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

Postby Xiscapia » Sat Jan 29, 2011 11:13 am

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Chúng tôi đứng mười ngàn năm!

We stand ten thousand years!

-Commander Matsuyama, Battle of Gerral

Directory:
1. Racial Information
2. Administration, Government and Xiscapia
3. Kitsune Imperial Holdings: Statistics and Information
4. Kitsune Imperial Holdings: Statistics and Information Cont.
5. Government Leaders and Personnel
6. Merchants, Traders and Businessmen
7. Mercenaries, Criminals and other Vagabonds
8. Law Enforcement and the Intelligence Community
9. Trade and Immigration
10. The Xiscapian Syndicate
11. Nhing con hoang Bodominjärvi, The Five and the Skulks
12. The Xiscapian Diplomatic Corps
13. The Kitsune Imperial Military
14. The Kitsune Imperial Navy: Weapons and Technology
15. KIN: Supercapital Ships
16. KIN: Capital Ships
17. KIN: Subcapital Ships
18. KIN: Support Ships
19. KIN: Attack Ships
20. KIN: Small and Strike Craft
21. KIN: The VI Fleet
22. KIN: The Naval Register
23. KIN: Fleet Deployments
24. KIN: Fortifications and System Defenses
25. The Kitsune Imperial Army
26. KIA: Weapons and Personnel
27. KIA: Equipment, Drones, Mechanized and Armored Units
28. Xiscapian Lore
29. Xiscapian Customs and Laws
30. The Church
31. Slang and Phases
32. The Sound of Xiscapia: Blood Songs and Battle Hymns

Xiscapia

Name: The Kitsune Empire of Xiscapia
Government:
There has been some debate as to the precise government style of the Kitsune Empire, as it does not appear to precisely fit any existing definitions. It can be said to combine and support certain elements of democracy, socialism, fascism, libertarianism and authoritarianism.
Current Emperor: Lord Foxfire Rose
Capitol: Rio Casa
Currency: Galactic Credit
Official Languages: Galactic Common (Basic), Xiscapian
Colors: Navy blue and sable
Number of Star Systems: 42
Number of Inhabited Planets: 45
Number of Worlds (planatoids, moons, asteroids): Over 5,000
Number of Protectorates: 6
Average age: 38
Average life expectancy at birth: 300
National Bird: Falcon
National Animal: Red Fox
National gem: Sapphire
National Flower: Cherry Blossom
Population: 846 billion (846,000,000,000) as of last Imperial census (includes estimations and rounding) (OOC note: inflated for FT)
Population make up: N/A

The Kitsune Imperial seal
Last edited by Xiscapia on Sat Oct 01, 2011 11:42 pm, edited 27 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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Founded: Mar 13, 2007
Left-Leaning College State

Racial Information

Postby Xiscapia » Sat Jan 29, 2011 11:13 am

Homo Vulpes
This Xiscapian phenotype is humanoid, and, at first glance, shares many characteristics with humans. Though they resemble humans in nearly every way, they have fox tails and ears, lack ears on the sides of their heads and have longer and sharper canines then a human has. They also have yellow or orange eyes and many different colors of hair, including green, purple, and blue. They are much faster and more graceful than the average human, which can be further enhanced by implants. Homo Vulpes Xiscapians have olfactory, visual and auditory senses superior to that of a human but inferior to their Vulpes Vulpes counterparts.

Just as a Terran would call himself or herself human, native Xiscapians call themselves Kitsune; interestingly, almost all non-Xiscapian kitsune call themselves kitsune as well, regardless of nationality. Age on a kitsune can be deceptive, particularly in Vulpes Vulpes, as biological aging slows dramatically after the first twenty or so years and remains constant in something like a state of suspended animation throughout most of life.

Homo Vulpes female
Homo Vulpes male

Vulpes Vulpes
The other segment of the kitsune population are Vulpes Vulpes. Vulpes Vulpes existed naturally in relatively low numbers among the kitsune before a large number of Homo Vulpes were changed as a result of a disease released into the Xiscapian population by unknown a person or persons. After passing out, the infected exhibit no mental activity beyond basic functions, and are effectively in a coma. The duration of the coma varies from person to person, some wake from it in as little as a day, for others it takes a full fortnight. Some, the weak, the sick, the elderly and those in hazardous or isolated conditions, died from the infection. However, fatalities were kept to a minimum by quick responses, effective work and conditioning and medical technology. During the coma, though, the infected person changes abruptly, usually beginning within the first hour and lasting until about ten minutes before the kitsune wakes.

This change continues to fascinate doctors, and is probably the most significant event to occur in Xiscapians since the end of the Korr war. The infected lose many of their human-like qualities; the body is molded and shaped and they become more fox-like than human. The body is covered in fur, almost always an identical color and hue as the original fur, and the visage is warped, the nose completely gone and altered into a muzzle, teeth mutating accordingly. The eyes stay the same and the fox ears remain intact, more-or-less in the same area as before. The kitsune retains the humanoid, erect posture and form, some without claws or nails on the hands or feet and some with, but for some confounding reason some also retain their original hair, strange when it is considered the body is mostly covered in fur. Aside from the eyes, the tail is the only part that remains entirely unaffected.

Visual:

Both kitsune phenotypes have binocular vision, with sight geared towards reacting to movement; the pupils are oval and vertically oriented. Nictitating membranes are present, but move only when the eyes are closed. Average kitsune eyesight is superior to average human eyesight, 20/6 (where average human eyesight is within the 20/16-12 range) and complemented by natural nocturnal vision, allowing kitsune to see accurately in low light conditions. The kitsune eye tends to be amber or auric in color, though all kitsune are born with blue eyes which change color with age; rare mutations have also given kitsune green and violet iris's. Unfortunately kitsune eyes tend to be more sensitive to changes in the light spectrum than those of a human, following that kitsune actually prefer low light conditions to high ones.

Auditory:

As with sight, the auditory perception in the average kitsune is highly acute, superior to that of the average human. Kitsune are capable of hearing and accurately tracking quiet sounds at relatively extreme distances; trials have shown that a kitsune subject can hear music playing from a personal device at one hundred meters, running feet at six hundred meters and the flight of birds at up to fifteen hundred meters, under ideal conditions. When perceiving an auditory signal the kitsune ears often perk and twitch in the direction of the signal in order to capture the sound waves more carefully. They are capable of locating sounds to within one degree at 700-3,000 hertz, though less accurately at higher frequencies. This sensitivity to noise can lead to auditory damage in loud environments, necessitating protective measures.

Olfactory:

While the senses of kitsune in other areas can be marked as significantly better than those of the average human, the olfactory sense of the average kitsune is multiple magnitudes more sensitive and nuanced than that of a human, up to one million times better in some cases. Where humans rely on their sense of sight, kitsune count sense of smell as one of their dominant senses. Because of the distinctive shape of each kitsune's nose and the unique organs and tissues that make it up a nose print is actually used in place of a finger print in the Kitsune Empire for identification purposes (which is a boon, since kitsune do not have finger prints). Using this sense kitsune can detect both the makeup and direction of the smell, allowing them to easily identify foods, chemicals, plant and animal life, each other and more from multiple kilometers away under ideal conditions. The sense of smell is, and will continue to be, one of the kitsune's greatest tools.

Sensory:

Among the most distinctive traits of kitsune is their fur, whether it is confined to ears and tail or fully covers the body. In Vulpes Vulpes kitsune the exact length, texture and displacement of the fur depends on environment; in the winter or otherwise cool conditions the fur is dense, soft, silky and relatively long, which is shed and traded for shorter, coarser summer for in warm conditions. Kitsune unconsciously shed in response to environment, and when fearful, stressed, nervous or otherwise tense. During lactation, the belly fur of lighter colored females may turn bright red. Kits are often born with black fur, which usually changes color with age.

A number of color palettes exist for kitsune. The most common is a rusty orange/red color, followed by tawny, alabaster, sable, gray and finally silver. Alabaster, sable and gray kitsune tend to be single solid colors, or small mixes of similar hues, while orange, tawny and silver kitsune are blended, often having a line of dark stripes down the spine, with flanks, throat, chin, lower lips and the front of the chest colored lighter with the remaining body a darker shade. The upper limbs are generally mottled, while the paws or hands are black, the backs of the ears are brown or ruddy and the insides are white. The top of the tail tends to be lighter than the flanks while the underside retains the same approximate color; a dark spot appears at the base of the tail around the supracaudal gland, while the tail tip is almost always black or white, contrasting with the main body color of the kitsune.

Gustation:

Reputedly, the kitsune sense of taste is quite different from that of a human, and could possibly be described as being inferior in range of possible sensations, though such a conclusion is debatable. The palate of most kitsune is better adapted to carnivorous consumption than herbivore, hence the preference of the majority of kitsune for a partially or all meat diet. Kitsune appear to lack certain taste buds that humans possess, replacing them with buds in different areas, so what a kitsune tastes and what a human tastes in the same food item could be drastically different. Certain substances, such as caffeine, nicotine and certain types of alcohol, have only a negligible effect on kitsune, while other substances, including THC, olfactory-dependent chemicals and specific kinds of alcohol, have a much greater or different affect on a kitsune than on a human. This leads to some kitsune ingesting or inhaling certain substances purely for the sake of smell or taste, rather than any psychological effects it might have, which are usually imperceptible.

Scent glands:

Like many species, Vulpes Vulpes kitsune possess scent glands which can excrete hormones, usually pheromones. These are produced in a pair of anal sacs lined by sebaceous glands, both of which open through a single duct, acting as fermentation chambers in which aerobic and anaerobic bacteria convert sebum into odorous compounds, including aliphatic acids. The oval shaped caudal gland is an erogenous zone, and is said to smell of violets. Sebaceous glands are present on the angle of the jaw and mandible; when the three glands work in concert they release odor signals to other kitsune in the area to convey sensory information, usually of a sexual nature. Glands are also present on the feet in deep interdigital cavities, which are tinged red and smell strongly, though unlike the caudal and sebaceous glands these are not usually considered erogenous.

Tail:

One of the most important anatomical features, the kitsune's tail is a significant limb for the body. The tail tends to be over half the kitsune's total height, 70% of the head and body on average, though shorter or longer limbs are possible. This limb is long, fluffy and reaches to the ground when the kitsune is in a standing position; it is often called a plume. The kitsune tail provides for balance, and assists the kitsune in running, jumping, swimming and (artificial) flight, keeping their gravity centered and allowing them to alter their course when in the air, submerged in water or moving through a zero gravity environment. Apart from natural uses the kitsune tail is also surprisingly dexterous, kitsune can be trained to pick up items, move them and even manipulate simple machines with their tail. Most kitsune are born with one tail, multiple tails is extremely rare and is considered a mark of divinity in some circles.

Sexuality:

Through a combination of biological urges, social liberation and institutionalized encouragement, most kitsune tend to be very sexually active. Unlike feline species and some more canine races kitsune do not, as popularly believed outside the Kitsune Empire, go into heat or have anything like a mating season; if any such thing exists it is for a minority of genetically engineered kitsune. Venereal diseases are almost non-existent among the kitsune and those which do exist are easily treatable by modern medicine. One unique aspect of the kitsune race is that most members are pansexual, with divides existing only with individual preference, though minorities with a preference purely for one sex or the other do exist. It is accepted as scientific fact that pansexuality is a natural state of being brought on by biology. Interestingly, Vulpes Vulpes traits appear to be dominant among kitsune.

When a female kitsune (sometimes referred to as a vixen, though this is considered offensive by some groups) is impregnated the effects begin showing about four weeks after conception. Gestation typically lasts for about fifty two weeks, during which the female undergoes a range of physical and psychological changes. Birth typically occurs through the vagina, though modern medicine makes other options available to expectant mothers. Vixens rarely give birth to twins, and triplets, quartets or higher numbers of siblings are unheard of. A kitsune child is called a kit.

When the kit is born he or she is blind, deaf, toothless and black furred. A kit's eyes will open after about two weeks of life, first blue in color but changing to amber in four to five weeks. Teeth erupt and ears open at about the same time. Coat color, if there will be any change, begins at about three weeks. During this time the ears become erect and the muzzle (on Vulpes Vulpes) begins to elongate. Kits typically feed on breast milk for about one year, after which they can switch to artificially produced milk until they are sufficiently developed to ingest solid food.

While fertile offspring between Homo Vulpes and Vulpes Vulpes kitsune has long been known to be possible, new research and firsthand accounts are finding that the Xiscapian reproductive methods and process are compatible with a number of other races. When offspring are produced between a kitsune and a member of a non-kitsune race the result is known as a "Halfbreed", or, more rarely, a "Hybrid." In some pairings kitsune genes are dominant, resulting in an alien version of a kitsune, while in other races the kitsune genes are recessive, producing a kitsuneized version of the non-kitsune parent. Due to a quirk in biology, genes may be recessive in one child but dominant in another, even if they came from the same mother and were born at the same time. Known Halfbreed pairing include Xis-Alvo, Xis-Set, Xis-Cala, Xis-Phenian, Xis-Pokos, Xis-Sen, Xis-Neko, Xis-Ten, Xis-Fuji, Xis-Kit, Xis-Tel and Xis-Xeno.

Diet:

All kitsune are capable of living on a pure carnivore, pure herbivore or omnivore diet. It should be noted that some substances which are acceptable for a kitsune to ingest, and may even be considered seasonings or spices in Xiscapian food, may be poisonous to humans; therefore prospective alien diners should take care before consuming kitsune delicacies. Because of their digestive system it is safe for kitsune to eat raw meat, and as their jaws are powerful enough, and teeth sharp enough, to break bone it is possible for them to capture, kill and eat animals naturally. Metabolic rates tend to be quick in kitsune, leading them to require food more frequently but ingest less of it per sitting than the average human. Most kitsune maintain an omnivorous diet.

Body Language:

Kitsune body language consists largely of the movements of the ears, tail and posture. Because it can be difficult for non-kitsune to interpret kitsune body language, one may erroneously read a kitsune as being calm or even unemotional when he or she is actually very surprised, fearful or angry. One area Vulpes Vulpes body language is lacking in is facial expression, which is the biggest contributor to human indicator of emotion and inversely almost negligible when dealing with kitsune. It is possible for a kitsune to learn to make rough approximations of human expressions, but this is usually only done by diplomats or those who have a great deal of contact with humans, either for politeness, ease of communication or through unconscious imitation. Conversely, it is thought to be conventionally impossible for a non-kitsune to accurately read kitsune body language beyond extremely simple identifiers.

An inquisitive, curious or alert kitsune will often perk and rotate his or her ears and flick them often in response to auditory stimulation, usually combined with a subtle sniffing of the air. One variation on twitching the ears can be interpreted as being playful, while others signal intentness, caution or desultory scanning. Lowered ears can signal fatigue, inactivity, a negative emotion or simply a motion used to scan closer to the ground. Flattened ears usually indicate aggression, fear, anger or hostility. A single twitch of the ear on either side without corresponding rotation can be interpreted as an approximate equivalent to a human raising an eyebrow.

When a kitsune approaches with muzzle held high, looking down the snout, as it were, the posture means much the same as it does in humans; pride, confidence, arrogance or attention. When the muzzle is level with that of the other, insofar as such may be possible, it is generally a sign that a kitsune is approaching another as an equal, though it may also be so the kitsune can keep a careful eye on a potential opponent. When the muzzle is lowered in relation to the face or appropriate appendage of the other it is a sign of submission, deference, sadness or acceptance. Generally, a kitsune directly facing another is treating him or her cordially, while one facing sidelong is expecting an attack or confrontation. Kitsune officials will often draw all limbs except for their heads into the recesses of their robes, as a sign of readiness for procession, while military personnel usually stand with their hands clasped behind their backs just above their tails to indicate detachment, and kitsune teenagers like to keep their hands in their pockets; none of these should be taken a sign of a kitsune going for his or her weapon.

Perhaps one of the most profound of limbs used to communicate is the tail. When the tail is simply raised it can be a sign of submission, alertness, uncertainty or simple stretching. If the tail is lowered it may be a sign of sadness, aggression, attention or wariness. Where the tail curls it is often a sign of inquisitiveness, uncertainty, intentness or unease. When the tail lashes from side to side it is almost always a signal of aggression, agitation, anger or passion. Upon sitting, if there is no tail hole in their seat, a kitsune will often wrap his or her tail around their legs or waist to conserve space. Not to be ignored is the Xiscapian "tail language" which kitsune can use nonverbally to actually communicate thoughts and ideas, albeit in a limited fashion, to each other through deliberate and specific motions in and along the tail.

Vulpes Vulpes female
Vulpes Vulpes male


Other races under the domain of the Kitsune Empire:

The most numerous and common non-kitsune race in the Kitsune Empire, humans and near-humans make up a significant portion of the total Xiscapian population. Even on a more localized scale, in individual pieces of territory, most vessels, stations and colonies are home to at least a few people who trace their roots back to Homo Sapiens. The Kitsune Empire recognizes eight distinct types of humanity within its borders, all of whom hail from a specific allied or conquered state. Those not listed are either statistically non-existent, or are identical to standard humanity. The degree of "Xiscapianization" within humans living within the Kitsune Empire varies based on location, group and social class as well as other factors, but humans are usually successfully assimilated and integrated into the culture of the Xiscapians.

Alversians

Alversian male and female
Though Alversians are not the most common type of human in the Kitsune Empire, they are the first ever contacted by the Xiscapians, and as a result the most well-known and highly integrated. Because of this, the principle and most numerous halfbreeds are Xis-Alvo. In recognition of their service, many Alversians living in the Kitsune Empire who fought in the Korr Wars have duel citizenship in the People's Republic as well as honorary citizenship in the Kitsune Empire. Alversians who choose to immigrate to the Kitsune Empire are often brought in by Xiscapian friends and significant others, which usually leads to their either joining existing kitsune family businesses or opening their own enterprises, often in information services. Statistically few Alversians choose to join the military, often citing disagreement with imperialistic policies, but they are more common in the police force and the Imperial Intelligence department, as well as some management and administrative positions within the government. Cultural perception of Alversians holds them as calm, reasonable and intelligent people.

Special thanks to Alversia for the use of his write-up.


Setulanites

Setulanite Male
Setulanite Female

One of the later human types encountered by the Xiscapians, Setulanites (or Setulans) are superficially similar to Alversians. Indeed, the two subcategories share many of the same traits, including height, size, metabolic rate and liver function, but they are distinct and can be discerned by the practiced kitsune eye. Despite this, most kitsune judge the differences based on smell, which is to them substantial despite being outside human range of detection. Setulanites tend to have darker hair, higher general muscle mass and more bulk, while Alversians tend to be fair skinned, more slender and longer legs. Though their percentage is still smaller than most human types, the number of Setulanites living within the Kitsune Empire is growing steadily.

In the work force many Setulanites who come to Xiscapia were, like their Alversian fellows, following friends and lovers. Statistically, Setulanites are drawn to public service, including law enforcement, intelligence agencies and the military, and often skew towards blue collar work and frontier jobs, including joining mining operations, shipping corporations and survey companies. For this reason Xiscapian Setulanites are usually found along the fringes and colonies of the Kitsune Empire, rather than the interior. When employed in the armed forces Setulanites are almost always front, ground-level operators, and are often utilized as guards, boarders and shock troops. Xiscapians stereotype Setulanites as loyal, dependable and difficult to faze.


Phenians

Phenian male
Phenian female

Hailing from Greater Phenia, Phenians are a subcategory of Homo Sapiens. Though they lack the striking form of Alversians or the imposing presence of Setulanites, being of "normal" human size, Phenians nevertheless form an important part of humanity within the Kitsune Empire. Found extensively doing assembly line, clerical, logistical and support work in inner cities and large stations, they are known to be hard-working and determined, if often cynical and hedonistic. Trending towards pale skin and dark hair, most Phenians immigrated to the Kitsune Empire seeking economic opportunities, while others were attracted by the exotic temptations of the foreign land. Physiologically, they are notable for having adapted to breath smog and handle industrial conditions (like those of their homeworld) that other races would find debilitating.


Avalans
Avalan male
Avalan female

The second type of humanity ever contacted in significant numbers by the Xiscapians, the Avalans are a quiet, serious people. Coming from a technocratic society, they value technology, knowledge and practical applications highly, having little use for unverifiable theory, theology and the natural environment. Avalans view the universe as a set of problems to which solutions almost always exist, even if they have not been thought of or invented yet. Those who have immigrated to the Kitsune Empire often take jobs as scientists, engineers, technicians and other technical experts. Though they believe in self-defense, Avalans are generally non-violent, as they would rather design war machines than use them.

Physically, Avalans are slightly shorter than the average human, and marginally more intelligent. Some fifty percent of the population suffers from oculocutaneous albinism (OCA1a, OCA1b and OCA2), though rates are slightly higher in males. Hermansky–Pudlak syndrome and Waardenburg syndrome are often inherited in albino Avalans, though genetic manipulation usually allows for problems to be expunged. For those who live with the syndromes hearing and vision loss is common, but can be reversed or replaced with cybernetic implants. When at work Avalans prefer to remain behind the scenes, keeping systems optimal and running.


Olacians

Olacians of various types and genders

Though some do not consider Olacians a subcategory of humanity (calling them "elves") the Kitsune Empire regards the race as being genetically close enough to Homo Sapiens to classify them as humans. A highly diverse people, Olacian culture, language, technological level and even worldview varies from one type to another throughout what they call the Twelve Races, leading to a melting pot of states and peoples in miniature across Olacian (Hilda Rein) territory and those parts of the Kitsune Empire where they have taken up residence. Though the elves are by-and-large connected with nature, particularly on their home planet, and are well suited to agriculture and the raising of animals, they also have proficiency in some surprising areas, including terraforming, surveying, military scouting, tracking and reconnaissance and medicine. Interestingly, the presence of psychics within the Olacian population is very high, higher than that of any other statistically significant race in the Kitsune Empire. The types of Olacians are listed below.

Savage/Feral Elf: Possessing Stone Age technology and inhabiting the interior of Hilda Rein, Savage Elves are tribals who are not considered integrated with the rest of Olacian society. Indeed, they do not even speak the same language as their more advanced brethren, and are known for wearing animal skins and furs, using skulls as helmets. Savage Elves are rarely seen in Hilda Rein proper outside of captivity, as their attitudes towards outsiders, including other Olacians, ranges from wary to openly hostile. Those who wander too far into the wilds of Hilda Rein may find themselves attacked by Savage Elves, though they are easily beaten back using even primitive technology. Modernizing and assimilating the Savage Elves is currently one of the projects of the Hilda Rein government. Savage Elves can be any color but are often purple and white.

Forest/Wood Elf: A reclusive race, the Forest Elves are among the most in-tune with their natural world as any Olacian. Inhabiting the many forests of Hilda Rein, they keep outside contact to a minimal except for trade, and often shun technology in favor of using natural and organic sources to help them survive. When Forest Elves come of age they are allowed out into the wider world to determine whether they wish to remain with their clan or join their brothers and sisters in modernity; a Forest Elf who chooses civilization is allowed to leave but may not return, while one who chooses his or her home is then granted a position in the community. Despite their avoidance of others the Forest Elves are not an inhospitable people, and they will take care of most travelers or wanderers who come across their villages, provided they do not stay too long. Forest Elves are usually fair-skinned but sometimes are born with or develop green pigments.

Plains/Highland Elf: A cheerful and fun-loving people, Plains Elves are often found in hospitality and public relations on Hilda Rein. Making their cities on the steppes of the planet, Plains Elves are the life of every party, and are known for their brew of intoxicants and recreational drugs, as well as their promiscuity. In the times before Kitsune Empire dominion over the world, Plains Elves created the Olacian equivalent of tourist traps, meant to separate foreign elves from their money. Perhaps unsurprisingly, Plains Elves are adventurous and are frequently found in local survey companies or merchant craft, as many desire to move off-world and see the rest of the universe. Plains Elves tend to be brightly colored; the most common hue is an azure blue.

Half/Bastard Elf: Consisting of a crossbreed between any two races, Half Elves are most frequently halfbreeds between members of the Twelve Races but other alien variants exist as well. As with most genetic mixing, the exact traits of the offspring are highly variable, but Half Elves tend to be at least mildly psychic even if neither of their parents were, dark-skinned and they almost always retain their distinctive pointed ears. Though Half Elves faced discrimination when they first appeared, progressive government policy, as well as changing public attitudes, made a place for them in Olacian society. Half Elves are most frequently found in the most heavily urbanized areas of Hilda Rein, as well as in the system aboard ships and stations; typically, where they were sired. Half Elves have a wide variety of skin colors but are often black, gray, brown or bronze in appearance.

Dune/Sand Elf: The most warlike of the Twelve Races, Dune Elves make their homes in the barren wastes of Hilda Rein's deserts. Fierce fighters, the Dune Elves sustained themselves for centuries through raids and aggressive expansion, held at bay only by the High Elves and those that served them. When the races were unified under the Olacian Empire Dune Elves formed the core of the Olacian military, swearing to protect it from all threats. Even under the Kitsune Empire Dune Elves form the majority of the militias and levies, though some have also taken to banditry and piracy in the wake of the collapse of the Olacian nation. Dune Elves are usually brown skinned but can also be lighter tan colors up to human-like pink.

Ice/Cold Elf: Living only in the polar regions of Hilda Rein, Ice Elves are the least numerous of the Twelve Races, numbering just a few million strong overall. Intensely religious, Ice Elves worship nature and tend to be moderately psychically powerful for their efforts. Fortunately, all attempts at establishing a theocracy outside the poles was quashed by a combination of their low numbers, distance from most of the rest of the Twelve Races and the efforts of the High Elves, Drow and Blood Elves. Today Ice Elves have expanded to building temples and monasteries in the countryside and even take to the stars to construct them on moons and asteroids, but their dogma has failed to take hold among the largely apatheist and agnostic Olacian population. Ice Elves are almost always a very pale white.

High/Light Elf: The ruling class of the Olacians, the High Elves are the aristocrats, officers and officials of the Twelve Races. Though they have no special qualities, the High Elves were able to manipulate their way into power centuries ago by virtue of their resource-rich position and a strategic alliance with the Drow. Once their control was assured the High Elves played the other eleven races off each other, preventing any from growing too large or powerful while they continued to horde power and bide their time. Once the Olacian Empire became space-facing the High Elves assumed their supposedly rightful position as leaders, placing themselves above the rest. Today they continued to rule in the local government, though higher positions are now occupied by kitsune or Xiscapian-sponsored elves. High Elves are uniformly pink (human) in color.

Drow/Black Elf: Enormously powerful, Drow Elves can match the Dune Elves in combat and the Blood Elves in contests of psychic strength. Tending towards warlocks, elite guards and commandos, Drow Elves are usually attached to one or another organization that their family has been associated with for centuries, and will be fanatically loyal to it. Because they were often used by the High Elves and the Olacian government to crush rebellions and police the population, Drow Elves have a bad reputation in some parts of Hilda Rein. Under the Kitsune Empire Drow have been inducted into the special forces, interrogation units and command positions. Drow are almost always black or dark gray in color.

Blue/Cursed Elf: Coming from towns and small kingdoms on the coasts, Blue Elves are the most technologically advanced race after the High Elves, though many of their concepts and inventions are in fact stolen from them by the ruling caste. Scientifically-minded, Blue Elves are regarded as unusual by other Olacians because of their fascination with and love of science, inquiry and experimentation, earning them the alternative title "Cursed Elves" by conservatives who prefer psychic power to technology. In modern times Blue Elves handle much of the design and development of starships, weapons, terraforming devices and other pieces of technology, and often serve in the military as technicians and engineers. Indeed, until the High Elves took over the drive for modernization, Blue Elves were the ones pushing the rest of the Olacians into the world seen today. Blue Elves can be all shades of blue, but are often navy blue or deep purple.

Gray/Serf Elf: A brutalized and degraded caste, Gray Elves were the principle slaves to the other races for centuries before the Olacian Empire outlawed slavery. Discriminated against due to their skin tone, Gray Elves provided manual labor, low-level concubines and foot soldiers before their final emancipation brought about by the arrival of the Kitsune Empire. Despite their subdued history Gray Elves are the physically strongest and most durable of the elves, though they possess almost no natural psychic talents, which may explain their subjugation at the hands of their fellows. Today Gray Elves continue to provide the basis of the Olacian work force, but they are now quite powerful in the society thanks to the formation of strong labor unions. As their name suggests, Gray Elves have an ashen or slate skin color.

Blood/Damned Elf: Chief rivals of the Drow Elves, the Blood Elves are the only elfish race which matches the Drow in terms of psychic power. Where the Drow often tie themselves to organizations, however, Blood Elves lend themselves to personal ambitions, leading them to become witches, assassins and (in modern times) businesspersons. As Drow specialize in martial combat, Blood Elves utilize destructive psychic abilities, though their influence is often more subtle. With the arrival of the Kitsune Empire Blood Elves have more readily joined Private Military Companies and become mercenaries than their counterparts. Their skin is usually a crimson hue.

Wild/Wanderer Elf: Made up entirely of nomads, Wild Elves make their homes in all parts of Hilda Rein, from the coasts to the highest mountains. At one time the primary merchants of Hilda Rein, Wild Elves are constantly in motion in all ways, technologically advancing and regressing, numbers growing and falling, racial types mixing and stabilizing. With the advent of space travel and large, static urban centers, however, Wild Elf culture is dying as more and more of their kind choose to finally settle down or take to the stars. It is estimated that in twenty years time Wild Elves will no longer exist on Hilda Rein. Wild Elves are pink skinned, similar to humans.


Neo Kirisuban

Neo Kirisuban female
Neo Kirisuban in battle armor

Living on the worlds Kirisubo Primus and Kirisubo Beta, the Neo Kirisubans are a race of oriental humans who have built a small solar empire in the Neo Kirisubo system. Originally from another planet, the Kirisuban homeworld was destroyed by an unknown force (SASM involvement is suspected) leaving some two hundred twenty thousand refugees alive to flee to their current location. The vast majority of those who escaped were female, a fact which is reflected in modern Kirisuban society; today only ten percent of the Kirisuban population is male, though this is a result of careful planning and population control by the government, as males originally only made up five percent of the population. Even so, Kirisuban society remains female-dominated, it is actually illegal for males to hold posts in the military and it is mandatory for healthy male citizens to enter a breeding program at least once annually. Fortunately, advances in science brought by the Kitsune Empire allows for a more stable population, though the gender tilt is still decidedly lopsided.

The Kirisubans viewed their old Empress as divinely influenced before she was killed along with most of the rest of the population. When Kirisubo was made a protectorate of the Kitsune Empire this allegiance switched to the reigning Xiscapian Emperor and, in particular, the Empress. Despite the secular nature of the Xiscapian government and the apatheist outlook of the Emperor and Empress, the Kirisubans revere the Imperial Family as blessed by their gods with the "Mandate of Heaven" and are fanatically loyal to it, even more so than some native Xiscapians. Otherwise, the majority of Kirisubans follow the religions of Shinto (regarding the Kirisubo nation as holy, represented by shrines) and Buddhism -the two are interlinked and not usually mutually exclusive. Those who stay in the military and rise to Samurai (officer) class also follow the code of Bushido.

Military service is mandatory for females in Kirisubo, which as a protectorate means service in the Customs fleet, Defense Force (Militia or the Defense Fleet) or the Imperial Guard. Kirisubans can spend either two years on active duty in the Militia, Defense Fleet or the Imperial Guard, or five years as a reservist or Customs fleet member. Broadly speaking, the Customs fleet is responsible for policing and regulating the flow of people and goods through Kirisuban borders, the Militia is trained and equipped to defend territory on the ground, the Defense Fleet acts against pirates and hostile national forces, and the Imperial Guard protects dignitaries, officials and important pieces of military infrastructure. Kirsuban soldiers are conditioned and trained to avoid capture at all costs, seeing it as shameful; if there is no possibility of victory or retreat, Kirisubans will fight to the death, and if it seems capture it imminent, they will commit suicide. Should any Kirisuban be captured they are automatically exiled and prohibited from returning home. With regards to the enemy, Kirisubans do take prisoners, who are usually well treated.

Kirisuban officers and all members of the Imperial Guard follow the tenants of Bushido. Bushido is a code of conduct that emphasizes frugality, loyalty, skill in combat and honor to the end. Should a Kirisuban be mortally wounded or become dishonored or disgraced, they are expected to commit seppuku (honorable suicide) to regain, preserve or enhance their honor. However, Bushido also teaches compassion for the unfortunate, requiring the follower to act in all things with calmness, fairness, justice and propriety. Foot soldiers and those of lower station in the Kirisuban military are not required to follow the code of Bushido, though many aspire to, as a soldier who is noted by her superiors as faithful to the code's tenants stands a good chance at promotion.

Socially, Kirisubans take highly liberal attitudes, particularly towards sex. Most of the female population is predisposed towards bisexuality or homosexuality, making same-sex relationships more common than opposite-sex ones. Kirisuban public bathhouses double as brothels, with most employing several Ai-jins (love people) for the enjoyment of visitors. Even the military does not attempt to regulate sexual conduct among its members, though individual interpretations of the law and protocols vary between officers. Nudity is also a common sight in Kirisubo, as unlike most humans Kirisubans have little modesty.

Kirisuban society is built around the ideals of loyalty, honor, duty and compassion. Loyalty to the government is demanded, but the government's loyalty to its citizens is likewise expected. All are conditioned to conduct themselves honorably, and those who do not are exiled if not executed. Duty comes in the form of compulsory service to the state. Compassion is symbolized by the love the Kirisubans have for one another, and their hospitality towards outsiders.


Archians

Archian male
Archain female

Mostly under Xiscapian dominion on the planet Tiri within the Fudo System, Archians hail from the Celestial Confederacy of Arch Planets. As humans they tend to be larger, heavier and stronger than most Phenians, Kirisubans and Avalans, but smaller and weaker than given Alversians or Setulanites. Archians in the Kitsune Empire are overwhelmingly Caucasian with Illanian (the Confederate homeworld) accents and tend to be either youth seeking the exotic excesses of the Kitsune Empire or older merchants looking to turn a profit by buying or selling goods. A minority of the Archian population consists of what they call Bentusi, or Archian humans who have implanted themselves with cybernetic modifications, usually quite heavily. Though they do not comprise even a single percentage point of the Kitsune Empire's population, Archians warrant their own category of humanity due to their minor genetic differences and the presence of the Bentusi.


Telrosians


A Remelar

Natives to the planet of Pamp, the Remelar are an obscure, hardy race native to the planet of Pamp. In decades past the Remelar were a premodern people broken up into disparate states across their planet, alternatively warring and trading, before the Greali arrive. The more advanced imperialistic power quickly overwhelmed the Remelar governments and annexed the system into the greater empire, systematically oppressing the aliens as it did the other non-human races under its domain. Further warfare, with the Calaverians forcing the Greali off the planet only to replace racially fascist programs with racially communist ones, and the Danaversians coming to slaughter everyone, Greali, Calaverian and Remelar alike, brought further death and destruction to the Remelars, drastically reducing their already depleted numbers. Only when the Kitsune Empire finally took control of the system midway through the Danaversian War was peace and stability brought back to the Remelars.

Possessing only one gender, Remelar reproduce asexually via budding, in which their offspring literally grow out of their own bodies, eventually breaking off upon maturation. Remelar maturation rates are very short, six to nine weeks, but their lifespan is similarly truncated at twenty years. In part this was what made Remelar resistance to the Greali, Calaverians and Danaversians so difficult to quash, as its members could consistently replenish their numbers, with even one escaped fighter able to recreate a small band within a year. Because of this method Remelar regard most other types of sexuality, especially the pansexuality common among Xiscapian kitsune, as exceptionally strange. They are also incapable of engaging in traditional sex, as they lack traditional and recognizable sexual organs.

From a national standpoint, many Remelar are highly independent at a local level, a throwback to the days of a fractured planet. In general they care little for what the greater government (in this case the Kitsune Empire) does so long as it does not interfere with their day-to-day living. When inducted in militia and levy groups Remelar are almost always kept close to their homes by necessity, as they will fight more fiercely for their own communities than a larger whole. In trade Remelar are fair but sometimes spend excessively in order to get all possible options. Though hospitable to aliens, Remelar culture and way of life tends to be so strange that most cannot properly live among them.


A Zillar male
A Berrax male
A Berrax female

A pair of reptilian races, the Berrax and the Zillar people are cousins genetically, with some substantial physiological differences. Zillars are cold-blooded, with lighter scales and smooth, well-defined forms, while Berrax can withstand great heats and colds, tend to be dark in color and range from having thin hides to heavy natural armor. Berrax senses are overall superior to those of the Zillars, but they have live births and low birthrates, while the Zillars lay eggs and can spawn dozens of young at once. Diet is drastically different as well, Berrax are carnivorous but can subsist on certain types of stone from their homeworld, while Zillars are omnivorous. The two races view each other warily, though this has more to do with their being on opposite sides of the Danaversian War than inherent racial tension.


A Boolean official
A Boolean engineer
A Boolean elite soldier
A Boolean merchant

Culturally enterprising, the Booleans are a methane-breathing race from the planet Boole. Distinctive because of the life support suits they wear off their homeworld, Booleans are green-skinned humanoids with conservative values for people in the Kitsune Empire. The socioeconomic level Booleans inhabit is widely disparate; as a conquered people they may be little better than workers and foot soldiers, but those who were sympathetic to the Coalition during the Danaversian War, or the new generation, may find themselves in higher positions. As they were before the war, the center of economy for individual Boolean systems is generally commerce, though the actual level of Boolean merchants has been reduced due to the aggressive Coalition raids on their traders during the conflict, meaning most Booleans now work in sending or receiving cargo, or sponsoring ventures. Despite their making up a statistically significant portion of the population, Booleans are not often seen outside their home systems, as they tend to be poorly received in other parts of the Kitsune Empire for their alliance with the Danaversians.


Female Escan-Timo and Escan-Domo, from top to bottom
Escan male
A Rasthan male and female
Rasthan male
Rasthan female

Though Escan and Rasthans are encountered in two different galaxies, they are genetically so similar as to be virtually identical outside of certain superficial differences. The lupines, for they are considered to be the same species, appear to have developed along two separate lines but almost certainly had the same origin point somewhere in the past; whether this was the Home Galaxy, and the Escans are the precursors, or the Milky Way, and the Rasthan are in fact the forerunners, is unknown. Escan tend to be of lighter weight, fairer fur color and smaller size, while Rasthan are heavier, darker and larger. Interestingly, Escan tend to have higher rates of female birth, while Rasthan have higher rates of male birth, hinting at a fundamental divergence between the genetics of the species at some time in the past. However, Escan experience human-type sexual dimorphism in which the male is larger than the female, but Rasthan genders are the opposite.

The Escan were encountered first by the Kitsune Empire as a slave caste under the Danaversians. Liberated when the Ranus System was captured and secured by Coalition forces, Escan have spread throughout the Kitsune Empire since the end of the war, finding places at all levels of society. The principle Escan world, Ranus V, was annexed into the Kitsune Empire without issue. On the flip side, the Rasthan were saved from the Rethast by a pair of Xiscapian merchants directed by a scout, a few hundred thousand individuals taken to the fringe of the galaxy where they petitioned for and received the right to establish their own, semi-independent state. Studies comparing and contrasting the two peoples are being conducted, but what they may tell, if anything, is unpredictable.

Special thanks to Alversia for the use of his write-up.


A female Alumina
A male Alumina
Standard Alumina armor
Special Operations Alumina armor

Throughout the Danaversian War Xiscapian and Aluminan troops fought side-by-side, developing a certain kinship unique to soldiers on the battlefield that their respective governments, with their chilly relations, did not share. Once the war ended and the Aluminan Pridelands were absorbed into the People's Republic, borders opened and what had been a trickle of Alumina exiles turned into a stream of felines seeking to escape their homeland with its broken government, ravaged economy and shattered military to one of the strongest postwar states, the Kitsune Empire. A number of the Alumina ended up in the Meyos System, where the Xiscapian government was sponsoring immigrants to settle in stations and sectors confiscated from Boolean merchants, commanders and corporations. Humbled by the AXIS victory where their own years of effort failed, most Alumina residing in the Kitsune Empire remember their homeland but have pledged loyalty to the Kitsune Empire, bringing with them stores of technical knowledge and talent. As the vast majority of Alumina were soldiers, many have volunteered in the Kitsune Imperial Military.

Special thanks to Alversia for the use of his write-up.


Three female Sar
Two young female Sar
One female Sar

Though they first appear to be a type of fish, the Sar are in fact a race of amphibians who can live in both aquatic and land environments, though they are adapted to and generally prefer the sea. Though they are evolved to live in the ocean, biological modifications or cybernetic implants allow Sar to live and operate out of brackish and fresh water as well. Gills give Sar the ability to retrieve oxygen from water, while their skin is made up of rough dermal denticles to protect it from damage, though some choose to smooth it down for practical reasons. Sar lose their teeth all their lives, losing one tooth as often as once a week, and have several replaceable sets; given the fact that they often devour their prey while it is still alive, their jaws are exceptionally powerful. Contrary to popular belief, Sar do have a bone structure, though much of the rest of their bodies are made up of cartilage.

Where a kitsune or similar being's tail helps that retain balance on land, a Sar's tail and fins provide speed and direction in the water superior to that which most beings can achieve. Indeed, the average Sar's swimming speed is faster than the average unmodified kitsune's running speed. Sar are warm-blooded, and can live anywhere in the ocean including polar regions, though they usually prefer the tropics. A Sar's diet consists entirely of meat, but they are capable of digesting (though not extracting nutrients from) almost anything, and they are very difficult to poison. Interestingly, most toxins and drugs have no affect on Sar, necessitating the development of their own branch of medicine and psychotropics.

Outside of water Sar have a poor sense of smell, equivalent to that of a human, but in water it is quite keen, with members being able to detect a single part of anomalous liquid (such as blood) in one million parts of seawater. Eyesight in and out of the water is superior to that of a human's; out of water it is slightly worse than that of a kitsune, but in water it is significantly better, and includes nocturnal vision at the cost of making them colorblind. Sar have eyelids and nictitating membranes which function normally on land, but in the water are not used as the passage of liquid cleans the eye. Hearing is sharp in the water but only marginally better than that of a human on land. Overall, a Sar's natural senses grant them a huge advantage in the water over species not adapted to live aquatically, and further artificial enhancements can widen this gap further.

In all environments, but especially aquatic ones, Sar utilize sensing organs called electroreceptors across their bodies to detect the electromagnetic fields that most living things and some machinery produces. This allows them a seemingly supernatural awareness of their surroundings, particularly when they sense something outside of visual range. Sar do not need to have a direct line of sight to pinpoint electromagnetic fields, but can find them through solid materials such as thin walls. Additionally, currents in the ocean produce electromagnetic fields that the Sar can use for orientation and navigation. A lateral line, a sensing organ that runs the length of the Sar's body, also helps them detect movement nearby in the water, though it does not work on land.

Sar can sexually reproduce on land or in the water, and have live births; maturation is reached at fourteen years, with a typical life span of eighty. Rarely, female Sar may have a type of asexual birth known as parthenogenesis, in which the offspring is a half or full clone of the mother. Socially, Sar may hunt alone but usually seek prey in groups of six or more; common wisdom puts at least two hunters on land. On their homeworld Sar generally only hunt on the main continent or islands if they have failed to catch any food in the water or to satisfy a certain craving or ritual. Sar communities may be as small as a dozen individuals, or as large as several million, depending on location and definition.

Physically, Sar are among the strongest beings in the Kitsune Empire, with mass and raw power on par with that of a Korr or Setulanite. In Sar culture many decisions are made by contest of strength, if not physical, then mental or spiritual. Even in the Kitsune Empire, most Sar do not respect a leader who does exhibits weakness, particularly in hunting or in the military. Youth, however, are usually more liberally minded than their parents, as they did not grow up fighting the Danaversians. Sar who live or work off world tend to be more tolerate of such attitudes than those still tied to their home planet.


A Telrosian Abhuman female
Initiate female
Another Telrosian Abhuman female
An Initiate male

The third pairing of two similar races, Abhumans and Initiates, as they are known, come from two different realms entirely. Initiates, formerly of the Genetic Purity Initiative (GPI), are sentient beings from another dimension who's home nation started and ultimately was defeated in a conflict with several of this dimension's resident states. Stranded in the Milky Way when the rift between dimensions was sealed, the Initiates were taken as refugees by the Kitsune Empire and moved into the Home Galaxy to the planet Celestis. Abhumans, on the other hand, were once native to the planet Cruor, and while their history is murky they are thought to be the descendants of genetically modified humans. Though the Abhumans are in the process of resettling Cruor, members of their group have spread throughout the Kitsune Empire in both galaxies.

Physically, Abhumans and Initiates are comprised of a number of disparate furred races, including humanoid anthropomorphic vulpines, lupines, felines, polecats, 'coons, rodents, weasels, antelope, bats, deer, minks and similar mammal creatures. Examination of Initiate and Abhuman vulpines, lupines and felines, compared to known races such as kitsune, Escan and Alumina, show minor links at best, suggesting they evolved or were engineered separately. As a people, Initiates tend to be apathetic, devastated by the loss of their homeland, but in recent years they have been shored up by the similarly disenfranchised but more optimistic Abhumans. Indeed, Initiate acceptance for Abhumans is considered an encouraging sign, given GPI's intolerance towards those it did not consider genetically pure, a category into which Abhumans would almost certainly fall. In both galaxies Abhuman and Initiate populations, infrastructure and economy are on the rise as the shattered peoples pull together what they have left and take advantage of the Kitsune Empire's generosity to build a better future.
Last edited by Xiscapia on Sat Oct 01, 2011 11:42 pm, edited 75 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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Administration, Government and Xiscapia (Holdings Prelude)

Postby Xiscapia » Sat Jan 29, 2011 11:14 am

Government:

The Kitsune Imperial government is a large, bureaucratic sprawl headed by a small, efficient organization known as the Imperial Administration, led by the Imperial Family. While the ruling Family is elected once each life span of its head member, barring their stepping down or impeachment, all lower officials are appointed by the Imperial Family or representatives with powers of the former invested in them. Members of the Imperial Administration inside the Imperial Palace or otherwise working directly in the interests of the Imperial Family are selected by the rulers themselves to form a close organization of officials who communicate the Administration's desires with the rest of the Empire, confer on legislation and execution and advise the Imperial Family. Oversight by other departments and independent groups in the public make these positions nearly transparent to prevent corruption, while holding a place inside the Administration is considered a great honor that few citizens would waste. Palace officials come from all sources and walks of life, including the private sector, foreign governments and the Kitsune Imperial military.

Along with Executive and Legislative powers, the Imperial Administration is also responsible for coordinating between and maintaining harmonious relationships with the other various departments and agencies of the Kitsune Empire, including the Diplomatic Corps, the Kitsune Imperial Military, the Imperial Intelligence Department, the Internal Affairs, the Imperial Governors and other many others.

Outside of the Imperial Family, the highest appointed officials are the Imperial Governors. Depending on their status and level of appointment an Imperial Governor may only rule over a single province on a planet or a small moon, or they may exert their will over an entire star system. Subordinate only to the Imperial Family, Imperial Governors are the bodies of Kitsune Imperial rule in distant locales, and have total civil control over their domains bar whatever the Imperial Administration mandates. While Imperial Governors have a great deal of power, they exert little influence over the military; garrisons under the Imperial Governors are obliged to obey their orders as though they were passed down by the Imperial Family, but in practice most Imperial Governors leave military operations up to military commanders. Like the Imperial Family, Imperial Governors hold their positions for life, unless they resign or are forced to step down by the greater government or the people.


Imperial Intelligence Department:

The purpose of the Imperial Intelligence Department is to act as intelligence gatherers for the Imperial Administration outside Xiscapian borders. They are usually engaged in the general surveillance of national and military leaders, important facilities, military movements and actions and the operations of spies and counterspies inside the borders of any nation that takes the interest of the Kitsune Empire. They are not, however, prohibited from using assassination, covert acquisition of technology, sabotage, blackmail and conducting black ops or false flag operations to achieve their ends. The IID maintains dedicated teams of coders, codebreakers and computer specialists to both code and send or intercept and decode messages. The IID is a shadowy, mysterious organization that no one but those who work in it and a precious few in the Imperial Administration know much about. It is believed they are based somewhere in the city of Lune. The head (whose identity is not currently known) and personnel of the Imperial Intelligence Department are protected by IID agents. They are thought to have affiliation with the Xiscapian Shadow Ops.


Xiscapian Internal Affairs:

The responsibility of the Xiscapian Internal Affairs is to collect taxes from the people, conduct an annual census, enforce the law, identify and neutralize possible and probable threats to the People and the State within the Kitsune Empire and to survey all of Xiscapia to ensure the laws are being followed. A large part of the job is that of watching the foreign population of the Kitsune Empire and all xenos who cross Imperial borders, which has garnered the XIA a certain amount of resentment from the non-kitsune portion of the Kitsune Empire. The XIA has gained a reputation for being ruthless (some even say cruel) against xenos who offend serious Xiscapian laws, and has largely integrated itself into the society of the Kitsune Empire in an effort to catch as much law-breaking and intercept as many threats to the nation as it can. The XIA is based in Rio Casa, and its head, a kitsune named Yên ling and personnel are protected by XIA agents.


Law Enforcement:

Joined at the hip with the Customs Fleet, Xiscapian Law Enforcement consists of civil and paramilitary units tasked with protecting Kitsune Imperial territory. As the military and Customs will have probably already dealt with the worst of sapients and forces, the authorities are mostly on hand for escorting emergency services, guarding public and federal buildings, enforcing domestic laws and general patrol. A great deal of the police force has been automated, either by computers, low-level A.I. or androids, and the remaining officers tend to be lightly armed and highly mobile. Heavier situations, when they do occur, are handled by Xiscapian Special Law Administration Mediators (SLAM) troopers, who generally respond to large and well-funded gangs, terrorists, illegals and other more dangerous offenders. The police work closely with Xiscapian Internal Affairs, which uses more specialized agents for investigative and strike work.

The police, and general law enforcement, have been praised for being inconspicuous but highly effective. This is partially thanks to the extensive array of monitoring devices law enforcement has under its control, so more drones and cameras are among the public than actual officers and their vehicles. Despite the low level of intensity law enforcement seems to possess (standard officers are armed with pistols, lack heavy body armor, ect.), criminals are dealt with harshly. It is the objective of the force to spend as little time as possible hunting for and interning criminals and as much time as possible capturing and interrogating them, so law enforcement has a wide degree of liberty with suspects. Between themselves and the Syndicate, foreign and freelance criminals do not last very long at all.

Once interned, an offender can generally expect one of three punishments, depending on the severity of his, her or its crime(s). The most basic level, for minor infractions involving traffic violations, disorderly conduct, disturbance of the peace and so on, are dealt with via the issuing of a fine, the logging of the offender into official records, and possibly public humiliation in the form of a probation which denies the offender the ability to enjoy certain establishments such as bars, brothels, restaurants, V.R. sims and other institutions of pleasure. The second tier, for which minor thieves, trespassing, vandalism, possession of illegal drugs and similar consciously acted upon but minimally harmful perfidy, metes out more severe punishment. Those convicted may experience any of the aforementioned and lose their right to vote, their right to travel outside the state (or enter in again if foreign), prohibited from obtaining certain licences and permanent ineligibility to hold public office. The third and final tier deals with those convicted of aggravated assault, child molestation, sexual assault, rape, murder, slavery and piracy. If the offending party is found guilty, the result is almost always execution, by hanging, firing squad or decapitation.

A standard Police Officer

Police Android

Police Cruiser

Automated Pursuit Vehicle

Police Gunship

Xiscapian SLAM Trooper

SLAM APC

A Customs Trooper


Department of Xiscapian Armed Services:

The Department of Xiscapian Armed Services (DXAS) is tasked with recruiting, training, equipping and promoting of soldiers and officers within the five branches of the Armed Services, being Army, Navy, Customs, Scouts and Militia. DXAS coordinates and oversees the logistics and deployment of all Xiscapian armed forces, but is separate from the military, as it includes Customs and Militia which, while subordinate to the Kitsune Imperial Military, are not a part of it. The DXAS also provides oversight for the production, purchase and testing of all military weapons, vehicles and equipment for the five branches. Finally the DXAS also directly commands the Xiscapian Freedom Corps, and is responsible for the basic training and supplement of the irregulars where needed.


The main holdings of the Kitsune Empire inhabit a galaxy outside the Milky Way, near the Galactic Rim of the structure in a dwarf galaxy known to its inhabitants as the Home Galaxy. They live in a solar system with a single medium yellow sun comprised of four planets.

The Xiscapian System:

Population: 20,000,000,000 (95% kitsune, 5% other)
Planets in system: 4
Moons in system: At least 300
Planets owned: 4
Moons owned: The Imperial government exerts control over all heavenly bodies in the system.
Cities: Too numerous to list.

Defenses:
FTLi field
10,000 defense platforms (6,000 B.L.A.S.T, 4,000 B.L.A.D.E.)
Probe Fields
Minefields
Xiscapian Customs Force (XCF) (Advanced)
Xiscapian System Fleet (I Fleet)
Reserves Fleet (IX Fleet)
Garrison: 1,000,000,000 Xiscapian Imperial Army troops plus Freedom Corps

Geography: See XISCAPIA
System governor: Emperor Foxfire Rose
Exports:
Raw and refined ore, precious metals, gems, electrical machinery, apparatus and appliances, starships, computers and computer parts, transport equipment, miscellaneous manufactured articles, foodstuffs, general industrial machinery and equipment, professional scientific and control instruments and apparatus, telecommunication and sound record and reproduce apparatus and equipment and organic chemicals.

Overview:

The Xiscapian System is the heart of the Kitsune Empire, home to 40% of its total population, and the most heavily defended.

Lins

The closest planet to the star, Lins is small, rocky, hot planet. Devoid of any life, with daytime surface temperatures hot enough to melt lead and no significant deposits of valuable minerals, it has been almost entirely ignored aside from a few scientific expeditions and the occasional military weapons test. Some proposals have drawn up the construction of a colony or military base on the world, but there has been little interest from potential colonists and the Xiscapian Imperial Military has already heavily fortified the system and there would be considerable logistical problems in supplying and reinforcing such a base or instillation. For the moment Lins is considered unimportant and not an area of any concentration.

Korrillia
Hundreds of times larger than Lins and having slightly more surface area than Xiscapia, Korrillia was once home to a race of brutal, warlike people known as the Korr*, who colonized the planet several years after the Xiscapians founded Xiscapia. From the inception of civilization, Korrillia was heavily industrialized, thirty percent of the planet covered in factories devoted to making machines and componets for machines, while much of the usable remaining area was used for labs and cloning centers that produced food the feed the massive Korr population. Pollution was heavy, and after a millenia of abuse, combined with ferocious warfare between both the Korr Supremacy and the Xiscapian Empire, and, after that, warring Korr factions, turned the entire planet into a wasteland.** The seas dried up or became poisoned and dead, much of the surface was covered in crashed ships, leaking reactors, unexploded munitions, wreckage and rubble. Very few plants or animals survived the destruction, leaving bacteria and insects to have free reign over the blasted world. In the Tenth Year of Our Lord Emperor Foxfire Rose the Xiscapian government contracted several terraforming and cleaning companies to make Korrillia habitable by higher life again, hoping to colonize the world for the Kitsune Empire. However, the planet is still 'under construction' and large swaths of it are uninhabitable, most of the world being toxic to most biological life. Nevertheless, hopes remain high and the work is progressing, if slowly.

*Korr
**Korrillia in the Aftermath
Korrillia as of now (Note the presence of plant life and cloud formations)


Jomstar

The blue colored gas giant seperating Korrillia and Xiscapia, Jomstar has over five hundred sattelites orbiting it, many of which hold Xiscapian scientific research stations, military bases, sensory outposts and the ruins of both Korr and Xiscapian fortresses and strongholds from the days of the Korr War. Almost the entire Korr War was fought on or among these moons, adding a great number of destroyed vessels and wreckage to the classic ring of debries that orbits the planet. An armada's worth of defensive weaponry is said to be hidden on or around the moons or even inside the gasous world itself, and the sector is scanned and patrolled heavily by the Xiscapian Imperial Navy to deter pirates, enemy nationals or other criminals from attempting to settle or make bases on them.

Solar Sail drone outpost near Jomstar
A research outpost on one of Jomstar's many moons
An abandoned Korr Wars-era fortress on one of the moons

Xiscapia:

The fourth and final world of the Xiscapian system, Xiscapia is home to the fox-like race of kitsune, ruled by the Kitsune Empire of Xiscapia.

Geography
Xiscapia is 68% water, and has three huge continents: Padga, to the north, is cool and wet, with warm rainy summers, lush springs, cool, brisk autumns, and cold, dead winter. It is covered in thick forests and crisscrossing streams and rivers. It's mostly flat in the middle and to the east, but to the west there is hills, unbroken until they reach the sea, and to the north are the mighty Alkrash mountains. The eastern most continent, called Forworn, is sparsely populated. To the east is rolling plains and rugged platues. Jungles to the west and south are broken only by occasional rivers. The continent has only three major cities, with a handful of minor towns but countless small villages. To the west is Slipslah. About half, the western half, is desert. It has pleasant coasts and mountains to the far west. To the east and north is fertile farmland. The south holds little for anyone, just a huge amount of infertile dirt and ragged trees. Most of the cities here are along the coast, with the inner parts of the continent vastly unsettled. This houses most of Xiscapia’s factories, farms, and natural resources. To Padga's West is the Island of the Dead, where notable kitsune, including great warriors, Emperors and Empresses, and heros are laid to rest. Also to it's West is the island of Vador, which is paradise and quite a tourist attraction. To Slipslah's West there is the island of Glega, which is largely a farming area. A few miles East is the island Providence, with a city of the same name. The island is a popular haven for offworlders, second only to Tenfour. To Forworn's West there is the islands of Rune, which are covered in the ruins of an ancient civilization (see XISCAPIAN CULTURE). Xiscapia has two moons, both of which rise at night, Kel and Regalis. Kel's rocky surface is inhabited by about twenty million Xiscapians, while Regalis is a barren, lava-filled place. Kel has colonies established on its surface, becayse it is rich in Guilda crystals, which power most Xiscapian technology, as well as silver, gold, and gems, it is a mining center. Regalis, a world of molten lava, harbors only a maximum-security prison facility.

Political Map
Physical Map
Map Key
Last edited by Xiscapia on Fri Sep 30, 2011 7:56 pm, edited 7 times in total.
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Kitsune Imperial Holdings: Statistics and Information

Postby Xiscapia » Sat Jan 29, 2011 11:15 am

Imperial Holdings and Colonies are separated into four distinct groups: The Inner Worlds, the Outer Worlds, Milky Way Galaxy Holdings, and Protectorates.

Inner Worlds: Inner Worlds are the oldest colonies and are closest to the heart of the Empire. They are the most densely populated and the most heavily defended of all territories.

Outer Worlds: The Outer Worlds are systems that are still within the Home Galaxy but were colonized after the first expansion period. These areas tend to be more lightly populated and defended.

Milky Way Galaxy Holdings: Milky Way Galaxy Holdings are exactly what the name implies: Xiscapian territory within the Milky Way Galaxy.

Protectorates: Protectorate simply refers to worlds or systems that are controlled by a foreign government that is heavily influenced by Imperial policy and decisions. Protectorates will often have Xiscapian citizens and businesses within them and will sometimes be occupied by Imperial Military forces in cooperation with a native defense force.

Minor holdings include mining systems without significant populations, empty systems seeded with sensor drones as part of a defense grid, deep space outposts and territories on worlds or systems owned by the Kitsune Empire within the domain of another power (e.g. embassies, mining operations). Some minor holdings are listed, but many are not. However, all minor holdings are defended as sovereign Xiscapian territory.

Population: The number of sapient beings in the system who are counted as Xiscapian citizens.
Inhabitable planets in system: The number of inhabitable planets in the system. Does not count planets which are dead or otherwise not inhabitable.
Moons in system: The number of satellites in the system. Generally only counts those which are inhabitable.
Planets owned: The number of inhabitable planets in the system claimed by the Kitsune Empire.
Moons owned: The number of inhabitable satellites in the system claimed by the Kitsune Empire.
Cities: The number and names of the major population centers in the system.
Defenses: The defenses of the system, including but not limited to exo assets such as Imperial and native fleets, static emplacements and weapons, allied forces and Customs fleets. Irregulars such as corporate fleets, transitory armed traders and similar units are not usually mentioned.
Garrison: The number or unit of troops in the system. Militias and levies are usually counted, but corporate mercenaries and armed private citizens are not.
Geography: A misnomer, as these detail the climate and terrain of the system's main planet(s). If no main planet(s) exist then this section will cover the layout of the wider system. Pictures of highlights of the system are often included.
System governor: The Imperial Governor appointed to exert control over the system. If the system is a protectorate, jointly controlled or minor, the Governor will either be listed as the highest ranking diplomat or officer, or its resident native administrator.
Exports: The goods and services traded with the wider Kitsune Empire and foreign states.
Overview: History, details and miscellaneous facts.


The Inner Worlds:

Kel:

Kel with daytime atmosphere. Note the Monoliths of Ash visible to the left.
Subterranean City
A mole miner, commonly used in mining operations.
An automated mining vessel
Population: 50,016,846 (80% kitsune, 15% human, 5% other)
Cities (listed from smallest to largest): Kel (capital), Someia, Kintel
Defenses: Surface guns and garrisons, the home world's own defenses cover both moons.
Kel is a rocky planatoid with a thin atmosphere, and it mostly barren, devoid of any animals and only a few hardy plants. Most of the Xiscapians who live and work there are somehow connected with the mining, processing, shipment or sale of the ore that is in the moon, and around that cities have sprung up. Freighters with holds full of ore go frequently go down to the homeworld, bringing Guilda crystals (power crystals), silver, and cortosis, a durable metal which is resistant to damage. Warships are made of this metal, as well as some hardened buildings. The Syndicate have a stong presence here.


Cholk system:

Population: 10,000,000,000 (95% kitsune, 4% human, 1% other)
Inhabitable planets in system: 1
Moons in system: 5
Planets owned: Cholk
Moons owned: 3 (Thep, Lona, Sompton) (Thep orbits Cholk, Sompton orbits a small uninhabited red world, Lona is a military base on an icy moon orbiting the gas giant)
Cities: 10 (5 on Cholk, 1 on Lona, 3 on Thep, 1 on Sompton) (capitol: Saki)
Defenses:
1x Tipperary Station (Parish)
FTLi field
3,000 defense platforms (2,000 B.L.A.S.T., 1,000 B.L.A.D.E.)
Probe Field
Mine field
Cholk Customs Force (CCF) (Advanced)
(Note: A standard Advanced Customs Fleet consists of ten Thresher class corvettes, three Dusky class Cutters (reclassified from Destroyers), one Veil class Interdiction Frigate and one Silvertip class Stealth Ship)
Cholk System Fleet: (Fleet II)
Garrison: 2,000,000 troops (Third and Sixth Army Groups), Xiscapian Freedom Corps Militias

Geography: Cholk has only one, giant continent, the landmass covering about sixty percent of the world. It is pleasantly cool there, with cities nestled in between the mountains and beside rivers and lakes. The vegetation is mostly grass and tall trees.
Mountain River
Surface military base during a Boolean orbital attack
Subterranean City
System governor: Governor Vist
Exports: Arms, starships, computers and componets, foodstuffs.
Overview: The earliest colony to have been established by the Kitsune Empire, Cholk was settled just after the Korr War ended by Xiscapian settlers. Being so close to the heart of the Empire and a major population and production center Cholk is heavily fortified and has a large defending fleet and garrison to protect it. Cholk serves as a stopover between the Xiscapian and Wuin Systems, though it has few exports except for its trade with the Xiscapian System. The system has only rarely been attacked twice in its long history, in its first days by pirates and once during the Thirteenth Danaversian War, and its defense force has been successful in repelling all assaults with minimal damage. The system's position allows it to quickly call up reinforcements from Xiscapia.


Wuin system:

Population: 10,000,000,000 (Xiscapian holding only) (50% kitsune, 30% human, 20% other)
Planets in system: 3
Inhabitable planets owned: 1 (Slint)
Moons in system: 78
Moons owned: 0
Cities: 2 (Haven, Lantic) (on Slint, the only habitable planet in the system aside from Apex)
Defenses:
1x Tipperary Station (Lemniscus)
FTLi field
3,000 defense platforms (2,000 B.L.A.S.T., 1,000 B.L.A.D.E.)
Probe Field
Mine Field
Wuin Customs Force (WCF) (Advanced)
Wuin System Fleet: (Fleet III)
Xiscapian Garrison:
1,000,000 troops (Seventh and Eighth Army Groups)


Alversian Forces:
VI Fleet

Commander: Admiral Michael Bartlett
Location: Apex
Flagship: APS Covertine

Dreadnoughts: 7x

Battlecruisers: 10x

Carriers: 4x

Heavy Cruisers: 11x

Cruisers: 14x

Light Cruisers: 6x

AA Cruisers: 3x

Destroyers: 16x

Survey Cruisers: 3x

Corvettes: 105x

Fleet Total:
21x capitals
34x cruisers
121x escorts
6x support

182x warships total

Alversian Garrison:
133,000 troops
5 x Infantry Divisions
1 x Armoured Division
10 x Mechanised Divisions


Geography: Slint is a red desert, valuable for it's healing plants in it's few jungles and it's Aenibt gas, which is breathable but used to power beam weapons.
A small surface outpost
One of the floating cities
Smaller floating towns.
System governor: Drell
Exports: Aenibt gas, medicine, miscellaneous manufactured goods.
Overview: A shared Xis-Alvo colony, Wuin was the second holding to be established by the Kitsune Empire, being annexed shortly after Cholk was. Is is the midpoint between Xiscapia and Alversia, and serves as a trade center between the People's Republic and the Kitsune Empire as well as an important transit system to those travelling between the two nations. Additionally the Wuin System received a Stargate connecting it to the Phenian System shortly before the Danaversian War, and also established itself as the primary trade base with the Republic of Setulan, bringing a large influx of shipping. Because of its position and connection with the Milky Way Galaxy Wuin is a critical piece of territory to the Kitsune Empire. Due to this it is very heavily defended.


Protectorate:

Celestis System:

Population: 500,000 (88% non-kitsune, 12% kitsune)
Inhabited planets in system: 1
Planets owned: 0
Moons in system: 0
Moons owned: 0
Cities: Celestis
Defenses:
1x Tipperary class Station (Sileo Tumulosus)
Celestis Defense Fleet (TBD) (Fleet XIV)
Celestis Custom Force (CCF) (20x Destructor class corvettes, run by members of the Confederate Navy)
1,000 defensive platforms (600 B.L.A.S.T., 400 B.L.A.D.E.)
Probe field
Garrison:
242ed Division (10,000 troops)
Confederate militia (Roughly 20,000 irregulars)

Geography:
Forty percent of Celestis is a gigantic urban sprawl of mostly identical buildings. The rest of the planet consists of plains and former government farms.
Slums
Skyline in rebuilt portion of the city
Interior of XDC offices
System governor:
President Malina Losvara
Exports:
Manufactured goods, foodstuffs.
Overview:
Celestis has had a long history of being repeatedly captured by one race or nation before a new one comes to force the occupiers off, always paying for their conquest in blood. First the Calaverians came together and unified, then they were wiped out by the Imitators, who were then wiped out by the Xiscapians, before the Calaverians came back and negotiated to have their world sold to them, before being ultimately destroyed by the Xiscapians, who then gave the planet to the refugees from the fascist state known as the Genetic Purity Initiative to use as their new home. There was hope in the Kitsune Empire that, with the ideas of slavery, racial hatred and class superiority removed from the lives of the refugees, they would become a peaceful and prosperous state, but ultimately culture shock, disillusionment and ineffective ruling on the part of the provisional government set up by the Xiscapians crushed that hope. The Confederacy of States, like the Calaverian Universal Government before it, became little more than a vassal for the Kitsune Empire, which poured research and funds into fighting the hostility, antipathy and general depression of the refugees. There has been some small success with the common Confederate, but the government remains corrupt, inefficient and heavily reliant on Xiscapian aid. The Syndicate has a very strong presence on Celestis, and the Confederacy is almost completely dependent on the Kitsune Empire for protection and defense.


Dolosus System:

Population: 5,000,000,000 (97% kitsune, 2% human, 1% other)
Inhabitable planets in system: 1
Planets owned: 1
Moons in system: 0
Moons owned: 0
Cities: Mizu, Kaji, Koudo, Sukai
Defenses:
1x Tipperary Station (Arkady)
2x Azov Stations
4x Soryu Stations
FTLi field
3,000 defense platforms (2,000 B.L.A.S.T., 1,000 B.L.A.D.E.)
Probe Field
Mine Field
Dolosus Customs Force (DCF) (Advanced)
Dolosus System Fleet: (Fleet V)
Garrison: 3,000,000 troops (Tenth, Twelfth, Thirteenth, Sixteenth, Seventeenth and Nineteenth Army Groups)

Geography: Mostly plains with lakes and some mountains. Frequent rains and tornados.
Example Photos:
Plains
Plains with mountain background
Plains with lake and mountains
Mountainside
System governor: Governor Dovenhawk
Exports: Foodstuffs (mainly agricultural), droids and weapons.
Overview: Established as part of the Celestis Exchange, Dolosus is just inside former Greali space, and was marked to serve as a base for any incursions into the Greali Empire. During this time it was used to observe Greali fleet movements and deployments and was slated to be used for commerce raiders to attack Greali shipping in case of open warfare. Full war never broke out, however, and the Greali Empire fell to the Danaversians. Because of this the system maintains an unusually large defensive fleet, which it retained into the Thirteenth Danaversian War and beyond. This colony is one for the people, for those on vacation, retirees, and a peaceful place for people to raise families without fear. It is linked to the Kana Wormhole in the Beta Quadrant of the Milky Way Galaxy.


Pamp System

Population: 3,500,000,000 (66% Remelar, 25% human, 8% kitsune)
Inhabitable planets in system: 1
Planets owned: 1
Moons in system: 156
Moons owned: 13
Cities: Hundreds both above and below ground, capital is Revin (pop: 39 million)
Defenses:
1x Tipperary Station (Nicotero)
3,000 defense platforms (2,000 B.L.A.S.T., 1,000 B.L.A.D.E.)
Probe Field
Mine Field
Pamp Customs Force (PCF) (Advanced)
Pamp System Fleet (Fleet VIII)
Garrison: 3,000,000 troops (Eighteenth, Twentieth, Twenty-First, Twenty-Second, Twenty-Fourth and Twenty-Sixth Army Groups) plus Remelar militia

Geography:
Broken into four continents seperated by relatively shallow seas, much Pamp's surface is flat and covered in short grass where settlers have cut down forests to make homes, though there are mountains on the northern landmasses. Thick, foggy forests cover thousands of square miles in some areas, hiding secret entrances to underground Remlar cities.
Pamp Forest
Hanger Bay
Snapshot of Pamp city. A Greali-era train rail can be seen in the foreground.
System Governor: Governor Erus
Exports:
Petroleum, lumber, iron ore, gold, foodstuffs.
Overview:
Year of our Lord Emperor Foxfire Rose Ten the Intergalactic Empire of Greal invaded Pamp, sweeping aside the native Remelar military, disbanding the government and annexing the entire planet into the Intergalactic Empire. For seven long years the Remelars suffered under the harsh rule of the Greali as they were slowly crushed by the oppression, but during Year of our Lord Foxfire Rose Seventeen warships and troops from the Communist State of Calaverias, under the guidance of Xiscapian General Caedo, invaded and captured Pamp. The Calaverian Observer starships obliterated the Greali Naval forces stationed there and, after destroying almost the entire Army garrison, the Galactic Observation Units (Calaverian shocktroops) captured the survivors, the commanding Admiral and General and the resident militia intact. Pamp would remain a Calaverian holding until the Thirteenth Danaversian War, when combined Danaversian and Boolean forces defeated Calaverian forces stationed there and occupied the world. A short time later the Calaverians counterattacked, destroying or routing the Danaversian fleet there, before Kitsune Imperial forces took control of the space and bombarded Danaversian ground troops from orbit, taking control of the planet.


Outer Worlds

Protectorate:

Nova Max System:

Population: 10,000,000,000 (95% Berrax, 5% kitsune)
Inhabitable planets in system: 1
Planets owned: 0
Moons in system: 0
Moons owned: 0
Cities:
Callin (capital)
Defenses:
1x Soryu Station (Eucalyptus) (manned by Berrax Navy units)
Berrax Navy
Nova Max Task Force (KIN units) (TBD)
Garrison:
Berrax Revolutionary Army (estimated at 100,000,000 troops plus mechanized units) (include also some one thousand Xiscapian military advisors)

Geography:
Nova Max is a rocky, volcanic world naturally inhospitable to outsiders. In some areas the ash and smoke is so thick it is dangerous for a non-Berrax to breath the air without a filter, and much of the planet is carved with ravines, crevices, caves and caverns that would be deadly for most species to enter but are agreeable to the Berrax. From orbit the planet appears shrouded in a brown fog, and on the surface the light from the system's white dwarf star is weak and dim. Berrax surface cities are generally the only places where outsiders can thrive.
A Berrax surface city
Another Berrax surface city. Note the lava rivers running through it.
A lava field, of the sort frequented by the Berrax.
System Governor:
President Callin
Exports:
Ore, craft metals, gems.
Overview:
During the Imitator War Nova Max was occupied by Greali troops who were attempting to put down the Berrax Rebellion. A number of incidents, ranging from the slaughter of Berrax civilians at the hands of stormtroopers, the destruction of entire cities due to the deployment of Greali nuclear weapons, and the Greali attempt at genocide when they began to ship Berrax off Nova Max to the Imitators, prompted the Kitsune Empire to act in order to protect the Berrax. Barely saving the race from extinction, the Xiscapians ensured the survival of both the species and the rebellion but were unable to prevent the planet from being occupied again once their fleet and troops withdrew. Shortly after the liberation of Miller by an Xis-Alvo task force, the same fleet hit Nova Max, using a combination of demoralizing diversionary tactics, a faux Xiscapian "Rebel" fleet that was actually an Imperial fleet in disguise and the capture of a high-ranking Greali Admiral to force the Greali Navy to withdraw from the planet. Ground units, in coordination with the Berrax rebels, destroyed or captured the remnants of the Greali army and thus finally freed Nova Max.

Soon afterward the Berrax rebels declared their planet the Republic of Berrax, and, with the help of the Kitsune Empire, constructed a government. President Callin, the former rebel leader, began a swift program to eliminate poverty and bring wealth and peace to the nation through strong bonds with foreign states, particularly the Kitsune Empire and the People's Republic, and the institution of a free market economy. His efforts paid off when the Intergalactic Empire of Greal collapsed, allowing the Berrax to snatch up the former Greali worlds of Grux, Hurtrix and Laxer, enlarging the population and wealth of the Republic. A setback occurred when the Commonwealth of Malcastrineze captured Grux, but the Berrax were able to hold on to their other three planets. Since that time Xiscapian businesses have invested in the Berrax economy, and the Syndicate has firmly established itself in the Republic, mostly on the planet of Laxer. Despite this the general Berrax population remains convivial almost to the point of worship to Xiscapians and, to a lesser extent, the Alversians, presumably because they are eager to show their gratitude to their saviors.

While the Berrax military started off as little more than the old guard of rebels, it has grown into a respectable force. The Revolutionary Army has purchased hundreds of Heartbreaker Anti-Infantry Tanks, a trio of Abaddon combat walkers and a number of other weapons and pieces of equipment from the arms producing companies of the Kitsune Empire, most notably Triad Corporation, and took its initial training and tactics directly from the Xiscapian Grand Army. The Navy, which was nearly nonexistent for most of the rebellion, has grown to include thirty battleships, twenty carriers, forty battlecruisers, sixty frigates, several hundred hospital, tender, transport and tanker support vessels, and one hundred and fifty Destructor corvettes (reclassified as "Heavy Gunships" by the Berrax Navy) donated by the Xiscapian Imperial Navy. This fleet has been spread over the three worlds of the Republic, with the heaviest concentration around Nova Max. Having started out with nothing but hope, idealism and drive, the Berrax Republic has transformed into a force in its own right, and is prospering economically and culturally as it continues to grow.


Elder System

Old Xiscapia
Population: 6,000,000 (98% kitsune, 2% other)
Inhabitable planets in system: 1
Planets owned: 1
Moons in system: 1
Moons owned: 1
Cities: Central Hub (3 million), Northen Hub (1,000,000), Western Hub (2,000,000)
Defenses:
Old Xiscapia Defense Fleet (Fleet IV)
"Salvage" Fleet (Fleet VI)
FTLi field
Early Warning Probe Network
Minefields
1,000 Defense Platforms
Stock Customs Fleet
Garrison: Xiscapian Freedom Corps 1st Army (100,000 militia supplemented by Army troops and Imperial Marines)

Geography: The Central Hub area is cool and surrounded by temperate forest, and experiences frequent rainstorms and fog. The Northern Hub is situated in the mountains, where much of the ground is rock or ice, the winds are always high and the air is thin. The Western Hub is in the middle of grassland, and experiences only slight breezes despite the eighty plus degree heat.
Ancient Ruin
The abandoned Rebel mountain base
Central Hub
System Governor: Governor Roan
Exports: Artifacts, scientific research, Guilda crystals.
Overview: Discovered Year of our Lord Emperor Foxfire Rose Eight, Old Xiscapia was found devoid of higher life forms but rich in ancient Xiscapian artifacts and lore, as well as coveted Guilda crystals. It was quickly determined that Old Xiscapia was the homeland of all kitsune, and its discovery benefited both the scientific and religious community hugely. Though the Imperial administration there was tiny, more of an outpost than an actual colony, Old Xiscapia was considered to have a great deal of value to the people in general, and regularly attracted legions of scientists and priests. Much of the planet was captured by Xiscapian and Alversian rebels at the climax of the False Rebellion crises, but it was quickly retaken by Xiscapian and Alversian forces. Things only stayed quiet there for a few years before the homeworld again felt the touch of foreign hands.

During the Thirteenth Danaversian War Old Xiscapia was invaded and captured by the Booleans. As the ground garrison under the command of Lieutenant Colonel Roan was captured, a resistance called the Xiscapian Freedom Corps almost immediately sprung up under the leadership of one Commander Amyiko, a KIN officer who survived the space battle. Grand Admiral Krystal contracted Coalition-aligned mercenaries (a squad from the Setulanite group Veteran's Trust and the crew of the Elixir of Life) to smuggle supplies and equipment to the rebels and train them to fight the occupation. By the time the Joint Division liberated Old Xiscapia late in the war the Freedom Corps, with assistance from the mercenaries, the local population and Boolean defectors, had brought the occupation to its knees. After the war ended a rebuilding effort was started to give


Neo Kirisuban System:

Population: 2,000,000,000 (80% Neo Kirisuban, 15% kitsune, 5% other)
Inhabitable planets in system: 2
Planets owned: 2
Moons in system: 1
Moons owned: 1
Cities: Too numerous to mention
Defenses:
1x Azov class Station (Kobyashi) (jointly manned by members of the KIN and the NKDF)
Neo Kirisuban Customs Force (NKCF) (Stock) (manned by members of the NKDF)
(Note: A standard Stock Customs Fleet generally consists of ten Archer class Gunships, five Ravenwood class Corvettes, and three Fleetfoot class Patrol Cruisers)
Neo Kirisuban Protection Battlegroup (Fleet XI)
Garrison:
Twenty Seventh Army Group

Geography: The two habitable planets in the system, Kirisubo Primus and Kirisubo Beta, are lush tropical and jungle worlds. Both have surfaces which are made mostly of water, with a scattering of islands of various sizes throughout.
A city on Kirisubo Primus
Underwater city on Kirisubo Beta
A coastal starport on Kirisubo Primus
System Governor: Empress Fujiko and Prime minister Aiko Kayabuki (constitutional monarchy)
Exports: Fruit, fish, medical and recreational drugs

Overview: The Kitsune Empire first had contact with the Neo Kirisubons in Year of Our Lord Emperor Foxfire Rose Fourteen, and the two nations maintained friendly relations, trade and conducted several joint operations during that time. A year after the start of the Danaversian War, however, Empress Fujiko petitioned for her nation be annexed into the Kitsune Empire, which was quickly processed and accepted. Apparently she feared that Ternion forces would attack the Neo Kirisubon system and, as the Neo Kirisubon Defense Fleet (NKDF) consisted of only a handful of corvette-sized exploration vessels and a few battalions of troops, was not confident that either her military or her economy could withstand such an assault. Thus Neo Kirisubo became an Imperial holding, where the Empress and Prime Minister still hold Legislative and Judicial powers but the Xiscapians control the Executive branch and provide protection and Customs in cooperation with what remains of the NKDF.


Akwia System:

Population: 1,500,000 (99% kitsune, 1% other)
Planets in system: 5
Planets owned: 5
Moons in system: 0
Moons owned: 0
Cities: 0
Defenses:
Akwia Customs Force (ACF) (Stock)
Akwia Defense Fleet
1x Protector class Starbase (A3) (Apollyon)
20x Azov class Stations
AA: (Angel's Vortex, Angel's Grave, Angel's Smite, Angel's Smile)

AB: (Savage Angel, Heaven's Wrath, Twisted Angel, Heaven's Ascent)

AC: (Angelic Fury, Heavenly Storm, Heaven's Spiral, Deliverance)

AD: (Rising Devil, Devil's Favor, Hell's Envy, Hell's Wrath)

AE: (Angel of Mons, Seraphim, Nepenthe, Aidenn)

Garrison:
848th Marine Brigade

Geography: The Akwia System consists of five rocky, barren, airless planets that are nevertheless extremely mineral rich; it's estimated that the Akwia System alone could, by itself, provide the Kitsune Empire with enough metals to last six hundred years at the current rate of growth.
Interior of one of the Azov stations
Interior hanger of the Apollyon
Three of the Akwia Planets.
System Governor: Commander (Rear Admiral) Nakane
Exports: Raw and refined ores, minerals and precious metals
Overview: Discovered during the Danaversian War by a scout ship on a routine cataloging assignment, the ship's pilot took the opportunity to name the newly discovered system after himself. A few hours later, once accurate readings of the planets could be taken, the system went from being of only mild interest to being critically important to the war effort. There was some brief tension between the Kitsune Empire and a nation known as the Allied Governments over ownership of the system, but after a week of negotiations and a show of Imperial force the foreigners backed off and the the Xiscapians claimed the system as rightfully theirs. Most of the system's population lives either on board the stations or in sealed domes on the planet A-3. Merchants, mostly ore haulers, are a constant sight in the system.


Locar System:

Population: 1,000,000 (75% kitsune, 25% Phenian)
Inhabitable planets in system: 2 (Locar, Shallamar)
Moons in system: 1
Planets owned: 1 (total)
Moons owned: 1
Cities:
Althea (Shallamar)
Evangeline (Locar)
Defenses:
1x Azov class Station (Fathoms of the Odyssey)
Shallamar Defense Fleet (TBD)
Shallamar Customs Force (SSF) (Advanced)
500 defense platforms (400 B.L.A.S.T., 100 B.L.A.D.E.)
Probe field
Garrison:
Twenty Eighth Army Group

Geography:
Shallamar is a rocky, mountainous world honeycombed by caverns and caves. Locar is a red cold desert planet.
Underground Tram
Built-up Subcity
Small settlement on Locar
System governor: Governor Kushida
Exports: Raw and refined ore, precious metals, gems, starships, computers and computer parts, miscellaneous manufactured articles, general industrial machinery and equipment, telecommunication and sound record and reproduce apparatus and equipment and organic chemicals.
Overview: The planet Locar, originally discovered by a Confederate survey vessel, was landed on by Xiscapian and Phenian troops and scientists when a strange signal was detected radiating from a organic but unnatural tower on the surface. The source of the emissions turned out to be a buried Genetic Purity Initiative starship, which had been reactivated by the proximity of the refugees in the Confederacy of States. The vessel was claimed by the Xiscapian Imperial Navy and named the Sable Star, and it was soon discovered that the kilometer-long vessel had the power to, through the use of energy from artificially produced reality-warping singularities, the consolidation and transformation of dark matter and gravity manipulating devices, create entire planets at the whim of the operators. This power was used to create the planet of Shallamar, three quarters of which is owned by the Kitsune Empire and one quarter of which is owned by the Colony of Phenia, while Locar is three-fourths Phenian and one-fourth Xiscapian. Despite Confederate attempts to legally claim rights to the Sable Star, the vessel remains in Xiscapian hands, her design, properties and location all closely guarded secrets.


Lagash System:

Population: 800,000 (55% kitsune, 40% Boolean, 5% other)
Inhabitable planets in system: 1
Planets owned: 4
Moons in system: 24
Moons owned: 1
Cities:
Faurfax
Defenses:
Lagash Defence Fleet (TBD)
Lagash Customs Force (LCF) (Stock)
Garrison:
299th Corps

Geography: Lagash is a very cold, desert planet covered in red dust. It has moderate mineral reserves and is expected to be at least partially terraformed in order to meet agricultural needs.
Terraforming slowly progressing
Colony ships near city under construction
A small runabout being refueled on the surface of Lagash
System Governor: TBD
Exports: TBD
Overview: Lagash was discovered by an expedition mounted by the Cruiser XIS Starrider mere months before the beginning of the Danaversian War. Because of the conflict, the extreme distance from the other colonies and holdings and the relatively small level of resources and attractive land, few people came to settle the system until the war ended. Once the war was over colonization picked up again, with large numbers of Booleans displaced by the war coming to settle on Lagash with the aid of both government and corporate-sponsored programs. A number of biodome habitats and orbitals were constructed for the Booleans to live in while most of the rest of the population came to inhabit the underground cities built by the Xiscapians. This has created a stratified society where the groundside kitsune are largely responsible for the refining of raw materials from the planet and their production into useful forms, while the Booleans in space handle much of the commerce and trade.


Protectorate:

Avalas System:

Population: 2,000,000,000 (90% Avalan, 10% kitsune)
Inhabitable planets in system: 1
Planets owned: 0
Moons in system: 10
Moons owned: 0
Cities: Ventrilo
Defenses:
Avalan Interplanetary Military
Avalan Fleet of the Technocracy
Xiscapian Corporate Fleets

Garrison:
Avalan Army Unit
Xiscapian Corporate Militias

Geography: Avalas is a world exclusively of snow and ice. Temperatures are subzero all year round, and there is no liquid surface water to be found. The atmosphere is breathable, but unprotected exposure will kill a human or similar being in minutes; flora is nonexistent and fauna is rare. Topography is little more than endless tundra wastes. Due to the harshness of the climate most of the population lives in orbit or underground.
The Avalan wastes
Underground Avalan streets
An Avalan production officer overseeing final checks on newly made fighters
System Governor: Avalan Oligarchy
Exports: Shipbuilding, mineral mining, manufacturing, networking.
Overview: The Technocracy of Avalas was discovered by the Kitsune Empire when the Xiscapians located their lost homeworld; the Avalans landed on Old Xiscapia shortly afterwards and assisted the Xiscapians in exploration and preservation. Since then diplomatic contact was opened between the two states and the Technocracy was slowly but surely made into an Xiscapian protectorate over the course of years. A quiet, unassuming people, the Avalans are pale-skinned humans who specialize in technology and engineering, as their own homes clearly show; any given Avalan settlement is a marvel of engineering, as it has to be for the race to survive the harsh climate of their planet. Because of this the Kitsune Empire outsources a great deal of shipbuilding to the Technocracy, which busily works away at building starships, droids, weapons, implants and other valuable assets in its own corner of the Home Galaxy. The Technocracy maintains its own government, economy and defense force, which is watched over by the Kitsune Empire.

During the Danaversian War the Technocracy provided the bulk of the Kitsune Empire's outsourced warship construction, rivaled only by the Berrax. For all its industrial and technological muscle the Avalans didn't participate militarily beyond protecting convoys and providing intelligence on the nearby Boolean occupation of Old Xiscapia, as the conservative Avalans do not like to project force beyond their own borders unless absolutely necessary. After the war Avalas met much of the Xiscapian Imperial Navy's demand for new ships and took on the implanting of a number of Xiscapian companies, further strengthening the planetary nation's already powerhouse economy. It is rare to see an Avalan anywhere but Avalas, to the point that many in the Home Galaxy are not even aware of their existence. The Avalans prefer it this way and continue their steady work behind the scenes.


Ranus System:

Population: 3,250,000,000 (1,500,000,000 under Xiscapian domain) (70% Escan, 20% kitsune, 10% other)
Inhabitable planets in system: 2
Moons in system: 15
Planets owned: 1
Moons owned: 2
Cities: 6 (Onishi (capital), Murdoc, Istvaan, Singelee, Fernix, Fielding)
Defenses:
1x Starbase (Rift)
Minefield
Early Warning Probe Network
Ranus Customs Force (Stock, Escan operated)
Ranus V Defense Fleet (TBD)
Garrison: 4,000,000 troops, Escan militia (~10,000,000 irregulars)
Geography: Ranus V has a single small continent inhabited by its native people, Escans, living in ancient cities built by their ancestors before the Danaversian occupation and suppression of their people. The northern coast is the most heavily populated area, run through by rivers and a significant amount of built-up infrastructure and surrounded by rolling plans. The south-east consists largely of rural farmland and is sparsely populated all the way up to the forests. The western portion is cooler and wetter than the temperate north, with more forests and elevated land than the flat south, where much of the military is based and operates. To the direct south lie heavy forests that lead up to a mountain range encircling a large enclosed lake that streams out to the sea. Map.
System governor:
Exports: Foodstuffs, organism byproducts, luxury items, information services.
Overview: Attacked during the Danaversian War in the first Coalition offensive since Havalia, Ranus V was invaded by the five major Coalition powers to break the Danaversian initiative and strike a blow against the Empire. During the liberation the Coalition armies were joined by millions of indigenous Escan freedom fighters, who helped to destroy the Danaversian military and the upper-class Escans who had sided with them. Once the enemy was wiped out and most Coalition forces had moved on to other fronts Xiscapia formally annexed Ranus V into the Kitsune Empire, coming to an agreement with the People's Republic to give control of Ranus IV over to the Alversia for joint control over the system. An extensive reconstruction effort was required to rebuild the continent's shattered cities, restore its farmlands and remove the millions of dead and thousands of tons of equipment scattered over the planet, but today Ranus V is slowly growing and modernizing after centuries of time warp under Danaversian oppression. The planet is neither military powerful nor economically impressive, but it has produced the majority of the Xiscapian Escan levies and is notable for its exceptional trackers and pathfinders.


Meyos System:

Population: 300,000,000 (90% Boolean, 8% kitsune, 1% Alumina, 1% other)
Inhabitable planets in system: 1
Moons in system: 2
Planets owned: 1
Moons owned: 0
Cities: N/A
Defenses:
Orbital cage grid
FTLi field
100 defense platforms
Early Warning Defense Network
Meyos System Fleet: (TBD)
Stock Customs Fleet (Boolean operated)
Garrison: 500,000 troops and Boolean militia

Geography: Most of the surface of Meyos consists of arid grass plains with only a few lakes and rivers to give moisture; the planet's surface is less than ten percent water and precipitation is an annual event. Due to this reason most of the world's population does not live on the surface, but rather in orbit, with the only surface installations being mining operations and military outposts. Meyo's atmosphere is methane-based, which makes it unattractive to races who breath oxygen, though acceptable for Boolean habitation. Because of its environment the world has not developed much in the way of fauna, and remains relatively pristine. Terraforming efforts were shot down by the natives, however.
System governor: Governor Cyria
Exports: Processed goods, starships and starship parts, machinery, computing components
Overview: During the Danaversian War Meyos was the manufacturing sector for the Boolean Confederacy. The planet is enclosed within a large system of connected orbital stations and docks, creating nearly impenetrable cage of metal, shields and defensive batteries. Its people, however, were distrustful of the Danaversians and didn't agree with the policies of the government and military against the Coalition. When the Kitsune Imperial Navy arrived in the system to take the planet it only succeeded without casualties because of the civil war that had been raging across the grid, leaving it open for troops to board and take. In the postwar era Meyos is a major manufacturing power and builds a significant portion of the Kitsune Empire's Merchant Marine; it is also notable for having an Aluminan governor.


Athlathon System:

Population: 1,200,000,000 (90% Boolean, 10% kitsune and other)
Inhabitable planets in system: 1
Moons in system: 2
Planets owned: 1
Moons owned: 2
Cities: 8 (capital: Neyos)
Defenses:
1x Tipperary Station (Point Omega)
FTLi field
500 defense platforms
Early Warning Defense Network
Athlathon System Fleet: (TBD)
Advanced Customs Fleet (Boolean operated)
Garrison: 500,000 troops and Boolean militia

Geography: Originally having a disparate number of ecosystems, Athlathon was carefully terraformed by the Booleans over the course of centuries to be divided between fertile agricultural land, tropical paradises, temperate forests and rolling hills. Despite having an oxygen-based atmosphere, this made the planet a travel destination when it was still a part of the Confederacy. Athlathon was considered to be the crown jewel of the nation because of its natural beauty complementing the feat in engineering, and as such its citizens are very protective of the environment. Almost all manufacturing, trade, resource mining and industrial work is done in orbit or in the system's asteroid fields, preserving the planet for people to live on. Apart from some undersea mining operations, the Kitsune Empire has respected that.
System governor: Governor Mar'har
Exports: Exotic, luxury and mundane Foodstuffs, spices, clothing, entertainment, art, narcotics
Overview: A lush garden world, Athlathon was a center of commerce and travel in the Boolean Confederacy, giving it a stock of highly liberal residents who eschewed the imperialistic trends of the military in favor of the soft power of diplomacy and trade. When war came Athlathon was the first to refuse to send troops and ships to the central government, instead committing most of its forces to protecting its own trade lanes. After the war ended the planet came under Kitsune Imperial control but its government was allowed a high degree of autonomy, more than most Xiscapian conquests, in recognition for the extensive assistance it provided the Coalition against the Danaversians. As Athalthon was physically untouched by the war it retains its status as a tranquil vacation world, but its citizens are fiercely protective of their chosen home and will fight to protect it. This gives Athalthon one of the strongest native defense forces in the Kitsune Empire, ironically given the people's disdain towards armed conflict.


Rennas System:

Population: 500,000,000 (60% Boolean, 30% kitsune, 10% other)
Inhabitable planets in system: 0
Moons in system: 54
Planets owned: 0
Moons owned: 54
Cities: Too numerous to list (Reni is the capital on the moon of the same name)
Defenses:
4x Tipperary Stations (Lotus, Chamber, Overarching, Triumphant)
10x Azov Stations
40x Soryu Stations
FTLi field
6,000 defense platforms
Probe network
Minefield
Rennas System Fleet: (TBD)
Stock Customs Fleet
Garrison: 800,000 troops and Boolean levies

Geography: Rennas's 54 moons intermixed with asteroids orbit an orange jovian world. Each of the moons vary in size, surface area, climate and terrain, with some the size of large planetoids while others are little more than asteroids a few kilometers across. Most have no native flora or fauna, but all are inhabited to some degree. Of those that did have natural ecosystems, most were devastated during the war, if not by the fighting then by radiological, chemical and biological waste introduced to them by occupying Boolean or Coalition forces. Some, however, were untouched or continue to thrive.
System governor: Admiral Gina
Exports: Raw materials, medical products, pharmaceutical products, weapons
Overview: The first Boolean system invaded by the Xiscapians during Operation Quickstrike, Rennas proved to be a challenge to capture. Unlike other systems, there was no central world to invade, but some fifty four moons, most of which were occupied and fortified by Boolean forces. Undertaking a strategy adopted from the Korr Wars, the Kitsune Imperial Army, supported by the Navy, targeted moons that supported logistics, communications and supply, leaving the bases to rot as they bypassed them in favor of striking deeper into the field. With much of the fleet destroyed and transports unable to make it past Xiscapian blockades, the Booleans eventually began surrendering, leading to an Xiscapian occupation of all the satellites and asteroid colonies. In the new era Rennas is primarily an Xiscapian military system, with more troops than civilians and more warships than freighters, and is considered an exceptionally tough nut to crack.


Elanth System:

Population: 8,000,000,000 (75% Escan, 20% kitsune, 5% other)
Inhabitable planets in system: 1
Moons in system: 1
Planets owned: 1
Moons owned: 1
Cities: 1 (Elan, capital, ecumenopolis)
Defenses:
2x Tipperary Stations (Lupine, Pinnacle)
5x Azov Stations
20x Soryu Stations
FTLi field
1,000 defense platforms
Probe network
Minefield
Elanth System Fleet: (TBD)
Advanced Customs Fleet (Escan operated)
Garrison: 100,000,000 Xiscapian troops and Escan militia

Geography: Elanth is covered by a ecumenopolis called Elan that stretches from pole to pole, having been built over everything from mountains to entire oceans by the ancient Escan Empire. Once the Danaversians took over It was only maintained minimally by them and their Escan slaves, and as a result the infrastructure suffered widespread and serious damage from the invasion during Operation Liberator in the closing months of the Danaversian War. The urban sprawl is being slowly but steadily restored by the Kitsune Empire, though some sections of the city are undergoing complete renovations. To provide habitats for some of the large native population outside of hazardous areas, the government and corporations have constructed a number of civil and trade stations in orbit. Setulanite-made atmospheric scrubbers have been imported to relieve some of the smog and pollution from the air, but Elan remains hazy; in some districts it is unsafe to go outside without a gas mask.
System governor: Governor Lysan
Exports: Vehicles, labor, information, manufactured goods
Overview: One of a handful of world cities under Xiscapian control, Elanth was once an Escan world before it was invaded and captured by the Danaversians several thousand years ago. During the Danaversian War the Kitsune Empire invaded Elanth and, after a long, bloody stalemate, was finally able to destroy the Danaversian armies through actions taken by the Xis-Set Joint Army. Today Elanth still bears the scars of war, not the least of which upon its population, which was a billion more numerous before the invasion. Nevertheless, the economy is slowly restarting and reconstruction efforts are proceeding smoothly, engendering hope for a brighter future. Elan hopes to use its massive labor base to revitalize itself and grow into a prosperous and powerful territory of the Kitsune Empire.


Yroaupz System:

Population: 500,000,000 (89% Sar, 10% kitsune, 1% Silarian)
Inhabitable planets in system: 1
Moons in system: 3
Planets owned: 1
Moons owned: 3
Cities: 3 (Ivory, Bovill, Jasen (capital))
Defenses:
1x Azov Station (Mako)
4x Soryu Stations
FTLi field
1,000 defense platforms
Probe network
Minefield
Yroaupz System Fleet: (TBD)
Stock Customs Fleet
Garrison: 100,000 troops and Sar militia troops

Geography: The planet Yroaupz is 92% water, with 6% of its surface area taken up by a small continent and the other 2% consisting of island chains and atolls and ice at the poles. The minor continent, called Yro by the natives, is a windswept landmass frequently battered by typhoons, experiencing daily rainfall in the summer and fall months but remaining dry in the winter and spring. Vegetation is low grass and hardscrabble bushes and trees set into the hills, and the area is inhabited primarily by amphibious creatures, with only the interior containing some small mammals and reptiles. Islands range from barren desert rocks to lush jungles but are usually tropical. Projects are underway to artificially construct additional land masses for habitation.
System governor: Governor Miyo
Exports: Foodstuffs, water, atmospheric mixes, military goods
Overview: The first Danaversian fortress world taken during Operation Endgame, Yroaupz is home to a race of anthropomorphic Selachimorpha calling themselves the Sar, who suffered under Danaversian occupation for at least one thousand years. Though they lack developed technology beyond their world's oceans, the Sar possess highly sophisticated aquatic dwellings, vehicles, weapons and systems, which helped them maintain a robust resistance against the Danaversians. When the Kitsune Empire invaded the planet the Sar allied themselves with the Xiscapians and the two races together were able to crush the aliens, liberating Yroaupz. A deal was struck giving the Xiscapians control of the planet's surface and the wider system, with the Sar retaining control of their oceans and the seabed. Today a number of Sar have immigrated to other parts of the Kitsune Empire, but most prefer to remain on their home world. The majority of Xiscapians living in the system reside on one of the planet's three moons or on Yro, save for the city of Ivory, which was constructed for kitsune habitation on the ocean floor.


Tryxaatz System:

Population: 20,000 (100% kitsune)
Inhabitable planets in system: 0
Moons in system: 0
Planets owned: 0
Moons owned: 0
Cities: N/A
Defenses:
1x Tipperary Station (Fumos)
2x Azov Stations
4x Soryu Stations
FTLi field
100 defense platforms
Probe network
Minefield
Tryxaatz System Fleet: (TBD)
Garrison: 1,000 troops total

Geography: Tryxaatz is nothing more than a loose asteroid field. While some of the asteroids are quite large and inhabited, none have independent ecosystems.
System governor: Commander Kazuhiko
Exports: Research data, raw materials, research and development, survey contracts
Overview: During the Danaversian War Tryxaatz was a Danaversian fortress world that provided a significant portion of the Empire's manpower. It was invaded and its hatcheries were wiped out by Xiscapian troops and the Joint Army; the Kitsune Imperial Navy ended up destroying Tryxaatz and all three of its moons via orbital bombardment. Today the system consists of a large asteroid field which is home to several military bases as well as a small number of secluded research laboratories, factories and dockyards. Survey contracts are frequently given to independent operators to locate and tag unregistered or unexplored asteroids, which the system has millions of, in search of new sources of minerals or suitable rocks for colonization. Five thousand soldiers, scientists and traders live in the system's stations, while the territory's other fifteen thousand residents live aboard starships or inside asteroids. The KIN has a base for training Imperial Marines here.
Last edited by Xiscapia on Thu Oct 06, 2011 7:45 pm, edited 30 times in total.
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Kitsune Imperial Holdings: Statistics and Information Cont.

Postby Xiscapia » Sat Jan 29, 2011 11:16 am

Milky Way Galaxy Holdings:

Chalybs System (Alpha Quadrant)

Population: 1,500,000,000 (75% kitsune, 20% Zillar, 5% other)
Inhabitable planets in system: 2
Planets owned: 2
Moons in system: Unknown, over 100
Moons owned: 3
Cities: Newport (on Glacies), Estus
Defenses:
Starbase (Algidus)
1,000 defense platforms (800 B.L.A.S.T., 200 B.L.A.D.E.)
Probe Field
Minefield
Early-warning defense network
Chalybs System Fleet: (Fleet VII)
Garrison: 1,000,000 troops (Twenty-Third and Twenty-Fifth Army Groups)

Geography: Glacies is a cold, thickly forested and hilled in most areas. Out on the flat, exposed tundra the temperatures reach subzero levels, any exposure to such for any more than a few minutes without proper protection will lead to hypothermia and possibly death. Estus is a hot, jungle world, filled with undergrowth and trees cut by rivers. It rains every day, out in the more cleared areas there is excellent farming land.
Snapshot of Newport
Glacies forest. A Sraith can be seen at center.
Surface of Estus. Note the watchtower emplacements.
Jungle foxes, widely suspected of being escaped xenological experiments from Xiscapian labs
System Governor: Governor Neso
Exports: Foodstuffs, lumber, robots, textiles and ornate weapons and tools.
Overview: Established Year of our Lord Emperor Foxfire Rose Seventeen, the Chalybs System was the first colony to be made in the Milky Way Galaxy, and also the most heavily populated and defended. This colony is based on twin worlds, one (Glacies) a cold planet full of snow and forests, the other (Estus) hot with steaming jungles. The Xiscapians made friends with the native Zillar population, and they co-existed peacefully until the Thirteenth Danaversian War, during which Zillar forces attacked the Glacies colony of Newport and the Kitsune Imperial forces garrisoned there. The results of the unprovoked attack are unknown, as the war is ongoing.


Kawachi System (Beta Quadrant)

Population: 10,000,000 (89% kitsune, 10% human, 1% other)
Inhabitable Planets in System: 1
Inhabitable Planets Owned: 1
Moons in System: 1
Moons Owned: 1
Cities: Truscant, Aeterna
Defenses:
1x Azov Station (Sadeness)
FTLi field
Early Warning Probe Network
Minefields
1,000 Defense Platforms (600 B.L.A.S.T., 400 B.L.A.D.E.)
Kawachi Defense Fleet (Fleet XIII)
Stock Customs Fleet
Garrison: 44th Division
Geography: Mostly cityscape, with some forests and plains.
City of Truscant, partially restored
Crashed starship near a "dead" zone of Truscant
Hanger Bay
System Governor: General Caedo
Exports: Melted down salvage, war materials, arms, plastics
Overview: Discovered Year of Our Lord Emperor Foxfire Rose Twenty, during an excursion by the Kitsune Imperial Navy into the Beta Quadrant in order to secure a supply line to the Chalybs System, Kawachi was only recently settled but nevertheless has a rich history. Originally called 2752 Vespae, part of a vast empire spanning the Beta Quadrant, the system's original inhabitants were wiped by a plague that destroyed the rest of the nation, preserving the infrastructure until it was discovered by the Kitsune Empire centuries later. However, the Kitsune Empire was not the only state probing the area; a fleet from the Confederacy of Arch Planets entered the system several hours after the initial scout and began illegal salvaging operations, even after several warnings to cease and desist. This resulted in the Battle for Kawachi, in which the scout unit used its instruments to remotely hack into and take control of a nearby derelict fleet of cruisers, which is used to rout the invaders. This secured the system for Xiscapia, which later moved in defenses, colonists, infrastructure repair crews and began fortifying and industrializing the system. Today much of the cityscape has been reawakened and Kawachi is on the way to becoming a bustling trade hub as it was in the empire of old.



Masaaki System: (Beta Quadrant)

Population: 300,000 (99% kitsune, 1% other)
Inhabitable planets in system: 1
Planets owned: 1
Moons in system: 100+
Moons owned: All
Cities:
Kotohito Naval Base
Shigekazu Shipyards
Hiroshi Mining Facility
Joji Asteroid Base
Defenses:
1x Azov Station (Balance)
Masaaki Defense Fleet (Fleet XIV)
Stock Customs Fleet
Early Warning Probe Network
Minefields
Garrison:
13th Corps
Geography:
Not originally a habitable planet, Masaaki was terraformed by its original owners hundreds of years ago. Today it is a cold desert planet whose rocks take on an orange-tan hue. Like the system itself, Masaaki is a vast wasteland of lonely spires and deserted plains where nothing lives or grows, but it is rich in resources. There are no cities on the planet, only military bases and mining facilities which have their own towns and conveniences attached, mostly clustered around the poles. The system itself contains no other large bodies except a jovian planet, which has moons full of ore orbiting it, and a solar asteroid field, both of which are heavily mined.

An asteroid base on the rim of the system
Icecap base
Icecap Outpost

System Governor: Rear Admiral Masaaki
Exports: Raw and refined ore, starships and starship components, drones.
Overview:
Originally the Meili System on old empire star charts, the Masaaki System was located soon after the annexation of the Kawachi System. Kitsune Imperial forces were dispatched to capture the system for its strategic position and mineral wealth, and met Confederate forces who had already arrived, sparking the second battle of the 72-Hour War, the Battle of Masaaki. The conflict ended in a decisive victory for the fleet, which took the Masaaki System. Construction of facilities on the planet and in space began with the arrival of utility ships, and were completed at various points no greater than six months following.

The planet and system as a whole have a martial, utilitarian feel to them. The only ships generally present are ore haulers, merchants and the warships of the defense fleet, and the only people usually present are trade crews, miners, soldiers and spacers. Due to this more ships leave the system than enter, usually carrying refined ore to other parts of the Kitsune Empire, though a majority percentage of the material goes straight to Masaaki's shipyards, where both military and civilian craft are constructed. Massaki is considered the main military base for Kitsune Imperial forces in the Beta Quadrant, and provides security for other major systems including convoy escort and anti-piracy duties. It is rarely visited by foreigners.


Kana System: (Beta Quadrant)

Population: 300,000 (50% kitsune, 50% other)
Inhabitable planets in system: 0
Planets owned: 0
Moons in system: 0
Moons owned: 0
Cities: N/A
Defenses:
Kana Wormhole Starbase (Thundersinger)
Kana Defense Fleet (Fleet XVI)
Stock Customs Fleet
Early Warning Probe Network
Minefields


Commander: Captain Ryan Parkinson
Location: Kana Wormhole
Flagship: APS Invigilator
1 x Invincible-Class Battlecruiser (APS Invigilator)
1 x Victory-Class Heavy Cruiser (APS Gauntlet)
1 x Marshall-Class Heavy Cruiser (APS John Valour)
2 x Archilles-Class Cruisers (APS Riijon, APS Salvador)
1 x Coleman-Class Cruiser (APS Raman)
4 x Leeds-Class Light Cruisers (APS Cougar, APS Luque, APS Moreno, APS Francisco)
3 x Ramirez-Class Destroyers (APS Soho, APS Haruna, APS Micah)
20 x Scimitar-Class Corvettes

Fleet total:
1x capital
9x cruisers
23x escorts

33x ships total


Garrison:
50,000 Imperial Marines (Thundersinger garrison)
Geography:
N/A
A vessel emerging from the Milky Way side of the Kana Wormhole
A rendered model of the Kana Wormhole Stabilizer
A comet and space dust commonly found in the system

System Governor: Commander Gen
Exports: N/A
Overview:
The third battle site of the 72-Hour War, the Kana System marked the last battle to be fought of that conflict. A task force of two Star Destroyers, commanded by the battle A.I. Kana, made the incursion into the system and engaged the Confederate fleet there. Her units were later reinforced by elements from the Xiscapian force at Masaaki, but the battle was lost when the Confederate Supercarrier Hell's Fury appeared and attacked. Enacting a "scorched earth" policy as they retreated, the Xiscapian forces destroyed the system's only planet, unknowingly activating a piece of old alien technology that sent a violent wave of heat and energy throughout the system. Most of the forces on both sides were able to escape the holocaust, but every body except for the system's star was obliterated. Returning to the system, the Xiscapians found a wormhole had been created in place of the planet; claiming the system, they built a stabilizer gate around it so it could be used for transit between the Beta Quadrant and the Home Galaxy. Commonly known as the "Kana Wormhole" it connects the Kana System to the Dolosus System in the Home Galaxy.


Fudo System: (Beta Quadrant)

Population: 1,000,000,000 (60% kitsune, 30% Archian, 5% human other, 5% other)
Inhabitable planets in system: 2
Planets owned: 1
Moons in system: 600+
Moons owned: 300+
Cities: Tiri
Defenses:
Fudo Defense Fleet (Fleet XV)
Garrison:
1x Azov class Station (Icestorm)
Stock Customs Fleet
Early Warning Probe Network
Minefields
Geography:
Fudo is a world of valleys and fields, lush with planet and animals life and thus unique among old empire worlds. Possessing substantial liquid water, a temperate climate in most areas and few large predators, Fudo is a comfortable, safe world despite its presence on the very fringe of Kitsune Imperial space. The winters are short and cold, the summers long and hot and those seasons in between mellow and fading. Industrialization and urbanization is heavy in some areas but nonexistent in others. Inhabited zones stretch from orbit itself to the depths of the seas and deep beneath the planet's crust.

The city of Tiri at dawn
A "naturally grown" wheat field
Two Confederate ships on patrol over the planet

System Governor: Governor Kenshin
Exports: Foodstuffs, recreational and pharmaceutical drugs, chemicals.
Overview:
Nearly the site of the fourth battle of the 72-Hour War, the Fudo System, originally Taristh, was captured by a Kitsune Imperial fleet before a Confederate incursion infringed upon its local space. The Confederates pursued negotiations which resulted in the Tiri Treaty, providing very generous terms to the Kitsune Empire while handing over half of the Taristh System to the Confederates in the interest of peace and prosperity. As a result the system is co-defended by Xiscapian and Archian warships and troops and kitsune and Archian populations co-exist as their traders meet and prosper. The Confederates hold the other world in the system but also have citizens and military units on Fudo. Generally speaking the Xiscapian segment of the population remains below ground as typical while the Confederates have dominion over the surface. Fudo is known to be a breadbasket for the systems of both nations.


Protectorate:

Phenia System and Beta Anubis Systems: (Delta Quadrant)



Hilda Rein System: (Delta Quadrant)

Population: 1,000,000,000 (80% Olacian, 18% kitsune, 2% other)
Inhabitable planets in system: 1
Moons in system: 2
Planets owned: 1
Moons owned: 2
Cities: Draqum (capital), Yori, Claz
Defenses:
1x Tipperary Station (Sacrifice)
2x Azov Stations
4x Soryu Stations
FTLi field
Early Warning Probe Network
2,000 Defense Platforms
Hilda Rein Defense Fleet
The Olacia
Garrison: 500,000 troops plus native militias

Geography: A cool, temperate world of rolling hills and flat plains, Hilda Rein is one of the more pleasant Xiscapian Milky Way planets. The Olacian elves kept it in pristine condition, which is only slightly marred by Xiscapian operations there. Well-rounded with resources, Hilda Rein is self-sufficient and would have made a respectable independent territory in its own right were it not for a lack of a self-defense force. The planet's two moons are both inhabited, one with extensive mining operations, the other operated as a military base. As the Olacian population grows more cities are being constructed.
System governor: Governor Roznol
Exports: Industrial alloys, specialized crystals, information, medical supplies and technology
Overview: Once a part of the Olacian Empire, Hilda Rein was the only piece of territory to survive the relentless xenocide perpetrated against the Olacians by a dark alliance of unholy forces, by virtue of being protected by the Xiscapian military at the time. Given this, it is the only known world where Olacian elves exist in any significant numbers, though they are now technically Xiscapian elves, since the Kitsune Empire annexed the planet. Though the system as a whole is under Xiscapian rule, local government and administration is left to the elves, as is native defense. This includes the Olacian Colony Ship Olacia, a two hundred kilometer vessel sitting in permanent orbit over the planet as a ad hoc trade and defense station. The people of Hilda Rein are sensible and level-headed, and they pride themselves on their stability.


Novus Limes System: (Minor holding, Alpha Quadrant)

Population: 10,000 (99% kitsune, 1% other)
Inhabitable planets in system: 1
Moons in system: 1
Planets owned: 0
Moons owned: 0
Cities: Landing (capital)
Defenses:
Novus Limes Starfleet
Novus Limes Co-Defense Force (Xiscapian warships operating under Starfleet Command)
Corporate Fleets
Soryu Station (Obituary)
Garrison: Novus Limes Marines, Xiscapian stations garrison, corporate mercenaries

Geography: The Xiscapian section of Novus Limes space tends to consist of asteroids and stations. What few facilities exist on the planet itself are small but sophisticated and well-guarded. As the official and corporate presence is focused around mining, most of the Xiscapians in the system reside near the operations aboard ships or within the asteroids. Out of respect for the wishes of the Novus Limes government, environmental impact has been kept to a minimum but Xiscapian mining is still significantly dirtier than native operations. A handful of kitsune live and work on Novus Limes itself but most stay at their bases or in the system's asteroid belt.
System governor: Novus Limes Governor
Exports: Metallic elements, mineral elements, metallic compounds, mineral compounds
Overview: As with many star systems, Novus Limes was first entered under a foray to destroy a pirate operation by a Kitsune Imperial Navy flotilla. There it encountered a trio of Starfleet vessels, which elements of the flotilla boarded and inspected, only to be attacked by a fleet of warships operated by a race known as the Borg. Fighting alongside the Starfleet craft, the Xiscapians were able to destroy the Borg at the cost of two of their own ships and over a hundred dead and wounded. The Flotilla Captain leveraged this against the Governor of Novus Limes to shamelessly campaign for mining rights to the system. These were granted, resulting in the current Xiscapian presence in Novus Limes.


Tortuga: (Beta Quadrant)

Population: 8,000,000 (60% human, 35% other, 5% kitsune)
Inhabitable planets in system: 1
Moons in system: 1
Planets owned: 1
Moons owned: 1
Cities: Tortuga (capital), Suriname, Tobago
Defenses:
1x Tipperary Station (Black Shroud)
8x Azov Stations
20x Soryu Stations
FTLi field
Early Warning Probe Network
500 Defense Platforms
Tortuga Defense Fleet
Tortuga Militia Force
Garrison: 100,000 troops and natives levies

Geography: Wet and warm, Tortuga is known for nearly year-round precipitation, violent seas and a desolate landscape. A large planet constantly ravaged by global storms, Tortuga is mostly rock and water, with tropical jungle being the main ecology where flora is present. Though the planet has some mineral ore it is other resources found in its jungles that make it worthwhile, including plants suited for fiber-based materials, medicine and narcotics, plant and meat-based foodstuffs and spices. Though the technology exists to control the climate and terraform Tortuga into something more pleasant neither the natives nor the settlers have expressed a desire to do so, citing costs and the common opinion that they like their wet, dreary world. The Kitsune Empire respects this decision.
System governor: Governor Kyo
Exports: Rare spices, meat and plant-based foodstuffs, plant-based fibers and materials, narcotics and basic medicines
Overview: Originally a large pirate base, Tortuga was invaded by the Kitsune Empire in an effort to exterminate its brigands and bring order and stability to the area. Though the Xiscapians succeeded in annihilating the raiders, they were left with several million people inhabiting the planet who once relied on the pirates to drive the local economy. Instead of destroying them, as would normally be done, the Xiscapians annexed them and their world into the Kitsune Empire. Though grateful for the technological advancements and economic boons provided by Imperial rule, the Tortugans remain an independently minded, ruthlessly capitalist people. In particular, the native Tortugan Militia makes up for its older equipment with a fearsome fighting spirit rarely matched by indigenous levies.


Alopex System: (Delta Quadrant)

Population: 50,000 (95% kitsune, 5% other)
Inhabitable planets in system: 0
Moons in system: 500+
Planets owned: 1
Moons owned: 500+
Cities: N/A
Defenses:
1x Soryu Station (Au)
FTLi field
Early Warning Probe Network
100 Defense Platforms
Alopex Defense Fleet
Garrison: 10,000 troops and corporate militias

Geography: Lacking in terrestrial geography, the Alopex System is centered around Alopex, an alabaster-hued jovian with a significant number of mineral-rich moons and asteroids orbiting it. This area is mined extensively for its valuable gas and ore, both by the Xiscapian government and by various corporate ventures. As such the space around Alopex is dotted with stations, dockyards and habitats, which form the base for the small population of troops, naval personnel, contractors and a small core of civilians catering to their needs. The out system is largely barren, containing only a few uninhabitable mineral-deficient worlds and a small asteroid field. Most of the population lives on mining installations or starships.
System governor: Commander Senichi
Exports: Raw and refined ore, metals, mining contracts, gaseous elements and compounds
Overview: First entered by its namesake, the destroyer Alopex, the system was claimed by the Kitsune Empire a short time before a foreign vessel was located claiming it had already taken the system for its nation. Alopex fired first and a battle commenced, leaving both craft damaged but ultimately forcing the alien ship out of the area when Xiscapian reinforcements arrived. A follow-up attack on the interloper's base failed to destroy it but kept its forces tied up in defending the station long enough for the Kitsune Empire to establish a defensible presence in Alopex. Because of its location and strategic resources, the system has to be guarded against both this entity and a loose confederation of pirates that was allowed to grow alongside. Due to this Alopex is frequently used as a base to train new crews in pirate hunting.


Inritus System: (Alpha Quadrant)

Population: 2,000,000,000 (80% Zillar, 15% kitsune, 5% other)
Inhabitable planets in system: 1
Moons in system: 1
Planets owned: 1
Moons owned: 1
Cities: 3 (Mallak, Lydak (capital), Sall)
Defenses:
1x Azov Station (Arak)
1x Soryu Station (Reach)
FTLi field
Early Warning Probe Network
800 Defense Platforms
Inritus Defense Fleet
Zillar Defense Force
Garrison: 1,000,000 troops and Zillar militia

Geography: A cold, rocky world, Inritus initially appears barren and inhospitable, particularly to its cold-blooded natives. However, most Zillar construction is underground, focused around geothermal vents and natural hot springs, allowing those who settle it to live quite comfortably beneath the hostile mountains. With regard to resources the planet has large reserves of precious metals, gems, ore and crystals, with mining operations tapping thousands of veins from subsurface facilities. The spire-like mountains of Inritus inspired the shape of the unique Inrtitus Ships, spike-shaped vessels made of asteroid rock that serve as everything from transports to miners to warships. In the out system a large network of stations, mining installations, colonies and shipyards has been constructed exclusively to utilize Inritus's natural resources within the system.
System governor: President Zillar/Admiral Nori
Exports: Ore, precious metals and gems, processed materials, starship construction
Overview: Inritus was the last system to be captured during the Danaversian War, taken just days before the formal Danaversian surrender. A Zillar world where AXIS forces were widely hailed as liberators, Inritus rose above and beyond its fellows in the postwar period by virtue of Xiscapian influence, especially on the economy and military. Due to its location, Inritus handles a great deal of commerce from Xiscapian holdings and trading partners in Alpha, though it is not as central nor as powerful as the Wuin System, for example. The native Zillars are permitted to maintain their own government with their own elected leaders and their own defense force, though both are ultimately subservient to the Kitsune Empire. In case of attack the Inritus System stands poised to render assistance either to the Chalybs System or New Rastha.


Cruor System: (Delta Quadrant)

Population: 100,000,000 (60% Abhuman, 20% kitsune, 10% Telrosian, 10% other)
Inhabitable planets in system: 1
Moons in system: 0
Planets owned: 1
Moons owned: 0
Cities: Tartarus (capital), Hardy, Kippie)
Defenses:
1x Tipperary Station (Fernir)
2x Azov Stations
4x Soryu Stations
FTLi field
Early Warning Probe Network
1,000 Defense Platforms
Cruor Defense Fleet
Cruor Customs Force (native operated)
Assorted Telrosian warships
Garrison: 1,000,000 troops, assorted Telrosian troops, native militias

Geography: Originally a garden world, Cruor was glassed by a Telrosian fleet and sat as burning slag for the greater part of a standard year. Xiscapian terraforming operations began in conjunction with Telrosian efforts, restoring the planet's atmosphere, reviving the soil, replanting flora, reintroducing fauna and other work, which has currently progressed over roughly half the planet. While most of the northern hemisphere has been successfully made inhabitable again, the majority of the southern hemisphere remains a poisoned wasteland. In what sections of the land that are livable, Cruor bears a remarkable resemblance to certain Xiscapian and Telrosian worlds, including mixed ecological systems, terrain and climate from a variety of planets. Despite less than fifty percent of Cruor's surface being fit for sapient life, its inhabitants are self-sufficient.
System governor: Rear Admiral Shinya
Exports: High-energy plasma, military goods, vehicles and fabrication equipment
Overview: Once home to the human-supremacist nation known as the Arvayan Federation, Cruor was assaulted and its non-human (Abhuman) races were evacuated by Telrosian forces before being bombarded from orbit until the Federation and every Arvayan had ceased to exist. An Xiscapian flotilla came upon the site of the conflict a short time later and began a cooperative effort with the Telrosians to rebuild the planet as a home for the displaced Abhumans, providing both temporary shelter for the long-suffering people and terraforming engineers and equipment to the effort. The first Abhumans resettled the planet five years after the destruction of the Arvayans, setting up with government, infrastructure and defense forces provided or backed by the Telrosians and Xiscapians. Despite joint ownership of the system, Cruor is too far from Telros proper for the Telrosians to effectively defend, so the bulk of the system's defense (and influence over its inhabitants) falls to the Xiscapians. Though the Abhuman state is not truly independent and its policies, economy and military are small sized and moderately successful at best, it is a stable system that shows signs of slow growth.


Protectorate

New Rastha System: (Alpha Quadrant)

Population: 10,000,000 (60% Rasthan, 10% kitsune, 30% other)
Inhabitable planets in system: 0
Moons in system: 300+
Planets owned: 0
Moons owned: 4
Cities: New Rastha (capital), various corporate townships and ghettos
Defenses:
1x Tipperary Station (Bulwark)
1x Azov Station (Lupus)
1x Soryu Station (Occulus)
FTLi field
Early Warning Probe Network
500 Defense Platforms
Rasthan Defense Fleet
Rasthan Border Guard
Xiscapian training craft
Corporate Fleets
Garrison: 1,000,000 Home Guard, Xiscapian Imperial Army advisers, Citizen's Militia, corporate mercenaries

Geography: A small moon orbiting a blue jovian planet, New Rastha has a breathable atmosphere but a barren, rocky surface. Apart from a handful of cold lakes and aquifers, the satellite has no liquid water, though ice does accumulate at the caps. Terrain alternates between plains and hills, with elevations remaining low enough to give the world only a handful of true mountains. Craters dot the landscape, providing shelter for organizations as small as a few people to entire cities. In its crust New Rastha has modest mineral reserves but possesses little else of value aside from land and water.
System governor: Patriarch Arctos
Exports: Mineral elements and compounds, services, labor, information
Overview: Discovered by a Bloodletter destroyer during the closing days of AXIS operations against the crumbling Zillar Republic, New Rastha was a then unnamed, unclaimed satellite inhabited only by a small tribe of friendly lupines. The Xiscapian warship used the moon as a base for raids against nearby Zillar convoys and installations until the formal end of the conflict, at which point it was discovered that the people living there were actually escaped Malcastrineze refugees placed there by an anti-Malcastrineze privateer group known as Raven's Blood. At this time the Kitsune Empire had several hundred thousand displaced Rasthan living within its borders, rescued from the Rethast threat, who were campaigning for a home of their own. On their behalf the Xiscapians negotiated with Raven's Blood for control of the moon, which the surviving Rasthans dubbed New Rastha. Initially the government, trade and military was propped up by the Kitsune Empire, but with the economic surge provided by peacetime trade the tiny independent nation has managed to get up on its own two feet. Time will tell what the future holds for what may be the last of a race.


Republica System: (Alpha Quadrant)

Population: 100,000,000 (70% human, 30% other/kitsune)
Inhabitable planets in system: 1
Moons in system: 0
Planets owned: 1
Moons owned: 0
Cities: Coruscant (capital)
Defenses:
2x Tipperary Stations (Vigil, Omni)
20x Azov Stations
40x Soryu Stations
FTLi field
Early Warning Probe Network
2,000 Defense Platforms
Republica Defense Fleet (TBD)
Garrison: 1,000,000 troops and levies

Geography: A near-ecumenopolis, Coruscant covers most of Republica's surface, with only some natural landmasses left near the poles and a few seas of natural water. However, much of the city is made up of the vast network of automated infrastructure required to keep the utilities working and the population alive, concentrating most of the city's inhabitants into dense masses at the highest levels. Interestingly, Coruscant's soil (what little of it is left) and air is surprisingly clean for a ecumenopolis, making it a suitable place to live for most sapient beings. Given that much of the population is human, there is little desire to move into the air, ocean or into the crust when new buildings can simply be erected atop old structures, which is how much of the city (now hundreds of meters to kilometers above the natural surface) was made over several centuries. Despite its grandeur, Coruscant is heavily reliant on imports to survive; without them its people will be unable to survive once their reserve stores run out.
System governor: Governor Ryozo
Exports: Labor, information, manufactured goods, services
Overview: The first world targeted during Operation Zodiak, the Republica system was quickly and ruthlessly secured by an Xiscapian fleet with assistance from Necrian forces. Moving to the ground, the Kitsune Imperial Army and Navy launched a series of decapitating and symbolic strikes, destroying the enemy's government and military infrastructure while also destroying or capturing national monuments and establishing points of control. Within twenty four hours the defending army had been routed repeatedly and scattered and the population's morale was crushed. However, Coruscant is a resilient beast and business soon proceeded as usual for its people, now under the Xiscapian flag. Of all the conquered peoples in Zodiak, those of Republica made the overall average in attitude and disposition towards the conquerors.


Ghadold System: (Alpha Quadrant)

Population: 100,000 (90% other, 10% kitsune)
Inhabitable planets in system: 1
Moons in system: 2
Planets owned: 1
Moons owned: 2
Cities: N/A
Defenses:
10x Tipperary Stations
50x Azov Stations
100x Soryu Stations
FTLi field
Early Warning Probe Network
5,000 Defense Platforms
Ghadold Defense Fleet (TBD)
Garrison: 100,000 troops

Geography: A garden world, Ghadold has almost every type of climate and terrain imaginable, from tropical rainforests to cool mountains to arid deserts to frozen tundra. Despite its abundance of fertile land, the planet is wild, with a wide selection of flora and fauna. Though this gives it a great deal of potential, it makes the world only of interest to scientists and terraformers, as settlers, colonists, tourists and vacationers have a large selection of alternatives to choose from. Additionally, Ghadold's star is projected to begin losing fuel and expanding soon (within the next one millions years). These factors combine to make Ghadold what it is today: A military system.
System governor: General Jun'ichi
Exports: Small arms, powered armor, munitions, armored vehicles
Overview: The site of one of the fiercest and bloodiest battles of the Zodiak War, Ghadold was home to a large Republic garrison backed up by a patriotic and highly loyal population. The attacking Xiscapians managed to destroy much of the defending fleet, which refused to retreat until individual members took the initiative to flee, but the ground army proved to be made of even sterner stuff. On top of this, the planet's population joined in the fighting, suffering high casualties but refusing to back down even after the Republic army was entirely wiped out. Not wishing to suffer even more casualties, the Xiscapians instead razed the planet's cities to the ground, killing an estimated five hundred million people and scattering the few survivors into the wilds of Ghadold. After this the Kitsune Empire constructed a large fleet and army base to support the surrounding systems, with Ghadold acting as a training world for both Xiscapian troops and militia forces and conscripted levies from other worlds. As such, the planet has no civilian population.


Talibel System: (Alpha Quadrant)

Population: 1,000,000 (75% human, 5% kitsune, 20% other)
Inhabitable planets in system: 1
Moons in system: 4
Planets owned: 1
Moons owned: 4
Cities: 4 (Gammond, Sayk, Mauel, Cammond (capital))
Defenses:
1x Soryu Station (Axle)
FTLi field
Early Warning Probe Network
1,000 Defense Platforms (600 B.L.A.S.T., 400 B.L.A.D.E.)
Talibel Defense Fleet (TBD)
Stock Customs Fleet (human operated)
Garrison: 50,000 troops and native militia

Geography: Talibel is a jovian world, making it incapable of supporting terrestrial-based life. However, the planet's population has constructed four floating cities, along with a number of smaller docking, defense, gas mining and support platforms. Talibel's atmosphere is given an azure tint by certain valuable gases around which its economy is based. Electrical disturbances and wind storms are common and can pose a threat to small atmospheric craft and starships, but with proper piloting skill and sufficient local guidance these can be navigated safely or avoided. As Talibel's atmosphere naturally inhibits sensors, all craft must be guided in manually by traffic control.
System governor: Governor Emiko
Exports: Gaseous elements, gaseous compounds, exotic matter, fusion fuels
Overview: Another planet invaded as part of Operation Zodiak, Talibel was the site of a large space battle fought between the Kitsune Imperial Navy and Republic forces. Once the enemy fleet was routed Xiscapian troops were able to swiftly capture the platforms in the planet's atmosphere using intercepted landing data, taking control of all of the cities. Initially Talibel's citizenry found Xiscapian law and garrisons abrasive, but after elements of instability were purged and the economy grew strong again most complaints faded away. Talibel is one of the quietest Xiscapian systems in the Milky Way, receiving little in way of visitors and exporting relatively small amounts of gas and fuels. Like other formerly Republic industries, it mostly services local systems, in Alpha if not in the immediate area, rather than the wider Kitsune Empire.


Arel System: (Alpha Quadrant)

Population: 100,000,000 (50% human, 48% other, 2% kitsune)
Inhabitable planets in system: 1
Moons in system: 0
Planets owned: 1
Moons owned: 0
Cities: Numerous (capital: Ariel)
Defenses:
1x Tipperary Station (Janissary)
FTLi field
Early Warning Probe Network
600 Defense Platforms (350 B.L.A.S.T., 250 B.L.A.D.E.)
Arel Defense Fleet (TBD)
Stock Customs Fleet
Garrison: 10,000,000 troops and native levies

Geography: Arel is an arid, rocky world that alternates between scorching deserts and dry mountain ranges. Its size is barely above dwarf planet status, which gives it drastically warped time frames; each day lasts a full standard year, and each year lasts one century. "Days" are dangerously hot while "night" temperatures can drop below zero. Given this, along with the planet's hostile environment and deadly fauna, makes it unattractive to live on, but it nevertheless supports a large population focused around extensive mining operations beneath Arel's surface and the large starship manufacturing and assembly yards in orbit. Due to gravitational anomalies, the planet suffers frequent meteor showers.
System governor: Governor Botan
Exports: Metallic elements, mineral elements, starship parts and components, hulls
Overview: One of the most strongly defended systems of the former Republic, Arel was a critical resource and starship building world for the nation before the Kitsune Empire captured it after several days of heavy ground combat. Republic control was lax before, as the state only cared that its warship production went uninterrupted, but given the violent civil wars fought between Arel's natives the Xiscapians have a strong garrison force that rigorously enforces Xiscapian law. Unrest continues to smolder on the fringe and in some outlying towns over tribal tensions and religious differences but the main population centers are fully secured by the Imperial Army. As harsh as the land is on Arel, Xiscapian rule is harsher, as a strong hand is seen to be necessary to keep the locals in line. In terms of civilization, many consider Arel to be a third-world country contained within a first-world nation.


New Alderaan System: (Alpha Quadrant)

Population: 1,970,000,000 (95% human, 5% other)
Inhabitable planets in system: 1
Moons in system: 1
Planets owned: 1
Moons owned: 1
Cities: Numerous (capital: Aldera)
Defenses:
1x Azov Station (Graveyard)
FTLi field
Early Warning Probe Network
1,000 Defense Platforms (600 B.L.A.S.T., 400 B.L.A.D.E.)
New Alderaan Defense Fleet (TBD)
Stock Customs Fleet
Garrison: 20,000 troops and native levies

Geography: Wild grasslands and old mountain ranges dominate the planet's surface, giving it striking natural beauty. Ice-rimmed polar seas are the only large bodies of water, though thousands of freshwater and saltwater lakes provided habitats for a large variety of flora and fauna. Cities of New Alderaan are often built with great care taken to protect nature, though modern Xiscapian mining operations ignore this. Cities are built in a variety of exotic locations, such as on stilts along the shoreline, inside the walls of canyons or under polar ice. The capital, New Aldera, was built on a small island in the center of a caldera.
System governor: Governor Kioshi
Exports: Creative art, luxury items and intoxicants, interactive entertainment, various services
Overview: Given its experiences with other Republic planets the Xiscapian Imperial Army landed on New Alderaan expecting a hard fight, and was surprised when the planet's government unilaterally surrendered to protect its population and natural beauty. Indeed, the subsequent occupation proved to be an easy one, as the native Alderaanians possessed almost no weapons independent of the Republic military and are largely pacifists. Xiscapian influence turned the planet into a resort world, which is especially famous as a playground for the rich and powerful, with many Xiscapian company heads and industrial leaders owning large swaths of land there. New Alderaan is also something of a final destination for those who enjoy recreational drugs, as the population is highly liberal and tends to be hospitable towards visitors, unlike other Republic worlds. However, given competition from other equally lovely Xiscapian worlds with tourism industries, New Alderaan draws more local and foreign visitors than actual Xiscapian.


Enrust System: (Alpha Quadrant)

Population: 100,000 (20% human, 20% kitsune, 60% other)
Inhabitable planets in system: 0
Moons in system: 0
Planets owned: 0
Moons owned: 0
Cities: N/A
Defenses:
1x Tipperary Station (Galaxy)
2x Azov Stations
4x Soryu Stations
FTLi field
Early Warning Probe Network
100 Defense Platforms (60 B.L.A.S.T., 40 B.L.A.D.E.)
Enrust Defense Fleet (TBD)
Stock Customs Fleet
Garrison: 10,000 troops and various militia and levy forces

Geography: Since it consists entirely of asteroids of various sizes, Enrust has no geography or climate to speak of. However, vibrant artificial ecology's have been made within several of the rocks, which vary in size and type but are capable of supporting life. The largest asteroid, Enrust, supports a population of some fifty thousand sentient beings and droids, while many of the smaller colonies and bases may be home to a dozen people or less. Because the system is a waypoint between the Talibel System and New Alderran, its population fluctuates as travelers and seasonal visitors pass through, though the actual residents on most colonies maintain relatively stable numbers. The Galaxy station acts as a capital of sorts and is the system's primary military base.
System governor: Vice Admiral Kohana
Exports: Narcotics, entertainment items, raw materials, various services
Overview: When the Enrust System was conquered by Xiscapian forces as part of Operation Zodiak they found it to be unlike any other Republic system. Its people were highly disparate, forming colonies on the various asteroids virtually independent of each other, obeying no laws but their own. Due to the system's strategic position on the hyperspace lanes the Republic had desired to exert maximum control over it, causing its people to chaff under heavy-handed rule and eliciting a large uptick in crime, particularly smuggling. With the Xiscapians establishing themselves in the system many of the goods and services formerly illegal were made legal, and the Kitsune Empire was content largely to leave the thirteen main asteroids to their own devices, only interested in securing the system's mineral wealth. In Enrust, life continues largely as it had before.


Tigarius System: (Alpha Quadrant)

Population: 8,000,000,000 (99% human, 1% kitsune)
Inhabitable planets in system: 1
Moons in system: 1
Planets owned: 1
Moons owned: 1
Cities: Too numerous to mention (capital: Tigerius)
Defenses:
1x Tipperary Station (Bronze Tiger)
FTLi field
Early Warning Probe Network
Minefields
100 Defense Platforms (60 B.L.A.S.T., 40 B.L.A.D.E.)
Tigerius Defense Fleet (TBD)
Stock Customs Fleet
Garrison: 1,000,000 troops and Tigerian levies

Geography: Tigerius is a temperate world with a surface that is 60% water, the other 40% of land broken up into three continents. While much of the countryside is ideal for human habitation, the sprawling, crowded cities that stretch entire continents often offer poor living conditions and tend to be highly polluted. The Kitsune Empire has several projects aimed at alleviating this, which include further construction in the planet's oceans, bedrock and orbit to solve overpopulation, atmospheric scrubbers to reduce the levels of toxins in the atmosphere and government-backed corporate incentives for using clean energy. Additionally, terraforming and habit construction is being undertaken on the system's other four planets and in the asteroid belt. Projected results are promising but slow in coming.
System governor: President Talon
Exports: Labor, manufactured goods, raw materials, consumables
Overview: Assaulted during Operation Zodiak, Tigerius was taken and occupied briefly by Xiscapian forces before a deal was struck with what was left of the government for the native people to retain control in return for becoming an Xiscapian protectorate. The new Xiscapian-sponsored government and military bear none of the corruptions or inefficiencies of the old, though they are more inwardly focused on providing for and protecting the people than the previously aggressively expansionist regime. The common man regards Xiscapians and their influence warily but welcomes the perks brought in technology, goods, services and information provided by the Kitsune Empire. Indeed, as on so many other worlds the Xiscapians are winning the cultural war, particularly among the youth. Despite this, the planet and its people still have a number of problems which are in the process of being addressed by local officials and officers.


Protectorate

Polaris System: (Alpha Quadrant)

Population: 2,000,000,000 (98% human, 2% kitsune)
Inhabitable planets in system: 1
Moons in system: 1
Planets owned: 1
Moons owned: 1
Cities: 3 (Dhruva Tara (capital), Polari, New Tigerius)
Defenses:
1x Tipperary Station (Absolute Zero)
FTLi field
Early Warning Probe Network
Minefields
100 Defense Platforms (60 B.L.A.S.T., 40 B.L.A.D.E.)
Polaris Defense Fleet (TBD)
Polaris Security Fleet (TBD)
Garrison: 50,000 troops and Polarian militia

Geography: Polaris consists largely of frigid tundra, only broken by a few inland seas which are frozen most of the year and mountain ranges. Most biological beings caught on the frozen wastes without sufficient protection will die within minutes of exposure. Due to this the planets lacks flora, and the only fauna survives underground. Polaris's lone moon, Lodestar, has a barren airless surface. Xiscapian scientists believe Polaris will emerge from its global ice age sometime within the next twenty thousand years.
System governor: Chancellor Stone
Exports: Luxury items, raw materials, processed materials, manufactured goods
Overview: One of the targets struck during Operation Zodiak, Polaris was under Tigerian occupation when the Xiscapians shattered the Tigerian fleet and landed troops in support of the native Polarian rebels. After the surviving Tigerians surrendered the Kitsune Empire assisted the Polarian people in constructing a new government, which is a nominal protectorate under Xiscapia. Though the planet's human population has a relatively low technological level and is constrained by both the conditions of their world and several years of Tigerian oppression, they are widely accepting of aliens and fast learners, which is resulting in speedy modernization. The planet's military has been rebuilt by the Xiscapians and is swiftly transforming into a respectable security force. Xiscapian investment in Polarian economy and infrastructure has been significant, and the world is considered a rising economic power within the Kitsune Empire, earning it the nickname "Little Phenia."
Last edited by Xiscapia on Thu Oct 06, 2011 7:14 pm, edited 33 times in total.
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Government Leaders and Personnel

Postby Xiscapia » Sat Jan 29, 2011 11:16 am

Emperor Foxfire Rose
Age: 52
Height: 6,1
Type: Vulpes Vulpes
Born to a simple farming family, Foxfire Rose graduated from Rio Casa University with honors at twenty two and became an Imperial Marine in the Kitsune Imperial Navy at twenty three to serve his mandatory military service. While fighting in one of the endless skirmishs and boarder disputes during the Korr War he met his future wife, Jade, and saved her life from Korr soldiers, later losing his brother in that same battle. Later discharging from the service, he ran and was elected Emperor, and through his policies and direction brought the Kitsune Empire through the end of the Korr War. Since then he has led the nation though countless disputes and conflicts and constructed dozens of alliances and trade agreements. Popular both at home and aboard for his humility, intelligence, wisdom and steady hand, Foxfire Rose appears to be in place as Emperor for many years to come.
We shall spread among the stars, forging alliances and telling of the ideas of peace, honor, and humility to all races and peoples.

Empress Jade Rose
Age: 44
Height: 5,7
Type: Homo Vulpes
Jade Rose is the wife of Foxfire Rose, making her the Empress of Xiscapia and a member of the Imperial Family. She was born into an aristocratic family, her mother an Imperial Ambassadress, her father a starship captain. She was always surronded by luxery and wealth, provided for in all ways and never wanting for anything, but she soon grew dissatisfied. Jade disliked the way her parents tried to pamper and shelter her from the outside world, and often rebelled against them, with mixed results. While she always achieved high grades in school, she tended to hang around with the poorer kits, abhorring the often arrogant upper class children. After completing her schooling Jade left her city and became, against all expectations and to the abject horror of her parents, a pilot for a small freight company. Jade and Foxfire met when Foxfire saved Jade from a Korr boarding party as a soldier. They married a short time after and have stayed together ever since.
Any fool can die for a cause, but it takes a true believer to live for one.

The Vanadict
Age: 51
Height: 5,6
Type: Homo Vulpes
Vanadict is a name and also a title, given to the Imperial Family's top advisor and head of the Diplomatic Corps. No one knows the Vanadict's real name or her origins, but she has capably served the Emperor for almost his entire reign and is responsible for fostering many of the Kitsune Empire's earliest relations, including those with the People's Republic of Alversia. It is on her advisement that the Emperor makes many policy decisions and issues decrees, and she is often slated to be the one to attend very high level conferences and greet distinguished guests entering the Kitsune Empire. Despite the mystery surrounding the kitsune she is generally well received by those she meets and has a reputation for being reserved yet quick with the tongue, unflappable and extremely dedicated. As head of the Diplomatic Corps she appoints new Imperial diplomats and assigns them to various nations or events.
Warfare consists of kicking an enemy out of a given area. Diplomacy is the art of making him pack for the trip.

Doctor Ginta
Age: 46
Height: 5,9
Type: Homo Vulpes
Doctor Ginta is the leader of the government panel of experts called the Scientific Advisory Board, and has been employed by the Kitsune Empire and private interests in xenobiology, terraforming, linguistics, archeology and defense contracting work, among other fields. He oversaw the terraforming of Korrilia, the excavation of Old Xiscapia, invented the powerful R.E.A.P.E.R. disruptor weapon, and does many field projects on the ruins in Xiscapia. He is an overall deeply moral person with gentlemanly conduct, and has been toted as one of the greatest modern scientists for his intelligence, enthusiasm and range and depth of thought. However, he can be absent-minded, awkward socially and is easily flustered and not a warrior; he genuinely cannot understand why everyone can't just get along.
It requires a very unusual mind to undertake the analysis of the obvious.[/url]

Silvertooh and Nightshade Rose (sorry, no pciture is avaliable at this time)
Age: Twenty two, both
Height: 6,1 and 5,8 respectivelly
Type: Vulpes Vulpes, both
Silvertooth and Nightshade are the son and daughter of the leaders of the False Rebellion, James Rose and the pirate queen Vila.
Children were conceived in hope for James and Vila to pass on the mantle of Chaos to heirs and to act as enforcers for them when they took over the Kitsune Empire. However, they gave birth to bekko, or twins, an extremely rare phenomenon in Xiscapians. Unfortunatly for the two, bekko are seen as being blessed by Qonn, and James and Vila wanted nothing to do with the Xiscapian god, and so handed them over to the Calaverians for a large sum of money. The bekko then spent some nineteen years changing hands, from the Calaverians as experiments to the Danaversians as slaves to wealthy criminal groups as novelties, until they were finally rescued by an Xiscapian team raiding the stronghold of Jorga the Hutt. They were then adopted by the Imperial Family. While Nightshade has adapted better to life in Xiscapia than her brother, Silvertooth retains an extreme hatred for Calaverians and Danaversians, and has destroyed planets and killed millions of people who he saw as unfit to live. Silvertooth owns the starcruiser Whispers of Remorse, while Nightshade owns the Black Raider vessel Devouring Light.
Our allegiance is not to any state, race, people or ideal; our first and only alliance is to each other.

High Priest May nghein
Age: Unknown, thought to be at least two thousand years
Height: 6,4
Type: Vulpes Vulpes
An incredibly old kitsune, May nghein was discovered during the Thirteenth Danaversian War by a Setulanite Ghost squad and a mercenary team that had been sent to rescue an Xiscapian POW from the Danaversians. The Danaversians were attempting to mine Guilda energy crystals from the planet Terracropolis (not being aware of an Xis-Alvo-N-K expedition which had already attempted this and failed, leading to widespread rumors that the world was cursed), and they landed to investigate a temple emitting radiation matching that of Guilda crystals. Once the Coalition units had tracked the Danaversians though the temple and to the center, all came under attack by May nghein and his familiars, which slaughtered the Danaversians and inflicted casualties on the Coalition. In the end May nghein removed himself from the structure as it collapsed, and was taken to Xiscapia where he was identified by the Church and declared the long-awaited leader of the Cult of Bodom. May nghein owns a frigate called the Apocolypse V.
The Dead must not be disturbed.

Lady Erravvi
Age: Thought to be about one year
Height: 6,0
Type: Probably Vulpes Vulpes
Lady Erravvi is the result of a Calaverian experiment gone wrong. Completed in the days before the Thirteenth Danaversian War and the collapse of the Communist State, she was intended to be a supersoldier who would assist the Calaverians in removing the Xiscapian Overseers, but in her first minutes of life Erravvi rebelled against the destiny assinged to her and escaped the facility she had been created at, killing many and stealing a starship. As she wandered though space she came under the influence and teachings of the Sith for a short time, but after learning all she could the kitsune declared the Order 'flawed' and killed her master, fleeing against, this time hijacking a Star Destroyer. Reports put her somewhere in the Milky Way Galaxy, but her intentions and course are unknown.
I think, therefore, I am. I kill, therefore, I persevere.

Sir Urteil
Age: Unknown, thought to be several centuries
Height: 6,2
Type: Vulpes Vulpes
Sir Urteil is an aristocrat of good breeding and high manners. In modern society persons of nobility are keeping to themselves as they slowly die out, with little influence over the politics of the Kitsune Empire, but Urteil is the one exception. Exerting an undue amount of power and influence over the Xiscapian government, the rich kitsune is said to have his hands in just about every pie there is, including, it is rumored, Triad Corporation, the Syndicate, the Bastards of Bodom, the Xiscapian Diplomatic Corps, the Imperial Administration and the Xiscapian Department of Armed Services, among others. A gentleman to the core, Urteil is nevertheless very arrogant, and looks down on offworlders and anyone not of aristocratic origins. Urteil is a superb duelist and almost always carries with him his rapier sword and a pair of dueling pistols, though the barbaric practice of dueling is illegal and thus no longer practiced in the Kitsune Empire. He owns the starship Obscurantist
I'm not really an ass. It's just that I'm Xiscapian, and, well, you're not.
Last edited by Xiscapia on Sat Oct 08, 2011 4:23 pm, edited 3 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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Merchants, Traders and Businessmen

Postby Xiscapia » Sat Jan 29, 2011 11:17 am

Captain Tawara (Fifty-Three Years in Space)

Captain Mitsune (Dimension)

Captain Kakura (&Anita) (Blue Like Jazz)

Shimo -Executive Command Corporation

President Nakamoto (Nakamoto Dockyards)

Executive Director Kyat (Kyat Drive Yards)

CEO Cuqa (Blasttech Industries)
Last edited by Xiscapia on Sun Jan 30, 2011 7:00 pm, edited 1 time 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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Mercenaries, Criminals and other Vagabonds

Postby Xiscapia » Sat Jan 29, 2011 11:17 am

Kartosh
Age: 35
Height: 6,1
Type: Homo Vulpes
Kartosh was born in the city of Tenfour. His parents were both soldiers who met on the battlefield, and he was raised with the expectation that he, too, would joined the military. Indeed, his good reflexes, accuracy with a weapon, and above average proficincy with mechanics marked him for a future as either a battle engineer or perhaps even a Scout, Reconnaissance and Sabotage trooper. In school, however, Kartosh was lazy, rarely turning up to class and often not doing the work when he was there. The only subjects which ever seemed to interest him involved either combat or shop class. He graduated, barely, and was immediatly sent to military school, to be trained as a battlefield pilot. He dropped out halfway though, however, and, after buying a used ore hauler with the credits he had saved up, vanished. During the Korr Wars he worked as an independent contractor to smuggle supplies, people and information though Korr lines, changing ships almost as fast as he changed contracts. As the war began to draw to a close, Kartosh saved enough money to have Kyat Drive Yards produce the state-of-the-art Black Raider vessel Star Snake, which he uses currently for smuggling and mercenary activities. He has been labeled as "a nusiance" by Custom Officals (which he considers high praise) and, while war and Customs ships from a multitude of nations have attempted to capture him and his ship multiple times, he has yet to be caught.
Time for a celebratory drink.

Skyler
Age: 29
Height: 5,7
Type: Homo Vulpes
Born of a merchant and a journalist, Skyler grew up on Kel, the rocky mining moon orbiting Xiscapia. She graduated middle of her class, and went on to trade school to become a teacher in combat, specifically unarmed, close quarters for security companies. However, she was unable to maintain the course and dropped out, receiving some training from a corporation which employed guards on private freighters. Her assigned vessel, the Blasted Thing, named after the ship's defective nav computer, was a meduim-sized freighter that hauled supplies out to Xiscapian troops stationed at the front. On one run the moon which the ship was delievering to was invaded by Korr forces, and the Blasted Thing was shot down, crash-landing and killing the other two members of the crew on impact.

Skyler, having been knocked unconscious but otherwise only superficially injured, was captured by the Korr and imprisoned. Finally, having been considered less important than captured kitsune soldiers and officers since she was only a mercenary guard, Skyler was the only kitsune yet to be interrogated. As she was brought in for the session Kartosh was flying back from a blockade run overhead and was intercepted and nearly destroyed by Korr fighters. This resulted in him crash-landing into the prison facility (he claims he aimed for it) and the resulting damage leveled most of the complex. Skyler, having been in a subterranean part of the instillation, was unharmed by the holocaust above, though her guards were not so lucky.

She made her way to the surface, where, despite weakness and injuries, she and Kartosh worked together to fight off the remaining Korr and steal a transport. After their recovery she agreed to become Kartosh's partner, and is simultaneously his partner, lover, co-pliot and gunner, and also his balancing force, offsetting his devil-may-care attitude and often foolish impulses with her caution and intelligence.
A sword is worth more than the biggest gun which has no ammunition.

Tara
Age: Nineteen
Height: 5,4
Type: Homo Vulpes
Tara grew up on the streets of Kel, her father a police officer, her mother having left him shortly after she was born. When she was seventeen Tara was abducted by pirates when the Alversian freighter she was riding was hijacked, and for six months she was held captive in the stronghold of Grabba the Hutt as a slave. When Grabba's men stole a Black Raider class starship from Kyat Drive Yards the mercenaries sent by the company to kill Grabba and recover the vessel, Kartosh, Skyler and their partners Nathan and Chloe, rescued Tara shortly before completing their mission. Tara became the third member of the crew of the Star Snake and has formed a relationship with both Skyler and Chloe. Known for her flirtatiousness and blatant lesbianism, Tara's greatest weapons are her young apperance and her sultry good looks, but she is still an excellent shot and daredevil pilot, taking after Kartosh in that regard.
(Referencing her sexual orientation) Yes, I am. No, you can't watch.

Shatei Seiji

Shatei Yushi

Sei Vydam

Enishi Senkaku

Captain Kacho
Last edited by Xiscapia on Sun Jan 30, 2011 7:03 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
The Kitsune Empire of Xiscapia's FT Factbook (V2.5)
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Law Enforcements and the Intelligence Community

Postby Xiscapia » Sat Jan 29, 2011 11:18 am

Xiscapian Internal Affairs:

Director Agent Sadojima

Special Agent Kunai

Imperial Intelligence Department:

Director Takashi

Agent Director Amatsukaze

Agent Yanagi

Agent Minekaze

Agent Kumo

Agent Director Okawa

Agent Kaga
Last edited by Xiscapia on Sun Jan 30, 2011 7:04 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
The Kitsune Empire of Xiscapia's FT Factbook (V2.5)
R.I.P. Shal - 1/17/10

User avatar
Xiscapia
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Posts: 12725
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Trade and Immigration

Postby Xiscapia » Sat Jan 29, 2011 11:19 am

Xiscapian trade is done by the Xiscapian Merchant Marine, comprising of civilian-owned ships operated by either commercial businesses or the Imperial government. These craft are responsible for the transport of goods and passengers throughout the Kitsune Empire and to foreign ports during peacetime as part of the commerce network. During wartime vessels in the appropriate areas are re-designated with the prefix "AXIS" (Auxiliary Xiscapian Imperial Navy) and can be called upon to deliver military troops and supplies to bases and contested areas. Despite this the Merchant Marine is not considered a uniformed part of the service, except in times of war when merchants are considered military personnel and are required to obey military law but are also eligible to receive military benefits. Merchant Marine craft vary wildly in size, role, ownership and type, but can be broadly classes in four main categories:

Bulk freighters:

Freighters:

Commissioned to carry cargo or passengers from one port to another, bulk freighters (also called merchantmen, traders or passenger ships) make up the backbone of the Xiscapian import-export economy. Generally equipped with fast FTL drives but slow sublight engines, freighters rarely possess cutting edge or even the highest quality technology in any given area, as they are designed to be relatively simple to operate and easy to maintain and repair. Aside from the regular crew, which is usually not over one hundred persons, consisting of bridge officers, technicians, engineers, medical staff, security guards and clerks, freighters are generally occupied by hundreds if not thousands of automations of various kinds, including repair drones, cargo haulers, nanobots, A.I. and battle droids, all of which run the ship on a day-to-day basis. Freighters come in three general types: Light, Medium, and Heavy, or the Hapkido, Dojo and Kaga classes. After the Korr Wars traders were rarely armed, as doing so was usually expensive and thusly seen as excessive, but during the Danaversian War it was mandated that all freighters carry a self-defense system of some kind, with subsidies to pay for it from the government. Sometimes freighters are requisitioned, heavily armed and pressed into service as Auxiliary Xiscapian Imperial Starships (AXIS), where they are then called armed freighters or bulk cruisers. Such ships are usually not as powerful as a dedicated warship, but they can generally hold their own in combat and can be used as escort carriers, bombardment craft, minelayers and repair ships -or all four at once, with some of the larger classes.

Hapkido class Light Freighter
Crew: 20
Length: 2,500 meters
Carrying capacity: 2 million metric tons


Dojo class Medium Freighter:
Crew: 50
Length: 5,000 meters
Carrying capacity: 5 million metric tons


Kaga class Heavy Freighter:
Crew: 100
Length: 10,000 meters
Carrying capacity: 10 million metric tons


An example of a modified, armed Hapkido class Freighter

Tramp merchants:

Superficially speaking, from ship to ship, there is no difference between bulk freighters and tramp freighters. While bulk freighters will generally stick to established routes and schedules, have specific destinations and carry predetermined loads for employers, tramp ships are the wanderers of the merchant community. Striking out on their own with hulls full of valuable miscellaneous goods, tramp merchants range far and wide through space in search of new trade ports in hopes of selling the contents of their holds and purchasing exotic goods for sale back in the Kitsune Empire. The standard deal is that the owner supplies the ship and crew while interested parties invest stocks of goods in return for a percentage of profits made from the venture. Tramp freighters will sometimes operate independently, owned solely by their captain, or in small numbers by regular shipping companies.

By their nature tramp freighters, more than any other kind, are exposed to the dangers of the wider universe including pirates, hostile aliens, natural disasters and other misfortune. Because of this tramp freighters tend to be armed, crewed by seasoned veterans, have larger security complements than most and may even have private escorts, depending on their level of insurance and the value of their cargo. Tramp freighters are a valuable national asset, however, because not only do they bring in foreign goods and open new markets, but they also give the Kitsune Empire more First Contact opportunities when the tramps end up being the first Xiscapians to meet a new people or nation. Because of this communications frequencies are constantly monitored by Kitsune Imperial Navy stations and warships listening for a distress call; despite their often remote locales and unpredictable nature tramp freighters can often count on KIN assistance against attack and bad luck. Tramp freighters tend to be of the same classes and types as other merchants.

Ultralight haulers:

A distinct departure from the massive sizes and carrying capacities of the bulk freighters, ships collectively known as "ultralight" freighters are much smaller in length and capacity. Almost always intra-system vessels, ultralight freighters usually handle city-to-city, province-to-province, planet-to-planet and instillation resupply runs, only rarely moving from one star system to the next because most lack FTL drives. Ultralight freighters also tend to haul specialized cargo that can only be transported in small amounts or is only needed in relatively few quantities at a given time, and are usually faster than bulk freighters (within the system). Because of their inconspicuousness, numbers, ease of modification and speed ultralight freighters are popular among career smugglers and those who work on the fringes of the law such as bounty hunters, mercenaries and other vagabonds. Ultralight freighters are usually unarmed and have only minimal armor and shielding; in any confrontation an ultralight would rely upon speed and the area's security forces to protect it.

Hunchback class Tug
Crew: 4
Length: 25 meters
Tug capacity: >10 million metric tons


Dragonfly class Shuttle
Crew: 1-2
Length: 25 meters
Carrying capacity: 100 metric tons or 50 passengers


Starstreak class Hauler
Crew: 2-5, depending on configuration
Length: 50 meters
Carrying capacity: 500 metric tons


Scavenger/Salvage ships:

The final and most specialized of trade craft, scrap haulers and salvage vessels are the oddities of the merchant community. The fewest in number, and often crewed by eccentric kitsune, scavenger and salvage operations got their start during the Korr Wars, when they were needed to gather battlefield wreckage for re-purposing and rebuilding efforts after combat. After the end of the Wars the salvage trade was kept busy by the exploration of old Jomstar ruins for technology and crashed starships, and later on Korrillia for the same after the planet became uninhabitable. Business was brisk whenever large-scale battles occurred, particularly at the defeat of the SASM menace in which hundreds of Pathfinder warships were destroyed by Xis-Alvo forces, creating a vast interstellar ship graveyard. However, apart from these relatively isolated incidents, the industry did not truly kick off until the start of the Danaversian War.

During this time after each battle teams of salvage ships would be waiting to come out and sweep the battlefield clear of debris and wreckage to be sold back as scrap to ship builders. In some systems and areas where extremely heavy fighting occurred, including Chalybs, Gerral and the DMZ line millions of tons of salvage were picked up by thousands of these vessels, helping the war effort repair and replace lost ships and instillations while also making a tidy profit. Many of these now experienced salvage teams were berthed aboard Miyo class Factory Ships around the time of the Ranus Offensive, bringing back raw materials and debris to be consumed by the gigantic construction and production ships. Salvage teams tend to be high in number and, perhaps counter-intuitively for craft that are dealing with ships that have already been destroyed, well protected to shield against core detonations in areas of work, extreme radiation, discharging weapons, traps and vengeful enemies. Today they can be found wherever a battle or other large-scale destructive event has occurred, faithfully clearing the way for progress.

Vixen class Mining Probe
Crew: 0
Length: 10 meters
Cargo capacity: N/A


Black Hole class Hauler
Crew: 10
Length: 50 meters
Cargo capacity: 1,000 tons of salvage


Maw class Deconstruction Ship
Crew: 100
Length: 200 meters
Carrying capacity: Ten thousand tons of salvage


Trade relations:

Xiscapia's trade mainly consists of exports to and imports from fellow AXIS nations with additional, if less favored, trade between other states. Trade partners include:

People's Republic of Alversia
Pheonix Empire of Tanara
Republic of Setulan
Republic of the Berrax
Protectorate of Phenia
Confederacy of States
Federation of Macronia
Avalan Technocracy
Pokosian Commonwealth
Sen System Alliance
Morningstar Coalition
Tribal Union of Telros
Various Arcadian states
Acerian Federation
Classi Republic
Nomadic Fleets of Greywatch
Commonwealth of Kostemetsia
Empire of Kiruri
Cultural Collective of Myenya
Confederacy of Arch Planets
Empire of Sertian
Empire of Japan
Armed Federation of Xenohumanity
Empire of Karaig
The Transient Fleet
Star Empire of Huerdae
United States of Allanea


Major Imports: Weapons technology, computer systems, starships, starship components, medical equipment and supplies, miscellaneous manufactured articles, foodstuffs.


Major Exports: Raw and refined ore, precious metals, gems, electrical machinery, apparatus and appliances, starships, computers and computer parts, transport equipment, miscellaneous manufactured articles, foodstuffs, general industrial machinery and equipment, professional scientific and control instruments and apparatus, telecommunication and sound recording and reproduction apparatus and equipment, organic chemicals, Guilda energy crystals, katana swords.


Link

Color-codes indicate the levels of Imports or Exports for a product. Each product will have two color codes, one for Exports and one for Imports.
None - There is no demand for this item, importing this item will be nearly impossible.
Very Low - There is very little demand for import of this item. While deals can be made, the seller is at a severe disadvantage.
Low - There is a marginally increased demand for this item, however most imports will be either one-time deals, or very low volume deals.
Moderate - There is a fairly steady demand for this item. Merchants can be fairly confident in trying to import this item.
High - This item is in nearly constant, heavy demand. Any merchant attempting to import this item can make good profit.

These two tags are optional.
Illegal/Banned - This indicates this product or service is banned from imports/exports, and may be illegal in this nation. Illegal or banned items may still have a local demand, but smugglers may face penalties if caught.
Permit Required - This indicates trade of this product is regulated, and requires a permit from the local government. Trade without a permit is deemed illegal, and smugglers may face penalties if caught.

Key: Item – Import Rating (Demand) - Export Rating (Output) – Illegal (Optional) – Permits (Optional) – Notes

Raw Materials
  • Metallic Elements - Very Low - High
  • Mineral Elements - Very Low - High
  • Rare Earth Elements - Very Low - Moderate
  • Gaseous Elements - Very Low - Moderate
  • Metallic Compounds - Very Low - High
  • Mineral Compounds - Very Low - High
  • Rare Earth Compounds - Very Low - Moderate
  • Gaseous Compounds - Very Low - Moderate
  • Non-Edible Plants - None - Very Low
  • Radioactives - Low - Moderate
  • Gems & Stones - None - High
  • Waste Materials - None - Very Low
  • Exotic Matter (Monopoles) - Moderate - Low - Permit Required
  • Exotic Matter (Antimatter) - None - High - Permit Required
  • Exotic Matter (Neutronium) - Moderate - Low - Permit Required
  • Exotic Matter (Dilithium) - Moderate - Low - Permit Required

Processed Materials
  • Industrial Alloys - None - High
  • High-Temperature Alloys - None - High
  • Electromagnetic & Magnetic Materials - None - High
  • Specialized Crystals - Low - High
  • Polymers & Plastics - Low - High
  • Plant-based Fibers & Materials - Moderate - Very Low
  • Semiconductors & Superconductors - Very Low - High
  • Metamaterials - Moderate - High
  • Petrochemicals (Coal, Oil, etc) - None - Very Low
  • Fertilizers - None - None
  • Scrap Metals - Moderate - Moderate
  • Fusion Fuels - Very Low - Moderate - Permit Required
  • High-Energy Plasma (Stored) - High - Moderate - Permit Required
  • Explosives - Very Low - Moderate - Permit Required

Manufactured Goods
  • Electronic Computing Components - Very Low - High
  • Optical Computing Components - Very Low - High
  • Molecular Computing Components - Very Low - High
  • Consumer Devices (Computers, PDAs & Similar) - Moderate - Moderate
  • Household Goods - Moderate - Low
  • Construction Eqipment - Low - High
  • Fabrication Eqipment (Replicators) - Very Low - High
  • Fabrication Eqipment (Nanofacs) - Very Low - High
  • Fabrication Eqipment (Industrial Robots) - Very Low - High - Permit Required
  • Mining Equipment - None - High - Permit Required
  • Agricultural Equipment - None - Very Low
  • Gravitic Equipment - High - Moderate Permit Required
  • Starship Hulls - Low - Moderate Permit Required
  • Starship Drives - Very Low - Very Low Permit Required
  • Starship Powerplants - Very Low - Moderate Permit Required
  • Starship Weapons - Moderate - Moderate Permit Required
  • Starship Defenses - Very Low - Low Permit Required
  • Misc Starship Components (Hull Plates, Spare Parts, etc) - Moderate - High Permit Required

Consumables
  • Meat-based Foodstuffs - High - Low - Permit Required
  • Plant-based Foodstuffs - Moderate - Low - Permit Required
  • Live Animals - None - None
  • Water - None - Very Low
  • Atmosphere Mixtures (Breathable Air) - Moderate - Moderate

Novelties & Luxuries
  • Intoxicants (Booze & Similar) - High - High - Permit Required
  • Luxury Food & Drink (Expensive but not rare) - High - Very Low - Permit Required
  • Exotic Food & Drink (Rare) - High - Moderate - Permit Required
  • Rare Spices - High - High - Permit Required
  • Clothing & Fashion - Moderate - Moderate
  • Historical Artifacts - Very Low - Illegal/Banned - Exporting Xiscapian Historical Artifacts is illegal.
  • Religious Artifacts - Very Low - Illegal/Banned - Exporting Xiscapian Religious Artifacts is illegal.
  • Non-Interactive Entertainment (Movies, Tri-Vids, Holo-vids) - High - High
  • Interactive Entertainment (Video Games, Hologames, VR Sims) - High - High
  • Creative Art (Sculpture, Paintings, Etc) - High - High
  • Recorded Performance Art (Music, Plays, Etc) - High - Moderate

Medical & Pharmaceutrical
  • Narcotics - High - High - Permit Required
  • Basic Medicines (Antibiotics, Antivirals, etc) - Low - High - Permit Required
  • Medical Supplies (Bandages, Splints, etc) - Low - Moderate - Permit Required
  • Blood & Plasma (Synthetic & Real) - High - High - Permit Required
  • Longevity Treatments - Very Low - Very Low - Permit Required
  • Medical Nanotech - Moderate - High - Permit Required
  • Medical Equipment (Scanners, Surgical Gear, etc) - Moderate - High - Permit Required
  • Cloning Equipment - Very Low - High - Permit Required
  • Medical Cloning (Whole Clones) - None - High - Permit Required
  • Medical Cloning (Tissues/Organs) - Very Low - High - Permit Required
  • Augmentation Equipment - High - High - Permit Required
  • Implants & Augmentations (Cyberware & Bionics) - High - High - Permit Required
  • Implants & Augmentations (Genetics & Biotech) - Moderate - Moderate - Permit Required
  • Implants & Augmentations (Nanomods) - Low - High - Permit Required

Information
  • Research Data - High - Moderate Permit Required
  • Starcharts - High - Low
  • Civil Intelligence - High - Low
  • Military Intelligence - High - Permit Required - Illegal/Banned - Sale of Xiscapian military intelligence is a treasonous offence and is thusly illegal.
  • Journalism (News Services) - Moderate - Low
  • Information Services (Trade Periodicals, Scientific Journals, etc) - High

Services
  • Research & Development - High - High - Permit Required
  • Starship Design - Low - Moderate
  • Starship Construction - Moderate - High - Permit Required
  • Mercenary Contracting - Very Low - High - Permit Required
  • Augmentation Installation - Low - Moderate - Permit Required
  • Financial Services (Banking, Loans, etc) - Low - Moderate
  • Mining Contracts - Very Low - High - The Kitsune Empire frowns on foreign companies conducting mining operations in its territory, but aggressively promotes the rights of its own corporations to mine in foreign territory. - Permit Required
  • Terraforming - Very Low - Very Low - Permit Required
  • Mail Delivery - None - None
  • Live Performance Art (Orchestral Music, Live Shows, Etc) - High - Moderate
  • Academic Education - Low - Moderate - Permit Required
  • Tourism - High - High

Labor
  • Paid Workers - Moderate - Moderate - Permit Required
  • Indentured Workers - Illegal/Banned - It is illegal to make indenture contracts, bring indentured workers or sell indentured workers in Kitsune Imperial territory.
  • Slaves (Sapient) - Illegal/Banned - It is illegal to make make, bring or sell slaves in Kitsune Imperial territory.
  • Machines (Droids & Robots) - High - High - Permit Required
  • Machines (AI) - Low - Very Low - Permit Required
  • Clones & Bioroids (Non-Sapient) - Very Low - None - Permit Required

Military Goods
  • Melee Weapons - Very Low - High Permit Required
  • Light Arms (Handguns, Rifles, etc) - Moderate - High Permit Required
  • Heavy Arms (Machineguns, RPGs, etc) - Very Low - High - Imported heavy weapons are for law enforcement, military or permitted PMC use only. Permit Required
  • Artillery (Heavy Cannons, Mortars, etc) - Very Low - High - Imported artillery are for law enforcement, military or permitted PMC use only. Permit Required
  • Body Armor (Basic Body Armor & Non-Powered Suits) - Moderate - High Permit Required
  • Powered Armor (Smaller Than Mecha) - Very Low - High Permit Required
  • Mecha (Large Vehicles) - Very Low - High - Imported mecha are for law enforcement, military or permitted PMC use only. Permit Required
  • Armored Vehicles (Tanks, APCs, etc) - Very Low - High - Imported armored vehicles are for law enforcement, military or permitted PMC use only. Permit Required
  • Munitions (Ammo, Fuel, Explosives, etc) - Very Low - High - Imported munitions are for law enforcement, military or permitted PMC use only. Permit Required

Vehicles (Manufactured & Assembled)
  • Ground Craft: Consumer (Cars, Bikes, etc) - High - Low
  • Ground Craft: Industrial (Tractors, Cargo Trucks, etc) - Low - High
  • Ground Craft: Specialized (Trains, Emergency Vehicles, etc) - Low - High
  • Water Craft: Consumer & Pleasure - High - Very Low
  • Water Craft: Cargo Transport - Very Low - None
  • Water Craft: Military - None - None
  • Air Craft: Personal (Small Planes & Similar) - Very Low - Very Low
  • Air Craft: Passenger (Airliners) - Moderate - Moderate
  • Air Craft: Cargo Transport - Low - Very Low
  • Starships: Smallcraft (Fighters, Shuttles, etc) - Moderate - High Permit Required
  • Starships: Light Transports (Passenger, Small Cargo, etc) - Moderate - High Permit Required
  • Starships: Heavy Transports (Bulk Freighters & Similar) - Very Low - High Permit Required
  • Starships: Light Warships (Corvettes, Frigates, etc) - Moderate - Very Low Permit Required
  • Starships: Medium Warships (Destroyers, Cruisers, etc) - Very Low - Very Low Permit Required
  • Starships: Heavy Warships (Battleships, Carriers, etc) - Very Low - Very Low Permit Required


Other
  • Prostitution - Very Low - High Permit Required
  • Survey/Exploration Services - Low - Moderate
  • Organism Byproducts (wood, fur, etc.) - Very Low - Moderate



Immigration:

While the Kitsune Empire is the only known kitsune state in existence, there are other nations which possess kitsune populations. Overwhelmingly, these kitsune are either immigrants from the Kitsune Empire, or at least of Xiscapian stock (in the case of Macronians). If it is an option (if he or she already has citizenship), Xiscapian immigrants often retain dual-citizenship, one with their home nation and one with the Kitsune Empire, and usually maintain close ties with friends and family within the Kitsune Empire. Integration and assimilation into new societies occurs with varying degrees of success; in some cultures kitsune are quickly brought into the fold in a generation and become fully a part of their host nations, but in other cases an "Xiscapianization" occurs in the parent culture where kitsune resist assimilation or Xiscapian culture proves dominant. The ease of acceptance or assimilation (or lack thereof) is often closely tied to the kitsune's attitude of his or her new home nation.

Nations with resident Xiscapian-born populations, students, guest workers and tourists:

People's Republic of Alversia
Pheonix Empire of Tanara
Republic of Setulan
Republic of the Berrax
Protectorate of Phenia
Confederacy of States
Federation of Macronia
Avalan Technocracy
Sen System Alliance
Various Arcadian states
Acerian Federation
Classi Republic
Empire of Kiruri
Cultural Collective of Myenya
Armed Federation of Xenohumanity
The Transient Fleet


Nations with kitsune not of Xiscapian stock:

Sen System Alliance
Last edited by Xiscapia on Sat Oct 01, 2011 11:58 pm, edited 18 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 Xiscapian Syndicate

Postby Xiscapia » Sat Jan 29, 2011 11:19 am

The Syndicate
Throughout the history of the Kitsune Empire crime was kept relatively low. Since all able-bodied citizens were called to the front lines they had little opportunity to commit crime, the instillation of honor in the society and discipline in military culture prevented criminal tendencies and in any case they knew they were all in the same boat together against the Korr, and only a fool would drill a hole in the bottom of the boat. After the war ended, however, the crime rate rose practically overnight as orphaned youth found new families in gangs, returning soldiers turned their new skills to less legitimate means and a sudden influx of wealth, trade and prosperity meant they were now things of value to be stolen and fought over. For about a decade police and Customs waged war on the gangs that formed in the streets, particularly in the city of Tenfour and on Kel. Lord Morga of the Muri arrived from a foreign land, declared himself the Kingpin of Tenfour, and consolidated the gangs into a single faction, destroying or turning in any who didn't join him.

The void created when Lord Morga the Muri left was filled by rival gangs and crooked businessmen all seeking a piece of the criminal empire. Fatum, a professional private assassin, had been one of the last people to ever see Morga on Xiscapia, and though he had the blessing of the former crime lord, he entered the city as an unknown. However, he had three major advantages over his competitors: He took control of many of the thugs, gangsters and contacts Morga had left behind, he had all the skills of an assassin, and he was very intelligent. Leading his own men, he swiftly gained possession of most of Morga's old holdings, ruthlessly crushing opposition and weeding out the disloyal within his own criminal empire. In mere days he lorded over thousands of pimps, gangsters, hitmen, pirates, smugglers, drug dealers, thieves, deadbeats, mercenaries, thugs, assassins and other outlaws.

Thus, Fatum was the new Kingpin of Tenfour. The Syndicate is the most powerful criminal empire in the Kitsune Empire, the organization accounts for ninety percent of all organized crime and half of all crime within Xiscapia. The Syndicate has its base somewhere in the massive city of Tenfour, with several secondary bases on the moon of Kel, operations elsewhere in the Kitsune Empire, as well as multiple recruiting centers, bases of operations and smuggling routes in and around the planets of Pamp and Nova Max. Most Xiscapian trade partners have some level of Syndicate presence in their nations, ranging from small cells (Alversia, Setulan, Kostemetsia) to a moderate group (Sennai, Avalas, the Transients) to accounting for much of the nation's organized crime (Phenia, Confederacy of States, Kiruri). Some states (Huerdae, Greywatch, Morningstar) have no Syndicate contact at all, either because of their harsh criminal justice laws, their extreme remoteness or their lack of a viable black market.

Most of the Syndicate's business involves drug and weapons trafficking, running illegal gambling dens, bars and clubs from behind shell companies, information trading, blackmail and extortion, providing security for wealthy persons and companies from behind facade corporations, and prostitution in areas where it is illegal. Despite the sterling work of Xiscapian Law Enforcement the Syndicate remains in place, though it tends to operate in a rather surreptitious and low-profile manner in regularly patrolled and highly populated areas where crime would be immediately noticed and acted upon, such as most cities in the Kitsune Empire. However, the Syndicate is noted for its restraint against most regular citizens and law enforcement, harsh measures against serial killers, rapists, slavers, rival gangs and opposing criminal elements, and occasional quiet assistance with officials on certain cases which they feel threaten them. Rumors say the Emperor and the Kingpin have some kind of secret agreement of cooperation, though the Palace denies this. The exact levels of organization within the Syndicate are not known, but many sociologists, criminal investigators and police informants indicate that it would look something like this:

Oyabun (Boss, aka Fatum)
Wakagashira (Underboss, right-hand man of Fatum)
Shateigashira (Lieutenant, probably system or planet chiefs of operations)
Kyodai (Captain) (Gang headquarters chief)
Shatei (Soldier) (Standard thugs or gunmen)
Associate (Usually informants, pimps, prostitutes, merchants, business executives or others who are not directly involved with the Syndicate, but have connections with them in some way)

A stereotypical group of Shatei
A Syndicate merchant associate

Syndicate Vehicles:

"Mamba" VIP Car
"Prowler" Transport and Patrol
"Leaping Fox" Interceptor
"Growler" War Car
"Lodestone" Armored Transport
"Snarler" Gun Truck
"Intruder" Barricade Breaker
Last edited by Xiscapia on Mon May 16, 2011 3:28 pm, 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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Nhing con hoang Bodominjärvi, The Five and the Skulks

Postby Xiscapia » Sat Jan 29, 2011 11:20 am

The Five
They are called the Nhing con hoang Bodominjärvi by Xiscapians, which translates loosly from Xiscapian into Galactic Commom as ’Bastards of Bodom’, or are simply referred to as ’The Five.’ While the Nhing con hoang Bodominjärvi is an ancient secret society which has been with the Xiscapians since the Transformation, The Five were only recently formed within this organization during the Danaversian War by the nephew of the Emperor, Silvertooth Rose. The Five consist of the original twin bekko Silvertooth and Nightshade Rose, nephew and neice of the Emperor respectively, and three apostoles (Sir Urtiel, High Priest May nghien and Lady Erravi respectively). The exact identities of these apostles is not widely known, and while the Nhing con hoang Bodominjärvi have hundreds upon thousands of followers (most of those disciples who have been profiled as former priests or soldiers) the exact nature of group and the goals of the two true bekko and their three partners remain a mystery. It is not known percisely where the twins reside as, though officially they live in the Imperial Palace, both, but Silvertooth especially, are highly reclusive and almost paranoidly secretive.

When deployed in combat, which is always according to their own discretion, the member of The Five in question always enters a state of intense bloodlust. Exactly how and why this occurs is not known, but it almost always starts near the beginning of the battle, and does not appear to recede until either all the enemy are dead or some distance away. During this time of rage the reactions of all of the members in the face of the enemy vary, ranging from ruthless efficency to bezerker-like charging. Strange mental afflictions, feats of devestating physical strength, speed, agility and endurance, psychic, magical and otherwise supernatural abilities have all been reported by observers in the field and eyewitnesses from both allied and enemy sides. As far as any outsider can tell, the disciples report only to one of The Five, and the only one who has any authority over them in the universe is the Emperor himself.

It is rumored that each of The Five own one or more armed starships and command or assisted in the formation of a Skulk, the ancient Xiscapian name for a combat battalion. The exact numbers, types and purpose of these units, if they do exist, is unknown.
Last edited by Xiscapia on Sun Oct 02, 2011 12:01 am, edited 3 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 Xiscapian Diplomatic Corps

Postby Xiscapia » Sat Jan 29, 2011 11:20 am

Xiscapian Diplomatic Corps:
Diplomatic Corps Seal
Motto: "Veritas Omnia Vincula Vincit."

The Xiscapian Diplomatic Corps is what would be considered the Ministry of Foreign Affairs in other nations. It is responsible for the recruitment and training of Imperial diplomats and their aides, the drawing up, reading and signing of treaties, establishing embassies and making official statements to the extragalactic community and messages to specific nations, with various levels of sensitivity and corresponding encryption. The XDC also prides itself in providing excellent hospitality for visiting dignitaries and it's own members when they travel; as such responsibility for hosting foreign diplomats usually falls to them. The XDC is based in Rio Casa, at the Imperial Palace, and is always headed by a Maladict or Vanadict (male or female Chief Ambassador). The XDC's head, personnel and embassies are protected by members of the Black Guard and Xiscapian Imperial Marines, depending on location, purpose and importance; however, all Ambassadors and Ambassadresses are armed and trained in combat and will not hesitate to give or take a life if necessary.

Ambassador Enomoto

A recent arrival to the Diplomatic Corps, Ambassador Enomoto first achieved fame in an unfortunate fashion; by being snubbed and ejected from a meeting with the Talythians and several other members of the galactic community on account of his race. Fortunately for Enomoto, he was taken aboard a Pokosian vessel with the Pokosian dignitary who had likewise been kicked out, thus establishing the first Xiscapian contact with the Commonwealth that was ultimately responsible for bringing the Pokosians into the Danaversian War. Due to his good relations with several venerated members of the community, Enomoto is highly respected among the Pokosian people, which went a long way towards making him the official Ambassador to them from the Kitsune Empire. In his time Enomoto has also negotiated with the Allied Governments over claims to the Akwia System, resulting in successful Xiscapian acquisition of it and its valuable resources, and has made official visits to the Remelar, Berrax and Neo Kirisuban. His personal diplomatic transport is the Black Swan.

Ambassador Vorn

One of the oldest and most respected members of the XDC, Ambassador Vorn has a long and distinguished history in creating and mending relations between the Kitsune Empire and other states. Vorn was the first member of the Diplomatic Corps under the Vanadict to meet the Alversians during the Korr Wars, and opened relations with the Phoenix Empire of Tanara, eventually taking his Celestial mate Marisol from the same. In later years Vorn has hosted and attended high-profile meetings with the Phenians, representatives from Novus Limes and the Booleans. During the Danaversian Wars Vorn was mostly tied to the Imperial Palace, but now that the war has ended he has been freed up once more to conduct diplomatic business in far-flung locales. Vorn has taken the Firebird ship Xenial as his own.

Ambassadress Tiri

Perhaps the most internationally well-known Xiscapian diplomat, Ambassadress Tiri got her start when she traveled with the colonization fleet that laid the foundation for the Chalybs colony. Its resident Ambassadress for the first few years of operation, she met with Belkan representatives to sign a non-aggression and mutual-defense pact and officials from the Zillar government to hammer out territorial boundaries. She is most acclaimed for her feats in her two official visits to Macronia, however, where she was pivotal in, among other things, preventing a war, uncovering two separate conspiracies and helping unite a people. The brown-furred kitsune also drafted and signed the treaty that ended the 72-hour War and is one of several diplomats from the Kitsune Empire to the Celestial Confederacy of Arch Planets. Her relationship with one of her Black Guards is a piece of public knowledge and subject to much discourse, as she is currently pregnant with a child. Tiri's personal craft is the Velvet Crowbar.

Ambassadress Kece

A mid-level member of the Corps, Ambassadress Kece temporarily filled in for Ambassador Vorn in representing the Kitsune Empire to the Phoenix Empire as a mere aide, which caused her official promotion to Ambassadress. Kece was thrown directly into intergalactic politics when she was appointed to head up the Overseers, a cabal of kitsune from the XDC responsible for keeping the Communist State of Calaveras accountable and in line when it was a vassal under the Kitsune Empire. Evacuated during the Danaversian War during Operation Counterrevolution that brought about the downfall of Kash Wilson, Kece came into a decidedly quieter position on Dolosus, where she met with officials from Red Talons, establishing relations with that state. Also meeting with the Sertians and opening trade with them, Kece's last significant assignment was meeting with a representative from Demigueris during Operation Zodiak to avoid war between the two nations over mineral rights in the Tigerius system. She is the nominal Ambassadress to the Sen System Alliance, and her assigned vessel is the Verheissung.

Ambassador Vulpe

Given fully-fledged membership based on recommendations from the elder diplomat Ambassador Enomoto, Ambassador Vulpe has proved his worth to the Kitsune Empire in several arenas. Opening trade and relations with the now-defunct Greywatch Empire, Vulpe was noted for his immersion in his host country's culture, which is regarded as a desirable element when one is visiting one's allies. Following this success Vulpe was sent to the Republic of Setulan and acted as the interim Governor of Phenia when a failed coup was enacted against the government there. Most recently Ambassador Vulpe was dispatched to meet with the Kirurians, a newly discovered race of kitsune-like people, and is touring their nation. His starship is the Black Dahlia.

Ambassadress Yuhara

The most junior member of the Diplomatic Corps, Ambassadress Yuhara was promoted near the end of the Danaversian War in order to take up part of the workload anticipated by the organization with the political turmoil that would follow in its protectorates. Though she has been sent on several low-level assignments and made some minor trade agreements, visiting the Sar, Olacians, Tortugans and Polarians among others, Yuhara has yet to do anything significant from a national standpoint. That said, it is known that Yuhara is being groomed by the Vanadict to represent the Kitsune Empire to many of the rising and rival powers in the Milky Way, giving her a great deal of potential involvement in those affairs. In particular, should there be any meetings between AXIS and the Huerdaen Star Empire or TSAR, it is anticipated that Yuhara will be the one to go. Her cruiser is the Shinano Maru.
Last edited by Xiscapia on Sun Oct 02, 2011 12:59 am, edited 6 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 Kitsune Imperial Military

Postby Xiscapia » Sat Jan 29, 2011 11:21 am

Born when the first of kitsune kingdoms banded together to fight off invaders from the stars, refined through the acquisition and refinement of enemy technology, carried intact through the Exodus and hardened in the fires of war, tested in battle against dozens of opponents and brethren in blood, the Kitsune Imperial Military has formed into an large, efficient, deadly fighting force. The KIM is composed of two main parts, the Kitsune Imperial Army and the Kitsune Imperial Navy, which have subordinate paramilitary and civil subbranches in society -the Militia and Law Enforcement for the Imperial Army, Customs and the Merchant Marine for the Imperial Navy. Though the Army and Navy are obliged to work together and are seen as two parts of a whole, the Imperial Navy takes precedence over the Army and receives a greater portion of funding, though less manpower. The Imperial Navy has its own branch of infantry -the Imperial Marines- while the Imperial Army does not have a corresponding branch of atmospheric or space craft, being reliant on the Navy for such support. Despite this the Army is actually larger, in terms of administration and manpower, than the Navy, but the Navy is considered more prestigious and is usually the first arm of the Kitsune Imperial Military seen by foreigners.

In places the line is blurred, however. Imperial Marine units can and have been incorporated into the Army, and in times of crisis, under special circumstances or by a mandate from High Command Army units can take command of Navy ships and personnel. The reverse is also true with regards to the Navy. In theaters of operation the commanding naval officer is generally responsible for system, orbital and atmospheric security and dominance, while the commanding army officer is responsible for securing planetary or lunar instillations. It is not unheard of for Army units to be deployed to take enemy bases on asteroids, stations, warships and other spatial structures, but the Imperial Marines are more often utilized for this purpose because they are usually more mobile and better trained and equipped for such operations. Because of their low numbers relative to Army units it is rare for Imperial Marines to make significant landings in enemy territory, but such instances have occurred to replace Army losses, act as first-strike teams before main landings and to serve as peacekeepers in occupied territory while Army units continue the advance.

Despite their differences both branches heavily emphasize honor, discipline, loyalty and bravery in the ranks. While the severity and degree of strictness varies from officer to officer all expect a high standard of operation, with no tolerance for infighting, mutiny, corruption or selfish or lazy disobedience of orders. Kitsune Imperial officers have been perceived as being arrogant, aloof, ruthless and unforgiving in the past, while there have been allegations of a fascist ideology in the ranks of soldiers. Indeed, after centuries fighting a mostly defensive war against the Korr the Kitsune Imperial Military's doctrine has turned to one of aggression, ambition and imperialist expansion. The growth of this new attitude has not gone unnoticed in foreign circles.

At the level of the average Kitsune Imperial spacer or soldier there is a degree of standardization. All Imperial Army personnel and Marines wear standard Xiscapian power armor as their uniforms, while ship crews, logistics staff and others who do not usually come into direct contact with the enemy wear uniforms with a protective Flickinger energy harness at all times. Most Kitsune Imperial personnel also possess implants of varying types; exactly which varies from kitsune to kitsune based on their job and personal preference, but the majority are augmented for strength and have neural uplinks with their fellow crew or squad units. With the general exception of medics and medical officers, all personnel are armed with an Auxiliary Xiscapian Emergency Sidearm and a vibro-knife at a minimum; some, usually officers, also carry a katana sword, a wakizahi short sword, a tantō dagger, any combination of the three or all at once, though the full set is generally reserved for dress and ceremonial purposes. Finally, all kitsune members of the Kitsune Imperial Military personnel do of course possess average or above average kitsune senses.

During the Korr Wars the Xiscapian Military was entirely made up of kitsune, and even during the years between First Contact and most of the Danaversian War the vast majority of both Army and Navy personnel were kitsune. Only rebel militia, irregulars and a handful of standardized crews and battalions contained significant numbers of aliens. After the Danaversian War ended, and the Kitsune Empire consolidated its territory and brought liberated and conquered races into the fold, non-kitsune units began to be fielded in greater numbers, as well as intermixed with kitsune ships and troops. Though most of the military remains kitsune demographically, particularly the officer class, there are now more non-kitsune within it than ever before. Given the composition of the Xiscapian population, most aliens serving in the military are humans of one type or another.

Early in the Danaversian War one Rear Admiral Winterfire started what is known as Winterfire's Reorganization, or Winterfire's Reorganization of the Navy. Based on his critiques, observations and analysis, panels of military experts highlighted problems in the KIN made recommendations to the Admirals to remedy deficiencies and flaws in the structure, design and makeup of the Kitsune Imperial Navy. This led to the creation of more than a dozen new classes, mass integration of previously experimental technology and the commissioning of over four thousand warships by the end of the war, more than doubling the size of the KIN. In many ways the ships and personnel of the Kitsune Imperial Navy look the way they do today because of Winterfire's influence, directly or indirectly. Allies have him to thank, and foes him to blame, for a number of the Kitsune Empire's greatest victories.

In the Kitsune Imperial Navy, warships bear the prefix Xiscapian Imperial Starship, or XIS. Unlike most designs, KIN ships have their decks horizontally arranged, rather than vertically stacked, so that the "top" deck can be thought of as bow, the "bottom" deck is the stern, and the middle deck usually contains the bridge. Additionally, the design philosophy for the exterior tends to be black, steel blue or battleship gray and devoid of decoration except for the ship's name and insignia and the interior is usually cramped, cold and dim with low, narrow passages; both emphasize form over function by increasing durability and maximizing efficiency at the expense of comfort. Deck plans vary from ship to ship, and, in the case of foreign-made craft, custom-made vessels or ships designed for a specific purpose, may deviate from Xiscapian design philosophy. An example deck plan for the Marchamp class Frigate is shown below, and can be thought of as a basic example of how most KIN vessels are laid out.

Deck One:
-Hanger
-Brig

Deck Two:
-Recreation
-Gym
-V.R.

Deck Three:
-Displacement Control
-Fire Control Center
-Drone Storage and Supply

Deck Four:
-Armory
-Computer Core
-Jaunt Drive

Deck Five:
-Bridge
-Reactor Core
-Shield Generator

Deck Six:
-Officer Quarters

Deck Seven:
-Crew Quarters

Deck Eight:
-Communal Showers
-Mess Hall
-Conference Room

Deck Nine:
-Medical Bay
-Cargo Module
-Storage Compartments

Deck Ten:
-Engineering Bay
-Machine Shops
-Fuel Cells
-Engine Room


Officers:

Grand Admiral
Admiral
Vice Admiral
Rear Admiral
Flotilla Captain/Commander
Captain
Commander
Lieutenant Commander
Lieutenant
Ensign

Spacers:

Warrant Officer
Petty Officer
Leading Rate
Spacer


Officers:

Major Commander
Group Captain
Wing Commander
Squadron Leader
Flight Lieutenant
Junior Officer

Airmen:

Warrant Officer
Corporal
Sergeant
Pilot/Aircraftman


Name|Size|Commanding Officer|Notes

Armada|2+ fleets/>200 warships|Grand Admiral/Appointed Admiral|Usually several garrison fleets combined.

Fleet|<200 warships|Admiral|Contains capital ships; usually a garrison unit.

Task Force|<100 warships|Vice Admiral|Usually headed by a Capital or Supercapital ship for invasion purposes.

Task Group|<50 warships|Rear Admiral|Relatively small offensive unit.

Flotilla|<25 warships|Flotilla Captain/Commander|Oftentimes a peacekeeping force, does not usually contain capitals.

Squadron|<12 warships|Captain|Formation used for patrol and battlefield-specific duties, popularly used against pirates.

Task Unit|1 warship|Captain/Commander|The exact rank of the C.O. depends on the type of ship.


Name|Range|Commanding Officer

Strategic Units:

Major Command|System|Major Commander
Numbered Unit|Sector Grid|Marshal
Group|Orbit/Continent|Group Captain

Tactical Units:
Name|Range|Commanding Officer

Wing|<100 strike craft|Wing Commander
Squadron|10 strike craft|Squadron Leader
Flight|5 strike craft|Flight Lieutenant
Strike Unit|1 strike craft|Any pilot


Example Picture
DESIGNER/MANUFACTURER: The shipyard and/or company that designed and constructed the vessel.
COMBAT DESIGNATION: Type and role.
LENGTH: Length of the vessel from bow to stern.
CREW: Standard crew complement, not including passengers.
SPEED RATING: 1-5 class scale, 1 = Very slow, 5 = Extremely fast
FTL DRIVE RATING: 1-5 class scale, 1 = Slow charge time, 5 = Quick charge time
HULL RATING: 1-5 class scale, 1 = Thin, 5 = Reinforced
SHIELD RATING: 1-5 class scale, 1 = Light, 5= Heavy
ARMAMENT:
Spinal Cannons
Heavy Engagement Lightspeed Lasers
R.E.A.P.E.R.
Pinpoint Individual Neutralizers
Gravity Cannons
AntiProton Cannons
PAW
AS guns
Quench Guns
Ion Cannons
I.M.P.E.D.E. launchers
torpedo tubes
missiles batteries
(Other weapons may be included)
STARFIGHTER COMPLEMENT: The standard number of starfighters a ship carries.
PLANETARY ASSAULT TROOPS: The standard number of troops a ship carries.
OTHER ONBOARD CRAFT: The standard number of support craft a ship carries, including transports, attack ships, construction frigates, scouts and drones.
CONSTRUCTED: The number of ships that have been constructed for KIN use.
BIO: A short biography of the class, and if the class has a limited number of craft, a short history of those craft.


Officers:

Captain:

The be-all, end-all on most starships, the Captain Of Space And War (universally abbreviated to "Captain") is the Master and Commander of his or her vessel. While Naval Law is passed down from High Command, the Captain has the responsibility of interpreting and applying that law as he or she sees fit, and so can be thought of as judge, jury and executioner simultaneously -they have complete control over their respective command. Aside from enforcing discipline, the Captain is responsible for making command decisions for the ship and overseeing major operations such as combat, repairs, refueling, resupply and fleet maneuvers, as well as mediating disputes between officers, writing reports for the ship as a whole for High Command, promoting officers and dictating First Contact situations where they occur. Most KIN Captains rise to their position through the ranks, with former engineers often commanding Factory Ships, ex-Imperial Marines leading K.I.L.L., retired pilots directing Carriers and so on. A Captain can often be identified by the amount of silver gilt present on the uniform on the shoulders and collars, and the presence of a katana sword on the hip.

Commander:

Similar to Captains, Commanders bear the same power and responsibilities to a lesser degree. On very large ships a Commander will usually preside as the commanding officer over a certain department of the ship, such as Engineering or Medical, and report to the Captain; on smaller craft such as corvettes and destroyers Commanders act in the same capacity as a Captain. However, a Commander is always subordinate to a Captain, and as such could be considered a junior grade Captain or high-ranking lieutenant. Commanders are also given head positions at stations, star bases, dockyards and other instillations, where they act in the same capacity as a Captain for the static base. When a Commander serves in this way his or her sub-officers will usually be a grade lower than those of a Captain's, for example having a Lieutenant Commander as a Second, Lieutenant's and Ensigns as standard officers, et cetera.

Executive Officer:

Sometimes called the First Officer or X.O., a ship's Executive Officer is usually a Commander in the specialized position of being second to the Captain. The X.O.'s duties include interpreting and passing down orders from the Captain, disciplining subordinate officers on behalf of the Captain, mediating disputes between crew members and acting as the ship's Captain in a secondary capacity, often taking over "second watch" on the bridge. In the event that the Captain is wounded, killed, immobilized, taken captive, arrested, declared mentally or physically unfit for duty or otherwise incapacitated, the X.O. will take over his or her position as Acting Captain until either a replacement is found or the X.O. is promoted to Captain rank. In many cases the X.O. will act as the face of the Captain to the wider crew, moving about the ship proper more than the Master and Commander, who tends to be confined to the bridge and surrounding decks as duty mandates. This is especially valuable on larger vessels, where the crew may be separated from their highest superior by entire kilometers of ship and may have only met him or her a handful of times.

Tactical Officer:

Third in the line of succession to command, the Tactical Officer is responsible in all ways for the ship's weaponry. He or she has the responsibility of testing the vessel's armament, identifying problems with munitions and directing power flow across the board to various emplacements. In combat the Tactical Officer has one of the most complex jobs on the ship, in which he or she must prioritize targets, direct weapon fire, mandate what weapons are used on which targets and calculate velocity and range for the craft's armament. In this the Tactical Officer always has the assistance of computer subroutines that automatically handle certain tasks to simply the job, and most Tactical Officer's make extensive use of the ship's A.I. in direction and calculation. On large ships, including capitals, subcapitals and most support craft, the ship will have one or more Fire Control Centers, each of which consisting of a board of junior tactical officers controlling a certain quadrant of a ship's weaponry; on smaller ships with more manageable armaments the Tactical Officer works alone.

Engineering Officer:

One of the most critical officers, Engineering Officers (also called Chief Engineers) are the head of the ship's maintenance and repair department. Engineering Officers are responsible for directing repair operations to the ship both internally and externally in the event of accident or battle damage, and for the constant maintenance the vessel requires. In combat the Engineering Officer directs damage control teams to afflicted points and is responsible for assisting the ship's security complement in the construction of fortifications in the event of boarding. In most cases the Engineering Officer will be tending to the ship's main reactor core, although he or she may leave to supervise maintenance or damage control operations. Almost all ships have an Engineering Officer of some grade.

Marine Commander:

Also known by their given rank, which can range from Corporal all the way up to Major General, a ship's Marine Commander is in charge of that vessel's complement of Imperial Marines. He or she is in charge mainly of shipboard security, which is primarily focused on surveillance to guard against sabotage, maintenance of the ship's brig for disciplining crew members and fortifying against boarding action, all of which are operations the Marine Commander directs. Marine Commanders will also be responsible for leading boarding operations if ordered by the Captain in taking enemy craft and installations. Note that the Marine Commander is only in charge of the ship's security complement; he or she may not be in a position to give orders to any assault troops the ship might be carrying, although doctrine accepts for extenuating circumstances and allows for the possibility that a ship's Marine Commander may need to command all of a ship's troops. Most Marine Commanders have an office in the primary brig area, from which they control their department.

Instruments Officer:

Serving as the eyes and nose of the ship, the Instruments Officer directs and controls the ship's sensor and scanner arrays. Often coming from a scientific background, he or she is responsible for making or completing maps of planets and star systems, sometimes in surveys but usually on the fly, requiring they have knowledge of both terran and stellar cartography. In addition to giving to interpreting data to give a clear view of what is around the ship, the Instruments Officer is also responsible for the exact analysis of each object, including star and planet types, ship types, designations and identities, the assessment of asteroids and comets to determine resources and more. Because of the manner and scope of the job the Instruments Officer benefits hugely from the neural link, but still almost always works with the shipboard A.I. in making his or her analysis. In combat the Instruments Officer identifies the size of an enemy force, disposition, composition, maneuvers and other characteristics, providing the stations of his or her fellow bridge crew with up-to-date information.

Communications Officer:

Usually one of the most junior officers aboard, the Communications Officer has a deceptively simple job: Handling and monitoring communications traffic. While interior ship communications are usually made by vox between individual crew members, or by officers over intercomms, the Communications Officer is still responsible for compiling and storing all of these conversations and orders for the ship's logs, as well as monitoring certain ones real-time for security purposes. Externally the Communications Officer transmits messages from the ship to other ships or instillations, and receives messages both broadband and directed, making him or her also responsible for screening all incoming transmissions and feeds for malicious data and programs. After training Communications Officers are expected to be able to speak or communicate in at least five languages (Common, Xiscapian, Morse, binary and tail-nonverbal), know how to encrypt, decrypt and intercept messages, know the various methods by which a message can be sent, memorize each edition of codes and more. As a tertiary duty, Communications Officers are also expected to know how to set up, take down and repair communications equipment.

Medical Officer:

One of the few senior staff not usually present on the bridge, the Medical Officer (sometimes the Chief Medical Officer) is responsible for the health and welfare of the ship's crew. The Medical Officer supervises the treatment of sick and wounded crew, the quarantine and extermination of dangerous pathogens, the screening of visitors for diseases and counseling for psychologically damaged members of the crew. Medical Officers often start their careers in instillations or even in civilian life entirely before being transferred or recruited and transferred to a starship. Under the obligations of their oath, Medical Officers must also authorize the treatment of (sapient) members of the captured enemy, unless ordered not to by a superior officer. On all ships Medical Officers have their office in their main operating department, the Medical Bay.

Flight Officer:

Patron saint of the hangers, Flight Officers act as the commanding officer for the ship's pilots. He or she ensures that the small craft are well taken care of, directs pilots in operations, advises the Captain on matters of transport and strike ships and oversees the Procul chamber. All Flight Officers must have been a pilot before ascending to the position, making the Flight Officer's department quarters off the ship's hanger bay a coveted position for pilots. On large ships with many bays of craft, such as supercapitals or carriers, there may be an entire Flight department with a junior officer presiding over each bay. Ships with small numbers of transports or strike craft, however, might not have a Flight Officer, instead making the highest ranking pilot the effective commander of the group.

Crew:

Bridge Officers

Undoubtedly the brain of the ship, bridge officers (usually referred to as the bridge crew) consists of the Captain or Commander, his or her second, the highest ranking officers in each department and the various shift sub-officers. The former three are collectively referred to as the "Senior Staff" aboard ship, while the various shifts as a whole are simply the bridge crew. Bridge officers are always the top echelon of the ship's hierarchy, with lesser officers below them serving in their respective departments accordingly. Despite their name, some bridge officers, including the Flight, Medical, Engineering and Marine Officers do not nominally serve their posts on the bridge, but are rather distributed throughout the ship at the hangers, hospital, engineering bay and brig respectively. Bridge officers can be identified by the silver gilt on their uniforms, which enlisted crew and non-commissioned officers generally lack.

Engineer-Technicians

Coming under the direct command of the Engineering Officer, Engineer-Technicians are the part of the crew that keeps the ship working -following the biological analogy, the nervous system. Working with both solid components and hardware like armor, weapons and sensor arrays and software pieces like subroutines, communications nodes and the ship's A.I has earned them the hybrid name of engineer and technician, as they are expected to be capable and cross-trained with both fields. Apart from standard maintenance of hardware and installing and testing software updates, engineer-technicians also keep and fix the drones which assist them in their tasks and come as standard on almost all KIN craft. Jointly with pilots, engineer-technicians refit and rearm the ship's small craft, probes and other support units. In combat engineer-technicians preform damage control duties where necessary, assist the A.I. in fending off hacking attempts, set up fortifications in the event of boarding and monitor the ship's systems. Because of their vital duties engineer-technicians are present on virtually all KIN craft, and are the most common type of crew member.

Imperial Marines

The elite cadre of KIN troops, the Imperial Marines are the infantry branch of the KIN -the white blood cells of the body. Their combat roles include base, station and warship defense, boarding of enemy instillations and warships, shipboard security, fast strike operations against enemy ground targets and the reinforcing Imperial Army troops. Every KIN Marine is trained and equipped extensively to fight in zero gravity and vacuum environments, confined spaces like the corridors of a warship and extremely hostile or delicate areas like in shipboard factories or bridges, as well as the use of boarding and assault craft to slip through enemy defenses. Imperial Marines also make effective standard infantry, and specially trained units are deployed to act as bodyguards for officials and diplomats abroad akin to the Black Guard. Some Imperial Marine units, like the 8th Marines, have become famous for their multi-spectrum operations.

Medical Personnel

If the Bridge Officers are the brain, the Engineer-Technicians are the nervous system and the Imperial Marines are the white blood cells, then Medical personnel are the soul of the ship. They are responsible for the installment of implants, treating the wounded and sick, making regular checkups on the crew and, if necessary, storing the dead. Like engineer-technicians, medical personnel are assisted by drones which are considerably more intelligent than their maintenance counterparts, though whether they could be considered sapient is questionable. Most medical personnel have taken the Oath, which is a tenant in the Church which simply says "First, do no harm." However, some medical officers have not taken the oath, and others have managed to keep the oath while simultaneously defending their station, meaning a medical officer can actually be among the most dangerous of opponents for their unpredictability in this arena.

Pilots

Unfortunately, there is no truly good biological analogy for the function of pilots aboard ship. Pilots are responsible for piloting the ship's small craft, including fighters, gunships, shuttles, drop ships, scouts and some support craft. This may be done from either Procul or physically, but generally speaking strike combat flights and support vessel sorties are done through Procul, while troop drops, transport duties and most scouting missions are done physically. Each pilot is responsible for the maintenance and repair of his or her own ship, with assistance from engineer-technicians, drones and their fellow pilots. All ships with small craft have pilots, and most with these possess a Procul chamber.
Last edited by Xiscapia on Tue Oct 04, 2011 7:30 pm, edited 38 times in total.
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The Kitsune Imperial Navy: Weapons and Technology

Postby Xiscapia » Sat Jan 29, 2011 11:21 am

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(KIN, also sometimes referred to as Xiscapian Imperial Navy, XIN)
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Technology breakdown:



Due to its large size and energy requirements, Grazer weapons are found only on large capital warships and static defense stations. Grazers are lasers operating in the gamma ray (the name is an abbreviation of gamma ray amplification by stimulated emission of radiation), and thus are considered vastly superior in both strength and size when compared to conventional lasers. Their lenses are several meters across and are gravitic, not optical, and have ranges in the million-mile range and can penetrate most forms of energy shielding, making this weapon capable of utterly destroying even a large capital ship in a single shot. The downside, however, is that is that the enormous energy output instantly overloads the weapon and forces the operating technicians to bring it offline for a short time before it can be used again. Smaller scale grazer weapons, are being researched.


Spinals, also referred to as the Magnetic Accelerator Cannon (MAC), propel a one thousand ton or less shell made of depleted uranium and typically tipped with a nuclear warhead at c-frac speeds. Size depends on the size of the warship firing it, but the slug always travels the length of the ship to gain acceleration before crossing the void to its target. One of the most powerful physical projectile kinetic weapons the KIN possesses, the standard spinal is more powerful than the standard quench gun but less powerful than a Gun Orb cannon -missiles and torpedoes are more or less powerful depending on type and size of payload and circumstances. Spinals can be found on most KIN subcapital and capital ships, serving as the main, ship-killing weapon for some of the smaller classes. Despite its size and power the spinal is not actually a favored weapon by KIN officers and commands, who generally prefer massless light speed weaponry.


Technically speaking, the ion cannon is actually a particle cannon, firing beams of ions (atoms and molecules with an electrical charge) to damage electrical systems. These debilitating strikes retard an enemy's targeting computers, shipboard A.I., generators which supply systems such as shields, life support, weapons and lighting with power, and other critical devices. While ion cannons come in different sizes and power outputs they are generally reserved for use aboard larger warships due to the energy necessary to create an ion beam sufficiently powerful to damage an opponent. When used from orbit to ground an ion pulse will disrupt all electronics in the area indiscriminately, while ion beams are more select. Other ion weapons, including bombs, screens and man-portable cannons exist.


The standard laser emits light and head through a process of optical amplification based on the stimulated emission of photons. The KIN uses lasers as weapons, which in this state as light-speed, massless weapons that can either project incident radiation onto a target or focus a concentrated beam, depending on the configuration. The typical "light" (low power) laser weapon, such as those used for point-defense, has an excess of 450 terawatts (30 terajoules of energy) of firepower, with a sustained output of at least 30 terrawatts. As the power rating for the Hiroshima nuclear bomb was 63 terajoules (15 kilotons) this means the small laser has the same power rating as slightly less than half that power; however, due to the nature of the laser weapon, this power is much more focused, making the total concentrated force at least equal to that of one such bomb, if not greater. Thusly a single sweep from a small laser cannon can effectively level a small town. Larger lasers, such as heavy PD Anti-Ship guns and capital-killing lasers, have ratings reaching to hundreds of thousands of terajoules and beyond into teraton range.

KIN laser weapons have be configured to project in three fashions. The first (Type 1) is the simplest and most common, in which the laser simply fires a single time at a target; this method is not evident to the naked eye, but is visible to scanners and can be traced by its effects. Both the second and third both involve "shaping" the laser beam. During the second type (Type 2) the beam is given a more focused, consistent strike which is applied for as long as the weapon's energy reserves hold out, applying constant force against a target. Configuration three (Type 3) has the beam make a broader, "sweeping" motion emitted in a wave rather than a line; as the energy is more dispersed this type of fire is less powerful than the other two, but it gives each individual shot greater spread, which is useful in point-defense work and when engaging large, dense formations of hostiles.

While it is generally possible for any given laser weapon to shift at will between these three configurations, a tripartite of laser weapons already exists on KIN vessels to utilize each type. Focused Type 2 "beams" are used by Heavy Engagement Lightspeed Lasers against enemy warships, against whom they have the greatest effect. Pinpoint Individual Neutralizers are lighter laser cannons that use the Type 1 method of fire and thus are equipped to ravage small enemy escorts and patrol ships and preform destructive precision work on the hulls of structures and against suborbital targets. Anti-Ship guns act as heavy point-defenses against shielded missiles, gunships, bombers and boarding craft, and use a combination of the three types as needed though the default is Type 2. Standard point-defense laser turrets generally only use Type 1 fire, as Type 2 is considered inefficient and Type 3 requires special circumstances.


Shrike class AntiProton (AP) cannons are energy based weapons which fire a stream of anti-protons at just under the speed of light; this nature makes them practically focused beams of antimatter. The power of this stream is nominally 60 gigajoules of energy, directing about 600 gigawatts on the target per 100 hundred milliseconds per cannon. The Antiprotons which hit the target mass destroy it on impact in the proton-anti-proton reaction. AntiProtons are stored in the AP module of the firing ship or instillation. The Shrike's effective range is 751,000 miles or just over 4 light seconds.


Formerly known as the Gravity Influencing Mobile Projectile (G.I.M.P.), the Independently Mobile Projectile Exerting Dependent-gravity Effects (I.M.P.E.D.E.) has been upgraded with imported technology since the device's conception to increase its efficiency and lethality. Named for its intended affect on opponents, the 100 meter long I.M.P.E.D.E. rocket essentially acts as a disposable EWS platform and a foil for enemy fire. This extraordinary weapon utilizes an interior containment field with a small payload of hyperdense matter. Once launched the engines on the stern propel the rocket a safe distance from the firing instillation before the containment field is dropped and an intense gravitational pull is exerted from the superdense mass for several thousand kilometers around the mass, corresponding with an abrupt flooding of all nearby bands with white noise from its CommCrusher array. The gravitational pull attracts anything within range smaller than two hundred fifty meters regardless of attempts to break free, and makes maneuvering difficult for almost anything larger within fifty thousand kilometers. The heavily armored projectile will literally smash nearby fightercraft, torpedoes and other similarly sized objects into it with the natural force of gravity, while the intense communications disruption put off by the I.M.P.E.D.E. jam signals, throws off targeting locks and scrambles scans. Due to its size anything using a I.M.P.E.D.E. weapon must be at least ten times its size and a sufficient distance away to avoid damage.


Similar to the I.M.P.E.D.E. in concept (albeit in reverse), gravity cannons used the force of a concentrated stream or wave of gravitons to repel projectiles away from their platform. Gravity cannons are also capable of refracting and thus neutralizing massless lightspeed weapons fire, but are not usually fired quickly enough to achieve this. Because of the extreme speeds used in space combat gravity cannons can be potent weapons, tests show that when they are used directly on nearby vessels they can cause even well-armored ships to crumple like tin cans, and reports indicate that it is possible for gravity cannons to strip another ship of its shields, though these claims are unconfirmed. Because of their relatively new status and questionably general effectiveness, however, gravity cannons are generally relegated to mass defense applications alongside point-defenses. They have been found to be highly effective against asteroids.


Quench guns are superconducting coilguns which use coils as electromagnets in a linear pattern to accelerate a payload to high speeds. Quench guns differ from standard coilguns in that they use a line of successively quenching (terminating) adjacent coaxial superconducting coils which form the weapon's barrel, generating a wave of magnetic field gradient traveling at extreme velocities. Unlike in rail guns, the quench gun's propulsion power is stored directly in the drive coils, making it a type of mass driver. Quench guns can accelerate payloads to c-frac speeds over long distances, which usually consist of multi-ton shells, which are either Relativistic Kill Vehicles or packed with explosive, ion or other destructive or debilitating warheads. Quench guns are used over rail guns because they are easier to maintain and repair.

Generally, quench guns are emplaced in batteries of two or more along the hull of the superstructure of their carrier. These tend to be 529mm cannons, twelve meters in length, that swivel, target and fire in tandem, though they can be arranged to fire separately. Smaller cannons sizes, installed on smaller ships, exist, while larger cannons are generally spinal mounted. Ammunition is supplied to the guns via a vacuum system of loaders and feeders inside the instillation's superstructure between the decks that removes shells from storage magazines and propels them up the guns. Quench guns have an automated "blink" system that rapidly opens and closes a slider over the barrel between discharges that prevents any unwanted material that makes it past the particle shields from obstructing the line of fire.

Quench gun rounds cause damage through pure impact or via a explosive core. Rounds nominally possess a mass of one pound and a muzzle velocity of 0.02c.+ ( roughly 6,000 miles per second ) out of atmosphere. The mass and speed result in a lethal slug well suited for operations against nearly any kind of target. Round impacts can normally punch through the hull of even capital warships, making the quench gun a feared weapon.


The Particle Accelerator Weapon (PAW) is an energy weapon of Phenian origins. Positive and negative ions bunch around an electrode and the accelerating electrode receives voltage to turn the charge negative, thereby forcing the charge to repel all negative ions until they are accelerated at near lightspeed. At this point the negatively charged ions pass through a chamber filled with low-pressure gas, changing the beam's polarization from negative to neutral, before being expelled towards the target. Single beams impact their target with one terajoule of energy, while in atmosphere the beam produces an intense EMP and deadly radiation in a "cone" around it, creating additional lethality to the weapon. Thusly particle weapons are well suited for space and orbit-to-ground use.

The moniker of particle "cannons", or indeed, even "guns", is somewhat of a misnomer. Particle weapons have no conventional ammunition, only power supplies, and they look nothing like the more numerous quench guns, appearing as black bulbs on the side of an instillation. The weapons have no swivel function because they can be fired from any point on their dome, making them capable of switching targets more quickly than a turning gun because there are no mechanisms to shift. Power is usually routed into their supplies from a central reactor core, while gas is drawn from independent reserves. Despite their unassuming appearance, PAW's are actually among the KIN's most powerful weapons, and represent the perfect fusion of energy and kinetic weapon. KIN PAW's utilize a stream of hydrogen atoms at their particles which strike their targets with pure, high-penetrating kinetic force.


KIN missiles and torpedoes exit out of portals called Electromagnetic Launch Systems (ELS). The ELS consists of high-powered electro-magnetic missile tubes which accelerate offensive and defensive loads into space. The ELS is necessary to allow for a safe distance between a missile and the originating starship when the missile activates its organic acceleration capability. Through the use of this system the projectile will actually coast across the vulnerable distance by momentum alone without engaging its drive; Jaunt-equipped weapons will either coast and then active their drives, or activate them immediately after leaving the ELS. Missiles and torpedoes are fed into individual ELS units via the same conveyor that supplies quench gun shells.

Unlike in some star navies, the KIN makes a distinction between missiles and torpedoes. Missiles are general-purpose guided projectiles, which may be used to engage enemy warships, instillations, small craft or other missiles. Missiles may also be used for bombardment, for distraction and decoy purposes, as mines, to carry non-destructive payloads (usually surveillance units) and for a variety of additional roles. Typical KIN missiles are smaller, faster and more numerous than torpedoes. Missiles utilized for destructive purposes usually carry either an antimatter payload or a nuclear warhead with a power range around one gigaton.

While torpedoes can be used as missiles, they are larger, more expensive and slightly slower than most missiles, relegating them to their standard purpose: The destruction of enemy warships and instillations. Torpedoes are designed specifically to destroy enemy vessels, usually larger craft, and as such have multiple stages to aid them. When nearing their target the torpedo ejects its forward casing, sending the block of metal speeding at the enemy, ideally to disrupt his shielding or, if the target is lacking shields, create a weak point in the armor. The warhead itself follows milliseconds later, the nose-mounted laser drill chewing into the hull and pumping the nuclear device inside the target, where it detonates to cause massive damage and typically heavily irradiates the entire targeted vessel. Torpedoes can be outfitted with antimatter payloads, but usually contain a nuclear device of about fifty gigatons.


Nuclear Lance Penetrator (NLP) weapons are astoundingly simple in design, yet devastatingly effective. Used as short range weapons against large starships, stations or against hardened ground targets, the Penetrators are large titanium missiles that contain a small reaction mass of plutonium on either end. The head end of the Penetrator detonates on impact with the target to punch its way through the armor; this reaction travels down the lance, consuming it as fuel, to trigger the reaction on the opposite end which then then reacts inside the target with all the force of a one megaton bomb, enough to shatter a kilometer-long warship into a thousand pieces. Plutonium does not have to be used; any combination of reactant masses will work, as long as one is powerful enough to destroy the armor on the target while the second can still detonate inside of it with good effect. Antimatter, however, is not recommended.


Heat Eliminating Light Layer (H.E.L.L.) Missiles:

The Heat Eliminating Light Layer (H.E.L.L.) Missile is the standard guided projectile for KIN forces. Capable of delivering almost any payload, H.E.L.L. missiles can carry nuclear warheads, antimatter, scatter-pack miniature missiles, cluster bombs, kinetics, ion generators, mines and more. While the missile's on board targeting computer is fairly sophisticated and can react literally on the fly to new events and change velocity and direction via central commands, the main barrier to a missile's success is the presence of enemy defenses. H.E.L.L. missiles are generally capable of breaking shields and penetrating armor, but in the past it has been difficult for them to bypass enemy point-defenses. Now the KIN has developed new cost-effective countermeasures for their H.E.L.L. munitions to make them more lethal than ever.

Countermeasure 1 (atmospheric and space): Reflective coatings which attempt to reflect a large proportion of the radiation which is incident upon the aimed projectiles. This is the most basic (and cheapest) countermeasure, one shell or rocket with multiple beams concentrating on it would not survive to reach its target, but it would give any given shell or rocket more durability -so a mass shell/rocket attack against a fixed number of laser point-defenses would be more effective than previous attempts.

Countermeasure 2 (atmospheric only): A supersonic gaseous envelope around a missile ensures that a sufficiently cool gas carris away a portion of the radiation energy which is incident upon the missile by both convective and diffusive effects (i.e.: partial reflection, partial expansion upon being heated by the laser radiation and partial convection due to the temperature increase, though the latter two could arguably be considered as being of similar effect). The enveloping gas can be modified so as to consist of fine droplets which carry away a significant proportion of incident radiation and heat on the projectile as they are vaporised. Note, the larger the gaseous diameter around a cylindrical projectile (measured in terms of its cross section), the disproportionately larger the amount of incident radiation required by the point-defense laser. This is a highly beneficial addition to rockets and missiles.

Countermeasure 3 (atmosphere only): Internal coolant mechanisms built quite simply into the projective design (such as wrapping the exterior of the projectile in a series of hollow air-pipes which allow air to flow parallel to the fast-moving projectile, but in a manner which does not impede air flow around the projectile). However, the use of a 'disposable' interior ensures that excessively large amounts of heat generated due to incident radiation on the missile is dissipated via the use of 'fall away' layers. Within this type of a design, what occurs is that ceramic heat blocks at the base of the projectile become red to white hot and are designed to fall off the missile, carrying away excess heat with them as they fall –this is clearly a heat dissipation strategy which could be applied as a countermeasure to a laser defense system, and, due to the way in which the heat blocks dissipate large quantities of heat, this method could be applied to artillery as only a thin heat dissipation based ceramic layer would be required for the purposes of carrying away incident heat energy. (For a handy analogy, think the heat shield the space shuttle has on it that allows it to survive atmospheric reentry).

Countermeasure 4(atmosphere and space): A multi-stage rocket or missile which, upon detection of incident radiation, splits apart to reveal the warhead and a diffuse cloud of dummy munitions. These dummy munitions consist entirely of a reflective coating which slowly ablates with damage into the core of the projectile, ensuring that any point-defenses which targets it will have to focus a significant amount of energy to destroy it, buying the true warhead more time to reach its target.

Countermeasure 5 (space and atmosphere): One "smart bomb" design incorporates reflective layers, a supersonic gaseous envelope, internal cooling mechanisms or any combination of them, and also an onboard nanocomputer. When the weapon detects itself as under fire from point-defenses it "fakes" a kill, falling before reigniting engines and continuing on towards targets. This is especially useful in engagements in which wave-style attacks are feasible. The first wave could be launched and appear to be shot down, upon which a second wave is launched, and while the point-defenses are attempting to destroy the second wave the first wave reactivates and impacts their targets.

Countermeasure 6(space and atmosphere): A "smart bomb" concept which employs the same nanocomputer, which also makes erratic or unpredictable movements in flight, both to throw off locks and to dodge intercepting missiles or shells (which can be done, unlike with at/near lightspeed laser weapons).

Countermeasure 7 (atmosphere only): Instillation of a vibrating aerospike (an aerospike is the thin antenna-like structure mounted on the nose of long-range missiles) which would create a detached shock in the air ahead of the projectile, increasing the turbulence on the body of the missile, resulting in the disruption of target locks on the missile.


One of the few non-lethal weapons in the KIN arsenal, the Stunner is made to immobilize or incapacitate targets without long term harm. Stunners are designed to utilize three different modes of operation to ensure that the weapon operates satisfactorily in all environments against all targets; sometimes only one mode will be used, while in other instances two or even all three may be fired at once. The first mode is simply a long-range electrical shock, which is sufficient to cause pain, loss of control over limbs or full unconsciousness, depending on the power selected; this mode exists for use against cyborgs and droids as well as biologicals. The second mode takes advantage of a sonic array fitted to the weapon, where high-pitched sound waves are used to stun an individual; while the nature of this mode means it cannot be used in a vacuum, it does make the Stun setting turn lethal when used underwater, as the sound waves are powerful enough to cause concussive and thermal damage when emitted there. On land, however, sonic stun blasts generally only incapacitate, with settings to cause pain to, blind and deafen, or knock out a target.

Setting three is the most technologically complicated, and also the most useful, of modes. Whereas "blaster bolts" are super-heated plasma packets that travel in containment fields, the Xiscapian Stun setting is simply the empty containment field, packed with an electrical charge. When the field expands it covers the body of the target for about a thirtieth of a second, during which it inhibits synaptic activity, paralyzing the target, before the electrical charge renders them unconscious. Unlike the other two modes, the field mode can only fully incapacitate a target, though affects may last for only a few seconds to several hours depending on the power level of the charge used. When coupled with the sonic blast, a single shot is usually sufficient to incapacitate a given target.

Most Xiscapian military infantry weapons, including sidearms and rifles, have a Stunner with at least one mode on it; the most common mode is the third. Purpose-built Stun weapons which utilize one or more mode exist, and are often found in the hands of law enforcement and private citizens. Stun weapons are highly effective against clothed or lightly armored targets, but are generally ineffective against targets wearing power armor. Use against shielded targets yields mixed results, dependent on what type of shield and what type of Stun mode is used. Due to this armor-piercing Stun darts have been developed by the military, but are rarely used.


The patented Randomized Efficient Amplified Particle Entropy Ray (R.E.A.P.E.R.) weapon affects targets at a molecular level, and comes in two settings. The “Implosion” setting (Setting One) forces all atoms inside any object, be it organic or artificial, to break their ionic bonds and spread out as if in a liquid or gaseous state, essentially causing the structure to collapse. The “Heat Death” setting (Setting Two) causes the maximum achievable entropy between the basic molecules at an atomic level though exciting the atoms so any friction causes an immediate degradation in the structure, meaning that the very existence of the target in reality will cause it to tear itself apart from the miniscule vibration of the atoms. The time elapsed between the firing of the ray and the destruction of the target depends on the spread used; focusing it like a beam results in the immediate neutralization of the enemy, but means it can only strike a single target, while a more expanded ray form requires several seconds of concentration, but can eliminate multiple foes. Visually, the firing and results of both Settings against a target look identical, although tests have shown that organics will suffer significant (if brief) pain when Setting Two is used in a spread against them. At this time the R.E.A.P.E.R. is recommended against static, slow-moving or individual opponents, due to the relatively slow rate-of-fire (one shot per second), but advancements in technology (including imports of the Xenohuman Planck-Adjustment Weapon) have both given the R.E.A.P.E.R. the ability to penetrate energy shielding (it is unaffected by gravitic shields) and enabled Xiscapian scientists to make larger, more powerful versions of the device for both naval and ground use.


In quantum mechanics, quantum tunnelling is a nanoscopic phenomenon in which a particle violates the principles of classical mechanics by penetrating a potential barrier or impedance higher than the kinetic energy of the particle. A barrier, in terms of quantum tunnelling, may be a form of energy state analogous to a "hill" or incline in classical mechanics, which classically suggests that passage through or over such a barrier would be impossible without sufficient energy.
On the quantum scale, objects exhibit wave-like behaviour; in quantum theory, quanta moving against a potential energy "hill" can be described by their wave-function, which represents the probability amplitude of finding that particle in a certain location at either side of the "hill". If this function describes the particle as being on the other side of the "hill", then there is the probability that it has moved through, rather than over it, and has thus "tunnelled".

The Xiscapians harnass this phenomenon to be utilized as a faster-than-light (FTL) drive, commonly known as the Jaunt Drive, to move their ships across the both the Home Galaxy and the Milky Way, to move their ships between the two galaxies via Jaunt Gates, for Displacement, and for communications. However, some vessels, generally older and civilian models, continue to use the hyperdrive.


All Xiscapian starships use various types of sensors to some degree. Whether it be for scouting, mining, locating biological signatures, pinpointing the location of enemy warships or simply charting a course through a star system, the ability to detect and analyze everything a ship sees is vital to navigation and combat. While there is a wide gap between civilian and military grade sensor arrays, military units generally have standardized, hardened sensors capable of a more extensive range of operations than civilian models. Sensors also apply to various static and mobile non-craft platforms, including stations, starbases, defense platforms, mines, sensor buoys, probes and the like. It is not unheard of for the KIN to transplant sensor arrays onto natural objects such as asteroids, bits of space junk, comets and other pieces of interstellar matter.

While a number of types and models exist, there are three main types of sensors. The first, standard and most common type are FTL (Faster-Than-Light) sensors, which use Jaunt portals to propagate sensor broadcasts and beams at ranges otherwise impossible. These sensors generally have a range of about one light year, anything projected beyond that being too unreliable to be useful, and are unaffected by inhibitor fields. The second type is sublight sensors, which signal broadcasts and beams at lightspeed. Sublight sensors are useful for accurate close-range work and serve as defaults when FTL sensors are offline or otherwise blinded. The third type is truly a method that can use FTL or sublight sensors, which works by deploying probes or drones out to relay sensor signals from range. This method has the benefit of being exceptionally difficult to intercept, with the downside that a given platform must wait a short time while the network goes online; there is also the possibility the network may be destroyed by hostile or natural forces, which is why multiple sensor drones are always deployed during a given operation.


Across the Kitsune Empire, three types of shields exist, generally used for one of two purposes. These three types generally have subcategories in which the exact nature of the shield depends on the designer and the preferences of the user. They can, however, be broadly defined as a projected barrier or inhibitor designed to protect an object or person. Fields, on the other hand, come in several different types, are used for a variety of purposes, and can be defined as projected waves or rays that exhibit a certain influence over a given area. Shields and fields are often used in conjunction by both civilian and military personnel.

Energy Shield:

Projected by one or more generators, the energy shield (also known as a "force field") is a unified energy field cast around the exterior of a target. The generator(s) may be contained within the energy field or project it from one location onto another object; there may be a combination of the two. Energy shields protect against energy-based attacks and damage, such as that produced by lasers or plasma. Energy shields tend to reflect a great deal of superheated radiation, which can serve as a defense mechanism, as anything within a certain proximity may be damaged or incinerated by this heat. Energy shields do not block physical weapons or objects moving through the field, though objects which attempt this may become damaged by them.

Xiscapian energy shields are usually one-sided; anything can pass through safely from the generator side of the shield, but nothing (or only selected objects) may pass through the opposite side. Energy attacks against these shields are partially absorbed, while the remaining portion is diffused and radiated back into the environment. Absorbed energy is usually drawn into heat sinks in the shield generator, where it is then converted into heat and ejected. When an energy shield takes too much damage it will automatically drop according to the capacity of the generator to continue absorbing energy; larger, more powerful generators can naturally absorb more energy and thusly their shields can take more damage. Some energy shields, like protective coatings over components or domestic units, have tiny capacities, while others, such as energy shields fed by hundreds of generators on capital ships or planetary shields supplied by building-sized generators, can take immense amounts of force.

Gravitic Shield:

The least common of the three shield types, gravitic shields (also known as "gravity shields") are the newest concepts. Utilizing control over localized gravitons the same way other gravity-based Xiscapian weapons and technology does, gravity shields can reflect or refract massless energy weapons, reducing or negating their power, and slow or deflect physical projectiles for the same effect. While powerful, gravitic shields have their limits; a sufficiently large energy blast or projectile will only be minimally affected by gravitic shields, the range for gravitic shields (mere meters in most cases) is poor, and they can be entirely defeated by stronger opposing gravitational forces. Because of these factors gravitic shields have found more use in atmosphere than in space, where they are fairly effective area-denial and mass effect weapons, albeit in the form of a field rather than a shield. Xiscapian scientists are researching methods to give gravitic shields greater force and a longer range.

Particle Shield:

Unlike energy shields, particle shields consist of densely packed molecular walls arrayed around a target. These barriers protect against physical damage causes by projectiles, shrapnel, blunt-force damage and more. In a contrast to energy shields, particle shields are relatively passive in nature, giving them more use in civilian engineering than energy shields, as they simply deflect incoming objects, rather than incinerating them. Interestingly, while particle shields are supplied and replaced by a generator, they are actually ablative, and can be worn down by consistent exposure to damage. Particle shields come standard equipped on every starship, civilian and military, and are extensively employed in ground-based projects in all manner of usage.

Inhibitor Field:

Also known as an Interdiction field, the Faster-Than-Light Inhibitor (FTLi) field is a form of Electronic Warfare (EW) that disrupts FTL operations. An object attempting to drop into an area protected by an Inhibitor Field from FTL will only be dropped at the edge of the field's radius; FTL travel inside the field is impossible. If an object inside the field attempts to use its FTL drive to preform a dimensional shift, radically accelerate or otherwise preform an abnormal operation it will result in the object's destruction by a dimensional shear once the drive is engaged. The radius of the field varies depending in the size of the generator; the smallest is a standard device carried by most warships that prevents objects from instantly colliding with it when exiting FTL, extending to a few kilometers, while the largest are installed in large instillations based inside star systems and can influence up to a light year of space. Note that the Inhibitor Field, though it cannot be bypassed, does not prevent FTL communications, sublight mobility linked to a FTL drive or lightspeed weapons. Large mobile Inhibitor fields only exist on supercapital ships or specialized Interdiction vessels.

Jamming Field:

Similar to the Inhibitor Field, the affects of a jamming field (also called bafflers) are usually more localized but more dramatic for it. Jammers use a tactic known as broadband overload, often directed by an officer or A.I., which simply dumps massive amounts of nonsensical data (popularly music or speeches) into a given area to "shout out" all competing communications, a strategy taken from the Xenohuman "CommCrusher" array. Through this method jammers can scramble scans, throw off targeting locks, disable missile guidance systems and disrupt communications. Unlike the Inhibitor Field, which is wide-ranging and indiscriminate, jammers can be focused on a single target or group of targets, as well as projected over an area. While jammers do not affect FTL travel, they can jam FTL communications, and bypass shielding; counter-countermeasures must be utilized to defeat jamming. Jamming arrays are less energy intensive, smaller and more easily installed than Inhibitor fields, but they are generally only present on scouts, EWS vessels, supercapitals and some support craft, as well as in certain instillations and probe networks.

Euclidean Field:

Based off Morningstar technology, which is in turn based off on Sertian technology, the Euclidean Field (popularly known as the Somebody Else's Problem, or SEP, Field) is an ingenious device that manipulates dimensional perception to the advantage of the user. SEP fields take the target they are projected over out of one spatial dimension, effectively reducing it to a two-dimensional object. This makes the target extremely difficult to strike as literally only lucky slugs, bolts and missiles will be able to connect with the phased-out target; an additional benefit is that, unlike energy, gravitic and particle shields, the SEP field does not slow the user's movement down at all. While the user can still preform all operations normally and effectively, the SEP field does have two downsides; other shield types cannot be used while it is operating, and in the event that the field fails abruptly or malfunctions, the user is always destroyed by the resulting dimensional shift. Despite this the SEP field is extremely effective both for covert operations and for protecting targets that would otherwise be highly vulnerable to enemy fire.

Dual-Layered Shielding:

FIRST LAYER:
Ship-deployed exterior defenses, these include a small FTLi field (to prevent FTL missile jumps), a jamming network (to disrupt missile guidance and communication), a drone-deployed ion field (possibly shutting down shielding and engine devices on missiles), and dormant kinetic mines (to intercept and destroy any shells of missiles that make it past the jamming, ion field and point-defense network. As such this layer, which must be projected or deployed before combat, is the first line of defense when the ship comes under enemy attack.

SECOND LAYER:
The second layer is the shield itself. Properties include the incineration of solid objects (such as railgun shells) on contact with the energy field, a high resistance to energy weapons, and dissipation generators at intervals to displace the destructive energy from missile or laser strikes into strengthened areas where the atoms are more densely compacted. The force field is a non-ablative, gravitic stress band shield that cycles the vessel in and out of the dimension, causing lasers, grazers and other light speed weapons to be bent away, or refracted like light is when it passes through denser mediums. In this instance, the focused light/energy is bent -refracted and angle altered by the intense gravity in the shields while the ship is in cycle– if it is out of cycle the ship is simply not there for the striking weapon's ‘beam’ to hit.

A large percentage of the energy targeted at the shield is absorbed and used by it to reinforce itself, thus lessening the drain upon the ship's power plants and lengthening the life of the shield. Additionally the ‘frequency’ of the shield cycles rapidly and is not discernible by most sensors, which reduces the chance of an enemy lock-on in an attempt to force through any one dimensional period.

These shields are nearly invulnerable to small-scale massless lightspeed weapons, as the weapon ‘beam’ is destroyed or absorbed by the intense gravitic shear caused by the shield. The weakening with these new shields is much slower than with the old form of shields as there are multiple generators cycling though the shield creation and maintenance. No one generator is allowed to overload, being cycled in and out of the effort of shielding, though under long term continuous bombardment they will still eventually fail unless the generators are reset or repaired (depending on how much damage they take before the fail safes kick in and ‘throw the breakers’ on the generators). Against Lasers, Grazers, and other photonic/light speed weapons the shield is the best line of defense.

Personal Shields:

Used by infantry on the battlefield, personal shields come in two variants: Skin shields and bubble shields, both of which utilize energy and particle barriers. Skin shields (Flickinger fields) are standard issue pieces of technology worn on the belt that cover the user from head to toe, clinging to skin or clothing, and are moderately successful at absorbing or deflecting just about anything projected at them, from energy weapons to bullets to ion blasts to Force manipulation, though they are ablative and must be recharged after shorting out. Bubble shields are larger and more powerful variants of skin shields, and are carried into battle as generators either as backpacks of medics or on hovering sleds. These units are generally used to protect a wounded kitsune and the medic assisting them, and large swaths of infantry from artillery attacks. Generally speaking neither unit can last for an entire battle, and both must be conserved and used carefully for maximum effectiveness.


Standard Xiscapian hull armor is a derivative of the Alversian structure used in the ships of their People's Navy. In the past, particularly in Korr War era vessels, Xiscapian armor was generally of a sufficiently strong, durable compound (popularly cortosis woven through titanium) but tended to be very thin to increase mobility except in the case of static instillations. This meant that ships could deflect or absorb small projectiles and moderate energy fire, but would not stand up for long against larger shells or missiles or sustained laser beams. This new armor type is vastly superior to the old type, both in thickness and composition; the only things changed from the Alversian variant are some of the compounds and properties. This new armor type can be found on most modern Xiscapian warships and stations, though some older craft and structures may lack it.

The outer armour is a composition of regular plates of standard dimensions with the outer ablative covering that is made by a lamination of low thickness layers of amorphous Silicon nitride saturated with boron whiskers, and layers of multicellular metal (Cortosis) foam. This external layer is followed by a coryndon crystals metal matrix composite and by a third, thick layer of a 3-D mesh of carbon nanotubes in a Beryllium-Titanium alloy matrix.

This stratification is highly effective against the conventional energy/kinetic attacks, though this interaction with grazer beams might destroy the external laminate through an ablative process in the attempt to sacrifice as much as possible of the outer armor to preserve the inner hull. The intermediate layer is similar in concept to the former scheme, but with a more sophisticated design, with collapsible cylinders (sacrifical structures) contained in the metal foam layer, more effectives than the old homogeneous foam with regards to the energy dissipation ability. The inner armour is again a "sandwich" of titanium alloy bonded with three intermediate layers, with the first made of corindon crystals in a ceramic matrix, the second made of carbon nanotubes in a metallic/resin hybrid matrix, and the third of organic, high strength fibres in an organic matrix. All this is bonded to the structure of the hull in a series of beams, plates and bulkheads of carbon nanotubes in a resin matrix, with large use of sandwich structures, molecularly bonded together to build an extremely sturdy hull. This scheme enhances the internal elasticity and kinetic resistance, without sacrificate the energy weapon resistance.

The external layer, being modular, allows easy repair and, in case of a close thermonuclear explosions, reduces the thermal stress on the structure due to the dilatation room in the joints of the modules. The Carvon based ceramics are highly refractory, and the beryllium is very likely one of the best heat sink and ablation resistant conventional material known. This type of protection is a vast advancement respect to the old scheme, being more resistant against "conventional" attacks and improving the behaviour against the antimatter/anti-neutron beams. The large percentage of carbon nanotubes, an excellent material from the structural point of view, also makes the structure a good energy dissipater.


An invention by the SAB, Procul is a revolutionary piece of technology that allows an individual to remotely operate a complex piece of technology realistically and instantaneously through the use of a combination of faster-than-light communications and virtual reality simulations. The goal of the original project was to cut down on Naval starfighter pilot casualties in training and combat (Naval fighter pilots once had the highest casualty rate of any Naval service member). Once the Procul system was implemented the KIN saw pilot fatalities drop to nearly zero in the first year, with the side affect of boosting morale, strengthening resolve and making more experienced pilots while also increasing the number of fighters lost in total. Since then Procul systems have been exported to other friendly nations who use it for the same advantage. Research for other applications of Procul are ongoing.

How Procul works:

The pilot is placed into a V.R. berth aboard the operator's carrier. Equipment aboard the fighter links with the unit and creates a real-time simulation of the cockpit of the operator's ship around them. Communications are made via Jaunt (Quantum Tunneling) FTL from the berth to the fighter so the pilot controls the fighter through their connection and experiences everything as he would if he was physically present in the cockpit without actually being there. The most obvious advantage, of course, is that if the fighter is destroyed the pilot lives on to fight another day. However, if the fighter was on board a capital ship, which in the KIN are vessels equipped with factories, an identical unit can be reproduced and the link uploaded to the new ship, which the pilot can then control. This means that as long as the pilot remains alert and the materials necessary for making fightercraft do not run out, the pilot can go into combat from his or her berth indefinitely, thanks to life support systems in the V.R. Another advantage is that while the new fighters are complex to design, they are relatively cheap and easy to make, not requiring actual life support systems since there is no pilot aboard. Finally, the removal of the pilot means the ship can pull off maneuvers that no biological could, making it matched with any droid or A.I. controlled ship, while still retaining the originality and imagination necessary to make an organic being an ace pilot. Finally, an A.I. backup is installed in the program in case the carrier ship is destroyed or the pilot disconnected, so the Procul ship with continue the fight. The link can only be terminated by the will of the pilot, the destruction of the fighter, or the destruction of the carrier. Unlike most variants of Xiscapian Jaunt FTL, the link is immune to FTLi and cannot be blocked, jammed or hacked.

A follow-up on the extremely successful Procul Project, which utilizes a combination of FTL and VR technology to link fighter pilots directly to their ships from their carriers, the Phasmatis Apparatus intends to do the same thing on the ground. Starting with mechanized units, such as light assault mecha and anti-infantry tanks, the goal of the Project is make the safety and effectiveness of the Procul system available to every soldier, either via a connection from a removed platform or directly through an android unit. The possibility of linking a soldier to an android unit means such a user could take control of a robot to do the fighting for them and potentially, with enough research and training, a single user might be able to manipulate whole squads, divisions or even armies simultaneously.


Other races and nations often use direct neural uplinks with their vessels in order to give their crew more control over their starship. The KIN, seeing the effectiveness of this method, created its own neural links under the project name Iunctio in order to bond KIN crew members to their vessels. Benefits of this include giving the crew faster reaction times, more awareness of what is happening to the ship, decreasing total crew size as redundant positions can be cut out or reduced and making it more difficult for them to be affected by vagaries of the situation (psychic manipulation, hacking attempts against the ship, fear in battle and so on). Non-invasive, these devices are simple direct-link cables that will be inserted in the back of the neck, linking along the spinal cord to the brain; wireless uplinks are also be available, but are not be recommended during combat due to the possibility of the signals being disrupted by enemy EWS. For those on smaller craft, such as pilots, the system is more invasive but puts the body in suspended animation for the long-term, allowing free and uninterrupted control over duties.


The Kitsune Empire's first combat A.I. sometimes takes the form of the kitsune pictured here. Named Kana, she has been reproduced for use in the Kitsune Imperial Fleet; positions include as a central security and control for warships, stations, ports, installations, probes, drones and other networks. While she serves on most KIN vessels to assist the commander in fleet actions and the crew in ship operations and provide for shipboard security, both against boarders and hackers, her original (and still widely used) intention is rather different. Simply put, Kana is a suicide A.I. (This is something of a misnomer, as she is impossible to kill and, technically, cannot die.)

The standard so-called "meat shield" fleet is one Nemesis class Super Star Destroyers and five Imperator III Star Destroyers with associated small craft, usually put on patrol in the outer fringes of a star system. This task force is controlled by a single Kana A.I. who also holds dominion over small crews of drones held aboard each ship purely for the purpose of repelling enemy boarders and boarding hostile craft. These Star Destroyers are refitted (or in the case of the Imperator III ships, designed as the Kitsune Empire has DPR for them) to be fully automated and can thus be controlled (and are actually more efficient and powerful for it) by single A.I. This fleet serves as the first line of defense against pirates, raiders and other attackers, and is useful for driving off small scouting parties and assessing enemy strength before the Kitsune Empire brings out its real warships. Thus the Kana A.I. is capable of processing enormous amounts of data and can multi-task over hundreds of ships or drones at a given time. This project is known as Vesica Supra Telum (Sword of the Overmind)


Common in entertainment, civilian use, the military and an old standby in the Xiscapian Intelligence and covert operations community, the hologram is an extremely useful tool for concealment, disguise and misdirection. Popularly, hologram emitters can be fitted onto a person (usually to the belt, though emitters have been reported to be applied to the lapels, boots or even implanted directly for on-the-fly shifts) and configured to cast an illusion around them. This may simply extend to invisibility, or it may be used to make the user appear to be someone else. The hologram emitter can be configured to even fit different species, so size is not truly a factor. Rudimentary force fields ensure that fake appendages feel real, but it should be noted that this type of disguise is not foolproof. Hologram emitters will not stand up to close inspection, and should be used only to throw off pursuers, confuse surveillance and otherwise cast illusions.

The Hologram Sphere, on the other hand, is somewhat more versatile. Consisting of a multi-faceted hovering emitter, it is capable of projecting illusions around itself, giving it the valuable ability of creating a fully mobile, unmanned illusion. Equipped correctly, the sphere can also be fitted with a vox, a jamming device, a small blaster and other additional payloads. These spheres can be automated, manipulated by a operator or controlled by an A.I. unit. Whether the operation is civil, covert or on the battlefield, hologram spheres are invaluable additions to any specialist's tool kit.

In the KIN, holograms are often used as a form of communication so officers can attend meetings millions of miles or even light-years away without needing to leave their posts. The reason for this is that a hologram is more versatile than a screen, and encourages greater familiarity and brotherhood between KIN members. Holograms are also sometimes used when entering a dangerous area, such as times when an officer wishes to remotely view an ongoing battle. A.I. also make us of holograms as avatars, as do some droids. Most citizens also own a hologram projector, though the quality and mobility of holograms used for covert operations is limited to the military and certain government departments.


Installed across the Kitsune Empire in buildings, installations, starships and other structures, Displacement chambers allow for the transportation of variable amounts of matter or energy across distances ranging from a few meters to thousands of kilometers, depending on the size and power of the Displacement unit in question. Unlike beaming technology, which essentially breaks a target down into component atoms and rearranges them in a receiving location, Displacement teleports the object as a whole from one point to another by shielding it and sending it through a portal in Jaunt space. While the range of Displacement is sometimes inferior to that of beaming (depending on the beaming unit in question), Displacement has the advantage of being safer, more difficult to block and faster to use. Displacement units can be rendered impossible to use by FTLi fields, but not by jammers. In the Kitsune Empire Displacement is used to get emergency services to the site of a crime, accident or disaster area quickly, to send and receive small amounts of cargo, and by the military to swiftly deploy small strike teams of troops.


Based on the same principles as the standard Jaunt Drive and configured to act on a mass scale, Jaunt Portal are the Xiscapian version of FTL installations in other nations (Jump Gates, etc.) that can propel one or more craft across large distances. The first such Portal was transported to the Chalybs System by the first wave of Xiscapian sleeper ships that crossed the gulf from the Home Galaxy into the Milky Way, assembled between the worlds of Glacies and Estus and linked to a sister Portal in the Xiscapian System upon activation. Jaunt Portals (and other, similar devices made by AXIS allies) are the only known method for crossing between galaxies without resorting to sleeper ships, and indeed the only legal way to enter the Home Galaxy is via one of these AXIS-controlled installations. However, Jaunt Portals are not only used to connect such far-flung locales; they are also constructed to put two systems in the same galactic neighborhood within easy reach of each other, allowing traders and warships to cross entire quadrants of space instantaneously. It is a dream of both merchant companies and the military alike to raise a network of these Portals linking every piece of Xiscapian territory to the other, but the time and expense in building the devices, as well as certain technological limitations, mean this goal is only slowly being realized.

The number of craft (or other objects) a Jaunt Portal can process is limited only by the dimensions of the Portal; similarly, it can be used an effectively infinite number of times so long as the power remains constant. Because Portals themselves act as FTL drives, craft that lack independent drive units can use them for extra-system transport. Jaunt Portals are a two-way system; without a sister unit, a Portal cannot operate. The frequency linking two Portals is unique, meaning that one Portal can send matter only to its opposite, though Portals can be reconfigured to connect to different Portals this is a time-consuming and highly technical process. However, the number of Portals operating on one frequency is unlimited, which means multiple Portals can all channel to a single "mother" Portal.

When a Jaunt Portal is made it is surrounded by a supporting station that acts to direct traffic, control power flow and guard the connection itself from unauthorized violation. If the Portal station comes under attack standard procedure has the operators broadcast a distress call before shutting the Portal down to prevent it from being used by hostile forces. Once the enemy has been driven back the Portal will typically reopen to allow reinforcements through. If the situation permits, it may remain open to allow Xiscapian or allied forces to stage an immediate counterattack. If the Portal is in imminent danger of being captured or destroyed it can, if active, be redirected to act as a massive particle beam weapon capable of destroying a fleet in a single discharge; however, such a action would destroy the station and its Portal.
Last edited by Xiscapia on Thu Oct 06, 2011 8:52 pm, edited 51 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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KIN: Supercapital Ships

Postby Xiscapia » Sat Jan 29, 2011 11:22 am

Just as big or bigger than the largest of stations, support vessels and freighters, Supercapital Ships are gargantuan warships bristling with weapons, fighters, troops, EWS, landing craft and other tools of war. Supercapital craft are always multi-spectrum units, capable of anything from taking on hostile stations and capital ships to planetary bombardment, invasion, leading fleets, preforming carrier duties and more. Always few in number, there are only eight ships bearing supercapital status in the entire Fleet (with one listed in the Salvage Fleet), and they are rarely seen outside of Xiscapian territory, generally being held to garrison their home system. A given supercapital is always commanded by an officer of Vice Admiral rank or higher, though the ship will also possess a senior Captain to oversee the day-to-day operations. There are three classes of supercapital ship in the KIN.

DESIGNER/MANUFACTURER: Tanaran Shipyards
COMBAT DESIGNATION: Assault Platform
DIAMETER: >64 kilometers
CREW: >2,500,000
SPEED RATING: Class 1
FTL DRIVE RATING: Class 1
HULL RATING: Class 5
SHIELD RATING: Class 5
ARMAMENT:
>1,600x Quad Experimental Missile (Mark 3) Drive launchers (XM3 D launchers)
>1,600x standard Electromagnetic Launch Systems (ELS) hextubes
>1,600x quad Hyper Expanded Grazer Cannons
>1,600x quad Photon Phased Gavitron Ion Interlaced Particle Beam Cannons
STARFIGHTER COMPLEMENT: >14,000 starfighters
PLANETARY ASSAULT TROOPS: Variable, >1,000,000
OTHER ONBOARD CRAFT: > 16 capital ships, 100 K.I.L.L., 100 attack ships 4,000 shuttles, 2,000 drop ships, 100,000 support craft
CONSTRUCTED: 5 (Mute Abyss, Grandfather, Decide in the Eyes, Michiko, Dominique)
BIO:

Overview:

Quite simply some of the largest structures ever built in the Kitsune Empire, Gun Orbs are staggeringly massive vessels capable of housing entire cities within their depths. The schematics for the construction of these ships were acquired from the Pheonix Empire of Tanara and all five existing units were obtained or constructed before or during the Danaversian War. Due to their origins they contain some non-Xiscapian technology and designs. In the KIN they are used to protect key star systems and are even more reclusive than the other two types of supercapital, as the Kitsune Empire does not like to advertise that it possesses such monstrous craft on-hand. In combat Gun Orbs are the ultimate; no single station, ship, emplacement, instillation or weapon is known to be a threat to any one unit.

Armament:

Phased Graviton Photon Ion Interlaced Quad Particle Beam Cannons fire bursts of gravitons to wear down a specific part of an enemy's shields or armor, followed nanoseconds behind by an ion blast through the gap to disable the craft, ending with a particle beam to punch through the now-vulnerable armor and smash the target apart. They can be thought of as a gravity cannon, ion cannon and particle accelerator weapon fused together. Ordinance that can be fired from the ELS includes Multi Drive Laser Missiles, which masses 50 tons and accelerates at 750,000 G for nearly three hours before its drive burns out, giving it a powered flight range of over 800,000,000 million kilometers. This weapon uses the high energy electromagnetic radiation produced during a nuclear explosion to pump about 100 X-ray lasers. As the initial radiation enters the gain medium, the X-rays are amplified and fired, resulting in a brief flare of multiple high-energy X-ray laser beams. Unlike a pure fusion warhead, meaningful damage could be dealt to anything within 40,235 kilometers of the detonation.

Other munitions are Phased Plasma Photon Torpedoes, which consist of a massive energy packet that travels at lightspeed, have a maximum range of 160,000,000 kilometers and can be fired once every five seconds. PPPT weapons, as they are known, can only be deflected by energy shielding; particle and gravitic shielding has no effect on it. RKV counter-missiles are also present, which are missiles without warheads that accelerate out to intercept and destroy incoming missiles and shells with their impeller wedge (gravitic manipulation field). These have a range of 16,000,000 kilometers. On the attack they can also be used to inflict blunt force damage through sheer speed and mass alone.

The main weapon of the Gun Orb is known simply as the Orb, which has two modes of fire. The first mode uses the Grazer or Beam Cannons as a conduit, and functions like a mind-bogglingly huge R.E.A.P.E.R. disruptor capable of utterly ripping apart anything up to an entire planet. It is speculated that if this weapon were to be used against a stellar object it would cause the star to go supernova. The other mode utilizes the Experimental Missile (Mark 3) Drive launchers, which fire munitions akin to Multi Drive Laser Missiles, which are outfitted with oversized R.E.A.P.E.R. weapons instead of lasers. Conventionally, the Gun Orb will warp in hundreds or thousands of these missiles in around a target and detonate them all simultaneously, causing the total annihilation of the body.

Dimensions:

Each Gun Orb is built around a central core sphere 16 kilometers in diameter with a surface area of 505 kilometers. This core has a shell 1.6 kilometers thick; inside the shell, around the core, are ten levels 1.5 kilometers tall each, with decks 85 meters thick separating each. The equator level covers an area of some 126 kilometers. The area between the shell and the core is filled with honey combed lattice support beams, control centers and environmental support tubes, including those that move water, sewage, recycled air, communications and other vitals through the ship. These supports make the Gun Orb tremendously strong and necessitate its shape.

At the center of the core is a cylindrical tower called the High Security Core which is 1.6 kilometers in diameter, 16 kilometers tall and runs from the top to the bottom of the core sphere. This core is the safest, most well protected area on the ship, where all of the components on a normal vessel -bridge, main armory, central computer core, main reactor core, primary fire control center, main engineering, first medical bay, officer quarters, primary shield generators, the main Jaunt drive generator and several Displacement control chambers and more- are located. The bulkheads of the High Security Core are curtain walls filled with compacted rubble and compacted between nano grown battle steel, which are maintained and repaired by nanobot factories and are meters thick in some areas. Unlike in the outer shell, compartments in the HSC have a maximum height of 15 meters, and are usually much lower, though the decks are always 15 meters. The primary crew and officers live and work in the HSC.

Multiple layers exist beyond the first shell, some only a few hundred meters wide while others are just as large as the first shell, increasing the Gun Orb to its staggering size; the exact number and size of the layers varies from Orb to Orb. Some of these layers are merely additional reinforcement; indeed, all Gun Orbs are constructed so that their lattice beams do not line up at most points, to decrease structural dependence -and to avoid giving any boarders a direct path into the next shell. Some layers contain massive reserves of water, oxygen or cargo, while others exist to contain staging areas, quarters for crew and troops, storage modules, conference rooms, environment substations and a plethora of other uses. Travel between shells uses either transport tubes of the same type which feed the environmental vitals of the ship and provide structural support, or Displacement chambers. In all arenas Gun Orbs are built with extreme numbers of redundancies -studies conducted by the KIN have determined that a Gun Orb could function as its own small, independent nation if cut off from the rest of the Kitsune Empire, complete with military force and existing or areas for schools, offices, businesses, hospitals, libraries, fabrication factories and other necessities.

On the outermost layers are the docks, hanger bays, weapons and sensors. The actual compartments that hold craft are deeper inside the ship so as not to potentially expose them to enemy attack; they are shifted by a system of elevators and tubes to the outermost shell for launch during combat. These outer bays have entire populations of engineer-technicians and drones who are assigned to single bays to service anything that comes in, from tiny probes to full sized capital warships. Most of the guest quarters are located on the outermost shell for this purpose, though there are any number of deeper areas visitors can move into if needed. Perhaps unsurprisingly, due to their size and value, Gun Orbs have strict, vigilant security teams, as the KIN is well aware that it would be easier to destroy a Gun Orb through sabotage than to defeat one in combat.


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DESIGNER/MANUFACTURER: Xiscapian Shipyards (defunct)
COMBAT DESIGNATION: Assault Platform
LENGTH: 16 kilometers
CREW: 52,350
SPEED RATING: Class 1
FTL DRIVE RATING: Class 1
HULL RATING: Class 5
SHIELD RATING: Class 5
ARMAMENT:
1x Grazer
160x Spinal Cannons
640x Heavy Engagement Lightspeed Lasers
500x R.E.A.P.E.R.
1,280x Pinpoint Individual Neutralizers
6,400x AS guns
6,400x Quench Guns
150x Ion Cannons
4x I.M.P.E.D.E. launchers
32x Gravity Cannons
560x torpedo tubes
2,000x missiles batteries
STARFIGHTER COMPLEMENT: 4,000 starfighters
PLANETARY ASSAULT TROOPS: 20,000
OTHER ONBOARD CRAFT: 20 attack ships, 1 K.I.L.L., 150 dropships, 100 shuttles, 10,000 support craft
CONSTRUCTED: 1 (Gloom Walker)
BIO: Designed during the Korr Wars in hopes of producing a vessel powerful enough to punch through the Korr defense grid and land a vanguard invasion force, the Alliance class Super Battleship is an idea that has been with the KIN for longer than some of its senior commanders but never realized until relatively recently. The Korr Wars ended without the construction of such a warship and the idea was shelved but never far from the minds of naval engineers and Imperial officers alike. The concept was revisited in Y.O.O.L. 10 after the defeat of the SASM, and a project map was laid out around the time of the end of the False Rebellion. By the beginning of the Imitator War in Y.O.O.L. 12 Grand Admiral Krystal had ordered construction to begin, and a hull is known to have been laid down in Y.O.O.L. 13, but due to resource constraints it was not until Y.O.O.L. 18 that the first Alliance class was completed. Named the Gloom Walker, she is the only existing Alliance class and participated in the Danaversian War as the Coalition flagship during the Ranus Offensive.


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DESIGNER/MANUFACTURER: Xiscapian Shipyards (defunct)
COMBAT DESIGNATION: Assault Platform
LENGTH: 8 kilometers
CREW: 30,770
SPEED RATING: Class 1
FTL DRIVE RATING: Class 1
HULL RATING: Class 5
SHIELD RATING: Class 5
ARMAMENT:
1x Grazer
80x Spinal Cannons
320x Heavy Engagement Lightspeed Lasers
250x R.E.A.P.E.R.
640x Pinpoint Individual Neutralizers
3,200x AS guns
3,200x Quench Guns
100x Ion Cannons
2x I.M.P.E.D.E. launchers
16x Gravity Cannons
280x torpedo tubes
1,000x missiles batteries
STARFIGHTER COMPLEMENT: 2,000 starfighters
PLANETARY ASSAULT TROOPS: 10,000
OTHER ONBOARD CRAFT: 10 attack ships, 75 dropships, 50 shuttles, 5,000 support craft
CONSTRUCTED: 1 (Jade)
BIO: Built as a "proof-of-concept" for the Alliance class, the Alversian class was originally a much smaller project (2,500 meters long) that morphed into something greater under the demands of the KIN. Designed in the jubilant times after the end of the Korr War, the Alversian class was envisioned as the next-generation Battleship, but lost out to the smaller, more efficient Dominator class for the contract, so the engineers in charge went back to the drawing board and came up with an even larger, more powerful concept in Y.O.O.L. 8. Construction was ordered to begin in Y.O.O.L. 9, and was completed in record time in Y.O.O.L. 10; the new Alversian class, now a Star Dreadnought, was named Jade in honor of the Empress, who personally backed the project. The Jade took part in the final battle against the SASM, the Battle of Resistance at Old Xiscapia and successfully engaged and destroyed Boolean raiders over its garrison Cholk during the Danaversian War. While no longer the largest or most powerful warship in the Fleet, as she was when she was built, the Jade remains a force to be reckoned with, and the most likely supercapital candidate for ranged deployment.
Last edited by Xiscapia on Sun Feb 20, 2011 2:25 pm, edited 31 times in total.
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KIN: Capital Ships

Postby Xiscapia » Sat Jan 29, 2011 11:22 am

Mainline warships of the KIN, Capital Ships are the heavy hitters on the battlefield, leading fleets, destroying hostile capitals, conducting bombardments, directing strike craft and generally ripping a swath through enemy formations. Capital ships are not as rare as supercapital ships, but they only number less than two hundred overall across the Fleet; most of these are Battlecruisers, with Carriers and Battleships being more scattered. In a given task force there will only be a handful of capital ships, perhaps half a dozen, each with a specific role to play in combat operations, as unlike supercapitals some capital ships are more offensively oriented while others are made for mobility or carrying capacity. Because of their size and power capital ships can usually weather battles handsomely, despite generally attracting most of the fire, and because of this are often commanded by veteran officers presiding over seasoned crew. This combination of skill, experience and sheer firepower is not to be underestimated.

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DESIGNER/MANUFACTURER: Tanaran Shipyards
COMBAT DESIGNATION: Long Range Heavy Battlecruiser
LENGTH: 5,000 meters
CREW: 1,370
SPEED RATING: Class 1
FTL DRIVE RATING: Class 1
HULL RATING: Class 5
SHIELD RATING: Class 5
ARMAMENT:
50x Spinal Cannons
200x Hyper Expanded Grazer Cannons
100x R.E.A.P.E.R.
2,000x AntiProton Cannons
100x Photon Phased Gavitron Ion Interlaced Particle Beam Cannons
20x Gravity Cannons
200x torpedo tubes
1,000x missiles batteries
STARFIGHTER COMPLEMENT: 100x starfighters
PLANETARY ASSAULT TROOPS: 2,000
OTHER ONBOARD CRAFT: 30 drop ships, 20 shuttles, 2,000 support craft
CONSTRUCTED: 25 (Foe's Doom, Eleventh Hour, Solidarity, Nevermore, Woven Web, Aria Glories, White Heart, Wanderlust, Prodigal, Dream Chaser, El Manana, Infinite Blue, Moondust, Cradle, Elixir, Libertas, Doxa, Veneratio, Silentium, Infinitas, Grave, Tears of the Sun, Sum of all Fears, Yesterday's Tommorrow, Deadwing)
BIO: Popularly abbreviated to T-CBC, the Tanaran Converted Battle Cruiser is the other Tanaran class in use by the KIN. Originally developed as cruise ships, T-CBC vessels were re-purposed for warfare (hence the Converted title) and given the designation Battlecruiser as mainline warships alongside Gun Orbs. Because of their original purpose T-CBC ships have extremely long ranges, with patrols that can extend multiple light years, and due to their origins they possess many of the same weapons as Gun Orbs, supplemented by Xiscapian arms. Known and respected as large and powerful vessels, T-CBC are more common and more often seen than Gun Orbs, but still rarely stray far from Kitsune Imperial territory, though they have been proven extremely effective in preforming peacekeeping operations and hunting pirates. No T-CBC has ever been destroyed in combat.


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DESIGNER/MANUFACTURER: Xiscapian Shipyard (defunct)
COMBAT DESIGNATION: Carrier
LENGTH: 2,500 meters
CREW: 2,470
SPEED RATING: Class 1
FTL DRIVE RATING: Class 1
HULL RATING: Class 5
SHIELD RATING: Class 5
ARMAMENT:
25x Spinal Cannons
100x Heavy Engagement Lightspeed Lasers
50x R.E.A.P.E.R.
200x Pinpoint Individual Neutralizers
1,000x AS guns
1,000x Quench Guns
50x Ion Cannons
5x I.M.P.E.D.E. launchers
50x Gravity Cannons
200x torpedo tubes
500x missiles batteries
STARFIGHTER COMPLEMENT: 1,000 starfighters
PLANETARY ASSAULT TROOPS: 10,000
OTHER ONBOARD CRAFT: 10 attack ships, 200 drop ships, 150 shuttles, 2,000 support craft
CONSTRUCTED: 15 (Honor, Omnipresent, Serenity, Strong, Saber, Executor of Penitence, Unifier, Tempest, Xeno, Dagger, Ghost, Triton, Ritual, Wild Light, Falling Up)
BIO: At one time the largest warship class in the KIN, the Nova class Carrier now has the distinction of being the oldest continually serving class in the Fleet; some individual vessels are now approaching the century mark. The Nova class has a reputation for being a very sturdy, durable vessel, giving it increased staying power in combat; this, combined with its large armament, means it is sometimes given the status "protected carrier." While not made for the offensive, Nova Carriers are more than capable of handling individual capital ships or packs of escorts that attempt to destroy it. Despite this, Carriers tend to avoid the site of battle, either dropping their craft before retreating into FTL or staying on the edge of the conflict. During invasions a Nova Carrier is a vital asset to any field commander, as these ships provide air coverage, reinforcements, orbital support, staging platforms and a safe fall back point. All currently serving Nova ships are the upgraded Mark II version; however, Mark I types do still exist outside of the KIN.


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DESIGNER/MANUFACTURER: Nakamoto Dockyards
COMBAT DESIGNATION: Battleship
LENGTH: 1,500 meters
CREW: 1,577
SPEED RATING: Class 1
FTL DRIVE RATING: Class 1
HULL RATING: Class 5
SHIELD RATING: Class 5
ARMAMENT:
1x Grazer
15x Spinal Cannons
60x Heavy Engagement Lightspeed Lasers
30x R.E.A.P.E.R.
120x Pinpoint Individual Neutralizers
600x AS guns
600x Quench Guns
30x Ion Cannons
2x I.M.P.E.D.E. launchers
16x Gravity Cannons
40x torpedo tubes
200x missiles batteries
STARFIGHTER COMPLEMENT: 50 starfighters
PLANETARY ASSAULT TROOPS: 2,000
OTHER ONBOARD CRAFT: 1 attack ship, 50 drop ships, 30 shuttles, 1,000 support craft
CONSTRUCTED: 18 (Pride of the Empire, Punishing One, Shadow Hunter, Splinter in the Mind's Eye, Disturbed, Smoke, Bloodrunk, Alversia, Wrath, Rebel Moon, Vulpine Destiny, Eat the Dark, Pocky, Remembrance, Ice, Laughing Man, Sage, Eternal Conflict)
BIO: Undoubtedly the most powerful mainline capital ship in the Fleet, the Dominator class Battleship is a kilometer and a half behemoth, the presence of which has spelled the doom of more than one opposing fleet. Commissioned in Y.O.O.R. 8 as the next-generation Battleship, the first vessel, the Pride of the Empire, was made a part of the Fleet later that year. Where their predecessors were made with intra-system combat in mind, Dominator warships are designed to lead fleets and expeditionary forces and provide powerful support platforms for ground invasions; as such they have good durability, a long range and are fully outfitted for operations independent of a base or port. Dominator vessels are typically the largest and most powerful combat vessels deployed into the wider reaches of the Home Galaxy or the Milky Way, and are almost never seen without an escorting fleet and attendant escorts. To date only four Dominator craft have been lost, one in an accident, two fighting the SASM scourge and one during the opening battle of the Danaversian War; all were destroyed by ramming, as enemy fire was ineffectual against the strong shields and thick armor of the Dominator.


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DESIGNER/MANUFACTURER: Xiscapian Shipyards (defunct)
COMBAT DESIGNATION: Battleship
LENGTH: 2,200 meters
CREW: 3,100
SPEED RATING: Class 1
FTL DRIVE RATING: Class 1
HULL RATING: Class 5
SHIELD RATING: Class 5
ARMAMENT:
1x Grazer/Nova Cannon/Amplified Neutron Beam/Planck Adjustment Beam (variable)
10x Spinal Cannons
100x AS Guns
40x Heavy Engagement Lightspeed Lasers
2x Gravity Cannons
2x Heavy Ion Cannons
50x missile launchers
10x torpedo tubes
STARFIGHTER COMPLEMENT: 150 starfighters
PLANETARY ASSAULT TROOPS: 2,500
OTHER ONBOARD CRAFT: 1x Crusher class Troop Transport, 50 drop ships, 10 shuttles
EXISTING: 6-8, exact number uncertain
BIO: Predating the end of the Korr War, the Revolver class Battleship is no longer in service with the KIN. Despite having a reputation as a sturdy, dependable ship (like most Xiscapian craft of that era), the Revolver class is not as advanced as modern warships, and suffers other deficiencies such as a lack of hanger space, no on-board factory, relatively few weapons for its size and aging systems. It does, however, excel at close-range combat. Most Revolver vessels were broken up or melted down at the end of the war, but a few survived to be acquired by private interests, including several large PMCs. Those Revolver ships still being operated have usually undergone extensive modification and refitting, so their exact specifications may not match with standard.


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DESIGNER/MANUFACTURER: Nakamoto Dockyards
COMBAT DESIGNATION: Fast Battlecruiser
LENGTH: 1,200 meters
CREW: 800
SPEED RATING: Class 2
FTL DRIVE RATING: Class 2
HULL RATING: Class 4
SHIELD RATING: Class 5
ARMAMENT:
12x Spinal Cannons
48x Heavy Engagement Lightspeed Lasers
20x R.E.A.P.E.R.
96x Pinpoint Individual Neutralizers
480x AS guns
240x AntiProton Cannons
240x PAW
10x Ion Cannons
42x torpedo tubes
150x missiles batteries
STARFIGHTER COMPLEMENT: 40 starfighters
PLANETARY ASSAULT TROOPS: 250
OTHER ONBOARD CRAFT: 4 drop ships, 6 shuttles, 10 support craft
CONSTRUCTED: 56 (Akagi, Mystical Wonder, Everybody People, Young Master, Learning the Hard Way, The New Order, Fresh Blood, Midnight Raider, Big Brawler, Tragic Secret, First Strike, A Hitch in Time, Hapkido, Not Scared to Die, Blood Pact, Koning, Rostock, Colossus, Ajax, Glas und Tränen, Lived Yet Today, At Your Grave, Michael Reynolds, Tragedy of Life, Kitsunesuki, El Diablo, Tiburon, Iron Guts, Wages of Conflict, Rockhound, Hotfoot, Infamous, Evil Sphere, Pallbearer, Undertaker, No Return, Iron Fist, Lost Memories, Free Your Mind, Party Time, Runnin' with the Devil, No Compromise, You Better Run, No Regrets, Island of Domination, No More Mr. Nice Guy, You've Done It Now, Wallrunner, Fresco of Light, The Best Defence, Zakhar, Karakax, Vereror, Betonflugzeug, Schlachter, Fleischwolf, Augustinian, Wolfen, Das Böse, Keloid)
BIO: Jointly designed and produced with the Phenian company Lance Shipyards and Nakamoto Dockyards, the Akagi class represents a fusion of Phenian and Xiscapian technology and is the first regular Battlecruiser to enter the KIN since the end of the Korr War. Built for quick acceleration, the Akagi class sacrifices armor, size, troops, support craft and all solid-shot weaponry excepting its spinals and launch tubes in an effort to give it better maneuvering. Because of this these Battlecruisers are not the dynamic combat/carrier/invasion platforms seen in larger battlecruisers and battleships, but are instead intended for "hunter-killer" duties in enemy warships, the idea being to give the ship increased mobility to allow it to devastate the opposition while suffering relatively little damage in return. The Akagi class's superabundance of energy weapons allows it to strike from afar, and because of this Akagi ships are often slated to protect craft with less ranged weaponry, from massive Miyo Factory Ships to tiny Veil class Interdiction frigate. Outside of fleets Akagi ships are the largest type of warship that is formed into squadrons, and if they head a force it will usually be a Task Group.


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DESIGNER/MANUFACTURER: Xiscapian Shipyards (defunct)
COMBAT DESIGNATION: Battlecruiser
LENGTH: 1,800 meters
CREW: 2,456
SPEED RATING: Class 1
FTL DRIVE RATING: Class 1
HULL RATING: Class 5
SHIELD RATING: Class 5
ARMAMENT:
15x Spinal Cannons
75x AS Guns
30x Heavy Engagement Lightspeed Lasers
1x Gravity Cannon
1x Heavy Ion Cannon
500x missile launchers
220x torpedo tubes
STARFIGHTER COMPLEMENT: 80 starfighters
PLANETARY ASSAULT TROOPS: 1,000
OTHER ONBOARD CRAFT: 15 drop ships, 12 shuttles
EXISTING: 20-30, exact number unknown.
BIO: Very similar to the Revolver class Battleship, the Spark class Battlecruiser is a retired warship that no longer sees active service. During the Korr War the Spark class served as a long-range combatant, while the battleships engaged up close the battlecruisers would move around the edges of the conflict and pummel the flagships, escorts and each other with missiles. In modern times the Spark class was replaced first by the Wasp class Heavy Cruiser, then by the Akagi class Battlecruiser and the Messenger of Hope class Missile Cruiser, each of which preforms one of its roles to some degree. Unlike Revolver Battleships, which have nearly completely disappeared, some Spark class Battlecruisers are known to still exist in the hands of Citizens and private corporations, where they are generally used for security and transport. Civilian variants generally have the weapons removed and interior bulkheads and compartments knocked out to create more cargo space.


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DESIGNER/MANUFACTURER: Nakamoto Dockyards
COMBAT DESIGNATION: Heavy Cruiser
LENGTH: 1,000 meters
CREW: 1,057
SPEED RATING: Class 2
FTL DRIVE RATING: Class 1
HULL RATING: Class 4
SHIELD RATING: Class 5
ARMAMENT:
10x Spinal Cannons
40x Heavy Engagement Lightspeed Lasers
15x R.E.A.P.E.R.
80x Pinpoint Individual Neutralizers
400x AS guns
400x Quench Guns
15x Ion Cannons
1x I.M.P.E.D.E. launcher
10x Gravity Cannons
60x torpedo tubes
100x missiles batteries
STARFIGHTER COMPLEMENT: 30 starfighters
PLANETARY ASSAULT TROOPS: 1,000
OTHER ONBOARD CRAFT: 1 attack ship, 15 drop ships, 12 shuttles, 800 support craft
CONSTRUCTED: 30 (Naladubuites, Motherland, Darkness, Stand Alone, Water, Hawk, Red Dawn, Blue Flame, Specter, Oath, Dark Star, Xiscapia, Blackest Eyes, Contact, Sorrow, Deadlights, Triage, Impend, Solitarium, Future Proof, Wonder, Fire, Imp, Speed, Legacy, Luck, Chasing the Dead, Aokigahara Forest, Serpent, Somnambulist)
BIO: While the Wasp class Heavy Cruiser is the smallest regular capital ship fielded by the KIN, it is also one of the most common and is still both agile and heavily armed for its size. Built to replace both Spark class Battlecruisers and Hummer class Heavy Destroyers, Wasp class Heavy Cruisers are often deployed at the head of a task group or force due to their advantage over subcapital craft, but are equally often sent out individually because they are capable of extended independent operations. Unlike its past brethren, Wasp class warships serve adequately as platforms for fighter deployments, troop landings and orbital support, standing in nicely for Dominator class Battleships. Before the advent of Firebird class Diplomatic Transports Wasp class Heavy Cruisers were often used to carry diplomats through dangerous or contested areas of space before the scale of warfare made this practice prohibitively inefficient. In any given formation the Wasp class is the bulwark, capable of standing up to vast amounts of enemy fire and giving back even more.
Last edited by Xiscapia on Fri May 27, 2011 5:05 pm, edited 25 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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Posts: 12725
Founded: Mar 13, 2007
Left-Leaning College State

KIN: Subcapital Ships

Postby Xiscapia » Sat Jan 29, 2011 11:22 am

Serving proudly alongside their capital cousins, subcapital ships are generally made to escort their brethren, protect civilian craft, form squadrons and wolf packs and destroy enemy subcapitals. Though they are more numerous than capitals, subcapitals still only make up less than a thousand individual members of the KIN, and are more specialized than multi-role capital ships. While most fleets will be made up of a handful of different capital ships and a large number of similar attack ships, subcapitals will be moderately numbered and vary greatly, make up the offensive core of a fleet and represent the bulk of its power. Sometimes subcapital ships are deployed individually for special missions, but in general they operate in groups to support each other. During planetary bombardment subcapitals will conduct much of the attack, spreading themselves over the orbit of a world for maximum coverage, but these craft generally do not play a big part in ground invasions.

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DESIGNER/MANUFACTURER: Xiscapian Shipyards (defunct)
COMBAT DESIGNATION: Heavy Destroyer
LENGTH: 1,000 meters
CREW: 2,498
SPEED RATING: 2
FTL DRIVE RATING: 2
HULL RATING: 2
SHIELD RATING: 3
ARMAMENT:
5x Spinal Cannons
20x Heavy Engagement Lightspeed Lasers
2x Gravity Cannons
200x AS guns
8x Ion Cannons
5x Gravity Cannons
30x torpedo tubes
50x missiles batteries
STARFIGHTER COMPLEMENT: 20x
PLANETARY ASSAULT TROOPS: 500
OTHER ONBOARD CRAFT: 8 drop ships, 6 shuttles
EXISTING: 40-70, exact number unknown
BIO: Another relic from the days of the Korr War, the Hummer class Heavy Destroyer is the most commonly found warship from that era still online and operational. In combat the Hummer class was designed to be a fast raider for making hit-and-run attacks on Korr bases, agile for running Korr blockades of Xiscapian bases and equipped with good sensors for patrol duties. In practice the ship was indeed excessively quick for its size, at the cost of armament, which is much less numerous and powerful than modern contemporaries, and armor, which is very flimsy; serving for long term aboard a Hummer class was approximately akin to signing a death warrant. Today Hummer class ships are generally shored up a great deal, with thicker armor at the cost of speed or stronger shield generators in place of some weapons, so while they no longer exist in the Fleet a modified Hummer class is actually one of the best ships a Citizen or entity could have. Where Revolver Battleships are reserved for company flagships and Spark class Battlecruisers are often relegated to freight duties, Hummer ships still prove their worth in the hands of Xiscapian mercenaries, pirate hunters and privateers.


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DESIGNER/MANUFACTURER: Kyat Drive Yards jointly with Ilveri Shipyards
COMBAT DESIGNATION: FTL Missile Cruiser
LENGTH: 1,000 meters
CREW: 600
SPEED RATING: Class 2
FTL DRIVE RATING: Class 2
HULL RATING: Class 5
SHIELD RATING: Class 5
ARMAMENT:
1x Spinal Cannon
50x PAW
100x railguns
2,000x Point Defense Beams
1,000 missiles batteries
STARFIGHTER COMPLEMENT: 40 starfighters
PLANETARY ASSAULT TROOPS: 250
OTHER ONBOARD CRAFT: 5 gunships, 5 drop ships, 5 shuttles, 5 support craft
CONSTRUCTED: 20 (Harbinger, Xenium, Keraunoscopia, Katzenjammer, Thundersinger, Tanz auf dem Vulkan, Freiflug, Gott Sein, Death Threat, Silent Death, Sniper, Marksman, Sharpshooter, Scope of Infinity, White Death, Demise, Thanatron, Vires Moras, Vulpvibe, Cold Crash)
BIO: The result of a combination of Xiscapian and Alversian engineering, the Harbinger class Long Range Missile Cruiser is a ship unlike any that has graced either the KIN or the APN before. Toting a thousand missile tubes and a substantial amount of defensive weaponry as well as a flight of starfighters and transports, the warship can conduct standard line operations but won't usually have to, thanks to its primary armament. The ship is made to bombard targets, be they enemy warships or fleets, starbases or planets, from outside planetary systems using Jaunt-FTL equipped missiles aided by probes and drones deployed to the target beforehand. The Harbinger class is especially effective when used for pre-emptive strikes against unprepared opponents, and the cruiser is usually safe from retaliation and free to reload and reacquire targets after its initial salvo. A task force of Harbinger cruisers striking in unison can handily wipe out an enemy fleet or fortification network in minutes, and so strike fear in the hearts of the enemies of the People's Republic and Kitsune Empire.


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DESIGNER/MANUFACTURER: Nakamoto Dockyards
COMBAT DESIGNATION: Modular Cruiser
LENGTH: 800 meters
CREW: <600
SPEED RATING: 3
FTL DRIVE RATING: 3
HULL RATING: 4
SHIELD RATING: 4
ARMAMENT:
8x Spinal Cannons
32x Heavy Engagement Lightspeed Lasers
10x R.E.A.P.E.R.
64x Pinpoint Individual Neutralizers
8x Gravity Cannons
320x AS guns
320x Quench Guns
8x Ion Cannons
28x torpedo tubes
100x missiles batteries
STARFIGHTER COMPLEMENT: For troop transport: 10 | For EWS: 30 | For Escort Carrier: 100
PLANETARY ASSAULT TROOPS: For troop transport: 5,000 | For EWS: 200 | For Escort Carrier: 100
OTHER ONBOARD CRAFT: For troop transport: 75 drop ships, 65 shuttles, 500 support craft | For EWS: 4 drop ships, 2 shuttles, 800 support craft | For Escort Carrier: 2 drop ships, 2 shuttles, 100 support craft
CONSTRUCTED: 100
BIO: In Y.O.O.R. 18 KIN analysts recommended a class be designed to bridge the gap between Heavy and Light Cruiser, a vessel capable of leading flotillas, raiding commerce and preforming a number of versatile functions. The first prototype Ravikovi class, deriving its name from a legendary race of shapeshifters in Xiscapian mythology due to its modular abilities, was built in Y.O.O.R. 19, with full production starting later that year and full deployments being achieved in Y.O.O.R. 20. The base design vessel is a heavy subcapital capable of destroying enemy escorts, and its large operational bays combined with its speed, armament and stealth advantages means it is an adept commerce raider and pirate hunter, but the class's true value lies in its modular components, which can be configured to transport troops, carry strike craft or house EWS arrays capable of erecting jamming and FTLi fields. The ship cannot hold as many troops as standard transports or carry as many squadrons as a regular carrier, nor does it have the range of a dedicated EWS or Interdiction ship, but it preforms these roles adequately and can change on the fly in as little as sixty minutes. Ravikovi cruisers have a place in any fleet or task force, and have sold quite successfully to the Republic of Setulan for the aforementioned abilities.


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DESIGNER/MANUFACTURER: Nakamoto Dockyards
COMBAT DESIGNATION: Light Cruiser
LENGTH: 650 meters
CREW: 410
SPEED RATING: 3
FTL DRIVE RATING: 3
HULL RATING: 3
SHIELD RATING: 3
ARMAMENT:
6x Spinal Cannons
26x Heavy Engagement Lightspeed Lasers
8x R.E.A.P.E.R.
52x Pinpoint Individual Neutralizers
6x Gravity Cannons
260x AS guns
260x Quench Guns
6x Ion Cannons
40x torpedo tubes
64x missiles batteries
STARFIGHTER COMPLEMENT: 20 starfighters
PLANETARY ASSAULT TROOPS: 500
OTHER ONBOARD CRAFT: 8 drop ships, 6 shuttles, 200 support craft
CONSTRUCTED: 35 (Unshakable, Lace, Ferrat, Grass, Liberator, Theory, Shatterpoint, Heavy Rain, White Light, Triple Zero, Cad Goddeu, Warrior, Stone, Resolve, Destiny, Servant, Krystal, Kanno, Nirvana, Inescapable, Spiral of Silence, Divine Wind, Escape the Fate, Franz Ferdinand, Pendulum, Porcupine Tree, Wolfmother, Mallon, Lilac, Forsaken, Toreador, Rina, Red Lines, Restless, Jiajiang mien)
BIO: Since its inception the Annihilator class has undergone no less than three total overhauls in design, size, weapons, crew, complements and even role. The current model is the finalized version of the ship that only came after a decade of revisions and reworking; as a result of being constantly modified and upgraded Annihilator class vessels are some of the best maintained in the fleet, but their systems can sometime be buggy for the same reason. The Light Cruiser exists primarily to escort capital ships like Wasp class Heavy Cruisers and Dominator class Battleships, exploiting their usual acceleration advantage to effect by working in conjunction with Battlecruisers, frigates, attack ships and starfighter squadrons to shred the opposition. Light Cruisers are also favored as individual peacekeeping units that can project a moderate amount of force into a single area, and can soak up more damage than their size would suggest, making them a useful buffer between hostiles and important allied assets. While Annihilator Light Cruisers can be thought of as downscaled Heavy Cruisers, they preform a niche function all their own.


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DESIGNER/MANUFACTURER: Nakamoto Shipyards in conjunction with Lance Shipyards
COMBAT DESIGNATION: Missile Cruiser
LENGTH: 600 meters
CREW: 150
SPEED RATING: 3
FTL DRIVE RATING: 2
HULL RATING: 2
SHIELD RATING: 3
ARMAMENT:
1x Spinal PAW
240x AS guns
200x torpedo tubes
400x missiles batteries
STARFIGHTER COMPLEMENT: 10 starfighters
PLANETARY ASSAULT TROOPS: 50
OTHER ONBOARD CRAFT: 1 drop ship, 2 shuttles, 10 support craft
CONSTRUCTED: 100 (Messenger of Hope, Dragon Dance, Dragon Fire, Battle Cry, Pendulam Slam, Golden Dawn, Headlines, Dragon Tamer, 36 Crazy Fists, Winners and Sinners, Typhoon, Monsoon, Hurricane, Dust Devil, Whirlwind, Stickin' it to the Man, Into the Fire, Hard Finish, Electric Hobo, Get Off My Cloud, Elemental Slayer, Giant Slayer, Dragon Slayer, Demon Slayer, Hammer Strike, Scorched Earth, One Bad Gato, Firestarter, Death From Above, Wild One, Eat the Heat, Shoot to Thrill, Armageddon It, Hail and Kill, Little Savage, Gone Shootin', Ride the Dragon, Heavy Metal Thunder, Be Quick or be Dead, Stand up and Shout, Forever Free, Longing for Fire, Burn the Sky, Damage Inc, Up Against It, Edge of Forever, Boris Vallejo, Julie Bell, Blessed are the Stars, Obsidian Dragon, Serpent Song, Ember, Bloodsong, By the Sword, Never Fear, Cleaver, Spatial Anomoley, Magohamoth, Vortex, Dramatis Personae, Melora, Things Not Seen, Armageddon Game, Shadowplay, Meridian, Improbable Cause, Distant Screams, Indiscretion, Begotten Rapture, By Inferno's Light, Blaze of Glory, Ruthless Reckoning, Swordsman of Sorrow, Zanbatou, Devil of Vengeance, Without Mercy, Engraved Memory, Days of Remorse, Elegy of Wind and Water, Himura, Kamiya Kaoru, Sagara Sanosuke, Hitokiri, Shishio Makoto, Juppongatana, Rengoku, Enemy of my Enemy, Deep Storm, Reliquary, Wheel of Darkness, Ice Limit, Riptide, Masque of the Red Death, Bonfire of the Vanities, Crimsion Glory, Transcendence, Cask of Amontillado, Descent into the Maelstrom, Ligeia, Ulalume)
BIO: Another Nakamoto/Lance project, the Messenger of Hope class was built specifically for the KIN to serve as a long range attack ship. Combining a large number of missile launchers and tubes with a fast firing rate, a grid of point defenses, a powerful defensive spinal and a squadron of starfighters into one package, the Messenger of Hope class excels at long-range combat and is absolutely lethal at short range, where the enemy does not have time to avoid or intercept its mass volleys of missiles. When used in conjunction with a jamming and FTLi field, a single salvo from the launchers of a Messenger of Hope class warship can be deadly even to capital ships, while its swarms can also tear through formations of escorts, throw up walls of flak, lasers and debilitating fields to deter fighters and can even be configured to target incoming missiles. Messenger of Hope ships often work in pairs to overwhelm a given target, and are capable of laying waste to entire continents with ease once they have locked on. Fabricators inside the Missile Cruisers constantly build and program new munitions; every Missile Cruiser has a wide array of warheads at its disposal and can switch types out between volleys in a matter of minutes.


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DESIGNER/MANUFACTURER: Nakamoto Dockyards
COMBAT DESIGNATION: Frigate
LENGTH: 500 meters
CREW: 200
SPEED RATING: 4
FTL DRIVE RATING: 3
HULL RATING: 3
SHIELD RATING: 3
ARMAMENT:
4x Spinal Cannons
20x Heavy Engagement Lightspeed Lasers
6x R.E.A.P.E.R.
40x Pinpoint Individual Neutralizers
4x Gravity Cannons
200x AS guns
200x Quench Guns
4x Ion Cannons
30x torpedo tubes
50x missiles batteries
STARFIGHTER COMPLEMENT: 10 starfighters
PLANETARY ASSAULT TROOPS: 100
OTHER ONBOARD CRAFT: 2 drop ships, 2 shuttles, 100 support craft
CONSTRUCTED: 235
BIO: Named for the Setulanite Ambassador to Xiscapia, the Marchamp class Frigate is much like the man himself; rugged, dependable and enduring. Designed and produced during the Danaversian War, the Marchamp class quickly became one of the most commonly produced warships in the Kitsune Empire, motivating the Republic to purchase a stock of its own. There is very little a Marchamp cannot do; each ship is capable of engaging multiple similarly sized opponents or a number of lesser hostiles, has the capability to preform orbital bombardments, can land a company of troops and a platoon of mechanized and armored vehicles to construct a base or take a settlement, contains a squadron of starfighters for space and air support and more. Excellently equipped for its size and admirably agile, the Marchamp class takes a dodge-and-weave approach to assaulting larger opponents which works well for it, and is one of the few ships in the KIN capable of joining "Bubble" shields to increase the power of and distribute weapons damage across two or more craft. Almost any KIN force is sure to include at least a couple of Marchamp class Frigates.


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DESIGNER/MANUFACTURER: Kyat Drive Yards
COMBAT DESIGNATION: Light Frigate
LENGTH: 250 meters
CREW: 50
SPEED RATING: 4
FTL DRIVE RATING: 4
HULL RATING: 2
SHIELD RATING: 3
ARMAMENT:
2x Spinal Cannons
10x Heavy Engagement Lightspeed Lasers
4x R.E.A.P.E.R.
20x Pinpoint Individual Neutralizers
2x Gravity Cannons
100x AS guns
100x Quench Guns
2x Ion Cannons
10x torpedo tubes
30x missiles batteries
STARFIGHTER COMPLEMENT: 5
PLANETARY ASSAULT TROOPS: 10
OTHER ONBOARD CRAFT: 1 shuttle
CONSTRUCTED: 260
BIO: One of the most numerous ship types, Javelin class Light Frigates are always found in squadrons or packs. The crews of these small warships tend to be more connected to their craft and to each other than in any other class, and can form large family networks stretching across dozens of ships and hundreds of individuals that operate almost like a hive mind; this is thought to be a byproduct of the neural links, and investigate research is ongoing. Because of this bond Javelin frigates work best in groups, when they work to gang up on and overwhelm a given opponent with numbers and firepower. Javelin Light Frigates are commonly found on patrol on the fringes of Kitsune Imperial territory as well as in the interior escorting civilian craft and protecting larger warships. Because of their modular parts, relatively simple components and small sizes, a good Factory Ship or Dockyard with the necessary parts and work force can fully assemble a Javelin class ship in about a day.
Last edited by Xiscapia on Fri May 27, 2011 5:06 pm, edited 17 times in total.
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KIN: Support Ships

Postby Xiscapia » Sat Jan 29, 2011 11:23 am

Alternatively being built in huge and low numbers, Support Ships are some of the most exotic, and useful, of ships in the KIN. The largest ships in the fleet outside of supercapitals, the size of support ships is deceptive, as while they can take a pounding most are not designed for strike operations -though any opponent would do well to be wary of their often massive hanger bays. Generally not made for combat, support ships are usually offensively armed but will usually take a defensive stance, volleying with the rest of their fleet or only attacking when attacked. In any fleet or over any base a support ship is a vital asset, whether it produces spare parts, sends down food, heals the sick, carries troops and vehicles or provides electronic warfare abilities; their lack of a role as a regular combatant does not undervalue their services. Unlike with most of their craft, the KIN guards the secrets of its support ships jealously and only leases out use and production rights to the closest allies of the Kitsune Empire.

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DESIGNER/MANUFACTURER: Asmira Conglomerate
COMBAT DESIGNATION: Fabrication Ship
LENGTH: 15,000 meters
CREW: 10,000
SPEED RATING: 1
FTL DRIVE RATING: 1
HULL RATING: 5
SHIELD RATING: 5
ARMAMENT:
5x Spinal Cannons
60x R.E.A.P.E.R.
100x Gravity Cannons
1,000x PAW
2,000x AS guns
2,000x Quench Guns
200x Ion Cannons
4x I.M.P.E.D.E. launchers
400x missiles batteries
STARFIGHTER COMPLEMENT: <10,000, depending on production rates
PLANETARY ASSAULT TROOPS: Nominal 2,000, has capacity for up to 10,000
OTHER ONBOARD CRAFT: <2 capital ships, <6 subcapital ships, <20 attack ships, 200 drop ships, 150 shuttles, 10,000 support craft
CONSTRUCTED: 25 (Miyo, Atlas Shrugged, Negative Spaces, Morning Birds Scream, Ergent no Ergent, Nine Volts, The Problem with Romeo, New Start at Ancient Faith, Getting Out, Going Without Anger, Season's Turn, Albion, Heart Blood, Archiect, Rough Economy, Cantos, Charybda, Legend of the Fireflies, Patte à physique, Pas ta physique, Pâte à physique, Street Sweeper, Pallas, Ceremony of Opposites, Tell-Tale Heart)
BIO: Immense vessels capable of churning out thousands of weapons, pieces of equipment, vehicles, components, spare parts and even whole starships every twenty four hour cycle, the Miyo class Factory Ship utterly negates the need for supply lines within a fleet or over a base. Consuming millions of tons of raw materials, with the right resources, schematics and enough time the assembly lines, fabrication centers, machine shops and laboratories of the Miyo class are said to be able to produce almost anything. These ships carry large complements of support ships that go out into a system to retrieve ores, minerals, gases, crystals, scrap and other things for the use of their parent ship, ranging from simple drones that make value assessments on space junk and ore veins to large refinery barges that synthesize materials and construction frigates capable of building structures and ships without the Miyo. Aside from fabrication and construction Miyo ships can also service and repair starships, oftentimes with minimal direction from Xiscapian overseers, most of the crew being droids and drones. Generally speaking Miyo ships are kept away from combat, preferring to move in afterwards to acquire salvage and scrap, but if challenged the Factory Ship is capable of putting down even large aggressors with the support of escorts and its security complement.


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DESIGNER/MANUFACTURER: Asmira Conglomerate
COMBAT DESIGNATION: Invasion Platform
LENGTH: 10,000 meters
CREW: 5,000
SPEED RATING: 1
FTL DRIVE RATING: 1
HULL RATING: 5
SHIELD RATING: 5
ARMAMENT:
3x Spinal Cannons
200x Pinpoint Individual Neutralizers
40x Gravity Cannons
2,000x AntiProton Cannons
4,000x AS guns
20x Ion Cannons
400x missiles batteries
STARFIGHTER COMPLEMENT: 4,000 starfighters
PLANETARY ASSAULT TROOPS: 200,000
OTHER ONBOARD CRAFT: 10 K.I.L.L., 5 Crusher class Troop Transports, 800 drop ships, 700 shuttles, 6,000 support craft
CONSTRUCTED: 5 (Forest Chamber, Juno Reactor, Sultan, Vrees, Alpnu)
BIO: During the Danaversian War the KIN realized it would have to begin shifting troops and support equipment in unprecedented volume for the offensives, and it was revealed that it simply did not have an efficient method of preforming such a task; this resulted in designs being drawn up for a mass invasion platform in Y.O.O.R. 18, the first of which was completed in Y.O.O.R. 20. Dubbed the Sultan class, these massive "Tank" ships (so named for the amount of fire they attract during combat) can carry a full Army Group with support to an invasion location in safety, foregoing speed, weaponry and combat abilities for thicker armor and more powerful shields. During invasion a Sultan class will move in over a world and begin deploying its landing craft while also sending out its strike craft and using its weaponry to destroy enemy surface targets. Because of this most of the Sultan class's armament is located on its ventral side for ease of bombardment, which means it is not as effective against enemy warships as its size would suggest. Capable of withstanding massive damage from marauding capital, defense platforms and ground emplacements, the Sultan class also serves as an orbital command center and staging point for the ongoing invasion.


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DESIGNER/MANUFACTURER: Asmira Conglomerate
COMBAT DESIGNATION: Biological Growth Center
LENGTH: 8,000 meters
CREW: 4,000
SPEED RATING: 2
FTL DRIVE RATING: 1
HULL RATING: 4
SHIELD RATING: 5
ARMAMENT:
10x Gravity Cannons
3,200x AS guns
10x Ion Cannons
STARFIGHTER COMPLEMENT: N/A
PLANETARY ASSAULT TROOPS: 800
OTHER ONBOARD CRAFT: 15 drop ships, 6 shuttles, 4,000 support craft
CONSTRUCTED: 10 (Reflection, Elyse, Summit, Star Giver, A Second of Forever, Past Prologue, Storyteller, Past Tense, Afterimage, Anji)
BIO: One of the most unusual ships in the KIN, Reflection class Biodomes are a rarity, and the work done aboard them strange. Much of the ship is given over to growing food -either in ecological environments or cloning tanks- but it has other functions as well, including supporting Protection class Medical Frigates, growing Avatars, researching biological weapons, supplying clones and other esoteric tasks. One of the most well-known uses for Biodomes is their ability to immediately supplement a planet's agricultural industry by supplying it with millions of tons of foodstuffs annually, which has saved whole communities from starving and helped keep the peace on some worlds. Biodomes always stay well removed from combat, as their weapons are purely defensive in nature, so they rely on their shields and escorts to keep them safe. Interestingly, Biodomes often attract members of the Church, who usually do not sign up for military service.


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DESIGNER/MANUFACTURER: Asmira Conglomerate
COMBAT DESIGNATION: Landing Craft
LENGTH: 500 meters
CREW: 200
SPEED RATING: 3
FTL DRIVE RATING: 2
HULL RATING: 4
SHIELD RATING: 4
ARMAMENT:
1x Spinal Cannon
2x R.E.A.P.E.R.
4x Pinpoint Individual Neutralizers
2x Gravity Cannons
10x PAW
50x AS guns
1x Ion Cannon
10x missiles batteries
20x artillery cannons
STARFIGHTER COMPLEMENT: 10 starfighters
PLANETARY ASSAULT TROOPS: 10,000
OTHER ONBOARD CRAFT: 10 gunships, 20 drop ships, 10 shuttles
CONSTRUCTED: 1,000
BIO: Though the Crusher class Troop Transport has served reliably since the Korr War, the class did not age well and is lacking in heavy support weapons to assist its division. KIN officers and corporate shipwrights studied the Imperial Assault Transport for ideas, and were able to replicate and improve on the vessel's design and role in the Kitsune class Imperial Load Lander, known universally as the K.I.L.L. This produced a starship capable of carrying a division and supporting units into battle, which is also a capable light combat warship against enemy escort craft; as such a group of K.I.L.L. with a few support ships can take a lightly defended world or star system by themselves. Upon landing K.I.L.L. ships, if viable, will actually burrow into the ground, leaving only half the vessel exposed, and its crew and drones will commence in building a subterranean base and tunnel network for its division while the soldiers and support craft secure the area. Because of this K.I.L.L. ships act as firebases for their divisions but are still mobile after landing; a K.I.L.L. can land, make its base and lift off again to take on another load of soldiers and repeat the process, creating a fortress of on-the-spot bases for troops in the field.


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DESIGNER/MANUFACTURER: Xiscapian Shipyards (defunct)
COMBAT DESIGNATION: Personnel Transport
LENGTH: 500 meters
CREW: 400
SPEED RATING: 1
FTL DRIVE RATING: 1
HULL RATING: 2
SHIELD RATING: 3
ARMAMENT:
4x Pinpoint Individual Neutralizers
8x AS guns
2x Ion Cannons
2x missiles batteries
160x autocannon turrets
STARFIGHTER COMPLEMENT: N/A
PLANETARY ASSAULT TROOPS: 10,000
OTHER ONBOARD CRAFT: N/A
EXISTING: 100-500, exact number unknown
BIO: Built in preparation for storming Korrillia during the finals days of the Korr War, Crusher class Troop Transports preformed admirably at their given task of placing a large number of troops onto the battlefield, but their time in the sun was brief and as the Korr War ended they fell into disuse. Most Crusher class ships did not suffer the fate of their brethren craft, broken up and melted down, but instead a large number were mothballed while others were converted for civilian use and a few were used as colony ships, training vessels and hospital craft. Today many of the class have been modifed into cargo haulers and light freighters while others are popularly used by PMCs due to their cheapness. A handful exist in the hands of Xiscapian privateers. Crusher class ships are a rare sight in the KIN, but some are still in use for their original purpose; most notably, Crusher ships were used to transport Xiscapian troops, including members of the Hand of Judgement Division, in the early years of the Danaversian War.


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DESIGNER/MANUFACTURER: Xiscapian Shipyards (defunct)/Nakamoto Dockyards (Mark II)
COMBAT DESIGNATION: Hospital ship
LENGTH: 300 meters
CREW: 674
SPEED RATING: 2
FTL DRIVE RATING: 2
HULL RATING: 3
SHIELD RATING: 5
ARMAMENT:
50x AS guns
2x Gravity Cannons
20x kinetic missile launchers
STARFIGHTER COMPLEMENT: N/A
PLANETARY ASSAULT TROOPS: 50
OTHER ONBOARD CRAFT: 10 shuttles, 50 support craft
CONSTRUCTED: 15x (Crystal Moon, Crystal Star, Silver Song, Enlightenment, Thought, Forewarned, Passion, Dream, Gem, Cloak, Eye, Spirit, Neo Soul, Emperor's Children, Mercitron)
BIO: Older than most KIN classes, but not as old as the Nova class, the Protection class Medical frigate has served the Imperial Navy for decades, undergoing only minor modifications over the years as advances in technology and medicine came to a head. Each ship has the capacity to support up to 8,000 patients, and includes modules for bacta tanks, quarantine, statis, interrogation and surgery; each of these is served by thousands of medical drones and a small team of a few dozen doctors and nurses. Protection ships have extremely strong shields to compensate for their lack of real weapons, with their sparse armament being used only to deflect incoming missiles and in self-defense if necessary; like its medics, most Protection crews are firmly non-violent, which makes it attractive to priests of Qonn. Protection ships also serve as SAR craft, hunting for escape pods and stranded crew of its own fleet and the enemy alike, as anyone will be treated unless they actively refuse to be helped, though, a small security complement and specifically made patient rooms are present for those hostiles the vessel takes on. Protection ships have a number of passive countermeasures to keep them from being targeted or damaged by the enemy, but are usually deployed after a battle or over disaster areas when the threat of destruction is minimal. Most KIN formations and systems possess at least one Protection vessel.


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DESIGNER/MANUFACTURER: Asmira Conglomerate
COMBAT DESIGNATION: Utility Transport
LENGTH: 200 meters
CREW: 15
SPEED RATING: 4
FTL DRIVE RATING: 3
HULL RATING: 5
SHIELD RATING: 3
ARMAMENT:
1x R.E.A.P.E.R.
4x AS guns
2x missile batteries
48x autocannon turrets
STARFIGHTER COMPLEMENT: N/A
PLANETARY ASSAULT TROOPS: 5 nominal, can transport <100
OTHER ONBOARD CRAFT: 1 Rose class MSAV, 1x Command Mech, 100 LAM, 50 HAM, 100 FAR, 25 Heartbreaker tanks, 25 Speeder Hovercraft, 50 SFMV, 500 Avatar class Androids, 500 Widower Drones, 50 Staghorn Assault Drones, 10 Century Transport Drones, 100 Gray Strike Drones, 10 Seraph Support Drones, 200 Sly Infiltration Drones.
CONSTRUCTED: >1,000
BIO: The first class constructed by the Asmira Conglomerate for the KIN, the Guild class is designed to transport drones, mechanized or armored units down to a combat zone safely. Each Guild class vessel has a small crew responsible for the maintenance of the ship and guiding it down to an LZ, where it unloads its cargo and ascends again to collect another payload. These craft are only moderately armed and can destroy attacking fighters or provide covering fire as its units move out but is not truly made for space combat or ground attack. As these are generally short range vessels Guild ships almost always land with their drones already activated or crews already in their vehicles, usually borne down from a mothership, for quick deployment. Reputedly, Guild ships are so tough that even if one is shot down in atmosphere it is possible for the crew to survive and the cargo to remain intact on impact.


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DESIGNER/MANUFACTURER: Lance Shipyards
COMBAT DESIGNATION: Interdiction Frigate
LENGTH: 95 meters
CREW: 80
SPEED RATING: 5
FTL DRIVE RATING: 5
HULL RATING: 2
SHIELD RATING: 3
ARMAMENT:
20x Quench Guns
8x torpedo tubes
10x PAW
20x AS guns
STARFIGHTER COMPLEMENT: N/A
PLANETARY ASSAULT TROOPS: 20
OTHER ONBOARD CRAFT: N/A
CONSTRUCTED: 24 (Veil, To the Stars, Argo, Death Grip, Thunderarm, Iron Monk, Gangout, Warspite, Galatea, Tomo, Herz aus Stein, Lineman, Quicksand, Crossover, Tribunal, For the Cause, Purgatory's Shadow, Chrysalis, Chimera, Sneering Demon, Unending Revolution, End of Wanderings, Dead Center, Gate Keeper)
BIO: Constructed by the Phenian shipwright Lance Shipyards under commission from the KIN, the Veil class Interdiction Frigate is an oddity in the Imperial Navy for its design, size, armament and function. Built on the hull of a Dusky class Destroyer and small relative to most other craft, the Veil class's size, lack of significant armor and few weapons make it very fast and agile; it survives combat by the virtue of being difficult to hit. This is vital, because the Veil class has the sole, important function of erecting a FTLi field over the the area of battle, which denies an area of space to the enemy on defense and traps the enemy on attack, the ladder of which is important, the former of which is imperative if the given system or world does not have Inhibitor emplacements. Because of this Veil ships never venture out alone, always under escort, and tend to flee rather than fight against opponents, as its weapons are purely defensive in nature. Veil ships have been exported through Xiscapia to other nations, including the Alversian People's Republic.


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DESIGNER/MANUFACTURER: Kyat Drive Yards
COMBAT DESIGNATION: Long range Transport
LENGTH: 50 meters
CREW: 4
SPEED RATING: 5
FTL DRIVE RATING: 5
HULL RATING: 3
SHIELD RATING: 3
ARMAMENT:
1x R.E.A.P.E.R.
6x PAW
6x AS guns
2x Ion Cannons
2x missiles batteries
STARFIGHTER COMPLEMENT: N/A (has docking ports for 2 smaller craft)
PASSENGERS: <20
OTHER ONBOARD CRAFT: N/A
CONSTRUCTED: 100
BIO: During times of relative peace Kitsune Imperial Ambassadors and Ambassadresses often reserved entire cruisers to travel aboard for their diplomatic ventures, but as wars became larger and more frequent this became prohibitively inefficient. While large warships could no longer be used for transport, standard shuttles were too small and poorly armed for officials to travel in, so a new type of craft had to be designed, one large enough to move diplomatic parties across the universe while still capable of protecting its passengers. Kyat Drive Yards had the solution in the Firebird class Long Range Diplomatic Transport, a class previously reserved for the exclusive use of the Imperial Family, now widely produced and used by diplomats, high-ranking officers, wealthy businessmen and other persons of standing. From a design standpoint the vessel combines the best aspects of the Spiral class Shuttle and the Twilight class Scout in being quick to accelerate, quiet, well armed and equipped with a sophisticated sensor and ECM suite. No passenger has ever been lost while traveling aboard a Firebird transport.


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DESIGNER/MANUFACTURER: Kyat Drive Yards
COMBAT DESIGNATION: Electronic Warfare Ship
LENGTH: 25 meters
CREW: 8
SPEED RATING: 4
FTL DRIVE RATING: 5
HULL RATING: 2
SHIELD RATING: 2
ARMAMENT:
4x AntiProton Cannons
5x AS guns
2x Quench Gun
2x missiles batteries
STARFIGHTER COMPLEMENT: N/A
PLANETARY ASSAULT TROOPS: N/A
OTHER ONBOARD CRAFT: N/A
CONSTRUCTED: 12 (Fuma, Blackout, White Noise, Snow Crash, Blue Death, Speedcore, Monkey Wrench, Jellyfish, Countdown to Mayhem, Storm World, Thunderhead, Logical Loop)
BIO: In a sense a successor to the Twilight class Scout, the Fuma class Electronic Warfare Ship (EWS) handles systems disruption beautifully. The abilities of the Fuma class can extend selectively or indiscriminately across a full light year of space and include remote hacking, the blinding of sensor arrays, disruption of missile guidance systems, the blocking of communications, countering enemy EW and the scrambling of enemy targeting systems, most specifically point-defenses. Fuma class vessels can also intercept, encrypt and decrypt data, store backup A.I. and cast holographic and sensor illusions. Because of their nature Fuma ships are often paired with Veil frigates, so the two can support and protect each other. During combat the Fuma class is always heavily escorted and never engages alone, though it is reputedly extremely difficult to track once its EW arrays are working to full effect.
Last edited by Xiscapia on Thu Jun 02, 2011 12:02 pm, edited 23 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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KIN: Attack Ships

Postby Xiscapia » Sat Jan 29, 2011 11:24 am

The smallest regular warships, Attack Ships are defined as craft that fit into the bays of subcapital or capital ships, yet also have the capacity to undertake extended endurance missions independently of a mothership or base. Made for patrol, these craft always work in groups and arrive in battle in huge numbers, coordinating closely to bury the enemy under their combined firepower. More specialized still than subcapitals, attack ships are usually made to screen fleets, destroying missiles and small craft before they can get close; their size means they have few small craft of their own and minimal Imperial Marine complements, mostly for security purposes. Despite their size attack ships are still powerful, one is capable of keeping an entire city under surveillance and, if necessary, bombing it out of existence from orbit. Attack ships, unlike most subcapitals, can also enter and exit atmosphere without danger, making them powerful close support gunships as well as orbital support assets.

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DESIGNER/MANUFACTURER: Nakamoto Dockyards
COMBAT DESIGNATION: Corvette
LENGTH: 200 meters
CREW: 27
SPEED RATING: 4
FTL DRIVE RATING: 4
HULL RATING: 3
SHIELD RATING: 3
ARMAMENT:
1x R.E.A.P.E.R.
8x PAW
20x AS guns
15x Quench Guns
2x Ion Cannons
2x torpedo tubes
2x missiles batteries
STARFIGHTER COMPLEMENT: N/A
PLANETARY ASSAULT TROOPS: 6
OTHER ONBOARD CRAFT: 1 shuttle
CONSTRUCTED: 1,200
BIO: One of the most recognizable ships in the Fleet, the Destructor class is one of the most common, and popular, craft in the KIN. Compact, fast, well-armed and able to engage a variety of threats and take on most duties, the Destructor class is a very versatile warship that has proven to be capable of destroying opponents many times its size and power, both by working in groups and alone. In combat the corvettes frequently form hunter-killer packs that seek and destroy all manner of enemy craft, specifically focusing on carriers and vulnerable support ships. While today it is overshadowed by the smaller, faster, more advanced Invictus class, the Destructor class still sees a great deal of service, within the military, in civilian hands and even in the armed forces and corporations of other nations, such as the Republic of Setulan. One of the most famous corvettes was the XIS I-10, commanded by Commander Matsuyama and later Commander Kawazoe, which foiled a Greali terrorist attack, broke out of a Greali prison, destroyed a Boolean smuggling ring and single-handedly brought down a Danaversian Barracuda in its career, among other exploits.


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DESIGNER/MANUFACTURER: Kyat Drive Yards
COMBAT DESIGNATION: Destroyer
LENGTH: 100 meters
CREW: 12
SPEED RATING: 5
FTL DRIVE RATING: 5
HULL RATING: 2
SHIELD RATING: 2
ARMAMENT:
1x Spinal Cannon
4x R.E.A.P.E.R.
2x PAW
30x AS guns
16x Quench Guns
2x Ion Cannons
4x torpedo tubes
4x missiles batteries
STARFIGHTER COMPLEMENT: N/A
PLANETARY ASSAULT TROOPS: N/A
OTHER ONBOARD CRAFT: 1 shuttle
CONSTRUCTED: 500
BIO: Very heavily armed for its size, the Invictus class, as its name suggests, was made to achieve victory over anything its size and many larger craft. Taking advantage of advancements made in science and technology during the Danaversian War, the Destroyer class is among the most advanced of classes in the KIN, with a number of highly destructive weapons, a crew full integrated with their ship via neural links, a shipboard A.I., Procul, Displacement chambers and a SEP field. During combat Invictus Destroyers preform effectively as point-defense craft, pickets against marauding small craft, fast attack ships that can slip under an enemy's range unnoticed and blast him while he's busy with a larger opponent, orbital bombardment platforms, atmospheric support units and commerce raiders. Despite this Invictus Destroyers often have the highest casualty rate in a given fleet, though these are usually damaged and crippled warships, as the craft proves difficult to completely destroy. Invictus Destroyers often make up the numerically largest part of a task force.


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DESIGNER/MANUFACTURER: Xiscapian Shipyards (defunct)
COMBAT DESIGNATION: Patrol Cruiser
LENGTH: 50 meters
CREW: 43
SPEED RATING: 4
FTL DRIVE RATING: 2
HULL RATING: 2
SHIELD RATING: 2
ARMAMENT:
1x Pinpoint Individual Neutralizer
2x AS guns
4x Quench Guns
1x Ion Cannon
1x torpedo tube
1x missiles battery
STARFIGHTER COMPLEMENT: 2 (usually drones)
PLANETARY ASSAULT TROOPS: 50
OTHER ONBOARD CRAFT: 1 drop ship, 1 shuttle
EXISTING: Approximately 100, exact number unknown
BIO: Only in service in the Customs force, Fleetfoot Patrol Cruisers are little seen, little used Korr War-era ships that once served specialized purposes now done by modern craft. During the War they acted as pickets, scouts and close support units, often chosen for boarding operations, and suffering a relatively high destruction rate at the hands of Korr fighters, defense platforms and ground emplacements in the course of their work. They were phased out of the KIN at the end of the War along with most other ships, and now only exist as formation leaders in the Customs fleet and, rarely, in the possession of a PMC to act as a general-purpose combat ship, mostly due to the difficulty that comes with trying to acquire them privately. Customs uses these craft for boarding operations on suspected smuggler and terrorist ships, and as command ships when on the hunt for pirates and criminals. One of the advantages of the class is their capability to fit a towed array, which can project a FTLi or jamming field over a small area.


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DESIGNER/MANUFACTURER: Xiscapian Shipyards (defunct)
COMBAT DESIGNATION: Corvette
LENGTH: 25 meters
CREW: 28
SPEED RATING: 4
FTL DRIVE RATING: 4
HULL RATING: 2
SHIELD RATING: 2
ARMAMENT:
1x PAW
3x AS guns
2x Quench Guns
2x missiles batteries
STARFIGHTER COMPLEMENT: 1 (usually a drone)
PLANETARY ASSAULT TROOPS: 5
OTHER ONBOARD CRAFT: N/A
EXISTING: Approximately 500, exact number unknown
BIO: A larger, somewhat earlier, more heavily armed cousin of the Archer class Gunship, the Ravenwood Corvette was the precursor to the Destructor class Corvette. During the Korr War the ships were used primarily to support ground troops and destroy Korr fighters, sometimes patrolling alongside Fleetfoot class Patrol Cruisers. Though many were broken up at the end of the war, today the suviving vessels enjoy steady use by some ultralight merchants, luxury cruise captains, universities for research purposes and, of course, the Imperial Customs Fleet. Though the original crew size of the Ravenwood was twenty eight, the obsolete craft are easily modifiable with modern technology to require a much smaller compliment, or even none at all, depending on the needs of the user. In the Customs Fleet they are used to screen and track incoming vessels and for disabling operations where necessary. The Ravenwood's single docking port can accommodate a small transport, fighter or drone.
Last edited by Xiscapia on Fri May 27, 2011 5:08 pm, edited 8 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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KIN: Small and Strike Craft

Postby Xiscapia » Sat Jan 29, 2011 11:24 am

Perhaps the most diverse of the types, small and strike craft are carried aboard all supercapital and capital ships, most subcapital and support ships and some attack ships. These range from transports to fighters to gunships to drones and more, and are used for a variety of different purposes including ferrying troops and cargo, combating enemy small craft and warships, supporting ground troops and surveillance. Most small craft are able to maneuver in atmosphere, dock with larger ships and carry a small base amount of cargo, though some are manned while others are remote controlled or fully automated. Strike ships are often the first line of defense against enemy attack, and the first ships themselves to assault the enemy, while ground troops will often be most familiar with those Naval craft that carry, supply and support them, the small craft. It is estimated that over ten million small and strike craft exist in the KIN alone, with many times that number owned by Customs, the police, the wider government and private interests combined.

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DESIGNER/MANUFACTURER: Asmira Conglomerate
COMBAT DESIGNATION: Landing Craft
LENGTH: 40 meters
CREW: 4
SPEED RATING: 5
FTL DRIVE RATING: 5
HULL RATING: 2
SHIELD RATING: 1
ARMAMENT:
1x R.E.A.P.E.R.
1x AntiProton Cannon
2x AS guns
1x missile battery
4x autocannon turrets
PASSENGERS: 50
DRONES: 10
CONSTRUCTED: 1,000,000 +
BIO: Developed shortly after the end of the Korr War to give the KIN another landing platform aside from shuttles, the Hammer class Drop Ship represents a revolution in doctrine from small, light, fast assault transports to larger, heavier, slower craft designed to carry more troops and to haul more support units and provide covering fire. Made primarily to survive the hard drop from orbit to surface through adverse weather conditions and enemy AA, the Hammer class has light shields but very tough armor for a Class 2, keeping it intact on its perilous journey. Hammer ships can also carry small contingents of drones, teams of mecha or a few armored vehicles, though Guild class Haulers are usually employed for the job. Once on the ground a properly outfitted Hammer drop ship can serve as a command post or heavy gunship, though it does not excel at either role. Hammer drop ships are also used in boarding operations against enemy ships and stations.


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DESIGNER/MANUFACTURER: Asmira Conglomerate
COMBAT DESIGNATION: Shuttle
LENGTH: 20 meters
CREW: 2
SPEED RATING: 5
FTL DRIVE RATING: 5
HULL RATING: 1
SHIELD RATING: 1
ARMAMENT:
2x AntiProton Cannons
1x AS gun
3x autocannons
1x missile rack (5x missiles, optional)
PASSENGERS: 20
DRONES: 8
CONSTRUCTED: 1,000,000 +
BIO: A third-generation shuttle, the Spiral class is a vast improvement over the old Flyer class, from armament to cargo and passenger space to speed, armor, atmospheric handling and arrays. Spiral ships come in three types; the diplomatic version, which is painted white and is unarmed, the assault version, which is unpainted gray and lightly shielded but heavily armored, and the black stealth SEP covert insertion version, which has better stealth equipment at the cost of armor. In these capacities Spiral shuttles usually ferry officials or troops and a few tons of cargo down to a world or to a foreign ship or station; though they are faster than Hammer drop ships, they are not as heavily armored and so are not favored to planetary assault. The Spiral class has proven popular among the corporations and citizens of the Kitsune Empire, who often purchase the diplomatic version (sale of the assault version is restricted and the stealth version is not on the market). A given carrying ship will usually possess several of each version of shuttle, but if there is only room for one the assault version will be placed in the complement.


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DESIGNER/MANUFACTURER: Kyat Drive Yards
COMBAT DESIGNATION: Surveillance Ship
LENGTH: 16 meters
CREW: 1-2
SPEED RATING: 5
FTL DRIVE RATING: 5
HULL RATING: 1
SHIELD RATING: 1
ARMAMENT:
2x AntiProton Cannons
1x missile rack (1x missile, optional)
PASSENGERS: 0-1
DRONES: 12
CONSTRUCTED: 1,000 +
BIO: Widely considered one of the best ships ever produced by the venerable Kyat Drive Yards, the Twilight class Scout Ship has been serving the KIN and the Scout Corps well for years. Once the Korr War ended the Kitsune Empire became interested in exploring its surrounding territory and so the Imperial Navy commissioned a vessel capable of undertaking long-range survey missions. In the quest for giving these scouts increased endurance research was conducted that later led to android technology, neural links and Procul, also ensuring that scout pilots became used to long, isolated operations and cementing their place in the KIN as elite units. The Twilight class has an extremely powerful sensor and EWS suite, which both assists it in mapping star systems and worlds and increases its survivability in combat when it uses these to analyze and disrupt enemy systems. Scouts would prefer hiding in SEP fields and running to fighting, but are equipped with a pair of AP cannons for use against enemy small craft and sometimes carry a single nuclear missile to use to disable or distract a larger opponent while the scout makes good on its escape.


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DESIGNER/MANUFACTURER: Asmira Conglomerate
COMBAT DESIGNATION: Multi-role superiority Procul snubfighter
LENGTH: 15 meters
CREW: 1
SPEED RATING: 5
FTL DRIVE RATING: 5
HULL RATING: 1
SHIELD RATING: 2
ARMAMENT:
1x R.E.A.P.E.R.
4x AntiProton Cannons
1x PAW
1x Quench Gun
1x Ion Cannon
1x multi-purpose launch tube
PASSENGERS: 0
DRONES: 2
CONSTRUCTED: 1,000,000 +
BIO: Much more advanced and heavily armed than its predecessor, the Shuriken II is built around the Procul system. Bearing no less than nine weapons across its chassis, it uses its body-mounted AP cannons for dogfighting and strafing, its nose-fixed Quench Gun for a powerful strike against attack ships, its flank PAW to cover it from enemy fighters and missiles, its dorsal turreted R.E.A.P.E.R. to weaken enemy shields and armor before a bombing run, its forward ion cannon to disable enemy craft and its under-slung launch tube for both dogfights and bombing. The Procul pilot controls the weapons in conjunction with a shipboard Kana A.I., which can project safe paths through enemy fire, plot vectors for attack on hostile warships, control its drones and, should the pilot be killed or lose connection, take control of the ship. Its mounted Devastator Drones are present to run interference, guard the Shuriken II's flanks and provide additional fire support, and can be controlled by either the pilot, the A.I. or both. Shuriken II craft are not quite as nimble as Shuriken are, but their systems and weapons more than make up for this deficiency; Shuriken II are that much more effective against warships.


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DESIGNER/MANUFACTURER: Asmira Conglomerate
COMBAT DESIGNATION: Multi-role snubfighter
LENGTH: 12 meters
CREW: 1
SPEED RATING: 5
FTL DRIVE RATING: 5
HULL RATING: 1
SHIELD RATING: 1
ARMAMENT:
2x AntiProton Cannons
1x missiles launcher
3x point-defense laser cannons
PASSENGERS: 0
DRONES: 0
CONSTRUCTED: 1,000,000 +
BIO: When the Blade class Interceptor and the Howl class Bomber were retired from service the KIN needed a new fightercraft, and it was decided that this new ship should be capable of both dogfighting and bombing duties. Thus the Shuriken was born, rivaling the Alversian XX-40 fighters in speed and agility and still bearing the ability to attack hardened targets with its missiles. After the Shuriken was standardized casualty rates dropped and kill:death ratios rose dramatically, ushering in a new generation of aces, but fighter pilots continued to have the highest rate of casualties until the Procul system was introduced. This led to an increased number of casualties among ships but not pilots, and the enemy rates of destroyed fightercraft spiked dramatically with the instillation. Today the Shuriken is no longer the main fighter of the KIN, having been replaced by the Shuriken II, but it still sees service in the KIN, particularly in outer colonies and fringe worlds both as manned and remote craft, and can still be relied on to outperform the opposition.


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DESIGNER/MANUFACTURER: Asmira Conglomerate
COMBAT DESIGNATION: Heavy Fighter
LENGTH: 12 meters
CREW: 1
SPEED RATING: 1
FTL DRIVE RATING: 1
HULL RATING: 2
SHIELD RATING: 0
ARMAMENT:
2x R.E.A.P.E.R.
6x AntiProton Cannons
2x PAW
1x AS gun
2x Quench Gun
1x Ion Cannons
2x general-purpose launch pods
PASSENGERS: 0
DRONES: 4
CONSTRUCTED: 100,000 +
BIO: Replacing the old Archer class Gunship, the Phantom class Gunboat is made for one thing: Assaulting hardened targets. Potential opponents of the Phantom include asteroids, star bases, stations, capital ships, mountains and large formations of enemy strike craft. Bearing two missiles pods with a total of sixteen launch tubes, an ion cannon, two mass cannons, a turreted AS gun, a pair of PAW, six AP cannons and two R.E.A.P.E.R. weapons, the Gunboat is twice as heavily armed as the Shuriken II, better armored and capable of delivering its payload virtually anywhere due to its terrifying toughness. A single squadron of Phantom Gunboats can lay waste to virtually any target, and are equipped with SEP stealth systems for quiet approach, ECM systems to throw off enemy targeting locks and missiles and carry drones and an A.I. for the same purposes as the Shuriken II. Because of its massive armament and phalanx of systems, however, the Phantom cannot support a shield generator, and so must rely on its armor and EWS suite.


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DESIGNER/MANUFACTURER: Xiscapian Shipyards (defunct)
COMBAT DESIGNATION: Support gunship
LENGTH: 10 meters
CREW: 1-3
SPEED RATING: 4
FTL DRIVE RATING: 4
HULL RATING: 1
SHIELD RATING: 2
ARMAMENT:
1x mass driver cannon
1x ion cannon
1x missile rack (can hold 5x missiles, optional)
2x dorsal turreted autocannons
PASSENGERS: 10
DRONES: 0
EXISTING: 2,000,000 +
BIO: Though it is more than thirty years old, making it a relic from the Korr Wars, the Archer class did not suffer the same fate as most of its brethren. The most heavily mass-produced craft in its time, the Gunship was melted down by the millions at the end of the war, but hundreds of thousands more ended up in the hands of corporations and private owners; Customs also makes heavy use of them, and even the KIN maintains a small number of the vessels. Though outdated by modern standards, the Archer is highly favored due to its toughness, reliability, cheapness and versatility. Remarkably easy to modify, Archer vessels have hundreds of configurations and add-ons that can be applied, which range from relatively minor, like stripping out the hyperdrive and decorating the interior to make it a pleasure yacht, to knocking out the stern compartments to turn it into an ultralight freighter, to strengthening shielding, adding on layers of armor and new weapons to create sturdy, dependable assault craft. In almost any spaceport on any Xiscapian world, and quite a few foreign ones, Archer ships of varying types can be found.


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DESIGNER/MANUFACTURER: Xiscapian Shipyards (defunct)
COMBAT DESIGNATION: Bomber
LENGTH: 8 meters
CREW: 2
SPEED RATING: 5
FTL DRIVE RATING: 4
HULL RATING: 1
SHIELD RATING: 1
ARMAMENT:
2x laser cannons
1x flak turret
1x missile launcher
PASSENGERS: 1
DRONES: 0
EXISTING: 1,000,000 +
BIO: Built by the millions during the Korr War, the Howl class Bomber was the main spatial and atmospheric support craft for the KIN, responsible for striking at enemy formations, bunkers, armored vehicles, warships, platforms and stations. Each Howl is armed with a pair of nose laser cannons and a flak gun for defense, but they are not made for combating other small craft, relying on fighter escort and coverage from pickets and capital ships to keep them safe from enemy fighters. A crew of two is required, a pilot to fly the ship and a bombardier to fire the missile launcher and control the dorsal turret. Today Howl ships are rare, the KIN has entirely removed them from service and due to their nature they are not widely available on the civilian market. Those that do exist are often in the employ of PMCs.


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DESIGNER/MANUFACTURER: Asmira Conglomerate
COMBAT DESIGNATION: Survival craft
LENGTH: 8 meters
CREW: 0
SPEED RATING: 5
FTL DRIVE RATING: 0
HULL RATING: 1
SHIELD RATING: 0
ARMAMENT:
N/A
PASSENGERS: 10
DRONES: 0
CONSTRUCTED: 10,000,000 +
BIO: The ubiquitous escape pod is found on all Xiscapian craft large enough to carry them. Extremely basic starships, they generally only carry enough power to keep their five systems operational for one week: Life support, propulsion, FTL drive, communications and cloaking device. Standard doctrine is that the pods launch from their doomed parent, send out a distress call, and immediately cloak to prevent them from being captured by the enemy, though this function can be overridden. The pod's Jaunt drive will usually only be large enough for a single FTL jump, which is why in some cases being captured may be preferable to becoming lost in deep space and running out of consumables or life support. The pods can carry up to ten persons comfortably, are automatically piloted (though this can also be manually overridden), and contain consumables, medical packs and emergency weapons. Escape pods are sometimes used as covert insertion pods, due to how extremely difficult they are to detect because of their lack of significant systems to make an energy signature.


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DESIGNER/MANUFACTURER: Xiscapian Shipyards (defunct)
COMBAT DESIGNATION: Interceptor
LENGTH: 5 meters
CREW: 1
SPEED RATING: 5
FTL DRIVE RATING: 5
HULL RATING: 1
SHIELD RATING: 1
ARMAMENT:
2x laser cannons
1x missile launcher
PASSENGERS: 0
DRONES: 0
EXISTING: 1,00,000 +
BIO: Serving alongside the Howl class Bomber during the Korr Wars, the Blade class Interceptor was made primarily to escort the strike ships. It is fast and agile but possesses little in the way of armor or shielding, and is armed only with a pair of forward laser cannons and a single missile launcher. During the war Blade pilots had the highest casualties, outside of combat infantry, of any Xiscapian military member. Today Blade class ships are often stripped of their weapons and sold as runabouts and atmospheric craft, while others are still kept as unmanned interceptors due to their nimbleness and speed, mostly in the service of PMCs. The KIN maintains a small number of Blade fighters, mostly for use in outer systems.


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DESIGNER/MANUFACTURER: Nakamoto Dockyards
COMBAT DESIGNATION: Drone
LENGTH: 5 meters
CREW: 0
SPEED RATING: 5
FTL DRIVE RATING: 5
HULL RATING: 1
SHIELD RATING: 0
ARMAMENT:
2x AntiProton Cannons
1x AS gun
1x missiles battery
PASSENGERS: 0
DRONES: 0
CONSTRUCTED: 10,000,000 +
BIO: Almost universal across Xiscapian worlds, instillations and starships, drones provide a number of different services, but the Devastator alone is a combat fighter. Replacing the old Hurtle class drone, Devastator ships are present in areas that don't have room for a Procul system, fly as wingmen for regular fighters and conduct patrols, hunter-killer operations and surveillance as needed. Considered expendable by the KIN, Devastator ships are flown by a Kana A.I., which often makes decisions for them bordering on suicidal to throw the enemy off balance; because of their size, weaker armor and shielding and lesser weapons, they are considered complements, not equals, to manned and remote craft. Devastator drones are equally capable of space and atmosphere operations, and will often be sent in ahead of fighters and gunships to test the enemy's defenses. They are produced by the thousands every day across the Kitsune Empire, usually activated right after coming off the assembly line; anyone who attacks a Devastator factory will have to contend with its own security complement of newly made drones.
Last edited by Xiscapia on Tue May 17, 2011 5:23 pm, edited 20 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

User avatar
Xiscapia
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Posts: 12725
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Left-Leaning College State

KIN: The VI Fleet

Postby Xiscapia » Sat Jan 29, 2011 11:24 am

Unique among the fleets, the VI (affectionately known as the "Salvage") Fleet is composed of "one-off" ships produced by various Xiscapian shipyards and foreign vessels that were captured or bought by the KIN or gifted to the Xiscapian government. Many of these vessels have been modified, usually to decrease crew intensity, add weapons and re-purpose the craft from their original role, but most still retain their original systems. Because of their special nature VI Fleet vessels are sometimes deployed to combat specific problems, or as support units when regular KIN craft are unavailable. The exact abilities of these craft may vary wildly from those of their KIN counterparts, for better or for worse, and as such the quality of each ship may be fairly high or significantly low. The VI Fleet is based in the Elder System in the Home Galaxy.

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DESIGNER/MANUFACTURER: Universal Government Shipyards (defunct)
COMBAT DESIGNATION: Battle Carrier
LENGTH: 3,000 meters
CREW: 500
SPEED RATING: 1
FTL DRIVE RATING: 1
HULL RATING: 4
SHIELD RATING: 4
ARMAMENT:
1x capital-class Ion Cannon
STARFIGHTER COMPLEMENT: 300 starfighters
PLANETARY ASSAULT TROOPS: 10,000
OTHER ONBOARD CRAFT: 200 drop ships, 150 shuttles, 5,000 support craft
EXISTING: 1 (Freedom)
BIO: Formerly the Lenin, the Freedom was captured in the opening battle of the short-lived Calaverian War by Xiscapian troops. Formerly a command ship in the UG Fleet, the Freedom today serves as a carrier and light invasion platform, its Plasma Ping weapon stripped out to be replaced with an Ion Cannon. Rarely seen in combat, the Freedom is often used as a training ship for Imperial Marines and pilots, and frequently undertakes bulk cargo work for the KIN. The operating rooms on the interior of the ship have been ripped out to be replaced with Procul bays, but the prison cells used by the UG to cage alien species are still maintained, giving the Freedom an ironic secondary function as a prison ship. A tertiary function for the large Observer is to service small craft and other warships with its complement of support craft.


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DESIGNER/MANUFACTURER: Universal Government Shipyards (defunct) jointly with Nakamoto Dockyards
COMBAT DESIGNATION: Command Ship
LENGTH: Main body: 11 ¼ Kilometers Dome: 8.04 Kilometers
CREW: 1,500
SPEED RATING: 1
FTL DRIVE RATING: 1
HULL RATING: 5
SHIELD RATING: 5
ARMAMENT:
1x Red Cannon (large PAW)
3,700x Heavy Engagement Lightspeed Lasers
10,000x AS guns
STARFIGHTER COMPLEMENT: 600
PLANETARY ASSAULT TROOPS: 250,000
OTHER ONBOARD CRAFT: 5x Crusher class Troop Transports, 800 drop ships, 200 shuttles
EXISTING: 1 (Nemesis)
BIO: Originally a joint creation between shipyards in the Kitsune Empire and the now-defunct Calaverian state, the Nemesis was the first of its kind and built to the exacting specifications of General Caedo, the kitsune liaison who took control of the Calaverian military on behalf of the Great Leader. Radically different from both the first and second generation Observers, the Obliteration class is focused on being a platform for invasion, specifically for Caedo to use when assaulting Greali worlds; the top "dome" portion can be detached and used as a ground base. Though superior to the older Soviet ship in every way, the Nemesis, being a hybrid of technologies, is not an optimal ship and could be considered the poor man's supercapital; it is mostly used as a training ship for new Xiscapian crew and marines. While it will never be able to destroy entire fleets and subjugate worlds as the Great Leader envisioned, the Nemesis is still a formidable opponent in her own right and has preformed excellently against Danaversian and Boolean vessels during the Thirteenth Danaversian War, including assisting in the invasion of Ferra.


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DESIGNER/MANUFACTURER: Commonalitarianism Mining Industries
COMBAT DESIGNATION: Mobile Assault Fortress
LENGTH: 1.6 kilometers
CREW: 5,470
SPEED RATING: 3
FTL DRIVE RATING: 3
HULL RATING: 5
SHIELD RATING: 5
ARMAMENT:
100x Heavy Engagement Lightspeed Lasers
10x R.E.A.P.E.R.
8x large PAW
8x Faceted Cutting Laser Cannons
500x AS guns
1,000x Quench Guns
30x Ion Cannons
50x torpedo tubes
100x missiles batteries
STARFIGHTER COMPLEMENT: 200 starfighters
PLANETARY ASSAULT TROOPS: 10,000
OTHER ONBOARD CRAFT: 200 drop ships, 150 shuttles, 1,000 support ships
EXISTING: 1 (Pebble)
BIO: The Pebble was gifted to the Kitsune Empire as part of a trade deal from a deep space mining company in return for providing it with raw materials for construction. The asteroid, originally a mining starbase, was quickly converted to a warship and assault platform, and has served in the KIN since Y.O.O.L. 10, including taking part in the assault on Ferra. The Pebble has become famous for being extremely fast despite its large size, thanks to oversized engines and unorthodox design to its superstructure, which it has used to take foes by surprise. Additionally, the Pebble still retains many of its refinement facilities and fabricators, making it a miniature factory ship, though its capacity does not extend greatly beyond providing for its own needs. Research into the viability of creating more asteroid ships is ongoing.


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DESIGNER/MANUFACTURER: Gurge Shipbuilding Unlimited (defunct)
COMBAT DESIGNATION: Battleship
LENGTH: 3 kilometers
CREW: 10,000
SPEED RATING: 1
FTL DRIVE RATING: 1
HULL RATING: 5
SHIELD RATING: 5
ARMAMENT:
3x Spinal Cannons
500x Heavy Engagement Lightspeed Lasers
500x AS guns
2,000x Quench Guns
1x I.M.P.E.D.E. launchers
50x torpedo tubes
100x missiles batteries
STARFIGHTER COMPLEMENT: 20
PLANETARY ASSAULT TROOPS: 20,000
OTHER ONBOARD CRAFT: 300 drop ships, 200 shuttles
EXISTING: 1 (Fury)
BIO: The only known surviving operational Korr warship in existence, the sole Bezerker class Battleship in the KIN is the XIS Fury. It is still commanded by her original Captain, the offspring of the same shipwright that produced the class, Captain Gurge, who defected his vessel and crew to the Kitsune Empire shortly before the end of the War. The crew consists of Korr with kitsune officers, who have served valiantly since the final days of the Korr War, most notably being responsible for the destruction of a half dozen SASM Pathfinders and the obliteration of a Danaversian Marlin Supercapital at the Battle of Ferra. Like most Korr vessels, the Fury emphasizes firepower and capacity for assault troops over maneuverability and small craft, which has served it well thus far. Extensive modifications to the design have made it an excellent assault ship despite its age.


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DESIGNER/MANUFACTURER: Nakamoto Dockyards
COMBAT DESIGNATION: Light Cruiser
LENGTH: 572 meters
CREW: 610
SPEED RATING: 4
FTL DRIVE RATING: 3
HULL RATING: 3
SHIELD RATING: 4
ARMAMENT:
2x Spinal Cannons
4x R.E.A.P.E.R. weapons
6x Pinpoint Individual Neutralizers
2x Gravity Cannons
50x PAW
80x AS guns
200x Quench Guns
2x Ion Cannons
20x torpedo tubes
50x missile batteries
STARFIGHTER COMPLEMENT: 10 starfighters
PLANETARY ASSAULT TROOPS: 250
OTHER ONBOARD CRAFT: 5 drop ships, 2 shuttles
EXISTING: 1 (Starrider)
BIO: The Starrider was originally constructed to assist in the excavation of Old Xiscapia after the planet's discovery. This Light Cruiser, modeled after a class that was never completed during the Korr Wars, ferried scientists and digging teams to the wild planet from Xiscapia in safety, but when not being used as a transport it cleared the surrounding systems of pirates, smugglers and other brigands, making itself known as an extremely effective anti-pirate ship. Since that time the vessel has come under the control of several different commanders, and has had a colorful history including combat during the Londim incident, an assignment to excavate Terracropolis once it was discovered, acting as a "freedom ship" in transporting escaped slaves from across Ternion borders into Coalition territory, the founding of the Lagash colony and the evacuation of the Western Hub during the Boolean occupation. It is rumored that the Starrider was the template on which the starship Exile was based.


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DESIGNER/MANUFACTURER: Greali Imperial Shipyards
COMBAT DESIGNATION: Escort Carrier
LENGTH: 3 kilometers
CREW: 3,485
SPEED RATING: 1
FTL DRIVE RATING: 1
HULL RATING: 3
SHIELD RATING: 3
ARMAMENT:
250x Heavy Engagement Lightspeed Lasers
500x Pinpoint Individual Neutralizers
6x Gravity Cannons
50x PAW
500x AS guns
30x Ion Cannons
STARFIGHTER COMPLEMENT: 350 starfighters
PLANETARY ASSAULT TROOPS: 500
OTHER ONBOARD CRAFT: 5 attack ships, 10 drop ships, 10 shuttles
EXISTING: 1 (Yoki)
BIO: Captured by the Kitsune Empire during Operation: Kitsunetsuki, in which control of the Greali planet Pamp was wrested away from that state by Xiscapian forces, the Guardian class Escort Carrier named Yoki (after an important agent in the operation) was seen as a status symbol and command of the ship was eagerly sought after by a number of captains. The ship is larger than the Xiscapian Nova Class Carrier and is more heavily armed than its Kitsune Imperial Navy counterpart, though it carries only about a third of the fighters and half the number of corvettes. Though well-maintained and kept running as optimally as possible, it has become increasingly difficult to get a hold of spare parts or components for the ship due to the fall of the Greali Empire, so at any given time the vessel will probably not be operating with full crew, fighter complement or weapons. In combat the Yoki has little to fear from enemy small craft or attack ships, thanks to its weaponry, but may be vulnerable to packs of escorts or capital ships. Since it is equipped with Procul it takes an approach of avoiding battle, like the Nova class.


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DESIGNER/MANUFACTURER: Greali Imperial Shipyards
COMBAT DESIGNATION: Frigate
LENGTH: 400 meters
CREW: 402
SPEED RATING: 3
FTL DRIVE RATING: 3
HULL RATING: 2
SHIELD RATING: 3
ARMAMENT:
3x Spinal Cannons
20x Heavy Engagement Lightspeed Lasers
20x AS guns
10x Ion Cannons
100x torpedo tubes
STARFIGHTER COMPLEMENT: 2 starfighters
PLANETARY ASSAULT TROOPS: 50
OTHER ONBOARD CRAFT: 1 drop ship, 2 shuttles
EXISTING: 2 (Killing Spree, Minority Report)
BIO: Captured during Operation: Kitsunetsuki, the Lasom class Frigates are the opposite of the Guardian class Escort Carrier. Though sleek and superficially similar to their Marchamp class counterparts, the Lasom ships are slower, smaller and require a larger crew, all of which work against it. Their heavy armament means they can stand up to enemy subcapitals and even some capital ships, but contributes to their lack of mobility and comes at the steep price of a lack of point-defenses, making the ship vulnerable to starfighters and missile attacks. Unfortunately, attempts to splice more than a handful of AS guns has proven impossible due to energy requirements, and removing the other weapons is costly and time-consuming. Command of these ships is usually reserved for new Captains, officers and crew, those undergoing punishment, and those nearing retirement. Their duties are mostly confined to patrol, escort and planetary defense, in which they are unlikely to see any combat.


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DESIGNER/MANUFACTURER: Greali-Berrax Shipyards Consolidated
COMBAT DESIGNATION: Corvette
LENGTH: 70 meters
CREW: 25
SPEED RATING: 4
FTL DRIVE RATING: 4
HULL RATING: 2
SHIELD RATING: 3
ARMAMENT:
2x Spinal Cannons
4x Heavy Engagement Lightspeed Lasers
1x R.E.A.P.E.R.
10x AS guns
1x Ion Cannon
2x torpedo tubes
2x missiles batteries
STARFIGHTER COMPLEMENT: N/A
PLANETARY ASSAULT TROOPS: 10
OTHER ONBOARD CRAFT: N/A
EXISTING: 4 (Flying Guillotine, Ronin, Blue November, Trouble)
BIO: Captured during Operation: Kitsunetsuki, the Black Dawn class Corvettes were of interest to Xiscapian shipwrights, who admired the design and compactness of the craft. Though their overly heavy armament and lack of a hanger bay were strikes against them, the size, crew efficiency and speed of the craft were studied intensely, later to be replicated in spirit in the Invictus class Destroyer. Considered the closest the Greali have ever come to making a ship that could stand up to its KIN counterpart, it is not surprising that the Black Dawn class was designed and constructed by the Berrax, which explains the distaste of Greali commanders for the class, who were forced to include them in their squadrons. Officers of the Kitsune Imperial Navy, however, report that the Black Dawn Corvettes are easy to handle and ideal heavy pickets, which has earned them their place in the Sixth Fleet.


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SIGNIFICANT MODIFICATIONS: Addition of 2x missile launchers, a small hanger bay for transports, superior engagement systems, life support, communications, shields and FTL drive.
EXISTING: 1 (Hardwired)
BIO: A human Imperial-type ship, the Tartan class warship was attacked by Xiscapian privateers attacking a Boolean merchant. The 250-meter ship was disabled, boarded and taken by the raiders, who used it for the duration of their operations before returning to the Kitsune Empire. Upon return they sold the vessel at a fraction of its price to the KIN, who modified it to serve as a more effective picket ship and named it the Hardwired, due to the extent of its modifications. The vessel is used for anti-fighter and missile duties, patrol, supply runs and general light-purpose work, and has destroyed a number of enemy small craft in its time with its manual cannons, which its crew enjoys using with the assistance of A.I. targeting. It is suspected that the Hardwired could defeat a similarly sized human Imperial counterpart.


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SIGNIFICANT MODIFICATIONS: Addition of Jaunt drive, superior shielding and sensors, conversion of gravity well generators to energy generators, addition of 8x missile launchers, reduction of crew to 400.
EXISTING: 1 (A Wish Unrequited)
BIO: Purchased from a Star Forge production center, the KIN's single Immobilizer 418 purchase was made as a "proof-of-concept model" in a fit of passion by Admiral Sor. Eager to prove his idea of projecting a gravity well in the right area to fool an enemy into thinking a cloaked force was sneaking up behind him, Sor authorized the construction of the A Wish Unrequited and demonstrated its abilities for Grand Admiral Krystal, who contacted the designers of the Fuma class to order that it be capable of the same function. The A Wish Unrequited later proved this very tactic at the Battle of Phenia, successfully tricking a Danaversian fleet into thinking a force was on their flank and resulting in their turning and exposing their flank to the system's defenders. Despite this success the Fuma class was soon made able to preform a similar function, and the A Wish Unrequited had her gravity well generators stripped out and replaced with energy generators. The resulting warship is able to pour massive amounts of energy into any one of its systems; strategists now believe it could increase the power of its shields fourfold and be used as a tank ship.


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DESIGNER/MANUFACTURER: Nakamoto Dockyards
COMBAT DESIGNATION: Destroyer
LENGTH: 200 meters
CREW: 75
SPEED RATING: 4
FTL DRIVE RATING: 5
HULL RATING: 3
SHIELD RATING: 3
ARMAMENT:
2x R.E.A.P.E.R.
2x Pinpoint Individual Neutralizers
8x AS guns
1x Ion Cannon
4x torpedo tubes
8x missiles batteries
STARFIGHTER COMPLEMENT: 2 starfighters
PLANETARY ASSAULT TROOPS: 20
OTHER ONBOARD CRAFT: 1 drop ship, 1 shuttle, 1 scout
EXISTING: 1 (Exile)
BIO: The Exile was built literally from the ground up around her Jaunt Drive, which at time of construction was a new and untested method of FTL. A joint project between the People's Republic and the Kitsune Empire, the finished product was dubbed the Exile and rushed to be tested. A flux in the Jaunt Drive, however, made the ship miss its dive point by thousands of light years and end up on the other side of the galaxy. It was two years until the vessel could find its way back to Xiscapia, at which point the Danaversian War had started. Having no better place for the vessel, High Command folded it into the Sixth Fleet, where it operates as an escort and picket. The Wanderer class was never intended for large-scale production, so the Exile remains the lone member.


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DESIGNER/MANUFACTURER: Atlantis Shipyards
COMBAT DESIGNATION: Battlecarrier
LENGTH: 1,438 meters
CREW: 1,210
SPEED RATING: 2
FTL DRIVE RATING: 2
HULL RATING: 5
SHIELD RATING: 3
ARMAMENT:
514x Medium Mass Repeaters
24x Heavy Mass Cannons
24x missile launchers
100x AS guns
10x Ion Cannons
STARFIGHTER COMPLEMENT: 100 starfighters
PLANETARY ASSAULT TROOPS: 500
OTHER ONBOARD CRAFT: 10 drop ships shuttles
EXISTING: 1 (Ryoko Katsuragi)
BIO: Won in a wargame against the Sen System Alliance, the Kraken class Battlecarrier Ryoko Katsuragi has been examined throughly by Xiscapian engineers, technicians and starship designers. While certain flaws are evident, such as its relatively small compliment, relatively large crew, the nature of its armament and odd shield design, it is considered an operating point for the next-generation Xiscapian Carrier. The vessel acts as a capital that both transports large numbers of small craft and can hold its own in a pitched battle, and this versatility makes it attractive, though there has been some debate as to the risk posed to the pilots on board if they are using Procul technology, in the event that the ship is destroyed. Irregardless, the Kraken class serves proudly as the latest addition to the Sixth Fleet, and fought effectively in the Ranus Offensive.


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DESIGNER/MANUFACTURER: Unknown
COMBAT DESIGNATION: Cruiser
LENGTH: 800 meters
CREW: 0, has life support for up to 650
SPEED RATING: 2
FTL DRIVE RATING: 0
HULL RATING: 3
SHIELD RATING: 2
ARMAMENT:
20x Pinpoint Individual Neutralizers
40x AS guns
2x torpedo tubes
8x missiles batteries
STARFIGHTER COMPLEMENT: N/A
PLANETARY ASSAULT TROOPS: N/A
OTHER ONBOARD CRAFT: N/A
EXISTING: <200
BIO: Found exclusively in the Kawachi System, Vespae class Armored Cruisers are little known to anyone outside of those technicians and engineers who have worked directly with the ships. Two hundred of the vessels were found upon the discovery of the Kawachi System, floating as a derelict fleet, engines still running but crew dead, struck down by a mysterious plague. In time, after the system was occupied by the Kitsune Empire, the vessels were boarded and examined; disappointingly, they proved to be of less advanced technology, and for a time no one was sure what to do with the craft, though suggestions as to melting them down for scrap, converting them into bulk cruisers or even lashing several dozen together and pressurizing them to create makeshift stations abounded. Eventually, however, the commander put in charge of defending the system, having inadequate forces for the job, started up a program codenamed White Rain, utilizing an A.I. construct called Kana to control the Armored Cruisers in concert and protect the area from attack. As a result, the Kawachi System was the first to benefit from the technology of Vesica Supra Telum: Sword of the Overmind.


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DESIGNER/MANUFACTURER: Gamma Weapons Limited
COMBAT DESIGNATION: Destroyer
LENGTH: 400 meters
CREW: 500
SPEED RATING: 3
FTL DRIVE RATING: 3
HULL RATING: 3
SHIELD RATING: 3
ARMAMENT:
4x Orion MK IV Beam Cannons
15x Medium PAC Cannons,
35x RAM Cannons,
30x Missile Launchers
4x R.E.A.P.E.R.
2x Gravity Cannons
40x AS guns
2x Ion Cannons
STARFIGHTER COMPLEMENT: 0
PLANETARY ASSAULT TROOPS: 0
OTHER ONBOARD CRAFT: 0
EXISTING: 2 (Aramis, Arashi)
BIO: Boarded and captured during the brief 72-Hour War, the Frontier class Destroyers were taken by force from the Confederacy of Arch Planets. The Arashi was heavily damaged and breached by laser fire, killing her entire crew, while the Aramis had been disabled by ion beams and was helpless to resist, her crew surrendering immediately. After being repaired, analyzed, modified and repainted with new names and KIN colors, the two warships were impressed into the fleet, crewed by veterans on the war in the Milky Way. The two craft are considered relatively mediocre by KIN standards but are still quite serviceable against pirates, raiders and other light threats. They have yet to participate in any combat for the Kitsune Empire.


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DESIGNER/MANUFACTURER: Gamma Shipyards (Confederacy of Arch Planets)
COMBAT DESIGNATION: Heavy Cruiser
LENGTH: 820 meters
CREW: 800
SPEED RATING: 3
FTL DRIVE RATING: 1
HULL RATING: 3
SHIELD RATING: 4
ARMAMENT:
5x Mk III Orion Havy Beam Cannons (Spinal mounts)
10x Medium MK IV Sentinel Beam Cannons
20x PAC Cannons
20x Missile Tubes
1x R.E.A.P.E.R.
8x PAW
100x AS guns
100x Quench Guns
4x Ion Cannons
16x torpedo tubes
STARFIGHTER COMPLEMENT: 10 starfighters
PLANETARY ASSAULT TROOPS: 250
OTHER ONBOARD CRAFT: 4 drop ships, 2 shuttles
EXISTING: 1 (Adjutant)
BIO: Captured during the 72-Hour War at the Battle of Masaaki when it was accidentally rammed by the Light Cruiser Divine Wind, the Serpent class Heavy Cruiser Adjutant is one of the heaviest regular warships ever captured by the KIN. The site of the infamous Massacre of 2,000 when its crew rebelled and attempted to take back their ship, resulting in the killing or execution of an estimate 2,000 Archian crew and soldiers by Xiscapian Imperial Marines, the Adjutant was heavily damaged and had to be towed into port in the Chalybs System for repair and analysis. Technicians and engineers who examined and worked on the ship found she was made mostly for ranged combat with massless lightspeed cannons, but with a paucity of weapons, lack of a hanger bay, small troop complement and strange design the Heavy Cruiser is generally considered inferior to the KIN's own Wasp class. Nevertheless the ship's caretakers worked hard to bring her up to par, more than 230 new weapons were installed on the Adjutant, the design and layout was streamlined to cut down on the number of crew needed to man the craft, armor composition and thickness was altered and boosted, the sublight and FTL drives, and sensors were entirely stripped out and replaced with KIN variants and a small hanger bay was added by removing part of the hold. The Adjutant came with a "phase" ability installed in its shields that allows it to move into an alternate dimension for a short period of time (the use of which resulted in the accidental collusion with the Divine Wind) but though the technology was removed, recreated and tested it has proven to trial successfully on drone ships only once in every twenty trials, those unsuccessful either failing to return or coming back in fragments. KIN analysts are unsure as of now whether the phase effect can be reverse-engineered, and if it can be, what its applications might be.




(Reference source)
EXISTING: 1 (Daftendirekt)


(Reference source)
EXISTING: 2 (Demon Days, Seek And Destroy)


(Reference source)
EXISTING: 4 (Drode, Ellimist, Crayak, Last Things)


(Reference source)
EXISTING: 1 (Lex)


(Reference source)
EXISTING: 1 (Insomniac)


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DESIGNER/MANUFACTURER: British shipyards
COMBAT DESIGNATION: Picket
LENGTH: 395 meters
CREW: 112
SPEED RATING: 3
FTL DRIVE RATING: 2
HULL RATING: 2
SHIELD RATING: 2
ARMAMENT: Ten main guns, two torpedo tubes, various point-defenses
STARFIGHTER COMPLEMENT: N/A
PLANETARY ASSAULT TROOPS: N/A
OTHER ONBOARD CRAFT: N/A
EXISTING: 3 (Tomoko, Tortuga, Tali)
BIO: Captured during the Xiscapian purge of Tortuga, these British-made pirate sloops are large picket craft with heavy-bore guns. Lined with five of the mass accelerators along both sides, as well as ventral and spinal missile tubes, the primary vessels were originally intended for customs work but were modified to launch docked boarding torpedoes and small craft on quick broadside runs by enemy vessels. The KIN operates them primarily against soft targets such as criminal or hostile merchantmen, or within atmosphere. As escorts they are of minimal effectiveness, given their small armament, though they could conceivably be well-suited for engaging enemy pickets. However, given their lack of security complement and indigenous transports, they cannot conduct boarding operations.


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DESIGNER/MANUFACTURER: British shipyards
COMBAT DESIGNATION: Frigate
LENGTH: 625 meters
CREW: 450
SPEED RATING: 3
FTL DRIVE RATING: 3
HULL RATING: 3
SHIELD RATING: 3
ARMAMENT: 32 main guns, 8 missile batteries, 2 torpedo tubes, point-defenses
STARFIGHTER COMPLEMENT: N/A
PLANETARY ASSAULT TROOPS: <30
OTHER ONBOARD CRAFT: 3 shuttles
EXISTING: 5 (Pax, Britannia, Cluster, Royal, Redcoat)
BIO: Considered "Fifth Rate Frigates" by their designers, British frigates are larger than their Xiscapian counterparts, though improperly armed and equipped to be considered cruisers. With fifteen cannons on each hull, as well as several clusters of missile launchers and a pair of torpedo tubes, the frigates are capable of engaging smaller opponents though against most opponents their size or larger they are outclassed. When in pirate hands the frigates were the primary raiders, but the Xiscapians use them for patrol and interdiction work, mounting them with their own FTLi field generators to take advantage of their size and relatively little armament. In practice these craft would be escorted by a handful of other frigates or cruisers to close in on and board a hostile. Because of this ability the British frigates are sometimes requisitioned to hunt the same pirates they were once used by.


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DESIGNER/MANUFACTURER: British shipyards
COMBAT DESIGNATION: Heavy cruiser
LENGTH: 900 meters
CREW: 800
SPEED RATING: 1
FTL DRIVE RATING: 1
HULL RATING: 3
SHIELD RATING: 4
ARMAMENT: 74 main guns, 20 missile batteries, 8 torpedo tubes, point-defenses
STARFIGHTER COMPLEMENT: 10
PLANETARY ASSAULT TROOPS: 200
OTHER ONBOARD CRAFT: 20 shuttles
EXISTING: 1 (Lord)
BIO: The largest of the Tortugan pirate craft to be captured, the British heavy cruiser, known as a "Third Rate Ship", is a lesser capital vessel. Armed with 37 guns per side, as well as enough munition-launchers to singularly overwhelm the defenses of most ships, the cruiser is capable of taking on most smaller warships which wander into its range and can project its forces onto worlds using its complement of transports and troops. The heavy planet-raiders of the pirates, the Third Rates terrorized small independent states and colonies but proved to be no match for KIN warships, and likewise are not considered able to fight most fully modern opponents. The only British heavy cruiser in use by the KIN, the Lord, is crewed by native Tortugans who take pride in using the large warship to defend their chosen homeland. Its boxy structure is a frequent sight over the system's capital.


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DESIGNER/MANUFACTURER: Terran shipyards
COMBAT DESIGNATION: Cruiser
LENGTH: 774 meters
CREW: 400
SPEED RATING: 2
FTL DRIVE RATING: 2
HULL RATING: 3
SHIELD RATING: 3
ARMAMENT: 200 main guns, point-defenses
STARFIGHTER COMPLEMENT: 20
PLANETARY ASSAULT TROOPS: 100
OTHER ONBOARD CRAFT: 12 shuttles
EXISTING: 2 (Novus, Madsen)
BIO: Another craft type taken from pirates, the designers and producers were this time The Terran Territories. Though large and gifted with two squadrons of fighters, a transport corps and a company of troops each, the Terran destroyers are gunships, having no missile batteries due to their strong dorsal and ventral shields, broadsides being taken up by the lines of guns. Given this, the ships are strong against broadside craft of their own type, or light pickets which do not have the firepower to penetrate their armor, but would be quickly destroyed by a modern missile cruiser or similar craft. Despite this Xiscapian scientists have studied the Novus and the Madsen extensively to figure out how to reverse-engineer their powerful gravitic shields. The Terran destroyers are used to project power into low-technology or planet-bound territories that would be intimidated by their size and firepower.


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DESIGNER/MANUFACTURER: Terran shipyards
COMBAT DESIGNATION: Light carrier
LENGTH: 1,000 meters
CREW: 100
SPEED RATING: 2
FTL DRIVE RATING: 2
HULL RATING: 2
SHIELD RATING: 2
ARMAMENT: 50 main guns, 4 missile batteries, point-defenses
STARFIGHTER COMPLEMENT: 80
PLANETARY ASSAULT TROOPS: 100
OTHER ONBOARD CRAFT: 12 shuttles
EXISTING: 3 (Alert, Flux, Dissonance)
BIO: One of the most common ships in use by Terran pirates, armed Terran merchantmen are large, slow support vessels. Employed by raiders to ferry their small craft into combat, the bulk cruisers are mediocre in ship-to-ship combat, just able to destroy hostile pickets, as their size is mostly devoted to hangers, munitions bays, machine shops, pilot and mechanic quarters and the like. The KIN uses them to provide small craft support when other dedicated carriers are not readily available. The armed freighters are also often used as training vessels, as their interiors have been redesigned extensively to match KIN standards. Like Terran destroyers, they possess the signature strong dorsal and ventral gravitic shielding.
Last edited by Xiscapia on Sun Oct 02, 2011 4:39 pm, edited 30 times in total.
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KIN: The Naval Register

Postby Xiscapia » Sat Jan 29, 2011 11:25 am

Part of the organizational and logistical side of the KIN, the Naval Register keeps track of what ship types exist, what classes exist and how many there are of each. This makes the NR useful for a at-a-glance assessment of the KIN's strength in each arena, as well as providing the designations of individual ships where available. The NR does not include retired, museum or mothballed vessels, nor does it count ships in the Customs or corporate fleets, craft out on loan to foreign powers and organizations, Xiscapian classes in foreign nations, VI Fleet ships or ships which only possess a letter-number designation, as is the case with most small craft (fighters) and some support craft (transports). In other areas the names of warships are not available or are still being compiled into the KIN's system. As the KIN is often in a state of flux, the below lists may only indicate an approximation of the current situation, or it may be slightly outdated concerning exact names and numbers; KIN personnel strive for excellence, so rest assured that any errors will be purged quickly.

Number of classes: 23

Number of craft: 7,596

Approximate number of personnel: 121,645,186


Classes: 3

Individual craft: 8

Gun Orbs: 5 (Mute Abyss, Grandfather, Decide in the Eyes, Michiko, Dominique)

Alliance class Super Battleships: 1 (Gloom Walker)

Alversian class Star Dreadnoughts: 1 (Jade)

Obliteration class Observers: 1 (Nemesis)


Classes: 5

Individual craft: 261

Tanaran Converted Battle Cruisers: 25 (Foe's Doom, Eleventh Hour, Solidarity, Nevermore, Woven Web, Aria Glories, White Heart, Wanderlust, Prodigal, Dream Chaser, El Manana, Infinite Blue, Moondust, Cradle, Elixir, Libertas, Doxa, Veneratio, Silentium, Infinitas, Grave, Tears of the Sun, Sum of all Fears, Yesterday's Tommorrow, Deadwing)

Nova class Carriers: 30 (Honor, Omnipresent, Serenity, Strong, Saber, Executor of Penitence, Unifier, Tempest, Xeno, Dagger, Ghost, Triton, Ritual, Wild Light, Falling Up, Deprong Mori, Antediluvial, Hongkongaton, Raison d'être, Rarity, Power, Touhou, Discord, Spitefire, Aloe, Quake, Red Velvet, Granden, Nis, Rustov)

Dominator class Battleships: 40 (Pride of the Empire, Punishing One, Shadow Hunter, Splinter in the Mind's Eye, Disturbed, Smoke, Bloodrunk, Alversia, Wrath, Rebel Moon, Vulpine Destiny, Eat the Dark, Pocky, Remembrance, Ice, Laughing Man, Sage, Eternal Conflict, Biriuk, Kuzmin, Kuru, Ktenology, Kriegspiel, Thermopylae, Xesturgy, Xenomancy, Xenogenesis, Luna, Octavia, Avast, Kobold, Keraunoscopia, Finsternis, Excision, Mokusatsu, Blackwing, Bladed Downfall, Instigator, Expurgator, Subjegator)

Akagi class Battlecruisers: 100 (Akagi, Mystical Wonder, Everybody People, Young Master, Learning the Hard Way, The New Order, Fresh Blood, Midnight Raider, Big Brawler, Tragic Secret, First Strike, A Hitch in Time, Hapkido, Not Scared to Die, Blood Pact, Koning, Rostock, Colossus, Ajax, Glas und Tränen, Lived Yet Today, At Your Grave, Michael Reynolds, Tragedy of Life, Kitsunesuki, El Diablo, Tiburon, Iron Guts, Wages of Conflict, Rockhound, Hotfoot, Infamous, Evil Sphere, Pallbearer, Undertaker, No Return, Iron Fist, Lost Memories, Free Your Mind, Party Time, Runnin' with the Devil, No Compromise, You Better Run, No Regrets, Island of Domination, No More Mr. Nice Guy, You've Done It Now, Wallrunner, Fresco of Light, The Best Defence, Zakhar, Karakax, Vereror, Betonflugzeug, Schlachter, Fleischwolf, Augustinian, Wolfen, Das Böse, Keloid, In Anger, Hawking, Cold Blue, Xenomorphic, Futret, Kalac, Stardust, Istvaan, Durmel, Fielding, Fernix, Dougherty, Knackish, Kenosis, Empire Dawn, No Mercy, Death Toll, Dark Carvnival, Dead Air, Swamp Fever, Blood Harvest, Steely Dan, Flying Vortex, Soaring Blade, Mikado, Locke, Demokratia, Dictare, Letalis Fastosus, Occasus, Sturmovik, Broken Winter, Shattered Spring, Jagged Autumn, Fractured Summer, Aerodynamic, Cambreadth, Black Death Blues, Coffin Jockey, Growler, Syren, Perseverance, Adament, Sydney)

Wasp class Heavy Cruisers: 66 (Naladubuites, Motherland, Darkness, Stand Alone, Water, Hawk, Red Dawn, Blue Flame, Specter, Oath, Dark Star, Xiscapia, Blackest Eyes, Contact, Sorrow, Deadlights, Triage, Impend, Solitarium, Future Proof, Wonder, Fire, Imp, Speed, Legacy, Luck, Chasing the Dead, Aokigahara Forest, Serpent, Somnambulist, Veins of Stone, Bones, Frost, Lyra, Borndecker, Quickstrike, Makkon, Sensei Samurai, Davenport, Cerulean Starlight, Triskerana, Studenrana, Gallifiery, Sagen, Warrio, Kiaska, Green, Grimske, Caedo, Misha, Sawl, Dui, Lintel, Sar, Xenagogue, Krypsis, Kismet, Kith, Kalology, Kantikoy, Skulk Shadow, Hostile, Immovable, Monster, Strike, Owens)


Classes: 6

Individual craft: 1,440

Harbinger class Long Range Missile Cruisers: 30 (Harbinger, Xenium, Keraunoscopia, Katzenjammer, Thundersinger, Tanz auf dem Vulkan, Freiflug, Gott Sein, Death Threat, Silent Death, Sniper, Marksman, Sharpshooter, Scope of Infinity, White Death, Demise, Thanatron, Vires Moras, Vulpvibe, Cold Crash, Smash, Chiwa, Ashleigh, Chan-Kent, Caelum, Sapphire, Spitfire, Evening Star, Lotus, Windsor)

Ravikovi class Modular Cruisers: 200

Annihilator class Light Cruisers: 75 (Unshakable, Lace, Ferrat, Grass, Liberator, Theory, Shatterpoint, Heavy Rain, White Light, Triple Zero, Cad Goddeu, Warrior, Stone, Resolve, Destiny, Servant, Krystal, Kanno, Nirvana, Inescapable, Spiral of Silence, Divine Wind, Escape the Fate, Franz Ferdinand, Pendulum, Porcupine Tree, Wolfmother, Mallon, Lilac, Forsaken, Toreador, Rina, Red Lines, Restless, Jiajiang mien, Burning Wings, Antibody, Grace, Hell's Blue, Sinister, Chelsea Smile, Insidious, Final Break, Emperor's Fist, Castle, Cloudsmasher, Screech, Banshee, Murder, Amber Starlight, Bia, Storm World, Night Ride, Anthem, Expedition, Guardian, Kannonkore, Solo, Slam, Burning Rome, Lineage, Nails, Wild, Snapper, Brawn, High Gear, Overdead, Toxin, Poison, Dead Dawn, Shock, Graveyard, Sunfall, Heartless)

Messenger of Hope class Missile Cruisers: 200 (Messenger of Hope, Dragon Dance, Dragon Fire, Battle Cry, Pendulam Slam, Golden Dawn, Headlines, Dragon Tamer, 36 Crazy Fists, Winners and Sinners, Typhoon, Monsoon, Hurricane, Dust Devil, Whirlwind, Stickin' it to the Man, Into the Fire, Hard Finish, Electric Hobo, Get Off My Cloud, Elemental Slayer, Giant Slayer, Dragon Slayer, Demon Slayer, Hammer Strike, Scorched Earth, One Bad Gato, Firestarter, Death From Above, Wild One, Eat the Heat, Shoot to Thrill, Armageddon It, Hail and Kill, Little Savage, Gone Shootin', Ride the Dragon, Heavy Metal Thunder, Be Quick or be Dead, Stand up and Shout, Forever Free, Longing for Fire, Burn the Sky, Damage Inc, Up Against It, Edge of Forever, Boris Vallejo, Julie Bell, Blessed are the Stars, Obsidian Dragon, Serpent Song, Ember, Bloodsong, By the Sword, Never Fear, Cleaver, Spatial Anomoley, Magohamoth, Vortex, Dramatis Personae, Melora, Things Not Seen, Armageddon Game, Shadowplay, Meridian, Improbable Cause, Distant Screams, Indiscretion, Begotten Rapture, By Inferno's Light, Blaze of Glory, Ruthless Reckoning, Swordsman of Sorrow, Zanbatou, Devil of Vengeance, Without Mercy, Engraved Memory, Days of Remorse, Elegy of Wind and Water, Himura, Kamiya Kaoru, Sagara Sanosuke, Hitokiri, Shishio Makoto, Juppongatana, Rengoku, Enemy of my Enemy, Deep Storm, Reliquary, Wheel of Darkness, Ice Limit, Riptide, Masque of the Red Death, Bonfire of the Vanities, Crimsion Glory, Transcendence, Cask of Amontillado, Descent into the Maelstrom, Ligeia, Ulalume)

Marchamp class Frigates: 835

Javelin class Light Frigates: 300


Classes: 7

Individual craft: 2,160

Miyo class Factory Ships: 40 (Miyo, Atlas Shrugged, Negative Spaces, Morning Birds Scream, Ergent no Ergent, Nine Volts, The Problem with Romeo, New Start at Ancient Faith, Getting Out, Going Without Anger, Season's Turn, Albion, Heart Blood, Archiect, Rough Economy, Cantos, Charybda, Legend of the Fireflies, Patte à physique, Pas ta physique, Pâte à physique, Street Sweeper, Pallas, Ceremony of Opposites, Tell-Tale Heart, Kant, Transcendent, Overdrive, Industry, Hammer, Anvil, Sickle, Steele, North Star, Nocturne, Lune Noir, Factor, Future Perfect, Symmetry, Darius)

Sultan class Tank Ships: 10 (Forest Chamber, Juno Reactor, Sultan, Vrees, Alpnu, Rising Sun, Imperium, Fasces, Glorious Avail, Conquest)

Reflection class Biodomes: 10 (Reflection, Elyse, Summit, Star Giver, A Second of Forever, Past Prologue, Storyteller, Past Tense, Afterimage, Anji)

Kitsune class Imperial Load Landers: 2,000

Protection class Medical Frigates: 20x (Crystal Moon, Crystal Star, Silver Song, Enlightenment, Thought, Forewarned, Passion, Dream, Gem, Cloak, Eye, Spirit, Neo Soul, Emperor's Children, Mercitron, Respite, Penance, Absolution, Lamentations, Element)

Veil class Interdiction Frigates: 50 (Veil, To the Stars, Argo, Death Grip, Thunderarm, Iron Monk, Gangout, Warspite, Galatea, Tomo, Herz aus Stein, Lineman, Quicksand, Crossover, Tribunal, For the Cause, Purgatory's Shadow, Chrysalis, Chimera, Sneering Demon, Unending Revolution, End of Wanderings, Dead Center, Gate Keeper, Aspiration, Entrapment, Tangle, Pressure, Knot, Snare, Muzz, Outfox, Sonitus Vir, Chill Theory, Cosmic Blood, Ardor, Infinite Proxy, Zand, Newtonian Flaw, Exosphere, Event Horizon, Lavender, Pectus Excavatum, Psychoshy, Control, Koan, Soulcrusher, Collapse, Deep Dark, Chain)

Fuma class Electronic Warfare Ships: 30 (Fuma, Blackout, White Noise, Snow Crash, Static Shock, Speedcore, Monkey Wrench, Jellyfish, Countdown to Mayhem, Storm World, Thunderhead, Logical Loop, Bill Murray, Sinatra, Renard, Skrillex, Koya, Raving, Comm Crush, Kana's Krush, Sound Kills, Sonic Boom, Clockwork Monster, Interference, Growl, Ripped, Icebreaker, Eroded Silence, Wrecker, Ghost)


Classes: 2

Individual craft: 3,700

Destructor class Corvettes: 1,200

Invictus class Destroyers: 2,500
Last edited by Xiscapia on Tue Oct 04, 2011 7:50 pm, edited 23 times in total.
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KIN: Fleet Deployments

Postby Xiscapia » Sat Jan 29, 2011 11:25 am

A subsection of the Naval Register, Fleet Deployments represent what fleets are deployed to what locations or for what purposes, what classes make up that fleet, how many ships of each class compose the body and who the Commanding Officer is. Some fleets, such as the First Fleet (I Fleet), or the Home Fleet guarding the Xiscapian system, are relatively stable and do not change much, usually because they are on garrison duty. Other fleets, such as the Sixth Fleet (VI Fleet), or the Salvage Fleet in the Elder System, are in an almost constant state of flux, with craft entering and leaving on a weekly basis for deployment or recall. When a fleet is deployed to garrison a system it usually receives maintenance, refitting and repair from the main planet or instillation it protects. Independent fleets, deployed to foreign, interstellar or hostile territory, must rely on their own support ships and engineering crews to keep them operating. However, breakdowns, glitches and malfunctions still do occur; for all of these reasons some fleets listed may not accurately reflect their true number of classes and ships.

Home Fleet:
1x Super Battleship (Gloom Walker) (flagship)
1x Gun Orb (Mute Abyss)

5x Battleships (Pride Of the Empire (secondary flagship), Punishing One, Shadow Hunter, Splinter in the Mind's Eye, Disturbed)
10x Heavy Cruisers (Naladubuites, Motherland, The Darkness, Stand Alone, Water, Hawk, Red Dawn, Blue Flame, Specter, Oath)
2x Carriers (Honor, Omnipresent)

10x Missile Cruisers (Messenger of Hope, Dragon Dance, Dragon Fire, Battle Cry, Pendulam Slam, Golden Dawn, Headlines, Dragon Tamer, 36 Crazy Fists, Winners and Sinners)
10x Modular Cruisers
1x Light Cruiser (Unshakable)
20x frigates

2x Medical Ships (Chrystal Moon, Chrystal Star)
5x Factory Ships (Miyo, Atlas Shrugged, Negative Spaces, Morning Birds Scream, Ergent no Ergent)
1x Biodome (Reflection)
1x Interdiction Frigate (To the Stars)
1x Electronic Warfare Ship (Fuma)

50x Destroyers

Supercapitals: 2x

Capitals: 17x

Subcapitals: 41x

Support Ships: 10x

Attack Ships: 50x

120x ships


Cholk System Fleet:
1x Star Dreadnought (Jade (flagship)

5x CBC Mark IIs (Foe's Doom, Eleventh Hour, Solidarity, Nevermore, Woven Web)
1x Battleship (Smoke)
2x Heavy Cruisers (Dark Star, Xiscapia)
1x Carrier (Serenity)

10x Modular Cruisers
10x Missile Cruisers (Typhoon, Monsoon, Hurricane, Dust Devil, Whirlwind, Stickin' it to the Man, Into the Fire, Hard Finish, Electric Hobo, Get Off My Cloud)
4x Light Cruisers (Lace, Ferrat, Grass, Liberator)
18x Frigates
30x Light Frigates

1x Factory Ship (Nine Volts)
1x Tank Ship (Forest Chamber)
1x Biodome (Elyse)
1x Medical Ship (Silver Song)
1x Interdiction Frigate (Argo)

50x Destroyers

Supercapitals: 1x

Capitals: 8x

Subcapitals: 72x

Support Ships: 5x

Attack Ships: 50x

137x ships


Wuin System Fleet:
1x Gun Orb (Grandfather) (flagship)

2x Battleships (Blooddrunk, Alversia)
2x Heavy Cruisers (Blackest Eyes, Contact)
1x Carrier (Strong)
10x Battlecruisers (Akagi, Mystical Wonder, Everybody People, Young Master, Learning the Hard Way, The New Order, Fresh Blood, Midnight Raider, Big Brawler, Tragic Secret)

10x Modular Cruisers
10x Missile Cruisers (Elemental Slayer, Giant Slayer, Dragon Slayer, Demon Slayer, Hammer Strike, Scorched Earth, One Bad Gato, Firestarter, Death From Above, Wild One)
4x Light Cruisers (Theory, Shatterpoint, Heavy Rain, White Light)
28x Frigates
30x Light Frigates

1x Medical Ship (Enlightenment)
1x Interdiction Frigate (Hapkido)
1x Factory Ship (The Problem with Romeo)
1x Tank Ship (Juno Reactor)
1x Biodome (Summit)

50x Destroyers

Supercapitals: 1x

Capitals: 15x

Subcapitals: 82x

Support Ships: 5x

Attack Ships: 50x

153x ships


Old Xiscapia:
5x CBC Mark IIs (Aria Glories, White Heart, Wanderlust, Prodigal, Dream Chaser)
1x Battleship (Laughing Man) (flagship)
2x Heavy Cruisers (Wonder, Fire)
1x Carrier (Ghost)
10x Battlecruisers (First Strike, A Hitch in Time, Hapkido, Not Scared to Die, Blood Pact, Koning, Rostock, Colossus, Ajax, Glas und Tränen)

10x Modular Cruisers
10x Missile Cruisers (Eat the Heat, Shoot to Thrill, Armageddon It, Hail and Kill, Little Savage, Gone Shootin', Ride the Dragon, Heavy Metal Thunder, Be Quick or be Dead, Stand up and Shout)
10x frigates
1x Light Cruiser (Inescapable)
25x Frigates
30x Light Frigates

1x Medical Ship (Thought)
1x Interdiction Frigate (Thunderarm)
1x Factory Ship (New Start at Ancient Faith)
1x Biodome (Star Giver)
1x Electronic Warfare Ship (Blackout)

50x Destroyers

Capitals: 19x

Subcapitals: 86x

Support Ships: 5x

Attack Ships: 50x

160x ships


Dolosus System Fleet:
1x Gun Orb (Decide in the Eyes) (flagship)

5x CBC Mark IIs (El Manana, Infinite Blue, Moondust, Cradle, Exile)
6x Battleships (Wrath, Rebel Moon, Vulpine Destiny, Eat the Dark, Pocky, Remembrance)
4x Heavy Cruisers (Sorrow, Deadlights, Triage, Impend)
3x Carriers ([i]Saber[/i], Executor of Penitence, Unifier)
5x Battlecruisers (Lived Yet Today, At Your Grave, Michael Reynolds, Tragedy of Life, Kitsunesuki)

6x Light Cruisers (Triple Zero, Cad Goddeu, Warrior, Stone, Resolve, Destiny)
20x Frigates
10x Modular Cruisers

5x Factory Ships (Getting Out, Going Without Anger, Season's Turn, Albion, Heart Blood)
1x Tank Ship (Sultan)
1x Biodome (A Second Of Forever)
3x Medical ships (Forewarned, Passion, Dream)
1x Interdiction Frigate (Iron Monk)

50x Destroyers

Supercapitals: 1x

Capitals: 23x

Subcapitals: 26x

Support Ships: 11x

Attack Ships: 50x

111x ships


"Salvage Fleet"
1x Obliterator class Observer (Nemesis) (flagship)
1x Soviet class Observer (Freedom)
1x Tartan class patrol cruiser (Hardwired)
1x Immobilizer 418 Cruiser (A Wish Unrequited)
1x Combat Asteroid (Pebble)
1x Bezerker class Korr Battleship (Fury)
1x Starkiller class Mining Ship (Starrider)
1x Guardian class Escort Carrier (Yoki)
2x Lasom class Frigates (Killing Spree, Minority Report)
4x Black Dawn class Corvettes (Flying Guillotine, Ronin, Blue November, Trouble)
1x Kraken class Battlecarrier (Ryoko Katsuragi)
1x Wanderer class Patrol Cruiser (Exile)
200x Vespae Armored Cruisers
2x Frontier class Destroyers (Aramis, Arashi)
1x Serpent class Heavy Cruiser (Adjutant)
1x Aspirant class Foldship (Storm Rider)
1x Kershaw class Destroyer (Daftendirekt)
2x Dragon class Frigates (Demon Days, Seek And Destroy)
4x Reflex class Corvettes (Drode, Ellimist, Crayak, Last Things)
1x Guardian class Shield Frigate (Lex)
1x Evan class Stealth Frigate (Insomniac)

Supercapitals: 1x

Capitals: 7x

Subcapitals: 209x

Support Ships: 2x

Attack Ships: 10x

229x ships


Chalybs System Fleet:
2x Gun Orbs (Michiko, Dominique (flagship))

10x CBC Mark IIs (Libertas, Doxa, Veneratio, Silentium, Infinitas, Grave, Tears of the Sun, Sum of all Fears, Yesterday's Tommorrow, Deadwing)
2x Carriers (Tempest, Xeno)

2x Modular Cruisers
10x Frigates
20x Light Frigates

5x Factory Ships (Archiect, Rough Economy, Cantos, Charybda, Legend of the Fireflies)
1x Medical Ship (Gem)
1x Interdiction Frigate (Warspite)
1x Biodome (Past Prologue)
1x Electronic Warfare Ship (White Noise)

50x Destroyers

Supercapitals: 2x

Capitals: 12x

Subcapitals: 32x

Support Ships: 9x

Attack Ships: 50x

105x ships


Pamp System Fleet:
1x Battleship (Ice) (flagship)
2x Heavy Cruisers (Solitarium, Future Proof)
1x Carrier (Dagger)
10x Battlecruisers (El Diablo, Tiburon, Iron Guts, Wages of Conflict, Rockhound, Hotfoot, Infamous, Evil Sphere, Pallbearer, Undertaker)

10x Modular Cruisers
4x Light Cruisers (Servant, Krystal, Kanno, Nirvana)
20x Missile Cruisers (Forever Free, Longing for Fire, Burn the Sky, Damage Inc, Up Against It, Edge of Forever, Boris Vallejo, Julie Bell, Blessed are the Stars, Obsidian Dragon, Serpent Song, Ember, Bloodsong, By the Sword, Never Fear, Cleaver, Spatial Anomoley, Magohamoth, Vortex, Dramatis Personae)
50x Light Frigates
35x Frigates

2x Factory Ships (Patte à physique, Pas ta physique)
1x Tank Ship (Vrees)
1x Biodome (Storyteller)
1x Medical Frigate (Cloak)
1x Interdiction Frigate (Galatea)

100x Destroyers

Capitals: 14x

Subcapitals: 119x

Support Ships: 6x

Attack Ships: 100x

239x ships


Reserves Fleet

19x Battlecruisers (The Best Defense(flagship), Free Your Mind, Party Time, Runnin' with the Devil, No Compromise, You Better Run, No Regrets, Island of Domination, No More Mr. Nice Guy, You've Done It Now, Wallrunner, Fresco of Light, Zakhar, Karakax, Betonflugzeug, Fleischwolf, Augustinian, Das Böse, Keloid)

24x Missile Cruisers (Engraved Memory, Days of Remorse, Elegy of Wind and Water, Himura, Kamiya Kaoru, Sagara Sanosuke, Hitokiri, Shishio Makoto, Juppongatana, Rengoku, Enemy of my Enemy, Deep Storm, Reliquary, Wheel of Darkness, Ice Limit, Riptide, Masque of the Red Death, Bonfire of the Vanities, Crimsion Glory, Transcendence, Cask of Amontillado, Descent into the Maelstrom, Ligeia, Ulalume)
16x Long Range Missile Cruisers (Keraunoscopia, Katzenjammer, Thundersinger, Tanz auf dem Vulkan, Gott Sein, Death Threat, Silent Death, Sniper, Marksman, Sharpshooter, Scope of Infinity, White Death, Thanatron, Vires Moras, Vulpvibe, Cold Crash)
30x Modular Cruisers
30x Frigates
35x Light Frigates

5x Factory Ships (Pâte à physique, Street Sweeper, Pallas, Ceremony of Opposites, Tell-Tale Heart)
1x Tank Ship (Alpnu)
2x Biodomes (Afterimage, Anji)
11x Interdiction Frigates (Quicksand, Crossover, Tribunal, Purgatory's Shadow, Chrysalis, Chimera, Sneering Demon, Unending Revolution, End of Wanderings, Dead Center, Gate Keeper)
6x Electronic Warfare Ships (Speedcore, Monkey Wrench, Jellyfish, Countdown to Mayhem, Storm World, Logical Loop)

100x Destroyers

Capitals: 19x

Subcapitals: 133x

Support Ships: 25x

Attack Ships: 100x

291x ships


Phenia Co-Defense Fleet:
1x Battleship (Mokusatsu) (flagship)
2x Carriers (Ritual, Antediluvial)
1x Battlecruiser (Cold Blue)
2x Heavy Cruisers (Davenport, Cerulean Starlight)

1x Long-range Missile Cruiser (Evening Star)
2x Modular Cruisers
3x Missile Cruisers
1x Light Cruiser (Pendulum)
2x Frigates (Nothlit, Lingers in Shadows)

1x Interdiction Frigate (Veil)
1x Factory Ship (Future Perfect)

10x Corvettes
25x Destroyers

Capitals: 6

Subcapitals: 9

Support Ships: 2

Attack Ships: 35

52x ships


Neo Kirisuban Protection Battlegroup:

1x Battleship (Sage) (flagship)
2x Battlecruisers (No Return, Iron Fist)
2x Heavy Cruisers (Aokigahara Forest, Chasing the Dead)

2x Modular Cruisers
5x Missile Cruisers (Melora, Things Not Seen, Armageddon Game, Shadowplay, Meridian)
4x Light Cruisers (Lilac, Wolfmother, Toreador, Jiajiang mien)
5x Frigates
10x Light Frigates

1x Interdiction Frigate (Tomo)
1x Medical Frigate (Mercitron)

Capitals: 5x

Subcapitals: 26x

Support Ships: 2x

33x ships


Akwia Defense Fleet:

1x Carrier (Rarity)
1x Battlecruiser (Lost Memories) (flagship)
1x Heavy Cruiser (Speed)

1x Long Range Missile Cruiser (Harbinger)
2x Modular Cruisers
5x Missile Cruisers (Improbable Cause, Distant Screams, Indiscretion, Begotten Rapture, By Inferno's Light)
3x Light Cruisers (Restless, Red Lines, Forsaken)
20x Light Frigates

1x Biodome (Past Tense)
1x Medical Frigate (Neo Soul)
2x Factory Ships (Pâte à physique, Sickle)

100x Destroyers

Capitals: 3x

Subcapitals: 31x

Support Ships: 4x

Attack Ships: 100x

138x ships total


Kawachi Defense Fleet:
1x Long Range Missile Cruiser (Xenium) (flagship)
3x Modular Cruisers
200x Vespae class Armored Cruisers
5x Light Frigates

1x Interdiction Frigate (Death Grip)
10x K.I.L.L. Transports
1x Electronic Warfare Ship (Snow Crash)

10x Corvettes

Subcapitals: 209x

Support Ships: 12x

Attack Ships: 10x

231x ships


Masaaki Defense Fleet:
1x Battleship (Excision) (flagship)
1x Carrier (Rustov)
1x Soviet class Observer (Freedom)
1x Serpent class Heavy Cruiser (Adjutant)

2x Frontier class Destroyers (Aramis, Arashi)
1x Long-Range Missile Cruiser (Spitfire)
7x Missile Cruisers
4x Modular Cruisers
2x Light Cruisers (Sinister, Chelsea Smile)
23x Frigates (Anger Cage, Course of Nature, Jingo)

1x Interdiction Frigate (Lineman)
1x K.I.L.L. Transport (Aikoku)
1x Electronic Warfare Ship (Static Shock)
1x Factory Ship (Steele)
1x Tank Ship (Conquest)

3x Corvettes (Dreamwalker, Cherished, Game Over)
50x Destroyers

Capitals: 4x

Subcapitals: 39x

Support Ships: 5x

Attack Ships: 53x

101x Ships


Fudo Defense Fleet:
1x Heavy Cruiser (Somnambulist) (flagship)
1x Carrier (Hongkongaton)
1x Guardian class Escort Carrier (Yoki)

2x Light Cruisers (Divine Wind, Spiral of Silence)
9x Frigates (At Arms, Mort, Truth)
6x Missile Cruisers
2x Modular Cruisers
2x Light Frigates

1x Medical Frigate (Spirit)
1x Interdiction Frigate (For The Cause)
1x K.I.L.L. Transport (Kerdo)
1x Electronic Warfare Ship (Sonic Boom)

2x Corvettes (Havoc, Force)
1x Tartan class Patrol Cruiser (Hardwired)
14x Destroyers

Capitals: 3x

Subcapitals: 21x

Support Ships: 4x

Attack Ships: 17x

45x Ships


Kana Co-Defense Fleet:

1x Battleship (Kriegspiel) (flagship)
2x Carriers (Touhou, Discord)
5x Battlecruisers (Blood Harvest, Steely Dan, Wolfen, Vereror, Schlachter)
4x Heavy Cruisers (Kiaska, Green, Leviathan, Classical)

2x Harbinger Long Range Missile Cruisers (Freiflug, Demise)
13x Modular Cruisers
12x Messenger of Hope Missile Cruisers (Blaze of Glory, Ruthless Reckoning, Swordsman of Sorrow, Zanbatou, Devil of Vengeance, Without Mercy)
8x Light Cruisers (Triskerana, Studenrana, Gallifiery, Sagen, Warrio, Grimske, Caedo, Misha)
6x Frigates
1x Aspirant class Foldship (Storm Rider)
1x Kershaw class Destroyer (Daftendirekt)
2x Dragon class Frigates (Demon Days, Seek And Destroy)

1x Guardian class Shield Frigate (Lex)
1x Medical Frigate (Emperor's Children)
1x Evan class Stealth Frigate (Insomniac)
1x Electronic Warfare Ship (Thunderhead)
1x Interdiction Frigate (Snare)

2x Destructor class Corvettes (Rebel Yell, Kopfschuss)
4x Reflex class Corvettes (Drode, Ellimist, Crayak, Last Things)
182x Destroyers

Capitals: 12x

Subcapitals: 45x

Support Ships: 5x

Attack Ships: 188x

250x ships


Nova Max Task Force:

1x Battlecruiser (Istvaan)

1x Modular Cruiser
2x Light Frigates

1x Factory Ship (North Star)

Capital Ships: 1

Subcapitals: 3

Support Ships: 1

Total: 5x ships


Locar Co-Defense Force:

2x Battleships (Keraunoscopia, Finsternis)
2x Battlecruisers (Futret, Kalac)
2x Heavy Cruisers (Lyra, Borndecker)

3x Modular Cruisers
12x Missile Cruisers
5x Light Cruisers (Night Ride, Anthem, Expedition, Guardian, Kannonkore)
20x Frigates

1x Factory Ship (Factor)

Capital Ships: 6

Subcapitals: 40

Support Ships: 1

Total: 47x ships


Lagash Fleet:

1x Light Cruiser (Bia)
2x Missile Cruisers
4x Frigates
26x Light Frigates

1x Interdiction Frigate (Entrapment)
1x Medical Frigate (Respite)
1x K.I.L.L.

6x Destroyers

Subcapitals: 33

Support Ships: 3

Attack Ships: 6

Total: 42x ships


Ranus Co-Defense Force:
2x Battleships (Xenogenesis, Luna)
3x Carriers (Red Velvet, Granden, Nis)
6x Battlecruisers (Locke, Demokratia, Dictare, Letalis Fastosus, Occasus, Sturmovik)
2x Heavy Cruisers (Bones, Frost)

1x Long-Range Missile Cruiser (Sapphire)
5x Modular Cruisers
10x Missile Cruisers
3x Light Cruisers (Grace, Hell's Blue, Insidious)
10x Frigates

2x Interdiction Frigates (Pectus Excavatum, Psychoshy)
1x Electronic Warfare Ship (Bill Murray)

100x Destroyers

Capital Ships: 13

Subcapitals: 29

Support Ships: 3

Attack Ships: 100

Total: 145 ships


Meyos Fleet:
1x Battleship (Kuzmin)
2x Battlecruisers (Xenomorphic, Stardust)

2x Modular Cruisers
2x Missile Cruisers
2x Light Cruisers (Murder, Amber Starlight)
25x Frigates

1x Interdiction Frigate (Pressure)
1x Electronic Warfare Ship (Ghost)

50x Destroyers

Capital Ships: 3

Subcapitals: 31

Support Ships: 2

Attack Ships: 50

Total: 86x ships


Athlathon Fleet:
1x Battleship (Kuru)
2x Battlecruisers (Dark Carvnival, Dead Air)

2x Modular Cruisers
2x Missile Cruisers
2x Light Cruisers (Solo, Slam)
25x Frigates

1x Factory Ship (Lune Noir)
1x Interdiction Frigate (Infinite Proxy)
1x Electronic Warfare Ship (Koya)

50x Destroyers

Capital Ships: 3

Subcapitals: 31

Support Ships: 3

Attack Ships: 50

Total: 87x ships


Rennas Fleet:
2x Battleships (Xenomancy, Octavia)
1x Carrier (Quake)
3x Battlecruisers (Soaring Blade, Mikado, Broken Winter)
4x Heavy Cruisers (Makkon, Sensei Samurai, Sawl, Kith)

1x Long-Range Missile Cruiser (Chiwa)
4x Missile Cruisers
10x Modular Cruisers
4x Light Cruisers (Burning Rome, Lineage, Nails, Wild)
50x Frigates

1x Factory Ship (Nocturne)
2x Interdiction Frigates (Deep Dark, Chain)
1x Electronic Warfare Ship (Interference)
10x K.I.L.L.
2x Tank Ships (Fasces, Glorious Avail)

100x Destroyers

Capital Ships: 10x

Subcapitals: 69x

Support Ships: 16x

Attack Ships: 100x

Total: 195x ships


Elanth Fleet:
1x Battleship (Kobold)
3x Battlecruisers (Swamp Fever, Flying Vortex, Shattered Spring)
2x Heavy Cruisers (Quickstrike, Dui)

2x Missile Cruisers
5x Modular Cruisers
2x Light Cruisers (Antibody, Final Break)
20x Frigates

1x Factory Ship (Symmetry)
1x Interdiction Frigate (Lavender)
1x Electronic Warfare Ship (Skrillex)
1x K.I.L.L.

50x Destroyers

Capital Ships: 6

Subcapitals: 29

Support Ships: 4

Attack Ships: 50

Total: 89x ships


Yroaupz Fleet:
1x Battleship (Biriuk)
1x Battlecruiser (Fractured Summer)
1x Heavy Cruiser (Lintel)

1x Long-Range Missile Cruiser (Chan-Kent)
2x Missile Cruisers
2x Modular Cruisers
10x Frigates

1x Interdiction Frigate (Zand)
1x Electronic Warfare Ship (Ripped)

20x Destroyers

Capital Ships: 3

Subcapitals: 15

Support Ships: 2

Attack Ships: 20

Total: 40x ships


Tryxaatz Fleet:
1x Heavy Cruiser (Kalology)

1x Missile Cruiser
2x Modular Cruisers
5x Frigates

1x Interdiction Frigate (Event Horizon)
1x Troop Transport
1x Medical Frigate (Absolution)
1x Factory Ship (Hammer)

10x Destroyers

Capital Ships: 1

Subcapitals: 8

Support Ships: 4

Attack Ships: 10

Total: 23x ships


Hilda Rein Fleet:
1x Battleship (Avast)
2x Battlecruisers (Jagged Autumn, Aerodynamic)
2x Heavy Cruisers (Veins of Stone, Sar)

1x Long-Range Missile Cruiser (Caelum)
2x Missile Cruisers
2x Modular Cruisers
2x Light Cruisers (Brawn, High Gear)
20x Frigates

1x Interdiction Frigate (Exosphere)
1x Electronic Warfare Ship (Icebreaker)

40x Destroyers

Capital Ships: 5

Subcapitals: 27

Support Ships: 2

Attack Ships: 40

Total: 74x ships


Novus Limes Task Force:
1x Modular Cruiser (Deicide)
1x Missile Cruiser
1x Frigate

1x Factory Ship (Kant)
1x Interdiction Frigate (Ardor)

3x Destroyers

Subcapitals: 3

Support Ships: 2

Attack Ships: 3

Total: 8x ships


Tortuga Task Force:
1x Battlecruiser (Adament)
2x Heavy Cruisers (Xenagogue, Krypsis)

2x Missile Cruisers
3x Modular Cruisers
15x Frigates
6x Light Frigates

1x Interdiction Frigate (Koan)

20x Destroyers

Capital Ships: 3

Subcapitals: 26

Support Ships: 1

Attack Ships: 20

Total: 50x ships


Alopex Task Force:
1x Battlecruiser (Empire Dawn)
1x Heavy Cruiser (Kantikoy)

1x Long Range Missile Cruiser (Smash)
1x Missile Cruiser
3x Modular Cruisers
1x Light Cruiser (Sunfall)
4x Frigates

1x Interdiction Frigate (Sonitus Vir)
1x Electronic Warfare Ship (Clockwork Monster)
1x Factory Ship (Darius)
1x Medical Frigate (Lamentations)

10x Destroyers

Capital Ships: 2

Subcapitals: 10

Support Ships: 4

Attack Ships: 10

Total: 26x ships


Inritus Co-Defense Force:
2x Battleships (Xesturgy, Blackwing)
2x Carriers (Power, Spitefire)
2x Battlecruisers (Kenosis, Black Death Blues)
1x Heavy Cruiser (Kismet)

1x Long Range Missile Cruiser (Windsor)
4x Missile Cruisers
6x Modular Cruisers
2x Light Cruisers (Castle, Cloudsmasher)
50x Frigates

1x Interdiction Frigate (Cosmic Blood)
1x Electronic Warfare Ship (Eroded Silence)

100x Destroyers

Capital Ships: 7

Subcapitals: 61

Support Ships: 2

Attack Ships: 100

Total: 180x ships


Cruor Co-Defense Force:
1x Battleship (Thermopylae)
1x Battlecruiser (Fernix)

4x Missile Cruisers
5x Modular Cruisers
1x Light Cruiser (Screech)
50x Frigates

1x Interdiction Frigate (Soulcrusher)
1x Factory Ship (Transcendent)

50x Destroyers

Capital Ships: 2

Subcapitals: 60

Support Ships: 2

Attack Ships: 50

Total: 114x ships


New Rastha Task Force:
1x Modular Cruiser (Lupine)
1x Light Cruiser (Emperor's Fist)
1x Missile Cruiser
4x Light Frigates

1x Electronic Warfare Ship (Renard)
1x Medical Frigate (Penance)

Subcapitals: 7

Support Ships: 2

Total: 9x ships


Republica Fleet:
1x Battleship (Subjegator)
2x Battlecruisers (No Mercy, Death Toll)

3x Modular Cruisers
3x Missile Cruisers
20x Frigates

1x Interdiction Frigate (Chill Theory)
1x Electronic Warfare Frigate (Growl)

40x Destroyers

Capital Ships: 3

Subcapitals: 26

Support Ships: 2

Attack Ships: 40

Total: 81x ships


Ghadold Fleet:
2x Battleships (Expurgator, Bladed Downfall)
2x Carriers (Deprong Mori, Raison d'être)
6x Battlecruisers (In Anger, Hawking, Durmel, Fielding, Dougherty, Knackish)
4x Heavy Cruisers (Immovable, Monster, Strike, Owens)

2x Long-Range Missile Cruisers (Ashleigh, Lotus)
6x Missile Cruisers
10x Modular Cruisers
4x Light Cruisers (Snapper, Overdead, Toxin, Shock)
50x Frigates

1x Factory Ship (Anvil)
2x Interdiction Frigates (Tangle, Knot)
1x Electronic Warfare Ship (Sinatra)
10x K.I.L.L.
2x Tank Ships (Rising Sun, Imperium)

100x Destroyers

Capital Ships: 14

Subcapitals: 82

Support Ships: 16

Attack Ships: 100

Total: 212x ships


Talibel Fleet:
1x Battlecruiser (Coffin Jockey)
1x Heavy Cruiser (Hostile)

4x Missile Cruisers
2x Modular Cruisers
2x Light Cruisers (Storm World, Poison)
20x Frigates

1x Interdiction Frigate (Mezz)
1x Electronic Warfare Ship (Wrecker)

40x Destroyers

Capital Ships: 2

Subcapitals: 28

Support Ships: 2

Attack Ships: 40

Total: 72x ships


Arel Fleet:
1x Battlecruiser (Cambreadth)
1x Heavy Cruiser (Skulk Shadow)

2x Missile Cruisers
2x Modular Cruisers
2x Light Cruisers (Burning Wings, Banshee)
20x Frigates

1x Interdiction Frigate (Newtonian Flaw)
1x Electronic Warfare Ship (Sound Kills)

40x Destroyers

Capital Ships: 2

Subcapitals: 26

Support Ships: 2

Attack Ships: 40

Total: 70x ships


New Alderaan Fleet:
1x Battlecruiser (Growler)

2x Missile Cruiser
1x Modular Cruiser
10x Frigates

1x Interdiction Frigate (Collapse)
1x Electronic Warfare Ship (Raving)

20x Destroyers

Capital Ships: 1

Subcapitals: 13

Support Ships: 2

Attack Ships: 20

Total: 36x total


Enrust Fleet:
1x Battlecruiser (Sydney)

3x Missile Cruisers
2x Modular Cruisers
1x Light Cruiser (Dead Dawn)
40x Frigates

1x Interdiction Frigate (Control)
1x Factory Ship (Industry)
1x Medical Frigate (Element)

80x Destroyers

Capital Ships: 1

Subcapitals: 46

Support Ships: 3

Attack Ships: 80

Total: 130x ships


Tigarius Fleet:
1x Battleship (Instigator)
1x Battlecruiser (Perseverance)

3x Missile Cruisers
3x Modular Cruisers
50x Frigates

1x Interdiction Frigate (Aspiration)
1x Electronic Warfare Ship (Kana's Krush)

100x Destroyers

Capital Ships: 2

Subcapitals: 56

Support Ships: 2

Attack Ships: 100

Total: 160x ships


Polaris Co-Defense Force:
1x Battleship (Ktenology)
1x Carrier (Aloe)
1x Battlecruiser (Syren)

3x Missile Cruisers
3x Modular Cruisers
50x Frigates

1x Interdiction Frigate (Outfox)
1x Electronic Warfare Ship (Comm Crush)
1x Factory Ship (Overdrive)

100x Destroyers

Capital Ships: 3

Subcapitals: 56

Support Ships: 3

Attack Ships: 100

Total: 162x total
Last edited by Xiscapia on Tue Oct 04, 2011 10:09 pm, edited 67 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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KIN: Fortifications and System Defenses

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

Probes (or drones or beacons) networks are the eyes and ears of the Kitsune Empire, both in deep space and in their own star systems. The probes themselves are of relatively simple design, consisting of a sensor array, a communications unit for sending their data back to a central control point (typically a system's Survey Command, or SURCOM), a particle shield, rudimentary propulsion for changing position and a solar sail to gain energy from distant stars and keep the probe situated. These probes can be seeded by the dozens (or hundreds or thousands or even millions) by carrier ships over a selected area, where they can then provide for surveillance on given points of interest. The Kitsune Empire will typically spread millions of these probes throughout occupied systems to give early warning whenever an unknown contact is approaching and to provide up-to-date information on the movements of friendly and hostile forces in the area. In their more offensive application, probe networks can be deployed near hostile star systems in deep space to observe enemy movements there.

The advantages to using these probe fields are threefold. Firstly, probe fields, unlike biological observers or even A.I. controlled warships, require no real maintenance or risk. Secondly, they are extremely difficult to detect due to their small size and lack of significant energy signatures. This aids them in surveillance and in battle, where an enemy attempting to destroy an Xiscapian probe network will find himself stretched thin trying to hunt down and eliminate the masses of well hidden, spread-out drones. Finally probe networks, despite their size, are relatively cheap to mass produce, and thus are very cost-effective.


Since conventional mines are a laughable concept in the immense depths of space, the Kitsune Imperial Navy has developed a more proactive mine. This mine consists of a nuclear warhead equipped with sensors, a communications link, maneuvering thrusters, an optical array and a FTL drive. Upon detecting a threat, or, more likely, being ordered to engage a threat, the mine homes in on its target until it is a few hundred thousand kilometers away. At this point the nuclear warhead detonates, and the blast is focused into the optical array to produce a laser beam of staggering size and power directed at enemy vessels. Research is being done to equip these mines with gravitational arrays that will turn them into Grazer mines.

Sequence diagram of a laser mine detonation


Platforms, often called Defensive Platforms, are the smallest of the three types of Xiscapian instillations. Usually no more than a hundred meters in length, they are typically automated and require relatively small powerplants. Numerous and lightly to moderately armed and shielded, Platforms are highly mobile, even possessing FTL drives, which means they can be easily shifted and moved to different areas of space and even to separate systems entirely. These structures pose the biggest threat to small craft and support ships, though in numbers they are capable of damaging or destroying capital ships. There are two types of these units, B.L.A.S.T. and B.L.A.D.E. platforms, both of which had be constructed relatively quickly or simply assembled in a ship and dropped into space out of the carrier vessel.

Bipurpose Light Anti-Starship Tower (B.L.A.S.T.)

DESIGNER/MANUFACTURER: Asmira Conglomerate
COMBAT DESIGNATION: Light Weapons Platform
LENGTH: 25 meters
CREW: N/A
SPEED RATING: 5
HYPERDRIVE (or other method of FTLt): 5
HULL RATING: 2
SHIELD RATING: 2
CONSUMABLES: N/A
WEAPONS:
5x Pinpoint Individual Neutralizers
2x Ion Cannons
10x Anti-Ship guns
10x missile lauchers
100x point-defense turrets
STARFIGHTER COMPLIMENT: N/A
PLANETARY ASSAULT TROOPS: N/A
OTHER ONBOARD CRAFT: N/A

Battle Laser Anti-Dreadnought Emplacement (B.L.A.D.E.)

DESIGNER/MANUFACTURER: Asmira Conglomerate
COMBAT DESIGNATION: Territory Defense Station
LENGTH: 50 Meters
CREW: N/A, has life support for 12 temporary residents
SPEED RATING: 4
HYPERDRIVE (or other method of FTLt): 5
HULL RATING: 3
SHIELD RATING: 3
CONSUMABLES: Replicators
WEAPONS:
10x Heavy Engagement Lightspeed Lasers
20x Pinpoint Individual Neutralizers
4x Ion Cannons
40x AS guns
40x missile lauchers
200x point-defenses
STARFIGHTER COMPLIMENT: Has room for 10 starfighters/shuttles/gunships or a smaller number of larger ships
PLANETARY ASSAULT TROOPS: N/A
OTHER ONBOARD CRAFT: N/A


Stations are fundamentally different from Platforms in several ways. They tend to be much larger, between two hundred meters and several kilometers, and are immobile unless moved via tractor tugs. These structures are always moderately to heavily armed, possess hangers, docking bays or both, are crewed and well shielded. While the number of Platforms in a system could number into the thousands and are often many A.U. from anything, Stations are much rarer and usually situated near worlds or key instillations. There are three types of stations.

Stations are used primarily for five purposes: Defense, trade, surveillance, support and construction. Defense stations exist to defend their territory against attack, service military craft, serve as a launch point to move troops and coordinate system defense; all stations can act as defense stations if need be. Trade stations are geared towards trade, and as such dock and service freighters, host their own marketplaces, handle the processing of travelers and immigrants and handle transports that move people and goods from space to inhabited worlds or colonies. Surveillance stations are central nodes that handle a system's probe data, maintain its EWN (Early Warning Network), support scouts and occasionally act as traffic control. Support stations house electronic warfare suits, inhibitor arrays, supply stores and munitions dumps and operate to both contribute to the system's defenses and restock and rearm its fleet. Construction stations, also known as docks or shipyards, build, repair and maintain craft of all types, from fighters and shuttles to capital warships.

Soryu class Station:

DESIGNER/MANUFACTURER: Nakamoto Dockyards
COMBAT DESIGNATION: Light Station
LENGTH: 200 meters
CREW: 50
RESIDENTS: >200
SPEED RATING: N/A
HYPERDRIVE (or other method of FTLt): N/A
HULL RATING: 3
SHIELD RATING: 3
CONSUMABLES: Replicators
WEAPONS:
1x Heavy Engagement Lightspeed Laser
2x Pinpoint Individual Neutralizers
20x AS guns
40x Quench Guns
8x Ion Cannons
25x torpedo tubes
50x missile launchers
STARFIGHTER COMPLIMENT: 20x starfighters
PLANETARY ASSAULT TROOPS: 25x Marines
OTHER ONBOARD CRAFT: Has the docking capacity for two freighters or subcapital ships or 20 smaller vessels (20 mecha)
Bio: The smallest of the station types, Soryu stations are generally used in systems and areas where a Kitsune Imperial presence needs to exist without being too obvious. Alternatively, a large number of Soryu can be scattered throughout a system for the same reason, in place of larger station types. They are only equipped to resupply flotillas or merchant fleets, and do not have the capacity to assist capital ships, except via shuttle and transport. Because of this Soryu trade stations have only a semi-permanent population aboard, mostly of travelers and traders with a small number of seasonal workers operating accommodations. Similarly, they are not equipped to repel assaults by full fleets, but can preform adequately against enemy flotillas or lone capitals. Because they are simple to build and easy to move, Soryu stations are easily the most common of all station types, usually used for non-defensive purposes, and are often the first permanent structures in a newly discovered system. They are notable for being the structure used to create Caecus Astrum (Project HEAVEN) instillations.

Azov class Station:

DESIGNER/MANUFACTURER: Nakamoto Dockyards
COMBAT DESIGNATION: Medium Station
LENGTH: 800 meters
CREW: 200
RESIDENTS: >800
SPEED RATING: N/A
HYPERDRIVE (or other method of FTLt): N/A
HULL RATING: 4
SHIELD RATING: 4
CONSUMABLES: Replicators
WEAPONS:
2x Spinal Cannons
5x Heavy Engagement Lightspeed Lasers
10x Pinpoint Individual Neutralizers
40x AS guns
50x Quench Guns
15x Ion Cannons
1x R.E.A.P.E.R.
50x torpedo tubes
100x missile launchers
STARFIGHTER COMPLIMENT: 50 starfighters
PLANETARY ASSAULT TROOPS: 100 Marines
OTHER ONBOARD CRAFT: Has the capacity for two capital ships, four freighters or subcapital ships, or 100 small craft (50 mecha)
Bio: The middle ground between the three stations, Azov structures bring the best of both worlds. Their size allows them to hold and resupply small fleets, but as they are smaller than most capital ships they do not attract a great deal of attention, though they support small permanent populations. While Soryu stations most commonly serve scouts, freighters, long-range transports and other vessels that work on the fringes of the Kitsune Empire, Azov stations are more likely to see warships and other true military craft. Because of this they, rather than the Soryu stations, are usually guarding military instillations or critical assets. It is not uncommon for a system Governor to make his or her home or office here.

Tipperary class Station:

DESIGNER/MANUFACTURER: Nakamoto Dockyards
COMBAT DESIGNATION: Heavy Station
LENGTH: 2 kilometers
CREW: 400
RESIDENTS: >1,600
SPEED RATING: N/A
HYPERDRIVE (or other method of FTLt): N/A
HULL RATING: 5
SHIELD RATING: 5
CONSUMABLES: Replicators
WEAPONS:
10x Spinal Cannons
50x Heavy Engagement Lightspeed Lasers
100x Pinpoint Individual Neutralizers
500x AS guns
1,000x Quench Guns
50x Ion Cannons
10x R.E.A.P.E.R.
400x torpedo tubes
1,000x missile launchers
STARFIGHTER COMPLIMENT: 100 starfighters
PLANETARY ASSAULT TROOPS: 200 Marines
OTHER ONBOARD CRAFT: 4 capital ships, 8 subcapital or freighters, or 500 small craft (100 mecha)
Bio: The largest type of station, Tipperary structures are larger than most Kitsune Imperial capital ships. Able to supply whole fleets, capable of withstanding large-scale assaults and possessing large permanent resident populations, Tipperary stations are generally only found in Inner World systems, or Protectorates that need them to keep the peace and stability. Because of their size they are instantly noticeable, and, often also being the largest artificial permanent structure in a system, usually serve as intra-system traffic control in addition to docking and combat duties. Only a handful exist in the Kitsune Empire and associated territories, and to date not one has ever been destroyed in combat. Given their durability and usefulness, Tipperary stations are symbols of Kitsune Imperial engineering.


Starbases are the largest type of structure. Like Stations they require a crew, are armed, have a defensive garrison and can harbor large ships and small craft. Unlike Stations they possess FTL drives that can move them from star system to star system, and thrusters that can shift them (albeit slowly) through space. Extremely well shielded and heavily armed, Starbases are equipped to fight off entire fleets by themselves, and are fully capable of servicing and launching entire armadas. There is only one type of Starbase currently in service in the Kitsune Empire, and only four have been constructed; one over Xiscapia in the Home Galaxy (Protector), one over Ranus V in the Outer Worlds of the Home Galaxy (Rift), one over Estus in the Chalybs System in the Alpha Quadrant of the Milky Way (Algidus) and one protecting the Kana System in the Beta Quadrant of the Milky Way (Thundersinger).

Protector class Starbase:
DESIGNER/MANUFACTURER: Xiscapian Shipyards (now defunct)/Nakamoto Dockyards
COMBAT DESIGNATION: Space Station
LENGTH: 32 kilometers
CREW: 200,000
PASSENGERS: Can house up to a million
SPEED RATING: 0.1
HYPERDRIVE (or other method of FTLt): 1
HULL RATING: 5
SHIELD RATING: 5
CONSUMABLES: Replicators
WEAPONS:
1x Grazer
8,000x Spinal Cannons,
10,000x Heavy Engagement Lightspeed Lasers
150x R.E.A.P.E.R.
15,000x Pinpoint Individual Neutralizers
20,000 PAW
500,000x AS guns
1,000,000x Quench Guns
300x Ion Cannons
50,000 missile launchers
20,000 torpedo tubes
STARFIGHTER COMPLIMENT: 10,000 starfighters
DOCKING BAYS: 64
PLANETARY ASSAULT TROOPS: 50,000 Marines
OTHER ONBOARD CRAFT: Variable numbers of ships (64 capital ships, 128 freighters or subcapitals, 20,000 small craft (200 hangers total)


Description of Shieldships:

"One of the most visually distinct ships in the galaxy, the Shieldship was the brainchild of New Republic war hero Lando Calrissian and built with the cooperation of the Republic Engineering Corporation. Since the ships were originally meant to repel the dangerous rays of the Athega system’s superhot sun, they have few applications outside of their original purpose, but REC keeps the design in circulation since no other ship in the galaxy can do what the Shieldship does.

The Shieldships resemble giant umbrellas and work in much of the same fashion. They have large tubes and fins designed to vent the heat generated by the proximity and exposure to a sun. Depending on the heat given off by a particular sun, or the closeness of the Shieldship to it, the cooling gear onboard may need to be replaced after every trip.

The Shieldship has an advanced slave circuit system for taking control of the ships behind it, making for quick trips into and out of a system. Without the slaving system, the Shieldship is forced to travel at sublight speeds, making for much slower times. Unlike many capital ships of its size, however, the Shieldship is quite fast, clocking in at an unheard of 60 MGLT. This is possible because the ship has very little superstructure in comparison to conventional ships of similar scale.

The Shieldship boasts strong armor and powerful shields thanks to its primary role of safeguarding ships from superhot suns. For protection it has only a single turbolaser, but that is usually more than enough since few ships would be able to follow it into the places it goes."


Using a number of these so-called Shieldships, the Kitsune Empire can produce an invisible, impenetrable fortress anywhere that has a star. First a number of these Shieldships (minimum of one) are piloted into the dangerous zone close to a star known as the corona. At a range of one million kilometers from the surface of the star (deep within the corona) the energy output is approximately 10.5 MW/m², assuming a Sol-like star. This is because the sun's power output (3.827E26 watts) is released in all directions, where any other ship would be destroyed by the intense heat and radiation. Coming directly behind the Shield Ships are tugs towing the installation into position. Once at the desired range the Shieldships halt and hold position, creating a small safe zone in their protective field of clear "cold" space where an object may be placed.

So deep inside the corona, anything that tries to get close, even a warship with very powerful shields, would be destroyed by the intense radiation long before entering effective firing range. Friendly vessels enter the safe pocket created by the Shield ships via a precise FTL jump, which allows regular maintenance vessels in the replace worn-out or damaged cooling gear on the Shieldships, or a second group of Shield Ships to replace the first once they require maintenance. To prevent an enemy from using the coordinates required for this jump for nefarious purposes, a small FTLi field is installed to act as a gate of sorts, only opening at arranged times or via passcodes from incoming vessels. An upside of this approach is that it would be all but suicidal for an enemy to try to force his way through the gate while it was up, as even a slight miscalculation or error would instantly destroy anything he tried to send through. The addition of numerous gravity cannons and tractor beams in the pocket to shove anything unwanted out of the safe pocket and into the unprotected corona around the star is another deterrent to such tactics.

In the event of an attack in the system which the star base is situated in, it has a number of advantages. Obviously its greatest advantage lies in location; it's effectively impossible to assault without precise coordinates and passcodes, and even then it is a risky proposition. Another aspect of location, however, is the gigantic gravity well of the star and the star's same intense radiation; this makes it impossible for even the most powerful of sensors to see the star base or its attendant ships, hiding it from view. The same affects the base itself and the ships around it, of course, but a network of probes, drones and beacons are installed in clear space, away from the star, to feed sensor data to the star base. An enemy could attempt to destroy all these units, but they would have to find them first, then chase and target them, all while under fire from the system's defenses.

The value of such a star base is relatively obvious in certain fields; they can and are used as secret research bases, a concealed dockyard for special ships, a backup center for uploaded A.I. and more. In the arena of military application, the advantage again lies in location. Fitted with the appropriate equipment, a star base can siphon off some of the immense excess energy radiating from the star, store it, and use it as power -which opens up the possibility of installing a gargantuan Grazer cannon or an array of smaller weaponry powered by this energy. Obviously, due to the nature of the location, solid-shot weapons (MAC shells, normal missiles, coilgun rounds etc.) would simply be burned up long before reaching their targets, but the same does not hold true for energy weapons or (if the FTLi gate is down) FTL missiles. The star base can be fed target data from outside sources such as its sensor beacons or friendly warships.

In reverse, the enemy cannot attack the starbase in the same fashion. Any given hostile cannot detect the star base because of the radiation emitted by the system's star, so he would not be able to accurately trace fire or communications going into or coming out of the area around the star. Firing randomly in hopes of striking something will do him no good, considering the size of his target against the size of the star, and even if the station or attendant ships are struck they have their own defenses. There is very little even an advanced enemy can do to harm a star base; since it cannot be destroyed by overwhelming firepower it would need to be destroyed via covert operations sabotage, and station operators are vigilantly watchful for such attempts.

Perhaps the greatest aspect of the star base is that the limit on the number of them possible around a star is only the same as the capacity of the organization that is producing the ships, stations and sensor beacons necessary for their existence. Potentially, millions of star bases of varying sizes could exist around a sufficiently large star; indeed, an entire nation could be fit comfortably into the corona in this fashion. Whether this has actually been done is unknown...
Last edited by Xiscapia on Thu Oct 06, 2011 7:43 pm, edited 18 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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