the Stratus X can penetrate the fog of war for up to eight hundred kilometers, including the penetration of enemy jamming and scrambling field generators, and is capable of remaining in position for up to ninety days before requiring maintenance. When airborne the Stratus X relays data directly to a ground control center, where it is processed and stored; the drone is also capable of piping encrypted information to independent Kitsune Imperial units anywhere in its range. Defensively the Stratus X is equipped with two point-defense lasers, which it can use to effect against enemy missiles and fighter aircraft, though it will almost certainly lose a fight against any dedicated combat unit. However, the Stratus X is both capable of being manually shifted to a new position and can automatically detect and respond to approaching threats, and is usually watched over by an air patrol unit or protective ground team to prevent enemy raiders from destroying the drone.


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Similar in design to the Stormlite class, the Azrael class Attack Drone is an altogether different bird. Somewhat larger than the Stormlite, the Azrael requires a team of two to launch on the ground, but it can land autonomously, carries six hardpoints on which different armament, sensor or fuel payloads can be placed to increase the drone's 200 kilometer, seventy two hour range and is capable of being dropped fully assembled from an aerial vehicle. The sensor suite allows detection, identification and location of fixed and mobile targets in real time; the battlefield situation and target data is downloaded via secure datalinks to the ground control operator station, to aircraft or to satellite datalinks. The operator station is equipped with artificial intelligence decision aids to assist the operator in the assessment of the battlefield situation and in his decision to authorize UCAV weapons release, and the taxiing, take-off and landing are fully autonomous but a pilot-operator has the option of controlling these maneuvers. In combat the Azrael is used to quickly and stealthily attack enemy ground targets, especially bases and operations points which are otherwise well secured against aerial assault, as the Azrael is exceptionally difficult to detect, let alone destroy, thanks to its small size and lack of significant energy signature.


An electronic-optical system designed for the precise location of small arms fire sources, the I-SPY system detects multiple small arms/sniper fire sources simultaneously, day and night, at long ranges and with high accuracy and detection probabilities.The I-SPY's advanced system is capable of investigating the fire sources detected, verifying that it is actually enemy fire, transferring verified targets to the snipers and thereby closing the sensor-to-shooter loop quickly and efficiently. The system has been tested in urban, forest, plains, tundra, mountainous, desert, jungle, subterranean and swampland battlefields with a high degree of effectiveness in each; coordinates pinpointed were often so accurate that quick-response teams were able to home in on the position of the hostiles before they had finished changing weapon's clips. I-SPY is used extensively by the XIA while both on the defensive and the offensive to track enemy engagements as part of its overarching intelligence/response network in an effort to make a comprehensive battlefield overview for any given commander. I-SPY units are usually emplaced by fortified or occupying units, but are sometimes brought into enemy territory by small reconnaissance or strike teams in order to verify the location of otherwise difficult to detect enemies. It is capable of interfacing with units, drones, ASAD, ALAS and B.A.S.T.I.O.N. for full coverage.


(ASAD)

Developed by Blasttech Industries for XIA troops in the field, particularly in urban areas, the Advanced Sniper Acoustic Detection System (ASAD) is an acoustic detection and ranging finding system that will trigger an alarm if sniper or small arms fire is detected in the protected area. The ASAD system is manportable by a single soldier or vehicular carried by a mechanized, armored or drone unit. It detects and identifies a sniper firing signal with a range of up to 2,750 meters with a standard deviation of less than 1.5 degrees, a detection probability between 95-99% and a low false alarm rate. The display shows bearing and elevation angles, has full three hundred sixty degrees coverage, is adjustable to cover a specific area, is activated passively without need for an overwatch operator and does not require a line-of-sight on the shooter in order to fix position; it can also transmit location and range via an encrypted channel to nearby units. ASAD is found on most mechanized and armored vehicles and is widely deployed along with I-SPY and the B.A.S.T.I.O.N. to complete sensor coverage; troops in the field often refer to it as "A SAD Sniper" for its effectiveness at pinpointing the locations of hostile sharpshooters.


(ALAS)

The Artillery Location Acoustic System (ALAS, or sometimes ARTILOC) is an acoustic system that detects and locates the exit and point of an explosion caused by a variety of sources including artillery, mortars, tank guns and self-propelled rockets. The system detects, localizes and records each event in realtime, displaying them on a digitized map and transmitting the sensor data to various pre-designated unit. A modular system, ALAS consists of a command post with a display unit and up to thirty sensor pods, which can be integrated and networked with other Xiscapian and allied sensor arrays. ALAS is capable of fully automatic detection and localization, extreme-range detection abilities, high accuracy, full three hundred sixty degree coverage, passive operation and encryption of sensitive data. One ALAS command post may be at an extreme range to its sensor pods, which are often shelled or dropped in munitions casings into enemy territory.


A highly stabilized, multi-role, multi-sensor optronic payload, the Scryer is a day/night observation and targeting, configured for orbital, air and ground surveillance and targeting systems. Designed for a wide range of flexible and demanding missions, from law enforcement observation through surveying of a battlefield area, fire control and missile targeting, the highly reliable Scryer is designed for maximum performance in minimum space and can be easily installed and maintained on aircraft, structures and vehicles. It provides the services required for precision guidance for guided weapons, day or night and under adverse weather conditions and enables observation, target detection, recognition and identification by the use of various sensors including forward-looking infrared, closed-captioning and laser rangefinder and features both manual and automatic target tracking. The system includes the following sub-systems: third-generation forward-looking infrared, closed-captioning camera black and white or color, eye safe laser rangefinder, laser designator, and advanced correlation tracker. As with other sensor systems the Scryer can interface with Xiscapian and allied units.


(POW)

The Pinpoint Omni-directional Weapon (POW) system confuses the infrared seeker in the nose cone of an incoming missile, prompting it to plow into the ground well short or well wide of its intended target. An on-board POW system first warns of an incoming IR missile up to thirty two kilometers away and then hands off the information to a jammer. This jammer uses an IR tracker to follow the missile and guides a laser beam onto its nose, which houses the IR seeker. The system then transmits jamming signals that send the missile off target. In a worst-case scenario (missile is unaffected or heading towards a populated area) the laser's power can be increased to destroy the missile's warhead.

For each IR missile type, there is an optimum set of jamming algorithms. The closed-loop IR countermeasures technology identifies the type of IR missile and transmit the optimal jamming code on the first try. This technology is able to counter any type of known or unknown threat, extending its effectiveness well into the future to defeat SAMs not yet encountered or fielded. Since a POW system can identify specific missiles, it uses both generic jamming algorithms and sequences through the upgradeable catalog of specific jamming codes. The IR tracker also measures the effectiveness of the jamming as it tracks the incoming missile. If the effectiveness rating is below a certain percentage, it cycles through to find a more effect algorithm—all in as little as one second.

With the Guided Reflex Agile Beams (GRAB) technology, the micro sized electronically steered laser arrays have replaced the bulky, mechanical laser turrets with units that conform to the shape of an aircraft. This minimizes drag and directs the lasers much faster. Since most IR surface-to-air missiles can fly at speeds from Mach 2 to Mach 4, a typical missile engagement is over less than 8 seconds after launch. The faster the laser can be directed onto the missile's seeker, the better.

In the field POW systems are widespread and mounted on vehicles and structures to protect them from missile attack. POW systems can and often are employed independently on the battlefield to provide infantry with coverage against missiles.


One of the most sophisticated and valuable sensor arrays, the Battlefield Acoustic Sensor Tactical Interconnected Omnipotent Network (B.A.S.T.I.O.N.) is the ultimate in sensor coverage. Consisting of thousands of tiny acoustic sensor nodes in a mesh network, a B.A.S.T.I.O.N. can be deployed in a legion of ways, from Sly drones, roving mines, artillery shells, burst missiles, flight drones or even scaled and then "shedded" of off troops and vehicles as they pass through an area. Each sensor node can wirelessly communicate with neighboring sensors to compare data, issue alerts and transmit GPS coordinates to a collection point if the sensors agree there was an alarming event. In the B.A.S.T.I.O.N. there is no central orchestrating device; instead, each node is outfitted with communications gear and acts as a relay point for other nodes, so if a single node goes down, other nodes are available, bringing reliable networks to unfriendly environments. One of the most beneficial aspects of the mesh networks is their ability to reassemble themselves to fit changing environments; this enables B.A.S.T.I.O.N. a high degree of reliability, and allows it to be recollected and deployed in another area.

A mobile B.A.S.T.I.O.N. also exists attached to soldiers and vehicles, allowing the nodes to coordinate with static networks and each other to give troops and crews data that they themselves might not even have been aware of. Other types of networks are in development, including a visual, epidermal and even olfactory spread for the most complete and comprehensive coverage possible. Much of the Kitsune Empire is already meshed with this technology for use by law enforcement. Existing B.A.S.T.I.O.N. units can be modified to accept different payloads, giving the XIA the ability to mass-deploy an offensive sonic weapon, field of antimatter or electrical-equipped mines or even a spread of nanobot factories in each node to repair vehicles or resupply a soldier's reserves of medical nanobots. More applications for B.A.S.T.I.O.N. will becomes evident and feasible as technology advances.


The Mechanized Division
Seal
Motto: "Pax pacis per vires."

Mecha:

Officially known as Mechanized Heavy Infantry, but more commonly called Mecha, Meka, or Mechs, these units make up the bulk of the Kitsune Imperial Military's armored attack units. All three classes of mecha, Light, Heavy and Command, are humanoid in appearance, but utilize modular technology that allows them to modify components for versatility, e.g. a manipulator hand into a weapon. Developed over the last two hundred years of the Korr Wars, mecha started life as walkers before progressive designs gradually took them closer to modern units; while their Korr counterparts emphasized firepower and durability to create large walkers Xiscapian engineers focused on speed and mobility. Though the old armored suits are slow, clunky and poorly protected when compared to today's mecha, they was revolutionary at the time and it was not long before they were as common as tanks. By the end of the Korr Wars the number of mecha surpassed the number of tanks on most battlefields.

Today the XIA considers mecha not only superior to armored units like tanks and walkers, but superior units, period. Offering the firepower of a walker, the protection of a tank and the mobility of a footsoldier, mecha can do battle effectively with any type of enemy, including infantry, tanks, walkers, bunkers, gunships, fighters, other mecha and even small starships. This versatility makes them prized by commanders of all ranks and branches, who always welcome the sight of mechanized units. The Xiscapian design has been copied by the Alversian People's Army, who incorporated mecha into their own ranks at the end of the Korr War, by the Republic of Setulan in the development of Setulanite "Sledge" units, and by the Sen System Alliance with the Sennai Oni Support Walker, the officers of each respective nation having been impressed by the performance of Xiscapian mecha during combat. For these reasons mecha will persevere as combat units longer than most comparable tank classes.

Light Assault Mecha (LAM)
Armament:
1x missile pod (2 launch tubes each) (shoulders)
1x Particle Cannon (right arm module)
1x Energy sword (left arm module)
2x coilguns (shoulder mounts)
Defenses:
Electrical Shield
Size:
Four meters high
Crew: 1 (pilot)

(Deployed in Squads of 5 led by a Lieutenant, Platoons of 50 led by a Captain, Wings of 100 led by a Major, or Commands of 1,000 led by a Commander.)

Overview: Light Assault Mecha were originally designed by the XIA as anti-infantry units. However, as testing went forward, both in controlled environments and on the battlefield, it quickly became apparent that the combination of mobility, protection and firepower made the LAM able to consistently conquer every enemy it met. The addition of heavier weaponry, attachable equipment and more sophisticated technology, combined with greater training in LAM pilots, made the unit able to decisively put down all opponents. By far the most popular of the mechanized units, LAM are always in high demand, and a good LAM pilot is highly prized. The LAM is also the only mecha unit which the KIN keeps for shipboard and ship-to-ship operations on its craft.


Heavy Assault Mecha (HAM)
Armament:
2x missile pods (16 launch tubes) (shoulder mounted)
1x Grenade Launcher (chassis)
2x Particle Cannons (base of arms)
2x Coilguns (symmetrical on nose)
Defenses:
Moderate armor, medium shielding
Size:
6 meters high
Crew: 2 (pilot, gunner)

(Deployed in Squads of led by a Lieutenant, Platoons of 50 led by a Captain, Wings of 100 led by a Major, or Commands of 1,000 led by a Commander.)

Overview: Produced as the heavier assault "tank buster" version of the LAM, the HAM is equipped with heavier weapons and can chew through armor with ease. Being larger and less mobile than its smaller cousin, it is not quite as effective against infantry, but against static or slow-moving targets HAM prove their worth, particularly in urban combat where they can go places tanks cannot but still possess enough firepower to bring down an entire building in seconds. Unlike LAM, which generally take to the skies to do battle with fighters, HAM have only moderate success against aerial units when firing on them from the ground with their missiles, railguns and laser cannons, as they cannot actually fly, only being hover-capable. Specialized HAM units are capable of accommodating different loadouts to act as highly mobile mortar teams, while others can remove their weapons to be replaced with sensor arrays and communications feeds to operate as medium-range missile artillery vehicles. In combat HAM are capable of shrugging off tank shells and are completely immune to small arms fire.


Command Mech
Armament:
1x Hypervelocity Cannon (mounted on top in the center, fires 150 slugs a minute, can be used as a line-of-sight or an artillery weapon effective at 75 miles, able to reach orbit)
2x ‘Haymaker’ Laser Cannons (amour-destroying gun, able to reach orbit)
4x ‘Uppercut’ Super Artillery guns (three and a half foot long guns that fire ten ton shells up to 50 miles, cannot reach orbit)
6x ‘Gorger’ Flechette Launchers (four on the chest, four on the top, one on all four sides, fires large spreads of shrapnel that can destroy light vehicles and heavy enemy infantry units, cannot reach orbit)
10x Missile Launchers (each 10 cell unit able to fire surface-to-surface, surface-to-air, or surface-to-space missiles)
2x Ion Cannons (designed to take down enemy shields and disable electrical and computer systems, cannot reach orbit)
Defenses:
Extremely thick armor, light shielding, jamming devices
20x Point-defense laser guns (situated over the entire surface, can intercept and destroy incoming bombs, missiles, shells)
2x Tractor Beams
2x Remote-controlled scouts
Size: 30 meters high
Crew: 8 (1x Commander, 6x gunners, 1x A.I.)

(Generally deployed alone)

Overview: A dominating presence on any battlefield, the Command Mech is a threat to cities, armies and orbiting warships alike. One Command Mech on a rampage can lay waste to population centers, decimate armies and bring down starships, and have done all of these before. Often moving with an army in support, a Command Mech will generally be used to simply crush an enemy bastion, rather than being deployed in normal operations. The only time a Command Mech was destroyed in battle was a unit that had to be abandoned by its crew as a planet was destroyed around it; no such unit has ever actually been brought down by enemy forces. Its massive array of weapons, size and escorting units means there are virtually no combatants that can pose a threat to it.


Support and Armored Vehicles:

While mechanized units are extremely useful, they are also expensive, and there are certain roles they cannot fulfill, which necessitates other vehicles to take up the slack. The XIA deploys several crewed vehicles and an array of drones to fill the niche; these units tend to be highly specialized, though more common than mecha. Most XIA support and armored vehicles, like KIN warships, were developed at or after the end of the Korr Wars, oftentimes in face of a new or recurring threat posed to XIA troops and existing mechanized and armored units by an enemy. Drones in particular are highly modern, having been designed and produced as recently as the middle of the Danaversian War,

Fast Attack Reconnaissance (FAR)
Size: 4.5 meters by 2 meters by 1.8 meters
Crew: 2 (driver, gunner, can carry up to four passengers)
Armament: Roof-mounted autocannon, grenade launcher, or a missile launcher.
Role: Anti Infantry/Reconnaissance

Overview: Originally intended to be a light transport, Fast Attack Reconnaissance vehicle is capable of fulfilling a variety of roles, like most Xiscapian units, and the basic design predates the end of the Korr Wars. FAR are good scouts, can act as support for infantry, and can be modified to fit several different coaxial arrays, including sensor arrays, jammers and shield projectors. Other versions exist to transport a greater bulk of cargo at the cost of seating, extending the seating to fit up to ten at the cost of cargo space or fit a EWS or ECM unit inside at the cost of weaponry, seating and cargo space. The fully armored body utilises a combination of armored steel, ceramics, and composites to provide a field replaceable modular armor package at various threat levels. The windows are made out of a transparent alloy that is just as strong as the surrounding metal layers consisting of aerogels glass and aluminium oxynitride "glass" that is used as the transparent armor and defeat threats surpassing .50 caliber armor piercing rounds. The tires themselves are armored with kevlar and other advanced damage deflecting composites are sandwiched into the composition of the ‘rubber’ during manufacture, as is ‘run flat’ capability.

Plated with thick composite creramic armor, FAR are invulnerable to most types of small arms fire and are generally regarded as very stable vehicles, which come standard with NBC and fire suppression systems. The vehicle's turreted weapon can be controlled remotely from the cabin by any one of the passengers through a neural uplink, or automated to prioritize and fire upon marked hostile targets. The vehicle's sensor suite allows it to acquire targets from multiple kilometers away, and its communications array can transmit to other ground, aerial and orbital units. A two hundred plus top speed insures that FAR have not overmuch traded protection for speed, though the vehicle is noticeably top-heavy. Then Colonel Green most famously used one of these vehicles when he bulled through Boolean attackers to reinforce then Colonel Dui and her guards at the Battle of Miller during the Danaversian War.


Intruder Scout Car/Hydrofoil
Size: 2 meters by 6 meters by 4 meters
Crew: 4 (pilot, co-pilot, gunner, EWS operator)
Armament: 1x "Hopeworthy" 15mm six-barreled gas cooled Infinite repeater charged particle weapon on smart mount (modular for alternative mountings), two brackets of grenades and scale or counter-missile grenades
Role: Light patrol buggy with aquatic mobility

Purchased in limited numbers by the Kitsune Imperial Army from ZMI, the Intruder first saw service during the Danaversian War, where units were deployed both on Ranus V to patrol the mountain lakes and rivers throughout the countryside, and in occupied Foxlandish to protect island shores and advance along the rivers that ran through the Foxtian heartland. As a hydrofoil, the vehicle is capable of both long-range overland operations and has a great deal of mobility along coasts, rivers and in "brown water" areas such as marshes, swamps and estuaries. The Intruder is powered by a 2.4 liter atomic decay canister engine rated for 23 megawatts output, and thus has a low power output that also gives it a very small energy signature, making it ideal for covert or reconnaissance missions. Despite its small size the Intruder can successfully attack and destroy or sink targets much larger than itself, including tanks, structures, patrol boats and even small warships such as frigates and destroyers, assuming it is properly armed. Despite its usefulness the Intruder is a relatively rare unit in the military, generally only deployed when there is a significant likelihood of there being operations on or around bodies of water.


M50 "Spitefire" Light Tank/Tankette
Different view
Render
Size: 3.82 meters by 2.60 meters by 2.13 meters
Crew: 2 (driver, gunner)
Armament: 6x 105mm recoilless rifles, 1x 20mm autocannon
Role: Anti-tank/anti-infantry

Jointly developed with the Republic of Classi, the M50 "Spitefire" Tankette is a light tracked tank destroyer that has also found use as an effective anti-infantry platform. Armed with six 105mm recoilless rifles and one 20mm autocannon for defense, the Spitefire's rate of fire with its six primary weapons is unmatched and the succession of penetrating shells usually guarantees a kill on a given armored target. The low weight and compact size of the Spitefire means it can be easily transported and is capable of going places that larger, heavier tanks cannot, including some deployable bridges; its relative agility also means it is less vulnerable than a tank. In combat the Spitefire is used as a tank destroyer, but is also capable of providing fire support for infantry which, when equipped with flechette shells, it is extremely effective at preforming. The Spitefire requires a two person crew of a driver and gunner to operate.


Heartbreaker Infantry Support Tank

Length: 12 meters (with gun, 15)
Width: 5.6 meters
Height: 4 meters
Armament
-140mm Rapid-Fire rail gun
-coaxial K2 (replaced with a autocannon on Xiscapian variants)
-AA Banshee
Crew: 3 (Commander, Driver, Gunner)
Role: Infantry Support Tank

Overview: Developed purely for export by Setulanite foundries, the Heartbreaker IST is a miniature version of the Beachhead tank in use by the Setulan Republican Army. Significantly less protected but still formidable, the main gun is chambered to fire the specialty shells of the Beachhead without the incredible cost of the platform itself. Faster and easier to produce and maintain, it is a medium tank purpose-made for infantry support. The XIA quickly replaced it's own aging Hellstone assault tank with the Heartbreaker, which is in use as its main supporting armored unit. Despite being classified as an infantry support platform the Heartbreaker is capable of destroying most enemy armored units as well, thanks to its specialized munitions.

Each Heartbreaker Infantry Support Tank is equipped with Devourer shells:

A specialized tank shell, the Devourer uses the chemical Oxide to eat away the armor of an enemy tank or walker. Fired to engage super tanks, the Oxide weakens the armor of the enemy vehicle considerably to the point where a standard tank can engage and destroy the tank with a regular shell. To prevent premature release of the Oxide into the tank should it be killed, there is a special chemical (made for the sole purpose of neutralizing Oxide) built into the shell casing which is released into the shell itself should the round cook off without the primer being struck. The shells themselves have radar sensors built into the nose, so when the weapon is a certain distance from the enemy vehicle, it bursts, spreading the chemical over a wider area and causing tremendous amounts of metal decay. Said area, locked into the guidance computer of the tank, is then targeted by standard anti-armor shells. In this manner the Heartbreaker tank is equipped to engage infantry, enemy tank or walker threats.


Maxellian with "birdcage"
Maxellian MGS
Overview of the eleven Maxellian types
Length: 4 meters
Width: 8 meters
Height: 3 meters
Armament: Variable, standard is Banshee grenade launcher or K2 machine gun (Xiscapian variants replace this with a autocannon)
Crew: 2 (Commander, Driver) plus 10 infantry
Role: Variable, standard is Infantry Fighting Vehicle

Overview: Originally developed by the Setulanite Planetary Guard, the Maxellian IFV was used in combat during the Danaversian War and was determined to suit the needs of the XIA better than its larger transport unit at the time, the Speeder Assault Transport. Production rights were purchased from the Setulanite government and soon Xiscapian factories were churning out Maxellian vehicles by the thousands. Xiscapians typically replace the K2 heavy machine gun with an autocannon of greater caliber and sometimes equip the vehicles with shields and other minor modifications. Additionally, the XIA does not operate the Engineer Squad Vehicle variant, as that role is fulfilled by the purpose-made Karaigan Buffalo Combat Engineering Vehicle. It does, however, use the other ten types, which include the following:
-Infantry Carrier Vehicle (ICV) (autocannon or grenade launcher)
-Reconnaissance Vehicle (RV) (autocannon, rocket launcher)
-Fire Support Vehicle (FSV) (autocannon or grenade launcher)
-Medical Evacuation Vehicle (MEV) (autocannon or grenade launcher)
-NBC Vehicle (NBC RV) (autocannon or grenade launcher)
-Mobile Gun System (MGS) (105mm Rapid-Fire Rail Gun, grenade launcher)
-Mortar Carrier Vehicle (MCV) (120mm Mortar, autocannon)
-Command Vehicle (CV) (autocannon or grenade launcher)
-Supply Vehicle (SV) (autocannon or grenade launcher)
-Anti-Tank Guided Missile (ATGM) (rocket system, autocannon)


Speeder Hovercraft
Crew: 3 (1 Driver, 2 gunners, can transport up to 20 passengers)
Armament: Two coaxial repeating anti-proton turrets on each side of the hull, one particle cannon under the nose, two PD lasers (can be modified to fit other loadouts)
Role: Transport, Command Center, Anti-infantry

Overview: Possessing thick armor, light shields, a folding top deck and the thrusters that give the hovercraft its name, the Speeder class was originally produced as an infantry support, transport and cargo craft but many have been converted into sensor arrays, communication relays, ambulances or mobile command centers. They possess active camouflage to help them blend into their surroundings, and specialized versions can equip cloaking devices. Its large size means it can accommodate a number of consoles and the associated command staff for other roles, while its armament and armor ensures it can counter infantry, light vehicles and large enemy projectiles. These vehicles were very common before and during the Danaversian War, most often seen as APCs, but were slowly phased out in favor of Setulanite Maxellian IFVs. However, they have gained new life in deployment with militia and protectorate forces after sale from the Kitsune Empire, and a number have been remade as aquatic transport and combat vehicles.


Buffalo Combat Engineering Vehicle
Length: 14 meters (20 with claw extended)
Width: 6 meters
Height: 5 meters (6 including gun)
Armament: 1x autocannon
Crew: 1 (Driver) plus 9 engineers
Role: Combat Engineering/Road Clearing/Salvaging and Recovery

Overview: Purchased from the Karaigan to fill the gap in the XIA's unit roster, the Buffalo CEV is a study, dependable vehicle that has seen action with the Imperial Army since the beginning of the Danaversian War. Able to move at high speeds 112+ kilometers an hour and possessing formidable armor, the Buffalo is well adapted to front line duty and is capable of shrugging off enemy fire as it continues its duties. Its job typically includes salvaging and towing damaged or destroyed vehicles, constructing large prefabricated buildings, digging trenches and tunnels, remove and bulldoze obstacles and clear minefields. The vehicle's team of engineers can assist it in these operations or, if need be, protect it from infantry attack while it is carrying out movements. Because it is a complex machine not designed to repel firepower fielded by armored or aerial assets, it is important that Buffalo vehicles be well protected.

Each Buffalo is equipped with a rotatable twelve meter crane that comes in two modes. The first, a grasping claw, is made for picking large objects up and moving or lowering them into place. The second is a large scoop used for digging and excavation. A second, larger claw mounted on the front of the turret can cut down obstacles such as trees, cables and metal support beams, featuring a one hundred eighty degree turn radius. Finally, the forward plow is used to move large quantities of debris, and can be fitted to either clear entire patches of ground or simply make a path.

If the Buffalo is called out to recover a disabled tank or destroyed scout car it can act as a towing vehicle, hitching itself up to the wreck and pulling it back to a repair point. It is preferred that the Buffalo operate in concert with a hovercraft hauler or flatbed truck, as these can typically bear the wreck away more quickly and inconspicuously than the Buffalo, but this is not always possible. When recovering such a vehicle a Buffalo will often forgo some of its complement of engineers to make room for the vehicle's crew to ride out of the combat zone. To protect itself from attack the Buffalo has its mounted autocannon, which is effective at destroying infantry and light vehicles, can deploy a HAZE cloud of nanites that interferes with the targeting sensors of hostile troops and vehicles, and fire SHARD chaff canisters to draw away missiles. Buffalo are modular and can be refitted to act as bridge layers or assault vehicles; in times of great need Buffalo have been fitted with heavy weapons and used as tanks, though this is not an ideal role.


Rose class Multi-Spectrum Warfare Platform
Length: 40 meters
Width: 14 meters
Height: 6 meters
Propulsion: Dual treads and anti-gravity lifts
Systems:
-1x Integrated Kana Battle A.I.
-360 degree radius laser point-defense coverage
-Passive skin shield system
-Active "bubble shield" generator
-Scanner scrambler EW
-Repair nanobots
-Repair drones
-Neural links
Crew: 8 (commander, driver, main gunner, mortar gunner, R.E.A.P.E.R. gunner, Banshee gunner, artillery gunner, main engineer; carries 15 engineers standard)
Armament:
-2x 200mm railguns (centrally mounted, side-by-side)
-1x 400mm siege mortar cannon (front, fixed, lower than main cannons)
-6x dual-purpose missile launchers on the back (SAM or artillery)
-8x Banshees (full coverage) (1 at each hatch (commander, driver, engineer) and 2 facing rear) (automated or controlled from troop bay)
-8x K2 MGs (full coverage) (mounted coaxial) (automated or controlled from the troop bay)
-6x R.E.A.P.E.R (4x by main turrets, 2x by mortar)
Role: Battlestation

Overview: Founded off the Xiscapian Project Caelum Loricatus (codename: ANGEL'S FEAR), the concept for the Rose class Multi-Spectrum Warfare Platform began as a design for a supertank; however, as designs progressed it became evident that the engineers were impressed with the versatility of some Alversian and Setulanite armor, and wanted to replicate that on a grand scale. By the time the concept reached Setulanite scientists with an Xiscapian team in tow it had turned into a Multi-Spectrum Warfare machine, and was being made to counter Danaversian ultra-heavy armor. The design was further refined and polished over the course of months until, at last, it was deemed that a prototype could be built. Trials were immensely successful and the design, dubbed the Rose class in honor of Xiscapia's Emperor, was immediately put into production. Three of the machines were initially deployed to Ranus V during the Ranus Offensive, where they were used as theater assets and proved enormously proficient at crushing Danaversian armor, troops, fortifications, guns and whatever else got in their way.


Synchronized Fire Missile Vehicle (SFMV)
Size: 6 meters by 2.7 meters by 2.5 meters
Crew: 2 (driver/gunner, fire control)
Armament: 2x missile pods (16x missile tubes each), 2x miniguns.
Role: Artillery

Overview: It was not until late in the Korr Wars that the XIA switched from tube to rocket artillery. SFMVs are the improved second generation of self-propelled rocket vehicles, the first being MLRS (Multiple Launch Rocket System) platforms, having a higher top speed and agility (eighty four kilometers an hour), the ability to fire accurately on the move, better range for both guided and unguided projectiles(eighty five kilometers for guided missiles, 600 kilometers for ballistic), three times as many munitions tubes (36) and a better anti-infantry defense system(two miniguns). Able to fire its entire compliment of ballistics at once, a single SFMV can place a staggering thirty six rockets on a target in one minute, or a dozen guided missiles on up to twelve separate targets in sixty seconds. Capable of receiving data from a variety of sources, including organic spotters, drones, sensor operators and orbiting warships, SFMVs are almost never lacking target information, and when deployed correctly can either saturate a square kilometer with explosives or consistently send a single missile into a key point (such as through a window). Both ballistic and homing munitions can be fitted with a wide variety of warheads, including bomblet, sensor, EMP, mines, antimatter and nuclear.


Mizu Hebi Hunter-Killer Submarine
COMBAT DESIGNATION: Hunter Killer
LENGTH: 300 meters
WIDTH (BEAM): 30 meters
KNEEL DEPTH (min/max): 8 meters/ unlimited
DISPLACEMENT: 28,000 tons
CREW:[/b] 75 (+32 passengers)
ENGINES: Riptide Power plant
KNOT RATING (sur/sub): 43 knots/ 92 knots
HULL RATING: ALPHA (3) with KEB (Kinetic Energy Biological) protection
SHIELD RATING: BETA (4)
ARMAMENT(S):
8x torpedo tubes
14x missile silos (ballistic, cruise and anti-orbital capable)
2x sonic weapons
2x mine tubes
Bio:
Designed by the Karaigan Hephaestus Heavy Engineering Construction Engineering (HHECI) Corporation and Xiscapian company Nakamoto Dockyards as a joint project, the Mizu Hebi Hunter-Killer submarine is the absolute pinnacle of blue water stealth vessels. This submarine has an unlimited cruise range, only limited by munitions and consumables, and its classified "Riptide" power plant gives it a lethal speed both on the surface and when submerged. Armed with twice the number of torpedo chutes then the Karaigan Piranha class, the Mizu Hebi boasts a massive amount of firepower even without its "Doomsday" missile silos. These cells (14 in all) can launch missiles from up to sixty meters below the surface to strike anywhere on the surface of a planet, or anywhere in atmosphere or orbit as dictated by type. Near the stern of the vessel are two chutes for releasing mines, which have an onboard quantity sitting of one hundred units. Fitted with state-of-the-art cloaks and electronic warfare weaponry, this submarine is perfect for not only destroying enemy ships and bases, but also disrupting enemy combat effectiveness with jamming equipment, such as --REDACTED-- and --REDACTED--.

The Mizu Hebi also boasts a pair of powerful Xiscapian-made sonic weapons that can sink almost anything float, even from range. Unlike most of its kind, the Mizu Hebi is specifically designed to be portable, and has been designed with hull clamps that allow it to be dropped from specialized drone tugs from atmosphere into a body of water for deployment. Once active the submarine can fulfill all the traditional roles of various types of submarines, including combat with hostile submarines and surface craft, commerce raiding, reconnaissance and launching ballistic missiles. The Mizu Hebi has the ability to launch, maintain and recover both reconnaissance and combat drone-type assets. It can release a submerged drone at any depth, but must surface to deploy aerial and surface units, and can also house, support and dispatch commando teams of up to thirty members.

Like many modern vehicles, the Mizu Hebi was designed and built during the Danaversian War. While the submarines served successfully in most theaters after the Ranus Offensive, it was specifically tailored for operations around and within occupied Foxlandish, to destroy Drackonisan surface vessels and submarines and provide support for the invading Xiscapian shock armies once as they established beachheads on the outer islands before advancing on the Foxtian home island. The Mizu Hebi units preformed exceptionally well at their given tasks; in one case a unit, the Fira, destroyed ten Drackonisan surface ships at once with a single antimatter torpedo. However, the Mizu Hebi is not regularly deployed in Xiscapian operations, given the lack of general need for aquatic-based combatants, and is therefore something of a rarity. Interestingly, Mizu Hebi craft are crewed by Imperial Army complements, rather than being manned by the Imperial Navy.


Drones:

Avatar class Android:

Size: 2 meters high, standard.
Armament: Standard armament includes 2x railguns, 1x laser cannon, 1x grenade launcher, 1x missile launcher, poison gas emitters, shields and gravitics) (can be modified and replaced with other loadouts)
Role: Anti-infantry, battlefield medic, supplementary infantry.
Overview: After the end of the Korr War the Kitsune Imperial Military began experimenting with androids to see if they would be useful on the battlefield, which ultimately produced a line of combat androids. Alternatively known as the MKX. III, the Avatar class Android is an extremely durable, heavily armed, intelligent automated soldier that can preform every function a normal trooper can and more. Superior martial artists and highly resistant to small arms fire, there are tales of Avatar class units simply walking up to a repeating blaster post or machine gun nest, shrugging off the bolts and rounds, and neutralizing every enemy inside with their bare hands. Projected to make up 25% of the total military, Avatar androids are capable of independent thought but not of emotions, though doctrine and law chips are firmly embedded. Mixed in with organic soldiers as everything from pilots to infantry to starship technicians, Avatar androids have becoming accepted among the ranks and are known to be good soldiers.


Widower class Anti-Infantry Drone:

Size: 2 meters by 1 meter by 2.5 meters
Armament: 1x particle accelerator weapon, 2x missile pods, 1x flamethrower (can be modified to hold other loadouts)
Role: Anti-infantry/Reconnaissance
Overview: The original idea for the Widower drone was birthed in the Zillar Republic an unknown number of years ago, when the Black Spider droids were created. The Black Spider specifications were later stolen from the Zillars by the Greali after confronting those units on the battlefield, which resulted in the more heavily armed Greali variant, the Battle Black Spider. Needing a mobile unit that could cross many types of terrain but still be agile enough to avoid enemy fire, XIA R&D improved upon the design of the Battle Black Spider, which ultimately culminated in the Widower drone. Able to scale sheer walls and cliffs, possessing the ability to burrow underground and the ability to compress itself into a ball for transport, Widower units are useful for both anti-infantry and scouting purposes, and are sometimes outfitted with advanced sensors and surveillance devices at the expense of weaponry to bring back data to commanders. Resistant to small arms fire, Widowers can nevertheless be knocked out by rockets and other heavy weapons, which necessitates their need for speed and agility.


Staghorn class Assault Drone:

Size: 5 meters by 2 meters by 2.5 meters
Armament: 2x Particle cannons, 4x thermobaric rocket pods, 1x R.E.A.P.E.R. weapon, 2x PD lasers
Role: Tank-walker hybrid
Overview: While LAM, HAM and Heartbreaker tanks are all highly effective against tank and walker threats, the former two are too rare and the ladder not popular enough to be present to counter every threat, often leaving rocket-equipped troops, FAR and air support units to deal with enemy armor. To counteract this the Staghorn Assault Drone was created. Invulnerable to small arms fire, the drone is heavily armored, shielded and armed, but also slow and highly specialized, which means they always require support units. Staghorn drones are not nearly as in demand as mecha, but they are much more common, making up the bulk of the Xiscapian non-mechanized heavy armor. Despite its shortcomings and relative unpopularity, Staghorns are very good at what they do, being capable of reducing an enemy bunker, tank or walker to a pile of wreckage in seconds.


Century class Transport Drone:

Size: 10 meters by 5 meters by 4 meters
Armament: 20x PD lasers, shield projectors, gravity cannons
Role: Transport/Interception
Overview: Comparable in form to a centipede on thrusters, the Century class transport can carry an entire company of troops and their supporting units into battle. Because it, unlike most other drones, often has organics aboard, it is more heavily armored and shielded and protected against radiation. These units also act as counters for enemy shells and missiles; a few will often stay on the battlefield to blast away incoming projectiles with their lasers or project shields for them to detonate against, breaking into five different sections when on interception duty and leaving the main cargo portion to withdraw. In this respect the Century class drone is valuable to the XIA, as it is the only large ground troop carrier available and also the most common unit that possesses defenses capable of knocking down shells and missiles. Less widespread than other drones and all the more valuable for it, the Century class is sure to be deployed for years to come.


Grey class Strike Drone:

Size: 2 meters by .5 meters by 1.5 meters
Armament: 1x mortar cannon, 1x minigun (can be outfitted with other armaments)
Role: Mortar support
Overview: While the XIA has a wide variety of heavy units available, it was lacking in self-propelled mortars until the Grey class was developed. Wolf-like in nature, the Grey class has one of the highest top speeds of any XGA ground unit, which enables it to advance quickly and change positions swiftly after striking a target. In addition to its minigun the unit is also capable of shredding infantry with its claws, though it is not intended to get close to combatants, possessing no shields and only light armor. Grey drones are often armed with gas canisters, missile pods or point-defense lasers, when they are required to act in other capacities. The lupine droids are cheap to make and therefore very common, which has given rise to unconfirmed reports that certain commanders are utilizing them as suicide bombers by strapping high explosives to them and instructing them to attack enemy positions.


Sly class Infiltration Drone:

Size: 0.5 meters by 0.1 meters by 0.3 meters
Armament: None (can be outfitted to carry small numbers of mines or poison gas canisters)
Role: Reconnaissance
Overview: The great war master Sun Tzu said that "Secret operations are essential in war; upon them the army relies to make its every move." To discover the location, movements, plans and disposition of the enemy, scouts and spies must be used, and while the XGA has an abundance of reconnaissance units, none is superior to the Sly class drone. Appearing to be a fox, Sly drones employ camouflage, scramblers, jammers and cloaking devices to hide themselves, and use a vast array of surveillance technology, including recorders, signal interceptors, transmission decoders, passive, active, tracking and pinpoint sensors and even tinier sensors to watch the enemy. Capable of burrowing into the ground, a favored tactic of the Sly drones is to dig several meters below an enemy base or encampment, set up listening equipment, and settle in to survey them with little chance of being discovered. If found and attacked Sly drones can take very little damage before succumbing, relying on speed and stealth to safeguard them, though they self-destruct if disabled to prevent their data from falling into enemy hands.


Seraph class Support Drone:

Size: 10 meters by 5 meters by 4 meters
Armament: 4x laser cannons, 3x miniguns, 6x missile pods (28x missile tubes)
Role: Air transport/ambulance/atmospheric gunship
Overview: While the KIN possesses a number different types of transports, for many years the XIA was forced to rely on outdated barges and obsolete airships to move their troops across land when the superior shuttles and dropships were not available. The Seraph drone fixes that problem and also gives the XIA teeth in the air to provide support. These units are much like Century class transports in that they consist of heavy armor and strong shielding layered over a modular body that is wrapped around a cargo pod. Able to carry as many as fifty soldiers onto the battlefield, the Seraph class can also cover them with its weaponry and transport wounded to rear echelon hospitals when battlefield medicine is not enough. Seraph drones can be dropped from starships into atmosphere and are capable of achieving low orbit, but they cannot function effectively in space and as such are not equipped with FTL drives or any of the other features of space craft.
Last edited by Xiscapia on Fri Oct 07, 2011 11:26 am, edited 31 times in total.
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Xiscapian Lore

Postby Xiscapia » Sat Jan 29, 2011 11:27 am

Timeline:

Y.O.O.R. - Year Of Our Ruler (spoken as Y.O.O.L., or Year Of Our Lord/Lady)

BFC - Before First Contact

AFC - After First Contact


Y.O.O.R. Emperor Meiji 64, approx. 3,000 years BFC - Unidentified aliens land on Old Xiscapia and attack native kitsune. Indigenous Xiscapians respond with a covert night counterattack which ends with the wholesale slaughter of the invaders in their ship. A convergence of many kitsune on the ship marks the end of the period of the Warring States and the beginning of unification as Xiscapians experiment with the captured ship's technology.

Y.O.O.R. Empress Kamikaze, approx. 2,950 years BFC - Analysis reveals that the warship was only a scout; preparations for an attack are validated when the first wave of invaders descends from the skies. Using a combination of tactical acumen, reverse-engineered technology and psychic warfare, the Xiscapians destroy the attackers.

Y.O.O.R. Empress Kamikaze-Emperor Sumo, approx. 2,950-2,100 years BFC - Old Xiscapia suffers continued, periodic attacks by various races, peoples and nations. The kitsune continue to acquire technology and techniques from their defeated foes until they become significantly advanced, lacking only a reliable method of FTL. When both priests and interrogation officers warn of an excessively large hostile fleet approaching Old Xiscapia, Emperor Sumo issues the decree that his people must take to the stars and find a new home. Several great colony ships, eight in total, are constructed, and leave Old Xiscapia at about 2,100 years BFC. The unified nation ceases to exist, replace by autonomous units of government aboard each colony ship, which develop their own ways and methods as they travel.

Y.O.O.R. Emperor Sumo-Emperor Soeda, approx. 2,100-1,000 years BFC - Approximately one thousand years of travel passes as the various craft look for a suitable planet. Entire generations are born, live and die without ever seeing sunlight or setting foot on the surface of a world. Various colony ships make planetfall across the Home Galaxy at different times, including Macronia, Terracropolis and two on Xiscapia; currently, the remaining four are unaccounted for.

Y.O.O.R. Emperor Soeda, 1,000 years BFC - Contact with the Korr is made. Korr Wars begin.

Y.O.O.R. Emperor Soeda-Emperor Foxfire Rose, 1,000-0 years BFC - Korr Wars are a constant presence in the Xiscapian system. What originally began as small raids between the opposing world's transports evolves into full warship combat. Orbital and buffer defenses become extremely fortified, regular troops are trained and equipped and starships are constructed. The Korr Wars drag on and off throughout the centuries with periods of fierce war and uneasy peace; the Xiscapian government, economy, military and society becomes focused around destroying the Korr, and likewise the Korr are obsessed with annihilating the Xiscapians. Many advancements in technology are spurred by the war but little strategic progress is made by either side -they are locked in a stalemate, engaging in combat in space and on the moons around the jovian Jomstar without penetrating each other's planetary defense grids.

Y.O.O.R. Emperor Foxfire Rose 5, 0 Years AFC - First Contact established with the People's Republic of Alversia. Alliance created.

Y.O.O.R. Emperor Foxfire Rose 7, 2 Years AFC - Final, decisive end of the Korr Wars in Allied favor

Y.O.O.R. Emperor Foxfire Rose 9, 4 Years AFC - Calaverian War begins. Calaverian War ends one month later with the capture or destruction of every Calaverian ship, soldier and citizen. The Calaverian homeworld of Celestis is devastated and declared a restricted zone by the Allies. Remnants of the Calaverian people are exiled by the Kitsune Empire.

Y.O.O.R. Emperor Foxfire Rose 10, 5 Years AFC - SASM War begins; False Rebellion enters final stages. Allies defeat the Society for the Advancement of Socialized Medicine, losing several colonies and fleets in the process, but are able to destroy the central Server, shutting down the SASM Pathfinder warships and Biodroid armies. The False Rebellion later takes control of the colony on Old Xiscapia; an attack led by the Kitsune Empire crushes and scatters the False Rebellion and its leaders are killed or executed.

Y.O.O.R. Emperor Foxfire Rose 12, 7 Years AFC - AIW War begins. Xiscapian intervention against the Intergalactic Empire of Greal and the Alliance of Imitated Worlds prevents the xenocide of the Berrax people. Pact signed between the Kitsune Empire and the Intergalactic Empire prohibiting Greali nuclear strikes on Berrax cities. Greali war effort ramps up; the Alliance of Imitated Worlds is exterminated.

Y.O.O.R. Emperor Foxfire Rose 13, 8 Years AFC - Exiled Calaverians return to their homeworld. Celestial Treaty made exchanging the world of Dolosus to the Kitsune Empire in return for Celestis to the Calaverians. The new Universal Government becomes a vassal state of the Kitsune Empire.

Y.O.O.R. Emperor Foxfire Rose 15, 10 Years AFC - Cala-Greali War begins. The Calaverian army, led by the Xiscapian General Caedo, beats off a Greali attack on Celestis and strikes at the Greali world of Pamp. Caedo's forces destroy most of the defending fleet before capturing the planet's infrastructure, population and ground forces almost entirely intact. The remaining Greali surrender. Pamp becomes a Calaverian holding.

Y.O.O.R. Emperor Foxfire Rose 16, 11 Years AFC - The Zillars attack the Xiscapian colony of Wuin. The Allies defeat the attack with minimal damage and meet up with pursuing Greali forces. Xiscapian Imperial Ambassador Atox is murdered by the Greali while attempting to negotiate with the Zillars. Tensions mount.

Y.O.O.R. Emperor Foxfire Rose 17, 12 Years AFC - Xis-Alvo-Greali War begins. The Allies make a successful invasion of the Greali world of Miller; the planet is annexed in the People's Republic. The force continues to Nova Max, the Berrax homeworld, under occupation by the Greali. Using a combination of strategic cunning, an Imperial Fleet disguised as a rouge rebel force and an Xiscapian operative taking a high-ranking Greali Admiral hostage, the Allies defeat the defending fleet and capture the planet. Allied forces liberate Nova Max of its occupying army in conjunction with Berrax rebels. The Berrax Republic is established as a protectorate of the Kitsune Empire.

Y.O.O.R. Emperor Foxfire Rose 17, 12 Years AFC - First Xiscapian colony established in the Milky Way -the Chalybs System.

Y.O.O.R. Emperor Foxfire Rose 18, 13 Years AFC - The Xiscapian Second Expeditionary Fleet responds to an alien distress call and defeats an initial Kewen force on the side of the Setulanite defenders at the Battle of Colony One. Both sides call for reinforcements, resulting in a large fleet and ground battle destroying several warships on both sides, including those of a Kostemetsian force which came to the aid of the Kewen. The battle looks to be going well with the crippling of the enemy flagship, the capture of the landing force of Kostemetsian infantry and large scale success of Setulanite and Xiscapian shock troops and armor against their Kewen counterparts, but victory was lost when the Kewen destroyed the planet, forcing the Xiscapians and Setulanites to retreat.

Y.O.O.R. Emperor Foxfire Rose 18, 13 Years AFC - Thirteenth Danaversian War (the Great Patriotic War to the Xiscapians) begins with an attack on the Wuin System that is successfully repelled.

Y.O.O.R. Emperor Foxfire Rose 20, 15 Years AFC - Winterfire Doctrine installed. AXIS (Alvo-Xis-Set) Alliance created for the consolidation and preservation of powers and stability in the Home Galaxy.

Y.O.O.R. Emperor Foxfire Rose 22, 17 Years AFC - The Xiscapia-led Battle of Ranus V marks the turning point in the Danaversian War.

Y.O.O.R. Emperor Foxfire Rose 23, 18 Years AFC - Operation Debellatio over Danaversia results in Grand Admiral Krystal destroying the Empire's seat of government from aboard the Pride of the Empire. A short time later the Final Treaty is signed by representatives of the major warring Ternion and Coalition powers, and the Thirteen Danaversian War formally ends. One month later, the unofficial end comes about with the destruction of a Zillar world in the Milky Way and the death of the Shadow Council, resulting in the end of the Zillar Republic as a unified and coherent body.

Y.O.O.R. Emperor Foxfire Rose 25, 20 Years AFC - The Empire of Cilistia Novaren, working with hired mercenaries, assaults the Chalybs System


"The Secondhand Grenade"

Sometimes referred to as "TSG" by the troops, The Secondhand Grenade is a satirical comic featured on the Xiscapian Battlenet. Drawn and written by various anonymous soldiers, TSG provides a humorous look into the Xiscapian military culture from those who know it best. When it first appeared during the Calaverian War as a way to mock the enemy KIA and KIN officers attempted to put a stop to it but only ended up forcing the comic to go underground, forcing them to begrudgingly allow it to circulate through the ranks. Over time the comic has become a part of Kitsune Imperial Military society, and many troops swear by its humor in grim times and truth concerning the interaction of soldiers with each other. Today it is estimated that over one million TSG comics are put into circulation every day across the Kitsune Empire.



Quotations:

At various times throughout history various races and nations have encountered the Xiscapians under different situations. These circumstances have not always been ideal or pleasant, but in any case both contact and subsequent relations often yield memorable statements. These, which include statements, questions, commentary and thoughts, have been compiled from various sources here for the consumption of the reader.

"My apologies, Emperor, but it seems Xiscapians have an inbred sense that death is never the end of a fight."- Aiden Mallon, former Alversian Prime Minister.

"ADDITIONAL PROTIP: To defeat the Cyberdemon Xiscapian Skulk, shoot at it until it dies RUN THE EFF AWAY."
-Excerpt from a Xenohuman doctrine manual.

"You think all their females are that badass?"

"Dunno, and I wouldn't want to piss one off and find out."
-Two Dominion soldiers, commenting on a female Xiscapian.

"Fuck, we got beat by a Furry!" -Anonymous Archian crewman.

"See? SEE? This is why mercenaries are bad! THEY ACTUALLY. GO. MERCENARY SOMETIMES! Just... Screw it. I'm heading for the lifeboats. God help us. God help us fucking all."
-Xenohuman Admiral Darso, commenting on an Xiscapian Skulk.

He has a set of balls for such a delicate creature... -Among the last thoughts of Archian Admiral Daniel Sheppard, commenting on Flotilla Captain Masaaki.

"There we were, about to be overrun, and out of the sky come these apparitions, these armor clad demons with swords on their sides, rifles in their hands, and balls the size of mountains. I have never seen warriors like these Xiscapians. We would do well to befriend them."
-Colonel Mike Green, CO 1st Republican Rifles, official transcript to Theater-General Borndecker, on the Xiscapian Marines at Colony 1.

Pure...tactical...genius! That is a great example of why the kitsune are a superpower on the galactic stage.
-Anonymous Karaigan Admiral, commenting on Caecus Astrum Stations.

Any man who claims to dislike Kitsune cannot honestly say he has ever met one.
-Alversian Admiral John Reynolds

"I watch the Xiscapians do their combat drill. Smooth, agile, deadly, flowing like cold water from a mountain spring. Their form is perfection, their timing exquisite. Rarely has any soldier been so well schooled in the art of bringing quick death to their foe."
-Major T.E. Rammer, Setulan observer to Xiscapian combat training.

"I fear this wank-Scarab and this 7-km long sentient supadupaship may only halt the advance of Reaper-foxes."
-Anonymous Xenohuman Commander, taking into consideration defensive preparations in face of an Xiscapian assault.

"The longer I live on Xiscapia, the more I learn to love it...everything about these people, from their music to their religion, is a paradox, a contradiction of ideals; a love for peace, a craving for the simple life, but a terrifying capacity for violence. It is this above all else that makes Xiscapians such worthy allies, in my mind. In peace or war, they are the best friends anyone could have."
-Prime Minister Zachary Marchamp, Setulan Ambassador.

ILLASIANS: Alright, since I am in the vicinity of Gantry 1 right now I guess I'll attack the Xiscapians.
KARAIGANS: Gantry 1 is gone, fall back to another position, its suicidal.
ILLASIANS: We are a race of warriors, we don't fall back. I've come here today to possibly lose the entire fleet with the exception of the Remnant. How many Skulk ships are there anyways?
KARAIGANS: 185.
ILLASIANS: 185 enemy ships?? Hmm, time to maybe rewrite my post.


If the Republic were to fall tomorrow, if everything I love and cherish was to die in a blaze of fire and glory then I ask only for any of the following by my side during that final battle; Trezan Baxtor, Adrian Cavourna, or any Kitsune.
-Alversian Grand Admiral Killock’s confession before the last battle against the SASM.

Oh shit.
This just got real.
AGAIN.
Orkz, Daleks, and Foxmensch.
Oh my.

I have one thing to say to this:
Orks freeze
Daleks can't go up stairs
and foxes...well...damn it.

-Anonymous Xenohuman Commander to an anonymous Karaigan Commander, commenting on an imminent Xiscapian attack.

Should we ever find ourselves alone facing the darkness, standing against the black abyss, we shall not despair. For in the Xiscapian Empire, we have not found a trading partner. We have not found an ally. We have found a brother.
-Former Alversian Prime Minister Aidan Mallon, Inaugural Speech.

Great, space Nazis with WMDs and are foxes...
-Anonymous Karaigan Commander

We're doomed! DOOMED! We're all gonna die.
-Anonymous Xenohuman Commander, making a prophetic statement before his planet came under attack by a Skulk.

To sum them up, it comes down to five words. Xiscapians: Sleek, sexy, and extremely powerful.
-Anonymous Karaigan Official

"They are totally insane, please inform them of that fact."
-Federation Captain Ron Haythan, on Flotilla Captain Konno's plan to board a Borg Cube.
Last edited by Xiscapia on Tue Sep 20, 2011 8:44 pm, edited 19 times in total.
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Xiscapian Customs and Laws

Postby Xiscapia » Sat Jan 29, 2011 11:28 am

There are a number of official Xiscapian laws which visitors, travelers, tourists and other foreigners as well as citizens of the Kitsune Empire are expected to obey. Law enforcement tends to be pervasive and harsh, and public executions do still occur, so those outlaws and criminals who tread on Xiscapian soil would be well advised to keep clean until they are out of Kitsune Imperial territory. Despite this the Kitsune Empire is a quite libertarian society when it comes to drugs, sex and civil freedoms, so many possessions and actions which might cause an individual to be arrested in another nation may not be illegal here; indeed, some things which are prohibited in other states are welcomed and encouraged in some parts of the Kitsune Empire. Aside from laws the Xiscapians also have a number of customs which citizens are expected to follow, though foreigners are treated more laxly since they cannot be expected to know all the rules, especially if they are only visiting for the first time. However, a foreigner who observes and follows (or at least attempts to imitate) Xiscapian cultural motions may be more warmly received than one who blatantly disregards them.

Laws

1 - What is the legal drinking age? None, but the privilege can be suspended or lost.

2 - Driving age? Depends on mental age. One can test for a license at age 15 (kitsune/species equivalent) but the younger one is the harder the test is, and the more sternly one is graded and the easier it is to lose the privilege. Most planets, save those true backwaters, have AI assisted auto drive systems that take in-vehicle driving out of 'in-vehicle' - and while ‘linking in’ to such a system is not mandatory, vehicular interaction (i.e. wrecks) when the vehicle is under the control of a in-vehicle driver are treated very seriously. Also given that in most all cities, citizens prefer to take the underground magnetic rail lines, factor in that walking five to ten miles a day is habitual to most and not even commented upon, and consider that atmospheric/orbital transports are used for most fast travel, and it becomes clear that there are not actually very many drivers on the road at all.

3 - Age of sexual consent? None except in those cases when the mentality is not present to give informed, knowing consent. That is then considered the equivalent of rape and is prosecuted accordingly, with the penalty of death. Pregnancy and (rare) venereal diseases are considered the responsibility of the person(s) in question.

4 - Voting age? Depends on species, for kitsune the age is 21 but the privilege (NOT a right) can be lost.

5 - At what age would someone become an adult (free from parental control)? Depends on species, kitsune generally 17-19 but can go earlier or later and it is possible at any age to end up as a ward of the State.

6 - What types of recreational drugs (if any) are legal? -

Tobacco - Heavily modified to be safe and non-polluting, minimally popular among Xiscapians, sold mostly to the resident human population.

Alcohol - legal, moderately popular.

Caffeine – Mostly in coffee and chocolate, caffeine does not appear to affect the Xiscapian in the same way it does humans.

Marijuana - Sales of this drug are rigorously government regulated, taxed and controlled.

Lysergic acid diethylamide - Sales of this drug are rigorously government regulated, taxed and controlled.

Psychedelic Mushrooms -Sales of this drug are rigorously government regulated, taxed and controlled.

5-Methoxy-diisopropyltryptamine ("foxy-methoxy") -Sales of this drug are rigorously government regulated, taxed and controlled.

Khat -Sales of this drug are rigorously government regulated, taxed and controlled.

Ecstasy -Sales of this drug are rigorously government regulated, taxed and controlled.

GHB -Sales of this drug are rigorously government regulated, taxed and controlled.

7 - Can people have weapons? Citizens are permitted to own most types of small arms and melee weapons after undergoing a background check and demonstrating proficiency and careful use of said weapon. The Xiscapians take the view that an armed society is a polite society, so only those who have lost the privilege to bear arms or are not considered mentally competent would be barred from ownership. However, it is extremely easy to lose the privilege, and citizens must be careful with how they display their weapons in public. Katana swords and accompanying blades are generally considered more acceptable to carry openly than firearms.

8 - What is the name of your country? The Kitsune Empire of Xiscapia.

9 - Do you have the death penalty? Yes. Some types of sexual abuse (rape, sexual assault, molestation, sexual coercion, child sexual abuse, etc.) the owning or making of slaves (first offense), high treason (first offense), corruption (first offense) and murder (first offense if the killing was not a justifiable homicide).

10 - What is the speed limit? As roads are not in general use (most of the population travels by rail, air or foot) there are few large roads, and due to the "sectioning" system there is no traffic, only straight lines. Thusly, there is no speed limit.

11 - What types of religions would are permitted or restricted? While the Church of Qonn is the predominate Xiscapian religion, no religion, other than those in violation of Xiscapian laws, would be prohibited. Many which attempt to elicit converts would be regarded with suspicion, however.

Which of the following are be legal?

12 – Porn - Legal

13 - Prostitution - Heavily government regulated and controlled

14 – Polygamy - Legal and rare, due to the fact that Xiscapians rarely marry at all; however, group "bondings" are common.

15 – Homosexuality - Legal

16 - Stem cell research - Legal, though technology has long since passed the need for such research.

17 - Cloning – Only for limbs to be replaced, and on certain plants and animals for consumption or other beneficial use.

18 - Cock Fighting? Illegal, laws preventing the mistreatment of animals are very harsh.

19 - Slavery? Illegal, carrys the death penalty.

20 - Hunting? Legal, but heavily regulated; hunting is generally restricted to those who eat what they kill, or sell the furs/hide and meat on the market.

21 – Fishing - See "Hunting."

22 - Eating meat? Legal and popular.

23 - Littering? Illegal, with strict penalties to opposing parties.

24 - Unisex bath/lockerrooms - Legal, see "Bathing."

25 – Suicide - Legal, not encouraged; euthanasia (Right to die with dignity) is legal.

26 - Gay marriage - Legal

27 – Abortion- Legal but exceedingly rare, thanks to the effectiveness of birth control drugs.

28 - What types of sexual activity (if any) are illegal? See "Death Penalty."

29 - Is your country's/culture clothing optional or mandatory? Optional, citizens frequently go about their business nude. Nudity is legal and commonplace in Xiscapia. There are no body taboos, though there are many places and instances that nudity is not appropriate. Never hesitate to ask, and if you feel uncomfortable going nude, no one will fault you for being clothed. Nudity in or near certain areas (schools, government offices, military instillations) is illegal or prohibited. On the reverse side, nudity is very popular in certain areas, such as beaches, parks and bathhouses. Sex in public is not illegal, but it generally isn’t done. In the words of one Imperial Ambassador, "We don’t want to make the horses feel inadequate or frighten the tourists."

30 - Would you have obscenity laws? No.

31 - What system do you have for taxes? Full Citizens do not pay taxes. Those citizens who have not been promoted to Citizen pay a flat 15% rate. Citizens of other nationalities pay 20%.

Sales tax? An esoteric business tax system graded towards non-essential products.

Import/Export tax? Varies on the product and where it is coming from/going to; however high tariffs are generally discouraged, as they constrain trade.

32 - What is the criterion for someone to pass to become a citizen? There are two types of citizens in the Kitsune Empire; "Citizens", with a capital C, are those who have served the nation in some capacity by undertaking military or civil service, or have been honored by the Imperial Family with the title of "Honorary Citizen." With a lower case c, citizens are those who have not undertaken such service, and are much more common than Citizens. For those who wish to become citizens, a pledge of allegiance to the Emperor and the Kitsune Empire with the Oath of Allegiance after submitting to a background check is required.

33 - What types of people do you allow (or not allow) into your country? All are allowed to immigrate, provided they take the Oath of Allegiance and do not have a substantial criminal record. However, the Kitsune Empire reserves the right to exile (deport) foreigners at any time for any reason. Furthermore, the Kitsune Empire does not practice the extradition of those who violate the death penalty law back to their home nation.

34 - What type of government are you? Modified Imperial Dictatorship/Autocracy.

35 - To what degree is your government allowed to censor or restrict the media? The Imperial Family reserves the right to restrict both the state-controlled media and independent outlets at any time for any reason.

(Two additional matters which are not actually laws but which foreigners nevertheless must be aware of. The first is that diplomatic immunity does not exist in the Kitsune Empire; a broken law is a broken law, no matter who does it, therefore visiting dignitaries should be well informed on Xiscapian laws. Secondly, the Kitsune Imperial government does not promise (nor do citizens of either type expect) any sort of right or privilege to privacy. Because of this it is entirely legal for the government to collect information from its citizens, generally understood to be permissible in the name of security as long as it is non-intrusive/invasive. However, corporations do not have the same right, and are open to prosecution if they are caught attempting to spy on their employees or a competitor's employees.)

36 - Aside from laws - what sort of unofficial (and unenforced) cultural rules and traditions do you have?


Customs:
There are several customs which must be observed on Xiscapia. While not following these customs won't get you killed, it is considered polite to at least try to observe them, and deliberate failure to do so may get you shunned, or worse, exiled from Xiscapia.

-Entering a Residence
One must always take off ones shoes before entering a residence, so as not to track in dirt and filth.

-Bathing
Bathing is an important part of the daily routine in Xiscapia. Baths are for relaxing; the body and hair must be thoroughly scrubbed and all soap removed before entering the bathtub. This is normally done at a small faucet or shower located in the same room as the tub, while seated on a small stool. The traditional shape of the tub is smaller and deeper than is common in other specie's homes. A traditional Xiscapian bathtub is square, and deep enough that the water will cover the shoulders, but requires the bather to sit with the knees drawn up to the chest. Newer bathtubs are larger. Rather than being drained at the end of each bath, the water is kept warm by means of special heaters, and the same water is used by all the family members. After use, some homes take the hot bath water from the tub and use it to wash clothes in a washing machine. A lid is placed on the tub to maintain the water temperature when not in use, and to prevent evaporation. Any hair or debris is scooped from the water after the bath. In homes with small tubs, each family member bathes one by one, in order of seniority, traditionally starting with the oldest male. If there are guests in the home, they will be given priority. In homes with larger tubs, it is not uncommon for family members to bathe together. Typically one or both parents will bathe with babies and toddlers, and even as children grow older they may still bathe with one of their parents.

Public bathhouses called are common in Xiscapia. A regular bathhouse will have tap water heated in a boiler. In most areas baths are not segregated by sex, so modest foreigners beware, and customers bathe nude. Onsen (literally "Big Baths") are baths that by definition use naturally hot water from geothermally-heated springs, sometimes outdoors. Larger onsen will provide towels, washcloths, and the like for their customers. Visitors normally bathe nude, but in some areas with strong foreign influence bathing washcloths are used. As with home baths, onsen bathers must wash thoroughly before entering the communal baths. Many onsen ban customers with tattoos which are traditionally taboo, citing concerns over gang activity. Some ban non-kitsune visitors, a practice regarded as xenophobia. The bathhouses respond that non-Xiscapian, particularly foreign spacers visiting Tenfour or Kaji, are unfamiliar with the correct etiquette and either dirty the bathwater or behave inappropriately.

Noise-
Do not be too loud. Xiscapian hearing is more sensitive than a humans, so sounds which might be soft to one would be irritating to them, and that which is loud may be painful to them. If you make too much noise it may be interpreted as your being drunk, and could get buckets of water or heavy objects being thrown in your direction.

Hospitality-
Xiscapians tend to be very hospitable. There have been reports of complete strangers showing up on an Xiscapians doorstep, unconscious, drunk, exhasted or otherwise incapacitated, and waking up several hours later completely clean in new clothes with food and drink set in front of them, in a warm bed.

Respect-
When speaking with most Xiscapians, one must always be polite, with the proper bowing and tone. If you are disrespectful or obnoxious, they will usually ignore, or shun, you.

Sense of Time:
How time is dated in Xiscapian culture depends on the current ruler presiding over the Kitsune Empire. There are four seasons, each lasting for three months, or a ninety-day cycle: The Ice Season (December, January, February), the Life Season (March, April, May), the Fire Season (June, July, August), and the Death Season (September, October, November). The first forty-five days in a cycle are considered the "Birth" of that season, and the second forty-five are the "Death" of that season. The days are marked simply by the number in the current cycle. For example, if, in current time, the date was March tenth, and the current ruler was Emperor Foxfire Rose, the date in Xiscapian would follow as Year of our Lord Emperor Foxfire Rose, Birth of the Life Season, Day Ten.

Bowing-

Bowing is a very important custom in the Kitsune Empire, and is not merely a way of greeting; like many things Xiscapian, it is more telling than it would so appear. Generally, a bow should be at about a forty-five degree angle, this is a "medium" or "moderate" bow. How low you bow depends on three factors: Who you are bowing to, the circumstances, and how well you know who you are greeting. If you are bowing to the Emperor, for example, your bow would be lower than the forty-five degree angle, to show more respect; the deeper the bow, the more respect implied. However, if you were greeting someone not so important, such as a subbordinate, your bow would either be moderate, or possibly lighter, depending on who bowed first. The two deepest bows are the Danh da(Honorable) bow, made on one knee (usually to present a gift) and the Chúa (Divine) bow, made simply by rendering oneself prostate on the ground.

Circumstances also make a big difference. It is not always efficent or practical to make the full bow if there is urgent news to be imparted; an Executive Officer would waste no time in giving the full bow to his Captain if their ship were under attack. In such cases it would be acceptable to make a "light" bow, a quick, ten degree jerk, or even a nod. Generally, however, people are not strapped for time, and outside of cases of emergency and urgent news a full bow of some sort is expected.

Finally, your relationship with the person you are greeting affects the bow. If you are meeting someone for the first time, always make at least a moderate bow, if not lower. If you are meeting an official, or someone of power, it is usually a good idea to make a deep bow. If you are aquainted with the person, a moderate bow is acceptable. If the person is a close friend, a light bow is permissable, though if you are unsure as to the status you should wait until the other person has bowed first. Bowing is not only a greeting, it also signifys agreement and sometimes is made when something particularly clever or intelligent is said, as a sign of recognition.

When you bow your hands should either be clapsed before you, behind you, or held firmly at your sides; do not allow them to hang, as this is considered poor form. When bowing your eyes should be fixed straight ahead, or looking at the floor; to continue to look at the recepient of the bow implies that you do not trust them. A bow should always be made at least when greeting and parting; not doing so is a great insult.

Oath of Allegiance:

At some point in the life of every Kitsune Imperial citizen, whether he or so was born in Xiscapia or immigrated there, the Oath of Allegiance is taken. The Oath is taken very seriously, while most of it consists of ideal guidelines the overall covenant is considered sacred and violating it in the gravest of terms (sabotage, treason etc.) is considered grounds for severe punishment, including but not limited to exile or death. Outside of legal groundings devotion to the Oath is typically very strong, especially among military officers; even Xiscapians who go to serve in a foreign military or organization will typically only do so on the condition that they not be required to revoke the Oath. The ten tenants cover freedom, justice, loyalty, wisdom, insight, honor, mercy, wonder, enlightenment and love, and can be considered a summarization of what is expected from Kitsune Imperial citizens. The tenants are as follows:

The Tenet of Freedom - I vow to never forsake my natural free will, and understand that I can criticize my superiors in a respectful manner, leave the nation if so desired, and that our way is not the only way to enlightenment.

The Tenet of Justice - I vow to follow the path laid by my ancestors by rewarding the righteous and deceiving the wicked. I am the benevolent trickster, the noble savage, and the militant defender.

The Tenet of Loyalty - I vow to show my respects towards the gods, spirits, and my brethren without forsaking my own faith. Though I am granted freedom to come and go as I choose, I am expected to uphold the honor of the Kitsune and that which has been bestowed upon me.

The Tenet of Wisdom - I vow to think before I act, before I speak, and to see the potential results of my actions a thousand years ahead of me, and determine whether or not that should be done.

The Tenet of Insight - I vow to seek knowledge and understanding of both inner, outer and ethereal matters as if it were the water of which I thirst, and the food of which I hunger.

The Tenet of Honor - I vow to never succumb to the blasphemies of discrimination toward those of another color, gender, orientation, disability, religion, nor origin, but by one's heart and soul, the person's true self.

The Tenet of Mercy - I vow to never harm my vulpine brothers and sisters, nor be cruel to the young of life, old of age, innocent of intent, and plants and animals alike for the very sake of malice.

The Tenet of Wonder - I vow to bring forth the ample fruits of culture, mythology and the arts, so that the world may bathe in the light of creativity, and recline in the shade of forest shrines and city monuments.

The Tenet of Enlightenment - I vow to seek the true workings of the cosmos and the sciences of the great beyond, its inhabitants, and the effect it has upon ours, so that I may see all that our world has both hidden and exposed.

The Tenet of Love - Above all the laws of earth and heaven, I vow to uphold the law of love, the only one to obey.
Last edited by Xiscapia on Fri Oct 07, 2011 11:41 am, edited 5 times in total.
Xis quote of the week: Altaria Almighty: how are you not just a race of sexual predators? Like who needs power armour and gauss rifles when you have leather and whips. –Karaig
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The Church

Postby Xiscapia » Sat Jan 29, 2011 11:28 am

"The god Qonn is of honor, delight, and brilliance; Bodom is of invincibility, might, and terror. Qonn is the Guardian, He who Creates. Bodom is the Warrior, He who Destroys. We are henotheistic, there are many other gods, but these are ours and these are who we follow." -May nghein

While a majority of Xiscapians report considering themselves atheistic (belief that gods do not exist), agnostic (belief that one can not be certain of the existence or absence of gods) or apatheistic (regarding the existence of gods as irrelevant), a number of Xiscapians continued to follow the old "religion." The religion of Xiscapia is more of a philosophy or a metaphysical belief than it is a religion, but the Church and the Cult, the two main bodies of spirituality, have allowed themselves to be branded a religion for the sake of understanding. The Xiscapian gods, Qonn and Bodom, are seen less as entities and more as metaphorical representations of certain ideals or natural forces, though some sects and persons do still consider them truly gods. Xiscapian religion is often mistakenly referred to a Qonn; in fact Xiscapian religion has no single moniker, being relatively scattered and individualistic in nature, but is generally referred to as simply the Church, which is ironically misleading since the religion is composed of the Cult as well. In the People's Republic of Alversia Xiscapian religion is called "Dualism", where it has picked up followers; the Xiscapian way of thinking has also spread to the Republic of Setulan and the Sen System Alliance.

Xiscapian religion in general is represented by this symbol. The unifier of the religion is of balance. As there is water for fire, light for darkness, space for time, there is an opposite for everything. Priests and Cultists both believe that their ways are two parts of the same whole, that their gods do not work against each other, but with each other in an eternal cycle. However, at the same time there is a little of the opposite in everything, as light must have a shadow, and there must be light to see the darkness by.

The Church of Qonn is the more visible, publicized and well-known of the two religious entities. Taking Qonn as its patron, the Church is centered around the acquisition and preservation of knowledge of all kinds. Churches and cathedrals are places of worship in the sense that they are vast repositories of information, which is recorded and archived by the Priests and Priestesses. Apart from simple teaching on any number of subjects and disciplines, priests and priestesses seek the hone the skills of whoever comes to them in whatever fashion they desire, and are often called upon to supplement Xiscapian school teachers. The wide-ranging stereotype is that of a stoic, peaceful kitsune, which is generally accurate as most priests have taken a vow to never kill (note the vow does not apply to violence). Typically, however a priest or priestess will only act in defense of one of his students, the church's library or in their own self-defense.

Stated goals of the Church include both preserving and increasing the Church's stores of knowledge and simultaneously disseminating that knowledge to all who are willing to come and seek it. Others goals include attempting to resolve conflicts of all kinds without violence or bloodshed, halting ignorance and bigotry where it would spread and combating xenophobia. Notably, the Church has had considerable success with outreach to aliens, including the Berrax, the Avalans, the Phenians and the Initiate Confederates. Qonn himself is said to represent the elements of Water, Air, Light and Energy, as well as the embodiment of honor, joy and thought. When necessary the priests and priestesses call upon these powers.

A kitsune priest.

A kitsune priestess.

An artist's conception of Qonn.


Less recognizable than the Church, the Cult of Bodom represents the darker side of Xiscapian religion. The Cult was formed after the period of the Warring States to combat invaders of Old Xiscapia with psychic energies, and has since then specialized in the countering and destruction of Chaotic forces. The militant arm of the religion, the cult perseveres for the defense of the Kitsune Empire in face of paranormal, supernatural and otherwise spiritual forces as a sort of unofficial, independent army that exists to combat threats the military cannot see or handle. Domestically cultists also preside over executions, funerals, last rites and cremations, and have their center on the Island of Heroes northwest of the island of Vador on Xiscapia, where many fallen soldiers and dead leaders are enshrined, where they watch over and maintain the vast cemetery and collection of urns on the island. Otherwise cultists can usually be found wherever priests and priestesses are.

When a kitsune wishes to be accepted in cultist ranks he or she must pass a series of tests known as the Honor Trials. These rituals almost invariably produce warriors for use by the Cult, who are both kept to secure Churches across the Kitsune Empire and sent out on quests to preform a specific function in the wider universe to the detriment of one hostile force or another. In times of war Cultist warriors will often join the KIA, despite many of them being ex-military, in order to serve both the Kitsune Empire and their chosen order. The Cultist god, Bodom, is said to be of Fire, Earth, Darkness and Time, and the manifestation of justice, order and destruction. In combat Cultists call upon both conventional skills and psychic powers to aid them against their foes.

A Cultist warrior.

A female Cultist.

A Cultist in purpose-made armor.

Bodom as he is thought to look.
Last edited by Xiscapia on Sun Feb 13, 2011 11:37 am, edited 4 times in total.
Xis quote of the week: Altaria Almighty: how are you not just a race of sexual predators? Like who needs power armour and gauss rifles when you have leather and whips. –Karaig
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Slang and Phases

Postby Xiscapia » Sat Jan 29, 2011 11:28 am

Phases:
Like any culture, Xiscapians use certains words and phases in way that might not be entirely understandable to a foreigner. These often concern Xiscapian culture and/or anatomy, and are frequently used in a casual manner, which can add to the confusion. This helpful guide will define and explain a few of the more common ones.

Lift your tail- Bend over; submit yourself.

Stiff tail- Of military origin; slang for a strict person

Perk your ears- Listen, be on alert.

Trim your claws- Request to not be so defensive.

Duckfoot- Nickname for an Alversian, after the way they walk without tails.

Yank (his, her, their) tail- Hurt/Disturb them.

Sticks in my nose- Worries me.

Shave (him, her, them)- Humiliate them.

Baldy- A derogatory term for a non-fur.

Round eyes- A derogatory term for a human.

Nine tails (tailed)- Praise for another person, comparing them to the Xiscapian nine-tailed gods.

Break (his, her, their) blade- Destroy them, dishonor them.

Sharpen your fangs- Prepare to fight.

Shed some fur- Request to calm down, similar to "chill."

Flattend (his, her, their) ears- Made angry.

Lai cai -Gay

Lai duc -Lesbian

Anh yêu anh -"I love you."


Insults:

Du ma- Literally, "fuck mother"; insinuation that the offended party practices incest with his or her dame.

Thang cac be' -"You have a small penis."

Con di me mày -"Your mother sucks goats."

Cat me cu may di -A threat to cut out the offending party's genitals.

Cho cai -"Bitch."

Dit me may -"I had sex with your mother."

Ba Tam -Derogatory term for a loud person.

Dit con me may tec hang -"I'm going to fuck your mother until her vagina is broken."

Bu cac tao -"Suck my dick." (Often used ironically by females)

Dip Di Tung Ngo Nay Di -"Fuck this stupid kid."

Do khung -"Crazy." (Can be used as a compliment)

Do ngu -"Dim witted."

Con di -Slang for a prostitute.

Di du may -"Go fuck yourself."

Ði Chét Ði! -"Go die!"

Do cho chet! -"You're a fucking dead dog!"

Dit ca ho nha may -"Fuck your family." (Often translated into Common as "Fuck the eighteen generations of your ancestors")

Cai deo gi day? -"What the fuck?"
Last edited by Xiscapia on Sun Feb 13, 2011 12:04 pm, edited 2 times in total.
Xis quote of the week: Altaria Almighty: how are you not just a race of sexual predators? Like who needs power armour and gauss rifles when you have leather and whips. –Karaig
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The Sound of Xiscapia: Blood Songs and Battle Hymns

Postby Xiscapia » Sat Jan 29, 2011 1:38 pm

This was created as a direct retort to Xenohumanity's "ANTHEMS AND MUSICAL ANECDOTES" page here due to my constant war of music with him a la "Music to Mood By" in various threads. I highly recommend listening to his...after you've listened to mine, of course.


'Watch In Awe'
The spiritual anthem of the Xiscapian people.
Source: Inner Universe, Ghost in the Shell, originally by Origa


'Unity with Nature'
In the long-forgotten musical tongue of the kitsune, the priests speak.
Source: Sacred Spirit, by Yeha Noha


'Schwarze Sonne'
The cultists of Bodom derive strength from their dark god, also known as the Omega.
Source: Black Sun, E Nomine


'Absolution of Exodus'
None forget the great journey which scattered the Xiscapian people across the cosmos.
Source: Sadeness, by Enigma


'Midnight'
No target has ever defeated or escaped Xiscapian Special Forces: The Scout, Reconnaissance and Sabotage unit.
Source: Mitternacht, by E Nomine


'Heaven or Hell'
The Imperial Army's marching song when it cut a swath from one end of Ranus V to the other, cutting and burning everything in its path.
Source: Himmel oder Hölle, by E Nomine


'Omen'
Sweeping forward like a vengeful tide, the Skulk's advance.
Source: Das Omen, by E Nomine


'O, how great is the might of the Imperial Navy!'
When a Kitsune Imperial Fleet assembles for battle its powers can only be accurately expressed in music.
Source: Holy Dread!, by Clint Mansell


'Twilight of the Eternal Night'
Brave pathfinders of the Scouting Corps expand the Kitsune Empire's knowledge of the universe.
Source: Picard Song (Earl Grey Hot Mix) Remix, by Mastgrr & Cornerstone


'Lullaby of the Warrior'
An ancient Xiscapian lullaby, translated.
Source: We will kill them all, by Rotersand


'Truncated Time'
Rated Number One song to take drugs to in the Kitsune Empire.
Source: Sever Tomorrow, Porcupine Tree


'Motherfucking Raver'
A popular dance club sample.
Source: Raver, by Showtek


'Prowler Mix'
Heavy bass song commonly played by Syndicate Prowlers patrolling their territory.
Source: Spitting out the Demons, by Gorillaz


'Red City'
A battle song played by the Syndicate before going into battle with rivals.
Source: Seek and Destroy, by Metallica


'Kamikaze!'
For the People! For the Emperor! And for Xiscapia! Attack!
Source: Suicide Mission, Mass Effect 2 OST


'Robots make everything better'
That ain't no god, that's just a burning bush.
Source: Scary Monsters and Nice Sprites, by Skrillex


'With Good Intentions'
Ground on which we can only be saved from destruction by fighting without delay, is desperate ground -Sun Tzu
Source: Moving Mountains, by Two Steps from Hell


'Weaponized Sound System'
My bass with shake you apart...at a molecular level.
Source: Louder, by DJ Fresh (Doctor P & Flux Pavillion Remix)


'Every rap song ever'
I like women, I like women, I like the concept of a woman.
Source: Fuck Shit Stack, by Reggie Watts


'For your Destiny'
Cyberpunkers accept no responsibility for this record.
Source: Heavy Electro Mix! (Part 1) on Going Quantum


'Genocide'
Because sometimes, there is no other answer.
Source: Kill EVERYBODY, by Skrillex


'A will, a way'
This also went into the construction effort for the Yahweh class.
Source: Architect, by Samael


'Where all will come to an end'
This is our Empire, this is our state of mind. This is where legions ascend into the sky.
Source: Europa, by Triarii


'Infinite Universe'
The universe is a symphony, and the mind of God is cosmic music resonating through eleven-dimensional hyperspace...
Source: Mind of God, by Electric Universe


'Do it'
Description unavailable.
Source: Kabuki Danshi, by Miyavi


'Demure'
Why is there not a Fluttershy tribute video set to this music?
Source: Too Shy, by Kajagoogoo


'+1'
PONIES PONIES PONIES SWAG. 'Cause I ain't even playin' no more.
Source: Pony Swag (feat. Maros), by Swagberg


'More rubble, less trouble'
"We're surrounded, huh? Well, that simplifies the problem."
Source: Coward Killing Time, by The Quick Brown Fox


'Paradise'
"Not THOSE kind of vibrations...well, yes, those too actually..."
Source: Good Vibrations, by the Beach Boys


'Perfidy'
When you're out in deep space and you get to thinking, sometimes you get to remembering, and you have to reach for the bottle.
Source: It's A Sin, originally by Eddy Arnold (Fallout: New Vegas)


'Grown up too fast'
"Via Sei Prospero!" (From Sei comes prosperity)
Source: Innocence, by Nero


'I like the abuse'
Vixens can be so cruel.
Source: Self Esteem, by The Offspring


'Hold Your Head Up High'
It does get better. Take it from someone who knows.
Source: It Gets Better, by Renard


'Get Even'
"You may well say, how could this happen to you,
You may well ask, and you may not like the truth,
Why is it always to you
Why does this happen to you"
Source: Wrap it up, by Whitey


'In the Cosmos'
Space travel might be terror, darkness, disease and death, but above all, it is loneliness.
Source: Inner Space, by Apex


'Dat Plot'
You're expecting something clever here. I am not a clever pony. Go away. _._
Source: Can't Lose, from Bleach OST


'Fire on the Cilistians'
"Play your war games
with other people's lives
It should be you
On the front lines!"
Source: No One Gets Left Behind, by Five Finger Death Punch


'Push On'
The troops and tanks mount the snowy tundra plain and advance to be forged in the fires of war.
Source: For The New Lunar Republic 2x Slowed, by Not a Clever Pony


'White Streak'
"Nothing but blue sky!"
Source: Blue Skies, by Jamiroquai


'Godmode: On'
What goes around comes around, twice as hard.
Source: Bulletproof (Foamo Dubstep Remix) by La Roux


'SCIENCE!'
"There ain't 'nother motherfucker hard like me
I'm a universal constant I'm a singularity."
Source: E=MC, by MC Hawkings


'We Rollin''
"Screams from the haters got a nice ring to it."
Source: Power, by Kanye West


'Can you feel it?'
"Alcohol. Drugs. Overdrive. Noise. Neon lights. Party people. Revolution. Rave is King."
Source: Rave is King, by Fukkk Off


'Opus Magnum'
Drugs make everything better. Including classical music.
Source: Mozart On Crack, by S3rl


'I hate Final Bosses'
Up up down down left right left right B A
Source: Evil Enchantress, by Superpony Beat


'Teacher'
"You are no longer a child. Do you still possess your superhuman strength?"
"Of course! I'm much stronger now!"
"Ahh. Why don't you show me how strong you are?"
Source: Sensi Samurai, by The Widdler


'Son this is a feud now'
"Lapfox trax. Fox. See? Now bend over."
Source: Banned Forever, by Lapfox Trax Renard
Last edited by Xiscapia on Fri Oct 07, 2011 1:08 pm, edited 31 times in total.
Xis quote of the week: Altaria Almighty: how are you not just a race of sexual predators? Like who needs power armour and gauss rifles when you have leather and whips. –Karaig
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Postby Xiscapia » Sun Feb 13, 2011 12:10 pm

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Postby Xiscapia » Sun Feb 13, 2011 12:10 pm

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Postby Xiscapia » Sun Feb 13, 2011 12:11 pm

Reserved.
Xis quote of the week: Altaria Almighty: how are you not just a race of sexual predators? Like who needs power armour and gauss rifles when you have leather and whips. –Karaig
The Kitsune Empire of Xiscapia's FT Factbook (V2.5)
R.I.P. Shal - 1/17/10

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Xiscapia
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Posts: 12868
Founded: Mar 13, 2007
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Open for Business

Postby Xiscapia » Sun Feb 13, 2011 12:19 pm

2.0 version of the factbook is now open for comments, critiques, suggestions and questions. I will field questions as they arrive; also feel free to TG me or try to catch me on MSN if you'd rather not make your post here. The factbook will almost constantly be a work in progress as I find new things to add, refine old sections and finish up in some areas; for example I only gave major characters bios in the VIP section, because trying to give everyone on the list a template, picture and blurb is a lot to do at once, so I plan on going back and working my way down the list when I have time. If I've misquoted someone, accidentally used a reserved picture or concept or made an error in IC history please point it out, I'll even give you credit for seeing the mistake when I edit it. Additionally, if you feel you have something to add to one of the sections, like a quote or piece of technology I might have traded with your nation, put it up here or TG me.

Regards,

-Xis
Xis quote of the week: Altaria Almighty: how are you not just a race of sexual predators? Like who needs power armour and gauss rifles when you have leather and whips. –Karaig
The Kitsune Empire of Xiscapia's FT Factbook (V2.5)
R.I.P. Shal - 1/17/10

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Atlanza
Diplomat
 
Posts: 502
Founded: Jan 30, 2011
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Postby Atlanza » Sun Mar 06, 2011 1:25 pm

wait a minute. KIA? you know what that means right? killed in action? wow
PIMPED OUT STATES OF ATLANZA
"DOMINATE THE OPPOSITION"
CURRENT DEFCON:
5

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Xiscapia
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Postby Xiscapia » Sun Mar 06, 2011 2:50 pm

Atlanza wrote:wait a minute. KIA? you know what that means right? killed in action? wow


The Kitsune Imperial Army maintains that the moniker is actually descriptive of the state of the enemy after meeting its units in combat. ;)
Xis quote of the week: Altaria Almighty: how are you not just a race of sexual predators? Like who needs power armour and gauss rifles when you have leather and whips. –Karaig
The Kitsune Empire of Xiscapia's FT Factbook (V2.5)
R.I.P. Shal - 1/17/10

User avatar
Atlanza
Diplomat
 
Posts: 502
Founded: Jan 30, 2011
Ex-Nation

Postby Atlanza » Sun Mar 06, 2011 4:56 pm

nice.
:clap: :clap: :clap: :clap:
PIMPED OUT STATES OF ATLANZA
"DOMINATE THE OPPOSITION"
CURRENT DEFCON:
5

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Xiscapia
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Posts: 12868
Founded: Mar 13, 2007
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Postby Xiscapia » Sun Mar 06, 2011 5:19 pm

Atlanza wrote:nice.
:clap: :clap: :clap: :clap:

8)

*bows*
Xis quote of the week: Altaria Almighty: how are you not just a race of sexual predators? Like who needs power armour and gauss rifles when you have leather and whips. –Karaig
The Kitsune Empire of Xiscapia's FT Factbook (V2.5)
R.I.P. Shal - 1/17/10

User avatar
Atlanza
Diplomat
 
Posts: 502
Founded: Jan 30, 2011
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Postby Atlanza » Sun Mar 06, 2011 5:40 pm

YOU KNOW THERE IS A BOW SMILEY FACE RIGHT?
i say:
:clap: :clap: :clap:
you say:
:bow:
PIMPED OUT STATES OF ATLANZA
"DOMINATE THE OPPOSITION"
CURRENT DEFCON:
5

User avatar
Atlanza
Diplomat
 
Posts: 502
Founded: Jan 30, 2011
Ex-Nation

Postby Atlanza » Sun Mar 06, 2011 5:41 pm

actually, now that i look at it, it looks like its preying
PIMPED OUT STATES OF ATLANZA
"DOMINATE THE OPPOSITION"
CURRENT DEFCON:
5

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Atlanza
Diplomat
 
Posts: 502
Founded: Jan 30, 2011
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Postby Atlanza » Sun Mar 06, 2011 5:41 pm

or maybe worshipping
PIMPED OUT STATES OF ATLANZA
"DOMINATE THE OPPOSITION"
CURRENT DEFCON:
5

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Xiscapia
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Posts: 12868
Founded: Mar 13, 2007
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Postby Xiscapia » Sun Mar 06, 2011 7:34 pm

Atlanza wrote:or maybe worshipping


It's always appeared more worshipful to me. I surely wouldn't wish to imply that I was worshiping you; you might get the wrong idea. :)

Don't drink the Kool-Aid.
Xis quote of the week: Altaria Almighty: how are you not just a race of sexual predators? Like who needs power armour and gauss rifles when you have leather and whips. –Karaig
The Kitsune Empire of Xiscapia's FT Factbook (V2.5)
R.I.P. Shal - 1/17/10

User avatar
Atlanza
Diplomat
 
Posts: 502
Founded: Jan 30, 2011
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Postby Atlanza » Wed Mar 16, 2011 3:05 pm

:rofl: :lol: :rofl: :lol: :rofl: :lol: :rofl: :lol:
PIMPED OUT STATES OF ATLANZA
"DOMINATE THE OPPOSITION"
CURRENT DEFCON:
5

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Zepplin Manufacturers
Envoy
 
Posts: 322
Founded: Antiquity
Democratic Socialists

Postby Zepplin Manufacturers » Fri Mar 25, 2011 9:14 pm

//OOC/ Ehem...

Would you mind terribly not using images that I specifically created for NS in your NS factbook?

Thanks.

//OOC/

And remember its not food if its not happy! This week only at your local outlet for every...
What are you going to do? Assemble a cabinet at them?!
About Me

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Xiscapia
Postmaster-General
 
Posts: 12868
Founded: Mar 13, 2007
Ex-Nation

Postby Xiscapia » Fri Mar 25, 2011 9:54 pm

Zepplin Manufacturers wrote://OOC/ Ehem...

Would you mind terribly not using images that I specifically created for NS in your NS factbook?

Thanks.

//OOC/

And remember its not food if its not happy! This week only at your local outlet for every...


Apologies. Offending links and references have been redacted. Please TG me if you find any I've missed.
Xis quote of the week: Altaria Almighty: how are you not just a race of sexual predators? Like who needs power armour and gauss rifles when you have leather and whips. –Karaig
The Kitsune Empire of Xiscapia's FT Factbook (V2.5)
R.I.P. Shal - 1/17/10

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